recursal/Fanatic-Fandom huggingface dataset:
Comic Fiasco (transcript)

This is the transcript of Comic Fiasco, the pilot short of The Wild and Wacky Adventures of Justin Jones.

## Transcript

[BACKDROP OF JUSTIN’S HOUSE, CUTS TO JUSTIN IN HIS ROOM TALKING TO FRANK]

Justin (to Frank): Hey, dude! Another letter from Comix Comix. They say we need to return the rented comic by tomorrow or they'll fine us.

Frank: Um, ghosts are real!

Justin: Did you do something to it?

Frank: Yeah. I mistook it for a sponge and it fell down the garbage dispenser.

(CUT TO 3 DAYS AFTER THIS EVENT. JUSTIN AND FRANK ARE GETTING HOME FROM SCHOOL. THE DOOR IS BLOCKED BY COMIX COMIX LETTERS.)

Frank: We should face the consequences of our actions now.

Justin: (Laughs heartily.) No, my naïve friend.

(PHONE RINGS. JUSTIN'S MOM SPEAKS.)

Mrs. Jones: Did you return the comics? My mother senses are tingling.

Justin (sheepishly): Ummm, yes?

Mrs. Jones: Right, you didn't return the comic, I'm going straight back home right now.

Justin : My mom's coming home. Now.

(CUT TO AN HOUR LATER. JUSTIN'S MOM IS SNIFFING. SHE OPENS THE MAILBOX AND FINDS COMIX COMIX LETTERS.)

Mrs. Jones: I knew it. JUSTINNNNN!

Justin: My mom's here. It's time to put Operation Comix Storm into action.

(CUT TO JUSTIN'S MOM CHASING JUSTIN AND FRANK THROUGH THE NEIGHBORHOOD. MONTAGE LASTS 2 MINUTES. THEY FINALLY REACH COMIX COMIX.)

Benson (Comix Comix worker): Oh, the Jones'. And Mr. Smith. It's about time you showed up. I assume you have the comic book.

Justin: Yes, we do.

Benson : (Flips through book.) This isn't the real one.

Justin (sheepishly): What makes you think that?

Benson: Dude, the comic is 3 pages long and the author's name is listed as you.

Frank : I told you we should've put other people in the author page!

Justin: And let them take the credit!

Justin : We thought your IQ was like, 50.

Benson: Oh, just tell me what happened to the real one!

Frank: I MISTOOK IT FOR A SPONGE AND IT ACCIDENTALLY FELL DOWN THE GARBAGE DISPENSER!!!

Mrs. Jones: I already knew.

Frank : You did?

Mrs. Jones: Look, honey,I knew this was an accident.

Justin : See, Frank.We should always face the consequences of our actions.

(FRANK SLAPS JUSTIN.)

Mrs. Jones: So, what's the lateness fee?

Benson : $300.

Mrs. Jones: Okay kids, now I think it's time to RUNNN!!!

(Episode ends.)
Mora-Lithil

Mora-Lithil is a Drow city in the Lands of Chaos. It was founded several centuries ago when a group of rebel exiles sough to escape from the tyrannic rule of the Clerics of Lolth. They left the Underdark beneath the Harrogath Mountains, looking for a better life elsewhere. As such, they are much more peaceful and kindly than their subterranean kin. But old habits don’t die so easily and it did not take long before prejudices against Drow led the Dark Elves to once again adopt a more xenophobic and conservative stance.

In practice, this led to the city being divided in two: an inner part where the Drow live, and then the outer boroughs where all other races make their livelihood. While it is not forbidden for non-Drow to enter the inner city, they must first petition a license from the city guard by providing a valid reason for entering. Even then, most Drow will still shun and avoid these visitors.

However, things may be about to change as Mora-Lithil has found a new leader in Sevas’Tra. While extraordinarily progressive by Drow standards, she had succeeded in convincing her people that they must reach out to other peoples. Isolating themselves will only lead to stagnation and irrelevance. She recently also gained the support of Drr’Anko, the Drow that led the exodus from the Underdark and whose opinions hold much sway with the common folk.

While Sevas’Tra still has a long way ahead of her, her final ambition is to unite the Lands of Chaos into a proper and mighty nation. To this end, she has approached the Merchant Guild and Patrician Havelock Vetinari, hoping to form an alliance with Onkh-Morpark and reap the benefits from the Guild’s trade routes.

## Main Locations & Stores

### The Puckered Asshole

A large tavern in the outer boroughs of Mora-Lithil that servers mostly as a reststop for travellers and traders. It is owned and run by a Halfling woman named Fanny. Many rumors persist about how the tavern earned its unusual name, including one that it references Fanny’s former husband. She has not confirmed or denied any of them.

**Services**: The Puckered Asshole offers decent food and drink, as well as basic but comfortable shared sleeping rooms, both at standard rates.
4° Concurso de Imágenes: Ganadores

¡Bienvenidos a este gran cierre!

*¡Demuestra tu verdadero potencial!*

Ciaossu a todos, ¿Cómo están? Espero que muy bien, como verán los concursos de Destacados están llegando a su fin, y en este blog se dará oficialmente por terminado el Concurso de Imágenes y Serie Destacada, mostrando a sus respectivos ganadores.

Imagen Destacada

**Kabe Modo infierno** por el usuario **Cabe Ssj**

¡Felicidades Cabe!

