Either
Sky-Swimming ( * Actions): Swap your Fly speed and your Swim speed for 10 minutes per Action spent.
Created by a fledgling Mermaid craftsman that was fascinated by the creatures that "swim" through the sky. Only one set was ever made. As such, its value is greater than its effect.
1d6 per size category +STR Piercing (2-handed, Range 16, req. 2 STR)
Cannot be used by Tiny creatures.
Size Categories:
- Small: 1
- Medium: 2
- Large: 3
- Huge: 4
- Gargantuan: 5
1d4+DEX Piercing (Light, Thrown 4)
On Crit: Poisoned
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.
1d8+STR Slashing (Vicious, 2-handed, 1-handed: Req. 2 STR)
On Crit: If HP is less than 10x LVL, HP is reduced to 0.
Enhanced Sharpness. Ignores 1 stage of Armor.
The creator of this weapon was expunged from all historical records of the time.
2d4+STR Slashing or Necrotic (2-handed)
On Crit: Frightened and Silenced
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.
1d10+STR Slashing (2-handed, Reach 2)
On Crit: Move reduced to zero for their next turn.
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.
Tier 5 spell
[] You pull wisps of material from the Shadowfell for 1 minute to create an object within Reach 6. It is either an object of vegetable matter (rope, wood, etc) or mineral matter (stone, metal, etc). The object can be no larger than a 1x1 cube, and it must be of a form and material that you have seen before.
[] The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail.
- Vegetable: 24 hours
- Stone/Crystal: 12 hours
- Precious Metal: 1 hours
- Gem: 10 minutes
- Legendary Substance: 1 minute
Tier 5 Spell
[] Name a target while preparing the spell for 1 minute, after which you become Incapacitated until the spell ends. If they are asleep, you appear in the target’s dream and can speak with them until they wake, up to a maximum of 8 hours. You can also visually shape the dreamscape how you wish. You can end the spell early at any time. The target recalls the dream perfectly upon waking.
[] If the target is awake, you can either end the spell or wait for the target to sleep, at which point you enter its dreams as above.
[] You can make the dream a nightmare instead. If you do so, you can deliver a message of less than 11 words.The target must make a WILL save vs your spell DC. Failure: The target gains no benefit from its rest and takes 3d6 Psychic upon waking.
Tier 4, 2 Actions
Concentration: Up to 1 min. Reach: 12
Frightening illusions only they can see haunt a target. 4d10 Psychic (ignoring Armor) on a failed WIL save and Frightened for the duration; half damage only on save. While Frightened this way, the target rolls the save again at the end of its turns with the same success and failure states.
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.
Grieving Lament. (1 Action) For 1 minute, those hostile to you within Reach 4 have Disadvantage on WIL saves.
Eternal Seal. (3 Actions, 1 each over 3 consecutive turns) A creature within Reach 2 must make a DC20 WIL save or become sealed within the artifact. Once sealed, the artifact becomes Sealed.
Note: Attempting to use the artifact while it is occupied will cause it to become Unsealed, releasing the held creature.
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.
Vinelatch (1 Action): (Reach 3) DC13 DEX save or 1d6 damage and Restrained. Can spend 1 Action to pull a creature Restrained by it up to 3 spaces closer to the user, inflicting 1d6 damage per space moved.
Overgrowth: (3 Actions, 1 use): (Reach 10, AoE) Area becomes Difficult Terrain for enemies you choose for the encounter. While this is in effect, you can spend 1 Action to double the movement expenditure to Move through it. Recharge: Safe Rest while it is left in a stream in a sunlit grove with connection to the Feywild or other source of nature magic.
A shard of the Crystal of Verdant Bounty. The crystal is grown and maintained by Dryads to help foster plant growth near their grove.
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.
1d8+STR Bludgeoning or Thunder (2-handed)
On Crit: Knockback KEY spaces
1d10+STR Slashing or Radiant (2-handed, Reach 2 or Range 6)
Cosmic Convergence. +1d10 Radiant damage if the target is North of you.
Not much is known about this weapon aside from mentions in the texts of the ancient Starseekers, who learned how to forge it using knowledge gained from those they call the "Sky-People."
At-Will (1 Action): While touching a coin with a free hand, shine light equivalent to a torch, which lasts until turned off. Use again to turn off. While glowing, it gains the following abilities:
-
Radiant Warmth: While in your inventory, gain Resistance to Cold damage and melee attacks can have their damage type replaced with Radiant.
-
Hypnotic Allure: While carrying 1+ of these coins in a free hand, you can cast Entice where KEY equals the number of coins.
A coin salvaged from the wreckage of ships returning from the mysterious continent west across the sea (Maztica if using Forgotten Realms).
1d4+KEY non-lethal Bludgeoning (Light)
On Crit: The target is stunned by its perfection, causing them to be Dazed for their next turn.
Perfection Perfected. Primary die is raised by 1.
Attempting to kill with this weapon causes it to break and become an Imperfect Stick ... which is just a normal, useless stick.
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.
While wearing this cumbersome helm, you cannot lose track of where you are heading while at sea. You also gain Defense +1 and a Swim speed equal to your base Speed.
A magic item developed to help prevent sailors from getting lost. It fell out of favor and production once easier and cheaper methods were discovered.