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# D&D Campaign — Planescape / Deck of Many Things
This repository contains a Planescape D&D 5e campaign being documented for publication.
## Repository Structure
- **`Deck of Many Things.md`** — The main campaign document (~160 pages). This is the publication manuscript.
- **Everything else** — Working notes, scribbles, and reference material for the campaign's current state of play. Not part of the publication.
## Setting
The campaign is set in **Sigil** (the City of Doors) and surrounding Planescape locations, including the town of **St. Parnas**. It centers on the **Deck of Many Things** — a man named **Green** has been running a scheme where he recruits people to draw cards, taking a cut of wishes and gems while pawning off the risks.
**Tymora**, goddess of Good Luck, is watching the situation with concern. The Deck is being used far more than it historically has, and nobody knows why it isn't vanishing.
## Key NPCs
- **Rennick** — Fraternity of Order employee (Casino Investigator & Theoretical Fortunologist). Has discovered something dangerous, is in hiding from Crow and the Xaositects. Has asked the party for help.
- **Crow** — An Incantifer (aberration wizard) hunting Rennick. Uses spell constructs (Fire, Divination, Movement, Defense) each with 80 HP.
- **Sergei Pavel** — Xaositect Bariaur Fighter LV4, also hunting Rennick. Travels with Jinn. Claims to be president of the Xaositects.
- **Jinn** — Xaositect Water Genasi, Sergei's companion. Doesn't know what she knows until she tries. Skills and spells randomized daily.
- **Rico Sparks** — Tout (information broker). Planetouched human with static electricity. Charges 5GP per conversation, first one's free.
- **Lada** — Halfling Priestess of Tymora, Theoretical Fortunologist. Connected to Rennick.
- **Rackle** — "The Punching Bag." Drew three terrible cards (Euryale, Ruin, Rogue). Lives in an abandoned watchtower near St. Parnas.
- **Green** — Runs the Deck of Many Things operation.
- **Tom (Timon Pherenikos)** — Fraternity of Order courthouse receptionist, half-Oread.
- **Mr. Thorne (Darius Thorne)** — Owner of Skyledge.
- **Jakarta** — Costume and set designer.
## Key Creatures
- **Sasuko-y-Saso** — Beholder-kin allied with or connected to the story.
- **Kekele** — Aaracokra Battle Master Fighter LV5, party ally or NPC.
- **Pig** — A giant with three stat blocks (Sick/Recovering/Fully Healed).
- **Ant colony** — Worker, Soldier, and Queen ants with stat blocks.
- **Goblins** — A goblin crew in a casino (Grylla the priest-leader, Snurk the warlock, six goblin fighters).
## Factions
- **Fraternity of Order** — Lawful bureaucratic faction. Rennick works for them. Known for absurd paperwork.
- **Xaositects** — Chaos faction. Sergei and Jinn are members. Hostile to Rennick's ability to predict random events.
- **Harmonium** — Law enforcement in Sigil.
- **Incantifers** — Powerful, dangerous wizards. Crow is one.
## Working Notes (not for publication)
- **Character/NPC files** — `crow.md`, `kekele.md`, `sasuko.md`, `Reggie Drum, 4th Level Fighter.md`
- **Session prep** — `Next Session.md`, `Rennick_s Messages_.md`
- **Location/encounter files** — `The Punching Bag.md` (Rackle's story), `Fraternity Forms.md` (bureaucratic props), `shops.md` (magic item shop inventories)
- **Stat blocks** — `Creature Stat Blocks.md` (ants, Pig, Sisters, etc.)
- **Visual assets** — `cards/` and `faded/` (Deck card images), `Scrolls/` (prop scrolls as SVG/PDF), `dungeon-map.svg/png`, `Steel Door.png`, `Elar Mossbrow.webp`
- **Docx files** — Word versions of several markdown files
## How to Help
When assisting with this campaign:
- Use **D&D 5th Edition** rules unless told otherwise.
- Maintain consistency with established NPCs, factions, and lore described above.
- Planescape slang is used in-world (berk, cutter, blood, the Cage, etc.).
- Stat blocks should follow the formatting conventions already used in the existing files.
- The campaign has a mix of humor (bureaucratic absurdity, quirky NPCs) and serious plot (powerful artifacts, assassination threats).
- The DM values creative, flavorful content over mechanical optimization.

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```
================================================================================
FRATERNITY OF ORDER — DEPARTMENT OF CASINO REGULATION — FORM CM1-228
REQUEST BY CASINO FOR INITIAL CONSULTATION FOR
ACQUISITION OF CERTIFICATE OF FAIR PLAY
================================================================================
1. REGISTERED TAX ID NUMBER [___________] [ ] Planar [ ] Transitive
2. DATE OF INCORPORATION [___-___/_/____]
3. CERTIFYING AUTHORITY [__________________________________________________]
4. CASINO LAND PLOT TOROIDAL COORDINATES [___-____.___/____.__]
5. LIST ALL GAMES OF CHANCE, GAMES OF SKILL, AND HYBRID GAMES:
[_________________________________________________________________________]
[_________________________________________________________________________]
6. HOUSE EDGE Declared: [________] % Observed: [________] %
(Observed field to be completed by the Fraternity of Order)
7. SUPERNATURAL INFLUENCES ON GAMING OUTCOMES
Supernatural Influence Statistical Offset Ratio Deviance
---------------------------- -------------------------- ----------
[__________________________] [________________________] [________]
[__________________________] [________________________] [________]
[__________________________] [________________________] [________]
8. NUMBER OF GAMING IMPLEMENTS CURRENTLY IN ROTATION
Dice: [______] Cards: [______] Imp Bones: [______] Wheels: [______]
Other (specify): [_________________________________]
9a. HAS THIS CASINO EVER BEEN ACCUSED OF CHEATING?
