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# The Ten Artifacts
All artifacts are six-foot-tall staves, each topped with a different symbol. Each has a powerful defensive spell.
Staves have written summaries right on them.
## Protection from Energies
You have resistance to acid, cold, fire, lightning, and
thunder.
## Fire Shield
When somebody hits you with a melee attack, they take
3D8 fire damage.
## Stoneskin
You have resistance to bludgeoning, piercing, and slashing.
## Blinking
Every round, as a bonus action, you can teleport
up to 20 feet.
## Counterspell
As a reaction, you may block a spell. If the spell
is 3rd level or lower, it is blocked. If it is 4th
level or higher, you must roll 10 + level on an INT
check.
## Invisibility
You are invisible while you carry this staff, to all
nonmagical forms of sight.
## Haste
Your speed is doubled, you gain a +2 bonus to AC,
you have advantage on DEX saving throws, and you gain
an additional attack per turn (one standard attack
with one weapon).
## Healing
Every round, at the start of your turn, you gain 6 hit
points.
## All-Seeing
You can see everything in a 500 foot radius, even if your
line of sight is blocked, even if the thing is invisible.
This does not allow you to see underground.
## Gigantism
Your size and height are tripled. You gain temporary hit
points equal to your max hit points. Your damage with
strength based attacks is doubled. Your movement speed
is doubled. Temporary hit points return after 1 minute of
no combat.

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# Artifacts Game Arena
The arena is divided into geographic regions, each with a
simple puzzle that reveals an artifact or vault.
## The Lake
A lake about 500ft across. In the center is a small island
(20ft diameter) with a sandy beach, a palm tree, and two
lounge chairs. If two people sit in the chairs
simultaneously, a vault rises from the sand.
## The Frozen Pond and Cave
A shallow frozen pond surrounded by dead trees. A glowing
object is visible under the ice. Breaking the ice reveals a
magical light. Adjacent to the pond is a cave filled with
magical darkness that can't be dispelled. The light from the
pond cuts through it. At the back of the cave system is an
artifact: **Invisibility** — You are invisible while you
carry this staff, to all nonmagical forms of sight.
## The Bell Tower
A crumbling stone tower with a bell at the top. Ringing the
bell causes a compartment to open, revealing an artifact:
**Counterspell** — As a reaction, you may block a spell. If
the spell is 3rd level or lower, it is blocked. If it is 4th
level or higher, you must roll 10 + level on an INT check.
Once rung, the bell keeps ringing loudly for 3 minutes.
## The Hedge Maze
A small hedge maze, maybe 100ft across. Not difficult to
solve. The center contains a stone crypt with a small plate
beneath the doorknob showing a fingerprint. Scattered
throughout the maze are statue body parts. The statue's
hands have matching fingerprints, but the fingers are curled
inward. Assemble the statue and it animates, places its
finger on the plate, and opens the door, revealing an
artifact: **Blinking** — Every round, as a bonus action, you
can teleport up to 20 feet.
## The Hot Springs
A series of steaming pools, 20ft deep, crystal clear. The
water is warm and pleasant. At the bottom of the pools are
tunnels connected to a central chamber. The tunnels are
quite long: getting there and back without water breathing
is not feasible. The chamber has an artifact on a raised
dais: **Protection from Energies** — You have resistance to
acid, cold, fire, lightning, and thunder.
## The Windmill
On top of a large hill, an old windmill. To get it turning
again, you'll first need to unjam the gears, which contain a
large wrench. Then, you'll need to check the millstones,
which have been glued together with some sort of strong
adhesive - acid will dissolve it. Once you do both these
things, the mill is free to turn. Any wind magic works. You
can also do it by brute force: make a STR check DC25. Up to
three people can shove at the same time: if they do, make up
to three DC25 checks, and if any of them succeed, the
windmill turns. When it turns, a mechanism reveals an
artifact: **Haste** — Your speed is doubled, you gain a +2
bonus to AC, you have advantage on DEX saving throws, and
you gain an additional attack per turn (one standard attack
with one weapon).
## The Campfire
A clearing with an unlit campfire, pre-stacked with wood.
Get it roaring hot, which takes about 5 minutes without magic
(you can do it a lot faster with a fireball), and a vault
will rise up in the center of the fire. Putting an artifact
into the vault without taking damage requires ingenuity or
fire resistance.
## The Orchard
A grove of fruit trees. One tree is much larger than the
rest, with an artifact lodged high in its branches (about
40ft up): **Healing** — Every round, at the start of your
turn, you gain 6 hit points. The trunk is smooth and
branchless for the first 20ft — climbing requires a DC 15
Athletics check or creative problem-solving.
## The Graveyard
Inside a wooded area full of dead trees and mist,
a small graveyard with six headstones and a mausoleum. On
the mausoleum door are the words, "Rest in Peace my Lady,
Lover of Poetry." Each headstone bears one line of a poem.
The lines are in random order. Reciting the poem in the
correct order at the door opens the mausoleum, revealing a
vault inside.
