recursal/Fanatic-Fandom huggingface dataset:
Spear of Sorrow

The Spear of Sorrow

An enchanted +5 *keen unholy speed vicious mighty cleaving*polearm (halberd), with a shaft made from Yggdrasil, and a mithril blade forged from the hellfire of Baator, and mounted on a skull, the is the primary weapon of Slothragoth the Skull Lord, who is Tharizdun’s Exarch and Marshal of his undead armies.  The weapon emits a magical spell that anyone caught in its path is trapped in an illusion of self-loathing and sorrow.

## Description

If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.

You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

**Martial Two-Handed Melee**

 **Hardness:** | 5
Gralhund Villa

Gralhund Villa

Gralhund Villa Map

**Gralhund Villa** sits in the middle of an upper-class residential neighbourhood in the North Ward. Here are some general facts to keep in mind:

* The streets around the villa have pedestrians and coaches travelling along them at all hours, though traffic is heavier during the day.
* The estate is enclosed by 12-foot-high stone walls that require a successful DC 15 Strength (Athletics) check to negotiate without the aid of climbing gear or magic.
* Neighbours and bystanders alert the City Watch if they hear loud, disturbing noises coming from the estate or if they see anything suspicious. The Watch sends six veterans (one sergeant and five constables) to investigate, and it takes 1d6 + 4 minutes for this force to arrive.
* All ceilings in the mansion are 20 feet high.
Trollskull Alley

Trollskull Alley

Trollskull Alley Map

**Trollskull Alley** is filled with people who can shape the characters' day-to-day lives in Dawic. The characters will likely return to **Trollskull Alley** many times during the adventure and get to know their neighbours as time passes.

The locations described below are keyed to the map of **Trollskull Alley**. Buildings not specifically identified on the map are row-houses that serve as private residences for upper-middle class Dawicians who can afford housekeepers, groundskeepers, and nannies.

## Locations

* T1. Trollskull Manor
* T2. The Bent Nail
* T3. Steam and Steel
* T4. Corellon's Crown
* T5. Tiger's Eye
* T6. Book Wyrm's Treasure
* T7. Sewer Access
Valetta

Valetta a human priest of Gond.

## Combat

### Attacks

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

## Valetta

**Valetta** is a human priest of Gond at the House of Inspired Hands in Dawic.

Some adventurers investigating the blast that killed the gnome Dalakhar discovered the involvement of a rogue construct in the attack.

**Valetta** welcomed the adventurers and, if asked about it, told them about Nim the nimblewright. Informed about the attack, **Valetta** decided to strip Nim of all his construction materials.
Aurinokrah

Aurinokrah, a gold dracolich. (previously Aurinax)

## Divine

### Divine Immunities

immunity to sleep and paralysis effects, immune to polymorph, cold and electricity effects, immune to mind-affecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing.

## Vital Statistics

### Vision

A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has Darkvision out to 120 feet.Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

## Combat

### Attacks

+32 (1 Bite 2d8, 2 Claws 2d6, 2 Wings 1d8, 1 Tail Slap 2d6, 1d6 Cold)

### Special Attacks

Breath Weapon 50 ft. Cone of Fire 12d10 (DC 26), Frightful Presence (DC 26), Control Undead (Sp), Paralyzing Gaze (Su), Paralyzing Touch(Su)

### Speed

60 ft., fly 200 ft. (poor) (Su), swim 60 ft.

## Feats

### Racial #1

Alternate form, immunity to fire, vulnerability to cold, water breathing

### Special

Blindsense (Ex), Breath Weapon (Su), Alternate Form (Su), Water Breathing (Ex), Luck Bonus (Sp), Damage Reduction, Immunities (Ex), Keen Senses (Ex), Spell-Like Abilities 3/day—bless (juvenile or older).

## Meta-Knowledge

### Played by

DM

When Aurinax was slain by The Shadow (TGAT Antagonist), his murderer captured his soul, corrupting, contorting and manipulating the gentle Aurinax into the evil dracolich **Aurinokrah**.

**Aurinokrah** is mindless and cannot remember his past life as Aurinax.

## Special Attacks

* ***Control Undead (Sp)***: Once every three days, a dragon can use *control undead* as the spell (caster level 15th). The dracolich cannot cast other spells while this ability is in effect.
* ***Paralyzing Gaze (Su)***: The gaze of a dracolich's glowing eyes can paralyze victims within 40 feet who fail a Fortitude save (DC 10 + 1/2 dracolich's HD + dracolich's Cha modifier. If the saving throw is successful, the character is forever immune to the gaze of that particular dracolich. If it fails, the victim is paralyzed for 2d6 rounds.
* ***Paralyzing Touch (Su)***: A creature struck by any of a dracolich's a physical attacks may make a Fortitude save (DC same as for the dracolich's paralyzing gaze) or be paralyzed for 2d6 rounds. A successful saving throw against the effect does not confer any immunity against subsequent attacks.
Open for Business? (Quest)

Trollskull Manor

If the characters intend to fix up and reopen the tavern in Trollskull Alley, they can expect to deal with various guilds without whose support the business is likely to fail. Repairs to the walls and the roof require the approval and oversight of the Carpenters', Roofers', and Plaisterers' Guild. The Cellarers' and Plumbers' Guild is best equipped to handle the refurbishing of the basement and plumbing. Clean bedsheets are provided by the Launderers' Guild. The streets around the establishment are kept up by the Dungsweepers' Guild and the Loyal Order of Street Laborers. Meat must come from the Guild of Butchers; ale and wine from the Vintners', Distillers', and Brewers' Guild; and bread and pastries from the Bakers' Guild. The list goes on.

