recursal/Fanatic-Fandom huggingface dataset:
If This Desert’s All there’ll Ever Be…

Lu'ura has asked for aid from the Guild fighting what seems to be strange weather causing drought and storm in the desert. She has sent two of her fighters to Otha's Rest

## Adventurers Attending

* Sharian Naetris
* Graveltooth
* Renestrae 'Rain' Larenthanil
* Horatio Hammerfell

## Mission Notes

Leaving Sharian to talk with Maltravers about what could be causing this, Graveltooth, Rain and Horatio head to the sandpit where Lu’ura and the Desert Orcs are camped sheltering from the continuing sand storm.

Meeting The Axe of the Desert the Champion of the desert orcs, Graveltooth gives Lu’ura’s champion a wrestling lesson before, with Sharian joining the party by teleporting in with the two orcs accompanying him, the talk to the Queen about the storm. It appears this is a magical storm emanating from a portal and, when The Axe and others investigated they were forced back from attempting to close the gate to the portal.

Dhaki, the little foxfolk shaman, guides the party to the location of the portal before departing. Approaching the portal through increased heat and raging winds, the party is attacked by drake-riding kobolds who are swiftly dispatched. The entrance to the portal is guarded by four magical whirlwinds which fought well forcing the need for a rest before entering the portal where Rain had seen a huge fiery creature and others seemingly enslaving folk.

Entering the portal into a demi-plane used as a sally port for a huge efreeti and his servants, our adventurers see, which the giant elemental, three githyanki who appear to be engaged in making some sort of deal with the efreet. Battling firenewts and fire elemental myrmidons, the party close on the two remaining gith and the efreet.

Seeing his minions killed so easily the efreet - who called himself Mighty Lord of the Seventh Plane of the Fiery Pit - saw discretion as the better part of valour and departed through the large gates into the burning plains of his elemental home. Similarly the two remaining gith planeshifted away.

Some 50 or so people are rescued - a mix of humans, halflings, wood elves and some fey creatures. They had been captured and enslaved to work for the efreet. One of the captives said that one of their fiery guards had said they would be dragon bait soon.

Two other portals left the sally port, one to a location in the Feywild where the banners of Adria, who the adventurers believed to be dead, were flying and the other to a village in the marshes near Glimmergate. Most of the captives returned either to the marshes or into the desert rather than face the slavers flying the dead fairy queen’s banner.

## Rumours

* Why are the gith doing deals with evil lords of the elemental plane of fire? What were they doing with the captives?
Design:Small Settlement

[Introductory paragraph, provide a very brief history of the settlement, and an overview of it's demographics. As always, make sure you link any proper nouns - any Red Links give us prompts for which pages are still needed! Check out Newsham for inspiration.]

## History

### **Founding**

[Explain how the settlement came to be, think about it's location and what might have drawn the initial settlers to this place. Abundance of materials? Strategic advantage in battle? Sat atop a well of pure energy, used to power siege engines that can topple regimes?] Go mad!

### **[Notable Events]**

[Add a notable event or two, perhaps the town was razed by goblins and rebuilt?]

### **[More Notable Events]**

[Maybe the town holds an annual convention, and attendees come from all around to play card games and dress up as their favourite fictional maids, UwU]

### **Present Day**

[What's the town like now, what races live here, and what work do they do?]

## Notable Locations

* [Add links to anywhere in the town that you consider to be particularly important, be it a tavern, guildhouse, abandoned mansion, or place of worship], [Add a short description of the place, only a line or two is needed.]
* [Add links to anywhere in the town that you consider to be particularly important, be it a tavern, guildhouse, abandoned mansion, or place of worship], [Add a short description of the place, only a line or two is needed.]
* [Add links to anywhere in the town that you consider to be particularly important, be it a tavern, guildhouse, abandoned mansion, or place of worship], [Add a short description of the place, only a line or two is needed.]

## Notable Inhabitants

* [Add links to anybody in the town that you consider to be worthy of their own page, If they've been given a name then they're probably worthy of reusing at a later date.], [Add a short description of them, only a line or two is needed.]
* [Add links to anybody in the town that you consider to be worthy of their own page, If they've been given a name then they're probably worthy of reusing at a later date.], [Add a short description of them, only a line or two is needed.]
* [Add links to anybody in the town that you consider to be worthy of their own page, If they've been given a name then they're probably worthy of reusing at a later date.], [Add a short description of them, only a line or two is needed.]
Great Refuge

The Great Refuges is a small town in the North Ridings where the Feywild bleeds into the Material Plan. Difficult to get to as it is “invite only”, so heavily protected by illusion, deep in a forest, surrounded by The Great Hedge being a protective thorn barrier similar to Cloud of Daggers, and magical high winds preventing flying in. It is populated by both members of the Material Plane, but also the Feywild. Most from the Material Plane think it doesn’t exist.