In clockwise order around the mausoleum:
* And all the roses withered where she lay
* A lady fair who loved the morning sun
* That she may hear the poetry once more
* But shadows crept and stole her from the day
* Recite this verse and open wide this door
* Would dance among the roses, every one
The correct order is:
1. A lady fair who loved the morning sun
2. Would dance among the roses, every one
3. But shadows crept and stole her from the day
4. And all the roses withered where she lay
5. Recite this verse and open wide this door
6. That she may hear the poetry once more
## The Statue Garden
Deep inside a field of large boulders, an array of lifelike
stone statues frozen mid-dance. Play music and they come
alive and dance in pairs — but one statue has no partner.
Dance with the partnerless statue: Performance check DC 20.
Get the steps right and your feet press a series of buttons
on the ground, causing a pedestal to rise with an artifact:
**Fire Shield** — When somebody hits you with a melee
attack, they take 3D8 fire damage.
## The Underground Lake
A cavern filled with water. Swimming in the water are all
manner of aggressive fish. The ceiling and walls are
dripping with water and algae and is quite slimy, even
"spider climb" won't make you stick. On the far bank are a
bunch of aggressive crabs. The PCs will have to decide
whether to cross in the water (requires dealing with the
fish), or crossing by some other means which may avoid the
fish, and whether to send the whole party or just part of
it. Beyond the crabs is a short passage leading to a dais
with an artifact: **Stoneskin** — You have resistance to
bludgeoning, piercing, and slashing.
> Swarm of Razor Fish (3 swarms in the lake)
>
> AC 13. HP 28 (8d8-8). Speed 0 ft, swim 40 ft.\
> STR 10 (+0), DEX 16 (+3), CON 9 (-1), INT 1 (-5), WIS 7 (-2), CHA 1 (-5).\
> Saving Throws Str +0, Dex +3, Con -1, Int -5, Wis -2, Cha -5
>
> Swarm: can occupy another creature's space. Resistance to bludgeoning, piercing, slashing. Immune to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned.\
> Blood Frenzy: advantage on melee attacks against any creature that doesn't have all its HP.\
> Water Breathing: can only breathe underwater.
>
> Biting Swarm: +5 to hit, reach 0 ft (creatures in swarm's space), 2d6 piercing (or 1d6 if swarm is below half HP).
> Giant Crab (6 crabs on the far bank)
>
> AC 15 (natural armor). HP 19 (3d8+6). Speed 30 ft, swim 30 ft.\
> STR 14 (+2), DEX 12 (+1), CON 14 (+2), INT 1 (-5), WIS 9 (-1), CHA 3 (-4).\
> Saving Throws Str +2, Dex +1, Con +2, Int -5, Wis -1, Cha -4\
> Skills: Stealth +3.
>
> Amphibious: can breathe air and water.
>
> Multiattack (2 claw attacks):\
> Claw +4 to hit, reach 5 ft, 1d6+2 bludgeoning and target is grappled (escape DC 12).
## The Crystal Chamber
A cavern studded with glowing crystals. In the center, an
artifact is suspended inside a large formation that looks
like crystal but close inspection reveals to be thick glass.
It's impervious to weapons. A handle on the wall releases a
flood of ice-cold water directly onto the glass. Heat the
glass (fire magic, torches, etc.) then hit it with the cold
water — the thermal shock cracks it. A few cycles and it
shatters, releasing the artifact: **All-Seeing** — You can
see everything in a 500 foot radius, even if your line of
sight is blocked, even if the thing is invisible. This does
not allow you to see underground.
## The Chasm
A deep underground chasm, 40ft across and 200ft deep.
Hanging from the ceiling are rusted chains. Swing across on
one — each swing requires a DEX check DC 12 to grab the next
chain (failure leaves you dangling), and each chain breaks
on a roll of 1 on a d6. It takes 3 chains to cross. If a
chain breaks, more chains are draped across the chasm at
various depths — DEX save DC 15 to catch one on the way
down. Take 2d6 bludgeoning from the impact. Then you have to
figure out how to get back up. On the far side is a huge
lever. The whole party must climb onto it — it takes their
combined weight to depress it, causing a compartment in the
wall to open, revealing an artifact: **Gigantism** — Your
size and height are tripled. You gain temporary hit points
equal to your max hit points. Your damage with strength
based attacks is doubled. Your movement speed is doubled.
Temporary hit points return after 1 minute of no combat.
# Empty Biomes
## The Meadow (above ground)
A wide open grassy field with wildflowers. Good visibility
in all directions — you can see other teams coming. A herd
of elk graze here. They're not hostile unless provoked.
> Elk (6 in the herd)
>
> AC 10. HP 13 (2d10+2). Speed 50 ft.\
> STR 16 (+3), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 6 (-2).\
> Saving Throws Str +3, Dex +0, Con +1, Int -4, Wis +0, Cha -2
>
> Charge: after moving 20 ft straight, first melee hit deals +2d6 damage.\
> Ram +5 to hit, reach 5 ft, 1d6+3 bludgeoning.\
> Hooves +5 to hit, reach 5 ft, 2d4+3 bludgeoning.
