recursal/Fanatic-Fandom huggingface dataset:
Episode 74: From Such Great Heights...

Rising before the dawn, the party steeled themselves for the ascent up the pillar rock of the castle. Still shook from slipping away to attempt to wear the Crown of Neferon, Vin transformed Bamya into a raven while Xarlamin used his arcane powers to give flight to himself, Nestor, and Vin.

Rising into the clouds above the forest, Father Gus found that patrols of Gargoyles circled the heights of the cliffs. Outnumbered, he drew them lower and into range of the party instead of attempting an airborne fight. While the first waves of stoney foes were dispatched, the second proved much more deadly. A massive Terrorgheist emerged to defend the castle as the party drew close to the mud-caked windows of the catacomb level some 900 feet above the valley floor. Its piercing shriek broke Xarlamin’s concentration, and soon the party found themselves plummeting to a certain death. If it weren’t for Vin’s fast thinking to first transform himself into a bird, then upon reaching the ground transform Bamya into a massive dinosaur to break his fall the path would have ended smashed upon the forest floor beneath the foreboding castle.

Their plans stymied, the party healed their fallen members and regrouped to find another approach to the castle.
Crioulos da língua portuguesa

Segundo a Wikipédia em português C.L.P é uma língua crioula com base lexical na língua portuguesa.

Segundo a Wikipédia em inglês " são línguas crioulas que têm o português como seu lexificador substancial . O crioulo mais falado e influenciado pelo português é o crioulo cabo-verdiano e o papiamento . " .
Episode 24: Revelations in the Aftermath

Examining Llestra’s corpse, the once beautiful elf was found in the midst of a horrific transformation into the more sinister drider form of drow legend. With the immediate threat eliminated, exploring the rest of the garden level soon proved that the dimensional instability was not only still strong, but malevolent entities were still pushing through from beyond. A small room nearby exploded its filth and gore into the courtyard as amorphous horror spewed out.

After a battle costly in sanity and exhaustion, Chyrra recognized the horror as a demonic force eating it’s way through the barriers between the planes in search of her. She revealed that she holds an amulet belonging to a powerful demon that she stole in her escape from her own infernal master. She seeks passage to the Shadowfell to trade the demonic artifact for her freedom.

Clearing the rest of the elven stronghold, the party uncovered the elves arcane workshop and foundry where the remnants of the lost civilization, and the ghosts that still haunted it’s halls intimated that the final days of the Rynassi were spent in search of ways to manipulate and stabilize portals between the realms.

Finally, after mending the fountain of Queen Suriel, the passage to the lost library was opened. After vanquishing one last foe found lurking in the shadowy stacks, the party set to work pouring through the ancient tomes in hopes of putting closure to the fate of the Rynassi.

Session Summaries
Episode 51: Dreams and the Witch House

Venturing into the village of Barovia, the party found little signs of life. The deserted streets and lack of smoke rising from the chimneys of the sagging cottages was soon explained by the horrors roaming the village. Two large reptilian fiends accompanied by loathsome dretches challenged the party’s entrance to the city. Fighting past the brutes, the party took refuge in a small hovel to gather their strength before challenging The Hags who, judging from the smell of baking wafting from the old church, had taken up residence in the village.

Inside the hovel, our heroes found two villagers strung out on the hag’s dream pastries, and briefly attempting to rest, found themselves haunted by another of the shadow nightmare beings that harried them in the forest several nights before.

Determined to end the harassment of the witches, Juno scouted the church to discover the corpse of the child they met in the woods near Vallaki left in the bushes outside the church, as within, the hags worked brewing up new nightmares accompanied by a behemoth three-headed creature.

Discarding any hopes for strategy, the team mounted a frontal attack and once again learned the dangers of challenging powerful foes in their lair. The three headed behemoth roared to life causing fear and magical delay to the heroes while the hags moved into position around the group. Activating a dormant curse laid on over half the party in their fight with Vladimir Horngard in Argynvolstholt, the shadowy locusts that burrowed into the skin of Father Gus, Nestor, Bamya and Xarlamin came to life, burrowing through flesh to take up residence at the base of their skulls turning the hapless adventurers into pawns of the witches. Through grim determination of but a few who resisted the curse, the tide was turned and the foul sisters felled.

It seems this cursed valley would now be less three foes.
Episode 49: No Quarter for Wyrmslayers

After enjoying a rare peaceful night in the Argynvolstholt chapel, the party climbed to the top of the bell tower to investigate the source of the light shooting up into the foggy sky. They found a spiritual avatar of the great Silver Dragon Argynvolst residing in the tower peak. It spoke to the slack-jawed heroes, explaining that all within sight of his light will enjoy a boon of bravery and protection, and that the spirits of his knights now laid to rest, the party would no longer be troubled by Revenant attacks. He further revealed that when the Fangs of the Veil recruited Bannoch to the valley, his knight’s order’s mission to hold Fangs back in their temple was toppled. He urged the party to deliver retribution upon Bannoch and lead the people of the valley back to the light of freedom.