[ ] No [ ] Yes [ ] Pending [ ] Retroactively Yes
9b. HAS THIS CASINO EVER BEEN CONVICTED OF CHEATING?
[ ] No [ ] Yes [ ] Pending [ ] Retroactively Yes
9c. HAS THIS CASINO EVER ADMITTED TO CHEATING?
[ ] No [ ] Yes [ ] Pending [ ] Retroactively Yes
9d. HAS THIS CASINO EVER CHEATED?
[ ] No [ ] Yes [ ] Pending [ ] Retroactively Yes
10. DISPUTE ARBITRATION PREFERENCE
[ ] Civil Hearing
[ ] Modron Arbitration
[ ] Trial by Precedent
11. OPTIONAL SERVICES
[ ] Expedited Processing (500 gp, non-refundable, non-binding)
[ ] Translation Services (50 gp) Language: [______________________]
[ ] Document Disposal (1 gp)
12. SIGNATURE OF AUTHORIZED CASINO REPRESENTATIVE
Signature: [___________________________] Date: [___________]
Name (Print): [_________________________] Title: [___________]
--------------------------------------------------------------------------------
FOR FRATERNITY OF ORDER USE ONLY
Application Status: [ ] Incomplete [ ] Returned [ ] Misfiled [ ] Under Review
Assigned Clerk: [___________] Sub-Office: [___________] Stamp: [ ]
--------------------------------------------------------------------------------
IMPORTANT NOTICES AND STATUTORY DISCLAIMERS (READ IN FULL)
A. Submission of this document does not constitute an application, request,
petition, inquiry, or guarantee of consultation. Documents deemed improper,
incomplete, excessive, or contextually inappropriate may be returned,
retained, or archived without notice.
B. All fields must be completed. If a field is not applicable, the applicant
must enter "N/A" and complete Form NAA-44 (Statement of Non-Applicability).
Failure to do so renders this document void.
C. Any false, misleading, speculative, paradoxical, or retroactively inaccurate
statement constitutes a material violation of Fraternity of Order Code
S17.4(c), irrespective of intent, awareness, or causal displacement.
D. Declared values may be compared against observed values. Discrepancies
exceeding acceptable variance thresholds shall be presumed intentional
unless demonstrated to be mathematically impossible. Impossibility does not
preclude enforcement.
E. "Supernatural Influence" includes, but is not limited to: deities, demigods,
fiends, celestials, inevitables, modrons, probability anomalies, curses,
blessings, fate effects, narrative causality, observer bias, and planar
drift.
F. Selection of Modron Arbitration constitutes acceptance of all rulings,
determinations, pre-determinations, and pre-recorded outcomes, whether
delivered before, during, or after proceedings.
G. Expedited Processing expedites internal handling only. It does not affect
evaluation priority, approval likelihood, accuracy, impartiality, or
outcome.
H. Improperly filed documents may be reclassified, reassigned, or archived
under unrelated docket numbers at the discretion of the reviewing clerk.
I. Submission of this document constitutes consent to audits past, present,
future, alternate, hypothetical, counterfactual, and conditionally
impossible.
J. Appeals must be filed within ten (10) business days of notification.
Notification is deemed to occur when a duly authorized clerk reasonably
concludes that notice was provided.
================================================================================
FRATERNITY OF ORDER — PERSONNEL OVERSIGHT AND CONTINUITY OFFICE — FORM XP3-907
REQUEST FOR TEMPORARY ABSENCE DUE TO
CREDIBLE THREAT TO LIFE
================================================================================
1. EMPLOYEE NAME [_Rennick_______________________________]
2. EMPLOYEE IDENTIFICATION NUMBER [_6_0_5_3_7_1___________________________]
3. DEPARTMENT / DIVISION [_Department_of_Casino_Regulation________]
4. POSITION TITLE [_Casino_Investigator_and_Theoretical____]
[_Fortunologist__________________________]
5. REASON LIFE IS THREATENED [_Discovery_of_Dangerous_Technology______]
(Concise, factual, non-emotive statement required)
6. KNOWN INDIVIDUALS / ORGANIZATIONS CAUSING THREAT
[_Sergei_Pavel,_Xaositect_(possibly_other_Xaositects)___________________]
[_Crow,_Incantifer______________________________________________________]
[_______________________________________________________________________]
(List all confirmed, suspected, or statistically probable sources)
7. NATURE OF THREAT
[X] Physical Harm
[X] Assassination
[ ] Planar Displacement
[X] Enslavement
[ ] Other: [___________________________]
8. INTENDED PLACE OF HIDING
[_______________________________________________________________________]
[X] Location Classified (see Form CL-11, not attached)
9. EXPECTED DURATION OF ABSENCE [________] days [X] Indefinite
10. ARE YOU EXPECTING TO BE PAID DURING THIS PERIOD?
[X] Yes (Standard)
[ ] Yes (Hazard Adjusted)
[ ] No
[ ] To Be Determined Retroactively
11. PERSON DELEGATED TO HANDLE YOUR MAIL
Name: [_Bob_____________________________________________________________]
12. TRANSFER OF ONGOING CASES AND RESPONSIBILITIES
[X] Complete
[ ] Partial (explain): [________________________________________________]
[ ] Not Applicable
13. COMMUNICATION PREFERENCE DURING ABSENCE
[X] No Contact
[ ] Emergency Only
[ ] Written Correspondence
[ ] Messages via Intermediary
14. PERSONS THAT SHOULD BE ASSISTED IN FINDING YOU
[_Lada,_Halfling_Priestess_of_Tymora,_Theoretical_Fortunologist_________]
[_______________________________________________________________________]
15. ACKNOWLEDGMENT OF OBLIGATIONS
[X] I acknowledge that failure to return at the stated time may result
in disciplinary review, reclassification, or posthumous notation.
