recursal/Fanatic-Fandom huggingface dataset:
Day 4...ish

*From the diary of Sangamitra Amritavarshini*

Day 4...ish.

Part I: The Long Rest

Meditation did yield some results. I had attuned the amulet and spent just a little bit of time helping out in the village before it was time to head back. I grabbed a couple of lanterns, one for ambient light and the other a focused ray to see what might be lurking in the darkness ahead.

When I returned to the party, Grabthar had taken first watch and there was some amount of fuss as a strange manfish, 2 feet tall, staggered off a tiny horse, rapped it on the rear and bowed with a flourish, introducing himself as 'Sjivijis.'

"What are you? State your name! Are you friend? Do you taste good?" sniffed Mackle.

"I am a Piscatonian! My name is Sjivijis. I am not sure. I definitely do." said the newcomer in a nasal tone.

"How do you spell that?" asked Mackle.

"Ess... jivijis."

Mackle, in a mood, decided to show Sjivijis what dirt was. I broke off the fight, sent the rest of the party to rest and took watch with Mackle, who was furiously scratching away with some strange writing implement. "Is he turning into the bard, now?" I thought.

It was fortunate he was still awake, since the journal I had brought back from Sister Agat's house was in Elvish. I handed it to Mackle to translate, and after describing some of her day to day activities, he came across an entry about an encounter the sister had had with a sailor. As he started to read the entry, he stated with some urgency that he needed to go to the bushes.

By the time he came back, it was time for the next watch - taken by Eroin & Sjivijis.

Shortly after they took watch a loud scream emerged from Kavanath's tent. And then a rat emerged. We all awoke.

Nets flew wide, Kavanath tried to bite Mackle unsuccessfully, Flames failed, Poison failed, finally we caught him and Mackle beat him sense-ful.

Rest of our rest was restful.

Part II: Into the Sewer

Led by Mackle, we made our way through a dark tunnel, dread building up as compelling as the shadows around us.

We came across two evil bug-thingies doing something nefarious to a prone wererat. Eventually overpowered them, tied up the wererat just in case, and barrelled through the tunnel to emerge in front of a big mansiony thing.

The big mansiony thing turned out to be a forge.

I, mighty Sangamitra, threw open the doors and shook the earth with my formidable powers. Nothing scurried out in fear, unfortunately.

Sjivijis, with great insight, prounounced the forged not as distorted or disturbed as the rest of the sewers.
Orig Brickbelly (NPC)

## Dwarf Abilities

### Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

### Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

### Tool Proficiency

You gain proficiency with the artisan's tools of your choice: smith's to oIs, brewer's supplies, or mason's tools.

### Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

### Unknown subrace:

Description not available

Former high ranking officer in the Queen’s Ironguard . Orig prefers to command from the front lines and known to be quick and deadly with a couple of axes in hand. Smaller that most dwarves, he is also known as a bit of a sneaky bastard.

For reasons unknown he betrayed his friend, Grabthar, causing the death of hundreds of dwarves and the destruction of a bustling underground city. Orig and his conspirators fled with little more than the clothes on their backs and some stolen supplies. Unknown to anyone else, Orig has also stolen a plain unassuming amulet that was found in a reliquary in the Underdark.

Orig is being hunted relentlessly by his former friend and ally. Although his exact whereabouts is currently unknown, he is believed to be hiding somewhere on the Island of Tireth .
Ruined Temple of the Disk

## Summary

This is a ruin in the middle of the desert, a skeleton of what should once have been a big rectangular temple. In one of the (remaining) walls, there's a huge and heavy disk of stone. There's bear fur and poo everywhere.

## How to Get There

Leaving the outpost, follow northeast. The ugliest elf column is halfway here.

## What Can Kill You

* A bear use to live in this ruins, it was killed by the group.
* Under the floor, next to the old altar, there's a trap door that opens to an underground chamber. There are some undead skeletons inside the place.

## Things of Note

The stone disk can be rotated, and it seems to represent a calendar of some sort.

The group also found a hymn book in the ruins.

In the underground chamber there was an item over some sort of pedestal.

## Adventures

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Another test!

```

## Got it!

 ### Characters

 Test and Li-Trix Kosj

 ### NPCs

 Captain Smollet and Miss Piggy

 ### Locations

 A Ship and The Backyard

```

## How it Started

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Contorted Visage of Dessert & Snow

Lore:

This visage allowed the two young star-crossed lovers of the Houses I'lo and D'or to escape and journey across Varsolaris undetected, to the Land of Mythinar.

20 cycles later, the recordkeeper Varg'nar chronicled the epic tale. Among his chronicles were 4 parchments detailing the various creatures from whom locks of hair were to be collected, how best to conquer, negotiate and tame these beasts, the secrets of Transmutation required in imbuing a needle with the essence of Dunia and the procedure to put the ingredients together to form the mask.

The Legend:

The skin-tight mask woven from the locks of the ten monsters described gives the wearer the ability to appear (but not sound) like the first creature (must have 1 head, a trunk and four limbs) he or she sees after wearing the mask and move about undetected for the duration that they wear the mask. The effect lasts until the wearer sleeps.

