recursal/Fanatic-Fandom huggingface dataset:
Last Dollar (Fly Away)

**Last Dollar (Fly Away)** is the ninth episode of the second season of *The Ranch* and the twenty-ninth episode of the series overall.

## Synopsis

As Heather's medical bills roll in, Colt realizes how expensive it is having a baby. A surprise visitor at the bar sweeps Maggie off her feet.

## Cast

### Starring

* Ashton Kutcher as Colt Bennett
* Danny Masterson as Jameson "Rooster" Bennett
* Sam Elliott as Beau Bennett
* Debra Winger as Maggie Bennett

### Guest Starring

* Lou Diamond Phillips as Clint
* Kelli Goss as Heather
* Kathy Baker as Joanne
* Grady Lee Richmond as Hank

### Co-Starring

* Juliet Donenfeld as Nicole
* Travis Case as Travis

## Soundtrack

* Midland - "Drinkin' Problem"

**Scene:** Maggie talks to Rooster and Colt about her plans for the bar.
Herospace

Space is vast and distances are great. Many diverse cultures exist in the mighty flow and wildspace. In all of this, there is a world called Herospace reserved for proven heroes.

To live in Herospace, an individual must prove to be above the common man. Entry into Herospace is controlled by a group called the Rational Order of Magistrates. The body is the sole keeper of the sphere and the sole judge of those who hope to call it home.

Herospace is a unique sphere (as far as is known) in that it has not one sun, but nine separate suns. Each sun is much smaller than a typical sun that provides light to an entire galaxy, and has a single planet revolving around it. The planets each represent one distinct alignment; with few exceptions, people may live only on the planet that corresponds to their personal alignment.

The suns of Herospace are each a different hue. The names of the planets and the colors of their suns are as follows:

The members of the Rational Order of Magistrates reside on Borden, a moon (the only moon in the sphere) that revolves around the neutral planet of Ge'Neva. All ships that enter Herospace immediately become known to the Magistrates - how this is accomplished remains a mystery. Speculations exists that the arcane created a device and gave it to the Rational Order of Magistrates in return for a vast, hidden, underground complex on Borden. But this is only theory; no evidence has ever been discovered to prove it. The Order will not comment on the matter.

## Arrival in Herospace

When a ship enters Herospace, the Order immediately dispatches a fleet of ten hammerships to intercept the visitors and escort them to Borden, when they are granted council with the Order. If they wish to take up residence in Herospace, the visitors must petition the Order and are often required to prove their worth by completing a task appropriate to their profession. On rare occasion, an individual's reputation precedes him to such a degree that he is granted immediate residence without testing of any kind. Tenser of Greyspace was purportedly granted a large land plot on Gondorin after he accidentally arrived at Herospace.

## Naval Surpremecy

Herospace maintains a powerful navy. Every planet has an area reserved for a military base. Each base contains a minimum of 30 hammerships, and the Order's base on Borden contains double that number. In less than an hour, these fleets can be mobilized to meet any threat.

## Planets

* Gondorin
* Hearthguard
* Darkseed
* Cumberland
* Ge’Neva
* Morgan’s World
* Woodhaven
* Asylum
* Chaostromme
* Borden
Lostspace

This is a crystal sphere whose inhabitants largely destroyed themselves in a series of cataclasmic conflicts a millenia ago. While there were some survivors, the old civilizations were eradicated. Much of what was left came to be dominated by tanar'ri, undead, and other vile creatures. About eighty years ago, the Invaders showed up, and in short order seized control over much of the sphere, and set about looting the ruins of anything of value. Foolishly, they regard themselves as its sole masters, and are only just beginning to become aware of the other factions here.

In the original version, the Invaders were assumed to be the Vodoni, and Lostspace the Vodoni controlled sphere of the same name. However, the Invaders could just as easily be Scro (perhaps backed up by the Long Fangs or Tenth Pit) or some other race of conquerors.

This sphere is a point of origin for humans in other crystal spheres; the ancestors of the Vergon, the Vodoni, and others all originally came from this sphere.

## Distances

```
Sun - Ious: 10 million miles
Sun - Golgotha: 50 million miles
Sun - Chian Cluster: 78 million miles
Sun - Rime: 90 - 110 million miles
Sun - Girru: 65 - 85 million miles
Sun - Rainbow: 85 million miles
Sun - Nergal: 84 - 150 million miles
Sun - Morghazik: 14 - 160 million miles
Sun - Sphere Wall: 200 million miles

```
Nightspider (Ship)

## Description

The nightspider is a recent development of the neogi, and is just beginning to be deployed in their fleets. While not in itself a powerful vessel, its design allows more flexibility and mobility within neogi armadas, and its ability to make planetfall shows a disturbing shift of interest on the part of the neogi towards inhabited worlds. Several nightspiders can fit in a deathspider hull, and one nightspider can squeeze into a mindspider. Like some other neogi ships, the nightspider is most often outfitted with a lifejammer or death helm.