## The Ruins (above ground)
Crumbling stone walls and collapsed buildings. Good for
hiding and ambushes. A few giant rats nest in the rubble.
Among the ruins, crude stairs lead down to the Bone Pit —
the entrance to the underground areas.
> Giant Rat (4 in the ruins)
>
> AC 12. HP 7 (2d6). Speed 30 ft.\
> STR 7 (-2), DEX 15 (+2), CON 11 (+0), INT 2 (-4), WIS 10 (+0), CHA 4 (-3).\
> Saving Throws Str -2, Dex +2, Con +0, Int -4, Wis +0, Cha -3
>
> Pack Tactics: advantage on attack rolls if an ally is within 5 ft of the target.\
> Bite +4 to hit, reach 5 ft, 1d4+2 piercing.
## The Bamboo Forest (above ground)
Dense bamboo, 30ft tall. Hard to see more than 10ft in any
direction. Paths crisscross through it. A territorial giant
snake lives here.
> Giant Constrictor Snake
>
> AC 12. HP 60 (8d12+8). Speed 30 ft, swim 30 ft.\
> STR 19 (+4), DEX 14 (+2), CON 12 (+1), INT 1 (-5), WIS 10 (+0), CHA 3 (-4).\
> Saving Throws Str +4, Dex +2, Con +1, Int -5, Wis +0, Cha -4\
> Skills: Perception +2.
>
> Bite +6 to hit, reach 10 ft, 2d6+4 piercing.\
> Constrict +6 to hit, reach 5 ft, 2d8+4 bludgeoning and target is grappled (escape DC 14). While grappled, target is restrained and snake can't constrict another target.
## The Swamp (above ground)
Knee-deep murky water, twisted trees, thick fog. Difficult
terrain throughout. Swarms of insects buzz everywhere —
annoying but not dangerous.
## The Thornwood (above ground)
A patch of dense, thorny bushes and gnarled trees. Moving
through it without following the narrow paths costs 1d4
piercing per round. A family of wild boars roots around in
here.
> Wild Boar (3 in the thornwood)
>
> AC 11 (natural armor). HP 11 (2d8+2). Speed 40 ft.\
> STR 13 (+1), DEX 11 (+0), CON 12 (+1), INT 2 (-4), WIS 9 (-1), CHA 5 (-3).\
> Saving Throws Str +1, Dex +0, Con +1, Int -4, Wis -1, Cha -3
>
> Charge: after moving 20 ft straight, first melee hit deals +1d6 damage and target must make STR save DC 11 or be knocked prone.\
> Relentless (1/day): if reduced to 0 HP by damage that doesn't kill outright, drop to 1 HP instead.\
> Tusk +3 to hit, reach 5 ft, 1d6+1 slashing.
## The Fungal Tunnel (below ground)
A long winding tunnel carpeted with bioluminescent fungi.
The air is thick with spores — CON save DC 10 each minute or
sneeze loudly, giving away your position.
## The Bone Pit (below ground)
A cavern littered with old bones. Skeletons occasionally
animate — one or two at a time, not a serious threat, just a
nuisance.
> Skeleton
>
> AC 13 (armor scraps). HP 13 (2d8+4). Speed 30 ft.\
> STR 10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8 (-1), CHA 5 (-3).\
> Saving Throws Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -3
>
> Vulnerable to bludgeoning. Immune to poison, exhaustion.\
> Shortsword +4 to hit, reach 5 ft, 1d6+2 piercing.\
> Shortbow +4 to hit, range 80/320, 1d6+2 piercing.
## The Echo Hall (below ground)
A long, high-ceilinged cavern where every sound echoes and
amplifies. Whispers carry hundreds of feet. Useful for
eavesdropping on other teams, but your own conversations
carry just as far.
## The Lava Tubes (below ground)
A network of smooth, winding tunnels formed by ancient lava.
Warm but not dangerous. Multiple exits make it a good
shortcut between areas, but it's easy to get turned around.

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# Game of Artifacts
This is the game of artifacts. The game involves three
teams competing to find the most artifacts within the arena.
There are two ways to obtain artifacts:
- find an artifact hidden in the arena
- force another team to drop an artifact
Artifacts are enchanted to be resistant to most spells.
That includes spells like "locate object." Therefore,
finding artifacts will usually take some time.
Taking artifacts from other teams usually requires force.
Force should be used only when needed, in a spirit of good
sportsmanship.
## Victory Condition
There are ten artifacts. The goal of the game is to collect
four of them. Artifacts are counted when they are deposited
into vaults.
There are three vaults scattered throughout the arena. You
must find them. You may use any vault to deposit an
artifact. Once an artifact is deposited in a vault, it is
counted.
The victory condition is simple: when a team deposits its
fourth artifact, the game is over and the team wins.
## Limitations on the Use of Force
If two teams come face-to-face and one of them possesses an
artifact, then the two teams may fight for possession
of the artifact. Either team may use deadly force.
If neither team possesses an artifact, then neither deadly
force nor non-lethal force is allowed. No fighting. You
may not cast spells on each other unless the other gives
permission.
