Tiggywinkle (Language)

white bipedal mouse wearing a crown and cape holding 2 rapiers

Psilian is the Tiggywinkle dialect of the Therigens' Kisashi language. Psilan words have a rhythmic chittering quality to them that has a cheerful tone.

Natively known as: ‘psila ˈpsila

…and he stood holding his hat and turned his wet face to the wind…
‘g͡big͡bi ju ‘zezes kwe ‘gigigi slat ‘g͡big͡bi ngi ‘gigigi ‘ninig psip ‘zezesh ‘pipi
Pronunciation: ˈg͡big͡bi dʒu ˈzəzəs kwe ˈgɨgɨgɨ slat ˈg͡big͡bi ngɨ ˈgɨgɨgɨ ˈnɨnɨg psɨp ˈzɛzɛʃ ˈpɨpɨ
Psilan (Tiggywinkle) word order: and he stood holding his hat and turned his wet face the wind to
Psilian ↔️ English Translator
Spelling & Phonology

Spelling & Phonology

Consonant inventory: b d g g͡b h k k͡p l n p s t w z ʃ ʒ ʔ

↓Manner/Place→ Bilabial Alveolar Palato-alveolar Velar Glottal
Nasal n
Stop p b d t g k ʔ
Fricative z s ʒ ʃ h
Lateral approximant l

Co-articulated phonemes

↓Manner/Place→ Labial-velar
Stop k͡p g͡b
Approximant w

Vowel inventory: a e i o u ɔ ə ɛ ɨ

 

Front Central Back
High i ɨ u
High-mid e o
Mid ə
Low-mid ɛ ɔ
Low a
Syllable structure: Custom defined ?
Stress pattern: Initial — stress is on the first syllable ?
Sound changes (in order of application):
  • [+stop -voice] → [+voice] / _[+nasal]
  • [+front] → [+palatal] / _V
  • [+round] → [+high] / _V
  • CV → __ / #_
Spelling rules:
Pronunciation Spelling
j
ʣ dz
ch
ʥ dz
ʤ j
gh
ɓ b
β v
ʙ b
ç ch
ɖ d
ɗ d
d
ɸ f
g g
ɢ g
ʛ g
ɰ w
ħ h
ɧ h
ɥ hw
ʜ h
ʝ zh
ɟ j
ʄ j
k k
l l
ɫ l
ɬ hl
ɮ lz
𝼅 ld
ɭ lr
lr
ʟ lg
𝼄 lg
m m
ɱ mf
n n
ɳ nr
ɲ ny
ŋ ng
ɴ nq
p p
q k
r r
ɹ r
ɾ r
ɽ r
ɻ r
ɺ lz
𝼈 ls
ʁ r
ʀ r
s s
ʂ sh
ɕ shch
ʃ sh
t t
ʈ t
ʦ ts
ʨ ch
ʧ ch
ʖ dz
v v
v
ʋ v
w w
ʍ wh
x kh
ɣ gh
χ kh
ʎ yl
𝼆 lz
z z
ʐ zh
ʑ zh
ʒ zh
θ th
ð th
ʔ
ʡ gk
ʕ gl
ʢ h
ʘ k
ǀ tsk
ǃ dgk
ǂ nk
ǁ k
𝼊 k
a a
æ ae
ɑ a
ɒ o
ɐ a
e e
ɛ e
ɜ er
ɞ e
ə e
i i
ɨ i
ɪ i
y y
ʏ y
ø oe
ɘ eh
ɵ ü
œ oe
ɶ uh
ɤ ü
o o
ɔ o
u u
ʉ u
ʊ u
ɯ u
ʌ a
ʼ
ʲ j
ˠ y
ʷ w
ʰ h
ʱ h
ˤ h
ˈ
ˌ ‘,


Grammar

Grammar

Main word order: Subject Verb Object (Prepositional phrase). “Mary opened the door with a key” turns into Mary opened the door with a key.
Adjective order: Adjectives are positioned before the noun.
Adposition: postpositions ?

 

Nouns

Singular Plural
Masculine No affix
‘neneˈnɛnɛ

boy
Prefix su-
‘susuneˈsusunɛ

boys
Feminine No affix
shniʃni

girl
Prefix bnu-
‘bnushniˈbnuʃni

girls
Neuter No affix
zhwitʒwit

dog
If starts with vowel: Prefix ɛnh-
Else: Prefix ɛnhe-

‘enhezhwitˈɛnheʒwit

dogs

 

Articles

Definite Indefinite
Singular ‘zazatˈzazat

the
‘heheˈhɛhɛ

a
Plural shteʃtɛ

the
‘wiwinˈwɨwɨn

some

Uses of definite article that differ from English:

  • Used to talk about countable nouns in general: English’s ‘I like cats’ would translate to ‘I like the cats’
  • Not used for mass (uncountable) nouns: ‘Walking in the mud’ would always translate to ‘Walking in mud’.
  • Used for personal names in third person: ‘The Maria has left for school’
  • Used for languages: ‘The English’

Uses of indefinite article that differ from English:

  • Not used for non-specific countable nouns: non-specific means ‘I am looking for a (any) girl in a red dress’, whereas specific means ‘I am looking for a (particular) girl in a red dress’

Pronouns

1st singular ndubndub

I, me, mine
2nd singular ‘zizipˈzizip

you, yours
3rd singular masc judʒu

he, him, his,
3rd singular fem slasla

she, her, hers,
3rd singular neuter ‘pepeˈpɛpɛ

it (neut), its (neut)
1st plural ntente

we, us, ours
2nd plural stuk͡pstuk͡p

you all, yours (pl)
3rd plural masc gluglu

they (masc), them (masc), theirs (masc)
3rd plural fem ‘g͡beg͡beˈg͡bɛg͡bɛ

they (fem), them (fem), theirs (fem)
3rd plural neuter ndezndɛz

they (neut), them (neut), theirs (neut)

 

Possessive determiners

Possessive
1st singular gliglɨ

my
2nd singular shtak͡pʃtak͡p

your
3rd singular masc ‘gigiˈgɨgɨ

his
3rd singular fem ‘zezeˈzeze

her
3rd singular neuter izhɨʒ

his, her, its (neut)
1st plural nlishnlɨʃ

our
2nd plural ndondo

your (pl)
3rd plural masc chentʃen

their (masc)
3rd plural fem nlinlɨ

their (fem)
3rd plural neuter kleklɛ

their (neut)

 

Verbs

Singular Plural
Present No affix
‘pupusgonˈpupusgɔn

(I/you/he/she/it) learn(s)
If starts with vowel: Prefix hw-
Else: Prefix hwa-

‘hwapusgonˈhwapusgɔn

(we/you all/they) learn
Past If starts with vowel: Prefix nd-
Else: Prefix ndu-

‘ndupusgonˈndupusgɔn

(I/you/he/she/it) learned
If starts with vowel: Prefix abʒ-
Else: Prefix abʒu-

‘abzhu‘,pusgonˈabʒuˌpusgɔn

(we/you all/they) learned
Remote past Prefix stu-
‘stupusgonˈstupusgɔn

(I/you/he/she/it) learned (long ago)
If starts with vowel: Prefix n-
Else: Prefix nɛ-

‘nene‘,pusgonˈnɛnɛˌpusgɔn

(we/you all/they) learned (long ago)

Psilan (Tiggywinkle) uses a standalone particle word for future tense:

Future Particle before the verb: e –
e ‘pusgone ˈpusgɔn

will learn

 

Numbers

Psilan (Tiggywinkle) has a base-10 number system:

1 – u
2 – ‘zhazha
3 – zle
4 – e
5 – nde
6 – ash
7 – ol
8 – ‘nlegshe
9 – nleg͡b
10 – ‘zhizhit
100 – ‘wuwu
1000 – kli

Derivational morphology

Adjective → adverb = If starts with vowel: Prefix sl-
Else: Prefix slə-

Adjective → noun (the quality of being [adj]) = Prefix o-
Adjective → verb (to make something [adj]) = If starts with vowel: Prefix ʃn-
Else: Prefix ʃnu-

Noun → adjective (having the quality of [noun]) = If starts with vowel: Prefix ɔl-
Else: Prefix ɔle-

Noun → adjective relating to noun (e.g. economy → economic) = Prefix ɨ-
Noun to verb = If starts with vowel: Prefix ng-
Else: Prefix ngi-

Verb → adjective (result of doing [verb]) = Prefix zo-
Tending to = Prefix ɨ-
Verb → noun (the act of [verb]) = If starts with vowel: Prefix nl-
Else: Prefix nlə-

Verb → noun that verb produces (e.g. know → knowledge) = If starts with vowel: Prefix dʒ-
Else: Prefix dʒɨ-

One who [verb]s (e.g. paint → painter) = Prefix ə-
Place of (e.g. wine → winery) = Prefix ɛ-
Diminutive = If starts with vowel: Prefix d-
Else: Prefix di-

Augmentative = If starts with vowel: Prefix nl-
Else: Prefix nlɔ-

Psilan (Tiggywinkle) – English Dictionary

 

Key: spelling pronunciation part of speech. definition(s)

adj. adjective | adv. adverb | art. article | conj. conjunction | det. determiner | interj. interjection | n. noun | nf. feminine noun | nm. masculine noun | nnt. neuter noun | num. numeral | prep. preposition | pron. pronoun | v. verb

