recursal/Fanatic-Fandom huggingface dataset:
William de Corbray

## Background

William de Corbray was born the son of a petty lord on one of Neverwinter’s northern marches. The Corbrays were “harecatcher lords,” called so because in the winter, they would trap rabbits to eat, so meager were their means. At two years of age, his father was killed in the Battle of Turnstone Pass. Being of noble birth, the orphaned William was taken in by the Hall of Justice in Neverwinter and given a priestly education. His physical talents clearly exceeded his mental abilities, thusly he was trained to arms.

William’s first military engagement was during the Second Siege of Dragonspear Castle in 1356, as a squire. During a sally by the devils' forces, his contingent was isolated. His master grievously wounded, young William pulled a spear from his own body to defend his liege and his horse. After the Lord's Alliance host rallied and drove the enemy back in their fortress, they found William surrounded and nearly buried by dead orcs. He was so drenched in orc blood, that his tunic was completely black, except for a thin strip of white around his waist when he removed his belt. He was knighted that day by Lord Nasher Alogondar. Sir William took for his coat of arms a black field, bisected by a horizontal white stripe.

William quested through the Sword Coast and the Western Heartlands, being a terror to evildoers, and a welcome sight to good folk, both low and high. While accepting honors offered, William has declined several offers of lordship. "I have lived as a knight, and I will die a knight," he is quoted as saying. In spite of his avoidance of landed power, the knight enjoys significant authority, as the highest military commander in Baldur's Gate, and de facto, in the Lord's Alliance. By his 30th birthday, Sir William is acknowledged by many lords, wizards, and wise men as being the greatest living knight in Faerûn.

## History

In 1376, Sir William entered the lists of the Pantheistic Tournament, where he was favored to win. During those days, he met Jon Palantas. The young lord came across slightly ingratiating, but the two got along fairly well, telling stories of their deeds. As draughts of ale brought their topics to more personal matters, William told Jon of his father, Roger, who had died valiantly. William honors his sire's valiant end, but regrets that amongst the dead at Turnstone Pass, Roger de Corbrary's remains were never recovered. In an ~~odd~~ contrived twist of fate, Jon happened to know precisely where William's father lay in state. Jon had slain a necromancer's servant, trappings on which identified it as one Roger de Corbray. William was disheartened to learn of his father's final fate, but Jon reassured him of the truth: His father died with honor decades ago. Only his empty body was used by a wicked man, whom The Party slew. Roger's bones lay in a town to the east, where they might be recovered with little difficulty. William took heart at the young lord's words, and on the following day, entered the lists with terrifying vigour, eventually unhorsing Roland Ammakyl, and winning the tournament. William has thought well of Jon since.
The Free Peoples

The Free Peoples is the name for the de-facto alliance of cities, states, and other organizations native to Faerûn, which oppose to the demonic invasion. They are one of the primary belligerents of The War.

## Establishment

The Free Peoples is not an organized group, although many entities within its umbrella cooperate directly or indirectly with one another.

## Members

This list is not all-inclusive.

* Kingdom of Cormyr
* Kingdom of the Tel'Quessir (Evermeet)
* Lord's Alliance
	+ Waterdeep
	+ Silverymoon
	+ Neverwinter
	+ Baldur's Gate
* Dominion of Amn
* Evereska
* Church of Torm
* Church of Lathander
* Church of Chauntea
* Church of Bane
* Church of Helm
* The Harpers
* Order of the Chalice
* Barony of Dawnstone
* The Party
Darren Breakwater

## Background

Broken men, cutthroats, escaped criminals, and various other persons on the unfortunate side of life who found themselves enthusiastically or not driven to banditry were drawn together into the Brotherhood of the Black Road by the charismatic Darren Breakwater.

## History

The Party attacked Darren at the Roaring Griffin Inn in Marsember.
Claiming:IIYM Registration/Pandora Fukashima

1. *Which of the following elements do you think is the most powerful?*

**a) Air**

b) Water

c) Earth

d) Fire

2. *Which skill do you think is more useful?*

a) Healing

b) Combat

**c) Stealth**

d) Speed

3. *You are trying to find your way home, which way would you take?*

**a) Mountain**

b) Desert

c) Tundra

d) Forest

e) Cave

4. *What is your idea of a good mage?*

**a) Someone who is responsible and independant**

b) Someone who is curious and couragous

c) Someone who is powerful and in control

5. *In a case of emergency, what would be your intial action?*

**a) Collect your bearings**

b) Panic

c) Find help

d) Create a plan

6. *Any physical disorders?*

a) Yes

**b) No**

7. *Any mental disorders?*

a) Yes

**b) No**

8. *If your answer was Yes to 6 and/or 7, please list your disorders*

## Your Test has Been Completed

Pandora Fukushima has been accepted into The International Institute for Young Mages. Here is her schedule, featuring all her classes:

1. Elementalism: Air
2. Heathen History
3. Stealth Jinxes
4. Biology
5. Chemistry
6. Elixirs and Enchantments
7. Basic Charms
8. Mathematics
9. Dragon Riding
10. Language Arts
Dragon

## Introduction

Dragons are amongst the most powerful creatures in the universe (as befits a game called Dungeons & **Dragons**). Dragons become more powerful as they age, starting as eggs (harmless) and ending as great wyrms (epically powerful). Like Baskin Robbins, dragons come in a number of flavors.

