recursal/Fanatic-Fandom huggingface dataset:
Aura of Truth

Aura of Truth is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

Aura of Truth is also a level 7 class feature of Paladins who took the Oath of Tirmar. The paladin applies this aura to all allies within 5 cells of him.

## Effects

Aura of Truth applies the following effects:

* Creature has superior darkvision.
* Creature has +2 Perception.

## Application and Removal

**Aura of Truth can be applied by:** Aura of Truth feature of Paladins (Oath of Tirmar)

**Aura of Truth can be removed by:** exiting the area of effect, knocking out the Paladin
Aksha

Aksha is a defiler residing in the Bone Keep.

She came to the keep to learn from Mardracht, uncover some secrets of the necromantic arts. She isolated the master from the other inhabitants of the tower, tried to keep him all to herself. However, master Mardracht himself turned out to be less than helpful, and Aksha had to resign herself to reading books in his vast library.

She spent a lot of time researching and creating a Doom Gem. She succeeded, even though it took her much longer than it should. After this success, she seems to have lost interest in the project.

## Minions and feuds

Aksha has a small army of ghouls, which she keeps as guardians.

She also created two undead minions: Reek and Filth. Reek used to be a handsome nobleman and Aksha considers him a good pawn. Filth used to be just a street scum, and now she serves as a ghoul feeder, bringing them corpses to feed on.

Aksha and Lizzaria do not exactly get along, they seem to quite despise one another. Lizzaria even keeps sending her zombies to assault Aksha’s lair, but poor things do not stand a chance against Reek and Filth.

## Interactions

Going through Aksha’s lair is the only way to access Mardracht’s tower. But the vampiress guards her master jealously. Employing a bit of deception, the adventurers can convince Aksha to let them through without violence. Failing that, she needs to be fought and killed before the minor gate leading to the Mardracht’s tower can be accessed. Aksha also does not appreciate people rummaging through her stuff and will attack if anything in her lair is looted.

In battle, Aksha is accompanied by her minions: Reek (Brood of Dread) and Filth (Brood of Blood). She can perform three legendary actions (which refills at the end of her turn) which she can use to either drain 10 Hit Points from one of the Brood or to perform her Bite attack at the end of another character's turn and will also regain 15 hit points at the end of her turn.

Prior to or during the fight, the boards covering the windows on the South wall can be destroyed by targeting them with any spell that deals damage (physical weapons don't appear to work). The sunlight that comes in is damaging to Aksha and her minions, though she can use her Dark Veil power to cast a special version of Darkness to temporarily block of a spot of sunlight. Additionally she has the ability to cast Slow (if with a rather low Difficulty Class of 10), though since she has to concentrate on it, it can be best to attack her regardless.

Party gets 1600 xp for passing the speech check to avoid the fight. Intimidation has a DC of 20, Deception has a DC of 18, and Persuasion has a DC of 15.

Party gets 1350 xp for winning the fight. Neither Aksha nor her minions drop loot. Party can initiate the fight after passing speech check by looting her stuff for a combined total of 2950 xp.
Breastplate of Sandraven

Breastplate of Sandraven is a magical medium armor. It has a third tier enchantment and provides +3 bonus to Armor Class. Proficiency with medium armor is required to wear it.

The armor also provides additional benefits:

* Resistance to cold;
* Can cast Produce Flame (at will);
* Can cast Flame Blade (1 per day).

Breastplate of Sandraven requires attunement.

## Description

*Most Forged on the fires of a volcano known as the Cradle of Fire, by Sandraven orc smiths, this legendary armor retains the magic of the Badlands.*
A Well-Ordered Room

A Well-Ordered Room is one of the main quests in Solasta: Crown of the Magister.

## How to obtain the quest

The quest appears in your journal automatically as you enter one of the rooms in the Master’s Mansion in The Superego.

## Objectives and quest log entries

**Help the Servant Clear the Room or Go on Your Way**

* You helped the maid clear the room and saved her valuable time.

## Walkthrough

* The quest is encountered in The Superego (during Gem Quest: The Mind of the Master).
* After the bridge, in the manor and just before the final fight, the door straight ahead leads to a small study with a Maid who asks for help.
* Interacting with the pile on the table helps the Maid, while exiting without doing so locks the door. Either way, the side quest is done and no rewards are given.
Aristocrat

Aristocrat is one of the available player character backgrounds. It can be chosen during character creation and will determine the character’s backstory, certain personality flags and available background side quest. It also provides certain benefits in a form of proficiencies, features and known languages.

*Born among the lords of your people, you have received a higher education. Your manners and speech are formal, rigid, and you have difficulties when dealing with low ranking individuals. A life of privilege gave you enough perks to start your adventuring life with a comfortable package.*

## Features

* **Higher Education.** Proficiency in History, Persuasion, and Intimidation.
* **Additional languages.** Chose two additional languages.

## Equipment

* Sigil Ring
* Gold: 80

## Personality flags

**Determined:** Formal, Casual

**Choice of flags** (choose two): Authority, Lawfulness, Egoism, Altruism
Candle

Candle is a standard, non-magical light source. It's held in an Off Hand slot and provides bright light in an area of 1 grid squares (5 feet) and dim light in an additional area of 1 grid squares. A candle lasts for 1 hour.

Candles are not as universally useful as torches, but they are lighter and can still be of some use.

