recursal/Fanatic-Fandom huggingface dataset:
We Just Want To Be Hugged...

??nd ??? 2022

## Adventurers Attending

* Bok
* John Cartwright
* Dreg - Level 10 fighter/paladin (temp) - Played by Johnathon

## Mission Notes

A gaunt, cloaked figure arrives at Bok’s chapel carrying what appears to be a child’s coffin. The undead creature requests Bok’s aid in freeing his village from a curse of eternal poverty. Some swift investigating and John’s childhood memory of mum’s using the threat of being sacrificed in a lake to get kids to behave, resulted in a trip to a ruined estate a day’s travel from Otha’s Rest.

The village was as the gaunt figure described, filled with emaciated undead in a dead but well-preserved place. The lake beyond the village contained a small island with a building on it and the gaunt undead man indicates that Bok and his companions should take the child’s coffin to this island by following a causeway marked by a row of lights across the lake.

As they cross Bok and his companions are attacked as clammy, undead drowned hands pull them into the lake (the prescient use of water breathing made this less of a problem than it might otherwise have been). Fighting off these “down belows” as the villagers call them, the adventurers make it to the island only to be confronted by a huge, evil undead presence.

After a long battle with this Essence of Undeath, it is defeated and the rains fell to clean the desecrated alter in the chapel on the lake. The once-sacrificed children arose from the bed of the lake and gathered at the fountain in the village where the gaunt figure who brought Bok, John and Dreg to the place thanks them for the village’s freedom. The once stately buildings have crumbled to ruin now, and the figure asks Bok to destroy the crown recovered from the undead spirit.

## Loot

* Standard Level Xp & Gold
* Exp 2100
* GP: 525
* Two leather pouches, each containing three ancient gold pieces. These can be used to automatically make a saving throw at which point they become a mundane gold piece.
* The Crown of Prosperity. This evil artifact grants the wearer the power, once per year, to give a place wealth and prosperity. This could be money, good harvests, successful hunts or protection from war. The power is activated by a material component – a sacrificed child. (Bok has destroying this as a rumour)
High Town

High Town is the most affluent and luxurious district of the city of Glimmergate. It is the place where the wealthiest merchants and influential members of society reside. The area is characterized by its stunning mansions and estates, which boast impressive architecture and beautiful landscaping.

The streets in High Town are wide and impeccably maintained, with charming street lamps that give the area a warm and inviting ambiance. The sidewalks are lined with trees and carefully curated gardens, adding to the overall elegance of the district.

## Notable Locations

High Town is known for its abundance of high-end establishments, including luxurious inns, restaurants, and world-class spas. The dining options here range from fine dining experiences to trendy cafes, with menus crafted by renowned chefs using only the freshest ingredients.

Despite being a predominantly residential area, High Town also has a number of high-end boutiques and artisanal shops, offering a range of exquisite products such as handcrafted jewellery, fine art, and designer clothing. The area truly has everything that one could desire for a luxurious lifestyle.
Tharg's War: The Final Countdown

10th September 2021

## Adventurers Attending

* Sharian Naetris
* Leonidas of the Goldmane
* Jen
* Rain
* Cassidious "Cassidy" Naïlo

## Mission Notes

Lu'ura has a plan to slow up the advance of the dragon's army towards Leodis and the Adventurers Guild is asked help. Disrupting the supply chain and attacking the shamen who command the purple worms along with the fox people of Thalabaa.

While the fox people and Lu'ura's group attack the supply chain the adventurers confront the orc shamen. These are defended by wyvern riders and strange cactus creatures resulting in a long battle. As the battle draws to an end, the badly hurt Jen is transformed into a giant lizard by Sharian only to promptly begin sinking into the sand.

Soon the transformed Jen, Rain and the berserkers summoned by Jen's horn fall through the transformed sand into a chamber below. Leo, rash as ever, dives into the sand, followed more cautiously by Sharian and Cassidy.

The chamber contains a large snake-like person who tells Leo she is the Worm Mistress (while evading the giant lizard's attention and the pursuit of the berserkers) and she wants help to save her from him

Him turns out to be the ghost of an ancient red dragon which claims the adventurers are sent by her and attacks. Successfully finishing with the dragon, the Worm Mistress recovers her strength and goes off to find her children - the adventurers assume these are the giant purple worms being controlled by the (now dead) orc shamen.

Recovering some treasure, the party check the surface and then return to Lu'ura's camp where they find success in delaying the army's advance is tinged with sadness at the loss of many of the fox people.

Lu'ura says how the ancient dragon and the worm mistress are legends of her people (who, it seems, are the desert orcs making up the bulk of the dragon's army) and that it is strange to see the truth behind them.

## Loot

* 2300 EXP
* 5,200gp worth of gold, gems and jewellery
* Jen - Ring of Free Action
* Sharian - Philter of Love

## Rumours

* Lu'ura is a desert orc - why did she go into exile and how did she meet Tharg
South Ridings

## Notable Organisations

### The Fist of Acheron

A mercenary company of well equipped mounted lancers. Totally neutral, will work for any job for the right amount of money. They are very very expensive.

## Notable Features

### **Ullum**

A large mountain range far, far south of Otha’s Rest.

## Notable Locations

### **Calhuum Forest**

A wilderness filled with life, dryads, worgs and all manner of things. Ruled over by a djinn named Lord Winterscale.
The Azure Rose Devils

The Azure Rose Devils are a mostly Tabaxi criminal orginisation that has possible fiendish ties, they operate mostly out of Glimmergate but have tendrils going much further afield than just the West Ridings.

