recursal/Fanatic-Fandom huggingface dataset:
Halfling Hedgewitch

**Halfling Hedgewitch**

Prime Requisites:  WIS, CHA

Requrirements: WIS 9, DEX 9, CHA 9

Hit Die: d2

Maximum Level: 12 (Halfling 1, Divine 4)

The Hedgewitch functions as a normal witch, with the noted changes.

Class Features:

* **Child-like**: Any halfling character suffers -2 to loyalty and morale from any non-halfling henchman, but gains +2 to loyalty and morale from any halfling henchman. This does not affect their reaction rolls.
* **Demi-human Ancestry**: Due to their dwarven ancestry, halflings gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells. this is already factored in to the saves table below
* **Difficult to Corrupt**: Halfling crave comfort and security far to much to be able to descend into dastardly wickedness. They suffer only ½ the usual amount of Corruption from spending time in sinkholes of evil, using evil magic items, or suffering the effects of corrupting dreams.
* **Easily Encumbered**: Halflings have a base movement rate of 90’. Halflings can only carry 3 stone without becoming encumbered. When carrying 4 stone their encounter movement rate is reduced to 60’. When carrying 5-6 stone, their encounter movement rate is reduced to 45’. When carrying 7 stone or more, their encounter movement rate is reduced to 30’. A halfling can carry a maximum of 12 stone, modified by its Strength bonus or penalty
* **Halfling Tongues**: All halflings speak the common tongue, their native tongue, and three bonus languages, selected from the following list based on their shire’s proximity to other races and realms: Bugbear, Dwarf, Elf, Gnome, Goblin, Human (various), Hobgoblin, Kobold, Orc.
* **Heroic Breakfast**: Once per day a halfling can recover his base healing rate in hp by consuming a meal accompanied by alcohol, coffee, or tea. This recovery is in addition to any hit points gained from complete rest.
* **Underfoot**: Because of their small size, halflings can more easily avoid attacks by big, clumsy creatures. Monsters of larger than man-sized suffer a -2 penalty to their attack throws against halflings.
* **Weak**: Halflings have a -4 penalty to proficiency throws to open doors and other feats of strength
* **Open Locks** as a thief

**Saving Throw Progression**

Paralysis
Death
Breath
Wands
 3-4
 5-6
 7-8
 9-10
 11-12
Slavers' Stockade

The Slavers' Stockade was a large, well defended fortress the Slave Lords used as a waystation for transporting slaves through the interior of the former Crusader states, until it was completely destroyed by the Firestarters company in 1619.

Prior to its destruction the fortress was made of stone walls with a dual gatehouse above ground, and a large cavern complex below ground where slaves and supplies were kept. Its garrison was comprised of 143 hobgoblins, 10 ogre warriors, 3 werewolves, 3 wereboars, 8 crossbred goblin cavalrymen with dire wolves, and in the caverns below, two tribes of goblins. Additionally, 4 carnivorous apes, 5 owlbears, and 5 invisibility-detecting boggles were kept as trained war animals, and an ankheg was fed near the entrance as a living trap for the unwary. The garrison was led by Markessa the elven knight, Icar the fighter, Blackthorn the ogre witch doctor, and several additional lieutenants.

In Midwinter of 1619 the Firestarters accepted a 25,000 gold piece contract from the Imperial Trade Guild to attack the fortress, kill as much of the garrison as possible, and free any slaves found within. The company opted to stage a raid rather than mobilize an army for a siege. Using a combination of surprise, spells from Aesri the halfling hedgewitch, and the company's potent *Ildar Flamelances*,they were able to repeatedly engage and defeat the defenders in detail.

Of the garrison, only the goblin tribes and Markessa's apprentice remained, who fled when they heard the news of the slaughter above ground--had they instead joined the attack, it would no doubt have proven decisive, as the company was entirely tapped of magical resources, with multiple casualties and nearly everyone significantly wounded. Prior to fleeing with the Hill Beater tribe, Markessa's apprentice looted the quarters and laboratory of her former masters, along with the magical equipment of the slain Wayeth, making off with a significant amount of wealth.

After looting the fortress and caverns of the over 50,000 gold pieces worth of wealth remaining, and freeing the slaves held underground, the company's siege engineers placed almost a dozen barrels of blasting powder throughout the caverns at key points. The resulting detonations collapsed the caverns below the walls and towers, which destroyed the entire fortress.
Enlil's Eyeless Espial

**Enlil's Eyeless Espial -** Arcane 1

**Range:** self

**Duration:** 1 turn

When this spell is cast, the caster gains the benefit of blindsight, able to see to a range of 60’ regardless of light sources, magical darkness, or other visual phenomena. However, it is useless in high wind.

*Enlil the air elementalist created this spell with a minor experimental breakthrough in an attempt to rise within the Air Elementalist secret society, but they disliked how he presented the spell and its potential applications so much, that they told him to just keep it.*
5 корпус

**Аниме** | 17 серия 2 сезон

**5 корпус** — один из корпусов колонии "Нанба", глав. надзирателем которого является Самон Гокуу. Ранее глав. надзирателем был Энки Гокуу.

## Описание

Пятый корпус представлен в китайском стиле. В этом корпусе как среди заключённых, так и среди надзирателей преобладают китайцы. Обычно в этот корпус приходят заключённые с других корпусов вместе с надзирателями, дабы потренироваться.