It is notable that the creatures from whom the hair is collected, too, are possessed of one head, a trunk and four limbs, and the once collected, the hair may not transfer ownership at peril of losing the unique connection formed at the instant of collection.

The essence of Dunia can be acquired from will'o'wisps that dwell near a forest lake past the accursed forest.

A 20% failure rate on sewing the mask without breaking the needle applies, so having an extra imbued needle is advisable.

The Parchment Unearthed!

The gist:

The mask can be made when the great house of Dunia is vacant, with the magic of illusion combined with aspects representing the 6 major houses and the 6 prime houses of the constellations.

Hunter - finest leather from the beast sacred to the hunter

Archer - fur from the cat which she holds most dear

Sorceror - teeth of his favorite creature in the rocks floating on the water

Mystic - Eye of the feathered serpent that flies through the mist

Weaver - barb to craft the needle and the silken thread to make the stitches.

Storm Serpent - wood from a tree struck by his wrath

From the major houses the mask must be adorned with a token of each - the noble steed, the snake doctor, the rok, the thunderous lizard, the moon-crier and the great mother.
Ulfgar's log AL 1.37 Retroactive - Wil-Boars what is it

```

## Wil-Boars, what is it?

 ### Game Date

 AL year 1 day 37

 ### Characters

 Elilan Shenanigans, Klotar Ange`deVita, Ulfgar and Uroroth Crenxith

 ### NPCs

 Velma

 ### Locations

 Wil-boars hill

```

## Retroactive

Because of the mention in the supplemental log of AL 2.43 (https://winnipeg-west-marches.fandom.com/wiki/Ulfgar%27s\_log\_AL\_2.43\_Supplemental\_-\_Uroroth\_my\_hero!) I started to make these retroactive logs.

## Ulfgar's log After Landing 1.37 Retroactive

Found the Wil-Boars

Found the Wil-Boar’s hill

Rided a Wil-Boar

Found wolfs region

Give some Wil-Boar to the wolfs

Brought some Wil-Boar home

**Starring:** Elilan Shenanigans, Klotar Ange`deVita, Ulfgar and Uroroth Crenxith **and Featuring:** Velma **Locations Visited:** Wil-boars hill

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Kianga Sunfang

## Gnoll Abilities

### Hunter's Agility

When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns

### Hunter's Claws

You have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier

### Hunter's Talent

You have proficiency in the Perception and Stealth skills
Ian Dignewt

Oh the things you can do with a hoe!

### Ideals

Fill the Need. There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good)

### Bonds

Some day, I'll be the lord of my own land.

### Flaws

I am absurdly isolated, innocent, or pious.

## Spellcasting

### Druid Spells

**Casting Ability:** WIS
**Save DC:** 12
**Attack Bonus:** +4
3 spells Prepared of level 1 or lower

## History

A farmer caught in all this mess who just wants to be the greatest farmer of all with his trusty goat friend Fitzgeralt.

## Goals

To prove himself the greatest farmer to have ever graced the lands of this earth.

## Quirks

Won't ever accept his special abilities are magical or empowered by higher beings, it's just a result of his immense capabilities as a farmer. Creating water from nowhere? Roots growing and grappling adversaries? All because the earth respect his farm abilities.

## Adventures

* The first travel outside the outpost region
* Day 77 - Square swing savages
* Day 77 - The Day I Took Arrows to my Bottoms

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Char (NPC)

## Dealings with the Party

The party rescued Char from captivity at the Highbrook Farm, imprisoned in an iron box in a root cellar of the barn. Kosj, Boorak and Zunis released and healed him. By releasing Char from his prison, he could see the ghost of his wife Cindy one last time, allowing her to pass on.

Cindy's sister Brook requested that the 400GP she had posted on the job board in Havenholme be donated to Char to help him start his life again. The party agreed that this was a worthy cause and donated the reward to help the tiefling rebuild his life.

## History

10 years ago, Cindy and Brook were twin sisters, maidens in a conservative farming family. She fell in love and briefly eloped with a Tiefling named Char. They attempted to cultivate land still under threat by the goblins to the North. They worked hard, invested all they had saved, and had signs of a strong crop.

The Highbrooks, incredibly racist and hateful of tieflings and other “evil races”, at first assumed Cindy and Char’s relationship and farm was doomed to fail. With no sign that Cindy would return, and what looked to be a successful crop on the horizon, they dressed as goblin raiders and salted the soil.

Cindy and Char, running out of resources, grew reliant on Brook’s kindness to see them through. Brook worked as a seamstress in Havenholme, and used her modest savings to ensure Cindy and char did not starve through the bad harvest. Without her parents’ knowledge, she often made trips under cover of darkness to bring them foodstuffs and sundries. Cindy and Char, struggling but happy in each others company, announced that they were trying to get pregnant.

The Highbrooks, now in a panicked rage, stole out at night, in poorly crafted goblin disguises, and planned to set fire to the Char homestead. One of the brothers called out to Cindy softly, but it was Brook, in the middle of a late night visit, who answered. Craw knocked her unconscious and gave the all clear to the rest of his family. The brothers, torches in hand, set fire to the farm, burning it to the ground.

