recursal/Fanatic-Fandom huggingface dataset:
Nybor

Renowned for its racial tolerance, this peaceful farming community has a greater number of half-breeds per capita than anywhere else in Varisia, and strongly encourages interracial marriages. While the town occasionally draws the ire of puritan sects, many are the young Magnimarian noblewomen who are quietly bundled up and shipped off to Nybor when illicit flings result in pregnancy.
List of sessions

* April 26, 2020
* May 3, 2020
* May 10, 2020
* May 17, 2020
* May 24, 2020
* May 31, 2020
* June 7, 2020
* June 14, 2020
* June 21, 2020
* June 28, 2020
* July 5, 2020
* July 12, 2020
* July 19, 2020
* July 26, 2020
* August 1, 2020
* August 9, 2020
* August 16, 2020
* August 29, 2020
* September 13, 2020
* September 20, 2020
* September 27, 2020
* October 4, 2020
* October 11, 2020
* October 18, 2020
* October 25, 2020
* November 1, 2020
* November 8, 2020
* November 15, 2020
* November 22, 2020
* November 29, 2020
* February 21, 2021
* February 28, 2021
* March 7, 2021
* March 14, 2021
* April 4, 2021
* April 25, 2021
* May 02, 2021
* May 08, 2021
* May 16, 2021
* May 23, 2021
Rova, 4707

22 Rova

* Small Goblin raid, disappearance of Savah's son, Thomas
* Exploration of tomb of Delian Order and saving of Thomas
* Linzi gets Vansaya
* Party gets sword of goblin-slaying

23 Rova

* Swallowtail Festival
* Party wins scavenger hunt
* Goblin raid on Sandpoint- heroes repel the attack and defeat an ogre
* Heroes meet and rescue Aldern Foxglove
* Ameiko Kanjitsu joins the party
* Boris joins the party

24 Rova

* Party is enlisted by Belor Hemlock to investigate the crypt behind Sandpoint Cathedral
* Party finds [[robe of bones
* Party has party fortune told
* Party goes boar hunting with Aldern Foxglove and receives horses as a gift

25 Rova

* Letter to Ameiko found- Ameiko dissapears
* Heroes investigate Sandpoint Glassworks- find employees dead, goblins everywhere
* Heroes defeat Tsuto Kanjitsu, who dies to avoid interrogation
* Heroes discover noise from below, place barriers in front of tunnel

26 Rova

* Creature breaks through barrier and enters streets of Sandpoint- Heroes kill it
* Shalelu Andosana comes to town and provides news of goblins amassing at Thistletop Hill
* Heroes camp outside of Glassworks, watching for more trouble

27 Rova

* Heroes enter caves under Glassworks and fight monsters beneath
* Heroes meet quazit creature named Erylium and Linzi attempts to make the creature give up its evil ways
* Shump-Shump Derritis is poisoned by a bite from a Vargouille and requires immediate treatment
* Shump-Shump also becomes paralyzed after drinking cursed water in the underground tunnels
* Shump-Shump finds Ira Capitis
* Linzi finds Sacrificial Dagger
* Party meets with Nisk Tanner and learn that Shump Shump's best hope is a powerful druid named Smilax, Dionaea's father
* Heroes leave Sandpoint en route to Sphagnum Bog in the Churlwood Forest

28 Rova

* Heroes arrive in Sphagnum bog to find that Smilax has been taken by orcs of the White Tusk tribe
* Dionaea is appointed regent of the Sphagnum bog druids in her father's absence
* Heroes meet Elrond

29 Rova

* Heroes venture off with Elrond to find the castle that orcs have taken over
* Heroes fight orcs and challenge Bonebreaker Dorokar to a duel
* Party defeats Dorokar and frees Smilax
* Shump Shump becomes new leader of the White Tusk Ravagers
* Shump Shump finds Wound
* Dionaea finds Sphagnum Armor Seed
* Party returns to Sphagnum bog and is celebrated- Dionaea gains the surname Ahkrua (warrior)

30 Rova

* Party returns to Sandpoint- Sheriff Hemlock has also returned
* Linzi's first brew, Sucker-Punching Rabbit is completed. It seems to cause flies to appear from people's mouths
* Dionaea is sold a bag of beans from Bean Dude
* Dionaea plants a bean and creates a giant pyramid in Sandpoint Market Square
* Heroes venture into the pyramid and defeat the lesser mummy lord inside- claiming his sarcophageal treasure
Foreman Tom

Works at the Sandpoint Shipyard. Dionaea accidentally made him and his girlfriend break up after giving him druidcraft flowers that wilted in exchange for a mooring cable. To be fair, he was charging an absurdly high price for the mooring cable. Presently single. Linzi agreed to help him with romantic endeavors in the future.
October 4, 2020

