recursal/Fanatic-Fandom huggingface dataset:
Session 52 "In the Dark"

Campaign Session 52: In the Dark

You camped out on the banks of the river of sludge near
where the automatons were loading sludge into barrels, having traveled hundreds
of feet below the surface. That night Woari, Bip, and for the first time Gram
visited the void. The younger Gram was terribly shaken by the experience, Woari
practically left comatose by it. Nothing anyone tried seemed to rouse him. It
wasn’t until, after a bit of a pep talk from Grin, Rhys accessed a new and
unseen (by all except for Bip) power. Glowing with radiant energy, a spectral
crown floating above his head, he brought Woari back from the void.

The next day (as near as you could figure for who knows how long it had actually been in this endless dark) you ventured deeper underground, following the
trail that Woari had spotted. It lead you several more hundreds of feet down
into a gapping chasm, and from there the trail picked up, through the cold damp
earth, scrambling across an entirely dark and unnatural landscape. For hours upon
hours you trekked passing through caverns and tunnels, until Begbee caught wind
of voices. Dorn and Bucky went ahead to scout, and what they came across was a
company of dwarves riding giant spiders, out numbering you nearly two to one.
When the lead rider and her mount turned invisible to warily investigate, Bucky
attacked without warning with an arrow striking her in the throat. In similar
fashion to when the younger Gram touched the barrels above, all that was left
was hostility as the dwarves quickly surrounded and captured her. Dorn remained
invisible just watching, and making sure nothing happened to his sister. Next the dwarves went to deal with Bucky’s friends. Half
of the dwarves number entered into battle with the Lucky Seven, and that’s where we
pick up now in the midst of battle.
Tharizdun

*Tharizdun: The Ogdru Jahad, The Seven Who are One, The Ogdru eb Jurhad, The Seven Gods of Chaos, Mak Thuum Ngatha, The Chained Oblivion...*

They/It are/is destined to bring about Ragnarok, the end of the multiverse. Little is known about the true nature of what they/it are/is. An entity or entities, allegedly from beyond the beginning, from outside of the multiverse and all of existence. In the beginning there were 13 Gods. When they encountered Tharizdun, onne was split into two halves: Tiamat and Bahamat, six were absorbed and combined with whatever it was that had invaded. The remaining Gods were able to cast it out, tearing a whole through all layers of existence in the process--an infinite egress from realities, a pit of madness and pure evil known as The Abyss. And outside, in the void beyond reality, Tharizdun sits and waits, waits for the time of their return. They are beyond comprehension, and to dwell on them is to invite madness.

Gram Palos of The Lucky Seven encountered an infintesibly small sliver of its essence that was left behind in the multiverse. It forever changed and corrupted him. Ever since, he has visited the void outside of reality and seen and heard the entity(ies) pulling on his mind Supposedly seven such elements are left behind in reality. They are of interest to certain parties, and it is believed that such parties wish to bring about Tharizdun's return.
The Moonlit King

Supposedly residing on The Moon in The Feywild, The Moonlit King is an archfey. According to both Rensig and Rasmus, he is the one to see about diamonds in The Feywild and there is no doubt that he would have a sufficient diamond for Rensig to be able to cast the most powerful conjuration/teleportation spell known: Gate.
The Behir Bow

**The Behir Bow**

*Weapon,  rare, requires attunement*

This longbow was crafted by Shareefah using the fangs of a Behir slain by The Lucky Seven on their journey to Gracklestugh. Using the bow, you are able to cast the spell *lightning arrow*. You must complete a short or long rest before you can use this feature of the bow again.

Lightning arrow, 3rd level spell | casting time: 1 bonus action

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage\*.

Whether you hit or miss, each creature within 10 feet of the target must make a DC 16 Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

\*While this damage replaces the arrows normal damage, you can still add your sneak attack modifier if the conditions for sneak attack are met.
The Council of Five

The Council of Five is the ruling body of the nation of Amn, consisting of five leaders each playing a prominent role. The members are:

The Sovereign, The Mesiarch, Hazim Alibikkar

The Danharch (Minister of Defense) Conret Gallowglass

The Namarch (Minister of Law) Tyrdra Q’Helvor

The Ponmarch (Minister of Foreign Relations)
Ermon Nashvaar

The Tesiarch (Mistress of The Arcane) Zallorna Argentress
Yondalla

*The Great Mother, the Grain Goddess*

Chief deity in the Halfling pantheon, goddess of the earth and the harvest. In human circles she is known as Chauntea.

In the farmlands of Amn, they look to her
for a good crop. Her holiday season has two main occasions, at the start of
planting, and then again after the crops are all harvested for the year known as High Harvest Tide.

