recursal/Fanatic-Fandom huggingface dataset:
Quest: Missing Kittens

A mother or father reaches out to the adventurers to help find their daughter's missing kittens. They're willing to pay 25 GP per kitten found or 100 GP if the party finds all 3!

* The first kitten has climbed up a tree hanging over a river
	+ Athletics DC 12 to get to the kitten.
	+ Animal Handling 8 to grab the kitten.
	+ Athletics DC 12 to get back to the ground, disadvantage if holding the kitten.
* The second kitten has been adopted by a trio of bandits
	+ The bandits are willing to fight to protect the kitten.
	+ Deception/Intimidation/Persuasion DC 18 to convince the bandits to give up the kitten willingly.
* The third kitten trapped under a log while wolves are trying to get to it
Faerzress

***Faerzress*** was a magical radiation only found in the Underdark. It was said to be a remnant of the forces that shaped the Underdark terrain and it interfered with the casting of some spells.

## Faerzress and Drow Culture

*Faerzress* was a Drow word, and it played a major role in drow city planning. Drow sought out areas with strong *faerzress* to build their cities and outposts in to keep others from scrying their doings or teleporting inside the city. Drow also used faerzress to create magical artifacts.

The dark elf mage Q'arlynd Melarn discovered that *faerzress* was in fact created by Elven High Magic when the drow retreated to the Underdark so they could not escape by magical means.

## Effects on Magic

*Faerzress* could affect magic and spellcasting in unpredictable ways, in some ways like wild magic. Although the knowledge of *faerzress* among surface-dwellers was sparse, it was known to mainly affect divination and conjuration spells, making teleporting by magic in the Underdark a risky effort.

Some areas in the Underdark had stronger *faerzress* emanations than others. For example, Zz'Pzora's Lair outside of Menzoberranzan had very strong emanations which Liriel Baenre was able to capture in the Windwalker amulet to carry drow magic to the surface.

## Effects on Plantlife

Since the Underdark lacked food or light for plant life and fungi, many plants and fungi that are found underground found ways to live on a diet of *faerzress*.
Welterweight Cat

Welterweight Cat is a fighter in Battle Cats Fight. He is unlocked.

## Description

Welterweight starts off as a close ranged brawler, with high damage countered with poor reach. At a certain percentage, however, he transforms into Ectoweight, gaining fire abilities which greatly increase his range and other bonuses to his specials.

## Trivia

* He was originally supposed to be an Assist Trophy, but this was changed as he was switched with Thaumaturge
Manic Macho Legs Cat

Manic Macho Legs Cat is a fighter in Battle Cats Fight. He is unlocked.

## Description

Manic Macho Legs's most stand-out trait is his shockwaves, created with every kick attack that hits the ground. This lets him deal respectable damage to opponents from a very safe distance, but at the cost of close-range power, since his physical attacks are often slower and weaker than his Normal counterpart's.
Startup/Shutdown

* Startup nomount: It opens init file
* Startup mount: It opens control file
* Startup (Alter database open), Startup read only, startup recover; opens redo log files and data files refered in the control file; if one of the redo log file is missing or data file is missing, it informs you about the first and again for data files, background process trace files are written too. You can use v$recoverfile, v$logfile,v$datafile for recovery.
* Startup force, startup restrict (alter database enable/disable restricted session)
* Shutdown normal, it waits for all connections to disconnect and for all transcations
* Shutdown transctional; It doesnt wait for all connections but for transcations
* Shutdown immediate l it doesnt wait for both but rollbacks.
* Shutdown abort; it doesnt wait for all and doesnt rollback. Instance recovery is required.

You can also use startup pfile.
Ironmaster

**Ironmaster** is an isolated towered city built into the rocky walls of a valley in the Frozenfar. Ironmaster is inhabited by mountain dwarves. Ironmaster recently was captured by Illithid.

## Heraldry

The coat of arms for Ironmaster was a red anvil on a diamond-shaped field of gray.

## Description

Many storage chambers and passages were carved into the permanent ice, blending the city into the earth.

## Geography

The steep cliffs of the Cold Run, running northeast from Icefang Point and west of Fireshear, were broken by Ironmaster Vale. The city of Ironmaster filled the valley and surrounding ice. Ironmaster sat along the Shaengarne River where it flowed from Icewind Dale into the Sea of Moving Ice. The crafty dwarves used a tunnel and viaduct system to siphon water from the river. Spill basins and other diversions were used to ensure spring runoff did not flood the neighboring city.

## Inhabitants

Ironmaster housed 9,000 dwarves in 1370 DR. The dwarves were somewhat reclusive, barring all non-dwarves from entering the city.

Defense came in the form of 3,000 armed and armored dwarven warriors. The warriors were sent on patrols both above and below ground to keep them trained.

## Trade

Food was provided from several sources including deep caverns for mushrooms and hunting and fishing along the Shaengarne. The dwarves traded for anything else that they needed.

Plentiful iron deposits found deep beneath the city were accessed by mine-shafts. The dwarves fashioned all kinds of items from the iron after refining it. Trade between Fireshear and Hundelstone was common.

The dwarves of Ironmaster were constantly given raw adamantine by the natives of Tuern, and in return gave them back finished works of adamantine. However, the dwarves of Ironmaster took advantage of the ignorance of the Northlandersby setting aside much of the adamantine for themselves. As such, a steady stream of arms and armor was used in the dwarves' battle against the duergar, although the dwarves kept their trade in adamantine a secret.

