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Urban Resources - Playtest

The document outlines various characters for a D&D 5e compatible compendium, detailing their backgrounds, personalities, objectives, and abilities. Key figures include Lord Alistair Faelan, Lady Isolde Nightwhisper, Elisea Aurvant, Velena Cythara, and Lysandra Varellis, each with unique traits and motivations that drive their actions within the game. The characters range from noble manipulators to ambitious mages and ruthless leaders, providing a rich tapestry for roleplay and storytelling.

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Emanuel Gonzalez
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© © All Rights Reserved
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0% found this document useful (0 votes)
1 views28 pages

Urban Resources - Playtest

The document outlines various characters for a D&D 5e compatible compendium, detailing their backgrounds, personalities, objectives, and abilities. Key figures include Lord Alistair Faelan, Lady Isolde Nightwhisper, Elisea Aurvant, Velena Cythara, and Lysandra Varellis, each with unique traits and motivations that drive their actions within the game. The characters range from noble manipulators to ambitious mages and ruthless leaders, providing a rich tapestry for roleplay and storytelling.

Uploaded by

Emanuel Gonzalez
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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URBAN RESOURCES

A D&D 5e Compatible Compendium


Background:
Belonging to a noble lineage of ancient tradition, Lord
Alistair grew up in an environment surrounded by
luxury, power and privilege. From a young age, he
learned to handle the most intricate aspects of
commerce and politics, honing his skills in negotiations
and management of the family business. He has been
instrumental in the flourishing of multiple business
ventures, always ensuring that his profits and reputation
grow exponentially.
Roleplay Guide
Personality: Charismatic, cunning and charming, Lord
Faelan projects an image of sophistication and
friendliness. His ability to understand the motivations of
others gives him an edge in any deal.
Attitude: He always presents himself as the ally
everyone wants to have, with a charming smile and
caring words that seem genuinely thoughtful. Despite
this, he sees others as pieces on a board and does not
hesitate to sacrifice them if his plan requires it.
Gestures and mannerisms:

Strokes his chin while listening attentively, giving the


impression of deep reflection.
Plays with a ring of his family sigil on his finger
when negotiating, as a subtle sign of power and
control.
Tilts his head slightly when he smiles, which may
appear to be a friendly gesture, but conceals his
calculating assessment of the situation.
Agenda
Objectives: To consolidate his power in noble and
business circles, expanding his influence in politics and
commerce, and to secure a dominant position in the
spheres of power.
Motivations: Faelan has a deep need to feel in control
and superior to others. Has a desire to maintain family
prestige and secure his legacy through unwavering
fortune and influence.
Conflicts: His constant victories have made him
careless. In addition, the alliances he has forged based
on manipulation and deception could turn against him.
Strategy: Faelan prefers to act from the shadows,
manipulating others to do his dirty work. He uses his
network of contacts, his financial acumen and his
charisma to weave a web of favors and debts, ensuring
that others do what he wants without the appearance of
his direct intervention.
Lord Alistair Vaenric D’Aubriche Silver Tongue. Lord Alistair can attempt to persuade, deception,
Faelan or intimidate, adding +5 to the roll if he has spoken for at least
1 minute beforehand.
Medium humanoid, lawful neutral
Actions
Armor Class 13 (elegant attire)
Hit Points 84 (14d8 + 14) Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 7 (1d8 + 2) piercing damage.

Manipulative Gambit (Recharge 5–6). Lord Alistair forces a


STR DEX CON INT WIS CHA creature he can see within 30 feet to make a DC 16 Wisdom
10 (+0) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 20 (+5) saving throw. On a failure, the target becomes charmed or
frightened (Alistair’s choice) for 1 minute. The target can repeat
Saving Throws Int +6, Cha +8 the saving throw at the end of its turns, ending the effect on a
Skills Deception +11, Insight +6, Investigation +6, Persuasion success.
+11
Condition Immunities charmed Bonus Actions
Senses passive Perception 12 Commanding Presence. Lord Alistair grants a creature within 30
Languages Common, Elvish, Draconic feet a +2 bonus to its next attack roll or saving throw before the
Challenge 5 (1,800 XP; PB +3) start of his next turn.
Reactions
Technomagic Glasses. The user’s technologically advanced
lenses make him immune to magical enchantments. Defensive Wit. When targeted by an attack, Lord Alistair can
impose disadvantage on the attack roll.
Background
Lady Isolde Nightwhisper, an enigmatic and ambitious
mage, serves as the closest advisor to her noble house.
Gifted with exceptional intelligence and arcane
prowess, she wields significant influence. Her relentless
pursuit of forbidden knowledge and immortality has
scarred her both physically and emotionally, leaving her
a figure both respected and feared. Isolde’s charm and
melancholic demeanor mask her inner conflict between
loyalty to her house and her thirst for power.
Roleplay Guide
Personality:
Charming, melancholic, and reflective, Isolde’s poetic
and philosophical speech captivates her audience, while
her cunning mind manipulates those around her.
Attitude:
Approachable and composed, but her gaze can turn cold
and distant, revealing her calculating nature. Her
compassion is tempered by an unwavering ambition to
maintain her power.
Gestures and mannerisms:

