Mundane Item Crafting: Shields, Laminar Armor (wooden ring mail), Bucket, Chest, Ladder, Portable Ram, and Vehicles.
Magic Item Crafting: None
Artwork Creation: Can create high quality furnishings such as tables and desks.
QA Artwork Bonus: Time to find a buyer is cut in half.
Structure Building: One of the core toolkits used when creating structures.
Adventuring Utility: Can be granted bonuses when interacting with objects created via carpentry.
Default Blueprints
Coming out of carpentry school gives each graduate with a set of skills that are widely useful. They can make the following items:
Shields
Laminar armor
Buckets
Chests
Ladders
Portable rams
Vehicles (carts)
Common tools
Skill Usage
History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on.
Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.
Carpenter’s Tools Basic Skill Use Difficulty Table
Activity
DC
Build a simple wooden structure
10
Design a complex wooden structure
15
Find a weak point in a wooden wall
15
Pry apart a door
20
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Everything started where it ended, in a dark, dank tunnel that led to who knows where with the some of the dead remains of the Ankheg inside while most of the party was covered in the grisly acidic remains of it after it self-exploded.
Hurt, lacking sleep, and after the slight excitement of the second watch, the party worked out the remainder of the watch schedules and attempted to complete their nightly watch. Avery being severely wounded, decided to skip the fourth watch leaving the party all sleeping and resting without worrying about any possible danger that might approach. Sleeping the sleep of the uncaring, the completed their rest not knowing if they were spied upon or not.
12th of Mirtul of the year 1492
In the morning, it was evident that Avery had a difficult time sleeping and had dream that disturbed him. Perhaps almost becoming a snack after dinner last night fueled his dreams. It seemed that he dreamed of the element of water, He seemed very disgruntled and unwilling to talk about what was in his dream. Fogo eventually convinced him to at least talk about if anything was said in the dream.
“I have always been, I will always be. I will erode and cover all. There shall not be any breath but my watery death”.
They discussed where the source of these dreams might be and Avery was quick to blame the gold statue, while Fogo suggested finding additional information, perhaps from some Drow. Avery was quick to argue against it due to his guessing that they are probably evil given their reputation, but he could not confirm anything since he has not experienced any interactions with the Drow as of this time.
The discussion then was around the exit of the ankheg hole. Not knowing where it might go, or even how far, they agreed to not delve into the hole due to not wanting running into more of the ankhegs, especially if they were anywhere near the main nest. It was decided that running away from the unknown hole was better than diving into the darkness. Packing up the camp they headed south searching for indications of bandit.
After a few hours of walking south, they eventually were able to find some wagon tracks that went to the west to the Long Road, and to the south. It was noticeable that some of the wagon tracks were visibly deeper than the others. Sniffing down some horse dung, ISAC was able to determine that some horses had passed here over a week ago. They did remember that there were some Ammakyl wagons missing, and perhaps these might be related to those.
As they continued south, they could start to see some dark green vegetation that began to fill the landscape ahead of them. As they approached the foliage, they could smell the fetid rotting smell that reminded them of the Stump Bog in Rassalantar. The trail from the wagon wheels led directly into the swamp. The area head of them was dark and did not look very welcoming. While not dark enough to require them to light up the torches, it was dark enough to limit visibility and add to the spookiness of the trail ahead.
The weather has remained hot and still, but as they approached it was much more humid and stickier in the swamp area. The sounds of insects and other small creatures’ noises could be heard, none of which anyone was able to identify.
Remarkably, Sky was able to find the tracks. All of them were in pools of algae covered disgusting water. The tracks did not lead in a straight line but meandered around in seemingly random directions. Checking some of the turns, the found that the path not travelled was treacherous and had much deeper than pools of water and mud. The path the wagon followed was avoiding these hazards.
They used some rope to connect all themselves together to attempt to provide some additional safety while traveling the questionable path. With a lot of luck, Sky was able to continue to be able to follow the tracks. Several hours into the foray, Angelica slipped and fell into a sinkhole. She was able to keep a hold of the rope, and with some effort and assistance from the rest of the party they were able to get her out of the mud that was pulling her down. Covered in disguising stinking mud, Angelica was free but had difficulty moving forward and found that moving was more difficult than previously.
A heavy mist dropped on them and slowed down their ability to travel even more than previously. It took about an hour for it to fade enough for them to get back to their more normal slow rate of travel. After a couple of more hours of traveling they were now surprised by a Vine Blight that sprung up its vines and trapped half the party. By summing his wildfire, Fogo was able to teleport a few of his team members to safety out from the vines. It did not take long for them to kill it and move on to their destination.
Vine Blight
While it seemed to take days, it was only about a six-hour trip for them to finally reach an opening in the swamp. Ahead of them was a small, ruined fortification. This was not the end of the swamp, but just a wide clearing where the Ruined Moathouse sat.
Ruined Moathouse
Sending Fwoosh forward sneaking forward, he approached the Moathouse. As he came closer passing several pools of water and find one ahead that had a pair of giant frogs within. They had not seen him, and he was able to creep past them without being detected. This allowed him to sneak all the way over the broken drawbridge and to the gate. Looking into the courtyard, it seemed abandoned except for the flickering of shadows at the far doors on the other side of the courtyard, but nothing specific was able to be discerned.
Giant Frog
Due to evening having arrived, the group decided to sleep for the evening and attempt their entrance the next day into the Moathouse. Using their standard watches, the night proved to be uneventful and nothing besides a multitude of mosquitos bothered them. As the night dragged on, the heat seemed to have fled. A coolness, even coldness started filling the air. The weather had once again changed, this time for an opposite extreme.
13th of Mirtul of the year 1492
With everyone getting up and rested they could see all their breaths in the air, except ISAC. He seemed to the the only one without a breath plume. The party was surprised, and all looked for an answer, but he left them guessing and refused to elaborate.
Skirting the edge of the trail approaching the moathouse they avoided the slumbering frogs and started crossing the shattered drawbridge. All except Avery, ISAC, and Fogo were able to make it across without mishap, but those three stuck their legs through and suffered minor injuries.
Once across they started setting themselves up on the other side. Vladimir was able to determine that the fortifications were Dwarven from over 400 years ago. While examining the courtyard, Sky noticed that there were many peepholes in the walls from the rooms behind the walls. The peepholes were hidden in different decorations and motifs on the walls.
Knowing that any surprise they might have had was gone. Approaching the doors, they went through excepting some sort of ambush, but there was nothing but the decrepit hall behind the doors. They went down one of the hallways checking the doors one by one finally getting to the end of the hall and a pair of double doors. Vladimir opened them to see an old destroyed barracks with a large lizard inside. The lizard who had been sleeping had been awakened by all the banging and bashing of doors. With a roar it charged Vladimir and smashed the double doors.
Giant Lizard
Reacting the new combat, the party moved into place to support Vladimir. While everyone was focused forward and engaging the giant lizard, a door at the other end of the great hall opened, and a large group of bandits came out shooting their crossbows as they ran toward the party.
Bandit
Bandit Captain
It did not take long to finish off the lizard and the bandits did not prove to be too much of an issue. But the bandit captain was a different story. He was able to hold off the entire party and even knock several members unconscious. The only unusual event was that when Sky fell after being beaten severely disappeared in a puff of smoke leaving all his clothes and weapons behind and reappeared 15 feet away stark naked and feeling a bit surprised but alive.
With a lot of effort, the party was able to finally take down the captain. Checking all the bodies and treasure, ISAC found an interesting tattoo on the chest of the captain. A tattoo scribed right over his heart.
Bandit Captain Tattoo
When this was revealed to Avery, it upset Avery more than anyone else had seen previously. Taking a blade, he started chopping the dead body until there was nothing, but a heavily mutilated body left.
He was also carrying a red coin with the Drow symbol of water.