16. EMPLOYEE SIGNATURE
Signature: [_Rennick________] Date: [_I_207882______]
--------------------------------------------------------------------------------
FOR FRATERNITY OF ORDER USE ONLY
Threat Credibility Assessment:
[ ] Minimal [ ] Moderate [X] Severe [ ] Statistically Inevitable
Protective Leave Authorized:
[X] Yes [ ] Yes (Conditional) [ ] Deferred [ ] Denied
Authorizing Official:
Name: [_Hazel_Senjen__________________________]
Title: [_Section_Chief,_Casino_Regulation_______]
--------------------------------------------------------------------------------
IMPORTANT NOTICES
A. Protective Leave does not imply endorsement of employee conclusions.
B. Classification of location does not exempt the employee from recall,
audit, or subpoena.
C. Compensation determinations may be revised upon employee return,
non-return, or death.
D. Failure to correctly identify threats does not invalidate this request,
but may affect subsequent liability determinations.
================================================================================
FRATERNITY OF ORDER — OFFICE OF ETHICAL COMPLIANCE AND RECUSAL — FORM COI-441
AUTHORIZATION TO VISIT PLACE OF BUSINESS
DESPITE REGULATORY CONFLICT OF INTEREST
================================================================================
1. EMPLOYEE NAME [_Rennick_______________________________]
2. EMPLOYEE IDENTIFICATION NUMBER [_6_0_5_3_7_1___________________________]
3. DEPARTMENT / DIVISION [_Department_of_Casino_Regulation________]
4. POSITION TITLE [_Casino_Investigator_and_Theoretical____]
[_Fortunologist__________________________]
5. PLACE OF BUSINESS TO BE VISITED [_The_Golden_Hoard______________________]
6. PURPOSE OF VISIT
(Select all that apply)
[ ] Personal
[X] Informational
[ ] Social
[X] Logistical
[ ] Other (specify): [_________________________________]
7. CERTIFICATION OF NON-REGULATORY INTENT
I certify that I will not, during this visit, engage in:
[X] Inspection
[X] Audit
[X] Advisory Commentary
[X] Enforcement Action
[X] Informal Guidance
[X] Retroactive Interpretation
8. EXPECTED DURATION ON PREMISES [_2_] hours
9. DISCLOSURE OF POTENTIAL BENEFIT
(Include favors, debts, or future expectations)
[_Show_producer_may_have_information_which_may_pertain_to_my_safety______]
10. RECUSAL ACKNOWLEDGMENT
[X] I acknowledge that this visit may require temporary or permanent
recusal from regulatory decisions involving this entity.
11. EMPLOYEE SIGNATURE
Signature: [_Rennick________] Date: [_I_207880______]
--------------------------------------------------------------------------------
FOR FRATERNITY OF ORDER USE ONLY
Conflict Severity Assessment:
[ ] Negligible [ ] Manageable [X] Significant [ ] Structurally Unavoidable
Authorization Status:
[ ] Approved
[X] Approved with Conditions (see attached)
[ ] Deferred Pending Review
[ ] Denied
Conditions Imposed (if any):
[_Recusal_from_future_regulatory_operations_____________________________]
Authorizing Official:
Name: [_Bob___________________________________________]
Title: [_Personnel_Officer,_Casino_Regulation___________]
--------------------------------------------------------------------------------
IMPORTANT NOTICES AND DISCLOSURES
A. Approval of this form does not constitute a waiver of ethical standards.
B. Any regulatory action taken during or after the visit will be presumed
influenced unless proven otherwise by clear documentation.
C. Failure to disclose material benefits, including information or protection,
constitutes a violation of Fraternity of Order Ethics Code S9.2.
D. This authorization is a matter of public record and may be reviewed,
audited, or cited in unrelated proceedings.
E. Revocation of authorization may occur retroactively.
```

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Incantifer, Crow, may be spying right now! I'm hiding. If I emerge, he
finds me, and I die. Say nothing! Cast sending again.
When I emerge, Crow will attack. To survive, I must prepare. Tried to
obtain powerful allies, weapons. Failed. Will you help?
Do not fight Crow! Research strengths, weaknesses. Choose spells
carefully. Raid my stash. Buy the right equipment. Hire mercs from
Ysgard. When prepared, contact me.

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Mr. Thorne (Darius Thorne), owner of Skyledge.
Jakarta, costume and set designer.
