recursal/Fanatic-Fandom huggingface dataset:
Teostra

*"My name is Teostra, and you worship a false God."*

**Teostra** is a member of the Adventurer's Guild, played by @BlackJet.

## Appearance

Teostra is a sturdily built, tall Minotaur with scarred red fur with a white patch on the end of his snout. He has short horns that curve inwards and a golden nose ring. He wears half plate armor over his chest and a loin cloth around his waist. On his back is a tattered red cloak with two large great swords, one heavy and made from the bones of a steel centipede, the other firey red and made from the horns of a great fire beast. On his chest and biceps is a moving tattoo of him a burned half elf man head butting.

## Personality

Teostra entered the guild full of heat and rage. He was hauty and boasted arrogantly of his strength, often charging head first recklessly into danger with little regard of his allies. Since his mission finding his herd again, he's realized there's something more precious worth protecting and doing in life, and has since mellowed out a lot, speaking more clearly and calmly, often being now slow to jump to combat.

## History

### Backstory

Teostra believes he was a normal bull cattle, awakened by a druid. He tried to buy his herd back from his old owner but the owner refused. Teostra joined the guild to raise funds to buy his herd.

### AG History

Teostra started his mission of clearing out a kobold infested castle. Embarrased by his poor performance, he trained and trained until he was ready and by then, he was a whole two brackets higher. There, he fought sea demons, a dragon, and some strange fey woman. The mission that started to change him, however, was where they were tasked with facing a minotaur cult that had kidnapped and were sacrificing people. There, he established his dominace by defeating the old leader, taking on the survivors into a small tribe of their own. It was maintaining this group, and the responsiblity he felt, that started to adjust his personality to be more tame.

When he had saved up enough to purchase his herd, the old owner backed out. Teostra went to confront him, only to learn he had been roped into some sort of infernal plot. With the help of his mate Brig, they went to the farm and fought some demonic minotaurs, defeating and stopping the process turning them into monsters. As the leader of his herd now, he has been in a pseudo retired state since, tending to his herd since his drive to go on missions was completed.

## Relationships

### Brig Bandit

Brig bandit was a half elf barbarian Teostra met while on a mission at the start of his journey. They became fast friends, admiring each others strengths and fighting side by side. They've been inseperable, with Brig going with Teostra to free his herd.

## Magic Items

#### Attuned:

Sunspark Weapon, Blood Fury Tatoo, Robe of Eyes

#### Unattuned:

Half Plate +1, Gloves of Magnificance, Cape of Mounteback

## Trivia/Facts/Whatever Else You Want

* Teostra is not, in fact, an awakened bull

## Art

Thank you Jules Fetherolf for the Art!

Image Description!!Aother Image Description!
Blinkback Belt

### Description

*This leather belt has a number of different pockets and hooks which weapons can be fitted into or attached to.*

### Abilities

*The belt can hold 4 thrown weapons from the following list: Dart, Dagger, Handaxe, Light Hammer, Hunting Boomerang and Chakram. Any weapon which has been thrown from this belt returns to the belt at the end of your turn. You can draw a weapon from this belt as part of the attack.*
Mark of the Raven Queen

### Description

*Produced by a special feather, this tattoo marks you as a champion of the Raven Queen.*

### Abilities

**Tattoo Attunement.** To attune to this item, you hold the feather to your skin where you want the tattoo to appear, pressing the feather there throughout the attunement process. When the attunement is complete, the feather turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the feather reappears in your space.

**Transformation of the Raven Queen** - While in dim light or darkness, you have a flying speed of 60ft and can hover, as raven-like wings materialize around you. If you are no longer in darkness or dim light, you lose this flying speed and the ability to hover (causing you to fall).

**Disciple of Darkness** You can cast Darkness as an action without a spell-slot. Once you use this ability, you cannot use it again until you complete a long rest.

**Minor Property** - Bright light shed from non-magical sources cower in your presence, dimming slightly (this does not turn bright light into dim light)
Weapon of Deceit

### Description

*This weapon is usually plain in its make, often made to appear as if it was non-magical until closer inspection, only then showing its fine filigree.*

### Abilities

* *You have a +1 bonus to attack and damage rolls made with this magic weapon.*
* *This weapon has 3 Charges, and regains 1d4-1 expended charges daily at dawn*
* *When you are the target of an attack, you may, as a reaction, expend 1 charge to impose disadvantage on that attack. If this causes a melee attack to miss, you cause the creature to repeat the attack roll against itself.*
* *You may expend 3 charges as an action to cast Mislead.*
Mundane Weapons

You can use the following weapon types in addition to the ones provided in the Player's Handbook. They can be obtained as normal: when the starting equipment of your class gives you a simple weapon or a martial weapon, by shopping in downtime, and with magical enchantments when earned from adventures.

## Martial Weapons

Every class that gives you proficiency with Rapiers (Bard and Rogue) also gives proficiency with Sabres.

The Hoopak special property allows it to be used either as a melee or ranged weapon (choose each time you attack).
Gemstone Armory

### Description

This gemstone is inscribed with various symbols and arcane runes, and the weapons contained within this item are visible just below the surface of the gemstone.  Any weapon summoned with this stone appears with a copy embedded somewhere inside of it.