Fiddles with a magical onyx ring, which vibrates


faintly with energy.
Mutters incantations under her breath, creating
unease in her presence.
Her glowing eyes intensify when she channels
arcane energy.
Objectives
Goals:
To push the boundaries of magic and secure her legacy,
balancing her loyalty to her house with her quest for
immortality.
Motivations:
Driven by a desire to transcend mortality, Isolde also
craves connection, fearing the isolation her power
brings.
Conflict:
Her ambition and experiments fuel distrust from others,
and her choices often put her house and loved ones at
risk.
Strategy:
Isolde uses her magical prowess and cunning to
manipulate court intrigue, forging alliances or
unleashing dark forces to maintain her influence.
Lady Isolde Nightwhisper, Arcane 2nd level (3 slots): Mirror Image, Misty Step
Strategist 3rd level (3 slots): Counterspell, Fireball
4th level (3 slots): Greater Invisibility, Phantasmal Killer
Medium humanoid (human), lawful neutral 5th level (2 slots): Cone of Cold, Cloudkill
Armor Class 16 (mage armor) Actions
Hit Points 160 (20d8 + 60)
Speed 30 ft. Arcane Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 27 (5d10) force damage and the target’s speed is
STR DEX CON INT WIS CHA reduced by 10 feet until the start of Isolde’s next turn.
10 (+0) 17 (+3) 16 (+3) 20 (+5) 14 (+2) 18 (+4) Withering Hex (Recharge 5–6). Isolde curses a creature she can
see within 60 feet. The target must succeed on a DC 17
Saving Throws Int +9, Con +7, Wis +6, Cha +8 Constitution saving throw or take 36 (8d8) necrotic damage
Skills Arcana +9, Deception +8, Insight +6, Persuasion +8 and be unable to regain hit points until the next long rest. On a
Damage Resistances Necrotic, Psychic successful save, the creature takes half damage.
Senses passive Perception 12
Languages Common, Elvish, Infernal Reactions
Challenge 10 (5,900 XP; PB +4) Arcane Deflection. When Isolde is hit by an attack, she can use
her reaction to add +3 to her AC, potentially causing the attack
Aura of Dread. Creatures within 10 feet of Isolde must succeed to miss.
on a DC 17 Wisdom saving throw at the start of their turn or Legendary Actions
have disadvantage on attack rolls against her until the start of
their next turn. Lady Isolde can take 2 legendary actions, choosing from the
options below. Only one legendary action can be used at a time,
Master of Forbidden Magic. When Isolde casts a spell that deals and only at the end of another creature’s turn. Isolde regains
damage, she can add her Intelligence modifier (+5) to one spent legendary actions at the start of her turn.
damage roll.
Arcane Burst. Each creature of Isolde’s choice within 10 feet
Spellcasting must succeed on a DC 17 Dexterity saving throw or take 18
Lady Isolde is a 10th-level spellcaster. Her spellcasting ability is (4d8) force damage.
Intelligence (spell save DC 17, +9 to hit with spell attacks). She
has the following spells prepared: Cast Cantrip. Isolde casts one cantrip.

Cantrips (at will): Mage Hand, Minor Illusion, Ray of Frost, Unnerving Gaze. One creature within 30 feet must succeed on a
Toll the Dead DC 17 Wisdom saving throw or become frightened until the
1st level (4 slots): Mage Armor, Shield end of its next turn.
Background
Elisea Aurvant, a rising force within the Inquisition, is
renowned for her unyielding devotion to the Father of
Light and her relentless pursuit of heretics. Gifted with
sharp intellect and unwavering determination, she roots
out corruption and darkness with ruthless efficiency.
Though her faith inspires awe, her obsessive methods
and piercing scrutiny leave a trail of tension and fear in
her wake.
Roleplay Guide
Personality:
Fiercely loyal and sharp-witted, Elisea’s clarity of
purpose borders on fanaticism. Her irony and precision
make her both respected and feared.
Attitude:
Moves with elegance and purpose, speaking bluntly and
evaluating others with an unrelenting gaze. Respects
hierarchy but challenges weakness.
Gestures and mannerisms:

Twirls her rosary, a gesture that can feel reverent or


menacing.
Slightly furrows her brow when sensing deception or
misdirection.
Maintains penetrating eye contact, as if examining
the soul of her target.
Objectives
Objectives:
To purify the kingdom by eradicating heresy and
corruption, no matter the personal or social cost.
Motivations:
Fueled by faith and a desire for control, Elisea seeks to
prove her worth and eliminate anything impure that
dims the Father’s light.
Conflict:
Torn between her devotion and the fear that her zeal
may lead to injustice, while facing distrust from allies
wary of her intensity.
Strategy:
Relies on meticulous investigation and direct
confrontation, wielding her authority and faith to expose
hidden truths and enforce her will.
Elisea Aurvant, “The Golden Shadow” Actions
Medium humanoid (human), lawful neutral Multiattack. Elisea makes two attacks.

Armor Class 16 (breastplate) Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 58 (9d8 + 18) Hit: 8 (1d8 + 3) bludgeoning damage.
Speed 30 ft.
Sacred Flame. Ranged Spell Attack: Elisea targets a creature
STR DEX CON INT WIS CHA within 60 feet. The target must succeed on a DC 14 Dexterity
12 (+1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 18 (+4) saving throw or take 14 (3d8) radiant damage.
Bonus Actions
Saving Throws Int +5, Cha +6
Skills Insight +4, Intimidation +6, Investigation +5, Persuasion Expose Weakness. Elisea marks one creature within 30 feet. Until
+6, Religion +5 the start of her next turn, the creature has disadvantage on
Senses passive Perception 12 Dexterity saving throws and attack rolls.
Languages Common, Celestial Reactions
Challenge 4 (1,100 XP; PB +2)
Judgment of Light. When a creature Elisea can see makes an
attack, she can use her reaction to impose disadvantage on the
Inquisitor’s Gaze. Elisea can cast detect thoughts (save DC 14) at attack roll if the attacker is within 30 feet and not behind total
will, targeting only one creature she can see within 30 feet. cover.
Divine Authority. Elisea has advantage on Charisma
(Intimidation) and Charisma (Persuasion) checks when dealing
with individuals under the jurisdiction of the Church.
Background
Velena Cythara, a celebrated courtesan and intellectual,
rose from the bustling markets of Dourhaven to become
a figure of influence among nobles, merchants, and
scholars. With her sharp intellect, refined manners, and
enchanting presence, she weaves a network of alliances
and secrets that span from royal courts to trade
councils. Velena’s true power lies not in titles, but in her
unmatched ability to inspire, manipulate, and influence
those around her.
Roleplay Guide
Personality:
Charming and enigmatic, Velena wields her beauty and
wit with precision, making those in her presence feel
uniquely valued.
Attitude:
Impeccably courteous and subtly disarming, she uses
playful humor and elegant language to guide
conversations toward her goals.
Gestures and mannerisms:

Tilts her head slightly when listening, exuding


attentiveness.
Plays with a lace fan, emphasizing her words or
deflecting tension.
Laughs softly, a musical sound that can seduce or
unsettle. Velena Cythara, “The Enigmatic Muse”
Medium humanoid (human), neutral good
Objectives
Armor Class 13 (elegant attire)
Objectives: Hit Points 25 (5d8)
To maintain her independence and weave a legacy as a Speed 30 ft.
force behind political and commercial progress.
STR DEX CON INT WIS CHA
Motivations:
Velena sees herself as a muse, elevating others while 8 (-1) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 18 (+4)

proving the value of beauty and intelligence over brute Saving Throws Int +5, Cha +6
power. Skills Insight +5, Persuasion +8, Deception +8, Performance +6
Senses passive Perception 11
Conflict: Languages Common, Elvish, Sylvan
Her freedom and influence provoke distrust from Challenge 1/4 (50 XP; PB +2)
noblewomen and envy from men who cannot control
her. Captivating Presence. Creatures within 10 feet of Velena must
succeed on a DC 14 Wisdom saving throw or have
Strategy:
Velena uses suggestion, strategic timing, and her disadvantage on Insight and Perception checks while in her
presence. A creature that succeeds is immune to this effect for
extensive network of confidants to negotiate and protect 24 hours.
her interests. Artful Manipulator. Velena has advantage on Charisma
(Persuasion) and Charisma (Deception) checks against
humanoids.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 2) bludgeoning damage.
Background
Lysandra Varellis, a captivating and powerful vampire,
commands a notorious gang of criminals that dominate
the shadowed alleys of the city. Turned centuries ago,
Lysandra has spent decades mastering manipulation
and conquest, but she now desires outright control.
Known for her beauty and magnetism, Lysandra
attracts followers who view her as a semi-divine figure.
Ambitious and ruthless, she seeks to expand her reach,
crushing rivals and sowing chaos wherever she goes.
Her meteoric rise has made her infamous as a strategist
and feared as a fierce combatant.
Roleplay Guide
Personality:
Driven by ambition, proud, and charming, Lysandra
believes herself above others. She is a master of
manipulation, using her charm and beauty to enthrall
those around her and propel her towards greater power.
Attitude:
Confident and theatrical, Lysandra exudes an air of
supremacy, often seeing others as disposable assets in
her pursuit of dominance.
Gestures and Mannerisms:

Often plays with jewelry—necklaces or earrings


while speaking, subtly hinting at her predatory
nature.
Walks with dramatic poise, ensuring her followers
feel her presence.
Dismissively laughs at threats or challenges,
emphasizing her belief in her own superiority.
Agenda
Objectives:
To claim total control of the city and establish a vast
empire where all are under her rule.
Motivations:
Lysandra’s thirst for power is insatiable, fueled by a
desire to be both worshipped and feared. Her vampiric
nature drives a relentless pursuit of satisfaction and
dominance.
Conflicts:
Her arrogance blinds her to dangers, often leading her
to underestimate formidable opponents. Her
unpredictable and volatile nature has earned her
powerful enemies.
Strategy:
Combining calculated strategy with ruthless combat,
Lysandra excels in swift, surprise strikes. She
destabilizes her enemies through charisma and
cunning, gaining loyalty from the weak and crushing the
strong.
Lysandra Varellis Actions
Medium undead (shapechanger), lawful evil Multiattack: Lysandra makes three attacks.