Serie Destacada
The Big Prank

## Description

The high temple of Garl Glittergold. Many non-Gnome citizens of Onkh-Morpark come here to pray for good fortune (both in life and financially), even though Garl is actually the patron deity of the Gnomes. The temple is run big High Priest Hughnon Ridcully and his attendants, who make a handsome profit from worshipper’s offerings and offering their divine magics as a service. The temple itself is a tall, pillared building or red marble with many gilded statues and symbols of wealth. Newcomers sometimes think these are pure gold and try to steal them, but the clergy of Garl always makes sure these heretics quickly and painfully atone for their transgressions.
Айвізавр

Вид
Seed

Здібності
Overgrow
Chlorophyll (dw)

Канто
002
Джото
227/232

Хоенн
Н/В
Сінно
Н/В

Юнова
Н/В
Алола
Н/В

Галар
69
Палдея
Н/В

Эволюція з
Bulbasaur

Эволюція у
Venusaur

### Крик

**Айвізавр** *(яп. フシギソウ / Fushigisou)* — покемон Трав'яного/Отруйного типу, який з'явився в I поколінні.

## Біологія

#### Фізіологія

Айвізавр дуже схожий на свою попередньо еволюційну форму. В нього як і раніше шкіра бірюзового кольору в плямах, й червоні очі, верхні ікла івісаура в данній стадії виражені значно більше. Крім того, його вуха тепер потемніли і всередині тепер чорні . Найбільш помітною зміною є те, що цибулина на його спині розцвіла квіткою, з рожевими пелюстками і великими листками.

#### Вроджені здібності

Цибулина, що була в нього на спині стала квіткою і тепер може рости до більших розмірів ппід сонячним світлом. В міру росту квітки, Айвізавр втрачає здібність стояти на задніх лапах. Квітка починає приємно пахнути, коли готова розквітнути, і Айвізавр готовий перетворитися в Венузавра.

## Еволюція

Айвізавр розвивається з Булбасаура, починаючи з 16-го рівня, і перетворюється в Венузавра, починаючи з 32 рівня.

### Аніме

Айвізавр вперше дебютував в епізоді Таємничий сад Бульбасаурів. Під час епізоду, багато Булбасаурів зібралися в таємному місці для церемонії еволюції, де вони, могли перетворитися в Айвізаврів.

Айвізавр був в епізоді The Ultimate Test, його використовували тренери на іспитах.

Булбасаур Мей перетворився в Айвізавра до її дебюту в сезоні Алмаз і Перли.

### Інші появи

За Айвізавра можно зіграти в Super Smash Bros. Brawl, як за одного з трьох покемонів яких використовують тренери, або Ред. Айвізавр представлений в грі надзвичайно моторним, віні стрибає на велику висоту і атакує з шаленою швидкістю. Його атаки, засновані на атаках  типу в іграх Pokémon- Сонячний промінь, Виноградна лоза(Vine Whip), Листя лезо (Razor Leaf) і Насіння кулі.

## Дрібниці

* Він єдиний стартовий покемон, який має той же подвійний тип на всіх єтапах своєї еволюції
* Цікаво, що всі покемони які використовують в Super Smash Bros. Brawl були використані Ешем, в також й Айвізавр, якщо вважати його попередню еволюцію.
* Айвізавр є єдиним стартовим покемоном  типу, котрий маж подвійний тип.
3° Concurso de Imágenes - Ronda Final

¡Bienvenidos a la gran final!

*¡Las esferas se juntan y con más poder que nunca!*

Ciaossu, en este blog se dará lugar a la **Gran Final de Destacados**.
La votación durará tres días y como siempre, con un intermedio de tiempo para el blog final que anunciará el ganador junto con la serie Destacada.

Reglas para votar

* Para dejar en claro como votar, solo tienen que escribir sus votos respecto a cada grupo en la caja de comentarios de abajo.

**Ejemplo**: Grupo 1: (Imagen que voten).

* Necesitas al menos una semana de antigüedad en la wiki para votar.

* No puedes votar en el grupo que participas.

* Una vez hecho el voto no se puede anular, así que trata de pensar bien la decisión que tomes.

Votaciones

Grupo 1

Goku Misirrior 3.pngGoku Misirrior por Niko-Zero-Havik Neck (Nominante) SkakterxWK (Creador)Saail Forma Dark por Saail GoxLance ssj cabessj.pngLance SSJ por Cabe Ssj
¡Suerte a todos y que gane el mejor!
The Patrician's Palace

## Description

The Patrician's Palace is the home and office of the Patrician, the de facto ruler of Onkh-Morpark, a position currently held by Lord Havelock Vetinari. As such, it is the center of politics in Onkh-Morpark, as the Council of 116 convenes here. Despite its high, heavy walls and the great wealth of its current owner, the Patrician’s Palace itself is a relatively small building with little decoration, although it is surrounded by large, well-tended gardens and grounds. It is rumored the Palace is riddled with secret passages, many of which lead to tunnels to several other important locations in the city.

## Notable People

* Lord Havelock Vetinari, the Patrician
* Mister Clete
Cookie

## Description

Cookie is an overweight half-ogre who works a food stall selling chimichangas and spicy foods on the main square Anversa. Despite Anversa’s prejudices against non-humans, Cookie is well-liked for his simple, friendly demeanor and genuinely good food.