## Types of Dragons

### Common

"Common" here is relative, as dragons in general are few and far between.

* Metallic dragons: Gold, silver, copper, bronze, brass. These tend to be good.
* Chromatic dragons: Red, black, green, white, blue. These tend to be evil.

### Uncommon

* Gem dragons: Sapphire, emerald, amethyst, crystal, topaz. These tend to be netural.

## Known Dragons

The Party has encountered several dragons in its travels.

* Young adult black dragon: This was the first big dragon we fought, in the High Moor. It killed Linta and damn near everyone else. Remy slew it with a precise strike of his greataxe.
* Younger green dragon: While plundering a dungeon, The Party came across this creature in a locked room. Jon wanted to kill it, but Lucia and everyone else convinced him to let it go.
* Balagos: The Party encountered this great red wyrm in the Troll Mountains.
* Ancient black dragon: In Carceri, The Party was beset by this beast outside The Bastion of Last Hope. We gave battle and Lom laid the final blow.
Session 12 9/19/2021

Brottor, Elektrah, Arden, Lucia

Bill, Tasha, Michael, Megan

The party makes it's way out of the desert. The wolf, Elias, seems very edge-y and agitated. There is smoke rising from the forest just outside of the desert. Brottar sends Lucia to investigate. Lucia, who is usually very sneaky, stumbles and crashes through the woods. She ducks behind a tree and starts to run back to the party before bursting into flames. The party rushes to her aid and, after some water and healing, ask her what she saw. "Baatezu" is all she's able to say. This doesn't ring a bell with anyone in the party. They see a tall humanoid shadowy creature back in the trees. A ball of flame comes flying through the air, past Brottar's head and ignites a tree. The party fights, and eventually kills, a Barbed Devil (Hamatula). It was resisting non-magical attacks and flame attacks with ease, but was eventually destroyed. It seemed focused on getting/attacking Lucia and kept shouting in Infernal.

The party rests in the forest, glad to be out of the desert and into the cool and shady forest. After a restful night, the party hears several voices calling for a child (Shalla). They find a pair of young men wandering the forest. They explain they are looking for a young girl from their village and they could use whatever help they could get. The party is given directions to their village. The party finds its way there and split up to be more effective. Brottor heads to the Meeting House to arrange for food and lodging. Lucia heads to the well to speak to the locals. Arden and Elektrah head to the chapel to speak to the priest about what's been going on. There have been several children missing over the last several months. This is the 4th child to go missing. The ages of the children range from 2-5 years. The priest says they'll send the child's mother to the Meeting House after supper to speak to them and see if she can bring something of the child's for the wolf to track.

At the well, Lucia is talking to one of the mothers. Her little boy went missing from the bath. She noted that it was unreasonably warm in that room, as if someone had lit a fire in the fire place instead of just heating a kettle on the stove. She asks the party to find whatever they can find out about him, even if it means he's gone forever. The party agrees to tell her what they find and head back to the Meeting House to tell Brottor what they found.

XP 1,800. No loot.

Previous Session Next Session
Game Night 20141212

## Background

Swordquest happened. At Jon's insistence, The Party travels to the Sword Mountains in search of a legendary blade.

## Players

* Megan: As the Dungeon Master; Lucia
* Michael: As Jon
* Kevin: As Klain
* Barb: As Serendipity
* Tasha: As Megura
* TJ: As Fortunado

## XP Awards

* 700: The party foil an ambush set by drow and Zhentarim
* 200: The party sets to rest an ancient spirit from Cormyr
* 2,000: The party assists a group of gnomes, who are beset by a number of Trolls
* 50: The party tends to the gnome wounded

## Victories

* Jon: Zhentarim Fighter; Savino; troll
* Others: Zhentarim Cleric; trolls (?)

## Summary

Jon rejoins the party from Dawnstone. In his time in The Silent Room libraries, he comes across certain references to a sword sought by Azoun I. Jon convinces the party that a mighty weapon is worth seeking.

Nearing the Troll Mountains, The Party's scouts discover two Zhentarim and a drow waiting in ambush. The party springs the trap and slays all three. The Zhentarim have letters from a "Quixtarthus."

The party makes it to the ancient Fort Ilbratha. In the ruins is a ghost of an Agent of Cormyr, dead now 1,000 years. He has been waiting to pass on the news he learned. Long before even his lifetime, dwarves lived in a great city in the mountains. There, the sun god commissioned them to forge a fabulous weapon. It still lies deep in their city, unmolested. After promising to deliver news of the ghost's faithfulness to a living Obarskyr, Klain puts his soul to rest.

Moving into the mountains, The Party hears sounds of combat. They find a group of gnomes beset by trolls. The party assists, and slays the trolls, and tends to the gnome wounded. The gnomes invite us to stay with them in a mountain holdfast. They promise to show us into the dwarven city, if The Party deals with the Zhentarim causing trouble in the mountains. The gnomes know where their base is, but lack the strength to assault it themselves.

The party rests.
Jon and Violence

Jon has spent most of his life training to arms and was knighted on his 20th birthday. He's put that to good use, as Jon is basically a mass murderer. Following is a list of people and creatures that Jon has slain.