The "Tavern Keeping Expenses" sidebar lists the costs that the characters must pay to get their place ready for business, as well as the recurring obligations they must meet while the tavern is open for business.

## Tavern Keeping Expenses

This sidebar summaries the one-time payments and continuing expenses associated with running the tavern in Trollskull Alley, as well as providing rules for determining how much coin the business makes or loses.

### One-Time Expenses.

* 1,000 gp to renovate the tavern over 12 days
* 250 gp for guild licenses and contracts (paid up front)

### Regular Expenses.

* 50 gp per tenday for maintenance and wages of hirelings
* 10 gp per tenday for all other guild expenses

### Profit or Loss.

At the end of every tenday, roll a d100 + 10 and consult the Running a Business table in chapter 6 of the Dungeon Master's Guide to determine whether the tavern lost money or earned profit. If the characters spent coin on promoting their business during that tenday, add 1 to the roll for each 1 gp they spent. If the characters have unpaid expenses, subtract 1 from the roll for each 1 gp they owe.

Running Trollskull Manor
 21-30
 31-40
 41-60
 61-80
 81-90
 91-110
Watchful Order of Magists and Protectors

The Watchful Order (from the age of magic) building an Iron Golem

The **Watchful Order of Magists and Protectors** was the guild of wizards and sorcerers for The Capital City of Dawic.

However, while technically a guild, the **Watchful Order** functioned primarily as a mage academy. The **Watchful Order** also policed the use of magic within Dawic, encouraging wizards to use magic wisely.

The **Order** provided many services to its members, including a venue for trading spell components and magical items. The **Order** served Dawic by providing spell wards for wealthy inhabitants and fire fighting through the use of water elementals. The **Order** also maintained important wards throughout the city.

The **Order** also provided many services to the city. Members could earn extra money serving as a fire guard, firefighter, or spell guard. A fire guard was hired to stand watch over a building and squelch any fires that may start as well as alert the firefighters. A firefighter is just that - they are summoned to put out fires with magic. A spell guard serves as a bodyguard to counter magical attacks. Pay was typically 5, 10, and 10 gold pieces per night/day, respectively.
Old Xoblobs Shop

Old Xoblob Shop

When the characters enter, they quickly get a sense of the strangeness of the place:

> A cloud of lavender-scented purple smoke trails out of the shop's door as you peer inside. Every wall is painted purple, and every dusty knickknack on the shelves is dyed a deep violet. The hairless old gnome sitting crosslegged on the counter wears plum-colored robes. His cheeks are decorated with nine purple face-painted eyes.
>
>

> The gnome lowers a pipe and exhales a cloud of lavender smoke before raising a hand. "Hail and well met! Come browse the shelves of the most curious curiosity shop in the world!"
>
>

The shop is named after the stuffed beholder in the window-a fixture that is actually a magical sensor, through which Xanathar can peer whenever it wishes.
The shopkeeper is a wizened deep gnome who spies for the Xanathar Guild. A few years ago, he survived the detonation of a gas spore in Undermountain and inherited some stray beholder memories. Driven by a compulsion to carve out his own domain, the gnome settled in Dawic, bought the Old Xoblob Shop from its previous owner, and tried renaming it after himself, yet everyone kept calling it the Old Xoblob Shop. He therefore restored the old name and changed his name to Xoblob.

> ***"No relation to the eye tyrant hanging in the window!"*** - Xoblob.
>
>

### Trinkets

The gnome sells an assortment of trinkets. As the characters search the shelves, roll on the table in chapter 5 of the Player's Handbook to determine what catches their eye. Xoblob sells any trinket for 1d6gp.
Dock Ward

Mistshore

Dock Ward of Dawic

The Dock Ward of Dawicis situated on the *Great Harbor* of Dawic. It contained the docks, shipbuilding yards, and warehouses for the sea trade. Compared to the rest of the city it was exceptionally dirty, smelly, and particularly dangerous.

> "The Dock Ward is a riotous, nigh-perpetual brawl that covers entire acres, interrupted only by small buildings, intermittent trade businesses, an errant dog or two, and a few brave watch guards, who manage to keep the chaos from spreading beyond the docks; the whole lot wallowing in the stench of rotting fish." - Elminster
>
>

## Notable Locations

### Inns, Taverns & Festhalls

* The Skewered Dragon: A dilapidated tavern that faced an alley between Net Street and Fillet Lane with a ship's anchor lodged in the roof.
17 Oct 2017

## Game Session - 17th October 2017

Continuing the combat from the last session. Elred Halflar found a large and ornate stone door the carvings appeared to be warnings not to enter.

After casting stone shape to carve a party sized hole into the door Elred lead the party inside, which after walking down a short tunnel opened up into a medium sized dark, decrepit and dusty crypt whose only distinguishing features were three large stone coffins and long ropes strewn across the floor.

Upon entering the party began to search the room and while they did so the ropes began to twitch and flick into life, however this was not noticed until the ropes had eventually become a pair of swirling, wreathing and tangled rope golems.

### Combat

The party was ambushed and succumbed to a surprise attack round.