Известно, что в этом корпусе есть замечательный сад. Вход в сад заключённым запрещён. Кроме сада и спортивной площадки в корпусе есть комната, в которой хранятся печати для людей, владеющими цигуном (таких как Упа).
Enlil's Exhibition of Endowment

**Enlil's Exhibition of Endowment -** Arcane 1

**Range:** Self

**Duration:** 1 day

The caster summons forth his magical power in a display that demonstrates his magical potency. The exact effect will depend on the caster’s spell signature and may be subtle, but will always promote feelings of admiration and respect toward the caster. For the duration of the spell, the caster gains a +2 bonus to reaction rolls with creatures he encounters. (This bonus stacks with any bonuses provided by the caster’s ability scores, class, and proficiencies.)

*In the process of achieving the minor breakthrough for creating this spell to aid his political maneuvering,* *Enlil the air elementalist had an experimental mishap that summoned a demonic bird into his library.*
Sanctified Cleric of Mithras

Prime Requisites: WIS

Requrirements: 11 in all scores

Hit Die: d6

Maximum Level: 13

The sanctified cleric functions as a normal cleric, with the noted changes.

* **Blessed Blood:** Holy blood flows through the veins of Sanctified Clerics of Mithras and this attracts especially loyal cohorts to them. Sanctified Clerics may hire one more henchman than their Charisma score indicates and these henchmen receive a +1 bonus to their morale.
* **Divine Blessing:** Mithras personally blesses Sanctified Clerics. This gives them a +2 bonus to their saving throws, which is already factored into the Sanctified Cleric's saving throws below.
* **Heroic Spirit:** Mithras magnifies the spirits of Sanctified Clerics, allowing them to attain 13th level.
* **Resilient Servant:** Sanctified Clerics are intended to serve Mithras for many lifetimes. The lifespan of a Sanctified Cleric is three times longer than that of a human and they are immune to ghoul paralysis.

**Saving Throw Progression**

Paralysis
Death
Breath
Wands
 3-4
 5-6
 7-8
 9-10
 11-12
 13

**Divine Spell Progression**

Spell Level
 2
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13

**Sanctified Cleric of Mithras Spell List:**

**1st Level**: Command Word, Cure Light Wounds, Delay Disease, Detect Danger, Detect Evil, Detect Magic, Light, Protection from Evil, Purify Food and Water, Remove Fear, Resist Cold, Sanctuary

**2nd Level:** Augury, Bless, Delay Poison, Divine Grace, Find Traps, Hold Person, Resist Fire, Shimmer, Silence 15' Radius, Snake Charm, Speak with Animals, Spiritual Weapon,

**3rd Level:** Continual Light, Cure Blindness, Cure Disease, Cure Major Wounds, Feign Death, Glyph of Warding, Growth of Animals, Locate Object, Prayer, Remove Curse, Speak with Dead, Striking

**4th Level:** Create Water, Cure Serious Wounds, Dispel Magic, Divination, Neutralize Poison, Protection From Evil (Sustained), Scourge of Mithras, Smite Undead, Speak with Plants, Spirit of Healing, Sticks to Snakes, Vigor

**5th Level:** Atonement, Commune, Command Person, Create Food, Dispel Evil, Flame Strike, Protection From Normal Weapons, Quest, Restore Life and Limb, Strength of Mind, Sword of Fire, True Seeing
Baseball Club

The **Baseball Club** is a school-sanctioned club from that the main characters of *Butterfly Soup* play on. The club name is determinately renamed to **Bagels**, **Chicken Nuggets**, **Global Warming**, **Death Bagels**, or **Semes**.

## History

Their default team name is the *Monarchs* based on their jerseys.

By complete coincidence, the team is entirely made up of players who either identify as female or who go by female pronouns.

## Members

* Chryssa
* Liz
* Diya
* Min-seo
* Noelle
* Akarsha
* "Sakura"
* "Yuki"
* Ester

## Trivia

* The Baseball Club won the only game they had so far against the team at Niles High School, the Killer Whales.
* The Baseball Club's uniform consists of a typical black long-sleeved shirt used in baseball as well as a light purple and white button-up jersey, white baseball pants, a belt, running shoes, and an optional light purple baseball cap.

## Gallery

ChryssaLizDiyaNoelleAkarsha"Sakura""Yuki"Ester
## References

1. https://brianna-lei.tumblr.com/post/165996723949/butterfly-soup-asks-batch-10
Brotherhood of Steel Graveyard

This page lists the many members of the Brotherhood of Steel who have fallen during the company's history, with special honors given to those with a long history of significant contributions.

## Posthumous Honors

**Karador**, Mage stakeholder, a cautious spellcaster whose spells were vital to the company's early successes. His judicious use of the sleep spell ended many skirmishes with gnolls, allowing the company to sell them to gnomish peddlers of forced labor. He wore the Serpent Armband and carried a number of minor trinkets of dubious power, including a troll's finger he kept as emergency rations. He was slain instantly by a giant spider's venomous bite in the Caverns of Thracia, after being enchanted by a hostile dryad into thinking its lair was a safe escape route. He was immediately avenged by his fighter henchman Rich (slain in the ordeal) and his eagle familiar. Karador's body was never recovered; his eagle familiar somehow absorbed much of his arcane power upon his death, and flew off after delivering the Serpent Armband to the party. Having joined the company as an Arcanist, Karador had taken the title of Magician before his death. His share and possessions were willed to his cousin Forrest the barbarian, who joined the company shortly after.

**Forrest**, Barbarian stakeholder, a man simple of mind and tongue, but who in combat was a terrifying force diving into the thickest part of the melee. His deepest wish was to learn to use magic; to this end he tried a number of different measures, from ponderously studying the trappings of magic to eating the brains of a slain mage apprentice (until stopped by his horrified comrades). He wore the Serpent Armband and an Enchanted Dendra Armor. He was slain while fighting against a room full of strange apes. Having joined the company as a Reaver, he had taken the title of Marauder before his death. Most of his possessions were taken by his henchman Dovas the dragon incarnate, who then joined the service of the cleric Vinnie.