## Crew

The majority of nightspider crews are charmed slaves sent out to either fight other ships or man the lifejammer. There is usually at least one umber hulk on board to make certain the slaves respond as instructed. This will typically mean that a nightspider will carry one slave for the lifejammer, one weaponeer (the dual ballista will be loaded prior to battle, and it is expected that it will be used once only and not reloaded), and one umber hulk. Sometimes there are more than one umber hulk on board, since the intent of the nightspider is usually to board enemy ships. For extremely short journeys as many as 4 umber hulks can be carried in addition to the crew of 2 slaves, but these umber hulks must ride on the outside of the ship, grasping the legs with their claws to keep from falling off. Only on rare occasions will a neogi actually be on board a nightspider.

## Ship Uses

Lander: The use of these ships as a lander has not been confirmed, but it is heavily suspected by those who follow neogi activity. Rumors are circulating of planetside neogi bases, with these ships as the link between them and the neogi fleets supporting them.

Fighter: When used in this capacity, the nightspider uses the configuration given above. Often there is an extra umber hulk (or as many as 4 total as described above) on board, to drop on the deck of an enemy ship.

Shuttle: When the nightspider is used for this purpose, it is usually stripped down, increasing its MR to 'A'. This will especially be true if there actually are neogi on board. If there are neogi aboard, the ship will often be fitted with a more standard helm for the neogi to use, to increase the ship's SR.

## Other Configurations

Tarantula class: This version of the nightspider is reserved for the exclusive use of the most important neogi in the fleet. The ship has a bloated look to it, as a protective dome covers the deck. It has a better AR but with the corresponding loss in maneuverability. It is also outfitted with a medium ballista, and either a major helm or death helm will be installed.

Flamespider class: It is said some neogi masters load a few of their nightspiders with smoke powder and greek fire and pilot them into enemy vessels, with the pilot escaping via magic. This is surprising, as the neogi are not known for destroying their own ships without due cause. This as a variant only heard of recently, and the truth of the reports can be doubted.
Gladiolus

Gladiolus is from a small village where the men are trained to fight from a young age, this is due to the fact that they need to defend themselves from constant bandit attacks. While most of the kids decided to use swords or axes Gladiolus decided to use a polearm thinking it would be best to attack the enemy before they get too close to you; over the years he started to get better and better at using a polearm, eventually becoming the best warrior of his village. As he got older he started to realize that he wanted to do more with his life so he made the decision to leave his village and go travel and possibly learn more about the world itself; during this time he met an old soldier who happened to use a Halberd as well and ended up learning techniques from him for a few months. After learning all he could from the old soldier he continued his travels and eventually ends up in the city of (whatever the city name is), where he ended up meeting Captain Ironbeard in a bar; after talking for a bit he agreed to travel with Ironbeard and act as his bodyguard. Excited for where this would take him he eagerly awaited the day they set off on the Astral Sea.
Longship (Ship)

## Description

The standard ship of groundling viking cultures, the Longship is the ship which the larger Drakkar is based upon. The Longship is more maneuverable in space than many groundling ships, but is still clumsy for its size.Since these ships were designed to be powered by oars on water, and since they require large crews for their size in any case, Oars of the Void are a popular method for powering them in space.

## Crew

When used on water, a Longship typically carries a crew of 40-50 men, plus 120-150 warriors. If such a large crew was taken into space, it would quickly overwhelm the air envelope. Instead a Longship in space usually carries about 20 men, which is still several times the safe amount. As a result, Longships tend to be short range craft, rarely taking journeys lasting more than 2 weeks. Longships powered by major or minor helms usually carry 1-2 priests of the Norse pantheon who will serve as helmsmen, however the rest of the crew will be made up entirely of experienced warriors. Longships powered by Oars of the Void will often have crews with no spellcasters at all.

## Ship Uses

Raider: Much like their terrestrial counterparts, Longships in space are usually used for transporting raiding parties of warriors to attack isolated settlements. An ideal craft for carrying modest raiding parties, the Longship is small enough that it will frequently avoid notice on the way to its target. Often the first warning of a Longship attack is when the ship lands and begins to unload warriors. Longships perform quite poorly in ship-to-ship combat, however, and tend to avoid it whenever possible.
Dinotherium (Ship)

## Description

A version of the ogre Mammoth sufficiently different to warrant its own listing, the Dinotherium is a recent development, which so far has only been encountered in the most distant reaches of space. The Dinotherium resemples a standard Mammoth in all respects, save that it has a much heavier ram assembly, and is constructed entirely of metal. The standard combination of piercing tusks and blunt trunk rams found on a Mammoth has been modified to form what has been dubbed a 'catch ram.' This ram is much more ruggedly-built, and the larger tusks curve inward at an angle designed to lock the Dinotherium together with its target. Any successful ram attack is treated exactly as a piercing ram, except that the chance of locking the two ships together is increased to 8% times the target's tonnage.

## Crew

The only Dinotheriums yet encountered have been commanded by cabals of 6-12 ogre magi, and manned by 50-80 ogre warriors. These ships seem to have no use for females, children, or slaves, other than as fuel for the death helm. Unlike most Mammoths used as warships, however, the commanders of Dinotheriums seem to take care to ensure that their air envelopes are not unduly strained. This would seem to imply that the ships are accustomed to travelling long distances.

