recursal/Fanatic-Fandom huggingface dataset:
Harpers

Harpers Symbol

### Base of operations

Lightsinger Theater, a high-end establishment located in the Castle Ward in Dawic

## Membership

### Alignment

Good / Neutral

**The Harpers** were a semi-secret organisation dedicated to promoting good, preserving history (including art and music of old) and maintaining a balance between civilisation and nature by keeping kingdoms small and the destruction of animal and plant life to a minimum.

## Membership

Most members were either good/neutral-aligned rangers or bards, though many druids are also their willing allies.

The Harpers were led by a council of High Harpers, who were responsible for most of the group's long-term plans and goals. High Harpers were elected through the means of secret ballots among the other High Harpers, with the criteria being long time service and extreme discretion in the implementation of their plans.

## Regions

The Harpers operated mainly in the South Erigold. The group itself was extremely decentralised and the nearest thing they have to a base of operations is in Lightsinger Theater, a high-end establishment located in the Castle Ward in Dawic. They often employ means of achieving their goals was assisting adventurers who were on quests that would further Harper interests.
Pirate Pete Wiki

## Introduction to Pirate Pete Wiki

Welcome to the Pirate Pete wiki! Here you are free to add new ideas and pages in Pirate Pete's world. Have Fun!

## Welcome to the Wiki

This is a wiki, a website that anyone, including you, can edit. Go ahead, try it out! Use the buttons below to create your first episode and character pages.

Create an article about an episode by typing the title below:

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## Pages created so far

* Bobby
* England
* Fun and Games
* General Discussion
* Jack the Pirate
* James Norrington
* Lost in a Storm
* Main Page
* New on Wikia starter pages
* News and Announcements
* Pete
* Pete's Adventure Begins
* Pirate Pete
* Pirate Pete Wiki
* Questions and Answers
* Raymes Pixtol
* The Gold Thief
Pete

**Pete** is the main protagonist of Pirate Pete.

Pete is an English pirate who set off on a quest to find as much gold as he could find. His is the owner of the infamous pirate ship Torker.

## Biography

Use this section to give greater details about the character's life.

## Behind the scenes

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
Xanathar

## Magic Item(s) Worn

### Eyes

Ring of Invisibility, Ring of Petrification, Ring of Telekinesis, Ring of Disintegrate, Ring of Fear, Ring of Finger of Death, Ring of Slow, Ring of Sleep

## Combat

### Attacks

"Eye Rays" +9 ranged touch and bite +2 melee (2d4)

### Special Attacks

"Eye Rays" +9 ranged touch and bite +2 melee (2d4)

## Meta-Knowledge

### Played by

DM

**Xanathar** is the name given to the beholder crime lord that lives in the dungeons under Dawic. It isn't the first beholder to claim this mantle, nor will it be the last.

Like all beholders, **Xanathar** is a paranoid tyrant that charms and bullies its minions into servitude. The Xanathar Guild is made up of some of Dawic's most disreputable folk, as well as monsters forced into subservience or drawn to the beholder by the promise of treasure, food, or power. Treachery within the ranks of the guild is common as servants vie for the beholder's favour and affection. Such boons are fleeting, though, as the beholder is quick to distrust those who finagle their way into its good graces.

**Xanathar** lives in a dungeon under Skullport, a subterranean settlement connected to Undermountain's third level. The place resembles a ramshackle town, built inside a giant cavern connected to an underground river. Members of the Xanathar Guild haunt Skullport's dilapidated buildings, and flameskulls patrol its streets.

The only creature **Xanathar** truly cares about aside from itself is a fish, named Sylgar, that it keeps in a large glass tank. **Xanathar** has minions that look after the fish constantly, but even their ministrations can't keep such a creature alive forever. Whenever the fish dies, panic spreads through the occupants of the lair as minions try to replace the fish before **Xanathar** realises what has happened. Luckily for them, the beholder can't tell one fish from another.

**Xanathar** is extremely fond of gold. A few years ago, its spies stole the Stone of Golorr, which contained information that led to the discovery of a dwarven vault under Dawic. Recently, someone stole the Stone of Golorr from where it was hidden inside its lair, and the beholder is convinced that the Black Network is behind the theft.

The beholder is caught up in the unbreakable grip of its own paranoia. It sees enemies everywhere, and lashes out at anyone it suspects of being a Zhentarim spy or assassin. Adventurers who attract its attention by dealing with known or suspected Black Network operatives are quickly branded as enemies that must be destroyed.
Vault of Dragons

Vault Door

Once the characters have the Stone of Golorr, they can use it to determine the location of the **Vault of Dragons** and the keys needed to enter it.

## Vault Features

All areas of the vault have the following features:

* Any spell that tries to contact a creature in the vault fails, as does any spell that attempts to scry on the vault interior or any creatures within. Teleportation into the vault from outside is impossible.
* Walls are made of mortared stone. Doors are solid stone slabs with stone handles and hinges.
* Except in the Main Vault, there are no light sources.

## V1. Vault Door

A 20-foot-high, 20-foot-wide stone corridor ends before an adamantine double door bearing Dwarvish runes. The doors have neither handles nor hinges. The writing on them reads, **"THE THREE KEYS. BRING THEM FORTH."**.