If you are dangerously close to death, shout, "I'm down!"
Once you do, nobody may use force against you. You must stop
fighting. You must fall to your hands and knees as soon as
you are physically able, to emphasize that you are down. The
only things you are allowed to do when down are heal
yourself, receive healing, crawl to safety, and evade or
block stray attacks. Even if healed, you may not reenter the
fight.
You cannot carry an artifact while down. Shouting "I'm down"
while carrying an artifact will cause the artifact to
fall from your grip, with all that entails.
After the fight ends, anyone who is down can get back up and
rejoin their team. They are no longer down.
These are the major violence-violations that can occur:
* Fighting when no artifact is at stake
* Attacking somebody who is down
* Fighting when you're supposedly down
Any of these violations will result in penalties.
Penalties include debuffs, time-outs, teleportation, or in
the worst cases, expulsion. It is entirely up to our
referees to decide what penalty to apply. In general, they
will take into account the amount of force, the degree to
which the violation was intentional, and any mitigating
factors.
The arena may contain monsters. You may always use violence
against monsters. Monsters can be distinguished from
opponents by the lack of clothing: players always have
clothing or armor or both. You may not strip completely
naked to make yourself look like a monster.
You may use violence against inanimate objects in the
arena. You may break down doors, smash chests, topple
buildings, and in general reshape the arena as you please.
## Teleportation
Teleportation is when your entire team is teleported to a
random location in the arena. All team members are
teleported, even if your team is scattered prior to
teleportation. All team members arrive at the destination
together.
When your team is teleported, all artifacts that your team
is carrying are left behind. Such artifacts fall to the
ground. Teleportation always results in the loss of all
artifacts carried by the team!
The following conditions will trigger teleportation:
* If any team member loses their grip on an artifact.
* If any team member loses consciousness or appears to be dying.
* If a team member carrying an artifact shouts, "I'm down!"
* If any team member shouts, "teleport us!"
In addition, illegal use of violence may be punished by
teleportation, at the referee's discretion.
After teleportation, you no longer carry any artifacts. The
rules of the game dictate that when you are not carrying
artifacts, you are safe from violence. Therefore,
teleportation always teleports you to safety.
## Holding Artifacts
An artifact must be picked up by an individual. From that
point, that individual must maintain a grip on the artifact.
If that individual ever lets go, the entire team will
teleport, and the artifact will be lost. It is not possible
to pass an artifact to a different teammate.
You can deposit artifacts at vaults. When you do, you will
obviously let go of the artifact, which means you will
teleport. However, the artifact will permanently count
toward your score from that point forward.
There is no limit on the number of artifacts you may
carry at a time. However, carrying multiple relics is
very risky, if something forces you to teleport, you
will drop *all* the artifacts.
Carriers must hold artifacts with one of the following:
- Hands.
- Feet.
- Mouth.
- Big Nose.
- Tentacles.
- Prehensile Tail.
Special dispensation may be made for contestants who do not
have any of these.
You may move an artifact from your left hand to your right,
or otherwise shift your grip. You must maintain a grip at
all times, though.
## Healing and Resurrection
If any of your team members is injured, it is up to your
team to heal them. However, in an emergency, you can request
healing from our referees in exchange for the loss of one
artifact. Such artifacts will be re-hidden in the arena. If
you have no artifacts, you can still obtain emergency
healing.
If it appears that one of your team members is dying, our
referees may take it upon themselves to heal that team
member without your approval. If they do, an artifact will
be taken from your team. To avoid this outcome, make sure
to heal your team members promptly before they reach dire
circumstances.
This arena is located underneath Valhalla. As such,
Valhallan rules apply: if you die on the field of battle,
fighting with honor, courage, and determination, you will be
resurrected at the end of the battle. However, such
resurrection comes at a cost, imposed by the Norse gods, not
by our organization. This is beyond our control. Avoid
death.
## Communication
Communication between players is explicitly allowed. You
may taunt, persuade, negotiate, deceive, seduce, confuse, or
in general, say or communicate anything you want to your
teammates and opponents.
You may use magic or atypical means to communicate with your
opponents. For example, you can use translation spells,
long-distance communication spells, telepathy, interpretive
dance, and the like.
If your communication does more than just communicate, for
example, if it charms, ensorcels, or does psychic damage,
then it is governed by the rules on the use of force.
Offering out-of-game money or favors in exchange for
advantage in the game is disallowed.
## Losing Artifacts in Vaults
For the most part, once an artifact has been deposited in a
vault, that artifact is scored for your team permanently.
There are only two ways that a deposited artifact can be
lost.
One is to commit a severe misuse of violence and be
sanctioned by the referees. There are a number of lesser
punishments that the referees will generally try before
resorting to this extreme. These include: debuffs like
weakness or slow, time outs on the sidelines, or
teleportation which causes the loss of carried artifacts.
Only if a team persists in deliberate wrongdoing would an
artifact be removed from a vault.
