recursal/Fanatic-Fandom huggingface dataset:
Bleakmourne

A harbor town split into two sections and built on a cliff. The upper city, built at the top of the cliff, has a large, partially crumbled stone fort and is ringed by a wooden wall. Inside the upper city is a tavern/inn referred to as the Oyster. At the bottom of the cliff, on a natural harbor area, is the lower city, a grouping of warehouses also ringed by wooden walls and old stone walls. There's a lighthouse at the top of the cliff that looks over the harbor.

Lord Zunis Pumanath- a Triton noble met in Bleakmourne. He is an eldritch knight seeking a spy that serves the kraken. His people are sworn enemies of the kraken and intend to return it to the Elemental Plane of Water.

Nira Hageder- Bellbury Harbormaster, seen in the QRST hiding the component.

Flint "The Wall" Seifer- Captain of the ship that fished you from the sea, murderer of his mistress. The group

Bristol Arch- the mistress once pregnant, then ghost, now released to the afterlife.

Captain Huxford "Hux" Drakkar- Captain of the guard in Bleakmourne.

Whistler Arch- the brother and a crewmember of Seifer's ship.

Elaine "Savage" Penny- the big woman with an eyepatch and Seifer's second.

Danna "Rat" Karayan- the girl with the dragon tattoo another of Seifer's crew.
Safika

Rukiya is a dark-skinned half-elf with dark, curly hair. She has the look of natives of Shetai, but when asked, she said her mom was Shetai, but she was born here in Vyon. She met the group when she was asking for Lady Moonstream. She had a message for her from the queen. Since sending them on their way to rescue her, she hadn't been seen... until Ryleigh came to town.

 History

## Personality

She prefers wit, humor, and sarcasm in all things, though she does often drop the snark to offer comfort, compassion, or hard truths when necessary. She uses humor almost like armor when it comes to protecting herself from emotional difficulties.

## Abilities

As a Mastermind Rogue, one of her signature abilities is to point out weaknesses for an ally, granting that ally advantage on their next attack. This is utilized in game as a special function of the way she and Ryleigh complement each other in combat.

## Relationships

Safika and Ryleigh have some sort of pre-existing friendship. They both refer to the other as "best friend" and talk about how they're the only people that they've gotten close to in recent years. The relationship moved from platonic to romantic in Bellbury.

## Relatives

Though she says she was born in Vyon, she also said her mother is from Shetai. She does not talk about her family.

## Introduction

Day 4, Session 15

A woman in a dark cloak steps up to the bar and addresses Gunnloda who is still on the other side of the bar. She's half-elf by her features, with dark skin and dark curly hair. "D'you work here?"

[10:31 PM] DM: Gunnloda: "No, dear. We're all travelers. Can I help you with something? Food? Drink?"

[10:32 PM] DM: Woman: "No, I was looking for Baroness Moonstream. Have any of you seen her?"

[10:33 PM] Wingy - Urrak D'Akshi: "Now why's that name soundin' familiar?" Urrak ponders to herself "Moonstream..."

[10:34 PM] Felicia - Seirixori: "That building a couple of us walked into... and someone... I think someone mentioned her too? She runs the town? Or something?"

[10:34 PM] DM: The woman's eyebrow quirks up. "I'd hope Moonstream sounds familiar. They only run the whole country. Are you not from around here?"

[10:35 PM] Wingy - Urrak D'Akshi: "Aye that crabby dwarf what tried t' seduce Ravaphine" Urrak laughs "And aye, like most, we aren't from these parts Ms...sorry never caught yer name...?"

[10:35 PM] Felicia - Seirixori: "Nope."

[10:37 PM] DM: She tilts her head and looks at you all like she's trying to put together a puzzle. "Safika. How does one end up in the middle of Vyon with no knowledge of the Moonstreams?"

[10:37 PM] Wingy - Urrak D'Akshi: "Vyon?"

[10:38 PM] DM: Safika blinks and nods slowly. She points at the ground. "Vyon."
S: Takara

## Session 12

[8:59 PM] DM: Seirixori finds lots of trees in very neat rows.

[9:03 PM] Felicia - Seirixori: Seirixori sighs and sets her staff against one of the trees and pulls off the bow, staring at it for a while.  "Maybe I should try and figure out how to use this again..." She pulls out an arrow and attempts to hit one of the nearby trees. Sighing when it hits one off to the left and falls to the ground. She continues to try, growing more and more frustrated with each failure.

[9:19 PM] Felicia - Seirixori: After a good amount of time, Seirixori grabs all her wayward arrows, only one of the 20 having actually embed itself in a tree, and not the one she was aiming for. In anger she grabs her staff and pushes some magic into her staff and smacks the tree she'd been aiming for a few times, before resting against another one and pulling her knees to her chest and resting her head, "Stupid fucking gnome."

[9:20 PM] DM: **You hear a voice behind you. "You know... I can't be certain, but I don't think that tree did anything wrong."**

[9:21 PM] Felicia - Seirixori: Seirixori jumps and falls over as she tries to scramble up, "W-what?"

[9:22 PM] DM: **There's a halfling woman standing there, leaned up against a tree, smirking at you. "I was just wondering what the tree did that hurt you so much."**

[9:24 PM] Felicia - Seirixori: Ignoring the question, Seirixori finally manages to stand and steps back a little, unsure of this new person, "who are you?"

[9:25 PM] DM: **The woman shrugs. "It's not important."**

[9:28 PM] Felicia - Seirixori: "I think it is," Seirixori mutters, making sure she collected all her things. "the tree was there and I...was angry. Where... where did you even come from?"

[9:29 PM] DM: **"Around. Have a guilty conscience? You seem a little jumpy."**

[9:31 PM] Felicia - Seirixori: "No, I'm... not used to people talking to me," Seirixori mutters, "do...you live here?"