Because of his heritage, people think Cookie is a dumb harmless street vendor, so they unwittingly tell him all the latest gossip and rumors, not realizing he is much brighter than he lets on. This means Cookie is the go-to guy for adventurers looking for local information, provided you buy his food. Just remember he is a blabbermouth.
The Sandvich Safe

The Sandvich Safe is an enchanted tin bread box labelled with the logo of Mann Company. The box contains one sandvich made of two slices of whole wheat bread, some lettuce, slices of tomato and Dwarven cheese and an unidentified type of meat that may be some kind of bologna. The sandvich is highly filling and just one can provide enough nourishment to feed one medium creature for one day. Every morning at sunrise the Sandvich Safe magically creates another sandvich.
Party Property

## Description

This page lists all special (magical) items and other miscellaneous property currently owned by the party that need some kind of explanation. If for some reason you forgot what an item in your possession does, find it in the list, click on it and this will link you to a page with all the necessary info.

This page can be freely added to by anyone, but keep a few simple rules in mind:

1. Don't list personal items that provide simple stat boosts like for example a Ring Of Protection +1 or a Cloak Of Charisma +2. HeroForge lets you select and auto-implement these onto your character sheet in 9 out of 10 cases.
2. Don't list your GP, Scrolls, Potions, Oils, Wands, Poisons and other consumables here. Keeping track of how many you own and what they do is each player's individual responsibility.

## Collective Property

Below is everything that is owned by the party as a whole. This can include real estate, vehicles, businesses and/or organisations.

* The Queendom Hearts
* Horse (Pickle) and Cart

## Personal Property

As the heading implies, this is where you put any items that belong to you personally.

### Farnsworth

* Belt Of Temporal Summoning
* Brooch Of Shielding
* Metamagic Rod Of Reach, Lesser
* Handy Haversack

### Quinn

* Hrothgar's Anymug
* Handy Haversack
* Lesser Ring of Fire Resistance
* Bottle of Air
* Healing Belt
* Psionatrix of Telepathy
* Crystal Mask of Mindarmor
* Belt of Physical Might +2 (Str, Con)

### Richmond

* Rod Of Summon Headcrab
* Healing Belt

### Tal Marrow

* Shortspear Of Lightning
* Everlasting Rations
* Wyrmfang Amulet
* Gauntlets of Energy Transformation
* Bow of Force
* Bracers of Physical Might +4 (Str, Dex)
* +2 Ebonstone Greatsword of Collision
* Winged Boots

### Zhul

* Dagger Of Venom
* Deathstrike Bracers
* Goggles of Minute Seeing
Tunrok

## Description

Tunrok is a big dark-skinned Half-Orc who got conscripted into the Thalean army, where his superior officers discovered he has a talent for cooking. After his military service of several years fighting Lizardfolk raids, he was through with being a warrior, but found there was little demand in Thale for a Half-Orc with culinary skills. He was given a chance by Barnaby, the steward at the Queendom Hearts in Anversa, and is now content with a peaceful life of preparing meals, although he is still quite capable of planting a big dark fist into the face of unwanted visitors.
Belt Of Temporal Summoning

This thick, heavy leather belt with copper clasp is embossed with many stylized depictions of beast and all manner of other creatures. You must wear this belt for 24 hours before it takes effect. Whenever you cast a spell that summons a creature, its duration increases as if your caster level were one level higher than your actual caster level.
Bow of Force

This +1 Longbow fires arrows of Force dealing 1d8+1 damage. As the arrows have the Force quality, they ignore the miss chance versus incorporeal or ethereal creatures, and bypass any form of damage reduction that does not protect against Force effects. The Bow of Force generates its own arrows and thus has effectively infinite ammo.
Rincewind

## Description

Rincewind is a failed student at the Unseen University for wizards in Onkh-Morpark, and is often described by scholars as "the magical equivalent to the number zero". Being an enormous coward, he spends just about all of his time running away from various bands of people who want to kill him for various reasons. The fact that he's still alive and running is explained in that, although he was born with a Wizard's spirit, he has the body of a long-distance sprinter.

Being rather useless as a Wizard, the University faculty made Rincewind the Librarian's assistant in the UU Gift Shoppe. While this leaves him underpaid and often bored, he is quite content with it, since it put him out of harms way. He has a good relationship with the Librarian, since the ape is the only one who treats him with any kind of respect, even if he tends to push his work onto Rincewind.

Rincewind is a skinny Human in his late forties. He has shoulder lenght dark brown hair and a short beard (even though a proper Wizard should have a long grey one). He wears worn-out wizardly robes and an old, tattered pointy hat into which he has stitched yellow paper stars and the word "Wizzard".

## Stats

### Spells

Spells known: (CL 0)

* 0th (1/day, Save DC 10): Prestidigitation
Mythra

## Stats

### Special Abilities

* **Trackless Step(Ex)**: You leave no trail in natural surroundings; and cannot be tracked unless you choose to.
* **Fast Movement(Ex)**: Your speed increases (limited by armor and encumbrance)
* **Slow Fall(Ex)**: As long as a wall is within arm's reach; you take damage from a fall as if it were 30 feet shorter.
* **Skirmish(Ex)**: For any round in which you move at least 10', you gain 2d6 damage and a +1 competence bonus to AC.
* **Battle Fortitude(Ex)**: You gain a +1 competence on Fortitude saves and initiative checks.
* **Acrobatic Charge(Ex)**: You can charge over difficult terrain and through allies.
* **Skill Mastery(Ex)**: You can take 10 on Balance, Climb, Jump and Tumble even when under stress.
* **Fast Acrobatics(Ex)**: You ignore the normal -5 penalty when making a Balance check while moving at full speed. You ignore the normal -5 penalty when making a Climb check to move at half speed. You ignore the normal -10 penalty when making a Tumble check to move at full speed.
* **Kip Up(Ex)**: If you are wearing light or no armor and carrying no more than a light load, you can stand up from prone as a free action that doesn't provoke attacks of opportunity.
* **Steady Stance(Ex)**: You are not considered flat-footed when balancing or climbing, and you get a +4 bonus to Balance and Climb checks to remain Balancing or Climbing when taking damage.
* **Agile Fighting(Ex)**: When wearing light or no armor and carrying only a light load, you get a +2 bonus to AC (already applied). You gain an addition +1 when fighting defensively or using total defense. You take no penalty to AC or melee attacks when kneeling, sitting, or prone.
* **Defensive Roll(Ex)**: As the rogue special ability, 1/ day.