**Lareth**, Elven Knight stakeholder, a shrewd and subtle elf, trained in both martial and dark magical arts. He was a formidable combatant, but his greatest asset was his finely-tuned sense of discretion, making him the company's voice of reason. Lareth was coldly calculating, focused on increasing his power and influence with the least amount of personal risk, though he led from the front lines of battle. When his left hand was severed at the wrist, he transformed the limb into a crawling claw and bound it as his familiar, rather than risk trying to get the limb reattached at a Lawful temple in town; he then adopted the Black Hand as his livery. He wore the Serpent Armband after Forrest's death and an Enchanted Dendra Armor taken off the corpse of a powerful Thracian champion. He was slain instantly with several of his henchmen by a lightning bolt spell from a powerful enemy mage waiting in ambush. Having joined the company as a Banneret, he had taken the title of Knight-Captain before his death. His share and possessions were willed to an old associate, the zaharan arcanist Kalak Zuma, who joined the company shortly after.
Dwarven Machinist

**Dwarven Machinist**

Prime Requisite: INT, DEX

Requirements: INT 9, DEX 9, CON 9

Hit Dice: d6

Maximum Level: 10

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 18:*

"While all dwarves share a predilection for mechanical devices, in some dwarves this predilection is honed to an obsession. Dwarven machinists work wonders with wood, metal, steam, and fire, crafting marvelous machines that move on their own, lift great weights, and even fight their race’s foes."
Wayeth's Wave of Weariness

**Wayeth's Wave of Weariness -** Divine 1

**Range:** 120'

**Duration:** 1 round

This spell puts 3d6 living creatures into a momentary magical slumber lasting only a single round.

All creatures to be affected must be visible and within range of the spell.

Sleeping creatures are helpless for the remainder of the current combat round. A helpless creature gains no benefit to its AC from its DEX or shield (if any). A helpless creature can be ambushed or backstabbed by creatures capable of doing so. All attack throws against helpless creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs the helpless creature. Melee attack throws against helpless creatures automatically hit if the attacker is of the same or larger size category than the helpless creature. If the attacker is adjacent to the helpless creature, not engaged by another creature, and his attack is capable of damaging the helpless creature, then the helpless creature may be automatically slain as a full round action. The attacker may not cleave thereafter, however. Otherwise, the helpless creature may be dealt the attack’s ordinary damage. Slapping or wounding awakens an affected creature, but normal noise does not. The spell does not affect creatures that are already unconscious.

U*nsatisfied with the Sleep spell's ineffectiveness against more potent creatures, the elven knight* *Wayeth created this spell during the Firestarters' preparations to attack the Slave Lords.* *The means by which Wayeth created this spell are unknown and were lost with the elf's death; no means of replicating the effect are likely to do so at this spell level.*
Principality of Belcadiz

**Ruler:** Princess Carnelia de Belcadiz y Fedorias, Marquessa of Alhambra, Viceroy of Monteleone

**Voting Power:** 18 in the Council, 27 in Parliament

**Vassals:** Lord Wirt, Baron of Dimiourgias; Lady Isabella de Montebello, Viscount of Nathrat

**Notes:** An elven house, but of alien extraction compared to the typical Tyrian-region elf. Known as “southern elves”, the people of Belcadiz tend to be hotter-tempered and more worldly than their northern kin. Although violence between them is rare, no love is lost between the two elven clans of Glantri.

One of Princess Carnelia's vassals, the erstwhile Baroness of Egorn, has recently been promoted to the Viscounty of Nathrat. This has made Princess Carnelia's position in Parliament a little stronger, and she was a little miffed when the new Lord Garth won the vacated Barony of Egorn, and immediately declared for the rival elven house of Ellerovyn. More recently, the Marques of Satolas died, leaving Princess Carnelia with only one vassal noble. While the loss of a powerful vassal stung quite a bit, the new noble who ended up as the Baron of the newly-created domain in the Sablestone region - Lord Wirt - declared for House Alhambra upon his elevation.
Drop Bear

Name: Drop Bear (Adult)

Description: Drop Bears are aggressive tree-dwelling marsupials feared by all Zhistrayans with a lick of common sense. Two decades ago the Drop Bear's infamy became known far beyond the shores of Zhistraya when the Duke of Olantea "Aitziber The Tourist" was slain during a disastrous diplomatic mission; tragically his body was never recovered and is presumed to have been eaten. Only Drop Bear Fur Hats can provide somewhat reliable protection against their insatiable savagery.

Special Ability: Dive/Climb

Drop Bears can and usually will make dive attacks. Opponents must be underneath a eucalyptus tree or another tall object for this attack to be effective. Like a charge, a dive attack deals double damage. If the Drop Bear hits with both of its claws, the Drop Bear may grab the creature struck. The creature struck must be smaller than the Drop Bear, and it can avoid being grabbed with a successful saving throw versus Paralysis. Once a creature has been grabbed, the Drop Bear can automatically inflict damage each round with no attack throw necessary until the creature escapes. Grabbed creatures are helpless until they escape. To escape, the grabbed creature must make a successful saving throw versus Paralysis. Grabbed creatures may be carried off up into the trees. Non-flying creatures without the climbing proficiency who have been carried off will fall to earth if they escape, if the Drop Bear releases them, or if the Drop Bear is killed.