## Jon's List

Each line indicates a separate combat

* Large scorpions (2)
* Fydan town guards (3)
* More large scorpions (2)
* Giant centipede
* Giant snake
* Another scorpion
* Skeletons(3)
* Zombies (2), skeleton, Roger de Corbray
* Gnoll
* Troll
* Kobolds (2)
* Medium giant spider
* Orcs (2)
* Bandit fighter
* Bandit fighters (2)
* Bandit head gaoler with a brutal lunging strike
* Sir Jonathan
* Bandit fighters (2)
* Giant spider
* Lizardfolk (3)
* Dire rat, violet fungus (2), gargoyle
* Dire rats (2)
* A Mimic
* Large water elemental
* Skeletons (11), Quasits! (3), zombie minotaur
* Shandri Nightfall, vampire spawn (9)
* Stone giant
* Troll
* Hill gaint
* Wyverns (2)
* Hags (2)
* Trolls (2)
* Babaus (2)
* Zhentarim fighter, Savino
* Troll
* Zhentarim fighters (3)
* Another Zhentarium fighter
* Trolls (5), shadows (3, summoned)
* Ettins (4)
* Cyrus
* Bearded devil, medusa, ghost (2)
* Gomez, babau (3), barbed devil
* Medium spiders (3), tarantula
* Ghouls (4)
* Mummy-so scary
* A bodak completely consumed by the power of the sun
* Aboleth
* Driders (7)
* Bodak, death worm, quasits! (3)
* Rust monster
* Gomez, again
* Fire giant, mimic, ooze
* Lucia ghost, spider, zombies (6), mind flayers (2)
* Drider
* Aritor Cain
* Barbed devil
* Glabrezu, babau
* Bearded devils (2)
* Zelekhuts (3, yielded)
* Elder stygian elemental
* Shadow demon
* Naga
* Wererat
* Daemon
Game Night 20140305

## Background

The Party sneak around Fydan, until they find a long tunnel leading out of the city. Hoping this will get them clear, they instead stumble onto a vile celebration, the Circus of Carnal Delights. This celebration of wicked excess is MC'd by one Arnas Clofield, a wizard and master of the city. The Party interrupts the event and frees the captives therein, and like Robin Hood and his Merry Men, steal horses to make their getaway.

## Players

* Megan: As the Dungeon Master, Lucia
* Michael: As Jon
* Kevin: As Klain

## XP Awards

* 200 for sneaking through the city without incident and finding the circus
* 250 for disrupting the circus
* Jon: 50 for using Handle Animal to steal horses to make our escape
Barony of Dawnstone

## Background

The Barony of Dawnstone consists of an area east of Proskur and west of Cormyr's western marches. It is bounded to the north and south by the highway running from Proskur to Elversult. The central structure of the barony is a small castle of the same name.

## History

The keep was either built or rebuilt by Shandri Nightfall in the 1360s. She thereafter declared herself the Baroness of Nightfall and claimed the lands around. In 1375, Shandri was slain by Jon Palantas. Jon claimed her lands and title, and renamed the castle to Dawnstone.

Shortly after establishing a settlement in and around the keep, Jon left the barony. He has not returned since, and the barony's present state is unknown.

## Inhabitants

As of 1375, at the time Jon departed.

* Castellan: Sir Maxwell Belmont
* Chaplain: Dorian Goldblum, a priest of the Moninglord
* Stewart: Pierre Robesson
* Master at Arms: Sir Frederick Winston
* Several skilled tradesmen, including a carpenter, blacksmith, and mason live by the keep.
* Three peasant families comprising around a dozen persons tend the fields.

## Dawnstone Castle

On a hill approximately ten miles from the road sits a keep, the only substantial structure in the barony. Dawnstone's tallest tower is four stories tall, and it has a substantial cellar/dungeon.
Session 41 9/17/23

Althalus, Arden, Lucia, Elektrah

Jeff, Michael, Megan, Tasha

Trying something new (and also because I'm very late in publishing this page)

* Combat - 12 Sahuagin, easily dispatched, burned one of the sails. One crew member dead.
* Arden backhanded a sahuagin and it essentially disintegrated.
	+ Memo to the more chaotic people in the party - do not piss off Arden
* Lucia and Althalus skin the sahuagin for later use. They get 5 useful skins.
	+ They are going to have Cloaks of the Manta Ray made from them for 1000 gold
* The party arrives in Waterdeep and go their separate ways.
* Elektrah goes to a tavern to check the job board and see if there's any news of missing children
	+ There are 4 missing children - Boys around 2-5 years old, rich families, various shades of blond
	+ Someone is offering Lute lessons
	+ Someone is looking for a missing spouse - 2000 gold reward
	+ The white dragon is starting to get more aggressive.
* Arden finds this suspicious and has Lucia take a look at the notices. She translates the thieves cant and points out that the posting for the missing spouse is a request for a hit and the Lute Lessons is letting people know that the thieves guild is recruiting.
	+ The spouse is a mean drunk who abuses his wife and kid.
* Althalus and Lucia take the posting for the hit. The mark is on the back of it.
* Arden is given another vision - a humanoid with coal black skin toys with a whip and mentions "We're running out of time to get the vessel. The harvest moon approaches."
* Althalus receives a mysterious note.