### Abilities

The Lesser Gemstone Armory has the following properties.

*While you are attuned to this gemstone you can complete an hour long ritual to store a weapon you are holding within it. To remove an item from the armory you can spend a minute focusing on it, after which the item then appears within 5 ft of the stone.*

*You can store any amount of weapons inside the armory. If you store a weapon with attunement into the gemstone, and wish to attune to it and are able to attune to it, you can attune to it and have it share the same attunement slot as the gemstone. You may spend an hour changing which weapon within the gemstone shares this attunement slot.*

*You can use an action to summon a weapon stored in the armory to your hand. If that weapon is 1-handed you may summon an additional weapon to your opposite hand. The additional weapon can be a duplicate of the weapon you summon or another weapon within the armory, and will remain until dropped or another weapon is summoned. Any effect that affects a weapon can affect this item, and will attempt to affect all weapons summoned from the gemstone. Attempting to summon another weapon will return all previously summoned weapons to the armory.*

*Artifacts cannot be stored in this item*

The Lesser Gemstone Armory can be upgraded into the Gemstone Armory by spending the difference in gold and residuum, and the full DTD of the new crafting. The Gemstone Armory has the following properties in addition to the properties of the lesser version.

*The gemstone has 8 charges, and regains 1d6+2 charges at dawn. You can use charges to do the following with the gemstone:*

* *When you take the attack action, you can expend 1 charge to immediately summon a different weapon in the same way as listed above.*
* *As an action, you can expend three charges to immediately change which weapon is actively ‘attuned’ to the gemstone and summon it.*
Henry's Scale

### Description

A deep purple draconic scale, the size of a human's hand. The appearance and texture of the scale changes constantly. Going from a vibrant purple and flexible texture, to a duller purple and a more solid texture, to finally a dark gray purple and hard as steel texture, repeating this process over and over.

### Abilities

*While you are attuned to this item, you gain the following abilities:*

***Chronal Rapture:** You gain an additional use of your Chronal Shift feature. Additionally, when you use this feature on an ally and cause the roll to succeed with this feature, they can keep a mote of this chronal insight and gain advantage on their next roll.*

***Empowered Stasis:** When you use your Momentary Stasis feature, you may also target Huge sized creatures, in addition to Large or smaller creatures.*

***Glimpses of the Past:** You are able to catch a glimpse of events that have happened in the past, gaining 3 charges of Glimpses of the Past. Whenever you roll to make a History check, you can decide to use a charge before the roll is made and give yourself a +5 bonus to the roll. You regain all expended charges when you finish a Long Rest.*

### Minor Properties

*When a Chronurgy Wizard that is attuned to this item speak to it, it will hear faint echos from its previous owners. These are standard sentences about wanting cookies or the need for spilling blood/committing violence, representing the state of mind the previous owners had at one point in time.*
Neverwinter Guild Hall

The Neverwinter Guild Hall has been made inside of the Cloak Tower in Neverwinter. The tower stood near where the Neverwinter River entered the city, on its easternmost side, close to the city wall.

## Description

The Neverwinter Guild Hall is the main area within the Neverwinter Branch of the Adventurer’s Guild.

The levels of the Cloak Tower stretched above and below ground. In the larger towers, a central column bearing a spiral staircase supported the outer walls with flying buttresses. Illumination was provided by chandeliers hung from chains and paintings of past mages of the Many-Starred Cloak looked down from the walls. The Guild Hall itself is on the ground floor of the tower. Bookshelves, comfy chairs and tables have been set up for guild members to use. The upper and lower floors of the tower are in renovation, for the duration they are unavailable to guild members.

## Magical Effects

There is a teleportation circle that can take Player Characters to the Phandalin Library, the Waterdeep Guild Hall, the Adventurer's Guild Outpost in Nyanzaru, or Everlund Keep.

Player Characters with the Teleportation Circle spell may memorize the Neverwinter Guild Hall circle if they so desire.

## NPCs

Dalton Crawford is the Neverwinter Guild Branch leader and is often seen in the tower, rebuilding and redecorating it so it is more suitable for the guild.

Erdil is the sorcerer who maintains the teleportation circle. They mostly hang out on the upper floors of the tower.
Varin Arnailys

*"Why worship the gods? They care nothing for us. It is better we try to out do them instead."*

**Varin Arnailys** is an aspiring member of the Adventurer's Guild.

## Appearance

Relatively short at 5'8" and 140 lbs, Varin is rotund for an elf. His green hazel eyes and long flowing black hair complement his copper tinted tan body. He is dressed simply in some peasant garb, unassuming to most.

## Personality

Quiet and reserved in most situations. Varin may seem like a pushover, but he is fiercely loyal to his friends. Woe to any that might threaten harm to his friends.

## History

### Backstory

Born and raised outside the walls of Waterdeep, in a monastery surrounded by wilderness, Varin lived peacefully. He played, trained, and eventually found love. During a fateful night, while he was sneaking to his loves window, he was attacked by a lycanthrope. Using his training, he was able to kill the monster and was celebrated as a hero. The truth may not have been so simple as he refused to ever go back.

## Relationships

### Regina

A fellow student and once lover. They left on bad terms. Who knows how they'll react to each other.