**To come back to later and format and fill in all the details.**

## History

References: https://forgottenrealms.fandom.com/wiki/Cult\_of\_the\_Dragon
https://forgottenrealms.fandom.com/wiki/Category:Criminal\_organizations

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
South Burrows

A small town by the River. Very sparsely populated, it mostly serves as a drop off point for wares to be shipped by river into Glimmergate.

There has been some sightings of old farmers barns on the outskirts of the town, being repurposed into guard posts for smuggling operations occurring in the the burrows/warrens. Some shady organisations have been using the network of warrens beneath the towns and the waterways to move between the mountains and Glimmergate.

## Notable Locations

### Swanzel’s Supplies

A Small general goods store. Sells Furniture, Antique Weapons, and Scrollfighter Cards.

### Burrows Docks

A Small dock where riverboats are loaded and sailed up to North Warren, or even further to Glimmergate

## Notable NPCs

### Digby of the River, Merchant and Sailor.

Sells and delivers foods and other preserves up the river to nearby towns. Will also deliver “personal” packages (no questions asked) if the price is right.

### Big Green, Dock Hand.

Works for Digby. Speaks very little (and extremely broken) common. Was once part of a tribe of Orcish raiders, but was taken in by Digby and now works for him loading boats and doing manual labour.
Welcome to East Ridings: Welcoming the New Recruits

[Brief summary of session, this can even be the brief information given on the FB page before the game happens. For editing you may be better off clicking the visual editor in the top right and swapping to source editor]

## Adventurers Attending

* Kairius Thillun
* Player character name goes here
* Player character name goes here
* Player character name goes here
* Player character name goes here

## Mission Notes

The guild was covered in colourful bunting for a welcome day at the guild for new adventurers looking to join. A blond, bubbly elf called Lin was there to great them and show them the quest board with 4 quests. 1st was Gnome here or there.

A resident of Otha’s Rest had lost his garden gnomes. After investigating the group discovered that 7 garden gnomes had come to live. First was running through a field of wheat and turned to glitter when his. Second was stuck in a tree and was shot down. Third ambushed them in garden with a dart. Two were in the local tavern and they were defeated in a battle of the bands. Leaving the tavern the group were ambushed by a garden gnome wielding an ace. Final one was being held hostage by a troll under a bridge. But with deception they traded the gnome and ran off before the troll realised what had happened. Bernard was happy all his gnomes had returned and were back to being statues. Mallory came back that evening with ‘gorilla glue’ to make sure they stayed there.

Quest 2: call the midwife. They had to escort a midwife to the town of newsham. They scared a salesman just outside town. Lulled an owlbear to sleep. Paralysed a sucubus on a mountain top causing her to fall 1000ft to ground. And gave a beggar some food. Later that week the midwife reported the baby had been delivered safely and she’ll be travelling back with a local salesman next week.

Final quest was to the dig. A new area had been discovered. They freed all the dogs and ponies on the site-which pissed off the superintendent. Found a Apple tree underground and cleared the site of Mecon creatures which has been causing the issues. They got into an argument with one of dwarfs but when they got back to the guild found they had still be paid.

## Loot

* Standard Session Xp & Gold
* Potion of Healing - Everyone
* One gallon of beer at the Guildhall - Everyone

## Player Journals

#### **[Player Diary 1]**

> [Contents of the Diary Here copied from discord or placed by Player]
>
>

#### **[Player Diary 2]**

> [Contents of the Diary Here]
>
>
Why Did The Headless Chicken Cross The Road?

12th June 2023

## Adventurers Attending

* Aloissius Bellum
* Tas
* Aristaeus, Third of His Name
* Seymour Shanchi
* Lessbelle Elmtree
* Skamos

## Mission Notes

The guild gained a new member in Aristaeus who was at the pub with them.

Their refreshments were interrupted by a large headless chicken bursting into the tavern with a tiny gnome child on top. The child was looking for their mother and promised the guild would be paid if they found her. Setting off to the last location the child indicated they found that by casting daylight it caused a fight with some beholder type creatures. Once these were dispatched some gaseous forms also appeared. Destroying these both poisoned and diseased Seymour. The child suggested a cleric in his hometown as a possible curer of this disease.

The cleric said he needed a leaf of the gingercloud tree to make something to cure the disease. There was one of these in a nearby cave. The cave was guarded by a rabbit. Aristaeus didn't take this rabbit seriously and was nearly a dead mousekin very soon after joining the guild. Defeating some more enemies while Skamos grabbed some leaves the guild members made their way back to the cleric. Here the preparation was made and administered. Some guild members took a sample of this cure too. Plus some leaves that Aloissisus took as a full branch.

The mother gnome turned up and paid the guild members. She lost track of the child while collecting berries. Aloissisus then killed the headless chicken by trying to ride it and then tried to cook the remains.

## Player Diaries

### Aristaeus, Third of His Name

My Dearest Mother,

I write to you from a distant tavern, where I find myself among a remarkable group of adventurers. We were interrupted during our refreshments by a headless chicken carrying a gnome child, who sought help in finding their missing mother. Eager to assist, I joined my newfound companions on this peculiar quest. Following the child's guidance, we battled beholder-like creatures and faced poisonous gaseous forms that left us afflicted. With the child's suggestion, we sought a cleric who required a gingercloud tree leaf to cure our ailments. Retrieving the leaf meant confronting a deceptively powerful guardian rabbit, a humbling experience indeed. After acquiring the leaf, we returned to the cleric, who successfully prepared the cure. The gnome mother appeared, expressing her gratitude and rewarding our efforts. Amidst the joy, there was a humorous incident involving Aloissius attempting to ride and cook the headless chicken. These adventures have strengthened the bonds between my comrades and me. Skamos leads us with wisdom, Aloissisus brings laughter, and many others have become like family. Despite the risks, I am surrounded by caring allies as we navigate this uncertain path.