In the raging inferno, Char did all he could to protect Cindy and bring her safely outside. Char, with his Tiefling resistance to fire, made it out while clinging to dear life… Cindy was burned to an unrecognizable lump in his arms.

Pendle Highbrook, realizing the mistake too late, swore his family to silence and took Char into his basement. In his twisted madness, he blamed Char for all that had happened. He captured Char and imprisoned him in the torture device that the party eventually found him in.
Arcson Boltnabber

## Gnome Abilities

### Gnome Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic

### Natural Illusionist

You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

### Speak with Small Beasts.

Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Yarrawarna (NPC)

Yarrawarna is a powerful nature-spirit of the ocean. At its most benevolent, this water-god is associated with powerful ocean currents that speed ships to their destinations. When angered, the serpent sends storms of twisting clouds that can devastate an entire fleet or wreak havoc on coastal outposts. Rarely, the great serpent itself is seen dancing inside the largest of these storms - a sight that every sane seafarer hopes to never see. Legend has it that to be in the eye of such a storm is to be squarely in the gaze of the serpent itself. The worthy may be blessed, but the unworthy are devoured.

## Divine Domains

Yarrawarna has few clerics, though nearly all ships pay homage in some way or another to the Rainbow Serpent. Yarrawarna is associated with the Tempest and Nature domains.
Test

## Hrrak'mar Abilities

### Fire Resistance

You have resistance to Fire damage. You're also naturally adapted to hot climates.

### Breath Weapon

You can use your action to exhale fire in a 15' cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes **2d6 Fire damage** on a failed save and half as much damage on a successful one. *1/Short Rest*

## NEW CHARACTER

14
6

11
3

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## History

This is simply a suggested heading for your character page. Feel free to use, change or delete this section as you see fit.

## Goals

This is simply a suggested heading for your character page. Feel free to use, change or delete this section as you see fit.

## Quirks

This is simply a suggested heading for your character page. Feel free to use, change or delete this section as you see fit.

## Adventures

* Test Log
* Test - Again!
* Another test!

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Param is Value
Param is now {{{param}}}
Latrobe

Latrobe is a small fishing town on the island of Tireth. The town operates a ferry that links the main island to the south island and the town of Balmain

## Notable Residents

### Theresa

Theresa is a community leader who was passionate about sending a rescue party to Fort Whiterock to save civilians from the forest fires raging through The Heard Wood that cut off the fort from other communities.

### Mayor Whitby

The mayor of the town seemed rather indecisive when confronted by community leaders with opposing agendas. With the fires raging, his preferred plan of action was to evacuate the town to Balmain.

### Heinrich Pole

Also known as Loudmouth Dambuilder, this community leader was more interested in securing Latrobe's water supply than in sending aid to other towns.

## Other Residents

### Dvorish

Dvorish is a member of the Tssrrn (blue dragonkin) and is one of the refugees from Fort Whiterock. He was accidentally poisoned when one of the kitchen staff accidentally added Dragonsbane to the meal, mistaking it for a more benign bell pepper.
Puzzle House

## Puzzle House Map

https://docs.google.com/spreadsheets/d/1tb\_vYzSkm6bed5ekxRDD7zgsD3L-WLMzbpHx9Jh3jtE/edit?usp=sharing

## Notes

Rooms Visited:

Entrance (with lesser shadows): Had a balcony, a staircase going up, two hallways going off to one side.

Ballroom: Those who went in the top hallway ended at the bottom and vice-versa. 4 Dancing Statues with Masks - Each mask had two elements represented (Water/Metal, Fire/Earth, Wood/Air(cloud), Life/Death) There was music playing. Metal hearts on the ground. When we touched the hearts, the statues attacked. We grabbed the adamantine hearts.

Salon: Three legged stools and table. Bar that is on the wall instead of the floor. Behind the bar is a hidden cabinet with healing potions, wine and an inscription.

Aquarium: Skeletal fishes floating. Circle on text in the middle “The Ethereal Fishery Emergency Drain”

Summoning Circle: Demon standing in a circle with 6 floating chairs.

Question 1: Cool if I sit here?

Answer 1: Yes

Q2: Where are the shards?

A2: The shards are on this earth

Q3: How do we end this curse?

A3: Establish Dominance over the shard located here

Q4: How do we control the dancers?

A4: The dances cannot be controlled.

Q5: ??

A5: ??

Q6: What should we ask me? (Mackle)

A6: You should ask me how to prepare for the Guardian of the Shard.

Trap Room: Had a trap that Panos fell into, and when he hit the floor, he fell back up.

Pedestal Room: Pedestal that had a crystal ball. Grabthar took the crystal.

Pole: Room with a pole all the way from ground to ceiling

Ceiling of Pedastal Room: The boxes had dead versions of the party in them. With a large door with a keyhole.