1200 XP for combat

Previous Session ----- Next Session
Session 44 11/12/23

Elektrah, Brottar, Arden, Althalus

Tasha, Bill, Michael, Jeff

* The party finds out, through some investigative work, that the minotaur and his charge are at the Abbey.
* The minotaur and the child have been granted sanctuary at the Abbey.
* Brottar is working his way through his guilt over being the catalyst of Lucia's death. He seeks the guidance of the church.
* Elektrah does some research and has decided to worship Chauntea.
* it's now 5 days until the Harvest Moon Festival
* Althalus discusses his mission with the party - to return the child to his estranged grandparents now that his parents have been killed.
* Arden sits down with the minotaur (without his weapons) and introduces himself.
	+ He explains that they have been searching for them and are concerned with the number of factions that are after them.
	+ Arden makes a copy of the prophecy for the minotaur.
* The Minotaur seems unfazed about the dangers surrounding them, but decides to let Arden meet with the child after school and dinner are over
* The party joins the minotaur and Bryce (the child) in their room after dinner and prayers.
* They talk to the boy a little bit, but its clear he was instructed not to talk about his fire ability.
* Althalus tries to convince the minotaur to leave the Abbey and travel with him to Baldur's Gate to meet with Bryce's grandparents. They have to leave now or the contract will be retracted and a new one will be put out for the Minotaur's head.
* The minotaur does not seem to be concerned, but does agree to travel to Baldur's Gate \*after\* the festival is over.
* There was some discussion about how to get a message to Althalus' contacts in Baldur's Gate before the festival to let them know that he found the child and where they are.

2000 XP for plot advancement

No loot

Previous Session -------- Next Session
Session 33 - 3/5/23

Megan, Bill, Tasha, Jeff, Michael

Lucia, Brottar, Elektrah, Althalus, Arden

The party is in a crypt lined with alcoves filled with the dead. Several alcoves have the undead in them that reach out to attack the party. Between Arden's spells and Brottar's attacks, the party is able to make it to the end of the tunnel. It appears to be a dead end with the wall at the end of the tunnel appearing to be a dirt wall, with no masonry, and no bricks. The party searches the area and finds a small glowing rune. Lucia identifies it as meaning "Chime". After a dare from Elektrah and Lucia (for the cost of 10 GP), Althalus touches the rune. The party hears the sound of a gong and the dirt wall at the end of the tunnel seems to cave on itself, Sloughing off a layer of dirt to reveal a plain wooden door. There do not appear to be any locks or traps. They open the door and walk into a large room with 12-14 zombies and a human man standing in the midst of them. There is an altar for Myrkul in the corner. He greets the party and asks what they're doing there. After some brief conversation, the party finds that he is researching reconstructive surgery using the undead as his subjects. The party decides he needs to be stopped and threaten him. He tries to convince them to leave him to his work, but they are determined that he needs to die. He casts a spell and the party is surrounded by a yellowish cloud of choking poison gas. After some intense combat, the necromancer is hurt badly. His contingency spells goes off. Time Stops for a full minute letting him escape. The party finishes off the rest of the zombies and then take several minutes to heal themselves and each other. Arden uses his blessed sword to destroy the altar to Myrkul. Lucia, Elektrah, and Althalus discover a hidden room in the back of the main chamber. Inside are half a dozen small zombie children with chunks of flesh missing from their thighs, calves, and shoulders. The party takes care of them, putting them back to rest. They find a chest (that is not a mimic or trapped). They find several items that they might find useful.

10,000 GP
Scale mail armor
Gloves
Scroll - Protection from Celestials
Bag of Holding
Fancy arrows
Potion of Greater Healing
Sending Stones
Immovable Rod
Clockwork Amulet
Necklace of Fireballs
Dust of Dryness
Brooch of Shielding
Potion of Speed
Wand of Haste
Sturdy Arrow
1 large black pearl
A set of noble's clothing.

5,000 XP

Previous Session --------- Next Session
Session 4 3/21/2021

Megan, Bill, Marce, Michael, and Tasha

Lucia, Brottar, Eilonwy, Arden, Elektrah

The party started in the slave cages, waiting for daylight to make their move over Lucia strenuous objections. A guard entered the jail, handing out packets of rations. A spell from Arden took out the guard. His body was brought into one of the back cages and covered. A slave puts on his armor and grabs his weapon and goes out to check the surrounding area for guards/people. He reports back that it looks clear. The party and the slaves head out of the holding cells and meet up with the slaves from the debauchery tent. When the party heads to the white Administrative tent to exit through the trap door, they come face to face with a distinguished looking middle aged man who sees them and is clearly shocked. Brottar asks if they can get their hands stamped so they can come back in later and the man begins to gather magic into his hands. After a long, violent, and frustrating combat (where Brottar and Lucia were near death), the party manages to slay the archmage and loot the desk. The slaves make their way to the trap door and out into the town. When Eilonwy fails to dispell the magic around a drawer, Brottar unlocks it with his battle ax (now named Skeleton Key). In the drawer is a box containing a letter. The Letter states "We haven't found it yet. We are broadening the search area. - A.C." Lucia picks the lock of the chest, but doesn't think to check it for traps. A Fire trap is triggered when the chest is open, destroying everything that was in it. The party searches the corpse of the archmage and find some gold (1,000 gp), a few keys, and a badge of office (Hello, Mr. Mayor!). The party is able to get out of town through the chaos created by the escaped slaves.