Emboldened by their success, the party made a side trip to Lake Baratok to investigate the strange tower that stands on a small isthmus at its center. This side quest soon took a deadly turn. Before Xarlamin could warn the party of the powerful rune on the tower door, Father Gus triggered it causing a Blue Dragon to appear and defend the tower. The ensuing battle leveled half the party as the great wyrm’s lighting breath triggered a wagon full of explosives near the tower. But by the combined brute force of Nestor and Clarence, and Xarlamin’s arcane mastery, the guardian was dispatched.

Puzzling to a solution for the warded tower, within they discover their friend Van Richten (Rictavio) had spent time in the tower before them, apparently researching a wizard, known to have been an assistant to Bannoch some years ago, named Kazan. While no new information came to light on the history of these villains, Father Gus stumbled upon a strange sword hilt while gathering up a suit of plate mail armor left in the tower’s highest floor.

Returning to Vallaki, the party found they are no longer welcome in the town under Lady Wachter’s rule. A wanted poster pinned to the gate framed a disparaging narrative of their recent efforts in the vale, and ominously invoked her installment as Burgomaster of Vallakai under special dispensation of Bannoch himself.
Yormith

Elven sorcerer.

"Yormith, Corruption of the Complacent, the Dissolution of Depraved and Herald of Congruence. Within the halls of power, the regents of mortal power are mere playthings of the Cunning Master. He walks the passages of petty ambition and foments the madness within. Pulling the scrambling tendrils of the futile, he commands the puppet armies of the puerile. Whispering to the princes of the Leddig Slatte and stroking the adolescent ambitions, he bends their finest to service."

Member of The Fangs of The Veil.
Rynassai

Elven clan.

The Rynassi, like the Caliphate, became obsessed with the Fangs of the Veil as the Great War dragged on and in the century following. The Rynassi tried to infiltrate the Fangs of the Veil with their mages to discover the source of their unnatural powers. The Rynassi claimed that the Fangs were origonally a Fey tribe of Parasa in the far North-East. Regardless, when the Caliphate armies, the forces of Lugh, went north the Fangs of the Veil may have sought refugee in the lost valley of the Savliach woods, where they may be continuing to gather power...

Further from the civilized center of Hatterwol, the Rynassi became more isolated and reclusive, preferring to focus on their connection to the Feywild than the concerns of the mortal world. It’s unclear to Xarlamin whether the Val'Fajerin lost touch with the elves of Aellyn Rynass out of the later’s preference for isolation, or whether the elders of the Saevalwood had are more significant disagreement with this other clan. But over the years as communication dwindled an has since ceased.

See Aellyn Rynass
Episode 65: A Treacherous Descent

Episode 64:
An Unexpected Farewell

Recovering their strength in the guardhouse near Tsolenka pass, the party searched for further clues amongst the carvings are reliefs left behind by the fallen Dragon Knights of Argynvolst. Beyond picking out a knight in the carvings that appeared to incongruously wear a Njordian holy symbols, they found little else to shed light on the history of this guardhouse. Vilnius helped fill in the gaps by explaining local legends that told of the Dragon Knights attempting to build the stronghold to control access to the Amber Temple before they fell to the forces of Bannoch.

Their desire for warmth and a dry bed weighed heavier than their desire for knowledge, so the party continued their descent down the mountain with Vilnius and the Massive Construct turned treasure hauler in tow. As they entered the area of the path with tighter switchbacks carved into the frozen forested cliffs, they came upon two corpses of apparent Martikov scouts left in the center of the road. Investigation quickly led to confrontation as more of the frozen spirits haunting the mountain appeared and unleashed their grave chill upon the harried adventurers. As they gained their footing for battle however, Father Gus flying up above the treeline saw the massive cloud of billowing snow crashing down the cliffside as an avalanche crashed through the trees burying the battlefield. The Storm Priest’s quick thinking counter-blasted the deluge with a blistering wind just strong enough to break some of the force of the wall of snow, lessening the devastation, and providing enough cover to assist his comrades in digging themselves out.

However, as if on queue a new wave of opponents descended upon the scene. More wights and a pack of wolves descended upon the party in an opportunistic attempt to catch them in the aftermath of the avalanche. But these undead met the same fate as several before them and the party eliminated the threat before they could truly leverage the situation. But unfortunately, Vilnius’s attempt to flee ahead of the disaster only resulted in his death as the mountainside buried him in his tracks.

Determined now to reach the valley below, the party gathered Vilnius’ remains and pushed forward hoping to make the Martikov winery before more vicous combinations of undeath, and seemingly nature itself, could strike back.
Episode 47: The Heist

In the bowels of the castle, the party soon discovered the nefarious traps and defenses of the stronghold. Triggering a concealed elevator, over half the party quickly found themselves in an upper chamber drugged and under attack from enchanted household goods. But some quick thinking on the part of Father Gus and Chyrra re-united the group before the ruckus of the massive stone elevator reverberating through the castle could draw further attention. Returning to the lower levels a quick run-in with Cyrus, the mongrel porter, proved valuable as Vin's charms revealed both the location of the trophy bones they sought, and Bannoch’s immanent return.