The door to Brinewall castle opens and reveals a dark room. A voice announces that Kikonu will see us, and we walk in to see two bird guards. They ask us to put our weapons in a box, which we mostly comply with, then open the door to an open air courtyard. Shump Shump manages to hide a sword in his pants. We enter the main hallway and Linzi plays a song, convincing Kikonu to give us 200 gold and let us stay the night. Ameiko abruptly passes out, and is unable to be revived with Goodberries and doesn't appear injured. Without blowing his mime cover, Laudius casts detect magic and while there is a magical effect he don't recognize the spell school. We attempt to prop her up until we get to our room but she is clearly incapacitated and we ask to have the doctor visit her when he can. We take her upstairs where the bird folks are eating soup. Linzi watches the performance rehearsal, it's an Italian opera or sorts. They learn that the plays occur about once a week to no audience, and catches Kikonu not making a lot of sense about his domain and rulership. Dionaea finds a chanting bird in robes in one of the rooms upstairs, but whenever we go into a door the birds squawk and stare at us and we can't communicate. After a short rest two birds lead us past a growling door down a very dark flight of stairs. A hill giant was instructed to take Ameiko and has us not follow, but Genjamin shape shifts into a Kikonu look alike and instructs him to go away. We follow through a few more doors before a group of bird creatures start attacking us, and after some friendly fire Shump Shump takes them out with a tree trunk.
February 28, 2021

We explore the Foxglove house, it is extremely clean and resembles a rental home. On the top floor of the house, Linzi spots a lion figure on a fireplace mantle that matches the key from the haunted manor. They stick their head in the lion's mouth and see a keyhole. While exploring the bathroom, Shump Shump hears figures approaching the house. Linzi quickly puts the key in the lion and retrieves a bag with a scroll. They stash it in the bag of holding as a butler transforms into a faceless monster. Shump shump cuts down the monster, and we escape out the window on Dionaea's vine. Linzi recasts invisibility on everyone but themself and we move to the back of the house to eavesdrop. We hear a tall figure with a skeleton behind them yell at the others that Xanesha commands our capture (the author of the note to Aldern). Linzi finds 1,500 gold in the envelope and a deed for the house. We follow the hooded figure as he sends a message by a crow (who flies east) then sits at the Dreaming Dryad, barkeep is Vert Clydus. Linzi goes into the bar and pretends to be Lars, a beer rep from Sandpoint's Half Pint brewery. After bribing the bartender, the bartender reluctantly introduces Linzi to Magnus, the hooded figure. Magnus smashes the beer Linzi hands him onto the floor then they start fighting. The rest of us emerge from our invisibility and start attacking, chasing Magnus down the street and knocking him unconscious. We find a sihedron tattoo on him, and show a guard who believes he is linked to the murderers in the Alabaster district. The guard takes him to jail and we agree to go interrogate him in the morning. Billy the honorable guard escorts us to the inn, Dionaea takes first watch and sees 3 hooded figures appear...
Korek

> ***,,Gdzie masz oczy? (...) Odklejaj się szybciej, mały, bo jak Bums zobaczy - koniec z tobą"*** *~ Korek do Polcia na stronie 39.*
>
>

## Wygląd zewnętrzny

### Płeć

samiec

**Korek -** wierzchowiec Bumsa, jedyny koń w Plastelinowie i jeden ze sprzymierzeńców Polcia.

## Wygląd

Korek jest niebieskim Plastelinusiem z ogonem z wiązki brzozowych witek.

## Ciekawostki

* Bums najwyraźniej jest bardzo przywiązany do Korka, ponieważ, jak mówi na stronie 37: *,,Ostatni, tysiąc sto trzydziesty ósmy raz uprzedzam, że każę cię roztopić! Nie będę zważał na to, że jesteś jedynym koniem w tym kraju!".* Jak wiadomo Bums i tak nie spełnił swojej groźby.
Spindlehorn

Thousands of feet high, Spindlehorn thrusts up from the shore of the Storval Deep like a needle against the sky, its sides sheer except for the treacherous set of stairs that winds around the crooked spire until it reaches the flattened peak, an open space barely 10 feet in diameter. None know what purpose the mysterious spire once served, but tales tell of dark-robed pilgrims seen climbing the dizzying stairs but never descending.
May 16, 2021