## Location

* Sold by Gorim Ironsoot
* Sold by Mogo the Poor
* Sold by Wilf Warmhearth
* Sold by Galar Goldentongue
* Sold by Lena Swifthand
* Sold by Engrem Toldus
* Sold by Morganna Raven
* Sold by Grimhild Darkhead
* Found as random loot
* Part of Priest's and Scholar's Starter Packs
Ketdielle

Ketdielle is a Half Elf Warlock

## Background

After being marked for death by an Orcish War Priest of Gruumsh, Ketdielle prayed to Corellon Larethian for protection.

She managed to escape without harm but is forever branded with the Mark of the Storm.

After years of training alongside the Fellowship of the Forgotten Flower, Ketdielle learned to harness Magic including powerful storm magic.

Ketdielle has been entrusted to recover as many Elven artifacts as she can, but secretly her ultimate goal is to kill as many Gruumsh supporters as possible.

## Known Abilities

### Known Spells

* Eldritch Blast
	+ Agonising Blast
* Gust
* Gust of Wind
* Misty Step
* Thunder Step

## Relationships

* Dephisian Mage Guild
	+ Leilatha Leomys

## Trivia

* Struck up a bit of a friendship with Amarylis
Caer Anfrel

Caer Anfrel is one of the locations introduced in the Lost Valley DLC.

It's a typical, small jungle town in the Valley. Caer Anfrel is also, as its name suggests, a home to a very powerful and ancient family – house Anfarel. Elerien Anfarel can be found here.

*A typical jungle town, and the home of a powerful family from the Manacalon era, the House of Anfarels.*
Anvil

### In-game properties

Magical, Slashing Damage, Cold Damage, Fire Damage, Attunement, Melee, Versatile, Metal

Anvil is a magical one-handed melee slashing weapon. It has the third tier enchantment (+3), which provides a +3 bonus to attack and damage. Proficiency with martial weapons or longswords is required to use it effectively.
The weapon deals 1d8+3 slashing damage, 1d8+3 cold damage, and 1d8+3 fire damage. It also has three properties that require attunement to work:

* The wielder's Charisma score is set to 21 (if it's lower than 21).
* The wielder gets resistance to cold damage
* The wielder gets resistance to fire damage

## Description

*This strange weapon was made by master smith Krzystaf Flinthall as an experiment ro wield conflicting elements, and resulted in an unique magic sword.*

## Location

* Found in the Laboratory – Solastan in the Ruins of Telema
Eume bound

Upon arrival in Dios, The party met up with Dracothien's retainer Susi, who had been trying to discern the whereabouts of Dracothien's father.

The Adventurers went searching for clues, which led them on to the trail of a wine merchant called Sam Barrett. The Adventurers spent some downtime training and shopping.

After attempting to gain access to the Guild hall and threatening the elven concierge with a severed head, the adventurers found some information about Barrett, but decided this was a dead end.

Daenerys and Delysia headed for Eume where they had heard rumours of a Grand Discovery.

Dracothien remained in Dios before heading to Calende to continue his search for his father with the help of Susi.

### Training/Downtime

* Daenerys trained to gain proficiency with longswords, in order to more effectively wield the Nine Lives Stealer that she received from Steve the dock master.
* Delysia trained to become proficent with chainmail armor, she paid a blacksmith to resize a chain shirt that had been looted from a bugbear.
* Dracothien spend the time searching for clues about the location of his father, however he did return with the proficiency to play the flute.

### Trivia

* The adventurers may or may not be wanted by the city guards in Dios.
* Adventurers all purchased a religious trinket/symbol from a faith supplies shop.
Antiquity

Antiquity is a quest item introduced in the Lost Valley DLC. It cannot be sold, moved to a container, or removed from the inventory by the party.

It can be found in Grotto at the Merchant Campsite. There are three separate items of the same name and properties to be found. All three! are needed for the Archeology side quest.

## Description

*A piece of marble of Tirmarian origin, as the damaged writings prove.*
Burning Hands

Burning Hands is a first level spell from the Evocation school. The caster sprays a cone of fire in front of himself.

## Spell effects

Burning Hands deal 3d6 fire damage to any target in the area of effect (half the damage if the target makes a successful Dexterity saving throw).

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over I: +1 damage die.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Cleric (Sun only)
* Fighter (Spellblade only)
* Paladin (Oath of the Motherland only)
* Sorcerer
* Warlock (Fiend only)
* Wizard
Adventuring Wizard’s Clothing

* Icon
* Female
* Male

Adventuring Wizard’s Clothing is a standard item of clothing. It is basic and non-magical. No proficiency is required to wear it.

## Description

*Sturdy yet elegant clothes, equipped with straps and pockets for spellbooks and components. Provides no armor protection.*

## Location

Starting equipment for Wizards.

The clothing can be found as random loot.
Bag of Holding

Bag of Holding is a wondrous item. It's a very rare magical item. It's equipped in the back slot and provides unrivaled buff to carrying capacity, increasing it 3 times.

## Description

*This item was crafted to the specifications of Emperor Laethar the Gold Soul, who wanted treasures of the conquered province stocked in special bags. It is almost weightless and increases your carrying capacity enormously.*

## Location

* Found as random loot
* Sold by Halman Summer
* (Lost Valley) Sold by Yasmin, the Mask Secret Shopkeeper
* Sold by Arda Bladefang
* Sold by Grimhild Darkhead
* Sold by Engrem Toldus
Air Elemental

## Stats

Air Elemental is a large elemental creature of 5 Challenge Rating. It provides 1800 XP when killed.