The doors part, sliding back into the walls, when the three correct keys are brought within 5 feet of them. The doors can't be forced open or damaged in any way, and attempts to circumvent them with magic fail automatically.

 Treasure Hoard

* Piled in one alcove is 500,000 gp, the combined weight of which is 10,000 pounds.
* Scattered on the floor of the second alcove are sixty-five 100 gp gemstones-all that remains of Aurinax's current food supply. Aurinax won't give up his gemstones or the Dragonstaff of Ahghairon    willingly, since they are his payment for guarding the gold.
* In a third alcove contains a mannequin storing Lord Dagult Neverember's set of Lord's Ensemble (Lord's Helm, Lord's Amulet, Lord's Robe), an ornate box made of Darksteel containing 4x blood red gems, three treasure chests which if unlocked contain the following, and tossed into the corner of another alcove is a Bag of Holding Type I (Devouring).

###### Chest 1 - (Open Lock DC 25)

* Elven Chain
* Boots of Elvenkind (Dancing)
* Ioun Stone (Deep Red)
* Ioun Stone (Pearly White)

###### Chest 2 - (Open Lock DC 25)

* Handy Haversack
	+ Scroll (Globe of Invulnerability, Lesser) Written in elven runes. *A note written in common at the top of the scroll reads "defensive spell"* - (Use Magic Device DC 28)
	+ Scroll (Dimension Door) Written in elven runes. *A note written in common at the top of the scroll reads "travel spell"* - (Use Magic Device DC 28)

###### Chest 3 - (Open Lock DC 20)

* Wand of Cure Light Wounds (26 charges)
* Potion of Cure Moderate Wounds x8
* Potion of Cure Serious Wounds x 4
* Incense of Meditation (Obsession)
Boz Oznogz

Boz Oznogz

### Special Attacks

Bardic music, bardic knowledge,countersong, fascinate,inspire courage +2, Inspire competence, Suggestion, Inspire greatness

## Meta-Knowledge

### Played by

DM

**Boz Oznogz**is a Xanathar's Thieves' Guild server and musician who has allowed himself to get swept up in the reverie. If a fight breaks out, he usually will hide under a table and throw himself at the mercy of the party if the characters emerge victorious.

Following the events of TGAT: Session 19. **Boz Oznogz** was last seen entering X6, the Pit of Blood and Fortune in Xanathar's Lair after being caught red handed collecting the gold coin trail left for the escaped Rust Monster.
Rouse

Rouse, the desert city.

Rouse is located on Erigold's eastern shore facing Rhûnaer Ocean. On land it lies south-east of Eonurik, and east of the Spring of Shadows.

### Inhabitants

Mostly Human and Elves

**Rouse's** white buildings are rectangular and protrude proudly from the desert sands. Stalls crowd the market place and dark-skinned children play.

## Description

The desert of **Rouse** is covered in rolling hills. Wind stirs up the wispy sand and the sun’s never ending rays beat down on you mercilessly. Salty sweat rolls off your nose and stings your eyes. Your clothing is overwhelmingly hot and sticky. The stiff, dry desert breeze blows sand into your eyes and makes your hair stiff with salt. Your tongue feels as if it’s coated in fur and your lips are chapped and dry. You long for crystal, cold water.

Dancers, dressed in a gauzy white tunic, twirls in the streets and the crowd tosses golden coins to her.

The cruel sun beat down, it's one malevolent eye unblinking, and the sky was it's co-conspirator with not even a wisp of cloud to soften the harsh rays. The lizards took shelter in the shadows of the rocks where the sand was not hot enough to roast them, but there was no shade large enough for us. Each step sunk into the searing sand, the air was thick and hazy, each breath like drowning in larva.

## Economy

The **Rousians** greet you with dazzling smiles, hoping you will buy their wares. Their stalls are covered with magnificently bright cloth. They sell browned fish, hard bread, shimmering jewels, shining metals, crisp, pristine linen, and juicy figs.

You hand a golden coin to a merchant, missing a front tooth. He smiles and weighs it on a scale before handing you a honey roll. The roll is pure white and coated in sticky, sweet honey. You take a bite, savouring the fluff.

## Notable Locations

* City Gates
* Palace
* Marketplace
* Monastery
* Docks
Barok Clanghammer

Elderly gold dwarf named Barok Clanghammer, using his  walking stick.

When Dagult Neverember became the Open Lord of Dawic, he cut a deal with **Barok Clanghammer**. Under its terms, **Barok** would guard a vault beneath the city. When Neverember eventually removed the treasure from the vault, **Barok Clanghammer** could return to the Dragon Tower.

As it happens, no one has come to remove the treasure, and the faithful **Barok Clanghammer** has remained in the vault. The vault is warded against scrying magic, and there's no one left in Dawic who knows about **Barok Clanghammer**.
The Right Hook

The Right Hook is a tavern in Cometwight

**The Right Hook** is a stilted tavern built in the Cometwight harbour.

## Description

The inn is a two-storey timber and giant fish bone framed building, with wooden tables and chairs. Accommodations consist of several large rooms with beds and straw mattresses and several hammocks in the common room. A large private bathhouse is available to guests.