### Feats

* Improved Skirmish(CS 78) : Move 20ft to gain +2d6 points of damage and +2 to AC.
* Agile Athlete(RotW 148) : Use Dex for Climb and Jump checks.
* Expeditious Dodge(RotW 150) : Move >=40 ft and gain +2 dodge to AC until next turn.
Manifico de Medici

## Description

Manifico de Medici is a high-ranking member of the Merchant Guild, the eldest son of Cosimo de Medici and the managing director of the Merchant Guild Second Bank in Mirthala. Like his father, he is a man with a great lust for money and with the keen mind and skills to amass the fortune he so desires. Unlike his father, however, Manifico is much more cordial and sociable, and less strict in his business dealings. The latter sometimes causes some tension between him and Cosimo.

If his father is a great lover of the performing arts, then Manifico is likewise a supporter of sports and knightly games. He has a good relationship with the Knights of St; Cuthbert and frequently sponsors their jousting or other martial contests. Sometimes he longs to join them on their righteous and noble quests, but alas, his physical form is unsuitable for such hardships and the massive pile of documents on his desk would grow to truly unimaginable proportions in his abscense.

Not getting any younger, his greatest ambition is to succeed the family patriarch as Chairman of the Guild and he works tirelessly to prove himself in his father's eyes. However, Cosimo is as stubborn as he is strict, and while he acknowledge his son is talented, Manifico has yet to truly match his father.

Manifico de Medici looks much like a younger version of his father: a somewhat short Gnome with glasses and a receding hairline, except middle-aged and making futile attempts to hide his graying temples with black dye (futile because his natural haircolor is auburn and he neglects to also dye his mustache).

## Stats

### Special Abilities

* **Spell-Like Abilities**: (1/day) Speak with Animals (Burrowing), Dancing Lights, Ghost Sound (DC 12), Prestidigitation.
II покоління

Файл:Pokemon gold.jpg
**Покоління II** чи **Друге покоління покемонів** - другий набір ігор серії Покемон. Він містить "'100"' нових покемонів, серед яких є, як еволюції і доэволюции покемонів першого покоління, так і абсолютно нові покемони. В хронологічному порядку ігри йдуть наступним чином: золото і срібло (випущені одночасно), кристал. Регіоном другого покоління є Джото.

## Особливості

* Спочатку гра називалася просто "Покемон 2".
* Події другої серії ігор відбуваються через три роки після подій першої серії ігор.
* В цьому поколінні введені два нових типи: темний тип і сталевий тип.
* Покемони розділені за статтю: з'явилися виключно покемони жіночої статі (наприклад, Ченсі), виключно чоловічого типу (Хітмончан) і безстатеві покемони (наприклад, Магнемайт).
	+ Зміни, пов'язані зі статтю і типом покемонів, були додані покемонам з першого покоління.
* Початкові покемони: Чікоріта - трав'яний, Сіндаквіл - вогненний, Тотодайл - водний.
	+ Це перше покоління, в якому жоден з стартових покемонів не має подвійного тип. Друге - покоління VIII.
* Це остання серія ігор Покемон для ігрової приставки GameBoy.
Barnaby

## Description

At the venerable age of 179, the Gnome Barnaby has a wealth of experience as a barrister, clerk and steward, having served several other adventurers. As such, he has a keen understanding of their needs and has a lot of connections that they may find useful. Aside from that, he is also genuinely good at his job, having a keen judge of character and diligent, no-nonsense nature. If one were to say he has a flaw, it is that he is a little too stiff upper lipped. He is currently employed by the party in Anversa and put in charge of the Queendom Hearts and its personnel.
Deathstrike Bracers

When activated with a swift action, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to constructs, elementals, oozes, plants, and undead as if they were not immune to such extra damage. You must still roll a critical threat and confi rm it as a critical hit or qualify to deliver sneak attack damage to gain any benefi t from the bracers. This effect does not allow you to overcome any other immunity or resistance to extra damage from sneak attacks or critical hits (such as the fortifi cation armor property). This effect lasts for 1 round. This ability functions three times per day.
The Sunshine Sanctuary & Hospital

## Description

The Sunshine Sanctuary and its attached Hospital are the temple of the sun god Pelor in Onkh-Morpark. It is located on the Isle of the Gods. While the worship of Pelor is not very popular in the city, the cheap healthcare provided by the Hospital does guarantee it plenty of business. The temple is run by the local High Cleric, Fuegan, who diligently sees to the needs of the sick and wounded, and just as gleefully destroys anyone who refuses to stay dead.

