recursal/Fanatic-Fandom huggingface dataset:
Session 0 - Character Creation

\*Note: The same character creation rules apply to new characters\*

Character creation will use the following rules

1. 5e Player's Handbook only
2. No optional character rules will be used (feats, multi-classing, etc)
3. Stats may be determined in one of two ways
	* A standard array (15, 14, 13, 12, 10, 8) distributed as desired
	* 4d6, dropping the lowest, rolled in order
4. Half-orcs are not available
5. After 1st level, hit points can be rolled or taken at average
6. Ammunition, carrying capacity and spellbooks will all be tracked
7. Regardless of level, starting equipment is limited to what class and background provides
8. The automatic language spoken by all is Avalorn. Other languages that can be chosen are
	* Druidic, the old tongue of Prydain
	* Skjor, language of the Dragonborn raiders
	* Lycanium, language of magical academia
	* Sylvain, language of the faerie folk
	* Beast-talk, language of gnolls and other beastly creatures
	* Orcish, language of orcs, goblins and other greenskins
9. Backgrounds can be modified during character creation
10. All races lose any innate darkvision or low-light vision
11. Community revised classes currently accepted (UA Revised Ranger, Demons & Deities Revised Warlock, Revised Way of 4 Elements Monk)
Perun's Bar

*Said to have been carried by an ancient hero and demi-god of storms, Perun's Bar is a dark metal staff that occasionally crackles with energy.*

This staff can be wielded as a magic quarterstaff. While holding it, you deal +2 damage with lightning spells.

The staff has 50 charges for the following special properties. You can regain a charge expending a 5th or higher level spell slot during a long rest.

**Thunderstruck**: When you hit with a melee attack using this staff, you can cause the target to take an extra 2d6 thunder damage. Costs 1 charge.

**Spells**: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: *Conjure elemental* (7 charges), *dispel magic* (3 charges), *lightning bolt* (7 charges), *Witch bolt* (1 charge).

So long as the staff has at least 1 charge remaining, it can use the following without expending a charge: *light, mage hand*.

This item requires attunement. Attuning the item requires the bearer to spend a long rest charging the staff with magic.
Session 17 - Hag's Crossing

Traveling to the ruined crossing, Rai, Rudy and the Hillcrest brothers set out to clear what ever had taken up residence there and reopen the crossing on behest of the Oakfellows. Finding the first operation house filled with dog sized rats and a human body hung from a butchers hook. The group quickly killed all the rats and set out finding what fiend could have defied a body like that. With the second operation house across the river in their sights Rai with his elven grace easily crossed the rotted rope bridge, next to cross was Shanks. When Shanks was half way across the bridge he was ambushed by a giant frog who quickly devoured the little halfling and quickly swam down stream with its lunch. Unable to catch up with the amphibian in the swiftly moving river shanks was lost forever. After moruning the loss of the younger Hillcrest the group rallied and set back to the task at hand. Entering the bridges watch house they found it inhabited by a hideous Hag. After swiftly dispatching the creature the heroes found below the watch tower was the hags magical lab filled with small animals. With out knowing what the Hag had done to them it was decided that all the creatures had to be put down less the prove a threat to the local wildlife. Just as Rudy was about to put down the last animal a wolf, it spoke to him calming its name was Reku and that the Hag had not affected him. After a short argument Reku was set free and the group made back for Pinefarrow one person less then when they came.
Hetzer

## Характеристики

Урон-130
Скорострельность вс/м-5.7
Бронебойность мм-85
Бронирование-46.2
Скорость км/ч-11
Вращение-29.20
Прочность-440

## Историческое описание

Легкая немецкая САУ класса истребитель танков. Применялась во время второй мировой войны. Была разработанна чехословацкой фирмой ВММ в качестве более дешёвой замены штурмовым орудиям StuG 3
Session 16 - Poachers of Burnt Hill

After a night of fun and relaxation during the summer end festival our heroes returned to their duties around town. Taking the Hillcrest brothers with him Rudy sets about looking after town affairs. First was a meeting with the day manger of the Oakfellows trading company who had set up a trading post just out side of Pinefarrow. The day manager had asked that the abandoned bridge that linked the area to the capital of the dukedom be cleared of dangers so that I could be reopened to aid trade in the region. After promising to clear the bridge the trio left to help the local yak herder. After arriving at the yak grazing ground the group discovered that over 20 yaks have gone missing from the herd in a matter of weeks threatening to leave the town with out end meat for the winter. Setting a trap the trio steak out the field only to find a cloaked humanoid figure emerged from the woods and when confronted fled on foot. Fetching Raiel from the tower they returned the next day and tracked the poachers back to their lair in an abandoned mine. Dispatching all but one of the three thieves the group finds that the Yak horns are extremely valuable thus why there were targeted by thieves.
Creative

## Creative

Serwer Creative jest jedynym serwerem aktualnie działajączym.

