recursal/Fanatic-Fandom huggingface dataset:
Ruins of the Five Paths

## Summary

Most of the structures are about hip height, some are taller than persons. Mostly in a state of decay. In the center is a pillar with intricate figures carved on it.
The entire 'city' is a circular hub with 5 paths leading out. The river follows to the west, and there is a fork in the river slightly north of the ruins.

## How to Get There

Following the Jungle River in northeast direction till found The River Fork, so the Ruins will be found around the river, but the Circular Hub is on the East side of the River.

## What Can Kill You

* Big Bugs outside while dark
* Big Spiders inside a near cave.

## Things of Note

In the paths that suppose to cross the river is possible to see pillars on the rivers border, indicating that once a bridge was there. Also was possible to see Ruins in the middle of the jungle around all the place. In the middle if the circular hub it has a Pillar with some Carved scriptures and symbols.

## Found By

Kianga Sunfang, Klotar Ange`deVita, Ulfgar, Elilan Shenanigans, Lorem Ipsum
When Whittling Won Fine Day...

```

 ### Characters

 Elilan Shenanigans

 ### NPCs

 Woodblade Whittlewort

```

## Back at the town

How I met a halfling that showed the hafling that showed me how to whittle a whistle how to whittle...

**Starring:** Elilan Shenanigans **and Featuring:** Woodblade Whittlewort

Shortly after returning to the town, I stumbled over a very mean tree stump that decided to attack my shin. As I turned around to glare at said tree stump, it appeared to have carvings. Upon further inspection, the intricate carvings depicted a fable about a rabbit and a unicorn who vie for the attention of the princess, who chooses the donkey in the end. Asking around town, I found the craftsman, a halfling by the name of Woodblade Whittlewort.
After some casual banter it was determined that he was a good friend and teacher of a master rogue that once upon a time taught me to whittle a whistle with none but my dagger.
After a short brew battle, Sir Woody, as he insisted I call him, agreed to guide me in the fine arts of whittling. He also granted me a small space in his trade post to peddle my wares provided I spend at least 2 hours a day minding his stall. I readily agree, this will give me a chance to network and possibly earn some coin when we aren't out and about attempting to vanquish haunted trees...
How we met NOT-Bobo

```

 ### Characters

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

 ### Locations

 NOT-Bobo's Lair and Charred Worg

```

## 54 AL (12th of Noct, Explore day 8)

As we started the day with breakfast, a conversation with Velma the barmaid revealed that the folks at the outpost were taking bets on the shadowed creature with the top bets being placed on a dragon, a bird, and a goblin flying-machine.

We left 2.5 hours before noondark. Shortly after we went North and slightly East, we began to hear snarls in the far proximity...

We approached, cautiously, only to see Bobo!
After a small misunderstanding (including Ulfgar trying to poison the chief, who was NOT Bobo apparently) we had a bit of a skirmish.
The environment grew thick with fog. Ulfgar and Varys damaged the Chief a tad. Lights flared up in the distance I felt as though the fog made the world a recording set at an exceptionally high frame rate as I watched Ulfgar lit up by flaming arrows in slow motion.
Combat ensued. The chief was killed, long live NOT Bobo. The fog dissippated momentarily, so Varys & I made four of the goblins sleep. I tied the 2 I put to sleep up with their shoe ribbons.
Fog turned on and they all woke up, oops!
One ran away. Klo killed 1.
Ulfgar grabbed at one and killed it
Varys made Worg Brulee.

WORG BRULEE!

Ian impaled the head on a spike in the center of our war zone.

Eli, Ulfgar & Enya head off tracking the Goblins back to their lair. The rest went back to the outpost.
Chieftan corpse had some hunting tokens, some trinkets and baubles that seemed to have some value.
After some deliberation we dubbed the area the 'Charred Worg'
After nearly losing the trail, we followed on. It went completely cold at one point, but we were well hidden.
The area did seem to have traffic through it as though many goblins had passed by.
We found behind one of the shrubs is an entrance way to ??? covered by scraggly bushes. The tunnel inside would fit a small creature - one of us would be stuck as Pooh.
Enya marked the location well. An undulation of hills to the east. Further to the southeast the terrain rose into a tall plateau with clouds and perhaps some greener vegetation present. To the north a range of mountains, one taller than the others. Hills surround us. Looking due west we can sort of make out the waterfall.
We leave NOT-Bobo's lair and head back to the outpost to live another day to tell another tale

**Starring:** Elilan Shenanigans, Enya Leathergloves, Klotar Ange`deVita and Ulfgar and Varys **Locations Visited:** NOT-Bobo's Lair and Charred Worg