Drow Symbol of Water
Everyone moved into the abandoned bandit room finding a secret door with a ladder leading down as well as a chest full of minor treasure that they collected. Deciding that it was a good opportunity to rest in the mostly secured room.
Campaign Notes
The ankheg left a lasting impression, and they finally got to the Ruined Moathouse. Avery found something from his past, the group found another elemental symbol. They have the rest of the ground floor to explore, and whatever is waiting for them below ground.
Example Items: Papers, Parchment, Palette, Brushes, Ink, Jars, Varnish
Crafting Restrictions: None
Mundane Item Crafting: Books, Pictures
Magic Item Crafting: Cards and Marvelous Pigments
Artwork Creation: Can create painted works of art ranging from simple paintings to massive murals.
QA Artwork Bonus: Artisan is granted a crafting inspiration dice that can be used on themselves or a crafting companion that is working on the same object during that crafting session. They can also apply “finishing touches” to any artwork.
Structure Building: At the DM’s discretion you can contribute to building construction. There will likely be less slots available in a project for painters compared to masons and carpenters.
Adventuring Utility: Able to use artwork to supplement subversive and persuasive activities.
Default Blueprints
A painter is someone who can capture a moment in time, although it will usually take weeks to capture that moment. They can create the following:
Books
Pictures
Skill Usage
Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
Painter’s Supplies Basic Use Difficulty Table
Activity
DC
Paint an accurate portrait
10
Create a painting with a hidden message
20
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Continuing the exploration of the rat tunnels, both Fogo and ISAC realized that the situation they were in was not normal. Fogo waxed on about how rats are normally communal and live in smaller burrows whereas these tunnels represented a more intelligent construction, such as goblins. ISAC add in about how the behavior of the rats have been odd, more like they were all being controlled and not operating like they would normally.
The party had a somewhat long discussion on what might be waiting for them further in. Some sort of super rat? Some other type of creature? It was unknown and the guesses were wild.
There was also some additional investigation on the dead body. It was an odd addition to the land fill above them. With Avery checking more closely about the features of the body, they discovered that the man had been somewhat well built, and calluses on his hands resembling a long life of holding pole like objects, could have been a how, shovel, or even spear. There was not enough evidence to determine which one it might have been. The level of the torture was somewhat severe, and they confirmed that he had died from the torture about five days ago.
The party was also able to determine that the body was not just dropped in the rat tunnels, but dragged here from outside, most likely by the rats or something else.
Continuing forward they finally met some of the Greater Giant Rats, or also known as Rodents of Unusual Size. Unlike their previous brethren, these were of medium size and were as large as a mastiff. These rats were fast, could take a lot of hits, and bit much harder than anything they had met so far.
Greater Giant Rat (RoUS)
At the same time as their encounter with the Greater Giant Rats, they met their first Rat Swarm. A nasty business of squirming crawling, and biting rats. Vladimir was quickly covered but with a lot of difficult shots from his party they were able to pick off the offending small rat members of the swarm. Vladimir did have a few new ear piercings though.
Rat Swarm
As they progressed further into the tunnels, they reached an area where the lichen had been removed and more freshly dug tunnels were discovered. The decrease of the lichen also reduced visibility for the party. They now only could see ten feet around themselves except for those with darkvision. The range that they could hear also increased to about 50 feet from the 20 it had been. This meant that they could hear rats or something else coming sooner, but then again, the rats could hear them much better as well.
They had already caused more than one encounter unexpectedly when Avery’s Dancing Lights went around a corner and illuminated areas that had rats and caused them to attack. Having it happen once was not sufficient, so they made the same mistake again. Eventually the wounds and tiredness caught up to them and they took a short rest. Not being as diligent with the bodies of the Greater Giant Rats, they were left where they had been killed last. Luckily, no other rats wandered by, and they were able to safely rest.
Trying to sneak into what would prove to be their last encounter, Avery made sure to alert the waiting Wererat with his Dancing Lights again. I am sure it was not on purpose, it being the third time after all. The Wererat was armored in “ratty” leather and dual armed with short swords. It leaped forward and was able to quickly take out Vladimir and started moving into the rest of the party quickly. Eventually it too was slain.
Wererat “Pumpkin”
The last few rooms were rotting provisions, some gold, and three more dead bodies. Much like the other one that was found, these had been heavily tortured but with one primary difference. All their faces had been carefully carved off. One of the dead bodies had a small tattoo on his chest over his heart.
Tattoo on Dead Person
Among the treasure that were found was a map leading somewhere in the Dessarin Valley, as well as a small golden statue.
Using the long tunnel that led out, they finally were able to determine that they at the lowest point had gone underground over 80 feet. The winding tunnels and frequent changes of elevation confused them such they it was not clear how deep they really had gone until they had a clearer indicator such as the somewhat straight tunnel out.
The party was also able to see more clearly additional drag marks that were from the more newly found bodies have been dragged from the Middens somewhere.
They all then lingered around the cave entrance trying to decide what to do. There was discussion about bringing the dead Wererat body back, who had transformed back into his human form. After a lot of discussion, they decided that since there was not really an organized law enforcement agency in Amphail, they might just make more trouble for themselves by dragging dead bodies into town.
Figuring out that they all stunk of the Middens, rat shit, and exploded rat heads, courtesy of ISAC and his Mind Sliver spells, they decided to head to Hose Pond and wash off the most egregious noxious contents off themselves. Heading back to their room they took turns bathing and getting ready to rest in the soft beds.
There was a lot of heart-to-heart talk about some of their pasts and most of them opened. A short session to split up some cash, and then to bed for everyone.
Oddly enough everyone survived. This was a great milestone for everyone. Besides only being the third session, the group had managed to start working together and planning their actions better. The players began communication their actions to each other more and better. The rat warren served several purposes for the campaign, first of which was just this. Getting a new group of player to figure out how to work together and what combat looks like for everyone. I might have other reasons, but those are to be filled in sometime later.
The Marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.
For an adventurer, the availability of armor, weapons, backpacks, rape, and similar goods is of paramount importance since proper equipment can mean the difference between life and death in a dungeon or the unclaimed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world of Dungeons and Dragons present.
Starting Equipment
When you create your character, you receive equipment based on a combination of your class and background. In this campaign your character will always start with the given set of equipment that your background and class might give you.
You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally look up the mantle and followed in an ancestor’s adventurous footsteps.
In the Campaign we will be using the Equipment option instead of gold. If there is something additional you believe that your character would have then bring that to the DM. Swapping some of the packs or kits is also an option if it makes sense for your character.
Selling Treasure
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement if you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
Gems, jewelry, and Art Objects. These items retain their full value in the marketplace, and you can trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.
Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods – bars of iron, bags of salt, livestock, and so on – retain their full value in the market and can be used as currency.
Monster Part Harvesting. Harvesting is the act of salvaging useful parts of a dead creature for personal use and profit. It can be time consuming, dirty, messy, and weigh a lot depending on the creature. But it can also be as lucrative as pillaging a small ruin. See the section under Adventuring for more details.
Armor and Shields
In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense.
Forexample:
A burly half-orc won’t fit in a halfling’s leather armor, and a gnome would be swallowed up in a cloud giant’s elegant robe.
Using this variant, when adventurers find armor, clothing. and similar items that are made to be worn, they might need to visit an armor smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll d4 x 10 or determine the increase in cost based on the extent of the alterations required.
Common Material Components Costs
Casting some spells requires objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment” in the Player’s Handbook) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.
The Campaign rule is that the component pouch or arcane focus will only replace components up to a 10gp value. Any exotic material will have to always be purchased or manually collected.
An example of an exotic material would be Dragon Scales, or Umber Hulk blood.
When the spell gives the specific cost, then that is the cost that will be used, otherwise the characters will need to collect the proper components.
