recursal/Fanatic-Fandom huggingface dataset:
Leonin

*The following is the Adventurer's Guild's explanation for fitting the lore of the Leonin from Mythic Odyssey of Theros into the Forgotten Realms.*

## Leonin in Faerun

In Faerun, the lion-like Leonin originally hailed from the vast plains of The Shaar, where they lived and hunted for untold generations. After the horrors of the Spellplague transformed the Shaar into the Shaar Desolation many Leonin tribes migrated to greener fields and more plentiful hunting grounds, with a handful stubbornly staying put and continuing to survive in their ancestral homeland. While most of the tribes that left stayed in the more comfortable climates of Southern Faerun, a handful of the most durable tribes made their home in more northern territories. Many communities were located in or around the relatively familiar Anauroch desert or other places where their warriors could always get a good fight.

## Leonin and the Gods in Faerun

According to legend, the Leonin were once a zealous and fanatical people, their society split between the worshipers of Nobanion and Malar. For centuries, the followers of these two deities fought ferociously between themselves, taking countless Leonin lives in the names of their gods as the mighty deities drove them to ever further acts of violence against their enemies. Eventually, only a few of their people remained, harrowed on all sides by enemies they had neglected in their holy war. Weary of fighting their own kin, one great chieftain amongst the Leonin decried the gods as lofty and uncaring beings, rejecting the bonds of absolute fanaticism that their people had forged. Weary of slaying each other in the name of their gods, the rest of their people soon followed suit.
Since that day, the Leonin people have maintained a detached distance from the gods, treating them with only the most minimal deference needed to secure a place in the afterlife. While this kind of behavior would land members of most races a judgment of Faithless or False in the City of Judgment, the Leonin are spared this fate by the sympathy of Nobanion, who felt so much shame in driving the Leonin to such ignoble slaughter that he laid permanent claim to the souls of any Leonin that did not live their lives in direct opposition to his tenets, offering them a place in his domain in the Beastlands.
Thief

**Thief -**третий по счёту квест в игре. Здесь вы должны, следуя уликам, обнаружить и задержать грабителя банка. После выполнения данного квеста вы получите доступ к кафе.

## Поэтапное прохождение квеста

### Этап 12

Найдите на 2 этаже улику в виде синей тряпочки.

### Этап 16

Найдите улику на 3 этаже в виде записки с содержанием "1 динамит, 2 кирки"

### Этап 18

Арестуйте его (перед этим станьте полицейским)
Scorpion Lasher

### Description

*This whip was constructed using salvaged pieces of a giant scorpion and drips with a sickly venom.*

### Abilities

*Once on each of your turns when you hit a creature with this magic weapon, you can cause the whip to deal an extra 1d6 poison damage. When you do, if the creature is Medium or smaller, it must also succeed on a DC 13 Strength saving throw or be pulled 5 feet closer to you.*
Potion of Poison Breath

### Description

*A small glass bottle containing a swirling, murky green liquid that smells faintly of almonds.*

### Abilities

* *After drinking this potion:*
* *You can use a bonus action to exhale a cloud of poison at a target within 30 feet of you. The target must make a DC 13 Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one.*
* *The potion's effect ends after you exhale the cloud three times or when 1 hour has passed.*
The Thundering Lizard

The Thundering Lizard is a popular tavern in Port Nyanzaru

## Description

*Come on in! It's a bit loud in here, but the drinks are cheap and there's always someone to talk to.*
The Thundering Lizard is a raucous, rowdy tavern in Port Nyanzaru, popular with adventurers and local alike. When the Adventurer's Guild first stepped foot in Chult to help deal with the Death Curse, the Thundering Lizard provided a place for ragged adventurers to drink and forget their troubles. Now that the AG has set up their outpost in Chult and headed home, the tavern remains a way stop for anyone coming through the portal to Chult.

## Magical Effects

There are no magic effects over the tavern itself.

## NPCs

Native Chultan bartenders come and go from this tavern.
Luna Moth Cape

### Abilities

* *While wearing the cape, once per turn you can move an extra 10 feet when you take the Dash action.*
* *In addition, while wearing this cape, you can speak its command word as a bonus action when you high jump you cause it to unfurl and flap downwards, sending you 10 vertically feet into the air when you reach the height of your jump. You can't use this property again until you land on solid ground.*
Jessidar Ousstyl

**Jessidar Ousstyl** is a member of the Adventurer's Guild. He currently resides in a rented room at the Phandalin Tavern.

## Appearance

Jessidar is a male drow, 5'8 with long, silvery-white hair and charcoal-colored skin. He is typically dressed in dark silks and leather and wears a layer of furs during the colder months of the year.

## Personality

Jessidar is a cruel, manipulative soul who enjoys nothing more than turning people against each other with nothing more than a few honeyed words and a little white lie. Outwardly he masks his true intentions by playing the part of a mischievous follower of Eilistraee, but in truth he holds the tenents of Lolth close to his heart. In recent months, his frustrations with the surface world have begun to chip away at his benign mask.