Psilan (Tiggywinkle)PronunciationPart of speechEnglish
'a-iˈaʔɨv.row
'abeˈabənm.diner
'abitˈabɨtnf.ray (of light)
'ahkiˈahkiv.owe
'ahluˈahlunm.calf
'ahonhoˈahonhonm.stamp; badge
'ahusnapˈahusnapnm.screen
'akdizˈakdiznm.palm (of hand)
'akzeˈakzennt.agriculture
'akzoˈakzɔnnt.eagle
'aliˈaliadj.former
'alwidˈalwidv.mumble
'alzetˈalzɛtv.crawl; creep
'apik͡pek͡pˈapik͡pɛk͡pnm.campaign
'apuˈapunm.echo
'asaˈasanm.play (stage play)
'asgoˈasgɔnf.armadillo
'asiˈasɨnm.armor; apron
'aszuˈaszunf.scurry
'attiddeˈattiddɛnf.burger
'awenˈawɛnnnt.chinchilla
'awsuˈawsunf.diary; memoir; calendar
'azgeˈazgɛv.smuggle
'azgoˈazgonnt.lap
'bna-ozhˈbnaʔɔʒv.gnaw
'bnashseˈbnaʃsɛv.march
'bnebzheˈbnəbʒɛnm.swamp
'bnekiˈbnɛkinnt.excrement; shit; sewage
'bneninˈbnənɨnadj.patient
'bnesuˈbnɛsunf.niece
'bneteˈbnɛtənnt.fungus
'bnibdaˈbnɨbdannt.ethic
'bnidweˈbnidweadj.practical; pragmatic; sensible
'bnigheˈbnighənf.ally
'bniliˈbnilɨnf.blood; family (related by blood)
'bnipwedwuˈbnɨpwɛdwuprep.alongside; as well as
'bnishnoˈbnɨʃnɔnm.laundry
'bniwogˈbniwɔgnf.guilt; sin; crime
'bno-iˈbnɔʔiadv.tomorrow
'bnubasˈbnubasnm.committee; tribunal
'bnudnuˈbnudnuv.flit
'chebzheˈtʃəbʒɛnf.goblin
'chebzhuˈtʃɛbʒuadj.shy
'chegshoˈtʃəgʃɔnm.store; shop; arsenal
'chegshoˈtʃəgʃɔv.shop
'chehiˈtʃehinf.century
'chehiˈtʃɛhinm.clown
'chekepˈtʃekepnf.grumble
'chettaˈtʃɛttannt.luminescence
'chezepˈtʃɛzɛpnnt.agouti
'chidgobdeˈtʃidgɔbdev.sob
'chikdoˈtʃikdov.breed
'chiloˈtʃɨlov.trip; fall; sink
'chizleˈtʃizlennt.guinea pig
'chogiˈtʃogɨv.snap
'chohotˈtʃohɔtadj.violent
'chosbiˈtʃɔsbinf.spangle
'chozheˈtʃoʒɛnnt.raccoon
'dadaˈdadannt.list
'dadabˈdadabnf.university; academy
'dadakloˈdadaklonf.specimen
'dadakweˈdadakwɛnm.idiot; fool
'dadalwadˈdadalwadnm.medal
'dadanhoˈdadanhɔv.snatch
'dadasˈdadasadj.beautiful; pretty
'dadash'kipoˈdadaʃˌkipɔnm.enigma
'dedeˈdədənm.man; husband; boyfriend
'dedeˈdɛdɛnnt.potion; elixir
'dede'sinagˈdedeˌsinagnf.sum; score
'dedebzheˈdedebʒɛnm.oath
'dededˈdɛdɛdv.blush
'dedegˈdedegv.confine
'dedegˈdɛdɛgv.lure
'dedeg͡bˈdədəg͡bdet.more
'dedeghipˈdedeghɨpnm.villain
'dedekolˈdedekɔlnf.saddle
'dedek͡pˈdedek͡padj.foreign; external
'dedelˈdedeladj.mature; sophisticated; ripe
'dedenˈdədənnnt.rumble
'dedenˈdɛdɛnnnt.scar; crater
'dedenhiˈdɛdɛnhiadj.premier
'dedepˈdedepv.faint
'dedepaˈdedepaadj.jovial
'dedesˈdedesinterj.hello
'dedes-opˈdedesʔɔpv.attach
'dedeshˈdɛdɛʃadj.clean
'dedeshˈdɛdɛʃv.clean
'dedetˈdɛdɛtpron.who
'dedewuˈdɛdɛwunm.therapy
'dedezlolˈdədəzlɔlnf.basil
'didiˈdidiv.drop
'didiˈdɨdɨadv.less
'didibdoˈdidibdɔv.foresee; predict
'didibnubˈdidibnubnnt.kitten
'dididneˈdɨdɨdnənnt.shoe
'dididwonˈdɨdɨdwɔnv.fascinate
'didig͡bˈdɨdɨg͡bconj.or
'didihkuzˈdɨdɨhkuznf.twilight
'didikliˈdɨdɨklinm.canopy
'didikseˈdidiksenf.liver
'didikwiˈdidikwɨnm.paragraph; clause
'didinˈdɨdɨnv.travel
'didinsheˈdɨdɨnʃənm.homeland; motherland
'didipˈdɨdɨpv.wrap; fold
'didipiˈdidipɨn v.glint
'didishˈdɨdɨʃadj.hot; warm
'didiszeˈdɨdɨszennt.medium
'diditˈdiditnnt.blaze
'didizˈdidizv.tread; step on
'didizhˈdidiʒnm.desman
'didizhoˈdidiʒɔv.peep
'didizhwitˈdidiʒwitnnt.puppy
'dodoˈdodoadj.green; fresh; raw
'dodoˈdɔdɔv.remember
'dodo'ke-iˈdodoˌkɛʔinm.snack
'dodobˈdɔdɔbnm.code
'dodobˈdodobnf.wisp
'dodobepˈdɔdɔbepv.bloom; blossom; flourish
'dodobziˈdodobzɨnnt.hamster
'dododtiˈdɔdɔdtiv.inflict
'dodog͡bˈdodog͡bnf.sister
'dodogoˈdodogonm.athlete
'dodok͡pˈdodok͡padj.backward
'dodokzulˈdɔdɔkzulnm.pick
'dodolˈdɔdɔlprep.about; concerning; regarding
'dodolziˈdɔdɔlziadj.ill; unwell
'dodonˈdodonnf.grandmother
'dodonˈdɔdɔnnnt.mistress
'dodopˈdodopv.hurt; injure
'dodopˈdɔdɔpadj.short; low
'dodop 'zhizhiˈdɔdɔp ˈʒɨʒɨnnt.lower class
'dodosˈdɔdɔsnf.path; track; avenue; road
'dodos-oˈdɔdɔsʔɔnm.creature
'dodossiˈdɔdɔssinnt.parsley
'dodotˈdodotnm.bandicoot
'dodotˈdɔdɔtnm.bias
'dodozˈdodoznm.dulcimer
'dodozˈdɔdɔznf.dynamics
'duduˈduduprep.with (using)
'dudubˈdudubnnt.serenade
'dudud'negniˈdududˌnɛgnɨv.patter
'dudugˈdudugnnt.charity
'dudunˈdudunnnt.copper; bronze
'dudush'pittubˈduduʃˌpɨttubv.gaze
'dudushpotˈduduʃpɔtnm.nostril
'dudutˈdudutnm.hood
'duduzelˈduduzɛlnm.crunch
'duduzhuzˈduduʒuznf.geomancer
'e-deˈɛʔdɛv.dapple
'eanˈɛannm.grocer
'ebeˈəbɛnnt.lot
'ebnik͡pˈɛbnik͡pv.evacuate
'ebolwoˈəbɔlwov.quiver
'ebzoˈebzonm.leg; thigh
'edbeˈɛdbənm.lesson; lecture; sermon
'edbiˈɛdbiadj.buxom
'eddiˈəddɨnf.receipt
'eddoˈeddɔv.convict
'edneˈednəv.giggle
'edniˈɛdnɨnf.camel
'edwabdibˈədwabdɨbv.hibernate
'edwidaˈədwɨdaprep.except; besides
'egaˈəgannt.author; writer
'ega 'wewedwuˈəga ˈwewedwunnt.copyright
'eg͡beˈəg͡benf.locksmith
'eg͡bosˈeg͡bɔsv.invest; devote
'eg͡bozheˈəg͡bɔʒɛnnt.container
'egheˈeghɛnf.universe
'eghiˈəghɨnf.lair
'eghobezˈɛghobeznf.dust
'egiˈegɨv.bluff
'egi-uzhˈəgɨʔuʒnm.employer
'egneˈegnəv.nag; bother
'egneˈəgnev.oppress
'egnigiˈəgnɨginm.gardener
'egnopˈəgnɔpnm.prisoner
'egteˈegtennt.coccyx
'egteshˈɛgteʃnf.attic
'eheg͡bˈəheg͡bnnt.driver
'ehiˈehɨadj.sublime
'ehlipitˈehlɨpɨtnnt.continent
'ehozeˈɛhɔzenm.winery
'ehuˈɛhuv.grind; crumble
'ehwetˈəhwətnnt.florist
'ehwiˈəhwinm.worker; employee
'eiwwidˈəiwwidnf.lover
'ejiteˈədʒɨtɛnm.dealer
'ekabˈəkabadj.halcyon
'ekdiˈekdɨnnt.crust
'ekduˈekduv.bribe
'ekeˈekənm.cake
'ekleˈeklɛnm.dictionary
'ekleˈəklenf.trader
'eklegˈəklegnnt.player
'eklezhˈekleʒv.worry
'ekliˈeklɨnf.opossum
'ek͡peˈek͡peadv.else; otherwise
'ek͡pogˈek͡pognm.meal
'ekwag͡bˈəkwag͡bnm.manager
'ekwagniˈɛkwagnɨnf.drugstore
'ekweˈəkwenf.tray
'ekwiˈɛkwinf.horn
'elessinˈelɛssɨnnf.reveler
'elikliˈeliklɨv.cooperate
'elwiˈəlwɨnf.brush; beard; brush (for hair)
'elwinhogˈɛlwinhognm.betrothal
'elzeˈɛlzəv.commute
'elzhiˈəlʒinm.recipe
'en-eˈenʔenf.firefighter
'endabneˈɛndabnənm.cafe
'endebˈəndəbnnt.killer
'endinˈəndinnf.shield
'endizkeˈəndɨzkənm.painter
'enebˈɛnɛbnf.factory
'enepiˈɛnepɨnm.sewer
'enepiˈənepɨnm.drain
'enesˈənesnnt.spur
'enetkebˈənətkebnf.poet
'enheˈenhɛadj.automatic
'enhuˈɛnhunm.hero; celebrity; protagonist; idol
'eninˈeninnnt.bump
'enneˈennɛadj.basic
'enniˈɛnniv.withdraw; take out; extract
'enshunˈɛnʃunnnt.whisker
'entan-eˈəntanʔənnt.sailor
'entiˈəntɨnf.scientist
'enuˈənunnt.artist
'eob'deheˈəobˌdəhənm.dancer
'eosneˈəɔsnennt.vendor
'eotzebˈəɔtzəbnf.chef; cook
'eoweˈəowənnt.teacher
'eozˈəɔznm.ruler
'epeˈepɛnm.handcuff
'epenˈɛpɛnnm.layer
'epitˈɛpɨtadj.vague; fuzzy; obscure
'epoˈəpɔnnt.coin; currency
'epoˈəponf.criminal
'epsigeˈəpsɨgɛnm.visitor
'epsigeˈəpsɨgɛnf.tourist
'epsoˈəpsɔnm.liar
'es-eˈəsʔɛadj.close; dense; intimate
'es-eˈɛsʔev.insure; assure; guarantee; secure; vow
'es-e 'kwekdeˈəsʔɛ ˈkwekdennt.underwear
'eshiˈeʃɨnm.soil; dust; clay
'eshishˈəʃɨʃnnt.singer
'eshisniˈeʃisnɨv.show; demonstrate; present; introduce
'eshleˈeʃlənf.baker
'eshnegˈəʃnɛgnm.politician
'eshnuˈəʃnunm.owner
'eshoˈɛʃɔv.contrast
'eshweˈəʃwennt.warrior
'eshwedˈəʃwɛdnm.dentist
'eshwepˈəʃwepnf.hunter
'eshwi-diˈɛʃwiʔdinf.restaurant
'esisib ntiˈəsisib ntɨnnt.psychologist
'essoˈɛssɔv.volunteer
'essuˈessunf.chipmunk
'estetˈɛstetnf.graveyard
'etdiˈɛtdiv.decay; deteriorate
'etgaˈətgaadj.vicious; cruel
'etuˈetunm.pasta
'etzoˈətzoadj.bankrupt; broke
'ewbeˈɛwbɛnf.joke; humor
'ewenhebˈəwenhebnnt.farmer
'ewesˈəwəsv.haunt
'ewiˈewinm.flutter
'ewiˈəwiadj.fragile
'ewidˈɛwɨdv.break; smash; split; shatter
'ewsenˈɛwsenv.slurp
'ewtikseˈewtɨksev.stumble
'ezebwolˈɛzɛbwolv.crunch
'ezgalˈezgalnnt.array; spectrum
'ezhiˈɛʒɨv.cost
'ezineˈəzɨnennt.variable
'ezipˈezipnnt.dove
'ezlekluˈɛzləklunm.library
'ezliˈəzlinm.lawyer
'ezliˈəzlɨnm.runner
'ezlosigˈɛzlɔsɨgnf.armory
'gagaˈgagav.write; draw; mark; stain
'gagadnonˈgagadnɔnnf.craft
'gagagˈgagagnm.numbat
'gaganˈgagannm.ceremony; ritual
'gagapˈgagapnf.screw
'gagapitˈgagapɨtnf.skunk
'g͡bag͡baˈg͡bag͡banm.soldier
'g͡bag͡babˈg͡bag͡babv.found; establish
'g͡bag͡bagˈg͡bag͡bagnm.rod; shaft; pole; mast; stake; axle
'g͡bag͡bak͡poˈg͡bag͡bak͡popron.something
'g͡bag͡bapˈg͡bag͡bapnm.compound
'g͡bag͡basˈg͡bag͡basv.blast
'g͡bag͡batˈg͡bag͡batnm.penis
'g͡bag͡bazhetˈg͡bag͡baʒətv.radiate
'g͡beg͡beˈg͡bɛg͡bɛnf.husband
'g͡beg͡beˈg͡beg͡bennt.lock
'g͡beg͡beˈg͡bəg͡bənnt.visit
'g͡beg͡beˈg͡bɛg͡bɛpron.they (fem); them (fem); theirs (fem)
'g͡beg͡bebˈg͡beg͡bebadj.elusive
'g͡beg͡bebˈg͡bɛg͡bɛbv.live
'g͡beg͡bebˈg͡bəg͡bəbconj.than
'g͡beg͡bebwuˈg͡beg͡bebwuv.post
'g͡beg͡bedˈg͡bɛg͡bɛdnf.whisper
'g͡beg͡begˈg͡bɛg͡bɛgnm.granite
'g͡beg͡beg͡bˈg͡bəg͡bəg͡bprep.for (the purpose of)
'g͡beg͡bek͡pˈg͡bəg͡bək͡pnnt.shooting star
'g͡beg͡belˈg͡bɛg͡bɛlv.delay; postpone; stall
'g͡beg͡belˈg͡bəg͡bəlnf.level (degree; stage)
'g͡beg͡benˈg͡beg͡bennm.artificer
'g͡beg͡bepˈg͡beg͡bepprep.beside
'g͡beg͡bepˈg͡bəg͡bəpnf.garbage; trash; rubbish
'g͡beg͡betˈg͡bəg͡bətv.cough
'g͡beg͡betˈg͡beg͡betnm.jewel; gem
'g͡beg͡betˈg͡bɛg͡bɛtnf.trail
'g͡beg͡bezˈg͡bəg͡bəzadv.down
'g͡beg͡bezˈg͡beg͡beznm.harvester
'g͡beg͡bezˈg͡bəg͡bəzprep.down
'g͡beg͡bezhˈg͡bɛg͡bɛʒnm.spine
'g͡beg͡bezzoˈg͡beg͡bezzɔv.harass
'g͡big͡biˈg͡big͡biconj.and
'g͡big͡biˈg͡bɨg͡bɨnf.eye
'g͡big͡bi 'gigil'shobaˈg͡bɨg͡bɨ ˈgɨgɨlˌʃobannt.glasses
'g͡big͡bi 'seselshitˈg͡bɨg͡bɨ ˈseselʃitnf.eyelid
'g͡big͡bi spizˈg͡bɨg͡bɨ spɨznm.eyeball
'g͡big͡bibˈg͡bɨg͡bɨbnnt.process; procedure
'g͡big͡bibˈg͡big͡bibnm.sling
'g͡big͡bib'depiˈg͡big͡bibˌdepiv.snuffle
'g͡big͡bigˈg͡big͡bigadj.cruel; nasty
'g͡big͡bigˈg͡bɨg͡bɨgadj.minor
'g͡big͡bilˈg͡bɨg͡bɨlv.interrogate
'g͡big͡bilˈg͡big͡bilnnt.benefit; profit
'g͡big͡bilwaˈg͡big͡bilwav.die; expire
'g͡big͡bipˈg͡bɨg͡bɨpnf.clinic
'g͡big͡bisˈg͡big͡bisnf.survey
'g͡big͡bish'nezeˈg͡big͡biʃˌnezenm.dairy
'g͡big͡bitzeˈg͡big͡bitzɛnnt.witness
'g͡big͡bizˈg͡big͡biznm.sex
'g͡big͡biz kwilˈg͡big͡biz kwɨlnnt.pubic hair
'g͡bog͡boˈg͡bog͡bov.focus
'g͡bog͡boˈg͡bɔg͡bɔadj.sour; bitter
'g͡bog͡bo'gilzuˈg͡bɔg͡bɔˌgɨlzuv.inspect
'g͡bog͡bobˈg͡bɔg͡bɔbnf.cellar
'g͡bog͡bobwesˈg͡bɔg͡bɔbwəsnnt.stalemate
'g͡bog͡bog͡bˈg͡bɔg͡bɔg͡bnnt.pulse; rhythm
'g͡bog͡bolˈg͡bog͡bolv.amuse
'g͡bog͡bonˈg͡bog͡bonadj.sorry
'g͡bog͡bonˈg͡bɔg͡bɔnnf.whorl
'g͡bog͡bopˈg͡bɔg͡bɔpnm.quartermaster
'g͡bog͡bopˈg͡bog͡bopv.skitter
'g͡bog͡bosˈg͡bɔg͡bɔsv.edit
'g͡bog͡botˈg͡bog͡botnnt.cotton
'g͡bog͡botˈg͡bɔg͡bɔtconj.even
'g͡bog͡bozheˈg͡bɔg͡bɔʒɛv.contain; include
'g͡bug͡buˈg͡bug͡buprep.like
'g͡bug͡bubˈg͡bug͡bubnnt.folder
'g͡bug͡bugoˈg͡bug͡bugɔnf.rust
'g͡bug͡buk͡pˈg͡bug͡buk͡pv.check; review
'g͡bug͡bunˈg͡bug͡bunadj.oaken
'g͡bug͡bupˈg͡bug͡bupv.add; combine; inject; implant; embed
'g͡bug͡butˈg͡bug͡butnm.bard
'g͡bug͡butbuˈg͡bug͡butbuadv.still
'g͡bug͡buwelˈg͡bug͡buwelnf.sympathy; empathy
'g͡bug͡buwwinˈg͡bug͡buwwinnnt.character; persona
'gegeˈgɛgɛadj.exact; precise
'gege'losbiˈgɛgɛˌlɔsbɨv.compose
'gegebˈgɛgɛbv.gain; earn
'gegegˈgegegnnt.habit
'gegegˈgɛgɛgnf.pact
'gegek͡pˈgɛgɛk͡pv.cradle
'gegelˈgɛgɛlv.sponsor
'gegelwoˈgəgəlwɔnm.trumpet
'gegenˈgɛgɛnv.achieve; accomplish
'gegenˈgəgənadj.pregnant
'gegenˈgegenadj.spare
'gegensheˈgəgənʃɛnnt.film
'gegesonˈgegesɔnnf.comedy; humor
'gegeszeˈgegeszev.manifest
'gegetˈgɛgɛtnnt.comment
'gegetˈgegetnf.fury
'gegetdiˈgəgətdiadj.probable
'gegezˈgəgəznnt.cozy
'gegezhˈgegeʒconj.although; though
'gigiˈgɨgɨadv.again
'gigiˈgiginf.reason; logic; rationale
'gigiˈgɨgɨdet.his
'gigi-uzhˈgɨgɨʔuʒv.employ; recruit
'gigi'pezwoˈgigiˌpezwonnt.candidate
'gigi'zlinneˈgɨgɨˌzlɨnnənnt.scavenger
'gigibˈgɨgɨbnnt.brindle
'gigibzepˈgɨgɨbzɛpnm.flag; banner
'gigibzuˈgigibzunf.rag
'gigideˈgɨgɨdɛnnt.shed
'gigig͡bˈgɨgɨg͡bnnt.cage
'gigilˈgigilv.startle
'gigil'shobaˈgɨgɨlˌʃobanm.glass; lens
'giginˈgɨgɨnnf.intestine
'giginhesˈgiginhɛsadv.now
'gigipˈgɨgɨpnm.minute
'gigipˈgigipv.pinch
'gigiseˈgigisɛadj.fun
'gigishˈgigiʃv.hint; imply; remind
'gigishˈgigiʃnf.hint
'gigishselˈgɨgɨʃsəlnf.seat; chair; stool (seat)
'gigitˈgigitadj.damp; moist
'gigizhˈgɨgɨʒnf.cigarette; cigar
'glassiˈglassɨadj.bad
'glathaˈglathav.resemble
'glenshoˈglenʃov.scratch; rub
'glesguˈglɛsguv.scramble
'glesizˈgləsɨzv.vibrate
'glesuˈglɛsunm.luggage; baggage
'gletziˈglətzɨnnt.compass
'glewukloˈgləwuklɔnm.casino
'glibzhuˈglibʒuadj.hard; difficult; firm; solid; sturdy; compact
'glibzhu jesˈglibʒu dʒəsnm.skull
'glikizhˈglɨkiʒv.squint
'glikoˈglɨkɔnnt.news
'glilshotkoˈglilʃotkonf.twitch
'glilwoˈglilwɔnm.furrow
'glilziˈglɨlzɨnf.volume
'glinhapeˈglinhapennt.island
'glitgoˈglɨtgɔv.sip
'globaˈglobanm.nibbler
'glohkaˈglɔhkanm.concrete
'glokoˈglɔkɔv.confess
'glonhaˈglonhav.swoop
'glosbiˈglɔsbiv.accuse
'gloshpiˈglɔʃpɨv.crush; grind; smash; crumple
'glotabˈglɔtabv.chatter
'glowsiˈglɔwsiv.drip
'gluhoˈgluhɔnf.mill
'gna-eˈgnaʔennt.proof
'gnadneˈgnadnənnt.sauce
'gnashpotteˈgnaʃpottennt.shrine
'gnazlipˈgnazlɨpnf.musician
'gnebneˈgnebnəadj.aroused (sexually)
'gneduˈgnɛduv.kick
'gnelzhiˈgnəlʒiadj.smart; intelligent; clever
'gnenezˈgnənɛznnt.team; couple
'gnenhozziˈgnɛnhozzinf.bee
'gnes-aˈgnesʔav.contribute
'gnigiˈgnɨginm.garden; plantation
'gnilitteˈgnɨlɨttennt.dew
'gnipawiˈgnipawinm.catalog
'gnishiˈgnɨʃinm.property
'gnitbeˈgnitbenf.siege
'gnitkuˈgnitkuv.execute
'gnizeˈgnizev.lift; boost
'gnizgeˈgnɨzgəadj.mellifluous
'gno-ag͡bˈgnɔʔag͡bnm.navigator
'gnokusˈgnokusv.cuddle
'gnoshpeˈgnoʃpɛprep.under; below
'gnoshpe gnopˈgnoʃpɛ gnɔpnnt.dungeon
'gnowweˈgnɔwwɛnm.clan; kin
'gnuloshˈgnuloʃnnt.bark
'gnulwapsesˈgnulwapsesnnt.slip
'gogoˈgɔgɔconj.because
'gogoˈgogonnt.story; prose
'gogobˈgogobnm.scentgland
'gogobweˈgɔgɔbwəv.send; transfer
'gogodiˈgogodinnt.sense
'gogog͡bˈgɔgɔg͡bnf.forager
'gogogheˈgogoghɛnnt.price; fee; tariff
'gogokegˈgogokəgadj.scarce
'gogok͡pˈgogok͡pnm.bass
'gogolzhiˈgɔgɔlʒɨnf.race (competition)
'gogonˈgɔgɔnnnt.sausage
'gogosˈgogosv.forge
'gogoshˈgogoʃv.glimpse
'gogotboˈgogotbov.freeze
'gogotbuzˈgogotbuznm.file; record (written account)
'gogozˈgogoznnt.digit
'gogozˈgɔgɔzv.reflect
'gogozhˈgogoʒnm.scarf
'guguˈgugunnt.information; data
'gugu-iˈguguʔinf.jar
'gugu-iˈguguʔɨnnt.trend
'gugudˈgugudv.bake
'gugugtiˈgugugtiv.extinguish; put out
'gugulˈgugulnf.instrument; appliance; fixture
'gugunˈgugunnnt.crack; fracture
'hahaˈhahav.hope
'hahaˈhahanf.hope
'hahabˈhahabnf.overdose
'hahadbolˈhahadbolnnt.graph
'hahanˈhahannm.propaganda
'heheˈhehennt.door; gate
'heheˈhəhəadj.safe
'heheˈhɛhɛv.save; rescue
'heheˈhɛhɛart.a
'hehe'sapsuˈheheˌsapsunnt.wizard
'heheb'zhigeˈhəhəbˌʒigev.excel
'hehegˈhɛhɛgnm.message; note
'hehegˈhəhəgv.respect
'hehegˈhəhəgnnt.respect
'heheg 'zlekluˈhɛhɛg ˈzləklunm.notebook
'heheg͡bˈheheg͡bv.drive; chase
'hehekweˈhɛhɛkwenm.coil
'hehelˈhɛhɛlnm.research
'hehenˈhəhənnnt.assassin
'hehesgeˈhɛhɛsgɛv.whimper
'heheshˈhɛhɛʃnnt.quality
'hehetˈhəhətnm.jam
'hehetˈhɛhɛtnf.kit
'hehetdiˈhehetdiv.abolish
'hehetiˈhɛhɛtɨn adj.sable
'hehewbetˈhəhəwbetnnt.gallery (art); museum
'hehewuˈhehewuv.flee
'hehezhˈhəhəʒnnt.mathematics
'hihiˈhihiv.fight; attack; assault
'hihibˈhɨhɨbnm.sword
'hihibwiˈhɨhɨbwɨnf.acorn
'hihidˈhɨhɨdv.peel
'hihidˈhihidv.squat; perch
'hihigetˈhihigɛtnf.area
'hihikaˈhihikaadj.immune
'hihik͡pˈhihik͡pnf.bobbin
'hihik͡pegˈhɨhɨk͡pegv.snuggle
'hihilˈhɨhɨlnm.albino
'hihipˈhihipnm.hearthstone
'hihipwoˈhɨhɨpwoadj.cold; cool (slightly cold)
'hihisˈhɨhɨsadj.physical; tangible
'hihishˈhɨhɨʃv.nuzzle
'hihish'sepok͡pˈhɨhɨʃˌsepɔk͡pnm.public
'hihishleˈhihiʃlennt.mink
'hihishsutˈhɨhɨʃsutv.qualify
'hihissoˈhɨhɨssɔv.complain
'hihiw'tepaˈhihiwˌtepav.scrutinize
'hihizˈhɨhɨznnt.prestige
'hihizgoˈhihizgonm.passenger
'hihizhˈhihiʒnm.pain
'hohoˈhohov.torture
'hohoˈhɔhɔnnt.thread
'hoho'zhokleˈhɔhɔˌʒoklenf.alibi
'hohobˈhɔhɔbadj.pink
'hohodˈhohodadj.blunt
'hohogˈhɔhɔgnf.officer
'hohog͡bˈhɔhɔg͡badj.vivacious
'hohoguˈhɔhɔgunf.herbalist
'hohokoˈhohokonf.tab
'hoholˈhɔhɔlnf.ancestor; forefather
'hohonnatˈhohonnatnf.mother
'hohopˈhɔhɔpadj.skinny
'hohopiˈhohopɨv.work (have desired result)
'hohotˈhohotv.embarrass; humiliate
'hohotiˈhɔhɔtinm.legend; myth
'hohottobˈhɔhɔttobnm.star; sun
'hohottob ntiˈhɔhɔttob ntɨnnt.astronomy
'hohozeˈhɔhɔzennt.wine
'hohozhˈhohoʒnf.money
'huhubˈhuhubnm.house
'huhuduˈhuhuduv.heal; cure
'huhukinˈhuhukɨnnf.effort
'huhunaˈhuhunanf.pounce
'huhupˈhuhupnf.squirrel
'huhushˈhuhuʃnm.table
'huhushpiˈhuhuʃpinf.tap (faucet)
'huhuzˈhuhuznm.muskrat
'huhuzhˈhuhuʒnm.bedroom
'hwahiˈhwahɨv.glide
'hwatiˈhwatɨnnt.parliament
'hwazwobˈhwazwɔbv.regard; deem
'hwebeˈhwɛbɛnnt.fisherman
'hwebzhukseˈhwɛbʒuksəv.enlist
'hwednaˈhwɛdnanm.fisher
'hwegiˈhwegɨv.pounce
'hwegneˈhwɛgnenm.fan
'hwegshiˈhwəgʃɨnm.disease; defect
'hwelsheˈhwəlʃɛv.prefer; favor
'hwenshekeˈhwɛnʃəkənm.security
'hwepeˈhwəpəadj.frequent
'hwepiˈhwepɨv.grow
'hweszotˈhwɛszɔtnm.cobblestone
'hwewetˈhwɛwɛtv.cozy
'hwewiˈhwewinf.shell
'hwewi kwilˈhwewi kwilnm.turtle
'hwezhlugneˈhweʒlugnenm.opinion
'hwezzeˈhwəzzeadj.loyal
'hwidtaˈhwɨdtannt.crystal; prism
'hwilsheˈhwɨlʃɛnm.blacksmith
'hwipoˈhwɨponm.bay; cove
'hwipoˈhwɨpɔv.bust
'hwisgishkuˈhwɨsgɨʃkunf.liberty
'hwishkehiˈhwiʃkehinf.grass
'hwishnipeˈhwɨʃnɨpeadv.yet
'hwisiˈhwɨsinnt.prejudice
'hwitkiˈhwɨtkɨnm.way; manner; style; direction (way); course (direction of travel)
'hwizkeˈhwizkəv.whittle
'hwizkinˈhwizkɨnnm.enclave
'hwolwiˈhwɔlwinm.rat
'hwotgiˈhwotgɨnnt.skeptic
'hwowwuˈhwowwunf.nub
'hwudinˈhwudinnm.authority
'hwunsheˈhwunʃɛnnt.nebula
'hwusgiˈhwusginm.ferret
'i-diˈiʔdinnt.situation (circumstances; context)
'i-etˈɨʔetnm.chore
'i-ishˈiʔiʃnf.bear
'ibniˈibniadj.lucky
'ibnoˈɨbnov.shake; shudder
'ibnoshˈɨbnɔʃnf.orphan
'ibwipˈɨbwipnnt.belt
'ibwudˈibwudnm.chatter
'ibzopˈɨbzɔpnm.arena; stadium
'ichiˈɨtʃiadj.economic
'idabˈɨdabadj.academic
'idizhˈɨdɨʒnm.plane
'idneˈɨdnɛnf.hobby
'idneˈɨdnəv.swing; wave (salutation)
'idwiˈɨdwiinterj.no
'ig͡beˈɨg͡bɛnf.kink (sharp twist)
'ig͡biˈig͡bɨnm.tent; canvas; camp; shack
'igeˈɨgənnt.counsel
'igeˈɨgeadj.reasonable
'ighezzitˈighɛzzitv.smell (sense with nose)
'ighiˈighiv.affirm; vow
'ignelˈɨgnɛln v.loom
'ignoˈɨgnɔadj.shiny
'ignuk͡pˈɨgnuk͡pnm.smirk
'ihkeˈɨhkɛnnt.wall
'ihke 'pepekweˈɨhkɛ ˈpepekwenf.citadel
'ihkebˈɨhkebadj.boring
'iitdeˈɨitdeadj.critical
'iklizwoˈɨklɨzwɔadj.internal
'ik͡peˈɨk͡peadj.technological
'ik͡pezˈik͡pɛznm.limb; branch (tree part)
'ik͡poˈɨk͡poadj.competent
'iksazzeˈɨksazzəv.pay
'ikseˈɨksənm.gnarl
'ikwedˈɨkwɛdadj.offensive
'ilinˈɨlinnm.tailor
'ilshuˈɨlʃunnt.butt
'ilwisishˈilwisiʃnf.flicker
'ilwonˈilwɔnv.lick
'in-uzˈɨnʔuznm.scowl
'inakinˈɨnakɨnadj.careful
'indenepˈɨndənɛpadj.sticky
'indogˈɨndɔgadj.flirtatious
'ineˈinəv.identify; point out; diagnose; refer
'ineˈɨnəv.touch; feel (sense by touch)
'inhepˈɨnhepnm.lip
'inhep shtetˈɨnhep ʃtətnf.lipstick
'inhiˈinhinf.drape
'inhoˈinhɔadj.left
'iogˈɨɔgadj.medical
'ipeˈipev.imitate; mimic; mock
'ipezhˈɨpeʒnf.honor; dignity
'ipiˈɨpɨv.spend
'ipig͡bˈɨpɨg͡bv.moan
'ipig͡bˈipɨg͡bnf.nest
'ipitˈɨpɨtnnt.historian
'ipsolzeˈipsɔlzenm.trip; tour
'ipsuˈipsuv.leak; sink; drown; muffle
'ipwubˈipwubnf.flick
'isbisˈɨsbɨsv.rate
'isbisˈɨsbɨsnf.rate
'isek͡pˈɨsɛk͡pnm.cement
'ishasˈɨʃasnf.reception (of office or hotel)
'ishipwizhˈɨʃɨpwiʒadj.cultural
'ishkotˈɨʃkotv.say; tell; declare; confess; notify; inform; report; demand; impose
'ishkotˈɨʃkotnm.report
'ishkotˈɨʃkotv.order
'ishnegˈɨʃnɛgadj.political
'ishoˈiʃɔnnt.peak; orgasm
'ishsizˈiʃsɨznm.explorer
'isighiˈɨsɨghiadj.attractive
'isisˈɨsisadj.natural
'isnuˈɨsnunf.princess
'isopˈɨsopadj.religious
'ispoˈɨspoadj.oral
'issodˈissɔdnf.pattern
'iszesˈɨszesnm.surf
'iszupˈɨszupv.surrender; give up
'itdeˈitdev.criticize
'itdiˈitdinm.barrier; hurdle
'ithiˈithinnt.spa (mineral spring)
'itiˈitinm.junk
'ittiˈittɨnm.space (empty area); room (space)
'ittudˈittudnf.blur
'iwadˈɨwadnnt.flesh
'iwbiˈiwbɨnm.seaweed
'iwbutheˈɨwbuthɛnm.beam
'iweˈɨweadj.national
'iwepˈɨwəpv.support; justify
'iwepˈɨwəpnm.support
'iwsipˈɨwsipnm.tinkerer
'iwteˈɨwtɛnnt.orchestra; choir
'iwulˈiwulv.worship
'iwwidˈiwwidv.love; admire
'iwwoˈɨwwɔadj.random
'izgiˈizgɨnm.strap
'izhlaˈiʒlannt.friction
'izhlebˈɨʒləbnnt.tanner
'iziˈɨziv.mourn; lament
'izkeˈizkɛv.roast
'izliˈɨzliadj.legal
'izoˈɨzɔv.look out; watch out
'iztewwaˈiztɛwwannt.zombie
'iztoshˈiztɔʃnnt.demise
'izuˈizunm.option
'izuthoˈɨzuthoadj.personal
'izweˈɨzwənm.respite
'jagiˈdʒagɨnf.enchantress
'janhaˈdʒanhav.differ
'janhoˈdʒanhoadj.aware
'jawbiˈdʒawbiv.merge; incorporate
'jebwasgiˈdʒebwasgɨv.feel (perceive; sense); notice
'jebwasgiˈdʒebwasgɨnm.feeling
'jedoˈdʒedɔadv.where
'jekwuˈdʒəkwuv.pass; cross; occur; expire
'jelshoszeˈdʒelʃɔszənf.nail
'jes-eˈdʒɛsʔenm.insurance
'jesneˈdʒɛsnenm.locker
'jetheˈdʒɛthev.suffocate
'jewwuˈdʒewwuv.evolve
'jeztizˈdʒɛztizv.provoke
'jibdebzhesˈdʒɨbdebʒəsnm.dinner
'jigaˈdʒɨganf.drawing
'jig͡beˈdʒɨg͡bɛprep.among
'jig͡bebˈdʒɨg͡bɛbnf.life (living organism)
'jighuˈdʒɨghunnt.nut
'jigotboˈdʒɨgotbonf.frost
'jikleg͡bˈdʒɨkleg͡bnm.detention
'jilwilˈdʒilwɨlnf.tremor
'jilzeˈdʒɨlzenm.tail
'jilzoˈdʒɨlzɔv.flutter
'jindibˈdʒɨndɨbnm.relationship
'jindudˈdʒɨndudnm.product (item made)
'jingeshˈdʒɨngeʃnf.saliva
'jinhiˈdʒinhɨnm.vestment
'jintubdiˈdʒɨntubdinf.opening
'jisegˈdʒɨsɛgnm.joint
'jishnusˈdʒɨʃnusnm.organization
'jisiwipˈdʒɨsɨwɨpnm.certificate
'jislo-doˈdʒɨslɔʔdɔnm.elevation
'jispeksoˈdʒɨspeksonf.infection
'jitdeˈdʒitdenm.critique
'jitdiˈdʒɨtdinf.pebble
'jiteˈdʒɨtɛv.deal; haggle; negotiate
'jizheshˈdʒɨʒɛʃnm.spelling
'jopeˈdʒɔpənf.ant
'ju-izkiˈdʒuʔɨzkɨv.absorb
'junaˈdʒunav.pronounce; express
'jupeˈdʒupev.defend; secure; resist; withstand; argue
'juwaˈdʒuwanm.hoard
'kakaˈkakanum.billion
'kakabnasˈkakabnasnf.lurk
'kakadˈkakadnf.sun
'kakadnigˈkakadnignf.fish
'kakagˈkakagnnt.shadow
'kakaleˈkakalənm.premise; thesis
'kakapipˈkakapipnnt.embroidery
'kakashˈkakaʃnnt.toast
'kakatˈkakatv.investigate; inquire
'kakattitˈkakattɨtv.complicate
'kakaweˈkakawɛv.paralyze
'kekeˈkekeadv.about
'kekeˈkəkənm.bank (river)
'kekeˈkɛkɛnf.system
'keke'satdiˈkəkəˌsatdiv.snort
'kekebˈkɛkɛbnnt.emphasis
'kekebnaˈkəkəbnanm.tense
'kekebweˈkekebweadj.lustrous
'kekedˈkekedadj.available
'kekedˈkɛkɛdnf.counter (flat; elevated surface)
'kekedˈkəkədnm.match (for fire)
'kekedgeˈkekedgenf.temple; church
'kekedniˈkekedniadj.elegant
'kekedoˈkɛkɛdov.inhibit; deter
'kekedwezhˈkəkədweʒnnt.stipple
'kekegˈkəkəgnnt.fiber
'kekeg'hoshpibˈkekegˌhoʃpibadj.true; pure; wholesome
'kekeg͡bˈkekeg͡bnnt.scale (instrument for weighing)
'kekeg͡bˈkəkəg͡bv.skip
'kekegnuˈkəkəgnuadj.stable; steady; calm; consistent; compatible
'kekehoˈkəkəhoadj.limber
'kekekdiˈkəkəkdinm.interview
'kekelˈkəkəlv.deliver; deposit
'kekelzeˈkɛkɛlzenm.grandfather
'kekenˈkəkənnf.potato
'kekepiˈkəkəpɨadj.appropriate; convenient
'kekepsuˈkekepsunnt.clasp
'kekepuˈkəkəpunm.horse
'kekepwiˈkekepwinf.ruff
'kekesˈkekesnnt.scamp
'kekeshkeˈkɛkɛʃkenm.plague
'kekeshketˈkekeʃketv.reap; plow
'kekesnig͡bˈkɛkɛsnig͡bnm.expert; specialist
'keketˈkɛkɛtnm.rope; string; cord
'keketoˈkeketɔnm.millennium
'kekewwoˈkɛkɛwwonnt.cliff
'kekezˈkekezv.sniff
'kekezˈkɛkɛznnt.stool (seat)
'kekezhˈkɛkɛʒv.ban; prohibit; restrict; veto
'kekezhˈkekeʒadj.eager
'kikiˈkɨkɨprep.during
'kiki'zwiheˈkɨkɨˌzwɨhənnt.tortoiseshell
'kikibnoˈkikibnonnt.trailer
'kikigˈkikignm.adventure
'kikihitˈkɨkɨhitnm.territory
'kikik'zikiˈkɨkɨkˌzikinnt.smudge
'kikik͡pˈkɨkɨk͡pv.melt; dissolve
'kikik͡pˈkikik͡padj.stubborn
'kikikwiˈkɨkɨkwɨv.soak; saturate; irrigate
'kikilˈkɨkɨladv.almost
'kikilshiˈkikilʃinm.bat (club)
'kikinˈkɨkɨnnf.ember
'kikinheˈkɨkɨnhəv.choose; select; elect
'kikinoˈkikinoadj.proud
'kikipˈkikipnnt.crowd; audience
'kikipiˈkikipɨv.vow; swear
'kikipwanˈkɨkɨpwanv.reject; dismiss; expel
'kikitˈkikitnm.bench
'kikitˈkɨkɨtnm.orbit
'kikitgiˈkɨkɨtgɨnf.beaver
'kikitzesˈkɨkɨtzesnf.pitter-patter
'kikizˈkɨkɨznf.east
'kikizgiˈkikizgɨadj.sensible
'kikizhˈkɨkɨʒv.reconcile
'kladbiˈkladbɨv.defeat; beat
'klagsheˈklagʃɛv.strive
'klegehiˈkləgəhɨnf.game; sport
'klegheˈkleghənf.mongoose
'klegtuˈkləgtuv.illustrate
'klehkushˈklɛhkuʃnm.label; logo
'kleklaˈkləklanf.literature
'klen-esˈklenʔɛsv.erode
'klenaˈklɛnannt.seamstress
'kles-aˈkləsʔav.glint
'kleshnuˈklɛʃnunnt.milk
'klewbiˈklewbɨnnt.mottle
'klezopˈkləzopnf.shame; stigma
'klidduˈkliddunf.society
'klidgoˈklidgonm.dormouse
'klighaˈklɨghav.ridicule
'kliksiˈklɨksɨnm.icon; idol
'klileshˈklɨlɛʃnm.staple
'klilshuzhˈklɨlʃuʒnm.birth
'klilwuˈklɨlwunnt.magician
'klinhuˈklɨnhuv.prepare; assemble; summon; train