Armor Class 17 (natural armor) Bloodletter Blade (Longsword): Melee Weapon Attack: +10 to hit,
Hit Points 220 (20d8 + 120) reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 14
Speed 40 ft. Fly 50 ft. (4d6) necrotic damage. The necrotic damage can be absorbed
as blood, as per her Every Last Drop trait.
STR DEX CON INT WIS CHA
Chilling Gaze: Lysandra targets one creature within 30 feet that
18 (+4) 18 (+4) 22 (+6) 16 (+3) 15 (+2) 20 (+5)
can see her. The target must succeed on a DC 17 Wisdom
saving throw or be paralyzed for 1 minute. The target can
Saving Throws Dex +9, Wis +7, Cha +10 repeat the saving throw at the end of each of its turns, ending
Skills Insight +7, Persuasion +10, Stealth +9, Perception +7 the effect on itself on a success.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks Supernatural persuasion: Lysandra targets one humanoid she
Senses darkvision 120 ft., passive Perception 17 can see within 30 feet. If the target can see Lysandra, it must
Languages Common, Elvish, Infernal succeed on a DC 18 Wisdom saving throw or be charmed by
Challanger 15 (XP 13.000; PB +5) her for 24 hours. The charmed target regards Lysandra as a
trusted friend to be heeded and protected. Although the target
Shapechanger: If Lysandra isn’t in sunlight or running water, it isn’t under Lysandra’s control, it takes her requests or actions
can use its action to polymorph into a Tiny bat or a Medium in the most favorable way it can. Each time Lysandra or her
cloud of mist, or back into its true form. companions do anything harmful to the target, it can repeat the
saving throw, ending the effect on itself on a success. A
While in bat form, Lysandra can’t speak, its walking speed is 5 creature cannot suffer this effect again for 24 hours.
feet, and it has a flying speed of 30 feet. Its statistics, other than
its size and speed, are unchanged. Anything it is wearing
Bonus Actions
transforms with it, but nothing it is carrying does. It reverts to Blood Drinker. Lysandra drinks from the goblet she carries,
its true form if it dies. regaining hit points equal to the necrotic damage stored using
her Every Last Drop reaction.
While in mist form, Lysandra can’t take any actions, speak, or
manipulate objects. It is weightless, has a flying speed of 20 Reacctions
feet, can hover, and can enter a hostile creature’s space and Every Last Drop: When Lysandra deals necrotic damage with her
stop there. In addition, if air can pass through a space, the mist sword, she can collect all necrotic damage done this round and
can do so without squeezing, and it can’t pass through water. It absorbs part of it as blood. Using her reaction to gather this
has advantage on Strength, Dexterity, and Constitution saving blood into a red goblet she carries and, as a bonus action, drink
throws, and it is immune to all nonmagical damage, except the it to regain hit points equal to the necrotic damage dealt.
damage it takes from sunlight.
Legendary Actions
Legendary Resistance (3/Day): If Lysandra fails a saving throw,
Lysandra can take 3 legendary actions, choosing from the
she can choose to succeed instead. options below. Only one legendary action can be used at a time
Regeneration: Lysandra regains 20 hit points at the start of her and only at the end of another creature’s turn. Lysandra regains
turn if she has at least 1 hit point and isn’t in sunlight or spent legendary actions at the start of her turn.
running water. If Lysandra takes radiant damage or damage
Move: Lysandra moves up to her speed without provoking
from holy water, this trait doesn’t function at the start of her
opportunity attacks.
next turn. Sword Strike: Lysandra makes one attack with her Bloodletter
Spider Climb: Lysandra can climb difficult surfaces, including Blade.
upside down on ceilings, without needing to make an ability Drink Deep (Costs 2 Actions): Lysandra uses her Necrotic
check. Absorption to recover twice the hit points she has
accumulated with her Every Last Drop ability.
Vampire Weaknesses: The vampire has the following flaws:
Lair Actions
Forbiddance: Lysandra can’t enter a residence without an On initiative count 20 (losing initiative ties), Lysandra can take
invitation from one of the occupants. a lair action to cause one of the following effects:
Harmed by Running Water: Lysandra takes 20 acid damage if
it ends its turn in running water. Blood Mist: A crimson mist fills a 30-foot-radius sphere
Stake to the Heart: If a piercing weapon made of wood is centered on a point Lysandra can see within 120 feet of her,
driven into Lysandra’s heart while Lysandra is incapacitated lasting until initiative count 20 on the next round. The mist is
in its resting place, Lysandra is paralyzed until the stake is lightly obscured, and creatures other than Lysandra that start
removed. their turn within the mist take 10 necrotic damage.
Sunlight Hypersensitivity: Lysandra takes 20 radiant damage Terrifying Allure: Lysandra exudes an aura of captivating fear.
when it starts its turn in sunlight. While in sunlight, it has Each creature within 30 feet that can see her must succeed
disadvantage on attack rolls and ability checks. on a DC 18 Charisma saving throw or become frightened for
1 minute.
Background:
Vernon Jasp, known in the underworld as “Silkhands,”
is the trusted tailor for thieves, spies, assassins, and any
other agents of the shadows who need clothing that is
both functional and impeccably stylish. Although it was
never originally his intention, his vision of fashion and
functionality proved ideal for those who needed to hide
in the dark and functional protections while maintaining
an intimidating appearance. Almost unintentionally he
became the tailor of thieves, assassins, organized crime
and many more. Truth be told, Vernon has adapted to it
and is now considered an indispensable part of this little
world.
Roleplay Guide
Personality: Theatrical, dramatic, and flamboyant.
Vernon behaves as if he were a captive of a Noir genre
play that, for whatever reason, manages to keep up.
Attitude: He acts as if he’s the lead in a grandiose scene.
Full of a rough charm and drama that if it weren’t for
his excellent taste and hand for clothes would be totally
misplaced.
Gestures and mannerisms: Vernon Jasp
Medium humanoid (human), Chaotic Neutral
Speaks with his hands with exaggerated
expressiveness, tracing shapes in the air to Armor Class 12 (unarmored)
emphasize each word. Hit Points 21 (3d8 + 6)
Speed 30 ft.
Tends to obsessively examine every wrinkle or
crease in the clothing of the people he is talking to, STR DEX CON INT WIS CHA
sometimes interrupting conversations to “fix” 10 (+0) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 18 (+4)
someone’s attire. Saving Throws Int +5, Cha +6
Often makes dramatic comments such as, “Oh, you Skills Deception +6, Insight +3, Persuasion +6, Performance +6
ruffian, that cape is a tragedy! Let me save you!” Senses passive Perception 11
Languages Common, Thieves’ Cant
Challenge 1/4 (50 XP; PB +2)
Agenda
Theatrical Deceiver. Vernon has advantage on Charisma
Objectives: To get her hands on magical materials for (Deception) checks and Charisma (Performance) checks, using
her more daring designs such as shadow yarn or his dramatic flair to mislead others while maintaining a
enchanted buttons. captivating presence.

Motivations: In a combination of ego and artistic


Tailor’s Eye. Vernon has advantage on Intelligence

perfection, she wants to break her own barriers and (Investigation) checks related to clothing and fashion.