After realising that magic had no effect on these constructs the party attacked the ropes physically and for some strange reason Calastra Moonshadow figured it would be a good idea to polymorph into a Thoon Elder Brain whose eight tentacle attacks are also acidic and served as the only means she could engage the rope constructs in combat.

   ]

After downing one of these creatures Calastra attempted to eat one of the golems like spaghetti figuring it was a good way to dispose of it but unfortunately it attacked her as soon as its fast healing and regenerative abilities kicked in bringing it back to life.

### Post-Rope Golem Combat

The party returned to searching the room. meanwhile Elred Halflar decided to peek inside the coffin by stone shaping a small hole into the top of the coffin and he was attacked by its occupant.
Calastra still morphed into a large floating brain with noodly appendages attacked the unknown entity inside with a tentacle. Whatever was inside caused all of the moisture in the tentacle to be sucked out and Calastra immediately dispelled the poly-morph.

With that the coffins raised onto their bases and were flung across the room but were luckily dodged by the party. Stood where the coffins had been were three mummified humanoids who then attacked.

   Elred Halflar attempted to attack with all of his might and holy smitey mc smiteyness to which the DM said *"Just don't roll a one or it's really going to hurt"* and Elred's player Mike Tappin immediately rolled a one on the d20. Fortunately not a confirmed critical miss.

    The mummies were eventually taken down by Dean who sent an empowered fireball encapsulating all three monsters and burning all that remained.

### Post-Mummy Combat

Inside the sarcophagi were secret compartments containing a number of chemicals, magical items and art items worth large sums of gold.
Calastra Moonshadow

### Racial #3

Otherworldly Touch (Su): Between sunset and sunrise a star elf confers the ghost touch ability on any wielded melee weapons and worn armourday

### Racial #4

Extraplanar (Su): Star elves are not outsiders, but they are not natives to Faerun. Spells and effects that target extra-planar creatures affect star elves. Banishment, dismissal, and similar effects return a star elf to Sildëyuir

### Racial #5

Spell-Like Abilities: Detect Magic, Nystul's Magic Aura, Nystul's Undetectable Aura, and Read Magic 1/day

## Meta-Knowledge

### Played by

Mike Warner

**Star elves**, or **mithral elves** or **Ruar-tel-quessir** as they used to be known, were a race of elves who spent around two thousand years hidden away in the extraplanar redoubt they called [[1]], before trickling back to [[2]].

## Physical characteristics

Star elves looked a lot like [elf|moon elves], with light skin and hair of gold, red, or silver. They had violet or gray eyes with occasional gold flecks in them. They were tall for elves, being about 5 1/2 to 6 ft tall, and had a slender build. They liked to wear elaborate tunics but in neutral tones, so as to better remain unseen in the forest. They were strikingly handsome by human standards, even more so than other elves.

## Psychology

Aloof and cautious, star elves were unfamiliar with Faerûn and even other races. Isolated in the twilight realm of Sildëyuir, they had no contact with N'Tel'Quess and they liked it that way. It was the war-like and expansionistic humans that caused them to create the realm of Sildëyuir and flee their home in the first place. They generally got along with other elves, though they feared for the moon elves and half-elves of Aglarond who they believed were overly generous and a touch naive.

Perhaps not surprisingly, star elves as a race were generally chaotic in nature rather than lawful. They valued individual accomplishment and rights over the demands of society.
Zhentarim Warehouse

Zhent Warehouse

DMs' Map — Zhent Warehouse

The hideout on Candle Lane is a ramshackle two-story warehouse. The Black Network has other sanctuaries in run-down buildings like this one throughout Dawic.

The warehouse stands at the back of an outer yard behind a high fence. The gate on the fence isn't locked. The building's three points of entry-a front door, a large warehouse loading door, and a painted-over window-are locked. The front door has a sliding peephole that can be opened from the inside. Either of the doors or the window can be unlocked by a character who makes a successful DC 12 Open Lock check using thieves' tools, or can be forced open with a successful DC 12 Strength check.

Knocking at the doors or the window alerts a group of Kenku inside that someone is coming. The Kenku scramble to hide behind toppled furniture, making a ruckus that any character who make a successful DC 12 listen check can hear. These Kenku are all that remain of the Xanathar Guild force that murdered almost everyone in the warehouse after the five Zhentarim thugs captured Renaer Neverember and Floon Blagmaar and brought them here. Floon was taken away, but Renaer succeeded in staying alive by hiding. Now, the young noble is trying to figure out how to slip past the Kenku, who are lazily searching the warehouse for loot while waiting to see if any more Zhents show up.
Aurinax

Aurinax, a gold dragon guarding a pile of golden dragons.

### Special

Blindsense (Ex), Breath Weapon (Su), Alternate Form (Su), Water Breathing (Ex), Luck Bonus (Sp), Damage Reduction, Immunities (Ex), Keen Senses (Ex), Spell-Like Abilities 3/day—bless (juvenile or older).

## Meta-Knowledge

### Played by

DM

**Aurinax** is a male adult gold dragon who can freely ignore *Ahghairon's Dragonward* and reside in the city.

Maaril, the archmage who last wielded the Dragonstaff of Ahghairon, was **Aurinax**'s friend, and invited the dragon to stay with him in the city's Dragon Tower.

