recursal/Fanatic-Fandom huggingface dataset:
Krigala Gulthmere

Krigala Gulthmere

### Knowledge

(ranger)(leviathan hunter) Knowledge (dungeoneering), (ranger) Knowledge (geography), (ranger)(leviathan hunter) Knowledge (nature), (leviathan hunter) Knowledge (arcana)

### Move Silently

(ranger)(leviathan hunter) +2 (Fey Bloodline)

## Feats

### Special

Iron Will (Fey Bloodline), Charm person 1/day (Sp), Fey affinity +4, Low-light vision, Alertness, Speak with animals 1/day (Sp)

### Class Features

2nd favored enemy (aberrations, magical beasts), Track, wild empathy, Combat style (archery), Endurance, Animal companion, Improved combat style (archery), Hunter's insight, Clever Wrestling, Fell the leviathan +2d6, Immunity to fear, trophy +4

## Meta-Knowledge

### Played by

DM

**Krigala Gulthmere** is a male Anthropomorphic-Lion with a strong Fey Bloodline thanks to being fathered by none other than the primal spirit Nobanion, the King of Beasts, Lord Firemane or the Lion King.

**Krigala Gulthmere** was born in the Sercwinewold forest and has never been allows to remain long in the towns and cities of Erigold, inhabited by the standard races of the world who usually ran him out through their own fears he would eat them or their children.

He began to nurture hatred towards the standard races until he stumbled upon a band of similarly exiled outlaws in Dead Devil Beach, who saw great advantage to having a Lion-man in their crew. These brigands taught **Krigala Gulthmere** how to live a life of piracy and he quickly came into the command of his own vessel. In an attempt to gain his fathers approval he sails a ship baring his fathers name, the Nobanion.
Fala Lefaliir

Fala Lefaliir

**Fala Lefaliir**, an herbalist and a member of the Guild of Apothecaries and Physicians, operates out of this stately, three-story town house, the third floor of which has been converted into a greenhouse. Its translucent glass walls allow anyone on the street to see the rainbow of flowers blossoming within.

**Fala Lefaliir** is an outgoing wood elf with long, braided hair. Like the elven god Corellon Larethian, **Fala is** neither male nor female. If referred to as "he" or "she," **Fala gently** requests to be addressed by name or as "they." **Fala is** friends with a member of the Zhentarim named Ziraj, who saved **Fala**'s life. He visits **Fala from** time to time, and **Fala has** set aside a room for him on the second floor.

**Fala is** a druid, with these changes:

* **Fala is** chaotic good.
* **Fala has** these racial traits: **Fala**  has advantage on saving throws against being charmed, and magic can't put **Fala to** sleep. **Fala has** a walking speed of 35 feet and darkvision out to a range of 60 feet. **Fala speaks** Common, Druidic, and Elvish.
Gond

Gond the Wonderbringer

### Domains

Creation, KnowledgeFormerly: Craft, Earth, Fire, Knowledge, Metal, Planning, Pride

### Worshipers

Blacksmiths, crafters, engineers, gnomes, inventors, and woodworkers

## Character Attributes

### Alignment

True Neutral

****Gond****, the **Lord of All Smiths**, was an intermediate deity of craft and smithwork, whose faith was the state religion of Lantan. The church of **Gond** was tolerated across Erigold and members were found in both good- and evil-aligned human populations.

## Worshipers

The church of **Gond** consisted mostly of wandering clerics who travelled from settlement to settlement, finding work as artisans and engineers. Settling in one area was only encouraged in centres of innovation that warranted constant observation.

The church encouraged wealth, as it demonstrated the benefits of following **Gond**. As they travelled, clerics took samples of any inventions they discovered and assisted innovators they encountered, filing regular reports to their superiors

Temples to **Gond** were imposing, boxy stone structures surrounded by porticoes. The only internal decorations were sprawling exhibits of items, some of historical interest, some representing the latest work of master crafters. The central altar consisted of a massive anvil surrounded by spinning cogs in a giant machine.

The church of Mystra opposed **Gond**'s, believing he held technology above magic; in truth, **Gond** viewed magic as a tool to further his creativity. Merchants cultivated relationships with **Gond**'s clergy in the hope of profiting from trading in **Gondar** inventions. Periodically, an invention of the followers of **Gond** would have an adverse economic effect, resulting in hostility from other faiths.

## Craftmaster

***Craftmaster*** was the favored weapon of the smith god Gond

It was a *+4 impact returning seeking throwing warhammer*.

* Impact weapons deal +2 points of bonus damage on each successful strike, in addition to the weapons enhancement bonus.
* Returning weapons return through the air back to the creature that threw it on the round following the round that it was thrown just before its throwing creatures turn ready to use again that turn.
* Seeking weapons veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)
* A melee weapon enchanted with the *throwing*ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Rhûnaer Ocean

A Sea Dragon attacking a ship

Rhûnaer Ocean

The **Rhûnaer Ocean** is the largest and deepest of the world's oceanic divisions. It extends from the north to the south and is bounded by the Erigold landmass in the west and the Eäron Oceanin the east.

At 165,250,000 square kilometers (63,800,000 square miles) in area, this largest division of the World Ocean — and, in turn, the hydrosphere — covers about 46% of world's water surface and about one-third of its total surface area, making it larger than all of world's land area combined.