She is Goddess of agriculture: sowing and
reaping, seeding and harvest, breeding and butchery, shearing and weaving. In
this aspect she is a rural deity rarely prayed to behind the walls of a city
except by kitchen gardeners, though everyone in Amn, rural or urban enjoys High Harvest Tide, one of the biggest holidays of the year. But Yondalla is also the Great Mother, a goddess
of crib, hearth, and home.
Session 39 "Back to the City of Coin"

**Session 39 Recap: Back**
to the City of Coin

Lucian lead you all to Dumistra where you were reunited with
your animals, had a few items crafted for you out of the parts of Belagos by
Malakar and took part in a celebration that was held in your honor, at which
Alaine privately spoke to Rhys about her dreams of the Phoenix. After the
celebration it was on to Athkatmon with Adrian and Ebon, and your animals,
including Rhys’ new seemingly magic horse, Spark. Your travels from the mining
camp to Dumistra to Athkatmon took a couple of days and this was your first
time back to the City of Coin in a month…some things certainly seemed
different. The first thing you noticed was the new construction shooting hundreds
of feet into the sky. You also saw a number of automatons walking the streets,
more than before, and finally you noticed that there was a general air of fear
and sadness among the populace. Dorn, Ebon, and Bucky noticed a message in Thieves
Cant telling Dorn that if he wanted to meet up with Marteen, to go to The Black
Horse. From there you set out to individually do some errands and had a real
shopping day for the first time in a while. On Muffy’s outing she met with
Shareefah aka “Sharie” who said she could make Belagos’ femur into a staff and
then asked her if she was apart of the Arcana Panisofical, the society
responsible for sanctioning magic in Athkatmon and greater Amn. She told Muffy that
if she ever wanted to see her she could always go to Balistar’s to get in
touch. On her way out of Shareefah’s, Muffy noticed a woman following her, it
was Anoushka Kohelanna, a woman she had seen performing at Muggy’s a month
earlier. Anoushka warned Muffy to beware of an incredibly powerful being that apparently
would be drawn to Muffy’s blood, something she referred to as the Corinthian.
Anoushka said she would see Muffy at Muggy’s tonight. Dorn, Rhys, and Bucky
(though Dorn much later than the other two) all went to the shop of Helena Barterman who spoke a little of her time adventuring with Dorn and Bucky’s dad
and Bucky’s mom, who she became noticeably upset at the mention of. Gram made
his way to Balastar’s who had a lot of information about just about everything Gram
asked him, including some information on the egg like object that had seemingly
transformed him on the night of your first meeting. He spoke of the dark
potential the egg had and that to his understanding, there might be multiple
eggs. After your various outings and stabling of your animals (5 sp/ per day
for 3 animals so your call how many days you want to stable them for etc…
Someone pay up) you have met up at Muggy’s as the evening crowd roles in. Dorn
was out latest so probably all the rest of you make it there first.
The Grandmaster of Stone

She is the guardian of The Portal to the Plane of Elemental Earth, and the final of the elemental plane guardians of Amn that The Lucky Seven encountered. She is a true giant, standing just over 24 feet tall, apparently of Cloud Giant origins but claims no allegiance to the ways of her people, or any group. All The Lucky Seven know of her is that she was not raised by giants. Her purpose is to protect the mountain and to that end she is assisted by an elite group of warriors known as The Stone Guard.
The Scepter District

An exclusive neighborhood in Athkatmon where the wealthiest residents, predominately nobles, live. Percivel St. Claire lives here. It is also the location of one of the palaces of The Sovergin, Hazim Albikkar. The Lucky Seven were arrested here after trying to gather information regarding Nadir Kravandros and the other missing nobles on their first mission together.
Session 37 "The Guardian"

Session 37 recap: The Guardian

Your fight with Belagos took it’s toll on you, as did the
after math. While Bucky was able to harvest quite a bit of precious material
from the corpse of Belagos, and a great deal more wealth was claimed by the
party from Belagos’ hoard, the rest of the day was not without it’s perils and
hardships. Muffy, upon awakening exploded in a ball of flame, seriously
jeopardizing the already very hurt party, and Rhys and Bip became extremely
exhausted collecting part of Belagos’ former treasure. Rensig also never woke
even after the others had recovered. You returned to the camp site where you
had left your animals as night was setting in, and by the next morning, Rensig
was still unconscious. Dorn and Bip stayed behind with the unconscious gnome
and the animals while the others, including the still exhausted Rhys made their
way back into the cavern to look for the guardian. After a skirmish with two
predatory giant worms, you eventually did come across the guardian on the
ground of Belagos’ lair, magically under the effects of a powerful sleep
enchantment, buried under rocks. She is an enormous naga, a giant iridescent
snake with the head of a woman known as Kashara that has been asleep, as you
found out, for the last 30 years. After awakening her she thanked you and then
informed you of more of the situation. The precious metal in the mine that is so
incredibly durable is actually the shell that keeps the creature within. The
creature itself is called the Tarasque-- a terrifying unstoppable engine of
destruction, as Gram described it, hundreds of feet tall, the end of
everything.  Your efforts to end the mining
redoubled, you have the beginnings of a plan, get a high ranking official
involved with the mining to the guardian, she said she had ways of persuading them
from there. She also requested that you return the gems to her for they contain
the majority of her memories and she is lost without them. Rhys has just
messaged the Order of the Dawn with the sending stone. You are now gathered once more where you left Dorn, Rensig, Bip, and the animals.
Session 83 "The Return of Rensig"