## Relationships

The dwarves outlined their valley with large menhir-like stone markers, attacking any non-dwarves found within the markers. Even if ignorant travelers were spared, the dwarves usually confiscated all weapons, armor, and other valuables. These travelers were blindfolded and guided out of the dwarven territory by ship or through the tunnels to Hundelstone, or simply abandoned in unfamiliar terrain.
OUI (Keys)

Here I have pointed out only the facts that are hard to remember but really important during OUI installation.

* OUI on Linux, you have to first set the WINDOWS X DISPLAY variable
* You start OUI by runinstaller.sh command (can use -ignoresysprivs)
* You start copying oracle binaries to oracle home
* You start linking binaries to create executable files to run the software.
* Then you start to work with configuration scripts as super user root.
* Here you use orainstroot.sh to create inventory and sets the permissions, it creates the oraist.loc file that includes inventory information and software owner name.
* Then you use root.sh to copy files outside oraclehome and set permissions. It has a file called oratab which includes database info and oraclehome location.
Oblar Wildheart

Male Halfling

* Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His chestnut hair is cut jaggedly and amateurishly. His face is covered beneath a completely black helmet.
* Personality: He dislikes all the random violence that takes place in the west. He is lazy, selfish, vain, and jealous. He is not an evil man, and he has not killed or seriously harmed anyone in any of his years, nor does he generally wish harm to others; he simply thinks the world revolves around him.
* History: He is the product a well kept family trust fund and as such has never really known need. He was an apprentice working in his mother's forge. He tends to his Alchemist job now, and dutifully fulfills any obligations he has.
* Motivation: Several ex partners dislike his way of doing things and want revenge; and he feels kind of lost in life

* Occupation: Alchemist

 Shops

### Alchemist: Mortar and Kiss

**Location:** In the main street near the town gate of Dragonstone. The street outside is watched by a squad of the town guard.

**Description:** The alchemist is a stone-walled and large single storey building, with a tanned wooden roof and shiny hardwood floors. A parrot serves as a mascot and greets customers. It contains several paintings on the wall and glass beads cover the doorway. They're doing a sale or promotional event.

**Specials:**

* Potion of Supreme Healing (dmg 187) (1,296 gp)
* Potion of Growth (dmg 187) (268 gp)
* Potion of Healing (dmg 187) (48 gp)
Metadata

Metadata is information about the database as a whole. It is data dictionary and dynamic performance views owned by SYS.

* Data Dictionary Tables are only available when database is open.
* Data Dictionary Tables are persistent across shutdowns.
* Dynamic Performance views (X$ Fixed tables and V\_$ views) can open when database is not open.
* Dynamic Perforance views aren't persistent across shutdowns.
Eva Branson

Female Human

* Description: She is wearing a long, yellow, dusty cloak. Her attire stands in sharp contrast to her sickle, which is beautifully polished and possesses an ornate carving of a card on it. Her red hair is drawn into a tight pony tail with a card scrunchie. Her face is scarred and worn.
* Personality: She believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. As long as the job gets done she does not care how it got done.
* History: Born to a pair of adventurers, Rohesia grew up listening to her mother's many stories. Brilliant and gifted she never wanted to apply herself. She became a plane-shifter, and is stopping over on this plane for a brief visit.
* Motivation: She's in love; and to prove her worth to the world

* Occupation: Jeweler

## Shops

### **Jeweler:** The Spectacular Sun

**Location:** In a temple district. The street outside is a covered walkway with many twinkling lights.

**Description:** The jeweler is a wooden simple building, with a heather-thatched roof and a pillared curved-roof entryway. It contains piles of scrolls and books on the counter and along the walls and containers of chemicals stacked in the corner. The owner also offers a private bathhouse to certain guests.

**Specials:**

* Used Jeweler's Tools (25 gp)
* Exquisite Necklace (5 gp)
* Exquisite Ring (3 gp)
Korfel Rothenel

Male Elf

* Description: 5'4" and lanky with angular features, he is an attractive figure. He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His long golden hair is drawn into a two foot long braid. His violet unseeing eyes seem to look past you.
* Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Elf in existence. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
* History: Gifted from a young age, Korfel studied abroad. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He left for the north, certain he would find work there.
* Motivation: Human compassion; and he feels kind of lost in life

* Occupation: Carpenter/Director of Citizenry
Black Hills

The Black Hills is a region Northeast of Mount Kami rich in obsidian, firegrass, and various types of fungus. It was the home of the Hi no Ko before Kaminari no Kuni invaded and drove most of them out. The only Hi no Ko that remain are the Moeru Yōna Iwa, who use guerrilla warfare against Kaminari no Kuni in an attempt to reclaim their home.

## People

**Sensō Sōdogurasu:** Hi no Kusa Hi no Ko

* His son: Prince
* Dead wife: daughter of emperor of Kaminari no Kuni.
Macho Legs Cat

Macho Legs Cat is a fighter in Battle Cats Fight. He is available from the start.