**Be sure to use the Source Editor to specify values for the template to auto-tag this adventure entry! Characters, NPCs and Locations all take comma-separated lists as their input.**
Rose (NPC)

Rose, the blacksmith of Balmain, is a large, no-nonsense woman who took the party in when they arrived in Balmain seeking shelter. Her son Gerrick 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.
AL 111 - When wolves howl

```

## When wolves howl

 ### Date

 November 21st 2019

 ### Game Date

 AL 111

 ### Characters

 Elilan Shenanigans, Klotar Ange`deVita, Uroroth Crenxith and Daveak Hollysword

```

## The return of Uroroth and a new guy joins the party

I learned more about the serpent coiled around my arm at the end of last adventure:

> **Coiling Bracer of Urth & Storm**
>
>

> Sleek black onyx serpent with emerald inlaid scales that coils around the wearers arm appearing sentient, but in actuality inanimate. Dex save - 17 Allows bearer one cast per long rest of: CALL LIGHTNING
>
>
>

We began our adventured hunkered around the table at the Violet Lobster. A newcomer - Daveak Hollysword and an old-timer - Uroroth joined us. We set out toward the jungle at first light - Uroroth bringing his cart with, of course.

When we reached the edge of the jungle, there were vultures to the east, trees to the west - we chose the vultures. Noondark neared. Lorem perched on the cart holding a torch while Uroroth pulled it forward. I put on the goggles just to see - constellations were not in the same place as they were - there was a gap before the next constellations. In the distance we heard the howling of wolves. Lorem detected 3.

We pull out our musical instruments to attract the wolves, but the howling seemed to stopped... Evidently the wolves were not fond of our cacophony... Unfortunately, the vultures were a different story. As they neard us, I cast sleep on them and they died.

Lorem decides to leave a vulture blood trail behind us as we travel north east. On a small hill up ahead we saw a carcass and some carrion birds feasting. Uroroth left the cart and decideed to carry his battle axe in the middle of the carrion beasts and scatter them because fun.

Bearings check - mountains far to the north, jungle to the west, hills and lack of vegetation to the east

Uroroth used his mysterious time piece to gain us a view of the last thing the dead pig saw. We saw that it was early in the morning - in the sky to the N-NE flying away we saw a fairly large copper tawny creature - looked like a really really big bird, not a dragon. It was carrying something big in its talons - another pig of a large size - heading toward the mountains a fair distance away - the bird itself looked like a giant eagle or roc. It did not however seem to be the cause of death of the pig. It was evident that the pig had been wounded and had walked a bit before it fell over and died.

While we were all in the vision and the wolves returned. Combat ensued. Uroroth attacked a few. I lightning striked Uroroth and killed him along with one of the wolves then healed him back. Daveak tried to charm a wolf. Lorem did some damage. Klo finished off one that was running away.

Weary from the fatigue of the vision, we found ourselves headin back to the camp, not entirely consciously at first, but as we neared the inn, our stomachs thanked us.
Kamdur's Lair

## Summary

In the end of one of the Nexus pathways, there is this huge chamber that opens to the sunny sky above. It is full of tempting treasures, but big and fresh green scales are evident in the corners of the cave. All seems to indicate that the legendary (and supremely evil) dragon Kamdur made his home here.

## How to Get There

Take the portal in the cave behind the waterfall, and follow the glassy bridge until the Nexus. Then, take the secret glass bridge that goes to the east until it ends in another portal.

## Adventures

* The Nexus and Beyond

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Katar

KROHLM!

## Greenskin Abilities

### Mutable

The greenskin race is highly mutable. If the sum of your STR + CON scores is ever less than the sum of INT + DEX or WIS + CHA, you immediately mutate into a Goblin or Ogre, respectively

### Aggressive (Bonus Action)

Move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

### Menacing

You are trained in the Intimidation skill

### Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

## 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

### Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. *1/Short rest*
Day 1 - Enya

```

 ### Characters

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

 ### Locations

 Jungle river and undead haunted clearing

```

## How it Started

*"I don't know why I'm writing this in common instead of elvish. The elves' language has a complex grammar, and the consequence is that I'm always complicating thing more than I should when I speak common. What goes completely against one of our main philosophies, "*just like an arrow, fly straight and do not waver*".*

*In our last journey, we went to the north and a little bit to the west. We heard about a river in the middle of the jungle, and we wanted to check it out. Varys was curious about dragons and magical stuff, as always... I really want to know more about the elves that lived here once, sure, but my main reason to go is that I was just missing being in the forest after so many days trapped on a ship.*