Component Cost Table
Component
Cost
Adamantine, small piece
500 gp
Adder’s stomach
8 gp
Agate
10 gp to 1,000 gp
Alum soaked in vinegar
5 cp
Amber, Glass, or Crystal Rod
20 gp
Artistic Representation of Caster
5 gp
Artistic Representation of Target
100 gp per hit die
Ash
5 cp
Ashes of Mistletoe and Spruce
5 sp
Bell (tiny)
1 gp
Bitumen (a drop)
5 cp
Black Onyx Stone
150 gp
Black Pearl (as crushed powder)
500 gp
Black Silk Square
2 gp
Brimstone
1 sp per arrow or bolt
Bull Hairs
5 sp
Butter
2 sp
Caterpillar Cocoon
5 gp
Chalks and Inks infused with precious gems
50 gp
Charcoal, Incense, and Herb mixture
10 gp
Chrysolite powder
50 gp
Clay
1 sp
Clay Model of a Ziggurat
5 gp
Clay Pot of Brackish Water
1 gp
Clay Pot of Grave Dirt
4 gp
Cloak, miniature
1 gp
Cloth wad
2 cp
Cloth, Tiny white strip
2 cp
Club
5 sp
Coal
1 gp
Colored Sand (red, yellow, and blue)
10 gp
Copper Wire
1 sp per foot
Cork
2 cp
Corn, powdered
5 cp
Cricket
5 cp
Crystal Bead
5 sp
Crystal Hemisphere
120 gp
Crystal or Glass Cone
25 gp
Crystal Sphere, small
20 gp
Crystal Vial of phosphorescent material
20 gp
Cured Leather
1 sp
Distilled Spirits
5 cp
Divinatory Tools
100 gp
Dried Carrot
5 cp
Engraving of Symbol of the Outer Planes
500 gp
Exquisite Chest, 3′ x 2′ x 2′, made of rare materials
5,000 gp
Exquisite Chest, tiny replica
50 gp
Eyelash in gum Arabic
5 gp
Fan, tiny
5 sp
Feather
1 sp
Feather of hummingbird
2 gp
Feather of owl
5 sp
Feather, exotic
3 gp
Feather, white
1 sp
Feldspar
1 sp
Firefly
1 sp
Fish Tail
5 cp
Fleece
5 cp
Focus
1,000 gp
Food morsel
1 cp
Forked Metal Rod
250 gp
Forked Twig
1 sp
Fur
3 sp
Fur of Bat
2 gp
Fur of Bloodhound
1 gp
Fur, Wrapped in Cloth
5 sp
Gauze
1 sp
Gem or another ornamental container
500 gp
Gem-Encrusted Bowl
1,000 gp
Giant Slug Bile
250 gp
Gilded Acorn
200 gp
Gilded Flower
300 gp
Gilded Skull
300 gp
Glass Eye
100 gp
Glass or Crystal Bead
1 sp
Glowworm
1 gp
Gold-Inlaid Vial
400 gp
Golden Reliquary
500 gp
Golden Wire
2 gp per foot
Granite
5 sp
Grasshopper’s Hind Leg
1 sp
Graveyard Dirt (just a pinch)
3 gp
Guano
1 sp per ounce
Gum Arabic
5 sp
Gum Arabic Hemisphere
1 gp
Hand Mirror
15 gp
Hen’s Heart
1 gp
Herbs, Oils, and Incense mixture
1,000 gp
Holly Berry
1 sp
Honey drop
1 sp per ounce
Honeycomb
1 gp
Hot Pepper
1 sp
Ink
5 gp
Ink, Lead-based
10 gp
Iron
2 cp
Iron Blade
2 gp
Iron filings or powder
2 cp
Ivory Portal (miniature)
5 gp
Ivory Strips
50 gp
Jacinth
1,000 gp
Jade Circlet
1,500 gp
Jewel-Encrusted Dagger
1,000 gp
Jeweled Horn
100 gp
Kernels of Grain
2 cp
Lead, a thin sheet
6 cp
Leather Loop
5 sp
Leather strap, bound around arm or similar appendage
5 sp
Legume Seed
1 sp
Licorice Root Shaving
1 sp
Lime
1 sp per pound
Lockbox of Ornate Stone and Metal
400 gp
Lodestone
10 gp
Magnifying Glass
100 gp
Makeup
1 gp
Mandrake Root
1 gp
Marked Sticks or Bones
25 gp
Mercury
5 gp per ounce
Mistletoe
1 sp
Mistletoe sprig
1 sp
Molasses (a drop)
1 sp
Moonseeds
20 gp
Oil
1 sp per ounce
Oils and Unguents
1,000 gp
Ointment for the Eyes
25 gp
Opaque Glass
5 sp
Pearl
100 gp
Petrified Eye of Newt
15 gp
Phosphorescent Moss
1 gp
Phosphorus
1 gp
Pickled Octopus Tentacle
8 gp
Pitch, a drop
5 cp
Platinum Rings, two
50 gp each
Platinum Sword, miniature, with grip and pommel of copper and zinc
250 gp
Platinum-Inlaid Vial
400 gp
Polished Marble Stone
5 gp
Pork Rind or other fat
2 cp
Prayer Wheel
10 gp
Quartz
1 sp
Quill plucked from a sleeping bird
50 gp
Quiver, with at least one piece of ammunition
1 gp
Red Dragon’s Scale
200 gp
Reliquary containing a Sacred Relic
1,000 gp
Rhubarb Leaf, powdered
1 gp
Rock Chip, white
1 sp
Rose petals
1 sp per ounce
Ruby Vial
600 gp
Sacrificial Offering appropriate to deity
25 gp
Salt
1 sp per ounce
Sand
5 cp per pound
Sapphire
1,000 gp
Sesame Seeds
1 gp per ounce
Silk Square
2 gp
Silver Bar, ornately carved
100 gp
Silver Cage, Tiny
100 gp
Silver Mirror, small
5 gp
Silver Rod
10 gp
Silver Spoon, tiny
5 gp
Silver Whistle
5 gp
Skunk Cabbage Leaves
1 sp
Snakeskin glove
5 gp
Soil mixture in a small bag
5 cp
Spheres of glass, crystal, or mineral
2 gp
Sponge
2 sp
Statue of the caster, carved from ivory and decorated with gems
1,500 gp
Stem of a Thorny Plant
5 gp
Sugar
3 sp per ounce
Sulfur
1 sp
Sumac Leaf
1 gp
Sunburst Pendant
100 gp
Sunstone
20 gp
Sweet Oil, a drop
1 gp per ounce
Talcum powder
5 sp per pound
Tallow
3 sp per pound
Tarts
15 cp
Thorns
1 sp per dozen
Thread
1 sp per spool
Tuft of Fur
1 sp
Twig
5cp
Twig from a tree that has been struck by lightning
25 gp
Umber Hulk Blood
80 gp
Undead Eyeball, Encased in Gem
150 gp
Vessel to contain a Medium-sized creature
2,000 gp
Wire of fine silver
1 gp per foot
Wychwood
5 gp
Yew Leaf
1 gp
Poor Quality of Equipment
When equipment is found either lying in a dusty tomb or off the warm body of a dead bandit, there is also an assumed condition, but there can be variances. If not magical, that sword in the tomb will probably not last long unless store properly, and that leather armor that the bandit wore is most likely ratty. Most of the time, we do not care the actual condition unless it is in a less than good shape.
Armor: When armor is in poor condition, its usability is limited, and will not usually survive the next combat. The armor will start off with a lower AC than it would have if in good shape. That AC will be one or more less than normal. The exact amount will be determined by the DM based off the condition. Any hit on the armor that is a natural 20 causes the armor to have a complete failure. The wearer of that armor still is burdened by the weight and disadvantages, but it no longer provided any defense.
Missiles: Arrows and bolts get shared around regularly, but not all are made equal. The limitations of a poorly made missile is that it only can be fired in the normal range and automatically misses at long range. Missiles also critical miss on a one or two and are in capable of critical hits.