## Description

Macho Legs Cat represents the basic, straightforward fighter. He poses neither super immense range, or incredible knockback. However, he does maintain decent damage, speed, and weight, meant to be the "average" in all categories.
Sending

*3rd-level evocation*

**Casting Time:** 1 action

**Range:** Unlimited

**Components:** V, S, M (a short piece of fine copper wire)

**Duration:** 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Jubaggel

## Attacks

**Action Melee Attack name.** *Melee Weapon Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Attack name.** *Ranged* *Weapon Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Spellcasting

**Action Melee Spell Attack name.** *Melee Spell Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Spell Attack name.** *Ranged* *Spell Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Features & Traits

**Feat Name:** description.

**Racial Feature Name:** description.

**Skill Feature Name:** description.

## Equipment

Longsword, Leather Armor, Backpack, etc.
Pokémon Trainer

*This class is primarily for the Ivy League, but it can work just as well for other Pokémon-based games.*

You want to be the very best – that no one ever was? Follow these guidelines to create your first Pokémon Trainer! Any existing 5e race from the PHB can be chosen, but players must play the class of Pokémon Trainer.

## Class Features

The Pokémon Trainer class has the following features:

### Hit Points

**Hit Dice:** 1d6 per level

**Hit Points at 1st Level:** 6 + your Constitution modifier

**Hit Points at Higher Levels:** 1d6 + your Constitution modifier.

### Proficiencies

**Armor:** None

**Weapons:** None

**Tools:** Pokéballs

**Saving Throws:** Charisma

**Skills:** Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Sleight of Hand, Stealth, Survival.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* 5 Pokéballs
* 1 potion
* (a) a dungeoneer’s pack or (b) explorer’s pack
* A Pokédex
* A starter Pokémon
Field Plate

*Heavy Armor*

**Cost:** 2,500 GP

**AC:** 20

**Strength:** 18

**Stealth:** Disadvantage

**Weight:** 100 lbs.

* Field Plate is the heaviest of all mundane armor. Mobility is not very easy in Field Plate, however it's armor to be worn by heavy infantry, and so movement is not a priority. Despite its great weight, it offers unparalleled protection against attacks:
Environment Variables

## OFA Related

* Oracle Base (whole software) and Oracle Home (only home)
* /Dbs: default location for pfiles
* /admin/instancename/pfile; non default but must location of pfiles.
* /rdms;configuration scripts
* /network;netowrk files

## NON OFA Related

* TNS\_ADMIN;Non default location for network files i.e. tnsnames.ora
* SID; Default instance
* TWOTASK/LOCAL;Default net connection string
* PATH; executable files location
* LD\_LIBRARY\_PATH;Shared object libraries, also oraclehome/lib32
Spfile/Pfile

## Basic Info

* SPFILE can be edited using alter system only, in memory or spfile or both.
* PFILE can only be edited using editor.

## Order of Search

* Spfile$oraclesid.ora
* spfile.ora
* init$oraclesid.ora

## Side Notes

* If in V$SPPARAMTER, ISSPECIFIED is TRUE then spfile was used to startup else pfile.
* In the EM, you have current tabs for memory parameters and spfile for shutdown persistent parameters.
Mage Hand

*Conjuration cantrip*
 Range
 Components
 Duration

A spectral, floating hand appears. The hand lasts for the duration or until you dismiss it as an action. It vanishes if it's ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hand can't attack, activate magic items, or carry more than 10 pounds.
Dagger Master

These Rogues specialize in the use of their daggers, making for deadly accuracy and improved defense.

**Dagger Strike.** At 3rd level you begin to learn how to strike more effectively with your daggers. Refer to the Dagger Strike table:

 8
 13
 18

**Eagle Eye.** At 9th level you can double the thrown range of your daggers. In addition, you have advantage on dagger attacks thrown at a short range.

**Speedy Defense.** At 14th level you gain a +1 bonus to your AC per dagger wielded.

**One Tool For Everything.** At 17th level you can use a dagger as thieves tools at the DMs discretion. You can also use daggers to climb wooden and soft surfaces, gaining a climb speed of 20.
Human Berserker Barbarian 15

## **Character Sheet**

**Character Name:**

**Race:** Human

**Class & Level:** Berserker Barbarian 15

**Background:** Outlander

**Gender:**

**Alignment:** Chaotic Good

**Size:** Medium

**Armor Class:** 18

**Max HP:** 270

**Speed:** 45

## Proficiencies

**Proficiency Bonus:** +5

**Saving Throws:** Strength +11, Constitution +10

**Skills:** Animal Handling 8, Athletics +16, Intimidation +11, Nature +5, Perception +15, Survival +7

**Passive Insight:** 12

**Passive Perception:** 25

**Armor & Shields:** Light Armor, Medium Armor, Shields

**Tools & Kits:** Drums

**Weapons:** Simple Weapons, Martial Weapons

**Languages:** Common, Dwarvish, Giant

## Attacks

**Greatsword.** *Melee Weapon Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Attack name.** *Ranged* *Weapon Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Spellcasting

**Action Melee Spell Attack name.** *Melee Spell Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Spell Attack name.** *Ranged* *Spell Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Features & Traits

Blade Mastery

Athlete

Alert

Dungeon Delver

Great Weapon Master

Lucky

Mage Slayer

Savage Attacker

Sentinel

Tough

Brutal Critical

Danger Sense

Fast Movement

Feral Instinct

Rage

Reckless Attack

Unarmed Defense

Extra Attack

Persistent Rage

Frenzy

Mindless Rage

Intimidating Presense

Retaliation

## Equipment

Longsword, Leather Armor, Backpack, etc.