[9:31 PM] DM: **"Maybe. Do you?"**

[9:33 PM] Felicia - Seirixori: "You aren't a fan of answering questions are you?"

[9:33 PM] DM: **She smiles.**

[9:34 PM] DM: **"Anyway, there's an elf over there trying to be quiet. I bet she has some pointers for your bow." She points behind you.**
Caixas Misteriosas

## O que são?

Caixas Misteriosas são caixas onde escondem algo novo criado pelo Sr. Charada dentro delas elas são abertas em certos períodos quando abertas elas se transformam em um novo item normalmente custam 999 MiniMoedas as vezes o preço muda conforme algum evento especial.

## Como conseguir

É possível consegui-las no catálogo ou na Praça Central por tempo limitado ou raramente em espaços oficiais escondidas para o jogador acha-las.

## COMO FUNCIONA

* Você só poderá comprar uma Caixa Misteriosa Sr. Charada por conta.

* No dia Marcado a Caixa Misteriosa Sr. Charada irá se transformar magicamente em um item RARO! (Talvez seja necessário atualizar o seu espaço para o item aparecer).

## PERGUNTAS FREQUENTES

====Pergunta : Qual será o item?
Resposta: Tudo o que podemos dizer é que ele vai ser um item RARO, e que não estará disponível de outra maneira no jogo.====

====Pergunta: Eu só poderei ter um item?
Resposta: Você só poderá ter uma Caixa Misteriosa Sr. Charada. Uma vez que o item se transformar, você poderá ter o número de RAROS que você desejar deste mesmo item.====

====Pergunta: Posso comprar uma Caixa Misteriosa Sr. Charada depois que eu ter visto o item?
Resposta: Não. Caixa Misteriosa Sr. Charada só está disponível por quatro dias, até a meia-noite Segunda-Feira. O divertido é não saber que item vai ser!====

====Pergunta: Será que teremos outras Caixas Misteriosas?
Resposta: O Sr. Charada estará fazendo novas Caixas Misteriosas de vez em quando, com mais itens novos e divertidos.====
Basic crafting rules

Crafting generally allows you to use your off time to create items for sale or use.

If you spend 8 hours a day crafting with 1/2 the base cost in raw materials, you can create 5gp of mundane goods with the appropriate tools and setting. If the item costs more than 5 gp, you do 5gp/day until you reach the total cost. Two or more characters can work together if they have proficiency and are together, each adding 5gp/day to the total construction.

While crafting, you also don't have to pay the 1 gp/day for a modest lifestyle.

You might also find someone willing to train you in the use of these tools for a price.

In crafting magical items, the same rules apply except that you create 25 gp/day and must use an appropriate spell and spell slot every day you're crafting.

Raw materials- Some raw materials need to be purchased. Others can be harvested using appropriate skills and time.

Bottom line is... if you want to craft something with your tools, talk to the DM and see what needs to be done.
Crafting non-magical items

Non-magical items require a recipe, materials, and an herbalism kit. Gaining proficiency in herbalism kits provides beginners with three common recipes of choice.

\*to be fully potent, holy water does require a bless spell per potion creation.

\*\*healing potions created through herbalism are not magical like potions of healing and look/taste different but do not require spellcasting to create.

^different diseases have different cures.
Fierna

Fierna is the archdevil and ruler of the Fourth Layer of the Nine Hells, Phlegethos. While she technically rules with her father, Belial, she is the ruler in nearly every way that matters. Her domain tends to focus on fire, sexuality, seduction, the pleasure of pain and the pain of pleasure.

She and Glasya, Asmodeus's daughter, in charge of Malbolge, the Sixth Layer, have developed a friendship some think might extend beyond platonic affection. Some say the same about her relationship with Belial.

Her cult tends to be formed of outcasts and exiles, rapists and abusers. Her worshipers tend to favor scimitars.

Her favored weapon is a whip.

 History
Провал аниме-экранизации nichijou

Cлухи о провале экранизации nichijou в продажах дисков пошли 1 октября 2011 года c твита Сюндзи Судзуки - аниматора Евангелиона - о том, что, собственно, экранизация потерпела провал в продажах, не дойдя даже до отметки окупаемости.

Статистика продаж первой партии дисков nichijou в сравнении с некоторыми другими работами Kyoto Animation:

1. Suzumiya Haruhi no Yuuutsu ("Меланхолия Харухи Судзумии") - 42756
2. Lucky Star - 30002
3. K-ON! - 43878
4. **Nichijou - 3024**
5. Hyouka - 10046
6. Free! - 29108
7. Hibike! Euphonium - 8329

Ниже представлены некоторые возможные причины этому.

## Дорогие диски

Некоторыми отмечалось, что основной причиной тому могли быть слишком дорогие диски, чья стоимость была на 1-2 тысячу йен больше, чем у остальных.

Нужно отметить, что дисковое издание nichijou вышло в 13 томах по 2 эпизода на каждом (и Blu-Ray, и DVD), где каждый том стоил от 7000 до 8000 йен (63-72 доллара США). И, по скромным расчётам, для того, чтобы купить весь сет (все 13 томов), нужно было потратить около 90000 йен (около 815 долларов США).

Это мнение также может частично подтверждаться рецензиями на Amazon.co.jp, где на некоторых в качестве минуса указана цена (например, заголовок рецензии: "Доволен всем, кроме цены.").