We defeat the fire elemental and Zaliasa. We search Zaliasa's notes and he mentions having found a rune forge, and he's concerned Karzug will think he's a traitor and that he needs to craft weapons at the rune forge to defend himself. His eyes are black and his heart is enlarged but otherwise he appears to be human. We pick up a quill and lifedrinker mace, which Laudius picks up. We attempt to dry out the well with sand but nothing happens. We seal the door back with stone shape then head back upstairs. Linzi attempts to have scales incorporated into their armor and Laudius attempts to have the lifedrinker crafted into the image of Nethys, but neither are able to work on these magical items. However, there is a dwarven forge south of Korvosa where this could possibly be done. Dionaea starts working on an unholy garden in the cemetery. Shump Shump is summoned by the guards and asked to investigate a large flying creature killing farm animals south of Sandpoint. Laudius detects good and evil on our objects and only finds that the amulet is evil. Linzi asks Borhir about Xin Katash, it was thought to be in the northern mindspin mountains in the cinderlands. Laudius asks about the runeforge, it has been written about but is mostly a rumored place created by Xin to study magic. Linzi casts detect thoughts but no evidence of Borhir or Lyrie falling in love yet. Laudius uses the quill to write a love letter to Nethys and asks how tall the fire needs to be to please the gods, and learns that it needs to reach the heavens. Laudius puts a magic mouth on a cow bell and gives it to Shump Shump. After a few nights, the cow is taken by the creature, triggering the alarm. All Shump Shump sees are a few scales and starts chasing, and just sees the cow disappear in the Sanos forest. He tracks the sound to a cave in the woods, and finds a large black dragon with a few small black dragons eating the cow. Meanwhile, Dionaea grows plants using unholy water from the Lamashtu shrine in the graveyard, and also builds a stone wall around to keep people out. Every night, we go down to the tunnels and remove debris, Dionaea manages to clear a force field and we detect movement down the hallway...
Ember Lake

Presumably fed by hot springs as well as the Lampblack and Malgorian rivers, the waters of Ember Lake rise up warm from the rolling plains, and certain spots along the shore steam in the colder months. The lake is also home to strange aquatic creatures that dart like fireflies in massive schools beneath the surface. Not quite fish, these tiny creatures called “charigs” resemble salamanders, their transparent skin phosphorescing in the clear waters. Although the creatures appear harmless, locals avoid eating them, claiming that on certain nights of the year the schools assemble in flickering patterns miles wide, moving with purpose and intelligence, as if creating glowing signals visible only from the sky.
Riddleport

Varisia’s northernmost port, the infamous city of Riddleport is renowned as a haven for scoundrels, outcasts, and worse. Cutthroats fill its harbor and dockside brothels, with Riddleport’s officers of the law being just another gang of thieves (and hardly the most powerful one at that). Yet even in such a den of inequity and vice, scholars and historians abound, attempting to decipher the runes of the great arch known as the Cyphergate, which spans the mouth of the harbor and looms over each vessel that passes into the city. Although any progress on the inscription has been kept quiet, recent excavation hints that the massive arch might actually be just one segment of a ring that extends into the cliffs surrounding the port.
Varisian Gulf

When the Thassilonian Empire shattered 10,000 years ago, much of western Varisia fell into the sea, becoming what is now known as the Varisian Gulf. Although only Hollow Mountain and a few remnants of Magnimar’s great Irespan remain as reminders of nations lost to the waves, those salvagers who earn their living exploring the sea bottom here find it rife with ruined cities and ancient relics of extraordinary size.
Sandpoint Glassworks

One of the oldest industries in Sandpoint, the Glassworks has been owned by the Kajitsu Family from the town’s inception. The glassworking trade has been in the family for generations, and many of their techniques—perfected in distant Minkai—result in dazzling and impressive works that fetch top price among the nobles of Magnimar, Korvosa, and beyond.

The glassworks were gutted on [day] when goblins attacked, at the behest of Ameiko's brother. The party defeated the goblins and Ameiko's brother to rescue Ameiko. Ameiko's father died in the attack. Linzi broke the news to Ameiko about her father's death vis a vis song, which went *okay*.

In the basement of the glassworks, there exists a temple and dungeon to the Thassilonian lord Alaznist.
Iron Peaks

Although the farms in the valleys along their southwestern edge benefit from the heavy rains that break on the western side of the mountains, the Iron Peaks are renowned as the domain of easily irritated ogres, hill giants, and stone giants. Wherever possible, locals avoid venturing beyond the range’s foothills, and advise travelers to do the same.
Churlwood

A tangled forest choked by tenacious vines, Churlwood is almost impossible for non-natives to navigate, making it the perfect refuge for the bandit gangs and goblin tribes that raid from its borders. With its plentiful game and renowned ability to confuse even the most canny trackers, the wood is a popular destination for wanted criminals, its borders a haven for rogues and escaped slaves alike—hence the expression, “Safe as a thief in Churlwood.” Of course, what the stories of outlaw folk heroes and egalitarian bandits fail to mention is just how many enter the forest never to be seen again.