Its western sister sea is the Eäron Ocean.
The Weave

**The Weave**, controlled by Mystra, was a way through which raw magic was accessed, tapped into and used by casters of magic. **The Weave** was the way in which magic presented itself to beings for their use, and it flowed throughout the world, touching almost every corner of existence, with exception of dead-magic zones. The Weave coexists with The Shadow Weave.

## Nature of the Weave

**The Weave** was considered many things, including Mystra's body, the source of magic, all the studies of casters, arcane and divine alike, and the many energies and forces that existed around the planes. Many saw it as a "fabric" on which magic was "drawn", and damaging the fabric caused magic to go awry. Some textbooks deliberately falsified the nature of **The Weave**, as an attempt to limit the knowledge associated with spell-casting.

Casting a spell was equivalent to telling **The Weave** to rearrange itself to create an effect. **The Weave** is also linked to fate, and a rare few individuals could manipulate such connection to alter the future to their advantage.

## Anomalies

Places such as dead-magic zones or wild magic zones are places where **The Weave** has been damaged or was non-existent.
New Walda

Halfling house

New Walda lies in northern Erigold, South of Dead Devil Beach, South-west of Rishangles, and north-west of Maleachiathi and Sercwinewold.

### Inhabitants

Mostly Halflings, and some Gnomish traders

**New Walda** is the homeland of the majority of the Halflings in the Kingdom of Erigold. It was located in the northern portion of Erigold.

## Description

**New Walda**'s small size, relative lack of importance in terms of geographical position, natural resources, or even concerning hobbits themselves made it too modest an objective for conquest from the more dominant races of the East and South. More importantly, the Shire was guarded and protected by the Dúnedain Rangers, who patrolled the borders and kept out intruders, though Tolkien notes that many of the current hobbits of the Shire have grown so accustomed to this that they have forgotten their protectors altogether.

**New Walda** is divided into four Farthings (Northfarthing, Southfarthing, Eastfarthing, and Westfarthing).

The limited government of **New Walda** does hold its own voluntary police force known as "Shirriffs" that help to keep **New Walda** safe, usually from trespassing beasts and collecting lost farm animals, rather than from enemy forces. The only foreigners to enter **New Walda** are the Gnomes travelling on the Great Road that runs through **New Walda** to and from the north-western section of the continent.
Temple of Boccob (Dawic)

The Great Ziggurat of Boccob from the air

The Magically Sealed Shrine Door

## Description

Boccob's temple is a massive decayed stone structure consisting of a terraced compound of successively receding stories or levels, also known as a Ziggurat. At the top of the ziggurat is a shrine to the Boccob The Uncaring, Lord of All Magics, Archmage of the Deities.

Since the shrine is accessible only by way of three stairways, a small number of guards could prevent non-priests from spying on the rituals at the shrine on top of the ziggurat, such as initiation rituals (secret religious rites), cooking of sacrificial food and burning of carcasses of sacrificial animals.

The ziggurat also includes a courtyard, storage rooms, bathrooms, and living quarters, around which The Capital City of Dawic appears to have been built.

## The Shrine

The main entrance to the shrine found at the top of the ziggurat is a dark crimson wooden door, which has been chained shut with both the door and the physical locks bearing a number of arcane marks and symbols.

The door has significant magical protection spells placed upon it in the form of arcane wards and locks which have been more than enough to inspire fear in most who would dare to enter. It is a challenge to even approach the door seldom open it.

No one alive today in a world so deprived of magic has seen the door open. Until the door was unlocked by Dave D'angle and Richard Dickens during Session 25. The doors chains are still infused with arcane energy and attack anyone attempting to pass the chain. (CR2 Tripping Chain).

## Map

### Level 1

Mipui Map: https://www.mipui.net/app/index.html?mid=mz3h46plqe8

#### Entrance

This large unlit room (beyond the sunlight from outside while the door remains open) is draped in thick cobwebs. The western and eastern obsidian walls feature ornate carvings. The western wall depicting an old bearded man battling a chained fiery demon and its fiendish army, while the eastern wall depicts the start of the The Dawn War, showing the primordials being led by a huge tanar'ri demon army vs. the entire divine pantheon. The most noteworthy image being that of Dendar the Night Serpent, devouring Selûne's most favoured creation, the sun.

#### Level 2

https://www.mipui.net/app/index.html?mid=mp1kqiqi6wj
Bracers of Dawn

Bracers of Dawn

These bejeweled bracers have a miniscule lens-and-dial contraption mounted on the exterior of one bracer of the pair.

When the dial is turned to the left, the bracers appear normal. When the wearer turns the dial to the middle position (a move action), a beam of light emerges from the lens, illuminating the surroundings as a bullseye lantern.

Four times per day, the wearer can turn the dial to the right position as a standard action and aim the lens at a target, unleashing a beam of searing light that deals 3d8 points of damage to most creatures, 6d6 points of damage to undead, and 6d8 points of damage to creatures with light sensitivity.

The dial returns to the middle position after each searing light. Even though only one of the pair contains the lens-and-dial apparatus, both bracers must be worn for the magic to be effective.