## Примечания

1. ↑ https://twitter.3/moja\_cos/status/120173807733456896
2. ↑ http://www.animenewsnetwork.com/interest/2011-10-01/animator-shunji-suzuki-confirms-nichijo-r-15-itsuten-low-sales
3. ↑ http://www.someanithing.com/series-data-quick-view
4. ↑ http://www.animeherald.com/2011/10/02/a-bad-investment-animator-comments-on-nichijou-others/
5. ↑ https://www.amazon.co.jp/gp/customer-reviews/R29ULCCIETV8UA
Mielikki

Mielikki, the Forest Queen, is the neutral good goddess of autumn, druids, dryads, forests, forest creatures, and rangers. Her symbol is the gold-horned unicorn. She's not often seen outside of the Grove of Unicorns.

Mielikki's teachings include: Intelligent beings can live in harmony with the wild without requiring the destruction of one in the name of the other. Embrace the wild and fear it not, because the wild ways are the good ways. Keep the Balance and learn the hidden ways of life, but stress the positive and outreaching nature of the wild. Do not allow trees to be needlessly felled or the forest burned. Live in the forest and be a part of the forest, but do not dwell in endless battle against the forest. Protect forest life, defend every tree, plant anew where death fells a tree, and restore the natural harmony that fire-users and woodcutters often disrupt. Live as one with the woods, teach others to do so, and punish and curtail those that hunt for sport or practice cruelties on wild creatures.

 History
Nampuli

Nampuli, once a collection of city-states loosely allied through the confederacy of Shetai, was formed into a single country under the Iron General Suku. He allowed his military leaders to take control of the states he conquered and took a throne in the city of Lalanimani. Each of the lesser officers in the military had their own way of governance, but maintaining a standing army within each major population center is common among them. Rising through the ranks of the military is the fastest way to gain power within the government as they tend to be one and the same. However, the people are chafing under this rule and there are whispers of a rebellion growing right under the Iron General's nose.

Like the natives of Shetai, the natives of Nampuli tend to be dark of skin, but of a brown tone, rather than the pure black or blue-black of drow and duergar.
Create poisons

Besides poisons taken directly from poisonous creatures, some are also craftable. The poisons that are not described are in the compendium. New poisoners gain the recipes for assassin's blood and basic poison.

Assassin's Blood- common

Basic poison- common

Blinding Poison- rare- Injury, CON 15 or poisoned for 1 minute and blind.

Burnt Othur Fumes- uncommon

Debilitating Poison- very rare CON 17 or poisoned 1 minute and speed reduced to 0

Drow Poison- uncommon

Essence of Ether- rare

Exhaustion Poison- rare- ingested or inhaled, CON 15 or poisoned 1 hour and add a level of exhaustion (can stack with +1 added DC)

Immobilizing poison- very rare- injury CON 16 or restrained 1 minute

Incapacitated poison- rare- injury/ingested CON 15 or incapacitated one hour or until damaged

Malice- rare

Midnight Tears- very rare

Oil of Taggit- uncommon

Pale Tincture- very rare

Torpor- Uncommon

Truth Serum- Uncommon
Lin Cook

### Role

Worker at General Store, post-catastrophe owner of general store, Bellbury militia

## Introduction

[11:33 PM] DM: Poni: "Well? You insisted on coming here to find her. You going to let her bleed out? Make this a complete waste of time?"

[11:36 PM] DM: Seirixori manages to bring her to her senses and she sits up.

[11:36 PM] DM: "Where- Where am I?"

[11:36 PM] Felicia - Seirixori: "A cave...that was full of goblins."

[11:37 PM] DM: She looks around and back at you. "You killed all of them? Just the three of you?"

[11:37 PM] Kyris - Brimeia: "Don't worry i hacked them all to bits"

[11:37 PM] Felicia - Seirixori: "There were more of us, however..." Seirixori holds up hte device in her hands and waves it a little, "I'm going to blame this thing, but we just sort of...poof in and out sometimes."(edited)

[11:37 PM] DM: "I'm impressed. I didn't have my weapon and they caught me off guard."

[11:38 PM] Kyris - Brimeia: "Well you have nothing to worry about now, fair maiden."

[11:38 PM] DM: She stands and winces, touching the back of her head gingerly.

[11:39 PM] DM: She raises an eyebrow at Brimeia. "Right."

[11:39 PM] DM: "How did you know to find me?"

[11:40 PM] Kyris - Brimeia: "There was a trail of blood."

[11:40 PM] Felicia - Seirixori: Seirixori points over to the elf, "Tracked the goblins."

[11:41 PM] DM: "Well, thank you. Do you know how to get back to Bellbury? I'm afraid I might be in awful trouble when we get back."
Cae

## Cae Moonstream

Cae Moonstream is a wood elf originally from Ascus. She has short golden blonde hair and tan skin. She was once a ranger with the band the "Grey Wolves" and a member of the Oslore Walkers clan, but followed a beautiful girl to Riverrun, married her, and wound up following her west to Bellbury.

She was sent to a forest when the QRST exploded and, though she was rescued, she was infected with lycanthropy.
Helja

## Introduction

Day 4, Session 14

When you open the door to this room, you see three humanoids inside. There's a silver dragonborn wearing heavy armor and a shield with a symbol on it with a spear at the ready, a high elf in deep green and silver robes pointing an ivory wand at the door, and a dwarf woman in half plate with a greataxe standing between you and the others.

Dwarf: "Ye best not try anything if ye want to keep your head."(edited)

## Notable Quotes/Lines

The dwarf makes to ready herself against Seirixori. "Keep your mutt muzzled, giant." (4; 14)
Belrom

## Introduction

Day 3, Session 11

You hear a gruff voice. "Hello? Lady Moonstream? Anyone?"

[8:07 PM] Leigh- Enna Meliamne: Enna walks into the building after the voice. "Just a visitor."

[8:11 PM] DM: You see a dwarf man, brown skin, dark hair, full braided beard, in traveling clothes pop out from a room down the hall. "Hello? You work for Lady Moonstream?"

[8:13 PM] Leigh- Enna Meliamne: "No, just another unwitting visitor to your home, thanks to that wretched gnome Poni. Lady Moonstream?"

