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Food Stalls
Bonnie Burr's Bourbon Chicken: with Rice and Beans (1 Silver).
Philippe's Crêpes: Crêperie (5 Copper).
- Savory Crêpes: Chicken-Cheese, Smoked Salmon, Spinach and Cheese, Chondathan, Turkey-Mushroom
- Sweet Crêpes: Strawberry Cream, Banana-Peanut Butter-Cocoa, Strawberry-Banana, Lemon-Raspberry, Mixed Fruit Blend, Parfait Delight
Berger and Bunn's: Gourmet Burgers (5 Copper) and Tater Fries/Sides (2 Copper).
- Brunch Burger and Tater Tots
- Monster Mash Biscuit Burger
- Hangover Burger (Original or Spicy)
- Classic Rothe Burger
- Border Bacon Cheeseburger
- Avernus Cheeseburger
- Jalapeno Turkey Burger
- Classic Chicken Burger
- Barbeque Chicken Burger
- Border Chicken Burger
- Chicken Tenders
- Tater Fries
- Border-Spiced Tater Fries
- Onion Rings- Jalapeno Popper Bites
Auril's Ice Shack: Shaved Ice and Frozen Treats (3 Copper).
- Shaved Ice Syrups: Blue Raspberry, Cherry, Cherry Frost, Grape, Green Apple, Mango, Orange, Passion Fruit, Pineapple, Lemonade, Root Beer, Sour (Blue Raspberry, Cherry, Grape, Green Apple), Strawberry, Strawberry Lemonade
- Strawberry Bars
- Ice Cream Sandwiches (Classic, Chocolate, Triple Threat, Strawberry Shortcake)
- Giant Waffle Cone (Vanilla, Chocolate, Sweet Cream, Mint, Strawberry, Cookie Dough, Pumpkin Cheesecake, Black Cherry, Orange-Vanilla Swirl)
Mulhorand Café: Authentic Mulhorandi and other East-Desert Cuisine (1 Silver).
- Lamb Kofte
- Chicken Shawarma
- Lamb or Chicken Kebabs
- Fattoush
- Mansaf
- Ejjeh with Zucchini, Feta, Dill and Black Lime Harissa
- Chicken and Eggplant Biryani
- Rice Pudding
- Zaatar, Lavash Bread (choose one, included with meal)
Pucker Up Potions: Fruit Flavored Limeades (1 Copper)
- Classic Lime, Strawberry, Cherry, Raspberry, Grape, Orange, Grapefruit, Watermelon, Prickly Pear, Fruit Medley
This is a menu I made for one of the food stall zones for a Renn Faire inspired Festival of the Moon (Moonfest) in Neverwinter.
Meals: (7 Copper)
- King's Mega-Dog: 1/2 lb. Hot Dog
- Chicken Fingers
- Miner's Pie
- Potato Leek Soup
- Smoked Sausages and Kraut with Dwarven Mustard
- Corned Beef and Cabbage
- Gully Dwarf Porridge
Sides: (3 Copper)
- Tide-Me-Overs (Beef-Pork-Onion Meatballs)
- Tater Tots
- Smothered Tots
- Mirabaran Egg (Scotch Egg)
- Fried Cheese Curds
- Tater Wedge Fries
- Fried Mushrooms
- Spicy Corn Nuggets
- Plate of Gold
- Dwarven Flatbread
Drinks and Dessert: (5 Copper)
- Goldshield Stout (Guinness)
- Goldshield Black Lager
- Goldshield Draught
- Goldshield Mirabar Porter
- Goldshield Icewind Porter
- Bleak Sunrise
- Vodka Sour
- Black Pudding
This is a menu I made for one of the pubs for a Renn Faire inspired Festival of the Moon (Moonfest) in Neverwinter.
Damage.
- Burst Fire. 4 Ammo, 2[1d4d] (Range 6)
- Manual Fire. 1 Ammo, 2 (roll 1d4 to check for Hit, Miss, or Crit) (Range 9)
Properties. Light, Reload: 1 Action, Ranged
Ammo (Magazine Capacity). 20
Inventory Size. 1/2 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
Damage.
- Burst Fire. 4 Ammo, 4[1d4d] (Range 8)
- Manual Fire. 1 Ammo, 4 (roll 1d4 to check for Hit, Miss, or Crit) (Range 12)
Properties. 2-handed, Reload: 1 Action, Ranged
Ammo (Magazine). 16
Inventory Size. 1 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Predator Heavy Pistol from Mass Effect. --
Damage.