Session 83 recap: The Return of Rensig

While trying to make your way back into the Devil occupied Athkatmon by way of the Alandor River, The Lucky Seven encountered trouble in the form of 5 10ft tall horrid frog like fiends. However while in the midst of battle an unexpected creature made its way into the vicinity, a massive 30 ft long shark. None knew what to make of it, but given the situation everyone kept focusing on this battle which was quickly getting deadly. The fiends ended the water breathing spells on Gram, Bucky, and Muffy, and did something to rob Rhys of his mind while manipulating the water itself and creating darkness that neither Bucky, Muffy, nor Bip, could see through. However the shark began to help The Lucky Seven against the fiends and together The Lucky Seven were victorious but not without casualties. Bip was knocked unconscious, Grin’s magical body was destroyed, and Rhys Cooper, who had charged fearlessly ahead to meet these beings in their element, was killed.

Muffy fortunately was able to quickly revive Bip and resuscitate Rhys (Muffy, mark off 300 gp worth of diamond and a 3rd level spell slot), although Rhys’ mind was still gone. Using his telepathy, Gram reached out to the shark and what he heard back was something of a surprise, it was your friend Rensig who had polymorphed himself into a giant shark. With Rensig’s polymorph almost up, Rhys without his mental faculties, and the water breathing spell ended early for Gram, Bucky, and Muffy, the group considered retreating, but decided to continue on, making their way into the sewers that let out below the docks of the Docks District.

In the sewers, Rensig back in his gnome form had some words of reconciliation with Gram who had been under the impression Rensig did not care for him because of a poorly relayed message by Bip. Bucky snuck ahead and this being the same entrance from the docks that you had all been to before when looking for the missing nobles, unsurprisingly you ran across the Okiti. Bucky negotiated passage through the Okiti tunnels with a little silver, and Dorn lead you all through the sewers to Sharee’s who had finished her upgrades to Rhys’ gauntlets and had made a new bow for Bucky out of the Behir fangs.

From there you returned to the sewers, and after taking a short rest to catch your breaths went to the secret headquarters of The Resistance, however instead of finding allies you only found more enemies. Again you took to battle with more fiends who were able to make themselves invisible at will. One of these beings fled after doing some damage, but thanks to a clever use of one of the glue bombs Henry Magewright had made by Bucky, you were able to pin down the other who ended up self-destructing under the glue.

Not finding Begbee or the members of the Resistance, Bucky put together where they might be. Mugbug of The Sewer King’s crew is a known member of the Resistance, High Radiance Ghentilara had seen Begbee amongst others in the sewers. And with that Bucky suggested you pay a visit to The Sewer King.
The Deck of Many Things

The Deck of Many Things, also known as ***deck of hazards***, is an assortment of magical cards or metallic plates that are arranged in a set deck. They are enchanted with great magic that is never to be used lightly. Unfortunately, Dorn of The Lucky Seven did just that and pulled two cards immediately after recieving them as a gift from Santa resulting in his soul being trapped in an unknown location.

*Wondrous item, legendary*

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. The one Dorn had contained twenty-two.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the jester, the card reappears in the deck, making it possible to draw the same card twice.
Titan Stone Leg Weights

When Dorn was gaining entrance into The Stone Guard, his second challenge was to choose amongst three potential gifts. His choices were a book, a bell, or these leg weights. He choose these and by doing so, passed the challenge and was permitted to continue on to the third and final phase of his initiation.

**Titan Stone Leg Weights**

*Wondrous item, legendary* **|** *Weight 200 lbs* **|** *(Requires attumement by a barbarian, fighter, or monk)*

These weights are charged with magic. If you wear these weights on your ankles during your waking active hours for 7 days, your walking speed and jumping distance both increase by 5. You can remove the weights as a bonus action for a total of 1 hour a day and still gain these benefits. You can spend this hour all at once or in several shorter sections, each one using a minimum of 1 minute from the duration. After the first day, you adjust to the weights enough to only be encumbered by them while wearing them as opposed to heavily encumbered.

