Adventure Curiosities in Those of Times Long Forgotten

See also: Kyrevan's Dream Wiki and Those of Times Long Forgotten Campaign

## The Z'axahian Codex

This black-leather bound codex is seemingly written in everchanging array of different languages. Couple of its first pages can be understood partially from mix of Yugxheduthi, Underdark and Sylvan.

"Written history of Yugxheduth's fall to Dread

(...)

it's a cautionary fable of how once we grew together and moved between planes and how it all came to an end when Yugxheduth was ripped from the grasp of Light

(...)

Nothing gets left behind in the cold grasps of Dread and Dark, not souls, not magic, not hope."

With some resources, enough time and work it could be translated further and maybe even in full, and weather the fable is a work of reality or fiction, only such translation could tell.

The translation of the Codex can be found **here**

## Chisel of Dark Knowledge

A steel decorative chisel found inside the Z'axahian Codex on a page marked with words.

> "To shape the stone is craft; To work the mind, lord's art."
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It can be used by an acolyte of Z'axah to ritually sacrifice energy of a creature's brain shortly after its death to reap additional benefits both for the acolyte and their master.

Any time the chisel is used on a creature less than an hour after its death, snippets of the creature's mind are captured by the acolyte using the chisel. Those snippets may include the creature's dying thoughts, common and uncommon secrets or knowledge of its own abilities presented as parts of the creature's statblock.

In certain scenarios the chisel may seem to have not worked and the reason behind it would be the konwledge harvested manifesting in the future as an automatically succeeded skillcheck which represents the creature's harvested memories awakening for the acolyte's benfit.

## Plaque Before the Giant Obsidian Statue

A plaque before a giant statue of a multi-tendrilled creature with one great eye in the middle, out of its tendrils sprouting more and then even more tendrils.

> [Written in Underdark]
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> In yon name of the last one standing strong,
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> In yon name of the lone soul that doth belong,
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> In the name of this who still dost persevere,
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> In the name of change, yet fairness we revere.
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> Thou who didst survive Dread's dire onslaught, lend thy aid,
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> Guide us, Z'axah, God of Laws and Second Chances, we pray.
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>

## Roguine Sticks

Received from Birbo

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Roguine Sticks

 Cuisine, common

## Mimic Jerky

Received from Birbo

 Cuisine, common

## Seedgrind

This brew made out of a mix of dill-resembling fego and ground exotic fruit seeds tastes like spicy red roibos tea with earthy hints akin to coffee.

A Kosheimer invention that has been gradually gaining popularity over the past few decades, ever since the establishment of the Grünescap colonial state on Sahdamin. In Grünescap, Ilngardian colonists cultivate and trade exotic fruits, and the seeds of these fruits are roasted and ground in both Sahdamin and Ilngard. These ground seeds are added to fego, creating seedgrinds—a drink with a much wider variety than traditional fego.

## Fego

This brew made out of a plant resembling a dill looks and tastes like white tea with an exception of being very spicy.

Fego is the main export product of Aveton, with a significant portion of the Avetonian Empire's land reserved for fego plantations. The country's high birthrate supports this agricultural business. Despite being a major part of the empire's economy, fego holds low cultural significance for both Tabaxi and Mannesks. Tabaxi prefer a brew made with catnip, while Mannesks have varying preferences that depend on their tribes and cities, often consisting of various herbs.

## Captain's Log

Found on a crashed ship near Vestvann

[days 1 through 3, 5 and 7 of last documented voyage are uneventful and filled with usual voyage data, but there are 5 entries that stand out]

Captain's Log, Northern Svartwaelt to Vestvann run - Day 4

> Strange occurrences have been plaguing our quickship. One of the mates has gone missing, and despite an extensive search, there is no sign of him. We searched every corner of the ship, but it's as if he vanished into thin air. The crew is growing uneasy, and whispers of superstition begin to circulate among them.
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Captain's Log, Northern Svartwaelt to Vestvann run - Day 6

> Trouble brews on board. Our rations of meat have been disappearing mysteriously. I have interrogated the crew, but no one knows where the provisions have gone or why. The tension grows, and I fear that dissent and rebellion might soon break out amongst the crew. I must remain vigilant and take swift action to quell any unrest.
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Captain's Log, Northern Svartwaelt to Vestvann run - Day 8

> The situation aboard the ship worsens. More of my crew members have gone missing, and it's becoming increasingly difficult to maintain our operations with such a reduced workforce. No one can provide an explanation for the disappearances, and the fear among the crew is palpable. The ship feels haunted, and I struggle to keep their spirits up.
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Captain's Log, Northern Svartwaelt to Vestvann run - Day 9

> The hatch to the lowest level cargo deck is stuck shut. Five strong men struggled to pry it open to no avail. There must be something down there, something sinister. With how few of us are left at this point we dare not venture further, for it feels as though we have entered the realm of nightmares. I can't shake the feeling that we are no longer alone on this vessel.
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Captain's Log, Northern Svartwaelt to Vestvann run - Day 10

> I have been bitten! A creature, unlike any I have ever seen, attacked me in the dead of night. Its venom courses through my veins, and I fear that I haven't much time left. The cargo hold has been compromised. One of the dying mates muttered something about a sack with a silky cocoon, and I can't help but wonder if the creature that now haunts us came from that very sack.
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> The spiders have taken over the below-deck, and they are more numerous and sinister than I could have imagined. And they are smart, oh why in the holiness of Ladies are they smart. There's no black powder or oil left, the spiders threw it all out to the ocean. I can hear their skittering all around us. I must act swiftly. My ship is heading for the city, but I cannot let these creatures wreak havoc on innocent lives. I shall steer us off course, away from civilization. I hope this journal will serve as an account of our ship's final journey. My time is running short, but I must warn others. Beware these creatures that lurk in the shadows of my lovely this beautiful lady of mine, for they are unlike anything you have ever encountered on Ilngard. May the sea forgive us for our ill-fated voyage.
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## Macuahuitls

    x2, the ones on left and right

 10 gp, 2 lb.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

x1, the one in the middle

 50 gp, 6 lb.
Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed.
This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

See also: Kyrevan's Dream Wiki and Those of Times Long Forgotten Campaign