Moderate evocation, CL 6th; Craft Wondrous Item, searing light; Price 26,000 gp; Weight 1 lb.
Mistshore

Mistshore

Mistshore DM's Map

**Mistshore** was the name given to the dilapidated north shore of Dawic's harbour. **Mistshore** went into a decline and maintenance of the harbour was neglected. Many ships sank or were scuttled in the northern harbour and eventually Dawic's outcasts created a small community on the wrecked ship hulls. The harbour water was polluted and smelled horribly.

## Description

**Mistshore** was considered so dangerous that the City Watch refused to send patrols into the area.

## Notable Locations

Crib
This collection of partially sunken ships is a hideout of a crime lord. The ships are arranged in a circle with suspended platforms in the center. There are regular sponsored gladiatorial contests to amuse the inhabitants of **Mistshore**.

Dusk and Dawn Tavern
This tavern was nothing more than a red tent that could be moved to different locations in **Mistshore** nightly. The tavern was named for the fact that it was open from dusk to dawn.

Hearthfire
The wretched inhabitants of **Mistshore** created a permanent fire pit on which to cook.
Druniazth

Druniazth in its bastard sword form

**Druniazth** was once wielded by the ancient, dark god of malign decay and madness, Tharizdun.

## Description

In an evil characters hands Druniazth is a neutral evil +5 *intelligent flaming* *unholy* *vicious* *keen* *vorpal wounding* bastard sword that can communicate via speech and telepathy, and has senses (120 ft. darkvision, blindsense, and hearing), it can also transform into a dagger.

In a good characters hands Druniazth is a cursed -3 bastard sword and confers three negative level for inappropriate wielders. If it is tested, it will seem to be an excellent glowing magic blade. The sword exudes a confidence in battle which will make the holder unlikely to notice any unusual misses or light damage.

### Bastard Sword

**Exotic One-Handed Melee**

 **Hardness:** | 10

#### Description

A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

### Dagger

**Martial Two-Handed Melee**

 **Hardness:** | 10

#### Description

You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body.

A dagger does either piercing or slashing damage (player’s choice at time of attack).

## Item Stats

### Item Intelligence, Wisdom, Charisma Edit

* Intelligence 10
* Wisdom 19
* Charisma 19
* Ego 30+

## Capabilities

Four lesser powers and three greater powers.

#### Greater Powers

* Item can use dismissal on a foe 1/day
* Item creates wall of fire in a ring with the wielder at the center 1/day
* Item can cause fear in an enemy at will

#### Lesser powers

* Item has deathwatch continually active
* Item can use cure moderate wounds (2d8+3) on wielder 3/day
* Item can cast darkness 3/day
* Item can use hold person on an enemy 3/day

### Special Purpose

Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)

### Dedicated Power

Item can cast Silence at will (centred on a creature, object, or point in space)
The Shadow Weave

Shadow Weave Caster

**The Shadow Weave** is a force of magic similar to The Weave. **The Shadow Weave** originates from Shar rather than from Mystra. Shar studied The Weave long ago, and created a dark distorted version of it, and it is said to lie in between the strands of The Weave. Though **The Shadow Weave** has existed for quite some time (at least several millennia), only in relatively recent years has its use spread rapidly and become known.

## Using the Shadow Weave

A spell-caster who wants to manipulate **The Shadow Weave** must either worship Shar, permanently lose a piece of his or her mind, or make some sort of arrangement with Shar and his or her existing patron deity.

**The Shadow Weave** is best suited for dark magic that drains life or muddles the mind and the senses, but less suited for magic that manipulates energy or matter. Spells from the schools of Enchantment, Illusion and Necromancy are enhanced, while those from the schools of Evocation and Transmutation are impaired. **The Shadow Weave** is also superior for fuelling spells that create darkness (spells with the darkness descriptor), while it is impossible to use it to create light of any kind (spells with the light descriptor).

Since **The Shadow Weave** is a separate force of magic, it is not affected by areas of dead magic or wild magic within The Weave. An *anti-magic field* however counters all magic within its area, and that includes wielders of **Shadow Weave** magic. **Shadow Weave** users must also overcome any spell resistance a creature might have.

It is harder for a Weave user to perceive, counter or dispel spells created by using **The Shadow Weave**, but at the same time it is also harder for a **Shadow Weave** user to affect spells created by using The Weave.

Any magic item created using **The Shadow Weave** is a **Shadow Weave** item and affected by the same benefits and limitations as a **Shadow Weave** spell.
Sercwinewold

Sercwinewold is a forest known for its dense population of magical beasts.

Sercwinewold is north of Cometwight and Sorryright, south of Maleachiathi, and north-east of Dawic.

### Inhabitants

Magical Beasts

**Sercwinewold** is an **enchanted forest** which is a under, or containing, several enchantments. The size of the forest and more so its inhabitants form a natural border to the Orc encampments in Maleachiathi to the north.

## Description

When you step through the trees, all you can see is green. The whole ground is covered in grass that is long and bright green. There are rocks the size of kitchen tables that are completely covered in soft, fuzzy, green moss. The moss makes everything look as soft as cotton.

Next, you start to notice the wildflowers and other plants. The flowers are pink, purple, white, and many other colours. Some are as large as your hand, and some are the size of a pencil eraser. The huge mushrooms catch your attention next. There are many different kinds. The mushrooms grow all over the place, on tree trunks, on the rocks, and everywhere else possible.