## Description

*A flying current of whirling air animated by magical elemental forces.*

## Attacks

### Slam

+8 to hit, 2d8+5 bludgeoning damage, ×2 Attacks

## Special

### Immunities

Poison, Poisoned, Restrained, Prone, Paralyzed, Grappled, Petrified, Exhausted, Unconscious

### Resistances

Lightning, Piercing, Slashing, Bludgeoning

## Locations

* Manacalon Ruin, Library (during The Magister's Amulet)
* The Aer-Elai
* The Id
* Random encounters
Abyss Moss

## Abyss Moss

### Weight

0

Abyss Moss is a plant and a crafting ingredient used in many scroll recipes.

*A very rare moss found in the depths beneath the Badlands.*

## Recipes

* Scroll of Acid Arrow
* Scroll of Arcane Sword
* Scroll of Bane
* Scroll of Blindness
* Scroll of Blur
* Scroll of Charm Person
* Scroll of Color Spray
* Scroll of Comprehend Languages
* Scroll of Confusion
* Scroll of Darkness
* Scroll of Detect Good and Evil
* Scroll of Detect Poison and Disease
* Scroll of Entangle
* Scroll of Faerie Fire
* Scroll of Grease
* Scroll of Guiding Bolt
* Scroll of Invisibility
* Scroll of Mage Armor
* Scroll of Magic Weapon
* Scroll of Mind Twist
* Scroll of Shield of Faith
* Scroll of Sleep
* Scroll of Sleet Storm

## Locations

* Sold by Atima Bladeburn
* Sold by Hugo Requer in Caer Cyflen
* Sold by Dalon Fall
* Sold by Katniss Strongmail
* Sold by Leila Reed
* Found in various containers.
* Dropped by various enemies.
Bracers of Archery

### Properties

Proficiency with longbow and shortbow; +2 to damage rolls on ranged attacks made with bows.

## Other

### Weight

0.3

Bracers of Archery are a wondrous item. They're a rare magical item. They're equipped in the wrists slot and require attunement. When attuned, the bracers give you proficiency with longbows and shortbows, and provide +2 to damage rolls on ranged attacks made with bows. The +2 to damage rolls also applies to ranged attacks made with crossbows, notwithstanding the description.

## Description

*A favorite of Colthannin border patrols.*

## Location

* Found as random loot
* Sold by Halman Summer
* Sold by Signy Wisecat
Brightwall

### In-game Properties

Magical, Attunement, Protection, Light Source, Summoning, Remove Darkness, Area of Effect, Metal

Brightwall is a magical shield. When equipped, it provides an additional bonus to Armor Class. It also allows the bearer to cast Light at will and cast Daylight once per day. Attunement is required to make use of those special properties.

## Description

*A relic that can be traced all the way back to Tirmar. References to Brightwall can be found in the rare texts describing epic fights against Soraks.*

## Location

* Found in a chest in The Id
* Sold by Rogar Dostar
Ancient Inscriptions

Ancient Inscriptions is a quest item. It cannot be sold, moved to a container, or removed from the inventory by the party.

The notes are created by the party after thorough examination of the pedestal in the Crown Room at the Manacalon Ruin. They can be returned to the quest board in Caer Cyflen for a reward.

## Description

*Notes taken from the pedestal where you found the Crown.*
Berdel Ironfoot

Berdel Ironfoot is one of the characters introduced in the Palace of Ice DLC. He is a vendor located in the White Rock City. He is a member of the Eastern Clans, and will offer the party better prices for items bought and sold as their reputation with the faction is raised. He also offers the Detect Magic and Identify services for items.

## Stock

Stock prices and availability change based on Eastern Clans faction relationship. Stock does not replenish.

* Indifference (0-10): Primed items available.
* Sympathy (11-30): 15% upcharge on base value. Adamantine Plate available.
* Alliance (31-50): 10% discount. Rare weapons, Rare wondrous items, Very Rare armors available. Dragonblade crafting manual available.
* Brotherhood (51-80): 20% discount. Very Rare weapons and wondrous items available; all weapon and armor crafting manuals available.
* Living Legend (81-100): 30% discount. Legendary armor and wondrous items available; Fire Giant Strength belt available.
Arrok

Arrok is a very powerful Redscar tribe shaman. He was always ambitious and belligerent, but he became mad with power when he found the Gem of Evocation, which he called the heart of the mountain. The gem gave Arrok the ability to cast many powerful fire spells.

Redscar shaman decided to become a ruler of all Orcs in the Cradle of Fire and started burning those who would not bend the knee to him. Most Orcs were not so happy with their new self-appointed king, however. With the extensive help of the adventurers, Brok united the clans against Arrok.

The fire shaman was ultimately defeated and died how he lived – in fire.

## Battle

Arrok is the final boss in the Volcano. He casts fire spells. He is accompanied by 2× Fire Osprey and 2× Fire Elemental.

## Spells

*This section is incomplete*

* 1st level: Shield
* 2nd level: Scorching Ray
* 5th level: Flame Strike

## Loot

* Primordial Lava Stones ×2-3
* Quarterstaff +2
* 115 GP
* Random item
Boots of First Strike

Boots of First Strike are a wondrous item. They are an uncommon magical item. They're equipped in the feet slot. The boots give their wearer +3 to Initiative.

## Description

*Designed for the half-orc hero Bova, these finely crafted hoots increase the wearer's initiative.*

## Crafting

**Ingredients:** Badlands Ape Pelt ×3, Swamp Opal

**Crafting Difficulty:** DC 14, Medium

**Required Successes:** 12

## Recipe

* Sold by Maddy Greenisle
* (Lost Valley) The Swamp Base quest reward.
* (Lost Valley) Caer Hyfryd, Laboratory, on a bookshelf (finish the Blue Blood quest to gain access)
* (Palace of Ice) Found on a bookshelf in the Violet's House
Caer Cyflen

## Details

Caer Cyflen is one of the first locations introduced in the game. It is where the party first forms, and where we are introduced to a lot of the concepts of the game. Caer Cyflen is the capital city of the Principality of Masgarth, and is the closest state to the Badlands. It is surrounded by the other members of the Eastern Kingdoms, and is the location of the Legacy Council, which deals in exploration and exploitation of the Badlands. Masgarth, and by extension Caer Cyflen, are ruled by Princess Ceiwad Silverflower.