Take care, dear mother, and know that I carry your love and guidance in my heart always. With love, *Aristaeus*
The Diamond Thought Mage School

A prestigious school for mages looking to learn magic that focuses on magical theory more that practical learning. Among the notable students of the school is the Guild Member Cassidious "Cassidy" Naïlo.

## The Campus

**Main Entrance**

Entering

**??? - Mage Battle Arena**

This large chamber is lined with windows for people to watch the combat inside. Students stand on floating boulders, held aloft above a large pool of water. They fling spells at one another trying to knock each other off.

## Notable NPCs

* Alrikk Ironlance, a Dwarf who taught at

## Appendix

### Appearances

Adventures
Huvash's Family Feud Pt 1-4 • Deep Wounds: The Cutting Edge Technique • The Monastery at Ullum: Living in the Moment •
Brownstone High School

Brownstone High School es una escuela de tamaño medio que tiene dos pisos. Las cacerías pueden volverse altamente peligrosas, en especial cuando se trata de Revenant, debido a que tiene largos y anchos pasillos. Se desbloquea al nivel 3, junto con el mapa de Prison.

## Estructura

Brownstone High School tiene dos patios separados (no cuentan cómo zona de investigación), unas 45 aulas, ocho lavabos, una cafetería, un vestíbulo, un gran gimnasio y unos vestidores. Hay 5 puertas de escape. Las clases numeradas del 1-19 se encuentran en la planta inferior, mientras que las numeradas del 20 para arriba están en el piso superior.

## Posesiones malditas

Todas las posesiones malditas aparecen el el vestíbulo o en el pasillo (no muy lejos del vestíbulo).
The Fractured Staff

A dingy tavern located in The Sewers beneath the city of Otha's Rest. It is a rough and rowdy place, frequented by smugglers, thieves, and other unsavory characters. The tavern is known for its cheap prices and strong drinks, and is a popular spot for those looking to avoid the law. The interior of the Fractured Staff is dimly lit and cramped, with low ceilings and a thick haze of smoke hanging in the air. The walls are adorned with all manner of bric-a-brac and strange curiosities, and the patrons are a varied and eclectic bunch. Despite its rough reputation, the Fractured Staff is generally a peaceful place, with a strict code of conduct that prohibits violence within its walls.

## Notable NPCs

### Kirwood, Half-Elf Innkeeper

a tall, slender man with long, flowing silver hair and piercing green eyes. Kirwood is well-respected by the patrons of the Fractured Staff, and is known for his fairness and his ability to keep the peace within the tavern. Despite his calm and collected exterior, Kirwood is a formidable fighter, and is not afraid to use force when necessary to protect his establishment and his customers.

He turns a blind-eye to a lot of criminal goings on, but never a deaf ear, if you catch my drift. Happy to help the Guild if he can see a profit in it or they do him a favour (like kill a bunch of people who never pay their bar tabs).
Wicked, Wild, Woods

? April 2023

## Adventurers Attending

* Juniper
* [[Velda]
* Tas
* Edwin
* Arr'dain
* Dralure

## Mission Notes

The party met with Juniper arriving to the Guild. She looked about, taking in the bustle of the various guildmembers as Beefington came in, handing Creed a note.

Creed calls Velda, Tas and some new members over, offering them a job - go clean out a forest of vermin.

Hamer takes the party along the route north, where they're met with a man on a shire horse - Jack. Jack fills them in on the job, and guides them to the forest, where they quickly learn not all trees are trees. Some are Trappers. The party follows the scurrying of rats to a clearing, where the vermin ocean surrounds a large effigy made of antlers, with the peak being a large mithril pair of antlers.

The rats congregate into a giant form of Percival Asmodeus, who promptly begins beating the effigy to the floor. After many feats of magic and agility, the party find themselves cut off from the forest by a sea of rats, at the end of the effigy. It appears this thing has an inside.

Stepping in, the group quickly realise trickery is afoot. Finding an office flooded in black liquid. There are books lining one wall detailing the feeling and thoughts of various individuals. Recognising the hand of Emily Savant in one book, Tas takes it. Velda finds an empty book with his name on it, prompty burning the rest.

The group descend further, finding an altar made by the black liquid. Overcome with a need to learn, Juniper thrusts her head into the bowl on the altar. Having a vision wherein she makes a deal with a giant figure calling themselves "The Mistress of Fear." Hijinks ensue, as Juniper is overcome with a confidence and power, turning briefly on her friends, and Edwin comes face-to-face with this Mistress and find another way back to the group.

They journey forward, finding a miniature copy of the effigy they entered. Frustrated, they attack it, before Edwin pockets it. As they turn to leave, the group find they're stuck in a stone box as reality shifts to trap them. One by one, each party member falls through the walls, becoming seperated.

Edwin and Juniper face the Mistress once again, being given a bag of Soul Coins Edwin prompty drops as the pair run for safety. Velda faces temptation from Percival and Tas, Arr'dain and Dralure learn more about each others strengths.

Tired, the party crush the floor under them and plummet down. As they fall, the world shifts around them as they find themselves at the entrace. Percival waiting for them.

An unaware Edwin gives the demon his name, and to save him from torment Velda sells his soul to Percival Asmodeus. Delighted, Percy vanishes.

Edwin throws the mini effigy away in anger as Arr'dain ships one of the mithril horns to the guild for future study.