While looking up at the light, you notice that the branches over-head are very close together. They are woven together almost like fabric. The branches form one huge canopy over the top of this magical spot.

After noticing the branches, you begin to hear the sounds of forest. First, in the silence, you hear the wind whispering through the trees. This is also when you notice the slight breeze on your cheeks. The leaves, rustling against each other, create a calming sound. They sound as though they are carrying on a very intricate and important conversation. You can hear the different pitches and volumes of their voices. It is almost as though you can understand them.

Next, you hear the birds singing in the trees. Some songs are high-pitched and fast-paced, while others are slow and mournful. When you lean back your head and look into the trees, you can see these birds. Several of them are whippoorwills. This is because many of the trees around the forest are willow trees. So, you can hear their song, which sounds very sad and lonely. You see a rainbow of colours, from red to blue. They are also in many various sizes.

Then you begin to hear the leaves and grass, on the ground, rustling. This is the sound of all the forest creatures scampering away into their hiding places. However, if you wait a while, without moving, you will begin to hear them rustling around again. Often, however, you find yourself a mystical being, instead of a real animal.

## Native Races

* Bullywug
* Kuo-toa
* Mouse-folk
* Fukuro
* Killoren

## Magical Creatures

Encounters can be generated using the forest encounter generator.

* Conelius Pinewood
* Tree-ceratops
* Tree-rex
* Hedge-hog
* Mandrake
* Centaur
* Satyr
* Owlbear
* Fey
* Unicorn
* Lunar Ravager
* Shambling Mound
* Dryad
* Giant Spider
* Ettercap
* Aranea
* Will-O’-Wisp
* Worgs, Wolves and Dire Wolves
Nimblewright Detector

Nimblewright Detector

A **Nimblewright Detector** is a 1-foot-long copper contraption with an umbrella-like metallic protrusion at one end. To activate the **Nimblewright Detector**, a character must hold down its trigger.

When the activated device comes within 500 feet of a Nimblewright other than Nim, the umbrella begins to spin, whir, and click.

The spinning, whirring, and clicking accelerates as the distance to the target lessens, reaching maximum velocity and volume when a Nimblewright other than Nim is within 30 feet of the device.

A detect magic spell reveals an aura of divination magic around it.

### Item Acquisition

Characters who search Nim's attic or watch the area as it's being cleaned out can find the **Nimblewright Detector**. If asked about it, Nim tells Valetta that it built this device to find the errant Nimblewright and tried to seek it out, only to discover that Nim couldn't leave the temple grounds. Once Nim explains how the **Nimblewright Detector** works, Valetta allows the characters to take it.
Niblewright Detector

Nimblewright Detector

Characters who search Nim's attic or watch the area as it's being cleaned out can find a 1-foot-long copper contraption with an umbrella-like metallic protrusion at one end.

A detect magic spell reveals an aura of divination magic around it.

If asked about it, Nim tells Valetta that it built this device to find the errant nimblewright and tried to seek it out, only to discover that Nim couldn't leave the temple grounds. Once Nim explains how the nimblewright detector works, Valetta allows the characters to take it.

To activate the nimblewright detector, a character must hold down its trigger. When the activated device comes within 500 feet of a nimblewright other than Nim, the umbrella begins to spin, whir, and click.

The spinning, whirring, and clicking accelerates as the distance to the target lessens, reaching maximum velocity and volume when a nimblewright other than Nim is within 30 feet of the device.
Staff of Boccob

The Staff of Boccob in the possession of Boccob

### Effects

Combines the features of a Staff of the Magi, a Staff of Power, and a +5 *defending* Quarterstaff.

## Staff of Boccob

Simple Two-Handed Melee

 **Hardness:** | 5

## Description

The **Staff of Boccob** is a long wooden staff encased in iron and inscribed with magical sigils and runes which combines the features of a Staff of the Magi, a Staff of Power, and a +5 ''defending'' Quarterstaff.

As a quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

## Powers

### The S*taff of the Magi*

The *staff of the magi* has a number of abilities that are permanent and a number of others that required charges. It bestowed spell resistance upon its bearer, although the bearer could willingly lower the spell resistance in order to absorb spell energy in order to add more charges. If the staff's charges ever exceeded 50, or if the bearer chose to do so, it broke and exploded in a powerful magical burst. When this happened, the bearer had a 50% chance of either being destroyed by the staff's energy or travelling to another plane of existence.

The *staff of the magi* allows unlimited use of the following abilities: *detect magic*, *enlarge person*, *hold portal*, *light*, *mage armour*, and *mage hand*.

The *staff of the magi* was created with 50 charges. Each of the following abilities used **one charge per use**: *dispel magic*, *fireball*, *ice storm*, *invisibility*, *knock*, *lightning bolt*, *passwall*, *pyrotechnics*, *wall of fire*, and *web*. Each of the following abilities used **two charges per use**: *summon monster IX*, *plane shift*, *telekinesis* (up to 400 lbs.).

### The S*taff of Power*

A *staff of power* has a number of potent abilities, including casting *magic missile*, making enemies enfeebled, creating a *continual flame*, allowing the user to *levitate* and be protected by a *wall of force* and *globe of invulnerability*, holding monsters, and using offensive spells such as *lightning bolt*, *fireball*, and *cone of cold*.