In the past, Caer Cyflen was home to the High Elves, and was part of their Manacalon Empire. This influence has remained even after the Cataclysm, and there still remains a good amount of elvish buildings in the high town. Caer Cyflen is the last major town before the entrance to the Marches, which are located just before the Badlands.

## Religion

There is no state religion, but all of the major faiths in Solasta are present. While not being the official religion, a majority of the residents worship Einar, the god of valor and fidelity.

## Notable Characters

* Lord Carran - Your backer within the Legacy Council, and your main contact for all things Badlands-related.
* Protector Leira Kean - Oathkeeper for the Legacy Council.
* Karel Martel - Owner and Proprietor of the Gravekeep's Cask inn.
* Gorim Ironsoot - A vendor, as well as owner and Proprietor of Gorim's Emporium.
* Hugo Requer - A vendor, as well as owner and Proprietor of Hugo Requer's Magic Shop.
* Annie Bagmordah - Quartermaster of the Scavengers' guild.
* Beryl Stonebeard - After the events at Caer Lem.
* Daliat Sunbird - After the events at Caer Lem.
* Priest of Maraike - A vendor.
* Priest of Arun - A vendor.
* Halman Summer - A vendor, as well as the contact for the Antiquarians.
* Priestess of Pakri - A vendor.
* Chaplain Dalon Lark - A vendor.
* Joriel Foxeye - A vendor, as well as the contact for the Circle of Danantar.
* Maddy Greenisle - A vendor, as well as the contact for the Tower of Knowledge.
* Heddlon Surespell - A vendor, as well as the contact for the Arcaneum.
* Master Dackin - Master of adventurers with the Philosopher background.

## Maps

CAER CYFLEN: Iconic sightCAER CYFLEN: Legacy CouncilCAER CYFLEN: Sunblaze courtCAER CYFLEN: Market Street
Brother Letter

Brother Letter is a lore document. It provides additional insight and information on characters and events, contributes to world-building. It has no other function and can be sold or discarded after reading.

Nightplague's threats, contained in the letter, are hollow. Even if the party keeps the letter and disturbs the cairn, he does not appear at any point.

## Text

*His name was Thuriel Duskfall.*

*A childhood disease left him deaf and disfigured.*

*He found his sole pleasure in life from fishing in the streams at night. Silent and at peace, he was not fudged when alone and in the dark. Thus, he developed a skill that gave him value in the eyes of the sylvan elves, who otherwise viewed him as imperfect and damaged.*

*He was also my brother.*

*I covered his body with a cairn of stones on the riverbank where I found it.*

*They had taken his rod and his fish, the bracelet he had from our father, his filleting knife, everything.*

*So I tracked them. They were many, and arrogant, but I had little else to do, and all the time in the world.*

*Four died before they learned to leave guards at night.*

*Two more before they learned to make sure the guards were sober.*

*Six of them slept together in a tent; I slit the throats of the three largest and left the rest to their sweet dreams.*

*By the time they made Port Harrow, they were telling stories of the hordes of night witches who descended upon them from the haunted boughs of Colthannin, drinking the blood of their friends and depopulating entire villages.*

*More died there, where they mistakenly believed the crowds would give them safety.*

*An envoy from my people came, asking me to stop. I indicated that I would do so the day my brother came back to life.*

*I have not done so.*

*Stranger, if you find this scroll, by the cairn by the river, I ask that you leave it be, and say a prayer for the soul of my brother.*

*Stranger, if you find this scroll, by the cairn by the river, and disturb the cairn, or take the scroll, know that I will find you.*

*They call me Nightplague.*

## Location

Found outside the Volcano, in a lonely cairn.
Branding Smite

Branding Smite is a second level spell from the Evocation school. The caster's next hit causes additional radiant damage and his target becomes luminous.

Branding Smite requires concentration.

## Spell effects

Branding Smite can only be cast on the caster himself. It grants *Branding Smite* – the caster's next hit causes additional 2d6 radiant damage and his target becomes luminous (emits dim light in 1-cell radius).

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over II: +1 damage die.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Cleric (Law only)
* Paladin
Blight

Blight is a fourth level spell from the Necromancy school. The spell drains life from a creature, causing massive necrotic damage.

## Spell effects

Blight targets one enemy. It deals 8d8 necrotic damage (half the damage if the target makes a successful Constitution saving throw).

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over IV: +1 damage die.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Druid
* Paladin (Oath of the Judgement only)
* Sorcerer
* Warlock
* Wizard
Bone Keep

The Dark Castle is a massive, forbidden keep in the Badlands. It’s a hiding place of the Master of Necromancy, Mardracht, and his many undead servants. It’s also the location of the Gem of Necromancy. The keep’s entrance is defended by Adam and his skeletal warriors.

Within dwells a necromancer Lizzaria and a vampire Aksha, each with their own vile schemes.