The party finds a document on a table that looks very much like a prophecy.

A child will be \_\_rn (Born)

bat\_\_d in flames (Bathed)

Never Bu\_\_ing Never Learning (Burning)

the cost until is passes

Ra\_\_ng he will bring (?)

a \_\_\_\_\_\_ of blood that (?)

stirs an outcry to \_\_wn (Drown)

Faerun in tears

This Child will un\_\_\_\_ the \_\_\_ld (Undo) (World?)

The pathway down to the desert floor seems shiny and, as they make their way to the bottom, they hear a clicking sound around and behind them. At one point, the pathway behind them is ignited and bursts into flames (fire trap). The party hustles to the bottom of the pathway and reflects on the events of the day.

6,000 Xp - bringing the total to 14,450.

Previous Session Next Session
Session 20 5/1/2022

Elektrah, Lucia, Arden, Duriel, Brottar

Tasha, Megan, Michael, Jeff, Bill

The party approached the mouth of the lower cave and discovered a rank smell. Duriel went in to investigate and found a crack on the back wall that was completely black inside. He stuck an arrow into the crack to see what was in it. There was some resistance, like some sort of surface tension, and then nothing. When he withdrew the arrow, only half of it remained. There was a bit of smoke coming from the end of it, indicating that there was either some sort of fire or acid in the crack. The party also found a crack in the ceiling with the same substance in it. After some creative combat tactics (Fire! and Divine spells), the party was able to defeat the two black puddings. Duriel wanted to explore the rest of the cave, but the rest of the party, Lucia primarily, had little desire to. Duriel wrote out a warning at the mouth of the cave and taunted Lucia with a bag of coins which earned him a bloody nose and bruise on his throat. Sending her WildFyre Kitty with Duriel to explore the back of the cave, they find a pile of stones and humanoid bones. Duriel investigates the bones to figure out what type of creature it was and, possibly, how it died. A large ooze tentacle with the skull at the end lashes out at Duriel and smacks him quite hard. This ooze was killed more quickly/easily than the previous two.

The party makes camp outside and the evening passes uneventfully. Arden has a very vivid dream of running through a cornfield with a large, snorting, growling creature chasing him. The party starts their day and decide to explore the final cave in this valley. They are able to smell smoke, sulfur, and ozone coming from the cave. When they get to the mouth, they see a flaming circle of runes interspersed with scorch marks. There was speculation of if this might be a summoning circle. Arden copies down the runes for further research. Elektrah uses the Staff of Running Water to try to put out the flames. They start to die down before flaring up even higher.

700 Xp for fighting Black Puddings

Previous Session Next Session
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Shandri Nightfall

## Background

Born Shandri Eveningfall in 1298 DR, the bastard daughter of a minor Cormyr lord by a moon elf. Thought not openly acknowledging her, Shandri's father provided for her, including a training to arms. She grew up in a small village of elves, one of the few remaining since their people abandoned the forest to the crown. There she learned to fight the various enemies threatening her people and Cormy's borders. In 1324, she helped a young Prince Azoun Obarskyr (later Azoun IV, King of Cormyr) slay a weretiger, for which service she was knighted. Following this, she defended Cormyr's western borders. She was present at the tourney celebrating the birth of Foril Obarskyr in 1332 DR, after which times she vanishes from history.

Early in the 1350s, she reemerged in Cormanthor in the events following The Retreat. Apparently, she had spent the intervening decades adventuring in the Underdark. She operated in Cormanthor and the Dalelands for some 15 years, until being driven out by the unrelated efforts of a massive forest fire and a party of adventurers from Archendale.

She re-emerged near her old home, west of Cormyr, in Proskur. In her decades of adventuring, Shandri apparently amassed some considerable wealth, as she quickly gained some influence on trade in Proskur, and commissioned a home built for herself outside the city.

Shandri maintained a hold east of Proskur, Dawnstone Castle, from which she derived her style. Her title was not recognized outside of Proskur. Though not acknowledging the finer points of her regality, Purple Dragons from nearby Cormyr respected her sufficiently to keep away from Nightfall Castle when on patrol outside the kingdom. They were little needed, as the roads coming north and east from Proskur were kept nigh-spotless of bandits, monstrous humanoids and other troubles to commerce through Shandri's efforts.

Shandri enjoyed a fearsome reputation in Proskur, where she was accorded the noble honors she desires by the merchant rulers of the city. The occasional bandit or bugbear troop found impaled or crucified along the High Road demanded a certain respect.