## History

### Backstory

Born the second son of house Ousstyl of Menzoberranzan, Jessidar lusted after the position of House Captain all his life. After being passed over for the position in favor of his more popular younger brother, Jessidar concocted a plan to assassinate him and take the title for himself. The plan went horribly awry, however, and Jessidar was forced to flee the city when his brother discovered the plot. Too weak to survive in the Underdark, the young drow came to the surface. Once on the surface he stole a pair of scimitars and began masquerading as the famous Menzoberranzan renegade Drizzt Do'Urden, hoping to use the reputation of the legendary hero in order to gain favor wherever he went.

### AG History

Shortly after joining the Guild, Jessidar learned to his disappointment that Drizzt's reputation in the North was not as well known amongst the surface folk as he had hoped. Forgoing the ruse, he instead opted to pose as a follower of Eilistraee, banished from his homeland. The longer he stayed on the surface however, the more the frustrations of surface life ground down the drow's friendly facade.

## Relationships

### Yobu

Initially dismissive about the old tortle he met outside of town, Jessidar became somewhat perturbed after realizing Yobu's true levels of power.

### Shin Hatashi

Outwardly as affable to Shin as anyone else in town, Jessidar secretly despises Shin for threatening him after the dark elf made up a story about bandits attacking potion makers in town.

### Mesgralli

An acquaintance of Jessidar's since he arrived on the surface, Jessidar harbors a none-too-secret resentment of the bard. While Jessidar seems himself as the epitome of an Underdark dwelling drow, he views Mesgralli as his own opposite.

### Reverence

Intrigued by Reverence's apparent openness to Abyssal influences such as the Spider Queen, Jessidar has taken an interest in a tempting and potentially

## Magic Items

#### **Attuned:**

* Gloves of Swimming and Climbing
* Slippers of Spider Climbing

#### **Unattuned:**

* A Vicious Scimitar
* A +1 Scimitar
* Sending Stones (One stone in the posession of his sister Malice)
* Iron Bands of Binding
* Potion of Invulnerability
Wand of Jim’s Magic Missiles

### Description

*The wand looks like a Wand of Magic Missiles. However, this wand's tip is twisting, whistling, hypoallergenic and gluten-free, likely due to wild magic exposure.*

### Abilities

* *This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast Jim’s Magic Missile spell from it(spell attack bonus +7). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.*

* *The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.*

*"He’s Dead Jim"*
The Firehands

### Description

*These gloves are made of a thick dark grey, fire resistant leather laid in with a bixbite icon of an open hand engulfed in flames.*

### Abilities

*The Firehands have 7 Charges. While wearing them:*

* *You can use an action to expend 1 or more of its Charges to cast the Burning Hands spell (DC 13) from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.*

* *The gloves regain 1d6 + 1 expended Charges daily at dawn. If you expend the gloves' last charge, roll a d20. On a 1, the gloves crumble into ashes and are destroyed.*
Poisons

Poisons are nonmagical brews that hinder a creature greatly should it be affected by it. Many creatures are naturally resilient or straight up immune to poison, but it remains a favorable tool among some... Poisons come in four types: Contact, Ingested, Inhaled, and Injury. They differ mainly with the application method.

## Using a poison

Details on using each type of poison are written below:

**Contact**
A creature that touches contact poison with exposed skin suffers its effects. Contact poison can be applied to a single melee weapon or one piece of ammunition as a Use an Object action, or thrown as an improvised weapon as an Attack action. The dose remains potent until it is washed off or after ten minutes has passed for it to dry, or when it is touched, delivering its effects.
**Ingested**
A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be force-fed to an incapacitated creature or hidden within food or drink with the Use an Object action.
**Inhaled**
These poisons are powders or gases that take effect when inhaled. Using this poison requires an action, in which you blow the powder or release the gas, subjecting creatures in a 5-foot cube originiating from you to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
**Injury**
Injury poison can be applied to a single slashing or piercing melee weapon, one piece of ammunition, trap components, and other objects that deal piercing or slashing damage with the Use an Object action. It remains potent until delivered through a wound or washed off, or when it dries after ten minutes. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

## Obtaining a poison

To create a poison, you must spend its gold cost and DTD cost, assuming the poison't fomula is public and you have the right tool proficiency, and write a log within the #crafting\_logs chat. Detailed rules on crafting are written here .
Clawed Armor

### Description

*This suit of full plate armor has claws worked into the gauntlets of it, making unarmed strikes with them very deadly*

### Abilities

*While you're wearing this armor and you attune to it:*

* *The suit of full plate armor changes the wearers unarmed strikes to be 1d8+str slashing and makes them magical so long as they use the claws worked into the armor*
* *You have a bonus to your Armor Class and unarmed strikes made with this armor's claw depending on the item's magical modifier(0,+1,+2)*
Longbow of the Moon