## Ship Uses

Battleship: All Dinotheriums encountered seem to be used as battleships. Spacefarers are warned that Dinotheriums can be expected to attack any ship that they encounter. The few survivors of these attacks report that rather than blind aggression, the attacks seem to be intended to kill any witnesses that may report the existence of these ships. The deadly efficiency of the Dinotherium makes it likely that there have been many more attacks than have been reported by survivors. Some warn that the Dinotherium represents the formation of a new empire of ogre magi and ogres in space, but this has yet to be proven.

## Other Configurations

The Dinotherium is too new to have any other significant variations.
Mystic Shop

The Sage's Shop is a building in Protector's Enclave located on Tymor Street. The shop owner is Bradda the Sage and seems more like a library with rows of shelves and apparently only sells books.

The shop has nothing for a player to purchase, but is rich in bits of Protector's Enclave Lore:

* An Overview of the Gods of Faerûn
* Kelemvor, Lord of the Dead
* Legends of the Neverwinter Nine
* Oghma, the Binder of What is Known
* The Crown is the Key
* The Sons of the Seven Sisters, Vol 1
* The Taxonomy of the Grue
* The Waterclocks of Neverwinter
Khron's Journal

Notable people:
Old Man Willard the Drow: Unworthy. Questionable Intelligence.
Captain of the guard: Krise. Shrewd for a human.
Former Adventurer Etho. Lost his entire adventuring team. Gave us journals.

Journal:
Lake is... Apparently Dangerous. Carnivorous fish inside.

Entry #1
Headed to the plains to the north east of the lake. where there is rumored to be... several ruins...

Attacked by, hobgoblins. Killed them quite easily.

At the north of the plains we found a temple of ancient skeletal priests. Killed two priests. Temple belonged to Torm. Still more of the temple to explore. Unknown statue to be identified later. Follower of Torm.

2nd adventure. Went back to the temple with a paladin expecting the paladin to tell usss more about the religion. Paladin knew very little. Cleared out the keep of ssskeletons. drank some foul water in the courtyard. It made me sssick.

Found a trapdoor to a cellar beneath the keep. there were several suits of armor underneath. Ran into some unpleassant orcs so I ran my blade through their skulls.

The cellar and keep should be safe to camp in for now, but we have yet to invesstigate the hole in the wall in the cellar where I susspect there are more nasty critters.

Entry#2 We entered the hole and encountered more orcs and a boy who was tied up and trussed. We rescued the boy, and completely secured the place. I placed ball bearings on top of the trapdoor as we left in order to notice if other creatures have tampered or entered the door since we last cleared it.

I secured rights from the count to create a guildhall for adventurers in order to help stem the tide of lawlessness in this wilderness. All adventurers will be welcome.
An asside there are scary monsters in the lake.

Research notes.

I hired a researcher to exxplain some of the things my fellow adventurerss found. they translated the treasure map to say some childhood nursery rhymes about the source waters called the mouth to hell containing the emporers tomb.

Entry#3

Took some adventurers on a journey through the plainns. We were attacked by sseveral undead and the three horned beast again. We lost a wizard along the way, but we found another at a set of ruins we found.

The ruins had several zombies and sets of animated armor we fought our way through. Some adventurers proved to be more useful than others, Some knife guy seemed to have a handle on zombies while I supervised the new wizard and his struggle with a single zombie.

Miraculously the other party members survived after a long battle. {{In draconic: These other races might have more mettle than expected.}}
Drakkar (Ship)

## Description

The Drakkar is a large longship used by Viking peoples. It requires more people to operate than its tonnage can comfortably support, and therefore is not a good ship for long voyages. Being a groundling vessel, the Drakkar suffers from poor maneuverability, although since it is designed for combat it does have a stronger hull than many groundling ships. Since these ships were designed to be powered by oars on water, and since they require large crews in any case, Oars of the Void are a popular method for powering them in space.

## Crew

When used as a sea-going vessel, a Drakkar typically has a crew of 60-80 men, and will carry as many as 160 warriors. If this many were carried into space, they would quickly suffocate. Instead, a space-going Drakkar usually carries about 40 men, which is still many more than most similarly-sized spelljammers would dare carry, but safe enough for short journeys. Drakkars powered by major or minor helms usually carry 1-2 priests of the Norse pantheon who will serve as helmsmen, however the rest of the crew will be made up entirely of experienced warriors. Drakkars powered by Oars of the Void will often have crews with no spellcasters at all.

## Ship Uses

Raider: The vast majority of Drakkars are used as raiding vessels. These ships usually specialize in making surprise attacks on small settlements, and are involved in few ship-to-ship battles. Since they usually carry a large number of warriors, Drakkars are rarely attacked by pirates despite their poor handling. Likewise, they rarely attack other ships since their poor maneuverability makes it difficult for them to close with an enemy ship, while they lack sufficient large weapons to effectively fight a ranged battle. Drakkars powered by Oars of the Void, however, can be the exception to this rule. Such Drakkars often carry a full 8 sets of Oars, providing an impressive SR 8. This speed is often enough for the Drakkar to get close enough to grapple with an enemy ship despite its poor maneuverability. Drakkar raiders usually raid over short distances only, usually attacking targets less than a week away.

Trader: A very small number of Drakkars are used as legitimate traders. Typically this is only done by those with a cultural bias towards using viking ships, since the Drakkar has little to reccomend it as a trade vessel.