*We crossed a rocky and dry terrain, and I convinced our group to let some boars and wolves alone. I think they didn't like it, some of them were so anxious about having boar for dinner (and not as guests). Maybe gnolls are predators by nature, and I shouldn't be so surprised - it totally makes sense after all.*

*The dangerous part came when we entered the jungle. The dwarf monk fell into the river, and the other members of the group had to "fish" him back. Then Varys disturbed a giant constrictor snake, and he almost died. It was an accident, but I should've seen it coming; he was raised in caves, not in the woods. We fought the creature and I missed most of my shots because I wasn't able to keep my hands steady. Only the last one was deadly precise: it landed in the middle of the eyes of the snake, and it was full of anger and revenge, not nature-friendly at all. Shame on me for that.*

*Our last stop before going back to the town was a mysterious barren clearing in the forest, with a lone and creepy tree in the middle. The paladin said it was haunted, and his comment was almost immediately confirmed by the skeleton undead that sprouted from the ground. Our team destroyed the undead, but the tree detached itself from the soil and attacked us, and we were forced to flee.*

*Now we're back in the tavern, and I'm not sure about our future plans. I believe some members of the group will want to find out more about the cursed clearing, but I guess I would like to go to the desert. Not my favorite environment, yet I want to know more about the elves that settled there - why they were banished to the sands, how they adapted to the place and what ultimately killed them (or drove them away)."*

**Starring:** Elilan Shenanigans, Enya Leathergloves, Kianga Sunfang, Klotar Ange`deVita, Ulfgar and Varys **Locations Visited:** Jungle river and undead haunted clearing
Velma

## Sumary

Velma works at The Violet Lobster as a waitress. She's friendly and talkative, and likes to ask (a lot!) about the adventurers' next plans and challenges.

## Threat Analysis / Services Offered

I would like to believe she's not a threat! She's always ready to provide us with encouragement and travel rations (and some interesting local gossips too).

## Adventures

* Ulfgar's log AL 2.43 Supplemental - Uroroth my hero!
* Ulfgar's log AL 1.23 Retroactive- To the East it is
* Ulfgar's log AL 1.37 Retroactive - Wil-Boars what is it
* 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 Velma in the list of characters or locations.

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Fort Whiterock

An inland fort situated high on top of a hill provides excellent sight lines and natural defences. Once an important defensive fortification during past wars, Whiterock has transformed into a bustling centre of commerce. Located at the centre is a the main headquarters for the local militia, which provides security and order to its surrounding population.

Trade at the fort-town is largely based on the flow of raw materials from Guamal and Latrobe moving towards Whitecliff and the Monastery of Revelation, and manufactured and imported goods moving from Whitecliff to Guamal and Latrobe.

## Notable Residents

### Knakssha, Blue Dragon

The young blue dragon, Knakssha, is currently the head of the merchant's guild at the fort. When the party arrived, the dragon was not feeling well, probably due to the wild influx of Fire mana in the environment.

### Craig Steelhammer

Craig Steelhammer is the captain of the militia at Fort Whiterock. Steelhammer is a no-nonsense dwarf. The party once followed him through a secret passage leading from the Slaughtered Prince Tavern to the basement below Knakssha's chambers.

### Terrence

Terrence, a lanky middle-aged human, is a high-ranking civic official in the Fort (exact title not given), and seems to be Craig Steelhammer's equal as far as affairs of the city go.

## Population

The old fort hosts up to 500 militia members at a time, though in recent years this number is usually under 100.

The town surrounding the fort has a population of roughly 5000 people.

### Demographics

* Humans: 60%
* Dwarves: 20%
* Halflings: 10%
* Gnolls: 3%
* Hrrak'mar: 2%
* Tssrrn: 1%
* Ghishveldi: 1%
* Elves: 1%
* Goliaths: <1%
* Gorr: <1%
* Greenskins: <1%
* Piscaptonians: <1%
Mackle

...

## Background

Raised in captivity by his parents until the age of 18, Mackle has quite the love/hate relationship with his parents. Over the years this has caused him to be weary of other people yet loyal to those he knows best.

On his 18th birthday his father sat him down on his favourite branch. "My son, you have so much potential in life and yet you squander it here in this tree. Set forth for the Syndicate of Treeson and prove yourself worthy".

3 months later Mackle found himself nearly 200 miles away from home and at the doorstep of the Syndicate of Treeson. After training for 8 months, the Syndicate gave him a mission to embark on the Saucy Mare to find out what to the Island of Tireth. Mackle accepted and departed on his journey.

## Character Traits

Growing up in captivity has made Mackle quite socially inept. He can come across as rude, awkward, and quirky as a first-impression but overtime he warms up too people and will do anything to protect those he trusts.