## Notable Characters

* Adam the Twelfth – an undead guardian
* Aksha – a higher vampire
* Angbi – a ghost of an Antiquarian
* Lizzaria – the mistress necromancer
* Mardracht – Master of Necromancy
* Talbut the Grey – a hunter, a werewolf and a keeper of wolves

## Connected Quests

* Angbi's Bones
* Gem Quest: The Dark Castle

## Maps

BONE KEEP: Iconic sightDARK CASTLE: CemeteryDARK CASTLE: Cabin&PondDARK CASTLE: Courtyard
Beautiful Boots

Beautiful Boots are an unidentified wondrous item. Before they are identified, they have no special properties. They can be equipped in a feet slot but will not provide any benefits.

If the party never identified (or bought) this item before, it will appear in the inventory as the **Beautiful Boots**. It has to be identified (with an Identify spell or by paying certain vendors for the service) for all its properties to become known. Upon successful identification, the item reveals itself to be one of the following items:

* Boots of Elvenkind,
* Boots of Winterlands,
* Boots of Levitation,
* Boots of the Steady Fighter,
* Winged Boots.

Each variation of the Beautiful Boots has to be identified only once per playthough. Afterwards, the party will recognize what it is automatically and identification will not be necessary.

## Description

*These boots are of superior manufacture.*
Arcane Amulet

Arcane Amulet is a spell focus. It can be used by any caster to provide focus for spells that have a material component (spell focus replaces the need to have actual material components). It can be bought from vendors or found as random loot.

Arcane Amulet can be used by Sorcerers and Wizards. It will not work for other classes.

## Description

*This amulet is a costly item with a small gem as the main piece to be used as an Arcane Focus.*

## Location

* Sold by Hugo Requer
* Sold by Atima Bladeburn
* Sold by Wilf Warmhearth
* Sold by Galar Goldentongue
* Sold by Arda Bladefang
* Sold by Engrem Toldus
* Sold by Erwina Longstaff
Adrasteia's Plea

Adrasteia's Plea is a lore document. It provides additional insight and information on characters and events, contributes to world-building. It has no other function and can be sold or discarded after reading.

Adrasteia magically places this note in your pact after she asks you to kill Razan. It provides some guidance on how to find the vampire.

## Description

You found this letter in a backpack after leaving Adrasteia. She must have used her magic; she couldn’t have written this with her claws!

## Text

*Friends, as you must remember, I asked for your help to cleanse the surroundings of my tower of this undead creature you call a defiler. My modest divination powers taught me that the creature's name is Razan Holarant. It has established his home in the underground tunnels beneath the ruins outside.*

*Yet, you may be able to draw him out of hiding, though only at night, if you open a tomb inside one of the old buildings. Apparently, he brought the remnants of his deceased wife and children to rest there. It would appear the creature might have had a soul, after all, although I understand he sacrificed his family for eternal life.*

*Such a crime cannot remain unpunished. Therefore, as ruler of this land, I hereby grant you license to put an end to the very existence of this foulness in my name.*

*Yours truly, Adrasteia Epimeles Aspis*

## Location

Found in the party inventory, in the Fortress of the Shield, after speaking to Adrasteia.
Blackened Pipes

Blackened Pipes is an unidentified instrument. Before it is identified, it has no special properties. It can be equipped in a utility slot but will not provide any benefits, apart from serving as a spell focus for the Bards.

If the party never identified (or bought) this item before, it will appear in the inventory as the **Blackened Pipes**. It has to be identified (with an Identify spell or by paying certain vendors for the service) for all its properties to become known. Upon successful identification, the item reveals itself to be Pipes of Haunting.

The pipes have to be identified only once per playthough. Afterwards, the party will recognize what it is automatically and identification will not be necessary.

## Description

*A faint magic can be felt on the rotten wood of this pipe.*

## Location

* Found as random loot.
* Found in Orenetis' Palace in Caer Hyfryd.
Bonded with Spirit Spider

Bonded with Spirit Spider is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Bonded with Spirit Spider applies the following effects:

* Creature can move on walls.

## Application and Removal

**Bonded with Spirit Spider can be applied by:** summon a bonded animal feature of the Circle of the Kindred Spirit Druids

**Bonded with Spirit Spider can be removed by:** death of the bonded animal
Breastplate +2

Breastplate +2 is a magical medium armor. It has a second tier enchantment and provides +2 bonus to Armor Class. Proficiency with medium armor is required to wear it.

## Description

*This armor was forged by Ildurial for the Emperor’s personal guard.*

## Location

* Sold by Joriel Foxeye
* Sold by Rogar Dostar
* Found as random loot
Boots of Striding and Springing

Unaffected by encumbrance penalties;

Unaffected by heavy armor penalties.

Boots of Striding and Springing are a wondrous item. They are an uncommon magical item. They're equipped in the feet slot and require attunement. When attuned, the boots give the wearer several boons:

* Minimal speed: 6 (walk);
* Jump at maximum distance without risk;
* Unaffected by encumbrance penalties;
* Unaffected by heavy armor penalties.

## Description

*Defineth Sharpeye created these boots after watching his cat bounce around, seemingly defying gravity in her pursuit of mice and birds.*

## Location

* Found as random loot
* Sold by Halman Summer
* Sold by Erwina Longstaff
Angbi's Bones

Angbi's Bones is one of the secondary quests in Solasta: Crown of the Magister.

## How to obtain the quest

The quest is acquired by talking to the Angbi’s ghost in the Cemetery located outside the Bone Keep.

## Objectives and quest log entries

**Find the First Group**

* Find the first group of Angbi’s bones. When you have them all, you can take his remains to Caer Cyflen.

* You found the third group of Angbi’s bones

**Find the Second Group**

* Find the first group of Angbi’s bones. When you have them all, you can take his remains to Caer Cyflen.