## Administracja

Administracja Serwera Creative składa się z 9 członków:

* HeadAdmin Ziutekkk
* Admin iLavender
* Admin PlushMei
* Admin times
* Admin hanamontana123
* SMod Darkness
* SMod \_Crafting
* SMod Lambrus194
* Kidmod Cryptos
* Kidmod HaDe22
* Kidmod Domono110
Handy Haversack

This backpack has a central pouch and two side pouches, each of which is
an extradimensional space. Each side pouch can hold up to 20 pounds of
material, not exceeding a volume of 2 cubic feet. The large central
pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack
always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for
interacting with objects. Retrieving an item from the haversack requires
you to use an action. When you reach into the haversack for a specific
item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp
object pierces it or tears it, the haversack ruptures and is destroyed.
If the haversack is destroyed, its contents are lost forever, although
an artifact always turns up again somewhere. If the haversack is turned
inside out, its contents spill forth, unharmed, and the haversack must
be put right before it can be used again. Living creatures cannot be placed in the haversack.

Return to Greenwood Tower Vault
Chapter 2: Afterlife

Dear Beloved,

It has been a trying few days... I have had my life flash before my eyes, all images of you of course. Myself and Vall charged into the burning bar to save the booze and anyone else trapped in there. The bar man told me to save the whiskey so I went in to hoist up the barrels. I was a fool, Darling. My foolish greed got the better of me when I saw a large lock box filled with more gold then we would ever need. As I was trying to make it over the stairs the roof collapsed on me and I was trapped in the cellar to burn. As I laid in the cellar Vall charged in and lifted the rubble enough to free me from the grasp of Death. It was at this moment that I knew that my greed will keep us apart forever if I continue to act this way.

We made it home safe and it was so good to finally rest my eyes on something that brought peace to my heart. It wasn't before long that we were off this this forest to find information on a vault that Father said would stop some great evil from happening. As we ventured off, walking of course cause some goblin took my pony, we saw lots of beautiful things. We saw trees, some old druidic ruins, and a spooky ass ghost thing that Rudi said was a "Booze Ghost". The Ghost told us to run away but we continued to venture on...cause we need to defeat evil.

We made it to an island which required me and the halflings to head over to solve a puzzle. OH! Something is going on and this island is moving! We did something!

Forever yours,

Gronheim
Waffenträger auf Pz. IV

### DPM

Пушка 1: 2617/2219/3413 (ББ/БП/ОФ),Пушка 2: 2690/2281/3509 (ББ/БП/ОФ),Пушка 3: 2670/2295/4005 (ББ/БП/ОФ),Пушка 4: 2762/2374/4143 (ББ/БП/ОФ)

### Скорость

38км/ч. (Вперёд),12км/ч. (Назад), 26км/ч. (Средняя в стоке),28км/ч. (Средняя в топе)

## Орудие

Топовое орудие обладает лучшим разовым уронов на уровне в 640 единиц, среднее пробитие и средний дпм. Комфортные разброс в 0.364 на 100 метров и время сведения в 4.4 секунды. УВН - отличный, УВН вверх - 15°, вниз же - 10°. У вафли как и у гриля и у борща есть башня, которая долго вращается, 18.77° в секунду.

## Броня

Брони у этой ПТ-шки нет, может, лоб ещё танконёт фугас (ОФ), но борта и корма будут получать урон от фугасов на полную мощь.

## Манёвренность

В топе у вафли скорость в средняя скорость - 29км/ч, максимальная - 38км/ч: отличный показатель для ПТ, но вот задняя скорость уже хуже - 12км/ч. Скорость поворота шасси - 37.78° в секунду.
Session 5 - The Depths of Old Pinefarrow

## *Last Time, in Prydain...*

Following a request from the town's blacksmith, our heroes journeyed back to Old Pinefarrow to recover the town's anvil. Rumours had spread that the ruins were haunted, yet it was not ghosts that menaced the young adventurers. Driving rain and foul stirges drove them into what shelter they could find, leading them to discover
an ancient cavern network beneath the town. There, the beast that had been responsible for the death of the blacksmith's apprentice waited. Striking from ambush, the serpentine monstrosity terrorized the heroes, leading them on a chase through the caverns and into the town itself. They were at last able to defeat it when Vall's arrow sent it tumbling down the town's well, to smash on the rocks below.

With the anvil returned, the town once more had a working forge, an important step in rebuilding. Yet our heroes were left wondering what the snake monster was, and if there were more of them lurking nearby...
Entry 2: Rest in chaos

Dear Mother and Father,

You would have liked Gronheim. Determined, childish, intelligent, and irrational. He was a bundle of conflicts, yet he stood with me when I needed him. The path from Pinefarrow to Bleakheather Woods and back was a stream of chaos that ended in Gron's death. Many fall in the face of chaos; but not this one, not today.

When we marched into the burning Pinefarrow I should have realized Gron’s greed meant that his first priority would have been to save the beer and valuables.  Worse I knew he would ignore my warnings when the building came down on top of the cellar he was in. I was unable to pry open the cellar hatch but I did get to see him through the crack. The fear and acceptance I saw in his eyes weighed down my soul so much that I would have accepted any deal to save him regardless of what the cursed dagger wanted in return. The hollow chill the curse made me feel afterwards wasn’t reassuring.

I thought it wise to approach Dalia for help given recent events with this curse. After all, she is the wisest my family and she studied for years to be a stone mage. However when I told her of it the uncertainty and fear I saw in her eyes killed that hope.