## Loot

* Standard Level Xp & Gold
* Masquerade Tattoo - Dralure
* Bloody Book - Tas

## Rumours

* Who is this Mistress of Fear?
* What's Percy's plan for Velda?
* What's the effects of Juniper's deal?
* With the mini effigy out there, will it be claimed?
* What could Arr'dain glean from the antler he brought back?
Stormwind's End

Stormwind's End is a mountain located off the coast of the East Ridings, past the Bandit Strait. It is a tall and imposing peak, with steep, rocky slopes and a jagged, snow-capped summit. The mountain is surrounded by turbulent seas, which lash its base with powerful waves and strong winds. The weather on Stormwind's End is often harsh and unforgiving, with frequent snowstorms and blizzards.

## History

Recently named as the Kobold Isle then renamed as Stormwind’s End due to the death of adventurer Urth Stormwind. The mountain is home to a temple to Nyarlathotep and a series of unexplored caves that go deep into the mountain.

## Notable Locations

### Temple to Nyarlathotep

A dark and ominous place, located high on the ridges of Stormwind's End, a mountain off the coast of the East Ridings. It is a small, cramped structure, with walls of rough-hewn stone and a low, domed roof. The interior of the temple is dimly lit, and is filled with the acrid smell of incense and the chanting of the priests. The temple is dedicated to Nyarlathotep, an ancient and powerful deity of chaos and destruction. The priests of Nyarlathotep are a secretive and mysterious group, who perform dark and forbidden rites in the name of their deity. The temple is shunned by the people of the East Ridings, and is said to be a place of great danger and evil. Those who enter the temple are warned to beware, for the power of Nyarlathotep is not to be trifled with.
The Dryad Wood

Once a lush and verdant forest, in the East Ridings, and home to a variety of plant and animal life. However, the woods were devastated, and the majority of the trees and wildlife wiped out. The only creatures that remain are a few hardy survivors, who eke out a living among the barren trees.

The forest now a sad and lonely place, with a feeling of loss and abandonment hanging over them. Despite their bleak state, the woods are still a place of great beauty, with a few pockets of greenery and life scattered here and there.
Skamos

Insert Flavour Text/brief summary Here. This can be an ongoing thing as and when you feel like it.

## Biography

### **Early Years**

Insert information about life before joining the guild look at other character pages in the Player Character section.

### **Joining The Adventurer's Guild**

Insert information about joining the guild, motivation, reasons why they joined. Look at other character pages in the Player Character section

### **Adventuring Life**

optional ongoing updates for what actions your character has undertaken while at the guild. You can have sub sections for any story arcs you have taken part in.

## Skamos' Mission Log

* Operation 'Session Name Here' - 7/3/23

Update with sessions played, all sessions are planned to have a page at one point or another.

## Trivia

* any fun facts about your character can go here like odd quirks
Timeline

The Ridings recently celebrated the dawning of the year 554 AOR, celebrating almost 2,200 years of history.

## Timeline of events

Note for self later when coming to edit the time line. With the Ridings moving in almost real time here is a brief key for the years player actions effect the timeline. (Delete later once timeline is improved

AOR 551 = 2020

AOR 552 = 2021

AOR 553 = 2022

AOR 554 = 2023

Include the Age of Giants that ran from -30,000AOR to -25,000AOR ended due to massive calamity which caused the splitting of the Ridings and the Kingdom of Tridell
The Leodis Lion Guard

## The Lion Guard

The Lion Guard are recognised by this heraldry and their blue livery with lion aesthetics.

The Lion Guard are Leodis' guard force come military that helps defend the city and the rest of the Ridings from threats that particularly come from the Belkilka Desert.

## The Lions Den

The huge building is flanked by two enormous lion statues that, legend has it, will come to the defense of Leodis when in dire need. This large building is home of the Lion Guard and found at the gate to Old Castle, it is used as guard house & barracks for them. It's placement is a hold over from when the region use to be ruled over by a king and wanted an extra line of defense now it just make good exercise for defenders of the city before getting back in to rest.

The Lions Den is the larges and most well equipped of the Guard houses is housed here while the other four guard houses are based at the gates entering the city.

## Lion Guard Livery & Equipment

The livery of the Lion Guard is blue with and emblazoned with lion heraldry. A small amount of Gold is added to the armour to denote merits of their deeds.

Their armour usually consists of a chain shirt with leather pauldrons and a blue tabard but can go all the way up to Full plate for more dangerous front lines.

In terms of arms most used are spears, but short swords & long swords are common amongst their ranks. A few higher up have specialised into more unique weapons that blend with their preferred fighting styles.

## Important Members & Members of Note

* Lo-Kag Elanithino the Immutable - The Baron of Lions, member of The Landed Barons of Leodis. He is a 9ft 3in Goliath. He has sworn an oath as a Paladin of the Crown and serves as ultimate pure-hearted justice for the city.

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Píldoras Para la Cordura

Las pastillas de cordura sirven para recuperar cordura instantáneamente. Se desbloquean a nivel 5, cada una cuesta 40$ y se pueden llevar hasta un máximo de 4.

Consumirla (por defecto, el click derecho) recuperará una cierta cantidad de la sanidad del jugador a un máximo de 100%, la cual depende de la dificultad de la partida:

* Principiante: 40%
* Intermedio: 35%
* Profesional: 30%
* Pesadilla: 25%

Consumirlas no las quitará del inventario general de la partida, pero la quitará de la mano del jugador. Las pastillas no podrán ser consumidas si tienes una sanidad superior a 95%.
The Cutting Edge

A school for melee combat

A school for sword and other melee combat. They teach the guard and nobles and other paying customers how to use a weapon. They also take in foundlings occasionally and raise them, some stay on as teachers at the school, as Fuller did. They eschew all ranged weapons and actively hate and mistrust magic, both were banned at the school, though recently things have begun to change.