## Other Configurations

Whaler: Some Drakkars have been modified to serve as Whalers, hunting kindori for the wealth that can be extracted from their carcasses. The only modification that these vessels typically have is the replacement of the heavy weapon with 4 light ballistas which have been modified to fire harpoons.
Eagle Ship (Ship)

## Description

The Eagle Ship is a recent development of the aarakocra; as such few have been encountered in wildspace, and even fewer in the flow. The ship maneuvers by slanting its wings when it turns, granting a fairly good maneuverability class with fairly low crew requirements. Like the aarakocra's other main vessel, the Corbina, the Eagle Ship is built for speed, and with the aarakocra's intimate understanding of flight, the Eagle Ship gains a +1 to SR for any helmsman.

Since the aarakocra are peaceful by nature, they prefer to flee from battle whenever possible, and the weapons layout of the Eagle Ship refelcts this. The ship's heavy jettisons do much to discourage pursuit, while the medium ballistas and the catapult can be used against more persistent enemies.

## Crew

The average crew of an Eagle Ship will consist of about 25 aarakocra, which is enough to fully man the ship and all of her weaponry, and provide a crew for a carried Corbina vessel. This crew size is still comfortably below the size that could be supported based on the ship's tonnage, making long exploratory voyages possible. An Eagle Ship will typically carry 3-6 shamans who serve both as helmsmen, and spiritual advisors for the crew, whilst the captain will be a charismatic leader of any class.

## Ship Uses

Explorer: The primary mission of all Eagle Ships is to make contact with various enclaves of aarakocra throughout the spheres. As a result, Eagle Ships are outfitted as long-range explorers, carrying a great deal of supplies for long journeys. An Eagle Ship will typically search through space for a likely world which may have a native population of aarakocra. Almost all Eagle Ships carry a Corbina (or in some cases as many as 4 Corbinas), which will be flown down to a newly discovered world in order to hunt throuhgout the atmosphere for natives, while the Eagle Ship remains in orbit. Those few Eagle Ships which do not carry Corbinas will enter the atmospheres themselves, but this is very rare.

## Other Configurations

The Eagle Ship is a recent enough design that it has yet to see any modifications in significant numbers.
Larosahan Calendar

## Needfest

* 1st - New Year's Day, **[Celestian],** Rite of the Stepping Stone
* 4th - Breadgiving Day, **[Auril]**

## Fireseek (Winter)

* 1st - **[Vecna]**
* 18th through 20th - Luna Morta
* 25th - Last Storm

## Readying (Spring)

* 1st - Festival of St. Bane
* 2nd - (Pelor)
* 6th - **[Kord]**
* 8th through 14th - Rising Fes
* 10th - Snowdrop Festival
* 14th - Heartsday
* 24th - Day of Lords

## Coldeven (Spring)

* 11th - FESTIVAL OF THE BLOOD-MOON (Full Moon Festival)
* 22nd through 28th - TRAPPER'S RENDEZVOUS

## Growfest

* 1st - Banapas
* 4th - Feast of Edoira
* 6th - Atroa's Feast
* 7th - Fool's Day

## Planting (Low Summer)

* 2nd - (Pelor)
* 4th - Courting Moon Festival, **[Elhonna]**
* 11th - TANABAT

## Flocktime (Low Summer)

* 1st - BEORY'S DAY
* Harnekiah Ulaa's Hunt - 8th through 14th
* ST. CUTHBERT'S DAY - 15th
* Vernal Equinox - 15th
* WALPURGIS - 18th

## Wealsun (Low Summer)

* GOODRHYS - 1st
* FESTIVAL OF THE BLINDING LIGHT (Pholtus) - 1st through 7th
* Luna Discordia - 10th through 11th
* BAWMING THE THORN - 16th
* CEREMONY OF THE TURNING - 17th

## Richfest (Midsummer)

* SEALORDS' FEAST
* 4th - Midsummer Day, **[Pelor]**

## Reaping (High Summer)

* 2nd - (Pelor)
* Sotillion's Day - 25th
* Luna Vita - 18th through 20th

## Goodmonth (High Summer)

* Feast of Frogs - 2nd
* GRANDMOTE - 4th
* KING'S FESTIVAL - 4th through 9th
* Pater Larch - 7th
* MINER'S FAIRS - 25th through 28th

## Harvester (High Summer)

* 11th through 14th - Loggers' Fests
* 20th - Raksha Bandhan
* 20th - Autumnal Equinox
* 25th through 28th - Imperium Invicta

## Brewfest

* 1st - Osson's Ride
* 4th - Almor's Tears
* 7th - Liberation Day

## Patchwall (Autumn)

* 2nd - (Pelor)
* 7th - Bellringer's Feast
* 14th - Druidic Festival of Lammas
* 18th - Wiccrhys, **[Obad-hai]**

## Ready'reat (Autumn)

* Turning of the Shebbear Stone - 5th
* Festival of Hope - 7th
* Days of Dedication - 11th through 14th
	1. Day of Remembrance - 11th
	2. Day of Reflection - 12th
	3. Day of Retribution - 13th
	4. Great Freeday - 14th

## Sunsebb (Winter)

* 2nd - (Pelor)
* 4th - Coming Storm
* Luna Pax - 10th through 11th
* Feast of Telchur - 21st
* Winter Solstice - 21st
* MARIHWYD - 23rd
* DAYS OF THOUGHT - 25th through 28th
* 28th - **[Tharizdun]**
Arrowing (Ship)