The battle with the Wight was a catastrophe. Our lack of preparation and caution cost Gron his life. He wouldn’t have been distracted or worried about this cursed dagger, he would have faced it head on and bent it towards his will. I will follow in his determination, no matter the trials we face I will be the bastion for my five remaining family.
Championship Belt

While wearing this belt, you gain the following benefits:

• Your Constitution score increases by 2, to a maximum of 20.

• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

• You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

• You have Darkvision out to a range of 60 feet.

• You can speak, read, and write Dwarvish.

This item requires attunement. To attune, you must be awarded the belt following a victory in the arena of Thorborrim, or defeat the current bearer in a fist fight.
Session 15 - Summer's End Festival

Starting in the small Halfling of Buttersmill, two Halflings, two brothers Cade and Shanks Hillcrest find themselves among the destruction of their homes. From the dark mists the dead had risen from their graves and beset the defenseless Halfling village. Quickly fleeing with their stricken grandmother the Hillcrest brother set off to Pinefarrow looking for refuge. After 10 days of hard travel the brothers manage to arrive in Pinefarrow alive with their grandmother. After meeting with Daliha a bargain is struck that the Hillcrest family could settle in Pinefarrow if the eldest brother Cade opens a medical clinic.

After settling into his new home the younger brother Shanks finds himself with the ire of the Castellan, after being caught sneaking around the lower parts of the tower and is quickly thrown into the dungeon. There Shanks awaited the return of the towers masters from their excursion to the Wyvern Wastes to face his judgement.

Shanks wouldn't have to wait long arriving back to Pinefarrow just in time for the Summer end festival the heros arrives from their adventure in the Tower of Hadrian. Shanks was sentenced to a sort of probation, to be given a chance as a scout under the tutelage of Raiel and hopefully reform his ways.
Jaro's Journal: Sessions 10 & 11

The group my lord assigned me too seem an amiable sort. Well equipped to be venturing this far north to find some tower. It’s been so long since I last got out to adventure, I can feel my mind decaying with age that can only be soothed by uncovering ancient mysteries and encountering monstrous foes.

Healing the heart tree was arduous but exciting. The small halfling Monty seems intelligent and very experienced in adventuring, while the more stoic half elf Bear has courage to spare and saved me from monstrous beasts. Every second that passes in exploration is worth a lifetime of the other baser pleasures my people enjoy.
Lion of Malal

*For years, the monstrous Lion of Malal terrorized the wilderness of the Dukedom of Malal. It was finally slain by Sir Wyndham, the Paragon of Courage and companion of King Owyn Redspear, who skinned the beast and made this impressive cloak. It is said to have the wearer as fierce as the beast and as brave as its vanquisher.*

The wearer of this cloak gains advantage on fear saves. If the wearer is attuned with the item, as a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the turn. When you do so, you also gain 5 temporary hit points (10 at 10th level, 15 at 15th level). You may use this ability once per long rest.

Attuning to this item requires the wearer to spend a long rest in the forest, alone, meditating on the nature of courage.

Return to Greenwood Tower Vault
Session 18 - Nightmare Before Samhain

The Halloween special!

After a botched attempted to propose to Daliah, Rudy wakes in a strange field with his friends Monty, Cade and a mysterious elf. After wandering though the field for a long while the group came upon a hangman tree with a strange door carved into its bark. After a long hard discussion Rudy tried making a scarecrow out of his armor and hand it from the tree. To the horror of our heroes the make shift scarecrow started thrashing around in the noose like it had come alive as it choked to death. As the scarecrow struggled a strange bird man creature emerged from the cared picture of a door in the tree, offer both its congratulations and candy. Ushering the heroes on wards to meets its master the pumpkin king.

Wandering though the field the group then came upon a great grave yard with a ruined church at the far end. wandering though the graveyard towards the ruined church our heroes encountered groups of scarecrows, each group larger then the next. That is until they arrived at the base of the church, where they were surrounded by countless numbers of the scarecrows. Shoving their way through the crowed our heroes were once again greeted by the strange bird man creature, again offering its congratulations and candy.

After a quick plummet deep into the darkness our heroes find them selves in a flooded cave drowned in total darkness that no magic could dispel. Groping along the walls for a door out, Rudy was grabbed my a monstrously strong creature as it burst its arms though the walls to pull him though. After many tense moments and everything looked at its most dire the darkness was suddenly dispelled and the heroes found them selves actually in a wet cellar.

Emerging from the cellar our heroes found them selves along with the bird creature in a massive green house, wandering though they were quickly confronted by a massive spider. After breaking the creatures web our heroes met the master of this strange realm the Pumpkin king.The Pumpkin king offered our heroes a choice sacrifice themselves to save their friends who had died during their adventures. Refusing the kings offer, stating that their friends knew the rinks when they picked up a weapon the Pumpkin king congratulated them on passing the test.

After enjoying a feast prepared by the Pumpkin king our heroes awoke back in their beds with only a small token to remember their strange adventure in Samhain.
Hadrian's Tower

The rumored location of the first key to defeating the Witch-King Balor.