The buildings themselves are tall, made of white sandstone and have lots of open spaces, windows and mirrors to redirect sunlight into key areas. The temperature inside is always like a balmy summer day with a slight breeze.
Philosoraptor

## Description

Over a millennium ago the velociraptor known as the Philosoraptor was just a simple animal. A wizard started experimenting on it to find a way of creating stronger, smarter familiars. The experiment succeeded in making it highly intelligent, but unintentionally also made it immortal. It outlived its master and was then free to pursue its own desires, even though it inherited its master’s thirst for knowledge.

Now it leads a pack of normal Velociraptor and lives in an abandoned temple. It is now a sage knowledgeable in many study areas. It is willing to share what it knows in return for obscure information it wants in its collection. Humanoids may find it hard to deal with. Despite its intelligence, it thinks in animal terms and lacks a true morality.

The Philosoraptor looks like a slightly larger than average velociraptor with mottled brownish-green skin and yellowy quills on the back of its head.

## Stats

### Special Abilities

* **Pounce (Ex)**: If a deinonychus charges, it can make a full attack.
Torvus Temple

## Description

An ancient pyramid style temple in the Sslithàna Swamplands dedicated to the chief Kobold deity Kurtulmak. However, its worshippers have long abandoned it and lack of maintenance left it into an eroded, ruined state. It has since served as a home to a wide variety of inhabitants. The Philosoraptor and his pack have recently taken residence here.
The Thieves' Guild

## Description

Onkh-Morpark is unique in that stealing is not illegal if it was performed by a licensed member of the Thieves' Guild. Rich people who own things worth stealing pay a yearly stipend to ensure they don’t receive uninvited visits, instead . For the poorer (but not penniless) citizens who do not arrange for premiums and appointments, the Thieves quite politely rob them in the streets, in their business premises, or in their homes, not badly injuring them, and always leaving them a receipt which guarantees that these people will not be inconvenienced with another official robbery for the rest of the year.

The Guild also plays a role in law-enforcement in the city, as it ruthlessly and vigorously weeds out any thieves who aren’t members (which usually ends on the bottom of the river Onkh). The fatal fate for an unlicensed thief will be to meet Thieves' Guild enforcers, who will capture him, kill him, and hang his body somewhere in the city. The Thieves Guild is led by Mister Boggis, the Master Absconder. He is noted as being particularly hardline about the Guild receiving the respect and voluntary donations it is due.

In recent days it is asked quite loudly why people should endure being robbed at all. However, as the Guild system has proven to keep crime under control (with the introduction of the Guilds crime has actually gone down), it is not be expected that the Guild will vanish anytime soon. There is another good reason why the Guild suits Vetinari in its current form. A significant proportion of what it reaps every year via its criminal activities is paid on to the city as Guild Tax.

## Locations

### The Thieves' Den

The guild house of the Thieves Guild. Thieves are not much for maintenance, so the Thieves Guild is the most dilapidated of all the guild houses, with moss and vines covering most of its outer walls and the inside being a rather dusty affair with plenty of rats (which, to be fair, are often used as eyes and ears by the Guild). While the Thieves' Den is generally mostly used as a clubhouse where its members can hang out, it does contain a pawn shop where less scrupulous adventurers can get rid of valuables obtained in less than savoury ways. This is provided they are acquired from the previous owner posthumously, as this technically does not break the Guild's rules.
+2 Ebonstone Greatsword of Collision

This powerful Greatsword of Chozo design was recovered by Tal Marrow from a tomb on the deepest floors of Agon Temple. On top of being a potent +2 magical weapon, it also has the Collision psionic weapon quality, giving it an extra +5 damage for a total of +7.

Beyond this, the sword is also made of the incredibly durable Ebonstone material. In practice, this means it has the same properties as Adamantine, such as ignoring Hardness up to and including 20 and certain types of Damage Reduction. In addition, it is also virtually impervious to certain types of damage. It is immune to Cold, Fire and Electricity, and resistance 30 to Acid and Sonic. Note that these qualities only apply to the weapon, not to its wielder.
Little Darkwater

Located in the Queendom Of Thale, near the mouth of the river Silia, Little Darkwater is a fishing village known for it’s excellent swordfish. Almost every boy growing up in the village dreams of becoming a fisherman, and local dishes using their legendary swordfish are known all through Thale to be among the finest in the realm. Although fish is the only goods traded here, as its small harbor lacks the capacity to moor larger trade ships. Because of this, Little Darkwater has remained a small backwater village despite its favorable location, barring the occasional visits of ships from the people of Monkey Island, whom prefer to remain on the sea anyway.

On the upside, its lack of wealth and out of the way position has left Little Darkwater mostly free from the predations of brigands and other ne'er-do-wells, save the rare band of Saa'ur. Beside the usual church of St. Cuthbert, there is a small church a little north of the village, dedicated to Fgarlanghn. The god of travel and roads has a modest following among the many sailors and fishermen that live in the town.

## Shops:

### Swordfish Inn

The local inn isn't big, even by village standards. The village rarely sees travellers, and most merchants have no reason to stay longer than a night or two. The innkeeper, Harold, doubles as a mayor, and tries to keep track of most of the goings-on in his little community.

**Services**: The Swordfish Inn offers basic room & board at affordable prices.

### Guran’s Sushi Palace

Guran is a half-orc who is known for his exceptional skill with a knife. When he and his family first came to Darkwater and opened his palace, people were apprehensive towards a half-orc staying in their quiet village. But when a few Saa’ur made their way down the river, Guran earned the villagers' trust by saving the lives of a few children who were playing by the water. He lost his left eye in the battle.

**Services**: Guran specializes in fine raw fish dishes, including the gamed swordfish. His meals are cheap, but excellent quality.