Sneaking after Cyrus revealed the room where bones of Bannoch’s enemies had been fashioned into a macabre dining hall. As Bamya followed Cyrus further, the rest of the group set upon finding a way to dismantle the massive dragon skull chandelier. But the castle’s gloom tricked the sneaky hobbit into wandering directly into the clutches of a gang of guardian wights. Rushing to his rescue a deadly battle ensued. Rahadin, the castle chamberlain, soon appeared to join the fight accompanied by ferocious shadow demons. Battered to the edge of their limits, indeed Chyrra falling twice in battle, the party bravely gained the upper hand through combination of brute force and strategic magical aide from Father Gus and Xarlamin.

Now with precious little time, the party re-engaged with dismantling the ossuary and plan their escape before triggering more of the deadly stronghold's surprises.

#### LOOT:

Rahadin was carrying:

a mundane scimitar (unclaimed)

studded leather armor (unidentified) (unclaimed)

pouch of darts (unidentified) (unclaimed)

platinum ring (unidentified) (unclaimed)

52gp, 7plat to be divided among the party
Episode 59: Secrets and Horrors

Locking themselves away into one of the deserted secret rooms of the temple, the party attempted to recuperate from the arcane onslaught they faced in the main temple chamber. Although returning the Xarlamin’s arcane shelter brought relief from the chilling cold, they awoke still drained and battered from the battles of the day before. Girding their loins with divine aide from Father Gus, they ventured back out into the dark.

Choosing to next explore the side passages out of the lower level, they found more chambers under arcane lock holding more strange amber husks containing dark spirits with promise of special powers. Discretion won out over ambition, and the strange whispering promises were left to prattle in the darkness. The party uncovered a series of abandoned chambers, and a large defunct construct before returning to the main temple. Searching around the now half destroyed statue presiding over the strange eddy of magical energy in the center of the chamber, they found a room who’s doors were broken open revealing the signs of an old battle. Amid the rubble and old weapons, invisible spirits lurked and caught a curious and possibly avaricious hobbit by surprise. But these unrestful dead were no match as Vin’s magic illuminated them in the darkness for the skillful dispatch of the team.

Pressing onward, they released the magic sealing the last set of doors behind the statue, revealing a treasury piled high with riches. Lurking in the darkness, another Amber Golem lurched forward to defend the horde, and was soon joined by more abhorrent creatures that seemed to warp space itself as they burred through the back wall of the treasury. The hero’s well worn strategies of brawn and magic were tested to the fullest. Beyond the caved-in back wall, more of these creatures bashed their way into the treasury. But as the battle hardened hero's pushed them back through their tunnels, they soon found themselves face to face with another of their horrific spawning beasts. As it unleashed tides of horrific larval swarms paralyzing some and terrifying more, the meddle of the party's very minds was tested with blast after blast of psychic assault.

But squeaking through the onslaught the party now found themselves with new clues to untangle. Six massive piles of treasure arrayed carefully before graven wizards in the amber paneled walls, and a further chamber beyond filled with yet more amber husks, and wooden crates filled with cold black dirt.
Episode 55: The Icy Heights of Mount Ghakis

Recovering from their encounter with Bannoch, the party faced the indomitable gatehouse built into the cliff. Upon closer examination, they found the structure to be carved with regalia of the Argynvolst Dragon Knights. After disabling the magical wall of icy fire sealing the road from further passage, they examined the adjacent tower that seemed to have once served as a kind of military outpost guarding the mountain road. But for a recent dweomer of Magic in the tower, the deserted tower provided little but a brief respite from the blowing snow .

Crossing a narrow stone bridge over a dizzying canyon, they were set upon by icy undead spirits that sought to stop their passage further.  But might and magic prevailed and they secured crossing to climb ever higher up the mountain. Passage was difficult and far colder than their collective comfort would enjoy without complaint. While Father Gust was reminded of his mountainous home and Nestor patiently helped the party through the blowing snow, elf and hobbit alike cursed the foul icy winds that bit into their face and snuck icy fingers under their tunics.

But a few miles from their destination, they found a group of robed figures struggling through a snow drifted portion of the road. But upon closer examination, found them to be terrible undead bodaks, and horrible spirits who whispered incessantly of horrible secrets, lead by some kind of undead sorcerer. While by this time, fighting the walking dead had become a numbing constant, these creatures seemed different, less feral. And while they meandered through the icy wastes, they wielded much greater magic than those foes in the valley below.

It was just as the party was about to tip the scales of the confrontation when a high pitched wail broke out and scared off the remaining dead. The source of the sound appeared. A strange wizard cloaked and bound heavily against the cold, materialized next to Xarlamin. And with a single touch, the elven bladesinger found himself encased in solid amber. “I have a job for you” the wizard croaked, and explained that his assistant had become trapped in the temple ahead. “Return him to me, and I shall release your friend.”

And without so much as a murmur, the wizard disappeared.
Wish List

Treasure/Loot Spreadsheet — ***Under construction***

Events by alpha, but also a History Master Timeline, or Gantt chart — ***Need definition of "events", list of items meeting that definition before starting***

RoT to determine when an NPC gets included;

Permissions restricted to DM and players.

I'm currently a bit behind on porting DM-handouts into the received docs section.

Episode update form for the DM: Gonna dick around and see if I can get this to work. Maybe a google form or something, the idea being that it just gives the DM fields to fill in, then plugs it all into a preformated txt file that can be pasted into a source edit page, and boo-ya!