Location: Zhistraya

% In Lair: 35%

Dungeon Enc: None

Wilderness Enc: Bloodpack (1d2) / Cuddlebear Tree (1d2)

Movement: 120'/40' on land, -9.81 m/s^2 when diving.

Armor Class: 4

Hit Dice: 7

Attacks: Claws/Claws

Damage: 1d10/1d10

Save: F3

Morale: +1

Treasure Type: None

Resources: Drop Bear Pelt (for stylish cloak or rug)

XP: 790 (HD7=440+350 for dive/climb)
Firestarters Graveyard

This page lists the members of the Firestarters who have fallen during the company's history, with special honors given to stakeholders and those with a long history of significant contributions.

## Posthumous Honors

   **Wyeth**, Elven Knight stakeholder, was a warrior whose aggressiveness regularly crossed into recklessness. Along with Shev the stone giant, he joined the Legion of Doom in 1618 in the dungeon under the Rock of Akiros, shortly after their return through the rift. After identifying a Girdle of Femininity & Masculinity found in the dungeon by trial-and-error, the now-female knight was known as Wayeth. By the time the company left the Rock of Akiros, Wayeth wielded *Lassiviren's Giant-Slayer**,* the *Lorica of Lassiviren, Gobadk's Mighty Book*, and a *Portable Hole* which had been found within the dungeon, along with the *Smooth Gray Ioun Stone* from the petrified Wang Hung. While the company reformed and recuperated in Tyrus, Wayeth researched the spell Wayeth's Wave of Weariness, which would be used to good effect in several combats. Wayeth took part in the raid against the Slave Lords' temple north of Lowport, and later in the assault against the Slave Lord's Stockade. Towards the end of the attack against the Slavers' Stockade, Wayeth handed off the portable hole with Gobadk's book inside, borrowing an *Ildar Flamelance* and a spell of flight to hunt down the fleeing Slave Lord Markessa and her retinue of warg-riding crossbred goblins. While Wayeth was able to slay Markessa and most of her guard, she had already taken many blows during the fighting, and overextended herself in the pursuit. A thrown dagger from one of the remaining goblins found an opening in Wayeth's armor and pierced her heart, with the goblin then pulling Wayeth's floating body from the air, crushing her skull to a pulp, and looting the corpse. Her share and possessions that were not taken by Markessa's apprentice were willed to her henchman Hanno the arcane warrior.
Leomund's Lamentable Belaborment

**Leomund's Lamentable Belaborment -** Arcane 5

**Range:** 30'

**Duration:** Special

This devious spell distracts all creatures within a 10' radius of the spell's origin point by drawing them into an absorbing discussion on topics of interest to them. A chain of responses occurs during the next 11 rounds, with additional saving throws as described later. These responses are conversation (rounds 1-3), possible confusion (rounds 4-6), and then either rage or lamentation (rounds 7-11). All saving throws are affected by the creatures' Intelligences, as noted in the table below. The subject creatures must be able to understand the language in which the spellcaster speaks.

Upon casting the spell, the wizard begins discussion of some topic germane to the creature or creatures to be affected. Those making a successful saving throw vs. spell are unaffected. Affected creatures immediately begin to converse with the spellcaster, agreeing or disagreeing, all most politely. As long as the spellcaster chooses, he can maintain the spell by conversing with the subject(s). If the caster is attacked or otherwise distracted, the subject creatures do not notice.

The wizard can leave at any time after the casting and the subject(s) continue on as if the caster were still present. As long as they are not attacked, the creatures ignore all else going on around them, spending their time talking and arguing to the exclusion of other activities. However, when the caster leaves, each subject completes only the stage of the spell that it is currently in, and then the spell is broken.

If the caster maintains the spell for more than three rounds, each affected creature can roll another saving throw vs. spell. Those failing to save wander off in confusion for 1d10+2 rounds, staying away from the spellcaster. Those who make this saving throw continue to talk and roll saving throws for each round that the caster continues the spell, up through the sixth round, to avoid the confusion effect.

If the spell is maintained for more than six rounds, each subject must roll a successful saving throw vs. spell to avoid going into a rage, attacking all other subjects of the spell with intent to kill. This rage lasts for 1d4+1 rounds. Those who successfully save against the rage effect realize that they have been deceived and collapse to the ground, lamenting their foolishness, for 1d4 rounds unless attacked or otherwise disturbed.

 3-7
 8-10
 11-14
 15+
Stab

**Stab** - Arcane 1

**Range:** 360'

**Duration:** Instantaneous

This spell causes a giant-sized spear of magical energy to fly from the caster's hand and impale its target, dealing 1d12 damage. The spear strikes unerringly, even if the target is in melee combat, so long as the target has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

*The ildar dwimmerknight Kirth brought this spell from his homeworld on the other side of a rift. Like many ildar spells, its name is very functional.*
Beastmaster

**Beastmaster**

Prime Requisite: STR, DEX, CON, CHA

Requirements: STR 9, DEX 9, CON 9, CHA 9

Hit Die: d6

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Heroic Fantasy Handbook, *page 17:*

"Some kings and heroes, dreadful in aspect and demeanor, are whispered to have been raised by beasts, suckled by wolves, adopted by the wild. Such tales are rarely true. Most feral children live short and brutish lives, dying young without ever seeing another of their own kind; even if found, they have often regressed into a state of savagery from which their natural humanity cannot free them. But from time to time, a child, abandoned or lost to civilization and adopted by beasts, may be endowed with the strength and character to transcend both man and beast and become something greater. Such children, if they survive, become beastmasters – lords of the wild, combining the ferocity and toughness of a predator with the cunning and
courage of a hero."
Principality of Caurenze