Assassin’s Guild hidden under Haeford Aef Orc Pub.

Eli (Firbolg, Trader)

Scritch and Scratch (fey Halfing rogues, who specialise in tattoos and carving)

Erulk Rose (Gnome, Captain of the Guard)

Mal-Room-Bar (Ent, Member of the Guard)

Jahin Vatoxi (Human, Head of Assassin’s Guild)
I've Got Hive On It

15th May 2023

## Adventurers Attending

* Dramalliel
* Juniper
* Arr'dein
* Liz
* Ammeños
* Cleira

## Mission Notes

The guild welcomed two members here. The assignment was to find out why a farmer in Yellowfield Farms has had his bees disappear. Dropped off by Hamer near enough to the farm the guild members investigated.

The farmer reported that bees had gone missing. He didn't know much else. The tracks from the hives led the guild to a barn where cultists of "G" were slain. Some paperwork that didn't add up was found here and an interrogation revealed that a Mr Jones was directly in charge of the cultists.

A clue here led them to a mill. After surviving a spider attack they followed a clue to the mountains. Where they found a cave.

After a wasp attack they found someone who was probably Mr Jones flanked by two ruffians. Plus the hives of the bees being held by some form of magical field. The guild attacked first and won a hard fought victory. An enduring spellbook on the table in the cave allowed the bees to be free. Liz befriended the queen bee and the hives were taken back to the farmer before sunset.

## Loot

* Standard Level Xp & Gold
* Enduring Spellbook

## Rumours

* Who is "G" and why does he employ such feeble henchmen?
* Why all the invertebrates too?
Grave Encounters

7th July 2023

## Adventurers Attending

* Skamos
* Tas
* Lessbelle
* Grrder
* Seymour
* Aloisius; Dragon Slayer

## Mission Notes

The team arrived at the guild and wasted no time poisoning one of the clerks (Seymour) and terrifying an Old Woman (Skamos).

Eventually arriving at the graveyard, to investigate the robbing of graves, they found the gravedigger. His mouth full of blood, teeth torn from his gums with a small gold coin sewn on to his tongue. Skamos proved to be a rather effective dentist. As a flight of invisible fairies attacked the group he dutifully knocked the man out and performed surgery.

Defeating the assault, the old man awoke and pointed them in the direction he had seen some larger figures go towards.

Almost every single person pulled out an animal companion to track the sent. They eventually arrived at a clawed out tunnel leading directly into the earth.

As they descended the walls steadily grew white, encrusted with teeth. The floor made from larger bones.

Approaching a hall of some kind they hear a kindly old voice, (fan service). The old woman who had slapped Skamos with her bag reclined in a chaise lounge of bone.

After a very long fight, the old lady revealed to be a bone fairy escaped, calling out for her mistress as a portal swallowed her.

In a secret room they found a Jade Egg, filled with souls summoned via necromancy and the collected bones and teeth. Tas smashed it releasing the souls.

Then found references to Palthrows failed attempts at collecting souls.

## Loot

* Standard Gold and Experience

## Rumours

* Who is trying to collect souls and why?
Lake Kou

Lake Kou is a gargantuan body of water located in the northern reaches of the East Ridings. It is a vast and deep lake, with a surface area that stretches as far as the eye can see. The water is cold and clear, and is home to a variety of aquatic life, including fish, whales, and merfolk. The merfolk village of Far Water is fully submerged within the lake, and is accessible only by those who can breathe underwater.

The village is a bustling and vibrant community, with a number of buildings, markets, and other amenities. Despite it's isolation, the village is an important hub of trade, and is visited by a constant stream of merchants and other travelers. The only visible sign of the village to those passing by on the surface is a stone trading post, which serves as a place for the merfolk to conduct business with their terrestrial counterparts.
Calhuum Forest

Located in the South Ridings, the forest is known for its abundant and diverse flora and fauna, as well as its magical inhabitants. The trees in Calhuum Forest are tall and ancient, and many of them are home to dryads. The dryads are known for their beauty, but also for their protectiveness of the forest and its inhabitants.

However, not all of the creatures in Calhuum Forest are as benevolent as the dryads. The forest is also home to worgs, known for their ferocity and their pack mentality. The worgs are a constant threat to travellers through the forest, and many adventurers have fallen prey to their attacks.