A *staff of power* could also be will-fully broken to release all of its charges within a 30-ft area. Upon being broken, the staff had a 50% likelihood of transporting the wielder to another plane of existence, or else the wielder would be destroyed by spell energy.
Bhaal

Symbol of Bhaal

****Bhaal****, the **Lord of Murder**, was a god of death who favoured murders that were carried out through violent or ritualistic means. Originally a mortal, **Bhaal** ascended to godhood along with Bane the Lord of Tyrants, and Myrkul the Lord of the Dead. The trio took on the portfolio of an ancient deity and came to be known as The Dead Three.

**The Lord of Murder** was feared throughout all of Erigold. Despite this shared dread throughout the Realms, the exact nature of what **The Lord of Murder** had power over was contested among sages and scholars — in his best incarnation he might have taken strength in violently punishing murderers and warmongers. Challengers of this notion insisted that he judged whether a murder was righteous or not. Yet another ideal was propagated by the Bhaalspawn, his half-mortal children who had been spawned, who insisted that he simply wanted *more* murder.
Star Caldera

Smolder-top Mountain the largest volcano in Star Caldera

Topology of the Star Caldera region

****Star Caldera**** is a volcanic region contained within a huge cauldron-like hollow (caldera) which formed following an ancient eruption. found in the east of the Kingdom Of Erigold and is located at an equidistant point between the Floating Rocks of Erigold and Rutheduk Zuznudal.

## Description

**Star Caldera** is a hidden gem at the highest point of the Dawician mountain ranges. Those capable of reaching the caldera are treated to a lush expanse of green, with surprisingly well kept pathways which lead down to the lake surrounding Smolder-top Mountain.

**Smolder-top Mountain** is the highest peak in the region and is also a dormant volcano protuding from the lake which has formed inside the caldera. Alternative names for the volcano include **Orodusquë** (*"Smoky Mountains"*) and **Thangorodrim** (*"Mountains of Duress"*).

The **Sammath Naur** (*"Chambers of Fire"*) are located high up in the mountain's cone. They comprise of a tunnel leading to an interior platform with molten lava below it, known as the **Cracks of Doom**.

## Geology

**Star Caldera** is the remnant of a very large volcano which collapsed into a caldera, out of which the peak cone of **Smolder-top Mountain** has grown. Currently, **Star Caldera** appears to be spread in a circle around the Dawician mountain ranges.

### Valleys and rivers

The huge Hyarnustar-dhîn rivers splits south-east of **Star Caldera** and the two offshoots pass around the **Star Caldera**. The south-western split continuing westwards through the forests surrounding Rutheduk Zuznudal, and the eastern split following a path through to The Capital City of Dawic eventually reaching Burtuke Bay.

### Passes

The Dawician mountain ranges have a number of mountain passes, only a handful lead to the **Star Caldera** and most new visitors will need to hire a guide to find these paths.

## Inhabitants

Smolder-top Mountain has a small population comprised of all the races (Dwarves, Elves, Gnomes, Half-Orc, Half-ling and Humans), as its position is both strategic during times of war, and in times of peace it is a central hub of trade between the main Human, Elven and Dwarven cities found in the south of the Kingdom Of Erigold.
Urstul Floxin

Urstul Floxin standing over a body

### Physical Conditions

Extreme burns on the right side of his face, stab wound in his mid-section when Dave D'angle impaled him by throwing his sword at him in Gralhund Manor.

## Biography

### Criminal Record

Extensive - Known murderer, and elite member of The Zhentarim

## Magic Item(s) Worn

### Neck

Necklace of Fireballs Type III (1x 7d6 used, 2x 5d6, 4x 3d6)

## Skills

### Balance

(rg)(ass) 10 = +5 (+3 DEX) (+2 tumble synergy)

### Climb

(rg)(ass) 10 = +5 (+3 STR) (+2 use rope synergy)

### Diplomacy

(rg)(ass) 8 = +5 (-1 CHA) (+2 bluff, +2 sense motive synergy)

### Disguise

(rg)(ass) 7 = +6 (-1 CHA) (+2 bluff synergy)

### Escape Artist

(rg)(ass) 10 = +5 (+3 DEX) (+2 use rope synergy)

### Gather Information

(rg)(ass) 5 = +4 (-1 CHA) (+2 knowledge local synergy)

### Intimidate

(rg)(ass) 11 = +6 (+3 STR) (+2 bluff synergy)

### Jump

(rg)(ass) 10 =+5 (+3 STR) (+2 tumble synergy)

### Sleight Of Hand

(rg)(ass) 9 = +4 (+3 DEX) (+2 bluff synergy)

### Tumble

(rg)(ass) 10 = +5 (+3 DEX) (+2 jump synergy)

### Use Rope

(rg)(ass) 10 = +5 (+3 DEX) (+2 escape artist synergy)

## Feats

### Class Features

Sneak attack +5d6, trapfinding, Evasion, trap sense +1, Uncanny dodge, death attack, poison use, spells, +1 save against poison, Improved uncanny dodge

## Meta-Knowledge

### Played by

DM

**Urstul Floxin** is a large, heavyset man in his forties who works for Wongas. He is the highest-ranking member of the Zhentarim squad stationed at House Gralhund.