## Description

A recent elven design introduced during the second Unhuman War, the Arrowing is intended as a more agressive warship replacement for the ubiquitous elven Cutter. To this end, the Arrowing is somewhat sturdier than the Cutter, and is armed with more emphasis on offense rather than defense with the most notable difference being the Arrowing's piercing ram. The resulting ship is arguably more deadly than the vessel it is intended to replace, but suffers from poorer maneuverability. This, combined with the more radical hull design of the Arrowing (which makes the vessel more difficult for elves to grow from starfly plant fruit) has made the Arrowing less popular with the admiralty. As a result, it is expected that the vessel will soon be discontinued, although it seems unlikely that existing ships will be retired in the near future.

## Crew

Thus far all Arrowings in the spheres are operated by the Imperial Elven Navy. Without exception these vessels have crews which are arranged along strict military lines. The piercing ram of the Arrowing makes it more likely to be involved in a boarding action than most other IEN vessels. As a result, the Arrowing's weapon crews and marines are likely to be hired non-elven mercenaries, with hadozee being particularly common. In some cases, only the officers of an Arrowing will actually be elves.

## Ship Uses

Military: All of these uncommon vessels are still in the hands of the IEN, and are used as front line combat vessels by that organization. In this role, Arrowings are used primarily to attack goblinkin, although they have also seen some use against other enemies of the elves. Arrowings rarely operate alone, instead usually serving alongside larger and smaller craft alike.

## Other Configurations

The Arrowing is new enough and rare enough that no other configurations have been encountered.
Bret Harrison

## External Links

**Bret Michael Harrison** (born April 6, 1982) is an American actor and musician. He portrays Kenny in the Netflix Original sitcom series, *The Ranch*.

## Biography

Harrison made his first TV appearance in the 1999 film *A Place Apart*. The following year, he landed a recurring role in MTV's *Undressed*. His first major role was Brad O'Keefe on *Grounded for Life*, from the third to fifth season.

In film, he appeared alongside Jack Black and Colin Hanks in *Orange County*. In 2004, he appeared in *Lightning Bug*.

In 2005, Harrison appeared in five episodes of *That '70s Show* as Charlie Richardson.

From 2006 to 2007, he starred in *The Loop*. Later in 2007, after the cancelation of *The Loop*, Harrison became the star of The CW series, *Reaper* as Sam Oliver.

In 2011, Harrison starred in the TV sitcom series *Breaking In*. In the same year, he also starred as Scottie Smith in the roadtrip comedy film *Mardi Gras: Spring Break*.

In 2015, Harrison played Gordon Cooper in *The Astronaut Wives Club* and Barry Burwood in the film *See You in Valhalla*.

In 2016, joined *The Ranch* in a recurring role, playing Kenny.

In 2017, Harrison makes an episodic appearance in *Mom* and the following year he also appears episodically in *Kevin (Probably) Saves the World*.
LoK Factions

Kathalia has 4 organized factions. There are a few smaller factions but not as well organized or widespread. Each faction has its own goal.

## The Army of the Council

*Main article: Army of the Council*
Goal: To keep all inhabitants free from the Brotherhood.

## The Brotherhood

*Main article: The Brotherhood*
Goal: To unite Kathalia under one rule.

## Celestial Guardians

*Main article: Celestial Guardians*
Goal: Keep peace in Kathalia.

## Shadow Horde

*Main article: Shadow Horde*
Goal: Spread darkness all over Kathalia.
Loex

When an individual dies, they go to Loex, or place of the dead.To the Dwarves it is known as Urar and to the Elves it is known as Maiasar. But the body and the spirit separate and the spirit goes to Loex. The spirit has one chance to complete a trial/trials in order to be reunited with the body in the material plane. If it fails, they are separated forever. If successful, they live again. If they were to die after that, there is no coming back by trials.
Darkened

*Darkened* is the term used for areas that have been affected by the Extinguishers. This gives all shadow creatures the ability to survive in the material plane during the day. It takes on the same kind of darkness of the Shadow Realm (low light vision needed) so no light can be made or produced in any form while the Extinguisher is still alive and sucking in the light.
Adventuring Beard (Retreat of Anchors)

The Garden

* Bartender: Kharron (Male Dwarf, 4th-level bard)
* Accommodations: Common (a placed on a raised, heated floor, blanket and pillow, amongst higher-class company) for 3 sp/day

## Menu

* Breakfast: Blood pudding, Goose eggs, Duck eggs, Stewed prunes, Corn pone (cost 3sp).
* Lunch: Sausage, Duck eggs, Collard greens, Dates (cost 4sp).
* Supper: Beef steak, Peas, Green beans, Mush, Plain cake (cost 5sp).
* Snack: Sharp cheese, Peach, Corn pone (cost 2sp).
Ghoul (Monster)

Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (5d8)

Speed 30 ft.

STR 13 (+1)

DEX 15 (+2)

CON 10 (+0)

INT 7 (-2)

WIS 10 (+0)

CHA 6 (-2)

Damage Immunities poison

Condition Immunities charmed, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 1 (200 XP)

## ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.

Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Like maggots or carrion beetles, they thrive in places rank with decay and death.
Ochre Jelly

Large ooze, unaligned

Armor Class 8

Hit Points 45 (6d10 + 12)

Speed 10 ft., climb 10 ft.