### Kalista

A fellow guild member who visits the same guild base as Varin. A friend who helps pass the time and maybe more.

### Ragnar

A seemingly higher tier guild member who has given Varin some advise.

### Zerrick

A tiefling friend who helped him pick out flowers for Kalista.

## Trivia/Facts/Whatever Else You Want

* His pirate accent sometimes slips when he's emotional. I wonder why.....
* Who knows? (I'll get to it once I mess with him a bit)

## Art

Because of copywrite laws, do not post art that you do not have permission to use in this field.

Image Description!!Aother Image Description!
GrimSkull Rageborn

*"Can I eat that"*

**@Big\_Angry\_Orc\_Boy#8374**

## Appearance

Huge orc 8 feet tall large hulking muscles.

## History

### Backstory

Grim is from a small tribe but because of his unnaturally large size the people in his tribe feared him, so he left to explore and have fun

### AG History

This is where you can write about their time in the AG. This section should hopefully get bigger over time, and it won't take long to outgrow their backstory in size.

## Relationships

### Sample Name

Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

### Unlinked Sample Name

Unlinked Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

## Magic Items

#### Attuned:

Items the character is typically attuned to, or what sets they use in rp vs on a mission.

#### Unattuned:

Of all the other magic items your character has, you can put as much or as few here as you desire.

## Trivia/Facts/Whatever Else You Want

* You can put bullet points here
* Useful for little facts that don't fit elsewhere
* Look at how much info you can have

## Art

Because of copyright laws, **do not post art that you do not have permission to use** in this field. If you do have permission, make sure to **link the artist's credits**.

Grim
Oil of Divinity

### Description

*Usually held in transparent jars with the holy symbol of Lathander on them, the glimmering golden oil bathes weapons in radiant energy.*

### Abilities

*Using the oil:*

* *This oil can cover a single weapon.*
* *Applying the oil takes 10 minutes, and the affected weapon is under the effects of the spell Holy Weapon for 10 minutes (no concentration required), with a spell save DC of 15. The creature who applied the oil counts as the caster for the sake of the spell's abilities.*
Longbow of Lunar Might

### Description

*This Longbow made of pure silver was forged completely under direct moonlight of various phases, allowing it to absorb the power along with its wielder*

### Abilities

While attuned to this magical longbow, you gain the following benefits.

**Weapon of Magic**: You can use the longbow as a spellcasting focus.

**Moon Struck**: This longbow deals an extra 2d6 radiant damage on a hit. Additionally, when you score a critical hit with this magic weapon against a creature, a surge of light blinds the creature until the end of your next turn.

**Lunar Cascade**: When you cast a spell on your turn, you can make a weapon attack with this longbow immediately after you cast the spell as part of the same action. You can only trigger this ability once on your turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Mark of the Moon**: When you hit a creature with this longbow, you can mark the creature and cause a beam of moonlight to shine down on it for the next minute. While marked, it's surrounded in 10 feet of bright light and an additional 10 feet of dim light. If the creature is invisible, obscured, or a shapechanger not in its true form it must succeed on a Wisdom saving throw against your spellcasting DC. On a failure the creature loses any benefit from being invisible or obscured, and reverts to its true form. Once you use this feature, you must finish a long rest before you can use it again.

**Lunar Bolstering**: When you reduce the number of sorcery points spent on a metamagic using your Lunar Boons feature while holding this Longbow, your speed is doubled and you don't provoke opportunity attacks until the end of your next turn.
Mimic Hide Armor

### Description

*This armor is crafted from the corpse of a freshly slain mimic, and allows its wearer to transform into objects like a mimic.*

### Abilities

*While wearing this armor, you can use a bonus action to transform into a Small or Medium sized object. Your gear melds into the new form, and you can't activate, use, wield, or otherwise benefit from any of your equipment while transformed.*

*While transformed this way, your speed is reduced to 10 feet, and you can use your action to make one unarmed strike, which deals bludgeoning damage equal to 1d8 + your Strength modifier. Otherwise, the only actions you can take are the Dash, Dodge, Disengage, or Hide actions.*

*You can end the transformation as an action. The transformation also ends if you take damage or are knocked unconscious.*
Inker's Armband

### Description

*This brushed metal bracelet is lined with a magical black ink. The ink only stains skin and slides harmlessly off of clothing.*

### Abilities

* *While wearing the bracelet, you can use a bonus action to cause magical tattoos to appear on the arm that's wearing it. The tattoos remain until you use a bonus action to end the effect or change their appearance. These tattoos can either be still or magically animated in a slow loop that repeats every 6 seconds. The tattoo can only be composed of the colors: black, blue, red or green, and provide no benefit for hiding.*
Non Player Characters

Here, you can find information about some of the NPCs populating the world of the Adventurer's Guild. This page is for World Builder created NPCs and World Builder approved NPCs related to the Guild, **not** player-created NPCs.

## Guild Leaders

* **Thirlak Agnarson**, co-founder of the Adventurer's Guild and co-branch leader of the Phandalin Guild Hall.

* **Marsaille**, co-founder of the Adventurer's Guild and co-branch leader of the Phandalin Guild Hall.

* **Admiral Nalonia**, branch leader of the Waterdeep Guild Hall.

* **Shraya**, branch leader of the Sigil Guild Hall.

