recursal/Fanatic-Fandom huggingface dataset:
Phantom Gym

The Phantom Gym, also known as Dracolich Keep, is a Ghost/Dragon type Pokémon Gym led by Gym Leader Xen.

The Phantom Gym arena is a grass field littered with dragon-breath pressure plates, ghostly figures trying to drain your life force, and a constant blanket of fog.

The bones of renegade Orcs and Dwarves killed in the name of Xentown litter the battlefield.

## Gym Stats

**Win Conditions:** Total Party Knockout

**Max Party Size:** 4

**Terrain:** Grass

**Weather:** Fog

**Environmental Hazards:**

* **Ghostly Figures** - Ghosts wander the battlefield trying to sap the energy from any living creature they can. Any time a player or pokemon rolls a 1 on a d20, they take 1d4 necrotic damage.
* **Draco Plates** - Pressure plates lie under patches of grass that trigger bursts of flame. Perception DC 12 to notice pressure plates under grass, disadvantage as long as fog as active. Trigguring the trap causes 2d6 fire damage.
* **Dwarf and Orc Bones.** Walking over the bones across the battlefield require a dexterity saving throw of 12 or higher. Failure results in half speed until the start of your next turn.

## Gym Leader Pokémon

Gengar, Misdreavus, Marowak, Dragonite, Charizard, Exeggutor, Venusaur

## Trainers

The following people are trainers and members of the Phantom Gym:

* Xen
* Zorbo
* Boney Smokebarrel
* Doc
* Cricket
* Grue the Crimson
* Rhomash Blackthunder
* Lucy
* Mr. Snot
* Tara
* Stun
* Launa Bubonna
* Khordaire
* Grillgo
* Skullrot Greyhunt
* Lasso
* Kobalt

## The Phantom Badge

The Phantom Badge gives a +1 bonus to all dragon based attack and damage rolls. It also allows you to use *Intimidate.* Once per combat, you can impose disadvantage on an enemy attack roll of your choice.
Amazonians

**Ability Score Increase.** +1 to Strength, Constitution, and Wisdom

**Age.** Amazonians reach adulthood in their mid-teens, and usually live to be just over 200 years old.

**Alignment.** Amazonians usually tend toward lawful alignments, as they inherited their outlook from their goliath progenitors.

**Size.** Amazonians typically stand roughly between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

**Amazon Weapon Training.** You have proficiency with spears, javelins, glaives, shortbows, longbows, and shields.

**Armor Aversion.** Amazonians have a cultural aversion to armor, so Amazonian warriors have learned to fight without it. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Stone’s Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

**Languages.** You can speak, read, and write Common and Giant.
Beast Sense

*2nd-level divination*
 Range
 Components
 Duration

A willing beast becomes your eyes and ears while the spell lasts. You can no longer perceive your own senses, becoming blind and deaf, but your perception through the beast includes any special senses the beast may have. You may end the spell early using your action to regain your own senses.
Prime

In the world of Prime, one word is known by all of its people, “Survival.” Prime is a land of barbaric conflict and wild magic. There are no Elves, no Dwarves, no Orcs, and no Humans. Empires of Dragonborn and Bladlings clash with tribes of Minotaur and Woolin. Serpentfolk call upon dark entities to grant them gifts of powerful magic. Clans of Lupin roam the world, helping the weak and slaying beasts.

Gorlithian Empire
Shai’zin Empire
Wazili
Jagras

Jagras were created by Dr. Porter and his team at Prehistoric Gardens. They were one of their first genetically modified specimens. There was a security breach near the start of the park's history that resulted in the escape of a group of Jagras. Within the twenty years of their escape, their numbers have vastly expanded across Chult.

## Description

Jagras are small and slim compared to Great Jagras. Their body shape is very wolf-like in nature, allowing them to move quickly and stand up right for short periods of time. Jagras have light green scales with blue and reddish stripes covering their body, as well as a blue-colored underbelly.

## Behavior

Jagras will swarm potential prey in an instant, whether it be carrion or raw meat dropped by a hunter. Jagras packs have even been seen attacking injured Anjanath. Though they are bold, Jagras will flee to the trees if they encounter a larger monster.

## Statistics

*Medium beast,unaligned*

**Armor Class** 12

**Hit Points** 13 (3d8)

**Speed** 50 ft., climb 40 ft. ft.

14 (+2)
15 (+2)
10 (0)
3 (-4)
14 (+2)
7 (-2)

**Proficiency Bonus** +2

**Skills** Perception +4, Stealth +6

**Senses** passive Perception 14

**Challenge** 1/4(50 XP)

## Abilities

***Keen Smell.***The panther has advantage on Wisdom (Perception) checks that rely on smell.

***Pounce.***If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

## Actions

***Bite.***Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cricket

Urchin Halfling Rogue

## **Character Sheet**

**Character Name:**

**Race:** Lightfoot Halfling

**Class & Level:** Rogue 20

**Background:** Urchin

**Gender:** Male

**Alignment:** Chaotic Neutral

**Size:** Small

## Attacks

**Action Melee Attack name.** *Melee Weapon Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Attack name.** *Ranged* *Weapon Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Spellcasting

**Action Melee Spell Attack name.** *Melee Spell Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Spell Attack name.** *Ranged* *Spell Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Features & Traits

**Feat Name:** description.

Alert, Mobile, Skill Master, Lucky, Improved Initiative, Resilient, Observant, Skulker

**Racial Feature Name:** description.

**Skill Feature Name:** description.

## Equipment

Longsword, Leather Armor, Backpack, etc.