This process can be continued for up to 6 weeks, your speed and jumping distance both increasing by 5 each week. If you wear the weights for a 7th week, following that week you gain the ability to move so quickly that you effectively disappear, able to instantly transport yourself to any space you can see within 30 feet as a bonus action when not restrained or grappled and not wearing the weights as long as that space is not obstructed by a barrier of some sort eg wall of force.

The eighth week represents your final week of gaining benefits from the weights. If you spend 48 hours of that week devoted to training with the weights while still wearing them throughout the week, you can increase your AC by 1 and gain a +1 to your DEX saving throws as your speed makes you harder to hit.

Following these 8 weeks of training, you must wear the weights half of your waking hours to maintain the benefits, otherwise you will begin to lose them in reverse order week by week starting one month after you stop wearing the weights.
The Phoenix Feather Blade

This is the magic weapon that started Rhys Cooper down the paths of hero, paladin, and lightbearer. Rhys found the sword in his bakery, the bakery itself nothing but smoldering remains when he awoke from a dream of a Phoenix. The Bakery had burned down around Rhys while he slept, the only harm he received was after he awoke, plunging his hand into the fire to retrieve the sword, badly burning his right hand.

The sword's primary ability is to ignite into flames, making Rhys all the more dangerous with it. It can also shift in size, allowing Rhys to wield it as either a longsword or great sword. Regardless of the size the sword is always incredibly well balanced and Rhys just keeps getting better with it.

After meeting with the Phoenix, Teela-Na, Rhys found the blade transformed. The Phoenix Feather Blade is now a +1 weapon. In addition it now has 13 charges. The sword regains1d6 + 7 changes daily at dawn. Rhys can expend a charge to light the sword for 10 minutes while still able to light the sword as before (once per day with no expenditure, 10 min for a first level spell slot, 1 hour for a second, all day with a 3rd). When lit, the sword now does 1d6 additional fire damage instead of 1d4. He can also expend 3 charges to cast either *Beacon of Hope* or *Crusader’s Mantle*, both require concentration as normal but do not require additional material components. Finally when he uses his channel divinity to light the sword, it does 2d6 additional fire damage instead of 1d6 and Rhys' Charisma score temporarily increases by 2 for as long as the sword is lit in this fashion.

Immediately after arriving in Thylea for the first time Rhys encountered an aspect of the goddess Mytros. Since then the Phoenix Feather blade has become even more powerful. It is now a +2 weapon. Rhys can now light the sword at will without needed to expend any charges or spell slots and when the sword is lit it always does 2d6 additional fire damage. Furthermore, when he strikes fiends or undead with the sword they take an additional 1d10 radiant damage.
Snake Woods

A forbidding woods that extends far to the east of Amn, the closest city being Eshpurta. The woods sit in the shadow of The Cloud Peak Mountains. Known to be populated by trolls, a select few also know that this is the home of The Hueler Tribe. The Three Witches is a notable mountain range in Snake Woods and the location of the mining operation being conducted by The Shield of Ucerin. These woods are also the home of the friendly troll, Gnasher. Auntie Rhea's hut is located near Coos Lake within Snake Woods.
Samuel Chivers

One of two close friends of Rhys Cooper from his days as an apprentice in the Crimmor division of the Amn Baker's Guild, Chivers and Rhys' other friend, Chadwick Huddleton grew distant from Rhys after the arrival of Brenton Evensnow. Chivers was later discovered to be a figure of some import in the schemes of Evensnow. The Lucky Seven found Evensnow's location by interrogating Chivers and then left him with The Resistance for safe keeping.
Santa

Santa (pronounced Sawn-Ta) aka Nick is a large, white-bearded gentleman dressed in a red suit with a black belt and white fur trim, black boots, and a soft red cap with white fur trim. After getting his sleigh stuck in the mud of Hither, The Lucky Seven came to his aid, allowing him to free the sleigh. He was thankful and in return gave each of them a gift. Unfortunately, the gift he gave Dorn was a little too dangerous for the impulsive young lad, it was The Deck of Many Things. Without hessitation Dorn pulled two cards from the deck and his soul was removed from his body, currently in an unknown location. Santa feeling terrible has agreed to watch over Dorn's body. He's also leant The Lucky Seven the aid of one of his helpers, a peculuar small fellow named Rasmus.
Tivvum’s Antiquities

A gate-key shop run by Alluvius Ruskin aka "Lu" in the Market Ward of Sigil at the end of a dead end road. It is housed in a huge five story cylindrical building built of green marble. The name of the place is chiseled in the exterior marble repeatedly in a continuous line that coils up around the entire building.