Mackle also has a unique sense of fashion. A High Elf that mostly favours the culture and style of Dark Elves. He can always be found with makeup on and some sort of weird paste that conceals the true tone of his skin.

A unique 'disability' that Mackle has is his lack of knowledge in the area of 'Body Language'. Simply put, he was never taught how to speak Body Language and therefore does not understand the concept of sarcasm.
Misty Canyon Bridge

The Misty Canyon Bridge lies between building site of the Tower of the Sun and the Monastery of Revelation. It is an ancient stone structure, but is no longer commonly used as it has long fallen into disrepair and is considered much more dangerous than the Trail of Revelation. Very recently, the status of the bridge has been downgraded from 'Treacherous' to 'Mostly Nonexistent' thanks to the tireless efforts of Fredegar Hillbottom's team of dwarves, who are harvesting the old bridge for building materials.
Rah Mehn

"I'm a good boy."

## 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

## Rah Mehn

The goodest boy in the whole continent. Druid by profession, chomp and sniff team by passion. Will eat and collect any edible material he found.

## History

Born as a gnoll in a gnoll tribe that lives from the forest deep in the wilderness. Gnoll tribes are matriarch and strictly hierarchical by nature which means male gnolls are the lowest in hierarchy once they are out of infancy. They also receive the least amount of food and resources. Due to the harsh and survive-or-die nature of the tribe, he grew up starving most of the time. He survived by depending on his nature scavenging and druid pack survival capabilities. This triggers his obsession on food and a habit of attaching himself to other individual for resources.

Once he grew up, he moved to the city which he found out to be just another kind of gnoll-eat-gnoll hierarchical society with the difference that he had to scavenge for something that's called 'gold'. He survived in the city by using his druidcraft to trick people into thinking that he can communicate with the dead and using his perfect navigation combined with climbing ability to run away from people.

## Goals

He moved to the new continent to start his own farm so he doesn't need to starve anymore. Wants to make new friends also since city folks are too cruel and individual for his taste.

## Quirks

Will try to eat anything that looks edible.

Slightly a coward and is a good boy that will try to make friends.

## Adventures

No adventures found yet! Would you like to create an entry for Rah Mehn's backstory?

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Mist and Mysteries

There are rumours that places where great works of magic (Good and Evil) took place still hold a great deal of magic, even though magic has declined in the land pursuant to the Fog. The Fog, or Mist, covers the land night and day, and counteracts any magical effects of items or spells. The cities developed runes to shield themselves from it.

Somewhere in the mists, Emperor Alagard and the Grand Wizard Tekli suddenly disappeared.
Mt Caltin

View of the Waikairi hot springs

Mt. Caltin is a dormant volcano on the Island of Tireth, and believed to be the heart of the island's creation. Local legends tell of a powerful spirit who lives in the mountain, and once every three years a celebration is held to make offerings to the sleeping spirit.
Drakon (Reformed) (Calendar)

This is the calendar observed by most of the Dragonkin races - the Tssrrn, Hrrak'mar, Ghishveldi and Gorr

## Duration

The Drakon calendar is 400 days long, counted as 4 quarters of 100 days each. Each of these "Drachs" is roughly equal to 3 years on the Kamen calendar.

Each year is named for one of the 5 Fundamental Colours and one of the 6 Major Spirit-Animals. This cycle repeats every 30 drachs, or roughly every 90 years.

## Leap Years

The Drakon calendar is not worried about staying synchronized with the solar year, so this calendar slowly drifts with respect to the Kamen and Sylvan calendars.

## Drach Cycle

The Fundamental Colours proceed in the following order:

* White - Typically associated with the element of 'Metal,' though this is sometimes translated as 'Heavens' or 'Air' instead.
* Red - Associated with the element of 'Fire'
* Black - Associated with the element of 'Earth'
* Green - Associated with the element of 'Wood'
* Blue - Associated with the element of 'Water'

The cycle of the Major Spirit-Animals proceeds in the following order:

* Owl
* Ox
* Eagle
* Bear
* Fox
* Cat

In the Restoration of Varsolaris campaign, the outpost was established near the end of the Drach of the Red Owl. The campaign is currently in the Drach of the Black Ox.

## Special Days

* 1st Quarter, Day 1: 'New Year' - First day of the new Drach.  In larger centres, this is marked by grand celebrations, elaborate parades, and many varied, city-specific traditions.
* 4th Quarter, Days 93-100: Reconciliation - This seven-day period marks the time to tally up the value of your hoard and acquisitions during the previous drach, establish any changes to social rankings, pay taxes, etc. 'Value' in this context is fluid, subjective, and nigh-incomprehensible to those living outside of draconic cultures.  Often celebrated by showing off through showering friends and rivals with lavish gifts.
Arix

Hey there demons its ya boy

[[Category:]]

## 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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Grabthar's Field Notes

# Isle of Tireth

## Voyage of the Saucy Mare

### Shipwrecked

Total survivors: 8. 1 severely wounded. Goliath and Human seem to have martial training; might prove useful. We also have a cleric, bard, and two fancy elves.