## From *The Histories and Peoples and the Near Wastes*

"In the early years of the Galahain kings, many campaigns were conducted against the beasts and wild folk that dwelt in the dark places of Avalon. A great venture was launched in 12 AAV under the command of General Hadrian. A warlord from Caerlyon who had served in years past alongside King Galahad at the Emerald Plains of Llyr, Hadrian was tasked with pacifying the Wyvern Wastes and extending Avalon's borders to the fabled North Sea.

Hadrian was well-chosen for the task. He was a respected commander, known for his unorthodox tactics and ability to quickly adapt to changing battlefield conditions. He was also a potent warrior, skilled in both the sword and spellcraft. While these traits would undoubtedly serve him well in the vast unknowns of the Wyvern Wastes, his appointment was no doubt political as well. Ambitious and well-liked in the capital, he was a man that could have posed a threat to the succession in time. The king was wise to set Hadrian's destiny in the distant north, and whatever the motives, Hadrian set about the task like a man possessed. In a few short years, he had carved a deep swathe into the Wastes.

At the peak of his conquests, Hadrian set about building the tower that would bear his name. Built at the northernmost part of his expansion, it was meant to serve as a bastion, a fortress and a foundation for a permanent city. For the next twenty years it would be Hadrian's campaign headquarters and personal home. It was the tower's infamous dungeons, however, that became most renowned back in Avalon. Holding the most dangerous foes, monsters and magical threats encountered in the conquest of the Wastes, rumours spread throughout the kingdom of the horrors hidden beneath the tower. It was even rumoured that Hadrian turned to magical experimentation upon his prisoners, seeking more devastating weapons to turn against his foes.

Hadrian devoted nearly 40 years to the conquest, yet never achieved a lasting pacification. Year after year orcs would re-emerge from the wilderness, monsters would return, and outposts would disappear into the night. As Hadrian's resources dwindled and support from the capital for further conquest waned, the general was forced to lean ever more heavily on dangerous and reckless magic. In his final years, it was rumoured that the tower's magical energies were the only thing keeping Hadrian alive. In the Bleak Winter of 60 AAV, the general died, and was entombed in his tower.

Without Hadrian's leadership and strength, the Wastes quickly began reclaiming what was taken. Within a generation, the city the general had envisioned was abandoned, and soon only the tower stood to mark the legacy of the would-be conqueror.
Chromatic Shield

*This shield is made from the scales of chromatic dragons, overlapping in a sunset mosaic. It is a relic of the Knights of the Temple of Twilight, also known as the Gray Knights, who in ages past used their knowledge of disabling magical threats to hunt down the beasts.*

This item requires attunement. To attune to the shield, you must be targeted by spells or abilities dealing fire, cold, acid and lightning damage while holding it and survive.

When wielding the shield, after you take fire, cold, acid or lightning damage, you can use your reaction to align the shield with that element. You gain resistance to the aligned element until you use this ability again to align to a new element.

Return to Greenwood Tower Vault
Hadrian's Signet Ring

General Hadrian bore this ring for decades, using it to seal his orders. Unknown to many, however, it was also an source of emergency power. Hadrian enchanted it as a repository of magical power, to be used as a last resort.

This ring can store up to three spells of any level. These spells can be cast normally, or as an action the bearer can cast all of the spells stored in the ring at once.

The ring has one unknown spell currently stored in it.

This item requires attunement. The wielder must spend a short or longer rest meditating with the ring to attune to it.

Return to Greenwood Tower Vault
Scarab Medallion

*This medallion depicts a strange scarab not found in Prydain.*

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the Magic Missile spell.

This item requires attunement, and can be attuned as part of a short or longer rest.

Return to Greenwood Tower Vault
Session 35 - The Twisted Cistern

Travelling through the Deep Roads, our heroes encounter a pack of displacer beasts feasting on a freshly killed blink dog. After a tough fight, they defeat the beasts, and befriend a blink dog puppy that had survived.

Next, our heroes arrive at the Twisted Cistern, a massive underground bog.

Meeting the dwarven hermit Ohri, they are given the lay of the land and wander off into the swamp in search of clues of the fate of Lord Corrin's younger brother. Wandering into a small group of chuul, they defeat the monsters, though Aiden is badly wounded.

The group travels to the home of Uluch, a crazed fomorian who collects the remains of visitors who perish in the swamp. They learn that the chuul stole his magic horn and took it to their lair deep in the swamp. They also find armour from Corrin's household guard, mangled by chuul claws.

Deciding that was the best they could do, the group leaves the swamp and heads to the Stonebear manor. Ohri decides to travel with them, since the fate of Thorborimm is threatened by the duergar conspiracy.
Uzgrabar's Armour

*This elaborate plate armour was worn by the hobgoblin Uzgrabar, chieftan of the Winterwolf Clan. Darkened steel plates inscribed with disturbing glyphs, this armour's fearsome appearance made it highly prized by the warlord.*

Half-plate. While wearing this armour, you gain advantage on Intimidate checks, and can read and speak Abyssal. In addtion, you can make attacks with the armour's clawed gauntlets, which count as magic weapons and deal 1d8 slashing damage.

This item does not require attunement.

Return to Greenwood Tower Vault
Arrow Snaring Gloves

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

This item requires attunement, which a character can complete as part of a short or long rest.

