recursal/Fanatic-Fandom huggingface dataset:
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Hearts and Minds

## Outline

1. Maladir and the Conclave of the Water Hemlock are camped out in the Feywild. Maladir has gained the allegiance of a number of outcast Fey creatures, growing the strength of the Conclave. This is being done to destroy the major settlements on the continent of Ossuria, letting nature reclaim the lands blighted by Humanity in particular. The Conclave will use the Feywild as their mode of transportation to this end, the original impetus for brokering deals with Fey factions.
2. Maladir is too powerful to take down initially. Instead, his power base must be chipped away at, either removing key figures or swaying the various encampments and sub factions to leave the greater Conclave, ideally by convincing them.
3. Brinarei is the direct disciple of Maladir who has left, and while Maladir did not initially have feelings for Bri, her departure triggered such feelings as he perceived her as the one thing he could not have. He does not know this fact consciously. He has searched for her over the years, Bri managing to stay one step ahead of him this entire time. To fill that void, Maladir has taken on a Tiefling partner by the name of Lilorn (Lil for short). She looks eerily like Bri, and while her time as Maladir's partner has good for her ranking in the Conclave, Maladir's disdain for the fact that she isn't Bri, doesn't even possess druidic powers, has led to a very abusive relationship. She seeks to bring down Maladir, and is willing to help the adventurers as a double agent.

## Contact in Gavinia

Frustrated by the lack of progress on Bri returning to the Conclave, Maladir sends a delegation into the city of Gavinia where the party is staying while Bri sets up safe haven for her foster children. This envoy consists of a typical Conclave hit team:

* 1x Gloom Weaver or Evoker
* 1x Drow Elite Warrior
* 1x Enchanter

This envoy specifically includes a Gloom Weaver, in particular Maladir's partner Lilorn. While ordered to make direct contact by Maladir, she also has a secondary motive to pass a note to Bri or one of her party explaining that she wishes to leave the Conclave and to meet with her privately.
The Lucky Bastard

A renowned piratical airship, whose captain is incredibly lucky. The crew is entirely made up of Halflings.

* **Captain:** Cal (Crit'ical) Fiel (stats: Luckthief)
* **First Mate:** Zefara Nightingale (stats: Master Thief)
* **Master at Arms:** Ergin Sizzlestick (stats: Flux Blastseeker)
* **Quartermaster:**
* **Pilot:**
* Boarding Party: 4x Bandits
Greffen

## Inns/Taverns

* **The Sleepy Dog** - Owner: Quilla Cithanth (Female, Elf, mimic Sylvar)
	+ Location: In an adventurer's district of taverns and rogues. The street outside ominously quiet and empty.
	+ Description: The tavern is a wooden large single storey building, with a reinforced wooden door and shiny hardwood floors. A small dragon's skull hangs over the hearth. It contains a small bell over the door and tightly packed tables and chairs.
	+ Specials:
		- Phoenix Ramen with Barley Biscuits (1gp)
		- Beef Steamed Bun with Oranges (4sp)
		- Octopus Stew with Sharp Cheese (5sp)

## Shops

* **The Sprawling Medley** - The nature of Gavinia is such that merchants thrive here. Lawlessness and little civil order leads to small shops and stall almost everywhere, and as such almost anything can be found - for the right price. In order to find a stall selling what it is you seek, roll an Investigation check with the following DC depending on rarity of item desired. If the check is failed, either the person fails to find any information leading to such an item, or they encounter someone selling a fake. The DM chooses.
	+ Common - DC5
	+ Uncommon - DC10
	+ Rare - DC20
	+ Legendary - DC25
* **Blacksmith: The Golden Outfitter** - Owner: Ilde Branoe, Female Dwarf
	+ Location: In a well-lit avenue with guard towers. The street outside is adjacent to a small office.
	+ Description: The blacksmith is a stucco simple building, with a green tile roof and a pillared curved-roof entryway. It contains some planter boxes on the walls and a large horned anvil.
	+ Specials:
		- Armor of Fire Resistance (5620gp)
		- Weapon +1 (1200gp)
		- Sword of Life Stealing (1500gp)
* **Alchemist: Wella's Tonics** - Owner: Wella Underfoot, Female Halfling
	+ Location: In a civic quarter. The street outside has drunken revelers.
	+ Specials:
* **Jeweler: The NIght's Decoration** - Georgina Goothhan, Female Human
	+ Description: The jeweler is a terra cotta simple building, with a gray tile roof and nicely trimmed hedges. It contains some planter boxes on the walls and containers of chemicals stacked in the corner.
		- Exquisite Ring (5gp)
		- Ring of Swimming (3000gp)
		- Exquisite Necklace (10gp)
Mandalorian Wolfhound

## About

Mandalorian Wolfhounds, known in Mando'a as *Cu'faoil*, are a distinct breed of horned kath hounds found on the plaent Mandalore. Introduced to the planet shortly after the start of the Jedi Civil War, Cu'faoil have been bred fo generations as loyal companions, fighters, and even mounts to Mandalorian Pathfinders and Hunters.