Calhuum Forest is also notable for being ruled over by a powerful djinn named Lord Winterscale.

## Notable NPCs

### Lord Winterscale, Ruler of the Forest

Lord Winterscale is a particularly powerful and dangerous djinn, with control over the element of ice. He is known for his icy demeanor, his cunning, and his love of manipulating mortals for his own amusement. His domain in Calhuum Forest is a place of great natural beauty, but also of danger and unpredictability, as he delights in testing the mettle of adventurers who dare to enter his realm.

While Lord Winterscale's motivations are often unclear, he is known to be fiercely territorial and protective of his forest. He is also known to be a master of illusion and deception, making it difficult for mortals to discern his true intentions. Some believe that he has his own agenda, separate from the wishes and desires of those who seek his aid.
Amber Psi Foci

*After destroying the amber monolith that was beginning to fully absorb Rustling Whisper at the battle of Heasmouth this perfectly spherical orb of amber was all that remained from the great monolith. In the hands of a sorcerer who wields their mind as a weapon, it is a powerful asset.*

## Mechanics & Inner Workings

When you attune to this Amber Orb you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Sorcerer Spells, and you can use the vial as a spellcasting focus for your spells while wearing or holding it.

In addition, as an action while attuned and holding the orb, you can reach out to the mind of a target within 30ft. The target must make a WIS saving throw against your Sorcerer Spell Save DC. On a failure, you learn the target's true emotional state at the time of using the ability of this item (no somatic, verbal, or material components are needed to activate this ability). On a success, the target's mind resists the effect. Furthermore, by concentrating on the orb (as if concentrating on a spell) for a duration of 10 minutes you can sense the true emotions of the target (examples include, fear, joy, anger, etc which can fluctuate during a conversation). After the 10-minute duration, the effect ends or you choose to end the effect (no actions required) the target must make an Insight check, opposed to the attuned sorcerers' Deception check. If the target succeeds on the Insight check, they become conscious of the power of the orb on their mind. On a successful Deception check, the target is unaware their mind has been probed. This property of the orb can used a number of times equal to the proficiency modifier, after which it does not regain the uses until the next dawn.

## Rumours

***Continued Rumour** - The Cult of Happiness This orb was the last remaining piece of the amber monolith that tried to encase Rustling Whispers and drain their powers for a greater purpose that Toothless Ed and this Cult of Happiness had. Toothless Ed got away before the party could get more information and this orb might be a clue to finding where the Cult fled to. Following this rumor may lead to more information about Rustling Whispers' powers and maybe more pieces for this focus to grow stronger...*
Marrukh, the Grimm

**Marrukh, the Grimm**, is the Undead Patron of Xerxes Kaalahdiil. He is the spirit of an ancient hero bound in service to the role of The Grimm, which plays the dual role of warrior and psychopomp. Now unable to continue his role, but powerful enough to train the next Grimm, he appears as a dark shade. Occasionally, he may speak inside the mind of Xerxes, passing on knowledge, advice, or harsh feedback to the (currently) incompetent Dragonborn.

## Description

**Marrukh** is an ancient psychopomp and hero of the Dragonborn people, though now lost to their history. Once a mortal Dragonborn, Marrukh's spirit was bound to his bracers upon death, as he did not pass on his role to a new Grimm. Centuries passed, and eventually, Xerxes Kaalahdiil, a dying soldier, stumbled upon his buried tomb, and Marrukh passed the role to him. It is his spirit's duty to pass on the knowledge and skill of the role, and unlock his student's potential, which then releases him from his bond; culminating in the Mantle, where the student fully takes on the title of the Grimm (Level 20), and carries the spirit of their teacher to the afterlife.

During his lifetime, Marrukh claims to have felled great evils, as well as ferried the souls of the dead to the afterlife, as his role expected of him. He claims to have been an apprenctice of the Grimm before him, a Dragonborn woman named Exoth the Grimm.

## Relationship with Xerxes

Xerxes has claimed that Marrukh has told him that "he would not be his first choice, or even his sixth", and is generally disappointed with Xerxes' lack of mental faculties. Marrukh is a harsh taskmaster, and expects Xerxes to execute his training and missions flawlessly, likely impatient due to his centuries of being unable to pass on to the afterlife.

## Notes for DMs

* It can be assumed that since Marrukh's passing, the lack of a Dragonborn to hold the title of Grimm has led to an increase in restless spirits across the Black Swamp and the Ridings.
* It is likely that Marrukh was unable to keep an apprentice for the role of Grimm due to his exacting standards before dying.
* The general nature of The Grimm is that of a Grim Reaper, as well as a Hero. For general media references, it is similar to a character like Moon Knight or Ghost Rider.