Shortly before The Great Arcana Totality, Maaril went mad and left Dawic, entrusting the Dragonstaff of Ahghairon to **Aurinax**.

When Dagult Neverember became the Open Lord of Dawic, he cut a deal with the dragon. Under its terms, **Aurinax** could keep the Dragonstaff of Ahghairon in exchange for guarding a vault beneath the city. When Neverember eventually removed the treasure from the vault, **Aurinax** and the *dragonstaff* could return to the Dragon Tower.

As it happens, no one has come to remove the treasure, and the faithful **Aurinax** has remained in the vault. The vault is warded against scrying magic, and there's no one left in Dawic who knows about **Aurinax** or the whereabouts of the dragonstaff.

He often assumes the form of an elderly gold dwarf named Barok Clanghammer, who uses the dragonstaff as a walking stick.
Cubone

Cubone

## Proficiencies

### Weapon Proficiency

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

### Armour Proficiency

Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Tower Shield Proficiency

## Feats

### Racial #2

+2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks

## Description

TODO

**Cubone** came into ownership of a small keep in the town of Cometwight after a lucky draw from the Deck of Many Things.

## Stat Blocks

*Ability Scores*

*I**nitiative***

*Armour Class (AC)*

## References

1. ↑ Cubone drew two cards from the deck. The Jester, and the Throne. https://kingsway-role-playing-group.fandom.com/wiki/TGAT:\_Session\_24
Storm's End Palace

Storm's End Palace

The castle is located on the north eastern side of  Dawic on top of kings ascension which overlooks the river below.

### Inhabitants

*Unknown*

**Storm's End Palace** has served as the official Dawic residence of the Erigold sovereigns for centuries and today is the administrative headquarters of the Monarch, King Æthelstan Erigold.

Although in use for the many official events and receptions held by The King, the State Rooms at **Storm's End Palace** are open to visitors every summer.

## Interior

**Storm's End Palace** has 775 rooms. These include 19 State rooms, 52 Royal and guest bedrooms, 188 staff bedrooms, 92 offices and 78 bathrooms.

## Vault

The palace has a mighty underground vault which holds a vast amount of gold, gathered from the plunder of ancient wars dating before The Great Arcana Totality event. Fortunately due to the total lack of recent wars the kingdom has had little to spend its wealth on and the increased trade in the city has allowed the cities numerous and prosperous people to become very rich and amass large amounts of gold and treasure.

The cities wealth is also stored in the vault via the collection of a very reasonable tax applied by the cities government in administrative district which pays for the cities upkeep and services.
Saeth Cromley

Saeth Cromley

## Combat

### Attacks

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

### Special Attacks

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

### Speed

30 ft.

**Saeth Cromley** is a retired sergeant of the City Watch, a likeable fellow with a sharp, sarcastic wit. He occasionally comes out of retirement at the request of Barnibus Blastwind, and he assists the mage in investigating unusual crimes in the city. **Cromley** helps Barnibus relate to the common folk, and he is good at coaxing information out of them. Though **Cromley** was once a strict proponent of Watch regulations and dress codes, he has grown a bit lax in both matters now that he's officially retired.
Durnan

Durnan "the Wanderer"

## Character Attributes

### Alignment

**Durnan "the Wanderer"** is the gruff, burly yet close-mouthed owner of The Wizards Sleeve Inn and considered himself the self-appointed gatekeeper to Undermountain.

He has a strong dislike for hobgoblins. Mirt believes he may have lost family, friends, and neighbours — and even been left homeless — by hobgoblin raids, although **Durnan** himself would never speak on the subject.

**Durnan** fights with either a dagger, a handaxe, or a longsword and does so with tremendous physical strength. However, he also keeps at least one secret magical weapon on his person, while at the same time carrying a mundane one in the open.

## Possessions

He owns and distributes magic items among his family members. It was known that he and his family were equipped with defensive magic items like *rings of spell turning* or even *greenstone amulets*. A magic item, which **Durnan** always wore, were a pair of powerful *bracers of defense*.

During his foray into Undermountain, he came out of the dungeon with at least eight doses of *potion of longevity*.

## Relationships

He is married to Desireé LeCoq whom he taught the basics of battle to give her the necessary skills against problematic customers.

As an additional security, **Durnan** hired skilled fighters, who were at all times armed, to pretend being customers. These people were no mere mercenaries but were incredibly loyal to **Durnan**. So loyal in fact that magically compelling them to disobey or harm **Durnan**, his family, or the family's property was not just impossible but actually something that broke the spell.
Lightsinger Theatre

Lightsinger Theatre Map

A fest hall that specialises in small plays and the hosting of travelling troupes (burlesque and otherwise). Admission to the theatre is only 1 sp per person.

The theatre itself is little more than a large room with room enough to seat thirty people, a stage with curtains, an entry foyer, and a backstage area with a couple of rooms. Most of the plays performed here are done either by seven actors, who are all Moonstars, or by itinerant acting troupes.

The plays themselves are performed each morning and afternoon, though, for a price, special private performances can be requested for the evening and at other times of the day.

Shows aren't limited to plays and can include dancing, puppet shows, musical acts, and more.
Convocation of Dragons

A gold dragon calling a Convocation of Dragons

A **Convocation of Dragons** is an extremely rare event in which members of all species of dragon-kind are called to an isolated location in order to discuss topics of pan-draconic importance. These **Convocations** can only be called by important gold dragons, and they are attended by representatives of every major species, including the selfish and argumentative chromatic dragons. The only absentees are the aggressively anti-social black dragons, who refuse to attend.