Inscriptions:

* When the 6 elements combine, they shall have power over life and death - Entrance
* The dancers know where the shards are - Wine Cellar
* Elemental Water is the surface of our thoughts. Elemental metal forms a bridge between thoughts and reality.
* Elemental water is ever flowing and takes on new shapes consistently. Resisted by fire.
* Life is the Balance of the elements. The balance of water and metal in our bodies is blood
Dismas

Fighting Style: Two Weapon Fighting
Ranger\_Archetypes: Hunter
Hunters\_Prey: Horde Breaker

Equipment: Leather armor, 2 Daggers, 1Backpack ,1 Crowbar, 1 Hammer, 10 piton, 10 torches, a Tinderbox, 10 days of Rations, a Waterskin, 50 feet of Hempen rope, Longbow 20 Arrows.

CURE WOUNDS

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + 1. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Hunter's Mark

1st-level divination

Casting Time: 1 bonus action

Range: 90 feet

Components: V

Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Dragonsbane

Dragonsbane looks like a harmless bell pepper, but can be identified by its white colour and distinctive smell. It causes severe pain and discomfort amongst the reptilian races, though its benign to mammalian ones.

## Game Effects

If ingested by a reptilian character, the character is *Poisoned*. They must pass a Constitution check (difficulty dependant on the quantity ingested, 5 for inhaling fumes; 12 for a standard dose) or take 2D4 poison damage on a failed save, and the save must be repeated every hour until passed. On a success, the character takes no damage and the poison will leave their system 1 hour later.
Bizbit

## Gnoll Abilities

### Hunter's Agility

When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns

### Hunter's Claws

You have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier

### Hunter's Talent

You have proficiency in the Perception and Stealth skills
Party Summary (West-Marches)

## Li-Trix Kosj

### Kobold Paladin(3)/Sorcerer(1)

35HP

* **Base Stats**
* 6 -2 -2
* 16 +3 +3
* 14 +2 +2
* 10 +0 +0
* 12 +1 +3
* 14 +2 +4

👁️**Passive Perception: 13**☀️8🌑8

## Boorak BearBearer

### Goliath Barbarian(3)

35HP

* **Base Stats**
* 17 +3 +5
* 15 +2 +2
* 16 +3 +5
* 8 -1 -1
* 8 -1 -1
* 8 -1 -1

👁️**Passive Perception: 9**🌔4🌑0

## Hapalochlaena Lunulata

### Variant Human Warlock(3)

18HP

* **Base Stats**
* 8 -1 -1
* 10 +0 +0
* 10 +0 +0
* 14 +2 +2
* 15 +2 +4
* 16 +3 +5

👁️**Passive Perception: 14**🌔9🌑0

## Baka

### Tortle Barbarian(1)

14HP

* **Base Stats**
* 17 +3 +5
* 10 +0 +0
* 14 +2 +4
* 8 -1 -1
* 16 +3 +3
* 8 -1 -1

👁️**Passive Perception: 13**🌔8🌑0
Vora

## Fighter Abilities

### Second Wind (Bonus Action)

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. *1/Short rest*

### Fighting Style: Select a fighting style by adding the following to your Charstats template: |Fighter\_fighting\_style = Some Style

Not Selected

## NEW CHARACTER

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## History

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## Goals

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## Quirks

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## Adventures

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Ulfgar's log AL 1.48 Retroactive - What Druid and Spiders

```

## What Druid and Spiders

 ### Game Date

 AL year 1 day 48

 ### Characters

 Kianga Sunfang, Klotar Ange`deVita, Ulfgar, Elilan Shenanigans and Lorem Ipsum

 ### NPCs

 Velma and Crazy Youif

 ### Locations

 The cave behind the waterfall, Jungle river, Ruins of the Five Paths and Spider's Cave

```

## Retroactive

Because of the mention in the supplemental log of AL 2.43 (https://winnipeg-west-marches.fandom.com/wiki/Ulfgar%27s\_log\_AL\_2.43\_Supplemental\_-\_Uroroth\_my\_hero!) I started to make these retroactive logs.

## Ulfgar's log After Landing 1.48 Retroactive

Fighting sharks in the way to the waterfall cave

Understanding the caves drawing in the wall

Meeting the druid

Negotiating the reincarnation of Uroroth

Finding the ruins

Finding the Spider’s cave

## Ulfgar's log After Landing 1.49 Supplemental

Only Klotar, Ulfgar and Elilan continued

Cleaning one of the spider’s cave room

Found some mysterious written text over a round rock

Found a chest with some old dagger and vests

Brought the Daggers and the Chest with a Spider’s Cacun inside

**Starring:** Kianga Sunfang, Klotar Ange`deVita, Ulfgar, Elilan Shenanigans and Lorem Ipsum **and Featuring:** Velma and Crazy Youif **Locations Visited:** The cave behind the waterfall, Jungle river, Ruins of the Five Paths and Spider's Cave
The cave behind the waterfall

## Summary

A cave found behind the huge waterfall north of the outpost. Seems a place of worship, there's a huge carving of a deity on the top of the entrance, and writings in an unknown language inside.
It's also the place where **Crazy Youif** was seen for the first time.

## How to Get There

Behind the waterfall north of the outpost.

## What Can Kill You

* No hostiles so far inside the cave.
* The river south contains river sharks.
* The jungle at the top of the waterfall contains giant mosquitos.