Return to Greenwood Tower Vault
Session 14 - Hadrian's Tower, Level 2

Breaching the gates of the tower prison to the higher levels of the tower, our heroes left the bodies of their fallen friends behind. It was just beyond the gate that the next of Hadrian's insidious traps await them. Guarded behind iron bars were skeletal bowmen, damned to keep watch over the exit to the towers prison for all eternity. With no cover in the barren hall our heroes ran directly into a hail of arrow fire barely escaping with their lives.

Next they ventured into the insidious alchemy lab of the tower. With walls lined with countless alchmical reagents and horrific experiments our heroes thought it prudent to leave the horrors that lingered in wizened test tubes undisturbed and forever forgotten. This led them directly into the towers grand library, filled with the knowledge of a forgotten age. The library and its wonders were protected by the reanimated fossil of a sea creature far removed from its own time. Brought back to a hideous semblance of life by the horrific spell cast by the minions of the Witch King the creature broke free of its display holdings to destroy the heroes. When all seemed lost, all weapon attacks grazing harmlessly off its stone hardened bones and magic sent against it crushed by it ancient rage the monster was all but poised to end our heroes story on the spot. It is until, in its rage it lost its footing on the libraries grand table. This sent it tumbling end over end falling though the endless darkness that lingered in the grand oubliette that waited at the far end of the room, taking Rudalphus with it.

With their friend seemingly lost to the oubliette the remainders of the group that set off to the tower of Hadrian sought what they came for, a clue to the weapon that could defeat the Witch King. Wandering to what appeared to be a museum belonging to the towers master our heroes found, captured in relief the story of the Witch Kings first defeat at the hands of a a long forgotten hero. Finally at the end of the grand relief waited the tomb of the forgotten hero and a part of his shield. The power radiating from the half shield made it clear that this is what the Vault had spoken of and it was taken in hopes that it contained the secrets needed to end the Witch Kings threat forever.

Wandering to the top of the tower Monty and Raiel found the wizened bones of the towers master, Hadrian, laying in state among all his majesty and among his powerful items plundered from a life time of conquest. It was just as they were about to plunder from the tomb of the conqueror did Rudalphus some how surviving the fall. Explaining that the horrific spell cast on the tower brought each body they encountered back to life and the ancient warlord would be no different if he was disturbed.

Escaping the horrors of the tower behind them our heroes set of back home sad for their losses but hopeful for the future.
Session 34 - Vashaul's Gift

Rudy met with Lord Volstaf and convinced him to sponsor Torvald in the arena against Hestig's Champion. Volstaf hired the mercenary Dirkin Steelbreeze to accompany them and ensure Torvald arrived at the arena in time.

The group left Thorborimm, entering the Deep Roads, and travelled to the Temple of Vashaul's Gift. They found the temple already under attack by dark dwarves, and the visiting Forgelord Barin under siege. Fighting their way through the attackers, they met the Forgelord, and learned that he had been poisoned, and that the dark dwarf conspiracy had reached as far as Vashaul's priesthood. Before they could escape the temple, it was attacked again by a larger group of dwarf warriors. Dirkin, who has stayed behind as a rear guard, was killed. The Forgelord used the last of his strength to call down divine fire on the dwarves crossing to the temple, allowing our heroes to finish off the last of them.

Escorted by the paladin Hammer-bearer Theoric, the Forgelord returns to Thorborimm, while the heroes continue on to the Twisted Cistern to secure the next favour.
Ring of the Order

*In the last days of the kingdom of Avalon, a group of friends bound themselves together under a sacred oath to attempt to restore King Owyn Redspear to his rightful place. This ring was carried by Sir Hargot, the Paragon of Determination, who forged the oath and whose conviction bound them together beyond death itself.*

The bearer of this ring heals 1d6 hit points when they take the Dodge action, once per long rest.

If the bearer is attuned to the ring, they may treat a roll of 19-20 as a 20 when making death saving throws.

Attuning to the ring requires the bearer to successfully stabilize without the aid of healing after being reduced to 0 hit points. They must then spend a long or short rest meditating with the ring and committing themselves to their cause.

Return to Greenwood Tower Vault
Bear

Bear is a half-elf fighter who wields a sword and shield

## Journal

Journal 1

Journal 2

## Letters

Letter from Boggart Jones

*Oi Bear,*

*I heard you're way up the fuck north, so maybe this'll do you some good. I heard some arse name of Harrigan killed his old woman and ran off to hide in an old tower called Wiglaf's Lookout near to Pinefarrow. Girl's family's put a bounty on him worth 250 crowns.*

*If you do get him, remember my finder's fee's 10%.*

*- Boggart Jones*
Forgefather's Vestments

*This armour is a mark of station for the Forgefathers, a religious order dedicated to Vashaul and based in Thorborimm. They are widely respected as councilors, mediators and defenders of dwarvenkind. Despite its ceremonial nature, it is also highly functional, typical of dwarven practicality.*

Full plate, acid resistance, gain 5 temporary hit points when you heal an ally.

This item requires attunement. The bearer must spend a long rest in prayer and vigil in the High Temple of Vashaul in Thorborimm, and be anointed in holy oil by the Forgelord of the Temple.