### Description

*This bow is a slender sleek bow made from strong reinforced steel and silver. It has two elongated blades on the front which radiate moon-like energy. The bowstring itself also just seems to be made of this moon energy as well.*

### Abilities

* *This weapon deals an additional 1d6 radiant damage when you hit.*
* *It can be used as a melee weapon. When used that way it has the properties of scimitar, and deals radiant damage instead of slashing.*

* *As an action you can speak the bow's command word to make moon-shaped beam pierce in a 5 foot wide, 120 foot long line. All creatures within the line must make a DC 17 dexterity saving throw or take 4d6 radiant + 4d8 piercing damage, or half as much on a successful save. This ability recharges on a long rest.*
Wandholder

### Description

*This clockwork staff has many hollow spaces that can hold wands, as well as a slot for a rod, and is able to channel their energies through its core to the tip.*

### Abilities

* *This staff can serve both as an Arcane focus and as a Druidic Focus.*
* *Wandholder can store three wands, or two wands and a rod. As an action you can insert a wand or a rod, or remove one of the stored items.*
* *While holding the staff, you are considered to hold all of the items stored in the staff, meaning you can use them like you're holding them. If usage of the inserted item would alter its shape, the item is ejected from the staff and falls to the ground in your space*
* *When a wand or rod stored in the staff runs out of charges and would be destroyed, it instead remains undamaged.*
* *As an action, you can change the appearance of the staff. The texture, bulk, length and design change as you see fit, but the item must still be a staff.*
Residuum

Residuum is a homebrew resource for the Adventurer's Guild. It is used in crafting magical items.

## What is it?

Residuum comes in "ooblets" and is an essence of the weave. Characters, regardless of their own magical prowess, can use this material to imbue items, weapons, and more, with magical effects and abilities.

## How is it earned?

You can earn residuum in a few ways.

1. A DM can reward it to you during a session.
2. You can disenchant a magical item, gaining residuum in the process.
3. You can purchase some from another player for gold. The exchange rate is *usually* 10gp/1res but each player can set their own price for selling their resduum. It may be higher than this, or lower than this, but this is the general standard.

## How do I use it?

Residuum is used solely in the use of magical item crafting. There is no other purpose for this currency. For information on crafting magical items, see the Crafting page.
Holy Symbol of False Allegiance

### Description

*This item is simply the holy symbol devoted to any particular god. But it's original deity's insignia has probably been lost through countless transformations, if it ever had one.*

### Abilities

*While wearing this holy symbol:*

* *As an action, the holder of this holy symbol may change its appearance such that it seems to be a holy symbol to any other deity.*
Fireweaver Gloves

### Abilities

* *While wearing these gloves, you can hold and carry small nonmagical flames (such as that of a torch or candle) as if they were tangible objects and can sculpt them like clay. Once sculpted, a flame retains its form for 1 minute before returning to normal. A nonmagical flame carried in this way burns brightly for 1 hour before dying. If you drop or throw the carried flame, it immediately burns out.*
* *These gloves have 7 charges. As an action you can expend 1 charge to cast Produce Flame cantrip(+5 to hit with ranged spell attack). While this flame remains in your hand, it can be shaped with the gloves.*
* *When you take fire damage from a magical source, you can use your reaction and expend 3 charges to reduce that damage by 1d8 + 2, provided that you have a free hand.*
* *The gloves regain 1d4+3 expended charges daily at dawn*
Circlet of the Mind

### Abilities

* *While wearing this circlet you gain a +2 bonus to Discipline attack rolls and to the saving throw DCs of your Psionic Disciplines.*

* *This Circlet has 15 charges. The circlet regain 2d6+3 expended charges daily at dawn.*

* *Undeniable Talent: Whenever you deal damage with a talent you can expend 1 charge to increase the damage dealt by 1d8.*
* *While wearing this circlet, you can use an action to expend 1 or more of its charges to use the following discipline abilities at their lowest psi point cost using your discipline save DC: Distracting Haze (1 charge), Chameleon (2 charges), Wall of Repulsion (3 charges), View Aura (3 charges), Bestial Transformation: Flight (5 charges), True Sight (5 charges)*
Mantle of Legends

### Description

*This mantle is a continuously shifting mass of colors and text, with no apparent edges. It depicts imagery and written tales of the great deeds accomplished by the wearer. The clasps which attach the mantle to another piece of clothing are set with every sort of gemstone imaginable, and then some. Looking at someone wearing the mantle could be enough to make you tear up in awe.*

### Abilities

*While wearing the mantle, you have access to the following abilities:*

* ***Pinnacle of Skill**. Three times per long rest, you can choose to get a 20 on a skill check. You can do this after seeing the roll, but before the DM declares the outcome.*

* ***Awe**. When a character within 120 ft. of you that can see you targets you with an attack or a spell (not an Area of Effect spell), you can use your reaction to make them see your greatness. They must make a DC 19 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Once you use this ability, you cannot use it again until you have completed a short or long rest.*