These meetings are always heated and combative affairs, as the chromatic and metallic dragons generally have a hard time agreeing with each other on anything. Most only last a few days, and many end in bloodshed, although a few have elicited subtle shifts in pan-draconic behaviour and policy.

These meetings are exceedingly rare, only happening once or twice a century. Past **Convocations** have dealt with such topics as the eradication of Dahak, concern over what to do with the immensely powerful red dragon Daralathyxl, the return of the elves, and the meaning and repercussions of Earthfall.

King-Killer Star.
TGAT: Session 1

The Wizards Sleeve Tavern

* They witnessed and defended Yagra Stonefist (Half-Orc Female) from 4 Xanathar Guild thugs and their leader "Krentz" a human thug with a beholder tattoo on his forehead.
* They helped the tavern owner / barman / ex-adventurer "Durnan" defend his tavern from the Troll and the 3 attached Stirges which climbed out of the wizards sleeve *(a sunken mages tower in the centre of the tavern which descends 100m down into a dungeon)*.
* Their bravery prompted an offering of a quest (A Friend In Need (Quest)) by renowned local author and bard "Volothamp Geddarm" aka "Volo" to find his red haired, good looking friend "Floon Blagmaar" who was last seen at a tavern in the dock ward called "The Skewered Dragon".

### **Scene 2:** **The City Streets (Dock Ward)**

* En route they found "Old Xoblobs" a curiosity shop with a purple taxidermy beholder in the window en route to the tavern. After speaking to the eccentric gnome owner inside they found out both the store and the gnome are named after an ancient beholder. They purchased 3 trinkets:
	+ a purple cane (Immovable Rod, Lesser)
	+ a purple spherical mirror, and
	+ purple salt that makes anything taste of salmon

### **Scene 3: The Skewered Dragon**

* They found The Skewered Dragon.
* The party returned to the nearby Xoblob shop and spoke to Xoblob who said he saw the lads get jumped by a number of thugs with black winged snake tattoos (Zhentarim symbol).
* The party returned to The Skewered Dragon to interrogate the gaunt build human with a Zhentarim tattoo on his forearm.
Brizzenbright Theatre

Brizzenbright Theatre Auditorium

Theater-DM

**Brizzenbright Theatre** is located in the Trades Ward, it is also called **the Brizzenbright**. Named after Malkolm Brizzenbright, its dead owner, the establishment has struggled in recent years. It stays open in the winter for its own survival, but the **theatre** is wickedly cold this time of year.

## Brizzenbright's Ghost

Malkolm Brizzenbright, a ghost, greets all visitors in the lobby (area P1). Dressed in a suit, his hair unkempt, he floats in plain sight most of the time, waving his hands about in gestures of greeting and salutation. Locals are accustomed to his spectral form and his stock introduction:

> *"Let not this harried visage diminish you, gentle sirs and beautiful ladies, for I am but your friendly host. What fine art have we wrought for you this day? Buy your tickets and behold! You shan't be disappointed!"*
>
>

The ghost can engage in light conversation. It is bound to the **theatre** because Malkolm Brizzenbright's soul couldn't bear to leave the place. If the **theatre** were to close down, the ghost would haunt it still, perhaps becoming more deranged over time. Only razing or burning the **theatre** to the ground can force his spirit to depart forever.

## Snakes in the House

After a harrowing rooftop chase, Vevette Blackwater has bought a ticket and slipped into the theatre during a performance of ***Blood Wedding*** -a play about love, jealousy, and death. In the story, a young woman is brought to a castle by a count, only to fall in love with his younger brother, a man of faith. Her betrayal eats away at the jealous count. He murders his brother on his wedding day and pursues the bride, who hurls herself off the castle battlements in despair. The count is cursed by the gods and transformed into a creature of darkness, damned to live in his castle and feed on blood. A female cellist and two male violinists provide musical accompaniment.

The shivering audience includes thirty commoners. Also present is a Zhentarim spy named Agorn Fuoco and his companion, Amath Sercent. Agorn is swept up in the drama and fighting back tears while Amath pats his arm gently. Vevette takes a seat behind them and surreptitiously passes the Stone of Golorr to Agorn. Looking on from the back row is Remallia Haventree, a member of the Harpers who suspects Agorn of being a high-ranking Zhent. She has been watching him for a while now, hoping to identify other Zhentarim leaders in Dawic. Although Remallia appears to be alone, the two violinists are Harpers under her command. Agorn and Amath are unaware that they're under surveillance.

### Enter the Heroes

The characters are expected to buy tickets before entering the main **theatre**. The house manager chases after them if they don't, threatening to summon the City Watch.
Floon Blagmaar

"a handsome simpleton named Floon Blagmaar..."

**Floon Blagmaar**, a native Dawician in his early thirties with wavy red-blond hair, and dresses in princely garb. He used to work as an escort in The Wizards Sleeve but is currently unemployed. He is a handsome fellow but not very bright.

Several months ago, he came upon a married noble engaging in some indiscreet behaviour, and now lives off the generous bribe he is being paid to keep silent.

With friends all over the city, **Floon spends** most of his time drinking and carousing. He gets by on his looks and doesn't know what to do with his life, and has shown little interest in working for a living.