Appearance

Temperament

Force Bonds
Mathis

## Inns

* **Bercival's** - Owner: Bercival Murphy, Male Human
	+ Location: In a well-lit avenue with guard towers. The street outside has a pickpocket looking for marks and is unusually full of carriages.
	+ Description: The tavern is a terra cotta cabin, with a blue tile roof and elf-wrought furniture. It contains well-stocked workshop and a large stew pot over a fire.
	+ Specials:
		- Turnip Burger with Bread (4sp)
		- Pheasant Soup with Peaches (4sp)
		- Turnip Soup with a Crowberry Tart (5sp)
* **The Staggering Hearth** - Emen Hardy, Female Human
	+ Location: In the artisan's district. The street outside is filled with the smell of damp earth.
	+ Description: The tavern is a wooden cabin, with a blue tile roof and dwarven-crafted iron furniture. It contains curtains draped over the walls and a poker table. Rustic and known for great service.
	+ Specials:
		- Tomato Bisque with Barley Biscuits (4sp)
		- Beer Steamed Bun and a Tankard of Ale (4sp)
		- Pheasant Pie with Fries (5sp)

## Shops

* **Blacksmith, The Copper Forge** - Owner: Alianor Harris, Female Human
	+ Location: In the middle of the slums. The street outside has drunken revelers.
	+ Description: The blacksmith is a brick cabin, with a gray shingled roof and dead hedges. It contains taxidermied birds hanging from the ceiling and chains and wires hanging on the walls.
	+ Specials:
		- Ammunition +2 (94gp)
* **General Store, The Frayed Armchair** - Owner: Drogo Serge, Dragonborn Male
	+ Location: In a civic quarter. The street outside has a beggar harassing passers-by.
	+ Description: The general store is a concrete two-storey building, with a blue tile roof and well-made wooden furniture. It contains a large brass countertop and jars of bulk candy on the counter.
	+ Specials:
		- Potter's Tools (10gp)
		- Fine Clothes (15gp)
		- Wooden Chest (5gp)

## Other Points of Interest

* **Widdershins Homestead** - Home to Ada and Simon Widdershins
* **The Garrison** - mostly a barracks with a tall watch tower, houses Gavinian troops who ensure the trade route to Greffen remains safe from bandits, as does Mathis.
Orcus' Disciples

Odo has a contract to investigate what happened out at the Sombredder Farm. The Sombredder's haven't come into town in awhile, and when someone was sent to check in on them, they spotted a skeletal bird at the farm and fled.

In reality the Sombredder's youngest, their son Argus, found a Demilich skull while playing in some ruins in the woods, and brought it back to the Farm. The curse of the skull took hold, and killed him that night when the moon was at its zenith. The family wrapped his body and locked it in the barn just in case.

## Part 1 - The Sombredder Farm

* Husband: Grigoff Sombredder
* Wife: Helen Sombredder
* Daughter: Nossia Sombredder
* Son (Deceased): Argus Sombredder

Arriving at the farm, it's immediately noticeable that the land around it is ashen and grey, with only spots of brown and green interspersed throughout. The trees are gnarly and dying, the air cool and eerily calm. Each footfall on the dirt is quiet, a bit too much so.

Looking about, the place seems to be deserted. The barn is chained up, with a thick pad-lock holding the chains in place through the door handles, and the stable is empty. The main house's windows are all shuttered up, and the front door is locked. There is also a cellar door, similarly chained up. Knocking on the door will yield Grigoff Sombredder opening it, staying well back in order to not be touched by sunlight. He is quiet and reserved, desperate to get the party to leave. If pressed, he mentions the land turning on them, their crops wilting and a sense of dread filling the air. Beyond that nothing odd has been happening, and they've been trying their best to make due in spite of the conditions. A little girl and a woman (Nossia and Helen respectively) are watching from around a doorway at the end of the hall, trying to not be noticed.

## Part 2 - The Remains in the Barn

Inside the barn there is very little, some small piles of hay, simple tools hanging from pegs in one corner, and empty paddocks where animals are meant to be housed (6 of them). In the last one on the left from the door, laid out in the middle on a pile of hay, lays a wrapped small body (Argus), which when examined show signs of Necrotic damage such as thick black veins going up the side of his face and blackened burns on his left hand.

This inspection will awaken the boy's undead nature, and he will attack. (Deathlock Wight)

## Part 3 - Underneath the House

In the cellar lays a crude ritual circle made of small animal bones, with 7 red candles made of blood burning softly at its edges. There are a couple piles of small birds, squirrels, and other forest animals at the edges of the cellar, outside the candle light. In the center of the circle sits a human skull, inlaid with gold etchings and a single ruby eye. On the ground next to it sits a duplicate ruby to that in the eye socket.

Touching the skull will awake the Wraith contained within, the shade of the lich "Kembrax".

## Part 4 - Night Haunts

If the party waits until night, the Sombredders will do their best to sneak down to the cellar, and continue their work returning Kembrax to his former glory such that he may return Argus to life.
Hall of Valiants

**Guildmaster:** Gracestine Shipsail

**Headquarters:** Tabernacle Valorin in Gavinia

A large and well organized guild of adventurers, the only recognized by the Kingdom of Gavinia. While on the outside they espouse good deeds for coin and glory, but always in support of civilization, there are sub-factions of the Hall of Valiants that eschew the righteous motivations in favor of the money and fame.

The Kingdom of Gavinia holds tight reigns on the Hall, to the chagrin of Grace who really is out for the good of the land and the people in the Hall. Unfortunately, political reality is that Maximilian Gavin and the Greysworn could easily undo all that Grace and her predecessor Emanuel Ironsides have worked for. So, Grace continues her work, bowing a knee to Gavinian authority though she insists otherwise.

The front desk is manned by Jeriath Shipsail, Grace's husband (he took her name). Where Grace is stern and business-oriented, Jeriath is fun loving and light hearted, a nature foil to his wife. He is able to soften her a bit,s hould it be necessary, but only on non-business things.