STR 15 (+2)

DEX 6 (-2)

CON 14 (+2)

INT 2 (-4)

WIS 6 (-2)

CHA 1 (-5)

Damage Resistances acid

Damage Immunities lightning, slashing

Condition Immunities blinded, charmed, deafened, frightened, prone

Senses blind sight 60 ft. (blind beyond this radius), passive Perception 8

Languages

Challenge 2 (450 XP)

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

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

## ACTIONS

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

## REACTIONS

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

Ochre jellies stalk and consume organic creatures, and they have enough bestial cunning to avoid large groups.
Into the Dark

Into the Dark is a training campaign that takes place around Casett, a small town on the continent Keiveine on the outskirts of the Coalition lands. Adventurers are looking for the treasure of the Vexad Cave.

The party receives a flyer originally from Usloe.

**Adventure Awaits!**

Happy Hunting!
- Usloe

## Locations

* Casett
* Vexad Cave
Ophala Cheldarstorn

Ophala Cheldarstorn is the covert owner of the Moonstone Mask as well as a respected member of the Many-Starred Cloak. Regarding the Harpers (as well as Elminster of Shadowdale) as allies, she counts the Arcane Brotherhood of Luskan among her list of foes. Ophala's apprentices spend most of their time spying on the Brotherhood through magical means so its agents can be stopped. Ophala once had a brief yet dangerous career as an adventurer of other planes, but she has since retired.
Path of Fortune

## Introduction

50 years after the Shattering of the Astral Sea, many pockets of deep magic have uprooted many places of Krossterra. Because of this magic of levitation, many inventors have figured out how to make ships fly.

Path of Fortune (Legend)

### The Party

* Phoenix
* Rysarian
* Quinn
* Meadowlark

## Locations

*Main article: PoF Locations*
* Everest
* Keep in the Sky
* Krossterra
* Wind Temple
* The Spire

## Factions

*Main article: PoF Factions*
* Pirates

## Adventure Log

*Main article: PoF Adventure Log*
Follow alongside the party of Phoenix, Rysarian, Quinn, and Meadowlark as they explore the world of Krossterra, looking for the treasure of the Path of Fortune.

Latest Adventure Log: Slimey Ruins

## Auction List

* Small Animals (Monkey, Parrot, etc...)
* Large Animals (Riding animals...)
* Portable Ram
* Wax Key Blank
* Glass Cutter
* Necklace of Keys
* Cloaked Dagger
* Bag of Holding
* Battle Standard (Any)
* Magical socks made by Dumbledore's own knitting patterns
* Flying Suit (Squirrel Suit)
Karpri (Planet)

* Type: Spherical water body
* Size: D
* Day Length: 1 hour, 12 minutes
* Year Length: 650 days
* Distance/Time To:
* The Sun: 300 million miles; 3 day travel
* Sphere Wall: 2,900 million miles; 29 days travel

## Satellites

### Karpri Station

**Type:** Elven man-o-war ring
**Distance/Time To:**
*Toril:* 150,000 miles; 6 turns travel
The Crown of Corellon map (from SJR8 ) is a perfect fit for Karpri Station.
Branchala

Branchala, also known as The Bard King, the Song of Life, and the Songmaster, represents the godly power of inspiration. He encourages souls to rise to greater heights of happiness and beauty. He is the patron of music and poetry. He is closely allied with Habbakuk, and their followers often work together. Branchala earliest endeavors made a place of romance and esteem, bringing art and song in Krynn's mortals. The elves hold Branchala in high regard. In addition to his alliance with Habbakuk, Branchala works with Mishakal. He can be at odds with Kiri-Jolith, Majere, and Paladine because of their lawful tendencies and Branchala's chaotic ones. Among the Gods of Neutrality he is closest with Sirrion because of their joint interest in art and creativity. He opposes Chemosh, Hiddukel, and Morgion the most among the Gods of Evil. His celestial symbol is the constellation Harp.
Hawkship (Ship)

## Description

The Hawkship is a medium-sized warship, and is one of the workhorses of many human navies. As the name implies, it is shaped like a great wooden hawk. The wooden-framed, fabric-covered wings set along the gravity plane serve as aids for maneuvering in the same manner as sails. The main hull of the ship itself is one great hawk body, with two full internal decks, plus cabins fore and aft on the main deck.

The bridge of the ship is located in the head of the hawk, while the weapons are all abovedecks. The medium ballistas are typically mounted in the aft castle, while the heavy ballistas are in the forecastle, and the catapult is mounted centrally on the main deck. Quarters for crewmen and officers alike are located at the heart of the ship, while the cargo hold is in the stern. A pair of landing claws hangs under the hull, strengthened to support and balance the ship when it lands. The claws are not intended to be used in combat.

## Crew

The captain, helmsman, and navigator have stations in the bridge of the ship, in the head of the hawk. The first officer, quartermaster, and sail master are usually each stationed at a large weapon where they can bark orders at the weapons crews and sailors alike as needed. While only 24 men are needed to handle the ship and man all of the weapons, a Hawkship usually operates with a complement of 40-50 men, including a dozen or more marines.