# Appendix

## Appearances

Adventures
Insert session name here • Insert session name here •

## Mentions

Adventures
Insert session name here •
Mind Your Manors

13th September 2022

## Adventurers Attending

* Fizz
* Andar Liadon
* Tordek Mountainstone
* Dacen Greycrest
* Valkas Amberhand

## Mission Notes

The party met in Owl Town market on market day. An arrow hit a post near the party. On it there was a piece of paper with the words "Come to Calverley Manor - G". Whomever fired it escaped far too quickly to see.

The party talked to a rumour merchant about the manor and learned that the Lord Calverley hasn't been seen in a while. They also learned that 6 married couples had disappeared recently from the village. They talked to a map merchant and purchased a map. They also talked to one of the children of the couples and checked out where one of the disappearances happened from. The only clue they found was some form of split wood on the inside of the door.

After an uneventful journey they arrived at the Manor. They initially looked at the back door to find a lever but no visible way in. They looked at the front door to find some magnificent gates. They heard a single owl in the nearby area. They decided to try the lever at the back door using a rope.

This action caused the ground to collapse taking them down diagonally to under the mansion. They landed safely in a fluorescently lit room. They passed through a poison cloud on the way down and some of the party were affected by that.

A group of fungi probably related to campestri emerged. One huge swarm and a few others. These managed to hold a player for a while but the party defeated them after combat.

The door from that room led to a set of stairs. Halfway up the stairs they heard a dog bark. The top of the stairs led to a corridor with two doors. One locked. One open. They went through the open one into another corridor with two doors.

They saw a chest in one of the rooms and decided to avoid it for now. In the other room was a desk.

Behind that desk was a door. As they approached the desk, 12 skeletons appeared. The party defeated these and found that the desk contained some keys. They used these to unlock the previously locked door and found an empty kitchen. They went back upstairs and entered the room with the chest only to find it empty except for a piece of paper which appeared to be the same one that the earlier note was ripped off from with the same letter "G" on it. Above the door, opposite the door and at corresponding places along the top of the wall were 4 holes about 90cm tall.

In the room with the desk they found a bird cage with a owl skeleton in it.

They then entered the room behind where the desk was (they had moved it by this point) to find a row of jars that seemed to contain human flesh and organs lettered A-F and H-M. They found a much smaller one labelled 'O' for Owl. They decided to bury these. On the way out they found a Barking Box and rings of acid resistance.

## Rumours

* Who is "G"?
* What was the purpose of the holes in the room with the chest?
* Where is Lord Calverley and his entire staff?
Captain Decimus

**"Go on lads, tell these fine young ladies about that time I beat Gruumsh in an arm wrestling match"** - Captain Decimus, 553AOR

## Captain Decimus

### Affiliations

The Astral Fleet

Captain Decimus of the Astral Fleet is a larger-than-life figure, both in size and personality. As a Giff, he stands at an imposing height of seven feet and is heavily muscled, making him an intimidating sight to those who meet him for the first time. Despite his impressive physical stature, Captain Decimus is known to be a bit of a buffoon, often making grandiose statements and boasting about his exploits. He loves the finer things in life, particularly the women and intoxicants of the region, which has led to his reputation as a bit of a ladies' man and party animal.

## Biography

Captain Decimus was born on the distant world of Giff Prime, a planet populated by his species, the Giff. From a young age, Decimus was fascinated by tales of adventure and exploration, and dreamed of one day joining the Astral Fleet, the premier space-faring organization of the Giff race. At the age of 18, Decimus enlisted in the Astral Fleet as a lowly deckhand, working his way up through the ranks with a combination of tall tales and brown-nosery. He had a talent for spinning stories about his exploits and adventures, and his superiors were often impressed by his seemingly endless reserves of confidence and bravado.

Despite his tendency to exaggerate, Captain Decimus was a capable sailor and fighter, and his skills soon earned him a reputation as a rising star within the Astral Fleet. He was promoted to the rank of lieutenant at the age of 25, and soon became one of the youngest captains in the fleet's history. Over the years, Captain Decimus has continued to rise through the ranks of the Astral Fleet, earning a reputation as a skilled navigator and a fearless warrior. His exploits have become the stuff of legend, and he is widely regarded as one of the most capable and respected captains in the fleet.

## The Greystone Saga

Captain Decimus was tasked with providing transportation for a group of adventurers who had been hired to explore the abandoned dwarven citadel of Greystone. The citadel was abandoned without warning, and the adventurers had been hired to locate it's former inhabitants.