'klishkeˈkliʃkepron.everybody
'klisubˈklisubnf.squirrel
'klizwoˈklɨzwɔadj.interior
'klobuˈklɔbunm.priority
'kloksetˈkloksətnm.confection
'kloleˈklɔlɛnm.potter
'klopseˈklopsɛnnt.cannon
'klugtaˈklugtaadj.blonde
'klukliˈkluklɨnm.prairie
'klutginˈklutginv.escort
'kluzgeˈkluzgeadj.ignorant
'kluzhizˈkluʒɨznm.civilian; citizen
'kokoˈkɔkɔnf.well; reservoir; fountain
'kokoˈkokonf.woman; wife; female
'koko'gohliˈkɔkɔˌgɔhlɨnnt.harbor
'kokogˈkɔkɔgnm.bill; check
'kokok͡pˈkokok͡pnf.fetus; embryo
'kokoksipˈkɔkɔksipnm.turmoil; chaos; riot
'kokolˈkɔkɔladj.infinite
'kokonˈkokonnnt.place; site
'kokonˈkokonv.place
'kokon-iˈkokonʔɨnm.wardrobe
'kokopˈkɔkɔpadj.excellent; fantastic; wonderful; fabulous; terrific; superb; fine (okay); amazing
'kokopˈkokopnm.fleck
'kokoshˈkɔkɔʃv.hover
'kokoshˈkokoʃnnt.ministry; embassy
'kokoshpaˈkokoʃpanm.clue
'kokotˈkokotnnt.sponge
'kokowbupˈkɔkɔwbupadv.barely; hardly
'kokozˈkokozv.bump
'kokozhˈkɔkɔʒadj.humble; modest
'k͡pak͡paˈk͡pak͡panf.education
'k͡pak͡pabˈk͡pak͡pabv.deny; contradict; veto
'k͡pak͡padˈk͡pak͡padnf.fluid; liquid
'k͡pak͡panˈk͡pak͡pannm.spoon
'k͡pak͡patˈk͡pak͡patv.aim; intend
'k͡pek͡peˈk͡pək͡pənf.source; origin; well; fountain
'k͡pek͡peˈk͡pek͡pennt.technology
'k͡pek͡pe-uˈk͡pɛk͡pɛʔunf.blanket; quilt
'k͡pek͡pedˈk͡pek͡pednm.tendril
'k͡pek͡pedduˈk͡pɛk͡pɛddunm.winter
'k͡pek͡pedwiˈk͡pɛk͡pɛdwinm.slope; slant
'k͡pek͡pegˈk͡pək͡pəgnf.aegis
'k͡pek͡pegˈk͡pek͡pegv.masturbate
'k͡pek͡pelˈk͡pək͡pəlnm.future
'k͡pek͡pelˈk͡pek͡pelnnt.guerrilla
'k͡pek͡pelˈk͡pɛk͡pɛlnm.nape
'k͡pek͡penˈk͡pek͡pennm.combat
'k͡pek͡pepˈk͡pɛk͡pɛpv.mutter
'k͡pek͡pepˈk͡pək͡pəpnnt.paper
'k͡pek͡pepoˈk͡pək͡pəpov.thrust; propel
'k͡pek͡pesˈk͡pək͡pəsnm.guest
'k͡pek͡peseˈk͡pɛk͡pɛsənnt.needle
'k͡pek͡peshˈk͡pɛk͡pɛʃnf.dwarf
'k͡pek͡peshˈk͡pək͡pəʃv.exaggerate
'k͡pek͡peshneˈk͡pek͡peʃnɛnm.robe
'k͡pek͡petˈk͡pək͡pətnm.pincushion
'k͡pek͡pewaˈk͡pek͡pewanm.absence
'k͡pek͡peweˈk͡pɛk͡pɛwennt.archivist
'k͡pek͡pezteˈk͡pɛk͡pɛztenf.cairn
'k͡pik͡piˈk͡pɨk͡pɨnf.child (young human being); child (son or daughter of any age)
'k͡pik͡piˈk͡pik͡piv.fail
'k͡pik͡pigˈk͡pik͡pigadj.gorgeous
'k͡pik͡pigeˈk͡pɨk͡pɨgenm.wallaby
'k͡pik͡pik͡pˈk͡pik͡pik͡padj.stiff; tight; narrow
'k͡pik͡pik͡p'inhaˈk͡pik͡pik͡pˌinhaadj.wise
'k͡pik͡pilˈk͡pik͡pilv.afford
'k͡pik͡pilˈk͡pɨk͡pɨlnnt.stable
'k͡pik͡pin-ilˈk͡pɨk͡pɨnʔɨlnm.theme
'k͡pik͡pipˈk͡pɨk͡pɨpv.hum
'k͡pik͡pipˈk͡pik͡pipnf.streak
'k͡pik͡pisˈk͡pɨk͡pɨsnf.mole
'k͡pik͡pisbeˈk͡pik͡pisbɛnnt.constellation
'k͡pik͡pishˈk͡pik͡piʃnm.mosaic
'k͡pik͡pishledˈk͡pɨk͡pɨʃlədv.frustrate
'k͡pik͡pisiˈk͡pɨk͡pɨsiadj.sad
'k͡pik͡pitˈk͡pɨk͡pɨtnf.skin
'k͡pik͡pitˈk͡pik͡pitnf.tidings
'k͡pik͡piweˈk͡pik͡piwɛv.reserve
'k͡pik͡piwiˈk͡pɨk͡pɨwɨv.transcend
'k͡pik͡piwwetˈk͡pɨk͡pɨwwɛtnnt.necromancer
'k͡pik͡pizˈk͡pik͡pizv.speculate
'k͡pik͡pizgiˈk͡pɨk͡pɨzgiadj.happy
'k͡pik͡pizhˈk͡pik͡piʒnf.curve; curl
'k͡pik͡pizolˈk͡pɨk͡pɨzolnnt.clock
'k͡pok͡poˈk͡pɔk͡pɔnnt.parent
'k͡pok͡poˈk͡pok͡poadj.real; authentic
'k͡pok͡pogˈk͡pɔk͡pɔgnm.lumberjack
'k͡pok͡pogˈk͡pok͡pognnt.muscle
'k͡pok͡pohloˈk͡pɔk͡pɔhlɔnm.otter
'k͡pok͡ponˈk͡pok͡ponnnt.shovel
'k͡pok͡potˈk͡pok͡potnm.beer
'k͡pok͡potˈk͡pɔk͡pɔtv.date; go out
'k͡pok͡pozhˈk͡pok͡poʒv.seem; appear
'k͡puk͡puˈk͡puk͡pudet.all
'k͡puk͡pubˈk͡puk͡pubnnt.metro
'k͡puk͡pubnog͡bˈk͡puk͡pubnog͡bnf.craftsman
'k͡puk͡pugˈk͡puk͡pugv.manufacture
'k͡puk͡pugiˈk͡puk͡pugɨv.impress
'k͡puk͡pukdiˈk͡puk͡pukdɨadj.recent
'k͡puk͡puk͡pˈk͡puk͡puk͡pnf.pastry
'k͡puk͡punˈk͡puk͡punnnt.ass
'k͡puk͡pupˈk͡puk͡pupnf.tabby
'k͡puk͡pushˈk͡puk͡puʃadj.simple; poor
'kukuˈkukuv.use; utilize; operate; exert; exploit; perform; treat
'kukuˈkukunnt.use
'kuku'gishpiˈkukuˌgɨʃpɨadj.last (previous); previous
'kukubzeˈkukubzɛnnt.salt
'kukugˈkukugadj.nimble
'kukug͡bˈkukug͡bv.vindicate
'kukulshoˈkukulʃoadj.casual
'kukunˈkukunprep.after
'kukunhiˈkukunhiv.confirm; validate; verify
'kukusgeˈkukusgev.chirp
'kukuw'senshoˈkukuwˌsɛnʃonm.stew; soup; broth
'kukuweˈkukuwənm.pet
'kukuwwaˈkukuwwannt.acrobat
'kukuzˈkukuznm.bulb (plant root)
'kwagniˈkwagnɨnm.drug; medicine
'kwakashˈkwakaʃnnt.zephyr
'kwedboˈkwɛdbɔnf.military
'kwekdeˈkwekdeadj.white; blank; clear; transparent
'kwekiˈkwəkinf.pear
'kwekweˈkwəkwənnt.stash
'kwessishˈkwessɨʃadj.similar
'kwibiˈkwibɨv.shriek
'kwiksuˈkwɨksunm.pile; heap; mound
'kwiloshˈkwiloʃnnt.tummy
'kwipweˈkwɨpwenf.advice
'kwitbitˈkwɨtbitnnt.tum
'kwitgeˈkwɨtgennt.bat
'kwiziˈkwɨzɨnm.needlework
'kwizkudˈkwɨzkudv.cull
'kwobweˈkwobwennt.vampire
'kwogaˈkwɔgav.taste
'kwosniˈkwosniv.knock
'kwossuˈkwossuv.steal; rob
'kwosutˈkwosutv.bond
'kwoszuˈkwoszuv.cause; induce; generate
'kwugnek͡pupˈkwugnɛk͡pupprep.outside
'kwukeˈkwukənm.gopher
'kwupilˈkwupiladj.velvet
'kwuzhowbatˈkwuʒɔwbatnf.dignity
'kwuziˈkwuzɨv.coach
'lwadiˈlwadɨnm.lounge; couch; sofa
'lwaghuˈlwaghuv.nibble
'lwatgepwozˈlwatgepwɔzadj.aesthetic
'lwawiˈlwawɨnf.shard
'lwazziˈlwazzinf.purpose
'lwebzhuˈlwəbʒunnt.lake
'lwedeˈlwedəadv.either
'lwehabˈlwɛhabnf.elf
'lwepiˈlwɛpɨadj.pied
'lweselˈlwəsəlv.try (test out); examine
'lwi-i-otˈlwɨʔiʔɔtv.violate
'lwibdiˈlwɨbdinm.contact
'lwidteˈlwidtənf.vagina
'lwidweˈlwidwɛnf.attitude
'lwigagˈlwigagnf.rice; cereal
'lwipiˈlwipɨnnt.bud; spark
'lwithettitˈlwithɛttitnnt.mattress; cushion
'lwizogˈlwɨzogv.sway; convince
'lwodduˈlwodduadj.last (final); last (only remaining)
'lwodtetuˈlwodtətuv.bury; embed
'lwokleˈlwɔklennt.prowess
'lwoztaˈlwoztav.scuttle
'lwupweˈlwupwənf.spouse
'lwuzhabˈlwuʒabnnt.furricle
'nanaˈnananm.voice
'nanabˈnanabv.display; expose; show off
'nanaddobˈnanaddɔbnnt.alchemist
'nanag͡bˈnanag͡bv.stab; pierce; penetrate; prick
'nanakinˈnanakɨnv.care
'nanakinˈnanakɨnnf.care
'nanak͡puˈnanak͡puv.bend; lean
'nanakuˈnanakunm.rustle
'nanapˈnanapnm.professor
'nanatˈnanatnm.band (musical group)
'nanawsaˈnanawsanm.underbrush
'ndabneˈndabnənm.coffee
'ndanshoˈndanʃonf.mat
'ndashnilˈndaʃnɨlnf.cabbage
'nde-uˈndəʔunm.vocabulary
'ndebosˈndebɔsadj.middle
'ndebos 'zhizhiˈndebɔs ˈʒɨʒɨnnt.middle class
'ndebos shwaˈndebɔs ʃwanm.midnight
'ndebzhiˈndəbʒinm.jolt
'ndebziˈndebziadj.live
'ndegusˈndegusnm.claw
'ndekwiddeˈndɛkwɨddɛv.shimmer
'ndelsheˈndelʃɛnf.pumpkin
'ndenepˈndənɛpv.stick; cling
'ndepiˈndɛpinnt.trade
'ndepsiˈndəpsɨnm.interest (curiosity; concern)
'ndeseˈndɛseadj.sable
'ndeshpoˈndeʃponm.leatherworker
'ndeshsiziˈndɛʃsizɨnnt.reef
'ndesoˈndesonm.spasm; orgasm
'ndezgeˈndɛzgɛnnt.hair (of head); hair (of body)
'ndezzepˈndɛzzepv.collect; deposit
'ndi-deˈndiʔdɛv.crash; collide
'ndi-eˈndiʔɛnnt.margin
'ndi-esˈndɨʔesv.substitute
'ndi-iˈndɨʔɨadj.successful
'ndibnoˈndɨbnonf.dragon
'ndiddaˈndiddannt.vole
'ndidneˈndɨdnənm.veteran
'ndidodˈndɨdɔdnf.hammer
'ndigeˈndigɛnf.cupboard
'ndiha-ipˈndɨhaʔipadj.right (direction)
'ndihoˈndihov.admit
'ndiksuˈndiksuv.last
'ndilwiˈndɨlwɨnf.dot
'ndilwisˈndilwɨsnnt.bait
'ndin-iˈndɨnʔɨnf.canal
'ndipizˈndɨpizv.collaborate
'ndiseˈndisəadj.ironic
'ndisoˈndɨsɔv.retire
'nditbiˈnditbinm.twig
'nditkipoˈndɨtkipɔnm.male
'ndizkeˈndɨzkənnt.paint
'ndizziˈndizzinm.pin
'ndo-deˈndɔʔdənm.glow
'ndobeˈndɔbɛnf.kitchen; cuisine
'ndodaˈndodanm.partner
'ndodbiˈndodbɨnnt.honeysuckle
'ndoduˈndodunnt.drum
'ndokaˈndokannt.whisker
'ndoliˈndolɨnm.shoulder
'ndolweˈndolweadj.alone
'ndos-uˈndosʔunf.flare
'ndoshkeˈndɔʃkenf.nickname
'ndoshlaˈndɔʃlanm.tuna
'ndoshletˈndoʃlətnm.uniform
'ndoshpiˈndɔʃpɨnm.loser
'ndosnenˈndosnɛnv.dispose
'ndoteˈndotənf.fossil
'ndotetˈndɔtətadj.verdant
'ndotidˈndotɨdv.discriminate
'ndoweghoˈndɔweghɔnnt.dictator
'ndowiˈndɔwɨnnt.lion
'ndozkaˈndozkanm.grain
'ndozkeˈndɔzkɛadj.opposite
'ndubduˈndubduadv.also; as well
'ndubniˈndubninf.pelt
'ndubzheˈndubʒənf.lever; pedal
'ndudwiˈndudwiadj.hot (attractive)
'ndugshepˈndugʃepnm.furniture
'nduleˈndulennt.back (of body); back (reverse side)
'ndulweˈndulwəadv.sometimes
'ndulziˈndulzɨnnt.afternoon
'ndun-eˈndunʔenm.broom
'ndupsowsiˈndupsowsɨnm.spell (of magic)
'ndushpiˈnduʃpinnt.topic
'nduwsiˈnduwsinm.nurse
'nduwtiˈnduwtɨv.imagine; devise; come up with
'nduwtoˈnduwtɔnnt.poultry
'neneˈnɛnɛnm.boy; son
'neneˈnənəv.let; allow (let); approve; enable; tolerate
'neneˈnenenm.light
'nenebˈnɛnɛbv.do; make; produce (manufacture); create; prepare; establish; compel; induce; put (cause to be)
'neneb 'g͡big͡bizˈnɛnɛb ˈg͡big͡bizv.have sex
'nenedˈnenednf.arm; branch (tree part)
'nenegˈnenegv.nominate
'neneg͡bˈnənəg͡bv.affiliate
'neneg͡bˈneneg͡bnnt.widow
'nenegshig͡bˈnɛnɛgʃɨg͡bnf.anxiety
'neneh'kadneˈnənəhˌkadnənnt.alarm
'nenekaˈnɛnɛkaadj.jealous
'nenekletˈnənəklɛtnm.mingle
'nenek͡pˈnənək͡padj.gleaming
'nenelˈnɛnɛlnm.breed
'nenenˈnɛnɛnv.emit
'nenenˈnənənadj.lethal; fatal
'nenenˈnenenv.may
'nenepˈnenepv.deserve
'nenepˈnənəpnnt.jersey; sweater
'nenepiˈnenepinm.building
'nenepiˈnenepɨv.flow; drain
'nenepi stusˈnenepi stusnf.architecture
'nenepidˈnenepidnf.torso
'nenes-edˈnənəsʔədnf.motif
'neneshniˈnɛnɛʃniadj.relevant
'nenesiˈnenesinnt.button (fastener for clothing)
'nenetˈnənətnf.offer
'nenetˈnɛnɛtadj.broad
'nenetkebˈnənətkebnnt.poem
'nenezhˈneneʒnm.budget
'nenezwiˈnenezwiv.dare
'nenezzebˈnɛnɛzzɛbadj.deaf
'nge-iˈngɛʔɨnm.frizzle
'ngebwiˈngɛbwɨv.forage
'ngebzeˈngəbzəadj.furry
'ngedwoˈngɛdwɔnf.erection
'ngegheˈngɛghɛv.snarl
'ngegsheˈngegʃev.forget
'ngegtuˈngegtunf.plant
'ngegtu 'ndegusˈngegtu ˈndegusnm.thorn
'ngekaˈngekav.tear; rip
'ngekeˈngekennt.treason
'ngelshoˈngelʃɔadj.certain; sure
'ngen-egˈngenʔɛgnf.oxygen
'ngen-uˈngənʔunm.constitution
'ngenitˈngenitnf.hollow
'ngenotˈngənɔtnm.fuse
'ngepaˈngɛpanm.apparatus
'ngepeˈngepəv.persist
'ngesgeˈngəsgennt.meadow
'ngesgedˈngesgədnm.salary
'ngeshsabˈngɛʃsabnm.soot
'ngesoˈngesɔnm.flood
'ngesseˈngɛssev.skate
'ngetguzwiˈngətguzwiv.punch
'ngezhaˈngɛʒannt.address
'ngeziˈngəziadj.ambiguous; obscure
'ngezkeˈngəzkənm.sentry
'ngezleˈngɛzlev.whisper
'ngibniliˈngibnilɨv.bleed
'ngibnoˈngɨbnɔnf.toilet
'ngigna-eˈngignaʔev.prove
'ngigotbuzˈngigotbuzv.record
'ngigozhˈngigoʒnnt.corner
'ngigunˈngigunv.crack
'ngihelˈngihɛlv.research
'ngihenˈngihənv.assassinate
'ngihoˈngihoadv.aboard
'ngihwudinˈngihwudinv.authorize
'ngihwunˈngihwunv.name
'ngikebˈngikɛbv.emphasize
'ngiksigˈngɨksɨgnm.massacre; genocide
'ngilshiˈngɨlʃɨnm.case; event (occurrence); situation (circumstances; context); incident
'ngilziˈngɨlziadj.subtle
'nginodˈnginɔdv.respond
'ngipsekezhˈngipsekɛʒv.analyze
'ngipuˈngɨpuadj.native
'ngisbiˈngɨsbiv.stay; remain
'ngisenhoˈngisɛnhov.weigh
'ngishishˈngiʃɨʃv.sing
'ngishniˈngiʃnɨv.meet
'ngishwinˈngiʃwinv.abuse
'ngisloˈngislov.populate
'ngitbotˈngɨtbotv.replace
'ngitkiˈngɨtkiv.reign; dominate
'ngizhisˈngiʒisv.dream
'ngizozhˈngizoʒv.excuse
'ngobewidˈngɔbɛwɨdv.interrupt
'ngodwubˈngɔdwubv.sweat; work (toil)
'ngonig͡bˈngɔnɨg͡bnm.snarl
'ngonsholˈngɔnʃolnf.nose
'ngoshebˈngoʃɛbnm.pyramid; pile
'ngoshnihkiˈngoʃnɨhkiprep.without
'ngoteˈngotəadj.social
'ngowiˈngɔwinnt.bubble; foam
'ngowsuˈngɔwsunm.room (of house)
'ngubohkolˈngubohkolnf.capybara
'nguddibˈnguddibnm.urn
'ngugheˈngughɛnm.faith
'ngupiˈngupɨadj.classic
'ngupseˈngupsɛnnt.yogurt
'ngusiˈngusɨv.accompany
'nguwseˈnguwsenm.dart
'nguzhiˈnguʒiv.meditate
'niniˈnininf.office
'nini-deˈnɨnɨʔdənnt.boat; ship; canoe; yacht
'nini'zehliˈniniˌzɛhlinnt.drama
'ninibˈninibnm.phone
'ninibˈnɨnɨbv.require; oblige
'ninidˈninidnm.analogy
'ninidneˈnɨnɨdnenm.ham
'ninigˈninignm.issue; concern; problem
'ninigˈnɨnɨgadj.wet; damp; moist
'ninig͡bˈnɨnɨg͡bnm.chin
'ninighiˈninighɨnm.closure
'ninigishˈninigiʃv.wander
'ninilshatˈninilʃatv.chuckle
'nininˈnininv.brag
'ninipˈninipnm.bathroom
'ninishˈnɨnɨʃv.squeeze; clutch
'ninitˈnɨnɨtnm.bicycle
'ninitˈninitv.recommend; advise; suggest
'ninitduˈnɨnɨtduv.rattle
'ninitheˈninithəv.chat
'ninitkaˈnɨnɨtkanf.trauma
'niniwsiˈnɨnɨwsinnt.siren
'ninizhˈniniʒnnt.melody; tune
'ninizlaˈnɨnɨzlav.flash
'ninizwiˈnɨnɨzwɨnm.gold
'nlabdek͡pˈnlabdək͡pv.cry; shout; sob; weep; mourn
'nlabzhaˈnlabʒannt.tutor
'nlagotboˈnlagɔtbɔnf.clerk; accountant
'nlakiˈnlakɨv.fly
'nlatiˈnlatɨv.ask (invite)
'nlawtoˈnlawtɔv.inhale
'nlawutˈnlawutv.arrest
'nle-eweˈnləʔewenm.victim; prey
'nlebniˈnlɛbnɨnnt.strip
'nlebnoˈnləbnɔnm.belief
'nlebzagˈnləbzagnf.bell
'nlebzeˈnlɛbzɛnnt.row
'nledoˈnlədɔnf.memory
'nleg͡biˈnlɛg͡bɨnf.wax
'nleg͡bilwaˈnləg͡bilwannt.death
'nlegnizˈnləgniznm.government
'nlegoˈnlegɔnm.tire
'nlegozˈnləgɔznf.reflection
'nlegsheˈnlegʃənum.eight
'nlehiˈnləhinm.fight
'nlehwasˈnləhwasnf.discussion
'nlehwepiˈnləhwepɨnf.growth
'nlejelˈnlədʒəlnm.control
'nlejotˈnlədʒɔtnnt.settlement (village)
'nlejupeˈnlədʒupennt.defense
'nlekeˈnlekev.drape
'nlekinheˈnləkɨnhənf.choice
'nlekinheˈnləkɨnhənf.election
'nleklinhuˈnləklɨnhunm.preparation
'nleklisˈnləklisnm.laugh
'nleklotˈnləklɔtnm.permission
'nlek͡piˈnlək͡pinm.failure
'nlek͡piweˈnlək͡piwɛnf.reservation
'nlek͡pozhˈnlək͡poʒnm.appearance (act of appearing)
'nlekwoszuˈnləkwoszunm.cause
'nlelweˈnləlwennt.division
'nlelwiˈnləlwinm.protection
'nlelwuˈnləlwunm.exam
'nlendizˈnləndɨznnt.perception
'nlenebˈnlənɛbnm.action (movement)
'nlenitˈnlənitnnt.suggestion
'nlenlikwiˈnlənlikwinnt.victory
'nlenlonˈnlənlɔnnm.pleasure
'nlenteˈnləntɛnnt.value
'nlepeˈnləpennt.study
'nlepipˈnləpipnm.entrance
'nleposˈnləposnm.flight
'nlepsiˈnləpsinnt.movement; motion
'nlepu'klipepˈnləpuˌklɨpepnnt.destruction
'nleshaˈnləʃanf.decision
'nleshesˈnləʃɛsnnt.description
'nleshidˈnlɛʃɨdnm.valley; canyon
'nleshnidˈnləʃnidnm.advertisement
'nleshteˈnləʃtənnt.loss
'nleshwoˈnləʃwonm.hearing
'nleslizhlaˈnləslɨʒlannt.discovery
'nlespazhˈnləspaʒnnt.excitement
'nlesteˈnləstɛnm.arrival
'nlestigˈnləstɨgnm.repetition
'nlestupˈnləstupnnt.service
'nlestupˈnləstupnf.treatment
'nletgeˈnletgenm.quiver
'nletipˈnlɛtɨpnnt.towel
'nletzuˈnletzuv.climb
'nlewishliˈnləwɨʃlinnt.reversal
'nlezesˈnləzəsnf.existence
'nlezewseˈnləzewsennt.explanation
'nlezhiˈnlɛʒɨnf.cost
'nlezhigiˈnləʒigɨnf.help
'nlezhwissoshˈnləʒwɨssoʃnm.conquest
'nlezhwuzˈnləʒwuznf.agreement
'nlezteg͡beˈnleztɛg͡benm.urge; lust
'nli-diˈnlɨʔdɨnm.lilt
'nlideˈnlɨdev.invent
'nlighuˈnlighunnt.pan; saucepan
'nlihuzhˈnlɨhuʒv.enchant
'nlikwiˈnlikwiv.win
'nlikzeˈnlikzeadj.handsome
'nlikzudˈnlɨkzudv.notify; inform
'nlilshulˈnlilʃuladj.sweet; delicious
'nlilshul 'kukubzeˈnlilʃul ˈkukubzɛnm.sugar
'nlinepˈnlinepnf.hideout
'nlinhaˈnlinhanm.gait
'nlinhiˈnlɨnhiv.bid
'nlinhiˈnlinhɨv.scurry
'nlinshoˈnlɨnʃoadj.gross
'nlipuˈnlɨpuv.hike
'nlissoˈnlissɔv.invade
'nliszobeˈnliszobenm.structure
'nlitbeˈnlɨtbeadj.next
'nlitoˈnlitoprep.onto
'nlitzenˈnlɨtzɛnnm.germ; bacteria
'nliwiˈnliwinnt.swoop
'nlodoˈnlodɔv.call (cry out)
'nlohubˈnlɔhubnm.mansion
'nloklozˈnlɔklɔznf.trunk (large box)
'nloksenˈnloksənnm.carrot
'nlokzoˈnlɔkzonm.miller
'nlolenˈnlolennnt.outline
'nlolsheˈnlɔlʃev.evoke
'nlopweˈnlɔpwədet.much
'nlotizhˈnlɔtiʒadj.slow
'nlotuzhˈnlɔtuʒv.inspire
'nlowaˈnlowanf.innkeeper
'nloztoˈnloztɔnm.gerbil
'nloztolˈnloztolnm.experiment
'nlukwoneˈnlukwɔnɛnnt.pressure
'nluleˈnlulenm.mood
'nlusishˈnlusiʃnm.saw
'nlusuˈnlusunm.artillery
'nlutdaˈnlutdanm.calendar
'nluwbaˈnluwbannt.formula
'nluzedeˈnluzɛdənf.bead
'nluzhonˈnluʒɔnv.bounce
'nonoˈnononm.country (rural area)
'nonoˈnɔnɔnf.sorrow
'nono'puddiˈnonoˌpuddinnt.debt
'nono'wuhkitˈnonoˌwuhkitadj.arrogant
'nonobˈnonobv.extract
'nonobˈnɔnɔbv.massage
'nonodˈnɔnɔdnf.response
'nonodneˈnɔnɔdnɛnnt.bloom
'nonodteˈnonodtəv.dazzle
'nonog͡bˈnonog͡bnm.cathedral; temple
'nonok͡pˈnɔnɔk͡pinterj.well
'nononiˈnɔnɔnɨnm.sibling
'nonopˈnonopn v.rendezvous
'nonosˈnɔnɔsnnt.powder
'nonoshˈnonoʃnm.parlor; salon
'nonosoˈnonosonm.ammunition
'nonotˈnɔnɔtnf.bracket
'ntaddiˈntaddiv.hide
'ntahleˈntahlennt.sentence
'ntan-eˈntanʔəv.sail; navigate
'ntebaˈntebav.chew
'nteheˈntɛhɛadj.piquant
'ntenhiˈntənhinf.atom
'nteshuˈnteʃunnt.ink
'ntesoˈntesɔnnt.doll; puppet
'ntessuˈntəssuconj.unless
'ntezisˈntɛzɨsnf.dappling
'ntibneˈntɨbnenf.coincidence
'ntig͡biˈntig͡biadj.cute
'ntilzoˈntɨlzɔv.get; obtain; acquire
'ntinsheˈntinʃenf.rival
'ntisgiˈntisgɨnnt.shit
'ntisniˈntɨsnɨnf.equipment; fixture
'ntiwilwuˈntɨwilwunnt.herd; flock
'ntiwishkeˈntiwiʃkɛadj.wild
'ntiwsugˈntiwsugnnt.swirl
'ntizweˈntɨzwenm.traffic
'ntizwe 'zluteˈntɨzwe ˈzlutenm.pavement
'ntobzesˈntobzesv.shock; stun
'ntokwoˈntokwɔnnt.knob
'ntoneˈntonənm.mistake; error; defect
'ntopazˈntopazadj.private
'ntowowbiˈntɔwowbɨadj.cozy
'ntubdiˈntubdiv.open
'ntukagnuzhˈntukagnuʒv.breathe
'ntunshagˈntunʃagnnt.wrinkle; crease
'ntunshog͡beˈntunʃɔg͡bev.pray; appeal
'ntutbeshˈntutbɛʃnm.chemical
'ntutdoˈntutdov.scrape
'nunuˈnununf.art
'nunu-uˈnunuʔunnt.mumble
'nununˈnununnm.insurgent
'nununiˈnununɨnm.mural
'nunupˈnunupnf.business
'nunusnidˈnunusnidnnt.monster
'nunuwtigˈnunuwtigv.scare; frighten
'nunuwwiˈnunuwwinm.cult
'nunuzˈnunuzv.decorate
'nunuztipˈnunuztɨpn v.festoon
'o-eˈoʔɛnnt.pottery
'obdeheˈobdəhəv.dance
'obeˈobənf.party
'obighiˈɔbighiadj.custom
'obnetˈobnətnm.fertility
'oboˈɔbɔnnt.sheep
'obo kwilˈɔbɔ kwɨlnm.wool
'ochabˈotʃabnm.strength
'ochohotˈotʃohɔtnm.violence
'odasˈodasnm.beauty
'oddiˈoddɨnm.destiny; fate
'odek͡pˈodek͡pnnt.foreigner
'odek͡pˈodek͡pnf.appearance (looks)
'odgeˈɔdgenm.hindlimb
'odishˈodɨʃnm.heat
'odnenˈodnɛnnf.radius
'ogiseˈogisɛnm.fun
'ogitˈogitnm.moisture
'ogniˈɔgninm.syrup
'ogtokwuˈɔgtɔkwuadj.bald
'ohaˈohanf.lesbian
'ohigˈɔhɨgnm.fatigue
'ohwinˈohwɨnnm.civilization
'okeˈɔkɛnf.cube
'okinoˈokinonm.pride
'okliˈɔkliv.surround
'oklunˈɔklunnf.snow
'oklunˈɔklunv.snow
'ok͡pisiˈok͡pɨsinf.sadness
'ok͡pizgiˈok͡pɨzginf.happiness
'okweˈɔkwenm.steward
'okwiˈɔkwɨadj.round; blunt
'olagˈɔlagadj.hungry
'ole'negshig͡bˈɔleˌnɛgʃɨg͡badj.anxious
'ole'nizwiˈɔleˌnɨzwɨadj.golden
'ole'nlezhiˈɔleˌnlɛʒɨadj.expensive
'ole'pekweˈɔleˌpekweadj.urban
'ole'pipisˈɔleˌpipisadj.comfortable
'ole'sekeg͡bˈɔleˌsekəg͡badj.central
'ole'senhoˈɔleˌsɛnhoadj.heavy
'oleb'niliˈɔlebˌnilɨadj.bloody
'olecheˈɔletʃeadj.powerful
'oleg͡bizˈɔleg͡bizadj.sexual
'olegetˈɔlegetadj.furious
'olehizhˈɔlehiʒadj.painful
'olek͡p'ewaˈɔlek͡pˌewaadj.absent
'olendedˈɔlendɛdadj.healthy
'olendetˈɔlendetadj.risky
'olengiˈɔlengiadj.friendly
'olengubˈɔlengubadj.distant
'olepegˈɔlepegadj.confident
'olesh'tishpazhˈɔleʃˌtɨʃpaʒadj.sick
'olesh'tiziˈɔleʃˌtizɨadj.possible
'oleslizˈɔleslizadj.greedy
'oleslopˈɔleslopadj.silent
'olespozˈɔlespozadj.dirty
'olestusˈɔlestusadj.fashionable
'olezhilˈɔleʒiladj.wide
'olezhwoˈɔleʒwɔadj.evident
'olezloˈɔlezloadj.rich
'oliˈoliv.regret; lament
'olig͡bˈɔlɨg͡bnm.prophet
'olotzebˈɔlɔtzəbadj.bright
'olupˈɔluppron.one
'olzeˈɔlzɛnm.harvest; autumn
'on-ibˈonʔibnm.scamper
'ondadˈondadnm.difference
'ondi-iˈondɨʔɨnf.success
'ondiseˈondisənm.irony
'ongilziˈongɨlzinnt.subtlety
'ongoˈongonf.height
'onhaˈɔnhav.borrow
'onniˈɔnninnt.prodigy
'opesˈopəsnnt.patch
'opolˈopolnf.thing; stuff; object; item
'opsiˈopsɨnm.youth
'osebzheˈosɛbʒənm.darkness
'osetˈosətnm.anger
'oshneˈoʃnənnt.danger
'oshozhˈoʃɔʒnnt.characteristic
'oshpiˈoʃpɨnf.illusionist
'oshpuˈɔʃpunm.haven
'ositˈositnm.knee
'osneˈɔsnev.sell
'osneˈɔsnennt.sale
'otdeˈotdeinterj.yes
'othuˈɔthunm.lobster
'otzebˈɔtzəbv.burn; cook (heat food); ignite; light
'oweˈɔwɛnm.switch
'oweˈowəv.teach; instruct; educate
'owishˈowiʃnnt.perfection
'ozgiˈɔzgɨnnt.novice; rookie
'ozhlilˈɔʒlɨlnnt.pig; pork
'ozhwegˈoʒwɛgnf.fat (bodily substance)
'ozugˈozugnm.fang
'papaˈpapav.call (refer to by name)
'papadˈpapadprep.per; for each
'papagˈpapagv.publish
'papahoˈpapahov.must; have to
'papakelˈpapakəlv.spill
'papasˈpapasnm.brewer
'papatˈpapatnf.tattoo
'papawudˈpapawudv.obey
'papazˈpapazadj.thick
'pepeˈpɛpɛadj.good; superb
'pepeˈpepev.study; examine
'pepeˈpəpəadj.whole; entire
'pepeˈpɛpɛpron.it (neut); its (neut)
'pepebˈpɛpɛbprep.upon
'pepedˈpepedadj.damn
'pepedˈpɛpɛdnf.update
'pepegˈpepegnf.confidence
'pepeg͡bˈpepeg͡bnf.lettuce
'pepeg͡bˈpəpəg͡bv.rest; nap
'pepeg͡bˈpɛpɛg͡bnf.tornado
'pepegeˈpɛpɛgɛadj.sore
'pepegiˈpɛpɛginm.scribe
'pepek͡pˈpəpək͡padj.grizzled
'pepeksaˈpepeksanf.bark (of tree)
'pepekweˈpepekwenf.city; metropolis
'pepenhiˈpepenhinnt.summary
'pepesˈpɛpɛsadj.mossy
'pepesˈpepesnm.tongue; language; dialect
'pepeshˈpɛpɛʃv.flush
'pepeshlabˈpɛpɛʃlabnm.plateau
'pepeshog͡bˈpɛpɛʃɔg͡bv.baste
'pepetˈpepetnf.archive
'pepetˈpəpətv.concentrate; focus
'pepetgebˈpepetgebnnt.lyrics
'pepetkoˈpepetkonf.bureaucrat
'pepewsotˈpepewsotv.grow up
'pepezˈpəpəzadj.melanistic
'pepezhˈpɛpɛʒnnt.fruit
'pepezh 'gnigiˈpɛpɛʒ ˈgnɨginf.orchard
'pipiˈpipinm.fat (component in food)
'pipiˈpɨpɨprep.to; towards
'pipibˈpipibv.flick
'pipibˈpɨpɨbnnt.pub; bar (pub)
'pipibdesˈpɨpɨbdəsnm.fortuneteller
'pipibnuˈpɨpɨbnuadj.formal
'pipidˈpɨpɨdv.murmur
'pipidwizˈpipidwɨzadj.precious
'pipigˈpɨpɨgadj.large; huge
'pipigizhˈpipigɨʒnnt.basement
'pipigsheˈpipigʃɛadj.plausible
'pipigtoˈpipigtov.miss (not hit)
'pipihiˈpɨpɨhinnt.drift
'pipikoˈpɨpɨkonnt.fire
'pipiko 'zlosigˈpɨpɨko ˈzlɔsɨgnm.firearm
'pipik͡pˈpipik͡pnm.moon
'pipik͡pˈpɨpɨk͡pv.vomit
'pipik͡paˈpipik͡panf.builder
'pipiksinˈpɨpɨksɨnnm.scout
'pipilˈpɨpɨladj.cheap
'pipinibˈpɨpɨnɨbnm.spring (coil)
'pipipˈpipipv.enter
'pipipˈpɨpɨpnnt.trophy
'pipipwoˈpipipwɔv.neglect
'pipisˈpipisnm.comfort
'pipisˈpɨpɨsadj.complicated; complex; intricate
'pipis'nitkiˈpipisˌnitkɨnm.horizon; panorama
'pipishˈpipiʃnf.calico
'pipisheˈpɨpɨʃɛnm.demographic
'pipitˈpipitnf.leather
'pipitˈpɨpɨtnm.rake
'pipitgiˈpɨpɨtgɨnnt.berry
'pipiwoˈpipiwɔnm.marbling
'pipiwtiˈpɨpɨwtɨv.kidnap
'pipizˈpɨpɨzv.dub
'pipizgesˈpɨpɨzgəsnnt.bath; pool
'pipizhˈpipiʒadj.furtive
'pipizhˈpɨpɨʒnnt.tuft
'popoˈpoponnt.crime
'popobˈpɔpɔbnnt.matter (substance; material)
'popodˈpɔpɔdnf.scene
'popog͡bˈpopog͡bnm.intervention
'popogniˈpopognɨv.punish
'popolˈpopolnf.foot
'popolˈpɔpɔlnm.license
'popol 'ukwoneˈpopol ˈukwɔnɛnm.footprint
'poponibˈpɔpɔnɨbnnt.hangover
'popopˈpɔpɔpnf.quokka
'popopˈpopopnf.spy
'poposˈpoposnnt.fly
'poposˈpɔpɔsv.paw
'poposhˈpɔpɔʃnf.mask
'popotˈpɔpɔtnm.teenager; adolescent
'popowsiˈpɔpɔwsiadj.ethereal
'popozˈpopoznf.capsule; tablet
'popozˈpɔpɔzv.copy; imitate; replicate
'psedusˈpsɛdusnm.example; prototype
'psegeˈpsɛgeadv.often
'psegnaˈpsəgnav.steer; navigate
'psekiˈpsɛkɨnnt.total; sum; amount
'pseksuˈpsəksuadj.opulent
'pseliˈpselinm.skeleton; hull
'pselzepˈpselzepv.torture
'psennoˈpsennɔadv.there
'psepotˈpsɛpotnnt.courtesan
'pseshloˈpsɛʃlɔadj.alternate
'pseshpiˈpseʃpɨv.snicker
'psewuˈpsəwunf.hotel; inn; lodge
'psibwalwoˈpsɨbwalwɔadj.dense
'psibzheˈpsibʒənm.second (time)
'psideˈpsɨdɛadj.rough; raw
'psigeˈpsigəv.cook (prepare food)
'psigeˈpsɨgɛv.visit
'psigniˈpsɨgninnt.moss
'psinnek͡puˈpsɨnnɛk͡punnt.almond
'psiwseˈpsiwsev.wash; rinse
'psizloˈpsɨzlonm.beekeeper
'psoddeniˈpsɔddɛnɨnnt.judge
'psogeˈpsɔgɛnm.trunk (of tree); stem
'psognoˈpsognonf.lace
'psoguˈpsogunm.tailtip
'psoshkoˈpsoʃkov.squawk
'psotteˈpsɔttɛnnt.gum
'psu-uˈpsuʔunm.courier
'psukweˈpsukwənnt.allergy
'psusguˈpsusguadj.dulcet
'pupuˈpupunf.altitude
'pupu-iˈpupuʔinm.bruise
'pupu'klipepˈpupuˌklɨpepv.destroy; devastate
'pupubˈpupubnnt.louse
'pupudˈpupudnf.surgery
'pupulˈpupulnnt.chief; boss
'pupulˈpupulnm.leader
'pupulwiˈpupulwiv.disturb; disrupt
'pupunˈpupundet.that
'pupunˈpupunpron.that
'pupunnuˈpupunnuv.harm
'pupupˈpupupprep.around
'pupusgonˈpupusgɔnv.learn
'pupushˈpupuʃnnt.shirt; blouse; top (clothing)
'pupuwsiˈpupuwsiadj.static; passive
'sasaˈsasav.measure; compare
'sasabˈsasabnnt.fluke
'sasab'nenshiˈsasabˌnenʃinm.ripple
'sasadˈsasadv.wish; crave
'sasag͡bˈsasag͡badj.imminent; pending
'sasagnoˈsasagnɔnnt.minstrel
'sasak͡pˈsasak͡pnnt.rebel
'sasalwoˈsasalwonf.media
'sasanˈsasanv.indicate; imply; express
'sasapˈsasapnm.hawk
'sasapwoˈsasapwɔadj.hallowed
'sasas'zoghizˈsasasˌzɔghɨzv.compile
'sasasnetˈsasasnɛtnnt.mane
'sasatolˈsasatolnm.earthquake
'sasawiˈsasawɨnm.sky
'seseˈsəsəv.listen
'seseˈsɛsɛadv.never
'seseˈsesenm.time; moment
'sese'gozhesˈseseˌgɔʒesadj.benign
'sesebˈsɛsɛbnnt.eyelash
'sesebzheˈsɛsɛbʒəadj.dark
'sesedˈsɛsɛdnnt.ice; diamond
'sesegˈsɛsɛgv.join; connect; combine; attribute
'sesehliˈsesehlɨnm.tenrec
'sesekeg͡bˈsesekəg͡bnnt.center; hub (center of activity)
'seseketˈsɛsɛkɛtv.take apart; dismantle
'sesek͡pˈsɛsɛk͡pnnt.proverb
'seselˈsəsəlnnt.stitch