* **Sir Dalton Crawford**, branch leader of the Neverwinter Guild Hall.

## Other NPCs

* **Bart**, the half-elven mage who runs the Phandalin Library, and whose simulacrum runs the Waterdeep teleportation circle. A silent man with dark hair and green eyes, Bart spends most of his time giving guild members the side-eye and impressing new adventurers with edgy hair flips.

* **Isabella**, tavernkeeper for the Phandalin tavern. Blond, fair-skinned, and apparently human, Isabella doesn't talk much but takes clear and evident pride in running her tavern. Her calm and pleasant demeanor disappears immediately if anyone ever threatens or defaces her tavern, replaced instead by a burning glare. Some veteran members of the Guild whisper that Isabella is more than she seems, whispering about fiendish blood in her veins.

* **Dulya Vaphine**, assistant to Admiral Nalonia. A plain, older half-elf woman, Dulya is an intelligent workaholic with an eye for business. As intelligent as she is, however, she has poor social skills and rarely knows how to respond to personal questions.

* **Rhys**, guild contact in Sigil. A tiefling with goat legs and a reptilian tail, Rhys has a calm demeanor but she is excited about the guild's presence in the city. Heads a neighborhood watch from a large complex not too far from the guild hall.

* **Erdil**, assistant and friend to Sir Crawford. They are a 6'4'' ft. tall non-binary sapphire dragonborn sorcerer wearing silvery robes. Erdil is a lot more serious and less interactive with the guild, but will open up once you get to know them.
Sunspark Weapon

### Description

*Solar radiance contrasts with the More darkened steel of the weapon. Featuring marble white grips and adornments. Usually coming in the form of a light hammer, mace, flail, maul, morningstar, warhammer, warmace.*

### Abilities

*While wielding this weapon:*

* *You can use a bonus action to speak the magic weapon's command word, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. This light is sunlight.*

* *While the weapon is radiating light, it deals an extra 2d6 radiant damage to any creature it hits. The weapon radiates light until you use a bonus action to speak the command word again or until you drop the weapon.*

* *While the weapon is emitting light, you can use an action to cause the weapon to flare, dispelling any magical darkness within 40 feet of you. Once this property is used, this effect cannot be used again until the next dawn.*
Napkin

Napkin is a female contestant with the same amount of confidence as the amount of her arms. She's a pushover, and doesn't speak much. She tries to be friends with other girls by assisting them and being friendly. She's Plate's main target. Napkin Is made fun of for her height (she's significantly shorter than the other contestants). However, Napkin is witty and apparently good friends with Tinfoil.
Nightal

*"Maybe put a cool quote from your character here? Or post cringe? The world is your oyster."*

Nightal is a Human Fighter/Warlock of the Adventurer's Guild, She is played by JustaThembo#1815

## Appearance

This is where you describe your characters physical appearance

## Personality

This is where you describe your character's vibe.

## History

### Backstory

This is where you put your backstory! Any information here can be seen by all other players OOC, so if you have secrets, don't put them in plain view!

### AG History

This is where you can write about their time in the AG. This section should hopefully get bigger over time, and it won't take long to outgrow their backstory in size.

## Relationships

### Sample Name

Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

### Unlinked Sample Name

Unlinked Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

## Magic Items

#### Attuned:

Items the character is typically attuned to, or what sets they use in rp vs on a mission.

#### Unattuned:

Of all the other magic items your character has, you can put as much or as few here as you desire.

## Trivia/Facts/Whatever Else You Want

* You can put bullet points here
* Useful for little facts that don't fit elsewhere
* Look at how much info you can have

## Art

Because of copyright laws, **do not post art that you do not have permission to use** in this field. If you do have permission, make sure to **link the artist's credits**.
Devil Hunter

*After the du Lorraine estate outside Waterdeep was attacked by a powerful Bone Devil, the family nearly fell into ruin. It was the efforts of Eva du Lorraine and her partner - Rowena Dawes, a Cleric of Tyr who specialized in Devils - that helped save it after establishing a War Temple of Tyr dedicated to Devil Hunting.*

*While the temple itself is to Tyr, all faiths were welcome to join the hunt for devils. You were a student there and dedicated yourself to the study of devils. In doing so you prepared yourself to become a Devil Hunter like Rowena. Devils intrigue you, frighten you, excite you and anger you all at the same time and you've decided to focus it all into your study and the extermination of these foul beings and those that willingly make contracts with them. This study puts you in a precarious situation, where you are much closer to the very devils you hunt than most other people.*

**Skill Proficiencies:** Choose either Acrobatics or Athletics, then choose one of the following: Arcana, History or Religion.

**Languages:** Infernal, plus one language of your choice.

**Equipment:** Traveler's Clothes, a robe, a Scholar's pack, an insignia showing your rank as a student of the Academy and a Devil Hunter, and a belt pouch containing 10 gp.

## Devilish Graduate

As a former student and now graduate, you have a special connection to the Devil Hunter Academy and they welcome you back should you return. You have free passage within their halls, they will provide resting quarters for you and your companions, should you need it, and will grant you access to their libraries and any information they may contain.