## History

In the autumn of 1375, The Party entered Nightfall Castle and defeated Shandri. Attempting to bite Jon, Shandri engaged in a grapple with him. Jon gave her the kiss of life, imbued with the power of Lathander, putting her into a deep coma. The Party put out in the sun to dry, where she was finally destroyed.
Session 32 - 2/5/23

Bill, Tasha, Jeff, Michael, Megan

Brottar, Elektrah, Althalus, Arden, Lucia

The party is in the clearing where the cannibalistic hunters were killed. They collect identifying items (jewelry, a patch of skin that has a tattoo on it, etc). The bodies were consecrated and then burned. The party leaves and goes back to Beregost to the Friendly Arms Inn. They have been given rooms for the next month and are treated much more kindly than normal. Althalus buys some healing potions while Arden approaches the church for holy water. Althalus receives a mysterious note. He asks around about roving bands of minotaurs and is told that a recent band was seen going south towards Athkatla. The party wakes up one morning with a terrible headache being their eyes, the humans more affected than the rest of the party. Althalus walks outside and declares that everything gets better as he goes south. The party sees nothing strange about this and they were going in that direction anyway. They follow the road south to Nashkel where they are treated as honored guests. They gather a bit more information about the necromancer along the Uldoon Trail. They're told that there is more activity at night, and people have reported seeing glowing lights and glowing eyes among other shuffling sounds. They head down the trail. A thunderstorm hits and the party is drenched. Lightning crashes down around them and actually hits Elektrah square in the chest. She is unaffected. She mentions that it felt like someone she loved gave her a warm hug. The party approached what looks like a barrow. They enter the barrow during the day and find several humans worth of skeletons. These skeletons have their finger bones tipped with cold iron claws. They discuss how best to deal with the skeletons and, while they debated burning them, Arden casts a spell that keeps them from being animated for the next 10 days.

Brottar discovers a secret door that leads to some catacombs. The humans are surprised that they can see without any sort of aid (lights or magical goggles). Althalus is looking at one of the bodies in an alcove of the catacombs and is attacked by the corpse. Elektrah is attacked and immediately sets it on fire. So now there's flaming undead, Lucia's personal version of hell. Several other corpses (zombies) crawl out of their alcoves and start to attack the party. Arden casts a powerful spell that destroys several of them and another to prepare for an imminent attack. The remaining zombies are found to be pounding on secret doors leading to burial chambers. The doors eventually open and the zombies attack. Elektrah conjures a rolling fireball that attacks and sets ablaze several more zombies. Between her ball of flames and Arden's spells, the zombies are shortly dealt with. Althalus, trying to draw out other zombies, runs down the hallway, triggering three more zombies. Brottar and his wolf head down the hallway to clean up after him. Between the two of them, they're able to destroy the threat easily.

XP to be determined at the end of the encounter.
No loot was recovered.

Previous session ----------- Next Session
Game Night 20150124

## Background

The Party encountered and slew Aritor Cain.

## Players

* Megan: As the Dungeon Master; Remy
* Michael: As Jon
* Kevin: As Klain
* Barb: As Serendipity
* Tasha: As Megura

## XP Awards

* 5,000 for defeating Cain and his minions

## Summary

After consulting with Silas, the party is taken to the Anauroch desert to a temple of Oghma. The Party goes through the temple into a tunnel that leads them into a deep crevasse. Inside this pit, there are 14 10' statues of various powers of the lower planes. From the players entrance and moving clockwise: Loviator, Umberlee, Bane, Talos, Shar, Malar, Velsharoon, Lloth, Vhaerun, Cyric, Gorgauth, Set, Asmodeus, and Talona.

A dais, ringed with braziers and topped with an alter, raises from the center. The Party arrives to see Bryce tied to the alter, sleeping. Jonoleth Palantas is stunned by the sheer magnitude of evil emanating from this place. From a hidden tunnel across from the party emerges Aritor Cain, dressed in full ceremonial robes. He utters a few words and Bryce begins to squirm as though trapped in a terrifying nightmare. He bursts into flames, lighting the trail of oil leading from him to the braziers. As the area is lit up, the party is able to see, hidden in the shadows, minions of each power ring the pit.

A might battle rages on while the party is trying to save Bryce, destroy Aritor, defeat the monsters, and survive themselves. Aritor Cain is able to get close enough Bryce and begins the final stage of the sacrifice. Aritor raises the Blade of Betrayal above his head. As he brings his hands down to plunge the dagger into Bryce's heart, Bryce opens his eye and, terrified by both the nightmare he woke from and the twisted visage of the man above him, shrieks in fear and flames explode from him with such force that his captor is thrown backwards into the wall and crumples into a heap. The statues nearby start to fall and one of them obliterates Aritor's body.
Session 1 - 01/24/2021

Session 1 - The Burning Child

January 24 - Megan, Michael, Marce, Tasha, and Bill

The Session ( and the entire campaign, for that matter ) begins in the hot, smelly, rickety covered wagon making it's way down the Black Road through the Anauroch Desert. The Party members wake up to find themselves completely naked with their arms chained to the wagon behind them and their feet shackled together. They all have golden torqs around their necks that cannot be removed by natural means. Trying to remove them with force results in an electrical shock, as our dear Brottar found out.

A giant scorpion attacks the wagon, forcing the driver and the guard to try to fight it off. The party struggles to free themselves. Lucia, the resident rogue, has the most luck and, with the help of some nails she found in a tool chest, she's able to free the rest of the party. Brottar with a crowbar and Arden are busy with the scorpion (that is now missing a stinger, thanks to Kelemvor). Eilonwy and Elektrah Rae try to figure out how to get the wagon moving. The horses are well trained and will not move. Also, the brakes are locked. Eventually, they are able to unlock the brakes and convince the horses to move. As they move away from the scene, the scorpion crushes the head of the guard and drops the body on top of the corpse of the driver.