## Initiation

In order to join the Hall, a party need only pay a modest initiation fee (20gp per member) to pay for the oversight required during the trial contract. After that, the Hall will assign the party a contract, to be completed in a specific timeline, and a Proctor to oversee their efforts. The Proctor never partakes in the trial, even should a member of the party fall, rather they are to keep safe and report back their findings. Should the party complete the task and the Proctor's evaluation prove favorable, the party has the option to register for the guild, gaining access to higher level contracts (with higher commensurate pay).

For the Main Quest party, the initiation trial is as follows:

* A third party has contracted the Hall to obtain an item taken from a caravan by a group of raiding goblins. The item in question was a small amber stone inset into an amulet of some value, stored in an ornate box. The surviving caravan members reported the goblins attacking the caravan on the road north between Acemar's Tower and Gavinia, about 20 miles north of Gavinia. They left behind two of the carts that were damaged in the attack, so the ambush point should be readily visible.
* In addition admittance to the Hall, this contract comes with a 7000gp reward, along with a bonus of 10gp per goblin ear delivered.
* They will be joined by a strict male human by the name of Unalek, who is an adept rogue fighter.
Grigor Van Setten

**Occupation:** Dean of the School of Divination

**Race:** Human

**Gender:** Male

**Age:** Older-Middle

A dark skinned bald man, of normal build. Grigor is never seen without the ceremonial blindfold which always covers his eyes. He is an cheerful and friendly man, but stoic in his policy of non-interference with the working of Fate, despite being able to see much of the future and past.
Bri Character Notes

Daughter of Skamos and Lerissa Incubore

## Deal with the Queens of Faerie

Your first child will be beholden to Mab the Queen of Air and Darkness, Titania the Queen Fire and Passion, Aisling the Queen of Water and Joy, and Coralia the Queen of Earth and Plenty from the age of 18 onward. In exchange for this we will set free Maladir from his vigil over the Stone Table, though he will remain bound in his duties to the Queens of Faerie for 30 years hence.
Savalaria

**Occupation:** Dean of the School of Abjuration

**Race:** Tortle

**Gender:** Male

**Age:** Elderly

Taller than most Tortle, standing at 7 feet, and of a rectangular physique, the Dean of the School of Abjuration is a patient, wise man, preferring to not intervene in affairs and mind his own business, but will protect those he cares for without pause.
Crossing the Badlands

Lucky for our heroes, a band of merchants being led by a friendly cut-throat named Faredric Dartmoth, along with 3 underlings named Pob (Gnome, M), Nira (Half-elf, F), and Kailie (Human, F). On the surface they appear to be friendly merchants, but they hide a secret: they keep a young girl named Jeraulia who has the talent of the Flicker locked inside their carriage day and night. Should anyone find this secret, they will immediately attack. Their carriage is sturdy, with porthole windows which remain curtained with dark black curtains, preventing light from coming in.

However, should they remain unquestioned, they will assure safe passage across the Badlands for 200 gold per person.

## The Passage

While traveling the badlands, the party sees several specters wandering the wastes, and hear various voices pleading for help, or threatening them violently. At one point, about midway through the trip, Faredric will call for a halt and utter silence, plainly afraid. Hunkering down, the party witnesses a Night Walker wandering on the horizon, flickering green wisps swirling around it erratically. At another point, the caravan passes through a cloud of Minor wisps, the cries and emotions they experience haunting them as they pass.

Should the candles go out for any reason, a random encounter will ensue (see: The Haunted Badlands for relevant tables)
Indefinite Madness Table

Roll a d100:

01-05 – You are able to stave off the effects of the madness. You do not gain a permanent effect.

06-45 – The madness has affected you in some way. Roll a d4:

* On a 1, you have developed a slight tremor in your hands. Reduce your Athletics, Acrobatics, Stealth and Sleight of Hand rolls by 1.
* On a 2, your memory has been affected and you can’t recall information as easily. Reduce your Arcana, History, Investigation, Nature and Religion rolls by 1.
* On a 3, you are not as attuned with the world. Reduce your Animal Handling, Insight, Medicine, and Survival rolls by 1.
* On a 4, your confidence has been shaken and you have developed a stammer. Reduce your Persuasion, Deception, Intimidation and Performance rolls by 1.

46-55 – The madness you’ve experienced has distorted your perception of reality. Roll a d2:

* On a 1, you see things in the shadows that aren’t there. When you aren’t in bright light, you have disadvantage on all Perception rolls that rely on sight.
* On a 2, you are constantly hearing things. You have disadvantage on all Perception rolls that rely on sound.

56-65 – The madness has caused you to forget something once important to you. Choose a skill you are proficient in. You are no longer proficient in it.

66-75 – The madness has crept into your subconscious and you have awful night terrors when you sleep. Whenever you take a long rest, roll a d6. On a 1, you do not gain the benefits of a long rest. This includes regaining lost HP, regaining spell slots and any abilities that reset. You do however recover HD, and can switch out spells.

76-85 – The madness has severely distorted your perception of reality. You are no longer sure of what is real and fake. You have disadvantage on all Perception rolls.

86-90 – Your spirit has been broken in some way and you are now more susceptible to danger. Roll a d6 (1=STR, 2=DEX, 3=CON, 4=INT, 5=WIS, 6=CHA). Whichever you roll, reduce that Saving Throw by 1.

91-95 – The madness you’ve experienced has caused you to lose the edge on many of things you were highly trained in. Reduce your proficiency bonus by 1.