Casino: “The Golden Sword at Skyledge”

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for file in \
balance.png beast.png bricklayer.png comet.png cripple.png donjon.png euryale.png fates.png flames.png fool.png \
gem.png idiot.png jester.png key.png knight.png leper.png moon.png owl.png rogue.png ruin.png skull.png \
star.png sun.png talons.png throne.png tiger.png vizier.png void.png
do
sepia="${file%.png}_sepia.png"
blend="${file%.png}_blend.png"
# Step 1: Create rich brown sepia version using grayscale + fill + tint
# magick.exe convert "$file" -colorspace Gray -fill "#704214" -tint 80 "$sepia"
magick.exe convert "$sepia" "$file" -compose blend -define compose:args=40,60 -composite "$blend"
done

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# Usage: bash fixone.sh input.png 60,40
input="$1"
blend_ratio="$2"
sepia="${input%.png}_sepia.png"
output="${input%.png}_blend.png"
# Step 2: Blend sepia with original using specified ratio
magick.exe convert "$sepia" "$input" -compose blend -define compose:args=$blend_ratio -composite "$output"

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# Usage: bash fixone.sh input.png 60,40
input="$1"
blend_ratio="$2"
sepia="${input%.png}_sepia.png"
output="${input%.png}_blend.png"
# Step 2: Blend sepia with original using specified ratio
magick.exe convert "$sepia" "$input" -compose blend -define compose:args=$blend_ratio -composite "$output"

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# Crow's Encounter — Stat Blocks
---
## Crow (The Wizard)
*9th Level Conjurer*
**Subclass Features:**
- Conjuration Savant (2nd) — half time/gold to copy conjuration spells
- Minor Conjuration (2nd) — conjure inanimate object up to 10lbs as an action, lasts 1hr
- Benign Transposition (6th) — action: teleport 30ft OR swap with willing creature within 30ft; recharges after casting any 1st+ level conjuration spell (primary escape mechanic)
**Spell Slots:** 4 / 3 / 3 / 3 / 1
**Spells:**
- L1: Puppet - instant, 120ft, move humanoid 5ft + drop item, CON save (self-movement when physically frail)
- L1: Ice Knife - instant, 120ft, 1d10 piercing (hit) + 2d6 cold in 5ft radius (miss), DEX save for half cold [Conjuration]
- L2: Cloud of Daggers* - concentration 1min, 120ft, 5ft cube, 4d4 slashing on enter/start turn [Conjuration]
- L3: Fly* - concentration 10min, touch, fly speed 60ft (emergency self-movement if Movement Construct is down)
- L3: Stinking Cloud* - concentration 10min, 60ft, 20ft radius, poisoned while inside, CON save each turn to end [Conjuration]
- L4: Stoneskin* - concentration 1hr, touch, resistance to nonmagical physical damage (fallback defense when sphere is down)
- L4: Dimension Door - instant, 500ft, teleport self + 1 willing creature (nuclear option — constructs enter homing mode, stop fighting, move toward new position) [Conjuration]
- L4: Polymorph* - concentration 1hr, 120ft, single-target control
- L4: Evard's Black Tentacles* - concentration 1min, 120ft, 20ft square, 3d6 bludgeoning + restrained on entry/start, difficult terrain, DEX save, STR/DEX check to escape [Conjuration]
- L5: TBD
*Note: Benign Transposition replaces Misty Step as Crow's primary escape. Strategy layers: (1) Normal — inside Otiluke's sphere, constructs fight. (2) Sphere down — constructs recast OR Movement Construct casts Fly on Crow. (3) Grappled while exposed — Benign Transposition (action, no movement required). (4) Extreme emergency — Dimension Door.*
---
## Construct 1 — Fire
*Specialization: Fire*
**Spells:**
- C: Fire Bolt - 120ft, 1d10 fire, ranged spell attack
- C: Create Bonfire* - concentration 1min, 60ft, 5ft cube, 1d8 fire on entry/start turn, DEX save
- L1: Burning Hands - instant, 15ft cone, 3d6 fire, DEX save
- L1: Hellish Rebuke - reaction (when damaged), 60ft, 2d10 fire, DEX save
- L2: Heat Metal* - concentration 1min, 60ft, 2d8 fire initially then bonus action 2d8/round, disadvantage on attacks/checks
- L2: Aganazzar's Scorcher - instant, 30ft line (5ft wide), 3d8 fire, DEX save
- L3: Fireball - instant, 150ft, 20ft radius, 8d6 fire, DEX save
- L3: Melf's Minute Meteors* - concentration 10min, self, create 6 meteors, bonus action launch 1-2 per round, 5ft radius each, 2d6 fire, DEX save
- L4: Wall of Fire* - concentration 1min, 120ft, 20ft high × 60ft long × 1ft thick wall OR 10ft radius × 20ft high cylinder, 5d8 fire on one side, 2d8 when passing through, DEX save
---
## Construct 2 — Movement / Teleport
*Specialization: Movement & Teleportation*
**Spells:**
- C: Mage Hand* - concentration 1min, 30ft, spectral hand, 10lb capacity
- C: Gust - instant, 30ft, push 5ft OR disperse gas/move light object
- L1: Puppet (UA) - instant, 120ft, humanoid target, move 5ft + drop item, CON save
- L1: Catapult - instant, 60ft, 1-5lb object becomes projectile, 3d8 bludgeon, DEX save
- L2: Misty Step - bonus action, instant, self, teleport 30ft