**Floon was** last seen when met by Volo at the Drunken Sailor. where he was known to have drank and gambled for a few hours.
Burt the Turtle

**Surprise Message** | Pine-ing for you!

**Burt the Turtle** is a Rare Fruit Fiesta Pikmi Flip from Season Five.

## Description

*Burt the Turtle loves surfing. Slicing through the waves on a pineapple ring is an awesome thing to see. When the day is done he slips back into his shell and dreams about pineapples!*

## Appearance

Burt is a mint green turtle, he has a pineapple patterned shell.
Burtuke Bay

A small sailing ship on Burtuke Bay

Burtuke Bay is a large ocean in  Erigold surrounded on all but its north western side by landmass.

### Inhabitants

**Burtuke Bay** is a sea connected to Eäron Ocean to the north-west, surrounded by the **Burtuke Basin** and almost completely enclosed by land. Although the sea is sometimes considered a part of the Ocean, it is usually identified as a separate body of water.

## Description

It covers an approximate area of 2.5 million km2 (965,000 sq mi), but on its three connections to Eäron Ocean are on average only 14 km (8.7 mi) wide.

The sea is an important route for merchants and travellers and allow for trade and cultural exchange between emergent peoples of the region. The history of the **Burtuke Bay** region is crucial to understanding the origins and development of the many societies in Erigold.

The cities surrounding **Burtuke Bay** in clockwise order are Dead Devil Beach, New Walda, Sercwinewold, Cometwight, Sorryright, Dawic, The Floating Rocks of Erigold, Steelcroft, Kalnochethi.
Wongas

Wongas Performing a Dark Sermon / Ritual

### Aliases

The Unbinder, The Servant of the Dark One, The High Priest of the Elder Elemental Eye

## Divine

### Domains

Destruction, Evil, Knowledge, Madness, Force

### Domain Powers

smite 1/day; cast evil spells at +1 caster level; Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level; add your Charisma modifier to the DC of any spell 1/day; re-roll any damage roll 1/day

## Vital Statistics

### Mental Health

Anger, Dissassociation, Hearing Voices, Mania, Loneliness, Paranoia, Post-traumatic Stress Disorder (PTSD), Psychosis, Schizophrenia

## Combat

### Damage Reduction

Resistance to acid 10, cold 10, and fire 10;Immunity to electricity and poison.

## Proficiencies

### Armour Proficiency

all types of armor (light, medium, and heavy), and with shields (except tower shields)

## Meta-Knowledge

### Played by

DM

Sometimes the foulest evil hides in the very heart of righteous places. **Wongas** is a deceiver, a wolf that lurks among sheep, the innocuous seeming vines that choke a majestic garden, the skull behind the smile.

**Wongas** has wormed his way into the congregations of good deities and uses his trickery to mock the very gods he pretends to worship. To the flock he is a wise and beneficent healer; in reality, he preys on his followers while secretly serving his true deity.

## Cult of Tharizdun

The cultists of Tharizdun find themselves drawn to the banished god for a number of reasons. Some of them are criminals, while others have been beaten by the uncaring forces within their civilisation.

They often have enough negative experiences with humanity in general that they decide that the world is fundamentally flawed. They furthermore decide that if they cannot obtain the finer things in life, no one deserves to have them.

The Cult of Tharizdun has committed itself to the destruction of all things, but they welcome potential cultists with open arms, pretending to care about the injustices that they have been victimised by, and promising that when Tharizdun reduces the world to smoking ruins, his followers will be rewarded with all the things they cannot possess in the world as it currently exists.

## Scripture

**Wongas** is the author of a piece of Tharizdun's dark scripture called "The Lost Lament of Tharizdun":

### **The Lost Lament**

*By **Wongas***

```
*A Fair Warning
To those who Seek
The Elder Elemental Eye
Knowledge of the Null
One who seeks Wisdom
About the one Who will Destroy us all.
I bid you to be Strong
For Weakness will be your End.
Protection has been Placed
Upon the leaves of this Tome
To read the Words and Understand
A Contract will be struck
And a Part of your Soul will be Given
To the Sickness of the Dark One
Whose True Name is written within.
Consider my Warning
And leave this Tome Unturned.
But if you Seek to Serve him
And find solace in Entropy
Demand Greatness in Nothing
Open and Read
And Accept the Contract
For it is your Fate futile.*

```
The Victory Tide

The Victory Tide's flag can be recognised by its addition of red to the black field.

Floor Map

### Inhabitants

*Unknown*

**The Victory Tide** was an infamous pirate ship, originally named The Drunken Dagger. At one point it was sold and turned into a merchant vessel before turning back to piracy when it was re-christened by the young dread pirate Iago Aramacao.

With sails as dark as a moonless night, and a hull painted to match, this legendary ship of the seven seas was every inch a pirate vessel. Built for action, this ship could out sail many other sailing vessels.

## Mutiny

Iago's crew mutinied against him, overthrowing his captaincy and stealing a number of his feathers before casting him overboard during a violent storm. The crew now plunder the oceans of the world, leaving Iago for dead with no means to return to his beloved ship.

## Jolly Roger

**The Victory Tide** bears a distinctive jolly roger. The flag is comprised of a black field behind a crimson red fade, on top of which a white macaw (parrot) skull and a pair of white human crossbones have been painted to reflect its previous owner Iago Aramacao. It's new crew have maintained the use of this flag building upon the prior brand.
Dead Devil Beach

Dead Devil Beach is a port hidden in the skull of a giant devil.