'seselˈseselnf.trial
'seselshitˈseselʃitnnt.lid
'sesenˈsɛsɛnv.fuck (slang)
'sesen-itˈsɛsɛnʔɨtv.consolidate
'sesenhoˈsɛsɛnhonf.weight
'sesepˈsesepv.persuade; seduce; tempt
'sesepoˈsəsəpov.clap; pat
'sesesˈsɛsɛsv.look; consider; glance; study
'sesesˈsesesadj.new; unique
'sesesˈsəsəsnf.thief
'seseshsoˈsɛsɛʃsɔadj.ineffable
'sesetˈsesetnm.air; oxygen
'sesetˈsəsətadj.angry; mad
'sesetˈsɛsɛtnf.page
'seset nlunˈseset nlunnnt.throat
'sesezˈsəsəzv.carry out; implement
'sesezzeˈsɛsɛzzəv.depend; rely on
'shashaˈʃaʃav.decide
'shashag͡bˈʃaʃag͡bnf.ribbon; tape
'shashalshushˈʃaʃalʃuʃnf.spinach
'shashapˈʃaʃapnm.jamboree
'shashazhˈʃaʃaʒadj.messy
'shesheˈʃeʃeprep.for (in favor of)
'shesheˈʃɛʃɛnm.will
'sheshe'wubiˈʃɛʃɛˌwubɨnf.coral
'sheshebˈʃeʃebnf.crisis; catastrophe
'sheshebˈʃəʃəbnf.elbow
'sheshebedˈʃeʃebədv.want; desire; crave; lack; prefer
'sheshedtisˈʃɛʃɛdtisn adj.gossamer
'shesheg͡bˈʃeʃeg͡bnm.salad
'shesheg͡beˈʃəʃəg͡bɛnm.cheek
'shesheg͡buˈʃeʃeg͡buv.retrieve; bring back; fetch; recover
'sheshenˈʃəʃənadj.delicious
'sheshepˈʃəʃəpn v.cobble
'sheshepˈʃɛʃɛpprep.including
'sheshepˈʃeʃepnnt.task
'sheshesˈʃeʃesadj.awesome
'sheshesˈʃɛʃɛsv.describe; define
'shesheshˈʃɛʃɛʃnm.ledge
'shesheshpipˈʃeʃeʃpɨpv.surpass; transcend
'sheshetˈʃəʃətnnt.waist; midriff
'sheshet 'pepezhˈʃəʃət ˈpɛpɛʒnf.kidney
'sheshetbusˈʃɛʃɛtbusnnt.haunch
'sheshezhleˈʃəʃəʒlɛadj.equal; equivalent
'sheshezkaˈʃəʃəzkanm.speck
'shesheztuˈʃɛʃɛztunnt.zipper
'shishiˈʃɨʃɨnnt.scissors
'shishiˈʃiʃiprep.versus
'shishibˈʃiʃibnf.magazine
'shishidˈʃɨʃɨdnm.scrape
'shishidguk͡pˈʃɨʃɨdguk͡padj.obscure
'shishigˈʃiʃigpron.someone; somebody
'shishig͡bˈʃiʃig͡bv.encounter
'shishiklonˈʃiʃiklonv.intervene
'shishik͡pˈʃiʃik͡pnm.buttocks; ass
'shishilˈʃiʃilnnt.creek
'shishilˈʃɨʃɨladv.once
'shishinˈʃiʃinnm.backpack
'shishinˈʃɨʃɨnnf.squawk
'shishinneˈʃiʃinnɛnnt.knife
'shishinoˈʃɨʃɨnonf.habitat
'shishinshupˈʃɨʃɨnʃupnf.merchandise
'shishipˈʃiʃipnf.arrow (weapon); arrow (sign)
'shishipiˈʃɨʃɨpiadj.gay; homosexual
'shishipoˈʃiʃipov.comprehend; fathom
'shishipwizhˈʃɨʃɨpwiʒnnt.culture; tradition
'shishisˈʃɨʃɨsnnt.fox
'shishisˈʃiʃisv.search; look up; explore; scan; seek
'shishishˈʃɨʃɨʃnf.song
'shishizˈʃɨʃɨznnt.artisan
'shishizhˈʃɨʃɨʒnf.army
'shnaliˈʃnalinm.capital (city)
'shnegniˈʃnegninnt.fluff
'shnekiˈʃnekinm.eclat
'shnes-eˈʃnəsʔɛv.approach
'shnewweˈʃnɛwwev.sigh
'shnezoˈʃnɛzɔnf.biscuit
'shnezweˈʃnɛzwɛv.slap
'shni-itboshˈʃniʔitbɔʃv.wipe
'shnibniˈʃnibnɨnm.room (space); capacity
'shnidwiˈʃnidwinf.ash; coal; charcoal
'shnidwipˈʃnidwɨpnf.fund
'shnihkebˈʃnɨhkebv.bore
'shnikoˈʃnɨkɔnm.dash
'shnikuˈʃnikuadj.noble
'shnishlehkiˈʃniʃlɛhkɨnm.glacier
'shniszasˈʃniszasv.tie
'shno-iˈʃnɔʔinnt.descendant; offspring; heir
'shnogaˈʃnɔganf.oasis
'shnokiˈʃnɔkinnt.idea; concept
'shnossapˈʃnɔssapnnt.year; age
'shnossap 'seseˈʃnɔssap ˈsesennt.season (quarter of the year)
'shnozloˈʃnɔzlɔnnt.liquor
'shnudniˈʃnudninnt.seizure
'shoshoˈʃɔʃɔnnt.figure
'shoshodˈʃoʃodv.smell (emit odor); stink
'shoshog͡bˈʃoʃog͡bconj.but
'shoshogshuˈʃoʃogʃunf.vent
'shoshoheˈʃɔʃɔhɛadv.today; now
'shoshok͡pˈʃoʃok͡pprep.along
'shoshok͡pˈʃɔʃɔk͡pnm.crab
'shoshotˈʃɔʃɔtv.drench; saturate
'shoshozˈʃɔʃɔzv.fix; mend; repair; heal; cure; recover
'shoshozhˈʃɔʃɔʒadj.special
'shtashliˈʃtaʃlidet.what
'shtashliˈʃtaʃlipron.what
'shtebdeˈʃtebdəadj.extreme; intense; radical
'shteboˈʃtebɔnf.aunt
'shtedoˈʃtedonf.trousers; pants
'shteg͡biˈʃtɛg͡bɨv.compromise
'shtegheˈʃteghev.prevent; intercept
'shtegnebˈʃtɛgnebv.beg; appeal
'shteheˈʃtəhənnt.temper
'shteklak͡pˈʃtɛklak͡pnnt.suit; costume; garment
'shtesiˈʃtɛsɨnm.bramble
'shtewoˈʃtəwɔnnt.shelf; rack; counter (flat; elevated surface)
'shtikwiˈʃtɨkwɨadj.elite
'shtiliˈʃtɨlinnt.bunker
'shtinhiˈʃtɨnhiadj.generic
'shtipoˈʃtɨpɔnm.felony
'shtishniˈʃtɨʃniv.cheer
'shtishpazhˈʃtɨʃpaʒnnt.sickness; illness
'shtitboˈʃtɨtbonm.acid
'shtituˈʃtɨtunm.default
'shtiziˈʃtizɨnnt.possibility
'shtizizhiˈʃtɨzɨʒɨnf.cone
'shtokotˈʃtɔkɔtadj.popular
'shtos-aˈʃtɔsʔav.wonder
'shtozoˈʃtozɔnnt.adult
'shtukishˈʃtukɨʃnf.decoy
'shtunhoˈʃtunhonf.temperature
'shtuniˈʃtuninf.diet
'shushuˈʃuʃuadv.ever
'shushub'dilshiˈʃuʃubˌdɨlʃinnt.twitter
'shushubiˈʃuʃubɨnnt.hurricane
'shushug͡bˈʃuʃug͡bnf.maid
'shushuklotˈʃuʃuklɔtnm.organ
'shushuk͡pˈʃuʃuk͡pv.fill
'shushunˈʃuʃunadj.old; late; antique
'shushupˈʃuʃupnnt.rosette
'shushupiˈʃuʃupɨadj.apparent
'shushushˈʃuʃuʃv.drag; tow
'shushutˈʃuʃutnm.mosquito
'shushutkeˈʃuʃutkenf.bow (weapon)
'shwapegˈʃwapəgnnt.chasm
'shwedeˈʃwədɛv.glisten
'shwen-izhiˈʃwenʔɨʒɨnm.gravity
'shwetgoˈʃwetgɔnf.pinecone
'shwewupˈʃwəwupnf.bachelor
'shwi-diˈʃwiʔdiv.dine
'shwinhuˈʃwɨnhunf.tradition
'shwishkutˈʃwɨʃkutv.revise; amend
'shwiweteˈʃwiwetenm.jerboa
'shwiwulˈʃwɨwulnm.leisure; recreation
'shwiwul shniˈʃwɨwul ʃninf.prostitute
'shwizheˈʃwɨʒənm.burrow
'shwobnuˈʃwobnunm.west
'shwoddoˈʃwoddonf.medicine man/woman
'shwodniˈʃwɔdnɨnm.jowl
'shwosgiˈʃwɔsgɨnm.gatherer
'shwowbiˈʃwowbiv.crackle
'shwozheˈʃwɔʒəv.acquire
'shwozonˈʃwozonnm.flavor
'shwudgoˈʃwudgov.cruise
'shwukezˈʃwukɛzadj.honest; sincere; innocent
'shwushleˈʃwuʃlɛnnt.vase
'sisiˈsisiv.can
'sisi-ag͡bˈsɨsɨʔag͡bv.humiliate
'sisibˈsisibnnt.mind (thinking faculty)
'sisib ntiˈsisib ntɨnf.psychology
'sisidˈsɨsɨdnf.chick (girl)
'sisidˈsisidv.defecate
'sisig'hopwiˈsɨsɨgˌhɔpwɨnf.scrap
'sisig͡bˈsɨsɨg͡bv.sustain; survive; withstand
'sisig͡bˈsisig͡badj.tactile
'sisighiˈsɨsɨghiv.attract; charm; fascinate
'sisik͡pˈsɨsɨk͡pnm.degu
'sisin-oˈsɨsɨnʔɔv.accumulate
'sisin'huzkizˈsisinˌhuzkɨznm.title
'sisiniˈsɨsɨniv.forgive; excuse; pardon
'sisipˈsɨsɨpadj.straight
'sisipeˈsɨsɨpəv.wake; wake up; get up
'sisipuˈsisipuv.dial
'sisisˈsisisnm.nature; environment (natural world)
'sisiseˈsisisɛn v.tinge
'sisishˈsɨsɨʃnf.prairie dog
'sisitˈsɨsɨtnnt.front
'sisitˈsisitv.gather
'sisitgeˈsɨsɨtgənnt.gas
'sisiwipˈsɨsɨwɨpv.certify
'sisiwizhˈsɨsɨwiʒadj.blank; plain
'sisiwsaˈsisiwsanf.version
'sisizˈsɨsɨznm.appetite
'sisizˈsisizadj.mere
'sisizhˈsisiʒnm.exit
'sisizhebˈsisiʒɛbv.exercise; practice; train
'sisiztadˈsisiztadnf.province
'sisiztoˈsisiztonm.diaper
'slathoˈslathonm.herb
'slebzeˈslɛbzenf.apartment
'sledneˈslednev.stop; stall; halt; paralyze
'slegeˈsləgɛadv.exactly
'slegetdiˈsləgətdiadv.probably
'slehwishˈsləhwɨʃadv.usually
'slek͡pushˈslək͡puʃadv.simply
'sleku'gishpiˈsləkuˌgɨʃpɨadv.previously
'slengelshoˈsləngelʃɔadv.certainly
'slenhezˈslənhəzadj.sole; lone
'slenlidˈslənlɨdadv.suddenly
'slenniˈslennɨpron.none
'sleshozhˈsləʃɔʒadv.especially
'sleszapiˈsləszapiadv.yesterday
'slezeˈsləzɛadv.clearly
'slezheˈsləʒəv.bow
'slezo'zojanˈsləzoˌzodʒanadv.finally
'sli-aˈslɨʔannt.hobble
'slihuˈslɨhunnt.mail
'slishloˈslɨʃlɔnm.music
'slisziˈsliszɨv.tremble
'slitteˈslɨttɛadj.gray
'slizegˈslizɛgadj.regular
'slizhlaˈslɨʒlav.find; discover; detect; uncover
'slo-doˈslɔʔdɔv.elevate
'slusotˈslusotadj.soft; smooth; quiet; gentle; sleek
'sosoˈsosoprep.above
'sosoˈsɔsɔadv.maybe; perhaps
'sosodgizˈsɔsɔdgɨznm.landlord
'sosodtiˈsosodtɨnf.den
'sosogˈsɔsɔgnm.manual
'sosoghuˈsɔsɔghuadj.hollow
'sosolˈsosolnf.scuttle
'sosonˈsɔsɔnv.diagnose
'sosopˈsɔsɔpv.call (request the attendance of)
'sosopˈsosopnnt.religion
'sosotˈsosotnf.angel; saint
'sosotˈsɔsɔtnnt.period (duration of time)
'spashkottegˈspaʃkottɛgnm.platypus
'spebwiˈspɛbwɨnnt.thunder
'spedneˈspednɛnm.torch; lamp
'spegnidˈspegnidnm.content
'spehlazhˈspehlaʒnnt.palace
'speksoˈspeksov.infect; contaminate
'spenhaˈspɛnhanm.species
'spenshiˈspɛnʃɨnf.orchardist
'speseˈspəsɛadj.selfish
'spesnaˈspesnanf.oil; grease
'speweˈspewɛv.stroke
'spezebˈspezɛbv.cover up
'spezhleˈspəʒlennt.dewclaw
'spibaˈspibannt.pot; bucket
'spikweˈspikwɛnm.conclave
'spilshiˈspɨlʃiv.ring
'spinniˈspɨnnɨadj.deep; serious
'spishsiˈspɨʃsiv.reinforce; supplement
'spitzuˈspitzuv.avert; divert; distract; deter
'spodnogˈspodnognm.text; prose
'sposziˈspɔszinm.patriot
'spothuˈspɔthunm.shimmer
'spotkuˈspotkuv.appreciate
'stakeˈstakɛv.judge
'stathaˈstathav.munch
'stedbeguˈstedbɛguv.multiply
'stednuˈstednunm.trivia
'stegteˈstəgtənf.eyelash
'stegtoˈstəgtɔnm.ears
'stehiˈstehinm.lung
'steleˈsteləv.erupt
'stelshetˈstəlʃetnf.disaster; catastrophe; accident
'stelzibˈstɛlzɨbadj.stalwart
'steteˈstətennt.police
'stetiˈstɛtinm.axis; axle
'sti-eˈstɨʔəv.dash
'stilwiˈstilwɨnm.meerkat
'stishipˈstiʃɨpnf.glisten
'stishkeˈstiʃkənnt.vulture
'stitdiˈstitdɨnnt.look
'stiteˈstitɛnm.goal (objective); target
'stiteˈstitənnt.vinegar
'stitgoˈstɨtgɔnm.archer
'stittiˈstɨttɨv.launch; cast; embark
'stiwsoˈstɨwsɔnf.mustache
'stizhluˈstiʒlunm.demon
'stizoˈstizɔnm.badge; symbol
'stognoˈstɔgnɔnnt.coat; jacket; cloak
'stonatˈstɔnatnf.date
'stotkeˈstɔtkɛnf.square
'stowbaˈstowbanm.lust
'stu-enˈstuʔɛnnnt.impulse
'stubwiˈstubwɨv.groan; moan
'studniˈstudnɨv.marinate
'stugnaˈstugnav.retreat
'stulzapˈstulzapadj.confidential
'stutuˈstutuv.deploy
'stuwweˈstuwweadj.only
'susuˈsusuadj.stupid; dumb; dull; silly
'susughoˈsusughɔnf.luxury
'susukelˈsusukɛlv.whisk
'susuklulˈsusuklulnm.crafter
'susunˈsusunnf.cavern
'susupˈsusupv.evaporate
'susushˈsusuʃnf.triangle
'susutˈsusutnnt.net
'susuzhik͡pˈsusuʒɨk͡pv.set
'ubnulˈubnuladv.etcetera
'udwishˈudwiʃnnt.custom
'uetˈuɛtnnt.length
'uetˈuetnf.ability
'ug͡biˈug͡bɨadj.tight; tense
'ughidˈughɨdnm.miner
'uibniˈuibninnt.luck
'ukdeˈukdenm.present; gift
'ukliˈukliadj.busy
'uklosgeˈuklɔsgəadj.awake
'ukwoˈukwɔnf.queen
'ukwoneˈukwɔnɛv.push; shove; press
'ukziˈukzɨnm.cloth; napkin
'ulzhuˈulʒunm.gulp
'un-enˈunʔenadj.easy
'unheˈunhev.discharge
'unshotˈunʃɔtnm.embassy
'upegˈupəgnm.tribe; kin
'us-aˈusʔav.halt; ban; prohibit
'ushkeˈuʃkənf.blasphemy; heresy
'ushkedniˈuʃkednɨnm.arch; arc; dome
'ushkipˈuʃkipv.bang; fuck (slang)
'ushpoˈuʃpov.supervise
'usiˈusɨnnt.company
'uug͡biˈuug͡bɨnf.tension
'uzohaˈuzɔhaadj.earthen
'uzzoˈuzzonf.pelage
'wawaˈwawaadv.out
'wawabwesˈwawabwɛsnf.cabinet; drawer
'wawadˈwawadnm.acquaintance
'wawagˈwawagnm.pirate
'wawasˈwawasv.refuse; veto
'wawashˈwawaʃnf.painting
'wawatˈwawatnnt.cartoon
'wawazˈwawaznm.glove
'weweˈwəwəadj.even
'weweˈwewenf.nation
'weweˈwɛwɛnum.third
'wewe'kidneˈwəwəˌkidnənm.diviner
'wewedˈwɛwɛdnm.cane
'weweddiˈweweddiv.drift
'wewedigˈwewedɨgv.seek; ask (request)
'wewedwuˈwewedwunm.right; entitlement
'wewegˈwɛwɛgnm.mass
'wewegˈwewegnnt.weasel
'wewelˈwɛwɛlnf.linchpin
'wewelˈwewelnnt.verse
'wewelshiˈwewelʃɨnf.ginger
'wewelusˈwɛwɛlusprep.beyond
'wewenˈwewennnt.champion
'weweneˈwewenennt.quill
'wewenhebˈwewenhebnm.farm; pasture
'wewepˈwəwəpv.ruffle
'wewepiˈwɛwɛpiv.relax
'wewesˈwɛwɛsv.collapse; topple
'wewesˈwewesnnt.squeak
'weweshˈwɛwɛʃv.congregate
'wewessoˈwəwəssonnt.whimsy
'wewetˈwəwətnm.angle; direction (way)
'wewetˈwɛwɛtv.count
'wewetˈwewetnf.vehicle
'wewewwek͡pˈwewewwək͡padj.digitigrade
'wewezgiˈwewezginnt.brothel
'wewezliˈwewezlinf.empire
'wiwiˈwɨwɨv.offer
'wiwiˈwiwiadv.well
'wiwibˈwiwibv.hire; rent; recruit
'wiwibzoˈwiwibzonm.frenzy; orgasm
'wiwidbidˈwiwidbɨdn v.stipple
'wiwiddaˈwɨwɨddav.shout; yell; exclaim; proclaim
'wiwidneˈwɨwɨdnən v.joust
'wiwidtaˈwiwidtannt.twinkle
'wiwigˈwɨwɨgnnt.pickpocket
'wiwigˈwiwignm.wristlet
'wiwig͡bˈwɨwɨg͡badj.deliberate
'wiwik͡pˈwɨwɨk͡pv.hiss
'wiwilˈwiwilv.fade
'wiwilˈwɨwɨladj.keen
'wiwinˈwiwinadj.conscious
'wiwinˈwɨwɨnart.some
'wiwipˈwiwipv.remark
'wiwipiˈwɨwɨpiv.applaud; hail; praise
'wiwipiˈwɨwɨpɨnm.honey
'wiwipipˈwɨwɨpɨpnm.usher
'wiwisˈwiwisv.dig
'wiwisˈwɨwɨsv.erase
'wiwishˈwɨwɨʃnm.baby; infant
'wiwishˈwiwiʃadj.perfect
'wiwishliˈwɨwɨʃliadj.reverse
'wiwitˈwɨwɨtnnt.cow; buffalo
'wiwiwteˈwiwiwtənf.compost; fertilizer
'wiwiwteˈwiwiwtenm.tarsus
'wiwizˈwiwiznnt.breeze
'wiwizˈwɨwɨznf.zoo
'wiwizeˈwɨwɨzenf.trapper
'wiwizhˈwiwiʒnf.rummage
'wiwizhliˈwɨwɨʒlɨv.brace
'wiwizziˈwɨwɨzzɨnnt.chime
'wowoˈwowoadj.crazy; insane
'wowodˈwowodnf.doctor
'wowodteˈwɔwɔdtenm.dawn
'wowogˈwowognf.petal
'wowokzoˈwowokzonf.frame; hull
'wowoloˈwɔwɔlɔnm.ticking
'wowosˈwowosnnt.rumor; gossip
'wowos-eˈwɔwɔsʔɛadj.arcane
'wowoshˈwɔwɔʃv.chitter
'wowoziˈwɔwɔzɨadj.manual
'wuwuˈwuwunum.hundred
'wuwugˈwuwugv.hug
'wuwug͡bˈwuwug͡bnnt.step (one level of stairs)
'wuwushpeˈwuwuʃpenm.carriage; cart
'wuwutˈwuwutnm.emotion; affection; passion
'wuwutdoˈwuwutdɔnnt.bargain; discount
'wuwuwwatˈwuwuwwatnf.splotch
'wuwuzhˈwuwuʒv.disguise
'wuwuzwiˈwuwuzwinm.credit (recognition)
'zazaˈzazanm.region; suburb
'zaza'zudduˈzazaˌzuddunnt.forest
'zazabˈzazabnf.bed
'zazadˈzazadnnt.noon; midday; lunch
'zazag͡beˈzazag͡bənf.rubble; debris; remains; remnant
'zazahluˈzazahluv.blink
'zazanˈzazannf.drought
'zazapˈzazapnnt.detail
'zazashˈzazaʃnnt.organism
'zazatˈzazatnm.cauldron; kettle
'zazatˈzazatart.the
'zazatoˈzazatɔnf.gender
'zazazˈzazaznf.market; mall
'zazaz'konsheˈzazazˌkɔnʃəadj.snug
'zazazwiˈzazazwɨv.starve
'zezeˈzezeadv.always; all the time; forever
'zezeˈzɛzɛv.clear
'zezeˈzəzənf.word; language; phrase
'zezeˈzezedet.her
'zeze-iˈzezeʔɨn v.dapple
'zeze-iˈzezeʔiadj.permanent
'zezebˈzɛzɛbnf.sock
'zezebaˈzezebav.obsess
'zezebuˈzezebuv.improve; amend
'zezebwaˈzəzəbwanf.point
'zezedˈzezedv.mean (intend)
'zezedˈzɛzɛdnm.talent
'zezed'tupuˈzəzədˌtupuv.tackle
'zezegˈzɛzɛgv.enrich
'zezeg͡biˈzəzəg͡binnt.scandal
'zezegteˈzəzəgteadj.massive; enormous
'zezehedˈzɛzɛhədnnt.eel
'zezek͡pˈzəzək͡pv.suspect; estimate
'zezek͡peˈzezek͡pəv.celebrate
'zezenˈzəzənnf.plot
'zezepˈzɛzɛpnm.bone
'zezepˈzezepadj.local
'zezesˈzezesv.distinguish
'zezesˈzɛzɛsnnt.pump
'zezesˈzəzəsv.stand; situate; exist
'zezes-eˈzɛzɛsʔɛnm.flank
'zezeshˈzəzəʃnf.pest; bully
'zezeshˈzezeʃnnt.tablet; slab; loaf
'zezeshˈzɛzɛʃnf.wind
'zezesh'nebwobˈzɛzɛʃˌnəbwobnnt.disk
'zezeshpuˈzezeʃpuv.foster; adopt
'zezeshsenˈzezeʃsənadj.spontaneous
'zezetˈzəzətnm.nib
'zezetaˈzezetanf.channel (of water)
'zezewseˈzezewsev.explain; interpret; translate
'zezewsiˈzəzəwsinm.ferry
'zezewwudˈzɛzɛwwudprep.throughout
'zezezˈzezezv.intimidate
'zezezwedˈzezezwədadj.tired (needing sleep); tired (needing rest)
'zhazhaˈʒaʒanum.two
'zhazha-igˈʒaʒaʔignm.sinew
'zhazhabozhˈʒaʒaboʒnf.raid
'zhazhanˈʒaʒanv.jerk
'zhazhas-etˈʒaʒasʔətnnt.vest
'zhazhatˈʒaʒatv.crinkle
'zhazhawiˈʒaʒawiadv.quaintly
'zhezheˈʒəʒənm.family (related by blood)
'zhezheˈʒɛʒɛprep.for (a period of time or length of distance)
'zhezheˈʒeʒev.read
'zhezhebˈʒeʒebnm.butter
'zhezhebˈʒɛʒɛbnm.supervisor
'zhezhedˈʒeʒedadv.very; really; pretty
'zhezhegˈʒeʒegv.start; begin
'zhezhegˈʒɛʒɛgnm.wage
'zhezhegˈʒeʒegnnt.start; beginning
'zhezheg͡bˈʒəʒəg͡bv.ignore; overlook
'zhezhegiˈʒəʒəgiprep.inside
'zhezhek͡pˈʒəʒək͡pnm.oyster
'zhezhek͡pˈʒeʒek͡pnm.tidbit
'zhezhekupˈʒeʒekupv.plod
'zhezheneˈʒɛʒɛnenm.genetics
'zhezhes'boshkeˈʒəʒəsˌbɔʃkɛadj.favorite
'zhezhesguˈʒəʒəsguadj.common; normal; regular
'zhezheshˈʒeʒeʃv.hop; bounce
'zhezheshˈʒɛʒɛʃv.spell
'zhezhessagˈʒɛʒɛssagprep.against
'zhezhetˈʒeʒetv.animate
'zhezhetˈʒɛʒɛtv.escape
'zhezhetˈʒəʒətv.gamble
'zhezhettigˈʒəʒəttignnt.lime
'zhezhewtiˈʒeʒewtɨnm.transport
'zhezhezˈʒeʒeznf.month
'zhezhezzaˈʒɛʒɛzzanm.route
'zhizhiˈʒɨʒɨnm.class
'zhizhiˈʒiʒinf.fear
'zhizhi'buhozˈʒɨʒɨˌbuhɔznm.load
'zhizhibˈʒiʒibnf.complex
'zhizhibˈʒɨʒɨbv.panic
'zhizhibiˈʒɨʒɨbiadj.rigorous
'zhizhidˈʒɨʒɨdnm.caterpillar
'zhizhidniˈʒɨʒɨdninf.funeral
'zhizhigˈʒɨʒɨgv.tumble
'zhizhig'hewiˈʒiʒigˌhewiadj.evil
'zhizhig͡bˈʒiʒig͡bnnt.halo
'zhizhig͡bˈʒɨʒɨg͡bnf.hearth
'zhizhigiˈʒiʒigɨv.help; assist; improve; heal
'zhizhilˈʒiʒilnnt.width; diameter
'zhizhisˈʒiʒisnm.dream
'zhizhisezˈʒɨʒɨsɛznnt.recession
'zhizhisgoˈʒiʒisgonf.dorsum
'zhizhitˈʒiʒitnum.ten
'zhizhitˈʒɨʒɨtnnt.weather; climate
'zhizhitdedˈʒɨʒɨtdɛdnnt.seamster
'zhizhiwtiˈʒiʒiwtiv.import
'zhizhizˈʒiʒizv.might
'zhizhizhˈʒɨʒɨʒnm.fringe; verge
'zhizhizhˈʒiʒiʒv.whistle
'zhozhoˈʒoʒoadj.free
'zhozhoˈʒɔʒɔnnt.mirror
'zhozho-dezhˈʒɔʒɔʔdəʒnf.chord
'zhozhodˈʒoʒodadj.fuzzy
'zhozhogˈʒoʒogv.upset
'zhozhognog͡bˈʒoʒognog͡bnm.sequence; order; hierarchy
'zhozhokebˈʒɔʒɔkɛbadj.cool (fashionable)
'zhozhok͡pˈʒoʒok͡pnnt.hatch
'zhozhonˈʒoʒonv.nod
'zhozhopˈʒoʒopnf.posture (bodily position)
'zhozhosˈʒoʒosadj.yonder
'zhozhoshˈʒɔʒɔʃnf.apology
'zhozhoshpizˈʒoʒoʃpɨznm.thimble
'zhozhotˈʒɔʒɔtnm.tear
'zhuzhuˈʒuʒuv.hit
'zhuzhubdiˈʒuʒubdinnt.mole rat
'zhuzhudˈʒuʒuddet.such
'zhuzhulˈʒuʒulv.gambol
'zhuzhupˈʒuʒupv.reveal; expose; confess
'zhuzhutˈʒuʒutnm.snicker
'zhuzhuzˈʒuʒuzv.install; set up
'zhuzhuzhˈʒuʒuʒv.pollute; contaminate
'zhuzhuzweˈʒuʒuzwənm.paradox
'zhwanhoˈʒwanhɔnnt.symbol; flag
'zhwapweˈʒwapwɛnm.appraiser
'zhwebiˈʒwɛbɨv.slither
'zhwehiˈʒwehɨadj.eldritch
'zhwenshiˈʒwənʃiv.comply; conform
'zhweshlaˈʒwɛʃlanf.astrologer
'zhwewbeˈʒwəwbenf.divorce
'zhwikzeˈʒwɨkzɛnf.possum
'zhwilshoˈʒwɨlʃɔadj.curious
'zhwilwiˈʒwɨlwinm.pangolin
'zhwissoshˈʒwɨssoʃv.conquer
'zhwoklopiˈʒwɔklopiv.discourage; deter
'zhwoliˈʒwɔlinnt.fortune teller
'zhwugshugˈʒwugʃugnm.drizzle
'zhwuztoˈʒwuztonnt.glue
'ziziˈzɨzɨadj.early
'ziziˈzizipron.everything
'zizibˈzizibconj.until
'zizib'nigeˈzɨzɨbˌnigənnt.coffin
'zizidwiˈzɨzɨdwiv.fit; apply
'zizigˈzɨzɨgv.spawn
'zizig͡bˈzizig͡badj.naive
'zizig͡b'oksoˈzɨzɨg͡bˌoksonf.rivulet
'zizigshipˈzɨzɨgʃɨpnm.claws
'zizilˈzizilnum.million
'zizilˈzɨzɨladj.obese
'zizinˈzɨzɨnv.limp
'zizineˈzɨzɨnev.vary
'zizipˈzizipv.feign
'zizipˈzɨzɨpv.rock (move back and forth); toss
'zizipˈzizippron.you; yours
'zizipiˈzizipɨadj.reluctant
'zizipsibˈzizipsɨbnnt.fog
'zizisˈzɨzɨsnm.master; lord; boss
'zizishnoˈzɨzɨʃnɔnm.current
'zizitˈzɨzɨtv.affect; influence
'zizitˈzizitnf.fort; castle
'zizit'hughesˈzizitˌhughesnf.mafia; mob
'zizitziˈzizitzinnt.sign
'ziziwaˈzɨzɨwannt.miracle
'ziziwiˈziziwɨv.eat; bite
'zizizˈzɨzɨzadj.funny
'zizizˈziziznnt.race (ethnicity); ethnicity
'ziziz 'gogodiˈzɨzɨz ˈgogodinm.wit
'zizizgiˈzizizgɨnf.speed
'zizizhˈzɨzɨʒv.spin; swirl
'zizizhleˈziziʒlɛnum.trillion
'zlaghezˈzlaghɛznf.base; ground
'zlaliˈzlalɨv.elaborate
'zlanhaˈzlanhanm.breakfast
'zlasgaˈzlasganf.accident; catastrophe
'zlasoˈzlasonm.water; rain
'zlaso 'psigeˈzlaso ˈpsigəv.boil
'zlatdoˈzlatdɔv.pave
'zlazziˈzlazzinm.enemy
'zlegoˈzləgoadj.extinct
'zlekdeˈzlɛkdɛnf.feather
'zlekluˈzləklunf.book; novel; fiction; magazine; manual
'zles-eˈzləsʔɛnm.range; spectrum; extent
'zletupiˈzletupiadj.luminous
'zlezziˈzləzzɨnf.shrew
'zlibzhoˈzlibʒɔv.complement
'zlidbiˈzlidbɨv.gnash
'zlidiˈzlɨdɨadj.temporary; brief
'zlihkeˈzlihkənm.sneer
'zlisbiˈzlɨsbɨnm.grill; barbecue
'zlisgishˈzlisgɨʃnm.tea
'zlissek͡pˈzlissek͡pnnt.urine; excrement
'zlissidˈzlɨssɨdnf.stripe
'zlizweˈzlɨzwɛadj.accurate; exact; precise; specific; particular
'zlizwiˈzlizwɨnm.memento; souvenir
'zlizziˈzlɨzzɨv.bother
'zlo-oˈzloʔɔv.mingle
'zlosgotzeˈzlosgɔtzɛv.command; dominate
'zlosigˈzlɔsɨgnm.weapon
'zlosnoˈzlɔsnɔv.release; let go; let out; dismiss
'zlozhiˈzlɔʒɨnnt.paw
'zlu-eˈzluʔenf.heaven; paradise
'zludniˈzludnɨnnt.gazebo
'zlukliˈzluklinnt.archipelago
'zlunhuˈzlunhuv.trick; deceive; betray
'zlushseˈzluʃsenm.taxidermist
'zluteˈzlutennt.surface; skin
'zozoˈzɔzɔnnt.river; stream; creek; current
'zozoˈzozonnt.unit
'zozo'pibneˈzozoˌpibnənf.hedgehog
'zozobaˈzɔzɔbanm.shriek
'zozobzhiˈzɔzɔbʒɨnm.militia
'zozodˈzozodnf.fork
'zozodˈzɔzɔdnnt.profit
'zozog͡bˈzozog͡badj.instant
'zozog͡b'ilwaˈzozog͡bˌilwaadj.dead
'zozohupˈzɔzɔhupv.enforce; compel
'zozojanˈzozodʒanadj.final
'zozok͡pik͡pˈzozok͡pɨk͡pv.stalk
'zozonˈzɔzɔnnf.radiance
'zozon-iˈzɔzɔnʔinnt.bowl
'zozontilˈzozontɨladj.drunk (inebriated)
'zozopˈzozopnf.ghost
'zozosˈzɔzɔsnf.strand
'zozospulˈzozospuladj.guilty
'zozotzupˈzɔzɔtzupnnt.compliment
'zozozˈzɔzɔzadj.fluent
'zozozek͡pˈzozozək͡padj.suspicious
'zozozhˈzozoʒnm.excuse
'zozozhˈzɔzɔʒnnt.puzzle; maze
'zuzu-oˈzuzuʔonnt.pair
'zuzu'bizhoˈzuzuˌbiʒɔnm.muzzle
'zuzu'ewidˈzuzuˌɛwɨdadj.broken
'zuzudˈzuzudnm.revelry
'zuzuddiˈzuzuddɨv.shave; trim
'zuzugˈzuzugv.flicker
'zuzukeˈzuzukənnt.tone; pitch; hue
'zuzuk͡pˈzuzuk͡pv.twitter
'zuzukwaˈzuzukwanm.stay
'zuzukwuˈzuzukwunm.candy
'zuzukzilˈzuzukzɨlnnt.umbrella
'zuzupˈzuzupnf.barrel
'zuzusˈzuzusnm.elk
'zuzutˈzuzutv.stare; glare
'zuzuthoˈzuzuthonf.person
aav.need (require); need (lack)
ababnm.asteroid; comet
adadnnt.ramp
agagnnt.hunger
ak͡pak͡pv.circulate
alalv.smile
anannnt.vegetable
apapnm.rodent
asasnf.machine; device; equipment; gadget; fixture
ashnum.six
atatnnt.soap
azaznm.uncle
azhv.argue; testify
bnagbnagnum.second
bnag͡bbnag͡bnm.spirit; soul
bnak͡pbnak͡pnm.hideaway
bnatbnatnm.cup; mug
bnebnenf.series
bnebnəadj.tired (needing rest); lazy
bnebnɛv.wiggle
bnedbnɛdnm.location
bnelbnɛlv.jump; skip; bounce
bnenbnennm.juice; blood
bnepbnəpnm.castle
bnetbnetnf.chest
bnetbnətadj.fertile
bnezhbnəʒnm.labyrinth
bnibnɨadj.fine (okay)
bnibninnt.home
bnigbnɨgnm.wallet
bninbnɨnv.donate
bnipbnipnm.whip
bnobnɔv.believe
bnobnonm.rule (law; regulation)
bnogbnɔgv.hang out
bnolbnɔlnf.link; bridge
bnozbnɔznm.deputy
bnubnunm.brother
bnubbnubnm.cat
bnushbnuʃv.nestle
chatʃav.tell; speak
chabtʃabadj.strong; tough; solid; sturdy; robust
chantʃannm.nibble
chattʃatv.blend; merge
chazhtʃaʒnm.snip
chetʃənm.ornament; accessory; fixture
chetʃenm.power; force
chebtʃebnm.fabric
chedtʃɛdv.sweep
cheltʃɛlv.dart
chentʃənadj.awkward
chentʃendet.their (masc)
cheptʃepnnt.strategy (plan); tactic
cheptʃɛpnnt.vision
chestʃəsadj.rugged
cheshtʃəʃnf.bottle
cheshtʃeʃnm.fence
cheshtʃɛʃv.vanish; disappear
chettʃətv.scuffle
chettʃɛtadv.too; so; also; as well
chezhtʃəʒv.charge
chitʃinf.economy
chitʃɨdet.few
chidtʃidv.suppress; muffle
chigtʃɨgnf.peep
chigtʃigadv.then
chig͡btʃɨg͡bnnt.skirt
chiptʃipnnt.ambition
chiptʃɨpnnt.spice
chistʃɨsnm.cherry
chishtʃɨʃnm.pea
chittʃitnnt.alphabet
chotʃonf.hour; time
chotʃɔnnt.schedule; roster
chobtʃobnnt.collar
chutʃunm.theory
chudtʃudnnt.premiere
chug͡btʃug͡bnnt.spot
chuk͡ptʃuk͡pnnt.boulder; stone; slab; lump
chuntʃunadj.nervous
chuptʃupv.ask (inquire); ask (request)
chuptʃupnm.question
chuttʃutnf.pedestrian
eɛnum.four
eev.guess; ponder; meditate; estimate
eədet.this
eəpron.this
e shwaə ʃwaadv.tonight
ebebv.lend; loan
ebɛbnf.smoke; dust
ededdet.each
edɛdadj.nice
edədv.share; split
egegadj.flat; smooth
egɛgv.mean (signify)
eg͡bɛg͡badv.as
eg͡bəg͡bnf.taxi; cab
eg͡beg͡bnm.velocity
ek͡pek͡pnnt.egg
ek͡pɛk͡pnm.thought; belief
elelnf.day; date; light
elɛlnm.wire
enɛnnnt.church; chapel
enənnm.grid
enenadv.however
epəpnm.policy
epɛpnm.roof; ceiling; maximum
esɛsnnt.meat; flesh
esəsnm.seed
esesv.surprise; astonish
eshnf.flu
eshɛʃadj.medium
eshəʃv.peer
etetadj.able; capable
etɛtadj.long
etətv.receive; collect; earn; get
ezɛznm.food; cuisine
ezeznf.nutrition
ezhɛʒv.happen; occur
ezhv.sit
glaglannt.north
gladgladnm.fresco
glak͡pglak͡pv.protest
glegləprep.before
glegleadv.here
gleglɛnnt.view; vision; panorama
glebglebnnt.shaman
glegglegv.wink
gleg͡bglɛg͡bnf.ranger
glelglelv.sort; arrange
glepglɛpadj.thin (slender); slim
glesglɛsv.detect
glesgləsv.rustle
gletglətnm.nephew
glezhgleʒv.solve; figure out; deduce; deem
gliglɨnnt.resource
gligliconj.when
gliglɨdet.my
glipglɨpnf.clawsheath
glipglipnm.cradle
glisglisv.insist
glitglɨtv.patrol
gloglɔv.curse
gloglonm.decade
glok͡pglok͡padj.red; yellow; orange; brown
glolglɔlv.dive
glopglopv.leave (depart); depart
gloshgloʃnnt.biology
glotglotv.chop; slash
glugluv.put (place); put on
gluglupron.they (masc); them (masc); theirs (masc)
glubglubnm.abninism
glugglugnf.virus; germ
glulglulv.wear; put on
gnagnanf.vein
gnalgnalnm.job; career; task
gnashgnaʃv.sniffle
gnegneprep.at
gnegnɛnnt.blade; razor
gnegnəpron.everyone
gnebgnebnm.credit (of money)
gnebgnɛbnnt.lava
gnedgnɛdadj.ancient
gnengnənnf.inn; lodge
gnetgnɛtadj.lazy
gnetgnətnnt.spring (season)
gnezhgnəʒnnt.harmony
gnezhgnɛʒnf.mirth
gnignɨv.return; go back
gnigniconj.that
gnignɨnf.return
gniggnɨgprep.out
gnik͡pgnɨk͡pnm.top
gningnɨnadj.abundant; lush
gnipgnɨppron.nothing
gnitgnɨtnf.bottom (lowest part); buttocks
gnitgnitadj.exotic
gnizgnizv.govern
gnizgnɨzv.rumble
gnognov.quote
gnognɔv.shine; glow; sweat
gnodgnɔdv.assign; allocate
gnodgnodv.refine
gnongnɔnv.fry; simmer
gnongnonadj.serious; sincere; severe; intense; earnest
gnopgnɔpnm.prison; jail
gnotgnɔtnm.sketch
gnugnuprep.by (using the means of); by (using a route)