Despite the dangers of the mission, Captain Decimus agreed to transport the adventurers to Greystone, seeing an opportunity for adventure and riches. He commanded his ship, 'The Revenge', and set sail for the asteroid housing Greystone. Upon arrival, Captain Decimus provided the adventurers with supplies and equipment, and wished them luck on their quest. He warned them of the dangers that lay ahead, including traps, monsters, and the possibility of collapse within the old citadel.

As the adventurers made their way through the winding tunnels and chambers of Greystone, Captain Decimus remained aboard his ship, keeping watch and waiting for their return. He was often seen pacing the deck of The Revenge, his eyes trained on the distant stars where Greystone lay hidden.
It Ain't Easy Being Green

5th March 2023

Rumours of dark tidings stir in the Black Swamp. Frogs have left their ponds, the Orcs have abandoned their camps, and even the Mighty Dragonborn Rangers of Fort Aadar are locking their gates in preparation of something evil approaching.
The Guild has been sent into the darkest depths of the swamp to search for the cause of this unrest, and report back on their findings.

## Adventurers Attending

* Tak
* Lt Injurious
* Peace
* Drake

## Mission Notes

The guild are sent to Fort Aadar to investigate strange goings on in the swamp. The elder of the Dragonborn tribes in the fort explain that 2 strange men travelled through the swamp recently, and since then the swamp has been behaving erratically. The elder also said he was receiving unusual visions of a woman calling out to him.

After trudging through the swamp, seeing firsthand the frantic nature of the creatures, the Guild encountered a grove belonging to a pair hags. The hags explained that they had sent most of the animals and monsters away from the swamp to protect them from the interlopers, and they must be stopped.

The Guild eventually found the cause of the problems. A pair of Wizards trying to awaken an ancient dragon to do their bidding. The wizards were dispatched, but the outraged dragon violently attacked as it made its escape from the swamp.

Upon investigation, the wizards appeared to be part of the same cult who resurrected the dragon on the mountaintop, and we're in possession of information linking them to other locations in the East Ridings.
Regis Tomb

An ancient burial site located deep in the East Ridings, it is said to date back to a time when Doomguides, the priests of Kelemvor, the god of the dead, were still common in the area. Ser Regis was a Doomguide who lived and died long ago, and his followers interred him in this tomb as a mark of respect.

## Features

The tomb itself is a dark, foreboding place, with walls of rough-hewn stone and narrow passageways leading to various chambers. The entrance is guarded by traps and wards to keep out unwanted visitors. Within the tomb, there are several chambers and passages, each guarded by undead creatures that were once followers of Ser Regis.

The inner sanctum of the tomb contains Ser Regis's sarcophagus, a grand structure of stone and gold. The sarcophagus was once said to contain many powerful magical items, as well as the remains of Ser Regis himself.

## Notable NPCs

### Ser Regis, Deceased

A Doomguide who faithfully served Kelemvor. His grave was recently desecrated, and his corpse possessed by an otherworldly spirit. Bok was able to subdue the spirit, and lay the bodies to rest once more.
Library of Otha

The Library of Otha is a vast, sprawling building located in the heart of Otha's Rest. It is a treasure trove of knowledge, housing thousands of books, scrolls, and manuscripts on a wide variety of subjects.

However, despite its wealth of knowledge, the Library is somewhat disorganized. The shelves are cramped and crowded, and the books are often haphazardly arranged. It is not uncommon to find books on completely unrelated subjects shelved next to each other.

Despite this, the Library is a popular place for spellcasters and other scholars to come and study. It is a quiet, peaceful place, and the librarians are knowledgeable and helpful. Many people spend hours lost in the stacks, poring over ancient tomes and unearthing hidden knowledge.

The Library is also home to a number of rare and valuable texts, including ancient magical grimoires and forgotten histories. These are kept under lock and key in a special section of the Library, and are only available to scholars with permission to access them.

## Notable NPCs

### Fonkin, Gnome librarian

*Personal Motto; “it’s definitely not a bookshop”*

Fonkin is the gnome librarian at the Library of Otha. He is a small, wiry gnome with a wild mop of frizzy hair and a pair of thick, round glasses perched on his nose. Despite his unassuming appearance, Fonkin is fiercely intelligent and deeply passionate about books.

Fonkin is generally a friendly and approachable person, and he is always happy to help those who come to the Library seeking knowledge. However, he can also be quick to anger if anyone is making too much noise or disturbing the peaceful atmosphere of the Library.