## Sadness

One big master-map — ***Not gonna happen. No common scale for all existing maps.***

Mantean Calendar widget displaying the phases of the moons – Way beyond my skill level, but we have the data... I can't see how the javascript API would work with this. It must somehow work with some wiki instances, but I can't find any documentation about applying it to Fandom.

## Triumphs

Moved first forty(two) episodes to an archive page, leaving the most recent 25 or so on the Episode Summaries page. This should make navigation a little less crowded.

Mainpage section with link to most recent sessions summary, and banner for date of next session. — ***Accomplished***

Session summaries **— *Accomplished***

Maps linked individually — ***Accomplished***

Page with per-session XP tracking — ***Accomplished.***

Next Session/Previous Session links — ***ACCOMPLISHED, BITCHEZ***.
NPCs

### Individual NPCs

Note: This list is not intended to be exhaustive. If you feel like an NPC is of sufficient value or interest to warrant inclusion, please add it to the Wish List.

Abalon

Aeceron

Aladhon Lorophil

Anders Solmar

Argynvolst

Azune - Lives in the Tesseract. Hates Fulgari.

Baba Lysaga

Beaucephalus

Burgomaster

Davian Martikov

Emil Toranescu

Fulgari Maledictous Olgoloth‏‎

Gadof Blinksy

Ireena Kolyana‏‎

Isaiah Dru

Leif Lipsiege

Llarmath‏‎

Llestra‏‎

Lord Primewater‏‎

Morgantha‏‎

Ruby

Rudolf Van Richten

Urx‏‎

Vasha Lorophil‏‎

Yabona‏‎

The Chainbreaker

### Incorporeal NPCs

Myrkul‏‎

Queen Suriel‏‎

Neferon
Episode 10: Cleaning The Basement

After recovering from their battles in the Abbey Crypt, the party made their way back into the catacombs of the abbey to confront the final horrors the Corrupted Cult of Myrkul had left behind. Venturing beyond the scenes of their previous battles and the subterranean corridors littered with traps and evil spirits, they soon found their way into a false treasure cache guarded by a living jade statue. Undeterred by the cult's defenses, the party pushed on to find the true treasure vault, and defeated the final guardians and the remaining demons haunting the abbey.

Flush with newfound treasure and a handful of magical artifacts, The Chainbreaker returned to Nicena to announce the completion of their quest to clear the island for a future lighthouse before heading north to Rastenfeld where they hope to gain understanding lf the dark magics they've come to hold, and liquidate some of the jewels and fancy treasures.
Episode 3: The House on the Bluffs

Back to Session Summaries

## Episode Three: The House on the Bluffs

Following a tip from Larissa Longhorn before she was run out of town, the party found the dilapidated mansion on the bluffs overlooking the Fell Zee south of Nicena. Brief examination of the grounds only turned up some aggressive, but potentially tasty giant weasels in the overgrown gardens, so the party ventured inside the back door of the mansion.

Entering the house, spectral voices erupted and an arcane force stirred the thick dust on the floors, setting the more impressionable adventurer’s nerves on edge. As they investigated the empty mansion finding disjointed clues and nasty infestations of spiders, stirges, and toxic molds. While poking through decrepit rooms, sudden sounds of doors slamming and footfalls echoed through the creaky and unstable house that evaded even the most clever attempts at investigation.

Finally, having exhausted the rooms of the upper stories, they were ambushed in the great hall of the mansion by two men and a burly hobgoblin that was clearly leading them. In the battle that followed, our heroes subdued one of the men, who confessed to working for a wizard named Sanbalet to use the house as the land base for a smuggling and piracy ring for Gellan Primewater. Hogtied but thankful for his life, the party dragged their prisoner back to Nicena.

Some curious findings:

* Twenty year old receipts of various supplies, raw materials, and chemicals.
* A trove of rare books on arcane topics ranging from gems to maths
* A small crystal globe with a flat base
* A uncanny porcelain doll with jade eyes
* Strange scuff marks at the window of an upper bedroom
* A healthy respect for old closed up armoires
* Creepy bridge in Nicena is still creepy

Oh, and everyone leveled up!
Gadof Blinksy

Is of most famous toy-maker! Humble yes artist is doing many make-by-handing to craft of all toy for delight age-child all many ages, yes! For big for small! For to be of always remembering at wise advisings:

*Is No Blinksy, Is No Fun!*

Was given 1500 gold and instructions to make an ivory and gym encrusted replica doll of Xarlamin.
Episode 52: Redoubt and Restoration

After a gory and harrowing fight with The Hags, the party set to the task of sifting through the hoard of treasures and detritus accumulated in the desecrated Church. Sorting through the disgusting cooking ingredients, and assorted reagents, the party found few useful items but an angry and paranoid talking skull that ranted a confusing tirade of lore and self aggrandizing claims. Pocketing what seemed useful, the remainder of the hags' belongings were dragged out to the hillside in the rain where Father Gus called down an almighty wrath to destroy the rest, all save a curious stash of hagskin carefully taxidermied by one Bamya.