Weapons: Handling a poor weapon against a competent opponent is a recipe for disaster. Any roll of a natural one two, or 20 causes the weapon to break and be useless. On a 20, the critical hit is still valid, but it breaks immediately on impact.
Homebrew Equipment
While the Player’s Handbook is complete in what it makes available, there is always the need for a few other things that would be good to have.
Enchanted Vial
Some creature parts have powerful, yet fleeting, magical energies within them. The motes from elementals for example hold traces of their former essences in them but disperse rapidly upon the destruction of their original form.
An enchanted vial is inlaid with several runes designed to keep any magical resource within from dissipating while the lid is closed and is often the only way of transporting certain parts back to a workshop for crafting.
Items that require an enchanted vial to be harvested are fragile by nature and must be stored inside an enchanted vial quickly to prevent degradation. Any attempt to harvest a material that has an enchanted vial as a requirement must be initiated within one minute of the death of its creature.
This tool can be used a maximum of five times afterwards it disintegrates into powder. At each attempted use, roll a d20 and if a 1 is rolled, the vial is immediately destroyed.
Harvesting Kit
This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts including a skinning knife, a bone saw, two glass vials, punches of salt, and tweezers. Proficiency with this kit allows you to add your proficiency bonus to nay check made to harvest a creature.
Healing Pill
You regain 1d4 hit points when you swallow this pill. If more than one is swallowed, then all after the first do 1d4 damage instead.
Spirit Paper
Spirit paper is a versatile tool that resembles a square of bleached papyrus. The secrets of its production were only recently discovered, and reverse engineered from secrets brought back from distant necromantic cults. By performing a small ritual with the spirit paper shortly after slaying certain creatures, a copy of that creature’s soul is bound to the spirit paper for later use. These copies are not a true soul and are more akin to an echo. These echoes do retain all the memories from its original body, and a few crafting techniques utilize these echoes to grant an item a low level of sentience or to mimic the abilities of their incorporeal reflections.
Using spirit paper is often the only way to harvest anything useful from creatures with incorporeal forms. Any harvesting attempt made for a creature part that has spirit paper as a requirement is done
using a Wisdom (Religion) check rather than the usual check and is rolled separately for each item. Once a sheet of spirit paper has been used successfully to harvest an item, it cannot be reused, even if the item it contained is released.
Unlike most harvestable materials, materials that require spirit paper to be harvested dissipate very quickly after the death of its creature. Any attempt to harvest a material that has spirit paper as a requirement must be initiated within 1 minute of the death of the creature and takes 10 minutes to successfully complete.
Magic Item Crafting: No RAW crafting options. However, there is some home-brew potential here. Entirely DM Dependent.
Artwork Creation: Can potentially create very valuable meals for wealthy customers, but if a customer is not found within the day the product will spoil.
QA Artwork Bonus: Able to find a buyer in 1 day, and you can add your cooks’ utensils proficiency to the investigation check used to find a buyer.
Structure Building: N/A
Adventuring Utility: N/A
In many ways a cook is much like an alchemist, but one that works with food and short-term meals. Most of the rules are very similar to what was presented for Alchemist.
Default Recipes
A good cook is welcome at any campfire, and a bad one is always called George. Cooks start off with being able to cook most simple things:
Bread
Cheese
Meat
Meals
Bear Claws
In addition to these recipes, the character can also choose a single recipe from the common rarity recipe list:
Bangers and Smash
Castle Amber Onion Soup
Dwarven Hardtack
Elven Marruth
Elven Waybread
Garlic Bread
Miner’s Pie
Moonshae Lemon-Chocolate Macaron
Neverwinter Coffee
Pumpkin Spiced Spider Legs
Traveler’s Stew
Skill Usage
History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits.
Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.
Cook’s Utensils Basic Skill Use Difficulty Table
Activity
DC
Create a typical meal
10
Duplicate a meal
10
Spot poison or impurities in food
15
Create a gourmet meal
15
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Research Point Cost
While cooking many times is an exact science much like many other skills, it is nuances of incorporating different flavors that matters the most. There are also the varied palates of different people and even creatures that might make something taste great to one and like garbage to another. This means that like any other researcher, the cook must experiment and test different combinations of ingredients to make that perfect meal.
Recipe Creation Research Point Cost Table
Rarity
Research Point Cost
Minimum Character Level
Common
25
1
Uncommon
75
5
Rare
150
9
Very Rare
300
13
Legendary
500
17
Research Point Reductions
Only one of the two existing recipe reductions may be used for any specific formula creation.
Existing Recipe: If the researcher has on hand another recipe that is very similar and it can be used as an exemplar starting point, then a reduction up to 25% of the total Research Points needed can be applied to the cost. The recipe that is used for this is also consumed during the process.
Existing Recipe: If the Cook has a full formula created by someone else, there is a 50% reduction of the total research points required to create the spell. While it might be a formula, it most likely will not be accurate missing brewing idiosyncrasies of the alchemist that created that formula, therefore requiring the formula to be validated through additional research.
Facility: If there is a dedicated facility for the research and creation of recipes, then up to 25% of the cost can be reduced by expending facility points to replace the research points. See the facilities rules for more details.
Recipe Formula Creation Completion
Once the cook has collected enough Research Points it is time to put the recipe together and test it. There is no benefit in expending more Research Points or gold pieces once the minimum has been met, these would just go to waste since they will not impact the final DC. The Research Points that will be used for completing the project are spent and lost and are not recoverable. The creator will make a Cook Utensils skill roll. No other modifiers or advantage chances can be applied to this roll.
Once again, if the product being created is a slightly improved version of an existing recipe, but not sufficiently to increase the rarity, the DC will increase as the average of the two rarity DCs as selected by the DM.
If the roll is equal to or greater than the listed DC, the recipe has been created and can be considered entered in the Cook’s recipe book. Failure means that the recipe was not created, and the recipe must start again, but in their next attempt the amount of Research Points required is reduced by 50%.
Recipe Formula Creation Success Table
Rarity
DC For Success
Common
8
Uncommon
14
Rare
20
Very Rare
26
Legendary
32
Recipe Creation
Now that the cook has created a recipe, it is time to start cooking it. Each recipe normally creates a single meal, but with greater difficulty, the cooks can stretch out the meal to multiple people., but all of them will require a certain amount of special ingredients as well as a difficulty check. The listed required ingredients are only the minimum and should include additional ingredients depending on the type of recipe being created if the DM requires changes.
Recipe Benefits
Any person may only be the recipient of a single recipe bonus oncer per 24-hours. Consuming the extra delicious food will only fill your belly, but not have any appreciable effect. A character cannot also have two benefits in effect at once, only the first one will be active while the second goes to waste. There is a table summarizing each of the different recipes and most of their benefits, but each one must be checked directly to see if there are any caveats for consuming the meal.
Recipe Failure
Normally, getting a recipe wrong just makes for upset guests and customers. but when working with magical ingredients. there is potential for catastrophic arcane failure. When a creature fails an ability check to cook a magical recipe by five or more, roll on the Cooking Mishaps table to determine what happens to the food. Note that rolling a one when attempting to make the DC always results in a mishap.
The creature is not aware how wrong their food is until someone eats it. Another creature can notice these imperfections in the food with a DC20 Wisdom (Cooking Utensils) check.
Cooking Mishaps
Roll (1d20)
Mishap
1
Animated Food
2-3
Cursed Food
4-5
Explosive Food
6
Illusory Food
7
Inverse Food
8
Polymorphic Food
9-15
Poisonous (mild)
16-17
Poisonous (strong)
18
Poisonous (deadly)
19-20
Summoning Sickness
Animated Food: The food animates, gets up from its dish, and either starts attacking or attempts to escape. The food has the same statistics as a Mud Mephit.