## Innkeeper

### Bartender

The innkeeper is a heavyset male human named *Mesym*. He wears a collection of protective charms and talismans.

### Bouncer

*Gort* is a half-orc who seldom interacts with patrons short of a growl, nod, or perhaps even a glare. However, if needed to break up a fight, he can subdue one rowdy patron fairly easily, or subdue multiple opponents with non-lethal damage.

### Serving Girls

*Flotsam* and *Jetsam,* twin sisters, born to a local fisherman. This bubbly pair serve food and drinks to patrons.

## Menu

* Boiled Eggs and Peas, Tankard of Cider (5 cp)
* Boiled Pork and Almond Bread, Tankard of Ale (15 cp)
* Baked Crayfish and Poached Eggs, Glass of Mead (10 sp)
* Braised Salmon and Bitter Cheese, Glass of Port (10 sp)
* Roasted Shellfish and Crowberry Tart, Glass of Whiskey (10 sp)

## Patrons

1. **Phamas Rete**: *Male Halfling Servant, Evil*. Phamas is fair in appearance, with silver hair and green eyes. He wears modest garments and riding boots. Phamas is searching for his lost sister.
2. **Eran Chyne**: *Male Human Merchant, Neutral*. Eran has a square face, with red hair and blue eyes. He wears plain clothing and several pouches hang from his belt. Eran has a terrible sense of direction.
3. **Dama**: *Female Elf Peasant, Evil*. Dama has white hair and dark amber eyes, and pointed ears. She wears modest garments and an iron amulet. Dama seeks opponents for a drinking contest.
4. **Pinard Fairbairn**: *Male Halfling Merchant, Evil*. Pinard has a long face, with gray hair and brown eyes. He wears plain clothing and a red cloak. Pinard seeks revenge against the kingdom which exiled him.
5. **Lewen**: *Female Elf Priest, Good*. Lewen has a long face, with white hair and gray eyes. She wears modest garments and carries a fine stiletto. Lewen is mourning her son, who was drowned by a rogue water elemental.
6. **Heda**: *Female Dwarf Merchant, Evil*. Heda has silver hair and brown eyes. She wears plain clothing and a wooden holy symbol. Heda compulsively plays with a platinum ring.

## Rumours

1. A water elemental has escaped from the old Necromancer tower.
2. Bizarre monsters have been encountered in Sercwinewold.
3. An undead knight in the ruins of Dead Devil Beach holds a devil imprisoned for eternity.
4. The sausages at The Drunken Sailor are made with rat meat.
Ahghairon's Dragonward

Ahghairon's Dragonward

The Capital City of Dawic is blanketed by an un-dispell-able magical effect called ***Ahghairon's Dragonward***. The effect originates from somewhere under Ahghairon's Tower in the Castle Ward and is permanent.

Dragons and all other creatures of the dragon type are physically unable to enter the city (or its sewers) as long as the ***dragonward***persists. The effect doesn't extend to the harbour or into Undermountain.

A creature of the dragon type that is touched by the Dragonstaff of Ahghairon can ignore ***Ahghairon's Dragonward*** and move through the city freely. The effect lasts until the creature is touched again by the staff, or until the passage of a period of time specified by one who is attuned to the staff.

The Dragonstaff is currently in the possession of an adult gold dragon named Aurinax, who guards a hidden vault under the city.
Hrabbaz

Hrabbaz

**Hrabbaz** is a muscle-bound half-orc with a cleft palate who serves the Lord and Lady of House Gralhund as a bodyguard.

He is well mannered and dresses impeccably - a disarming appearance that belies a murderous heart.

Though he has great respect for Lady Yalah Gralhund, he is less fond of her moody husband, and wouldn't be sad to see Orond knocked down a peg or two.

## Abilities

**Extra Damage.** As long as **Hrabbaz** has more than half his hit points left he deals an extra 3 (1d6) damage on all hits.

**Indomitable (2/Day).** **Hrabbaz** can re-roll a saving throw that he fails. He must use the new roll.

**Relentless Endurance (Recharges after a Long Rest).** When **Hrabbaz** is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead.
Shar

Shar

### Worshipers

Anarchists, assassins, avengers, monks, nihilists, rogues, shadow adepts, shadowdancers

## Character Attributes

### Class / Level

Assassin 10 / Rogue 10 / Shadow adept 10 / Shadowdancer 10 / Sorcerer 9

### Alignment

Neutral evil

****Shar****, the **Mistress of the Night**, was the goddess of darkness and the caverns of Erigold, as well as a neutral evil greater deity.

As old as the cosmos, **Shar** is one of the twin deities who created the world, bringing order out of primordial chaos.

   Counterpart to her twin Selûne, she presided over caverns, darkness, dungeons, forgetfulness, loss, night, secrets, and the Underdark. The balance to her sister’s loving grace, **Shar** resides in the deepest shadows, nurturing the secret hatreds, the unnatural desires, and the lust for revenge that reside in the black corners of the mortal heart.

## The Shadow Weave

Among her array of twisted powers was the ability to see everything that lay or happened in the dark. **Shar**'s symbol was a black disk with a deep purple border. **Shar** was also the creator of The Shadow Weave, which was a counterpart and attack upon The Weave, controlled by Mystra. **Shar** holds power over all who use the Shadow Weave.