96-99 – You have been severely touched by the madness of the Underdark. Roll a d6 and a d2. The d6 determines which stat is affected (see above) and the d2 determines how many points of that stat you lose.

100 – You completely lose your mind and fall unconscious, your mind a slave to one of the Demon Lords. While you aren’t dead, you are far from alive and nothing short of a Greater Restoration spell can break your catatonia. Even if/when you awake, you still suffer the stat and proficiency loss from above.
Kursk High Politics

Having arrived in Kursk, Nat is recognized by a former associate, one of the Kursk Royal Princes, Wilhelm von Kursk.

## Part 1 - Setup

At an appropriate time, once inside the wall of the city of Kursk, Wilhelm approaches Nat and proposes a job. Wilhelms' older brother, Oskar von Wilhelm, is having a reception at the Halle Heiligtum for a piece he had commissioned from a master artist, some kind of crystal egg. The egg itself is moderately valuable, and the party can keep it if they desire, but the real goal is to make the egg disappear DURING the reception, such that Oskar will look foolish and lose face among the nobles of the Reich. Bonus points for doing anything embarrassing to Oskar, though caution is warranted for security will be tight. Wilhelm can get each of them invitations.

In return, Oskar is willing to pay the party the literally princely sum of 300k gp. When the job is done, Wilhelm will meet the party wherever they are having this conversation, the following morning. If they get caught, he will of course have never heard of the party.

## Part 2 - The Reception

The reception is being held in the main ballroom of the Halle Heiligtum. There are a couple hundred guests in attendance.

### The Room

The room itself is a large open room with marble tile floors, a 30 foot high ceiling. The room is mostly open, leaving room for dancing and mingling, with tables to either side, a well stocked bar is to the left of the main doors. On the far side of the room from the main doors is a wide stair leading to a landing about 5 feet up. The landing leads further back to the back wall and two stairs split off to either side leading to the upper landing. There are doors to the back left and right for the service staff. Restrooms are near the front wall, women to the left and men to the right, from the perspective of the main door.

The walls are decorated with a plethora of portaits of Kursk nobles and heroes. A huge grand chandolier hangs in the middle of the room, made of gold and an uncountable amount of crystals.

### Security

* Zar Bukruht stats: War Priest
* Guard Stats: Giff

Security is being headed by a human man named Zar Bukrukt. He is a stern and eagle eyed man (Perception +14), wearing a monacle of True Sight. There are eight guards, dressed in ceremonial breastplates on the second floor balcony overseeing the main floor. There are two guards standing to either side of the crystal egg as well. There are two guards near the main door as well.

### Exploitable Weaknesses

* If something were to happen to Oskar several of the guards and Zar would rush to his aid, though god help anyone if it should be noticed someone did something to him.
Gwen

Total Drama Action Roleplay:

15th

Total Drama World Tour Roleplay:

TBA

Total Drama Action Roleplay:

3:10 to Crazytown

Total Drama World Tour Roleplay:

TBA

Team Amazon

**Gwen** was competitor in Total Drama Island Roleplay as a member of the Screaming Gophers. She would date Trent and would go on to win TDI in her ending. She would go on to qualify for season 2 and season 3.
Vovrosli Forgebraid

**Occupation:** Dean of the School of Transmutation

**Race:** Dwarf

**Gender:** Female

**Age:** Middle

A dour dwarf with long black hair, Vovrosli takes her work seriously, having seen Transmutation gone awry one too many times. She learned her trade working in the mines back home, changing stone into solid arches to prevent cave-ins or water into sand for easier removal.
Nfirea

Nfirea Bareare (ン フ バ バ バ バ バ バ) es un famoso farmacéutico en E-Rantel. Él es el nieto de Lizzie Bareare y el esposo de Enri Emmot.

## Apariencia

Nfirea es un chico joven con el pelo corto y rubio que está medio cubierto de la cara como un cuenco cortado. Está vestido con ropas de trabajo del taller de fabricación de pociones.

## Personalidad

Nfirea se describe como una persona agradable, tranquila y tímida. También trabaja duro para hacer pociones con su abuela todos los días.

Tiene un complejo de inferioridad menor, debido a que se compara con Ainz.
Introduction (Session 1)

Welcome, all, to the town Sevan's Folly. A bustling locale, though not as harried as the major ports and cities of the continent, the town is alive during day, but settles down for the most part at night. For the most part the city itself is humdrum, with a few notable exceptions:

First, and most pertinent to you, the venerable Cognitus University. Comprised of eight schools, one for each school of magic, the university is where some of the best and brightest magical minds come to get trained, at least on this continent.

Second is the Rockdriller Company's electrum mine, founded by Sevan Rockdriller, the town's namesake. Located on the north eastern edge of town, here a veritable beehive of laborers work to unearth the electrum that keeps the town's economy running.

Third is the Roughneck Quarter, not so much a landmark as it is a section of the south east of town where the miners drown away their nights in a cornucopia of taverns. Beware however as the criminal underground has taken residence, preying off the miners' income and anyone else that may be an easy mark.

Here, each of you has found yourselves hired by the famous Captain Emanuel Ironsides to comprise the Circle Guard at Cognitus University. Making your way to your new point of employment, you've learned something they definitely didn't tell you during recruitment: 5 years ago a great tragedy occurred at the university, something the town's people call the Hollow Night. The tales say the morning after that fateful night, the town's folk woke up to find that all people within a quarter mile of the center of the university campus had simply put disappeared. Of course, this included every student at professor at the University, but also a fair few town's people. The town for it's part decided the income and prestige of the University was too valuable to give up, so they spent the intervening years recruiting new staff to reopen the school, which is why you have been hired on. The town however decided it best not to repopulate the area of town where the disappearances happened around the school, and as such empty buildings stand, waiting to succumb to the ravages of time.