## First Contact

Immediately attacked by hostile locals. Rat-like dwarvenoids; ill-equipped and poorly organized.
Battle won, sustained 1 casualty. The elves appear to be useless combatants. Enemy prisoner has given us the location of their base of operations.

I suspect the rats are actually cursed humans; possibly locals of the island. The lizard is apparently a (man? woman?) person of the cloth. Hopefully their gods are strong enough to aid us.

### Balmoral

Blacksmith Rose has confirmed our suspicions of a curse. We are also on the island of Balmoral. We must find and destroy the source if I am to make it to Ft Whiterock on the main island.

## The Nightmare

It's clear that there is a strong magic infecting this land. My only choice is to aid my comrades in breaking this nightmare curse.

### Battle of the graveyard

Battle won, sustained 2 casualties. Apparently the Goliath isn't as tough as he seems. The elves are definitely useless.

Our cleric, Sangamitra, appears to be a powerful patron of their gods; quite useful. Sangamitra spoke with the dead and received a powerful artifact to aid us.
Vinny

[[Category:]]

## 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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Elilan Shenanigans

## Misc. Proficiencies

### Weapons

Rapier (1d8) , Staff (1d6), Bladed Guylian Claws (1d6) (dual weild, slashing, finesse)

### Tools

Disguise Kit, Whittling, Kanjira (Percussion), Flute (Wind), Lute (Strings)

## Spellcasting

### Spell Slots

L1 spells: 4
L2 spells: 3
L3 spells: 2

### Bard Spells

**Casting Ability:** CHA
**Save DC:** 14
**Attack Bonus:** +6
8 spells Known of level 3 or lower

## Adventures

* Day 1 - Eli
* Day 1 - Enya
* When Whittling Won Fine Day...
* Day 2 - Eli
* What a Wil-Boar
* Day 6
* Day 7
* How we met NOT-Bobo
* The Nexus and Beyond
* AL 71 - Scrumptious Desert
* AL 77 - Spyder Phase
* AL 77 cont'd - We won't pay the troll!
* AL 78 Snamrod, Azoth, Chumroin, a dagger and a potion
* AL 101, 9th of Uror, The Giant Outpost
* AL 102, Flight of Lightning
* AL 106 Continued
* AL 111 - When wolves howl
* Ulfgar's log AL 1.16 Retroactive - To the north it is
* Ulfgar's log AL 1.23 Retroactive- To the East it is
* Ulfgar's log AL 1.37 Retroactive - Wil-Boars what is it
* Ulfgar's log AL 1.48 Retroactive - What Druid and Spiders
* AL 153 - Save (sotto voce: kill!) Them!!

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## Spells Known

Jack of all trades - add 1 to any skill that isn't modified by proficiency

Song of Rest - 1d6 to any friendly during short rest.

College of Valor - Combat Inspiration, use Bardic inspiration die (d6) to add to weapon damage or add to AC against an attack (before knowing whether it is a hit or miss)

### Cantrips

Vicious Mockery (Enchantment, 60', V, Instantaneous). Wisdom saving or take 1d4 psychic damage and disadvantage on the next attack roll.

Message (Transmutation, 120', V,S,M(copper wire). Spell can be blocked by magical silence, 1 foot of stone, 1 inch of common metal, thin sheet of lead or 3 feet of wood.

### Level 1 Spells (4)

Healing Word, Sleep, Thunderwave, Comprehend Languages

### Level 2 Spells (3)

Lesser Restoration, Invisibility, Crown of Madness

To Hit - 15

Spell Saves - 15

Spell Attack - 5
Gerrick (NPC)

Gerrick, son of Rose Bluegarden, was the Patient 0 when the wererat epidemic struck Balmain. He saw the meteor crash down on the island and went to investigate. The concentrated raw magic that he found warped his thoughts and desires to create the illusory city and make him the King of Rats.

Gerrick has a pet rat, and the flute he played to his pet seemed to have a magical effect on both mundane rats and those afflicted with the wererat lycanthropy.
Dvorish (NPC)

### Call to the Wave

You know the Shape Water cantrip. **Expression error: Unexpected > operator.** Constitution is your spellcasting ability for these spells.