**Urstul** is a glorified thug with all the charm and breeding of a snake, but the Gralhunds tolerate him because he feeds them useful information culled from his spies throughout the city.

## **Chapter 3: Fireball**

**Urstul** takes his orders from The Shadow's current simulacrum, which comes and goes from House Gralhund by way of a teleportation circle.

He storms about House Gralhund like he owns the place. He has a collection of black flying snakes that he uses as couriers to deliver messages to underlings throughout the city.

## **Chapter 4: Dragon Season**

After his defeat and subsequent arrest at House Gralhund. While the adventurers were accessing The Vault of Dragons, **Urstul** was lucky enough to have been freed from imprisonment at a City Watch prison by The Shadow, who has brought **Urstul** to The Vault of Dragons to help him complete his as yet unknown objectives with the contents of the vault.

## Stat Blocks

*I**nitiative***

*Melee **Attack Roll***

*Ranged **Attack Roll***

*Armour Class (AC)*
+2 Natural Armour
**24** (-5 attack +5 AC for Combat Expertise);
**26** (-9 attack +7 AC for Both)

## Spells

Assassin Spells per Day
 3rd

Assassin Spells Known
 3rd

### Assassin Spell List

* 1st Level
	1. True Strike
	2. Obscuring Mist
	3. Disguise Self
* 2nd Level
	1. Darkness
	2. Invisibility
	3. Cat’s grace
Dagult Neverember

Lord Neverember wandering the grounds of The Great Ziggurat of Boccob when he was Open Lord of Dawic.

## Meta-Knowledge

### Played by

DM

**Dagult Neverember** was a noble member of the Neverember family, and the former Open Lord of Dawic prior to current Open Lord Laeral Silverhand.

## Description

**Neverember** had "pumpkin-brown" hair, deep-set dark eyes, and broad shoulders. He was often called a "lion of a man" for both his appearance and bearing. In his later years, **Neverember** decided to sport a thick beard.

## Personality

**Neverember** had a quick temper. He was ambitious and manipulative, and he considered himself to be superior to everyone else, something that made him overconfident. He was also charismatic and proud, and people considered he was easy to like.

**Neverember** held a dislike of demi-humans and abused them in private. Publicly, however, he was quite a diplomat and he genuinely had Dawic's, best interests at heart. He enjoyed to partake with successful male adventurers and to flirt with successful female adventurers.

Laeral Silverhand once described him as a no-nonsense, energetic practical person.

## Relationships

The relationship with his son, Renaer Neverember is rocky and complicated.

**Neverember** deeply resents Laeral Silverhand for taking his position as the Open Lord of Dawic. The sentiment is not mutual, however, as Laeral Silverhand really appreciated **Neverember**'s efforts to restore Dawic during his time as Open Lord.
Cynosure

Myrkul’s Ruins

**The Cynosure** is a public hall that was once a temple to the disinterested high god, Ao. It is currently used as public space.

When the people of Dawic realised that Ao - who spoke upon the ascension of Cyric and Midnight as Mystra to godhood, inspiring the creation of the **Cynosure** - was no longer taking part in mortal affairs, they left the “Temple of the Overgod” and it was taken over by the Lords of Dawic.

The area directly abutting the marble edifice is called Myrkul’s Ruins, where the god Myrkul was destroyed during the Time of Troubles.
Lords of Dawic

****The Lords of Dawic**** were the ruling council of the capital city of Dawic, who had reigned for almost three centuries. Throughout that time, there had been between 50 and 80 lords, four of whom reigned as Open Lord. The **Lords** came from all walks of life and while they were predominantly human, they had had members of various races from throughout the Realms. A full council is comprised of 20 Lords, though this number might vary from 16–29.

While no other Lords were formally named, some individuals became the subject of widespread rumours that could even become a general consensus. The penalty for impersonating a Lord, whether by dressing in a set of their identical clothing or by a false claim was punishable by the impostor's immediate execution.

**The Lords** only appeared in public when deliberating on high crimes or when asked to by the lower court but even then only four generally appeared and one was always the Open Lord. All **Closed Lords** wore black formless masks and robes and spoke through the Open Lord, in order to keep their identities secret.

## Lord's Ensemble

The Masked Lords of Dawicdon this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces — a helm, an amulet, and a robe — that function as a single magic item when worn together, but only within the city of Dawic and its sewers. You become attuned to the ensemble as a single item.

* **Lord's Helm.** This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound gender-less, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.
* **Lord's Amulet.** This amulet bears the crest of Dawic. It functions as an amulet of proof against detection and location.
* **Lord's Robe.** This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
Lord's Ensemble

Lord's Ensemble

The Masked Lords of Dawic don this **ensemble** when meeting with one another. This raiment renders each lord indistinguishable from the others.

The ensemble consists of three pieces - a helm, an amulet, and a robe - that function as a single magic item when worn together, but only within the city of Dawic and its sewers.

You become attuned to the ensemble as a single item.

### Lord's Helm

This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.

### Lord's Amulet

This amulet bears the crest of Dawic. It functions as an amulet of proof against detection and location.

### Lord's Robe

This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
Sylgar

Sylgar

Xanathar's pet fish, **Sylgar**, is the only creature that the beholder loves as much as itself. In fact, there have been many **Sylgars** over the years, but Ott is skilled at acquiring a replacement before Xanathar realises its beloved pet has died.