Cursed Food: Creatures that eat cursed food become cursed indefinitely. Choose one of the creature’s ability scores at random. That creature gains disadvantage on ability checks and saving throws using that ability until the curse is lifted.
Explosive Food: Creatures that eat this food will find it explode in their mouth dealing 3d10 fire damage to them.
Illusory Food: The food becomes an illusion. The dish or vessel holding it remains real and can move the illusion with it. but the actual food becomes a Programmed Illusion mimicking steam and smell. Interacting with the food reveals it to be an illusion as matter passes through it. The illusion disappears after one hour.
Inverse Food: The food has the opposite of the intended effect. Food that heals instead harms, food that grants improved sight instead blinds. and food that grants advantage instead grants disadvantage, for example. For food that grants a special attack such as Yeti Tartare, deal damage to the creature as if they had damaged themselves with the ability. For unique circumstances, the DM can make their own ruling.
Polymorphic Food: Creatures that eat polymorphic food must attempt a DC13 Constitution saving throw or become polymorphed into a random tiny beast for 1 hour.
Poisonous (mild): Creatures that eat mildly poisonous food must attempt a DC11 Constitution saving throw. On a failed save. the creature becomes poisoned for 1d4 hours.
Poisonous (strong): Creatures that eat strongly poisonous food must attempt a DC13 Constitution saving throw. On a failed save, the creature takes 3d6 poison damage and becomes poisoned for 1d3 days.
Poisonous (deadly): Creatures that eat deadly poisonous food must attempt a DC15 Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d6 damage at the start of each of their turns while poisoned in this way. The creature can attempt a new saving throw every ten rounds, ending the effect on a successful save.
Summoning Sickness: Creatures that eat this food become afflicted with magical sickness that causes them to periodically vomit harmless tiny objects from their mouth. The objects are random, anything from slugs to ball bearings. The creature has a 25% chance to do nothing at the start of each of its turns for the next one hour. All objects disappear at the end of this duration.
Cooking Success Table
Recipe Rarity
Ingredients
DC to Create Single Portions
DC to Create 1d4 Portions
DC to Create 1d6 Portions
DC to Create 1d8 Portions
DC to Create 1d10 Portions
DC to Create 1d12 Portions
Common
3 common ingredients Common Cookware
10
12
14
16
18
20
Uncommon
1 common ingredient 3 uncommon ingredients Uncommon Cookware
Your hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours
Balduran Maple Bread
Uncommon
One Hour
Restore 2d4+2 hit points
Bangers and Smash
Common
One Hours
Increase AC by one while wearing light or no armor for the next hour
Barbecued Nalfeshnee Shoulder
Rare
One Hour
A creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell
Beholder Bourguignon
Very rare
Four Hours
A creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week
Boiled Devil Tongue
Rare
One Hour
You gain a +2 bonus to Charisma (Deception) checks for four hours.
Castle Amber Onion Soup
Common
One Hour
Gain advantage on saving throws against poison for the next hour
Cherrybread
Rare
One Hour
Gain Darkvision for two hours
Chicken Shrieker Marsala
Rare
One Hour
A creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours
Chultan Fruit Tart
Uncommon
One Hour
Grants advantage on DEX ability checks and saving throws for one hour.
Chuul Claw with Bay Seasoning
Rare
One Hour
Grants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours
Cockatrice Cordon Bleu
Uncommon
One Hour
A creature that eats this becomes immune to the petrified condition for 24 hours
Corned Beef and Cabbage
Uncommon
One Hour
Change your eye color for the next eight hours
Dark Molasses Nutbread
Legendary
Eight Hours
Restore 10d4+20 hit points
Dragon Salmon
Rare
One Hour
Recover a level 1 spell slot on a short rest within the next four hours
Dragon Turtle Soup
Rare
One Hour
The eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero
Drow Mushroom Steaks
Uncommon
One Hour
Add +2 to your initiative for the next hour
Dwarven Hardtack
Common
Two Hours
Dwarven Hardtack does not spoil. One pound is enough to feed a person for a week
Elven Bread
Uncommon
One Hour
Move speed is increased by 5 feet for the next four hours
Elven Marruth
Common
One Hour
Add +1 to your initiative for the next hour
Elven Waybread
Common
One Hour
One loaf provides sufficient food tor a month for one person
Faerie Dragon and Starfruit Teriyaki
Rare
Two Hours
A creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell
Fermented Harpy Egg
Rare
One Month
A creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell
Feywild Eggs
Rare
Two Hours
You can remove two levels of exhaustion immediately
Fried Brain Curry
Rare
One Hour
A creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.
Garlic Bread
Common
Ten Minutes
Vampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack
Gelatinous Cube Aspic
Rare
One Hour
After eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal
Ghost-Chilled Mint Ice Cream
Rare
One Hour
The meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration
Gingerbread Man
Uncommon
One Hour
Your next short rest only takes 30 minutes
Green Slaad and Salad Greens
Rare
One Hour
The meal allows a creature to change their appearance for one hour as if with the Alter Self spell
Greenspear Bundles in Bacon
Very Rare
One Hour
Gain Darkvision for eight hours
Hand Pies
Very Rare
Six Hours
Restore 8d4+8 hit points
Heroes’ Feast
Very Rare
Eight Hours
You can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell
High Harvest Puree
Very Rare
Four Hours
Regrow small appendage or teeth if consumed every day for a week
Honey-Glazed Rothe Ribs
Rare
Three Hours
Temporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast)
Iron Rations
Uncommon
One Hour
Gain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours
Kara-Tur Noodles
Uncommon
One Hour
Temporarily Raise your max hit points equal to your proficiency bonus for one hour
Knucklehead Trout
Very Rare
Three Hours
Gain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour
Maple-Glazed Mandrake
Rare
One Hour
The creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them
Meals End
Legendary
One Hour
Recover a level 3 spell slot on a short rest within the next four hours
Mimic Fritters
Rare
One Hour
Grants advantage on WIS ability checks and saving throws for one hour
Miner’s Pie
Common
One Hour
Gain advantage on your next Dexterity save within the next four hours
Moonshae Lemon-Chocolate Macaron
Common
One Hour
A creature that eats one of these regains 1d4+1 hit points
Moonshae Seafood Rice
Uncommon
One Hour
Add +2 to perception checks for the next hour
Myconid Foot Stew
Uncommon
One Hour
It grants a creature resistance to necrotic damage for one hour
Nelanther Fish Pie
Uncommon
One Hour
Grants advantage on INT ability checks and saving throws for one hour
Neverwinter Berry Mille-Feuille
Rare
Four Hours
Restore 4d4+4 hit points
Neverwinter Coffee
Common
One Hour
Gain advantage on your next initiative within the next four hours
Orange Mountain Duck
Uncommon
One Hour
Change your hair color for the next eight hours
Otiks Skillet
Very Rare
One Hour
Regenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Plate of Gold
Uncommon
One Hour
Change your skin color for the next eight hours
Poached Basilisk Egg in Nothic Broth
Very rare
One Hour
The meal grants a creature with the benefits of a True Seeing spell for one hour.