## Description

This is a description of your character. They have \_ colored eyes and \_ colored hair etc.
Hi no Ko

The Hi no Ko, or Fireborn, are a subrace of Ganjōna primarily found in Maguma no Kuni. Before being forced to flee their home in the Black Hills, the Hi no Ko were members of scattered tribes, frequently at war with each other. Now, most of them live in Maguma no Kuni under the Yōgankage's leadership.

## Features

In addition to Ganjōna features, Hi no Ko gain the following:

## Clans

Prior to the founding of Maguma no Kuni, the Hi no Ko people lived in clans scattered across the Black Hills.

Dākuraifu - dark life

Hi no Kusa - fire grass

Kuroi suna - black sand

Moeru Yōna Iwa - flaming rock

Mugen no Yoru - endless night

Raigeki - thundering hammer

Wareta Garasu - broken glass
Sekai

Sekai is a region of Saionnus.

## Nations

* Ki no Kuni - The Land of Wood
* Kōri no Kuni - The Land of Ice
* Kiri no Kuni - The Land of Mist
* Kaminari no Kuni - The Land of Thunder
	+ The Black Hills: Originally the homeland of the Hi no Ko.
* Kage no Kuni - The Land of Shadow
* Maguma no Kuni - The Land of Magma
* Tsuru no Kuni - The Land of Vines
Prehistoric Gardens

Prehistoric Gardens, 1495 DR

Prehistoric Gardens is a dinosaur theme park in the Jungles of Chult. It's security measures have recently failed and the employees locked the gate with everybody trapped with the rampaging dinosaurs.

## People

### Founders

* Dr. Porter: President
* Chiktikka Fastpaws: Entertainment Director
* Pikel Bouldershoulder(ex): Dinosaur Tamer
* Ivan Bouldershoulder(ex): Warden
* Charella Smokebarrel: Science Director
Child of the Gods

The novelette **Child of the Gods** was originally published in March 1972.

## Blurb

"Telzey found that being under someone else's control wasn't pleasant...  but the question was, who is controlling whom?"

-- *Analog*, Mar 1972

## Synopsis

Under the hostile control of another psi, Telzey is forced to investigate the strange goings-on at an illegal mining operation on the desert world of Mannafra.

## Characters

* Telzey Amberdon
* Alicar Troneff
* Hille
* Ceveldt
* Ponogan
* Gulhas
* Ralke
* Nessine
* Soad

## Locations

* Jadel Tower, Orado City, Orado
* Ralke Mine, Mannafra
* Mannafra Station, Mannafra

## Terminology

* Cloudsplitter
* Psychology Service
* Serine crystal
* Psi bolt
* Romango computer
* Djeel oil
* Overgovernment
* Life mask

## Online text

The story is available online at:

* Freedoors (edited by Eric Flint)

## Publication history

For a more detailed history see the Internet Speculative Fiction Database.

* *Analog*, Mar 1972
* *T'nT: Telzey & Trigger*, 2000
Oath of the Grey

***unfinished project***

These paladins walk the line between good and evil, law and chaos. Defenders of neutrality, Grey Paladins seek to maintain a constant balance of power within the world.

### Tenets of Neutrality

**Balance.** Neither good, evil, law, or chaos have more of a right to exist than the others. Any who would upset that balance need to be eliminated.

**Defense.** The untrained have an unfair disadvantage against their enemies and deserve to be defended. Innocent bystanders and common folk must be defended with your life.

**Undesirable Advocacy.** No action should be ruled out for something as simple as alignment. When one side of an argument is unfairly misrepresented, it is your duty to stand in for their defense.

**Charismatic Leadership.** At 3rd level you gain proficiency in Persuasion, Deception, and Insight. If you already have proficiency in any of these skills you may double your proficiency bonus for them.
Lamlis Hanali

Male Elf

* Description: A plain young-adult man, he tends to wear a red poncho over his likewise colored trousers and shirt. He wears his red hair up. His thin eyebrows rest above his beady blue eyes.
* Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. A friendly and beautiful Elf, he is rarely seen without a few beauties around his arms. Though a playboy in all rights, he is no lame duck.
* History: Lamlis was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. While studying, he fell in love. They married and had a son. He tends to his Blacksmith job now, and dutifully fulfills any obligations he has.
* Motivation: Wants to raise his children well.