gnubgnubnm.hedge
gnudgnudnf.jungle
gnuggnugnnt.carpenter
gnulgnulv.squeak
gnushgnuʃnm.pandemic
hwadhwadv.graduate
hwanhwanv.stack
hwashwasv.discuss; consult; debate
hwazhwazadj.ephemeral
hwehwəv.ride
hwehwenf.sound; voice
hwehwɛadj.ugly
hwebhwɛbv.relieve; excuse
hwebhwebnm.ticket
hwedhwədnm.remedy
hweghwegadv.far; away
hweghwɛgadj.mobile; portable
hweg͡bhwɛg͡bnm.bastard
hwelhwəlv.illuminate
hwelhwɛlnf.match (game); contest
hwelhwelnnt.stand
hwephwepnm.condition (state)
hwephwɛpadj.fancy
hwephwəpnnt.merchant
hweshwəsnnt.button
hweshwɛsadj.nocturnal
hwethwətnm.flower
hwethwetnf.pride
hwethwɛtv.squirm
hwezhwɛznnt.cork; plug
hwezhhwɛʒnm.pornography
hwezhhwəʒnnt.sojourn
hwihwɨv.come; reach
hwihwiv.work (be employed); work (toil)
hwihwinf.work
hwibhwibnm.size; amount; quantity
hwidhwɨdnm.dump
hwighwignm.brass
hwig͡bhwɨg͡bnm.gene
hwik͡phwik͡pnm.hem
hwilhwɨlv.squash
hwilhwilnm.storyteller
hwinhwɨnadj.civilized
hwinhwinnnt.wildlife
hwiphwipv.continue; keep (continue)
hwiphwɨpv.stress; emphasize
hwishwɨsv.blow
hwishwisv.enhance; amend
hwishhwɨʃadj.usual
hwithwɨtnm.navy
hwithwitv.restrain
hwizhhwiʒv.savor
hwohwonnt.border; boundary; verge; perimeter
hwohwɔnm.station (railroad; bus)
hwodhwɔdnnt.mold
hwophwɔpadj.steep
hwoshwosnm.chair; lounge; couch; sofa
hwoshhwoʃnnt.signal
hwothwɔtnnt.axe
hwothwotnnt.emperor
hwozhwɔzv.scrub; polish
hwozhhwoʒnf.hazard
hwuhwuv.change; modify
hwuhwunm.change
hwughwugnnt.spear; lance; pike
hwulhwulnnt.fan (enthusiast)
hwunhwunnf.name
hwuphwupnnt.dish
hwushwusnm.basket
hwuthwutv.involve; entail
hwuzhwuzv.guess; speculate
hwuzhwuznm.guess
hwuzhhwuʒv.sentence
iiv.be (exist); be (permanent state)
ibɨbadj.warm
idɨdnm.camera
ididv.miss (long for)
igɨgv.combine
igignf.vacation
ig͡bɨg͡bnm.chance; odds; fluke
ig͡big͡badv.why
ik͡pik͡pnnt.recognition
ilɨlnnt.challenge
ililnf.parcel; package; bundle; packet
ininnm.staff; crew
ipɨpnm.evening
ipipnf.revolution
isisadj.fast; smart; intelligent; quick; swift
isɨsnf.tunnel
ishɨʃadj.late
itɨtnnt.energy (strength; stamina)
ititv.pause
izɨznf.mess
izizv.stretch; pull; yank; tug; tow
izhɨʒpron.anything
izhadj.single
izhɨʒdet.his; her; its (neut)
jadʒaprep.from
jaldʒalv.roam; prowl; migrate
jandʒanv.finish; complete; expire
jandʒannnt.end
jasdʒasnnt.sprinter
jatdʒatnm.key
jedʒənm.cloud; mist
jedʒennt.result; outcome
jedʒɛnnt.space (beyond Earth)
jebdʒebv.frown
jeddʒednnt.healer
jeddʒədv.know (a fact); understand
jegdʒɛgnm.lightning
jeg͡bdʒəg͡bnf.galaxy
jek͡pdʒek͡pnf.bureaucracy
jek͡pdʒək͡pnf.symptom
jeldʒəlv.control
jeldʒelnnt.puddle
jendʒənnf.cartographer
jepdʒepnm.silver
jesdʒɛsnm.glory
jesdʒəsnnt.head
jeshdʒeʃv.talk; speak
jetdʒətv.weave
jezdʒezv.hang; dangle
jezdʒɛznnt.lawn
jezhdʒɛʒnnt.piano
jidʒiv.catch; capture; seize; grab; clutch; grasp; grip; embrace; intercept
jidʒɨnf.hell
jibdʒɨbnm.strawberry
jig͡bdʒig͡bnm.neighbor
jildʒilnf.ambassador
jindʒɨnnf.bat (winged mammal)
jipdʒɨpv.hate
jipdʒipnm.infant; toddler
jipdʒɨpnm.hate
jisdʒisv.show off
jitdʒɨtnnt.history
jizdʒɨznm.reward; award; prize; profit
jodʒɔnnt.integrity
jodʒov.wait; linger
josdʒɔsnnt.sash
jotdʒotv.balance
jotdʒɔtv.settle
jozdʒɔznf.cleavage
judʒuprep.through
judʒupron.he; him; his;
jubdʒubnm.morning
juddʒudv.gasp
jug͡bdʒug͡bnf.fletcher
jundʒunnm.hearthfire
jusdʒusv.scream
jushdʒuʃnf.lemur
juzhdʒuʒv.scrabble
klaklav.deposit
klagklagnnt.profit
klak͡pklak͡pnf.warrant
klazhklaʒv.manipulate
kleklɛadj.pretty
kleklənf.stock; arsenal
kleklev.trade
kleklɛdet.their (neut)
klegklegv.play (have fun); compete
kleg͡bkleg͡bv.detain
klek͡pklek͡pnf.crest
klelklelv.hobble
klelklɛlv.stain
klelkləladv.up
klelkləlprep.up
klenklənnf.body; corpse; carcass
klepkləpv.hush
klepklepadj.weird; strange; bizarre; peculiar
kleskləsnm.juggler
kletkletnm.trap
kletklɛtnm.trim
klezkleznm.bilby
klezkləzv.exclude
klezhkleʒnnt.filter
klezhklɛʒnf.scent
klezhkləʒv.turn on
kliklɨnnt.clothes; clothing; garment
kliklinum.thousand
klibklibv.ache
klibklɨbnm.rail
kligklɨgnm.leaf; flake
klinklɨnv.envision
klipklɨpadj.same
klip 'oleg͡bizklɨp ˈɔleg͡biznnt.homosexual
klisklisv.laugh
klisklɨsadj.scared; afraid
klishklɨʃnf.crusade
klitklɨtnm.drill
klitklitnf.snort
klizklɨzadv.that
klizhkliʒnm.dagger
kloklɔnnt.mud
kloklonm.sea; ocean
klobklobv.shuffle; shift
klonklɔnv.sneak
klopklɔpv.damage; impair
klopklɔpnm.damage
klosklɔsv.shiver
kloshklɔʃv.advance; promote; advocate
klotklotnm.fraud; hoax
klotklɔtv.permit; approve; authorize; endorse
klozklɔznnt.box
klozkloznf.courtesy
klukluv.walk
klubklubnnt.heritage
klupklupv.twitch
klusklusn v.harvest
klutklutnnt.oval
kwakwannt.paste; cream; milk
kwadkwadv.guard
kwag͡bkwag͡bv.manage
kwankwannf.draft
kwashkwaʃadj.dumb (speechless)
kwekwev.hold; clutch
kwekwəadv.most
kwekwɛnm.picture; image
kwebkwebv.duck; crouch
kwedkwɛdv.offend
kwelkwɛlnm.groundhog
kwepkwɛpnf.bitch
kwepkwepnm.revenge
kwepkwəpnm.slave
kweskwɛsadj.loud; noisy
kweshkweʃnm.mutter
kwetkwɛtnnt.beverage
kwetkwetnnt.hair (of body)
kwezkwɛzadj.awful; terrible
kwezhkweʒnf.daughter
kwezhkwɛʒnm.percent
kwikwɨv.expect; rely on; anticipate
kwikwiadj.poor; weak; fragile
kwidkwɨdv.choke; gag
kwidkwidv.screw
kwigkwignf.theater; stage; arena
kwilkwilnm.frog
kwilkwɨlnf.fur
kwinkwinadj.coherent
kwipkwɨpv.pluck
kwipkwipnnt.ward
kwishkwɨʃnnt.sewage
kwitkwitnm.anchor
kwitkwɨtv.rise
kwizkwiznm.sheet; membrane
kwokwoprep.by (agent performing an action); by (author or creator)
kwokwɔnnt.country (nation)
kwobkwobnnt.wedge
kwodkwodnf.knight
kwok͡pkwɔk͡padj.sober
kwolkwɔlnm.core
kwotkwɔtnf.peninsula
kwozkwoznnt.cartwright
kwozkwɔznm.stick
kwukwunnt.plan; tactic; program
kwukwuv.plan
kwubkwubadj.front
kwugkwugnm.patient
kwupkwupnm.pepper
kwuskwusnm.magic
kwutkwutv.pour; spill; drain
kwuzkwuzadj.petty
lwalwav.state; declare
lwaplwapnm.skill
lwazlwazv.assume; presume; deduce
lwelwəadv.already
lwelwev.cut; divide; isolate; shave; tear; rip; segregate
lwelwɛnm.program
lwelwennt.cut
lwenlwɛnnm.past
lweshlwɛʃnnt.rifle
lwetlwetnf.apothecary
lwetlwətnnt.tin
lwezlwɛznnt.spike; stake
lwilwɨnm.land; earth; soil; planet
lwilwiv.protect
lwidlwɨdnnt.volcano
lwinlwinadj.savory
lwislwisnm.hallway; corridor
lwishlwɨʃnnt.peach
lwitlwɨtv.cover; muffle
lwitlwitv.supply; cater; arm
lwizlwɨznm.card
lwizhlwɨʒnnt.magnet
lwolwɔnnt.engine; motor
lwonlwonnm.corn
lwoshlwɔʃnf.snout-tip
lwotlwɔtnm.tide
lwozlwɔznm.necklace
lwulwuv.test
lwuglwugadv.therefore; thus
lwullwulnf.giggle
lwushlwuʃnm.letter (written document)
lwuzlwuznnt.block
ndandaprep.on
ndabndabnnt.stall; kiosk
ndadndadadj.different; distinct; various
ndagndagv.swallow
ndalndalnf.atmosphere
ndanndannnt.slice
ndapndapnnt.nestling
ndasndasv.feel (sense by touch); feel (examine by touch)
ndashndaʃv.prosecute
ndatndatnm.hearthrug
ndazndaznf.dam
ndendenum.five
ndendəv.know (be acquainted with)
ndendɛv.would
ndebndəbv.kill; murder
ndebndɛbadv.somewhat; fairly; pretty; quite; rather
ndedndɛdnnt.health
ndedndədadj.loose
ndedndedadj.naked; nude
ndegndɛgv.calculate
ndegndəgnm.controversy
ndelndelnm.scale (skin of reptiles)
ndelndəladj.triple
ndenndenv.mold
ndenndənnm.scuffle
ndepndəpv.beat (strike); collide
ndepndɛpadj.polite
ndepndepadj.vacant
ndesndəsnf.average
ndesndɛsnf.molecule
ndesndesadv.nevertheless; regardless; even though
ndetndətadv.actually
ndetndɛtv.favor; advocate
ndetndetnm.risk; threat
ndezndɛzprep.across
ndezndəznm.murmur
ndezndɛzpron.they (neut); them (neut); theirs (neut)
ndezhndeʒnf.bread
ndezhndəʒadj.dim
ndindɨadj.other
ndibndibnnt.floor; ground; bottom (lowest part); platform
ndibndɨbv.relate; correlate
ndidndidv.announce; proclaim; testify
ndidndɨdv.inherit
ndigndɨgprep.near
ndigndignf.platform; balcony
ndig͡bndɨg͡bnm.veil
ndilndɨlnf.brain
ndinndinv.close; shut; block; deter
ndinndɨnnf.stump; log
ndipndipnnt.mystery
ndipndɨpnum.zero
ndisndɨsnf.bullet
ndishndiʃnnt.priest
ndishndɨʃnf.vine; flower
nditndɨtnm.cuff
nditnditnnt.device; appliance
ndizndɨzv.see; realize; perceive
ndizndizadj.small; little; short; low; miniature; brief
ndondɔv.take; charm
ndondoadj.thin (narrow)
ndondodet.your (pl)
ndobndɔbv.roll; revolve; rotate
ndodndodnnt.rock; stone; jewel; gem; gravel; prism
ndogndɔgv.tease; flirt
ndok͡pndok͡pv.stamp; press
ndolndɔladj.silly
ndonndɔnnm.carpet; rug
ndopndopv.audit
ndopndɔpinterj.goodbye
ndosndosv.keep (not return)
ndoshndɔʃnf.oven
ndozhndɔʒnnt.olive
ndozhndoʒv.wriggle
ndunduadv.just; merely
ndubndubadj.exempt
ndubndubpron.I; me; mine
ndudndudv.build; construct; erect; produce (manufacture)
ndugndugadj.vibrant
ndug͡bndug͡badj.dilute
ndulndulv.slide; slip; skid
ndunndunnnt.referendum
ndusndusv.innovate
ndutndutnnt.event (occurrence); incident
nduznduzv.sleep
nduznduznf.sleep
nduzhnduʒnnt.tree
ngangannt.field; farm; pasture
ngabngabnnt.layout; geography; diagram
ngag͡bngag͡badv.only; merely; hardly
ngalngalv.vote
ngannganadj.past
ngasngasnnt.paw
ngatngatnnt.apple
ngazngaznm.circus
ngazhngaʒnf.side
ngengenm.group; community; bunch; bundle
ngengɛnm.hand; wrist; ankle
ngengədet.no
ngebngəbnm.snake
ngedngədnf.beach
ngedngɛdnf.darling
ngegngɛgv.swim
ngeg͡bngeg͡badj.due
ngek͡pngɛk͡pv.lurk
ngek͡pngɛk͡pv.think
ngelngəlv.export
ngenngenadj.absurd
ngenngənadj.major
ngepngəpv.strip
ngeshngəʃadj.dry; crisp
ngeshngeʃv.spit
ngeshngɛʃdet.whose
ngetngətv.chase
ngetngetadj.fair; just
ngezngəznnt.spider
ngezhngɛʒadj.neat
nginginf.friend
ngingɨv.turn; rotate; wind
ngibngibnf.pistol
ngibngɨbnnt.plate; platter
ngidngɨdv.access
ngig͡bngig͡bv.accept
ngig͡bngɨg͡bv.insult
ngik͡pngik͡pv.recognize
ngilngilv.swipe
nginnginnm.accent (of language); dialect
nginngɨnnm.hill; mound; dune
ngisngɨsnm.peasant
ngishngɨʃnm.bug; insect; beetle
ngitngitadj.comic
ngitngɨtnnt.shrimp
ngizngɨznf.celebrity
ngongoadj.high; tall
ngo 'zhizhingo ˈʒɨʒɨnm.upper class
ngobngɔbprep.between; among
ngobngobnnt.wedding
ngodngɔdnf.nucleus; embryo
ngogngognm.exhibit
ngok͡pngɔk͡pnm.crown
ngonngɔnnnt.slogan
ngopngɔpadj.jubilant
ngosngosn v.shimmer
ngoshngɔʃv.bless
ngotngɔtadj.right; correct; valid; moral
ngungunf.wife
ngubngubnnt.distance
ngudngudv.pant
ngugngugv.scoop
ngulngulnm.web
ngupngupnf.mountain
ngusngusnf.test
ngushnguʃnm.lease
nguznguzv.interrupt; interfere
nguzhnguʒv.attend; date; go out; show up
nlanlaprep.with (accompanied by)
nlanlanf.need
nlabnlabnf.document
nlak͡pnlak͡pnm.circulation
nlalnlalnf.chicken; fowl
nlapnlapnf.community; colony
nlasnlasv.cook (heat food); cook (prepare food)
nlatnlatadv.nowhere
nlazhnlaʒnf.argument
nlenlɛv.enjoy
nlenlənm.kid
nlenlennt.kind; type
nlebnlebv.kiss
nlednlednnt.storm
nlegnləgnf.bully
nlegnlɛgv.terminate
nleg͡bnleg͡bnum.nine
nlek͡pnlɛk͡pnm.noise
nlelnlɛlnm.glade
nlelnlelnnt.rib
nlennlennm.expression (facial)
nlennlɛnnm.tribute
nlepnləpnm.discourse; rhetoric
nlepnlɛpnf.servant; waiter
nlepnlepv.waste
nlesnlesnf.bit
nlesnləsv.rape; assault
nleshnlɛʃnnt.treasurer
nleshnləʃnf.truth
nletnlɛtadv.when
nleznlɛznf.clump
nlinliprep.over
nlinlɨnm.step (footstep)
nlinlɨdet.their (fem)
nlibnlɨbnm.electricity
nlidnlidnnt.acronym
nlidnlɨdadj.sudden; abrupt; swift
nlignlɨgnum.first
nlik͡pnlɨk͡pv.rally
nlilnlɨlnnt.trigger
nlinnlɨnv.keep (store); store
nlipnlipnm.root; source
nlipnlɨpnf.witch
nlishnlɨʃnf.breast
nlishnliʃnm.fin (of fish)
nlishnlɨʃdet.our
nlish 'psognonlɨʃ ˈpsognonnt.bra
nlitnlɨtv.avoid; dodge
nlitnlitnm.effect
nliznlɨzv.register
nlizhnlɨʒnnt.awe
nlonlonnt.family (children and parents)
nlonlɔconj.while
nlobnlobnnt.librarian
nlodnlodnnt.band
nlodnlɔdnf.hindpaw
nlognlognm.belly
nlog͡bnlɔg͡bv.curl
nlok͡pnlɔk͡pv.shrug
nlonnlonnnt.choir; chorus
nlonnlɔnv.please; satisfy; indulge
nlopnlɔpdet.every; each
nlopnlɔpnm.behavior
nlosnlɔsnm.host
nloshnloʃnnt.footpath; sidewalk
nloshnlɔʃnf.grade
nlotnlɔtnf.finger; toe; hook
nlotnlotv.resent
nlot shtitnlɔt ʃtitnf.fingerprint
nloznloznnt.echidna
nlozhnlɔʒadj.gradual
nlunluv.follow
nlubnlubdet.many
nlugnlugadj.quiet; calm; shy
nlug 'sesenlug ˈsesenf.peace
nlulnlulnnt.virgin
nlunnlunnm.hose; pipe; valve
nlusnlusnnt.wave (ocean); surge
nlutnlutv.be (age)
nluznluzv.tangle; wrestle
ntantav.burst
ntalntalnm.tag
ntasntasadj.logical
ntentənm.father
ntentennt.student
ntentɛv.value
ntentepron.we; us; ours
ntebntəbadj.corrupt
ntebntɛbnm.crate
ntedntɛdnm.destination
ntedntednf.enchanter
ntegntɛgnm.customer; patron
ntelntɛladv.later
ntenntənnnt.part; piece; segment; portion
ntepntepdet.which
ntepnteppron.which
ntesntɛsnf.brick
nteshntɛʃv.lean; tilt
nteshntəʃnm.secret; mystery
ntetntətnm.article (text)
ntezntəznf.dapple
ntezhntəʒv.fire (from job); discharge
ntintinf.journey; voyage
ntintɨnf.science
ntibntɨbv.confuse
ntibntibnf.map; chart; diagram
ntigntɨgnm.flour
ntilntɨlv.drink
ntilntilnnt.leverage
ntilntɨlnf.drink
ntipntɨpnf.heel
ntipntipnnt.lens
ntisntɨsinterj.okay
ntitntɨtnm.comb
ntitntitv.remove; take out; deprive; take away; erase; expel
ntizntizv.growl; roar
ntizntɨznnt.nerve
ntontonf.bank
ntontɔnnt.god
ntog͡bntog͡bv.splash; spray
ntolntɔlv.abandon; desert; betray
ntosntɔsnm.cell (room in a prison); compartment
ntotntotnf.hag (old woman)
ntuntunf.state (province; country)
ntubntubv.mock; imitate
ntugntugnf.cylinder
ntulntulnf.ring
ntunntunadj.volatile
ntupntupnf.toy
ntuzntuznnt.romance
ntuzhntuʒnnt.stomach; gut; belly
ooprep.of
oɔv.should
obobadv.soon
obɔbnm.tub; basin; valley
ododv.direct; conduct
odɔdv.spread; scatter
ogɔgnnt.medicine
og͡bog͡bnm.alcohol
og͡bɔg͡bnf.week
ok͡pok͡pv.annoy; bother; agitate; exacerbate
ok͡pɔk͡pv.watch; look; monitor; spectate; follow
ololnum.seven
olɔlnnt.tool
ononnnt.prey
onɔnv.wind
opɔpv.act; behave
opopv.cast; fling; hurl; shoot; propel; fire (detonate weapon)
osɔsnnt.analysis
ososnm.chef
oshɔʃv.consider; estimate
oshv.pose
otɔtnnt.section; piece; portion
ozɔzv.rule
ozoznm.trouble; problem
ozhv.experience
ozhɔʒv.roar
ozhnm.experience
psabpsabv.warn; alert
psadpsadadj.famous
psanpsannnt.affection
psappsapnf.vintner
psashpsaʃadj.parallel
psepsennt.animal; beast
psepsəv.marry
psebpsɛbadj.sharp; acute
psedpsɛdadj.blind
psegpsəgnf.half
pselpselnf.whore
psenpsennm.mouse
psenpsənnnt.weaver
pseppsɛpv.peek
psespsɛsv.try (attempt); attempt
pseshpsɛʃv.huddle
pseshpseʃnm.prince
psetpsətv.encourage
psetpsɛtnnt.foil
psezhpsɛʒv.adapt
psezhpseʒnf.cousin
psipsiv.move; go
psipsɨadj.young
psi 'obopsɨ ˈɔbɔnm.lamb
psidpsɨdnf.gust
psidpsidv.stir; toss; mix
psigpsigadj.empty; naked; nude
psig͡bpsig͡bnf.incisor
psig͡bpsɨg͡bnnt.sleuth
psik͡ppsɨk͡pnf.metal
psik͡ppsik͡pv.recycle
psilpsɨlv.sew
psippsipnf.eclipse
psippsɨpnf.face; forehead; brow; side; front; expression; facade
psispsɨsnm.limit
psishpsɨʃnm.cook
psishpsiʃv.suck
psitpsitnm.chain; bracelet; link
psitpsɨtnm.conference
psizpsiznm.heart; soul; essence
psizpsɨzadj.hind
psizhpsɨʒv.exploit
psopsɔv.lie
psopsov.like; admire
psopsɔnm.lie
psodpsɔdnm.sap
psolpsɔlnm.shrub; bush
psoppsɔpv.claim; allege; accuse
psoppsopnf.terror
psospsɔsnf.justice
psoshpsɔʃv.explode; blow up; shoot; hurl
psotpsɔtnf.fable
psotpsotnm.hoof
psozhpsɔʒnm.voucher
psupsunf.tax; tariff
psudpsudnm.steel; iron
psulpsulnf.worm
psushpsuʃnm.chevron
shnaʃnanm.course (direction of travel); direction (way)
shnagʃnagnm.wound; trauma
shnapʃnapv.wreck; ruin; spoil
shnazhʃnaʒnf.rabbit
shneʃnennt.amount; quantity
shneʃnəadj.dangerous
shneʃnɛnf.planet
shnebʃnebadj.black; purple; green
shnebʃnəbv.glimmer
shnegʃnɛgnm.politics
shnelʃnelnnt.cheese
shnenʃnennm.chapter
shnenʃnənnf.factor
shnesʃnɛsadj.blue
shnesʃnesv.face; confront
shneshʃnɛʃnf.compassion; empathy
shnetʃnətv.become (begin to be); become (change into)
shnetʃnetnm.clash
shnetʃnɛtnm.privilege; patent
shnezhʃnɛʒnf.whimper
shniʃninf.girl
shniʃnɨnf.meeting
shnibʃnibnm.double
shnidʃnidv.advertise
shnigʃnɨgv.inhabit
shnilʃnilnnt.flecking
shnilʃnɨlnnt.rubber
shninʃnɨnv.rehearse; recite
shnipʃnipv.increase; expand; boost; gain
shnipʃnɨpnnt.road; street; artery
shnisʃnɨsnf.project
shnishʃnɨʃadj.current
shnishʃniʃadj.silken
shnitʃnɨtnm.candle
shnizhʃnɨʒnf.pearl
shnizhʃniʒv.twist; distort
shnoʃnov.could
shnoʃnɔnm.gravel
shnobʃnobnm.weather predictor
shnodʃnodnnt.shelter
shnog͡bʃnɔg͡bnnt.fairy
shnolʃnɔlnm.guide
shnolʃnolnf.wood
shnosʃnɔsnf.present (time)
shnoshʃnɔʃv.smirk
shnozhʃnɔʒnf.composite; hybrid
shnuʃnuv.have; take; must; have to; own; possess; get; include; incorporate
shnubʃnubnf.sniffer
shnulʃnulnnt.perfume
shnunʃnunnm.raft
shnusʃnusv.organize; book; set up; prepare
shnutʃnutadj.tropical
shnuzʃnuzv.liberate
shtaʃtannt.gun; rifle
shtak͡pʃtak͡pdet.your
shtashʃtaʃv.go down; descend
shteʃtev.give; provide; transfer
shteʃtɛnm.human
shteʃtəv.lose
shteʃtɛart.the
shtebʃtɛbnm.world
shtedʃtednf.pawpad
shtegʃtegadj.necessary
shteg͡bʃtəg͡bnm.pillow; cushion
shteg͡bʃteg͡bnm.pond
shtek͡pʃtek͡pv.capture; seize; kidnap
shtenʃtennm.hay
shtenʃtɛnadj.ready
shtepʃtepnnt.messenger
shtepʃtɛpv.probe
shtesʃtesnm.tower
shtetʃtətnnt.pen; pencil
shtetʃtɛtv.wrestle
shtezʃtɛzv.clip; snip; trim
shtezʃtezv.poise
shtiʃtɨadv.least
shtiʃtiv.work (function); perform
shtibʃtibnnt.helmet
shtibʃtɨbnf.sphere
shtig͡bʃtɨg͡bv.graze (touch)
shtig͡bʃtig͡bnm.nursery
shtilʃtɨlnnt.cascade
shtinʃtɨnnnt.knot
shtinʃtinv.trust; rely on
shtipʃtɨpprep.according to
shtishʃtɨʃv.doubt
shtishʃtiʃnnt.textile
shtitʃtɨtv.belong
shtitʃtitv.print
shtizʃtɨznm.stereotype
shtizhʃtiʒnf.prospector
shtizhʃtɨʒnm.sweetheart
shtoʃtɔv.buy; purchase
shtoʃtonm.condition (requirement; stipulation)
shtozhʃtɔʒv.stoke
shtubʃtubv.bite; graze (feed on)
shtugʃtugv.answer; reply; react
shtugʃtugnnt.answer
shtulʃtulnnt.gang
shtusʃtusnm.sand
shtushʃtuʃv.leap
shwaʃwannt.night
shwa zligʃwa zlignf.owl
shwasʃwasv.rummage
shweʃwɛnm.bag; suitcase
shweʃwənm.steam
shweʃwenm.war; battle
shwe 'kakadnigʃwe ˈkakadnignm.shark
shwebʃwebnf.boot
shwedʃwɛdnf.tooth; tusk
shwedʃwədnf.tracker
shwegʃwegnm.crumb
shwenʃwɛnv.arouse
shwepʃwepv.hunt
shwep zhwitʃwep ʒwitnm.wolf
shwesʃwesnm.edge; verge
shwesʃwɛsnnt.scope; extent
shwetʃwɛtv.lay; fuck (slang)
shwezʃwɛzadj.dull
shwezʃwəznnt.lizard
shwezhʃweʒnf.dusk
shwiʃwiv.bring; fetch; deliver; carry; lift
shwiʃwɨnnt.shore; coast; beach
shwibʃwɨbv.matter
shwibʃwibadv.nowadays
shwidʃwɨdnf.seam
shwilʃwɨladj.clear
shwilʃwilnf.riot
shwinʃwinnnt.abuse
shwitʃwitadv.how
shwizʃwɨzadj.fresh; crisp
shwizhʃwiʒv.scorch
shwoʃwov.hear
shwoʃwɔadj.important; main; significant
shwobʃwɔbnf.chalk
shwok͡pʃwɔk͡pnm.court (of law)
shwuʃwuv.pick
shwubʃwubnm.wing; fin (of fish)
shwudʃwudadj.big; great (very large); huge; popular
shwud 'zlissidʃwud ˈzlɨssɨdnm.tiger
shwunʃwunnm.post
shwupʃwupnnt.tactician
shwushʃwuʃnf.abdomen
shwutʃwutv.scamper
slaslapron.she; her; hers;
slasslasv.convert
slatslatnnt.hat; helmet
slazhslaʒnf.goose
sleslɛnm.car
sleslənm.life (lifetime); life (soul)
slesleadv.together
sle esslə əsnm.semen
slebslɛbv.long (want for)
sledslədnf.sample
slegslɛgadj.serial
sleg͡bsleg͡bnnt.knowledge
slelslɛlnnt.cabin; hut; inn; lodge
slenslənnm.desert
sleshsleʃnnt.mammal
sletslɛtnm.summer
sletslətnnt.vestige
slisliadv.ago
slislɨconj.if; whether
slibslɨbnnt.mission
sligslɨgnm.gauge
slilsliladj.full
slinslɨnv.cram; jam; squeeze
slinslinnm.mule
slipslɨpnm.petrichor
slisslisadv.quickly
slishslɨʃadv.recently
slitslitv.miss (not take advantage of)
slizsliznf.greed
sloslɔnm.hospital
sloslonf.town; population; city; village
slo 'wewetslo ˈwɛwɛtnnt.census
slobslobnm.cave; hole; ditch; tomb; gap; cavity; void; crack; trench; coffin
slolslolv.twinkle
slonslɔnnm.member
slopslɔpnm.object
slopslopnm.silence
slosslɔsnnt.marmot
sloshslɔʃnf.south
slozslɔzv.possess
slozhslɔʒnnt.contract
slozhsloʒadj.mean
sluslunf.criteria
slupslupnf.treasure
slushsluʃadj.specific; definite; particular
slutslutv.try (strive); struggle
spaspav.lead; direct; conduct
spapspapv.defy; confront
spasspasv.keep (save; retain); save
spazhspaʒv.excite; inspire
spespɛnnt.pocket
spespədet.several
spespenm.top (clothing)
spebspebv.float; skim
spegspegnnt.spindle
spegspɛgv.sprout
spek͡pspek͡pn v.stroll
spelspəladj.quaint
spepspepnf.marathon
spesspesnnt.venue
speshspəʃnnt.desk
speshspɛʃnf.violin
spetspetnm.bean
spetspətv.smack
spispinnt.letter (of an alphabet)
spibspɨbnm.flaw; defect
spidspidnf.porcupine
spik͡pspik͡pnm.lobe
spilspilnm.bar
spinspinnm.click
spipspipnnt.disgust
spipspɨpnf.fantasy; illusion
spisspisv.graze
spishspiʃnm.guy
spitspɨtv.extend; stretch
spizspɨznf.ball; sphere; circle; wheel
spizhspiʒnf.shade
spospɔnf.dress; costume; uniform; gown
sposponf.mouth; beak
spobspɔbnf.coconut
spok͡pspok͡pnf.porch; veranda; terrace
spotspɔtadj.light (weight)
spozspoznm.dirt
spuspuconj.since
spudspudnf.armpit
spug͡bspug͡bv.grip
spulspulv.blame
spusspusnnt.niche
sputsputv.exert
spuzspuznm.laboratory
stastav.be (temporary state); be (located)
stapstapv.reproduce
statstatadv.behind; back
stestɛv.arrive
stestəconj.either
stestenm.school
stebstəbnm.nose
stebstɛbnm.snout
stegstegadj.rare; weird; strange; funny
stepstepv.bark
stesstesv.thank; bless
steshsteʃnnt.battle; clash
stetstətnnt.ear
stetstetnm.grave
stet ntulstət ntulnm.earring
stezstɛznnt.lottery
stezstəznnt.rose
stezhstɛʒnnt.throne
stistɨnf.show (performance)
stistiadj.wrong; false; fake
stigstignf.cynic
stigstɨgv.repeat
stig͡bstɨg͡bnf.linen
stik͡pstɨk͡pv.quaver
stinstɨnnm.whiskey
stipstɨpnnt.loop
stisstɨsnm.tie
stitstɨtnm.crackle
stizstɨzv.spank
stostɔnm.king
stostonm.line; column; pillar; mast
stodstɔdnf.feast; festival; picnic
stod elstɔd elnnt.holiday
stog͡bstog͡bdet.any
stonstɔnnnt.silk
stosstɔsnf.giant
stoshstoʃnnt.shape; state (condition)
stotstotnm.span
stustunf.park
stugstugnm.gossamer
stuk͡pstuk͡ppron.you all; yours (pl)
stunstunv.slink
stupstupv.serve; provide; treat
stusstusnm.style; fashion
stutstutnm.sage
uunum.one
ububnnt.goat
ududv.raise; boost; escalate
ugugnm.window
uk͡puk͡pnm.bow (decorative material)
ununv.mention
upupdet.both
ushadj.best
ututadj.rude; crude; nasty; vulgar
uzhv.throw; toss; hurl; fling; propel
zhwabʒwabnf.train
zhwadʒwadnm.boyfriend; girlfriend
zhwapʒwapv.shift
zhwasʒwasv.invite
zhwashʒwaʃnm.jelly
zhwatʒwatv.flinch
zhweʒwəv.bow (greet)
zhweʒweadv.off
zhweʒwɛadv.so; very; really; therefore; thus
zhwegʒwɛgadj.fat
zhweg nlotʒwɛg nlɔtnnt.thumb
zhwelʒwelnm.nimbus
zhwenʒwenadj.bountiful
zhwenʒwənnm.shower
zhwen 'zizitziʒwən ˈzizitzinf.rainbow
zhwepʒwəpv.separate; isolate
zhwepʒwɛpadj.spry
zhweshʒwɛʃv.waddle
zhwetʒwɛtadj.exquisite
zhwezhʒwəʒnf.port
zhwiʒwɨnf.curtain
zhwiʒwiv.save (put aside)
zhwibʒwibnnt.neck
zhwigʒwɨgnm.position (location)
zhwigʒwignf.vanilla
zhwilʒwilnm.rank (military); rank (position)
zhwinʒwɨnadj.holy; sacred
zhwipʒwɨpnm.thesis
zhwisʒwɨsnm.linguistics
zhwishʒwɨʃnf.flame
zhwish 'wuwutʒwɨʃ ˈwuwutnf.agony
zhwitʒwɨtnm.amateur
zhwitʒwitnnt.dog
zhwizʒwɨzv.satisfy; convince
zhwizhʒwɨʒv.create; invent; found
zhwoʒwɔnf.fact; evidence; contract
zhwoʒwoadj.little
zhwogʒwogv.promise; assure
zhwog͡bʒwog͡bnm.twin
zhwopʒwɔpv.modify
zhwosʒwɔsnf.resort; sanctuary
zhwotʒwotnm.foliage
zhwuʒwunm.fuel
zhwubʒwubnnt.squeal
zhwupʒwupnm.lobby
zhwushʒwuʃadj.skilled
zhwutʒwutv.grunt
zhwuzʒwuzv.agree
zhwuzhʒwuʒnf.devil
zlazlav.leave (let remain)
zlabzlabnnt.button (pushbutton)
zlaszlasnf.tragedy; disaster
zlashzlaʃdet.enough
zlezlɛadv.not
zlezlənf.number; statistic
zlezlenum.three
zlebzləbnm.jaw
zledzlədnf.reptile
zlegzləgnnt.resident; tenant; citizen
zlegzlegv.sneeze
zlenzlenv.feed
zlepzlepnm.stoat
zletzlətnf.color; hue; paint
zlezzləzv.quit; give up
zlezhzleʒnf.plaque
zlizlinm.law
zlizlɨv.run
zligzlignm.bird
zligzlɨgnm.trinket
zlinzlinnf.fur
zlinzlɨnadj.great (excellent); fantastic
zlipzlɨpadj.general; generic
zlishzliʃnm.hermit
zlitzlitv.request; appeal
zlizhzliʒnnt.poison; venom
zlozlonm.wealth
zlozlɔinterj.welcome
zlobzlɔbnnt.menu
zlolzlɔlnm.hip
zlopzlɔpnm.tassel
zlotzlɔtprep.in; within; into
zlotzlotnnt.loom
zluzlunf.cart; wagon
zlulzlulv.clarify
zluzhzluʒv.plant