## Worshippers

The clergy of **Shar** are a secretive organisation that pursue subversive tactics rather than direct confrontation with its rivals. In addition to her clerics, **Shar** maintains an elite order of sorcerer monks who can tap **Shar**'s Shadow Weave.
Yagra Strongfist

**Yagra** is a Black Network mercenary who gets paid to protect a Zhent negotiator named David Starsong.

**Yagra** finds the job boring and likes to pass the time by challenging adventurers to arm wrestle (Resolve such contest using contested Strength checks).

> "Want to arm wrestle? Hope you're stronger than you look."
>
>

If the characters express their opposition of the Xanathar Guild, **Yagra** might urge them to speak to David about joining forces with the Zhentarim to destroy the beholder crime lord.

**Yagra** is a half-orc thug. When reduced to 0 hit points she drops to 1 hit point instead (but can't do this again until she finished a long rest).
Xanathar's Thieves' Guild

Symbol of Xanathar's Thieves' Guild

**Xanathar's Thieves' Guild** was run by a paranoid elder beholder.

## Geography

This slaver network was the most powerful on Burtuke Bay and often acted as a buffer against other evil organisations unintentionally. They operate out of Skullport.

## Membership

Members of the guild are trained in stealth, discretion, and tactics with fighters, rogues, sorcerers, wizards, and experts which comprised most of its numbers.

An ever-growing organisation, it utilises multiple mouthpieces to protect and conceal the identity of the Xanathar.

To join a member has to prove their ruthlessness and obedience in a test of loyalty, which usually involved killing or selling a friend or family member into slavery, as well as paying 300gp. The typical agent earns dues of 60gp a month.

## Notable members

* Ahmaergo
* Arizza
* Avaereene
* Colstan Rhuul
* Shindia Darkeyes
* Nihiloor
	+ Grum'shar
		- Zemk
		- Krentz
Scarlet Marpenoth

Scarlet Marpenoth

### Immunities

**Damage:** poison, psychic**Condition:** blinded, charmed, deafened,exhaustion, frightened, incapacitated, paralyzed,petrified, poisoned, prone, stunned, unconscious

## Control

### Description

Move up to the speed of one of its movementcomponents, with one 90-degree turn. If the helm isdestroyed, the keelboat can’t turn.

## Weapons

### Description

The pilot can electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it's electrified must make a DC 15 Dexterity check, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Jarlaxle's submarine, the **Scarlet Marpenoth**, is mounted underneath the Eyecatcher and can be seen only by creatures under the water. Jarlaxle retreats here if the Eyecatcher comes under attack.

The magic that conceals the true appearance of drow aboard Jarlaxle's ships doesn't extend to the **Scarlet Marpenoth** . Characters who encounter drow while sneaking around the submarine are questioned. If the drow don't get the answers they want, they attack. Any nearby drow who hear a fight break out will investigate and team up to repel boarders.

## Submarine Features

The **Scarlet Marpenoth** has AC 20, 300 hit points, a damage threshold of 15, and immunity to poison and psychic damage. The submarine's structural integrity fails when the vessel drops to 0 hit points, whereupon it floods and sinks.

The submarine has the following general features:

* Interior spaces are unlit. (The drow rely on darkvision to see.)
* All furnishings and features are bolted down.
* Chambers are 8 feet high, with 6-foot-high passages and doorways connecting them.
* Air magically circulates through a complex ventilation system and small metal grills set into the floors.
* Doors are made of steel and have AC 19, 27 hit points, a damage threshold of 10, and immunity to poison and psychic damage. A door's lock can be picked by a character who makes a successful DC 18 Dexterity check using thieves' tools. A door can be forced open by a character who succeeds on a DC 25 Strength (Athletics) check. Jarlaxle has keys to all locked doors. All doors are airtight while closed.
Bane

SymboI of Bane

## Character Attributes

### Alignment

**Bane** was the evil and malicious greater deity of fear, hatred and tyranny and ruler of Banehold. Preferring to plot and scheme, Bane rarely appeared to act in a direct manner; instead acting through his worshippers and other various agents. His ultimate goal was to eventually control all of Erigold. When summoned he had a dark and rather shadowy appearance with a resemblance of dark armour and his tell-tale jewelled dark gauntlet. He emanated an aura of vast power and cruel intelligence.

## Biography

Like many of the younger gods, **Bane** was once a mortal human. Little was known about the Black Hand's past, not even precisely when it was he lived, but the adventurer became known when he forged an alliance with two other mortal beings: Bhaal and Myrkul.

Together, the three forged a pact of mutual aid and ambition: together they would conquer not just the world, but the heavens, becoming gods unto themselves. They targeted specifically the powerful god of death, Jergal, who was among the most powerful of the deities at the time.

## Relationships

**Bane**, Bhaal and Myrkul inherited most of the portfolios of Jergal when he wearily stepped down from his position and then faded into near-obscurity. The death of those deities left Jergal in the service to Cyric and then Kelemvor.
Roscoe Underbough

Roscoe Underbough

**Roscoe Underbough**, a Shard Shunner in hybrid form, guards the cellar. He hides in the northwest storeroom, ready to jump out and scare away anyone who heads for the stairs. Not eager to commit murder, Roscoe allows retreating characters to flee back to the sewers. He is a wererat, with these changes:

* Roscoe is Small and has 27 (6d6 + 6) hit points.
* He has these racial traits: He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling, and he knows thieves' cant.