Pommes Vrock
Uncommon
One Hour
The meal grants a creature resistance to poison damage for the next eight hours
Pumpkin Spiced Spider Legs
Common
One Hour
Creatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour
Purple Worm Cutlet
Rare
One Hour
A Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours
Qualinesti Stew
Very Rare
One Hour
Recover a level 2 spell slot on a short rest within the next four hours
Quith-Pa
Uncommon
One Hour
You can remove one level of exhaustion immediately
Red Dragon Tenderloin
Very Rare
Four Hours
The meal grants a creature immunity to fire damage for the next 24 hours
Scorpion Crostini Tapenade
Rare
One Hour
The eater has a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. It the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halt as much damage on a successful save
Seafood Bouillabaisse
Rare
One Hour
Gain Temporary hit points equal to your Level + Wisdom modifier
Shaar Honey Baklava
Rare
One Hour
Creatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour
Spicy Roc Wings
Rare
Four Hours
Eating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours
Spicy Troll Ribs
Rare
Four Hours
A creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour
Tavern Steak
Uncommon
One Hour
Gain advantage on constitution saving throws for the next hour (Does not include concentration checks)
Tethyrian Tarrasque au Vin
Legendary
One Day
Eating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week
Three-Pepper Hellhound Chili
Rare
One Hour
A serving of the chili acts as a Potion of Fire Breath
Traveler’s Stew
Common
One Hour
Gain Temporary hit points equal to your proficiency bonus for an hour
Treant-Smoked Unicorn Sirloin
Rare
Two Hours
A creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week
Trolltide Candied Apples
Rare
One Hour
Regenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Venison Pot Roast
Very Rare
Six Hours
Temporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast)
Wood Elf Forest Salad
Rare
One Hour
Move speed is increased by 10 feet for an hour
Worg Steak with Grilled Muskmelon
Rare
One Hour
The dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour
Yawning Portal Biscuits
Legendary
Four Hours
Regenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Yeti Tartare
Rare
One Hour
A serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage
Common Recipes
Bangers and Smash: Increase AC by one while wearing light or no armor for the next hour.
Castle Amber Onion Soup: Gain advantage on saving throws against poison for the next hour.
Dwarven Hardtack: This ration requires fungi grown underground that is turned into a dense flour. Dwarves usually soak the tack in stout to add moisture and flavor. Dwarven Hardtack does not spoil. One pound is enough to feed a person for a week.
Elven Marruth: Add +1 to your initiative for the next hour.
Elven Waybread: This elven bread requires rare grains found only in the elven city of Evermeet. One loaf provides sufficient food tor a month for one person.
Garlic Bread: Vampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack.
Miners Pie: Gain advantage on your next Dexterity save within the next four hours.
Moonshae Lemon-Chocolate Macaron: Moonshae Lemons have innate healing properties, but most people can’t stomach their sour taste alone. A creature that eats one of these regains 1d4+1 hit points.
Neverwinter Coffee: Gain advantage on your next initiative within the next four hours.
Pumpkin Spiced Spider Legs: The curious taste of Phase Spider goes surprisingly well with cinnamon and nutmeg. Creatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour.
Traveler’s Stew: Common Gain Temporary hit points equal to your proficiency bonus for an hour
Uncommon Recipes
Aboleth Calamari with Dried Ooze: Rubbery Aboleth flesh treated with powdered, dried ooze is an acquired taste, but done well it can be quite tasty and not dangerous. Its flavor is like mushrooms and lime. A creature that eats this meal finds that they can breathe underwater for the next four hours.
Amphail Braised Auroch: Your hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours.
Balduran Maple Bread: The maple syrup from the regions near Baldur’s Gate has healing properties that emerge when used for baking. A common variant includes peanut butter. A creature that eats this regains 2d4+2 hit points immediately.
Chultan Fruit Tart: The fruit of the Assassin Vines common on Chult are known to increase one’s reflexes. They bear fruit very infrequently. Grants advantage on DEX ability checks and saving throws for one hour.
Cockatrice Cordon Bleu: Ham, cheese, and cockatrice rolled together and cooked. The head is usually served with the dish, but it is only decoration and extremely inedible. A creature that eats this becomes immune to the petrified condition for 24 hours.
Corned Beef and Cabbage: Change your eye color for the next eight hours.
Elven Bread: Move speed is increased by 5 feet for the next four hours.
Gingerbread Man: Your next short rest only takes 30 minutes.
Iron Rations: Gain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours.
Kara-Tur Noodles: Temporarily Raise your max hit points equal to your proficiency bonus for an hour.
Moonshae Seafood Rice: Add +2 to perception checks for the next hour.
Myconid Foot Stew: The core of a myconid is edible, as are their feet, which are packed with flavor. When cooked into a stew, it can grant a creature resistance to necrotic damage for one hour.
Nelanther Fish Pie: Finding good tuna is difficult in the Nelanther Isles. Cooked well, it makes for amazing brain food. Grants advantage on INT ability checks and saving throws for one hour.
Orange Mountain Duck: Change your hair color for the next eight hours.
Plate of Gold: Change your skin color for the next eight hours.
Pommes Vrock: These potatoes are dusted with specially treated Vrock spores, which taste like truffles. The meal grants a creature resistance to poison damage for the next eight hours.
Quith-Pa: You can remove one level of exhaustion immediately.
Shaar Honey Baklava: Floral honey from the fields of Shaar is some of the best in the world. The honey between the many layers of this dessert makes anyone smile. Creatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour.
Tavern Steak: Gain advantage on constitution saving throws for the next hour (Does not include concentration checks).
Rare Recipes
Barbecued Nalfeshnee Shoulder: Looks and tastes like pulled pork, with a hint of Sulphur. A creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell.
Boiled Devil Tongue: Proper preparation requires boiling in holy water to avoid accidentally cursing oneself. Serve with a cheese sauce to counter its bitter bite. You gain a +2 bonus to Charisma (Deception) checks for four hours.
Cherrybread: Gain Darkvision for two hours.
Chicken Shrieker Marsala: Chicken cooked with the Shrieker mushroom in a special gravy. You always know they are fresh when you can hear the shrieking from the kitchen as it is prepared. The meal makes the wearer very sensitive to even the smallest amount of light. A creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours.
Chuul Claw with Bay Seasoning: Chuul can be very salty and otherwise bland on its own. but its magic is worth it. Mages developed a seasoning that makes the meat taste palatable, even good. It turns out that experienced chefs were already using a similar seasoning from the Bay of Pearls. Chuul claw grants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours.
Dragon Turtle Soup: A delicacy that is as difficult to master as the ingredients are difficult to acquire. Cooked with hot Calimshan spices and lemons from the Moonshae Isles. The eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero.
Dragon Salmon: Recover a level 1 spell slot on a short rest within the next four hours.
Drow Mushroom Steaks: Add +2 to your initiative for the next hour.
Faerie Dragon and Starfruit Teriyaki: Some hesitate to eat such an intelligent and good-natured creature, but most change their tune once they have a taste of its naturally sweet meat with a sour sauce A creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell.
Fermented Harpy Egg: A harpy egg that is fermented underground for at least a month but sometimes as much as a year. Usually served with a strong garlic sauce which is the only thing making it palatable. A creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell.
Feywild Eggs: You can remove two levels of exhaustion immediately.
Fried Brain Curry: A coconut curry that uses the body of an Intellect Devourer as its base. The meal can impart a creature with knowledge from the brains the creature has eaten. Desperate mages seeking knowledge turn to this dish. A creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.
Gelatinous Cube Aspic: suspension of savory foods inside a specially treated glob of Gelatinous Cube. The recipe requires that the aspic set over four hours. After eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal.
Ghost-Chilled Mint Ice Cream: Ice cream is difficult to create without some magical training, but using a ghost’s natural chill can impart various magical properties to the ice cream. The meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration.
Green Slaad and Salad Greens: Slaad meat has unique polymorphic qualities thanks to its chaotic nature. The meat constantly shifts and moves of its own volition. When denatured with lime juice, the meal allows a creature to change their appearance for one hour as if with the Alter Self spell.
Honey-Glazed Rothe Ribs: Temporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast).
Maple-Glazed Mandrake: This dish utilizes the mandrake’s healing properties and tastes a bit like honeyed carrots. Careful when harvesting your own as mandrake roots have a deadly scream. The creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them.
Mimic Fritters: Battered and deep-fried clumps of mimic bod. Mimic Fritters seem to taste different to just about everyone, but they all agree the taste improves with thyme. The food makes creatures hyperaware of their surroundings to an almost paranoiac degree. Grants advantage on WIS ability checks and saving throws for one hour.