**Ruler:** Prince Innocenti “Nero” di Malapietra, Viscount of Sirecchia, Viceroy of Ylourgne

**Voting Power:** 16 in the Council, 36 in Parliament

**Vassals:** Lord Griseo Fulvina, Viscount of Verazzano; Lord Antonio di Tarento, Count of Wylon; Lord Harald of Haaskinz, Archduke of Westheath

**Notes:** Of pure Tyrian extraction, the rulers of Caurenze claim descent from that famous adventurer and conqueror of this land, Alexander Glantri. Prince “Nero” himself is known as a patron of the arts, and to this end has made an effort to attract dwarven masons and sculptors to his lands. He is also known as a true schemer and someone not to be crossed, although he is a generous ruler and much liked (if also feared). The latest title-shuffle left the House of Sirecchia slightly stronger, as one of the Prince's vassals advanced from a Viscounty to a County.
Priestess

**Priestess**

Prime Requisites: WIS, CHA

Requirements: WIS 9, CHA 9

Hit Die: d4

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 36:*

"Priestesses are human women that have dedicated themselves to the service of a goddess. Unlike clerics, who are trained in fighting, priestesses belong to non-military orders, and dedicate themselves to spell-casting, ministry, and prayer."
Player Character Classes

*(Note: for some classes that appear in official material, a revised or updated version appears here. The versions presented here are the definitive ones used in this campaign.)*

**Core Human Classes**

Reqs
Min
Level
L2
Prog.
Proficiencies
 Mage | INT
 Cleric | WIS
 Thief | DEX

**Additional Human Classes**

Reqs
Level
L2
Prog.
Proficiencies
 Anti-Paladin | STR,
CHA
CHA 9
 Arcane Courtier | INT, CHA
CHA 9
 Arcane Warrior | STR, INT
INT 9
 Assassin | STR, DEX
DEX 9
 Avenger | CON, CHA
CON 9
WIS 9
CHA 9
 Barbarian | STR,
CON
CON 9
 Barbarian (revised) | STR,
CON
CON 9
 Bard | DEX,
CHA
CHA 9
 Beastmaster | STR, DEX, CON,
CHA
DEX 9
CON 9
CHA 9
 Berserker | STR, CON
CON 9
 Bladedancer | WIS,
DEX
DEX 9
 Chosen | Lowest Score
 Crusader | CON,
CHA
WIS 9
CON 9
CHA 9
 Dragoman | WIS
 Dragon Incarnate | STR, INT
CHA 12
 Esotericist | WIS, CHA
 Explorer | STR,
DEX
DEX 9
 Fochlucan Lyrist | CON, CHA
 Freebooter | DEX and one other score
 Lurker | WIS, DEX
DEX 9
 Mercenary Lawyer | INT, CHA
CHA 12
 Mystic | WIS, DEX, CON, CHA
DEX 9
CON 9
CHA 9
 Nobiran Champion | STR, CHA
 Nobiran
Wonderworker
WIS
scores
 Paladin | STR,
CHA
CHA 9
 Priestess | WIS, CHA
CHA 9
 Runeward Vigilant | STR, WIS
DEX 9
WIS 9
 Shaman | WIS
 Theurgist | INT, WIS
WIS 9
 Venturer | CHA
 Warlock | INT
 Witch | WIS, CHA
CHA 9
 Youxia
DEX
DEX 9
 Zaharan Arcanist | INT
 Zaharan Manipulator
DEX
 Zaharan Ruinguard
INT
 Zaharan Shadowbringer
WIS
div 2

**Elven Classes**

Reqs
Min
Level
L2
Prog.
Proficiencies
Courtier
CHA
CHA 9
 Elven
Enchanter
CHA
CHA 9
 Elven Knight | STR,
INT,
WIS
INT 9
WIS 9
 Elven
Nightblade
INT 9
 Elven
Ranger
DEX
INT 9
DEX 9
 Elven
Savant-Sage
WIS
WIS 9
 Elven
Spellsword
INT
INT 9

**Dwarven Classes**

Reqs
Min
Level
L2
Prog.
Proficiencies
Craftpriest
CON 9
 Dwarven
Delver
CON 9
 Dwarven
Fury
CON 9
 Dwarven
Machinist
DEX
DEX 9
CON 9
 Dwarven
Vaultguard
CON 9

**Gnome Classes**

Reqs
Min
Level
L2
Prog.
Proficiencies
Clanwarden
CON 9
 Gnomish Illusionist | INT
CON 9
 Gnomish Merchant-Priest | WIS
WIS 9
CON 9
 Gnomish Trickster | DEX
DEX 9 CON 9

**Crocodilian Classes**

Reqs
Level
L2
Prog.
Proficiencies
Bushranger
DEX 9
CON 9
 **Crocodilian**
Gladiator
DEX 9
CON 9
 Crocodilian Slayer | STR, DEX
DEX 9
CON 9
 Crocodilian
Warlock
WIS 9
DEX 9
CON 9

**Halfling Classes**

Reqs
Min
Level
for
L2
Prog.
Proficiencies
DEX
DEX 9
 Halfling Burglar | DEX

**Other Classes**

Reqs
Min
Level
for
L2
Prog.
Proficiencies
DEX 12
CON 12
 Aranea Widowmaker | DEX
DEX 12
CON 12
 Bullywug Manhunter | STR
DEX 9
 Half-Orc Thug | STR, DEX
DEX 9
CON 9
 Half-Orc Zealot | WIS
WIS 9
CON 9
 Ogre Bandit | DEX
 Ogre Warrior | STR, CON
 Ogre Witch Doctor | INT, WIS
 Stone Giant Earthcaller | STR, WIS
WIS 9
CON 11
 Stone Giant Soldier | STR, CON
Flame Jab

**Flame Jab** - Arcane 0

**Range:** 60'

**Duration:** Instantaneous

This spell produces a thumb-sized flame, which is propelled to a targeted 5' diameter sphere and then expands, dealing 1 point of fire damage to each creature within the affected area.