Spending an extra day in the small village, rations were replenished and efforts expended to help the town recover from the fiendish presence of the hags and the terrible addiction their baked confections left behind. Satisfied that their efforts had helped locals take at least a few faltering steps back to normalcy, the party set out back across the valley in an expedition to the ruined temple atop Mt. Gahkis to search for more clues to defeat Bannoch. On the road however, they found roving bands of undead that challenged their progress. Pushing to make camp near the Raven River, they were set upon by another pack of feral vampire spawn that pushed their resolve and resources to the limits.

Battered and rattled, they chose to establish Xarlamin’s magic sanctuary there in the forest to wait out a night that seemed full of terrors.
Episode 60: Death and Dementia

Attempting to search through the remaining areas of the temple’s lower level, the party came upon another chamber holding the large chunks of haunted amber, but through the cracked open door, they found the room occupied by four twisted souls that were drawn to the arcane secrets. Chyrra warned she had seen beings like this before, drawn to and warped by the arcane powers they sought. Seeking first to investigate, Xarlamin sent Juno ahead to scout the room, but the creatures immediately recognized them as a wizard's familiar and decimated the poor bird. What could have been a confrontation was soon turned to interrogation as a brief display of magic coerced the creatures to cooperate. They revealed not only that they had broken one of the amber husks releasing a foul spirit, but promised they knew the location of the temple’s library. Leading the adventurers back into the main temple they revealed the location of a previously overlooked secret door before turning on them to attempt their escape. In the resulting battle, the party quickly learned that the strange pool of crackling energy reacted with magic causing more transdimensional horrors to break through.

Through the secret door, they found their way into an upper chamber stocked high with books. But Xarlamin’s immediate rapture was cut short as they realized the books were all blank. It was only through the power of Haybin’s blade that the enchantment concealing the text was revealed, along with the location of a secret door leading out of the library. Behind this door, they found an ancient bedchamber that still housed its original occupant. The decrepit lich rode a strange insectile throne of bone, but instead of attacking, it questioned the adventurers.

They soon learned this creature was none other than Uralath, and the great wizard’s mind was now atrophied into dementia. Carefully navigating his confusion, they learned a few important facts:

First, the temple housed a portal to Carcosa, realm of the King in Yellow and the god of The Fangs of The Veil cult. Uralath revealed that in the days following “crowning Bannoch with the dark gift”, the Raven Queen brought down the walls of mist sealing the valley away and strangling the conduit of the temple’s portal. The source of the Fang’s power was reduced to a trickle, slowly starving the wizard’s power and allowing only the occasional beasties of the surface tension between worlds to claw their way through. The undying Uralath was certain that Exethanter would help him remember how to re-open the portal, and he encouraged the adventurers to go fetch his cadaverous comrade from the temple proper.

Prying one last tidbit from the sepulchral sorcerer, Uralath revealed that he once knew the command words to reveal the texts within the enchanted library next door, but his memory has faded becoming obscure without feeding souls to his phylactery. He beseeched the party to find a way to restore his memory so he could return to his work to open the portal with Exethanter, and in exchange he would grant access to the tomes of learning amassed in the temple archives.
ColonelCorp

## About

ColonelCorp is a group of companies and brands lead by ColonelKai. It has many subsidiaries, and they keep changing, but as of now, they are:

-Colonel Industries

-Mikami Electronic Solutions

-Mikami Weapons and Ballistics Company (commonly reffered to as MWBC)

-LuckyBunny Beverages

-Sunshine Supermarket

-Bluefield Overseas Trading Company (commonly reffered to as BOTC)

## History

ColonelCorp is the oldest company on the server, dating back to the Season 0, altough it was named "Colonel Industries" at the time. It was apperant in the every section of the server, both Micronesia and Polynesia, and is still active.
Episodes 72/73: Mounting Dread

**Episodes 70/71:**
**A Village in the Grips of the Night**

As they made camp beneath the cliffs below Bannoch’s castle, the group thought back over the past few days. Moving from Vallaki to Krezk in search of more spell components found the walled city now bursting at the seams with refugees fleeing the new nightmarish conditions of Vallaki. Taking refuge only long enough to gather supplies, their night of rest was interrupted by ominous pyres set outside the city wall. Five corpses lashed and burnt at the stake seemed to send a direct message that their movement from town to town were clearly being tracked, and the Lord of the Vale has grown chaffed at their presence.
Somehow the knowledge that they had successfully eliminated several of the minor threats plaguing the land, and even the birthplace of corruption itself in the foul temple above Mount Ghakis didn’t sooth the dread they felt as they settled into Xarlamin’s arcane dome for one last night before attempting a siege upon the Castle. The ongoing waves of the dead that seemed to track their every move harried them to exhaustion as they made their way here, but it was the words of Madame Eva, the lone gypsy woman that met them the night before as they camped alongside the river.