## Suggested Characteristics

   The Devil Hunter Academy houses many students within it's halls, from many different walks of life. Perhaps you are an academic soul, wishing to learn more about the creatures you face. Maybe you are an orphan, who lost their family and now wish for revenge. Luckily, the academy has space for any who wish to study.

Maybe you are an orphan, who lost their family and now wish for revenge. Luckily, the academy has space for any who wish to study.
Scroll of the Master

### Description

*A set of Rare Scrolls, penned by the Masters of martial arts, each one contains great wisdom of the ways of ki, but require the complete volumes to use, and a well studied mind. those who study closely can see the phantoms of knowledge demonstrate and advise, helping sharpen their ki and body to a razor's edge.*

### Abilities

*This item has 7 charges: Whenever you use one of the monk feature listed below you may expend 1 charge to to amplify the feature as described. This item regains 1d6+1 charges daily at dawn.*

* ***Flurry of blows**: When you use your Flurry of Blows, you may make one extra additional unarmed strike.*
* ***Step of the wind**: When you use Step of the Wind, you gain the benefits of the Disengage action if you take the Dash action and the Dash action if you take the Disengage action.*
* ***Patient Defense**: When you use your Patient Defense, you have advantage on any attack rolls against any creature that has missed you. This effect lasts until the end of your next turn.*
* ***Deflect Missile**: When you use Deflect Missile, you can make the ranged attack without spending ki points.*
* ***Slow Fall**: When you use Slow Fall, you can move up to 2 feet horizontally for every 1 foot you descend*
Auruthallum's Fang Necklace

### Description

*From this necklace hangs a tooth from a gold dragon. The tooth hangs from a gold chain, and gives off a warm, golden light for a moment when used.*

### Abilities

* *While wearing this necklace, you can use an action to cast the 'Tongues' spell targeting yourself with it. This property of the necklace can't be used again until the next dawn.*
Literally a Giant Tree

"***Literally a Giant Tree*"** was the first episode of the entire series. It was released on October 18, 2019, following several delays.

### **Plot**

HCl discusses the challenge in the O.C.C.H.Q. He then has the crew travel to Los Playa Del Bosque to climb a giant tree. Many of them try, and many of them repeatedly fail. Raspberry finds a golden bomb button, and presses it, leading to something devastating.

Syrup eventually reaches the top of the tree, and becomes the first team captain. Plate follows soon after.
Arpeggio

*"Music is a wondrous thing, is it not?"*

Arpeggio is a member of the Adventurer's Guild.

## Appearance

Arpeggio is an odd-looking warforged, standing eight feet tall exactly, with a rather bulky build. Constructed from brass and mahogany, time has not treated him well, for his brown wood now creaks, and his once lustrous metal has lost its sheen. Ten pipe organ pipes protrude from his back, an accordion visible in his abdomen, and a small music box is visible in his chest. His circular eyes are a beautiful teal blue, and his "mouth" is simply a thin rectangular slit.

## Personality

Arpeggio may come off as threatening solely by appearance alone, but get to know him and you'll find he's quite the gentle giant. He is extremely passionate about music and always cares for the well being of those around him.

## History

### Backstory

Arpeggio may seem like he was built solely for war, but is in actuality the final component to a much larger pipe organ embedded into a mountain. This is a place he longs to visit again... maybe some day he'll find it. He also longs to speak again, having lost his voice in the War of the Silver Marches while acting as a diplomat.

### Adventurer's Guild History

Arpeggio is relatively new, and doesn't quite get why people just wander around outright looking for danger.

## Relationships

### Positive Relationships

Arpeggio can bond with anyone who values the wonders of music

### Negative Relationships

Arpeggio dislikes anyone who will harm those he considers friends

## Trivia/Facts

* An "arpeggio" in music terms is the first, third, and fifth notes in a single-octave scale
* Arpeggio's voice (before he lost it) was inspired by Ordis from Warframe
* If he were to exist in the real world, Arpeggio's favorite piece of music would be "La Campanella"
* The song played by Arpeggio's music box is "Ave Maria"
* Arpeggio's face was inspired by the Cybermen as they appear in the Doctor Who episode "Nightmare in Silver"

## Art

Art is unavailable at the time, I'll update this when I have acquired art of my wholesome lad!

Image Description!!Aother Image Description!
Noticeboard

Bart the half-elf has finally worked out a spell that connects all noticeboards in each guild outpost, so when a message is put up on one, it is displayed on all noticeboards He calls the item the "Interboard". The Interboard is a large wooden board shimmering in Illusion, Transmutation and Conjuration magic. Each guild branch has one and the displays are mirrored. Once a notice is put up the board will shimmer a bit more brightly and it will be displayed in the other guild branches. If the shimmering magic is touched, it gives a tickling sensation.

An Interboard is installed in the following locations:

* Phandalin Guild Hall
* Waterdeep Guild Hall
* AG Chult Outpost
* Sigil Guild Hall
* Neverwinter Guild Hall
Series Cadella Vehicles

## Cadella Origin (Gen I)

The Ironavigator Cadella Origin was the first car to be produced by the company. Its rear wheelwell closes over the tire, and the front wheelwells protrude off the sides. The headlights are relatively large. The Cadella Origin is an economy car.