* You found the second group of Angbi’s bones

**Find the Third Group**

* Find the third group of Angbi’s bones. When you have them all, you can take his remains to Caer Cyflen

* You found the third group of Angbi’s bones

**Return Angbi’s Bones**

* You have gathered all of Angbi’s bones. Take them to the Antiquarians in Caer Cyflen.

* You have returned Angbi’s bones to Caer Cyflen!

## Walkthrough

Start this quest by talking to Angbi at the cemetery of the Dark Castle.

* The First Pile of Bones can be found in the Courtyard, past the enterable well on the south side, in a lootable sack in an otherwise empty 'room'.
* The Second Pile of Bones can be found in a lootable sack beside Talbut the Grey's cabin; reachable by the left path from the castle gates.
* The Third Pile of Bones can be found in the same graveyard where you meet Angbi, in a lootable sack by the eastern path entrance.
* When you return to Caer Cyflen, meet Angbi in front of the Snow Alliance Embassy (next to Halman Summer, Antiquarians Contact).

Alternatively, you may attack Angbi at first sight (especially if you have a Paladin or Cleric in your party), resulting only in some XP.

**FIGHT (Angbi Kramsson) – 275 XP**

But you won't be able to complete or even start this quest.

## Rewards

* **Relationship Gain:** Antiquarians +6
* **Items:** Gauntlets of Ogre Power
Battleaxe

Battleaxe is a standard one-handed melee slashing weapon. It's a basic non-magical weapon. Proficiency with martial weapons or battleaxes is required to use it effectively.

## Location

* Sold by Gorim Ironsoot
* Sold by Mogo the Poor
* Sold by Wilf Warmhearth
* Sold by Galar Goldentongue
* Sold by Orc Beastmaster
* Sold by Lena Swifthand
* Sold by Engrem Toldus
* Sold by Morganna Raven
* Sold by Grimhild Darkhead
* Found as random loot
An Old Acquaintance

An Old Acquaintance is one of the main quests in the Palace of Ice DLC.

[*summary goes here*]

## How to obtain the quest

You get it automatically after completing the Northwards quest.

## Objectives and quest log entries

**Go to Violet' House**

* Use the city's Major Gate and go to Violet Goodcheer's house.

* You teleported to Violet's house.

**Talk to Violet**

* Find Violet in her house and ask her about Exonaïka.

* Violet told you to investigate the ruins of Telema for more information about Exonaïka.

## Walkthrough

[An Old Acquaintance walkthrough goes here]
Blood of Solasta

Blood of Solasta is a crafting ingredient used in crating weapons and scrolls.

*An alchemical solution used by transmuters of the Arcaneum, its recipe was a closely guarded secret in the Manacalon days. It can be used to craft magical items.*

## Recipes

* Whiteburn
* Whiteburn Heavy Crossbow
* Souldrinker Dagger
* Scroll of Conjure Celestial
* Scroll of Divine Word

## Locations

* Sold by Heddlon Surespell
* Found in The Oracle, in a trapped chest.
* Found in a hidden chest in a Ruined Temple (Swamp)
* Sold by Hanno Mudstrider
* Sold by Reya Schildberg
* Sold by Dalon Fall
* Sold by Leila Reed
* Sold by Katniss Strongmail
A Furry Task

A Furry Task is one of the secondary quests in the Lost Valley DLC.

[*summary goes here*]

## How to obtain the quest

The quest appears in the journal after the party kills the Brown Bear down in the Grotto.

## Objectives and quest log entries

**Talk to Krim Sunsail**

* Krim has asked to talk to you upon your return from the grotto. Talk to him and see what he has to say.
* Krim was interested in the bear pelt you brought from the grotto. Just a small business transaction.

## Rewards

* 50 experience points
* 20 gold or Crafting manual for the Boots of Winterlands.
Berthold Svensson

Berthold Svensson is one of the characters introduced in the Palace of Ice DLC. He is a vendor located in the Kaupaapunki. He is a member of the Southern Clans, and will offer the party better prices for items bought and sold as their reputation with the faction is raised. He also offers the Detect Magic and Identify services for items.

## Stock

Stock prices change based on the Southern Clans faction relationship. Stock does not replenish.

* Indifference (0-10): (N/A. Party begins at Sympathy (20) upon embarking to the Snow Alliance.)
* Sympathy (11-30): 10% upcharge on base value. Inventory fully available.
* Alliance (31-50): 10% discount.
* Brotherhood (51-80): 20% discount.
* Living Legend (81-100): 30% discount.
Beasts

Beasts are a creature type in Solasta.

Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language.

## Examples of Beasts

**Tiny Beast**

* Brimstone Viper

**Small Beast**

* Badlands Spider
* Eagle Matriarch
* Starving Wolf
* Wolf

**Medium Beast**

* Giant Beetle
* Giant Crow
* Gorilla
* Grayback Wolf
* Mutant Tiger Drake
* Spiderlings
* Tiger Drake

**Large Beast**

* Badlands Ape
* Badlands Bear
* Badlands Eagle
* Black Bear
* Brown Bear
* Deep Spider
* Dire Wolf
* Mutated Bear
* Mutated Dire Wolf

**Huge Beast**

* Giant Ape
* Mutated Giant Ape
Abyssal Agitator

**Abyssal Agitator** is a tool used for crafting greases. To use it, a character needs proficiency in Arcana or Medicine or Nature (though crafting uses the Intelligence modifier). Only one of those three proficiencies is necessary, and there is no benefit to having more than one.

Demonic Essence, as well as various plants, minerals and liquids are used as ingredients. Recipes can be found, along with the Agitator itself, on a library shelf in the Ruins of Telema.