Inside the shop, a wide iron spiral staircase bores down through the building’s core and is the only means of traveling from one floor to another.

The Lucky Seven were brought here by Kylie in search of a rather expensive diamond and a key to a portal to Mechanus.
Session x 139 "Draconic Oasis"

Session 139: Draconic Oasis

On the trail of Jarrok the Sky King, The Lucky Seven and crew flew the Charm through an enormous lightning filled sandstorm deep in the Teejan desert. Spotting what appeared to be the draconic form of Jarrok you gave chase and found yourselves at a calm eye in the center of the storm. Within the sun shone brightly and the air was pleasant and calm. An oasis lay before you with a deep lake and mountainous structure beyond. Palm trees and patches of green dotted the landscape and throughout the air were dragons: red, blue, bronze, brass, and copper.

An adult brass dragon, Saras, flew towards your air ship and landed on the ship. You had words. Saras seemed to mostly regard Grin as the leader of your crew and with some negotiations Saras arranged a meeting for you with Jarrok who you were gathering maybe had another side to him than the one you had assumed based on Gram’s previous encounter and words of the desert dwelling peoples. Speaking of which humanoids could be seen throughout this oasis though at first you did not get too close to any of them.

Entering an enormous cavern in the mountain in the oasis, the walls appeared like glass and treasure dotted more and more of the surfaces accompanied by glowing floating lights as you continued on. You came face to face with Jarrok who took Rhys’ connection to Grin as a sign that you were perhaps not instantly enemies of dragonkind which seemed Jarrok’s baseline assumption of most humanoids. Gram was able to convince Jarrok that you might prove allies and Jarrok offered you a large sapphire which functioned as a sending stone and one of gargoyle thralls which he said he would be able to see and hear through. He told you to go and attempt to make peace, but knowing humanoids, said they would never trust dragons and he made no effort to hide the fact that he felt warry of trusting them as well. Again, Rhys and Grin giving him a moment of pause saying he had not encountered a bond between human and dragon like the two of them shared in centuries.

And so with a new gargoyle ally and sending stone to Jarrok himself you left with new ideas about who Jarrok was. You now make your way west to Candlekeep as we pick up aboard the Charm.
Spelljammer

A Spelljammer is a legendary type of vessel, capable of transporting entire crews between different planes of existence. *Spelljamming helms* are the central component of the ship which allows interplaner travel for vessels which would otherwise not be capable of such a feat. Any spellcaster may sit on a spelljammer helm to move the ship. There are tales of a mysterious race known as the Arcane who once were the sole manufacturer and distributor of spelljamming helms, but it is believed they went extinct long ago.
The Sons and Daughters of the Jötunn

You do not know much about this group though according to Alaine, these are the people that Keelin is originally of. When Alaine could not be convinced to back down from war, Keelin apparently left to return to her people. Uukar informed Gram that Urth Stormwind had a connection to these people and warned him to stay away from them, citing that they were not like other humans. She said they lived far to the east in Snake Woods, outside of The Hueler Tribe's normal hunting grounds. This is the first any of you had heard of people living in Snake Woods.
Session 23 "Under the Kissing Moon"

Session 23 recap *Under the Kissing Moon*

You met the Witch Auntie Rhea, she seemed to know things
about all of you, things you didn’t know about yourselves even. In your
conversation, or Palaveer as she called it, she said she could stop the war and
get the humans out of Snake Woods, but she wanted something in return,
something she referred to as the Eye of
the high priestess of Chloros, and when she showed this to you, it looked
very much like the object of unspeakable horror you found in the Yuan-Ti ruins under
Kymall’s. She said that she did not know exactly where it was, having last
tracked it to a small chain of islands on the edge of the known charted seas
known as The Purple Rocks. You left with questions, Dorn about your curse and
past, Gram about your patron and future, and Bet about your heritage and the
very nature of what you are.

Gram said it would take many weeks of travel to reach the
Purple Rocks, and knowing that you have only 5 days left until Belagos’
ultimatum was given, you instead opted to look for another solution. To that
end you returned to Eshpurta. Figuring that if you could potentially take those
body part creatures out of the equation the Shield would be much less capable
of maintaining their control of the woods. You went back to the Cooper estate
to try to learn more about what exactly they were, presuming the Coopers to be
somehow associated based on various mounting evidence.