>
> “There’s no help for you. You must face your destiny. He waits for you in the chapel.”
>
>
Nicena Report

> Vicar,
>
>

> I wish to inform you of my discovery... of a great thunder of Njordic Devotion in the strangest of microclimate. I had encountered drops of piety in Hatterwol, but hardly a swell, and not the flood I expected. I encountered the most in Craehyrst but as the winds took me west and south into the heart of Hatterwol the air was calm and dry. Even in metropolitan Rastenfeld small depressions were not only rare but very secretive and private. And quiet. And calm. And completely unnerving. I had to seek taverns on the docks for the cyclonic formation that my Tempest craves.
>
>

> On the 5th of Therendor, 632, the winds took me to a small town one day’s journey south of Rastenfeld, to a community known as Nicena. There, a brewing squall of belief and devotion has convinced many to prepare for The Great Storm. While these people are diligent and righteous in their following of the primary teachings, their sea, the Fell Zee, is not the same... it does not carry the Salts of Mantea as it should, the tides do not swelter with the full weight Njord’s Armada, the waves cannot overpower a strong man. The climate itself is heavily influenced by Lugh, and the people by the Caliphate. But they are, nonetheless, devoted. The people fear the sea and storms in a healthy way, even though they do not warship in the way we do...
>
>

> Their services are private and quiet. And they are hesitant to speak of Njord outside of these services. But with all of this I cannot overstate my barometric reading, their course is true. They know of Tempest from stories of ancient times, but I am the first many have ever seen. They are interested in what I share, and in teaching I feel the power of my own Tempest grow. They fear the Caliphate as they fear the sea and as such shun any Necromancy, but they seem more skilled in ways of healing and restoration than what I experienced in Artoverke. I have learned some of these prayers and Njord has answered. They have magnificent reliquaries that I cannot even describe... not the the majestic hurricanes of our shrines, but an intricate tornado in a trinket. Zealots, Clerics, and other Ordinaries use these trinkets to communicate with spirits and see into the future. And a wise Deacon has shown me how to use Mount Hastibyr's Vigilant Watch as an Augury of what is to come.
>
>

> Nicena’s Servants of Njord are an uplift that will drive my Tempest, so I take the title Tempest of Nicena. My actions here were all and will continue to be in the name of the 1st Njordian Church of Artoverke and all glory belongs to the 1st Njordian Church of Artoverke.
>
>

> Aframdeil Gustafsson
>
>

* > Servant of Njord
>
>
* > Harbinger of The Great Storm
>
>
* > Keeper of Mount Hastibyr's Vigilant Watch
>
>
* > Cleric of the 1st Njordian Church of Artoverke
>
>
* > Tempest of Nicena
>
>
Episode 30: Deadly Steppes I

Leaving the dreary town of Naben behind, the team got back on the road North to Vistania. Sharing the trail with a few other Barovian caravans, the gypsy folk shared warnings that the open steppes were not safe at night as hordes of the walking dead had been spotted recently wandering east from the open plains.

The warnings soon proved true as the party bedded down for the night. The first warnings were the heavy footfalls of gigantic skeletal juggernauts. Seeking to calm and protect the spooked horses, the party abandoned their Magical shelter to find their camp overrun with the dead. Just as control of the battle seemed within reach, mounted wraiths descended on the camp disrupting the party’s magical defenses and pushing the group to the brink.

The next day, the weary party rolled into Vistania searching for their ostrich-chasing hobbit, and restocking their supplies. Father Gus managed an impressive display of Njord’s power at Lake Martikova winning a new batch of converts to start a Vistania congregation. Meanwhile the party met up with Vasha Lorophil, a descendant of the Rynassi Missions to the region who now runs reconnaissance missions into the steppes. The gritty half elf invited the team to join here on a mission in a few days out into the steppes to confront a massivc horde rumored to be in the area.
Episode 21: Things Get Messy

Leaving Atosk to endure the gory problem of shedding antlers, Chyrra urged the party onwards in search of the library. Remembering to check on Dafron’s bone fragments that were quietly stitching themselves back together in Xarlamin’s pack, the party prevented a nasty surprise as they confronted his comrades in the music conservatory. Preqos, the wicked undead elf turned banshee levelled the party with her unearthly wail, leaving Nestor, Vin and Chyrra to scrap together enough magic to protect and heal their way back to safety.

Deeper into the stronghold, the residence levels of the complex were largely ransacked and full indescribable horrors. Chyrra theorized that the fabric of reality here is so thin that beings from outside worlds are penetrating the veil of this world. Despite the extra-dimensional threats, the party achieved a major victory over the giant scorpion-like creature that had nested in the canyon.

The party soon found that Preqos, Hyath and Dafron were not the only restless elven spirits in the compound. While most of his friends hid in fear, Nestor learned from a mournful spirit named Thalanil that Llestra still lurks in the compound. In exchange for agreeing to retrieve a locket from the gardens below, he described her betrayal of the Rynassi, and her current state beyond reason at the center of a magical distortion that draws a flow of horrors into the realm. Before heading out, Thalanil warned of one last danger, an angry spirit named Aeceron in the levels below, who’s beloved was killed by the scorpion-beast.
Received Documents

This page will provide links to documented intel obtained:

### Reference:

Argynvolst's Diaries

Baba Lysaga's Diaries

Elven Lore from the Library of Aellyn Rynass

Found Contract

Isaiah Dru's Notes

Phodra Monastery Lore

Rudolph "Rictavio" Von Richten's Diaries

### Images

Slave Ship Signals

Festival Flyer

Barovian Tarot

Tower Door Glyph

Vallaki Wanted Poster

### Correspondence:

Nicena Report from Father Gus

Osmund's Letter to Sanbalet

Primewater's Letter to Sanbalet

Burgomaster's Note

Aellyn Rynass History Letter to Xarlamin

Letter about Aellyn Rynass to Xarlamin

Hoegbotton & Sons letter (at sea)

Letter from Mabry

Letter from Rictavio

Osmund's Letter to Sigurd

Sanbalet's letter to Sigurd
Episode 57: A Tomb of Fire and Ice

Cleaning up after their battle with the pyromaniac temple guardians, the party struggled to prevent the skulls from reforming. But Vin’s idea of applying some holy water to the pesky dead things solved the trouble of the fireball reflux. As they continued to explore the frigid tomb, the found remains of an abandoned lab of sorts before realizing they had lost focus on their goal of finding the strange wizard’s accomplice. Refocusing on the footprints in the antechamber, they followed the assumed progress of their goal from the now scorched war room to a chamber where a strange hole in the floor was cored through to the next level.