- L2: Vortex Warp - instant, 90ft, teleport creature 90ft, CHA save if unwilling
- L2: Immovable Object - instant, touch, fix object (10lbs) in place 1hr, designated creatures can still move it, STR check vs spell save DC to move (upcasts to 4th: DC+5, 24hrs)
- L3: Fly* - concentration 10min, touch, fly speed 60ft
- L3: Slow* - concentration 1min, 120ft, 40ft cube up to 6 targets, half speed/AC/attacks, WIS save
- L4: Dimension Door - instant, 500ft, teleport self + 1 willing creature
---
## Construct 3 — Force / Barrier
*Specialization: Force & Barrier*
**Spells:**
- C: TBD
- C: TBD
- L1: Magic Missile - instant, 120ft, 1d4+1 force per missile, 3 missiles base, auto-hit (upcasts to +1 missile per slot)
- L1: Shield - reaction (when hit), instant, self, +5 AC until start of next turn
- L1: Magnify Gravity - instant, 60ft, 10ft radius, 2d8 force + half speed until end of next turn, CON save (upcasts +1d8 per slot)
- L2: Spiritual Weapon - bonus action to cast/move/attack, 60ft, spectral weapon, 2d8+spellcasting mod force damage, NOT concentration
- L3: Pulse Wave - instant, self, 30ft cone, 6d6 force, push or pull 15ft, CON save
- L4: Otiluke's Resilient Sphere* - concentration 1min, 30ft, 10ft diameter sphere, nothing passes through, DEX save to avoid (has 2 slots for this spell)
*Note: No 2nd-level spells. Magic Missile and Magnify Gravity can be upcast into open higher slots. Primary role: cast Otiluke's on Crow round 1 and maintain concentration. All other spells are non-concentration backups for if the sphere goes down.*
---
## Construct 4 — Divination / Mental
*Specialization: Divination & Psychic*
**Spells:**
- C: Vicious Mockery - instant, 60ft, 1d4 psychic + disadvantage on next attack, WIS save
- L1: Dissonant Whispers - instant, 60ft, 3d6 psychic, target uses reaction to flee away, WIS save
- L1: Detect Magic* - concentration 10min, self, sense magic within 30ft
- L1: Command - instant, 60ft, one-word command, target obeys on next turn, WIS save
- L2: Mind Spike* - concentration 1hr, 60ft, 3d8 psychic, always know target's location on fail, can't hide/benefit from invisibility, WIS save
- L2: Detect Thoughts* - concentration 1min, self, read surface thoughts within 30ft, probe deeper with WIS save
- L2: See Invisibility* - 1hr, self, see invisible creatures/objects
- L2: Locate Object* - concentration 10min, self, sense direction to object within 1000ft
- L3: Antagonize - instant, 60ft, 4d4 psychic + target uses reaction to melee attack ally of your choice, WIS save
- L3: Hypnotic Pattern* - concentration 1min, 120ft, 30ft cube, charmed + incapacitated (can't move/act), breaks on damage, WIS save
- L3: Dispel Magic - instant, 120ft, end one spell (auto if 3rd level or lower, ability check if higher)
- L3: Counterspell - reaction (when a creature casts a spell), 60ft, auto-cancel if 3rd level or lower, ability check if higher
- L4: Greater Invisibility* - concentration 1min, touch, target (or self) is invisible for duration
- L4: Arcane Eye* - concentration 1hr, 30ft, invisible magical eye, fly 30ft, see through it
- L4: Crow's Lingering Clairvoyance* - concentration 4hrs, 1 mile, invisible sensor sees/hears (custom spell, homebrew extension of Clairvoyance)
*Note: Detect Magic, Detect Thoughts, Locate Object, and Crow's Lingering Clairvoyance are out-of-combat spying tools. In combat, Mind Spike is the primary concentration spell.*
---

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## Queen Ant
Large beast (spellcaster), lawful neutral
Armor Class 14\
Hit Points 68 (8d10 + 24)\
Speed 30 ft., climb 20 ft., burrow 5 ft.
STR 12 (+1)DEX 10 (+0)CON 16 (+3) INT 16 (+3)WIS 14 (+2)CHA 16 (+3)
Skills Arcana +5, Insight +4, Nature +5, Persuasion +5\
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12\
Languages — (telepathic antennae-signal to ants)\
Challenge 3 (700 XP)
Spellcasting. The Queen is a 5th-level spellcaster (Intelligence, DC 13,
+5 to hit). She knows:
- Cantrips (at will): *Guidance, Mending, Resistance*
- 1st level (4 slots): *Shield, Mage Armor, Detect Magic*
- 2nd level (3 slots): *Mirror Image, Web*
- 3rd level (2 slots): *Counterspell, Hypnotic Pattern\
> *
Traits
- Telepathic Link (Ants Only). Can communicate with any ant within 120
> ft.
- Commanding Presence. Allied ants within 30 ft. have advantage on
> saves vs. fear.
- Nonviolent Focus. The Queen avoids fighting, relying on magic to
> defend or pacify.

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## Soldier Ant
Medium beast, lawful neutral
Armor Class 15 (natural armor)\
Hit Points 45 (6d8 + 18)\
Speed 40 ft., climb 30 ft., burrow 10 ft.
STR 16 (+3)DEX 12 (+1)CON 16 (+3) INT 9 (1)WIS 12 (+1)CHA 6 (2)
Skills Perception +3\
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13\
Languages —\
Challenge 1 (200 XP)
Traits
- Sticky Resin Spray (Recharge 56). Same as Worker Ant.