Dead Devil Beach is a port in the north of Burtuke Bay

**Dead Devil Beach** is a dangerous, boisterous, drunken, and bawdy pirate heaven found in the most northern point of Burtuke Bay.

## Description

**Dead Devil Beach** is a dank and dirty port where the tides seem to have swept together the sum of pirates, privateers, prostitutes, thieves, and drunkards.

The port itself is concealed inside of the skull a gigantic Wrath Devil, inspiring enough theatricality to cause fearful songs and rumours about the area, but just the right amount of fear to keep most sensible people away. The surrounding islands in the north have become a ramshackle haven for pirates, rogues, scoundrels, outlaws and sailors in Erigold.

With its cantered, rotting docks, weather beaten buildings, and odd assortment of livestock running free, it is far less civilised than the Royal Ports found in Dawic. **Dead Devil Beach** appears to be generally a lawless place, one of the only places a pirate can consider to be free with no governing law.

## Pirate Captains

* Kastala Euryale, a female Medusa captain of the Vallam Kulangara.
* Tom "Loud Tom" Gillnet, a male Human / Wereshark captain of the Sanguine Princess.
* Azram Slak, an androgynous Illithid captain of the N'ghathrod.
* Zardoz Zord, a male Gnome captain of the Sea Maidens Faire.
* Krigala Gulthmere, a male Fey Bloodline Anthropomorphic-Lion captain of the Nobanion.
* Berrick Blackhand, male Human captain of the Doomed Dawn.

Kastala Euryale onboard the Vallam Kulangara.Tom Gillnet in hybrid form.Azram Slak on-board the N'ghathrod.Zardoz Zord captain of the Scarlet Marpenoth.Krigala Gulthmere captain of the Nobanion.Berrick Blackhand captain of the Doomed Dawn.
## Notable Locations

One of the most popular places in **Dead Devil Beach** is The Leaky Bunghole tavern.
Gorm Gulthyn

****Gorm Gulthyn**** also known as **Fire Eyes**, **Lord of the Bronze Mask** and the **Eternally Vigilant**, is a dwarven lesser deity who holds the portfolios of defence and watchfulness and is the guardian of all dwarves.

## Overview

Most dwarven enclaves stand in the path of aggressive enemies as they are built below the surface. The protectors of these realms venerated **Gorm Gulthyn**, the patron of watchfulness and defence. **Gorm appeared** as a humourless masked warrior with the goal of ensuring the safety of dwarven clan-holds. He manifested on the Material Plane far more often than his companions to defend the dwarven realms. These manifestations kept vigils on battlements, established traps and dead-falls in neighbouring passages, and instructed his clerics on plans for a steady and reliable defence. Those who had seen him fight to defend dwarven communities related his stunning battle prowess, but they also commented that his combat manoeuvres increasingly showed a growing desperation, as if he believed each battle might be his last.

## Followers

Cleric's of **Gorm were** known as *barakor* ("those who shield") and organised the defence of dwarven communities. They also acted as bodyguards, and taught locals the value of alertness and vigilance. When they entered the church, each barakor was assigned a charge they were to protect with their lives. **Gorm**'s more powerful clerics often chose to defend important clan members, but lower ranked barakor seemed to have their charges determined randomly. These included children, elderly, and infirm clan members. Regardless of their charge's status, they were all willing to sacrifice themselves, also known as "paying **Gorm**'s greatest price" in the church. **Gorm**'s temples were typically plain stone constructions, which featured a central altar that contained the remains of a fallen barakor. Most of his temples also contained a small armoury and were well defended from possible attackers

## Rituals

Barakor prayed for spells in the morning, usually followed by a tour of their community to ensure that no incidents happened at night. Each festival they celebrated with tedious procedures containing formal salutes, rhythmic grounding of weapons, and didactic, chanted prayers. Barakor frequently multi-classed as dwarven defenders or fighters. Dwarven defenders in the clergy of **Gorm were** offered the highest possible honour.
Spring of Shadows

The Spring of Shadows

The Spring of Shadows is due south-east of Dawic, east of Liagirnd, south of Eonurik and Sorryright, and west of Rouse.

### Inhabitants

Unknown

The **Spring of Shadows** was a great forest in Erigold located in the eastern region between Liagirnd, Eonurik and Rouse.

## Description

The **Spring of Shadows** is always dark, muggy and full of biting insects. It is filled with moss, Cypress trees, and Zalantar trees and home to giant leeches, toads, snakes, and Shambling mounds.

Noxious vapours bubble up through the water and hang above the ground in great clouds of yellow, brown, or green gas. Some of these gases are poisonous or carry diseases, such as cackle fever and mindfire. The small river is enchanted (or polluted) to such an extent that it causes slumber and forgetfulness to anyone who falls into it, this toxin is mitigated by prolonged exposure to sunlight, cleansing the water as it leaves the forest.

The forest surrounding the **Spring of Shadows** is approximately 300 miles long from north to south and 650 miles across from west to east at its width.

## Inhabitants

The Great Swamp is home to numerous intelligent humanoid tribes of Lizardfolk, Bullywugs, and Tasloi.

A Black Dragon named Valraxxath dwells in the center of the swamp in a ruined city.