* Occupation: Blacksmith

## Shops

### **Blacksmith:** The Bound Mace

**Location:** In a well-lit avenue of Dragonstone with guard towers. The street outside ominously quiet and empty.

**Description:** The blacksmith is a plaster two-storey building, with a blue tile roof and a large cellar. It contains a large bookshelf filled with books and a mess of tools and supplies scattered around the shop. Will kick out any non-Elf customers, including current patrons.

**Specials:**

* Shield, +1 (dmg 200) (1,471 gp)
* Armor, +1 (dmg 152) (1,466 gp)
* Glamoured Studded Leather (dmg 172) (1,817 gp)
Katherine Stanton

Female Human

* Description: This tall, slender woman wears a faded coat and loose pants complete with wide-brimmed hat. Her brown hair is heavily combed to the right. Her blue eyes peer out from beneath her wide-brimmed pastel hat.
* Personality: She considers herself the perfect lady. She makes a point to always show proper etiquette and frequently critiques the etiquette of others. She is obsessed with finding treasure.
* History: A child with a great deal of singing talent her parents made sure she got the chance to thrive. She has had some formal singing training, and achieved minor success. She now owns her own business.
* Motivation: Wants to have a good time and be beloved; and she is unsatisfied with her job

* Occupation: Armorer/City Organizer
Hagane: A-Aron

**Name:** A-Aron

**Species:** Aron

**Nature:** Hardy (+1 AC, -2 Dexterity)

**Trainer:** Hagane

**Level:** 2

**AC:** 15

**HP:** 25

* *Temp HP:* 10

**Speed:** 25 ft

**Experience:** 200

## Features

**Proficient Skills:** Athletics +2 (all others receive an additional +1)

**Saving Throws:** Constitution +3

**Vulnerabilities:** Fighting, Ground, Water

**Resistances:** Bug, Dragon, Fairy, Flying, Ice, Normal, Psychic, Rock

**Immunities:** Poison

**Senses:** Tremorsense 20ft

***Sturdy:*** When this Pokémon takes an amount of damage from a single hit that is equal or greater than half the Pokémon's maximum HP, the damage is halved.

***Rock Head:*** This Pokémon takes no recoil damage.

***Hidden Ability - Heavy Metal:*** This Pokémon is especially heavy. Once per long rest, after being targeted by an attack, it may increase its AC by 2 if it would cause an attack to miss.

## Moves

### **Harden**

* **Type:** Normal
* **Move Power:** None
* **Move Time:** 1 action
* **PP:** 15
* **Duration:** Instantaneous
* **Range:** Self

You increase your defense, adding + 1 to your AC. This effect can be stacked with multiple Harden moves, to a maximum of + 5 AC. Your AC returns to normal after combat.

### **Tackle**

* **Type:** Normal
* **Move Power:** STR/DEX
* **Move Time:** 1 action
* **PP:** 20
* **Duration:** Instantaneous
* **Range:** Melee

You rush forward and slam into an opponent. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.

*Higher Levels:* The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

### **Mud Bomb**

* **Type:** Ground
* **Move Power:** STR/DEX
* **Move Time:** 1 action
* **PP:** 5
* **Duration:** Instantaneous
* **Range:** 40ft

You throw a hard-packed mud ball at an opponent. Make a ranged attack, dealing 1d10 + MOVE ground damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target has disadvantage on its next attack roll. If activating a move that requires a save, the target(s) have advantage.

*Higher Levels:* The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

### **Metal Claw**

* **Type:** Steel
* **Move Power:** STR
* **Move Time:** 1 action
* **PP:** 10
* **Duration:** Instantaneous
* **Range:** Melee

You strike out with sharp claws. Make a melee attack roll against an opponent, doing 1d8 + MOVE steel damage on a hit. If the natural attack roll is 19 or 20, your next attack gets an additional +1 to hit.

*Higher Levels:* The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
These Are the Arts

The short story **These Are the Arts** was originally published in September 1962.

## Blurb

"Now the Seven Deadly Arts are: Music, Literature, Painting, Sculpture, Architecture, Dancing, Acting. The Mercy of God has luckily purified these once pagan inventions, and transformed them into saving instruments of grace. Yet it behooves us to examine with the utmost diligence the possible sources of evil latent in each and every one of these arts. Then we shall consider some of the special forms of sin that may develop from them. St. Chrysostom warned the faithful..." -the preacher, in Huneker's "Visionaries"

-- *The Magazine of Fantasy and Science Fiction*, Sep 1962

## Online text

The story is available online at:

## Publication history

For a more detailed history see the Internet Speculative Fiction Database.

* *The Magazine of Fantasy and Science Fiction*, Sep 1962
* *14 Great Tales of ESP*, edited by Idella Purnell Stone, 1969
* *Eternal Frontier*, 2002
Circle of Fire

*This is a Xenbox original.*

These Druids call upon the natural forces of flame and become one with the plane of fire.