Neverwinter Berry Mille-Feuille: This dessert uses strawberries and blueberries grown year-round near the Neverwinter river. It’s believed the water charges the berries with healing power. A creature that eats this regains 4d4+4 hit points.
Purple Worm Cutlet: A bit of Purple Worm marinated in its own venom can be a real treat. provided the cutlet is thoroughly cooked with added cream to negate the poison. A Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours.
Seafood Bouillabaisse: Gain Temporary hit points equal to your Level + Wisdom modifier.
Scorpion Crostini Tapenade: The innards of a giant scorpion are very bitter but work well mixed with capers and olives and spread on crusty bread. When aided with a bit of transmutation magic. This dish can give the eater a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. If the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halts as much damage on a successful save.
Spicy Roc Wings: These wings are not unlike chicken wings, but their massive size means they must be cut into smaller pieces before being tried. When a Roc falls. it takes an entire town to clean it and preserve the meat before it spoils. Eating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours.
Spicy Troll Ribs: Although there is some danger to eating troll with their flesh constantly mutating, it does have its benefits. A creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour. There is a 1% chance that the creature mutates and grows an additional (but useless) limb or head.
Three-Pepper Hellhound Chili: The hot peppers are there to balance the innate spiciness from the Hellhound meat. A serving of the chili acts as a Potion of Fire Breath.
Trolltide Candied Apples: Regenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Treant-Smoked Unicorn Sirloin: Only non-good creatures would ever consider making such a forbidden meal that involves the death of both a treant and a unicorn. The meat is smoked for 13 hours. Served with a decadent black garlic butter. A creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week. However, the creature becomes cursed and cannot enter consecrated or hallowed ground for seven months.
Wood Elf Forest Salad: Move speed is increased by 10 feet for an hour.
Worg Steak with Grilled Muskmelon: This dish is especially pungent but tastes delicious. It opens the senses and with a bit of magic can even improve your sense of smell. The dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour.
Yeti Tartare: Raw yeti meat with very few but important spices and a sprig of mint that brings the dish together. A serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage.
Very Rare Recipes
Beholder Bourguignon: Treated beholder eyes slowly cooked with its flesh creates a rainbow of flavors that crackle with arcane energy. A creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week. The dish is so potent that it interferes with spellcasting. For one week, all spells the creature casts have a 50% chance of failure. DC 21.
Greenspear Bundles in Bacon: Gain Darkvision for eight hours.
Hand Pies: Restore 8d4+8 hit points.
Heroes’ Feast: You can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell.
High Harvest Puree: Regrow small appendage or teeth if consumed every day for a week.
Knucklehead Trout: Gain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour.
Otiks Skillet: Regenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Poached Basilisk Egg in Nothic Broth: Basilisk eggs are a delicacy that grants special powers when cooked in a broth of spiced ciliary juices from a Nothic. The meal grants a creature with the benefits of a True Seeing spell for one hour.
Qualinesti Vegetable Stew: Recover a level 2 spell slot on a short rest within the next four hours.
Red Dragon Tenderloin: It’s very difficult to place the spices that bring out the magic of a red dragon’s flesh and chefs are strangely secretive of their recipes. Rosemary, oregano, and thyme are easy to spot in the mixture of spices. Thankfully almost all meat of a dragon is usable in this way. The meal grants a creature immunity to fire damage for the next 24 hours.
Venison Pot Roast: Temporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast).
Legendary Recipes
Dark Molasses Nutbread: Restore 10d4+20 hit points.
Meals End: Recover a level 3 spell slot on a short rest within the next four hours.
Tethyrian Tarrasque au Vin: Very little of a tarrasque is edible. and harvesting these prime cuts requires a legendary-tier magic weapon. The ancient Tethyrian recipe is found on an ancient scroll that was lost long ago. The recipe takes one week of prep work and one day of cooking. Bating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week. You also do not need to eat food for an entire year after eating the meal, as the tarrasque’s hyper-dense flesh takes so long to digest. DC 22. Price: 10,000g plus a freshly slain Tarrasque and the lost recipe.
Yawning Portal Biscuits: Regenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Common Recipe Table
Recipe
Rarity
Cook Time
Description
Bangers and Smash
Common
One Hours
Increase AC by one while wearing light or no armor for the next hour
Castle Amber Onion Soup
Common
One Hour
Gain advantage on saving throws against poison for the next hour
Dwarven Hardtack
Common
Two Hours
Dwarven Hardtack does not spoil. One pound is enough to feed a person for a week
Elven Marruth
Common
One Hour
Add +1 to your initiative for the next hour
Elven Waybread
Common
One Hour
One loaf provides sufficient food tor a month for one person
Garlic Bread
Common
Ten Minutes
Vampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack
Miner’s Pie
Common
One Hour
Gain advantage on your next Dexterity save within the next four hours
Moonshae Lemon-Chocolate Macaron
Common
One Hour
A creature that eats one of these regains 1d4+1 hit points
Neverwinter Coffee
Common
One Hour
Gain advantage on your next initiative within the next four hours
Pumpkin Spiced Spider Legs
Common
One Hour
Creatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour
Traveler’s Stew
Common
One Hour
Gain Temporary hit points equal to your proficiency bonus for an hour
Uncommon Recipe Table
Recipe
Rarity
Cook Time
Description
Aboleth Calamari with Dried Ooze
Uncommon
One Hour
Able to breath underwater for the next four hours
Amphail Braised Auroch
Uncommon
One Hour
Your hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours
Balduran Maple Bread
Uncommon
One Hour
Restore 2d4+2 hit points
Chultan Fruit Tart
Uncommon
One Hour
Grants advantage on DEX ability checks and saving throws for one hour.
Cockatrice Cordon Bleu
Uncommon
One Hour
A creature that eats this becomes immune to the petrified condition for 24 hours
Corned Beef and Cabbage
Uncommon
One Hour
Change your eye color for the next eight hours
Drow Mushroom Steaks
Uncommon
One Hour
Add +2 to your initiative for the next hour
Elven Bread
Uncommon
One Hour
Move speed is increased by 5 feet for the next four hours
Gingerbread Man
Uncommon
One Hour
Your next short rest only takes 30 minutes
Iron Rations
Uncommon
One Hour
Gain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours
Kara-Tur Noodles
Uncommon
One Hour
Temporarily Raise your max hit points equal to your proficiency bonus for one hour
Moonshae Seafood Rice
Uncommon
One Hour
Add +2 to perception checks for the next hour
Myconid Foot Stew
Uncommon
One Hour
It grants a creature resistance to necrotic damage for one hour
Nelanther Fish Pie
Uncommon
One Hour
Grants advantage on INT ability checks and saving throws for one hour
Orange Mountain Duck
Uncommon
One Hour
Change your hair color for the next eight hours
Plate of Gold
Uncommon
One Hour
Change your skin color for the next eight hours
Pommes Vrock
Uncommon
One Hour
The meal grants a creature resistance to poison damage for the next eight hours
Quith-Pa
Uncommon
One Hour
You can remove one level of exhaustion immediately
Tavern Steak
Uncommon
One Hour
Gain advantage on constitution saving throws for the next hour (Does not include concentration checks)
Rare Recipe Table
Recipe
Rarity
Cook Time
Description
Barbecued Nalfeshnee Shoulder
Rare
One Hour
A creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell
Boiled Devil Tongue
Rare
One Hour
You gain a +2 bonus to Charisma (Deception) checks for four hours.