* *When you pass a saving throw against a spell or magical effect, you can use your reaction to take no damage from it. You also have advantage on saving throws against spells and other magical effects.*
Painter's Smoke Pillar

### Description

*A small sphere of magically primed powder containing 1 basic image on its surface. When thrown at the ground it creates a plume of smoke that pillars into the air with the painted image at its top. Used to create a distraction or even a flashy signal.*

### Abilities

* *When the item is created, choose one image that could be drawn on a flat plane, it may also contain up to 12 words. If you activate the item as an action, the small ball bursts on the ground and creates a colorful trail of light 30 feet into the air. At the top a 20 by 20 feet scale version of the image imbued within is created. This image is obviously an artistic rendition to those viewing it, and is slightly transparent. This image does not prevent line of site and does not interfere with lighting. The image lasts for 1 minute.*
Jack's Gloves

### Description

*What is seemingly a pair of regular leather gloves, there is a powerful transmutation spell woven into its fabric.*

### Abilities

*While wearing these gloves:*

* *Two of your ability scores of your choice are 15. This has no effect if the ability score is already 15 or higher. After finishing a long rest, you can switch which ability scores the gloves affect.*
Zhoukoudien Necklace.

### Description

 *A rare necklace, forged from two kinds of obsidian, said to be made by High One Zhoukoudien himself to enhance psionic powers. First there is the blacksmoke obsidian, forged into circular chains, each piece of chain looking like a deep dark abyss. Secondly, there sits a large chunk of rainbow obsidian in the center of the necklace that shines vibrantly with all the colours of a prismatic spray.*

### Abilities

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

* **Exert your Will:** You gain additional ways to influence your psionic spellcasting. You learn the Metamagic options of Quickened Spell and Distant Spell from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Additionally, you gain 5 sorcery points to spend on these Metamagics (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
* **Flexible Psionics:** If you spend 1 minute studying the psionic energy stored within the rainbow obsidian, you can replace one of your prepared spells with a different spell from your class of the same level. You can do this three times per day, at which point the rainbow obsidian loses its power until the next dawn. Planar Mind: Once per day, you can cast planar travel using this necklace without components, but only on yourself. You remain on the chosen plane till you use your action to return to the plane your originally came from, or you disconnect your psionic connection to the previous plane as an action. Once you used this feature, you cannot do so again till you finished a long rest.
* **Minor Properties**:
* Lingering Psionic: While you wear this necklace, you can make your shadow appear as that of a large amphibious creature.
Illuminating Ammunition

### Description

*The pieces of ammunition seem to be coated in some manner of reflective sticky substance that upon being subjected to trauma, glows quite brightly.*

### Abilities

*While this ammunition is used:*

* *When this piece of ammunition hits a target, it will light up as if the Light spell has been cast on it. The light remains for 1 minute and the ammunition loses its magical property afterwards. When you hit an invisible enemy, this property does not trigger.*
Phandalin Guild Hall

The Phandalin Guild Hall is a locale in Phandalin, the main base for the Phandalin branch of the Adventurer's Guild.

## Description

*It’s nice here, a place for the unsung heroes that wish to start writing their symphonies. Or to come back and have a bath after a long day’s adventuring.*

A large and welcoming place of respite for any and all adventurers part of the AG. The Guild Hall has several different wings and sections, ranging from an area for administration where initial signup detail occurs. This area is manned by the guild-master's assistant, who oversees the budding members that pick up the pen and parchment to log their names down. The Guild Hall also contains a bathing area, full of robust and clean places for adventurers to clean themselves. Private baths and public baths are easily available, both able to accommodate the massively varying sizes of the AG members, towering loxodon and diminutive gnome alike.

## Magical Effects

* Forbiddance; The forbiddance spell is permanently in effect, preventing *fiends* and *undead* from entering the premises.

## NPCs

* Thirlak Agnarson, the AG's Guildmaster has his offices in the upstairs quarters of The Guild Hall. Not often contacted unless serious rules have been breached.
* Marsaille, the co-owner of the AG, she takes care of signups and does the brunt of administration work.
Shaylee

*The girl lets out a soft whimper as she puts the pen to paper. She circles 'No more home'*

**Shaylee** is a member of the Adventurer's Guild. ***MASSIVE WIP OBVIOUSLY***

**Note: Please adhere to this template when creating a new character page! Here's how to do that so that dei doesn't lose their mind, and so we can have a cohesivity across all pages!**

**Step One: Click "Add new page" This will be your character's page, so name it something appropriate.** Firstname Lastname is preferred, though if they don't have a last name simply Firstname will suffice.

**Step Two:** In the edit field, simply put a placeholder letter and save. This will create the page on the wiki but do no formatting.