### Colors [Base/Secondary]

* Dark Blue & Navy
* Dark Grey & Black
* Teal and Blue

## Cadella Generation II

Later, after main Origin production, Ironavigator produced the car with small visual changes. The car now has a more protruding tail fin (and vertical double-bulb tail lights), slightly smaller and less bulbous primary headlights, a secondary headlight under the primaries, and a larger, differently shaped grill plate. The engine is also more powerful.

### Colors [Base/Secondary]

* Dark Blue & Navy
* Dark Grey & Black
* Teal & Blue
* Maroon & Crimson
* White & Grey
* Mint & Green
Custom Content Overview

While the Adventurer's Guild likes to keep our special rules simple so that they are easy to understand and follow, there is still quite a bit to keep track of. This page is intended to serve as a landing page for easy navigation of custom homebrew content (that is, content which is not published by Wizards of the Coast) that the server allows, in addition to the allowed content spreadsheet. Each section on this list links to the appropriate rules reference.

**Special Rulings:** In the absence of a consistent Dungeon Master, we provide universal rulings by which all players and DMs must abide. Some of these rulings are more intricate than others. We also have guidelines for character creation, and a completely reworked downtime ruleset, compared to what official sources say.

**Homebrew Magic Items:** Players can earn these extra magic items from adventures and craft them in downtime. All of these items were at one time submitted to staff by a Dungeon Master, and we are still adding more as time goes on. Magic weapons can take on the type of our homebrew mundane weapons, which can also be obtained in their nonmagical versions like the weapons in the Player's Handbook.

**World Lore:** The Adventurer's Guild is set in our own version of the Forgotten Realms setting, and we have written some stories to help flesh out our differences in lore.

**Epic Boons:** After reaching 20th level, an adventurer can still advance further if they continue to gain EXP from adventures.

**Devil Hunter:** A background option created by players many years ago, when a devil hunting academy was established by Guild members in the city of Waterdeep.

**Blood Hunter:** The popular player class from Critical Role is allowed in the Adventurer's Guild, though here it is distinctly Chultan. This was added when Nettles Stinging From Afar earned the highest possible reward a character in the Adventurer's Guild can achieve: a Character Finale.

**Guardian of the All Mother:** Another background option, this time the Character Finale reward for Yobu to represent his organization of outlanders who worship the All Mother.

**Psionic Cantrips:** Unique spells learned at the College of Stars, the Character Finale reward for Star.
Adapter's Medallion

### Description

*The medallion is made out of gold, and has 3 symbols carved into it. A fish, a claw, and a question mark*

### Abilities

* *The medallion has 3 Charges. While wearing it, you can use an action and expend 1 charge to cast the 'Alter Self' spell from it, but you cannot choose the 'Natural Weapons' option when you do so. The medallion regains 1d3 expended Charges daily at dawn.*
Axe of Loathing

### Description

*It is a greataxe made up of several exotic and far flung materials sourced from many corners of faerun, forged by a fire giant in a mountain, with several sylvan engravings all over the blade and wooden handle.*
*It has a reddish purple hue, tiny flecks of crystal in the blade itself. When used and attuned to, the axe glows in the hands of its user.*

### Abilities

* *You have a +1 bonus to attack and damage rolls made with this magic weapon.*
* *While attuned to this weapon:*
* *When you use this weapon to make a melee Attack, you can choose for the target of your Attack becomes your Target of Loathing until it dies or until dawn seven days later. You can have only one such Target of Loathing at a time. When your Target of Loathing dies, you can choose a new one after the next dawn.*
* *When you make a melee Attack roll with this weapon against your Target of Loathing, your attacks scores a critical hit on a roll of 19 or 20. If your attack against your Target of Loathing hit, your Target of Loathing takes an extra 3d6 piercing damage, and half of your rage damage in addition.*
* *If your melee attack against your Target of Loathing scores a critical hit, you gain an extra damage dice for your weapon damage as per the brutal critical feature.*
* *While your Target of Loathing lives, you have disadvantage on Attack rolls with all other Weapons.*
Farlen

*"After reading for too long, don't forget to drink something. I forgot once. I was a wreck all day..."*

**Farlen** is a member of the Adventurer's Guild that is played by @Chess

## Appearance

Farlen keeps his wardrobe rather modest as to not draw all of the attention towards himself. On most days, his outfit is neatly kept, but it gets wrinkled on occasion if his study sessions go on for too long. He has mastered the ability to conjure his battleaxe only when the need presents itself, mostly to prevent questions regarding public safety from coming up in foreign lands. In combat, the axe faintly glows with bluish-purple streaking following the axe head when it swings.

## Personality

Farlen has a few different dispositions he displays depending on his surroundings. If he is in the company of people with which he has made an acquaintance, he comes off as a very friendly guy. But if he is meeting with someone for the first time, he is a little more withdrawn, becoming quite inquisitive and asking questions, even if they sometimes lead him to being absolutely owned in the sparring ring at the pool.

## History

### Backstory

In the months before he joined the guild, Farlen was living in the forest with his village. One day, he came upon a shrine in the forest that he did not remember being there the previous day. The shrine had a small shortsword laying on an altar of sorts at it's center. The blade was covered in eldritch runes and markings that he did not understand at the time. Being the curious man he was, he decided to reach out to the sword. Following contact, he fell unconscious, and when he woke up, a rather large battleaxe had appeared in his hand. Seeking answers, Farlen went to Phandalin to sign up for the Adventurer's Guild in hopes that their library would hold some answers, while using his newfound powers for good when the need arises.