Cherrybread
Rare
One Hour
Gain Darkvision for two hours
Chicken Shrieker Marsala
Rare
One Hour
A creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours
Chuul Claw with Bay Seasoning
Rare
One Hour
Grants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours
Dragon Salmon
Rare
One Hour
Recover a level 1 spell slot on a short rest within the next four hours
Dragon Turtle Soup
Rare
One Hour
The eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero
Faerie Dragon and Starfruit Teriyaki
Rare
Two Hours
A creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell
Fermented Harpy Egg
Rare
One Month
A creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell
Feywild Eggs
Rare
Two Hours
You can remove two levels of exhaustion immediately
Fried Brain Curry
Rare
One Hour
A creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.
Gelatinous Cube Aspic
Rare
One Hour
After eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal
Ghost-Chilled Mint Ice Cream
Rare
One Hour
The meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration
Green Slaad and Salad Greens
Rare
One Hour
The meal allows a creature to change their appearance for one hour as if with the Alter Self spell
Honey-Glazed Rothe Ribs
Rare
Three Hours
Temporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast)
Maple-Glazed Mandrake
Rare
One Hour
The creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them
Mimic Fritters
Rare
One Hour
Grants advantage on WIS ability checks and saving throws for one hour
Neverwinter Berry Mille-Feuille
Rare
Four Hours
Restore 4d4+4 hit points
Purple Worm Cutlet
Rare
One Hour
A Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours
Scorpion Crostini Tapenade
Rare
One Hour
The eater has a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. It the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halt as much damage on a successful save
Seafood Bouillabaisse
Rare
One Hour
Gain Temporary hit points equal to your Level + Wisdom modifier
Shaar Honey Baklava
Rare
One Hour
Creatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour
Spicy Roc Wings
Rare
Four Hours
Eating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours
Spicy Troll Ribs
Rare
Four Hours
A creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour
Three-Pepper Hellhound Chili
Rare
One Hour
A serving of the chili acts as a Potion of Fire Breath
Treant-Smoked Unicorn Sirloin
Rare
Two Hours
A creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week
Trolltide Candied Apples
Rare
One Hour
Regenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Wood Elf Forest Salad
Rare
One Hour
Move speed is increased by 10 feet for an hour
Worg Steak with Grilled Muskmelon
Rare
One Hour
The dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour
Yeti Tartare
Rare
One Hour
A serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage
Very Rare Recipe Table
Recipe
Rarity
Cook Time
Description
Beholder Bourguignon
Very rare
Four Hours
A creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week
Greenspear Bundles in Bacon
Very Rare
One Hour
Gain Darkvision for eight hours
Hand Pies
Very Rare
Six Hours
Restore 8d4+8 hit points
Heroes’ Feast
Very Rare
Eight Hours
You can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell
High Harvest Puree
Very Rare
Four Hours
Regrow small appendage or teeth if consumed every day for a week
Knucklehead Trout
Very Rare
Three Hours
Gain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour
Otiks Skillet
Very Rare
One Hour
Regenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Poached Basilisk Egg in Nothic Broth
Very rare
One Hour
The meal grants a creature with the benefits of a True Seeing spell for one hour.
Qualinesti Stew
Very Rare
One Hour
Recover a level 2 spell slot on a short rest within the next four hours
Red Dragon Tenderloin
Very Rare
Four Hours
The meal grants a creature immunity to fire damage for the next 24 hours
Venison Pot Roast
Very Rare
Six Hours
Temporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast)
Legendary Recipe Table
Recipe
Rarity
Cook Time
Description
Dark Molasses Nutbread
Legendary
Eight Hours
Restore 10d4+20 hit points
Meals End
Legendary
One Hour
Recover a level 3 spell slot on a short rest within the next four hours
Qualinesti Stew
Very Rare
One Hour
Recover a level 2 spell slot on a short rest within the next four hours
Tethyrian Tarrasque au Vin
Legendary
One Day
Eating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week
Yawning Portal Biscuits
Legendary
Four Hours
Regenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
When all this started, I had created a PDF for the players to walk them through a couple of basic rules that needed to be clarified, and what, if any limitations this campaign might have on the very large amount of D&D material that is out there and available. Races, Classes, Homebrew, and anything else I thought was important. After a bunch of modification as the campaign progressed, I decided it might just be batter to put it all here. After all, we are already putting all the session content here. Here you go, rule updates, and any other material I thought was important for the players:
Well, after a few month of use, everyone enjoyed using the screen. It is a high success. Even being able to draw in spell effects was nice to be able to see clearly and while not everyone liked the exactness of it, it scratched a nice itch for me. One of those hard to reach and soul fulfilling scratches hitting that itch that must be scratched.
It was time to get rid of the box and drop that TV in. This was a one way trip. There was no going back. We were going to cut in some major holes that just would never be repairable once we start. It was a scary thought about if anything got screwed up. This was definitely one of those times where we measures a dozen times before cutting, and then measured a few extra just before. And then were afraid to measure afterwards.
We need to move the MacMini into one of the drawer areas and have sufficient pass-through areas for all the cables. The LED system needed to be pulled out. Fans would have be installed since we no longer would any form of cooling once everything was buttoned up. We needed to remove the LED controller and replace it with the fan controller, and move it to the other side of the table to shorten cable lengths. There was a lot to do, and all of it irrevocable.
We also planned on putting a new piece of glass on the new inside box, but this time we would be sealing it with clear caulk to prevent that beer-o-gadon happening on the now flat surface. We also needed to cut in an extra hole and make a hatch to be allow us to push the TV out when it needs to get replaced. The hatch was attached with some metal washers and rare earth magnets. The part that I was happiest about was the new fan system. With four 80mm fans pushing air into the TV and six 120mm fans pulling air out of the box, all of which with their own temperature probes, the new cooling system was fantastic.
Running the room at 80F to 85F the air inside the box with the TV has never exceeded 73F. The 80mm fans were much noisier than the 120mm fans, but that was expected. I set the activation temperature for the 80mm fans to be much higher than the 120mm fans, and as of yet, they almost never fire. The 120mm fans are sufficient for almost all the cooling. We also cut in another vent hole under the the side of the table where the 80mm fans are so that there was also an intake, and when those 80mm fans are running, you can feel that airflow.
Overall, besides the mass destruction that occurred to the table to make it all fit, I am very happy with the new design. Having the TV inside the table was a great move and game play has improved with everything being level. Although now we have many more errant dice causing us to enforce the use of dice boxes. We started with some smaller bamboo boxes with felt on the bottom, and moved to larger bamboo boxes with felt.
The last part of the installation was to mount the monitor arm into its permanent location and into the table itself. With a screen protector attached to the monitor it now provides privacy for the game master and any nefarious look ups or details that are needed while being able to hide them from any of the players sitting to the side.
The City of Splendors is a bustling city on the Sword Coast. A rider from Red Larch can reach Waterdeep in seven days, three if he or she changes horses often and dares to ride by night. Some merchants have termed Waterdeep “the best supply center in the world,” with the largest collection of superb craft workers, experts, useful contacts, and potential hirelings to be found anywhere. Others warn that it represents a huge army of potential enemies for those who aren’t careful-and everyone agrees that its busy streets are full of spies.
Waterhavian noble families and guilds hold tremendous political and economic sway up and down the Sword Coast, but within the city itself, true power lies with the Masked Lords of Waterdeep individuals who convene secretly and whose identities are largely unknown. The public face of this ruling body is the Open Lord of Waterdeep. The current Open Lord, Laeral Silverhand, has held the position for only a few months, and many of the city’s nobles and guild masters are vying for her attention and conspiring to wrest power away from her office, while taking advantage of the transition to dispose of unwanted rivals. This kind of political chaos is “business as usual” for most city residents.
The Lords’ Alliance is a shaky compact of aggressive political powers concerned with mutual security and prosperity. Fighters and sorcerers are prevalent among alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don’t follow the rules seldom last long. Trade along rivers and roads links the cities of the Lords’ Alliance, so its operatives eliminate threats to that trade as soon as they appear.