## Description

This is a description of your character. They have \_ colored eyes and \_ colored hair etc.
Melanie Grimbold

## General Information

### Aliases

The Razor Scorpion

*Scorpion of the Eastern Sands*

### **Treasure**

**Gold Pieces** 13384 GP
**Silver Pieces** 82 SP
**Armor & Shields**

Breastplate
Masterwork Chainmail
+ 1 Splint Mail
+ 1 Buckler
2 sets of Masterwork Breastplate
3 sets of Chainmail
+ 1 Chain Shirt

### **Weapons**

+ 1 Small Warhammer
Longbow
Arrows (20)
*Tempest* + 2 Frost Longsword, + 1 Intelligence Skill Checks
+ 1 Halberd
+ 1 Dagger
Cold Iron Heavy Mace
+ 1 Rapier
Masterwork Flindbar
5 Daggers
+ 1 Lawful Outsider Bane Greataxe
En-Nebi, Blade of the Leopard

### **Miscellaneous**

1 Phylacteries of Faithfullness
2 Rings of Featherfall
3 Geier eggs
Chime of Opening – 4 charges
Ring of Jumping
Ring of the Ram – 37 charges
Ring of Protection + 1
Ring of Protection + 2
Cloak of Resistance + 1
Wand of Bull’s Strength – 8 charges
4 applications of silversheen
Amulet of Natural Armor + 1
Slippers of Spider Climbing
2 Potions of Cue Light Wounds
3 Potions of Cure Moderate Wounds
Potion of Expeditious Retreat
Elemental Gem (Fire)
Periapt of Wisdom + 2
Necklace of Fireballs (Type III)
Lesser Strand of Prayer Beads
Bronze Scarab of Open/Close – 14 charges
Cloak Wood

**Cloak Wood**, also stylized as **Cloakwood**, is an ancient, thickly grown forest in the Western Heartlands region on the south end of the Sword Coast.

## Description

Cloak Wood is a thickly overgrown ancient forest. The forest was full of elm, beech, felsul, and hiexel trees. The forest had a rugged landscape with many stream-cut ravines shaded by tall specimens of beech, elm, and white pine.

Unlike the cliffs to the north, Cloak Wood's shoreline theoretically allowed a ship to moor and send a small boat to shore for water and supplies. In practice, only desperate mariners dared the wood's population of giant spiders, quicklings, satyrs, stirges, korreds, hangman trees, and other uncommon creatures.

The sages of nearby Candlekeep asserted that Cloak Wood contained portals to several other parts of the cosmos. As of 1479 DR, however, these portals were believed to be defunct.

## History

In 1376 DR, Cloak Wood was the base of operations of the Red Fang Marauders. It also housed their main base, Felldane Manor. Due to its sheer size, it was also the home to Zarad's Clocktower, the place where Ysuran Auondril learned his necromatic spells. It is also the place where Ysuran became a Shadow Adept after killing Zarad Duskmarrow.

## Inhabitants

Cloak Wood is known to be full of beasts, monsters, and vicious fey, causing most folks avoid the forest. It's also the home of the Kenku burglar named Rattlez.
Bingo

## Ninetales

*Small Ice/Fairy Type | Level 5 | SR 7*

* Armor Class 17
* Hit Points 40
* Hit Dice d10
* Speed 35ft. walking

* Proficiant Skills Perception, Investigation
* Saving Throws Dexterity
* Vulnerabilities Fire, Poison, Rock, Steel
* Resistances Bug, Dark, Ice
* Immunities Dragon
* Senses Darkvision 50ft.

*Snow Cloak:* This Pokémon's AC increases by 2 in arctic terrain, or when it is snowing or hailing.

*Snow Warning:* When this creature enters an outside battle, the weather immediately changes to hail. In the case of another creature with a similar weather ability, the tie goes to the creature with the highest Dexterity score.

Dazzling Gleam, Imprison, Nasty Plot, Ice Beam, Ice Shard, Confuse Ray, Safeguard

Learnable: 3, 4, 5, 6, 7, 10, 13, 14, 15, 17, 18, 20, 21, 27, 32, 42, 44, 45, 48, 66, 70, 77, 79, 85, 87, 88, 90, 97, 99, 100
Gira

Gira, Idendril's companion raptor.

Idenril was granted a second animal companion thanks to the adventures of the Twinkling Fairy that permitted her one wish, and in her drunken state, she wished for another companion to fill the void in her heart over the fresh death of Ollie.

## Stats

*Medium beast, unaligned*

**Armor Class** 13

**Hit Points** 18 (4d8)

**Speed** 50 ft.

**Skills** Perception +3, Stealth +5

**Senses** passive Perception 13

**Languages** —

**Challenge** 1/2 (100 XP)

***Pack Tactics.*** The velociraptor has advantage on attack rolls against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated.

***Pounce.*** If the velociraptor moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is prone, the velociraptor can make one bite attack against it as a bonus action.

#### ACTIONS

***Bite.*** *Melee Weapon Attack:*+5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.

***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
Chimeran Behemoth

A chimeran behemoth has the heads of a T-Rex, Spinosaurus, and Triceratops with the tail of an Ankylosaurus. It likes to charge into combat with its Triceratops head then knocking its opponent prone or into rocks and trees with its tail.