[8:13 PM] DM: Dwarf: "Yeah, she runs these parts. I was wondering why there's nobody at the docks to take my shipment, but... it seems there's not much of anyone anywhere."

[8:14 PM] Leigh- Enna Meliamne: "Shipment of what? What is your occupation here?"

[8:16 PM] DM: He looks at you curiously. "That's a lot of questions for someone who doesn't work here." He steps forward with his hand out. "Name's Belrom. You are?"

[8:20 PM] Leigh- Enna Meliamne: "I'd imagine I'm entitled to know the lay of the land and the townsfolk for the place I may end up stuck in for eternity, don't you? The name is Enna. You haven't answered my question."

[8:22 PM] DM: He frowns and puts his hand back down. "Don't think that means you have a right to my business. Do you know where Lady Moonstream is, or not?"
Places

## Vyon

Tendency to be pale-skinned humans and half-elves, though more diverse than those in Ascus. Worship the gods of the Divine Pantheon. Kingdom. Fantasy names.

Bellbury, Clearhall, Grimpeak, Kinetas, Muyar Harbor, Penrith, Riverrun, Tradewind, Vydenia, Yesa

## Alderrath

Tendency towards pale skin thanks to overcast clouds. Very diverse. Worship the gods of Eberron. Republic. Steampunk names.

Graycairn, Leadenwallow, Lughagen, Onyxward

## Ardabeh

Tendency towards medium tones and dark hair. Mostly elves, humans, largest population of Stormborn. Worship the gods of the Forgotten Realms. Aesthetic over all, mercantile, economic rulership. Middle Eastern-inspired.

Dirasa, Limabey, Omubagi, Serinar

The Everstorm

## Ascus

Tendency towards pale-skinned humans with a distaste for the others who live within its borders and darker skinned elves in the Fytulk. Worship the gods of the Divine Pantheon. Autocratic kingdom. Fantasy names, Viking-inspired in the Fytulk.

Arolis, Falberk, Thista, Fytulk Timberland: Bitra, Hvanna, Manavik, Tungufljot

## Dhog Lodir

Tendency towards extremes in coloring- very pale or black skinned, mostly dwarves, gnomes, other underground dwellers, though more diverse in the above-ground and especially harbor cities. Worship the gods of the Divine Pantheon and gods specific to the races underground. Gerontocratic kingdom. Dwarven names.

Bom Darihm, Bom Garom, Bom Khorbor, Hogh Boldohr, Hogh Kemfarum, Hogh Toruhm, Hoghbom Lodur

## Nampuli

Tendency towards dark skinned humans, orcs. Worship the gods of Dragonlance. Militocracy. South-eastern African-inspired.

Chaldra, D'Akshi Stronghold, Lalanimani

## Patauban

Tendency towards pale to mid-tones. Fairly diverse, largest population of dragonborn. Worship the gods of Greyhawk. Theocracy. South Asian inspired.

Codi, Danladeh, Gutari, Pintu

## Rodoza

Tendency towards mid-ranges, humans, elves, largest population of tieflings, genasi. Fairly diverse. Worship the gods of Dragonlance, but primarily Solinari, Gilean, and Lunitari. Magocracy. Southern South America inspired.

Agualas, Comuri, Culpija, Latamas, Limagante, Rauvi

## Shasem

Tendency towards mid-tones, primarily humans, but diverse. Worship the gods from the Greco-Egyptian pantheon. Currently anarchy. Ancient Greek/Egyptian inspired.

Actu, Cusmasir, Halolis, Nekmeyut

## Shetai

Tendency towards dark skin, primarily human. Worship the gods of Dragonlance. Confederacy of city-states. South-east African inspired.

Andotra, Kapiwezi, Kasmgwe, Rumze, The Sea of Sand

## Vatru

Tendency towards pale to mid-range, very diverse, largest population of orcs and halflings. Worship the gods of Eberron. Economic rulers. South-east European inspired.

Forsa, Halava, Ivapyl, Ligiu, Vecbony, Vereves
Patauban

Patauban is ruled by the Divine, a person chosen through divine influence to lead. The current Divine, a cleric of Heironeous, is Archana Joshi, a young aasimar that sits the throne uncomfortably. Divine magic is considered to be a high calling within Patauban and those who are chosen to serve as champions of the gods are held in high esteem. Arcanists and people with innate arcane abilities such as elves and tieflings are often shunned by society and live as outcasts and wanderers.

Patauban is currently suffering from a drought-induced famine. People are traveling across the country to pray to Incabulos and Obad-Hai, asking for an end to the famine, and Divine Joshi is having trouble finding a way to fix the problems, leading to political unrest.

The natives of Patauban tend to range from pale to mid-range tones with dark hair. It is racially diverse with a large population of dragonborn.
101advantage

In previous games, you'd end up with a bunch of bonuses and penalties for different things leading to a string of +2s and -1s that you'd have to keep track of. No more! Now, if you have any bonus, you have advantage. If you have any penalty, you have disadvantage. If you have both, you have neither.

Roll 2d20 instead of one. (There is a toggle at the top of your character sheet to have it choose Advantage, Normal, or Disadvantage.)

If you have advantage, you use the better roll. If you have disadvantage, you use the worse roll.

In Roll20, if your result is green, at least one of the dice involved rolled its maximum. If it is red, you rolled a one on at least one. See Criticals for more on that!

Advantage can be given for a number of reasons, including by the DM for role-playing or by using various spells and abilities. If a character chooses to assist another character in an action, the helper gives the first person advantage on the check.
Crafting intricate metallic items

While smithing involves generally large, simpler items, things that have intricate innards require tinkering, a design, and materials to create. Each requires a special design due to the intricacy, but tinkerers start with three of choice.