- Mandibles. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
> target. *Hit:* 11 (2d6 + 3) slashing damage.
- Coordinated Assault. If an ally is adjacent to the target, add +1d6
> damage to the attack.
- Hive Discipline. Immune to being charmed or frightened while another
> ant is within 60 ft.

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## Worker Ant
Small beast, lawful neutral
Armor Class 12\
Hit Points 9 (2d6 + 2)\
Speed 30 ft., climb 30 ft., burrow 10 ft.
STR 10 (+0)DEX 14 (+2)CON 12 (+1) INT 8 (1)WIS 12 (+1)CHA 6 (2)
Skills Athletics +2, Perception +3\
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13\
Languages — (nonverbal antennae-based communication)\
Challenge 1/8 (25 XP)
Traits
- Sticky Resin Spray (Recharge 56). The ant sprays a 10-foot square
> within 30 ft. It becomes difficult terrain for non-ants. Non-ants
> entering or starting their turn there must succeed on a DC 13
> Strength save or become Restrained (escape DC 13). Lasts 1 minute.
- Seal Passage (Recharge 6). The ant blocks a 5-ft passage with a
> crude wall (AC 10, 20 HP, vulnerable to fire/bludgeoning). Counts
> as full cover. Ants can bypass it freely.
- Protect the Soldier (Reaction). When a nearby Soldier drops to 10 HP
> or is about to fall, a Worker may interpose itself to take the
> hit. If the Soldier survives, two Workers drag it 15 ft. away,
> avoiding opportunity attacks.
- Noncombatant. Worker ants do not attack and flee or hide when
> threatened.

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# Kekele - Aaracokra Battle Master Fighter (Level 5)
**Race/Class:** Aaracokra Fighter (Battle Master) 5
**Size/Speed:** Medium | 25 ft., fly 50 ft.
**Ability Scores:** STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)
**Armor Class:** 16 (mithral chain shirt + Defense fighting style)
**Hit Points:** 42 (5d10 + 10)
**Initiative:** +2
**Proficiency Bonus:** +3
**Saving Throws:** STR +6, DEX +2, CON +5, INT +0, WIS +1, CHA -1
**Proficient Skills:** Acrobatics +5, Athletics +6, Perception +4
## Attacks (2 per turn)
**Longsword (Melee):** +6 to hit, reach 5 ft., one target
*Hit:* 1d8+3 slashing damage (1d10+3 if used two-handed)
**Talons (Unarmed Strike - Racial):** +6 to hit, reach 5 ft., one target
*Hit:* 1d4+3 slashing damage
**Longbow (Ranged):** +5 to hit, range 150/600 ft., one target
*Hit:* 1d8+2 piercing damage
## Special Abilities
**Action Surge:** Once per short rest, take an additional action on his turn (4 attacks in one round).
**Second Wind:** Once per short rest, use bonus action to regain 1d10+5 hit points.
## Battle Master:
4 times per short rest, may make one of these maneuvers:
1. **Precision Attack** - Use if you miss an attack. Add d8 to attack roll (can turn miss into hit)
2. **Riposte** - When an enemy misses you with melee attack, use reaction to make melee attack and add d8 to damage
3. **Trip Attack** - Add d8 to damage, target makes Str save DC14 or is knocked prone
4. **Menacing Attack** - Add d8 to damage, target makes Wis save DC14 or is frightened until end of your next turn
## Equipment
- Mithral chain shirt (allows flight, AC 16 with Defense fighting style)
- Longsword
- Longbow and quiver of arrows

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## Lada, Priestess of Tymora (Level 4 NPC).
Small humanoid (halfling).\
AC 15 (chain shirt, shield). HP 36 (8d8). Speed 25 ft.\
STR 8 (1), DEX 14 (+2), CON 12 (+1), INT 18(+4), WIS 16 (+3), CHA
9(-1).\
Proficiency +2.
Halfling Nimbleness. Can move through the space of any creature larger
than her.
Spellcasting:
> Spellcasting ability Wisdom (spell save DC 13, spell attack +5).\
> Cantrips: sacred flame.\
> 1st level (4 slots): bless, cure wounds.\
> 2nd level (3 slots): lesser restoration, prayer of healing, spiritual
> weapon
Dagger. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4+2) piercing damage.
Equipment: Chain shirt, shield bearing Tymoras symbol, mace, holy
symbol.

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## Pig - Fully Healed
Huge Giant, Chaotic Evil (or neutral, depending on your take)
Armor Class 14 (natural armor)\
Hit Points 140 (15d12 + 60)\
Speed 40 ft.
STR 30 (+10) DEX 8 (-1) CON 26 (+8) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
Skills Athletics +14\
Senses darkvision 60 ft., passive Perception 9\
Languages Giant
Challenge 9 (5,000 XP)
ACTIONS\
Multiattack. Pig makes three melee attacks: one with his greatclub and
two with his punch.\
Greatclub. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 38 (5d8 + 10) bludgeoning damage.\
Punch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24
(3d10 + 10) bludgeoning damage.

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## Pig - Recovering
Large Giant, Chaotic Evil (or neutral, depending on your take)
Armor Class 13 (natural armor)\
Hit Points 80 (10d10 + 30)\
Speed 40 ft.