### Grog's Blacksmith

When it comes to blacksmiths, Gregory is not the finest specimen one can find in Thale. An incurable alcoholic, his drinking has earned him the nickname 'Grog', and many of the villagers mock him openly. Most of his work involves making hooks or other tools for the fishermen.

**Services**: His store offers little more than simple weapons of dubious quality and Gregory tends to overcharge for these.
Healing Belt

This broad leather belt is studded with three moonstones. While wearing a *healing belt*, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges as a standard action allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)

* 1 charge: Heals 2d8 points of damage.
* 2 charges: Heals 3d8 points of damage.
* 3 charges: Heals 4d8 points of damage.
Gauntlet of Energy Transformation

Gauntlets of energy transformation allow you to temporarily change the type of energy produced by any weapon you hold. When you activate the gauntlets with a swift action, you change one type of energy damage produced by a melee weapon you hold into another type of energy damage (acid, cold, sonic, electricity, or fire) for 1 round. Transformed energy does the same amount of damage, but a +1 flaaming longsword could be changed to deal acid, cold, sonic or electricity damage instead of fire. If a weapon produces more than one type of energy, each activation affects only one type of energy produced. For example, if you wield a +1 flaming shock longsword, you could activate the gauntlets to change the fire damage to acid, cold, sonic or electricity damage, and you could activate the gauntlets a second time to change the electricity damage dealt by the shock property to acid, cold, sonic or fire. If your weapon doesn’t deal energy damage, these gauntlets have no effect. This ability functions three times per day.
Recovery Part 1

Recovery Part 1 is the sixth episode overall of Calvin and Hobbes: Elite Force.

## Story

The Elite Force is roaming Centium City, back on their feet in search of the swarms that attacked them. Centium City is recovering from the misfortune of the previous attack. The Elite Force is confident in their abilities as Calvin joined the Elite Force. Chase uses his bionic eye to scan the city, and the results turn out negative for any shapeshifter. Calvin suspects this as a trap, and invisibility may be involved.
Pokémon Scarlet i Violet

* Scarlet
* Violet

**Pokémon Scarlet** (яп: *ポケットモンスター スカーレット, Poketto Monsutaa Sukaaretto, Pocket Monsters Scarlet*) і **Pokémon Violet** (яп: *ポケットモンスター バイオレット, Poketto Monsutaa Baioretto, Pocket Monsters Violet*) — перші ігри дев'ятого покоління. Вони відбуваються в регіоні, натхненному Піренейським півостровом.

Ігри описують як відкритий світ.

Гра має вийти 19 листопада 2022 року (за українським часом).

## Трейлер

Pokémon Scarlet and Pokémon Violet - Announcement TrailerПерший трейлерPokémon Scarlet and Pokémon Violet - Official Second TrailerДругий трейлерWelcome to the Paldea region! - Pokémon Scarlet & Pokémon VioletТретій трейлер

## Дрібниці

* Це перша гра з лінійки з відкритим світом (у Pokémon Legends: Arceus напів-відкритий)
* Це перша гра з покемонами, у якій є вогняний початковий покемон, який не базується на календарі китайського зодіаку, тому що це вогняний покемон-крокодил.
* Pokémon Scarlet і Violet - це перші ігри про покемонів, в яких:
	+ Головні герої одягають різнокольоровий одяг залежно від обраної версії.
	+ Головні герої одягають однакові вбрання для обох персонажів.
	+ Легендарні покемони представлені як покемони-партнери.
	+ На легендарних покемонах можно кататись.
* Це третя пара ігор основної серії Pokémon, регіон яких базується на Європі (у даному випадку на Піренейському півострові), причому першою є Pokémon X і Y (Франція), а другою є Pokémon Sword і Shield (Великобританія).
* Це перші ігри після Pokémon Black 2 і White 2, названі на честь кольорів.
* Це перша пара ігор із різними стилями шрифтів.
* В кожному поколінні є новий електричний гризун. Ця гра презентувала - Павмі.

## Виноски

1. ↑ https://pokemon.gamespress.com/POKEMON-ANNOUNCES-NEW-VIDEO-GAMES-POKEMON-SCARLET-AND-POKEMON-VIOLET-
The Fall of Arad Doman

Arad Doman was a great empire that existed from roughly the year 4000 BF to 0 AF.  It was founded by the Dragon Knight Mirrah Doman and her trusted Steel Dragon partner Seraphon after the conclusion of the 3rd Draconic War. Together they united much of what would become the modern day Queendom of Thale, Duskmoor, The Lands of Chaos and The Free Townships of The Glen.

For near 2 score centuries the Domani empire endured, a force for good in the world of Aldarun. This changed about halfway through the 1st century BF, after a long succession of wars against the reptilian peoples of the Sllithàna Swamplands, the Elves of the Fyrnalis Forest and the various races that inhabit the Underdark beneath the Harrogath Mountains. Their methods became increasingly cruel in the face of so many enemies.

Things came to a head when catastrophe struck the capital Aradhol, its population annihilated overnight by the eldritch evil power of Mashadar. With the capital, the royal family and almost the entire upper command gone, local lords started fighting among themselves for the throne. This civil war lasted almost a decade, leading the final collapse of the empire.

When the dust settled, the western parts united under the banner of Lady Ciri Trakandus, forming the Queendom of Thale. The jarls of the northeastern lands formed a loose alliance, which would eventually become the Free Township of The Glen. The Duskmoor region to the northwest, which was always culturally distinct form the rest of the empire, became independent. The southeastern and southern regions never gained any unity, earning it the name Lands of Chaos.