- Rapid Fire. 2 Ammo, 2[2d8d2] (Reach 3)
- Burst Fire. 1 Ammo, 2[1d8d] (Range 5)
Properties. 2-handed, Reload: 1 Action, Ranged
Ammo (Magazine Capacity). 4
Inventory Size. 1 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Shuriken SMG from Mass Effect. --
Damage.
- Blast Fire. 1 Ammo, (Cone 3) DC10+STR or 4[1d10], half on save. Damage is evenly split among targets prior to save.
Properties. 2-handed, Reload: 2 Actions, Ranged (Req. 2 STR)
Ammo (Magazine). 5
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Katana Shotgun from Mass Effect. --
Damage.
- Rapid Fire. 2 Ammo, 2[2d6d2] (Reach 5)
- Burst Fire. 1 Ammo, 2[1d6d] (Range 7)
Properties. 2-handed, Reload: 1 Action, Ranged (Req. STR 2)
Ammo (Magazine). 6
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Avenger Assault Rifle from Mass Effect. --
Damage.
- Manual Fire. 1 Ammo, 50 (roll 1d4 to check for Hit, Miss, or Crit) (Range 8-Range 16)
Properties. 2-handed, Reload: 2 Actions, Ranged, Unwieldy (Disadvantage up to starting Range) (Req. STR 3)
Ammo (Magazine). 1
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Mantis Sniper Rifle from Mass Effect. --
- Manaball is a game played with two teams of equal size, minimum of 3 (usually 9 players in the "pro leagues," haven't decided yet).
- The game is played via zipper initiative, and the winner of Initiative (the coin toss) becomes the Offense team (Offense) and the other becomes the Defense team (Defender).
- Each team has 3 Actions per Turn with which they use to make plays. The Defense team can end up using their entire Turn with Reactions on Blocking Shield.
- The Offense team make the first plays, which cost 1 Action each. The plays for everyone are Move Position and Make a Play. Move Position can't be blocked by Blocking Shield, however it can be affected by Stealing the Ball. A Move can be broken up in the case of Stealing the Ball.
- The first unit chosen is the one who has the Manaball in possession. When the ball is in possession, it can only be stolen after the possessor Makes a Play or a Defender moves/becomes adjacent to the possessed ball.
- Shooting/Passing the Ball. For Offense, Make a Play is passing or shooting the ball in a Line. Any Defender that is near (usually adjacent or inside) the line can use a Reaction (which uses their Turn this Round) to Make a Play to attempt to block/steal the ball. When the Offense Makes a Play, they spend Mana to roll a number of associated die of their spell school (d4 for Wind, d10 for Fire, etc) equal to Mana spent. The ball moves down the Line a number of spaces equal to the total + KEY (and Crits explode, just like normal). On a Primary Die 1, you Fumble the Ball (it still moves the total number of spaces down the Line and is in possession by neither team) and the Defense team has an opportunity to become the Offense team by moving to a space adjacent to it. Crits bypass Blocking Shield.
- Blocking Shield. When the Defense team Makes a Play, they spend Mana to build a Blocking Shield a number of squares equal to the same die roll as the Offense (dice number equal to the Mana spent and then add KEY to the result). They can spend it all to beef up the space they're in, or they can extend the shield to one or both sides by consecutive spaces, but the result is evenly divided among all chosen spaces (rounded down). A Defender can use this to defend from further away from the line, but it will have reduced effect. The number of spaces left on the ball's path at the point of the Defender is reduced by the value of the shield. If the number is zero, the ball stops adjacent to the Defender, and if it's negative, the ball bounces back that many spaces in a Line chosen by the Defender. The ball only gains the Defender's type if it is fully blocked.
- Moving with the Ball. While in possession of the ball, it moves with you (like Grappled) and you have Advantage on the Make a Play.
- When the Ball is not in Possession: If the ball is not in possession, the Offense can use Make a Play to make a Ranged Play (Range 8), but the roll is with Disadvantage, and the Line is predetermined based on the Line between the unit and the ball.
- Stealing the Ball. On the Defense turn when the ball is not in possession, a Defender can gain possession of the ball when adjacent to it. When a Defender Moves adjacent to a ball that is in possession by the Offense (or becomes adjacent during the Offense's Move), the two units make a contested DEX check (no bonuses other than DEX), the winner has possession of the ball.