Recent communications between Sharian and Laeg Magol have seen the school open up to training with those of a magic persuasion, though the school still remains highly disdainful of the weak mental attitudes connected with magic practitioners. The foundlings and students at the school also seem strange somehow, lacking in outward emotion, there appears to be more than meets the eye here.

## Notable NPCs

### Laeg Magol

A wisened high elf with impeccable countenance, but a rather disdainful outlook who is the school's master. Despite his age, he looks nimble and graceful enough to be particularly dangerous with a sword, though none outside the school have yet witnessed his sword play.

### Regrenaath

A large, stouter man who wears an encompassing cloak and a steel or silver mask over his face to disguise his features. Appears to hold the key to learning certain psionic abilities.

### Marcus

A student at the school, who was outshone by guild members in a recent open day and harbours resentment about that fact.

## Appendix

### Appearances

Adventures
Deep Wounds: The Cutting Edge Technique • Sharp Skills: The Cutting Edge Technique • Deep Cuts: The Cutting Edge Technique •

### Mentions

Adventures
Insert session name here • Insert session name here •
Lorohein

**Lorohein** is a city at the south-west end of the Tiny Sea.

## History

Lorohein was established shortly after the Great Cataclysm. It soon became a center for trade coming in and out of the Tiny Sea and the river that connects it to the Boiling Ocean.

## Throughout the Story

Looking for work, Rat and Jett come to Lorohein and stay visit the Horseshoe Inn, but are driven out by a few of the locals, Bald, Broken-Nose, and Three-Teeth. Soon later, the same three—plus four more—ambush the two Derra-Hans. Defending themselves, the locals are killed and Rat and Jett are imprisoned.

## Locations

### The Horseshoe Inn

An in located somewhere near the centre of town. It is visited by Rat and Jett as they look for work.

### Dungeons

Used to imprison criminals, Rat and Jett find themselves locked up after an altercation with three of the locals resulting in two deaths.

## Trivia

* From Lorohein, one can see Dell-Bone Village at the other end of the Tiny Sea.
Linterna

La *Linterna* es un item que nos permitirá **visualizar mejor las zonas oscuras,** alumbrando todo lo que tengamos en frente. Para encender la linterna debemos presionar **click \*indefinido\*,** esto hará que automáticamente veamos adelante nuestro **el circulo el cual alumbra nuestra linterna.** Al tener la linterna equipada en nuestro inventario, podemos activarla presionando la **tecla "T"** si tenemos otro item en nuestra mano.

**NOTA:** La linterna **solo sirve para iluminar mejor nuestro campo de visión,** esto quiere decir que **no nos será útil para completar objetivos secundarios o para determinar que tipo de fantasma es con el que se está tratando.**
Densen Sickness

The **Densen Sickness** was an infectious disease that affected a large population of both Tochi and Ylliad.

## History

The disease first appeared in the fourth century AGC. Not much is known about its effect on the population, but by the fifteenth century, it has become easily treated, though like others, it returns every now and then.

## Throughout the Story

In chapter six, it is remarked that people denied the King's death, stating that he is simply bedridden from a new bout of Densen.

## Trivia

* The name "Densen" comes from the japanese word 伝染病 (Densenbyō), which literally means "infectious disease".
Cámara de Fotos

La *cámara de fotos* es un item que, como su nombre lo indica, nos permitirá **sacar fotos a lo que sea que se encuentre a nuestro alrededor.** Se puede utilizar dando **click derecho,** esto hará que automáticamente tomemos una foto de todo lo que tengamos en frente nuestro **desde el punto de vista de la cámara** (un poco mas abajo a la derecha de nuestro centro visual), que posteriormente podremos ver en la **pantalla de la cámara.** El **numero de fotos restantes** se puede ver indicado en la parte superior izquierda de la pantalla de la misma.

## Objetivos

La *cámara de fotos* puede ser requerida para cumplir ciertos **objetivos secundarios**, no funciona como pista por lo que **no es utilizada para determinar qué tipo de fantasma es con el que se está tratando.**

### Algunos objetivos secundarios que la requieren son:

* Tomar una foto del fantasma
* Tomar una foto de agua podrida en el fregadero
Willow Street House

Willow Street House es una casa de piso único y sótano. Aunque tiene un solo piso igual que Tanglewood Street House, es ligeramente más grande que ésta. A pesar de ser más grande, da la sensación de ser pequeña puesto que tiene habitaciones espaciosas a diferencia del resto de street houses y road houses.

## Estructura

Willow Street House tiene un garaje, un sótano, cocina, comedor, sala de estar, una sala de lavadoras, dos dormitorios y un baño. Dentro del sótano hay dos habitaciones

No hay ningún armario para esconderse, pero se puede ocultar del fantasma tras algunas puertas y muebles. A diferencia de lo que parece, las puertas de cristal bloquean la línea de visión del fantasma, especialmente la puerta derecha que conecta la cocina y el garaje.

## Posesiones malditas

·La Ouija aparece en la sala de lavadoras (situada en el garaje), sobre las lavadoras.

·El Espejo Embrujado se encuentra en la sala de lavadoras entre la pared y una estantería.

·Las Cartas del Tarot aparecen en la mesa redonda al lado del sofá frente la entrada.

·El Círculo de Invocación se encuentra en el sótano.

·La Caja de Música aparece en una mesa en la sala de estar, justo al lado de la puerta de salida.