**Step Three:** Go to this page. The one right here. Click the down arrow next to edit on the page. Click "Classic Editor." Then, in the top tab above the bar where you can choose your formatting options, click the tab that says Source. Then, copy that entire thing. **DO NOT SAVE OR EDIT THIS PAGE IN ANY WAY**

**Step Four:** Go to your own page and into the source editor the same way. Delete your placeholder letter and paste the copied code in. On the right hand side you will see a "publish" button. Go ahead and click that. Then it'll bring you back to the page.

**Step Five:** Click the regular edit button when you want to make changes to your page! You can change small things about the code on your page if you want to add more categories and image fields, but try to keep it similar to the base code!

((If you need help with any editing on your page, contact dei))

**Thank you!**

## Appearance

This is where you describe your characters physical appearance

## Personality

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

## History

### Backstory

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

### AG History

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

## Relationships

### Sample Name

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

### Unlinked Sample Name

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

## Magic Items

#### Attuned:

Those three special items that make your build purr

#### Unattuned:

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

## Trivia/Facts/Whatever Else You Want

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

## Art

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

Image Description!!Aother Image Description!
Jamstaer

*"doots softly"*

**Jamstaer,** or Jam, if you like, is a member of the Adventurer's Guild. They're a charming, albeit shy, bard with a love for pan flutes and dooting in the tavern. They currently reside in the inn above the tavern.

## Appearance

Jam is a paleboi, prone to blushing pink at a moments notice; they don't get much sun, but if given the chance they tan a soft summery gold with a healthy dose of freckles spattered across their cheeks and nose. Their soft, straight blonde hair hangs at about shoulder length, parted to the left, primarily tucked behind their slightly pointed ears. Their pale green eyes seem to always be smiling, a trained, pleasant expression their go-to in social situations.

They stand at 5'5 with a petite frame, always poised and graceful in their movements. They typically opt for a soft, billowy white linen shirt with the poofy sleeves, cuffed at the wrist, and dark oak colored fitted pants, along with riding boots, and finally a simple gold chain and pendant around their neck.

## Personality

Jam is what we would call a "wallflower." They love to perform, but not alone, and certainly not if a large audience is watching. They are all around pleasant and unintrusive, completely benign in every way. They cried on their first *and* second job at the guild. They like things to be in a particular way, accustomed to routine and a certain way of life.

## History

### Backstory

Jamstaer was more-or-less orphaned from a young age. They learned to play music for food and coin, quickly picking up a few simple instruments. By the time they were 7 years old, they were recognized by a nearby lord for their musical ability. The lord brought Jam to the manor to join his personal musical troupe, constantly playing for and entertaining the lord and his frequent guests. Jamstaer spent the majority of their life that way, until one fateful night they fled to Phandalin.

## Trivia

* Space **Jam** All **Sta**(**e**)**r**
* Jamstaer once killed a werewolf with their mouth
* Instrument Proficiencies: Pan Flute, Viola, Lute, Pianoforte

## Art

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

Image Description!!Aother Image Description!
Ring of the Infiltrator

### Description

*This ring seems to blend in with the finger when worn, as if to make sure nobody knows its wearer wields its power*

### Abilities

* *Once per dawn, you can use an action to link up to 5 willing creatures you can see. While you wear the ring, these creatures may use their action to focus on the link, and gain the ability to speak telepathically and share visual information while they are within 500ft of the wearer of the ring, provided they also share a language. The creature wearing the ring can speak telepathically without using their action. This link is broken when this ability recharges at dawn.*

* *Once per dawn, the creature wearing the ring can speak its command word using their action to focus on the telepathic connection of the ring, allowing any linked creature within 500ft of the wearer to use their reaction to teleport themselves to an unoccupied space within 30ft of the ring.*
Ring of Impermanence

### Description

*A silver ring with small sapphires and opals inlaid on the band, the ring appears partially translucent while worn and is cool to the touch. The ring seems to flicker at times, occasionally disappearing from your hand all together.*

### Abilities

* *This ring has 3 charges and regains 1d4-1 charges at dawn*

* *As a reaction when you are hit by an attack you may spend 1 charge to become partially incorporeal for the duration of the attack, you gain resistance to any non-magical bludgeoning, piercing, or slashing damage while in this state.*

* *You can spend 3 charges as an action to cast "blink" on yourself.*
Barrier Tattoo

### Description

*Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.*

### Tattoo Attunement

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

### Abilities

* *Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit. Additionally, as per the items attunement restriction, you have to be proficient in the type of armor each tattoo corresponds to to attune to it.*

* *\*Uncommon (Light): 12 + your Dexterity modifier*
* *Rare (Medium): 15 + your Dexterity modifier (maximum of +2)*
* *Very Rare (Heavy): 18*
Gloves of Hurling

### Description

*These thin gloves cling closely to the wearer's skin with a mysterious attractive force.*

### Abilities

*If you make a ranged attack using a thrown weapon while wearing these gloves, you can choose for the weapon to fly back into your hand the instant after it hits or misses a target.*