Ascent to the Depths of Dread

A tower on top of a hill with birds flying around it. Indigo dragon scaletop and bottom border. Top: Ascent to the Deptchs of Dread. Bottom: indigo tribal tattoo-style dragon head Wyrmworks Publishing logo on parchment.

The evil has broken its ancient bonds!

Can you brave the darkness and stop the nightmare creatures without becoming one of them?

This adventure is for 4–5 characters, levels 8–10.

Trigger Warnings

This adventure contains elements of body horror, violence (including choking and falling), and enclosed spaces. Player discretion is advised due to potentially disturbing content.

Synopsis

The party navigates a panicked crowd after a nearby mysterious tower’s roof explodes with darkness. As they work through the crowd, they face six talontulas, dismembered hands animated by dark magic. Recognized as heroes, the party is implored by the townsfolk to investigate the Forbidden Tower. Legends speak of a dark power sealed within, now unleashed.

Scaling the tower, they encounter signs of death and decay, with the ground barren and a dark cloud surrounding the top. Inside, they descend a spiral ramp, facing off against creepers seeking to hinder their progress. At the tower’s depths, they confront the dreadfallen, a formidable undead mass of body parts.

Finally, they must destroy five stones to seal a gateway to the Negative Material Plane while the necrotic energies threaten to turn them into a new dreadfallen. Once all stones are destroyed, the gateway is sealed. Ethereal figures emerge, revealing themselves as wizards who built the tower to contain the dark power. Grateful, they explain their sacrifice and thank the party.

Returning to the population center, the party is hailed as heroes, having prevented a catastrophe and earned valuable rewards.

Adventure Hooks

  • Rumors of a powerful artifact hidden within the Forbidden Tower have spread across the land, attracting adventurers seeking fame and fortune. The party hears of these rumors and decides to investigate.
  • The party receives a distress call from a member of a secret society dedicated to protecting the world from dark forces. The message warns of an impending catastrophe emanating from the Forbidden Tower and requests the party’s assistance in investigating and neutralizing the threat.
  • The heroes witness the explosion from afar and decide to investigate.
  • A renowned scholar contacts the party, seeking assistance in uncovering the secrets of the Forbidden Tower. Believing it holds the key to unlocking ancient knowledge, the scholar offers a reward for their help.

Where are we?

This adventure can take place in any populated center that may have a mysterious tower nearby.

Adventure

A Show of Hands

As the sun begins to set, an explosion shakes the community. In the distance, a spray like a smokeless volcano of ink erupts into the air as slivers of pure darkness surge across the landscape. One of those motes lands on the outskirts of the community, easily detectable by the screams of those nearby, which get louder and closer as more voices join in.

When the party investigates, the panicked crowd makes movement through the community nearly impossible. Each character must decide how to get through the crowd and succeed on an applicable DC 10 ability check such as Strength (Athletics) to push through, Dexterity (Acrobatics) to dodge between people, or Charisma (Intimidation) to get people to avoid them unless using magic or another strategy. On failure, the character gets trampled by the crowd, taking 1d4 bludgeoning damage and must succeed on a DC 10 Constitution saving throw or fall prone. Characters using wheelchairs or other seated mobility devices or using a stability service animal have advantage on the check to avoid falling prone. This continues for three rounds, and if prone, the character must succeed on an applicable ability check with disadvantage to return to an upright position.

GM Note

While this encounter is intended more for atmosphere and introduction than danger, feel free to increase the number of talontulas or introduce waves of them to invoke stronger fear if your players seem unimpressed with six. The presence of the unarmed commoners likely offers a challenge as the party tries to protect them.

a pair of zombified hands with blood, linked at the thumbsAfter the third round, the crowd disperses until twenty unarmed commoners remain on the 20 × 100-foot road. At this point, the party discovers six talontulas, pairs of dismembered decaying hands, thumbs intertwined, waving their fingers like butterfly wings, and flying through the streets.

Anyone obstructed by the crowd or too slow to escape becomes a target as the talontula lands on the victim’s neck, choking its prey while piercing the throat with mandible-like thumbs. As the target falls, the hands crawl along the ground and walls like a spider, its thumbs extended in search of its next victim, flying again when it chooses its next target. The talontulas are dispersed throughout the street, and each attacks the closest living creature.

All Hands on Deck

Once the party defeats the talontulas, the townsfolk recognize their bravery and power. They plead with the party to go investigate the Forbidden Tower and find a way to stop the dark magic from unleashing further abominations.

Six miles from the edge of town, the townsfolk point to the Forbidden Tower. They have learned its legend from childhood, and parents use it to scare their children into behaving while warning them to stay away. Many have scoffed at the stories, and while some have reached the base of the tower unscathed, none who attempted to scale it returned.

Legends tell of a dark power that was captured within it centuries ago. The stone tower has no doors or windows except a door at the top, sealed with powerful wards to prevent it from opening. Those who built the tower to contain the evil sacrificed their lives to contain it and became one with the dark power.

But now, the explosion must mean that, after all this time, the seal has broken, and the world will perish unless someone stops it. Someone needs to scale the tower to seal it or destroy the power within.

At Death’s Door

a lone stone tower with no visible doors or windows, 2 visible spires at the top. Birds fly in the sky. Below are rocks

As the party travels to the tower, they notice several dead animals along the way, crushed or strangled. Larger animals like deer have two holes in their necks the size of thumbs. The tower’s eruption has ceased, but a dark cloud surrounds the top.

The ground in a fifty-foot circle around the tower is barren with no trees or undergrowth except some dead leaves and branches. A successful DC 10 Intelligence (Investigation) check reveals humanoid boot prints in many directions and lines in the dirt as if a medium-sized creature or object were dragged to or from the wall of the tower. (A human recently climbed the wall, fell, died on impact, and was pulled through the wall into the tower.)

The wall is indestructible, sealed with powerful magic to contain its contents.

Climbing the wall with a climber’s kit requires a DC 10 Strength (Athletics) check, DC 18 without the kit. The top of the tower has enough space for two medium-sized creatures to stand. A creature at the top helping with a long enough rope gives other climbers advantage on the check. A climber who fails the check must roll 10d6 − 1 to see how far they fall, taking 1d6 bludgeoning damage for every ten feet, rounding down. If tied to a rope with someone helping from the top, the helper can prevent the fall with a successful DC 10 Strength check. A climber’s kit reduces the fall distance to a maximum of 25 feet. After falling, the climber must attempt the Strength (Athletics) check again.

At the top of the tower, a roughly ten-foot square jagged opening emanates magical darkness, concealing the other side.  The rest of the roof has a steep tiled slope, requiring a DC 10 Dexterity (Acrobatics) check to climb and perch on it.

Ramping Down

crawling masculine zombieNo light enters the tower as magical darkness flows around the portal like liquid without gravity. Once inside, illumination and darkvision function normally, but magical darkness conceals the bottom thirty feet of the tower. A creature with Devil’s Sight can see through the darkness.

A spiral wooden ramp lines the interior wall, extending to the bottom. The ramp is five feet wide with a six-inch raised ridge along the inner edge, but no railings. The ramp slopes downward at a rate of ten feet per circumference of the tower, a total ramp distance of 600 feet.

Once the characters arrive within the tower, six creepers attempt to sneak up the wall to attack. To determine the starting location of each creeper, roll 1d4 for the hundreds place and 1d100 for the remaining two digits. The resulting number indicates the distance down the ramp where each creeper begins its turn.

Creepers each attempt to hide and move vertically toward the closest character until reaching the ramp, then they climb on the underside of the ramp until directly below the target, grabbing the ridge of the ramp and launching into an attack. Creeper attacks continue until the dreadfallen is destroyed.

Navigating the Tower

To keep track of character and creeper locations in the tower, simplify the spiral ramp into a straight line. The tower has a 20-foot diameter, with a 5-foot-wide ramp descending 1 foot per 10 feet of ramp.

Creepers climbing the tower cover up to 180 ramp feet per round (60 feet up the tower wall for every 10 feet climbed). They can only attack adjacent characters while moving vertically, so move them 60 feet at a time, then use the remaining feet to move along the ramp using normal distances. as if making 60-foot leaps and walking the rest, only able to attack targets within 5 feet or less of their landing position or with normal movement.

If characters attempt to long jump to the opposite side, the 12-foot jump requires a Strength score of 24, moving them 30 feet down the ramp. A 90-degree jump with a 15-foot movement requires a Strength score of 12, moving them 15 feet down.

A creature can swing down to the ramp below as a bonus action by succeeding on a DC 10 Dexterity (Acrobatics) check and using all of its movement. On success, it moves sixty feet down the ramp.

The dreadfallen and creepers do not speak verbally but communicate with each other through Infernal Sign Language, which they can sense using their blindsight. Creepers have disadvantage on attack rolls against anyone who can understand this language as they communicate their strategies to each other. Characters may notice the communicative movements, and a successful DC 10 Intelligence (Arcana) check recognizes the movements as a visual language. Characters who know at least one visual language have advantage on the check.

If a creature flies down the middle past a creeper, it provokes an opportunity attack as the creeper launches at the target. If the creeper misses with this attack, it falls to the bottom. Creepers attempt to use the ramp as cover when possible. At the GM’s discretion, spells like Fireball and Ice Storm may only affect creatures within one ramp level (The caster must consider elevation when choosing the spell direction and range.) due to cover from the ramps.Arms and hands woven together to form a conical face against a black background

Negative Consequences

As the dreadfallen ceases its writhing, the remaining creepers collapse, and the magical darkness dissipates. Suddenly, the inert pile of limbs and organs begins to shudder and move as it seems to implode downward as if draining into a hole. The remaining flesh vanishes into a 5-foot diameter vortex of swirling green and black energy in the floor, surrounded by a pentagon of five non-reflective black stones. The energy flows into the stones as they become impossibly darker, then exploding outward.

Sealing the Gateway

Roll initiative as the party responds to the explosion.

The stones pulse with dark energy. At initiative count 20, each stone emits an explosive wave of necrotic energy, dealing 1d6 necrotic damage per remaining stone to any creature within 30 feet of it.

Negative Energy Stones

Armor Class 15

Hit Points 30

Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks

Vulnerabilities Radiant Damage

To seal the gateway, the party must destroy the five black stones surrounding it.

Any creature at 0 hit points on its turn rises as a dreadfallen creeper on its turn the following round. Use the portal for determining its Dark Connection proximity. If three creatures thus transform, they merge over the stones and portal as a new dreadfallen. Once all five stones are destroyed, the portal implodes. The negative material plane connection is severed, sealing the gateway for good.

round stone pedestal of 5 stones, an engraved design on the stones. At the center, a back and green vortex surrounded by 5 black stones with a slightly green tint

The Tower’s Builders Speak

Once the gateway closes, the stone fragments glow bright white, and ethereal figures of five wizards emerge from the light. They include a towering minotaur with intricate tattoos adorning his horns, his arm around the shoulder of a purple tiefling with curly black hair and horns with a similar shape and tattoos, a gnome with shimmering silver hair cascading down her back and a clockwork prosthetic leg, a human in a cyan parka that seems trimmed with ice and snow and who has tattoos on their face that transform their burn scars into a dragon, and a sea elf with aqua skin, indigo hair, and lightning-like trim on his robe.

The wizards express gratitude and explain that, centuries ago, they erected the tower to contain an ancient, malevolent force. To fortify the wards, they bound their spirits to the stones. However, the insidious being within the tower, rather than attempting to escape, cunningly manipulated the very stones that restrained it. Through dark machinations, it orchestrated an escape into the Negative Material Plane, leaving behind a rift that animated the remains of those who fell in the initial battle and those who dared to investigate the tower. These unfortunate souls metamorphosed into the dreadfallen, embodying the twisted remnants of their former selves. The cataclysmic explosion occurred when the pent-up negative energy breached a weak point in the tower’s roof, expelling a surge of force that birthed the talontulas, a grotesque manifestation of the escaping darkness.

As they finish their tale, they fade away, leaving only a shaft of light from the opening in the roof. When the party decides to leave the tower, they must find a way down from the roof.

Rewards

Against the wall rests a large pile of rusting and rotting equipment, the former belongings of the tower’s victims that the dreadfallen expelled. If the party examines the pile, they find the following.

  • 8,800 gp
  • 2,160 pp
  • Silver chalice set with moonstones (750 gp value)
  • Spell Scroll in a hollowed-out bone case: Ice Storm
  • Arrow +2

Returning to Town

Returning from the tower, the relieved and grateful townsfolk greet the party, eagerly awaiting news. With the threat vanquished, the community begins to heal from the trauma. They hail the party as heroes, their bravery and sacrifice celebrated by all.

Dramatis Personae

Maps

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To use the tower map, enter through the portal at the top left. As characters move left to right down the ramp, it continues on the left side at the next level until reaching the bottom. It’s a steady decline, displayed with different angles for VTT compatibility.

Credits & Copyright

  • Writer: Dale Critchley
  • Cartographer: Dale Critchley
  • Artwork by Dale Critchley, public domain illustrations, and Adobe Stock Art

Legal

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

All content, unless otherwise noted, ©2024 Wyrmworks Publishing




An Eye for an Eye

Iridescent pink ball with a hazel eye in the middle

A Ready-to-Roll: Feyweather Friends Add-on Encounter

This is a work in progress.

Trigger Warnings

This encounter includes violence, danger to people and animals, and eyeballs.

All eyes are on you!

Can you free a helpless forest creature from aberrant corruption?

This encounter is for 1–2 characters of any level.

Synopsis

While traveling through the Far Realm-infused forest, the hero finds a bush with eyeball berries ensnaring a distressed woodchuck. The bush, a gazeberry bush, is transforming the woodchuck into a floating eye minion, an oculing. The hero must navigate the bush’s magical eye beams while freeing the woodchuck before it’s too late. At higher levels, already transformed oculings join the fray.

Adventure Hooks

While designed as an add-on encounter for Ready to Roll: Feyweather Friends, this standalone encounter works in any fantasy forest, especially in adventures with aberrations and other Far Realm-inspired encounters.

Where are we?

This encounter takes place in the woods on the way to the shrine.

A Treat for the Eyes

As the hero traverses the woods, the chittering of a distressed woodchuck fills the air. On investigation, the hero finds a woodchuck wrapped in the roots of a bush that resembles a blueberry bush, except the berries are eyeballs. The roots glow magenta and begin to surround it like a cocoon, and the woodchuck struggles as streaks of red light beneath its fur gradually shift to magenta.

The bush, a gazeberry bush, is transforming the woodchuck into an oculing, drawing sustenance from its life force, turning it into a minion that will protect it and lure more creatures to it.

The Apple of My Eye

At higher levels, add existing oculings equal to half the total character levels, rounding up. They hang by their eyelids in an adjacent tree and look like magenta apples until the hero moves within thirty feet of the gazeberry bush, which causes them to attack.

Dramatis Personae

Gazeberry Bush

Small aberration, unaligned

Armor Class 10

Hit Points 27 (6d6 + 6)

Speed 0 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 2 (-4)

Skills Perception +2

Damage Vulnerabilities fire

Damage Immunities piercing

Condition Immunities deafened, frightened, prone

Senses darkvision 60 ft., passive Perception 12

Languages —

Challenge 0 (10 XP)

Actions

Eye Beam. The bush can use its action to shoot a magical eye beam. Roll a d4 to determine the effect:

1. Ray of Blinking. The target must succeed on a DC 12 Intelligence saving throw or randomly teleport to an unoccupied space within 30 feet.

2. Ray of Confusion. The target must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

3. Ray of Deception. The target must succeed on a DC 12 Wisdom saving throw or believe that the eyes on the bush are delicious blueberries and will use its next action to move toward the bush to attempt to eat one. Targets with Eating Disruption apply the trait’s effects to the Wisdom saving throw, and targets with an Allergy (Ingested) have a +[IE] bonus to the save as it habitually considers food safety before eating. If it eats a gazeberry, it must succeed on a DC 14 Constitution saving throw or become poisoned and blinded for one minute.

4. Ray of Disorientation. The target must succeed on a DC 12 Dexterity saving throw or have disadvantage on attack rolls and Dexterity saving throws until the end of the bush’s next turn.

Grasping Roots. Melee Weapon Attack: +4 to hit, reach 5 ft., one small or tiny creature. Hit: The target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the bush can’t grasp another target.


Oculing

Tiny aberration, unaligned

Armor Class 12

Hit Points 5 (2d4)

Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 2 (-4)

Skills Perception +3

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 13

Languages —

Challenge 1/4 (50 XP)

Immutable Form. The oculing is immune to any spell or effect that would alter its form. It can be restored to its original form with a Remove Curse spell.

Actions

Eye Beam. The oculing can use its action to shoot a magic eye beam. Roll a d4 to determine the effect:

1.        Ray of Expulsion. The target must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) force damage and be pushed ten feet away from the Oculing.

2.        Ray of Enervation. The target must succeed on a DC 12 Strength saving throw or have disadvantage on Strength-based attack rolls and Strength checks for 1 minute.

3.        Ray of Brilliance. The target must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute.

4.        Ray of Terror. The target must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute.

 




The Haunting of Smith Row

wrought iron blacksmith sign

(Work in Progress, scheduled for Limitless Champions Adventures, summer 2023)

Content Trigger Warnings

This adventure includes the death of a spouse and may include death and violence.

The tools have become the attackers!

Chaos has erupted in the artisans’ district! Can you restore order and find the cause?

This one-shot side quest adventure is designed for 3–4 characters, level 5–7, with a total of 20–22 levels.

Background & Synopsis

A chaotic noise erupts from Smith Row. The items at the local blacksmith, weaponsmith, and other shops have suddenly become animated and are attacking anyone that gets too close. Rumors abound of a ghost that has returned to take revenge on the artisans after a warrior died in battle when their sword broke. In fact, a new weaponsmith has recently come to town and hired a local wizard to animate the equipment to scare off his competition. The party must defend the shopkeepers against the attacking objects, determine the source of the commotion, and bring those involved to justice.

Adventure Hooks

This adventure is designed to immediately draw the party in during any visit to a city. The opening encounter will draw their attention, and curiosity should motivate them. If necessary, the captain of the guard will offer them a 100 gp reward to restore order.

Where are we?

This adventure can occur in nearly any city large enough to support a street of artisans. The characters begin in the merchant district in the opening encounter, but their proximity to a city’s artisans is more important. If used with the Nethermaw city setting, this adventure would take place in The Anvil.

Opening Encounter

As the party wanders the merchant district, stocking up on supplies for their next adventure, rhythmic noises come from the next street over, called Smith Row and known for its artisans. Quickly, the clangs turn to random clashes and screaming, as terrified voices shout, “It’s alive! Help!”

Two members of the town guard rush toward the clamor but come running back  just as quickly, yelling, “Ghosts!” If the party tries to stop them, they’ll insist that they’re not getting paid to fight ghosts and will flee as quickly as possible.

As the party goes to investigate, they enter Smith Row, a street lined with shops, people fleeing, and animated objects moving or flying around  inside the shops. Some of the owners have fled, while others are trapped in their shops. Many of the people are running towards the inn.

Additional Clues and Tips

Besides what the characters can glean from the shop owners, if they get stuck, someone can drop other information for them:

  • Banain Bloodgrip, weaponsmith, has been seen visiting William Duststone, a wizard. This isn’t suspicious, as townsfolk often hire William for simple magical jobs, but they seem to have a business relationship of some kind.
  • Last night, someone saw a purple glow coming from the third story window of William’s tower.
  • A successful DC 10 Arcana check will suggest that a purple glow often means transmutation magic.
  • To shorten the adventure, some of the shop owners may have already stopped the animated objects in their shops by smashing them or catching them in a chest, thus reducing the number of combats. (The blacksmith and bowyer (bowmaker) are the most likely to have rescued themselves.)
  • The shop owners could also run out of the shops, causing the items to chase them, resulting in a bigger challenge for the party as they face a larger number of objects all at once.
  • Veralynn can show up to give hints or assistance if needed. After any strenuous activity, she’ll want to take at least a short rest or, more likely, a long rest.

Places to Investigate

1 Grog’s Shop (Blacksmith)

As you approach the blacksmith shop, you hear metal crashing and a low voice shouting, “Stop it! I have work to do! Go bother someone else!”

This wooden building with a tin shingle roof includes a forge, anvil, barrels of water, bellows, and other smithing tools, with horseshoes hanging around the walls. Grog the blacksmith, is hiding behind an overturned table, using a broken chair to protect himself and yelling angrily at the flying debris.

A hammer and four horseshoes are flying around the room and will attack anyone in the shop.

Animated Hammer

Tiny construct, unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 4 (1d4 + 2)
  • Speed 0 ft., fly 25 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 12 (+1) 14 (+2) 1 (−5) 3 (−4) 1 (−5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1 (200 XP)

Antimagic Susceptibility. The hammer is incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, the hammer must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the hammer remains motionless, it is indistinguishable from a regular hammer.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Animated Horseshoe

Tiny construct, unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 0 ft., fly 25 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1/8 (25 XP)

Antimagic Susceptibility. The horseshoe is incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, the horseshoe must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the horseshoe remains motionless, it is indistinguishable from a regular horseshoe.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Grog

Medium cisgender humanoid (Dwarf), Neutral, he/him

  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/4 (50 XP)

Traits

Tinnitus [IE 2, Chronic]. Grog has a persistent ringing in his ears that makes it difficult for him to understand speech, especially in the presence of background noise. The ringing sound is audible even in magical silence. This gives Grog a −2 on all hearing-related Wisdom (Perception) and Charisma (Persuasion) checks when background noise is present.

Actions

Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Grog is a middle-aged male dwarf. He is bald and has a short gray beard. He wears a leather apron and has soot on his face. He has a wide build and is very muscular. Grog is gruff in demeanor, and after being rescued, his appreciation will be minimal. When the party talks to Grog, because his tinnitus makes it difficult to hear, he’ll generally nod in response and try to avoid conversation to avoid asking people to repeat themselves or speak up.

2 The String & Feather (Bowyer & Fletcher)

As you approach the String & Feather, a wooden building with a wood-shingled roof, you hear the sound of something thunking into wood repeatedly, followed by two voices shouting in fear.

The inside of the building has tool benches and woodcarving tools with drawers of strings, arrowheads, and feathers. One wall has a large painting of a phoenix. All of the walls are studded with holes.

Qiana and Clifton are crouched in a corner as an animated longbow is shooting arrows at them while they hold a large wooden board with several arrows stuck in it.

Animated Longbow

Medium construct, unaligned

  • Armor Class 12
  • Hit Points 3 (1d8 − 1)
  • Speed 0 ft., fly 25 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 14 (+2) 8 (−1) 1 (−5) 3 (−4) 1 (−5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1 (200 XP)

Antimagic Susceptibility. The bow is incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, the bow must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the bow remains motionless, it is indistinguishable from a regular bow.

Actions

Bowshot. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Qiana (Bowyer)

Medium cisgender humanoid (human), Lawful Good, she/her

  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 0 (10 XP)

Actions

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Qiana is a tall and slender woman with long black hair that falls down her back in loose curls. She has dark brown eyes and light brown skin. She usually wears a long flowing dress with a high neckline.

Qiana is a friendly woman who is always willing to help those in need. She will offer her bow making services to the party, and even give them a discount if they help her.

Clifton (Fletcher)

Medium cisgender humanoid (half-elf), Lawful Good, he/him

  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 0 (10 XP)

Actions

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Clifton is a 23-year-old male half-elf fletcher. He has very long, straight, brown hair, light brown skin, and brown eyes with an average build. He wears beige pants and a loose orange tunic with an open neck, revealing a tattoo on his chest of a bow and arrow that seems to draw the arrow when he stands with his back arched, which is his typical posture.

Clifton is friendly but nervous. If the party helps, he’ll offer them some food in thanks, having some smoked chicken and biscuits on hand.

3 The Gilded Brace (Orthotist/Prosthetist)

A wooden building with a gold-trimmed sign echoes with a crashing sound and a tenor voice singing a song of fear and betrayal. “I trusted you to take me home, but now I fear I’m all alone….”

Qothfunt (Orthotist/Prosthetist)

Medium humanoid, nonbinary (gold dragonborn), Neutral Good, they/them

  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 11 (+0)
  • Damage Resistances fire
  • Senses passive Perception 10
  • Languages Common
  • Challenge 0 (10 XP)

Actions

Breath Weapon (Recharge after a short or long rest). Qothfunt exhales fire in a 15-foot cone. Each creature in that area must make a DC 8 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Qothfunt is a 23-year-old nonbinary dragonborn orthotist/prosthetist. They have a smooth head, brown eyes, and shiny gold scales. They stand 167cm (5’5″) tall and have a round build. They wear a white tunic with a tan denim apron, and when spoken to, one of the words they hear typically reminds them of a song lyric that they begin humming or singing quietly.

Qothfunt cares a lot about the people of the town, especially the elderly and veterans. They helped some of Naesala’s relatives with leg and back braces and can’t imagine why she’d be attacking them.

Animated Wheelchair

Medium construct, unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 11 (+0) 14 (+2) 1 (−5) 3 (−4) 1 (−5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1 (200 XP)

Antimagic Susceptibility. The wheelchair is incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, the wheelchair must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the wheelchair remains motionless, it is indistinguishable from a regular suit of armor.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12) as the wheelchair has scooped it up and is moving too erratically to escape. The wheelchair must continue moving to retain the grapple. Until this grapple ends, the wheelchair can attack another target, slamming its passenger into the new target, causing both targets to take the same amount of damage. If another target is not within range, the wheelchair slams its passenger into an available solid object, and if no such object is available, it attempts to move 30 feet then stops suddenly, throwing its passenger 10 feet and causing 1d6 bludgeoning damage.

4 Walt’s Weapons (Weaponsmith)

This simple wooden shop echoes with a deep voice shouting as metal clashes. “Down, blade! You were made for protection!”

On entering the shop, besides the forge, a pile of coal, a pile of iron ore, and associated tools, the wall is lined with polearms and various swords. Two animated longswords fly around the building and will attack anything that moves. Walter is desperately parrying with a rapier to protect himself.

Animated Sword

Small construct, unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 0 ft., fly 25 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
12 (+1) 12 (+1) 12 (+1) 1 (−5) 3 (−4) 1 (−5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1 (200 XP)

Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the sword remains motionless, it is indistinguishable from a regular sword.

Actions

Swordstroke. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) slashing damage.

Walter Mistsplitter (Weaponsmith)

Medium humanoid (human), cisgender, Lawful Good, he/him

  • Armor Class 10
  • Hit Points 5 (1d8 + 1)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
12 (+1) 10 (+0) 12 (+1) 9 (−1) 11 (+0) 8 (−1)
  • Senses passive Perception 10
  • Languages Common
  • Challenge 0 (10 XP)

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Walter Mistsplitter is a 44-year-old male human blacksmith. He has short, curled, dyed teal hair, brown eyes,  rough dark brown skin, and a short beard. He stands 167cm (5’5″) tall and has a muscular build. Walter is kind and sees his work as necessary to allow people to protect themselves, but he’s not very conversational, struggling with small talk and unstructured social situations.

Walter doesn’t blame himself for Naesala’s death and is confident in his workmanship. This seems like the work of a ghost, but he can’t explain who would attack him, but he’s made enough weapons that it could be anyone. What’s more, his weapons have certainly laid many enemies low.

Walter has the weapons contract with the town guard and fears that Banain is trying to discredit him to get the contract instead.

5 The Handy Hilt (Weaponsmith)

This stone building has “Lou’s Jewels” engraved into the front wall but clearly worn by time and partly obscured by a new sign: “The Handy Hilt.” The interior is quiet, the forge is cold, and the walls are lined with swords and axes. Lou, the jeweler who formerly owned this building, died a year ago, and Banian bought the building and opened his shop there a few months ago.

Banian doesn’t have any animated weapons in his shop, but he’s hiding nonetheless. If questioned, he will say that he’s the only one who wasn’t there when Naesala died, so she must not blame him. He will get defensive if questioned too long and demand that the party leave his shop unless they’re going to buy something.

The truth is that Banain hired William Duststone to force Walter out so he could corner the market on weapons.

Banain Bloodgrip (Weaponsmith)

Medium humanoid (dwarf), cisgender, Neutral Evil, he/him

  • Armor Class 17 (splint)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Actions

Multiattack. Banain makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Banain Bloodgrip is a 239-year-old male mountain dwarf blacksmith. He has very long, curled, dyed blue hair and beard and brown eyes. He has rough, reddened pale skin and has a massive build.

He is boisterous and talkative but clearly thinks himself superior to others.

6 Margaret’s Mail (Armorer)

This stone building echoes with loud clashes of metal and an occasional frustrated grunt.

On entering, daylight streams through many windows as the breeze blows through. The forge has a dull glow, and the walls are lined with crates of tools, armor pieces, coal, iron, and coils of wire for chainmail. Above the crates, colorful shields decorate the walls.

Margaret is holding a shield, successfully evading the attacks of the animated armor, but her hammer is out of reach. When the party enters the battle, she will use her first turn to dodge and get her hammer and will join in the attack for the second round.

Margaret Crewe

Medium humanoid (hobgoblin), cisgender, Lawful Neutral, she/her

  • Armor Class 18 (chain mail, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1/2 (100 XP)

Traits

Sensory Processing Difference (Sensory Over-Responsivity, heat) [IE 3, Triggered]. When encountering an overwhelming stimulus, as long as the stimulus is present, Margaret must succeed on a DC 11 Constitution saving throw or act only to avoid the stimulus, however possible, for 3d4 rounds, after which another Constitution saving throw may be made. If she succeeds on the Constitution saving throw, the IE increases by 1 cumulatively until she avoids the stimulus for 3d4 rounds. While avoiding the stimulus, Margaret makes all rolls, except the previously mentioned Constitution saving throw, with a −3 penalty. She has a +3 bonus to all Wisdom (Perception) checks involving her sensitivities. Every time she takes fire or cold damage, Margaret must succeed on a DC 11 Constitution saving throw or take an additional 50 percent psychic damage.

Actions

Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands.

Margaret Crewe is a 41-year-old female hobgoblin armorer. She has long, straight, dyed green hair, brown eyes, and smooth yellow skin. She stands 165cm (6’4″) tall and has a beefy build.

She is very focused and rarely speaks.

She lives in her basement with large stores of ice and keeps cold water on hand. When needing to use her forge, she works in the heat as long as she can stand it but then goes into the basement to cool off, using that time to make chainmail or decorate shields.

Margaret spends most of her off time relaxing in her underground home and doesn’t hear much. She doesn’t believe the current situation is the work of a ghost, but can’t explain it, and suggests checking with the local mage.

Animated Armor

Medium construct, unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 25 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1 (200 XP)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the armor remains motionless, it is indistinguishable from a regular suit of armor.

Actions

Multiattack. The armor makes two melee attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

7 Sweetbriar Salves (Alchemist)

This rough log building has sweet aromas coming from the salves and ointments within. The party will hear a loud crash of pottery breaking and a voice yelling, “You’re supposed to heal! This is going to be a mess!” Upon investigating, they find Veralynn brushing off her hands, having dispatched the animated jars that were attacking her. She welcomes the party as she goes to get a broom.

Veralynn Sweetbriar

Insert stat block here

Veralynn used the skills she learned to open a shop where she sold her creations to help others, like her, that struggled with various chronic ailments that traditional healing, both magical and non-magical, could not properly address. While this was not in her plans at first, Veralynn has grown to love the work and helping those around her. Wherever her shop is located, she is a hub for the community and is well known in the town.

Veralynn likes everyone on Smith Row but hasn’t gotten to know Banain very well. She wonders whether someone has upset a nature spirit. If the party needs help fighting William, she will assist, using her spells or taking the form of a tiger, with leafy branch-like wheels attached to her hind legs. If asked to assist in investigating the tower, she will be willing to Spider Climb up the tower wall using only her hands after dark to look inside. (The violet glow is clearly visible after dark.) After making this climb, Veralynn experiences Confusion from the exertion and will have trouble explaining what she saw until after taking a long rest.

8 Furnishings by Galssa (Carpenter)

As the party nears this wood-paneled shop, Galssa runs out. An animated hammer is smashing her shop. Galssa managed to get out safely, but the hammer is still breaking up the shop, and she’s desperately looking for help.

Galssa Rosikini Inaxi Trinove (Carpenter)

Medium humanoid (gnome), cisgender, Lawful Good, she/her

  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses passive Perception 10
  • Languages Common, Gnomish, Gnomish Sign Language
  • Challenge 0 (10 XP)

Actions

Hammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Galssa Rosikini Inaxi Trinove is a 328-year-old female forest gnome carpenter. She has very long, wavy, blond hair shaved on the right side and green eyes. She has soft golden skin. She stands 89cm (2’11”) tall and has a round build and large scar on her left arm.

Galssa is friendly and courteous and avoids conflict as much as possible. If asked about any conflict in the community, she will try to change the subject by offering the party some cinnamon cookies and tea and tries to use that as an excuse to distract herself, instead talking about her cookie recipe. But if the party convinces her to answer them, she has heard the weaponsmiths (Walter & Banain) arguing and knows they don’t get along but also wouldn’t doubt that a ghost is the perpetrator.

9 Inn: The Indigo Mug

The inn is a single-story stone-walled building, with a ceramic tile roof and a smooth stone floor. Accommodations consist of a single large room with wooden cots. The inn is locally known for its food’s good quality.

Innkeeper

The innkeeper is a thin female dwarf named Frari. She has a young daughter who idolizes adventurers. She doesn’t have much time to talk to adventurers, but if questioned, Frari’ll say she knows nothing about it.

Menu

  • Boiled Eggs and Soft Cheese, Tankard of Cider (11 cp)
  • Boiled Sausage and Leek, Tankard of Stout (12 cp)
  • Millet Bread and Soft Cheese, Mug of Perry (3 cp)
  • Millet Bread and Whey Cheese, Mug of Beer (2 cp)
  • Stewed Pork and Lentils, Tankard of Beer (11 cp)

Patrons

  • Burga: Female Human Artist. Burga has red hair, light skin, and gray eyes. She wears expensive clothing and an amulet of luminous crystal. Burga is quarreling with a company of four elves about whether Smith Row is haunted. (She says it is. They say elves don’t become ghosts.)
  • Shimil: Male Dwarf Undertaker. Shimil has braided auburn hair, light skin, and blue eyes. He wears modest garments and numerous rings. Shimil buried Naesala in the woods outside of town. It was a major event in the town’s history, and he will talk at length about the accompanying service, the songs of valor sung by local minstrels, and the epic eulogies. He believes that he followed all necessary procedures to make sure she can rest peacefully and considers any suggestions of a ghost to be an affront to his professionalism.
  • Bera: Female Halfling tanner. Bera has black hair, brown skin, and narrow amber eyes. She wears sturdy clothing and riding boots. Anyone within ten feet of her can smell the tanning chemicals that permeate her clothing, but she’s kind to all, so she tends to have people gathered around her. She is busy calming four children who were playing in the street and fled to the inn when the commotion started. If questioned, Bera has no opinion about ghosts, but she’ll say, “This commotion is no noisier than the arguments between Walter and Banain, the two weaponsmiths! Those two clash more than their hammers!”

10 Naesala’s Widower

Finaeli Galamin

Medium humanoid (elf), cisgender, Chaotic Good, he/him

  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common, Elvish
  • Challenge 0 (10 XP)

Finaeli Galamin is a 193-year-old male high elf sailor who has since taken up rope and net making. He has long, wavy, gray hair, green eyes, and rough copper skin. He welcomes the party and offers them a cup of tea, which has a distinct flavor of rum if drunk. The house is decorated in a nautical theme with a lot of nets and rope.