**Fire Slinger.** At 2nd level, you learn the Fire Bolt cantrip. If you already know this cantrip, select another. When using the Fire Bolt cantrip, you deal 1d12 fire damage instead of 1d10 and you may add your Wisdom modifier to the damage of that spell.

**Flare Burst.** At 2nd level, you can use your reaction once per short rest to burn everyone within five feet of you. When struck by an attack, you can choose to activate your Flare Burst. Flare Burst does 2d6 fire damage to all adjacent targets, dex save halves. The damage increases as you level up: 3d6 at level 5, 4d6 at level 9, 5d6 at level 13, and 6d6 at level 17
Guild House: League of Extraordinary Dungeon Masters

This guild is for people who want to learn how to be a better Dungeon Master and for people who want to become an XDM (*Xenbox Dungeon Master*).

We primarily focus on the Xenbox School of Dungeon Mastery.

**Guildmaster:** Xen

**Apprentices:** TheGoatRyder, Perrcup, Teerad

## Locations

Questboard - Looking for a quest to throw at your players? Check out this questboard for a list of prebuilt quests.
Rival Bonus

Rival Bonus is an experimental Xenbox rule. A player may declare a rival at any point they do not exceed the maximum, which is no more than the character's proficiency bonus -1. When attacking your rival, making a skill check against them, or make a saving throw caused by them, you can add your character level to the total result. You also deal an extra amount of damage to your rival equal to your character level divided by your total number of rivals, rounded down.

## NPCs

NPCs can have a Rival Bonus, but can have no more than one rival. Instead of adding their level to their rolls, they roll attacks, skill checks, and saving throws against their rival with advantage, and add their CR to their damage against them (minimum of 1).
Old Battler

**Old Battler** is a hound owned by Pete Jeffries, a neighbor of the Masters Fishing Camp on Thursday Lake. The dog is described as "a large, surly brute with a strong strain of Airedale in its make-up, and reputedly the best trailing nose in the county." ("Greenface")

Hogan Masters borrowed the dog to track Greenface, but being asked to track a vegetable scent just confused the dog. Eventually, Old Battler got loose the night Julia Allison saw the monster. Julia escaped. The dog was not so lucky.

## In the works

Old Battler appears in the following work:

* "Greenface"
Racial Hit Die

Each character starts out with a single racial hit die, size dependent on species. Most standard races have a racial hit die of 1d6. For every +1 bonus to your Constitution score from your species or race, increase the hit die by one size. You add your constitution modifier to this hit die but do do not gain additional racial hit die as you level up.
Elanil Elassidil

**Elanil Elassidil** was a famous bard and the Herald of Elventree, holding the office of "Moonsilver" around 1367 DR. She later rose to the position of Queen of Elventree in 1395 DR after a council was held recognizing the end of the Spellplague.

## Personality

She has a ready wit but a quick temper, and keeps abreast of all goings-on in Elventree. Although reticent about speaking with strangers, she has a reputation for honesty.

Elanil is strong and confident in her abilities. She is not afraid to give her opinion on a subject, even when not asked. Usually, Elanil quickly gives historical details to support her opinions against those that did not back their opinions with similar evidence. She is able to calm all situations with a single song. Elanil has great diplomatic skill.

## History

During the Rage of Demons of 1485/1486 DR, she was worried about numerous drow arriving on the surface and, with the help of Seranolla of the Emerald Enclave and Zern Xerkstil, she hired an adventuring party to investigate the matter. From a drow prisoner she captured, Elanil discovered that the drow were fleeing Szith Morcane after a fire giant army from Maerimydra occupied the outpost. The adventurers' mission was to find and free the archmage Solom Ned'razak. Later she hired an adventuring party to face her ancestor Meira Faerenduil, now a ghost, in a false battle while disguised as Netherese in order to give peace to her spirit.

The last experience fully convinced Elanil to support political change inside Hillsfar. After gaining support from Hillsfar's Rogue's Guild, she gathered at the village called the Stop an adventuring party and hired them to infiltrate the First Lord's Midsummer Masquerade ball in order to collect intelligence about the city's leaders.

From that mission, Elanil learned of a trip by the First Lord to Yulash. However, a patrol of Red Plumes led by Malkyn Grenefeld arrived at Elventree. Elanil escaped to the Plodding Plow, in the Stop, hoping to find someone to trust and tell that vital information. She entrusted an adventuring party with the infiltration and escaped again.

Later, Elanil gathered in Sporedome as many factions as possible in order to plan an assault on Maerimydra to defeat the fire giants for good.

After the Spellplague had ended in 1395 DR, a council was held in Elventree that resulted in the change of organization to a monarchy. Lord Dessaer was set to be king until he was assassinated. Because of his murder, the new rulership went to his surviving spouce Elanil.

## Relationships

During the Rage of Demons, she was a member of the Harpers and acted as a diplomat for them.

She is a descendant of Meira Faerenduil, a knight of Myth Drannor.