The Fall of Arad Doman also started a new calendar era denoted by the label AF i.e. After Fall.
Ponder Stibbons

## Description

* **Spellpool(Su)**: You have access to the University's spellpool. You have access to spells from 1st through 3rd level.
* **Natural Armor Increase(Ex)**: You gain a +3 bonus to your natural armor.
* **Resistance to Cold(Ex)**: You gain resistance to cold 10
* **Gain Knowledge(Ex)**: You may add the following spells to those you know: conjure ice beast I, conjure ice beast II, conjure ice beast III, animate snow.
* **Piercing Cold**: You bypass all resistances and immunities to cold granted by spells and spell-like effects of magic items.
* **One with the Cold(Ex)**: You gain the cold subtype, which grants you immunity to cold, however you take 50% more damage from fire.

### Feats

* **Spell Focus (Evocation)** : +1 bonus on save DCs against specific school of magic.
* **Spell Penetration**: +2 bonus on caster level checks to defeat spell resistance.
* **Flash Frost Spell**: Cold spell deal 2 extra damage per spell level. Creates slick sheet of ice in the area.
* **Chain Spell**: Redirect spells to affect secondary targets
* **Energy Substitution(Cold)** : Energy spells can deal different energy damage
* **Metamagic School Focus (Evocation)** : 3 times a day, reduce the cost of a metamagic feat.
* **Snowcasting**: Adds cold subtype to spells
* **Frozen Magic**: Cold spells more powerful in cold weather
* **Piercing Cold**: Cold spells can damage creatures immune or resistant to cold

### Spells

**Spells prepared**: (CL15)

* 1st (6/day, Save DC 17): Magic Missile x3, Lesser Orb of Cold x3
* 2nd (6/day, Save DC 18): Frost Breath x3, Scorching Ray x3
* 3rd (5/day, Save DC 19): Dispel Magic, Fireball x2, Fly, Shivering Touch
* 4th (5/day, Save DC 20): Dimension Door, Ice Shield, Ice Storm, Orb of Cold, Wall of Ice
* 5th (5/day, Save DC 21): Cone of Cold x2, Flesh to Ice, Prismatic Ray, Teleport
* 6th (4/day, Save DC 22): Disintegrate, Greater Dispel Magic, Freezing Fog, Undeath to Death
* 7th (2/day, Save DC 23): Energy Immunity, Forcecage
* 8th (1/day, Save DC 24): Polar Ray

A fairly new addition to the staff, Ponder Stibbons has somewhat limited access to the Spellpool and only knows all Wizard spells up to lv3.
Merasmus

## Description

Merasmus is a self-proclaimed great Wizard, despite looking and acting like a wimpy, incompetent buffoon. This impression is further reinforced by getting expelled from Unseen University for 'lack of talent', quite a feat considering they as of yet haven't got rid of Rincewind. He lived like a beggar in a small cave in Onkh-Morpark's Hide Park. Despite all of this, he does seem to have some form of magical power, although how he obtains it is unknown.

He first encountered the party when he bought their contracts from the Last Chancer's mercenary company. He claimed he had amassed a great debt with the Duskmorese Maffia and need the party's help to retrieve a great tome of magic, called the Bombinomicon. This required three mystical Lenses: one in Ravenholm, one in one of the towers belonging to Ponder Stibbons and one in the Dwarven Subward of Onkh-Morpark. Together they would allow entry into Agon Temple, a massive pyramid in the southern Sllithàna Swamplands.

Merasmus promised the party he could use the Bombinomicon for great wealth and power. They begrudgingly agreed, gathered the Lenses and entered the great Temple. Merasmus accompanied them, but refused to join them inside on the grounds that 'Wizards don't do their own dirty work'. After much hardship, the party succeeded in obtaining the Bombinomicon.

Once outside again, the party was met by a panicked, who pleaded with them to quickly hand over the tome. At this point, they were interrupted by the deep, dark voice of Archaeon, a mighty Obsidian Dragon and Merasmus' true master. Faced with such a formidable foe, the party had no choice but to surrender the Bombinomicon, but not before swearing revenge against Merasmus.

Merasmus is a thin, ugly Human male close to middle age. He is of average height, has a gaunt, grooved face with sharp cheekbones, greyish blue eyes and short greasy greying dark hair. He wears tattered dark grey robes with a high collar that partially hides his face.
The Thriller Night

## Description

In the year 893 AF, a disaster struck the fledgling village of Anversa when a Necromantic Bard named Mischa attacked it with horde of undead minion. Most of the adults were killed. The young were kidnapped and forced to watch Mischa's song and dance performance non-stop for several days. Mischa was vanquished in battle by a group of heroic adventurers led by the new Captain of the Town Watch, a former Knight Paladin of St. Cuthbert named Galad. Their intervention saved the village, but its population was decimated.

Fortunately, relief aid from the Queendom prevented complete collapse. Since the capital Mirthala suffered from severe overpopulation at the time, the Queen ordered a resettlement of several hundred citizens. This new population, as well as a new Merchant Guild trade route from Skopjani to Valorond, kept the village afloat. It took a few decades, but the village recovered and prospered. It is now steadily growing and is expected to become a small city in the next twenty to thirty years.
Sobekhotep

## Description

Sobekhotep is a lawyer in Onkh-Morpark, the last remaining partner of the Sobekhotep, Morecombe & Honeyplace law firm (because he simply outexisted the others) and the Chief Justice of the Lawyer’s Guild. Unlike most of his fellow Guild members, he is actually quite a competent (and expensive) lawyer who knows the laws of the city to the letter, including that weird one that makes it illegal for single women to frown on odd days of the week unless they are accompanied by a midget holding a sign stating the reason for said frowning.