### Prehensile Tail

You can hold and manipulate small objects with your tail. You can do anything allowed by the *Mage Hand* cantrip, but your tail's range is only 5'. Some Tssrrn learn to fight with a specially-made tail-blades, which are *light*, *finesse* weapons. Making an attack with such a blade is treated as a "two-weapon fighting" attack.

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

To encourage the team to go home regularly, the Outpost is the only place where our heroes can take a **Long Rest**.

**Full transparency**: this mechanic is purely to make it easier to have everyone able to drop-in/drop-out, as anyone not going out on a given adventure can simply be assumed to be back at base, able to join in again next time without any convoluted story-juggling.

To scale short rests similarly, **Short Rests** may be taken in the field as normal, but represent at least **2** hours of 'Quiet Time' rather than the standard 1 hour.
Naï

Not much is remembered about the Naï family.

The first family to discover that certain illnesses afflicted elves when they lived closer to trees was the Naï. Future generations advanced the research to find that while the trees were somewhat poisonous, it was actually the small grey bears that camouflaged themselves when up in the trees that were responsible for the deadly allergen. They were referred to in research notes as the ITKBs.
Violet Lobster

The Violet Lobster

## Summary

This is the outpost tavern. It is a raw place, with improvised tables made of barrels and wooden planks. Velma (the waitress) makes sure everybody feels comfortable here, though.

## How to Get There

It's in the middle of the outpost, currently the only tavern here.

## What Can Kill You

I sincerely hope this section stays empty.

## Things of Note

The main table has a rough map of this land sketched on the surface, carved in the wood.

## Adventures

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Day 1 - Eli

```

 ### Characters

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

 ### Locations

 The Violet Lobster, Jungle river and undead haunted clearing

```

## How it Started

This is just a sample header followed by some sample text. Change this to anything you want.

**Starring:** Elilan Shenanigans, Enya Leathergloves, Kianga Sunfang, Klotar Ange`deVita, Ulfgar and Varys **Locations Visited:** The Violet Lobster, Jungle river and undead haunted clearing

I approached the tavern, keeping an eye on the dimly lit planets that adorned the sky.
'The Violent Lobster.'

"Why is the lobster violent?" I wondered. I read the sign again - ohhhhh The Violet Lobster. That makes so much more sense...

The musicians in the tavern were playing the ballad of the Houses I'lo and D'or - Song of the two wolves. A story about two young lovers, heirs to the warring clans, who escaped their families at great peril and made their way to the Land of Mythinar - where their wildest dreams came true and they lived happily ever after.

After making the rounds, taking note of the monk at the corner who had a secret stash of the good stuff that wasn't readily available at the bar, a few of us decided to venture out of the town to see what we could see.

We made our way north to the jungle, Ulfgar following Enya, who lit our path with a torch

Soon, Dunia - the planet that eclipses the sun at midday would be out to shelter us from the harsh sunlight. Off in the distance, to the east, a trio of large pigs was visible. The party seemed to be inclined to capturing a pig for an evening feast, but Enya spied a pack of wolves closing in on the pigs, so we forged along to the north.

We made our way toward the river and eventually reached a cliff overlooking the dangerous waterfall we saw on our way into the island. Ulfgar attempted to descend to the river on a rope, but Klotar did not succeed in keeping the rope steady. It looked like Ulfgar was about to plummet to his death, but the agile monk caught himself and was able to perch on a large rock.

"I live another day. And there's lots of water here." He declared.

We retrieved the monk and began to gather vines to try and get across the river. One of the vines was not so vine-y. Apparently it was named 'Kaa.'

After a battle that left some of the party near death, we vanquished the snake.

Kaa is dead Long live kaa.
Casualties - Varys, Klo, Kianga

After a short rest for the wounded to recover and the sun to go down for the night we crossed the river, following Kianga who followed her nose as gnolls must.

We reach desecrated ground, or holy, we weren't to sure until Kianga threw a rock at the tree, whereupon skeletal creatures revealed themselves to our shock and dismay.

An inevitable battle ensued. We had many ouchies, but we managed to kill all the skeletons. It looked bleak for a while since the Tree decided to uproot itself and advance toward us, but it didn't leave the desecrated patch and we were able to retreat back to town to be swarmed by questions from those that did not join us.
Sjivijis

There's a lot of things I kind of know, and a lot that I don't know

## Piscaptonian Abilities

### Natural Armour

You have tough, scaly skin. When you aren’t wearing armour, your AC is 12 + your Dexterity modifier.

### Observant Artisan

You have proficiency in the Perception skill, plus proficiency in 1 set of artisans tools and 1 additional tool of your choice.