Despite his sometimes gruff exterior, Fonkin has a soft spot for those who show a genuine love for books and learning. He is more than happy to spend hours chatting with someone about a book they are interested in, and is always eager to share his own vast knowledge with anyone who will listen.
Headland Markets

Headland Markets is a bustling market area in the heart of Glimmergate, renowned for its extensive outdoor market and fixed shops that offer a wide range of products and goods. The area is a hub of activity, with vendors and shoppers alike creating a vibrant and lively atmosphere.

The outdoor markets at Headland Markets are a highlight, with rows of colourful stalls that sell an impressive variety of fresh produce, meats, cheeses, and baked goods. The aromas of cooking food waft through the air, adding to the overall sensory experience of the markets. In addition to food, the outdoor markets also feature vendors selling handmade crafts, jewellery, clothing, and other goods. The items for sale are diverse and unique, with something for every taste.

For those looking for more permanent shops, Headland Markets has several fixed establishments that offer specialty products such as fabrics, jewels, and weapons. These shops are often tucked away in narrow alleyways or side streets, adding to the overall charm and character of the area. Despite the hustle and bustle, Headland Markets is well-organized, with clear signage and designated areas for different types of goods. The area is easy to navigate and is typically open seven days a week, with some vendors setting up shop as early as dawn.
It's All About the Ears

3rd December 2021

## Adventurers Attending

* Sharian Naetris
* Cassidious "Cassidy" Naïlo
* Jorby
* Leonidas of the Goldmane

## Mission Notes

Prompted by Jorby wanting to sort out Adria the bad fairy once and for all (and the unexpected delivery of some harengon ears to Otha's Rest for his attention) a team headed to the Feywild as per the instructions in the note accompanying said ears.

Oh, there might be the possibility that someone on the Feywild could turn Cassidy's lumps of adamantine in a cauldron (plus some small rods that Ambrose apparently requires).

Arriving at the Fey Market Field the adventurers had a brief chat with a goliath smith who pointed them to Fannon, a godly smith who can help out with the adamantine. On the market clearing, a hooded, cloudy figure arrived carrying a box containing an (apparently fake) bunny tail and another note from, perhaps, Adria.

Following the directions of a fey compass, our party found Fannon (asleep after a drinking session) and the urisk, his team of brownies blacksmiths who agreed to make Cassidy a cauldron in return for a feast. Fannon pointed the adventurers towards the Night's Entrance where they expected to meet whoever was holding the young harengon hostage.

Getting tp the grove just in front of the tower the party was set upon a hoard of quicklings and the hooded cloudy man from before. After tough but brief battle, the hooded cloudy man was decapitated by Leo's whip. The cloudy man had been sent by Adria to assassinate Jorby but was stopped in his tracks. Entering the tower the harengon was rescued but not before Sharian successfully played a tune on the golden harp that was sitting in the center of the room and is now utterly enamoured of Adria (even though he has yet to meet her). Jorby got a +2 sword and there's a nice golden torc.

## Loot

* 2200 Exp
* +2 sword
* Fey Compass
* Golden torc (value 1200 gp)
* Golden Harp - still appears to have some form of enchantment effect laid on it, need to speak with a bard maybe?

## Rumours

* Is Sharian in love with Adria?
* Will she respond to Jorby's bloody challenge and come and fight him in the real world (Prime material)?
Norwrick Hillstride

Norwrick was hired by the the Adventurers Guild's Guild Master Reginald Beefington, to look into a meteorite that had landed in the Black Swamp area. He has since been kept on for other work requiring a geologist.

# Character Sheet

PDF of Character Sheet

D&D Beyond Character sheet (Ask Morv to move sheet to your current character pool if you want to use Norwrick)

## Playstyle

Norwrick is designed to support the party through the help action by shouting useful things, try and avoid combat the best he can and be a medic to the party.

* Using his shortbow to attack at range to try and dispatch threats but if he is cornered will fall back on his trusty rock pick (reflavoured shortsword).
* Norwrick will try to stay close to anyone who has proven themselves in combat, unless it puts himself in danger.
* Heavy use of bonus action to shout advise, distract enemies and give the help action anyone with in range (30ft)
* Has a Healers kit and the Healer feat. Will use it outside of combat but prefers to save it for when people are knocked out as it can only be used once on a person.
* Has one use of Cure Wounds and will try to keep it till last instance of healing unless a big defender is massively hurting.
* Will do his best to hide at the back as he is a scientist not a fighter.

# Appendix

## Appearances

Adventures
Comet Bro • Insert session name here •

## Mentions

Adventures
Insert session name here •
Quezachult

Far to the south-west of the Ridings, several days by boat, lies the lost continent of Quezachult.