Alarm, Proximity

Grappling Hook

Hunting Traps

Lamps- lamp, bullseye or hooded lanterns

Locks\* (require minimum abilities and added designs for higher DCs)

Manacles

Mechanical Familiar

Parachute

Scales

Signal whistles

Spyglasses

Trip Wire

Winch
Rhogar Myastan

## Introduction

Day 4, Session 14

When you open the door to this room, you see three humanoids inside. There's a silver dragonborn wearing heavy armor and a shield with a symbol on it with a spear at the ready, a high elf in deep green and silver robes pointing an ivory wand at the door, and a dwarf woman in half plate with a greataxe standing between you and the others.

Dwarf: "Ye best not try anything if ye want to keep your head."(edited)

[9:21 PM] Wingy - Urrak D'Akshi: "Whoa now, no need for a tussle" she slowly places her sword back in it's scabbard

[9:22 PM] DM: Yeah, you recognize it as a symbol of Bahamut, the Platinum Dragon, the lawful good deity of dragons and dragonkin.

[9:22 PM] Alex - Nolanos: "What in the..."

[9:23 PM] Alex - Nolanos: Nolanos lowers his bow, slightly confused

[9:23 PM] DM: The dragonborn steps forward. "Another? Who sent you?"

[9:25 PM] Alex - Nolanos: "Uh, no one sent me. Why are you here?"

[9:26 PM] DM: Dragonborn: "I've been tasked with cleansing this temple to Toathor."
Serinar characters

Coin- a kenku thief who offered a teleporter component for assistance retrieving his Ring of Flying from the near-destroyed wizard's tower. (Sessions 8-10)

Master Bakar- the owner of the tower who apparently blew himself up trying to create a new spell. (referenced in sessions 8-10)

The Shopkeep- Owner of the potions shop with a Unicorn on the sign that appears to also be a secret entry to a Darkroses hideout. (Session 8)

Khairi- owner of a shop referred to as "The Pixie" that sells wands and rods. (referenced in session 8)
In Defense of the Dawn

Discord for game chat. Come join as a viewer! You'll be able to read the game logs as they happen, but only able to chat in approved channels.

Text of Annihilation logs through here!

## For Fun!

A Gallery of Fandom Contributions

Story Mode

Hall of Fame

### About the World

Cast List

Places

Factions

Common Translations of Commonly Used Words

## For Players!

### Logs

Discord logs

Logs by Calendar

Storylines - one stop-shopping for all the basics of your continuing quest arcs

Director's Cut logs

### Game Info

House Rules

Tools and Crafting

Tabletop 101

### Links

Roll20 for dice rolls.

Massive List of Helpful Links
Fen Mahr

## Introduction

Enna also spots a live human, waving his hand in the mostly whole house to the southeast. The human looks scared and wears a leather apron. The human looks like a commoner. Not dirty enough to have been here long, more like he was working nearby. He's clearly shaken by the creatures that have come out towards you all and is cowering behind a broken table.
Mirran

Mirran is traditionally known as a god of law, ruthless but fair. His favored weapon is a mace, and his symbol is a simple arrangement of four dots in a square. Mirranites believe in punishment for those who stray, but they would prefer to help those in need before they reach that point. They are generally minimalist in nature, preferring simplicity and order to any sort of frivolity.

 Personality

## Appearances

==

Trivia==
Asten

Asten. God of freedom and truth. A sort of counter to Mirran, since Mirran's more about following his laws even if it makes you less free. They can both be considered patrons of justice, but Asten is is more about doing good and what's right than following a set of laws. He's also often equated with light and the sun because the enemies of freedom are often found in dark places. He's often portrayed with a sun-crown or a torch to show truth, and his favored weapon is a lance. When in battle, he's always mounted on his pegasus. His symbol is a (golden) disc with a set of (silvered) wings.

 Personality

## Appearances

==

Trivia==
21 Takaramont

20 Takaramont- 21 Takaramont- 22 Takaramont (Back to Logs)

The next morning, Gunnloda looks a bit better, but like she still needs a strong cup of coffee most of the day.

[7:41 PM] Ryleigh Alastair: Ryleigh looks particularly tired this morning. When she awoke, she disappeared into town for an hour or so.

[7:44 PM] Seirixori: Seir sticks close by when Ry comes back, there if she wants to talk.

[7:44 PM] Urrak: Urrak busies herself with breaking down the campsite

[7:45 PM] Gayle Silbando: Gayle wakes up kind of confused and on edge, constantly looking out into the forest as she helps Urrak tidy up the campsite.

[7:46 PM] Urrak: Urrak notices Gayle's nervous energy, "Y'doin' alright?"

[7:48 PM] Gayle Silbando: She nods. "Just weird dreams. I guess the forest will do that to ya sometimes though," she says, shrugging.

[7:49 PM] Ryleigh Alastair: "So the plan is to travel through the forest from here on, right?"

[7:49 PM] Urrak: "Nightmares?" Urrak makes sure the fire is completely out,  "Sorry t' hear it,"

[7:49 PM] Brimeia: "Fine by me, just so long as we get outta here."

[7:50 PM] Urrak: "Aye, I'd like t' stay away from those guards as well."

[7:51 PM] Brimeia: "I'm starting think I'd take guards over the creepy stuff in this forest though."

[7:51 PM] Seirixori: Seir nods quickly, "Yes. The forest I can at least... try to talk to."

[7:53 PM] DM: So you get ready to go. You've got horses- Adventure, Monty, Rainsilver, Starshine... and Seir. Who's on which?

[7:54 PM] Urrak: Urrak on Monty

[7:54 PM] Ryleigh Alastair: Ry will climb up on Adventure, and offers her hand to Alarys to ride with her.

[7:56 PM] DM: Alarys climbs up with her.