As dusk set in, the plan was simple: Dorn, Bet, and Bucky
would slip in, snoop around and get out, however when Bet got stuck on the
wall, letting out a yelp, the jig was up. Dorn and the now invisible Bucky
managed to continue along stealthily for a brief period on the grounds but then
Dorn too was eventually spotted. He broke into the house via a balcony, grabbed
Rhys’ mom and jumped back out the window, only to find himself surrounded by
Azzok and other guards. Bucky tried to help, but was unable to get Dorn out of
there barely managing to get away herself. The rest of the party also removed
themselves from the pear-shaped scenario, though in the case of Bet and Gram it
entailed murdering soldiers of the Shield of Ucerin in the street as they fled.
Dorn’s fate is currently unknown. The last any of you saw of Dorn was Bucky and
that was with him surrounded and in peril at the Coopers. Though your plan was
to show up at The Roots of the Earth, not all of you are there.
Tanek

Former member of The Lucky Seven, he was an original member of the group, there for the fight against the wolf like creatures in Waukeen’s Promonade. A Dwarven sailor with a gruff attitude and a knack for tinkering, Tannic left the group to work on an invention he calls his "magnum opus". He introduced Gram Palos to The Lucky Seven.
The Cloak of Elvenkind

A gift from the elves of Dumistra to The Lucky Seven for their aid in stopping the war and clearing the humans out of Snake Woods. While you wear this cloak with its hood up, Wisdom
(Perception) checks made to see you have disadvantage.
and you have advantage on Dexterity (Stealth) checks
made to hide, as the cloak's color shifts to camouflage
you. Pulling the hood up or down requires an action.
Session x 116 "No One Returns from The Weeping Stone Catacombs"

Session 116: No One Ever Returns from The Weeping Stone Catacombs

Leaving Zadara’s manor in the Lady’s Ward, The Lucky Seven made their way through the cool night air of Sigil lead by the tiefling tout Kylie and the human wizard Lisette. Making your way underground you eventually came upon an enormous trash heap crawling with zombies, though they paid you no mind as they sorted through the garbage. There, you met Pharod, a necromancer who had control of the portal you sought. He offered you an exchange: retrieve a portal key in The Weeping Stone Catacombs for him and he would grant you access to the portal you were after that leads to the least deadly entrance to the Swamp of Oblivion. After some deliberation and warnings from Kylie about just how dangerous this ask was, that no one ever came back from there, you agreed to the terms.

Well half of you did anyways. While Kylie lead Rhys, Bucky, Gram, and Bip to The Hive, slums on a level you had never encountered, the rest of the group went to get makeovers! Leaving you with two stones which she called a “caller” and a “finder” Kylie warned you not to try to find your way out of the hive without her, that to do so would be extremely dangerous, potentially as dangerous as trying to go where you now planned to go, and in some ways maybe even more dangerous. She would come find you when and if you made your way back to the surface.

With a little jink (money), Bucky got you into the mortuary, your first obstacle easily sailed past with the universal language of money bribing one of The Dustmen. Deep below the surface of Sigil you found your way to the buried village, and though an enormous colony of telepathic rats now presented another challenge, Gram was able to parlay for passage provided Bucky painted up a good amount of grubs for them to chow on with her magical paints.

The catacombs have thus far lived up to their reputation. After passing through an upside down waterfall of bones that began the night of grievous bodily harm, the members of The Lucky Seven who entered have been fighting for their lives against various undead. The place appears riddled with necromantic magic  and you still have no idea where the object you were sent to retrieve now rests.
The Arotolux

Roughly translates to “Champion of Light”. Rhys Cooper‘s dreams tell him to believe in himself.

Zadara revealed to Rhys that there was a prophecy that at some point the multiverse, all of existence would be threatened, and in that moment Lathander would choose a champion out of the countless beings across all worlds—a champion to wield his sword and defend reality from the greatest threat it had ever known. This would be, The Aroto Lux.
Shazum

Shazum is the marid, a type of genie, that operates a trading post upon The World Turtle's back. He is assisted by 12 sea elves, all from different worlds. Bucket Girl using the The Infernal Device of Lum the Mad found out a secret about Shazum, that he once had been joint rulers of a small empire along with djinn, a genie from the plane of air, that had betrayed him. The betrayal all the more tragic in that the two had been lovers.
The Traveling Fortress of Telamok

Wondrous Item, rare

Recovered from the treasure of the Dragonlords, this magical 1 inch figurine is connected to the original Fortress of Telamok by mystical means.

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the **knock** spell and similar magic, such as that of a chime of opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a **wish** spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of **wish** causes the roof, the door, or one wall to regain 50 hit points.