- Identifying the Controller of the Ball when it's not in Possession. Each time the ball is passed/shot or fully blocked it gains the type of the die used, denoting who is on Offense. When mixed-type teams play, it instead gains the team's colors.
- Scoring: A ball must be the Offense team's type and move into the goal zone of the Defense Team in order to score points.
- Goal Shot. The spaces immediately next to the Goalie (who doesn't move) are worth 3 points, the 2 spaces next to those are worth 2, and the remaining spaces after that are worth 1. The goal zone is a 9+ space Line.
- Touchdown. If a unit in possession of the ball makes to the end zone (Goalie line), they score 3 or 4 points (depending on testing to reveal how easy/difficult it is compared to shooting the ball). Or perhaps a point bonus depending on which region they enter.
- After a goal/touchdown is scored, the goalie of the Defense team gains possession of the ball to Pass/Shoot to an ally and they become the Offense team.
Halftime Rest: At halftime (a certain number of Turns that would be revealed through testing, starting with 10 rounds and adjusted from there after tests), players take a 10 minute break, regaining Mana equal to rolled Hit Dice + Key. At higher levels of play, there could be more breaks added to add strategy of how many Hit Die to roll each break.
Field Sizes:
- Beginner. 15x30 spaces
- School. 17x34 spaces
- Collegiate. 19x38
- Pro League. 21x42 spaces
The Field: The sides of the field are lined with barriers that reflect shots that would go "out-of-bounds." When the ball hits the edge of the field, it bounces back in the mirrored direction. So a 60* angle would bounce back at a 120* angle, but a 30* angle would bounce back at 150*. This will be easier to explain visually in a diagram.
To play the game, you may need to make extra "characters," but it should be quick and simple, since the only factors that are relevant to know are:
- KEY
- Hit die size and number
- Mana pool/available Spell schools
- Move speed
Due to the play by play nature of the game, it is recommended that players on the same team work together to decide each action so that one doesn't end up sitting on the sidelines uninvolved.
This project is just to develop a basic framework. Once that's done, research into spell interactions could be looked into.
Meals: (7 Copper)
- Spiced Chicken Thighs and Veggie Skewers
- Chicken Fingers
- Garlicky Puttanesca
- Chicken Pocket Pies
- Cod and Potatoes
- Scalded Salmon
- Slayer's Stew
Sides: (2 Copper)
- Garlic Tater Fries and Mayonnaise
- Flatbread Crackers
- Ale and Cheddar Fondue
- Pickled Cauliflower
Desserts: (5 Copper)
- Green Tea Shortbread Cookies
- Berry Surprise Pie
- Sweet Tea Custard Pie
This is a menu I made for one of the food stall zones for a Renn Faire inspired Festival of the Moon (Moonfest) in Neverwinter.
1/Day: Activating this compass points toward the user's heart’s desire for 1 hour, but does not give an indication of how far. If using a gridded map, travelling in the right direction is guaranteed for the first square or hex after activation.
Potentially featured in the Maritime Misadventures of the Red Siren.
1d8+STR Slashing or Radiant. On Damage: Ends one Curse afflicting the target of a Tier equal to or lower than the damage and heals them equal to the damage dealt. This healing does not resurrect targets killed by the damage except on Crit.
Undead and Shadow Creatures take damage instead from the healing of this weapon.
Meals: (7 Copper)
- Chicken Pineapple Wrap
- Grilled Tuna Pineapple Chips
- Coconut Pineapple Shrimp Lettuce Cups
- Bacon-wrapped Pineapple Shrimp
- Bacon Pineapple Sliders
- Bacon Pineapple Flatbread
- Honey Pineapple Coconut Fried Chicken Strips
Sides: (3 Copper)
- Pineapple Cubes
- Fruit Salad
- Whipped Cream 'n' Fruit in a Coconut Bowl
- Grilled Calamari
- Fried Calamari
- Crab Cakes
- Grilled Pineapple Fried Rice
- Bug Bites
Drinks: (5 Copper)
- Piña Colada
- Strawberry Pineapple Daiquiri
- Sea Dog's Rum
- Captain Redmane's Rum
- Red Siren's Fortified Wine
- Pirate Moonshine
This is a menu I made for one of the food stall zones for a Renn Faire inspired Festival of the Moon (Moonfest) in Neverwinter.