## Notable Locations

### Doomwhisper

A circular structure of Zalantar, and Duskwood lumber carved into sharp spikes. It has been decorated with rune-etched bones, the majority of which are humanoid skulls. The lumber was sourced from dryad protected trees, only one of these dryads (now a Splinterwaif knave*, MM3 p165*) somehow managed to survive the harvesting of their chosen tree and now protects the ***Doomwhisper*** structure.

Splinterwaif Knave / Splinterwaif

**Arboreal Petrification, or The Dryad’s Rot** – They say to slay a dryad is bad luck. But killing a dryad who is ill or favored by the gods will surely inflict this disease should any of her sap touch your skin. First, blindness and deafness slowly takes you, soon followed by sluggishness and fatigue. Then, your body begins to painfully turn, inside out, into the hard, coarse bark of an old dying tree. Your body rejects food, so you begin to starve. You require ten times the amount of water you normally do, or you will die of thirst. Your limbs become too heavy to move and your skin takes the flaky, layered appearance of wood chips. Your throat will eventually become thick and you will die of asphyxiation, and finally your body will be grown over with bark, and you will become a misshapen pile of vile sap and wood.

http://dndspeak.com/2018/04/100-diseases/

### Desolation of Adanan

Before falling into ruin the city of Adanan was once a well populated city. For unknown reasons the city has since become a huge expanse of swampland. This city is now inhabited by Valraxxath a Black Dragon.
Lady Gracerath Loyalar

Lady Gracerath Loyalar

**Lady Gracerath Loyalar**, is the current Open Lord of Dawic and leader of the The Masked Lords of Dawic.

**Lady Gracerath**'s advanced years have made her body incredibly frail which lead her to worship Ilmater, but her mind is quite the opposite; sharper than a serpent's tooth she frequently uses her rapier wits to delegate most tasks *(especially physical tasks)* to others.

## Physical Traits

### Ability Score Descriptions

 DEX
 CON
 INT
 WIS
 CHA
Queen of Chaos

## The Queen of Chaos

The Queen of Chaos

**The Queen of Chaos** is an Obyrith Demon Prince. She has the upper torso of a corpulent, blue-skinned humanoid female, whereas her lower body is a mass of ten mauve tentacles. Hidden in the tentacles is a razor sharp parrot-like beak. The **Queen** has long drooping locks of green hair, and she wears a sahuagin skull as a crown.

Her weapon of choice is a huge trident. If you're picturing something like Ursula from the Little Mermaid, then good.

As one of the oldest of the obyrith lords, the **Queen of Chaos** is said to have created Demogorgon as the first of all tanar'ri, then discarded him when he grew too unruly. The **Queen** was the lover of Miska the Wolf-Spider, and is the mistress of the spyder-fiends.

The **Queen of Chaos** has many enemies, including Obox-ob, whom she dethroned, and the Wind Dukes of Aaqa.

Her realm is the Steaming Fen, an Abyssal layer consisting of a vast swamp and a turbulent ocean. The layer seethes with vermin and is the home of the spyder-fiends. With Miska's imprisonment, the spyder-fiends begrudgingly serve the **Queen of Chaos**.

The **Queen of Chaos** is an obyrith who rose to power in the Age Before Ages. While the obyrith plotted and warred amongst themselves, the **Queen** alone looked past the Abyss and discovered life in other planes of existence. Some of this life, namely the souls of the chaotic evil dead, seeped into the Abyss, which the obyrith shaped into the tanar'ri. The **Queen of Chaos** decided to launch a war to conquer the multiverse and rallied all of the obyrith lords to her cause. Those who refused she set an example of by either killing or banishing them. The only exception to this was Dagon, whose power she feared.

Eventually, the **Queen** took as her consort a tanar'ri demon lord called Miska the Wolf-Spider, and made him head general of her army. With Miska in command, she practically guaranteed the cooperation of the treacherous tanar'ri. She murdered the Prince of Demons, Obox-ob, and bestowed his title on Miska, which somehow later got transferred to Demogorgon.

The **Queen of Chaos**, with Miska in tow, was triumphant as the forces of Chaos swept the multiverse. Opposing them were the forces of Law, led by the Wind Dukes of Aaqa, the Vaati. Eventually, the Vaati fashioned the Rod of Law, and with it defeated Miska, banishing him to Pandemonium.

With Miska's defeat, the obyrith alliance fractured. To make matters worse, the tanar'ri revolted and the celestials of the Upper Planes took advantage of the situation and launched an invasion into the Abyss. The obyrith were reduced to near-extinction and the **Queen of Chaos** withdrew into the fourteenth layer of the Abyss, known as the Steaming Fen, where she remains to this day, seeking ways to free Miska and restart the war.
Turúna Ampano

Master Builder

**Turúna Ampano** is Rutheduk Zuznudal's **Master Builder**.

## Master Builder

The master builder coordinates the building within an elf community. Anyone wishing to build a dwelling or other structure must consult with him and convince him of the suitability of the chosen site before building may commence.

The master builder ensures that new buildings do not crowd others and fit in well aesthetically with the town. If requested to do so, he may also provide advice and guidance in the construction process.

The master builder decides when a community has reached its maximum sustainable size based on the available resources. When this occurs, no more new houses may be built in that area. Elves wishing to build new dwellings must depart and find another location in which to found a community