**Sylgar**'s large fishbowl weighs about 6,000 pounds, and the treasure chest at the bottom is real. The treasure chest is unlocked and contains thirty 100 gp gemstones. If Xanathar has retrieved the Stone of Golorr, the artefact is also here.

The small fishbowl weighs 60 pounds and is used primarily for feedings. Xanathar uses its telekinesis ray to transfer **Sylgar** from one fishbowl to another.
TGAT: Session 37

Tharizdun's Gem Vault Door

## The Great Ziggurat of Boccob (Cont...)

### Tharizdun's Gem Vault

Cubone and Elvar search the corridor thoroughly for traps to find the trigger mechanism. Eventually finding a couple of cobble stones that recess when pressure is applied, Cubone marks these with chalk and they bypass them to reach the opposite doors.

Cubone opens these locked doors with exemplary locking skills and they open into a wider room with a demonic face in the southern wall. Elvar  and Cubone move in to inspect only to find Elvar is now tethered to a patch of floor, which slowly morphs into its true form, a Mimic.

Elvar is grappled and being consumed by the Mimic's crush attacks. Cubone attacks a couple of times, after a third hit his long sword sticks to the Mimic, he reverts to the dagger dealing a critical hit and killing the monster. Once the mimic dies its adhesive properties begin to wear off and Cubone is able to free the elf, they also find Richard Dickens inside it.

Now re-grouped they find themselves in front of another set of doors which Cubone opens again revealing another long corridor with slits. Richard Dickens sprints through and is hit with a number of poisoned darts, he quickly collapses unconscious in a heap at the end of the hallway as the oil of taggit takes effect.

Elvar and Cubone rouse Richard Dickens once again and they stand before a huge adamantine door featuring several abyssal runes and arcane markings. Cubone while inspecting these runes more closely notices that demon blood and ground gemstone has been smeared into the runes crevices. Cubone suddenly feels a need to hold the dagger of entropy in his hands once more and retrieves it from the box in his handy haversack. The dagger and the gems they found earlier float towards the door and the spiky doors creak open just enough to squeeze through.

Cubone, the Elvar and Richard Dickens search the room finding more of the blood red gems, all reacting to each other and the new gems that have been brought into the vault. They seem more powerful now they are closer together. Richard Dickens finds a lever that opens a deeper section of the vault and they find more gems inside. Cubone finds another lever opening the rear of the vault. The Elf, the only party member carrying a light source illuminates an object hanging on the rear wall which looks like several forearms, some alive, some skeletal holding each others hands in the shape of a hexagram.

As the light touches this object it begins to bleed and scream. Richard Dickens cracks a sun rod and the blood gushes more violently, splashing Elvar and melting his magical armour. Richard Dickens now recognises this artefact as The Weeping Hexagram which is linked to the chained god Tharizdun's imprisonment.
Yellowspire

Tower View

DMs' Map — Tower

**Yellowspire**, a Castle Ward tower so named because its bricks have a pale yellow tinge to them. Amath Sercent is in the midst of converting the tower into a temple of Bane.

A teleportation circle in the basement allows for swift transport.

## House of Tyranny

Amath and her four followers (LE male and female acolytes) refer to the tower as the House of Tyranny, and black prints of their right hands, with fingers and thumb held together, cover every interior surface. These hand prints mimic the symbol of Bane.

Amath and her followers assemble here for worship but sleep elsewhere. Black flying snakes nest in the rafters and join any battle here.

## Outer Scaffolding

The tower is encircled by wooden scaffolding covered with ice and snow. Despite its precarious appearance, the scaffolding is secure and safe to walk on, enabling creatures to scale the outside of the tower without having to make ability checks. The scaffolding rattles and creaks, however, and any creature that moves on it must succeed on a DC 16 Dexterity (Stealth) check or be heard by the tower's occupants.
Skullport

Port of Shadows

### Inhabitants

Humans 832, Half-orcs 405, Goblins 225, Kobolds 157, Elves (mostly drow) 113, Dwarves (mostly duergar) 68, Others 450

****Skullport****, also known as the **Port of Shadows**, was a teeming hive of evil lying deep beneath Dawic within the 3rd level of Undermountain known as the Sargauth Level. While rumours of this subterranean domain of villainy persisted throughout the surface world, few of its inhabitants had any knowledge of any points of entry.

## Description

Built on an ancient ruin, within an immense subterranean cavern, the shadowy port was a dark reflection of the *City of Splendors* above. Its structure was built in three tiers, interconnected by narrow catwalks and rickety scaffolding. Creaking houses built on stilts were haphazardly built in a dense network that formed a near shantytown.

## Sargauth, Portals, and Port

**Skullport** lay along the subterranean river Sargauth, which was used as a trade route to the outside world. Over the centuries, several magical *portals* large enough for entire ships to pass through were built in the cavern walls along this waterway.

One such portal, about 400 feet (122 m) east of Skull Island, was only faintly visible as a scratched outline in the stone. Triggering the portal required no special key, just extraordinary confidence on the part of the ship's pilot, since the vessel had to be steered bow-first into the wall. When the bowsprit made contact with the portal, the vessel and all its contents were transported instantly to the middle of the Burtuke Bay.