*Huge monstrosity, neutral*

**Armor Class** 17 (Natural Armor)

**Hit Points** 192 (12d10 + 72)

**Speed** 40 ft.

**Saving Throws** STR +12, CON +10

**Skills** Athletics +12, Perception +11

**Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

**Senses** Darkvision 60 ft., Passive Perception 21

**Languages** Understands Draconic but can't speak it

**Challenge** 10 (5,900 XP)

## Abilities

**Three-Headed Wisdom.** The Chimeran Behemoth has advantage on all Wisdom Perception checks that rely on sight, sound, and smell.

Actions

**Multiattack.** The chimera makes three attacks: 1-3 with a bite, or horns;  and 1-3 with claws, or its tail.
**Bite.** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 20 (4d6 + 8) piercing damage.
**Horns.** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 20 (2d12 + 8) bludgeoning damage. Double the damage of a Horns attack if done at the end of a charge.
**Claws.** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 14 (2d6 + 8) slashing damage.
**Tail.***Melee Weapon Attack:*+12 to hit, reach 10 ft., one target. *Hit:*20 (3d8 + 8) bludgeoning damage and the target can be either knocked prone or moved 5-10 ft in any direction.
Commune with Nature

*5th-level divination*
 Range
 Components
 Duration

In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* Terrain and bodies of water
* Prevalent plants, minerals, animals, or peoples
* Celestials, fey, fiends, elementals, or undead of CR 1 or higher
* Influence from other planes of existence
* Buildings
Tarbaw Nighthill

**Tarbaw Nighthill** was a human and the governor of the small town of Greenest, located in the Western Heartlands of west Faerûn.

## Description

Tarbaw was a noble, some sixty-odd winters old who usually dressed in a blue tunic. He had brown hair and a short beard.

## History

Around 1489 DR during a battle with the blue dragon Lennithon and the Cult of the Dragon, Tarbaw was wounded but stayed in command in the keep with the Castellan Escobert the Red.
Jungle Fever

Jungle Fever is a chain of cannabis dispensaries that started in Port Nyanzaru, and is run by the Ashaia family. There is another location in the city of Dragonstone.

## Magical Strains

**10 GP joint** of Elven Haze: The user is healed 1d8 + 2 hit points and cannot gain this benefit again for 24 hours

**8 GP joint** of Air Elemental: Featherfall is cast on the user for 1 hour

**10 GP joint** of Demonberry: Advantage on Intelligence, Wisdom, and Charisma saving throws for 4 hours

**8 GP joint** of Volo's Gift: Advantage on knowledge checks

**8 GP** joint of Raptor Glue: Succeed on a Constitution saving throw DC 14 or your Speed is halved

**10 GP joint** of Grungalicious: Resistance to poison and advantage on saving throws to resist being poisoned for 4 hours

**12 GP joint** of Jungle Fever OG: You gain 1d8 + 2 temporary hit points and cannot gain this benefit again for 24 hours

**10 GP joint** of Chultan Breakfast: Advantage on Constitution saving throws for 4 hours

**14 GP joint** of Couatl's Dream: Succeed on a Constitution saving throw DC 16 or fall unconscious for 1d4 hours

## Standard Strains

Standard strains change with the seasons and depending on what suppliers sell to the shop. Most standard strains cost 2 GP for a pound and 3 GP for higher quality standard strains.
Clive Bennington

Clive Bennington was once a soldier who now runs his own private militia outside of Dragonstone.

Race: Human
Birthplace: Home
Current Age: 43

* Mother: Ahlyssa Bennington Brady, Neutral Human Fighter that works as a Sailor. Your relationship was friendly. She is dead, killed by a murderer.
* Father: Geoffrey Bennington, Neutral Good Human Fighter that worked as a Soldier. Clive only knew him until Clive was six years old. He is alive, but doing poorly due to injury / finances / relationship.

Siblings: 11

* Older sibling. Agatha Riley, Neutral Good Human Cleric that works as an Adventurer. Your relationship was friendly. She is alive, but doing poorly due to injury / finances / relationship.
* Younger sibling. Guy Riley, Neutral Human Cleric that works as an Artisan. Your relationship was friendly. He is alive and quite successful.
* Younger sibling. Heward Riley, Neutral Good Human Bard that works as an Explorer/Wanderer. Your relationship was friendly. He is missing.
* Younger sibling. Rosamund Riley, Neutral Human Paladin that works as a Farmer. Your relationship was friendly. She is alive and well.
* Older sibling. Eva Riley, Neutral Good Human Fighter that works as an Adventurer. Your relationship was indifferent. She is alive and well.
* Younger sibling. Galiena Riley, Neutral Evil Human Ranger that works as an Explorer/Wanderer. Your relationship was friendly. She is alive and infamous.
* Older sibling. Kyle Riley, Lawful Good Human Rogue that works as a Sailor. Your relationship was friendly. He is alive, but doing poorly due to injury / finances / relationship.
* Older sibling. Rogerick Riley, Lawful Evil Human Barbarian that works as an Explorer/Wanderer. Your relationship was friendly. He is alive and well.
* Older sibling. Vicky Riley, Neutral Human Rogue that works as a Laborer. Your relationship was friendly. She is missing.
* Older sibling. Juliana Riley, Neutral Good Human Cleric that works as an Artisan. Your relationship was friendly. She is alive and quite successful.
* Younger sibling. Adelard Riley, Neutral Human Monk that works as a Farmer. Your relationship was friendly. He is alive, but doing poorly due to injury / finances / relationship.