The Fortress also acts as the material components for the plane shift spell to the plane of Arborea.
Session 19 "Into Snake Woods"

Session 19 recap: Into
Snake Woods

The party traveled to Eshpurta, in an effort to find out
what the humans, specifically The Shield of Ucerin, were doing in Snake Woods. As fate
would have it, their first night there, they spent the night in the home of
Rhys’ parents, having reason to believe that the Coopers were connected to
whatever was going on in the woods. That night Rhys, Gram, and Muffy were
visited by vivid dreams. In the morning
after reconsidering their interest in investigating the Coopers, the party
left, but not without protests from Rhys’ parents. Everyone else was eager to leave, though Rhys who had not been
interested in seeing his parents in the first place now seemed conflicted about
walking out of their lives again.

Having decided to switch tracks form investigating the Coopers, the
morning found half the party: Muffy, Bucky, and, Gram, signing up to join the
Shield of Ucerin’s mining operation in Snake Woods. The three were shipped out in a covered wagon, while the other
members attempted to pursue the wagons through the woods but were spotted by
soldiers of the Shield as the trail the wagons traveled was very heavily
guarded. Rensig convinced the guards
you were all out for a walk in the woods, so the guards sent you back to
Eshpurta warning that these woods were not safe, even for a Light Bearer like
Rhys.

Meanwhile, the wagon
carrying Muffy, Bucky, and Gram eventually arrived at a fortified camp site
at the edge of a mountain. This was
after nearly a full days travel through winding mountainous passes across
multiple rivers and gorges all through the woods. In the mining camp, the three were assigned to bunk G, and told to
be back in the bunk by sun down at which point they’d be given gear and sent
into the mines. Having free reign
for the remaining hour of the day, and having an empty stomach from the day’s
travel into the woods, Bucky, Muffy, and Gram went to the mess tent to wrangle
up some food, and that’s when Muffy spotted a familiar face. It was Kohlam. He
told them about the camp site, about rumors of unusual guards and the two paths
in the mine. The one to the left where he’d been going, and the one to the
right…the path that no one came back from.
The Brought Forth

The Brought Forth was known to be the most impressive and expensive ship in all of Freeport. In their efforts to reach Umberlee's Asshole, The Lucky Seven along with the crew of The Majestros stole the ship as according to Tuk Alderheart, it's the only ship he can think of that even has a chance of "surviving the Asshole".

Crew following The Lucky Seven's heist of the ship:

* Captain Ghaers Rhinsveld the Thrice Blessed
* Miriam
* Tuk Alderheart
* Ben Sylvan
* Zug
* Fresh
* Young Pete
* The Old Man
* Gram Palos
* Rhys Cooper

* Bucket “Bucky” Girl
* Muffy St. Claire
* Dorn "The Whip Master"
* Rensig Iasey
* Chadwick Huddleton
* Bibble and Yuk Yuk
* Archivist Ezree

* Dutch
* Bip "The Mighty"
* Grin

* Begbee
* Mrs. Brunkle
* Sky Mouse
* Ageis
* Leonis
Sovereign Hazim Alibakkar

The highest ranking official in Amn/Athkatmon, Hazim is the Mesiarch of The Council of Five. He was held captive by the elves of Dumistra for some time as Athkatmon moved unkowningly closer and closer to war with the elves.The Lucky Seven put a stop to the war and simultaneously "rescued" Hazim, although in reality there efforts were not motivated by saving Hazim but rather stopping the mining that Hazim turned a blind eye to, mining that was disrupting the local populations and threatening to unleash something much worse upon the world. Hazim was tutored as a child by Rensig Iasey. His body guard is Quora.
The Witching Cloak

The Witching Cloak

Wondrous Item, Artifact, Requires Attunement

At some unknown point, A Primordial and evil Fey being known as Mister Dark (or Dubh Catha in Sylvan) created the Bag of Endless Nightmares and Infinite Screams to hold naughty children. After being imprisoned by the Boxers, a legion of elite hunters of The Seelie Court, they took his sack and made the Witching Cloak from it. It is believed that this immensely powerful and beautiful midnight blue cloak was first worn by Melara, an agent of the Seelie Court. It later came into the possession of Zybilna the Queen of Witches who gifted it to Tuxil the Trinketlord in thanks for his loyalty and his difference to her rulership of Thither. A younger incarnation of Zybilna, Bucket Girl, recovered the cloak from where Lutheria had kept it hidden in the Nether Sea along with the other items in the treasure of the Dragonlords.