## **The Tri-Cities of Rhuzak**

At the start of The Wars of the Tri-Cities the peaceful cities of the Gith were taken over in a surprise attack by mind flayers. But the Gith fought back. Elleya, a slave to the mind flayers, escaped and gathered an army of freed slaves, to take back the city of Ura'ram, swearing a pact to Graz'zt to become a lich in the process. One of her co-conspirators, the mage Pax Vobiscum, balked at this deal and seceded from her rule. He and his mages took the city of Firzig as his own. Now a violent three-way stalemate stands between the once unified cities.

Each of the cities is surrounded by a wall of thick obsidian, with turrets infused with magical crimson gems, powered and maintained by the despair of those lost creatures that reside within.

### Drazak

A mind flayer city rules over by Cerebellum, a mighty elder brain. The greatest of the three cities.

Gartoe Castle, the seat of the rulers of Rhuzak, now occupied by Cerebellum and his closest court of mind flayers.

### Ura'ram

A Githyanki city ruled over by Elleya, a powerful Lich Queen in the service of Graz'zt.

### Firzig

A Githzerai city ruled over by Pax Vobiscum, a powerful mage.

## **Azzteekel Jungle**

### Irthos Tribe

In the area of the jungle known as Irthos reside The Lizardmen of Quezachult. They make their home in a huge ruined city with many wrecked temples and other buildings. Though they are descended from the architects of the city, they prize blood and instinct over intellect. And actively discourage any form of higher thought. They worship Semuanya, Goddess of Savagery. The main home of the lizardfolk i densely packed with ruined buildings, but the outskirts around the city are home to numerous other, more spread out, ruins. To the south is a canyon in the jungle which is home to a tempe that has not been destroyed, some texts from the prior civilisation were found there.

Korth Silverscale, leader of the tribe.

Verthica, former high cleric. Now deceased.

Sauriv, current high cleric.

## The Black Pits

In the jungle, lies a network of caves known as the Black Pits. Here a mutated and defiled form of lizardman resides, known as the Black Ones. Their lives are given over to the worship of Sessinek, the Demon Snake.
Arcane Overseer's Spellbook

An ornate spellbook kept by someone who met an unfortunate end.

## Item Description

This spellbook once belonged to "The Boss" but no one in the demiplane had seen him for a while. Getting pass the Prismatic Wall blocking his office, he was found mummified in his chair. Inside the draw of his desk this ornate black leather spellbook was found.

### Arcane Overseer's Spellbook

(Spellbook | Unknown Rarity | Non Attunment)

**2nd Level Spells**

Aganazzar’s Scorcher - 4 Hours - 100gp

Gust of Wind - 4 Hours - 100gp

**3rd Level Spells**

Dispel Magic - 6 Hours - 150gp

**5th Level Spells**

Passwall - 10 Hours - 250gp

Wall of Light - 10 Hours - 250gp

**7th Level Spells**

Create Magen - 14 Hours - 350gp

> Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
>
>
> Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
>
>
> For each level of the spell, the process takes ***2 hours*** and costs ***50 gp***. The cost represents *material components* you expend as you experiment with the spell to master it, as well as the *fine inks* you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
>
>
> You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only **1 hour** and **10 gp** for each level of the copied spell.
>
>
>
> If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
>
>

## DM Notes

**Written By:** Morv

**Date:** 21/4/23

**Issued to:** Simon | Karn Ironfist, Mike | John Cartwright & Brendan | Nilael (Kept in Guild Archive to use when time is allotted in a session)

**Reviewed by:** ---
It's Drow or Never

23rd June 2020

## Adventurers Attending

* Sharian Naetris
* Tharg of the Hill
* Leonidas of the Goldmane
* Crane
* Wen

## Mission Notes

Local fisherman have reported an increased presence of Drow in the waters around the Dragon Isles. Suspecting they are trying to further their (still unknown) plans. The Guild has assigned you a mission to investigate!

The guild set sail to the Dragon Isles, in search of some drow that had been sighted on the area
they encountered many powerful members of the drow organisation, and a man in a starred robe, who proved to be an imposter

The guild captured a drow and interrogated him for more information, revealing the plans to carve the previously seen sigil in key places throughout the East Ridings to summon their spider queen.
The guild was left with 3 more locales to investigate, and a couple more to revisit

## Loot

* 1375 EXP
* Gold 250gp each
Leonidas of the Goldmane

Leo is a follower of justice and always tries to right wrongs and heal the wounds of the unfortunate wherever he goes. He is a former member of the Adventurers Guild of Otha's Rest but since has retired to purse his own goals.