Finaeli blames Walter for Naesala’s death but rejects any claims of a ghost, since the only known elven ghosts are banshees, to his knowledge, and Naesala wasn’t vain. He has plenty of insults for Walter’s weapon quality, but is ambivalent toward Banain.

The Wizard’s Tower

A block north of Smith Row, William’s house is a three-story round stone tower. If anyone examines the outside, while difficult to see in daylight, a successful DC 15 Wisdom (Perception) check will reveal a violet flickering light and wisps of smoke emanating from the third story windows. At night, the violet flickering is immediately obvious to anyone examining the windows from the ground. The floors are connected by a large elevator that can be operated with a crank from the inside. The elevator can hold up to six tightly-packed medium creatures.

The first floor serves as the living room and kitchen. 

William is on the first floor, sitting in a large chair, reading an old tome. When the party arrives, he will act annoyed about being disturbed and will insist that he knows nothing about any problems in town, and that he’s been in his tower reading all day. He will resist any attempts to have his tower searched.

Searching the first-floor chest of drawers will reveal a bag of 50 gp with the Handy Hilt logo embroidered on the bag.

The second floor is William’s study, filled with books (mainly on the history of magic and biographies, but some on alchemy), trinkets, vials, and drawers of spell components. Among the books, the party may find the book, Quickening Objects. This book, which will reveal a transmutation aura if Detect Magic is cast on it, has instructions for creating animated objects, but if anyone opens it without casting Dispel Magic on it, the pages will all tear out and begin flying around the room like birds as a swarm of pages. Once animated, the pages cannot be reassembled to decipher the instructions as the ink will have smeared, and being a magic tome, the Mending spell will not affect it, although the cover remains intact and readable. If the party opens the book successfully, they will find that the words on the page are faded and almost unreadable. The words are written in a magical ink that fades slightly every time Dispel Magic is cast on it, and attempts to copy it into another medium will result in the words fading on the new source as they disappear from the book. The Dispel Magic spell that would allow the characters to see the contents of the book is the final casting before the pages go completely blank, although the animation enchantment remains until activated. If the party keeps the book open, a ninth level wizard can study it for a week and cast a ritual spell to animate one object, after which the pages will fade completely.

The third floor contains a large magic circle,an empty book stand, and a censer surrounded by four candelabras in the circle’s center. The violet flames in the censer dance strangely as if striking out at invisible objects. A successful DC 15 Intelligence (Arcana) check will recall that violet likely indicates transfiguration magic. If the party extinguishes all of the flames, the animated objects in the city will all cease their animation, but the elevator will activate, and within 2 rounds, William will come out of the elevator and attack the party. He won’t fight to the death, but he hopes to silence anyone who would damage his reputation.

If the party confronts William about the book, he will tell them that they don’t know what the book actually is, and if they haven’t opened it yet, he will offer to let them see for themselves, and when the swarm of pages attacks, he will join in the attack.

Climbing the wall to get into the tower from the outside requires a successful DC 15 Strength (Athletics) check or DC 10 with a rope and grappling hook. Accomplishing this without William noticing requires a successful DC 11 Dexterity (Stealth) check.

William Duststone

Medium humanoid (human), cisgender, Neutral, he/him

  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
  • Saving Throws Intelligence +6, Wisdom +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages Common, Elvish, Dwarvish, Infernal
  • Challenge 6 (2,300 XP)

Spellcasting. William is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). William has the following wizard spells prepared:

Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation 

1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield 

2nd level (3 slots): Misty Step, Suggestion 

3rd level (3 slots): Counterspell, Blink, Fly 

4th level (3 slots): Polymorph, Ice Storm

5th level (1 slot): Animate Objects

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

 

William Duststone is a 53-year-old male human wizard. He has very long, straight, black hair, golden eyes, and smooth pale skin. He wears a red robe.

William was hired by Banain to spook the town. He will deny this, and if cornered, he will attempt to silence anyone, including Banain, so that nobody finds out.

Swarm of Pages

Medium swarm of Tiny constructs, unaligned

  • Armor Class 12
  • Hit Points 24 (7d8 − 7)
  • Speed 10 ft., fly 50 ft.
Strength Dexterity Constitution Intelligence Wisdom Charisma
6 (−2) 14 (+2) 8 (−1) 3 (−4) 12 (+1) 6 (−2)
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities necrotic
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny piece of paper. The swarm can’t regain hit points or gain temporary hit points.

Actions

Paper Cuts. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm’s space. Hit: 7 (2d6) slashing damage, or 3 (1d6) slashing damage if the swarm has half of its hit points or fewer.

Culmination

Once the party stops the attacks, they’ll need to determine the cause. Further questioning of other townsfolk will produce a recurring theme: Banain and Walter hate each other, and Smith Row was pretty calm before Banain moved into town.

For additional intrigue, the guards may return and blame the party, as the disruption began when they came into town.

If William is blamed, he will deny it and suggest that Banain has been using a cursed hammer, made a pact with a devil, or some other excuse. If Banain finds out William has betrayed him, Banain will reveal that he paid William to animate the objects, which William will deny and say Banain is just making the local wizard the scapegoat. William has no previous record of questionable activity and tends to keep to himself when not hired for local magical needs.

If William is asked to investigate, he will pretend to cast Detect Magic and announce that there’s a residual transfiguration aura around any of the animated items. A successful DC 15 Intelligence (Arcana) check by a wizard will recognize that William didn’t complete the spell, skipping a word or gesture. If questioned on this, William will insist that it’s obvious and didn’t want to waste his energy.

William will avoid combat if possible, but if cornered, he will fight.

Gifts at the Inn

If the party solves the mystery, the shop owners appreciate all their help and give them the following gifts in appreciation, besides buying them a meal at the inn:

Arrow +1

Salve of Healing (functions as a Potion of Healing)

Silvered longsword




Titan Trove Mine Maps

Map of an abandoned mine, Hex

Maps for The Search for Dread

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Forest Clearing by Path Maps

Map: Forest clearing by a path, hex grid

Maps for The Search for Dread

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Forest Path Maps

Map: Forest clearing by a path, Hex

Maps for The Search for Dread

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Plague in the Mountains (WIP)

Armored paladin holding a braille book and magic staff, sword on his back, scars on his eye. Orrelius written in braille below him.

A village has fallen to a plague. Can you rescue them in time?

The Shaggy Plague has afflicted a nearby village, and it’s up to you to save the people and prevent its spread, but the cure requires a rare plant that’s heavily guarded. Can you recover it in time?

Content Trigger Warnings

 This adventure includes themes of disease, bullying, extortion, betrayal, violence, and death.

Background & Synopsis

A village is suffering from a plague, and Zilji Larka asks the party to help retrieve a rare herb that’s needed for a cure. The herb, known by sorcerer and apothecary Jaydrey, only grows in a particular mountain valley. As they near the valley, they encounter Orrelius and learn of a dragon in the area. The dragon has scouts who meet the party and learn of their quest. The party must get to the valley either by navigating rapids or exploring a cave. When they arrive, the young red dragon is there and demands the party pay tribute, or it’ll torch the needed plants. It offers them a quest to steal a gem from a nearby cottage at the top of a cliff. The cottage is an entrance to the lair of a silver dragon, the same dragon that gave Jaydrey her sorcerous origin. The silver dragon won’t relinquish the gem, so the party must find another solution. Once the party acquires the plants, they take them to the afflicted village, but on the way, they encounter werewolves but get help from a druid. On arriving at the village, while helping the suffering, the red dragon attacks with its dwarven minions, so the party must protect the village.

This adventure is designed for 3–5 characters, level 5–7, with a total of 18–20 levels.

Adventure Hooks

This adventure can serve as a side quest or as an introduction to a campaign featuring a war between dragons in the mountains.

Where are we?

This adventure can occur in any population center with a nearby village and mountains within a few days’ travel.

Opening Encounter

As the party walks through a city or town, a small clockwork griffon the size of a raven swoops at the party, then climbs straight upward and begins plummeting to the ground. Zilji Larka comes running to catch it, and if the party doesn’t interfere, he dives to their feet and barely catches it. He pulls out a pair of tools, casts Mage Hand, and holds the griffon with the spectral hand while tinkering with the object.

“I thought I had that stabilizer fixed! Looks like it needs some more adjustments.” He stops suddenly and looks up at the party. “Oh! Hey! You look like adventurers! Maybe you can help me!”

He tells the party that the Shaggy Plague has struck his village, and he needs help saving them. It can only be cured with a rare herb, kindleroot, that grows in the nearby mountains, so he’s looking for someone to go find it for him. “I’ve researched it and know what it looks like, but I need to head back to the village and help my parents. I don’t know how much time they have left, and you can find it in time, I got some help from the local apothecary that should at least buy them some time. I have to take the chance. She can tell you more about kindleroot.”

If asked, he explains that the Shaggy Plague is so named, because it causes a fur-like growth to spread over much of the body, but after about a month, the hair begins to grow inward. It begins with pain in the skin, then it attacks the arms and legs and causes gradual paralysis, then the organs eventually fail. “Now you understand why I need to cure this.”

Apothecary: Forewood & Pestle

The apothecary is a long narrow wooden building that’s more window than wood, but the interior is darkened by the plants hanging across the windows and growing up from the windowsills. Shelves filled with salves, potions, and other jars line the walls below the windows, tinted green from the leafy curtains filtering the sunlight. The air combines aromas of soil, mold, musk, and alcohol. Characters sensitive to strong odors or with pollen allergies are triggered and must attempt corresponding saving throws.

At the end of the long aisle that comprises most of the interior, a halfling, Jaydrey Forewood, bounces among a distillery, a table with ceramic bowls filled with a variety of powders and creams, and a few potted plants from which she carefully takes trimmings. Once the party begins to approach her, she looks at them like a mother to children returning home from a long trip. She notes a feature of each of the party and compliments them, asking sincere questions about their journeys, where a particular scratch in their armor came from, or anything else she notices from their appearance or words. This continues until someone from the party asks about the kindleroot or some other topic. The party notices that, due to her facial cleft, when she talks, she replaces dental sounds like D, T, and Th with other sounds, which may take them a minute to get used to, but her welcoming attitude soon eclipses that distraction. (We recommend that the GM describe her speech impediment instead of attempting to reproduce it.)

When they mention the Shaggy Plague, Zilji, or kindleroot, she stops abruptly and tilts her head with compassion. She begins pausing as she speaks, trying to keep her composure. She expresses deep concern for them but notes that the kindleroot is difficult to acquire. She has a friend who’s trying to get it but hasn’t been able to, because it’s too dangerous. When the party expresses interest in harvesting it, her voice softens with concern, her eyes filled with both compassion and protectiveness. “That’s so sweet, but the world needs kind people like you, and if you try that, the world will be poorer without you.”

Because Jaydrey fears for their safety and doesn’t want to be responsible for their deaths, the party must convince her to give them the needed information. She can be convinced if they demonstrate the following: 

commitment to follow through

commitment to environmental preservation

magical prowess to handle unexpected challenges

ability to survive harsh environments

compassion for those in need

The party can demonstrate those by multiple people communicating their values, by telling stories of past accomplishments as examples, etc. At first, she does not specifically ask about any of those points. She’ll just refuse, telling them she doesn’t want their blood on her hands. Once their pleas convince her on two of the points, if they don’t cover the others, she’ll ask pointed questions. “But what about…?”

Once they succeed, her face lights up with hope, and her skin shimmers silver for a moment. She gives the party a drawing of a kindleroot plant, which has huge, spear shaped leaves, which are usually light orange. It also grows tiny flowers, which can be orange, dark gray, dark gold, silver and gold. A patch of them on a breezy day looks like a bonfire. She needs the juice from the leaves and flowers of twenty mature plants to brew antidote to cure the whole village, but if they cut them carefully and leave the shallow roots intact, they will grow back in case of another outbreak or simply to preserve their beauty. She also sketches out a map to show them precisely where to look. (Show Map to Kindleroot) If the party asks how she knows all this, she tells them that she’s been there before and studied the plants there, but then she gets a wistful look on her face and says, “But it’s been a long time. Too long.” If the party asks about the house on the right, she says, “There’s a little house up there,” but gives no more information.

Jaydrey suggests that the party get some rest at the town’s local inn and set out in the morning. During the evening, Zilji talks to them at the inn about his home village, its location and the environment around it, and the kind people there, all the while tinkering with a clockwork moose that he never quite gets working.

Before they set out, Zilji arrives to see them off and gives them a handheld white porcelain clockwork bear. “I’ve worked on this for a long time. It’ll protect you from extreme heat and cold when things get rough out there, but I’m not sure how long it’ll last.”

Zilji’s Bearable Environment

Wondrous Item, Uncommon

This white porcelain bear figurine has 2 charges. While holding it, you can expend a charge as a bonus action to produce an aura in a ten foot radius sphere around the bear. All creatures within the aura have resistance to fire and cold damage for 1d3 rounds. The bear can’t recharge and makes a loud popping noise, cracks, emits a harmless spark, and leaks a clear acrid oil when its final charge is expended.

Optional Travel Encounters

The pass into the mountains is two days from the town where the party started. The journey follows a well-marked dirt road, where the hills grow taller and longer as the mountains in the distance seem close enough to be over the next hill, yet never are, and each hill seems higher and longer than the one before, although that’s an illusion created by anticipation. The leaves on the trees gradually give way to needles on conifers, and the dirt underfoot adds the uncomfortable texture of growing rocks that announce the forthcoming cliffs.

Along the way, the GM may wish to include some encounters by choosing or rolling on the following table or skip to the next section. Use the Road through the Hills map if needed for these.

d6 Encounter
1 A loud rustling in the forest approaches the party as fast shadows move toward them. A pack of six wolves chase an elk, which weaves around trees and runs directly toward the party. As it runs at them, the elk charges at a random member of the party in an attempt to get past.
2 Three ogres are patrolling the road. They’re messengers for Cheruss (See Chase the Dragon) who bring him food. If the party offers them more food for less work, they’ll accept it in exchange.
3 Two eagles fly overhead. Then they fly over again. They seem to be following you for several hours, then they fly away toward the mountains.
4 A horse-drawn cart full of crates comes toward the party. One of the front wheels is missing, and a bugbear is carrying the axle with difficulty. If the party helps her replace the wheel, she thanks them profusely. She refuses to answer questions about the contents of the crates. They’re full of medical supplies for the ailing village, and she doesn’t want anyone to steal them. If the party helps, they will meet her in the village, helping the sick.
5 A goblin merchant approaches the party and offers them homemade skunk jerky, only 1 cp each, or 10 for a dozen! He won’t take no for an answer, insisting that nobles consider it a delicacy. It usually goes for ten times as much, but he has a surplus at the moment, so he’s willing to sell it at rock-bottom prices!
6 The party hears the sound of a baby crying. Over the next hill, a mule-drawn wagon approaches, the driver carrying the crying baby and clearly stressed. He asks the party whether they have any leather that his teething baby could chew on.

Interest Peaked

When the hills become so steep that hopelessness begins to threaten the party’s morale, from the summit of the next hill, the party notices a river slicing through a nearly vertical mountain wall, a sparkling blue thread through the vertical eye of a colossal stone needle. Jaydrey’s map denotes this river. The party has arrived at last.

The river is fifteen feet wide and averages four feet deep with fifteen feet of land between the bank and the cliff on each side. The cliff extends 150 feet upward and curves gradually outward, widening into a large valley.

Those with a passive Wisdom (Perception) higher than 15 notice that, while the mouth of the valley has no trees except some high above, the ground is littered with dry branches that crack loudly as the party walks over them unless they succeed on a DC 14 Dexterity (Stealth) check.

Around the first curve, Orrelius waits on a ledge eight feet above the ground. If the party doesn’t make a successful stealth check, he hears them and says, “Greetings, travelers. What brings you to this valley?” If he heard them coming, he has already cast Zone of Truth, and the party feels its effects but must succeed on a DC 17 Charisma saving throw to avoid its effects.

Orrelius is suspicious of the party, but if they tell him the truth about their mission, he tells them that he believes that the plant they seek is in a valley further in, but he’s also heard credible rumors of a dragon in the area, although the reports have conflicted widely as to the color.

If any of the party are injured, he heals them. He then asks for directions to the afflicted village, hoping to provide help to the most afflicted until they bring the cure. “I can’t help everyone, but if I can soothe them and fend off the Reaper until you arrive, we may accomplish more than if I join you.” As the party gives directions, if they use visible landmarks in their directions, Orrelius asks for additional environmental details like precise directions, the density of the woods and types of trees around the roads, inhabited areas, and other features he may detect with his other senses. If they don’t know directions to the village, he asks for directions to town so he can find and ask someone there.

Eyes of the Wyrm

The roughly circular valley widens out to a half mile diameter, most of it densely packed with coniferous trees with a visible corridor on the opposite end. Once the party reaches the mouth of the corridor, Gwanla Marblerock, a dwarven spy, sees them and welcomes them. She claims to be gathering mushrooms and berries (technically true at the moment) and offers them some pine nut bread with mushroom jam. She casually asks what brings them to the mountains, and if they tell her, she expresses sympathy and wishes them well. She asks which direction they’re headed, and if they show her the map, she offers them directions to a safer passage through a narrow cave.

Gwanla works for Cheruss, the young red dragon, and the shortcut she offers to the party is a trap. Once the party leaves, she takes an alternate path to report back to Cheruss. If the party successfully spies on her, they see her slip behind a brush pile into the side of the mountain. The tunnel she takes is small and narrow, allowing small creatures to walk in it single file, but medium creatures need to crawl, and most large creatures cannot fit.

Gwanla’s Tunnel

If the party follows Gwanla’s advice, they find an abandoned mineshaft in the left wall of the mountain before it curves inward toward the river. (Use the Gwanla’s Tunnel map) The walls and floor are wet with condensation, and a gelatinous cube fills part of the corridor and surprises unwary adventurers.

The mineshaft ends in an increasingly steep and slippery slope. Everyone must succeed on a DC 15 Dexterity (Acrobatics) check or fall prone and slide into a thirty-foot pit at the end, taking 3d6 bludgeoning damage. The pit is a cylinder, sixty feet in diameter. On the opposite side stands a fifteen-foot arch blocked by a large stone that, from inside of the pit, can only be moved with a successful DC 25 Strength check. The wall has a one-foot diameter window beside the arch. 

If the party arrives here and makes any noise, Cheruss hears them and sends Gwanla (or another spy if Gwanla isn’t available) to check on them via the window. Once Cheruss hears the party’s status, he goes to the pit to talk to the party, rolling the stone out of the way. If the party attacks him, he uses his breath weapon against them and leaves. A few minutes later, four dwarven veterans appear, crossbows loaded, followed by Cheruss’s face appearing out of the dark corridor beyond. (Skip to Chase the Dragon)

The River Valley

If the party doesn’t follow Gwanla’s directions, they need to follow the river across the next valley. As they cross the valley, a hunting party of four saber-toothed tigers attempts to surround and ambush them. (Use Mountain Valley map)

At the valley’s far end, the cliff walls narrow until no dry land runs between them, and the river turns to rapids with only wet walls bordering it for two hundred feet. The party must find a way to get past the rapids. (Use River Rapids map)

Raft: Creating a seaworthy raft from trees requires a successful DC 15 Wisdom (Survival) check. Proficiency with carpenter’s tools adds the character’s proficiency bonus to this check. The raft has 40 hp. The raft moves twenty feet per round and requires a successful DC 17 Dexterity check to avoid hitting a rock. Proficiency with water vehicles adds to this check. Each round the raft hits a rock, the raft takes 1d8 bludgeoning damage, and everyone on the raft must succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or fall into the water, taking 1d6 bludgeoning damage. Those who fall in the water must swim or use their action to succeed on a DC 20 Strength (Athletics) check to grab the raft, then use their action the following round to attempt to climb onto the raft, requiring a DC 15 Strength (Athletics) check. Creatures with a swim speed have advantage on checks to grab and climb onto the raft. If someone on the raft uses their action to help, the person climbing on has advantage on the check, but the person helping has disadvantage on any check to avoid falling off in the event of a collision. Each round they are in the water attempting to climb aboard, they take an additional 1d6 bludgeoning damage.

Swim: Swimming the rapids requires a successful DC 20 Strength (Athletics) check each round to avoid drowning. Failure indicates that the character begins choking. See Suffocating in the Basic Rules, Chapter 8. The swimming character must also succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check each round to avoid hitting rocks and taking 1d6 bludgeoning damage. Creatures with a swim speed or webbed digits have advantage on this check.

Climb: Characters may attempt to climb the cliff wall to get past the rapids. Climbing the rocks requires a successful DC 15 Strength (Athletics) check each round to avoid falling. A climber’s kit gives advantage on the checks. Climbing closer than twenty feet above the water gives disadvantage on the checks due to splashing water making the rocks slippery. Winds buoy non-evil creatures that fall. Such creatures descend at a rate of 60 feet per round and take no falling damage but still suffer the effects of the water current and rocks.

Once the party gets past the rapids, the canyon widens out again into a field as long as the first but not as wide as the previous one. The green grass is accented by orange blades, and the far left quadrant appears to be ablaze as the kindleroot plants flicker above the green blades. Against the left wall, smoke wisps rise from a large cave entrance. (Use Kindleroot Valley map.)

As the party approaches the kindleroot, four dwarven veterans, crossbows loaded, emerge from the cave, followed by a large red dragon. Cheruss the dragon glares at the party.

Chase the Dragon

Cheruss likes his “fire grass” and won’t allow anyone to take it, especially for such a paltry reason as saving lives or ending suffering. “You want to end suffering? Point me to that village, and I’ll immolate the place!”

If Cheruss hasn’t learned the party’s purpose yet, he demands to know why they’ve invaded his domain. He doesn’t appreciate thieves who don’t work for him, and anyone who would steal from him is volunteering to be his next meal. At the same time, he constantly watches for ways to benefit himself in any encounter, and combat with even moderately formidable foes has no guaranteed benefit, so he manipulates the encounter to his advantage.

If the party tries to fight for the kindleroot, as soon as he notices them raising their weapons or making spellcasting gestures, he threatens to burn the whole field. He likes his landscaping, but it’ll grow back if he doesn’t burn the roots, and a season or three while it grows back is quick as a spark for a dragon.

He does not allow them to leave without paying a price for disturbing him, even if they give up on the kindleroot.

He considers negotiating with them. Atop the cliff in the previous valley, an old woman has a large ruby that he wants. She’s a powerful wizard, he says, so it hasn’t been worth the effort to get it himself, but he’d be willing to exchange it for the amount of “fire grass” that they need.

Get the Ruby

If the party attempts to get the ruby, they must get back to the other valley. If they came through the tunnel, they can go back the same way once they find a way out of the pit. (Cheruss won’t help them. He’d rather leave them there to die.)

The valley wall extends 150 feet vertically. As they climb, an eagle flies over and circles for a few minutes before flying back up the mountain. Winds buoy non-evil creatures that fall. Such creatures descend at a rate of 60 feet per round and take no falling damage.

After that, the climb changes to rough terrain for another 300 feet as the slope becomes more gradual. At this point, the party can see a large silver cottage, the eagle perched on the roof, and a nest with two giant eagles twenty feet away. All of the eagles watch the party closely as they approach.

Aside from the massive nest nearby and the mountaintop location, the cottage looks like an unassuming, well-maintained home. The windows, made of silvered glass, allow no one to peek inside. The single door is unlocked if the party enters without knocking.

Inside the cottage, shelves of trinkets, antiques, and other mementos line the walls among silver wall sconces and rows of old books and scrolls. Light comes in through the windows unobstructed. Portraits of humanoids of many different ancestries fill the remaining wall spaces with smaller ones on shelves. A successful DC 20 Wisdom (Perception) check notices that one of the portraits on a shelf shows a younger image of Jaydrey.

If the party knocks, a feminine voice calls, “You’ve come this far. It would be rude of me to send you away. Come in.” An elderly human sits with her back to the door, reading the handwriting on a yellowed sheet of paper. She holds it to her chest, sighs, and sets it down on a small table beside her. She picks up a glass of dark brown liquid, takes a sip, and says, “Welcome to my home. You must be tired from that climb. Sit, and I’ll get you some tea and scones. How may I help you?” She grabs a wooden crutch, gets up, and tends to her guests.

The woman is Layni, the adult silver dragon who is the source of Jaydrey’s sorcery, shape changed into human form. The cottage covers the entrance to her lair, a vast network of chambers below the mountain, which she accesses through a trapdoor in the back room. She has tolerated Cheruss and kept him from terrorizing the surrounding countryside, knowing he’ll eventually move away in frustration. Every item in her cottage has sentimental value to her, as each belonged to an old friend, most of whom are long gone, along with many of their civilizations. She values these items, all she has left of those she loves. She does not reveal her true nature unless necessary, and she answers any questions about her age or nature with a cagey response like, “Don’t you know it’s rude to ask a woman about her age?”

If the party mentions Jaydrey, Layni says, “Oh! You’ve met my daughter! My own blood!” She dismisses questions about the physical differences between human and halfling, assuring the party that love and commitment make someone family, not physical resemblance, and she answers every question with a corresponding question about Jaydrey.

If the party asks about the ruby, Layni gets suspicious and questions why they’d run errands for Cheruss. She knows he wants it and has no intention of handing it over to him to be just one more sparkle in his vault. If the party acts trustworthy, she’s willing to show it to them, opening an engraved brass coffer and producing a brass hair clip with a half-inch ruby setting attached to a red braid of hair. (The ruby is worth 5,000 gp.) “This is Sartyn. She lived under this very mountain long before your grandparents were born [present elves excepted]. Her descendants still live there.” (She refers to her mementos as if they are the owners, not because she’s confused, but because her memories of each are tied to the item.)

Layni wants to help the suffering village but can’t bear to part with the ruby. She’s open to suggestions on how to proceed but is reluctant to get directly involved. She would rather not “bully little Cheruss” and prefers to give the party the opportunity to solve their own problems. “That’s how you grow, my dear! You have so little time in your life, you need to use that time to develop your little mind and achieve your potential!”

If the party asks Layni to go with them, she agrees only as a last resort. She steps outside and changes to her true nature, a huge silver dragon who walks with a limp in her left hind leg. She speaks to the giant eagles in their language, to which they respond by flying up, then swooping down and picking up the party gently in their talons. When they fly to Cheruss’s cave, Cheruss threatens to burn the kindleroot, to which Layni says, “If you do that, I will freeze you so solid, they’ll sharpen blades on your eyeballs!” Cheruss insists that the plants are his property and will only part with them with an appropriate payment.

If the party negotiates for a different payment, Cheruss insists that the party could never give him anything he wants unless they’d like to offer one of their own for his next meal or provide him something he’d be unable to acquire himself. He is cruel and arrogant, so he meets too small an offer with, “That sounds like a fitting tribute to let you live. I accept it in exchange for your life. (He’s serious.) Now what can you offer that’s worth more than your lives?”

The dwarves working for Cheruss appear loyal to him, but they only serve him as an agreement that he won’t attack the rest of the village in the tunnels below the mountains. If questioned, they only admit the truth on a successful DC 20 Charisma check and then only if they believe that Cheruss can’t hear them. If the party convinces the dwarves to rally their community with the promise of assistance and helps them escape into a tunnel in the mountain wall, news of an uprising leads to Cheruss flying away, knowing he needs reinforcements to fight an entire community that’s no longer afraid of him. Layni is unaware of this arrangement, and if she learns that Sartyn’s family is being held hostage by Cheruss, she becomes enraged and chases him away, threatening him if he ever returns.

The Road to Recovery

Use Road through the Hills map.

As the party takes their acquired kindleroot to the ailing village, they see a humanoid in a cloak with shaggy exposed arms limping toward them from the general direction of the village. It may appear to be a victim of the Shaggy Plague but is actually a werewolf with two more hiding in the woods nearby in wolf form. Once it gets within thirty feet of the party, it and the hiding wolves attack the party. At the beginning of the second round, another wolf appears from the woods and attacks the werewolves on its turn. This fourth wolf is Eilwynn Ilaras in wild shape.

Following the combat, Eilwynn uses Cure Wounds on anyone who’s injured. If she or a member of the party received a bite from one of the werewolves, her Baseless Emotion triggers as fear that the injury will cause lycanthropy causes a panic attack. She sits down and focuses on her staff, running her fingers over the runes and staring intently at them for 1d10 minutes. Assistance will not reduce her recovery time, and she will meet attempts to assist with appreciation for the concern and a request to give her a few minutes. After the panic subsides, she tells them that those wounds should get checked soon as a precaution. After the encounter, she offers to travel with the party to help them, as she heard about the plague.

A Dose of Joy Is a Spiritual Cure

When the party nears the village, a small collection of halflings and gnomes living in wattle and daub houses surrounded by a stream and farmland, Zilji and Jaydrey meet them on the road and eagerly take the plants to a nearby hut where brewery equipment awaits the final ingredient. Zilji then heads back into the village to tend to the sick.

If the party enters the village, they find Orrelius near one of the homes, wiping cold water on one of the victims. The voice of any party member will sound familiar, but he will ask for their names again to jog his memory., “I pray you have come to bring blessings to this village. I’m thankful to be a vessel of hope and healing here, but even with my gifts, the disease spreads faster than I can keep up, and many whom I’ve healed have fallen ill again.”

If the party mentions the werewolves to Orrelius, he casts Remove Curse on up to three of the bitten. He tells them where to find some wooden buckets and rags and asks them to take the buckets to the nearby stream, fill them with cool water, and tend to those with fevers.

The GM may consider the backgrounds and other abilities of the party and encourage them to use their skills creatively to help in various ways, such as cooking, repairing neglected items, foraging for more food, etc. Cure Wounds and other spells can reduce the damage caused by the disease and sustain those closest to dying or in pain. The cure takes a day to prepare, so the party can use the rest of the day to help. The villagers express their appreciation, and those currently healthy or in early stages of the disease eagerly help the party.

Refined by Fire

Late the next morning, a scream echoes through the village. “Dragon!” (Use Village Rescue map)

If Cheruss is still alive, he has come to assert his dominance over the weakened village. If he still controls the dwarves, three dwarven veterans come riding on saber-toothed tigers from the road and threaten the villagers, who attempt to flee for safety.

Orrelius has already expended all but his fourth-level spell slots healing villagers but first casts Spiritual Guardian, then the second round invokes Spiritual Weapon on his sword and hurls insults at Cheruss, attempting a contested Charisma (Persuasion) check to get Cheruss to focus on him. “The bloated iguana is so weak that it can only bully a dying village!” If he gets Cheruss within melee range, he uses his remaining fourth-level spell slot for an Improved Divine Smite.

Jaydrey prefers to continue working on the cure while Zilji stands guard at the brewery hut. After the first round, Jaydrey will step in if the outcome is doubtful, moving as far from the hut as possible, asking Zilji to guard and monitor the cure. 

If appropriate, Eilwynn enters combat using Entangle on the mounted dwarves followed by Thunderwave if possible, then uses Shillelagh, shortbow, or Wild Shape.

As the battle ends, Layni swoops in, having learned that Cheruss was heading this way. When Orrelius hears another dragon, he welcomes the challenge and starts threatening Layni until he learns that she’s an ally. If Cheruss still lives, Layni chases him away and returns to the village.

Layni lands near the hut, changes shape to her human form, and calls, “Jaydrey, my blood?” Jaydrey runs out of the hut and embraces Layni. They go into the hut together, still tending to the cure while chatting.

That afternoon, as the cure nears completion, Zilji asks Orrelius and the party to find those in the most advanced stages of the disease and bring them out for the first doses of the cure. Jaydrey and Layni bring out small cups of glowing orange liquid and ask the party to distribute them. After drinking, pain and other internal symptoms gradually begin to subside after an hour, the fur begins to shed after four hours, and in the worst cases, the complete recovery takes up to a day.

The villagers invite the party to stay for a celebration, quickly assembling a feast as children reenact the battle, sometimes arguing over who gets to be which member of the party until they decide to take turns. As they repeat the drama, they add more dragons and tiger-riding dwarves so more can participate, and the story becomes increasingly embellished with each retelling.




Light in the Tower (WIP)

tiefling pulling a hand crossbow with his tail, crossbow mounted on his thigh, hands and arms constricted

Cry me a river…wait! I didn’t mean that literally!

A light is shining in the long-abandoned wizard’s tower, but is this good news or bad? And why is the ground so soft?

This adventure is designed for 3–5 characters, level 5–7, with a total of 20–24 levels.

Background & Synopsis

A long-abandoned tower has recently had lights in an upper window. Hadarai Liadon climbed up to see what’s going on and saw items gathered for a ritual. A wizard is trying to open a portal to the Elemental Plane of Water to flood the area. The wizard was bullied and wants revenge. First, some mud mephits enter the city and start causing chaos. Local farmers near the tower report that their fields are too wet in spite of mild rainfall. The ground near the tower is getting waterlogged. A Mud Elemental enters town and seeks out the bullies. If the wizard gets the portal open, it will soon destroy the entire city, not only the flooding, but the water elementals that are coming through with it! But when the wizard sees that he’s endangered those who were kind to him, he has a change of heart. But is it too late?

Adventure Hooks

This adventure can serve as a side quest or as a way to introduce characters in an existing community. The opening encounter will draw the party into the action, and if they’re not immediately interested, the mire mephits will annoy them until they have to act.

Where are we?

This adventure can occur in any city with a library and nearby forest and farmland.

Opening Encounter

The party may be in any public space, such as an inn, park, or marketplace. Hadarai Liadon bursts on the scene, swinging down from a rooftop or rafters if available, scarves trailing behind faer. Fae immediately starts asking locals, “Have you seen anyone head toward the old wizard’s tower?” Fae was in the trees in the woods near it and noticed a light coming from the window at the top. If asked about it, fae says fae climbed up the outside and peeked in, and while it was unoccupied, it had a pile of new supplies: bottles of something white, a book, a chest, a jar of pearls, and two barrels.

Ebus has secretly gathered them with the intent to open a gateway to the Elemental Plane of Water and flood the city.

Out of the Cauldron, Into the Soup

Map: Muddy Buddies

Once the party has time to react to the news but before leaving the area, the closest pile or puddle of mud or body of water begins bubbling, and six mire mephits fly out, making flatulence-like noises and shouting vulgar taunts in Aquan. They fling putrid mud at anyone nearby, leaving the targeted local residents incapacitated with nausea. When threatened or noticing anyone preparing to attack them, they fight any aggressors to the death.