reach to create objects of legend. Keen Observer. Vernon has advantage on Wisdom (Insight)
checks to determine a creature’s motivations based on their
Conflicts: His thirst for recognition leads him to accept clothing and demeanor.
work from disreputable clients, something that could Actions
put him at risk despite the harmlessness of his work. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Strategy: Work for the biggest names in the business by Hit: 4 (1d4 + 2) piercing damage.
entering into the web of favors and reputation that
excites him so much. His idea is to find potential clients
among the useless riffraff in order to properly coat a
future legend.
The Whisper of the
Lotus
The Whisper of the Lotus is a dreamlike sanctuary
hidden in the back alleys of the commercial district.
This opium den, lit by paper lanterns and filled with the
sweet aroma of exotic herbs, offers an escape from
reality. Low sofas, worn cushions, and semi-translucent
curtains divide the space into intimate sections, where
patrons recline to inhale fragrant vapors from ornate
pipes. Despite its tranquil appearance, clandestine
transactions and whispered conspiracies are as
common as the clouds of smoke.
Features
The Garden of Winds:
A central room adorned with frescoes depicting
dreamlike landscapes. Patrons gather here to share
stories, poems, or songs while attendants prepare
sensory enhancing blends in enchanted bronze braziers.
The Room of Lost Echoes:
An exclusive area where rare and costly herbs are used
to inspire visions or unlock hidden memories. Its
clientele includes nobles, scholars, and mages seeking
revelations.
The Altar of Mists:
A small shrine dedicated to a minor deity of dreams and
secrets. Offerings are believed to ensure pleasant
visions or protection against induced nightmares.
Events
The Door of Memory:
A prominent client experiences a disturbing vision using
the rarest herbs, claiming to glimpse a fragment of a
dangerous plot. The players are asked to interpret the
vision and uncover whether it is illusion or premonition.
The Stranger in the Mists:
A mysterious foreign visitor offers an unusual herb,
claiming it grants “universal truths.” His presence
breeds mistrust, prompting players to investigate his
origins or true intentions.
The Ring of Mirrors:
A suspicious patron vanishes behind a dense cloud of
smoke, leaving behind a strange ring with magical
properties. Players can trace the patron or explore the
secrets of the object, potentially tied to a broken ancient
pact.
The Hearth of Agrimm Events
Of Wind and Metal: A group of blacksmiths argue
Description during the day about an impossible alloy. Most
believe it to be mere hearsay, but one stubborn duo
The Hearth of Agrimm is a colossal, sturdy-looking is convinced they hold the key to a metal as light as
workshop, with blackened stone walls and a large wind and as giddy as mercury without sacrificing its
chimney that gives off constant smoke visible even from hardness.
the outside. The sound of hammering against metal Urgent Request: The emissary of a wealthy client
echoes from dawn to dusk, creating a rhythmic music suddenly arrives with an impossible order: the
that fills the air. Inside, the heat is suffocating, and the forging of a quantity of weapons and breastplates in
smell of burning charcoal mixed with molten metal too short a window of time. The urgency of this
permeates every corner. All the shapes in this place request hints at troubling circumstances.
seem to converge in a huge central forge, where molds The Bandit Hit: Rumor has it that smugglers, aware
are poured, iron is worked, and everything one can of the large influx of weaponry being manufactured,
conceive is shaped. Around it, nearly two dozen have hired mercenaries and thieves to raid the
blacksmiths dedicate themselves to their craft as if it workshop. These rumors could become reality at any
were the altar of a temple to ingenuity. moment.
Features
The Heart: The hulking central forge resembles the
heart of a giant of stone and fire. It is a circular pyre
fed by countless canals that keep its flames burning
and the work going at a steady pace that few could
imagine.
The Stone Hammer: A massive hammer, its head
seemingly on the verge of breaking, hangs at the
entrance to the workshop. It is said to have been a
legendary weapon whose name is no longer
remembered and is believed to withstand only one
last blow before it breaks completely.
The Repair Station: A side section of the smithy is
dedicated exclusively to the repair of damaged
equipment. Mercenaries and adventurers flock here
to fix their weapons and armor after dangerous
missions, making it a key place of interaction and
gossip.
The Sky Garden
Description:
Hidden behind high walls and tall towers of the noble
quarters, the Sky Garden is a hanging paradise
stretched across rooftops, filled with exotic plants and
flowers from distant realms. This exclusive retreat for
aristocrats offers peace and mystery, with glass
walkways connecting terraces adorned with floral
pergolas and luminous vines. Crystal-clear fountains
flow in delicate cascades, creating a tranquil
atmosphere. Beneath its radiant beauty lie secrets and
alliances that could shape history.
Features:

Whispering Waters Fountains: Mystical fountains


whose continuous flows, some say, reveal glimpses
of the future in their reflections. Seers and nobles
secretly consult them at midnight.
The Celestial Mantle Tree: An ancient, glowing blue
tree sacred to the elves, rumored to heal wounds
when touched. Rituals beneath its canopy are rare
and shrouded in mystery.
The Bridge of Confessions: A starlit walkway where
nobles whisper secrets and make powerful pacts.
Many believe the twilight shadows carry the weight
of unbreakable agreements.
Events:

The Night of the Star Pact: Leaders of noble houses


gather under constellations to forge alliances during
the solstice. Players might infiltrate to uncover
secrets or protect allies.
The Midnight Duel: Rival noble heirs choose the Sky
Garden for a clandestine duel. Players may intervene
as mediators, protectors, or saboteurs.
The Path of Silence: A serene night draws visitors to
the Celestial Mantle Tree for spiritual answers, but a
shadowy figure lurks, threatening ambush or dark
revelations.
The Straghov Circle
Purpose
To serve those who can afford their exorbitant fees,
tipping the balance of conflicts with their unmatched
skill and terrifying presence.
Structure
Patriarch: Immortal leader of the Circle, embodying
its power and vision.
Ordained Knights: Vampiric warriors, the elite force
of the Circle.
Acolytes: Mortal neophytes and servants, supporting
their vampiric masters.
History
The Circle of Straghov predates human history, united
under a single immortal patriarch. Their numbers are
small but their power immense, surpassing the armies
of mortal realms. They see themselves as knights by
right of blood and death, their arrival on the battlefield
likened to the descent of infernal legions. Infamous for
their hedonistic excesses, their presence instills both
fear and awe, ensuring their legacy of unparalleled
infamy.
Values
Superiority, Hedonism, Loyalty to the Patriarch.

Activities
Operating as elite shock forces, the Straghov Circle
accepts only the wealthiest and most daring employers.
Clad in gothic armor and wielding devastating weapons,
they personify death on the battlefield. At nightfall, the
Circle indulges in macabre banquets, intertwining
slaughter with dark pleasures to sate their endless thirst
for blood and desire, ensuring they remain controllable
by those who dare to employ them.
The Green Hand Family
Purpose
To dominate the city’s underworld through extortion,
smuggling, gambling, and “protection” charges in
vulnerable neighborhoods. Their unofficial motto: “Pay
now, or pay more later.”