·El Muñeco Vudú está en un armario en el dormitorio de los chicos.
Asylum

Asylum es mapa gigantesco, y el único de su tamaño. Su enorme tamaño y sus pasillos laberínticos pueden hacer que se encuentre totalmente desubicado. El mapa es desbloqueado al nivel 5. El mapa fue sustituido en la versión 7.0.0 por Sunny Meadows.

## Estructura

Asylum es un gran mapa con dos plantas. Posee ciento diecinueve habitaciones. Hay dentista, una sala de conferencias, un barbero, comedores, almacenes y un gran recibidor.

## Posesiones malditas

·Todas las posesiones aparecen en el recibidor.
Luz Ultravioleta

# Linterna Ultravioleta

La Luz Ultravioleta Tiene El Mismo Uso que La Barra Luminosa, Este Objeto Es Ser Utilizado Para Detectar Huellas Dactilares En Algún Objeto Que El Fantasma Halla Tocado, Esto Se Considera Una Prueba De El Diario, !Anótalo!

La Linterna Ultravioleta Se Puede Tirar Al Suelo, Si Esta Prendida Iluminara El Camino Unidireccional Mente

Puede Servir Para Iluminar También Pero Esto Es Muy Ineficiente Por Que Ilumina Muy Poco

## Curiosidades

La Luz UV También Puede Resaltar Las Huellas Del Pie Del Fantasma Si Es Que Pisa Sal

THHF250
Inicio

# **¡Bienvenidos a Phasmophobia Wiki Español!**

Aquí podrás ver toda información recopilada por primera vez al español del videojuego de terror multijugador Phasmophobia, espero que encuentres información útil y que podamos ayudarte con tus dudas!

## ¿Qué es Phasmophobia?

Phasmophobia es un juego multijugador de hasta cuatro personas (disponible en vr), donde vas a poder experimentar lo que se siente ser un caza-fantasmas. En él tendrás items que te ayudaran en tus diversas tareas de caza-fantasmas, pero **OJO**, no va a ser tan fácil, el fantasma hará lo posible para que tú y tus compañeros no salgan con vida, o por lo menos dejarlos bastante mal psicológicamente.

## ¿Como conseguir Phasmophobia?

Puedes conseguir Phasmophobia a solo $150.00 MXN en steam (Versión actual de la preventa: 0.9.4.0)

***NOTA: La wiki aun esta en proceso de creación***
Medidor EMF

El *Medidor EFM* (Del ingles "Electro Magnetic Field Reader" que significa "Lector de Campo Electromagnético") es un pequeño dispositivo que nos permitirá **medir el nivel de campo electromagnético de la zona en la que el fantasma se encuentre activo,** y nos permitirá tener un aproximado en **tiempo real de donde se encuentra.** El rango de niveles que puede indicar este medidor es de **1 a 5,** siendo este el **nivel máximo** indicado con una luz roja que nos servirá como pista para saber que tipo de fantasma es con el que se está tratando. Podemos encender este medidor teniéndolo en la mano y **presionando click \*indefinido\*,** y podemos soltarlo en cualquier lado mientras esté encendido y este **seguirá funcionando.** Al encenderlo automáticamente el medidor indicara **el nivel 1,** que es el nivel normal en zonas sin ningún tipo de actividad paranormal, **el nivel 2** se verá indicado cuando el fantasma se encuentre por esa zona **pero no será visible,** a partir del **nivel 4 es donde el fantasma ya es visible y puede indicar hasta el nivel 5 que es el máximo y la pista necesaria para dar con el tipo de fantasma.**

## Pista

El *Medidor EFM* nos servirá como pista para dar con que tipo de fantasma es con el que se está tratando al indicar su nivel máximo (nivel 5). Los fantasmas que pueden llegar a este nivel son: Banshee, Ente, Jinn, Oni, Revenant y Sombra.
Tanglewood Street House

Tanglewood Street House es una casa de un piso y sótano. Por su pequeño tamaño, puede ser factible para hacer investigaciones rápidas. Pero en cacerías puede ser peligroso a causa de los pocos armarios en los que ocultarse y del plano de planta abierto.

## Estructura

Tanglewood Street House tiene un garaje, un sótano, recibidor, cocina, comedor, sala de estar, un pequeño "almacén", tres cuartos y dos baños.

Hay tres armarios situados, dos de ellos, en el pasillo y el otro en la habitación más cercana a la entrada. En el garaje hay un set de armarios.

## Posesiones malditas

·La Ouija está en el sótano, en la mesa.

·El Espejo Embrujado está en la pared que está al lado del dormitorio principal, en la sala de estar.

·Las Cartas del Tarot se encuentran en la mesa redonda que hay al fondo, al lado del sofá.

·El Círculo de Invocación está en el sótano, frente a la puerta que divide las escaleras y el sótano.

·La Caja de Música aparece en una estantería situada en la habitación del niño.

·El Muñeco Vudú se encuentra sobre el cubo de la basura en el garaje.

·La Mano de Mono se encuentra en la estanteria entre la cocina y el comedor.
Libro de Escritura Fantasmal

El *Libro de Escritura Fantasmal* es un libro especial el cual debe ser llevado a la habitación donde **se cree que se encuentra el fantasma.** Este libro sirve como pista para determinar con que tipo de fantasma es con el que se está tratando. Puede ser utilizado tanto dejándolo en el suelo presionando la tecla "F", como teniéndolo en la mano. El colocar o sostener el libro dentro de la habitación donde se encuentra el fantasma, este puede escribir ciertas palabras en el. Las palabras escritas en el libro **no determinan que tipo de fantasma es ni como actúa,** solo sirve como pista para tener en cuenta **que fantasmas escriben en el.**

## Pista

El *Libro de Escritura Fantasmal* sirve como pista para **identificar que tipo de fantasma** es con el que se está tratando, **independientemente de lo que se escriba** en el libro, los fantasmas que pueden usarlo como pista son: Demonio, Espíritu, Oni, Revenant, Sombra y Yurei
The Landed Barons of Leodis

These are the rulers of Leodis, the largest city in the North Ridings.