## Biography

### **Early Years**

The last Worshiper of Tyr in his pride, spends most of his time trying to prove to his god that his people are still worthy and to his people that his god is still worthy. Leo left his homeland of Val Dorèn to travel to the East Ridings in search of his missing father. Having found no leads on his travels he's settled in with the Otha's Rest Adventurers Guild to try to do some good whilst he searches.

His people are great fighters and masters of war, as such Leo is trying to expand his learning on fighting techniques from people who have different fighting styles to himself. He is also on a seemingly never ending quest to find something his dear horse Lazarus can eat and enjoy.

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

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **Family**

Leo's grandmother is the speaker (ruler) of the Leonin at Val Dorèn, despite her standing as a warrior in the Leonin forces she is somewhat of a more diplomatic and measured approach to ruling which some of the council have come to question (though not publicly). She is very firm with Leo and treats him like any other of her subjects but is softer to him in private.

Leo's mother is the captain of the guard at Val Dorèn, she is the strongest of the warriors at the defence of the city and as such was always busy and never had much free time to spend with Leo.

Leo's father Grexes left to travel the world,as is often the choice of the male Leonin, and become a mercenary, when Leo was 15 and he hasn't returned since, his mother assures him that he'll be fine and will be having too much pleasure in finding glory and riches of the outside world but Leo fears the worst and wants to find out what's happened to him.

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Leonidas' Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]
Aloissius Bellum

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

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

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## 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 •
House Newsham

Overlooking Newsham, **House Newsham** is an opulent and sprawling estate, located on a vast stretch of land that includes rolling hills, verdant forests, and shimmering lakes. The house itself is a magnificent mansion, with towering columns and ornate carvings that testify to its owner's wealth and power.

## Description

The house is surrounded by lush gardens, with fountains, statues, and flowerbeds that are meticulously maintained by a team of skilled gardeners. Inside, the mansion is even more lavish, with sumptuous furnishings, priceless works of art, and intricate decor that speak to Lord Newsham's refined tastes. The walls are hung with tapestries depicting epic battles and heroic deeds, while the floors are covered in rich carpets that cushion the footsteps of its inhabitants. The rooms are filled with elegant furniture, from plush sofas to intricately carved desks, and every surface is polished to a high shine.

Despite its grandeur, however, **House Newsham** is a sombre and subdued place these days, as Lord Newsham has recently lost his wife and has no children to inherit his wealth and power. The mansion is maintained by a small army of servants, including the housemaid Ethel, who has a grudge against Lord Sir Reginald Beefington, one of Lord Newsham's close friends.

## The Servants Quarters

The staff quarters of **House Newsham** are a labyrinthine network of rooms and hallways located in the basement and attic of the mansion. Despite their humble location, they are spacious and well-appointed, with comfortable beds, warm blankets, and sturdy furniture that make life bearable for the many servants who call them home.

The basement level of the staff quarters contains the kitchen and the laundry room, as well as several storage areas where supplies are kept. The kitchen is a bustling hive of activity, with cooks, scullery maids, and kitchen hands all working together to prepare meals for Lord Newsham and his guests. The laundry room is a smaller, quieter space, where washerwomen and maidservants scrub and iron clothes and linens. The attic level of the staff quarters contains the sleeping quarters for the majority of the servants. The rooms are small and plain, with little decoration or personalization, but they are kept scrupulously clean and tidy by the housemaids who tend to them. Each room has a narrow bed, a chest of drawers, and a small writing desk, along with a small window that provides a view of the gardens or the surrounding countryside. Throughout the staff quarters, there are also communal areas where the servants can gather to socialize or relax. There is a common room with a piano, fireplace and comfortable chairs, and a small library with a collection of books

# Appendix

## Appearances

Adventures
Drok and Disorderly • Baby Beefington •

## Mentions

Adventures
Insert session name here •
Malleo

Ficheiro:Malleo.png  Malleo é a versão maligna do Mario , ele é o irmão do Weegee . Malleo tem o poder da flor de fogo ou então utiliza uma flor de fogo e consegue lançar fogo com ela , tal como o Mario . Se alguém também olha para os olhos do Malleo , ele transforma essa pessoa numa flor de fogo ou então num Malleo, e assim cria um dos seus clones ou então uma flor de fogo . Seu pai é Fortran. Weegee e Malleo andam muito juntos , fazendo aldrabiçes .

 Relações : Weegee ( irmão )

## Galeria

Malleo and Weegee s Video Game by MarioRocks128.pngMALLEO FAMILY by pinkweegeeplz.jpgMalleo head.jpg
Fizz

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

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

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## 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 •