*The (Uncommon) **Lesser Gloves of Hurling** can be upgraded into the (Rare) **Gloves of Hurling** by spending the difference in gold and residuum, and the full DTD of the new crafting. The Gloves of Hurling have the following properties in addition to the properties of the lesser version.*

* *Attacking at a long range doesn't impose disadvantage on your ranged attack rolls with thrown weapons.*
* *You can use your action to mystically bind one thrown weapon you are wielding. When you miss with a ranged attack using the bound weapon, you can use your reaction to reroll your attack as the weapon flies back to you. The bond ends once you hit a target with the reroll or when you bind another weapon.*
Neverwinter General

Neverwinter General is a Locale that encompasses areas of interest in the city of Neverwinter. The streets of Neverwinter are always bustling with people, usually with different cultured merchants and craftsmen. The city's layout was roughly the shape of an eye, with the Neverwinter River as a long axis running roughly east–west. At one end was the harbor and at the other was the Upland Rise, and beyond that the Neverwinter Wood. Four gates penetrated its walls, in the northwestern, northeastern, southwestern, and southeastern corners. The city was full of beautiful and ingeniously designed buildings with many famous in their own right, such as the House of Knowledge, temple of Oghma, the Hall of Justice, the temple of Tyr and the castle of the ruler of Neverwinter.
Effie Deduis

*"Rory... it's Effie. I'm... sorry, for everything. I'm ready to tell you why... Find me when you come home? Trian says hi. ...I miss you."*

**Effie Deduis** is a member of the Adventurer's Guild played by *Pix*. Effie currently resides in the guest bedroom of a home belonging to Rory and Trian, and primarily operates out of the Waterdeep Guild Hall.

## Appearance

Effie is a 5'0 male drow with blue-grey skin, short white hair, and yellow eyes. He generally wears dark or black simple clothing, black earrings, a labret piercing, and a choker necklace inset with a small red gem.

He has a single fresh scar on the left side of his face, going from his bottom eyelid, down past the corner of his mouth.

 Height
 Weight

## Personality

Effie is a man with a lot to hide and little to lose. Quick to shut down when confronted, he has a hard time making friends. His personality was often altered with the use of drugs, but he has since started the process of getting clean and so glimpses of his true self can be seen on occasion. At his core, Effie is a curious, excitable, kind and caring man, even if it takes a while to get him to show those traits.

## History

### Backstory

Effie does not talk much about his past. He grew up in Duthcloim, an area of the Menzoberranzan. He was sent away from home as a teenager to study at the Sorcere. After getting tied up in some unsavory business, he fled the Underdark and enrolled with the Adventurer's Guild.

## Relationships

### Rory Aphina

Rory Aphina is Effie's best friend. They met during their first job at the guild, and Effie immediately took a liking to the strange genasi. Throughout their friendship they've had a lot of ups and downs, mostly due to Effie's addiction. Despite taking a year long break from being friends, Rory and Effie are growing closer as friends.

### Jiran

Jiran is a strange drow man from Effie's past. Not much is known about the man, but he seems to have been very close with Effie in the past. On their most recent meeting, Jiran cut Effie off from the drug market, (perhaps unintentionally) kickstarting Effie's rehabilitation. He also gave Effie his shiny new scar, a warning of the consequences for crossing him.

### Trian Vale

Trian Vale is a friend of Effie's. They are still getting to know each other, but they seem to get along okay.

## Magic Items

#### **Attuned:**

* Ioun Stone of Fortitude
* Boots of Speed
* Pearl of Power

#### **Unattuned:**

* Shortsword +1
* Shortsword of Shattering +1
* Vicious Shortsword
* Ring of Feather Falling
* Eyes of Charming
* Holy Symbol of False Allegiance

## Trivia / Bonus Content

* Effie's Playlist "to do: redeem myself"
* Effie is a transgender man
* Kammarth was his drug of choice
* He was no stranger to Ziran, either, but that one is harder to get a hold of
* Effie was originally made for a homebrew campaign

## Art

*Can you believe that these were all drawn by the same person?*

PortraitThe best representation of Effie's default battle-ready outfit. What a thot.Aptly titled "RoffieForever.png"
List of programs broadcast by Playhouse True

This article lists the programs, formerly and currently, broadcast by Playhouse True and Playhouse True: The Channel.