If the characters defeat Roscoe or slip past him, they can make their way up into the hostel, which caters to a mostly halfling clientele. With none of the other Shard Shunners currently present, the characters are greeted warmly by staff and patrons, who point them in the direction of the nearest bathhouse.
Jagged

Jagged

Information

History

TBA

####

Family

TBA

Appearance

Fur: Thick Ivory Fur with Deep Slate and Bits of Black Markings running along his body

Build: He is of big stature, he has broad shoulders, a slender muzzle, muscles residing more in his Upper Body than his Hind Legs

Facial Features: Piercing 'Eye Color to be Added' Eyes, medium-sized floofy audits that stick up, slender muzzle, black nose, age showing in his eyes

DIstingiushing Features: His piercing eyes

Wounds: TBA

Scars: TBAPersonality: TBA

####

Statistics

TBA
Religious District (Dawic)

## Dawic's Religious District

A large temple can be seen from one of the slums

The religious district cuts through the middle of  Dawic and is in the close proximity of many marketplaces

### Inhabitants

Although divine magic granted by the gods also ceased this has not prevented the spread of religion throughout the realm. Many spell-casters even turned to the gods when their ability to cast spells diminished.

## Multi-faith Society

### Deities

There are multiple religious buildings in this sector of the city the four largest of which are mostly devoted to good aligned deities:

1. The Temple of Pelor
2. The Great Ziggurat of Boccob (*derelict*)
3. The Church of Heironeous
4. and Saint Cuthbert's Cathedral

Smaller places of worship surround the area, these include:

* The Temple of Elements (*derelict*)
* Bahamut's Basillica
* The House of Inspired Hands *(Temple of Gond)*
* The Tabernacle of Kord
* and The Synagogue of Olidammara.

### Demihuman Deities

There are also a number of shrines devoted the gods of the minority races:

* Shrine to Corellon Larethian
* Shrine to Garl Glittergold
* Shrine to Moradin
* Shrine to Gruumsh
* Shrine to Yondalla

At the eastern edge of the religious district are huge park lands with several monuments to the gods of nature:

* Shrine to Ehlonna
* and Obad-Hai's Sanctuary
Old Xoblob Shop

Old Xoblob Shop 2e

The **Old Xoblob Shop** was a curiosity shop in the Dock Ward of Dawic. It was famous for the stuffed beholder that hung above its front window by the main counter.

## Structure

The shop was located in the ground floor of a tall stone-and-timber building. A broad stair led to the second floor and a hidden stair led to the basement.

The second floor was mostly empty, but the ceiling was 60 feet high. A narrow flight of stairs led to the third floor.

The third floor contained the proprietor's private chambers as well as two guestrooms. There was a bower for relaxation and an herb garden on the roof.

The basement level was a high ceiling-ed wine cellar with huge casks and a kitchen. It also had a connection to Dawic's sewers.

## History

The shop was named after the beholder that was killed by the first proprietor, Dandalus Ruell. It was unclear whether Old Xoblob was actually the name of the beholder or just the part of it that Dandalus could pronounce.

The shop was purchased by a deep gnome who had survived the detonation of a gas spore and had acquired some of the mannerisms of a beholder, such as the drive to establish a lair. After unsuccessful attempts at renaming the shop, the gnome instead changed his own name to Xoblob and restored the shop's original name.
Grum'shar

Grum'shar

**Grum'shar** is a half-orc and a low-end Xanathar Guild boss.

As soon as his minions retrieved who they thought was Renaer Neverember, the half-orc begged Nihiloor let him witness the interrogation of the captive, not realising until after he did so that he had mistaken the prisoner's identity.

**Grum'shar** attacks the characters in the hope of salvaging his reputation.

When reduced to 0 hit points, he drops to 1 hit point instead (but can't do this again until he finishes a long rest).
Finding Floon (Quest)

Floon Blagmaar

## Completing Volo's Quest

Returning to the Yawning Portal with Floon Blagmaar in tow marks the end of this introductory quest. All that remains is for the characters to collect their reward.

### Rewards

Volo is drinking alone in the Yawning Portal while anxiously awaiting news of Floon's fate. He springs up and runs to embrace the characters and his friend as soon as he sees them.

#### A Good Deed

If the characters reunite Volo with Floon, Volo gives them a rather sheepish look as he explains their reward:

> *"I confess that I have but few coins to spare. But never let it be said that Volo reneges on a promise. Allow me to present something much more valuable." - Volothamp Geddarm*
>
>

He holds out a scroll tube.

> "The deed to a remarkable property here in Dawic! We'll need a magistrate to witness the transfer of ownership. I'll arrange a meeting with one after you've inspected the estate and deemed it satisfactory." *- Volothamp Geddarm*
>
>

The tube contains a deed to Trollskull Manor, a historic building in the North Ward that the characters can claim as a home base. The deed has been notarised and appears legitimate (because it is). Volo recently bought the property because it is rumoured to be haunted, and he was hoping that investigating it might yield a chapter for his next book, *Volo's Guide to Spirits and Specters*.