[7:56 PM] Brimeia: Bri hops on whichever horse looks friendliest.

[7:57 PM] DM: Gunnloda will ride Seir.

[7:58 PM] Gayle Silbando: "May I hop on with you, Brimeia? I'm glad we have saddles now. Thank you, Ryleigh and Seirixori."

7:58 PM] DM: Yahya will ride with Urrak.

[7:58 PM] Brimeia: "Any time, pretty lady." Brimeia winks and holds out her hand to Gayle.

[7:59 PM] DM: Which leaves Sariel and Taji on Rainsilver.

[7:59 PM] Ryleigh Alastair: "No problem," Ryleigh says to Gayle.

[7:59 PM] Gayle Silbando: Gayle takes Brimeia's hand and hops on.

[8:04 PM] DM: It takes a while longer to get through the forest than it would on the road. You end up camping in the middle of the forest that night,

20 Takaramont- 21 Takaramont- 22 Takaramont (Back to Logs)
Rodoza

Rodoza is a magocracy, ruled by a council of elder wizards. Each school of wizardry elects a single qualified practitioner to the Council of Magisters. From these, a single wizard is chosen as the Archmagister, but that position has been held by the Diviner Clara Tarella, a moon elf, for centuries. While any wizard is technically allowed to serve as a Magister, in practice only those educated through the major academies around Rodoza have ever been chosen and there is a fair amount of nepotism and elitism involved. There is currently a push to include more diverse magical sources in the Council from bards, sorcerers, and even warlocks, but it is very slow going against the entrenched elitism. Some are even calling for the addition of divine practitioners, but the strong arcane tradition of Rodoza means these people are often treated as extremists.

The natives of Rodoza span the spectrum of coloration, though they do tend to mid-ranges with dark, but not always black, hair.
Alderrath

Alderrath is a nation of lakes and waterways. There is even water in the air as a mist tends to settle over the land more often than not. It is frequently overcast if it isn't actually drizzling, but the weather is rarely severe. If one gets used to the ever-present gray and humidity, it is a pleasant enough place. The country is led by Chairman Elihu, a half-orc that was chosen by the Peers to lead their elected body. Each area of the country sends representatives, called Peers, to the capital city where they deliberate and debate the running of the country. The Chairman leads these sessions and maintains civility within the chambers.

Natives of the country tend to be pale of skin thanks to the overcast nature of the area, but Alderrath is a place of great diversity in both race and color. Many persecuted groups have fled their homelands to come to a place where everyone is (supposedly) equal, leading to an intermixed society.
101Social Skills

Deception, Intimidation, Persuasion, and Insight. Those are the social skills used in conversation. The first three are used to convince an NPC of something, the last is to tell when an NPC is lying to you.

Deception is used to lie. If you are trying to convince an NPC that they should give you their money because you're a tax collector, that's deception. Trying to convince a guard that you own a piece of loot or convincing a goon that you're also working for the big bad would also be deception.

Intimidation is more about threats and fear. Telling a bad guy to give up before he's killed or shaking down someone with a threat of knee-capping would be intimidation.

Persuasion is convincing someone through logic or emotion, but the things you're saying are true. Appeals to vanity or requests for aid might be persuasion checks.

Each of these is primarily charisma based, but there might be times when they might be otherwise assigned. For example, intimidating someone by bending an iron bar to illustrate how strong you are might be a Strength (Intimidation) check instead. Taking damage might be a Constitution (Intimidation) check. If it is used with an alternative ability, the DM will let you know. ("Roll strength\* intimidation," etc.) To do so, you can roll a d20, add your strength\* modifier, and if you're proficient in intimidation, you add your proficiency bonus. You can also just click intimidation and add the difference between your charisma and strength\*. So if your charisma is 8 (-1) and your strength\* is 14 (+2), and you roll intimidation at a 12, you can just add 3 (2 minus -1). If your charisma is higher than your strength\* then just ask to leave it a charisma based effect.

(strength\* to be replaced with whatever the ability is as determined by the DM)

On the other side of conversations, the NPCs are not always going to be honest and forthright. Sometimes they have secrets. Sometimes they lie. Sometimes they're hiding fear. To determine whether you can tell anything from mannerisms, body language, or other habits, you can roll an insight check. Most often, this is used to determine whether you can trust the person you're checking. You won't be prompted to roll this unless you ask. This is something you'll have to consider yourselves. Do you trust the person you're talking to?
Lin Donaldson

## Introduction

[8:24 PM] DM: When you pull the hood off, you see a human woman, probably about forty, with a gag in her mouth. There's rope around her ankles and shackles at her wrists.

[8:25 PM] DM: The woman flinches when she sees you.

[8:25 PM] Wingy - Urrak D'Akshi: "Hey there, it's alright. I ain't gonna hurtcha lest ye give me reason to. Lemme undo these ropes then."

[8:26 PM] Wingy - Urrak D'Akshi: Urrak uses her dagger to cut the ropes and offers her waterskin to the woman

[8:26 PM] Wingy - Urrak D'Akshi: "Y'look like you've been through the wringer, friend."

[8:27 PM] DM: You take the ropes from her ankles and the gag from her mouth, but the shackles remain. "Who are you?"

[8:27 PM] Wingy - Urrak D'Akshi: "Urrak of the D'akshi stronghold. Hmm I cannae break these chains without hurtin' ya. Rava, can y' use some kind of spell to free her?"