*The savant-sage Garth designed this spell to kill fast-moving worms under the skin of a comrade after a close call with a large number of Sons of Kyuss, as his future plans involved entering an area where the same beings had been spotted. Previously, the Lightning Bolt spell had been used in this role.*
Diprotodon

The Diprotodon, commonly called a "Combat Wombat" is sometimes claimed to be the world's largest marsupial although this is disputed by some. These burrowing animals weigh in at between one and three tons and are equipped with a mouth large enough to tear the head off a horse or a man in half at the waist. The immense cost of training and feeding these magnificent mounts makes them a potent symbol of power and nobility.

Name: Diprotodon (Combat Wombat)

Location: Zhistraya

% In Lair: 20

Dungeon Enc: Pack (1d4) / Burrow (1d8)

Wilderness Enc: Pack (1d8) / Burrow (1d8)

Alignment: Neutral

Movement: 150' (50')

Armor Class: 3

Hit Dice: 5

Attacks: 1 (bite)

Damage: 2d8

Save: F2

Morale: 0 (2 if trained as war mount)

Load Capacity: 50/100 stone

Treasure Type: None

Resources: None

XP: 200
Venturer

**Venturer**

Prime Requisite: CHA

Requirements: CHA 9

Hit Die: d6

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Heroic Fantasy Handbook, *page 59:*

"Commerce is the great wheel upon which the world turns. From the fleshy fingers of slave traders to jewel-clad guildmasters, the coin and commodities of the empire are controlled by merchants. But if the stereotypical merchant is a pot-bellied financier profiting from the work of others, the venturer is his opposite: An adventurous world traveler, he personally leads caravans into unknown lands, seeking out exotic goods and new markets. Every venturer is, by definition, an adventurer, and interested in any expedition that promises riches and reward."

Note: the venturer class rules used are the 3rd version of the venturer published, found in *Venturer Revised* which is available to subscribers of the ACKS Patreon.
Swords In the Underworld Calendar

## Party Calendar

*Each month is comprised of 30 days: 4 weeks of 7 days each, followed by a 5th week of 2 feast days, after which the new month starts over on a Sunday. Overall days with seasons are also often tracked using 90 days within the season.*

when filling this out properly: franco attacked Dec 22nd (solstice), war starts end of january, ebreo leaves in may after meeting at fair
Map

The **Map** is a small feature in the game that can be seen on the main in-game screen. Your player is seen as a large, white square, while enemies are seen as smaller, more transparent blue squares. Enemies can only be spotted near to you, but enemies far away become "invisible", or under the radar. It is actually pretty useful, as it allows you to keep track of where you are in relation to enemies/people of your clan.
Garth's De-granitizing Grasp

**Garth's De-granitizing Grasp** - Divine 4

**Range:** Touch

**Duration:** Permanent

This spell acts as a counterspell for **Flesh to Stone**, restoring the creature just as it was when it was petrified. Unlike **Stone to Flesh**, this spell will not have any effect on stone that was not once a living creature that had been petrified.

*After half his company was turned to stone by a gorgon's breath outside the lost dwarven vault of Arzhoun, the savant-sage Garth researched a spell to reverse the effect, sacrificing the range capacity of the more conventional Stone to Flesh for a spell he was capable of casting at his current level of skill and magical capacity.*
Elven Enchanter

**Elven Enchanter**

Prime Requisites: INT, CHA

Requirements: INT 9, CHA 9

Hit Die: d4

Maximum Level: 12

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 23:*

"Human legend paints the elves as bewitching and glamorous, yet tricky and untrustworthy. This reputation is not entirely undeserved, for the favorite dweomers of the elves are charms and illusions. The elven enchanter is a specialist in such glamours, one who can weave subtle marvels of light and sound, torment the senses with phantasms and figments, and confound the minds of the easily influenced. Elven enchanters might be called to adventure by a desire to experience awe and terror, a quest for rare and forgotten magic, or merely the lure
of opulence."
Armor

**Armor** - Arcane 1

**Range:** Self

**Duration:** 3 turns

The caster of this spell receives only half damage from normal, non-magical attacks. Magic or silver weapons will still deal full damage to the caster. Monsters which themselves can only be affected by silver or magical weapons will deal full damage, and monsters with 5 HD or more are able to deal full damage to the caster through natural ferocity.

*The ildar dwimmerknight Kirth brought this spell from his homeworld on the other side of a rift.*
Garth's Grievous Gag

**Garth's Grievous Gag** - Arcane 5

**Range:** 120'

**Duration:** Special

The caster can use Garth's Grievous Gag to end ongoing spells that have been cast on a creature or object, or to end ongoing spells (or at least their effects) within a cubic area 20' on a side. The caster must choose whether to cast Garth's Grievous Gag on a creature or object, or to affect an area.In addition, the effected creature or area is silenced for a round per level of the caster.

If Garth's Grievous Gag is targeted at a creature, all spells and spell-like effects (including ongoing potion effects) may be canceled. If cast upon an area, all such effects within the area may be canceled. Any spell or effect cast by a character of equal or lower level than the Garth's Grievous Gag caster’s level plus five is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the Garth's Grievous Gag will fail for each level the spell or effect exceeds the caster level plus five.