Family: You were raised by your mother. Your father disappeared to unknown fate.
Lifestyle: Modest. Grew up in a rundown shack
Childhood: You had several friends, and your childhood was generally a happy one.
Fraz-Urb'luu

**Fraz-Urb'luu** (Template:Pronounce), styled the **Prince of Deception**, was a demon lord.

## Abilities

His vision was excellent and piercing with both *darkvision* and *true seeing*. His ability to fly was average.

## History

In −181 DR, the ruler of Narfell, Ilithkar, was overthrown by his cousin Rheligaun "the Horned", a half-fiendish son of Fraz-Urb'luu.
Giant Slayer

*Weapon (any axe or sword), rare*

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall Prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
Slaad Bloodline

*This is a Xenbox original*

These sorcerers gain their magic through bloodlines of chaos. Born of mothers infected by Slaads just before birth or by fathers infected just before consummation, these Sorcerers hold a fraction of the Slaad curse within their veins.

 1st
 3rd
 5th
 7th
 9th

**Lingering Curse.** You grow small claws that are considered light and deal 1d4 slashing damage. Creatures killed by your claws must make a constitution saving throw DC 8 + proficiency bonus + Charisma modifier, or be turned into a Red or Blue Slaad (50/50 chance) in 24 hours.

These Slaads do not obey you but treat you as one of their own and will follow. Meaning they will go where you go but might attack friends of yours.

They are not as strong as normal Slaad however. They only have 1 hit point, can’t infect anyone, and can only survive up to 48 hours.

**Chaotic Magic.** When you roll a critical hit with a spell attack, roll on the Chaotic Magic Chart

**Slaad Regeneration.** At 6th you regain a number of hit points equal to your Sorcerer level at the start of each of your turns as long as you have at least 1 HP.

**Shapechanger.** At 14th level you can use your action to polymorph into a Small or Medium humanoid, or back into your true form. Your statistics, other than size, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.

**Slaad Resistance.** At 18th level, you gain resistance to acid, cold, fire, lightning, and thunder damage. Also, you have advantage on saving throws against spells and other magical effects.
Raelis Ashaia

**Raelis Ashaia,** previously known as Raelis Shai was a tiefling wizard who was the leader of an actor's troupe based in Sigil that performed in Athkatla, Amn, for a time.

## History

When Raelis found that one of her actors, Haer'Dalis, had vanished she enlisted the help of Gorion's Ward to find him.

She married Bael Ashaira in Neverwinter before moving to Port Nyanzaru. There, they opened Jungle Fever and were made into a noble house. They have a son named Mörag, and Raelis is pregnant expecting twins.
Ability Scores

Six abilities provide a quick description of every creature’s physical and mental characteristics:

* **Strength**, measuring physical power
* **Dexterity**, measuring agility
* **Constitution**, measuring endurance
* **Intelligence**, measuring reasoning and memory
* **Wisdom**, measuring perception and insight
* **Charisma**, measuring force of personality

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy?
Ability scores define these qualities—a creature’s assets as well as weaknesses.
The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores.
The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
This section focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game.

## Ability Scores and Modifiers

Each of a creature’s abilities has a score, a number that defines the magnitude of that ability.
An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities.
A score of 18 is the highest that a person usually reaches.
Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30).
The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.
Flaming Fist

The **Flaming Fist**, or **Flaming Fists**, is a mercenary company based in the city of Baldur's Gate on the Sword Coast, where its members serve as city guards.

Recently, the Flaming Fist was made the appointed guard of Port Nyanzaru.

## Summary

The Flaming Fist Mercenary Company was founded in the 1345 DR by Eltan, a formidable fighter and Grand Duke of Baldur's Gate.

While the Fist's base of operations was in the city of Baldur's Gate, they had other forts and establishments in Anchorome, Chult and Tethyr. The latter of which proved to be a source for recent hires by Duke Eltan during their decades-long civil war. They also worked outside the city and their forts; their sphere of influence extending just south of Beregost but stopping before Nashkel.

By 1479 DR the Flaming Fists had changed from a mercenary group to the police and military force of Baldur's Gate, and in 1495 DR they did the same in Port Nyanzaru.

## Ranks

By the late 1480s or early 1490s DR, only six ranks were recognized within the Flaming Fist: fist (private), gauntlet (corporal), manip (sergeant), flame (lieutenant), blaze (major), and marshal (general).
Genetics

Genetics are a new rule being added to the Xenbox. It is a way to determine ability scores of character offspring using the ability scores of both parents.

For both parents, divide each ability score in two rounding to the closest whole numbers. These two numbers are your Genes. Chromosomes: X (female) and Y (male). Divide both of those numbers by two again rounding to the closest whole numbers, this sequence of four numbers is your Genetic Code.

Once you have the Genetic Codes of every ability score for both parents, you must determine which genes from which parent the offspring gets. Flip four coins, odds are the Y chromosome and evens are X. Going in order that you flipped, select the individual numbers from the genetic code of either your X or your Y chromosome.

Add the four numbers of your Genetic Codes for each Ability Score together, and the result is your Ability Score.

The child also gains a number of genetic code points equal to the total level of both parents, and can be distributed by the player.