Gnomes: Herath and Borath Slendfast
The Fair Lady Luden and Brinarei's First Born

"Nameless, yet cherished, your life just begun,
Spinning and floating, a soul newly spun.
You'll come to find sweetness among the flowers.

Dancing and fancy, in the garden you'll play,
your fingers tracing daisies to keep them at bay.
You'll come to find stillness in sunshine showers.

Clouds and stars shall bow before you,
as you glide in the astral anew.
You'll come to find courage in untold powers.

With this do I promise to watch over your skein,
leave all worry and fretting behind."

## How It All Began

When conversing with the moon, manifesting as the Fair Lady Luden, Brinarei took up her offer of a song for one of her children. Unknown to Brinarei, the bargain was FOR one of her children, and Brinarei chose the unborn child inside of her. Luden fulfilled her end of the bargain, gifting Brinarei with the song above, and took the spark of a child from her womb, travelling into sky. The child remains unharmed, and can be implanted once more, but for the time being Brinarei's pregancy is no more.
Verhaal C2b

Squirtle gebruikt Tail Whip, maar het had niet veel effect! De Charmander gebruikt een goede zet en Squirtle is uitgeschakeld. Je rent naar Squirtle toe, maar de man met de C op het shirt vangt ook de Squirtle! Ze rijden weg en jij rent maar snel achter ze aan! Je komt bij een tweesplitsing en weet niet meer welke kant de wagen met de C erop is gereden. Ga je links of rechts?

Links Rechts
The Grand Contrivance

"Long ago, for all such tales begin this way if they are to be of any value at all, a group of mages faced a dark threat. The specter of slow doom hung over the world, its tendrils spreading from land to land. The elements themselves were turning upon the people, vast storms wiping away coastal cities, unending droughts plague the plains. All was thought to be lost.

But they would not have it, these mages. They rallied the people, from each continent they came, flotillas of carpenters, masons, engineers and laborers. For you see, the mages had an audacious plan."

"What's odd-ay-see-us mean Papa?" Tavertine interrupts. He smiles and boops the girl's nose. "It means bold or risky young one" he explains, then licks his lips and turns back to the book.

"The mages plied their magicks, using the various druid Conclaves to dig deep, deep into the earth itself.  Once far below, where the rock is molten and runs like water, they carved vast tunnels. The design was unknowable save to the mages who were overseeing the project, yet the workers placed blind faith in this, their only hope. It took years for the construction to finish, and when they were done the entrances were capped and sealed, so that none could interfere with the grand design. Indeed, their efforts bore fruit, for the world settled down. To many, this may seem a tale of magick overcoming the odds, a tale of man overcoming the elements, but those people are fools. This is a tale of the many coming together to work for a common goal. No wars were waged for a long while after that, while those who remembered the upheaval still lived. You see, no matter how dark it may seem, no matter what the tragedy unfolding, you will always find those willing to rush in headlong to lend a helping hand. So long as that holds true, there will always be hope."

## Entrance

The door to the capstone building requires an offering of power. A crystal in the center can be powered by pouring spell slots into it. 5 are required to open the door. Inside the room is simple, featuring a hole about 50 feet wide. Looking down the hole, the sides disappear into darkness, ending in a very soft orange glow. The sides of the tunnel down has a very thing, maybe 2.5' carved stone stair jutting out from it. The stair is just slabs of rock jutting out, less a built structure. The tunnel goes down for miles, taking hours to traverse, before opening into a vast cavern about 800 feet tall. The problem is that the stairs have eroded over time, there are three sections missing. The first two can be crosses either by climbing the rough wall (Athletics DC16) or jumping to the next stair, a gap of about 15 feet (Acrobatics DC16). The last is more problematic, there's a gap in the stairs about 50 feet vertically, the entire section missing.
Captis Oculus

## Description

A ornate wood box with a mechanical cylinder on it's front, it bears a primitive resemblance to what we know as a camera. The front of the cylinder can open in order to snap an image of the current state of the world in front of it. The result on magic however is catastrophic, as magic runs on uncertainty and the possibility of anything being possible.

### Game Rules

As a reaction, the wielder can snap a photograph of a 120 foot cone of view. Any magic being cast in that cone is nullified immediately, the spell being cast is lost and the spell slot spent. Any ongoing magical effects in that cone end immediately.
Just Dance Fitted

Template:Infobox video-game

***Just Dance Fitted*** is the latest game in the Just Dance series. Its release date is December 31, 2017.

## Gameplay and Features

Dance Party, World Video Challenge, World Dance Floor, Kids Mode, Party Master Mode and Battle Mode returns with new modes Just Dance DJ and Just Dance RPG.