In addition, a 15' radius around either the center of the cube or the targeted creature or object is magically silenced for a round per caster level. All sound is stopped: Conversation is impossible, spells cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The effect when cast on a creature or object moves with the creature or object. Should it be cast targeting an unwilling creature or a carried object, the creature or the creature carrying the object receives a save versus Spells to negate this effect. This effect provides a defense against sonic or language-based attacks or spells.

Some spells cannot be ended by Garth's Grievous Gag; this specifically includes any magical disease, geas, quest, petrification from a flesh to stone spell, and any curse, including those created by bestow curse (the reverse of remove curse) as well as by cursed items, or any other effect that could not be ended by Dispel Magic

*After effectively ending a fight with a powerful chaotic dragon by casting the party's third casting of Dispel Magic and finally succeeding on stripping the dragon of its many magical protections, Garth the savant-sage was given a renewed appreciation for the effect. Knowing that one day his interdisciplinary focus would lead to a limit on the power he could put into the standard Dispel Magic spell, and knowing how dearly a failed dispel could hurt, Garth planned to commemorate the founding of his new stronghold's library by researching a variant of the spell specifically designed for dueling powerful magic users and creatures such as that dragon. However, before he could research it, he was pulled through time by Stephen Amber.*
Leomund's Prancing Lights

**Leomund's Prancing Lights** - Arcane 1

**Range:** 60'

**Duration:** Concentration

This spell creates 1d4+1 moving light sources, resembling at the caster's discretion either lanterns, candles, or simple glowing balls. These light sources move as the caster desires within the range and the caster's line of sight, but the concentration the spell requires is absolute, disallowing even speech.
Principality of Boldavia

**Ruler:** Prince Morphail
Gorevitch-Woszlany, Baron of Igorov, Viceroy of Tchernovodsk

**Voting Power:** 15 in the Council, 35 in Parliament

**Vassals:** Lord Piotr-Grygory Timenko, Baron of Kutchevski; Lady Natasha Dachenka, Baroness of Pavlova; Lord Yuri Ivanov, Baron of Palatinsk; Lady Szasza Markovitch, Baroness of Vladimirov; Lord Laszlo Wutyla, Baron of Mariksen

**Notes:** Both the people and rulers of Boldavia are Velocyan, and the typical Velocyan traits of
xenophobia and superstition are on full display here. Their prince is absolute ruler of his people and
his vassals – in fact, unlike many other noblemen, the barons of Boldavia have never attempted to
advance in rank when doing so would mean moving to a fiefdom away from their land and their prince.
Leda Cole

Leda Cole is one of the main characters. She's Avery Fuller's best friend and in book two she actually turns into an antagonist.

## Early life

Leda grew up with a brother and as the best friend of Avery Fuller. Her parents are very rich, but, of course, not as rich as the Fullers. They're very close, but she has one top kept secret: she falls for Avery's brother Atlas. At one time she was asked to go with the Fuller's to Europe going skiing. Of course she said yes, because then she was able to spend some time with Atlas. When they were alone in a pool. they slept together. After that, Atlas disappeared and nobody knew where he was. That frustrated Leda, because after her night with him, she really hoped that he'd have Feelings for her.

Later on she consumed drugs, sometimes with Cord Anderton. Sometimes she consumed them for a better concentration, sometimes just for fun. But her secret came out and her parents left the Tower with her. She went somewhere where she coul've got help. She mentioned that mediation helped her a lot.

## The Thousandth Floor

Sober and clean she came back to the Tower. She told everyone that she visited her grandparents and that she's very glad to be back home. Her friends welcome her happy. Everything was like before. She went shopping with her friends and laughed about things like before. But suddenly Atlas came back to New York City and her life is shaking around. She still has feelings for him and he says that for him it's just the same, so they start dating. It doesn't take a long time, because secretly he has feelings for his sister, Avery. She's heartbroken.

She found a scarf in her appartment that belongs to her father. She wonders why he didn't give it to her or her mom. On one day she sees Eris Dodd-Radson with this scarf and is quite shocked. She assumes that her father cheats on her mother with Eris, a friend of Avery who is in their clique. On another day she sees her father kissing Eris on the cheek and for her that's the actual proof.

## Personality

Leda is most often very obsessive during her return in the thousandth floor she hired Watt to track down to know about Atlas. She can be somewhat cruel and uses threats. Leda is not known for being the nicest person in the world, but deep under, she is only trying to do what is best for herself and others. She is outraged when she finds out about Avery's and Atlas's relationship and her anger gets the best of her.

## Relationships

* Atlas (Shipname: *Atleda*; flirt/friends).
* Avery (Shipname: *Ledery*; best friends).
* Watt (Shipname: *Wattleda*; boyfriend).
Enlil's Energetic Electrical Eruption

**Enlil's Energetic Electrical Eruption -** Arcane 1

**Range:** 0'

**Duration:** instantaneous

The caster releases a powerful stroke of electrical energy that is 60' long from their hand. The bolt passes through an area 5' wide, arcing and jumping, so that, while it is not actually 5' wide, for game purposes treat it as if it is so. It deals 1d6 points of electricity damage per caster level to each creature within its area. Any creature caught in the area of effect receives a saving throw versus Blast. A successful save reduces damage by half.

The bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it may reflect from the barrier back toward the caster, or in a random direction at the Judge’s option. Creatures already affected by the bolt do not take additional damage if struck by the reflection of the same bolt.