STR 22 (+6) DEX 8 (-1) CON 16 (+3) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
Skills Athletics +9\
Senses darkvision 60 ft., passive Perception 9\
Languages Giant
Challenge 4 (1,100 XP)
ACTIONS\
Multiattack. Pig makes two melee attacks: one with his greatclub and one
with his punch.\
Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
23 (3d8 + 6) bludgeoning damage.\
Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17
(2d10 + 6) bludgeoning damage.

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## Pig - Sick
Large Giant, Chaotic Evil (or neutral, depending on your take)
Armor Class 11 (natural armor)\
Hit Points 60 (8d10 + 20)\
Speed 40 ft.
STR 16 (+3) DEX 8 (-1) CON 14 (+2) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
Skills Athletics +6\
Senses darkvision 60 ft., passive Perception 9\
Languages Giant
Challenge 2 (450 XP)
ACTIONS
Multiattack. Pig makes two melee attacks: one with his greatclub and one
with his punch.\
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
17 (2d8 + 3) bludgeoning damage.\
Punch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
(1d10 + 3) bludgeoning damage.

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## Courthouse Receptionist Timon “Tom” Pherenikos - Son of Oread+Human
Tom appears mostly human. However, his Oread heritage has left him with
a few unusual traits:
- Calm and patient, slow to anger. This is what got him the job as a
> receptionist.
- Smells slightly of earth.
- Heavier than usual for a person of medium size.
- Faintly earth-elemental-aligned for those who can detect it.
Tom doesnt mess around with his responsibilities. He doesnt allow
people to bypass the system. However, he is surprisingly patient with
people who try. For example, if you argue with him and try to pressure
him to let you through, he wont, but hell be really patient, and hell
explain why he cant.
If you use magic on Tom, he cant resist: hes zero-level. For example,
a simple “Charm Person” would succeed in bending him to your will.
However, the Fraternity has silent alarm systems in place to detect the
use of magic in the courthouse, and moments later youll be facing a
Harmonium patrol.
The Harmonium is used to outsiders trying simple spells like “Charm
Person” in the courthouse - it happens all the time. As long as you were
nonviolent, theyll just take you outside, give you a stern talking to,
and let you off with a warning the first time you try it. The leader of
the patrol is actually a little sympathetic: he too finds the
bureaucracy to be exasperating, but the rules are the rules.
Tom doesnt have that many friends: hes a little socially awkward. If
you are nice to him, hell start to like you and open up. At that point,
he might actually start helping you. He wont help you to break the
rules, but he will help you to properly comply with the rules. He might
provide some assistance in filling out forms properly. Of course, he
wont do this if hes busy.

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# Sasuko-y-Saso, Beholder-Kin
**Armor Class** 15 (natural armor)
**Hit Points** 60 (11d8 + 11)
**Speed** 0 ft., fly 30 ft. (hover)
**Stats** Str 8 (-1), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 15 (+2), Cha 14 (+2)
**Saving Throws** Str +2, Dex +5, Con +4, Int +6, Wis +5, Cha +5
**Skills** Perception +8
## Traits
**Antimagic Cone.** The central eye creates a 90-foot cone of antimagic. At the start of each of its turns, the beholder-kin decides which way the cone faces and whether the cone is active. The area works against the beholder-kin's own eye rays.
## Actions
**Bite.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage.
**Eye Rays.** The beholder-kin shoots two of the following magical eye rays. Range on all rays is 90ft.
1. **Telekinetic Ray.** The target must succeed on a DC 14 Strength saving throw or be moved up to 30 feet in any direction. The beholder-kin can also target an object weighing up to 300 pounds that isn't being worn or carried.
2. **Slow Ray.** The target must succeed on a DC 14 Wisdom saving throw or have its speed halved and disadvantage on Dexterity saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. **Enervation Ray.** The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points.
4. **Blinding Ray.** The target must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one.
6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."

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## The Goblins in the Casino
***Grylla, Goblin Priest-Leader***. Small humanoid (goblinoid),
neutral.\
AC 16 (scale mail, shield). HP 55 (10d8+10). Speed 30 ft.\
STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 11
(+0).\
Saving Throws Wis +5, Con +3. Skills Insight +5, Medicine +5, Religion
+3, Survival +5.\
Senses darkvision 60 ft., passive Perception 13. Languages Common,
Goblin. CR approx. 3.
Traits: Nimble Escape (bonus action Disengage or Hide).\
Spellcasting: 5th-level cleric of **Yondalla** (pragmatic survival
aspect). Spellcasting ability Wisdom (DC 13, +5).\
Cantrips: guidance, sacred flame, thaumaturgy.\
1st (4): bless, cure wounds, command, sanctuary.\
2nd (3): aid, spiritual weapon, lesser restoration.\
3rd (2): spirit guardians (appears as protective goblin ancestors).
Actions: Mace +4 to hit, 1d6 bludgeoning.\
Bonus Action: Spiritual Weapon (1d8+3 force).
***Snurk, Goblin Warlock***. Small humanoid (goblinoid), neutral.\
AC 15 (leather, Dex). HP 44 (8d8+8). Speed 30 ft.\
STR 8 (1), DEX 16 (+3), CON 12 (+1), INT 13 (+1), WIS 10 (+0), CHA 16
(+3).\
Saving Throws Wis +2, Cha +5. Skills Arcana +3, Deception +5, Stealth
+5.\
Senses darkvision 60 ft., passive Perception 10. Languages Common,
Goblin. CR approx. 2.