Earl Leo Lumley, Earl of Leodis.

- A leonin man who is well respected in the city by the people and the barons alike.

**Barons**

Durkraw Rocksplitter, Baron of Gods.

- A dwarf of extremely advanced years, he suffers from extreme dementia and a loss of most of his mental faculties. He is beloved and acts as a figurehead for the position. The majority of the actual duties of the Baron of Gods are carried out by his retinue of six high priests. He is still a capable healer and many people are brought to him to heal their injuries, for a suitable tithe of course. He is a distant relation of the Rocksplitter brothers working at The Dig beside the unearthed and long abandoned dwarven city of Silver Peak.

Far-Flung the Quick, Baron of Mages.

- A tabaxi woman who is very young for her noble position but almost nobody doubts or questions her suitability for the role. She proved herself a fantstic mage at a young age and surpassed her tutors within only a few short years of training.

Lo-Kag Elanithino the Immutable, the Baron of Lions. Captain of the guard.

- He is a 9ft 3in Goliath. He has sworn an oath as a Paladin of the Crown and serves as ultimate pure-hearted justice for the city.

Tangle Windleburn, Baron of Merhchants.

- A gnome man of advanced years but a very keen mind for figures. Very serious. Considers his name to be very silly, as are most gnome traditions in his eyes, but will not part with those traditions under any circumstances.
Llaves

Las llaves soy un objeto que aparece al principio de cualquier partida sobre la mesa de camión, Estas llaves nos servirán para abrir la puerta a la casa de el contrato elegido y cuando la puerta se desbloqueen esta desaparecerá

### Curiosidades

Existe un error en el cual al iniciar una partida en el mapa de "Tanglewood Street House"

en el que la llave nunca aparecerá, por lo que no se podrá entrar a la casa, (este error tiene muy bajas probabilidades de aparecer)

THHX255
Cámara de Vídeos

La *cámara de vídeos* es un item que nos permitirá monitorear desde nuestro camión las distintas cámaras que hayamos colocado dentro de la localización. Es un item que ocupará **sólo un espacio en nuestro inventario,** dejándonos únicamente dos espacios libres. Este item se puede utilizar tanto dejándolo estático en alguna ubicación como llevándolo en la mano del jugador, **en ambos casos se puede ver a través de la pantalla del ordenador del camión todo lo que capta la cámara.** Esta cámara tiene dos modos que nos permitirán ver en distintas situaciones: **normal y visión nocturna.** En el modo **normal** se utilizará como una cámara cualquiera y se podrá ver correctamente **en zonas iluminadas.** En el modo de **visión nocturna** solo se podrá ver en **zonas con poca o nula iluminación,** ya que al tener alguna luz encendida en este modo hace que la cámara capte mas brillo del que debería y por consiguiente se vera todo exageradamente iluminado. Para **encender** la cámara se deberá hacer **click derecho sobre la cámara,** sin importar si esta está en la mano o colocada en algún sitio. Para alternar entre el modo normal y el modo de visión nocturna se deberá hacer **click izquierdo sobre el teclado del ordenador de nuestro camión.** Para **colocar la cámara** en algún lado, debemos apuntar con esta a alguna **superficie solida** (ejemplo: suelo, mesa, etc), de este modo podremos ver como va a ser posicionada la cámara, podemos usar el **click izquierdo** para rotar en sentido horario la posición de la cámara, posteriormente podemos presionar la **"F"** para colocarla.

## Pista

La cámara de vídeo no sirve para cumplir objetivos secundarios, no obstante sirve para poder detectar que tipo de fantasma es con el que se está tratando ya que a través de su modo de visión nocturna es que se pueden ver las orbes de ciertos fantasmas que los poseen, además de que también facilita la visión del fantasma en D.O.T.S.
Las empresas transnacionales y la globalización

El poder de las empresas transnacionales se ha acrecentado en los últimos veinticinco años, como consecuencia de la extensión a escala global de las políticas neoliberales. A día de hoy, las corporaciones multinacionales controlan gran parte de muchos sectores clave de la economía mundial, como la energía, la banca, la agricultura, el agua y las telecomunicaciones.

En este cuaderno se recogen una serie de artículos que analizan la cara menos amable de las empresas multinacionales. Y es que las promesas que precedían a la entrada de estas compañías en los países del Sur, esas que hablaban de desarrollo, reducción de la pobreza y mejora de

la calidad de vida de la ciudadanía, no se han cumplido. Más bien ha ocurrido lo contrario, es decir, las grandes multinacionales se han aprovechado de las desigualdades económicas, de sus relaciones privilegiadas con los gobiernos y de la debilidad del marco jurídico para hacer

crecer sus beneficios a costa de una mayoría de la población, que es la que, como siempre, ha resultado ser la gran perjudicada.
Grafton Farmahouse

Grafton Farmhouse es una de las dos farmhouse que existen en el juego. La otra es Bleasdale Farmhouse.

## Estructura

Es una casa la cual tiene dos niveles. En el inferior encontramos el comedor, la cocina, un pequeño almacén, la sala de estar, el recibidor, algunos dormitorios y un baño. Arriba encontramos más dormitorios, baño y un almacén más grande.

## Posesiones malditas

·La Ouija aparece en el armario del dormitorio o habitación principal.

·El Espejo Embrujado aparece en la sala de estar al lado de la puerta que lleva a la cocina.