## Current Programming

* The Fairly OddParents (Premiere Date: July 10th, 2019)
* Danny Phantom (Premiere Date: July 10th, 2019)
* T.U.F.F. Puppy (Premiere Date: July 10th, 2019)
* SpongeBob SquarePants (Premiere Date: July 30th, 2019)
* The Adventures of Jimmy Neutron: Boy Genius (Premiere Date: August 20th, 2019)
* Dora the Explorer (Premiere Date: August 31st, 2019)
* Thomas and Friends (Premiere Date: September 2nd, 2019)
* Adventure Time (Premiere Date: September 7th, 2019)
* Doc McStuffins (Premiere Date: September 28th, 2019)
* Regular Show (Premiere Date: September 29th, 2019)
* The Loud House (Premiere Date: October 1st, 2019)
* Special Agent Oso (Premiere Date: October 10th, 2019)
* The Backyardigans (Premiere Date: October 15th, 2019)

## Upcoming Programming

* Vampirina (Premiere Date: October 20th, 2019)
* Stanley (Premiere Date: October 31st, 2019)
* Curious George (Premiere Date: November 2nd, 2019)
* Sanjay and Craig (Premiere Date: November 12th, 2019)
* Teen Titans Go! (Premiere Date: November 21st, 2019)
* LIttle Einsteins (Premiere Date: December 1st, 2019)
* Jake and the Never Land Pirates (Premiere Date: February 14th, 2020)
* Steven Universe (Premiere Date: March 23rd, 2020)

## Former Programming

* Go, Diego, Go! (Premiere Date: August 3rd, 2019; Finale Date: September 28th, 2019)
* Rugrats (Premiere Date: July 26th, 2019; Finale Date: October 14th, 2019)
Raijin

Raijin

*"I'm sorry we couldn't help you then but were here to help you now"*

**Raijin** is a member of the Adventurer's Guild, played by @RavioliRavioli

## Appearance

Raijin is a Red Half-Orc that stands at about 6'5 and weighs around 224 Pounds. He has a pretty heavy build that consist of mainly muscle. His hair is a long raven black mane that if not tied up would probably go down to his lower back. His eyes match that same dark raven hue. On his face is a large scar that goes from the lower right part of his forehead down to the left side of his jaw and although not visible due to half plate he wears his body is covered with scars.

## Personality

Raijin is a himbo in every sense of the word. Although sometimes he pretends to be dumber than he actually is as a way to relive tension.

## History

### Backstory

No-one in the guild has ever asked him anything about him so he mostly keeps it to himself. The only things he's mentioned is that He has a brother and He hates fighting children.

### AG History

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

## Relationships

### Sample Name

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

### Nym

Nym is another adventurer in the guild that has gone on multiple mission with Raijin. On one mission Raijin's mind was transferred into Nym's for a short period. Due to the odd complex emotions that came from that experience Raijin now see's Nym as a Trusted friend.

## Magic Items

#### Unattuned:

For RP - Alchemist Jug

For Combat- Blinkback Belt, Javelin of Lightning

## Trivia/Facts/Whatever Else You Want

* Raijin once flirted with a incubus in a bathhouse this was somewhat successful as the incubus told Raijin to call them as they left the material plane. (Even though Raijin doesn't know what calling is.)

## Art

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

Image Description!!Aother Image Description!
Molding Clay

### Description

*This clay can be magically softened and hardened, allowing it to take any number of smaller objects and hold those forms, allowing it to be used as improvised weapons or tools.*

### Abilities

*As an action, you can re-mold the clay into another form from the options below, after which it'll solidify and maintain that form until it's molded again. No matter what form the Molding Clay takes, it's clear it's made of clay and not some other material.*

* ***Improvised Weapon.** Any weapons or objects attempted to be created from this clay with the intent to cause harm aren't refined enough to be wielded as a proper weapon. However, you can form it to be used as an improvised weapon with it's damage dice always being a 1d8 with a +0/+1/+2 bonus to attack and damage rolls (depending on the rarity of the Molding Clay). Additionally, you can form it to have one of the following properties: Heavy, Finesse, Reach, Versatile (1d10).*
* ***Tool.** You can shape the clay into a rough implement or tool from a larger tool set, allowing you to make a check that requires you to have a tool set on your person. Additionally, as part of taking an action that involves using a tool (such as picking a lock), you can shape the clay from one form into the appropriate tool to use with the check as part of that action.*
* ***Object.** You can shape the clay into any tiny object you can fit into your hand, though otherwise it doesn't confer any unique properties or uses beyond being magical.*
Waterdeep Guild Hall

The Waterdeep Guild Hall is a locale in Waterdeep, in the corner between Delzorin Street and Diamond Street, in the Sea Ward. It's the main base for the Waterdeep branch of the Adventurer's Guild.

## Description

*Amidst the hustle and bustle of the city streets there lies a bastion of heroes, a tall and imposing bulwark of stone, wood and metal. A safe haven for those that pledge their allegiance to adventuring.*

The Waterdeep Guild Hall is the main area within the Waterdeep Branch of the Adventurer’s Guild, a wide space furnished with many tables and chairs of various types of woods. It is a place to come back and take a load off when one has been through a long day of stress, be it menial labor or the slaying of a dragon. The bar at one end is usually occupied by one of the few volunteers that serve the other members. At the foot of the bar there are a series of stools, and behind the wooden counter-top the array of different beverages is easily seen. Above the tavern floor, up the wooden steps there are the living quarters for the Waterdeep Adventurers, simple lodgings for the members that need it. Containing naught more than a bed, some storage and unadorned furnishings like a table with a couple of seats. The walls of the guild hall are mostly unvarnished, the whole hall in general a fairly quiet place when compared to its Phandalin counterpart.