## Trivia

* This game has the most songs with 60.
* Taylor Swift and DJ Falco are tied with most songs on the game with 3.
	+ Both artists also made their first appearance in the Just Dance series on this game.
		- Taylor Swift is also the first artist to have two songs revealed at E3 with Ready For It and New Year's Day, which she performed both songs.
* Gorillaz breaks the record for longest gap since last appearance on the game with Feel Good Inc, Dare appeared in Just Dance 1 beating out Jamiroquai and Boney M.
Tidbort Pelvyrat

**Occupation:** Dean of the School of Enchantment

**Race:** Gnome

**Gender:** Male

**Age:** Middle-Old

A jovial gnome with balding grey hair, Tidbort is known for his laugh loving nature which stems from his start as an enchanted joke item maker, turns out he was so good at enchanting items that he became a master at it.
Talos

A god of storm giants that has been co-opted by the dwarves. Talos is a storm-bringer who delights in combating Leviathan, wherever he is. Particularly nasty hurricanes are said to occur when Talos and Leviathan are arguing over ownership of a particularly rich treasure hoard. Talos likes treasures that required skill and craftsmanship to make; fine jewelry and good weapons are equally acceptable to him. Talos is eternally hateful of dragons, because Bahamut stole his Crown of the North Wind during the Age of Titans.
Sevinian Council of Elders

The slowly dissolving Sevinian Empire is currently ruled by a council of the most senior priests from the temples of Pelor, Hephsin, and Bahamut. Below them are a series of sub-councils, at whose head one or more of the Elders sit. The Elders currently are:

* Daldrus Granitetop (M, Dwarf) - Pelor
* Sylkilia Thistlebent (F, Half-elf) - Bahamut
* Richter Pegason (M, Human) - Hephsin
Lore Rules

The Dungeon Master is in charge of creating the main lore of npcs, magic, and the world as well as anything pertaining to the story.

Players are responsible for their own lore, the only rules here are that they don't not go against the dms wishes or interfere or involve themselves with another player's lore unless granted permission first.

If a dm makes some lore relating to a character's lore they need to talk to the player about it first, though sometimes you can get away with something as long as it doesn't change the character lore by much at all and just has a small influence.
Anime

Anime is a User from Miiverse and Closedverse. Famous and infamous for sporting the catchphrase "Anime was here!".

## Origin

Anime first appeared on Miiverse in Late 2015. Anime's posts on Miiverse were usually on the Youtube community, the Art academy community and the Super Smash Bros 4 community.

## Activity on Closedverse and creating a new community

Much like the other survivors of the Miiverse shut-down incident, Anime moved to Closedverse to meet up with the friends that also survived the incident and re-ignited the fun. One day, the former creator of Closedverse, Arian, noticed Anime's constant use of the catchphrase "Anime was here!" and decided to spark some attention about Anime's whereabouts. However, Arian saw mercy and decided NOT to ban Anime because he knew that Anime can say more than just the catchphrase. After a few days have past, he decided to make a Closedverse Anime community, and adding the catchphrase "Anime was here!" in the community's description.

## Trivia

Anime was the first user to post a play journal post on the Underground community on Miiverse. The post was called "Anime was here!".
Leviathan

Dragon god of the Sea. Leviathan is a son of Bahamut and Tiamat, and most certainly takes after his mother more than his father. Leviathan appears as a gargantuan serpent of the depths, and often demands tribute in the form of whole galleons loaded with gold and trinkets. It is exceedingly unwise to refuse Leviathan’s demands, when he appears. Leviathan has several temples in the harbor towns of The Pirate Isles. His priests are often “sea-dragonborn” with large frill-like gills on their backs and necks. Leviathan is not above calling sudden waterspouts or storms upon ships that have forgotten to offer him tribute after a successful raid. Like all dragons, Leviathan hates Talos. The feeling is quite mutual.
Oalo Resurgent

Having retreated from his first encounter with the Circle Guard, and disbanded the Beauties out of paranoia, Oalo has taken up residence in the electrum mines. The Rockdriller Company has sealed off a portion of the mine, having encountered Oalo already.

## Part 1 - Where the Miners Fell

**Encounter:** 1x Black Pudding, 2x Flame Skull, 2x Roper

## Part 2 - Showdown with Oalo

**Encounter:** Beholder (Oalo), Spectator

**Lava Damage:** 5d10 upon entry or ending ones turn in it

Entering the cavern, the party finds Oalo asleep on the other side of the chasm.

Oalo's Disintregration Ray will target the ceiling for the first 4 rounds, making boulders which fall for the same amount of damage without the "dusting" effect upon unconsciousness. Round 5+ however he will target party member with the beam or begin to erode the standable land areas to try and dump them into the lava.

## Part 3 - Rewards

Hidden in an adjoining smaller cavern behind the one where the Oalo fight took place is Oalo's stash of funds and magic items:

### Monetary Rewards

* 700 cp
* 6000 sp
* 2400 gp
* 80 pp
* 3x Amber (50 gp)
* Chrysoberyl (200 gp)
* Coral (100 gp)
* 4x Garnet (100 gp)
* Pearl (150 gp)
* 3x Ruby (100 gp)
* 3x Tourmaline (125 gp)

### Magic Items

* 1x Oil of Slipperiness
* 1x Scroll of Clairvoyance
* 1x Potion of Greater Healing
* 1x Potion of Growth (1 use Enlarge spell)
* Guardian Staff
* Ring of Ignition
* Mace of Terror
Building the Planar Bore

In the search to build the Planar Bore and reestablish the Prime Material plane's connection to the Plane of Magic, 4 power sources will need to be gather and combined.

**DAYS REMAINING: 330**

## Part 1 - Searching for Parts

First step is to find out more about where to locate the necessary ingredients. To accomplish this, the party has several options:

* Seek out an extremely knowledgeable mage. Options include:
	+ Acemar (Acemar's Tower)
	+ Casmir Brayhome (Brayhome Manor)
	+ Johan Von Kursk (Kingdom of Kursk)
* Speak to a God after currying their favour enough to get guidance.
* Seek out a slew of Bards, who may have heard the tale of such items.