She has two daughters named Serinia and Idendril, and a son named Fandar.

She was married to Lord Dessaer for 300 years before his death.
Greenest

Greenest is a thriving, successful community is the only town of of any size astride the Uldoon Trail, the most direct road between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest bring gold to the town's merchants and craftsfolk, and Governer Nighthill runs the town at the behest of the inhabitants.

The town was founded by the halfling Dharva Scatterheart, a rogue who saw herself as the queen of the Greenfields. She passed away without achieving such fame, but her town prospered and grew.  In the year 1489 DR Greenest was attacked by the blue dragon, Lennithon and the Cult of the Dragon.

The main town consists of about 90 structures, including a Keep, several manor houses, a temple, inns and taverns, as well as many shops, businesses, and stables. At market times, the main square and the greens surrounding Keep Hill are filled with stalls and vendors hawking their wares. outlying farms, orchards, and small sheep and cattle ranches comprise the rest of the town. A long, slow-moving stream, Rocky Creek, winds its way along the southern edge of Greenest, the shallow waters flowing westward. It is too narrow, winding, and shallow for water travel.

The lands around Greenest are commonly called the Greenfields; a land of gently rolling hills and light forests of deciduous trees. Some place Greenest as a Sword Coast community, others a belonging in the Western Heartlands. As a trade town, Greenest truly belongs to both and neither.

## Shops and Locations

### Taverns

The Thirsty Camel; The Rusty Breastplate, Greenest's Best Taproom; The Staggered Goat

### Supplies

Happy Dragon Trading House; Dreus & Sons Provisions; House Khalid; Market Green

### Temples

Sanctuary of the Great Mother; Waukeen's Shrine
Carrie Iathrana

Male Elf

* Description: He wears a black armored body suit, with a simple white line shooting up and back down. He carries with him a set of whips, each one with a emerald on the hilt. He only wears one on his belt and the other on his back. He sports a long black beard, and similarly colored long hair. His fierce hazel eyes like to dwell on things.
* Personality: He does not believe in betrayal or weakness as things to be tolerated. He passes on several rewards to people in need. He makes a point to leave places better than he found them.

* History: From birth he was tutored by a cruel and relentless mentor. His family was turned out during the war. He and his family wandered east to less war torn lands. Was hired to kill a Dragonstone bartender and upon doing so, found himself in the company of the previous baron. He pretended to be the bartender and after a night of drinking, the baron made him his sole crown-heir.
* Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he feels kind of lost in life
* Occupation: Assassin/Baron
Bathroom Zombie

The Bathroom Zombie is an animated halloween item made in 2016. It is a zombie sitting on a toilet with his pants lowered. He also holds a newspaper in his hands. When activated, the zombie sways back and forth and his eyes glow red as a musical version of 'the Addams Family' plays, occasionally being interrupted by the zombie farting.
Saionna

Saionna is a highly embraced and hugely favored goddess of Saionnus, so much so that the world is named after her. Fertility, family, wisdom and joy are principal elements this divine being is associated with and people tend to see her as both wise and beautiful. She is a goddess of civilization, the arts, crafts, wisdom, family, nature, and honor.

Often depicted as a Ganjōna with long golden hair. Saionna is usually worshiped through oaths and sacrifices, though her worship varies throughout the world of Saionnus.

There is no one main place for those seeking the aid or guidance of Saionna, but altars and worn symbols are a good way to show your dedication to the Prime Mother.

Worshipers are quite numerous and tend to come in the form of artists and philosophers, but none shall be excluded from the aid of this goddess. Even when the right oaths and sacrifices cannot be made.
Charella Smokebarrel

You’ll often hear Charella Mottinsleeves before you see her. Born to two forest gnome adventurers, Charella is an accomplished wizard in her own right, focusing on elemental magic.

Although, if asked, Charella will regale you with a tale from her parent’s adventures, adventuring is not the path Charella chose for herself. Keenly observant, Charella instead seems content to spend time in her lab, surrounded by scrolls and potions, engaged in the latest experiment or project she’s attending to.

Her flaxen hair is always wild as if she just popped out of bed, and her clothing is every color imaginable. With the amount of tiny woodland creatures that are all around, it’s difficult to discern if Charella does her work in a lab, or if it’s actually a petting zoo.

But you’ll always know it’s Charella when you hear a thunderous sound, which shakes buildings, kicks up a puff of dust, and rattles nearby bottles.

## Character Sheet

### **Lawful Good Gnome NPC**

Armor Class 11

Hit Points  28 (4d6 +14)

Speed 25 ft.

STR 8 (-1)
DEX 11 (+0)
CON 14 (+2)
INT 18 (+4)
WIS 12 (+1)
CHA 13 (+1)

Skills Arcana +6, History +6, Insight +3, Investigation +6
Senses Passive Perception 11
Languages Common, Gnomish
Challenge 2 (450 XP)

*Gnome Cunning.*Advantage on INT, WIS, or CHA saving throws against magic.