### AG History

He hasn't been on too many adventures, but the ones he has been on have been relatively mundane in comparison to some of the tales that he has heard from other members in higher brackets.

A few months after joining, however, he began to experience times when he was no longer in control of his body. This only happened when he was in combat situations, which at least meant that he could control when this phenomenon happens. But the problem is that he seems to have stronger swings of his weapon when he looses control. He now tries to limit his combat training in favor of reading through the guild's library, trying to learn more about the entity that has been taking control of him.

## Relationships

### Zym Goliendan

After a few interactions with Zym, he considers them as a friend, especially after they did the art for his tattoo, but he is unsure whether it goes both ways.

## Magic Items

#### Attuned:

- Longsword of Sharpness (Attunement)

- Ioun Stone of Agility (Attunement)

- Barrier Tattoo (Medium, Attunement) in the design of a fox, courtesy of Zym Goliendan

- Boots of Elvenkind (Not Attunement)

## Trivia

* This page is a work in progress, so bear with me as it develops
Tuxedo of the Bat

### Abilities

**Batlike Anatomy.** While attuned to and wearing this item, you gain the following benefits:

* Taking thunder damage deafens you for 1 minute.
* While you can hear, you have blindsight out to 30ft.
* You can use your action to screech. For a number of turns equal to your constitution modifier, your blind sight reaches out to 600ft. Additionally, creatures in a 30ft cone must make a constitution saving throw equal to your Bloodhunter DC, or become deafened for 1 minute.

**Feral Maledicts.** You gain an additional two uses of your Blood Maledicts.

**Echoing Screeches.** While in your Hybrid Transformation, and the Rite of the Roar is applied to your claws, you gain the following benefits:

* You roll an additional hemocraft die when determining the damage your crimson rite deals.
* Once per turn you can substitute one of your claw attacks with a ranged weapon attack. This ranged weapon attack has a range of 60 feet and uses the same to hit bonus as your claw attack. On a hit it deals the same damage as your claw would deal, but all of it as thunder damage.
Blade of Shattering

### Description

*This weapon looks like an ordinary piercing weapon however the blade of the weapon always has cracks spider-webbing across it like glass that's been cracked but is still in place.*

### Abilities

*While wielding this weapon:*

* *You have a bonus to attack and damage rolls made with it depending on its magical modifier (+1/+2/+3).*

* *Once a day (recharging at dawn) when the Blade of Shattering successfully hits, the wielder can use a bonus action to press a button on the hilt causing the blade to shatter inside the target causing massive damage and internal bleeding. Doing this deals 5d8 slashing damage and destroys the blade, rendering it useless until the next dawn when it reforms from the handle.*
Hunter's Cross

### Description

*This crossbow seems well worn but well taken care of, there are multiple scratches and mars across the weapon that have been worn smooth with age. With that said, the weapon is incredibly balanced and easy to handle.*

### Abilities

*You have a +1/+2/+3 bonus to Attack and Damage rolls made with this weapon.*

*This weapon has 6 charges. When you hit a creature with a ranged weapon attack made with this weapon while within its normal range, you may expend a charge to do any of the following based on the item’s rarity. This weapon regains all of its charges at dawn.*

* *+1 Blackbane Shots - The creature struck by this weapon cannot regain hit points for the next minute.*
* *+2 Pin Shot - Push the target back 10ft, if the target is medium or smaller, and this movement causes them to become adjacent to a piece of terrain, their movement speed is reduced to 0 until the end of their next turn.*
* *+3 Zero In - When you hit with a ranged weapon attack against a creature with this weapon, you can spend a charge to zero in on that target. The next attack you make that hits the target deals an additional Xd10 damage, where X is the amount of times you’ve used this ability on the same target.*
Circlet of Radiant Blasting

### Description

*A light silver circlet set with various amounts of small precious gemstones. When rested upon your head, the gems emit an incredibly faint glow of radiance.*

### Abilities

*While wearing this circlet:*

* *You can use an action to make three ranged spell attack rolls (Range: 120ft) with a +9 to hit. Each bolt does 4d6 radiant damage on a hit.* *The circlet cannot be used this way again until the next dawn.*
Gale Eyrie

*"If the wind stopped whipping your hair around, if the clouds stopped bending themselves to you... if you lost... everything, every ounce of wonder and magic, I would still find you absolutely incredible. Because I don't look at you the way I do for your magic. I don't look at you the way I do for your skills, or your powers, or the way you can turn an enemy's sword back upon themselves. I look at you because while you're doing these things... you get this... this look about you. Like you belong there, like you're having **fun**."*

-Fensi Zarshe to Gale Eyrie

**Gale Eyrie** is a member of the Adventurer's Guild. He lives in the Phandalin Guild Tavern, but often trances and spends most of his time in the pool. He has also been known to spend time in the library studying magic.

## Appearance

This is where you describe your characters physical appearance

## Personality

This is where you describe your character's social appearance.

## History

### Backstory

This is where you put your backstory! Any information here can be seen by all other players OOC, so if you have secrets, don't put them in plain view!