## Things of Note

Writing on the wall in an unknown language. It roughly translates as:

"WHEN THE FIRST LIGHT OF FEAG SHINES UPON THE EYE, THE PATH SHALL OPEN GLORY BE TO SOME O' THE UNSEEN MASTER OF THE WORLD BETWEEN WORLDS."

Wall opposite of writing is of a reflective rock. It seems like in am specific date the sun would hit the rock and reflect back to the oval form in the middle of the inscription.

## Adventures

* The first travel outside the outpost region
* Day 6
* The Nexus and Beyond
* Ulfgar's log AL 1.48 Retroactive - What Druid and Spiders

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Party Summary:Tireth

## Eroin Relows

### Human Fighter(4)

36HP

* **Base Stats**
* 16 +3 +5
* 16 +3 +3
* 14 +2 +4
* 8 -1 -1
* 13 +1 +1
* 9 -1 -1

👁️**Passive Perception: 13**🌔8🌑0

## Panos

### Wood Elf Monk(5)

33HP

* **Base Stats**
* 12 +1 +4
* 16 +3 +6
* 12 +1 +1
* 11 +0 +0
* 16 +3 +3
* 8 -1 -1

👁️**Passive Perception: 16**🌑11

## KavanathTruthFistLakumelo

### Goliath Fighter(5)

44HP

* **Base Stats**
* 17 +3 +6
* 16 +3 +3
* 14 +2 +5
* 9 -1 -1
* 8 -1 -1
* 13 +1 +1

👁️**Passive Perception: 9**🌔4🌑0

## Theodora Bramblethorn

### Lightfoot Halfling Bard(5)

33HP

* **Base Stats**
* 8 -1 -1
* 16 +3 +6
* 12 +1 +1
* 12 +1 +1
* 11 +0 +0
* 18 +4 +7

👁️**Passive Perception: 10**🌔5🌑0

## Sangamitra Amritavarshini

### Ghishveldi Cleric(4)

31HP

* **Base Stats**
* 10 +0 +0
* 10 +0 +0
* 15 +2 +2
* 12 +1 +1
* 16 +3 +5
* 13 +1 +3

👁️**Passive Perception: 13**🌔8🌑0

## Katar

### Orc Greenskin Fighter(2)

22HP

* **Base Stats**
* 17 +3 +5
* 15 +2 +2
* 16 +3 +5
* 6 -2 -2
* 8 -1 -1
* 8 -1 -1

👁️**Passive Perception: 11**🌑6

## Arcson Boltnabber

### Forest Gnome Rogue(3)

18HP

* **Base Stats**
* 8 -1 -1
* 16 +3 +5
* 10 +0 +0
* 16 +3 +5
* 13 +1 +1
* 12 +1 +1

👁️**Passive Perception: 13**🌑8

## Dismas

### Variant Human Ranger(3)

31HP

* **Base Stats**
* 10 +0 +2
* 16 +3 +5
* 16 +3 +3
* 8 -1 -1
* 12 +1 +1
* 14 +2 +2

👁️**Passive Perception: 13**🌔8🌑0

## Sjivijis

### Piscaptonian Druid(5)

38HP

* **Base Stats**
* 8 -1 -1
* 16 +3 +3
* 15 +2 +2
* 8 -1 +2
* 17 +3 +6
* 12 +1 +1

👁️**Passive Perception: 16**🌔11🌑0

## Bizbit

### Gnoll Druid(4)

23HP

* **Base Stats**
* 13 +1 +1
* 15 +2 +2
* 10 +0 +0
* 12 +1 +3
* 15 +2 +4
* 10 +0 +0

👁️**Passive Perception: 14**☀️9⛅9🌔9🌑0🐽19👂19
Lyamael

Lyamael of the Dôr

The strong and powerful leader of the Dôr family, Lyamael created the First City, and named it after himself. Lyamael City was built around a colossal tower, known simply as 'The Beacon.'

As mighty a ruler as he was, he did have a destructive character flaw - his pride. He decreed that no tower should be larger than his own. Angry at the ïLO family and fearful of the prophecy of the ïLO Golden Age, he decreed that the house ïLO would be exiled into the Desert.

Inevitably, time would bring about the collapse of Lyamael's Tower - Green Dragons came to wipe out the surface of Lyamael's city. All structures, once symbols of magnificence and extravagance, collapse to be no taller than rubble.

Kamdur the Green would move his lair to the Ruins of Lyamael.

The Elven Capitol Moved from Lyamael City to Mythinar, 'The Ruby of the West.'
The Slaughtered Prince Tavern

One of the oldest and most respected taverns in Fort Whiterock. This tavern has belonged to the same family for so many generations, only the owner knows the origin of the name. The Slaughtered Prince attracts all manner of patrons. Everyone is welcome at the Prince, as long as they have enough gold.

There are rumours that the tavern owner harbours a dangerous den of thieves, but the allegations have never been proven. As it is such a boon to the local economy, the local governance seems unwilling to investigate...
Kava

Kava is a stimulant brewed from the leaves of the plant of the same name. The drink is an acquired taste, especially when brewed at "Dragon Strength".