*Spell Casting.*Charella is a 4th level spellcaster. Her spell save DC is 14 and her spell attack bonus is +5.

Cantrips (at will): *minor illusion, dancing lights, message, ray of frost, thunderclap*
*1st level (4 slots):* expeditious retreat, find familiar, fog cloud, thunderwave, mage armor, color spray, shield

*2nd Level (3 slots):* shatter, mirror image, pyrotechnics
Goldenthrone

The palace of **Goldenthrone** served as the meeting place for the merchant princes of Port Nyanzaru and was recognized as the seat of the city's loose government. It was one of the most opulent structures in the city, rivaled only by the grander temples and the merchant princes' villas.

## Guards

An honor guard of eight Chultan gladiators was always on duty, to keep away loiterers in the daytime and thieves in the night. Goldenthrone was the best place to meet any of the merchant princes without an appointment.[1]

## History

Goldenthrone was built by an Amnian trader.

## Location

Located on Throne Hill, Goldenthrone was a regal palace of Amnian build overlooking the Bay of Chult.
Armor of Binding I

*Wondrous item, uncommon (requires attunement)*

**Cursed Body.** This armor has 3 charges, and regains 1d4-1 charges at midnight. When you are hit with a melee attack, you can expend a charge and force a DC 11 Constitution saving throw onto the creature. On a failed save, the creature becomes paralyzed for 1 minute.
Serinia

## Serinia Elassidil

**Seranolla the Whisperer** is an agent of the Emerald Enclave and the Queen's Bow of Elventree.

## Activities

Serinia took care of the Hall of the Unicorn, the local temple to Mielikki, until she took the position of Queen's Bow.

## History

During the Rage of Demons, she helped her mother Elanil Elassidil to bring peace to the spirit of her ancestor, Meira Faerenduil. At the same time, she was worried about her friend, the treant Brightleaf, who had sent no news for a while.

## Personality

Serinia is a nervous individual. She does not like the company of other people, preferring to spend time with small animals. Although she hides her fears well when the call of duty requires it.

## Relationship

Her mother's name is Elanil Elassidil. She also has a sister named Idendril and a brother named Fandar. Her father's name was Dessaer.

She has two gnomish best friends named Seranolla and Yavendel.
Spidersilk Rope

Spidersilk rope, made from giant spider silk, is sturdier and finer than any other type of rope. This rope has 6 hit points and can be burst with a DC 25 Strength check. It is incredibly supple and slightly adhesive, and thus provides a +2 circumstance bonus on Use Rope checks and on Climb checks to climb the rope.

An average spidersilk rope costs 50 gp, weighs 5 lb. and is 50 feet long.
Bael Ashaia

**Bael Ashaia,** formally Bael An Ashok, was the tiefling shopkeeper of the Grand Emporium in Neverwinter in 1480 DR. After marrying Raelis Ashaia they moved to Port Nyanzaru where they opened a cannabis dispensary named Jungle Fever.

## Personality

He usually gave advice to adventurers new to the city

## History

After the success of Jungle Fever, the merchant lords made Ashaia a noble house.

## Relationships

He's married to Raelis Ashaia and had a son with her named Mörag. They have two other children.
Character Sheet

Pregen Library

## Attacks

**Action Melee Attack name.** *Melee Weapon Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Attack name.** *Ranged* *Weapon Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Spellcasting

**Action Melee Spell Attack name.** *Melee Spell Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Spell Attack name.** *Ranged* *Spell Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Features & Traits

**Feat Name:** description.

**Racial Feature Name:** description.

**Skill Feature Name:** description.

## Equipment

Longsword, Leather Armor, Backpack, etc.

## Description

This is a description of your character. They have \_ colored eyes and \_ colored hair etc.
Loyalty

Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the other members of the party (even those he or she doesn’t particularly like). An NPC party member who is abused or ignored is likely to abandon or betray the party, whereas an NPC who owes a life debt to the characters or shares their goals might fight to the death for them. Loyalty can be roleplayed or represented by this rule.

### Loyalty Score

An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum loyalty score is equal to the highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes— perhaps a character dies or leaves the group—adjust the NPC’s loyalty score accordingly.

## Tracking Loyalty

Keep track of an NPC’s loyalty score in secret so that the players won’t know for sure whether an NPC party member is loyal or disloyal (even if the NPC is currently under a player’s control).

An NPC’s loyalty score increases by 1d4 if other party members help the NPC achieve a goal tied to its bond. Likewise, an NPC’s loyalty score increases by 1d4 if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC’s loyalty score can never be raised above its maximum.

When other party members act in a manner that runs counter to the NPC’s alignment or bond, reduce the NPC’s loyalty score by 1d4. Reduce the NPC’s
loyalty score by 2d4 if the character is abused, misled, or endangered by other party members for purely selfish reasons.

An NPC whose loyalty score drops to 0 is no longer loyal to the party and might part ways with them. A loyalty score can never drop below 0.