If the characters accept their reward, Volo sets up a meeting with a tiefling magistrate named Kylynne Silmerhelve. The brief session takes place at a courthouse in the Castle Ward at highsun. Magistrate Silmerhelve witnesses the transfer of the deed, rendering the new ownership official, with the impatience of one who has more important matters to attend to.

She also collects an estate transfer tax of 25 gp, which is normally paid by the new owners. If the characters can't afford this fee or don't want to pay it and they have befriended Renaer Neverember, he makes sure that Volo has a pouch of coins to cover the expense.

#### Fine Friends

Volo, Floon, and Renaer all express their gratitude through camaraderie. If the characters need to call upon their new friends for an occasional favour, any of them are happy to oblige. Floon has little to offer the characters, but friendship with Volo and Renaer has its perks.

Volo knows the best places to eat and find merriment. He can also give characters a tour of Dawic. If the characters accept his offer, share the information in chapter 9, "Volo's Dawic Enchiridion," with the players.

Although Renaer is estranged from his rich and powerful father, he still has friends in high places, including Harpers who can come to the characters' rescue if they need it. If the characters are looking for an audience with influential persons in Dawic, Renaer can set up meetings with Mirt, Remallia Haventree, or just about any other Dawician noble, if he thinks the characters will comport themselves well.

## Level Advancement

The characters advance from 1st to 2nd level when they return to Volo after having explored the Xanathar Guild hideout.
Sorryright

The Wizard Towers of Sorryright

Sorryright is located on the same mountain range as Eonurik, east of The Capital City of Dawic, south of Cometwight.

### Inhabitants

Unknown (Previously Dwarves)

**Sorryright** is a little known, and abandoned Dwarven settlement built into the Dawic mountain range in the Kingdom of Erigold, just north of the human mining town Eonurik.

## Description

The ruins of **Sorryright** show that the Dwarves once held a greater claim on the royal lands of Erigold, however this derelict now stands as a reminder that they were relegated to the edges of the kingdom, remaining only in the coldest, and deepest of caverns in the realm.

There are a number of ancient but beautifully masoned wizard towers in **Sorryright** and with only a cursory first glance it is apparent that it was once a very powerful, wealthy city, whose population had clearly mastered the arcane ways and perfected the art of stone-craft. The stonework existing now solely to preserve this long dead culture
Richard Dickens

Richard Dickens

## Proficiencies

### Weapon Proficiency

Simple Weapon Proficiency, Martial Weapon Proficiency, Exotic Weapon Proficiency (Crossbow, Hand), and Shield Proficiency

## Skills

### Knowledge

Local (rg) All skills taken individually (bd)

## Feats

### Class Features

Grace (Ex) +1, Insightful Strike (Ex), Sneak Attack +1d6, Trapfinding, Bardic Music, Bardic Knowledge,Countersong, Fascinate, Inspire Courage +1

## Description

### Spiritual Enlightenment

In response to being convicted of a number of crimes, and evading justice for even more sinister crimes like carving off the faces of sentient creatures, in addition to first hand witnessing a number of occult happenings in The Capital City of Dawic. **Richard Dickens** has decided to convert to the Lathanderian faith. The deity of creativity, dawn, renewal, birth, athletics, spring, self-perfection, vitality and youth.

## Stat Blocks

*Ability Scores*
 DEX
 CON
 INT
 WIS
 CHA

*I**nitiative***

*Armour Class (AC)*
Krentz

Krentz

### Attacks

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage.Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: (1d8 + 1) piercing damage.

### Flat-Footed

12

Krentz is a member of the Xanathar Guild, and he leads a small group of bandits.

He is easily identified by the large blue and yellow tattoo on his bald head in the shape of Xanathar the beholder crime lord of the Xanathar Guild.
TGAT: Session 39

Plague Doctor

## The Great Ziggurat of Boccob (Cont...)

As they continue through the rear of the room that the Minotaur was guarding they come across a huge open room with a 20 ft wide ball of energy being fuelled by magical items being tossed in by a crew of Tanarukks. Once the door to this room swings open the party see an elf emerge from a shadowy area and slay one of the Tanarukks. The party members rush in and take out the remaining Tanarukks, leaving one disabled to question it.

Richard Dickens felt empowered in the presence of this orb, his fingertips sparking as all of his bardic abilities and spells became active. The Tanarukk says that this giant orb is an rebuilt ancient Mythallar and it is powering the temple's magical qualities and his masters experiments. He has no idea what the waste product is. The waste is a pink goo-like substance which drips out regularly in a jammy mass into a metal grate below.

Richard Dickens demands the disabled Tanarukk take him to his master and after being given a single goodberry so that he could move around he leads them to the large bronze double doors by the elemental symbols and tells them to open it. Richard Dickens and Kino activate all the elemental runes and the bronze doors unlock. Richard Dickens bursts into the room and they find a huge circular laboratory, in the center of which stands a humanoid mixing potions and clothed in black leather robes and a beaked plague doctors mask.

Doctor Coronaviridae has been preparing for the parties arrival since they first entered the temple and triggers a number of liquid canisters around the room to mix and the resulting reaction fills the room with an acrid thick green gas. The Tanarukk takes its chance to escape and runs forwards into the gas away from the party. Within seconds the next thing the party sees is the demonic orc hit the ground dead.