## Ship Uses

Naval Vessel: The primary purpose of the Hawkship is as a warship. It is the mainstay of many different human navies, frequently operating alongside War Birds, Shrikeships, Falcons, and other bird-ships. Hawkships are frequently used for patrols, pirate-hunting, and to wage war.

Merchant: Although it is not as popular as a merchant ship, the Hawkship can often be found filling this role; usually in areas of space where pirates are not uncommon. Although it is more expensive to operate than many other trade ships in its general size class, primarily because it requires a relatively large crew to operate at full capacity, it is much less likely to be attacked than a ship such as a Tradesman.

Privateer: The fact that the Hawkship is well-armed and used by many different organizations makes it popular as a privateer. Typically, the captain will purchase the Hawkship from the same organization that provides him with a letter or marque, often at a reduced price depending on the terms of the letter of marque.

## Other Configurations

Hawk of War: A popular variation for naval ships, the Hawk of War upgrades the medium ballistas to heavy versions. Extra armour is added, dropping AR to 4, but reducing MC to E. Cargo space on a Hawk of War is reduced to 11 tons. A few Hawks of War, particularly those used as short-range defense craft, are further equipped with a pair of bombards and a greek fire projector, although this reduces cargo space to a mere 5 tons.
Man-o-War, Archaic (Ship)

## Description

This ancient design is a part of elven history, and is quite rare. The Archaic Man-O-War is a direct ancestor to the modern day Man-O-War. A thousand years ago, these ships were a common sight, but the design was abandoned as newer designs surpassed them in firepower and maneuvering ability. Following the destructive Unhuman Wars, the elves used almost all of the Archaic Man-O-War to build bases by drawing them into ring-like bases and rooted. A typical base has about seven of these Man-O-Wars rooted to a central structure, upon which towers are grown. The wings were allowed to grow into a thick, protective wall and all weapons are pointed outwards into space. Known bases include the abandoned Karpi and Crown of Corelleon, which were ravaged by enemies of the elves. The Elven Fleet has built many other like stations at strategic locations in the Known Spheres.

## Crew

Like most other elven ships, Archaic Man-O-Wars follow a strict chain of command from captain down all the way to cabin boy. The exact composition of the crew will depend on the function of the ship. Baseships will have marines and officers only, with no sailors. Explorer ships will have a usual mix of sailors, marines, and officers, but their duties will be blurred, as over the centuries disasters and mishaps force every crewman to learn many duties aboard ship.

## Ship Uses

Patrol: The original intended use of the Archaic Man-o-War was as a patrol craft, keeping the spaceways safe for elves, in much the same way as the modern Man-o-War. Virtually no Archaic Men-o-War still serve this role today, however, having been replaced by their more modern brethren. Those few ships which still serve as patrol vessels can be found in the farthest reaches of space, serving in fleets in backwater spheres which are not expected to see any significant action.

Explorer Ship: Some Archaic Man-O-Wars were sent into the depths of wildspace long ago on missions to discover distant spheres. With their long lifespans, elves view these as centuries-long missions. Rarely, one of these explorer ships returns to Known Space, only to discover their port-of-origin long deserted. They can bring strange and powerful magic back with them and can be quite dangerous if roused.

## Other Configurations

Crown Base: Most Archaic Man-O-Wars have been converted into bases for the Elven Fleet. A Crown Base will usually be made up of 5 to 15 Archaic Men-o-War. For more complete details, see the entry for Crown Bases.
Lighter (Ship)

## Description

The Lighter is a small elven craft whose name is a contraction of its function: light trader. One of the few elven-designed vessels capable of landfall, the Lighter is the spelljamming ship which groundling elves are most likely to be familiar with.

## Crew

A Lighter will rarely operate with a crew larger than 3 or 4 elves. The captain will usually also be the owner of the vessel, and the rest of the small crew will often be close relatives. It is not uncommon for a Lighter powered by Sails of the Stars to operate without any spellcasters on board. Those Lighters operated by the Imperial Elven Navy, on the other hand, will be powered by a minor helm, and will typically have a crew of 4 elves, one of whom will be the captain and primary helmsman, another will be the first mate and secondary helmsman, while the other two elves will be ordinary sailors.

## Ship Uses

Light Trade: The Lighter was designed as a light trading vessel, and this is the function which it most commonly fulfills. The hull is designed with this in mind, resulting in a ship which can carry more cargo than most similar-sized craft. This does, however, give the Lighter a more bloated, and somewhat less elegant appearance than most elven-grown ships. The vast majority of trade between elves in wildspace and their groundling cousins is performed by Lighters. Most of these ships are independantly operated, however some are owned by trading costers, some by groundling elven nations, and a few by the Imperial Elven Navy.

Scout: A very small number of Lighters are used as scout vessels by the IEN. Other ships are generally preferred for this role, however, making scout Lighters rare.

## Other Configurations

Fighter: This version of the Lighter has seen some use by the IEN to support larger craft in combat when more suitable vessels have been unavailable. The Fighter is topped out to provide MC B (increase crew requirement to 3), and mounts a total of 4 light weapons (reducing cargo capacity to 1 ton). If possible, a Fighter will be powered by a boat helm. A Fighter will typically have a crew of 8 elves.
Everest

*Everest* is a hamlet of about 30 people that was lifted up in the sky during the Shattering. Phoenix traveled there first to try and help the village with supposed monsters but was redirected by the mayor to a castle not far from Everest.