An NPC with a loyalty score of 10 or higher risks life and limb to help fellow party members. If the NPC’s loyalty score is between 1 and 10, its loyalty is tenuous.
An NPC whose loyalty drops to 0 no longer acts in the party’s best interests. The disloyal NPC either leaves the party (attacking characters who attempt to intervene) or works in secret to bring about the party’s downfall.
Speak with Animals

*1st-level divination*
 Range
 Components
 Duration

Although limited by the intelligence of the beast, you can understand and speak with beasts. You learn about the beast's experiences over the last day, as well as local places and creatures.

If your DM allows, the beast may also complete a small task for you, if you can successfully convince it to do so.
Potion of Growth

*Potion, uncommon*

When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Gond

**Gond** (pronounced: /ˈgɑːnd/ *GAHND*[8][3]), the **Lord of All Smiths**, was an intermediate deity of craft and smithwork, whose faith was the state religion of Lantan. The church of Gond was tolerated across Faerûn and members were found in both good- and evil-aligned human populations. He had an increasing following in rock gnomecommunities.[9] In Durpar, Estagund, and Var the Golden, he was known as **Zionil**, patron of craftfolk, inventors and creators.[10]

Gond was accepted among the gnomish pantheon as **Nebelun** the meddler, though a small gnomish cult believed that Nebelun was a separate deity.

## Worshippers

The heart of Gond's church was the High Holy Crafthouse of Inspiration in the city of Illul in Lantan. This monastery was run by Danactar the High Artificer, Most Holy Servant of Gond. Danactar was the highest-ranking mortal cleric of Gond; he was the supreme voice in ecclesiastical matters and he served in Lantan's ruling council, the Ayrorch. The church of Gond consisted mostly of wandering clerics who traveled from settlement to settlement, finding work as artisans and engineers. Settling in one area was only encouraged in centers of innovation that warranted constant observation, such as Zhentil Keep, Waterdeep, Athkatla, and Suzail. The church encouraged wealth, as it demonstrated the benefits of following Gond. As they traveled, clerics took samples of any inventions they discovered and assisted innovators they encountered, filing regular reports to their superiors.[*citation needed*]

Temples to Gond were imposing, boxy stone structures surrounded by porticoes. The only internal decorations were sprawling exhibits of items, some of historical interest, some representing the latest work of master crafters. The central altar consisted of a massive anvil surrounded by spinning cogs in a giant machine. Backrooms consisted of workshops.[*citation needed*]

Clerics of Gond had a unique dress. They wore saffron robes, sashes that held tools, and sun hats.[13] They had great belts of large linked medallion ringlets. In north Faerûn, they served rural communities as tinkerers, carpenters, and civil engineers. All clerics of Gond kept a journal in which they wrote down ideas for inventions to be worked on and contemplated. Journals kept by wandering priests were given to temples they visited. Their notes were recorded and added to the temple library for everyone to gain insight from.[14]

The center of Gondite religion was the High House of Wonders in Baldur's Gate. The cities' faithful also built a great museum, the Hall of Wonders, to display Gondite inventions.[13]

The church of Mystra opposed Gond's, believing he held technology above magic; in truth, Gond viewed magic as a tool to further his creativity. Merchants cultivated relationships with Gond's clergy in the hope of profiting from trading in Gondar inventions. Periodically, an invention of the followers of Gond would have an adverse economic effect, resulting in hostility from other faiths
Celestial Wolf

When men and women swear the Oath of the Wolf and become a Wolf of Valor, they agree to forever guard the Wolves, even after death. After a Wolf of Valor has been slain, their spirit takes the form of a Celestial Wolf.

*Medium beast, neutral good*

**Armor Class** 13 (Natural Armor)

**Hit Points** 11 (2d8 + 2)

**Speed** 40 ft.

**Skills** Perception +3, Stealth +4

**Damage Resistances** Acid, Cold, Lightning

**Senses** Darkvision 60 ft., Passive Perception 13

**Languages** --

**Challenge** 1 (200 XP)

## Abilities

**Keen Hearing and Smell.** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Pack Tactics.** The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

**Bite.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

**Divine Smite.** One per day when you hit a creature with a melee weapon attack, you can deal 2d8 radiant damage to the target, in addition to the weapon's damage.
Andraste Raethran

Female Elf

* Description: Wearing a closed helm and plate, one would not know what she was had she not made sure her armor was more form fitting than normal. Outside of the suit she is dressed in an above average manner. She keeps her long white hair kept up in a rat tail. Her green eyes show the wear and tear of someone lonely with a great burden to carry.
* Personality: Overbrimming with self-confidence, Andraste isn't afraid of most anything. She has a strong dislike to people who do not believe in Elven unity. She is however nostalgic and wants to reunite with her old comrades. She has some compunction and patriotism and will work for the government before all other clients.
* History: Andraste was born into a poor family. Growing up, she dreamt of becoming a Wizard, to bring honor to her family’s name. When she came of age, she applied for a position with her town's local guard, looking to work her way up via merit and eventually become a Wizard in service of a powerful lord somewhere. She was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. Some 6 years later her spouse died after the birth of her daughter. Heartbroken, Andraste never married again. Instead she focused her life to raising her daughter whom she trained as her mother had trained her before.
* Motivation: She's attracted to the PC; and she feels the way she acts is they only way to get by in the world
* Occupation: Mayor
Light