The other way to lose a deposited artifact is to reach the
brink of death, and be rescued by the referees, which costs
one artifact. Generally, this requires negligence. If a
member of your team drops unconscious, you will all be
teleported to safety. This gives you a chance to heal your
own people. Only if you fail to care for your own teammates
will the referees be forced to save you.
Artifacts removed from vaults will be re-hidden within the
arena.
## Brownie Points
Of course, it's possible to take artifacts by brute force.
But remember: this is entertainment for an audience. If you
can show more style or creativity, you get brownie points.
You also get brownie points for using minimum force.
For example, if you were to trick your opponent into saying
the words "teleport us," causing them to teleport away and
drop an artifact, you would get a large number of brownie
points, in addition to the artifact.
If you get enough brownie points, a brownie will be sent
into the arena to assist you. You will very likely never
see them, but you will often find that one of the following
things has occurred:
* Your wounds are healed
* You have been magically buffed
* You hear a whispered hint about an artifact
Please do not attack the brownies.
## Announcements
During the game, we will occasionally make public
announcements. These events will always be announced:
* When a team takes possession of an artifact.
* When a team loses possession of an artifact.
* When a team is sanctioned by the referees.
* When a team deposits an artifact.
In addition, if the game appears to be bogging down, we will
make announcements designed to accelerate matters. These
may include but are not limited to:
* Hints about the locations of hidden artifacts.
* The locations of the teams may be announced.
In general, if any team uses a tactic that causes the game
to bog down, we reserve the right to undermine that tactic.
Remember, this is a show for the entertainment of guests.

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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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# 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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# Ashen Reliquary
*Funerary, religious, and warding magic. Stock emphasizes prevention, cleansing, and containment over battlefield dominance.*
| Qty | Price | Item | Description |
| --- | -------- | -------------------------------- | -------------------------- |
| 1 | 200 gp | Scroll of Remove Curse | Ends curses |
| 1 | 200 gp | Scroll of Revivify | Restore life |
| 2 | 300 gp | Potion of Poison Resistance | Resist poison |
| 1 | 400 gp | Consecrated Shroud (homebrew) | Prevents corpse animation |
| 1 | 1,000 gp | Ring of Warmth | Wards grave chill |
| 1 | 3,500 gp | Cloak of Protection | Subtle warding |
| 1 | 4,000 gp | Necklace of Prayer Beads (Basic) | Divine bead set |
| 1 | 5,000 gp | Lantern of Revealing | Reveals invisibility |
| 1 | 5,000 gp | Periapt of Health | Immunity to disease |
| 1 | 5,000 gp | Periapt of Wound Closure | Stabilization and healing |
| 1 | 7,500 gp | Brooch of Shielding | Absorbs force |
| 1 | 8,000 gp | Mace of Disruption | Destroys undead and fiends |
# Gutterlight Armaments
*Weapons and armor for people who expect trouble. Stock emphasizes reliability, repairability, and known enchantments. Nothing experimental, nothing subtle. Most items are meant to survive street fights, ambushes, and ugly jobs—and a few are genuinely dangerous prizes.*
| Qty | Price | Item | Description |
| --- | --------- | ---------------------------- | ---------------------------------------- |
| 1 | 1,000 gp | +1 Longsword | Reliable +1 enchantment |
| 1 | 1,500 gp | +1 Shield | Improved defensive enchantment |
| 1 | 2,200 gp | Frost Brand | Cold damage weapon |
| 1 | 3,500 gp | Cloak of Protection | +1 AC and saving throws |
| 1 | 3,500 gp | Ring of Protection | +1 AC and saves |
| 1 | 4,000 gp | +2 Greatsword | Solid mid-tier enchantment |
| 1 | 5,000 gp | Flame Tongue (Longsword) | Fire damage on hit |
| 1 | 6,000 gp | Armor of Resistance (Cold) | Cold damage resistance |
| 1 | 6,000 gp | Shield of Missile Attraction | Draws ranged attacks |
| 1 | 6,000 gp | Armor of Resistance (Fire) | Fire damage resistance |
| 1 | 8,000 gp | Gauntlets of Ogre Power | Strength set to 19 |
| 1 | 9,000 gp | Dwarven Plate | Heavy armor with resilience enchantments |