Every hour of resting or traveling, you roll a crafting check (d20) adding a bonus based on your Intelligence modifier plus your proficiency bonus. This check either succeeds or fails. A certain amount of successes is needed to complete a crafting task.

A crafting task can never entirely fail, it can just take a lot of time if a character fails a lot of checks and needs to keep retrying.

## Description

*A tool that mixes demonic essences with other ingredients to craft demonic grease.*

## Recipes

* Demonic Grease of Dawn Break
* Demonic Grease of the Night Hunt
* Demonic Grease of Pseudo Life
* Demonic Grease of Spell Taint
* Demonic Grease of True Strike

## Location

* Found on a library shelf in the Ruins of Telema.
Bonded with Spirit Eagle

Bonded with Spirit Eagle is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Bonded with Spirit Eagle applies the following effects:

* Creature has +3 to initiative.

## Application and Removal

**Bonded with Spirit Eagle can be applied by:** summon a bonded animal feature of the Circle of the Kindred Spirit Druids

**Bonded with Spirit Eagle can be removed by:** death of the bonded animal
Blinded

Blinded is one of the detrimental conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Blinded applies the following effects:

* Creature can’t see.
* Attack rolls made against the creature have advantage.
* Creature’s attack rolls have disadvantage.

## Application and Removal

**Blinded can be applied by:** Arun’s Light Poison, Arun’s Light Poisoned Arrow, Arun’s Light Poisoned Bolt, Blindness, Color Spray, Contagion – Blinding Sickness

**Blinded can be removed by:** Lesser Restoration, Greater Restoration, successful saving throw
Beric Sunblaze

Marshal Beric Sunblaze is a member of the Legacy Council and a paladin in the Church of Einar. Along with Oathkeeper Leira Kean, he is on the Council to guarantee the fairness of all proceedings. He is supposed to provide a neutral, balancing voice.

Beric takes all matters connected to Sorr-Akkath very seriously. His church has been warning people about Soraks since humans first came to Solasta, and the Marshal believes that the threat is real, even when almost everyone else considers Soraks just a legend.

Beric firmly believes in remaining vigilant and keeping the memories of the past alive. He knows a lot about the Soraks, their ways and their history, and he shares that knowledge eagerly. He can even read and understand Sorr-Akkath language.

From the very beginning, Beric seemed to be extremely supportive and helpful to the deputies. He even invited them to stay at the Temple after the Crown bearer first passes out and promised to help with the attunement issue after the Crown is taken away. For all intents and purposes, he is a straightforward, honorable and dutiful man.

## Poisoning of the Tower

Faisech, along with all the other Tower of Knowledge delegates, was poisoned soon after the Crown was transferred to the Temple of Einar. To avert war with the Kingdom of Gallivan and make some reparations for the fact that this happened on their soil, the Principality of Masgarth organized and paid for resurrections of all the poisoned delegates. Marshal Sunblaze is put in charge of the resurrection efforts and personally casts the appropriate spells to the point of exhaustion.

 Squabbling academics are better than clashing armies.
Arivad

Arivad is one of the deities in Solasta. His name is cursed, and he has been all but forgotten.

## Schism of Arivad

Before the Cataclysm, he was a god of inquisitors, fierce and just. When the dark times came and people started to pray for a strong god to protect them from the Soraks, Arivad ascended as the new leader of the gods.

Sorr-Tarr corrupted Arivad and caused him to split into two entities: good Einar and corrupted Arivad. Arivad remained tainted and in time was absorbed by Sorr-Tarr.
Arun

Arun is one of the deities in Solasta. His alignment is neutral, and he can be a patron deity of both Paladins and Clerics.

## Description

The primordial god of the elements and patron of adventurers, peasants, hermits, and all others who value nature above civilization. The oldest of the Tirmarian deities, Arun is the one to whom humanity first prayed while struggling to survive in a hostile environment. His spouse is Maraike, the goddess of life and death. His clergy is divided into three main branches, each attached to one of Arun's powers: fire, ice, and lightning.

## Patronage

**Alignment:** Neutral

**Divine Domains of the Clerics of Arun:** Elemental (Fire), Elemental (Ice), Elemental (Lightning), Sun

**Sacred Oaths of the Paladins of Arun:** Oath of Devotion, Oath of the Motherland, Oath of Tirmar
Adamantine Plate Armor

### Special Properties

Minimal STR required: 15;Critical hits are considered normal hits for the wearer

## Other

### In-game Properties

Magical, Protection, Stealth Disadvantage, Metal

Adamantine Plate Armor is a magical heavy armor. As any heavy armor, it confers disadvantage on Stealth checks. It allows the wearer to treat any critical hit he receives as a normal hit. Proficiency with heavy armor and Strength of at least 15 are required to wear it.

## Description

*The first bearer of this armor was Ketil Strongshield, champion of the Snow Alliance against Manacalon. The toughness of his armor led to ever deeper digging from Alliance miners to equip their best fighters.*

## Location

* Sold by Joriel Foxeye
* (Lost Valley) Possible drop from armor stand on the upper level of the Deserted Refuge in the Blocked Cave
* Sold by Berdel Ironfoot
Caer Lem Outpost

Caer Lem is an ancient fortress and a garrison of the Principality Of Masgarth in the Badlands. Its garrison used to be led by Captain Henrik until they were ambushed and almost wiped out by Soraks. Only a few survivors remained. With adventurers’ help, the outpost was reclaimed and garrisoned once more. Guarded by the Legacy Council Troopers, Caer Lem is once again fairly safe.

Caer Lem hides many secrets in its two ancient ruined towers, the vast libraries filled with priceless tomes.