Richard Dickens enters the room and sticks to the right wing, followed by Kino who takes the left flank. They both fire blindly into the gas cloud where they last saw the Doctor, whom returns fire with a handful of alchemical concoctions of his own, acid flasks and poison vials. Amophar assists the party by blasting the room with gusts of air to clear the gas clouds so that Richard Dickens and Kino can make more accurate shots and close into hand-to-hand combat. Richard deals the final blow "killing" Doctor Coronaviridae who shockingly discorporates into thousands of larvae which disperse throughout the room and burrow into any available crevasses.
Dalakhar

Dalakhar wielding a crossbow

**Dalakhar** was a thief and spy in Dawic working for Lord Dagult Neverember.

**Dalakhar** was spying upon Renaer Neverember, the estranged son of his master. At one point, however, Lord Dagult ordered many of his agents, including **Dalakhar**, to obtain the *Stone of Golorr* from the lair of the Xanathar. The rock gnome managed to steal the stone, ruining a meeting between Xanathar and the Zhentarim.

Later, **Dalakhar** was targeted by agents of the Zhentarim, the Xanathar's Thieves' Guild, Bregan D'aerthe, and others, making it impossible for him to get out of Dawic as planned.

For the time being, **Dalakhar** decided to entrust the stone to some adventurers who had saved Renaer. However, **Dalakhar** was ambushed by some Zhentarim led by Urstul Floxin and hit by a *fireball* launched by the nimblewright of House Gralhund, killing the rock gnome along with ten more people.
Volothamp Geddarm

Volothamp Geddarm

**Volothamp Geddarm**, or **Volo** for short, was a legendary traveller and storyteller, and was most famous for his guidebook published by Tym Dawic Limited.

## Personality

He was oft portrayed as the quintessential "go-to guy" of the Realms even if his information was, at best, half-accurate. He was too curious for his own good.

## Activities

As travelling scholar and minor wizard, Volo was always on the lookout for an exposé. He all too frequently was at odds with Elminster, who preferred some things to be kept in the dark.

While Volo's reputation was well-earned and well-kept, there were others who tended to profit from it, the most well-known being Marco Volo, as he styled himself when it suits him. A trouble-making bard, Wands gained Volothamp's moniker after he stole an artefact from a powerful wizard, and laid the blame on the far more infamous scapegoat of the real Volo.

Pursued by the mad mage and his forces, and protected by adventurers hired by his father, Marco came into his own at the finale, when the artefact was revealed as containing a god from another world, who had come to Toril along with Marco's family. The Sunstaffs, as they were known then, had, through the generations, been destined to keep the god imprisoned. Marco awakened to his destiny with the help of the adventurers, his own intuition, and the gods Tyr, Sune and Corellon Larethian.

## Publications

* Volo's Dawic Enchiridion
* Volo's Guide to Monsters
* Volo's Guide to Spirits and Specters
Qrr'zarq

Qrr'zarq attacking Zaibon Kyszalt.

The illithid **Qrr'zarq** works for Xanathar with Nihiloor, spending its days creating intellect devourers and setting them loose in the sewers of Dawic.

Each intellect devourers attacks the first humanoid it encounters, using its victim as a puppet to spy on the city and relay information back to **Qrr'zarq**.

Occasionally, an intellect devourer is instructed to seek out a particular kind of target, such as a member of the City Guard or the City Watch. Sometimes its instructions will include orders to capture specific Dawicians and bring them to Skullport, where they can be enslaved or ransomed.

**Qrr'zarq** has an alien mind, and it considers itself Xanathar's equal. It has no interest in supplanting the beholder, however, preferring to operate in the shadows and pursue its own fell schemes.

## Abilities Edit

**Mind Blast (Sp)**: This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.

**Psionics (Sp)**: At will - *astral projection, charm monster, detect thoughts, levitate, plane shift*, and *suggestion*. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).

**Improved Grab (Ex)**: To use this ability, the mind flayer must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head.

After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

**Extract (Ex)**: A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.

**Telepathy (Su)**: Mind flayers can communicate telepathically with any creature within 100 feet that has a language.

Mind flayers like to fight from a distance, using their psionic abilities, particularly their mind blast. If pressed into melee combat, a mind flayer lashes its enemies with the tentacles ringing its mouth.
Agorn Fuoco

Agorn Fuoco

## Combat

### Weapon

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

### Special Attacks

Bardic music, bardic knowledge,countersong, fascinate,inspire courage +2, Inspire competence, Suggestion

### AC

15 (chain shirt)

**Agorn Fuoco** is a high-ranking member of Wongas's Zhentarim in Dawic.

**Agorn lived** and played music in Mistshore.

**Agorn** dreamed of becoming a famous bard but he had no success so he decided to devote himself to the Zhentarim, quickly advancing through the ranks.

In 1492 DR, if Wongas managed to obtain the *Stone of Golorr*, after the Xanathar's Thieves' Guild and some adventurers discovered the Stone's hideout devised by the dragonborn butcher Thrakkus, then the high-ranking Zhent Vevette was instructed to deliver the *Stone* to **Agorn**. She would manage to deliver it during a performance at the Trades Ward theatre called the Brizzenbright. However, **Agorn** entrusted the *Stone* to his girlfriend Amath Sercent.