Lunch Course and Sweet-Water or Tea: 15 GP
Fruit and Cheese Charcuterie
Gourmet Sandwiches (choice of Croque Madame, Chultano, Turmish Cold-Cut, or Scornubian Crostini)
Supper Five Course Meal, Wine or Sweet-Water, and Dessert: 25 GP
Starter Courses:
Fruit and Cheese Charcuterie
Onion-Mushroom Bisque
Side Courses:
Honey Roasted Carrots
Herb Roasted Potatoes
Main Course (Choose 1):
Turmish Garlic Puttanesca
Scalded Yartar Silvertail
Scornubian Foie Gras
Smoked Quail
Wine-Nut Simmered Rothe Steak
Dessert (Choose 1):
Blackberry Sorbet
Cherry-Almond Frozen Cream
Turmish Chocolate-Coffee Spongecake
Loudwater Chocolate Cake
Waterdhavian Shortcake with Stawberry-Balsamic Glaze and Whipped Sweet Cream
This is a menu I made for the Pleasing Platter in Triboar from Storm King's Thunder (5e). It is an overpriced venue for visiting nobles and merchants.
Meals: Wood-Fired Pizza and Calzones (Small -7 Copper, Medium - 1.5 Silver, Large - 2 Silver)
- Her Majesty's Supremacy
- Meathead's Might
- Classic Chultan Bacon and Pineapple
- Chultan Volcano Bacon and Pineapple
- Barbeque Bacon and Pineapple Supreme
- Barbeque Chicken
- Hotenow Fire Chicken (Buffalo Sauce)
- King's Cheesesteak
- Spinach and Tomato Alfredo
- Royal Veggie Heaven
Sides: (Individual - 3 Copper, Family style - 7 Copper)
- Garlic-Parmesan Breadsticks
- Cheesy Bread (Classic, 6-Cheese, Bacon-Topped)
- Chicken Parmesan Bites
- Jalapeno Bites
- Garlic Knots
- Tater Wedge Fries
- Fried Mushrooms
- Spicy Corn Nuggets
- Plate of Gold
- Dwarven Flatbread
Drinks: (1 Silver)
- Wine-Tasting Event (Try out varieties of wine from all over the Sword Coast and beyond!)
This is a menu I made for one of the food stall zones for a Renn Faire inspired Festival of the Moon (Moonfest) in Neverwinter.
Food:
Mixed Nuts: Free with any order
Chicken Wings (8-Count, Can be prepared in one of three ways): 5 CP
Bastard Barbeque Sauce (Hot/Sweet)
Hotenow Fire Sauce (Hot/Tangy)
Turmish Delight (Savory/Tangy)
Tater Wedges (w/Tomato Jam): 1 CP
Pepper Poppers: 2 CP
Twisted Salt-Bread: 1 CP
Fried Cheese Sticks: 3 CP
House Salad: 1 CP
Drinks:
Gin Tonic (glass): 8 CP
Whiskey Soda (glass): 8 CP
Keg Beer (mug): 4 CP
Vodka (glass): 6 CP
Brandy (glass): 1 SP
This is a menu I made for the Talking Troll in Triboar from Storm King's Thunder (5e). It is an economically priced dive bar run by an aspiring playwright.
Food:
Turmish Cheese-Crackers: Complementary
Elturian Spice-Crackers: Complementary
Turmish Garlic Knots: 3 CP
Calishite Cheese-Filled Pepper Boats: 2 CP
Turmish Macaroni Pasta and Cheese: 2 CP
Triboar-Rider Sprouts: 4 CP
Fried Potatoes and Gravy: 3 CP
Mulhorandi Spiced Chicken Thigh and Veggie Skewers: 1 SP
Chicken Hand Pies: 6 CP
Travelers' Stew: 5 CP
Drinks (all are served and priced per glass/mug):
Goldshield Stout: 8 CP
Goldshield Draught: 8 CP
World Spine Goliath Vodka: 6 CP
World Spine Vodka Cherry: 7 CP
Stauffort's Gin and Tonic: 5 CP
Stumblefoot Brandy: 6 CP
Stumblefoot Whiskey: 5 CP
Envy Vineyards Blended Red: 8 CP
Envy Vineyards Crystal White: 6 CP
This is a menu I made for the Triboar Arms in Triboar from Storm King's Thunder (5e). It is a modestly priced family-style diner ran by a former adventurer who collected flavors from around the realms.