## Notable Characters

* Bertram – Scavenger contact
* Master Dackin – master of the adventurer with an Academic background
* Mogo the Poor – general goods vendor
* Robar Sharp – Principality Of Masgarth trooper
* Lisbath Townsend – Principality Of Masgarth trooper
* Daliat Sunbird – a spy and a Silent Whisper operative
* Beryl Stonebeard – soldier of the Snow Alliance

## Connected Quests

* Goblin Culture
* Sorak Relic
* First Mission Accomplished
* Lair of Filth
* Caer Lem
* Convey the Scavenger's Message
* Honor Your Masters
Ael Brightheart

Ael Brightheart is one of the characters introduced in the Palace of Ice DLC. He is a member of the Western Clans. The party first encounters him in the Elven Settlements.

## Description

*One of Estorgath Sharpmind's most trusted advisors.*

## Character and Story

[Ael Brightheart description and story go here]

## Connected Quests

* The Old Bard
* The Deep Forest
* Lost in the Ruins
* Secret Key
* Young Blood
Adventurer's Notes

Adventurer’s Notes is a lore document. It provides additional insight and information on characters and events, contributes to world-building. It has no other function and can be sold or discarded after reading.

## Text

*Last night we finally found the stairs! I think Aksha was holding back on us, because they're not real stairs – just some kind of symbol…*

*In the morning we will start again and this time we will follow the path to the maze's exit. I now am very sure the main stair in the middle of the maze is actually the way out.*

*I was right! We followed the sign, and it seems to work – we're getting closer to the main stair. Today we found two new symbols and… Wait! I don't think we're alone in the maze. I can hear them coming towards me. We will move away from that room and try to hide until…*
A Simple Job

A Simple Job is one of the secondary quests in the Lost Valley DLC. It is the first quest in The Rebellion faction quest chain.

[*summary goes here*]

## How to obtain the quest

You get the quest after finishing the first conversation with the Lord Protector in Caer Hyfryd.

## Objectives and quest log entries

**Ask around for Marin Ving**

* Question people in the city and find out whether Marin Ving has been seen.

* You met with Sima Temple.

**Steal the Middle Gate Guard's Loot**

* Sima Temple asked you to recover some things confiscated by a city guard near the Middle Gate. It's a risky move but she said he might help you with your research in return.

* You managed to acquire the item from the guard.

**Return to Sima**

* You did what Sima asked. Now take the item to her and close the deal.

* You gave the notebook back to Sima and she seemed to start trusting you.

## Walkthrough

Pickpocket (DC 13) notebook from the guard. Each failed attempt reduces relations with the Dominion by 15.

## Rewards

* Experience: 250
* The Rebellion faction relations +10
Attack Disadvantage

Attack Disadvantage is one of the detrimental conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Attack Disadvantage applies the following effects:

* Creature has disadvantage on attack rolls.

## Application and Removal

**Attack Disadvantage can be applied by:** Demonic Grease of Pseudo Life

**Attack Disadvantage can be removed by:** –
Brood of Blood

## Stats

Brood of Blood is a medium undead creature of 5 Challenge Rating. It provides 1800 XP when killed.

It has *Light Hypersensitive*: has disadvantage on attack rolls and Dexterity and Wisdom saving throws when in bright light, and takes 10 radiant damage if it starts its turn in it.

## Description

*Spawned by a Defiler, this is a bloodthirsty creature.*

## Attacks

### Bite

+5 to hit, 3d6+3 necrotic damage (target can attempt a saving throw to halve the damage), Inflicts Drained (target can attempt a saving throw to negate)

### Spit

+7 to hit, 2d6 necrotic damage, Inflicts Blinded (target can attempt a saving throw each turn to cancel)

## Locations

* Bone Keep, Aksha's Lair
* Fortress of the Shield, Outskirts
Armor

There are many armors in the world of Solasta. Body armor is divided into several types: clothing, light, medium, and heavy. To wear a specific type of armor (except for clothing), a character needs to have an appropriate **proficiency**. Shields also belong to this category - equipping them does not require proficiency.

Armor can be bought from vendors, crafted or found as random loot.
Armor Class

**Armor Class (AC)** is a number that reflects how well protected the character is. The higher, the better. When a character is being attacked, the attacker rolls a d20 to see if an attack hit (and adds modifiers, if any). The result of that roll is compared to the character’s AC. If the total of the roll plus modifiers equals or exceeds the character’s Armor Class – the attack hits. So, the higher the character’s AC, the harder he is to hit.

An unarmored, unequipped character has a **base AC of 10**. The AC can be improved in several ways:

* **Dexterity bonus**. The character’s Dexterity Modifier is added to the base AC.
* **Equipping armor.** Heavy armor provides the highest AC bonus, but it does not allow adding Dexterity Modifier to AC. Medium armor provides a smaller AC bonus and allows adding Dexterity Modifier of +2 maximum to AC. Light armor provides the smallest AC bonus, but allows adding full Dexterity Modifier to AC.
* **Equipping a shield**. Shields provide additional bonus to AC.
* **Equipping specific weapons.** Some weapons provide additional bonus to AC. Those are: Arcane Shieldstaff, Wardenblade.
* **Equipping accessories**. Some items provide additional bonus to AC. Those are: Bracers of Defense, Cloak of Protection, Ring of Protection +1, Ring of the Lord Inquisitor, Sigil Ring of Abjuration, Sigil Ring of Necromancy.
* **Casting Spells.** Some spells set a character’s AC to a specific value or add a bonus to AC. Those are: Mage Armor, Shield, Shield of Faith, Barkskin.