## Part 2 - The Part Needed

In order to power the Bore, 4 sources of great energy are required:

* Necrotic
	+ Heart of a Demon Lord or Greater Undead
		- Any Demon Lord in the Abyss
		- Rumors abound of Lich-like activities near Brayhome manor
		- Rarely, a Nightwalker can be found in the Haunted Badlands outside Greffen
	+ Rumor holds of an ancient and evil artifact that resides within the ruins of the Lich Sefaris' Lair: The Shards of Sefaris. Chances are they can find what they seek there.
* Radiant
	+ Heart of an Empyrean or Solar
		- Celestia
	+ Artifice of Power from one of a few Gods
		- Pelor
		- Bahamut
		- Hephsin, the Caretaker
		- Xawjun, the Hero
* Druidic
	+ Heart of a Greater Dryad
		- Travel to Feywild
	+ Encapsulated power of an Archdruid, using a Greater Soul Cage (1 year duration instead of 8 hours)
		- Scroll of Greater Soul Cage being stored in the Grand Duchess Aethenaeum in Kursk
		- Possible Target: Maladir Varis
	+ Totem of great Druidic power
		- Lia Allcourt possesses the Kernel of Melora, last seen in the Katarin Jungle
* Elemental
	+ Core of a Greater Elemental
		- Leviathan resides in Leviathan's Gulf
		- Zaratan resides in the Cragfields
		- Phoenix resides in Scorchback Summit
		- Yan-C-Bin resides near the top of the Diurnal Spire
	+ 4 Elementary Puzzleknots, fused
		- Earth resides in the Electrum Mine in Sevan's Folly
		- Water resides in the Cold Forge in Carixical
		- Wind resides in High Bulwark Monastery in Ingala
		- Fire resides in the Stoked Heart in Marhime
Prince Sashelas

A Fey Prince, and member of The Seldarine. He is the son of Corellon Larethian and a primal spirit of the sea. He appears as a blue eladrin with black eyes, webbed extremities, and gills along his torso. He is the chief Elven god of the sea, and a rival of Corsair. Truth be told, it is a one-sided rivalry; Sashelas cares very little for the affairs of those who ride upon his waves. His primary concern is with the mysteries and monsters of The Deep. Sashelas is an aloof and contemplative god who occasionally assists those who are lost at sea. His primary duty among The Seldarine is to find the souls of Elves who died at sea, and commit them along the path to Arvandor. Sashelas’ sacred beasts are the dolphin and the albatross. He visits terrible curses upon those who would harm either.
Mentally Unstable Mineral

Mentally Unstable Mineral's debut in the Bricking Beginning arc.

## Overview

Mentally Unstable Mineral (M.U.M.) is a minor protagonist that appears in the Bricking Beginning arc.

## Bricking Beginning Arc

Mentally Unstable Mineral appears once he finds out that Viavolo has been BRICKING Viorno Viovanna. He arrives to aid Viorno only to find Viavolo laughing from between reality and the BRICKED Realm. Upon seeing this, M.U.M. punches Viavolo and causes him to fully fall into the BRICKED Realm.

It is unknown as to whether or not M.U.M. played a role in rescuing Viorno from the Splitty Aparty Realm.
Purple Lotus Powder

Addiction Count: 4

Places can be purchased: The Marked Dahlia Pub (ask for Magnumir)

Magic-users and dwarves will instantly identify the substance as one that can either turn a man into a godlike being or completely destroy him. It must be sniffed/snorted to have any effect, and produces a variety of random mystic effects. After taking a dose, a character will be in a drugged-out haze for 3d10 rounds, and then the effects of the lotus will persist for 2d10 turns after that (even if the effect mimics a spell or potion). Page 36 contains a random chart to determine what happens to whoever snorts a dose. Spellcasters roll twice on the table. Because the lotus is a magical chemical, Dispel Magic and Neutralize Poison must both be cast on the subject to cancel the effects of the lotus.

There is a 1 in 20 cumulative (over a lifetime!) chance that anyone using the powder will become addicted to it. Addicts must have a dose every twelve hours, or suffer the following effects: After twelve hours, suffer -1/-5% penalty to all die rolls. It becomes impossible to cast 4th or greater level spells. For every additional day, the penalties increase by -1/-5% (and the spell level able to be cast decreases by one), except when made in a direct (not planned!) effort to attain more lotus. Lotus can only be found in the largest of cities (and is worth about 500 gold a dose) and in remote locations far from civilization and natural order. Both a Remove Curse and Neutralize Poison must be cast on an addict to cure their addiction, but their addiction chances do not reset and they are 25% likely to indulge if purple lotus is available – check every turn it is there!

If a character uses the lotus more than once in any twelve hour period, they must save versus poison or die of an overdose, but if they survive all lotus effects are cumulative.
Airship Trade Jobs

## Legal

* We've Got Cows
	+ Location: Kursk
	+ Contact: Domin Giesler
	+ Destination: Shorekeep, Longfellow Homestead
	+ Cargo: 20 Cows
	+ Timeline: 10 days
	+ Pay: 1000g

## Illegal

* My First Smuggle
	+ Location: Kursk
	+ Contact: Harbin Jaspur (Black Marketeer)
	+ Destination: Gavinia, Merna's Table (for the Blackleaves)
	+ Cargo: 12 barrels of Black Powder
	+ Timeline: 5 days
	+ Pay: 2000g
Introductions

It is a gilded age. With the exception of the Conflict of Three Nations burning everlong in the far North, peace reigns throughout the land. To be more clear, peace between civilized folk reigns, there are still plenty of kobolds raiding villages and stealing the young, plenty of undead rustling around graveyards, and plenty of glory to be had for those that wish to find it, for at the heart of every gilded age fester a tar heart of malice beating everlong for the forces of those who would rule.