But, this side of the temple soon proved as deadly as the first as the party stumbled upon even more flaming skulls both guarding the area, and the noise of battle drew even more attention as more guardian fire freaks rose from the hole in the floor, and an enormous amber construct lumbered down the hall to join the fray. While the party turned the tide of the battle, the constant explosions of magical fire reduced their armored servant to a pile of melted steel.

Choosing to investigate the chamber below the floor, the party found themselves in a small chamber with three enormous chunks of amber that held within them a strange wisp of darkness that whispered to them promising gifts of strange arcane powers. Resisting the temptations of these voices, they moved from this small chamber to an outer hall where they suddenly found themselves face to face with strange alien aberrations that set upon them with horrid waves of larval parasites and blast after blast of psychic energy. Father Gus unleashed his strongest blast of sunlight to window the strength of these creatures to turn the tide before the party succumbed to the horrors.

Realizing the main chamber of the temple lay just beyond the site of this confrontation, the party returned up the strange hole in the floor to continue to search for their short term goal. Just off the hall where they faced the Amber Golem, they found success. Barricaded into a side room, they discovered Vilnius, the assistant of the wizard he identified as T’sabthen. Relieved that the temple guardians had been eliminated, he was eager to leave the temple, but not so excited to hear that T’sabthen awaited his return. He explained that his apprenticeship to T’sabthen was more conscripted than voluntary, and he had been forced into the temple to help the mysterious wizard discover what lie within to allow him to confront the power of an unnamed adversary. He knew T’sabthen believed the Fangs of the Veil guarded some kind of portal within the temple before they fell, but he was unsure how T’sabthen intended to use this portal. While Vilnius claimed no knowledge of what the Temple contained to help T’sabthen confront this Dark Queen, he explained that he couldn’t get past the guardians and now only wanted to escape.
Episode 35: The Plot Thickens

A visit to the castle treated the party to a formal dinner with Bannoch, his friends Escher and Ismark. Over the tense visit, the party tested their host’s patience, questioning his rule over the land. In doing so revealed that Bannoch was led here by The Fangs of The Veil near the end of the war, and trapped here while distracted by what he claimed was the love of his life. While left with many questions, Bannoch made two things clear – his rule over this land has extended beyond mortal years, and he demands that Ireena Kolyana be delivered unto him.

Returning to Vallaki, the followed up on loose ends as the town prepared for the Festival of the Rising Son. First discovering that Ismark seems to be taking up residence in the Burgomeister’s mansion whilst satisfying his strange collection of Ireena dolls made by none-other than Gadof Blinksy. Secondly, Ireena and Izek have taken shelter in the Church of St. Andral, where Ireena revealed that she has been twice bitten by Bannoch, who seems unnaturally obsessed with her.

Camping near the Vistani Caravans once again, it was confirmed that that Vistani seem the only ones capable of navigating the mists to leave the valley. Oh, and Vin seems to be getting the hang of this whole crown thing...
Episode 2: The Charming Seaside Town of Nicena

## Episode Two: The Charming Seaside Town of Nicena

A day’s journey South from Rastenfeld along the coast of the Fell Zee, the party arrived at the fishing village of Nicena. Initial inquiries about the Ogre fleeing the dig in Rastenfeld revealed that the Ogre avoided the town altogether passing through the wilderness areas to the East. But as the southernmost Hatterwol settlement, the residents of Nicena are all to familiar with the threat of the Torholds to the South and a free-roaming Ogre has caused tensions in town to flare.

A debate on the steps of the town hall centered around the villager’s distrust of a merchant named Larissa Longhorn that trades in produce and fish from Nicena with Torhold tribes. The Town Council’s thoughts were divided on the topic. Eliander, the Mayor of Nicena and his Caliphate Guards and a matronly town elder named Eda Oweland expressed some caution, while the dandy Lord Primewater and the young upstart councilman Anders Solmar seemed far more invested in running Larissa's trade group out of town.

Following some of Primewater’s men back to their warehouse after the town hall debates turned up a blowgun with distinctive markings from the Égé tribes of Bamya’s homeland in the Feralfens. Visiting with Larissa Longhorn revealed Lord Primewater has long tried to block her efforts to reduce competition with his own smuggling and piracy schemes in the waters of the Eastern Fell Zee. Larissa and her men made preparations to leave town at first light, and recommended the party seek incriminating proof of Primewater’s gang in an abandoned mansion an hour south of town. She noted that local superstitions of a haunting in the premises has kept locals away giving Primewater the privacy he needs.