Return to Greenwood Tower Vault
Rules Changes and Errata

## Rules Errata

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th 16th and 19th level, you can increase two of your ability scores. Choose two different abilities. If your score if 13 or lower, increase the score by 2. Otherwise, increase the score by 1. As normal, you can't increase an ability score above 20 using this feature.

## House Rules

1. Green Flame Blade and Booming Blade are Eldritch Knight only, remove them from the spell list for all other classes.
2. Sword Coast Adventures Guide, Guildmaster's Guide to Ravnica, and future setting-specific books are by default not allowed in the game. If you want to use something from them, it needs to be cleared by the GM first.
Session 2 - The Fire and the Vault

## *Last time, in Prydain...*

With Pinefarrow in flames, our heroes leapt into action. Rudalphus, Monty and Raiel raced to help a young woman trapped in a burning building, saving her and earning Monty her admiration. Gromheim and Vall, meanwhile, headed to the Drake and Drum to save what they could. Though they managed to rescue some whiskey, Grom became trapped when he went back to search for valuables. With the fire drawing close and his friend unable to free himself, Vall accepted the help of the entity inhabiting his dagger, and managed to shift the rubble. Though they both managed to escape, Vall was left feeling cold and hollow inside.

Having done all they could to save their town, the residents of Pinefarrow gathered to tend their wounded and console themselves over their losses. What drink and food there was left was shared, and Monty did his best to keep up morale with songs and tales. In the morning, Bartel Brewer, Rosemund Redvine and several others approached our heroes, asking permissions to rebuild the town closer to Greenwood Tower and the protection it offers. The new baronets agreed, and plans began to reconstruct the town.

The mission left to them by Sir Bryce still beckoned, and after escorting some of the refugees to the tower, our heroes set out for Bleakheather Woods and the Vault of Tenebriel. Along the way, they found an ancient offering seat dedicated to the forest gods, and left a small token there. Reaching Bleakheather Woods, they were confronted by an apparition of an elven woman warning them that the dead guard the vault. Not heeding the warning, they carried on to the Bleakheather Bog and found an island crowned with a ring a trees. Silver and bone wind chimes hung from the trees, and at the center of the circle a stone stele carved with a constellation stood. They also found a satchel that once belonged to Astara, and using a set of magical gems within summoned forth the Vault. Much to their surprise, the Vault of Tenebriel was revealed to be an ancient creature created by Tenebriel to guard his vast knowledge of magical artefacts. Our heroes gained the knowledge they needed, yet at at a price, a favour to be repaid to the Vault at some time in the future.

Having found what they came for, the young heroes found the way blocked as the dead rose from the bog. It seems they would attempt to keep its secrets after all...

## Player Notes

(Fill in anything you want recorded here. Questions will also be answered here if you want anything clarified.)
Wyrmcaller

*This mighty warhorn was made from the black and red horn of a fire dragon and bound in brass. An elaborate roaring dragon's head adorns the mouth of the horn, its shape made to imitate the hunting cry of one of the fearsome beasts. A dozen of these horns were made in the distant land of Bael Turath for the tiefling nobles and their efreeti lords. When they prepared for a dragon hunt, a loyal retainer would be chosen to be their hornbearer, and once the beast was cornered he would pour all his life energy into the horn. The retainer would be consumed by the horn, burned from the inside out, while the power of the horn would surge through his masters. Countless souls have been consumed by the horn. Its internal fires never sated, it always feels warm to the touch.*

 This item requires attunement. To attune, the bearer must complete a one hour ritual where he consumes the raw heart of a large reptilian creature.

An attuned bearer can use the horn as a standard action, sacrificing a portion of their hit points to power it.

If they take damage equal to one quarter their total hit points, all allies within 60ft who can hear the horn gain 10 temporary hit points.

If they take damage equal to half their total hit points, all allies within 60ft who can hear the horn gain 15 temporary hit points, and gain advantage on attack rolls until the beginning of the bearer's next turn.

If they take damage equal to their full hit points, all allies within 60ft who can hear the horn gain 20 temporary hit points, advantage on attack rolls and resistance to damage until the end of the encounter. The bearer immediately begins dying, and cannot receive any magical or mundane healing until they stabilize naturally.

Finally, if the bearer is a bard, the horn may be used as an arcane focus when casting bard spells that deal damage. The save DC of any bard spell cast this way increases by 1, and the damage type changes to fire.

Return to Greenwood Tower Vault
Acorn of Wisdom

*Deep in the heartland of Lok Skjallig is said to be a hidden island, guarded by mysterious norn priests, where a massive oak tree towers up to the sky. This tree is said to hold in its heart all the knowledge of this world, and will be the last thing to grow before the world falls to darkness. Acorns that fall from the tree hold a kernel of that knowledge, and are a fiercely guarded treasure of the Lokhari.*

The bearer of this item may use the spell Legend Lore once per week.

Return to Greenwood Tower Vault
Т-46

Коллекционный легкий танк СССР III уровня. Ранее находился в древе развития СССР. Исследовался с танка Т-26 и вел к Т-28. Как и большинство других танков низкого уровня, был переведен в коллекционные в обновлении 5.5.

## Характеристики

На Т-46 установлено 37-миллиметровое автоматическое орудие с размером кассеты в 2 снаряда. По скорости и размерам танк ближе к средним, чем к легким.