[8:42 PM] DM: She relaxes a little seeing an elf helping instead of the giant. "I was in town, looking to buy some meat when all of a sudden I wasn’t. I was on a road I ain’t seen before and that thing was sitting in the middle of the road, smoking.” She points at the component piece. “I picked it up, figured it might be important or expensive. Then these assholes came and grabbed me.”
Bellbury

Bellbury is a town of about 350 people. It offers a variety of services when fully staffed, but is primarily agricultural in expertise. It is built between a large citrus orchard owned by the Moonstream family and the Frujinn River at the connection of the Kacuth and Frujinn roads. To the west are the mountains and roads to the nearby mining towns of Grimpeak and Clearhall. To the east is the city of Riverrun at the joining of the Pluk River tributary and the Frujinn, and the city of Lunar Harbor at the mouth of the river emptying into the Shimmering Sea. The north are the Misty Wilds, an uncivilized forest that stretches forth for days with a single path called the North Trail between Riverrun and the kingdoms north of the forest.

Bellbury itself features a Merchant's District that runs the length of the highway with a town square between the city and the orchard. Farms dot the landscape to the east and west, and a bustling Docks District provides for shipping up and down the river. The city is largely human with most of the non-human citizens settled in the Foreign Quarter near the docks.

The town is led by Lady Eloise Moonstream, one of the lesser nobles of the region's ruling Moonstream family. She and her wife and daughter live in the manor and take care of both the orchard and problems arising from the city itself. She maintains a small military police force led by Hemisol Loy and can raise a militia when necessary.
Diskiga

## Introduction

Day 4, Session 13

This room appears to have once been a place of worship. There were benches, now piles of rotted wood scattered across the floor. There are stone statues of dragons along the edges of the room. There is a door in the center of the wall opposite the entry, but standing in front of it is a lizardfolk larger and darker of scale than the others you've seen.

[9:33 PM] DM: He levels a huge trident in your direction. "I will not let you destroy my clan."

[9:34 PM] Alex - Nolanos: "Who said anything about destroying you? We're here to help you."

[9:34 PM] DM: Kepesk pushes past you into the room. "Diskiga, these ones are here to help."

[9:35 PM] DM: "Why would you help us, pretender?"
10 Pupemont

9 Pupemont- 10 Pupemont- 11 Pupemont (Back to Logs)

54 PM] DM: 10 Pupemont
Spine between Aston and Croysa

[5:55 PM] DM: It's cold, calm, and sunny again today.

[5:57 PM] DM: Anais eyes Ry a bit but goes about her business.

[5:57 PM] Ryleigh: When everyone is up and drinking their warm beverage of choice, she casually says, "There's a body in the trees over there. Dirt in their eyes and mouth, axe stuck in a tree."

[5:58 PM] Urrak: Urrak chokes on her coffee, "What?"

[5:58 PM] Seirixori: Seir slowly exits the tent, sleepy, "Idiot."

[5:58 PM] Ryleigh: Ry just grins over her mug.

[5:59 PM] Brimeia: "Guess the forest didn't appreciate them trying to chop their trees."

[6:02 PM] Urrak: Urrak quirks an eyebrow "Noted."

[6:03 PM] Seirixori: "I have mentioned not to bother the forest, that definitely includes hurting trees."

[6:03 PM] DM: You get on the road again, come to another campsite, and Orifyr says, "More than halfway to Croysa by now. Two more days travel and we should get there by dark."

[6:05 PM] Ryleigh: "Excellent. I don't want to push our luck... it's been rather quiet this trip."

[6:05 PM] DM: Again, near dawn, the sound of hoofbeats announces the presence of guards- this time two in the gold and red of an Ashlord and two in red and white.

[6:07 PM] Ryleigh: Again, Ry will instruct Bri to get into a tent, ask Rukiya to hide and cover her face. She'll again make a show of putting away her sword when she notices they're guards. "Good morning," Ry says with a smile, picking up her coffee as she greets them.

[6:09 PM] DM: The higher-ranking Ashlord is silent as he sweeps his eyes over the camp, but the other nods and says, "Good morning. Have you run into trouble at all this journey?"

[6:10 PM] Ryleigh: "We haven't, thank Asten," Ry responds. "I hope you all haven't either?"

[6:12 PM] DM: "We have not, but there have been reports--"

The High Ashlord cuts him off. "Nothing for you to concern yourself with. Stay to the roads and report any trouble to the patrols as quickly as possible."

[6:13 PM] Ryleigh: Ryleigh tilts her head forward, "We will, sir. May Asten's light shine upon you all."

[6:14 PM] DM: He nods and they leave.

[6:15 PM] Ryleigh: Once they're out of sight, Ry's tone changes back to her normal one and she announces, "It's clear."

[6:17 PM] DM: Anais gives Ry another long look then continues getting her breakfast together.

9 Pupemont- 10 Pupemont- 11 Pupemont (Back to Logs)
Eya

Eya is a beautiful woman with an equally beautiful voice. Porcelain skin framed by long dark hair and black clothes with red highlights make her look like an older, more seductive Asami Sato. She seems to have some interesting abilites- telepathy, maybe mind control?- and a special interest in Brimeia.

 History
Crafting wooden items

Woodcarvers have the ability to make artistic items for sale, entire weapons like crossbows and clubs, and parts of other weapons such as shafts and hafts that can be used by smiths. To do so, they might need a design, materials, and woodcarving tools. Artistic items, such as whittled animals, don't require a design, but may require a d20 check to determine the worth. Otherwise, woodcarvers can choose two designs that they know or have from the following list when they gain proficiency.

Blunt weapons- clubs, greatclubs

Poles- one and two handed hafts and shafts, spears, javelins, pikes, quarterstaffs. Some may require metallic heads purchased or created by a smith.

Crossbows- light or heavy

Hand crossbows- due to their size, they have a specialty design.

Ammunition- arrows, needles, bolts, darts
Hall of Fame

(last updated to Session 67, Day 1)

Herein lies the Hall of Records and Feats of Valor.