A few loose ends:

* Something about the Kingfisher Bridge gives Xarlamin the willies whenever he crosses it.
* Ferrin Kallistar, a halfling druid residing just outside of town, noted that the Ogre’s passing has awoken a threat in the swamps he called “the Mound”
* Aframdeil “Pickles” Gustafsson was pleased to find many of the local seamen of Nicena are patrons of the local church of Njord on the bluffs above the city.
Episodes 70/71: A Village in the Grips of the Night

Taking shelter in the Blue Water Inn to wait for the preparations of much needed Spell Components, the group learned that Lady Wachter has taken to entertaining a band of former adventurers, now servants of Bannoch who were responsible for terrorizing the town. Xarlamin’s magical eavesdropping on the Wachterhaus revealed the newly installed Burgomeistress was planning a dinner party of sorts that very evening.

Boldly seizing the opportunity, the party struck out towards the mansion in hopes of eliminating more of Bannoch’s allies. However, making their way through the evening streets, they were accosted by roving gangs of Bannoch’s thralls, and the band of surprisingly powerful undead adventurers. Challenging the party with both brute force and arcane power these dark lieutenants pushed the party harder than they’ve previously faced. Just as Vin seemed to be learning to control his strange new amber powers, the pressures of battle snapped his mind reducing him to a shell-shocked husk. One of the vampire rivals seized the opportunity to take the bard hostage, but the rest of the party rallied to his aide as Father Gus unleashed divine sunlight on the carnage. Eliminating three of the six vampires, Vin was rescued, but the remaining night stalkers disappeared into the night.

Retrieving their much needed components in the morning, the party set out for Krezk in the morning to seek the services of a jeweler rumored to be attached to the Abbey.
Episode 28: We Gotta Get Out of This Place

Weary of the horrific basement wards of the ruined hospital, returned to the surface to find that the ruins they first encountered in the forest had magically reconstructed itself. Finding themselves in a well appointed, though decaying mansion, the heroes discovered the restless ghosts of the former owners of the Greycastle Infirmary. Piecing together scraps of ghostly conversation, they learned only that the little girl that plagued them in the basements may be the key to escaping the mansion.

Delving back into the basements, the corruption of the clinic went beyond the demonic toddler infestation. In a ruined chapel to Ilmater, they confronted an embodiment of the horrific memories history of the clinic. But even the glimmer of divine hope couldn't shine through their weakening psyche’s and creeping malaise and they struggled against re-incarnations of Atosk and Chyrra’s Fiendish overlord. After besting these embodiments of their own memories, Bamya found the last scrap of children’s drawings and realized that the little girl that had stalked their progress was not human at all, but an imprisoned spirit of Carolyn Greycastle, trapped within a hideous lifeless doll.

Choosing their battle weary moment, Carloyn attacked chasing Bamya through the ruined temple attempting to retrieve her drawings before being torn apart by a furious pairing of Monk and Tiefling rage.

Session Summaries
Episode 40: Confronting the Druids

After clearing the Winery for the return of the Martikov family, the party debated the next course of action. Torn between reuniting with Van Richten, seeking the witch known as Baba Lysaga, exacting revenge on the feral druids at the nearby Yester Hill or mounting a rescue attempt for Ireena at Bannoch’s castle it seemed the loose ends were becoming a tangle. Father Gus made quick magical contact with Van Richten to establish a rendezvous in Vallakai, and the team turned attention to the nearest threat at Yester Hill.

A few miles from the Martikov’s vineyard, they came upon a large hill ringed with ancient burial cairns. At the summit, the druids had erected a ring of stone surrounding a large wooden effigy of Bannoch. Sneaking to within striking range, the druids and their corrupted nature minions were no match for the party’s coordinated strike. Toppling the giant statue of Bannoch, they found the druids had implanted one of the Martikov’s stolen gems into its heart. But as they removed it, they heard the crash of a nearby grove of trees uprooting itself as the remainder of the druid clan stormed the hill to exact their revenge. Despite Nestor’s overestimation of his tankiness, the party put down the corrupted tree and ended the druid threat.

Investigating the cairns, they found the ancient stones carved with worn glyphs matching the standing stones they found near the Bonegrinder Mill. Further exploring the area, they found the hill to be near the edge of the massive wall of mists enclosing the valley. And peering into the swirling grey, they saw a vision of a large capital Leddig Slatte city hovering in the distance. But the mists were unyielding, turning back Xarlamin’s attempt to walk towards the vision within a few yards.

Back at the vineyard, the Martikovs rejoiced at the return of one of their gemstones. Davian explained that the druid cult in the valley pre-dated Bannoch’s arrival in the Svallich, and there are remnants of their carvings nearby that pre-date even the Barovian Settlements. Martikov family legend tells that the druids held some evil up in the mountains at bay for generations, until Wizards known as The Fangs of The Veil arrived and challenged the local cults with much stronger magic. When Bannoch arrived in the valley however, the druids’ will was broken. Bannoch systematically crushed any outright resistors, but sometime after the mists descended on the valley, his aggression targeted the land itself. Purging the valley of fey and nature spirits alike, the druids of the Svallich were finally corrupted and fell to worshiping Bannoch as their god.