### AG History

This is where you can write about their time in the AG, super cool, I know.

## Relationships

### Sample Name

Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

### Unlinked Sample Name

Unlinked Sample Name is a friend/enemy/ally/acquiantance of yourcharacter

## Magic Items

#### Attuned:

Those three special items that make your build purr

#### Unattuned:

Do we... even have room for all this stuff in our backpacks? How deep those pockets go?

## Trivia/Facts/Whatever Else You Want

* You can put bullet points here
* It's really great
* Look at how much info you can have

## Art

Because of copywrite laws, do not post art that you do not have permission to use in this field.

Image Description!!Aother Image Description!
Shin Hatashi

*"Springtime comes, bringing*

*Opportunity, and life*

*The Cherry tree blooms"*

**Shin** is a member of the Adventurer's Guild.

## Appearance

Shin is 5' 6" tall with black hair, grey eyes, sharp facial features and pale skin. He generally wears dark, Kozakuran style clothing.

## Personality

Shin is often abrasive and direct and generally keeps to himself unless around friends.

## History

### Backstory

The son of a Kozakuran assassin and an herbalist from Waterdeep, Shin grew up learning his father's arts, music, poetry, information gathering, and combat. Young and impatient, he took his skills to the streets and became a low level assassin working in the underworld. Eventually his conscience caught up with him. He left the criminal life, but in return his parents were killed in an arson attack. He joined the guild a few years later, hoping to find something else to fight for.

### AG History

Shin joined the Adventurer's Guild a hot headed, reckless, and overall foolish boy with something to prove, and although not much has changed in that department he has accomplished much in his time with the AG. He has defeated dragons, hydras, trolls, his own grandfather, and married the woman of his dreams. Currently he lives with Chari Hatashi in their house in Phandalin.

## Relationships

### Chari Hatashi

Shin's wife, the love of his life and the first person to ever break his nose. A rather scrappy woman who currently makes potions while juggling a domestic life. Even though they have had a rather rocky history, they both strive to create a better life for themselves and their children

### Ssaled Baar II

One of Shin's closest friends, a man who has helped Shin through thick and thin, and is currently one of the people he trusts not only with his own life, but with the safety of his family.

### Jaylin

The man named Jaylin is someone who Shin considers a brother. Is being mentored by Ragnar in the Way of the Iron Monk.

### Ragnar

Shin's mentor in the guild. A practitioner of the Way of the Iron Monk, runs a tavern in Phandalin called the Wobbling Wanderer.

### Oaken

A paladin, a good man and someone Shin secretly looks up to. Even though they don't interact much, Oaken has been there to pick Shin up when he has needed it.

## Magic Items

#### Attuned:

Armament of the Broken

Ioun Stone of Agility

Cloak of Displacement

#### Unattuned:

Gloves of Swimming and Climbing

Short Sword of Dragon Slaying

Goggles of Night

Bag of Holding

Forgehammer

## Trivia/Facts/Whatever Else You Want

* Shin lost his arm after his grandfather's spirit attacked him, but we don't talk about this much
Rod of Blood Sacrifice

### Description

*A rod with a well cut ruby at it's top, this intricately designed arcane focus has depictions of flames and torment along it's shaft, letting off a small pulse of light and heat to anyone nearby. All the same, the rod is icy cold, and whenever it's power is imbued into a spell, the ruby gently bleeds from the small gap between it and the location it is connected to the rest of the rod by.*

### Abilities

*The rod of blood sacrifice gains charges when it's wielder kills a good-aligned creature that was not created by magic, up to 6 charges. While the rod has no charges, none of the features of this item can be used.*

***Blood Rite.** Whenever you cast a Warlock spell of 5th level or lower, instead of expending a spell slot, you can choose to take 30 necrotic damage. This damage ignores resistances and immunity, and cannot be reduced by any means. Your max health is reduced by an amount equal to the damage taken, lasting until you take a long rest, and cannot be restored by any means short of the Wish spell.*

***Rite of Conquest.** Whenever you cast a Warlock spell that requires a saving throw, you can grant one target disadvantage on the saving throw. Once you use this ability, you cannot use it again until you finish a short or long rest.*

***Spirit of Destruction.** Whenever you roll damage for a spell of 5th level or lower, you can expend charges from the Rod to use one feature listed below:*

* *You can spend 1 charge to reroll any of the damage dice. You must take the new result.*
* *You can spend 2 charges to cause the damage to ignore any resistances.*
* *You can spend 6 charges to maximize the damage of the spell.*
Kilikos Drat

*"Hey, as long as it pays well, I'll do whatever ya need"*

**Kilikos Drat** is a member of the Adventurer's Guild.

## Appearance

Younger human male, short blond hair, 5'11"

## Personality

A rather Happy go lucky guy who treats his comerades well and is willing to do what is needed to make sure nobody dies in the field of battle.

## History

### Backstory

A human who heralds from the small village of Nightstone, adventureres came and saved his people when his entire village was: attacked by giants, forced into the nearby caves, they were captured by some goblins.
Needless to say Kilikos was inspired by those advetureres and is doing what he can to be just like them... for a price of course.

## Art

Because of copywrite laws, do not post art that you do not have permission to use in this field.

Image Description!!Aother Image Description!