## Magical Effects

* There is a teleportation circle that can take Player Characters to the Phandalin Library the Adventurer's Guild Outpost in Nyanzaru, the House of Knowledge in Neverwinter, or Everlund Keep.
	+ Player Characters with the Teleportation Circle spell may memorize the Waterdeep Guild Hall circle if they so desire.

## NPCs

* Bart's simulacrum operates the Teleportation Circle in the Guild Hall. He's often seen giving Adventurers the side-eye, and of course, flipping his hair, exactly like his Phandalin Library counterpart. If characters arrive at the circle and Bart isn't there, they can ring a bell that summons him within a few minutes.
* Admiral Nalonia is the Waterdeep Guild Branch leader, though she rarely spends any time in the Guild Hall, when she's there, everyone knows it.
Waterdeep Streets

The Waterdeep Streets are, simply, the streets of the city of Waterdeep, effectively a detachment of Waterdeep Locales, allowing the adventurer's guild a place to walk down in their travels between the various establishments of the city.

## Description

*City of Splendor indeed, guard so uptight an honest thief can 'ardly make a profit round here... Unless ya join the guard and rat out yer friends that is.*

The many cobbled streets and twisting alleys of Waterdeep are a well labelled labyrinth leading across the many wards. From the rich and cleaned streets of the Sea Ward, to the darkened alleys of the South Ward, to the quiet whispered parkways of the North Ward, Waterdeep’s streets hold many conversations and many places to speak on matters of no importance or the most dire of circumstances.

## Magical Effects

* There are no general magical effects residing over all of Waterdeep, but one is free to dictate the various Arcane Locks or other arcane shenanigans that the people of Waterdeep might employ to protect their belongings and places of living.

## NPCs

* The general population of the city can be found traversing the streets, on their way to work, perusing the various market stalls, these are who the adventurers are most likely to run into when in the Waterdeep Streets.
Figurine of Wondrous Power - Quartz Owlbear

### Description

*A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.*
*The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.*

### Abilities

*This quartz statuette of an owlbear is about 4 inches high and long. It can become an owlbear for up to 1 hour. Once it has been used, it can't be used again until 7 days have passed*
Waterdeep Gardens

The Waterdeep Gardens are located on the roof of the Waterdeep Guild Hall.

## Description

*It is nice up here, you get to see the whole City of Splendor while under the shade of your favorite tree... Makes you forget your troubles.*

Up two flights of stairs from the main guild hall in Waterdeep, a beautiful garden has been constructed up on the roof, where it overlooks the city streets. This rooftop garden is equipped with rows and rows of community gardens, flower pots, and an area for a small contained orchard. A modest greenhouse has been built off to the side to encourage more tropical growth. Adjacent is a small sitting area, where chairs surround tables with decorative umbrellas protecting those sitting beneath from the rain or the bright sun. It's a place that smells like the beginnings of growth, and of limitless potential.
Weapon of Momentum

### Description

*The weapon appears as a normal weapon, however it seems to get heavier when it is swung*

### Abilities

* *Each time an attack made with this weapon misses a hostile target it gains one charge (max: 3).*

* *Whenever you would make a weapon attack you can decide to attack with momentum. If you do, your attack is made with disadvantage. When you hit a creature this way, all charges on this weapon are expended. The weapon deals extra damage for each charge expended this way. The damage is equal to the damage dice of the weapon.*

* *If no attacks are made with this weapon for 1 minute it loses all charges.*
Shelf-ie Awesomeness Part 1

Shelf-ie Awesomeness Part 1 will be the first part of the Plushy Town 30-minute special, Shelf-ie Awesomeness.

## Characters

* Bowser Junior
* Joseph
* Cody
* Toad
* Jeffy

## Plot

The episode opens on the last day of school. Jackie Chu tells the kids to write a 1,000-page-report on what you learned all year, since September. He also announces that if the kids don't do their report, they'll be forced to watch Big Hero 6. Everyone, except Cody, boos. Bowser Junior tells Joseph that he hates Big Hero 6, and Cody has watched the series. Toad, Jeffy and the other kids, who hate Big Hero 6, chase after Cody.

Meanwhile, Bowser Junior and Joseph watch the kids chase after Cody. Then, there is a montage. Junior, Toad and Jeffy later meet at the library. (the funny part is coming up) Junior has apparently "blue" if off until September. Cody, again, gets chased by the kids we saw earlier. Toad tells Junior he did his report in June, and it is being made into a feature documentary. He also tells him that he and Jeffy are going to the all-day-all-free-end-of-summer-kids-who-did-their-1000-page-report-carnival, which is free. \*Running Gag\*: Junior says, "Why did you walk all the way here with me?" And then, Toad and Jeffy say, "To run in". They run around Junior and wiggle their butts together and run away. \*End of Running Gag\* \*To be continued...\*