## Древо развитий

Танк выведен из древа развития и является коллекционным.

## Примечание

Танк утратил актуальность из-за многочисленных нерфов.
Hammer of Storms

*This ancient warhammer was once wielded by the Centaur Khans that ruled the great northern plains. When the Great Horde was finally destroyed by King Panathalion in a foolhardy attack on Tor Mythal, the khans were interred in the tombs of other races they had destroyed.*

+1 warhammer, deals +1d6 lightning damage.

When you make an Attack action with this weapon, if at least one attack hits, you can use a bonus action to make a 'Shove' special attack.

Additionally, once per day, you can use the Lightning Bolt spell.

This weapon requires attunement. To attune to the Hammer of Storms, you must successfully land a critical hit with it.

Return to Greenwood Tower Vault
Session 36 - The Roof is on Fire

Our heroes arrive at Stonebear manor and find it heavily occupied by duergar. They are seen carrying barrels of flammable oil into the manor, intent on destroying it.

The group approaches the gate and attempts to pass themselves off as mercenaries come to work for Lord Zahn Abaahal, but the duergar lord himself is present and sees through their deception.

They fight their way into the building, and despite their mercenary being dominated and turned against them, partially in thanks to some daring acrobatics they make their way into the lower levels. Lord Abaahal sets the building ablaze, and teleports his guards out, leaving the group to desperately search for the documents they came for. Most flee or are forced from the building, leaving only two of the group behind.

As the building collapses around them, Sir Theodoros finds the document, and Aiden rescues a family heirloom before teleporting them both to safety.

Document in hand, the group speeds towards Thorborimm, having learned of assassination plots against Dalia and Forgelord Barin, and with an imminent match in the arena for Torvald.
Session 5 - The Caverns of Old Pinefarrow

## *Last time, in Prydain...*

Following a request from the town's blacksmith, our heroes journeyed back to Old Pinefarrow to recover the town's anvil. Rumours had spread that the ruins were haunted, yet it was not ghosts that menaced the young adventurers. Driving rain and foul stirges drove them into what shelter they could find, leading them to discover an ancient cavern network beneath the town. There, the beast that had been responsible for the death of the blacksmith's apprentice waited. Striking from ambush, the serpentine monstrosity terrorized the heroes, leading them on a chase through the caverns and into the town itself. They were at last able to defeat it when Vall's arrow sent it tumbling down the town's well, to smash on the rocks below.

With the anvil returned, the town once more had a working forge, an important step in rebuilding. Yet our heroes were left wondering what the snake monster was, and if there were more of them lurking nearby...
Ultimate Animal Jam Wiki

## Welcome to the Ultimate Animal Jam Wiki

I play Aj since 2012. I have lots of experience with this game, and I want to share it with YOU!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Revenge of the Dragon Egg

Revenge of the Dragon Egg was one of many brief series on Ian's channel.

## Episodes

1. We Suck (16:30)
2. WHY (21:15)

## Reason for Cancellation

This series was cancelled due to Ian, Kyle, and Nic hitting a wall and not knowing what to do next.

## Trivia

* This was another series most likely done in one shot, due to its scant length and little distance between uploads.
Ohri

An older dwarf, somewhat portly, With a jovial attitude and many wise words. Lives alone in the Twisted Cistern surviving comfortably...somehow. Any travelers who encounter him find him helpful but few speak with him long enough to find out more. He prefers to keep to himself after guiding anyone who becomes lost.
Warriors Cats Clans

* *''*A large part of Animal Jam is role playing. Tons of players from around the world log into Animal Jam and role play their favorite books. Some of the most popular books are the Warriors series from Erin Hunter. If you have read the books and would like to join a clan, I am the right place to go! Here are some links to get you started!  **http://warriorcats.com/**   **http://animal-jam-clans-1.wikia.com**
The Coral Canyons Bridge

The Coral Canyons Bridge

The Coral Canyons Bridge is in Coral Canyons. It is rumored that is you jump on it with enough animals, it will break. However, this is not true. Even though the bridge will crumble, it will not fall, along with the ice on Mt. Shiveer. But if you want to do it, it's your choice. But AJ proved that it is not true, along with the diamond shop diamonds rumor. Thank you!
World Expansion

World Expansion is a series on Ian's channel, where Ian, Kyle, and Brian are on a map that slowly spawns new blocks around them.

## Trivia

* This was another series recorded in one session, like Tekkit season 3 and likely Herobrine's Mansion
* Kyle finished the series with 129 deaths while Ian and Brian both finished with 100, ending with a total of 329 deaths between the three..
Training Grounds

Training Grounds

By: Pomkin Aj                                                                                                                                                                                                                                                                                                                                                                     The Training Grounds is the introduction to adventures, it tells you the basic information about phantoms and how to defeat them. Liza is the alpha that guides you through the adventure.

 Type Of Adventure | 3D

* Walkthrough
* Gallery

1. Liza appears, welcoming you to the adventure training grounds. She says that a phantom up ahead.

2. You see a phantom held back by a gate. You are required to get up near it, causing it to chase you. You cannot be hurt because it is restrained by the fences.