Local Clues

City Rumors

  • Many suspect Lechlun, “the jewelers’ boy with the weird face.” He studies dark destructive magic.
  • Two thugs, Wally and Eddie, complaining loudly about the mess of mud, will mention a tiefling monk who just came into the city recently, hanging around with that weird Ebus. (Wally and Eddie have bullied Ebus most of his life. Lechlun is aware of this, and he endured some bullying from them as well, but he was better at staying out of their way, so they didn’t notice him as much.) If asked about Lechlun, they’ll say, “Yeah, he might have something to do with it.” If asked about Ebus, they’ll just laugh and start talking to each other about mean pranks they’ve pulled on him. “Remember the time we…dipped his favorite book in goat milk, stuck his head in a bramble bush so his horns got stuck, etc.” They don’t think Ebus is capable of anything.
  • If the party asks those who guard the city gate, they won’t remember anyone specific coming or going, but if asked about Ebus or Lechlun, both leave most days for several hours, and they’ve both been out of town a lot lately.
  • Most people in town recognize Ebus but don’t know his name or anything about him, as he’s quiet and keeps to himself.
  • Nobody suspects Hadarai, but fae spends most of faer time in the woods or on rooftops, so most people don’t even faer but are used to faer suddenly swooping down onto the street to enter a shop or the like. Although if you’re suddenly missing something that you thought you just set down, the locals use the expression, “Haradrai’s hands,” suggesting that fae stole it when they weren’t looking, which isn’t usually true, and it’s more a local joke than an accusation. Around dinnertime, the large hat in the corner booth usually hides most of faer body as fae eats the daily special, but if approached, fae will jump onto the table and remove faer hat, bowing in a grandiose gesture, after which fae will happily converse with anyone, answer questions, and offer to help any way fae can. Fae will be happy to lead the party to the tower if asked and climb it to answer more questions.
  • A few local farmers are in town for supplies and local gossip, and two who have farms near the tower note that their crops in the field closest to the tower are rotting from too much moisture, even though rainfall has been moderate lately.

Jeweler

Julius & Gemma run the local jewelry shop, and their son, Lechlun, helps when not pursuing magic projects. The two story shop is a brick building with barred windows. The inside is lit like daylight, the entire ceiling magically illuminated. Several chests with shallow drawers line the walls, the drawers partly open to display shiny jewelry. 

The couple sit at benches, cutting gems or piecing together jewelry, and Lechlun is sitting at a table with a candle burning and four large tomes open, writing with the charred end of a stick on a slab of limestone, then erasing with a damp sponge and writing more. 

When anyone comes into the shop, Julius and Gemma welcome them warmly while Lechlun ignores the noise and continues his research.

If addressed, Lechlun typically raises a fingers a gesture to wait, finishes the section he’s writing, and then steps away from his work and greets his guest with a smile.

If asked about Ebus, Lechlun will speak favorably and sympathetically about him. “He’s a decent person, but trouble seems to find him. I’m used to people treating me differently because of my appearance, but he’s like a bully magnet.”

Ebus recently stopped into the shop and bought all of the abalone they had in stock, but they will only reveal this if specifically asked about Ebus’s recent behavior.

If asked about Wally and Eddie, Lechlun suggests staying away from them. “Those guys are just mean. Always have been. Only people they’re nice to are their wives and kids, and even with them, well, I wouldn’t treat people like that. I guess they think they’re funny, but I see the looks on their families’ faces — they don’t appreciate it.”

Lechlun is usually at the shop, but lately, he’s been leaving for several hours to go to a nearby granite quarry to mine for obsidian. His magic allows him to carve through rock without a pick. The shop has several drawers full of obsidian, both uncut pieces and jewelry.

Library

Emmara

Emmara owns the local library, which is supported by a nearby magic school and by sages and wizards who pay to use its resources for research. It also has meeting rooms available for rent and a large room that functions as a school for children.

If asked about Lechlun, Emmara will note that he used to spend a lot of time at the library and still comes in occasionally, but he has made comments about, “less study, more experiment,” and he has expressed frustration at not being able to find books related to his tradition, needing to write his own instead.

If asked about Ebus, she takes on a protective, condescending tone, like a parent concerned about their child. Ebus has always spent a lot of time at the library since he was very young. He was often bullied by his peers and found the library as a safe haven. Since then, it has become like a second home to him, where he spends long hours reading casually and studying. Emmara has spent many hours over the years offering a shoulder to cry on and a welcoming ear to absorb his sorrows. Any mention of Wally and Eddie will bring an angry frown.

Rohna

If the party comes to the library during the day, Rohna will be in the classroom section with twenty children who are all busy working on painting and sculpting projects. As she moves from child to child, the arms of her wheelchair offer alternative brushes, grab extra boxes of clay and jars of paint, pick up dropped objects, and hold a cup of tea that she sips while encouraging and coaching the children. When a jar slips off the table out of her reach, she uses Mage Hand to grab it and put it back on the table, though not as close to the edge. At times, the party may notice the figures in the paintings seem to move, but only for a moment. If asked about this, Rohna will answer that art is a form of magic in itself that you have to make more than read.

Rohna has spent time teaching Lechlun and Ebus when they were much younger, before they began studying magic, but hasn’t had as much contact with them lately. Since Ebus used to be at the library every day, she has noticed that he hasn’t been there lately. “He always warms my tea for me, that sweet boy, and my tea and heart aren’t as warm when he doesn’t come in.” (She has a ceramic pot of steaming hot tea sitting on the counter with no heat source in sight. She can warm it herself, but she likes to let him do it for her as an act of kindness.)

If asked about Wally and Eddie, she’ll describe them as, “boys with many gifts that they’ve never learned to recognize.” 

Precision & Ebus

A pair of tieflings sit at a table outside the library, drinking tea, talking [in Infernal], and laughing. One with tan skin, ram horns, and a black goatee reaches over to the teapot on the table, and his fingers glow red until the teapot steams heavily. He pours more tea for his companion, who has purple hair and wildebeest horns and holds his cup in his toes as his arms appear constricted by his chest, his purple tail toying with the hand crossbow strapped to his leg.

If asked about recent events, they get nervous and defensive. [Precision doesn’t know that Ebus has caused it.] Precision will say sarcastically, “It’s always the Tiefling, right?” Ebus will say, “I’ve always been the target, not the aggressor. Maybe listen for the harshest voices in town instead of accosting us!”

If asked about Lechlun, Ebus will acknowledge that they were friends in school but drifted apart. Ebus was uncomfortable with the dark energies Lechlun was exploring. Ebus was more interested in exploring a variety of magical energies, while Lechlun focused on Oblivion magic.

Precision was traveling and arrived in town three days ago and is staying at the closest inn. He met Ebus shortly after arriving, and the two have met for tea for an hour each day.

Ebus claims to have been at home the rest of the time, researching and relaxing. (He hasn’t, and if followed, he will leave the next day to go to the tower.)

The Tower

Maps: Wizard Tower 1, 2, and 3 (early)

The tower, two miles outside of the city in the forest, is a four-story stone ruin, abandoned for over a century, and generally considered unsafe by local residents, though most stay away from it regardless of its condition for fear that the wizard who used to own it left some remaining protective wards on it. The former owner’s identity is unknown to most, and even the elves who lived in the area at the time (Emmara arrived more recently, and Hadarai was a baby when he vanished.) only remember a mostly reclusive scholarly human who used couriers for supplies and deliveries.

As the party nears the tower, they notice that the ground gets gradually softer and wetter, the dirt turning to mud, and a successful DC 15 Wisdom (Perception) check notices that the side of the building facing the city is slightly wet.

The interior of the tower has a ten foot wide stone spiral staircase along the walls, the stairs eroded with time into an irregular graded ramp that a wheelchair can navigate with relative ease. The bottom floor is cracked stone with weeds forcing their way through the cracks. The other floors are rotting wood of dubious integrity, with large sections lost to time and termites.

On the first floor, a family of six badgers have carved through the stone opposite the entrance for a burrow. If the party gets within ten feet of the entrance, the badgers will attack, but otherwise, they will stay in the burrow and snarl at the intruders.

The second floor has a bookshelf with a large wasp nest near it. Attempts to examine the shelf will result in an attack by a swarm of insects (wasps). A successful Intelligence (Investigation) check while searching the rotting books on the shelves will locate the only useful information, a spell within one of the rotting books, Iz’zart’s Swarm Limb.

Iz’zart’s Swarm Limb

1st-level conjuration

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You summon a swarm of fey spirits that take the form of a swarm of beasts of Challenge Rating 1 or lower shaped as an adaptive limb, responding to telepathic commands like the appendage it’s replacing. This spell cannot add an extra limb beyond those typical for your ancestry.

The summoned swarm is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The swarm gets no actions of its own, but you can use its bite as an unarmed attack.

The swarm can detach on command as a bonus action. While detached, it retains its link and can attack and follow simple commands up to 30 feet away from you. If it moves further away, the spell ends.

The third floor is nearly impassable. Some rotting bedroom furniture lines what remains of the floor along the walls. Searching through the debris will reveal a rotten chest with 200 sp and 60 gp.

Only a fifteen-foot section of floor nearest the stairs remains on the fourth story. At the top of the stairs are stored three vials of salt, a book written in Aquan with information about the elemental plane of water, a chest full of abalone, a jar of pearls, a small barrel of sand, and another of water.

The stone roof is mostly intact, but a hole where a trap door once gave access to the roof is now only a pair of rusty hinges with no sign of the wood once attached to it.

If the party follows Ebus to the tower, he confronts them if he notices them and claims he came to check out Hadarai’s claim. If asked why he’s been leaving town each day or about purchasing the abalone, he claims that he’s been missing his parents lately and has been going to visit their graves outside of town, and while he was there, he noticed that their gravestones are getting weathered and bought the abalone to fill in the chips and beautify the stones at the same time. (He’s lying.)

The Quarry

If the party investigates the quarry, they will find a 200 foot wide, thirty foot deep pit of limestone with granite ribbons running through it. The side has a staggered ramp leading to the bottom with tracks once used by mining carts. Tunnels lead into the walls of the crater, and inspection reveals perfectly circular five foot diameter smooth cylindrical holes extending different distances as far as sixty feet into the darkest granite seams. Inside some of these cylinders, small sections have been roughly chipped away with a small tool such as a hammered chisel.

Getting the Dirt

Map: Out of their Element

The next morning, the ground in town has become damp and muddy as if it rained all night, even though everything above ground is dry, and the sky was clear through the night. When the party is outside in or near the marketplace, they hear screams as a mud elemental appears near the marketplace and heads toward Wally and Eddie’s cart where they sell furs and venison sausage. The elemental will attempt to catch and kill them, smashing their cart in the process. Everyone else flees in panic, and if the party attacks the elemental, it will fight the party until it doesn’t consider them a threat, then it will continue to pursue Wally and Eddie.

While nobody noticed Ebus casting the spell to summon the elemental, if the party specifically asks whether anyone saw him, several people remember seeing him in the marketplace before the attack. Immediately following the attack, he left for the tower, as the gate guards can confirm. They note that he was carrying a twelve foot ladder.

Lechlun was still in bed during the attack, and Precision was eating breakfast at the inn.

The Rising Tide

If the party isn’t following Ebus by this point, Precision will cross paths with them and ask whether they’ve seen him. “I was hoping he’d come by and share breakfast with me at the inn, but he never showed up. He’s not at his house or the library, either.”

At this point, the muddy ground is getting wetter, and water begins flowing through the city. The party can easily trace its current as coming from the general direction of the tower and can follow it back, although the ground has now become difficult terrain. A party with additional mobility needs may need to take an indirect approach to the tower, curving around and approaching it from the side where the ground is dryer.

Maps: Wizard Tower 1, 2, and 3 (late)

When the party arrives at the tower, the stream has become a five foot deep river, flowing from the roof over the side of the tower. Ebus stands on the roof at the mouth of the extraplanar river, and when he sees the party, he yells, “You’re too late! The portal to the plane of water is open, and it will soon be permanent! Those who stood by and watched my torment all those years will finally know what it feels like!”

If the party tries to reason with Ebus, he considers everyone in the city to blame for allowing Wally and Eddie to bully him. Only reminding him that this will destroy the library and could hurt Emmara and Rohna will cause him to stop.

If the party tries to get to Ebus by climbing the tower, either inside or outside, he waits until they get to the third floor and uses his Aquatic Torrent ability, although if they attack him with ranged attacks immediately, he doesn’t wait. When Ebus is on the roof, he has full cover against any attacks, but attacks he makes against those on the outside or on the second or third floor inside have partial cover against him.

After any dialog between the party and Ebus, regardless of the outcome, out of the river at the base of the tower, a deluge dragon rises up and attacks the party. Note that Ebus is not controlling this elemental—it came through the portal with the flowing water and will attack the closest creature.

If, during the combat, the party tells Ebus that this will hurt Emmara or Rohna, he will stop fighting the party and join in the attack against the deluge dragon. If the deluge dragon attacks him, he will defend himself against it.

If anyone attacks the deluge dragon from inside or outside the tower, it will consider all creatures in the direction of the attack to be threats, including Ebus if applicable. The dragon reaches a height of thirty-two feet, and the tower is forty feet tall, but 40 hp damage against a section of the wall (AC 15) will topple the tower.

Depending on the strength of the party, if this encounter doesn’t provide enough challenge, additional water elementals may also attack, and if the party is outmatched, Hadarai, Lechlun, and/or Precision may show up to help.

After the third combat round, Emmara shows up, yelling to Ebus to stop, that the library is beginning to flood. A wave causes them to slip in the mud and fall into the dragon’s Deluge and begin to drown. Ebus immediately cries out for Emmara and focuses only on rescuing them.

If Ebus is unconscious before Emmara appears, Emmara will rush to Ebus and stabilize him if necessary.

Feeling Drained

Once Ebus stops attacking, the planar portal closes. This doesn’t stop any elementals, but the flooding tapers off. 

Emmara asks Ebus to return to town to resolve this without more destruction, and he reluctantly and remorsefully complies, apologizing profusely to Emmara during most of the walk back to the city.

By the time everyone returns to town, Hadarai has seen what happened and has spread the word, which spread quickly through the city. The city guard asks Ebus to come peacefully to jail while they sort everything out, and Ebus agrees.

Wally and Eddie stand with their families in front of the assembled crowd. Their children cling to them, and Eddie’s son says, “Daddy, don’t let him hurt us!” Wally and Eddie both look terrified but are trying to hide their fear, unsuccessfully. Ebus looks at them, sees their fear, and looks horrified. Ebus hangs his head and says to himself, “This is what I’ve become. I’m so sorry.”

After Ebus leaves, Wally’s daughter cautiously approaches the party and says, “Thank-you. Mommy told Daddy that he and Uncle Eddie made this happen. Thank-you for making it not happen more.”

Most of the residents nod in appreciation and walk away, going back to their lives. 

Precision says, “The guy without friends is going to need a friend after this,” and he begins walking to the jail.

Rohna, holding a sack with one of her chair’s arms, uses the others to begin picking up debris that washed into town. Lechlun and a few others nod and help.

Hadarai drops down in front of one of the party from a roof, hanging upside-down on a long silk scarf and smiling. With one hand, fae makes a grandiose gesture and says, “Well done! Here, I found this. Keep it as a memento!” Fae hands over a Ring of Water Breathing. The party member with the highest Wisdom (Perception) score will recognize the ring as one worn by Ebus when they first met him.

If the party stays in the city in the days following, they will notice Lechlun, Rohna, Emmara, Wally, and Eddie each going to visit Ebus in jail.

Characters

Ebus

Medium humanoid (tiefling), Chaotic Neutral

Armor Class 12 (15 with mage armor)

Hit Points 40 (9d8)

Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 12 (+1)

Saving Throws Int +7, Wis +4

Skills Arcana +7, History +7

Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 11

Languages Aquan, Common, Infernal, Terran

Challenge 6 (2,300 XP)

Innate Spellcasting. Ebus’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: Thaumaturgy

1/day each: Hellish Rebuke, Darkness

Spellcasting. Ebus is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation

1st level (4 slots): Mage Armor, Magic Missile, Protection from Evil and Good, Shield

2nd level (3 slots): Levitate, Misty Step

3rd level (3 slots): Counterspell, Fireball, Fly

4th level (3 slots): Conjure Minor Elemental, Ice Storm, Stoneskin

5th level (1 slot): Cone of Cold, Conjure Elemental

When anticipating combat, Ebus casts Mage Armor and Stoneskin and will use his reaction to cast Shield if attacked before his turn.

Actions

Aquatic Torrent (1/day). Ebus can fill with water a 20-foot-tall cylinder with a 40-foot radius centered on a point he chooses within 150 feet. The area is heavily obscured, and exposed flames in the area are doused.

    The water moves suddenly and quickly through the area to the lowest elevation at a speed of 60 feet, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a DC 12 Dexterity saving throw. On a failed save, it takes 13 (3d8) bludgeoning damage, falls prone, and moves 60 ft. in the direction of the water’s current. On a successful save, the creature takes half damage.

    If a creature is concentrating in the spell’s area, the creature must make a successful DC 12 Constitution saving throw or lose concentration.

    If the water is in an open space, it will spread to half height and double the radius the second round on Ebus’s turn with the same effects on all within the area. By the third round, it dissipates enough to lose its force.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Mire Mephit

Small elemental, neutral evil

Armor Class 11

Hit Points 22 (5d6 + 5)

Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)

Skills Stealth +3

Damage Vulnerabilities bludgeoning

Damage Immunities piercing, poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Aquan, Terran

Challenge 1/2 (100 XP)

Death Burst. When the mephit dies, it explodes in a burst of noxious mud. Each creature within 5 ft. of it must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Innate Spellcasting (1/Day). The mephit can innately cast Acid Arrow, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) acid damage.

Mire Breath (Recharge 6). The mephit exhales a 15-foot cone of noxious mud. Each creature in that area must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage and becoming incapacitated due to nausea for 1 round on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

These small vaguely humanoid mud beings smell of stagnation and rise up from pools of mud to cause havoc. They lack wings and seem to fly by floating on mists of expelled miasma.

Mud Elemental

Large elemental, neutral

Armor Class 13 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

Damage Vulnerabilities cold

Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10

Languages Aquan, Terran

Challenge 5 (1,800 XP)

Fired Brick. If the elemental takes fire damage, it partially solidifies; it loses its swim speed, but its attacks cause an additional 8 (1d6 + 5) bludgeoning damage.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Mud Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 15), and the elemental uses its Engulf on it.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Engulf. The elemental engulfs a Large or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the elemental’s turns or take 14 (2d8 + 5) bludgeoning damage. If the elemental moves, the engulfed target moves with it. The elemental can have one Large creature or up to two Medium or smaller creatures engulfed at a time.

Deluge Dragon

Huge elemental, neutral

Armor Class14 (natural armor)

Hit Points161 (14d12 + 70)

Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 14 (+2)

Damage Vulnerabilities cold

Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 11

Languages Aquan

Challenge 8 (3,900 XP)

Deluge. Each creature within 15-feet of the elemental that is prone and does not have a swim speed must succeed on a DC 15 Dexterity (Acrobatics) check to stand up. Any prone creature that fails this check and is unable to breathe water cannot breathe and takes an additional 4 (1d8) bludgeoning damage.

Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Breath Weapon (Recharge 5–6). The elemental exhales a watery blast in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) bludgeoning damage and being knocked prone on a failed save, or half as much damage and isn’t prone on a successful one.




Playing with Fire (WIP)

halfling bard with dragon ears, Down syndrome, beating drum with mallets with lute on his back

The neighborhood is on fire!

Can you stop the spread, rescue the families, and prevent more destruction all at once?

This adventure is for 3–4 characters, level 5–6, with 18–22 combined levels.

Background & Synopsis

A nearby building with people inside starts on fire, and the party needs to rescue those inside and stop the fire from spreading, but what started the fire in the first place? As the party rescues those within, they encounter others who may have clues. Rork’s family has been living in the basement and never got along well with the landlord. Naiara Trevica is helping to rescue the residents but seems to know a lot about arson. Aderyn Lloyd has a reputation for mischief—did they inadvertently cause it?

The truth is that the landlord, Arrias, has a gentrification scheme in mind, wanting to burn down the block and rebuild with newer buildings with higher rental costs that will force all of these families, who already struggle, into homelessness.

While constantly blaming others for the problems, he tricks a child into lighting the first fire, then hires someone to unleash a giant crocodile on the neighborhood, then uses his Warlock powers to unleash hell hounds to finish the job. When discovered, he summons two more hell hounds and attacks the party.

Adventure Hooks

This adventure can serve as a side quest or as a way to launch a campaign in an urban setting.

Where are we?

This adventure can occur in any large city with a financially marginalized neighborhood or district. For those using the Nethermaw campaign setting, this adventure would take place in a poorer neighborhood of Smoke.

Where There’s Smoke, There’s Fire

As the party travels through an economically disadvantaged district, they notice smoke coming from one of the windows, followed quickly by flames and a voice crying for help. When they get to the house, Naiara Trevica is there and tells the party that people are trapped inside and asks, “I don’t know you, so I don’t know how capable you are. How can you help?”

Whatever the party decides, Naiara will help, either rescuing or stopping the spread.

The houses in this part of town are made from sturdy timbers with wattle and daub walls and thatch roofs, each typically housing two or three families in their two-story structures, one on each level, including a cellar. These walls have a 14 Armor Class and 11 (2d10) hp to break through.

Any room that’s burning will cause 1d4 fire damage to all creatures within and be filled with smoke. Medium or larger creatures will need to remain prone and crawl. Each round a creature is not prone and breathing in a smoke-filled room, it experiences smoke inhalation, requiring a successful DC 15 Constitution saving throw every round to avoid taking 1d6 poison damage and becoming poisoned until succeeding on the saving throw, which may be attempted again during each rest until successful.

In addition, every round a room burns, burning pieces of the ceiling will fall. Creatures in the room must succeed on a DC 10 Dexterity (Acrobatics) check to avoid taking 1d4 bludgeoning damage and 1d8 fire damage.

The building has 2 floors plus a cellar with the following rooms and residents:

  1. Kitchen (1 occupant: Leofrick Morningfall)
  2. Living Room (1 occupant: Rose Mistsplitter)
  3. Bedroom (2 occupants: Daisy & Violet, 7-year-old human twins)
  4. Stable (1 goat, 3 sheep, 11 chickens, 1 donkey)
  5. Ramp (to upstairs)
  6. Upstairs living room (1 occupant: Gorme Twofoot, a 44 year old non-binary lightfoot halfling)
  7. Upstairs bedroom (1 occupant: Urzoth Skullbinder, a 90 year old female orc)
  8. Cellar (3 occupants: Rork and his parents, Mug and Guk)

The fire began in the kitchen on the first floor but is spreading each round as follows:

  1. Kitchen and living room
  2. Bedroom
  3. Stable (After this round, a rhythmic drumming fills the air as Ollie Dragao summons the town to help.)
  4. Upstairs Bedrooms; Rork and family escapes the cellar via the cellar door, dragging out an empty barrel and bucket
  5. Adjacent building (upstairs) on kitchen side (occupied by the Brawnblade family downstairs; Na and Erhice upstairs); Rork casts Create Food and Water, filling the barrel with water.
  6. Adjacent building upstairs completely burning; Ollie, his dog, Tazz, and several townsfolk will use a fire hook to collapse any vacated burning building and focus on preventing the spread to other buildings. Rork begins scooping water out of the barrel with a bucket, and throwing it onto the fire. People in adjacent buildings have escaped.
  7. Both floors weakened. Each round, each medium-sized creature on the floor must succeed on a DC 10 Dexterity (Acrobatics) check or fall through the floor, taking 1d6 bludgeoning damage. Adjacent building first floor is now burning.
  8. Adjacent building on the other side begins burning.
  9. Townsfolk have stopped the spread via fire hook and bucket brigade from a nearby fountain.

Out of the Frying Pan into the Fire

Once the fire is under control, an elderly tiefling with long, wavy, black hair, green eyes, and purple skin approaches the party and thanks them profusely. He introduces himself as Arrias, owner of the buildings on this block. He thanks them for rescuing the tenants and preventing further spread. (If the party doesn’t trust him, a successful DC 15 Wisdom (Insight) check will reveal that his mannerisms seem forced, like he’s trying too hard to show gratitude.) To any remaining residents, he assures them that he will rebuild the ruined houses and replace them with even better homes than before. He talks about how much the neighborhood could benefit from brick buildings that won’t burn and shops on the first level for easy shopping. He then talks to each family from the affected houses to make sure they’re ok.

Meanwhile, some of those who helped with the fire start cheering for “Mug & Guk’s kid” (Rork) and the way he was the first to the scene with water. Upon receiving this attention, Rork looks up from the wicker ball he’d been focused on, slips behind the closest building, and vanishes. Anyone who chases after him sees a crocodile in the distance slipping into a sewer opening. (He doesn’t like crowds, so he panicked at being the center of attention and wild shaped into a crocodile to slip away, but some may find this suspicious, especially since they don’t know him.)

Local residents:

  • Rose Mistsplitter is a human in her late 20’s. She works in The Anvil (the forge district) as a courier. She’s pleasant and friendly but always tired.
  • Leofrick Morningfall, Rose Mistsplitter’s husband, is a stay-home-dad who cares for their two twin daughters, Daisy and Violet. He focuses on caring for the children, and after the fire, he’s mainly focused on comforting them. If the party encounters him later, he’s friendly and loves to work puns into his conversations.
  • Gorme Twofoot is a 44 year old non-binary lightfoot halfling. They work at the local general store as the shopkeeper’s assistant. Gorme lives with their friend, Urzoth, and their salary barely feeds and houses the two. They get frustrated when they have to skip a meal due to Urzoth giving away yet another knit item, but that’s also why Gorme and Urzoth are such good friends — Gorme proudly wears a sweater Urzoth made for them when they were cold and homeless.
  • Urzoth Skullbinder is an elderly female orc, a dear friend of Gorme, who’s always wearing a colorful short-sleeve wool sweater. Urzoth has chronic Pain [IE 3] and Leg Weakness [IE 2] and uses a rollator to walk around the house but also has a wheelchair for travel around the city. Urzoth enjoys knitting and uses that skill to earn some extra money, but she often has trouble charging for her beautiful scarves, mittens, and blankets when she sees someone cold and in need.
  • Na Mardon is a 30-year-old human who delivers coal to Anvil with her partner, Erhice. Her clothes and skin are stained black from the coal, but her eyes twinkle like the forges she serves, and she enjoys conversation, often talking long after others are done listening.
  • Erhice Ildessint, an elf with a more burly build than is typical for his ancestry, helps deliver coal with Na. Erhice is quiet and enjoys listening and learning from others, which is why he and Na work so well together, Na keeping the long hauls of coal interesting with her stories while Erhice happily enjoys the tone of her voice as much as the stories she tells.
  • Gralnar Brawnblade, a middle-aged dwarf, works as an assistant in a weaponsmith shop in Anvil. He’s kind and friendly, but when stressed, he quickly gets angry and yells.
  • Arros Brawnblade, Gralnar’s wife and also a middle-aged dwarf, is the neighborhood teacher. She has an excellent relationship with the local children and, out of habit, tends to talk to adults as if they’re small children. (If someone notes her tone, she’ll apologize and take a more mature approach.
  • Elrin Brawnblade, their daughter, the dwarven equivalent of a human tween, likes to run off and explore and frequently comes home with interesting items in her pockets that she discovered, which has led to Gralnar and Arros sending her to give the item back to its owner. Elrin doesn’t mean to steal, but she has trouble controlling her impulses when she finds something interesting.
  • Mug (kobold) works in the sewers with Guk, making sure everything flows and reporting anything unusual. She takes pride in their work and know that the city would cease functioning without her and her coworkers, and she gets frustrated with those who think less of her for any reason but also avoids conflict with anyone bigger than her.
  • Guk (kobold) works with Mug, and while he believes in the work he does, he internalizes the disdain of those around him and feels inadequate as a person. If someone blames him for the fire, he may accept the blame and assume some carelessness led to the fire, although Rork and Mug will defend him.
  • Rork lives in the woods but came to town to visit his parents. He doesn’t enjoy being in town and is eager to leave. Once he returns to his parents after slipping away, he’s eager to convince them to come live with him in the woods. He keeps urging them by saying, “We really need to get out of here right away,” which is mainly motivated by his anxiety, but it can appear that he’s trying to avoid getting caught.
  • Aderyn Lloyd knows Elrin well, as they’ve been on some adventures together. Aderyn acts as a mentor to Elrin, but while they always keep Elrin safe, and her parents trust Aderyn, they sometimes get into mischief together. If anyone questions Elrin, she’ll confide in Aeryn before anyone else. Meanwhile, some townsfolk may blame Aderyn for their recklessness and suggest that they caused the fire, “by knocking over a lantern or something.”
  • Naiara Trevica knows this community, as she acted as a mercenary in a nearby turf war recently. When investigating the source of the fire, she will note that it spread from the wall, not the inner hearth, so it looks like it came from outside. She can point to the exact spot where the fire started and note that this is the most vulnerable part of the exterior. “Trust me. If you’re going to burn this style of house, here’s where you light it.” She has burned houses this way as part of the war, but when some of those fires spread, she helped rebuild the homes of the innocent, which is why she’s still in town.
  • Ollie Dragao uses his lute to heal anyone hurt in the fire and immediately begins the cleanup process, encouraging others to join in the effort, which they gladly do. He sings as he works, and many others join in, but he soon needs to stop and rest to catch his breath, although he still taps out a motivating rhythm on his drum.

Note: Arrias has been planning this renovation for a long time and deliberately started the fire to force the current tenants out, because he can charge higher rent to a shop owner, and he recently got a good deal on bricks. He saw the Brawnblades’ daughter, Elrin, playing in the street and told her about some fireworks on the ground between the houses. He told her to stay away from them after making them sound enticing enough that she couldn’t resist, and she inadvertently started the fire, but she’s too afraid to admit it. If questioned, she’ll deny it, but she still has some fireworks in her pockets that she forgot about. She likes Arrias, who knows about her impulse control struggles and often points out interesting items that he secretly wants her to take for various reasons. She will be reluctant to connect him with any of this, but a successful DC 10 Charisma (Intimidation) or Charisma (Persuasion) check will convince her to explain Arrias’s role, although he’ll emphasize that he told her to leave them and was just warning her to stay away from them.

Smoke and Mirrors

When the cleanup work is done, Ollie invites everyone back to the local inn to relax. (Note: The inn is not on the main map. If using an existing campaign setting, any inn within a mile will work, otherwise tell the players that the inn is two blocks north of the map. The Miner Solution Inn map may be used here.) The rhythmic singing, driven by the beat of Ollie’s expert drumming, has a soothing effect on everyone after the stresses of the day, and a belly full of bean and sausage casserole, the inn’s Dish of the Day, brings a sense of that everything is going to work out.

If the party watches Elrin, they will see her pick up a small iron unicorn figurine from the fireplace mantle, examine it, and slip it into her pocket. If confronted about it, she doesn’t remember pocketing it, having done so absentmindedly.

The innkeeper tells those who’ve been displaced that they can sleep on the straw mats there until they find more permanent housing.

The party can use this time to talk to the residents to gather more information, and the innkeeper offers them a straw mat for the night.

Early the next morning, the party awakens to a panicked crowd outside and the sound of another house collapsing in the same neighborhood. A giant crocodile has surfaced from the sewers and destroyed another home, heading toward those still standing.

Once the party defeats the crocodile, even more questions and accusations surface.

  • Mug and Guk work in the sewers and slept with Rork in a sewer alcove overnight. Besides their sewer connections, Rork was seen transforming into a crocodile yesterday. And the crocodile broke through the same opening where Rork went yesterday. They show up after the combat, shouting a warning that they found evidence of a giant crocodile in the sewers.
  • Aderyn shows up as the combat ends and shows fascination with the massive creature. Some suggest that this was some kind of prank caused by them. While they deny it and insist that they would never deliberately destroy someone’s home, they’re intrigued by the idea of such a massive prank if it could be done without endangering anyone.

Arrias shows up at the end and is quick to blame the kobolds. He complained that they didn’t clean up well enough after working in the sewers, and they were ruining his building. This led to a steady stream of arguments between Arrias and the couple. Arrias insists that they were trying to ruin him.

The crocodile was arranged by Arrias, who hired a lizardfolk animal handler to destroy the other homes. Investigating the sewers will reveal an iron chain harness near the opening, but the handler fled upon unleashing the giant crocodile.

After the battle, Naiara shows up, impressed by the dead creature. If asked about it, she says she saw a lizardfolk heading the other way that she thought looked familiar. It could have been an animal handler that she encountered during a past job involving using giant creatures in a battle. She has no idea where the handler was going and wouldn’t be able to trace them, but if that was them, someone hired them.

If the party wants to investigate the sewer system, Mug and Guk tells them that the sewage in the sewer system is six feet deep, and the city uses oozes as part of their sewage processing system.

Burning a Hole in His Pocket

While the cleanup continues, a pair of hell hounds come running into the neighborhood and begin igniting the remaining houses. The hell hounds will attempt to ignite all the homes, then kill anyone who prevents or extinguishes the burning, lighting the remaining homes as they get to them. If the party continues to extinguish the fires, they will turn their attention to the party, but their primary goal is arson.

After the battle, Aderyn is on a nearby (tile) roof, having witnessed Arrias summoning the hell hounds, and begins laughing, knowing Arrias has incriminated himself.

Arrias panics and summons 2 more hell hounds and then attacks the party and Aderyn. He will use his scimitar on nearby creatures and send the hell hounds after the those out of range. He is on the verge of losing everything and is desperate, so he will fight to the death. After his death, the party will notice paper in his pocket, a receipt for building materials, including all the bricks and tools they need to rebuild the block themselves and take ownership and create something they can afford, that makes sense for the current community, and will help the entire community grow together.

If the party defeats Arrias without killing him, two of the town guards will come to investigate and take him away.

Arrias

Medium humanoid (tiefling), lawful evil

  • Armor Class 12 (15 with mage armor)
  • Hit Points 48
  • Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 14 (+2) 15 (+2) 18 (+4)
  • Saving Throws Wis +4, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Persuasion +6
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Celestial, Common, Infernal
  • Challenge 3 (700 XP)

Spellcasting. Arrias is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Arrias has the following Warlock spells prepared:

Cantrips (at will): Eldritch Blast, Mage Hand, Prestidigitation, Thaumaturgy

1st level (at will): Mage Armor

2nd level (1/day): Darkness, Hellish Rebuke

5th Level (2 slots): Blight, Confusion, Counterspell, Dispel Magic, Hypnotic Pattern, Invisibility, Protection from Evil and Good, Remove Curse, Scrying, Shatter, Slow, Vampiric Touch

Dark One’s Blessing. When Arrias reduces a hostile creature to 0 HP, he gains 13 temporary HP.

Dark One’s Own Luck. Once per short rest, when Arrias makes an ability check or a saving throw, he can use this feature to add a d10 to his roll.

Infernal Armor. When Arrias casts Mage Armor, his armor flickers with red flames. When a creature damages him with a melee attack, it takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Actions

Thirsting Blade. Arrias can attack with his pact weapon twice, instead of once, whenever he takes the Attack action on his turn.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. (Arrias carries 3 daggers.)

Eldritch Blast. Ranged Spell Attack: +6 to hit, range 20/60 ft., one target. Hit: 9 (1d10 + 4) fire damage.

Scimitar (Pact Weapon). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage + 11 (2d10) fire damage.

Arrias always begins the first round of combat by casting Mage Armor to invoke his Infernal Armor ability, then usually uses his scimitar against those in melee range or Eldritch Blast if enemies are further away.