## Special Rules

### Regular Kava

Drinking a hot cup of Kava allows you to ignore 1 level of exhaustion for the next hour. The exhaustion level doesn't disappear, the Kava just lets you ignore the harmful effects.

Drinking more Kava within the hour allows you to ignore an additional level of exhaustion if you can pass a DC12 Constitution saving throw. The difficulty of this check increases by 2 for each additional cup consumed within the hour beyond the first.

### Dragon-Strength Kava

Dragon-Strength Kava, the specialty of Fort Whiterock, is the strongest non-magical stimulant you can find. The taste is quite strong, too, and they say that when done right nothing will change its flavour - neither a pound of sugar nor a pound of dragonsbane will affect this bitter concoction.

If you can pass a DC 18 Constitution saving throw to choke this brew down, you immediately lose 1 level of Exhaustion and may also ignore the effects of any remaining levels of exhaustion for the next 8 hours. If you had no exhaustion levels at the time of drinking, you gain the benefits of the Haste spell for the next minute as though someone had cast the Haste spell on you. You may only gain this benefit once per day.

If you fail the constitution check by 5 or more, you cannot even swallow the thick brew, spraying it forth in an undiplomatic manner but suffering no other ill effects. Otherwise, on a failed roll, you are considered to be *Poisoned* for the next hour as you cannot control the jitters

### Kava Addiction

Kava is an addictive substance. Addicts have Advantage on all Constitution saves detailed above, but the first cup of the day has no effect other than to end any withdrawal effects they might be suffering. If an addict does not drink Kava within an hour of completing a long rest, they will be at Disadvantage on all Charisma, Willpower and Intelligence checks. For each day without Kava after the first, the addict also suffers one level of Exhaustion, which cannot be removed by any nonmagical or non-kava means until the addict has gone through a full 5-day withdrawal period, after which point they are no longer addicted to the substance.
Balmain

/4}}
Balmain is a small fishin
Balmain is a small fishing village on the small island just south of the Tireth mainland. It can be reached via ferry from Latrobe.

## Notable Residents

### Rose Bluegarden

Rose, the town's blacksmith, is a large, no-nonsense woman who took the party in when they arrived in Balmain seeking shelter. Her son was one of the first people who disappeared when the Nightmare began. She is the only resident of the town who was neither cursed with wererat lycanthropy nor slain by the same.

### Gerrick Bluegarden

Gerrick is the son of Rose, and was the first to be afflicted by the wererat lycanthropy, styling himself as the King of the Rats until the party was able to break the curse on him.

### Grace Palmer

Grace was one of the residents who was inflicted with wererat lycanthropy until the party found a way to break the curse on her. She claims to have little to no memory of anything that's happened since the Nightmare began.

### Sister Agat

Sister Agat was a cleric who retired to Balmain when her adventuring days were over. According to Rose, Sister Agat passed away peacefully about two years ago. Though most buildings in the town were in various states of ruin, Sister Agat's house was still in pristine condition when the party arrived. Inside, the party found the cleric's diary and a few spell scrolls, which they've taken and have put to use towards helping the town.
Monastery of Revelation

The Monastery of Revelation is the home of the Circle of the Revealed Soul. This Monastery sits in the shadow of Mt. Caltin, shrouded in a dense forest.

The monks of the Circle of the Revealed Soul mainly keep to themselves. They're main focus is researching the after life, and what it entails.

As a young monk, they train their combat skills, and start their learning. However, the secrets that have been uncovered don't get revealed until they've gone of their Vigil.

A Vigil is a truth seeking adventure that the young monks go on when they are of age. This Vigil takes them away from the Island of Tireth, with communication from only one of the other members of the Circle.
Ulfgar's log AL 1.16 Retroactive - To the north it is

```

## To the north it is

 ### Game Date

 AL year 1 day 16

 ### Characters

 Elilan Shenanigans, Enya Leathergloves, Kianga Sunfang, Klotar Ange`deVita, Ulfgar and Varys

 ### Locations

 Jungle river and Dead Tree

```

## Retroactive

Because of the mention in the supplemental log of AL 2.43 (https://winnipeg-west-marches.fandom.com/wiki/Ulfgar%27s\_log\_AL\_2.43\_Supplemental\_-\_Uroroth\_my\_hero!) I started to make these retroactive logs.

## Ulfgar's log After Landing 1.16 Retroactive

When to the north

Found a river

Found a dead tree and skeletal animals on the other side of the river

Found and fight a giant snake

**Starring:** Elilan Shenanigans, Enya Leathergloves, Kianga Sunfang, Klotar Ange`deVita, Ulfgar and Varys **Locations Visited:** Jungle river and Dead Tree
Kevin (Metal Element)

## Attuning to this shard

Attuning to Kevin requires performing ritual martial exercises (such as katas) while wielding a metal weapon and contemplating the attributes of Elemental Metal

NOTE: Attuning to both Jeoffrey & Kevin:

Water + Metal

\* Blood curse: expend 3 charges from each to cast 'Bestow Curse' on a target humanoid. Curse is a randomly-determined form of lycanthropy, and if not cast on 'self' the target must pass a DC15 WIS save or be charmed by you until the next full moon.