After leaving for a few hours, Everest was attacked by pirates and all the people of Everest were taken aboard Captain Charlotte's ship. The mayor was questioned about the whereabouts of the Path of Fortune. The party appeared upon the ship and attacked the crew. All except the captain and first mate were killed. The captain and party agreeing to go together to find this Path of Fortune, sailed off towards the castle in the sky again, leaving the rest of Everest to be destroyed by the remaining ships.
Charger (Ship)

Chargers are the fighting ships of the few Minotaur Fleets that are found in the spheres. They are lightly manned compared to similar ships, and are built for battle, looting, and pillaging. Chargers look like charging bulls, hooves and all. The horns are piercing rams and the hooves are landing gear. The captain's station is on the upper-most level (right under the tail), and the helm is in an enclosed area of the main deck. The crew may disembark using a retractable ladder that runs through the mouth.

## Crew

The captain of a Charger ship (technically holding the rank of commander) has complete authority over his crew. There is a strict chain of command that is faithfully adhered to. The commander, first officer, and spelljammer are the superiors, with various supervisors under them. The total fighting crew aboard a Charger is usually 20 minotaurs, which is usually enough to overwhelm most other ship crews in any boarding actions.

## Ship Uses

Military: The Chargers are the workhorses of the Minotaur Navies. They are fierce fighting ships commanded by ruthless captains and diehard crews. Chargers are used in battle against other races, as well as enemy Minotaur clans.

Piracy: Often carrying minimal crews to provide more cargo space for loot, minotaur pirate ships (known as Raiders) are renowned for their effectiveness.

## Other Configurations

Destroyers: Used to mount major offensives against an enemy, minotaur Destroyers have had their medium weapons replaced with heavier versions, as well as the addition of one or two Greek fire projectors. Such ships are fully manned, and the officers take an active part in operating the weaponry. When the major weapons are in use, a destroyer's MC is reduced to F.
Falcon (Ship)

## Description

Light and maneuverable, the Falcon is a useful smuggling ship. Lightly armed with a single light ballista, its weaponry nonetheless has a good field of fire, and is intended for defense and to discourage pursuit. The ship is roughly 40' long and 20' wide, not including the wings. A small bridge is found in the bird-like head. The crew quarters and mess hall are located in the aft section of the ship, while the cargo hold is found in-between, in the ship's body. The wings are a wooden frame covered in canvas, and usually have little to no interior space (although some smugglers have secret cargo holds built into the wings for smuggling very small goods). A gangplank is lowered from the cargo hold to provide access to the ship when it has landed.

## Crew

Most Falcons operate with a simple three-man crew, which is enough to operate the ship and man the weaponry. The captain will usually be a fighter or thief, and will serve double duty as the weaponeer or sails master. Such a ship usually has only a single spellcaster to serve as the helmsman, with no backup. While a larger crew would usually be safer, the crews of Falcons have usually worked together for a long time, and prefer not to hire additional hands unless combat is expected. This means that each of them has a larger share of the profits.

## Ship Uses

Trader: The majority of Falcons are used as light trade vessels, carrying light, high-value goods swiftly over fairly short distances. The small size and maneuverability of the Falcon allow it to evade most pirates and other threats, while the low operating costs somewhat make up for the small cargo capacity.

Smuggler: While most Falcons are used for legal pursuits, a handful of smugglers have been very successful with these small craft. Their success has actually been so great that the Falcon has earned the reputation of being a smuggling ship, with the result that port authorities often give a great deal of scrutiny to these ships and their crews.

## Other Configurations

Raider: A number of pirates have found the Falcon to be an effective raider when used with skill. These pirates usually modify their ships by topping them out, and thickening their hulls. This increases MC to A, AR to 7, and HP to 5, but reduces cargo capacity to 2 tons, and increases minimum crew size to 3. Raider Falcons usually operate with a crew of about a dozen experienced reavers, who will swoop in and attempt to board any fat merchantman they come across, but who will give any military vessels a wide berth. The infamous pirate Mourngaunt sailed an Octopus, however the pair of Falcon Raiders that his Octopus carried were the reason for his success, since the light craft were able to get close to prizes through a combination of stealth and subterfuge again and again.
Armin Dudelyheart

Armin is the nicest bishop of the church of Torm to ever sail on the astral sea. He likes long walks by the beach at sunset and likes travelling.

When Armin was a young halfling he joined the church of Torm because he lent himself fully to Torms fervor, Loyalty, duty and righteousness were ideals instilled in him from an early age. When Tyr was murdered by demons, Armin had already managed to become a High priest due to his impeccable wisdom and charm. He was ripely positioned for the consolidation of the churches and by the age of fifteen he ascended to the rank of bishop as the other clergy recognized his zeal for serving his god, the youngest and tiniest bishop to ever have presided over the other Clergy in Torm's service.

Armin's ability with healing magic makes him a valuable commodity when he chooses to give in to his inner wanderlust. This allows him to secure easy passage on ships and the like when he takes his periodic vacations from his work as a Bishop to spread Torm's light to places yet untouched by his righteous gaze.