## Example

### Mother: X

**Gene:** 8:7
**GC:** 4/4:4/3
**Gene:** 4:4
**GC:** 2/2:2/2
**Gene:** 7:6
**GC:** 4/3:3/3
**Gene:** 7:7
**GC:** 4/3:4/3
**Gene:** 5:5
**GC:** 3/2:3/2
**Gene:** 6:6
**GC:** 3/3:3/3

### Father: Y

**Gene:** 4:4
**GC:** 2/2:2/2
**Gene:** 8:7
**GC:** 4/4:4/3
**Gene:** 7:7
**GC:** 4/3:4/3
**Gene:** 6:6
**GC:** 3/3:3/3
**Gene:** 5:5
**GC:** 3/2:3/2
**Gene:** 7:6
**GC:** 4/3:3/3

### Child: Z

**GC:** 4/4:2/2
**Gene:** 8:4
12
**GC:** 4/4:2/3
**Gene:** 6:6
13
**GC:** 4/3:4/3
**Gene:** 7:7
14
**GC:** 3/3:3/3
**Gene:** 6:6
12
**GC:** 3/2:3/2
**Gene:** 5:5
10
**GC:** 3/3:3/3
**Gene:** 6:6
12
Syndra Silvane

Syndra Silvane (pronounced: /ˈsɪndrɔː sɪlˈvɑːɪn/ SIN-draw sil-VAIN) is a merchant and former adventurer living in the city of Baldur's Gate in the late fifteenth century DR.

## History

Syndra was an adventurer in her youth. At some point, she died and was raised from the dead, at which point she quit her adventuring career. She eventually became a merchant.

When she became afflicted with the death curse she began to slowly die. After clerics were unable to help her, she contracted the Harpers, who indicated to her that the cause of the death curse was a necromatic artifact called the Soulmonger located in Chult. After learning this news, Syndra assembled everything known about the current state of Chult at the time into one map and began hiring teams of adventurers to travel to Chult. Several of these teams subsequently disappeared into the jungle and fell victim to its perils. The most recent group of adventurers to be contacted by her were the CUTs.

## Description

After becoming affected by the death curse, Syndra began wearing an embroidered hood and silver mask to conceal her features.

## Relationships

Syndra Silvane is friends with Wakanga O'tamu, one of the merchant princes of Port Nyanzaru. She met Jamroar after he helped defend Baldur's Gate from invading Orcs. She is also good friends with Gwydion, the Warden of Wheloon.
Stonewater clan

1. William Stonewater (1720)
2. William Stonewater II (1750)
3. Edward Stonewater (1780)
4. Markus Stonewater (1810)
5. Gabriel Stonewater (1840)
6. Timothy Stonewater (1870)
7. Clarence Stonewater (1900)
8. Dominic Stonewater (1930)
9. Garfield Stonewater (1960)
10. Michael Stonewater, Clara Stonewater (1990)
11. William Stonewater III (2020)
Books

* Volo's Guide to Monsters: +1 to Intelligence checks to identify monsters and information about them.
* Manual of Bodily Health: +1 to Constitution
* Manual of Gainful Exercise: +1 to Strength
* Manual of Quickness of Action: +1 to Dexterity
* Tome of Clear Thought: +1 to Intelligence
* Tome of Leadership and Influence: +1 to Charisma
* Tome of Understanding: +1 to Wisdom
* The Recipes and Ruminations of One Dradeel of Tethyr: +1 to Cooking checks
* The Book of Kaza: +1 to Intelligence checks on Necromancy
* Golem-Building Book: +1 to Crafting checks to build Golems
* Tome of Amaunator: +1 to Religion checks
* Orcish Cookbook: +1 to Cooking checks
* The Vapiricus Omnibus: Unabridged: +1 to Intelligence checks to identify vampires and information about them.
* Dea Vampir Becomos: +1 to Intelligence checks to identify vampires and information about them.
* Luke Landswimmer's Grimoire
* Caustic Compendium
Sinner's Pact

1% Dragonborn

1% Dwarf

1% Quickling

Sinner's Pact is a small settlement made up of a large tavern, some small buildings, and several cottages and tents. Several years ago, a group of criminals created Sinner's Pact as a place where outcasts from society can live and have a second chance at community. Although many were wary of the settlement when it was created, Sinner's Pact has been peaceful and isolated from the world at large. The criminal city's inability to create trade relationships with the 'civilized world' has forced them to be self-sufficient. Fortunately, every member of the town brought their own skill set, allowing for small farms, a distillery, a clothing shop, and an alchemy lab.

Sinner's Pact is open to outsiders, though they rarely get visitors. Denizens of the town will be kind to non-criminal visitors, though they are less likely to follow social convention. The citizens ask blunt questions, make tactless observations, and think out loud. Most stores deal in trade instead of gold, but the tavern is free to sleep at.

Eventually the town began to see more people coming from afar to join, and families began to form with a healthy population of children.

## Notable NPCs

**Cedric Fengrace:** Founder of Sinner's Pact, owner of the Tumble Inn tavern. (bandit captain)

**~~Dagna Greybeard:~~** ~~Town Wizard, works at the Tumble Inn.~~

**Robert Harrison:** Barkeep and brewmaster. (bandit captain)

**Vincent Kingkiller:** Carpenter. (gladiator)

**Torlan Sharora:** Runs the town clothing shop. (noble)

**~~Tess Marlia:~~** ~~Dwarf, runs the potion and general store. (dwarf alchemist)~~

**Silas Truthsayer:** Trickery Cleric, sells fraudulent magic items. (trickery cleric)

**Blinkii:** Quickling, mayor. (arcane archer / arcane blade)

* Citizen Roster

## Defenses

Sinner's Pact has chariots, heavy catapults, light catapults, ballistas, a trebuchet and even an Iron Golem to help protect them from invaders.