Passage through the locks that separated **Skullport** from the sea caves of Dawic required permission from the Xanathar.

## Government

**Skullport** came under the domain of the being known as Xanathar and became the base of operations for his thieves' guild.

## Organizations

* Xanathar Thieves' Guild
* The **Iron Ring** was a consortium of the most powerful slavers in **Skullport**.
* The **Riverborn** was a disorganised group of pirates and sailors living on half sunken ships in **Skullport**.

## Inhabitants

Considered part of the Underdark, it was a lawless place of slave traders, pirates, and demi-humans, which trafficked with illithids, drow, beholders and other less savoury creatures beneath the surface. Inhabitants of **Skullport** are known as "Skulkers".
TGAT: Session 40

The last unopened door in The Great Ziggurat of Boccob.

## The Great Ziggurat of Boccob (Cont...)

With Doctor Coronaviridae defeated but not destroyed. The party gleefully proceeded to loot every nook and cranny of his laboratory and found multiple caches of magical items, and newly brewed potion and poison stores.

The party spoke with Amophar at length to learn more about the ancient Mythallar connected to the Doctors laboratory, and to figure out the purpose of his experiments. They find scribbled notes on the magical putrefaction of food and drink, a couple of tattered old tomes containing rituals on the merging of spells, and the manipulation of spells to convey city-wide area effects. It appears that Doctor Coronaviridae is the entity behind the city's current pestilence and was using the temples elemental powered ventilation, and air conditioning system to distribute evil imbued toxins into the city's atmosphere.

The party ask Amophar where else to go and he suggests the ritual chamber where the seal on the evil lord was placed. After a couple moments of preparation they make their way back down to the lower level via a small spiral staircase and once at the bottom Amophar directed the party towards a stream of dust particles being blown underneath the south eastern wall revealing a secret door.

On the other side of the door was a small L-shaped corridor, unbeknown to the party contained a (mental) alarm spell trap that triggered once the door was opened. At the end of the corridor was an ornate steel rimmed wooden door which was sealed by a mechanism of chains and large gears. A top the door was a large red crystal that seemed to peer at them, and watch their every movements.
Nanoprocesseur I.A.

Le nanoprocesseur I.A. est équivalent à une substance matérielle. Ce genre de processeur I.A. était essentiel aux scientifiques dans l’autre monde. En raison des nombreux droits de l’homme et de la conscience, cette technologie ne possédait pas d’intelligence propre. Elle n’avait que deux fonctions : analyser et stocker l’information.

Sa capacité analytique ne pouvait être utilisée qu’en suivant les commandements de l’Hôte. Elle rassemblait les données et arrivait à une déduction basée sur des simulations.

Ses fonctions de stockage étaient encore plus simples. Elle pouvait utiliser toutes les informations récoltées parmi tout ce que les cinq sens de l’Hôte avaient ressenti et les enregistrer. Selon les calculs du monde précédent, ce genre de capacité de stockage était suffisante pour enregistrer plus de 10000 ans d’événements.
Hyarnustar-dhîn

Elven Ships sailing along the Hyarnustar-dhîn River

Rutheduk Zuznudal is located due west of  Dawic and is connected to the south-western coastline by the Hyarnustar-dhîn river.

### Inhabitants

Mostly Elven

The **Hyarnustar-dhîn** “*Southwestlands River*” is the longest river in the Kingdom Of Erigold at 750 miles (1210 km) although there are just 290 miles (466 km) as the crow flies between the source near Liagirnd and its mouth in the south-western estuary feeding out to Eäron Ocean.

## Description

The veins of the **Hyarnustar-dhîn** are mystical places, marked by shimmering, crystal clear blue waters, that is steeped in legend and folklore, and has over the years become one of the premiere trade routes of the province. So wrapped in magnificence and mystery is this river that it has become known as the “***Elvenflow***”, a name much to the annoyance of the Dwarves in Liagirnd the rivers source; however one can see the name is befitting when laying eyes upon it.

The water is so incredibly clear that it seems as if swimmers are floating in the air, and even down in the deepest parts, one can peer through the dazzlingly clear azure water all the way to the bottom, which is up to 80 feet down in some places. The surface is typically completely placid, seeming as if to be made of glass, and this combined with the impressive clarity of the water indeed gives the place the feeling of being photo-shopped even when seeing it in person.

Adding to the unreal, magical quality of the place is the plentiful indigenous flora lining the crystalline water, with the glimmering reflections of grasses and trees and stunningly beautiful flowers cast upon the surface as if floating in space or etched upon glass. The silvery sparkle of scales in the sunlight can also be glimpsed from large fish that cruise along under the glassy sun flecked clear blue water like something out of a fairy tale.

## Course

The **Hyarnustar-dhîn** begins as two separate rivers. The eastern **Hyarnustar-dhîn** stretches from its source in the frozen mountains of Liagirnd splitting just south-east of the Star Caldera to pass through The Capital City of Dawic flowing into the southern part of Burtuke Bay.

The western fork of **Hyarnustar-dhîn** flows from Star Caldera (*draining any standing water in the Star Caldera in the process*) through Rutheduk Zuznudal and out to the south-western estuary feeding out to Eäron Ocean.