### Leviathan Will

You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

### Water Dependency

If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Kamen (Calendar)

This is the calendar observed by most Humans, Dwarves and Halflings back in the homelands where you came from.

## Duration

The Kamen calendar is either 132 or 133 days long depending on whether it is a leap year or not.

## Leap Years

Leap years occur:

* Every **odd** numbered year, and
* Every year **divisible by 8** *except* those also **divisible by 40**, and
* Every year **divisible by 125** if it's not already a leap year

The extra day is added to the middle of the Talus, traditionally the warmest month of the summer

## Months

The Kamen calendar is composed of 8 months, each with either 16 or 17 days. Astrologers typically associate each month with one of the 4 elements (Earth, Air, Fire, Water) as follows:

* Haumea (16 days) - Fire
* Eris (17 days) - Air
* Kapsian (16 days) - Water
* Boka (17 days) - Earth
* Talus (16/17 days) - Fire
* Vespa (17 days) - Air
* Ackari (16 days) - Water
* Korath (17 days) - Earth

## Special Days

* 10th of Korath: Fasting begins
* 17th of Korath: New Year's Eve, fasting ends
Eroin Relows

## 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

### Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. *1/Short rest*

## Cards :

**Why do you have an unusual fondness for rats?**

I just think they're neat.

**Where did all your money go? Is that why you took this job?**

Lent money to a bard, bard got killed. Now Im broke

**You've been making small offerings to Yarrawarna, serpent-god of the ocean currents and hurricanes every day since setting out. Why?**

Is that what I was doing? I thought I was feeding fish

**You've ended up spending a lot of time with the captain of the saucy mare. Why? What is the captain line?**

The captain seems like a cool dude. He owns a ship, how cool is that. He let me drive it once.

**Which PC do you think you could count on when the going gets rough?**

Truthfist seems like a cool dude who doesnt afraid of anything.

## Background Ability

Can tell at a glance if an object in a tree is a bear, or something else.
The Ages

Can you put these in order?

**The Great Collapse** - civilization as we know it ends, the last ships leave

**The Great Mana Depletion** - did it all evaporate?

**The First Age of Elven** - Plague you, high mortality rates!

**The Age of Expansion** - Diversification of culture and race, more mixed babies running around

**The First Dark Age of Plague** - see First Age of Elven

**The Last Golden Age** - 42

**Age of Elven Prosperity** - They came, the saw, they conquered

**The Golden Age of Mythinar** - Utopia, here we come!
AL 77 cont'd - We won't pay the troll!

```

 ### Characters

 Enya Leathergloves, Varys, Elilan Shenanigans and Klotar Ange`deVita

 ### Locations

 River Bend

```

## We won't pay the troll!

Enya handed me 5 good berries to keep for eventualities and sniffed at the air to check for danger. When she smelled nothing but fresh mountain air, we set out back on the river, traveling for about an hour in a westerly direction. The river began to wind south toward big hills with coniferous and deciduous trees.
We saw no signs of civilization. The river was teeming with fish (still some piranhas that we avoided) so we collected some for sustenance - the non-piranha variety, of course.

After a couple more hours, on the shore near a bend in the river up ahead, we saw signs of smoke - campfire size, not blazing forest fire.

I sneaked up ahead to slowly move through the trees and got closer to the fire. I began to smell a foul smell of meat cooking. The fire was in front of a cave at the foot of a rocky hill. The spit on the fire seems like a smallish person, perhaps a dwarf.

Moving closer I inadvertently kicked a metal helmet that ended up creating quite a ruckus. I had just enough time to note that the dwarf was not a dwarf I was familiar with before a loud growl of a large beast resounded from inside the cave. I quickly cast a sleep spell into the cave. A less ferocious voice than the owner of the growl exclaimed and was cut short but recognizing that it wasn't the voice that growled at me I started running south back to the river at full speed.

My path along the river curved north before curving more west again. The folks on the raft slowed their pace just enough to figure out what was chasing me. About 45 feet behind me were two vaguely humanoid scary looking beasts with moss and mold growing on their skin and large warty noses.
Varys cast sleep on the two, but their pursuit was unabated.
I stopped, turned, and cast thunderwave at the now identified trolls. The magic pushed one away, but I was left slashing futilely at the other.
Varys cast a chromatic orb in their direction.
More fighting ensued.
Everyone did a lot of damage, particularly the non-bards. Varys' fire kept the trolls from regenerating while Klotar and Enya dealt damage with their swords and arrows like never before. Even while we fought the sinking doom of our situation was unspoken in the air, and I hovered over the party in spirit, watching helplessly as a troll lifted my prone body overhead and pummelled Klotar with it. The portent of our situation only served to strengthen the instinct to survive, especially in Enya, without whom I would not be alive to tie shoelaces together a day more.