## The Ogre Wars

Sinner's Pact lost more than half of its population at one point when they were slaughtered by an ogre tribe invasion in retaliation for their killing of one of their lumber parties. The only surviving member of the tribe was a goblin named Theodoor, who vowed vengeance against Sinner's Pact. Most citizens carry scars from the battle.

Four years later, Theodoor let a series of raids against the people of Sinner's Pact with an army of goblins and ogres. After Theodoor's forces invaded the town, slaughtering prominent citizens and even a baby, Blinkii and Vincent Kingkiller led a counter attack and wiped out every last goblin and ogre they could find.
Eldritch Blast

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Nōburu

## **Character Sheet**

**Character Name:** Nōburu

**Race:** Human

**Class & Level:** Kensei Monk 10

**Background:** Urchin

**Gender:** Male

**Alignment:**

**Size:** Medium

**Armor Class:** 20

**Max HP:** 100

**Speed:** 65

**Experience Points:**

## Proficiencies

**Proficiency Bonus:** +4

**Saving Throws:** Strength (+6), Dexterity (+9)

**Skills:** Acrobatics (+9), Athletics (+6), History (+5), Sleight of Hand (+9), Stealth (+9), Survival (+9)

**Passive Insight:** 15

**Passive Perception:** 15

## Attacks

**Action Melee Attack name.** *Melee Weapon Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Attack name.** *Ranged* *Weapon Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Spellcasting

**Action Melee Spell Attack name.** *Melee Spell Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Spell Attack name.** *Ranged* *Spell Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Features & Traits

**Feat Name:** description.

**Racial Feature Name:** description.

**Skill Feature Name:** description.

## Equipment

Longsword, Leather Armor, Backpack, etc.

## Description

This is a description of your character. They have \_ colored eyes and \_ colored hair etc.
Grumar Ashaia

Grumar is a 228 year old male tiefling merchant. He has extremely long, straight, black hair and blue eyes. He has rough, pockmarked, chocolate skin. He stands 164cm (5'4") tall and has a lean build. He has a triangular, sightly face with a short beard. He has a very small scar on his back.

## Personality

He has an even temper. He is very self-confident. He uses a beautiful walking cane.He has lost many friends.

## Relationships

Sexual Orientation: Straight

Relationship Status: Married to \_\_\_\_

## Plot

He is being constantly psychologically tortured by a crazed leprechaun.
Sword of the Vines I

*Greatsword, uncommon (requires attunement)*

**Frenzy Plant.** As an attack, you can stab this sword in the ground, causing vines to spread from it in a 20 foot radius. Any creature, other than yourself, that is in this area must make a DC 11 Dexterity saving throw, or they become restrained by vines. The vines remain for as long as the sword is in the ground, and it takes a DC 13 Strength check to break them.
Pregen Library

Here you can find a list of pregenerated characters that you can use for game.

Human Fighter 1

Gnome Gunslinger 1

Halfling Rogue 1

Wood Elf Ranger 1

Tiefling Wizard 1

Drow Rogue 1

Elf Wizard 1

Half Orc Paladin 1

Human Druid 1

Tiefling Warlock 1

Dwarf Cleric 1

Human Barbarian 1

Dragonborn Sorcerer 1

Human Paladin 1

Human Cleric 1

Halfling Monk 1

Elf Fighter 1

Half-Elf Bard 1

## Pregens by Race

Elf Pregens

Elf Rangers
Wood Elf Ranger 1

Gnome Pregens
Gnome Gunslingers

Human Pregens
Human Fighters

Human Monks

Human Paladins
Smokeweaver

These Wizards focus their research on the manipulation of smoke and using it to attack, protect, and hide.

**Cloud Mage.** At 2nd level you cast Fog Cloud a number of times per day equal to your Intelligence modifier. These do not count against your known or prepared spell list.

**Smoky Offense.** At 2nd level you can use your action to attack with controlled smoke. This is a melee spell attack that deals 1d4 force damage for every point of your Proficiency Bonus. This attack has a range of 10’

**Smoke Guardian.** At 6th level you can summon a smoke elemental as a familiar. You can use your action to make your elemental attack, or you can use it as a casting point for any of your spells including Smoky Offense.

**Suffocating Wrath.** At 10th level you can expend a spell slot to use smoke to blind and suffocate your target. Constitution saving throw DC 8 + Intelligence modifier + proficiency bonus + spell slot level. If the target fails it is blinded, takes 1d4 fire damage per round, and begins suffocating. The target must continue making saving throws on its turn until it succeeds. Multiple uses of Suffocating Wrath do not stack. This ability requires Concentration.

**Willowy Grasp.** At 14th level you can expend a spell slot to cause smoke to grasp at the legs of your targets. Each target much make a Dexterity saving throw DC 8 + Intelligence modifier + proficiency bonus + spell slot level. Failing this save results in complete restraint. You can affect a number of targets equal to the level of the spell slot used.