*Evocation cantrip*
 Range
 Components
 Duration

Touch an object no larger than 10 feet in any dimension. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You choose the color. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, it must pass a saving throw to avoid the spell.
GM Tips

GM Tips is a 55-episode YouTube series hosted by Geek & Sundry. It started with Matthew Mercer as the host, but it now it is hosted by Satine Phoenix.

## Episode 1

   In this episode of GM Tips, Matthew Mercer discusses how to build combat encounters.

.

.

.

.

.

## Episode 2

In this episode of GM Tips, Matthew Mercer talks about how to create NPCs for your games.

.

.

.

.

.

## Episode 3

In this episode of GM Tips, Matthew Mercer talks about how deal with the unexpected moments of your games.

.

.

.

.

.

## Episode 4

In this episode of GM Tips, Matthew Mercer talks about how to create social encounters.

.

.

.

.

.

## Episode 5

In this episode of GM Tips, Matthew Mercer talks about how to bend the rules for the sake of a good story.

.

.

.

.

.

## Episode 6

In this episode of GM Tips, Matthew Mercer talks about appropriate table manners and things to discuss at session 0.

.

.

.

.

.
Birel Lathalas

Female Elf

* Description: This woman prefers to wear grey pants and tee shirts. She is muscular with a powerful set of arms. She wears her hair in dreadlocks. Her brown eyes dart from person to person to random spaces in the air.
* Personality: Birel speaks confidently about a variety of topics with grace. She is clearly well-traveled and educated. She spends most of her days drinking in the Inn, the rowdiest and most dangerous establishment in town. There she gambles, wrestles and listens to stories told by travelers.
* History: She was born in a small island village. Her father was very strict, and drilled into her lessons on being the perfect lady. She has never given up on her poetry dream.

* Motivation: Several ex partners dislike her way of doing things and want revenge; and a need for knowledge about a nearby landmark
* Occupation: Crown-Heir/Minister of Commerce
Circus Tamer

As a Circus Tamer, you and your companion travel the lands making a living off of your act. You learn to incorporate normal performances into everyday life and combat.

**Proficiencies:** You gain proficiency in a number of instruments or circus attractions equal to your Charisma modifier.

**Parlor Trick:** At 3rd level you and your animal companion perform together in harmony. When you make a performance check with your animal companion, you both do so with advantage. In addition, people are inclined to pay you extra money for your performances up to the DM's discretion.

**Deceptive Maneuver:** At 5th level, you and your animal companion have learned to feint movements in battle, making it harder to be hit. When you are not wearing armor, you can add your Charisma modifier to your armor class.

**Fire Eater:** At 7th level, you can use a bottle of alcohol and a torch to make a breath attack. You exhale fire in a 5-foot cone. Each creature in that area must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Constitution modifier, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. At 17th level the cone extends to 10 feet.

**Trained Tumble:** At 11th level, your animal companion can make a performance check vs the target's athletics or acrobatics to knock the target prone.

**Great Renown:** At 15th level you and your animal companion are well known pretty much everywhere you go. All NPCs start one level friendlier when meeting you and you have advantage on all performance checks.

**Pocket Circus:** At 18th level you've acquired your own circus! Though it is small. You gain a tiny handheld circus toy that is actually a pocket dimension. You and a number of creatures equal to your Tamer level + your Charisma modifier. Creatures in the Pocket Circus do not need to eat or drink, and there is a livable atmosphere inside.
Backgrounds

## Every Story Has a Beginning

Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character’s identity.

The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

## Proficiencies

* Each background gives a character proficiency in two skills.
* Skills are described in chapter 7 of the PHB.
* In addition, most backgrounds give a character proficiency with one or more tools.
* Tools are detailed in chapter 5 of the PHB.
* If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

## Languages

* Some backgrounds also allow characters to learn additional languages beyond those given by race.

## Equipment

* Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coins on gear, you do not receive the starting equipment from your background.

## Suggested Characteristics

* A background contains suggested personal characteristics based on your background.
* You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

## Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coins on gear as described in chapter 5. (If you spend coins, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your DM to create one.

## List of Backgrounds

An "AL Extra" refers to content that was not released in the source listed. Rather, it was created and introduced by the Adventurers League. While they are still legal backgrounds, you may wish to check with your DM before using any of them.

Additionally, any source that starts with "PS" is part of the [Shift|Plane Shift] series and is not inherently allowed. As always, please check with your DM before using it.