Lucia and Arden find their gear in a crate on the back of the wagon. Everyone gets dressed and equipped. while the decide what to do. They have several options. They can wander aimlessly through the desert. They can follow The Black Road out of the desert. Or they can go to the original destination city. In hopes of finding more information about who kidnapped them and how to remove the torqs, the party decides to go to the city.

The party notices what appears to be a sandstorm approaching them. It will be on them in about an hour. They find a dune and move the wagon behind it, offer shelter to the horses. They climb into the wagon and wait out the storm. It's a wild magic storm and there is a very large frog sitting outside of the wagon for several minutes. He eventually disappears when the storm passes.

The party makes camp and, the next day, make their way to the city. The city is on top of a high plateau with a pathway carved into the side of it. The pathway is black with soot and something sticky. They unhitch the horses from the wagon and try to make a plan. They'll be outed as slaves because of the torqs they wear. They decide to hide the collars on two of them, while the others act as their slaves. They lead the horses up the path and end up at the city gates. The gates open before them and they see a desert town.

End Session 1.

Xp - 1200 for wagon battle, stealing the wagon before the scorpion was dead, and devising a plan to get into the city.

Next Session
Burning Child Campaign Wikia

## Welcome to the Burning Child Campaign Wikia

This wiki describes events in a Forgotten Realms campaign. This campaign has gone on for so long, and accumulated so much history, that this very wiki was the only solution to keep track of it all. If for some unfathomable reason you are not a member of this game, yet are reading this wiki, know that the campaign ~~takes great inspiration~~ rips off pretty much the entire history of high fantasy.

The basics:

* The Party
* Game Nights
* Characters
* Lore

## Describe your topic

This is a story of how a scary little boy grew to be a man and could either save the world or destroy it... Or maybe he could do both... ?

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Martin Leclerc

## Background

Martin Leclerc is a fallen angel who has risen to a position of some importance in Hell.

## History

Following a violent misunderstanding, The Party was invited to the embassy of the Nine Hells in Mechanus. There they met Martin Leclerc, an ambassador of Bel, the Archduke of Avernus. He offered The Party assistance, explaining that the rulers of Hell wish to prevent a tanar'ri takeover of Faerûn. He gave the party a summoning stone, which was accepted with some reluctance.

### Summoning Stone

Martin's stone takes the form of a small black pearl. In theory, if activated, it will bring Martin in short order to The Party's location, with "as much help as I can muster," he claimed.
Die praktische Prüfung der Magie

**Die praktische Prüfung der Magie** muss jeder zukünftige Student der Brakebills University neben der schriftlichen Prüfung bestehen, um zum Studium der Magie zugelassen zu werden.

Hier werden die Studenten einzeln in einen Raum mit 5 Dozenten geschickt, in dem sie ihre magischen Fähigkeiten vorführen sollen.
Game Night 20160828

## Background

Jon reunites with The Party as the group searches Carceri.

## Players

* Megan: As the Dungeon Master; Lucia
* Michael: As Jon; Korax; Baratus
* Kevin: As Klain
* Barb: As Serendipity
* Tasha: As Megura
* Josh: As Lom

## Summary

The Party finds Porphatys, the fifth layer of Carceri, a orb of thick mud instead of the toxic sea that it was before. While investigating, they are attacked by an elder mud elemental.

Previously, Jon had entered Carceri, seeking The Party. With him travel two zelekhuts, Korax and Baratus. Hearing combat, Jon moves to investigate. Jon and his retainers attack the mud elemental along with The Party. It retreats.

Lucia is highly doubtful that Jon is who he claims to be and refers to him as Not-Jon, much to his annoyance.

### List of Reasons Lucia Doubts Jon's Identity

* Not-Jon wears a helmet, when Jon never would, even against Mind Flayers (® WOTC).
* Not-Jon wears a golden cape, rather than the dark green one she had made for him, which sported a blazing Sun
* Not-Jon has adopted a more military haircut, forgoing his beautiful ~~brown~~ golden locks.
* He's been gone a long time, doing gods know what
* Lucia has trust issues. The only people she really depends on are Klain and Serendipity.
An'ha El'Däleanna

## Background

Däleanna is one of the Sun's mightiest servants. One of her many responsibilities is Jonoleth Palantas. She is his direct superior, since Jon has been operating outside the Church's hierarchy.

## History

In MR 76, she appeared to Jon, telling him that Bryce must be returned to his physical form by any means necessary.
Bob & Carl

## The Dudes

Collectively known as "The Dudes," Bob and Carl are two spectator beholders who have crossed paths with The Party on a couple occasions. Their names in the beholder language are unpronounceable, thus "Bob" and "Carl" are pseudonyms.

### Personality

Bob is brown and has a pleasant demeanor. He is friendly, though diligent to a fault in whatever he perceives his mission to be. Carl is dark brown and slightly larger. Decades of idleness in the Phoenix Lair robbed Carl of his zest for life, although he has perked up slightly since being released from that duty. Regardless of their differing bearings, Bob and Carl are inseparable.