3. As you come further on the trail, Liza reappears near a plant, describing the phantom ring to you. Then she asks you to chomp up a phantom with a chomper plant.

4. You are required to catch four phantoms in the chomper plant. You go inside the ring and 'pull' the phantoms to the chomper plants.

5. Liza reappears near some grass. She tells you to try and hide in the long grass to avoid the phantoms.

6. You crawl through the grass, trying to not go into the phantom circles.

7. Once you reach the end, you see an endpoint and Liza.

8. Liza congrats you, but warns about the phantoms out there, and thinks you are ready for an adventure!

9. A chest appears, with 250 gems inside of them. Once you collect them, you are able to go through the endpoint, exiting out of the adventure.
Aardwyrd Wiki

## The Stormhawk's Legacy Campaign

Located on the northern border of what was once the noble Kingdom of Avalon, Prydain is a rugged land of windswept hills and wooded valleys. Broken towers dot the landscape, remnants of a long history of conflict, of the rise and fall of heroes and rulers, and of invaders and resistances come and gone. Its people, like the land itself, are rugged yet proud, carving their place against the ever-encroaching wilderness. It is, above all, a land in need of heroes, brave champions of will and might to bring light to the darkness and glory to the land.

The Dukedom of Prydain will be the primary location for this campaign. It is a classical high fantasy setting and will use the D&D 5e system.

## The Despicable Nine

Placeholder for upcoming game.

...

...

...

...

...

(It's Deadlands).

## The Adventures of Quillain Sunfeather and Friends

A dirt-farming boy with a mysterious past finds a talking book, and together with his overly dramatic best friend, the local cat lady and her cats, and their pet lizard, they journey across the seas for the adventure of several lifetimes.

 (please edit this with a better description)
The adventures through Gandurfia

TATG is a story adventure by Ian along with Kyle, Nate, nick and Cameron

Snyosis:

There is a world, far far away from minecraft, where with extravagent trees and beautiful natural features. 5 explorers explore this land, but are never heard of again. What secretes does this magical land behold?

Plot

the 1st episode takes place where before the explorers disappeared with are adventures but Ian, kyle and Nate fall off an edge, then in the second episode Ian, Nate and Cameron go on an adventure to find kyle who mysteriously turn into an enderdragon, after finding him, Kyle tells Ian that his happy, Ian accepts and saw if kyle’s safe, he’s safe which he commits suicide as everyone else live happy ever after.

Triva

* nate dies everytime
Powrót Stillcrafta!

http://server638740.nazwa.pl/threads/stillcraft-powraca.6/

Z wielką przyjemnością ogłaszam, że projekt Stillcraft 2020 jest gotowy, aby ujrzeć światło dzienne!

Oficjalną datę premiery wyznaczam na dzień **15 sierpnia**, tj. sobota o godzinie **16.00**

Oficjalny adres IP zostanie ustanowiony ok. 10 sierpnia, wówczas zostanie on ogłoszony na tym forum

Jednocześnie z dzisiejszym dniem otwieram **rekrutację na KidModeratorów** na obu trybach.
W pierwszej rekrutacji brani będą pod uwagę **dawni członkowie Administracji** Stillcrafta, ponieważ
cieszyli się oni już, i mam nadzieję że dalej cieszą uznaniem innych graczy.
Zachęcam zainteresowanych do składania podań w odpowiednich działach na forum, oraz pozostałych do składania opinii pod podaniami

Ponadto, dla lepszej organizacji zaproponowałem to stanowisko kilku najbardziej zaufanym osobom,
aby na każdym z trybów znalazło się po jednym z wyżej postawionych członków administracji, jednak
z tych osób stanowisko przyjął jedynie **MrDami20** i będzie je pełnił na trybie Skyblock.

Na obydwu trybach postarałem się jak najdokładniej odwzorować odczucia z gry na starym Stillcracie
serwer odbiega od oryginału kilkoma szczegółami, związanymi przede wszystkim z faktem, iż wiele pluginów
nie jest już wspierane dla najnowszych wersji minecraft.

Zachęcam do przekazania tej nowiny o ponownej próbie kontynuacji Stillcrafta jak największej liczbie osób, by projekt ten miał szansę przetrwać

Wszystkim, którzy chcą powrócić na Stillcrafta polecam używać swojego starego nicku, jako iż udało
mi się przywrócić statystyki graczy takie jak zabite moby, postawione bloki, czy przegrane godziny ​
Episode 10 "Lair of Grievous"

"Lair of Grievous" is the tenth episode in the series.

## Official description

"*General Grievous must prove himself worthy of the Separatists when Count Dooku leads Jedi Master Kit Fisto and his former Padawan, the Mon Calamari Jedi Nahdar Vebb to Grievous' villainous enclave.*"

## Episode guide in order of release

Previous

Episode 9 "Cloak of Darkness"

Next

Episode 11 "Dooku Captured"

## Chronicle timeline

Previous

Episode 9 "Cloak of Darkness"

Next

Episode 11 "Dooku Captured"

## Appearances

* Characters
* Kit Fisto
* Mace Windu
* Yoda'
* Grievous
* Nute Gunray
* Fil

## Moral

"*Most powerful is he who controls his own power.*"