*By making a minor experimental breakthrough when creating this spell,* *Enlil the air elementalist ensured that he would almost never be without a bolt of lightning at his fingertips.*
Swords in the Underworld

"Swords in the Underworld" is the informal name for an informally-constituted adventuring band founded in 1321 on the island of Akiros. The company grew from the initial pairing of the ex-Imperial Guardsman Vlad and the elven enchanter Rhith. They were soon joined by the dwarf vaultguard Ebreo and the Mithran cleric Franco.

After leaving the Rock of Akiros for greener pastures in early 1322, the "Swords" have been involved in a number of profitable, if increasingly-bizarre, adventures. Investigating the Lost City of Cynidicea in 1322, they were afterwards entangled in the time-twisting machinations of the insane Amber family, resulting in the death of Rhith and the subsequent arrival of his cousin, the savant-sage Garth.

The party reclaimed the "lost" dwarven kingdom of Arzhoun in 1323, but soon afterwards disappeared from their home base in Silverwell. Unbeknownst to the people of that city, the party had been pulled "forward" in time by the mercurial Stephen Amber - arriving on a hill in the land of Glantri in the year 1618. They appear to have adjusted rather well to the transition, positioning themselves to become power players in that land of wizardly intrigue.

Current active members are: Ebreo the dwarf, Franco of Mithras, Garth the elven savant-sage, and Iveth the elven spellsword (who was recently cured of the affliction of having a magically-transformed head of a giant white rat). Associated adventurers, who can sometimes be found working with the Swords include: Vlad and his longtime retainer Lucas, Fennis the elven assassin, Barrowgus the berserker, and the dragon-blooded warrior Fafner. The zaharan shadowbringer Anakin *was* an early member (although he was still a nobiran wonderworker at the time), but left the party in early 1322 to pursue opportunities on the Isle of Dread with the band that later became known as the Legion of Doom.

A record of the party's current activities can be found on the Swords in the Underworld Calendar.

*The Swords in the early days: Vlad, Rhith, Franco, and Ebreo discover the tunnel leading to the second level of the extensive labyrinthine ruins under the Rock of Akiros.*
Restitch The Soul

**Restitch The Soul** -Divine 6 (Ritual)

**Range:** Touch

**Duration:** Permanent

This ritual temporarily severs the soul from the body and then reattaches it, curing the touched creature of all negative results of the Tampering With Mortality table and similar effects. This process is not without some risk, as the body will be unfamiliar with the freshly unencumbered soul. the caster chooses one of the six ability scores, and that score of the target is immediately reduced to 3. Roll 3d6; on each day afterwards the target will, on a successful saving throw versus Death, regain one point in the affected ability score, stopping when he reaches either the rolled value or the minimum score required for his class, whichever is higher.

*Garth the savant-sage researched this spell after his retainer Cygnus fell under a horrible shadow as a result of being restored to life while on an alien plane.*
Irritation

**Irritation -** Arcane 2

**Range:** 30'

**Duration:** Special

An irritation spell affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc) are basically unaffected. There are two versions of this spell, either of which can be cast from the standard preparation:

Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next three rounds are spent squirming and twisting, effectively worsening its armor class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four creatures, the saving throw is normal.

Rase. When a rash is cast, the subject notices nothing for 1d4 rounds, the thereafter its entire skin breaks out in red welts that its. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of four days. After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the return of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2.
Swords in the Underworld Roster

## Character Roster

Garth is an 11th level Elven Savant-Sage and baron of Egorn. His primary retainers are his 6th level Lawyer Theon, 5th level Mage Iago, 7th level Paladin Havel, 7th level Fighter Weleran, and 7th level assassin Cygnus.

Franco is a 12th level Sanctified Cleric of Mithras and controls a significant amount of land, though he'd have to ask someone else for the details.

Iveth is an 8th level Elven Spellsword and an accomplished author (plagiarist).

Enlil Zuma, an 11th level Zaharan Arcanist, is Baron of Adlerturm.

Wirt Ingenson is a 9th level Mage and Baron of Dimiourgias.

Anakin is a 9th level Zaharan Shadowbringer. His companions are his familiar Erasmus, a spitting cobra coiled around his quarterstaff, and his oathsworn bodyguard, Vreder Spinebreaker, an 8th level dwarven fury.
The Scourge of Mithras

**Scourge of Mithras -** Divine 4

**Range:** Weapons and ammunition within 30 feet of the caster

**Duration:** 1 turn per level

The Scourge of Mithras allows the most devoted followers of Mithras to call incredible hatred and fiery ferocity in their weapons against the foes of the Gods. The weapons burn bright red, yellow and blue and flame and smoke and tell their wielders to strike down dead the designated opponents. The weapons are treated as magical weapons with a +2 bonus, stacking with the bonuses of the original weapons, when used against foes of the type designated on casting. Weapons must be within 30' of the caster to be targeted with the spell; It can target 3 two-handed weapons, 6 one-handed weapons, or 60 missiles, plus an additional 2 2-handed weapons, 4 one-handed weapons, or 40 missiles per 5 levels past 6th.

*Franco Scarramucci's friend and fellow warrior, Garth, lost nearly a dozen men to rapacious bandits that were in league with immensely potent mummies led by a despicable Lord-Lich that tyrannized a community for generations. Franco prayed to Mithras to get revenge on the chaotic filth and Mithras granted him this spell to Scourge them and all that oppose Mithras. The Scourge of Mithras turned the tide of battle, for the mummies and their vile lord were immune to mundane weaponry. The mission was a tremendous success. Sixty bandits were slain or captured by Scourge-enhanced weaponry and the Fire of the Gods and the mummies and their lich-leader were vanquished in a tremendous battle that led to the discovery of magical weapons, armor, potions, staves and a large hoard of gold, thanks in no small part to The Scourge of Mithras!*