| 1 | 12,000 gp | +2 Armor | Strong defensive enchantment |
| 1 | 16,000 gp | +3 Warhammer | High-tier magical weapon |
| 1 | 18,000 gp | Armor of Invulnerability | Damage resistance for limited time |
| 1 | 24,000 gp | Defender (Longsword) | Shift bonus between attack and defense |
| 1 | 24,000 gp | +3 Shield | Exceptional defensive item |
# Spindle & Sig
*Crowded, practical shop of everyday enchantments and dependable magical goods. No weapons, armor, or overtly combat-oriented magic is stocked here.*
| Qty | Price | Item | Description |
| --- | -------- | ------------------------------- | ------------------------------------------ |
| 4 | 180 gp | Potion of Climbing | Grants climbing speed for 1 hour |
| 3 | 180 gp | Potion of Water Breathing | Breathe underwater for 1 hour |
| 2 | 200 gp | Potion of Animal Friendship | Charm a beast temporarily |
| 1 | 200 gp | Mending Stone | Repairs minor damage to objects |
| 1 | 240 gp | Tinderbox of Endless Flame | Never runs out of tinder |
| 1 | 250 gp | Hammer of True Strike | Ensures accurate strikes on nails |
| 1 | 280 gp | Satchel of Sorting | Automatically organizes contents |
| 1 | 300 gp | Pitcher of Purification | Purifies liquids poured into it |
| 1 | 320 gp | Chisel of Sharpness | Never dulls, cuts cleanly |
| 1 | 500 gp | Helm of Comprehending Languages | Understand all spoken languages |
| 2 | 750 gp | Driftglobe | Floating light source |
| 1 | 2,000 gp | Sending Stones (pair) | Short-distance communication |
| 1 | 2,000 gp | Heward's Handy Haversack | Organized extradimensional storage |
| 1 | 2,500 gp | Eyes of the Eagle | Enhanced visual perception |
| 1 | 2,500 gp | Boots of Elvenkind | Silent movement |
| 1 | 2,500 gp | Robe of Useful Items | Patches of tools and objects |
| 1 | 3,000 gp | Eyes of Charming | Charm humanoids by gaze |
| 1 | 4,000 gp | Bag of Holding | Extradimensional storage |
| 1 | 4,200 gp | Stone of Good Luck | Bonus to ability checks |
| 1 | 5,000 gp | Hat of Disguise | At-will disguise self |
| 1 | 5,000 gp | Periapt of Health | Immunity to disease |
| 1 | 5,000 gp | Lantern of Revealing | Illuminates invisible creatures or objects |
| 1 | 8,000 gp | Broom of Flying | Limited flight |
| 1 | 8,000 gp | Winged Boots | Short-duration flight |
# The Bent Coin Emporium
*Secondhand magic and unreliable enchantments. Everything works, but not always cleanly. Many items are discounted due to quirks, partial depletion, or inconvenient side effects.*
| Qty | Price | Item | Description |
| --- | --------- | ------------------------------- | ----------------------------------------------------------------------------------------------- |
| 4 | 40 gp | Potion of Healing (Cloudy) | Heals 2d4+2 hit points but causes nausea for 1 minute (disadvantage on attacks) |
| 2 | 75 gp | Scroll of Feather Fall | Reduces falling damage but you still take 1d4 damage from any fall |
| 2 | 140 gp | Potion of Climbing (Flat) | Grants climbing speed but only lasts 1d6 × 5 minutes instead of 1 hour |
| 1 | 750 gp | Shield of Expression | Functions as +1 shield but face's expressions give away wearer's true emotions |
| 1 | 800 gp | +1 Dagger (Unbalanced) | Full +1 to attack and damage in melee; disadvantage when thrown |
| 1 | 800 gp | Sword of Life Stealing | Functions as +2 longsword but life-steal ability is depleted; deals 1d6 cold to wielder per hit |
| 1 | 960 gp | Necklace of Fireballs (3 beads) | Contains three beads but one is a dud (roll randomly when detaching) |
| 1 | 1,200 gp | Goggles of Night | Grant 60 ft darkvision but impose disadvantage on Perception checks while worn |
| 1 | 1,600 gp | Sending Stones (Mismatched) | Work normally but 1-in-6 chance each use that previous message replays instead |
| 1 | 2,000 gp | Ring of Jumping | Triples jump distance but landing requires DC 12 Dex save or fall prone |
| 1 | 2,000 gp | Boots of Elvenkind (Squeaky) | Grant advantage on Stealth on soil/grass; disadvantage on stone/wood floors |
| 1 | 2,800 gp | Cloak of Protection (Faded) | Grants +1 AC at all times but saving throw bonus only works once per long rest |
| 1 | 4,000 gp | Hat of Disguise (Stubborn) | Disguise self at will, but illusion drops entirely if wearer takes any damage |
| 1 | 4,000 gp | Boots of Striding and Springing | Grant full movement benefits but stopping requires action or take 1d6 damage |
| 1 | 4,000 gp | Periapt of Wound Closure | Stabilizes at 0 HP and doubles healing dice, but wearer has no pain sense |