Structure
Don Gobbo: Supreme leader, known for his charm
and ruthless tactics.
Ushers: Trusted advisors who carry out Don Gobbo’s
orders.
Warlords: District heads overseeing operations and
enforcing loyalty.
Thugs: Goblins who handle intimidation, collections,
and enforcement.
Cubs: Ambitious recruits learning to survive and
climb the ranks.
History
The Green Hand Family began as a small group of
goblins offering “protection” in the city’s darkest alleys.
Under the leadership of Don Gobbo, whose name has
become a title of fear, they grew into a sprawling
network of organized crime. By absorbing smaller
goblin gangs and establishing a strict, family-like
hierarchy, the Family expanded its operations into
nearly every corner of the underworld. Though loyalty is
valued, internal betrayals and greed are rampant,
fueling a chaotic yet effective organization.
Values
Respect for the Family, Cunning, Greed.
Activities
The Green Hand Family thrives on smuggling,
extortion, gambling, and the trafficking of stolen
magical items. District Warlords enforce protection
rackets, ensuring merchants pay for “safety,” while
Thugs handle intimidation and violence. They trade in
rare and illicit goods, fueling the city’s black market.
Their system of favors ties desperate individuals to the
Family, ensuring a lifetime of servitude in exchange for
aid. Though mayhem is always an option, the Family
prefers calculated intimidation to maintain control.
Night Of Wispers Narration for DMs:
The Night of Whispers originated after a great plague When describing the festivity in the game, emphasize
ravaged the city centuries ago. According to legend, the the weight of silence broken by small murmurs and the
dead communicated with the living through whispers in latent fear of what may be lurking in the shadows. The
the dark, offering truce in exchange for one night a year tension is palpable as the characters watch hooded
when their voices could be heard. Since then, once a figures moving through the crowd, unsure if they are
year during a waning quarter, citizens turn off all the alive or dead. Candle lights flicker, creating shadows
lights and take to the streets with candles and masks, that seem to have a life of their own, and the air
whispering their wishes and secrets to the spirits of the becomes heavy with the presence of the supernatural.
dead. Although the main objective is to show respect At midnight, all the whispers join in a prayer, generating
and gratitude to the lost souls, some take advantage of a dense atmosphere that can have mystical and
the darkness to commit more sinister acts. emotional effects on the characters present
Description:
During the Night of Whispers, the city is shrouded in
complete darkness, illuminated only by the candles that
citizens carry in their hands. The masks they wear are
elaborate, representing spirits, demons or mythological
creatures, and are meant to hide the identity of the
living from the dead. It is believed that those who
whisper their desires and sins sincerely can obtain help
from the souls, but there is a risk of attracting the
attention of evil spirits. The city is in a state of tense
calm, as the silence is interrupted only by faint whispers
and the occasional eerie sounds and movements.
Key Elements:
- Masks and Candles: Each citizen wears a mask
symbolizing their connection to the afterlife and a
candle, which is said to guide the dead to the sphere
of the living.
- The Great Whisper: At midnight, all the voices of the
city rise in a single collective whisper, a moment of
great ritual significance in the supernatural.
- Evil Entities: The presence of spirits, supernatural
entities and even demons during this night is well
known. Only ritual keeps them at bay.
- Shelter of Shadows: Certain guilds, sects and
malicious individuals take advantage of the macabre
importance of this day to give free rein to their desires
and twisted plans.
Environmental Effects – The Silence of Aedric “Centuries ago, the bold warrior
Aedric refused to be silent during the Night of Whispers,
A brief section on how the city physically transforms scorning the ancient customs and daring the spirits to
during the holiday. This may be useful for you to confront him. It is said that the shadows enveloped him
describe the setting to the players, creating a more and, at dawn, only his sword remained, lonely and
immersive atmosphere. leaning against his door. Since then, those who defy the
The streets are covered in a light fog that seems to ritual often disappear without a trace, while the souls of
become denser near shadows and old buildings. the dead continue to add names to their realm of
shadows.”
City lamps are replaced by torches or candles,
creating a flickering light that casts eerie shadows on
the walls. Night Of Wispers Effects
Roll Effects
The inhabitants cover their doors and windows with 1 A spirit attempts to possess one of the players by
protective symbols, such as chalk runes or strange dominating his mind and temporarily expelling his spirit.
dolls made of branches and wrapped in string. (The player suffers the spell “Dominate Person”.)

Temples and main squares are filled with incense 2 From the underworld, a spectral hand appears grabbing

and murmurs, with silent processions crossing the an adventurer. (Player suffers the “Grapple” effect)

city under the watchful eye of masked clerics. 3 A spirit whispers secrets from beyond the grave that break
the spirit and make the ears bleed. (The player suffers the
spell “Dissonant Whispers”).
Associated Stories or Legends 4 The whisper of laughter is heard throughout the area,
A small section with a legend or myth about the holiday softening the will of those without mental strength. (The
that the characters might hear during the night. This player receives the effect (“Tasha’s Hideous Laughter”).
could include a cautionary tale or myth about a hero or 5 The environment turns against the protagonists. Angry
villain from the past who did something significant spirits try to harm or kill them. Loose weapons fly.
during a Night of Whispers. Feel free to add more to (Weapons or objects attack adventurers with the
“Telekinesis” spell).
Nerezia’s Last Cry “Nerezia, a powerful sorceress, 6 The cold embrace of a soul longing for the warmth of life
ignored the warnings of the Night of Whispers, embraces an adventurer (A player suffers the “Hold
performing a forbidden ritual taking advantage of the Person” effect”).
convergence of worlds. Breaking the silence, her
voice echoed throughout the city like a muffled
scream. The next morning, they found her inert
body, her lips still open and her face contracted in a
last gesture of sublime horror.”
The Blind Blacksmith “He who was the Blacksmith
of the square swore that during a Night of Whispers,
an unusual customer asked him to forge a ring in
absolute silence. Refusing to speak, not a word came
out of his mouth in the years that followed. They say
the shadows snatched his tongue, and now his anvil
echoes only in distant echoes, like a muffled wail.”
Helena’s Vow “Helena, a young woman in love, made
an eternal vow under the waning moon on the Night
of Whispers. However, her love died before the next
moon. Since then, those who make promises on that
night often disappear or lose those they love, for it
seems that some spirits do not tolerate the living
keeping their oaths.”
The Six Dragons’ Strife
The Six Dragons’ Strife began in the depths of the city’s
underworld, a clandestine martial arts tournament
known only to those entrenched in the darkest criminal
circles. According to legend, the event was born from a
dispute among six great masters of different combat
schools who resolved their rivalries in a deadly fight
beneath the flickering light of an underground forge.
Today, the tournament is an annual ritual of brutality
and skill, preserving the legacy of its founders through
the combatants who vie for supremacy.
Description of the Festival:
Far from an ordinary celebration, the Six Dragons’
Strife is a secretive and bloody ritual held in hidden
chambers beneath the city. Fighters from across the
continent endure trials of endurance, deception, and
lethal combat, culminating in a final bout that crowns
the strongest and most cunning warrior. Spectators—
mercenaries, decadent nobles, and criminal figures—
place exorbitant bets while watching the contestants
battle in a torchlit ring surrounded by ominous
shadows.
Key Elements:
The Six Dragons: Each year, six champions
representing different combat styles are chosen.
They embody the honor and brutality of the
competition.
The Crimson Circle: A torchlit arena marked with
ancient runes said to heighten the intensity of the
battles.
The Dragon Mask: Fighters wear dragon-shaped
masks symbolizing their ferocity and anonymity,
protecting them from external retaliation.
The Secret Prize: While the victor receives
unimaginable riches, rumors claim the true reward
is an ancient artifact safeguarded by the
tournament’s hosts.
Environmental Effects
Transformation of the Setting:

Hidden tunnels accessible only with encoded


invitations lead to the tournament locations.
The oppressive depths radiate suffocating heat from
forges and torches.
Arena walls bear the marks of past battles: cracks,
dried bloodstains, and stylized dragon engravings.
Torchlit shadows seem to dance, appearing as if
additional unseen spectators surround the fighters.
Associated Tales and Legends Pugna de los Seis Dragones Effects
The Nameless Dragon: Roll Effects
“Five years ago, an unknown fighter appeared at the 1 A fighter suddenly collapses, their mask shattering as an
Strife wearing a featureless black mask. Without a ancient curse envelops them. (The player suffers the spell
word, they defeated every opponent with a style no “Hex“.)
master could identify. After claiming victory, they 2 Shadows along the arena’s edge seem to move
vanished with the prize, leaving no trace. Each year, unnaturally, reaching out to ensnare a fighter. (Player
participants anxiously await their return.” suffers the “Grapple“ effect.)
The Curse of the First Champion: 3 A surge of adrenaline overwhelms the player, granting
“The first champion of the Strife, a master swordsman unnatural speed but clouding judgment. (The player gains
named Kael, won the tournament only to be found dead the “Haste“ effect for 1 minute, then suffers exhaustion.)
days later with his mask fused to his face. Legend has it 4 An ethereal dragon’s roar echoes through the arena,
that the original Six Dragons cursed anyone who dared disorienting all who hear it. (All players must make a DC
surpass their legacy.” 14 Wisdom saving throw or suffer the spell “Fear“.)
The Red Hand: 5 A weapon on the battlefield begins to glow with ominous
“Rumors speak of a shadowy figure known as the Red energy and attacks on its own. (The weapon targets a
Hand manipulating the tournament from behind the random player, using the “Spiritual Weapon“ spell.)
scenes. Some say this figure is one of the original Six 6 The spirit of a fallen combatant rises, temporarily
Dragons, searching for a worthy successor to their possessing a player to relive its final fight. (The player is
power.” dominated by the “Possession“ effect for 1 minute.)
The Whisper of Specters:
“Fighters often claim to hear voices before their final
matches. Some believe these are the Dragons judging
their worth, while others fear they are the wails of those
who perished in the arena.”
Narration for DMs
As you describe the Six Dragons’ Strife, emphasize the
tense and claustrophobic atmosphere. The clash of
weapons reverberates through the chamber, mingling
with the cries of an audience hungry for bloodshed.
Fighters, cloaked and masked, move with deadly
precision, knowing that any misstep could mean their
end. The arena, lit by flickering torches, casts shadows
that seem to come alive, while a heavy silence falls
before the final, decisive strike of each battle.
The Courtesan
This refined and charming individual is a master of
social maneuvering and etiquette. Skilled in reading
emotions and understanding the subtleties of power
dynamics, the Courtesan specializes in building
alliances and gathering intelligence during social
encounters. With their wit and grace, they ensure the
group’s interactions with nobility and high society
proceed smoothly.
Perks
– Social Savvy: While the Courtesan is with the party,
they gain advantage on Charisma (Persuasion) and
Charisma (Deception) checks when interacting with
nobility or other influential figures.
– Loyal Companion: During a long rest, the Courtesan
can provide guidance and emotional support to one
ally, granting them inspiration (one use of advantage
on any roll) at the start of the next day.

The Courtesan
Medium humanoid, Neutral

Armor Class 12 (Elegant Attire)


Hit Points 18 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+1) 14 (+2) 13 (+1) 18 (+4)

Saving Throws Wis +3, Cha +6


Skills Deception +6, Insight +5, Persuasion +8
Senses passive Perception 11
Languages Common, Elvish, one additional language
Challenge 1/2 (100 XP)

Charming Demeanor. The Courtesan has advantage on


Charisma (Persuasion) checks when interacting with creatures
that can understand their language.
Actions
Wit and Words. The Courtesan targets one creature within 30
feet. The target must succeed on a DC 14 Wisdom saving
throw or become charmed for 1 minute. While charmed, the
target cannot attack the Courtesan or harm their allies unless
directly provoked.

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.


Hit: 3 (1d4 + 1) piercing damage.
The Cook
This expert in culinary arts uses his skills to boost
morale and provide essential sustenance. His meals not
only keep the group healthy but also grant temporary
benefits in critical situations.
Perks
– Feast of Fortitude: During a long rest, the Cook
prepares a feast that grants each member of the
group 1d8 temporary hit points and advantage on
Constitution saving throws against disease or poison
for the next 8 hours.
– Quick Rations: The Cook can spend 1 minute to
prepare a snack from available ingredients. A
creature that eats this snack regains 1d4 hit points.
Limited to 3 uses per long rest.

The Cook
Medium humanoid, Neutral Good

Armor Class 12 (leather apron)


Hit Points 24 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 14 (+2) 10 (+0) 15 (+2) 12 (+1)

Saving Throws Con +4, Wis +4


Skills Medicine +4, Survival +4, Cooking Tools +5
Senses passive Perception 12
Languages Common, Dwarvish
Challenge 1/2 (100 XP)

Healing Cuisine. When a creature consumes a meal prepared by


the Cook during a short rest, they regain an additional 1d6 hit
points.
Actions
Cleaver Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 1) slashing damage.