Yet, very little of that has slithered its way into the streets of Oaktown. A busy port though it may be, it's remained safe from the vast majority of calamities these past years, and business has been good. If it comes from the lands to the West via ship, it either comes through Oaktown or the bigger more urban port of Greffen on the southern side of the continent. Do not be fooled for with every trade town comes a seedy underbelly, here manifesting in the form of the Sickle, a ruthless guild of thieves who exist only to further their never ending harvest of coin. If that were not enough, the Oaktown lies on the eastern coast of the Daggerback Sea, in which sit the Pirate Isles, and from that there's the ever looming threat of sea based mischief.

But that is neither here nor there, I'm sure what you've actually come for is you all, and to do that we must shift focus to a modest tavern on the eastern ridge of Oaktown, known as the Pleasant Curtain.

Why is it that every great adventuring story seems to begin in a tavern? Some mages speculate a relationship between taverns and the gods, such that those that are fate touched coalesce in these simple places, but no matter what one believes it cannot be denied that many an adventure has begun in front of the warm hearth of a cozy inn.

Regardless, of these ruminations on fate, let us notice three individuals in this particular tavern on this morning. First we have the requisite figure in black... (introduce Miramour).

Next we turn to the figure near the hearth, working their way through the days' breakfast... (introduce Kevin's character).

And finally, a figure coming down the stairs that lead to the Inn's rooms... (introduce Sylvar).

With these actors in our minds, let us watch as Fate draws their strands ever more entangled in her skein....

As each of you goes about the business of getting ready for the day, the door to the tavern opens, sunlight bouncing around the interior banishing what shadows it finds, and a portly halfling makes his way through the door. He appears fairly young, and he is smiling brightly as he surveys the few patrons awake at this point. Seeing each of you he exalts eagerly "AHA I knew it! An adventuring party. I'm glad to find you here, for we have work that needs doing, please if you join me at this table I'll explain the contract...."
Moving Up In The World

Having slewn Plaagbozz in a public setting in a spectacularly powerful manner, Nat has grown somewhat infamous in the area surrounding Sevan's Folly, attracting some as-yet unknown unwanted attention.

The druidic group known as Queen's Lace Conclave has learned of Bri's location through the tales of the exploits of the Circle Guard of Cognitus University, and sent an emissary to recruit Nat, in the hopes of drawing Bri to their leader.

**Part 1 - Initial Contact**

When appropriate, an attractive young Halfling girl by the name of Belne Flintdew, red headed with freckles and bright green eyes, will approach Nat saying that her defeat of Plaagbozz has attracted the attention of a group of druids who live in the Softglen Wood the the South East of Sevan's Folly, about a mile outside the city walls. Since she seemed so willing and capable of protecting the school, a bastion of magic, they wanted to know if she would help protecting the forest, a bastion of nature. The archdruid of the conclave would be willing to pay for her efforts (3,000 gold as a last ditch effort if all other means of convincing her are shut down), and if she's interested she should come and meet the Archdruid at their camp in the forest for more details.
Spellstones

Ages past, an unknown entity create a series of large stone circles in the world. Each of these circles is made from stonehenge-like standing stones, some in better shape than others, carved with glyphs and sigils. These symbols can be anywhere from druidic to arcane in nature, covering all schools and sources of magic. Each Spellstone circle contains 1-2 spells in their symbols, and an altar in the center of a single cylindrical standing stone. Each alter has a four channels carved into its top, which run down its side and into the earth. Any blood spilled upon the alter will be captured by it an used to power the Spellstones. Alternatively, one can place riches on the alter, which the alter will melt into a hot molten slag, which runs down the channels and also powers the Spellstones. Once powered, a creature can activate the stored energy to cast the stored spell(s).

Around the edge of the altar's top is inscribed runes which magically translate themselves to be readable by anyone who desires to do so. They read: "The power here is yours to be had, but the price is blood or riches grand."

## Rules

* **Blood** - every 20 HP of creature sacrificed on the altar empowers the Spellstones with 1 Caster Level. Any blood given by a creature is removed from their maximum HP.
* **Riches** - every 3000 gold worth of magic items or currency empowers the Spellstones with 1 Caster Level.
* **Caster Levels** - stored CL can be spent to cast either of the two spells imbued in the stones, each CL acting as a single spell slot level for this purpose. For example an 8th level spell takes 8CL to cast, though any further CL can be spent to cast the spell at a higher level, just as spell slots. This can take the spell level above 9th. In addition, CL can be spent on the following effects at a cost of 1CL per effect. Effects stack sequentially, so 3 Double Range uses would result in 8x the normal range (2x2x2). Spells can be cast sequentially as well, so 8CL can be spent to cast Cure Wounds 8 times, or any combination therein.
	+ Double Range
	+ Double Area of Effect
	+ Double Duration
	+ +2 to Save DC

## Locations

* **Katarin Jungle** - Astral Projection, Scrying
	+ CL: 0.6
* **East of Sevanon** - Fireball, Call Lightning
* **Cavern Beneath Brayhome Manner** -
* **Haunted Badlands, Northeast** - Animate Dead, Antilife Shell