| 1 | 4,000 gp | Ring of Evasion | Use reaction to take no damage on successful save, but can't use on natural 1-5 |
| 1 | 4,000 gp | Flame Tongue Shortsword | +2 bonus and 2d6 fire damage but flames take 1 round to ignite (no bonus action) |
| 1 | 4,800 gp | Alchemy Jug (Cracked) | Produces correct liquids but at half the normal rate per day |
| 1 | 4,800 gp | Cloak of the Bat | Grants flying and dim light vision but wing sounds impose disadvantage on Stealth |
| 1 | 4,800 gp | Armor of Resistance (Lightning) | Grants lightning resistance but crackles in rain (disadvantage on Stealth) |
| 1 | 6,400 gp | Wand of Web (3 charges) | Casts web normally but only regains 1 charge per dawn instead of 1d6+1 |
| 1 | 6,400 gp | Gauntlets of Ogre Power | Set Strength to 19 but impose disadvantage on Dexterity (Sleight of Hand) checks |
| 1 | 8,000 gp | Wand of Fear | Casts fear spell but save DC is 13 instead of normal DC |
| 1 | 9,600 gp | Staff of Charming | Casts charm spells normally but wielder has disadvantage on Intimidation checks |
| 1 | 12,800 gp | Wand of Paralysis | Casts hold person/monster but save DC is 13 instead of 15 |
| 1 | 16,000 gp | Ring of Free Action | Prevents movement restrictions; wearer has speed reduced by 5 for 10 min after |
# Three Doors Open
*Magic for travel, access, and escape. Many solutions to movement problems; few to combat.*
| Qty | Price | Item | Description |
| --- | -------- | ---------------------------- | --------------------------------------------- |
| 3 | 50 gp | Charm of Water Breathing | Breathe underwater |
| 3 | 90 gp | Potion of Warmth | Resist cold for 1 hour |
| 1 | 100 gp | Enduring Spellbook | Durable tome |
| 3 | 180 gp | Potion of Climbing | Climbing speed |
| 2 | 180 gp | Potion of Water Breathing | Breathe underwater for 1 hour |
| 2 | 270 gp | Potion of Growth | Increase size |
| 2 | 270 gp | Potion of Diminution | Decrease size |
| 2 | 300 gp | Potion of Gaseous Form | Misty movement |
| 1 | 350 gp | Boots of False Tracks | Conceal travel |
| 1 | 400 gp | Compass of Civilization | Points to nearest settlement |
| 1 | 450 gp | Compass of Water | Points to nearest fresh water |
| 1 | 500 gp | Pathfinder's Knot (homebrew) | Once/day find safest route |
| 1 | 500 gp | Compass of Safe Haven | Points to nearest inn or shelter |
| 1 | 500 gp | Lens of Translation | Read any written language |
| 1 | 600 gp | Compass of Portals | Points to nearest planar portal |
| 1 | 800 gp | Tent of Respite (homebrew) | Creates dome shelter (per Leomund's Tiny Hut) |
| 1 | 1,000 gp | Eversmoking Bottle | Obscuring smoke |
| 1 | 1,500 gp | Necklace of Adaptation | Breathe in any environment |
| 1 | 2,000 gp | Sending Stones | Short communication |
| 1 | 2,000 gp | Ring of Feather Falling | Prevent fall damage |
| 1 | 2,500 gp | Eyes of Minute Seeing | Inspect details |
| 1 | 2,500 gp | Horseshoes of Speed | Mount gains increased speed |
| 1 | 4,000 gp | Boots of Levitation | Levitate |
| 1 | 5,000 gp | Lantern of Revealing | See invisibility |
| 1 | 6,000 gp | Cloak of the Manta Ray | Swim speed |
| 1 | 8,000 gp | Cape of the Mountebank | Short teleport |
| 1 | 8,000 gp | Broom of Flying | Limited flight |
# Remedies and Maladies
*A well-stocked apothecary specializing in potions, poisons, and alchemical concoctions. The proprietor asks no questions about intended use.*
| Qty | Price | Item | Description |
| --- | -------- | -------------------------------- | ------------------------------------------------ |
| 4 | 25 gp | Holy Water (flask) | 2d6 radiant to undead/fiends |
| 12 | 50 gp | Potion of Healing | Heals 2d4+2 hit points |
| 3 | 50 gp | Acid (vial) | 2d6 acid damage |
| 3 | 90 gp | Philter of Love | Charm person for 1 hour |
| 3 | 100 gp | Potion of Poison | DC 13 Con save or 3d6 poison damage and poisoned |
| 3 | 100 gp | Basic Poison (vial) | DC 10 Con save or 1d4 poison damage |
| 2 | 120 gp | Elixir of Health | Cure disease or one condition |
| 3 | 120 gp | Dust of Dryness (1 pellet) | Absorbs water or creates water |
| 2 | 120 gp | Keoghtom's Ointment (per dose) | Heals 2d8+2 or cures disease/poison |
| 8 | 150 gp | Potion of Greater Healing | Heals 4d4+4 hit points |
| 2 | 150 gp | Antitoxin | Advantage on saves vs poison for 1 hour |
| 4 | 150 gp | Potion of Fire Breath | Breathe fire 3 times in 1 hour |
| 2 | 150 gp | Alchemist's Fire (flask) | 1d4 fire damage, continues burning |
| 6 | 180 gp | Potion of Climbing | Grants climbing speed for 1 hour |