While wearing the cloak, you gain a number of incredible and powerful benefits:

* The cloak grants you a + 1 bonus to AC.
* While you are transformed by an effect that replaces any of your game statistics with those of another creature (e.g. polymorph), you have a + 3  bonus to melee attack and damage rolls, and you retain the +1 AC bonus of this cloak.
* As an action, you can use the cloak to cast Polymorph on yourself, transforming into a bat, blue or indigo faerie dragon, giant owl, or polar bear, while retaining your Intelligence, Wisdom, and Charisma scores. This property of the cloak can't be used again until the next dawn.
* While wearing this cloak you can, as an action, pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.—Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, this feature of the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration.
* Items can be stored in the folds of this cloak, the inner layer acts like a bag of holding and follows all of the same rules as one.
* Once a day the wearer can use the cloak to cast either the spell teleport or plane shift (an appropriate tuning fork is still required to cast plane shift). Once either spell is cast this feature cannot be used again until the next dawn.
Vjara Safahr

Vajra Safahr is the Blackstaff of Waterdeep and as such is the Headmaster of Blackstaff Academy, the oldest continuously run school of magic in Waterdeep. She wields the fabled Blackstaff, an artifact of great power and is responsible for the deployment of Force Grey. Though having become the Blackstaff at a young age, Vajra is an incredibly skilled wizard.

...if there is any confusion here: the academy, the title of its headmaster, and the item of power the headmaster wields all have the same name.
The Fox

Rensig can summon this ethereal fox which is able to heal those it touches. His connection to the fox is something of a mystery, but there is much that is not known about the smallest and oldest member of The Lucky Seven.

The Lucky Seven later learned that The Fox was sent Reynard The Fox to help and watch over Rensig.
Snicker Snack

Snicker Snack is a legendary vorpal sword found in a vault at the top the central tower within The Palace of Heart's Desire. It has the following properties:

*Weapon (greatsword), legendary (requires attunement by a Non-evil Creature)*

You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, it doesn’t have or need a head, it has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

While attuned to *Snicker-Snack*, you have proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls made with the weapon.

***Sentience.*** *Snicker-Snack* is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges you to seek out these creatures and slay them.

*Snicker-Snack* has a fickle personality. It ends its attunement to you if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check against *Snicker-Snack*. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can’t be restored in any other way.

Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
The Immovable Rod

This flat iron rod has a button on one end. You can use
an action to press the button, which causes the rod to
become magically fixed in place. Until you or another
creature uses an action to push the button again, the
rod doesn't move, even if it is defying gravity. The rod
can hold up to 8,000 pounds of weight. More weight
causes the rod to deactivate and fall. A creature can use
an action to make a DC 30 Strength check, moving the
fixed rod up to 10 feet on a success.
The Hueler Tribe

A tribe of bugbears living in Snake Woods. Of note, this tribe is especially skilled at hunting trolls and for years has kept the troll population of Snake Woods in check. However, their way of life is being threatened by the mining operation as the population of trolls that they depend upon for survival has been largely decimated by The Shield of Ucerin in order to secure a safe route between Eshpurta and The Mining Camp.

Notable members:

* Uukar
* Bruukzag, Takara, and Hugut
* Urth Stormwind
Session 60 "Amon's Offer"

Amon, a large devil, in Gram's words the most evil thing you've encountered, offered The Lucky Seven a deal. Find out Balistar's defenses and he would provide them with anything they wanted--Balistar who he revealed was the Guardian of the Realm of Air. To Gram he offered aid in combating the 7 Gods of Chaos that now infect his mind, in this he said their goals were aligned. To Dorn he offered a new whip forged on the eight layer of hell, or if that was not enough, a potential cure to the curse he's burdened with. To Rhys he offered knowledge on where his power came from, of what it means to be The Arrato Lux. Muffy's offer was made in Infernal, only the two them, and perhaps Bob know what they discussed. To Bucky he simply said name your price. But The Seven refused, and when he brought out Rhys' parent's Lord and Lady Cooper things became more hostile. The Lucky Seven said they would think about it, but clearly they had made up their mind to oppose Amon, and as they were leaving he taunted them with hints of more information, finally telling Rhys and Muffy that they had each met another head of The Chimera on their way out.

Reconvening they decided that they would try to find The Phoenix, The Guardian of the Realm of Fire while they were still down here underground. After a visit to Erd Blackskull they learned of The Keepers of the Flame, a practically holy order of smiths and smelters who worked with the hardest to smelt metals. The Keepers of the Flame did know of the where abouts of The Phoenix, it was a sacred site to them where they conducted the most challenging of metal work. Their leader had a guide take them to the tunnels leading to the Phoenix's lair. The heats was tremendous. The world down here all fire and smoke, and The Lucky Seven have found themselves in a very dangerous place. Now with a rescued gnome named Jarlee who seems on death's door, the Lucky Seven face off against a quartet of Flame Skulls in a smoke filled chamber, and that is where we pick up.