·Las Cartas del Tarot se encuentran en la mesa en el comedor situado a la izquierda del recibidor.

·El Círculo de Invocación está en el almacén grande, en la planta de arriba.

·La Caja de Música aparece en el estante que hay en el recibidor o vestíbulo.

·El Muñeco Vudú aparece sobre un cofre en la habitación del niño.
Crucifijo

El crucifijo es una cruz que se tiene que llevan en la mano o tirarla en el suelo cuando se hace un actividad que tiene interacción con el fantasma

Al iniciarse una cacería por parte del fantasma, el crucifijo detendrá la cacería y se dañara quemándose o rompiendo alguna parte del crucifijo y el fantasma tendrá un retraso de 5s antes de hacer otra cacería, (ojo, eso no significa que cuando los 5s pasen se iniciara otra)

El crucifijo tiene un total de 2 o 3 usos, cuanto se termine de romper se volverá de color rojo fuego en su totalidad, El crucifijo no servirá durante una cacería maldita

## Radio De Efectividad

El Radio De Efectividad Del Crucifijo Es:

3m a la redonda: Para Todos Los Fantasmas

5m a la redonda: Demonio

THHF250
Unicorn of Plenty

7th March 2023

Agents of an unknown force seem to be attacking the holy unicorns of The Order of Iggwilv. Who are they and what do they want?

## Adventurers Attending

* Sharian Naetris
* Rain
* Graveltooth

## Mission Notes

Teleporting back to the Temple of Iggwilv, the party discover a celebration is underway. They are hailed as heroes for saving the unicorn and invited to join the feast. Whilst they are eating, a call comes from outside that the unicorns have been taken! Swiftly following, Rain and Graveltooth see two hooded figures hurrying away with 2 of the unicorns. Sharian however is turned to stone for his perceived slight at the feast.

Graveltooth and Rain give chase to the fleeing thieves and managed to capture one to interrogate. They take the treant back to the Temple, discovering that they believe they are rescuing the unicorns from a ritual sacrifice planned by the followers of Iggwilv. A stealthy recon of the followers shows that is all true.

The party hatch a plan to remove the unicorns from harms way and they set about putting it in motion, lying to the Minotaur unicorn keeper to keep up appearances. He provides them with 2 bridles to bring the other 2 unicorns home.

Rain frees the treants from captivity before joining Sharian and Graveltooth on their way to the Temple of Mielikki. There they meet the clan Mage, Dark, the albino elf, who shares his plan to rescue the unicorns to the material plane.

Sharian informs him he can help with that and has Geas cast on him to make sure the unicorns do not end up at the sacrifice.

Graveltooth returns to bash in the leader of the followers of Iggwilv’s head in, before returning to the material plane with Sharian, Rain and the unicorns.

## Loot

* Standard Level Xp & Gold
* 2x Demiplanes of two Unicorns (Four Unicorns totals) - Sharian
* 2x Bridle of Capturing - Rain & Sharian
* Carved stone boar figurine - Graveltooth
Prison

Prison es un mapa de tamaño mediano, al igual que Brownstone High School y Maple Lodge Campsite. No obstante, es ligeramente más pequeño que Brownstone High School. Es un mapa que tiene un ambiente ruinoso y abandonado. El mapa se desbloquea al alcanzar nivel 3.

## Estructura

Prison tiene muchas habitaciones. Entre ellas hay oficinas, una enfermería, una sala de visitas, dos bloques donde se localizan todas las celdas, una cafetería, un gran vestíbulo. Las cacerías pueden tornarse peligrosas debido a la gran separación que hay entre escondites. Hay tres puertas de escape, una de ellas conectando directamente con el camión. Las otras dos puertas conducen a un gran patio trasero no conectado al patio donde el camión se encuentra el camión. Ese patio trasero no se considera zona de investigación, y allí se encontrará a salvo en caso de cacería.

## Posesiones malditas

Todas las posesiones malditas aparecen el el vestíbulo de entrada.
Ubicaciones

Cada sesión se realiza en una **localización diferente,** es a donde el equipo debe ir para poder realizar la identificación del fantasma, puede ser **desde una simple casa hasta una escuela abandonada,** la dificultad del nivel varia según el tamaño de la localización, la cantidad de jugadores recomendada, y el item recomendado.

A

* Asylum

B

* Bleasdale Farmhouse
* Brownstone High School

E

* Edgefield Street House

G

* Grafton Farmhouse

M

* Maple Lodge Campsite

P

* Prison

R

* Ridgeview Road House

T

* Tanglewood Street House

W

* Willow Street House
Ridgeview Road House

Ridgeview Road House es una casa de dos pisos muy congestionada. No obstante, hay diversos armarios y sub-habitaciones que brindan seguridad en caso de cacería.

## Estructura

Ridgeview Road House tiene un garaje, un sótano, recibidor, cocina, comedor, sala de estar, un sala con lavadora, una sala con piano, cuatro lavabos y cuatro dormitorios.

Hay cuatro armarios en el piso de arriba, además de dos sets de armarios, de los cuales algunos serán bloqueados según la modalidad.

## Posesiones malditas

·La Ouija la encontramos en la lavandería.

·El Espejo Embrujado aparece enfrente de las escaleras que conducen al sótano, en la cocina.

·Las Cartas del Tarot aparecen en una mesa en el vestíbulo, al lado de la puerta principal.

·El Círculo de Invocación se encuentra en el sótano, frente a la puerta que divide las escaleras y el sótano.

·La Caja de Música está en la mesa de la habitación de las chicas.

·El Muñeco Vudú aparece en un banco al lado del piano.