| 6 | 180 gp | Potion of Water Breathing | Breathe underwater for 1 hour |
| 4 | 180 gp | Potion of Heroism | 10 temp HP and immunity to fear for 1 hour |
| 3 | 180 gp | Potion of Mind Reading | Detect thoughts for 1 minute |
| 2 | 180 gp | Potion of Invisibility | Invisibility for 1 hour or until attack |
| 4 | 200 gp | Potion of Animal Friendship | Charm a beast for 1 hour |
| 3 | 200 gp | Oil of Slipperiness | Freedom of movement for 8 hours |
| 2 | 200 gp | Assassin's Blood (ingested) | DC 10 Con save or 6 poison damage and poisoned |
| 2 | 250 gp | Wyvern Poison (injury) | DC 15 Con save or 7d6 poison damage |
| 3 | 270 gp | Potion of Growth | Enlarge for 1d4 hours |
| 3 | 270 gp | Potion of Diminution | Reduce size for 1 hour |
| 3 | 300 gp | Potion of Resistance (Fire) | Fire resistance for 1 hour |
| 3 | 300 gp | Potion of Resistance (Cold) | Cold resistance for 1 hour |
| 3 | 300 gp | Potion of Resistance (Poison) | Poison resistance for 1 hour |
| 2 | 300 gp | Potion of Resistance (Acid) | Acid resistance for 1 hour |
| 2 | 300 gp | Potion of Resistance (Lightning) | Lightning resistance for 1 hour |
| 2 | 300 gp | Potion of Gaseous Form | Become gaseous for 1 hour |
| 2 | 300 gp | Dust of Disappearance | Invisibility for 2d4 minutes |
| 1 | 300 gp | Torpor (ingested) | DC 15 Con save or poisoned and incapacitated |
| 1 | 400 gp | Burnt Othur Fumes (inhaled) | DC 13 Con save or 3d6 poison and unconscious |
| 2 | 400 gp | Potion of Speed | Haste for 1 minute |
| 1 | 450 gp | Potion of Superior Healing | Heals 8d4+8 hit points |
| 1 | 480 gp | Dust of Sneezing and Choking | 5d4 poison damage, constitution save or death |
| 2 | 500 gp | Potion of Flying | Flying speed 60 ft for 1 hour |
| 1 | 500 gp | Pale Tincture (ingested) | DC 16 Con save or 3 poison damage and poisoned |
| 1 | 600 gp | Midnight Tears (ingested) | DC 17 Con save at midnight or 9d6 poison |
| 1 | 960 gp | Potion of Clairvoyance | Clairvoyance for 10 minutes |
| 1 | 960 gp | Potion of Vitality | Remove exhaustion, immunity to poison/disease |
| 1 | 1,350 gp | Potion of Supreme Healing | Heals 10d4+20 hit points |
| 2 | 1,920 gp | Oil of Etherealness | Etherealness for 1 hour |
| 1 | 3,200 gp | Oil of Sharpness | Weapon becomes +3 for 1 hour |
| 1 | 3,840 gp | Potion of Invulnerability | Resistance to all damage for 1 minute |
# The Inkbound Scriptorium
*A cramped workshop where a solitary wizard produces spell scrolls. Only wizard spells, only levels 1-3, all carefully transcribed by hand. Stock varies based on what the proprietor has been working on recently.*
| Qty | Price | Item | Description |
| --- | ------ | -------------------------------- | -------------------------------- |
| 3 | 50 gp | Scroll of Alarm | Set magical alarm |
| 2 | 50 gp | Scroll of Comprehend Languages | Understand any language |
| 3 | 50 gp | Scroll of Detect Magic | Sense magical auras |
| 2 | 50 gp | Scroll of Absorb Elements | Reduce elemental damage |
| 3 | 50 gp | Scroll of Identify | Learn item properties |
| 2 | 50 gp | Scroll of Mage Armor | AC 13 + Dex modifier |
| 1 | 50 gp | Scroll of Protection from Evil | Ward against certain creatures |
| 2 | 50 gp | Scroll of Shield | +5 AC reaction |
| 1 | 50 gp | Scroll of Unseen Servant | Invisible servant |
| 2 | 120 gp | Scroll of Arcane Lock | Magically lock door |
| 1 | 120 gp | Scroll of Darkness | Create magical darkness |
| 2 | 120 gp | Scroll of Invisibility | Turn invisible |
| 1 | 120 gp | Scroll of Knock | Open locks |
| 2 | 120 gp | Scroll of Levitate | Rise into the air |
| 1 | 120 gp | Scroll of Magic Mouth | Deliver recorded message |
| 1 | 120 gp | Scroll of Misty Step | Teleport 30 feet |
| 1 | 120 gp | Scroll of See Invisibility | See invisible creatures |
| 1 | 120 gp | Scroll of Spider Climb | Climb walls like a spider |
| 1 | 200 gp | Scroll of Clairvoyance | See/hear distant location |
| 1 | 200 gp | Scroll of Counterspell | Interrupt a spell |
| 1 | 200 gp | Scroll of Dispel Magic | End magical effects |
| 1 | 200 gp | Scroll of Fly | Gain flying speed |
| 1 | 200 gp | Scroll of Haste | Speed up an ally |
| 1 | 200 gp | Scroll of Lightning Bolt | Line of lightning damage |
| 1 | 200 gp | Scroll of Protection from Energy | Resist one damage type |
| 1 | 200 gp | Scroll of Sending | Send message to distant creature |
| 1 | 200 gp | Scroll of Tongues | Understand all languages |
| 1 | 200 gp | Scroll of Water Breathing | Breathe underwater |