## History

### Last Chance Adventurers' Depot

Some time after being released by the phoenixes, Bob and Carl traveled to Carceri. In the Bastion of Last Hope, they won the deed to a shop in a spelling contest. They named the shop the Last Chance Adventurers' Depot, and began to make a healthy profit doing commerce with all manner of screwups venturing into Tartarus. At some point, a dark elf sold them a minor artifact, the Cuirass of the Savior's Hide.
Session 3 2/21/21

Megan, Bill, Tasha, Michael

Lucia, Brottar, Elektrah, Arden

The party is hiding behind the White "Office" tent. They hear someone shuffling around inside, writing, and then the jingling of keys. They hear a something wood hitting the desk and a deep sigh. The footsteps leave the tent and fade away. Lucia sneaks into the tent and grabs the scroll on the desk before leaving. The party notices a lot more activity around the tents and decides to hide behind the Pink (Debauchery and Needlecraft) tent. They take up positions and wait for the guards to find them. 5 guards approach the back of the tent and combat begins. At one point, one of the guards runs off while the other 4 are fighting the party. Eventually, the party defeats them and decide to sneak off behind another tent. They approach the Red (Combat and Pottery-making) tent. They notice the guards are guiding the guests down the pathways to the exit. The party decides to hide in the slave cells. The slaves are eventually brought in and the cells doors slam shut. The party heals itself and gets some rest while Lucia unlocks some doors, rallies the slaves, and frees the pleasure slaves. The plan is to try to get everyone out and free. Lucia eventually comes back and everyone takes a long rest.

1,500 XP for combat.

Previous Session Next Session
Session 40 9/3/23

Brottar, Lucia, Althalus, Elektrah, Arden

Bill, Megan, Jeff, Tasha, Michael

The party gets to Baldur's Gate and walk around the market. Brottar goes off to find the dwarven community and stays awhile to commune with the dwarven folk. He learns that his kind is very sick and his children are fighting over the crown. Arden goes to his church to check in and discuss the goings on. He updates them on his journeys and asks for guidance. They tell him to come back as they have to get more information for him. Lucia and Althalus are shopping. Elektrah hears some giggling coming from the sewers. She shapeshifts into a rat and follows her through the sewer tunnels to a small, clean (relatively) open space where there are a handful of children. The Mark is on the wall and the children all have shiny new daggers. She finds this odd and goes back up. Lucia and Althalus notice that the Mark is in a lot of places. Althalus does some information gathering and finds that a thief was disemboweled, a shopkeeper was set on fire (in his shop), an death-trap orphanage was burned down, and other such atrocities. It seemed as though everyone who was punished deserved it in one fashion or another. A twisted form of vigilante justice maybe?

Althalus, Lucia and, Elektrah (in rat form) go down into the sewer and follow the path to the children. They sit and talk with the kids and learn a few things. They're aware of the grown-ups doing the Grey Lady's bidding. They each got a brand new dagger. The Mark is changed once a job is completed. They are told that if they can find the box of daggers, they can have one. The three explore the sewers and follow the Mark to the crate. It's poorly locked. Althalus easily opens the lock and they both take a dagger. They also grab a dagger for Elektrah who couldn't get one herself in rat-form. The party leaves the sewers and meets up with Arden. Brottar is going to stay with the dwarves until the ship leaves in two days.

In the inn, Althalus notices that a guard has a new dagger that looks quite similar to the dagger he has. He makes a subtle point of displaying his dagger, but the guard looks unimpressed. They follow him out and find he's going to the temple of Ilmater. They see him talking to one of the priests and a small bag of gold is handed to the guard. The guard bows the priest and goes on his way. Althalus tails him back to the barracks but doesn't feel he could successfully sneak in. (he's right). Lucia is apparently an agent for the Grey Lady as well as she is seen in close discussion with the priest and given a small bag of gold. She makes a point of donating some gold to the poor box. They're raising funds to rebuild the orphanage that was burnt down.

1,000 XP for plot-stuff being discovered

Loot - Daggers

Previous Session ------ Next Session
Torc

## Background

Torcs are magical collars invented by Arnas Clofield, which weaken the persons they are placed onto. They are intended to make victims of the Circus of Carnal Delights more pliant. Torcs are not removed easily.

## History

Jon and Lucia were burdened with torcs at the start of the campaign. Removing them was an ongoing sidequest in The Party's earlier days.

Components for the removal spell included cockatrice feathers. Lucia traded her horns and tail for said feathers in Llorkh, to a Zhentarim merchant. She did not consult anyone before she did this and received a penalty to her Dexterity and Acrobatics.
Fillory

**Fillory** ist eine magische Welt aus den Romanen von Christopher Plover, die sich schon bald als sehr real entpuppt.

## Regierung

Fillory ist eine Monarchie, die von zwei Königen und zwei Königinnen regiert wird. Die vier Throne können von niemandem aus Fillory besetzt werden, nur Erdengeborene dürfen herrschen.

## Fauna

Fillory ist u.a. von sprechenden Tieren wie Pferden und Elefanten bevölkert, aber auch die stummen Varianten der Spezies sind vertreten. Es gibt außerdem eine Reihe von magischen Kreaturen, wie beispielsweise Pegasi, Satyre und Nymphen.