Afterward, **Agorn** went to meet his mother and, inspired by the theater's play, he killed her in order to cut all his ties to his old family.
The Shard of Pure Evil

The Shard of Pure Evil

## Description

The Obyriths are described as entities of unfathomable evil from another universe. After consuming or destroying everything in their universe, the remaining Obyriths fashioned all of their hatred and hunger into a single, horrific **Shard of Pure Evil**, which they used to pierce the veil between universes.

The shard was found (in the default D&D universe) by Tharizdun, who was instantly corrupted by its evil and used it to create The Abyss.

The twelve surviving Obyriths fled their dying reality and entered the new plane, where they dueled several primordials who would eventually become the likes of Baphomet, Demogorgon, Orcus, and Yeenoghu for control.

The Abyss warped both the Obyriths and the primordials into demon lords. Only the Queen of Chaos, Pazuzu, Obox-ob and Dagon are explicitly confirmed as being Obyriths

## Current Location

The shard is currently burrowing deeper into The Abyss creating new layers as it goes feeding upon the magical energies, souls and matter of all the surrounding planes.

## Addendum

Asmodeus carries a powerful unique artefact, The Ruby Rod, that allows him to use several powerful offensive and defensive spells. The Ruby Rod allows Asmodeus to attack with elemental forces, force his enemies to cower in fear, or cover himself with a field which heals and protects him. It is also a powerful melee weapon that can cause grievous wounds with the merest touch. The Ruby Rod is a fragment of **The Shard of Pure Evil** that created the Abyss.
Sea Maidens Faire

The **Sea Maiden's Faire** is a travelling carnival of entertainers hailing from the city of . The troupe are currently travelling around Burtuke Bay in their three ships:

* The Heartbreaker
* The Eyecatcher
* The Hellrazor

The fleet is commanded by Captain Zardoz Zord, who also serves as ringmaster and spends most of his time aboard the Eyecatcher, his personal ship.

## The Big Top

The Big Top is  large, oval, red and yellow, striped tent. The center pole is 60 feet tall. The tent is 75 feet across and 150 feet long. There is a large entrance from the midway where humanoids with brightly coloured red and black velvet uniforms take your tickets. In the middle of the big top, a large ring filled with sawdust is positioned. Trapezes, metal rings, tightropes, etc are 30 - 40 feet above the center ring. All around the center ring are bleacher type stands with rows in between like spokes of the wheel. You can walk up the stairs to the bleachers and find a seat in one of the higher sections. Within a few minutes after the show starts, the stands are full with approximately 200 people

## Parade

   The *Day of Wonders* is the grandest parade of the fall season, and Zardoz wants the **Sea Maidens Faire** to be a part of it. He pays a visit the day before the holiday to the House of Inspired Hands, Dawic's temple of Gond, to coordinate with the acolytes in charge of organising the parade. He presents a detailed plan that commingles the attractions of the **Sea Maidens Faire** with the bizarre inventions of the temple-a plan that is well received.

The evening before the *Day of Wonders*, workers begin assembling the wagons and floats of the **Sea Maidens Faire** on the pier. Early the following morning, the docks are a hive of activity as performers practice their routines and caged creatures are offloaded one by one. An hour before high-sun on this crisp and windy autumn day, the **Sea Maidens Faire** makes its way to the House of Inspired Hands to meet up with the Gond worshippers and their contraptions. From there, the parade strikes out in earnest, marching through Dawic's streets to the cheers of the local folk. Zardoz Zord serves as grand marshal, leading the parade on the back of a rainbow-feathered diatryma summoned using his feather of diatryma summoning. For Zardoz, the parade is a chance to show off and be cheered; he has no ulterior motive for participating in the event.

.
Zardoz Zord

Zardoz Zord the captain of the Sea Maidens Faire.

**Zardoz Zord** is the flamboyant captain of the Sea Maidens Faire; a trio of ships that carry members of a travelling carnival around the Kingdom Of Erigold. The Heartbreaker, The Eyecatcher, and The Hellrazor. He usually lairs aboard the Eyecatcher, his flagship and personal ship.

**Zardoz delights** in thwarting his enemies, enjoys the complications that arise when adventurers try to meddle in his affairs, and loves to see the looks on their faces when he finally gets the better of them. He doesn't suffer fools who threaten him, however. If forced into a violent confrontation, he swiftly and brutally kills someone to make an example of them and then walks off.
Wand of the Dawn

The Wand of the Dawn

### Effects

Cures 2d8+10 points of damage; (also deals 1d6 holy/good damage to evil and neutral creatures; good creatures are unaffected.)

### Cost to sell

The **Wand of the Dawn** is a healing staff welded by a handful of Lathanderite High Dawnlords.

## Effects

* Cures 2d8+10 points of damage (1 charge).
	+ This effect also deals 1d6 holy/good damage to evil and neutral creatures; good creatures are unaffected.
* Daylight (2 charges).

#### Charges

The staff has a maximum of 20 charges. The staff regains 1d6 + 4 expended charges daily at dawn when bathed in sunlight.

If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.