He is often called upon by the powerful in the city, both benign and malicious, for advice or to find loopholes or precedents in the law whenever someone wants to legally justify some strange or controversial endeavor. He is also a long-time family solicitor to the Havelock family, and thus, the personal attorney of the current Patrician.

Sobekhotep is an almost 400 year old Bhuka Mummy, originally from the Pandoran Desert. Covered in wrappings and not really having anything to cover up, he has no need of clothes, but does insist on wearing the traditional powdered lawyer’s wig. His slow, drawn-out speech and movements belie his quick wit and he is a fearsome legal adversary.

## Stats

### Special Abilities

* **Despair**: Those who gaze upon you must make a succesful Will save (DC 18) or be paralyzed with fear for 1d4 rounds. Surcessful Will Save or not, your target cannot be affected again by the sight of you for 24hrs.
* **Mummy Rot**: With a succesful hit by a natural attack and a failed Fort save (DC 18) you cause a disease which takes 1 minute to incubate and causes 1d6 Con & Cha damage.

### Feats

* **Heat Endurance**: +2 on saves against fire, heat protection 1

### Spells

**Spells known**

* 1st (7/day, Save DC 14): Comprehend Languages, Magic Missile, Parching Touch, Sunstroke
* 2nd (6/day, Save DC 15): Desiccate, Scimitar of Sand
* 3rd (4/day, Save DC 16): Protection from Energy
The Lawyer's Guild

## Description

The Lawyer’s Guild is Onkh-Morpark’s first and only legal organisation who train and provide the city with a wide variety of legal experts, including both lawyers and judges. Some would say this creates a conflict of interests. Those people are generally quickly sued into oblivion, because the Guild has little interest in practicing law. In truth, the Guild is little more than a hopelessly corrupt organized crime ring. Abusing the law is more its style and its members are corrupt almost to the last, more concerned with lining their pockets. Many specialise in fraud, embezzlement, tax evasion, money laundering and racketeering.

The Guild is headed by the Chief Justice, currently held by Sobekhotep. This position used to be earned through merit. In this case however, merit is defined as whoever manages to stab the current title holder in the back, figuratively and quite literally. Despite the Lawyer’s Guild being full of people with high ambitions though, Sobekhotep has been Chief Justice for nearly 200 years. Mostly because his subjects realize dead men’s shoes are filled by, well … dead men, and those usually don’t suffer any ill effects from that dagger in the back.

## Locations

### Pleader's Row

Pleader’s Row is the Guild House of the Lawyer’s Guild and their opulent guild buildings reflect its mafialike tendencies. Located on Sator Square in Onkh-Morpark, across from the Unseen University (and notable close to the Thieves' Den), it is built to look impressive and show off the Guild’s wealth and power, with plenty of gold filigree and other expensive materials. This is only an illusion, a thin veneer. After all, corrupt as the Guild’s members are, they rather prefer to allocate the building budget to their own pockets.

### Sobekhotep, Morecombe & Honeyplace

Sandwiched inbetween Unseen Univesity and Pleader's Row lie the offices of Sobekhotep and his now deceased associates. The building is mostly deserted though, with only Sobekhotep's sections still in use by the Mummy lawyer and his few clerks. The other two offices are still being maintained though out of Sobekhotep's respect for his former partners. That, or he's secretly quite sentimental.
Cosimo de Medici

## Description

Cosimo de Medici is the patriarch of the wealthy and influential de Medici family, as well as the Chairman of the Merchant Guild, holding office in the First Bank in Onkh-Morpark. He is a shrewd businessman who manages both the Guild and his own family as assets to be used, moved about and discarded as he sees fit.

The accumulation of wealth is his great mission in life, one which he takes very seriously, and while he will always remain within the boundaries of the law, he is not above using the Guild to leverage pressure so those laws get amended to something which suits him better. Cosimo can be rather ruthless in dealing with any who have hampered his fervent pursuit of more coin or who threaten to do so. He is also an infamous scrooge, unwilling to invest of compromise on any deal that would not result in immediate and sizeable returns.

In direct contract to his hardline approach to business is his great love of the performing arts. Cosimo is a prominent patron of many musicians, actors and all manner of artistes. His generous contributions play a large part in keeping the Opera House and the Miskatonic Lyceum, as well as many freelance performers, afloat. Always donating out of his own pocket, he demands nothing more from those he dotes on but mentioning him as their patron.

Cosimo de Medici is a jovial looking Gnome in old age with grey, mostly receded hair and large glasses. He prefers wearing simple, but impeccably made silk shirts with velvet trousers and vest. While old age has left his body weak and frail, his mind is as sharp as ever and one would be wise not to mistake him for a senile, hunch-over little old man.

His eldest son Manifico de Medici is his right hand and serves as the director of the Second Bank in Mirthala.

## Stats

### Special Abilities

* Spell-Like Abilities: (1/day) Speak with Animals (Burrowing), Dancing Lights, Ghost Sound (DC 11), Prestidigitation
Lesser Ring of Resistance

## Description

This brass embossed ring functions like a Ring of Energy Resistance and continually protects the wearer from damage from one type of energy - acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. However, a Lesser Ring only grants 5 points of resistance.