We killed the two trolls and returned to the cave.
Vaguely dwarven-sounding snoring noises emerged from a burlap sack toward the back...
To be continued...

**Starring:** Enya Leathergloves, Varys, Elilan Shenanigans and Klotar Ange`deVita **Locations Visited:** River Bend

**Be sure to use the Source Editor to specify values for the template to auto-tag this adventure entry! Characters, NPCs and Locations all take comma-separated lists as their input.**
Day 7

```

 ### Characters

 Klotar Ange`deVita, Ulfgar and Elilan Shenanigans

 ### Locations

 Ruins of the Five Paths and Spider's Cave

```

## BUNCHES OF SPIDERS!

We continued on through the the spider cave. I used my new claws and slashed at the webs and Ulfgar and Klotar used their respective weapons as well. We seemed to be moving down. At some point the cave seemed to be a bit more cavernous, roomy, with stalactites meeting stalagmites. There is something wrapped up in the webbing

I slashed it open. Out came swarms of spiders.

Put some to sleep. Ulfgar hit some. Momma spider peeked out. Klo battled it. I battled it. We vanquished it. Awake ones were polished off by Ulfgar. We all sqvisht the rest.
Ulfgar pulled out his med kit and other tools to extract venom.
I cleared up a wall and confirmed the structure was natural as opposed to manmade.
Klo and Ulfgar moved on to scrape away at a pillar, carefully, revealing carvings similar to the pillar in the center of the 5 path city. There was some coloring as well.

Another big spider and a moderately-big spider advance on us. One of them slimed me. The other landed near me and bit me for 7 damage.

Eli v web - 4 points of damage
Ulfgar freed himself and came to free me, but apparently you can't punch a web to death.

Klo hit the big spider for 15 damage. The deformed spider creature slimed him.

Klo and Ulfgar combatted the big and moderate spiders. I tried to free myself. Eventually Ulfgar freed me.
He also killed the moderately big spider

Translating the pictograms, which turned out to be a sort of heiroglyphic language, we read:
"The daily work and those who rule over us keep us fed but something about a mysterious disease pervading the forest"

Ulfgar collected venom from the big spider (he certainly has a lot of venom now. I should ask him for some to poison tip the arrows I whitle).
Then we opened another cocoon. It did not have swarms of spiderlings. It did have a treasure chest.
Inside were old clothes and a smaller box.
In the box were Amber beads, Obsidian dagger, and Pearl earrings.
I checked for secret compartments, but there weren't any. That would have been cooler, but I guess a chest wrapped in spider webbing will have to be cool enough.

We distribute the items in our backpacks and satchels and stuff the cocoon in the chest to take it with us.

The inscription on the chest read:
Manufactured in Mythanar by Azure Transportation Inc

Completed by XS

Azure Transportation Inc
Mythanar
Magician District
Glass Tower fourth floor

516563

**Starring:** Klotar Ange`deVita, Ulfgar and Elilan Shenanigans **Locations Visited:** Ruins of the Five Paths and Spider's Cave

**Be sure to use the Source Editor to specify values for the template to auto-tag this adventure entry! Characters, NPCs and Locations all take comma-separated lists as their input.**
Ulfgar's log AL 2.41 - Shadow and Disappear Spiders

```

## Shadow and Disappear Spiders

 ### Game Date

 AL year 2 day 31

 ### Characters

 Uri of Cragstock, Lorem Ipsum, Armman and Ulfgar

 ### Locations

 Spider's Cave

```

## Ulfgar's log After Landing 2.41

Went to the spiders cave

Fight a Humanoid Spider

It felt as cleaned a curse

Found some texts

Went to explore the deep hole in the ground

## Ulfgar's log After Landing 2.41 Supplemental

Went down, deeper then 3 full lenght ropes

Small cave path

Open areas with a lot of web, pentagram on the floor

Have air, something dark and evil

Some carvings in the rooms

Fight shadow

Fight spiders that disappear

Everyone paralized

**Starring:** Uri of Cragstock, Lorem Ipsum, Armman and Ulfgar **Locations Visited:** Spider's Cave

**Be sure to use the Source Editor to specify values for the template to auto-tag this adventure entry! Characters, NPCs and Locations all take comma-separated lists as their input.**
Craig Steelhammer (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

Craig Steelhammer is the captain of the militia at Fort Whiterock. Steelhammer is a no-nonsense dwarf. The party once followed him through a secret passage leading from the Slaughtered Prince Tavern to the basement below Knakssha's chambers, coming out into a busy kitchen responsible for preparing Knakssha's meals and the dragon's special Kava.