Throwing Knife. Ranged Weapon Attack: +3 to hit, range 20/60


ft., one target. Hit: 4 (1d4 + 1) piercing damage.
Drahovari Sorceress
Medium monstrosity, chaotic evil

Armor Class 16 (natural armor)


Hit Points 144 (16d8 + 64)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 18 (+4) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Con +8, Wis +7, Cha +9


Skills Arcana +6, Deception +9, Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from
nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., tremorsense 30 ft., passive
Perception 17
Languages Common, Drahovari
Challenge 10 (5,900 XP; PB +4)

Drahovari Weaknesses. The Drahovari Warrior has the following


flaws:

Harmed by Thorns. The Drahovari takes 20 acid damage


when it has been damaged by an attack made with Thorns or
similar
Sunlight Sensitivity. While in sunlight, the Drahovari has
disadvantage on attack rolls and ability checks.

Spellcasting. The Drahovari Sorceress is a 10th-level spellcaster.


Her spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). She has the following spells prepared:

Cantrips (at will): chill touch, minor illusion, thaumaturgy


1st level (4 slots): shield, magic missile
2nd level (3 slots): hold person, mirror image
3rd level (3 slots): counterspell, fear
4th level (3 slots): blight, greater invisibility
5th level (2 slots): dominate person, cloudkill

Actions
Multiattack. The Drahovari Sorceress makes two attacks with
her necrotic touch or casts one spell and makes one necrotic
touch attack.

Necrotic Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one


target. Hit: 16 (3d10) necrotic damage, and the target cannot
regain hit points until the start of the Sorceress’s next turn.

Psychic Scream (Recharge 5–6). The Drahovari Sorceress emits a


piercing psychic scream. Each creature of her choice within 30
feet must succeed on a DC 17 Wisdom saving throw or take 27
(5d10) psychic damage and be stunned until the end of its next
turn.
Goblin Thug
Small humanoid (goblin), chaotic evil

Armor Class 14 (leather)


Hit Points 42 (6d6 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

Saving Throws Dex +5, Con +4


Skills Stealth +5, Intimidation +1
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP; PB +2)

Pack Tactics. The Goblin Thug has advantage on an attack roll


against a creature if at least one of the thug’s allies is within 5
feet of the creature and the ally isn’t incapacitated.

Actions
Multiattack. The Goblin Thug makes two attacks.

Stabbing Shiv Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,


one target. Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions
Nimble Escape. The Goblin Thug can take the Disengage or
Hide action as a bonus action on each of its turns.

Hit Them In The Nuts. When the Goblin Thug hits a creature
with a melee attack, it can use a bonus action to attempt a dirty
trick. The target must succeed on a DC 12 Dexterity saving
throw or drop one held item of the Goblin Thug’s choice.
Brutal Mercenary
Medium humanoid (any race), chaotic neutral

Armor Class 16 (half plate)


Hit Points 108 (12d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 14 (+2)

Saving Throws Str +7, Con +7


Skills Athletics +7, Intimidation +5
Senses passive Perception 10
Languages Common
Challenge 6 (2,300 XP; PB +3)

Battle Frenzy (1/Day). For 1 minute, the Brutal Mercenary can


make one additional weapon attack whenever it takes the
Attack action (three attacks in total). It has advantage on
Strength-based attack rolls during this time, but attack rolls
against it also have advantage.

Brute Force. When the Brutal Mercenary hits with a melee


weapon attack, it rolls an additional damage die (included in
the damage).
Actions
Multiattack. The Brutal Mercenary makes two attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 15 (1d12 + 4) slashing damage.

Handaxe (Ranged). Ranged Weapon Attack: +4 to hit, range


20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Esoteric Summoner
Medium humanoid (any race), chaotic evil

Armor Class 12 (leather armor)


Hit Points 54 (9d8 + 9)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +4, Cha +5


Skills Arcana +5, Religion +4, Deception +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Infernal
Challenge 3 (700 XP; PB +2)

Spellcasting. The Esoteric Summoner is a 5th-level spellcaster.


Its spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). It has the following spells prepared:

Cantrips (at will): thaumaturgy, eldritch blast, mage hand


1st level (4 slots): mage armor, hex, shield
2nd level (3 slots): darkness, hold person
3rd level (2 slots): summon lesser demons

Actions
Multiblast Esoteric Summoner makes two attacks whit his
Eldritch Blast.

Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 9 (1d10 + 3) force damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d4 + 2) piercing damage.

Summoner’s Frenzy (Recharge 5–6). As an action, the Summoner


can summon 2d4 Fanatic Cultist to unoccupied spaces within
30 feet. The creatures remain for 1 minute before fleeing.
Items
Ogre Ration Raggie’s Toolset
Wondrous item, common Wondrous item, common
A calorie-dense and compact meal that provides extra A bag filled with tools and scribbled guides by Raggie
sustenance. (Can only be consumed once per long rest) the Magpie.
1 gp, 1 lb. 5 gp, 5 lb.
Restoration. When consumed as a meal, it restores 1 Craftsmanship. Allows a character to dismantle
extra Hit Die in health. weapons, armor, and common items to create new
common objects, following the logic of what is
disassembled.
Miracle Scrap Protection
Wondrous item, common
When the wearer receives a critical hit, this protection
reduces the damage taken by half. However, after
absorbing the damage, the item becomes unusable.
2 gp, 1 lb.
Durability. The piece becomes inoperable after
absorbing a critical hit.
Adaptable. This makeshift protection can take the form
of various items, such as a pot helmet or an improvised
shield.

Scrap Explosion Ammunition


Ammunition, common
An arrow where its tip is made of scrap metal with an
explosive formula. On impact, it damages the target and
any creature around it.
5 cp, 0,8 oz.
GAME LICENSE Version 1.0a text is the property of You must update the COPYRIGHT NOTICE portion of this
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