\* Spread Disease: expend 5 charges each to cast 'Contagion' (+9 to hit, save DC: 17). In addition to the normal effects, while the target suffers from the disease, the first time a humanoid comes within 5' of the target they must pass a DC10 CON save or also fall victim to the disease (subsequent saves are made at the full difficulty)

\* Cure Lycanthropy: Cast 'Remove Curse' to end effects of Lycanthropy on target for 1 charge (either shard)

\* Control the Beast Within: If you are afflicted with lycanthropy, you have full control of yourself and your form, except on nights of the full moon (no alignment changes)

## Rules and Abilities

### Shard of the Elemental Mask

These rules are common to all elemental shards

* Has a maximum number of charges equal to the attuned character's level
* Character does not regain HP or Hit Dice after a long rest
* Shards regain a total number of charges equal to the number of Hit Dice a character would normally recover
* Attunement cannot be ended voluntarily - must be attuned to another character
* Can use 1 charge to make a ranged spell attack (attack bonus: 3 + character's proficiency bonus), which deals 2D8 damage of that element's associated damage type
* Can speak telepathically with the party to a range of at least 100'

### Shard of Metal

These properties are currently known. Additional powers may be granted as deeper insight into the element is gained

* Any non-magical (metal) weapon welded by user strikes as a +1 magical weapon
* User has resistance to slashing and piercing damage from nonmagical sources
* Cast 'Shield' as a reaction for 1 charge
* Cast 'Mage Armour' for 1 charge (no concentration required)
* Create a 'Flying Sword' (2 charges), 'Animated Armour' (4 charges) or 'Helmed Horror' (8 charges). The servant loses its enchantment unless charges equal to half the original cost are spent as upkeep after each rest. Enchantment ends when possession of the shard ends (Limit 1 animated servant at a time)
	+ Attacks made by objects enchanted this way count as magical for the purposes of overcoming resistances
	+ Kevin is able to perceive the world through the enchanted object
	+ Maximum distance between Kevin and the enchanted object: Currently Unknown

## Attributes of Elemental Metal

These are some of the elemental attributes associated with Elemental Metal

### Physical Traits

* Metal is highly conductive: Forces applied in one area quickly spread to connected areas

### Elemental Damage Types

* Slashing
* Piercing
Crazy Youif

"You need to find not the answers, but the questions..."

## Gnoll Abilities

### Hunter's Agility

When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns

### Hunter's Claws

You have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier

### Hunter's Talent

You have proficiency in the Perception and Stealth skills

## NEW NPC

To edit the values used to generate this NPC sidebar, choose 'Source Editor' from the page editor's menu.

## Threat Analysis / Services Offered

He agreed to reincarnate the dead barbarian Uroroth in exchange for Ulfgar's beer and Kianga's promise that she would take care of the continent as a druid when the time comes.

## Quirks

This is simply a suggested heading for your character page. Feel free to use, change or delete this section as you see fit.

## Adventures

* Day 6
* Ulfgar's log AL 1.48 Retroactive - What Druid and Spiders
* Ulfgar's log AL 2.49 - A Manticore and the Sacred Lake

Adventure notes will automatically appear in this list when anyone Creates an Adventure Log and includes Crazy Youif in the list of characters or locations.

*NB: Please allow up to 1 day for the dynamic-content caching to update after creating a new entry. You can update the cache sooner by editing this page, making any trivial edit, then saving this page.*
Elven Ruins in the Sand

## Summary

These ruins seem to be remains from a House Ïlo's ancient city. They're half-buried in sand, but you can still see the intricate decorations on some structures.

One of the main buildings is a palace that contains a magic console inside - an artifact that can be used to open portals/connections between elven cities. In the floor of the entrance hall, there are some patterns on the tiles that reproduce a numeric code (the "address" of this place for console communication).

## How to Get There

You can reach the ruins through the Nexus, when the portal is showing a reptile eye.

## What Can Kill You

We found a big scorpion in an old documents chest. In the main palace, there's a tomb with an amazingly powerful (and dangerous) mummy and undead skeleton servants. The mummy is supposed to be Trudor, a legendary elven mage hero.

## Things of Note

At Trudor's tomb, there's a powerful magic wand.

## Adventures

No adventures found yet! Would you like to create an entry for Elven Ruins in the Sand's backstory?

Adventure notes will automatically appear in this list when anyone Creates an Adventure Log and includes Elven Ruins in the Sand in the list of characters or locations.

*NB: Please allow up to 1 day for the dynamic-content caching to update after creating a new entry. You can update the cache sooner by editing this page, making any trivial edit, then saving this page.*
Abandoned Dungeon (?)

## Find your way to the dungeon

Down Southeast of the outpost, pass through the prairie, there lies a cliff. Under that cliff, if you look carefully, you'll found a hidden passage with a magic barrier covering the square-shaped entrance.

The barrier with some magic on it, dissolve itself when the mist gently touch it when the day reaching its end. But don't wait too long for ferocious beings await in the swamp under the cliff, waiting for a good chance to prance on adventurers wondering in the mist.