Longest Session: 13 hours, 10 minutes. (43)

Latest session end: 2:29 am (43)

## Attacks

### Most attacks hit:

Session: 20: Seirixori (40)

Day: 8: Brimeia (Day 1)

### Highest Individual Damage:

Single attack: 36: Ryleigh (48) Dawnbringer smite

One turn: 43: Urrak (56)

One session: 143: Seirixori (40)

One day: 102: Brimeia (Day 1)

### Highest Team Damage

One round 170: (43)

One session: 288 (56)

### Most individual damage taken:

One hit: 61 each, Ryleigh and Malica, young blue dragon lightning breath (67)

One session: 105: Ryleigh (67)

One day: 12: Enna (Day 1)

### Most team damage taken:

One session: 353 (67)

### Most healing:

One session: 90: Gunnloda (62)

One day: 11: Gunnloda (Day 1)

### Character targeted the most times:

One session: 17: Ryleigh (53)

One day: 3: Brimeia, Urrak (Day 1)

### Most attacks dodged:

One session: 11: Ryleigh (53)

One day: 3: Brimeia (Day 1)

### Most spells cast:

One session: 26 (53, 62)

One day: 18: Day 1

### Most spells cast by one character:

One session: 13: Ravaphine (53, 62)

One day: 7: Ravaphine (1)

### Most spell damage:

One casting: 92: Seirixori, Fireball (63)

One character in a session: 92: Seirixori, Fireball (63)

One character in a day: 35, Ravaphine (Day 1)

### Most kills:

One session: 7: Ryleigh (53), Urrak (56)

One day: 4: Brimeia (Day 1)

Total team kills: 167 (62)

All time:

35: Urrak

21: Ravaphine

20: Seirixori

## Hall of Shame

### Most unconscious:

4: Ravaphine

3: Urrak

3: Ryleigh

2: Seir

1: Safika

1: Gunnloda
Riverrun characters

Brighton Usan- human man with a burn scar across his face, Moonstream guard captain who was sent to Bellbury temporarily.

Kelsi Johnmar- human woman, Moonstream guard that was sent to Bellbury temporarily.

Thormyr- dwarf man who runs the pit fights

Winnie- human woman in her mid-thirties. A barkeep at the inn.
Martyn

(intro blurb, brief summary, player name)

## Introduction

Day 1, Session 2

[9:22 PM] DM: Continuing! You're getting ready to march south when suddenly an elf pops into view next to Nera.

[9:22 PM] Aimee/Nera: "Who the fuck"

[9:23 PM] fritos - Dekar: Dekar taps a claw against his chin-scales. "Poni wasn't kidding about the popping in and out..."

[9:25 PM] Wingy - Urrak D'Akshi: "Might we ask your name, stranger?"

[9:30 PM] Jonathan- Martyn Hornback: "My name be my own business till i'm certain of yours." Martyn says.
Pupemont 3Y20

Season 5 - Discord logs - Felmont 3Y21

1 Pupemont

2 Pupemont

3 Pupemont

4 Pupemont

5 Pupemont- Riverrun- After some downtime, Seir tries and fails to scry on Clemency, does scry on her mom, conversations are had, and the group hires the Forest Dragons.

6 Pupemont- Riverrun- Seir scrys on Clemency. The group teleports to Limabey then to Aston.

7 Pupemont- Leaving Aston on the way to Croysa via hired carriage.

8 Pupemont- Something is in the woods outside camp.

9 Pupemont- Guards show up after a man is found dead in the woods, his mouth and eyes full of dirt and his axe still wedged in a tree.

10 Pupemont- Ashlords pop into camp for a moment.

11 Pupemont

12 Pupemont- The group arrives in Croysa after the horses get spooked.

13 Pupemont

14 Pupemont

15 Pupemont

16 Pupemont

17 Pupemont

18 Pupemont

19 Pupemont

20 Pupemont

21 Pupemont

31 Pupemont

Season 5 - Discord logs - Felmont 3Y21
101death

Your hit points represent your life force. If your hit points are reduced to 0 or less, you stop at 0. (You do not go to -10 anymore.) If the remaining damage exceeds your hp maximum, you die instantly. (If your hp is 15 and you would go to -15, you die.) If you get to 0 hp, you fall unconscious. Half-orcs get the ability once per rest to fall to 1 hp instead.

When you start your turn at 0 hp, you have to roll a straight d20 with a DC 10. After 3 10+ rolls, you become stable. After 3 rolls of 9 or less,  you die. If you roll a 1, it counts for two fails, if you roll 20, you gain a hp. If you take any damage while unconscious, you get a failure. If the damage is critical hit, two failures.

While unconscious, you can be stabilized by a DC 10 medicine check and a healer's kit. Stable creatures are at 0 hp but do not have to make saving throws. Stable creatures gain 1 hp after 1d4 hours. Any magical healing (spells, potions, etc.) raises hp from 0. Most monsters (at the dm's discretion) die at 0 hp. Major villains and special enemies are exempt.

We will use the Resurrection Challenge rules from Critical Roll, and depending on circumstances, there may be additional consequences to bringing someone back from the dead. On a spell with a cast time of one action, such as Revivify, the caster will make a single check of d20+spellcasting modifier against the character's Raise DC. On a failure, they will need a full ritual raise and they add one to their character's Raise DC. The Raise DC starts at 10 on character creation, but each time the soul is brought back to life, the DC goes up by 1. The DC does not ever go down.

For a ritual casting that takes longer than one action, up to three people can assist in the ceremony which will create temporary positive or negative adjustments to the Raise DC depending on the appropriateness and persuasiveness of the contribution. After the three contributions, the DM will roll a single d20 against the temporary Raise DC determined by the ritual. Should this check fail, the soul is lost. Only a True Resurrection or Wish spell can bypass the Raise DC or return a character to life even after the ritual has failed, but there will be repercussions to such use.