Traits: Nimble Escape.\
Spellcasting: 5th-level warlock, patron **The Great Old One** (Planar
Whisperer). Spell save DC 13, +5 to hit.\
Cantrips: eldritch blast (2 beams), mage hand, minor illusion.\
Spells Known (2 slots, level 3): hex, armor of Agathys, hold person,
misty step.\
Invocations: Agonizing Blast, Mask of Many Faces.
Actions: Dagger +5 to hit, 1d4+3 piercing; Eldritch Blast +5, 1d10+3
force per beam.
***Six Goblin Fighters***: Brix, Kella, Murg, Tosk, Vree, Zan. Small
humanoid (goblinoid), neutral.\
AC 15 (studded leather, shield). HP 27 each (5d8+5). Speed 30 ft.\
STR 14 (+2), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 8
(1).\
Saving Throws Dex +4. Skills Athletics +4, Stealth +4.\
Senses darkvision 60 ft., passive Perception 10. Languages Common,
Goblin. CR 1/2 each.
Traits: Nimble Escape. Pack Tactics (advantage if ally adjacent to
target).
Actions: Multiattack (2 attacks).\
Scimitar +4 to hit, 1d6+2 slashing.\
Javelin +4 to hit (30/120), 1d6+2 piercing.

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## Tout Rico Sparks - Planetouched Human Rogue LV4.
Rico is brash, loud, smiles a lot, and gesticulates a lot. His favorite
gesture is finger guns. He uses planescape slang *heavily*, and he also
uses “baby” a lot.
Rico looks like a completely bald (alopecia) human male, with literal
static electricity sparks jumping from him more or less constantly.
Touching him produces an uncomfortable zap. If asked about where this
comes from, he says, “that information costs more than you can pay,
baby!”
Rico calls himself a "drug dealer," and he says, "Touts provide easy
access to information, and easy access to information is a drug. It
makes you lazy, it makes you stop trying to solve problems for yourself.
Soon you'll find yourself calling me because you need me to tell you how
to tie your shoes. That's my income stream, baby! Addicts who cant stop
calling me to tell them what to do every minute of the day.”
Ricos price structure is simple: it costs 5GP to have a conversation
with Rico. First conversations free, baby, like any good drug dealer!
During a conversation, he will gladly answer all the questions you have,
as long as he knows the answer off the top of his head. Rico knows a lot
about whats going on around the city, and he has good general knowledge
about many subjects, but hes not a database of all information in the
universe. If you ask something that requires research, hes willing to
do research, but he charges 10GP per hour, sometimes more, depending on
the challenge level. If you ask Rico for information that might put Rico
in danger, then thats a hard no.
Rico will usually drop by every couple of days to see if you have any
questions. If Rico isnt around and you have a question, you can call
for him. Calling for him costs 10GP extra, and it usually takes 2 or so
hours for him to arrive. If you want emergency service, 30GP and hell
arrive quickly. To call, just talk to any tout that you see and let them
know you need to talk to Rico Sparks.
Rico expects loyalty from his customers, meaning you do business with
Rico, not with some other tout. However, he makes allowances if you just
have a 30-second question like “wheres a good cheese shop” and Ricos
not around - in that case, its okay to ask another tout. Of course,
expect the other tout to charge you 1GP or so for the service.

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## Xaositect Jinn - Female Tiefling Unknown Class LV4.
Jinn believes that nobody really knows anything. Believes that our
memories are too fallible to know whether any given thing that weve
learned is accurate. She also believes that the universe is
fundamentally unknowable. Asking Jinn questions is a giant waste of
time, it either elicits a shrug or a speech about how nobody knows
anything.
Jinn is a decent woman, willing to help in general. If somebody clearly
needs help, Jinn will step up without being asked.
Jinn doesnt know what she knows how to do until she tries. On different
days, she knows different skills. She can also cast spells. On different
days, she knows different spells. See her stat block.
Jinn usually goes along quietly with whatever dumb thing Sergei wants to
do. She will keep quiet until Sergeis pointless random approach to
problem solving drives her crazy, at which point she will finally lose
patience and start yelling. When yelling, she knows things. When she
stops yelling, she goes back to not knowing anything. Sometimes she will
intervene by solving a problem she had no idea she knew how to solve.
Jinn has no opinion about Rennick. She does not believe that she knows
enough about Rennick, or Rennicks invention, to have a strong opinion.
However, she is basically a decent person, and if she sees Rennick
acting reasonable, then she will have no hostility toward him.
> Jinn, Water Genasi, Unknown Class LV 4.
>
> AC 13. HP 38 (7d8+7). Speed 30 ft., swim 30 ft.\
> STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA
> 14 (+2).\
> Saving Throws Str +0, Dex +4, Con +1, Int +1, Wis +1, Cha +4.
>
> Skills: Varies (see below)
>
> Amphibious: can breathe air and water.
>
> Spellcasting:
>
> 4th-level spellcaster. Spellcasting ability Charisma. Spell save DC
> 12, spell attack +4.
>
> Spell slots: 1st (3), 2nd (2).
>
> Each day, each 1st- or 2nd-level spell has a 33% chance to be known.
>
> Spells of all classes, divine and arcane, are possible.
>
> Skills: Each day, each skill has a 33% chance to be proficient.
> Proficient skills +6; otherwise +1.
>
> Dagger +4 to hit, melee or ranged (20/60 ft), 1d4+2 piercing.\
> Equipment: Dagger, mismatched clothing, xaositect trinkets.

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