## Prepare your identification to enter the vault

Should you managed to reach the abandoned vault beyond the magic barrier, you'll see a doorway with writings on top of it. Ulfgar managed to decrypt the writings and its warning adventurers to prepare their identification before entering the dungeon.

Beyond the door lies hallways of empty stripped rooms and several locked doors. On the lowest floor lies a locked door unlike the other doors, it reeks of magic. Ian tried to touch it and it retaliated back by zapping him. On the first floor, you'll notice that part of the main hallway still dappered by red velvety carpet. At the end of the carpet lies a big majestic painting guarded by armored statues, standing still as if they're waiting for their masters. Proceed with caution.

Maybe the statues scared you and you decided to check the empty rooms. Don't forget to stop on the second floor, one of the room will gift you with a surprise, a hidden passage on the ceiling, leading you to a hidden tent.

## Here Lies Goblins

Beyond the hidden passage, dragging your knees through the muddy passage smells of rotting things, lies a tent made from velvety materials. Here lies the first group of goblins which successfully pulvered by Ulfgar, Ian and Lorem. A bed, a set of chests and a makeshift throne chair sits empty not that the owners are gone.

Next to the tent, you can find several unexplored passageways. Outside the throne is a massive cliff, separating a part of land on which the tent set up and another piece of land with a dark passageway. Goblins activities can be heard beyond this passageway. Ulfgar also saw several goblins walking through it holding tray of food.

What lies beyond that dark passageway is for you, brave travellers, to explore...
Hapalochlaena Lunulata

You should come and meet my family

## Overview

Hapalochlaena (Laena) is the leader of a cult in Havenholme.

She has the Inspiring Leader feat, so if she starts talking its probably worth listening to.

She is interested in exploring and helping more people find... "salvation" through her otherworldly patron Narkin, as well as doing great deeds in Narkin's name.

For the glory of Narkin! *NARKIN*

## Backstory

Hapalochlaena Lunulata is a small, relatively defenceless entity from some other scarcely-travelled outer plane. About the size of a small bird, she resembles an octopus more than anything else in the material plane.

 Laena has found the material plane to be pleasantly full of bodies ripe for the snatching. Once she takes a host, she is able through her minor camouflage ability and boneless molluscoid form to hide herself amongst modest head gear. She takes control of the brain with her tentacles and then rides her zombie until it eventually fails her.

 Taking hosts has been very helpful in her personal quest for power and relationship with mysterious ancient entity Narkin the Abysmal. Through powers gained from her patron, it has been easy to spawn a little cult of followers. Once a member of her family “ascends”, others are all too eager to take the role of cult leader. Laena cares as much for the members of her family as a human might care for the wellbeing of a herd of pigs. Laena is keen to grow her family and bring other humanoids in to her cult, the stronger and healthier the better.

 In a formal ascension ceremony, Laena may choose a new host with no penalty. If she is forced to cut her losses she may hastily sacrifice her host with a ritual dagger and wait to be re-summoned (at standard resurrection cost).

 Laena never speaks openly, instead using mind speak as granted by her patron almost exclusively.
XPTracking (Varsolaris)

This is where you can see how much XP was earned at each session.

## Session 1: In-Game Days 16-17 After-Landing (AL)

* For subduing the giant not-a-vine: 70XP
* For crushing the skeletal animals in the cursed glade: 50XP

```

```

## Session 2: In-Game Days 23-24 AL

* For valour in combat: 75XP
* For cunning out of combat: 50XP
* For successfully making first contact with a minor group: 100XP

```

```

## Session 3: In-Game Days 30-31 AL

* For surviving the giant jungle mosquitoes: 50XP
* For fending off the sharks: 40XP
* For finding the mysterious, possibly-religious cavern (at great personal risk, no less): 100XP

```

```

## Session 4: In-Game Days 37 AL

* For valour in combat with the boars: 206XP
* For avoiding combat by means of cunning: 75XP
* For a 1-time infusion of delicious resources into the outpost: 200XP

```

```

## Session 5: In-Game Days 43 - 47 AL

* For valour in combat: 50XP
* For discretion in combat: 25XP
* For deciphering the ancient alphabet and decoding ancient texts: 250XP

```

```

## Session 6: In-Game Days 48 - 49 AL

* For discoveries about the nature of the cave behind the waterfall: 100XP
* For discovering the ruins of the river-town and partially exploring the skittering caves: 100XP
* For valour in combat: 50XP

```

```
Fredegar Hillbottom (NPC)

## Dwarf Abilities

### Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

### Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

### Tool Proficiency

You gain proficiency with the artisan's tools of your choice: smith's to oIs, brewer's supplies, or mason's tools.

### Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

### Unknown subrace:

Description not available

Fredegar Hillbottom is a jovial character. He is quite short, even for a dwarf, but he is easily spotted for his long, thick, ornately-braided beard - the envy of nearly every dwarf who sees it. He is the leader of the group building the Tower of the Sun, working with a fiery passion that's almost contagious. He has a great fondness for food and drink - especially for Kava, which he makes sure is always in ready supply for all the workers.