The Churlwood forest also contains Spaghnum Bog, the home of Dionaea's druid tribe.
Whistledown

Named for the distinctive wooden charms that hang from house eaves to turn the evening wind off the lake into haunting melodies, Whistledown lies at the western tip of the Fenwall Mountains, where Lake Syrantula becomes the Yondabakari River once more. Although the town is home to almost as many humans as gnomes, Whistledown is generally regarded as the primary gnome settlement in Varisia, and most of the quaint, white-walled cottages are sized accordingly. Although the town has a reputation as a peaceful, friendly trade stop, most non-gnome visitors find the town’s nightly serenade disturbing in ways they can’t quite explain.
Vernah's Fine Clothing

Rynshinn Povalli, the only daughter of a kindly woman named Vernah, has owned and operated this clothing shop for the last five years.

Since her mother’s death five years ago, Rynshinn has expanded her mother’s tailoring business, and even founded a guild that brings together dozens of quilters, crafters, sewers, and tailors so they can sell their wares here.
Magnimar

Founded by former Korvosans seeking to throw off Chelish rule and form a democratic metropolis, the renowned City of Monuments lies at the southern tip of the Varisian Gulf, built up around one of the last surviving remnants of the enormous bridge that purportedly once stretched all the way to Hollow Mountain.
Curchain Hills

The hollows and grassy dells of the Curchain Hills are home to relatively peaceful tribes of Shoanti, great herds of grazing aurochs, and several superstitious families of frontier folk. Travelers through the region often claim that certain hills appear too similar, suggesting an unnatural formation.
November 1. 2020

We return to Sandpoint, catching a glimpse of the massive statue of Nethys. As we arrive, we see a funeral wake for Ven Vinder, the general store keeper. Shump Shump and Linzi head to mayor Devrin's office, where she is meeting with Sheriff Baylor. We learn that he was found dead by his wife, Solsta, with a sihedron carved in his body. His daughter Shayliss gives a somewhat mixed eulogy, noting that he was a workaholic but a good person. We visit the brewery and see that it has a new facade and the workers need about another week. We go to the general store and Dionaea misty steps in. There's no evidence of a scuffle, but lots of red ink in the leger and a note that there was a loan from Farbis. The last person to buy anything was Nisk Tanner, he bought vials for potions. Next, we go to the Vinder household and see a huge blood splatter and a chalk outline of the body on the floor. Laudius detects faint necromancy magic around the scene of the crime. We scope out the rest of the house and see a broken window upstairs with something like claw marks on the ledge. Dionaea speaks to a tomato in the neighbor's garden and learns that it was a single creature, tall and scary, who came around dusk. Shump Shump interrogates Baylor and learns there's no record of who came in and out of town. Linzi and Laudius go visit Borir and Lyrie but they have never heard of a sihedron rune being used in any necromancy or sacrificial act. We go back to the general store and pick up shovels and further inspect the leger, we learn Ven has been moving money around and is maybe doing less honest dealing than we thought. We sneak into the graveyard and feel that we are being watched. The bird assassins previously encountered by Laudius and Dionaea in Magnamar appear and start attacking us. We kill all but one, who under Linzi's charm reveals that he no longer has a name and was sent by Father Skinsaw....
Sandpoint Cathedral

Easily the largest building in Sandpoint, this impressive cathedral is also the town’s newest structure. Built over the foundations of the previous chapel, Sandpoint Cathedral is not dedicated to the worship of a single deity. Rather, it gathers under its eaves the six most commonly worshiped deities in the region, providing chapels for all of these deities in a communal forum. In a way, Sandpoint Cathedral is six different churches under one impressive roof.

Yet even the previous chapel wasn’t the first holy site in this location. The core of both the original chapel and the new cathedral is an open-air courtyard surrounding a set of seven standing stones themselves surrounding a circular stone altar. These stones served the Varisians for centuries as a place of worship; although they generally venerated Desna at these stones, the stones themselves have a much older tradition.  Varisian oral tradition maintains that the seven stones represent the seven towers of Desna's otherworldly palace.

The original chapel built here was a collection of six different shrines, each its own building and connected to the others by open-air walkways. Desna's worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders also incorporated five other deities as well. Four of these (Abadar, Gozreh, Sarenrae, and Shelyn) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlers.

When the chapel burnt to the ground five years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be done on a grand scale. A cathedral would be built in place of the chapel, and it would be made of stone and glass. Funding for this project came partially from the founding families, partially from Sandpoint businesses eager to earn favor in the eyes of the gods, and partially from the respective churches. It took years to finish the cathedral, but the end result is truly impressive. To the south, facing Sandpoint’s heart, are the shrines of civilization: Erastil and Abadar. To the west, offering a view of the Old Light and the sea beyond, are the shrines of Shelyn and Gozreh. And to the east, offering a view of the Sandpoint Boneyard and the rising sun, are the shrines of Saranae and Desna. The previous chapel hosted less than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church. The new high-priest of Sandpoint is his most accomplished student, a pleasant man named Abstalar Zantus. Himself a worshiper of Desna, Abstalar is very open about matters of faith and has slipped into the role of adviser for worshipers of other gods of Sandpoint with ease.
Roderic's Cove

Besieged by the goblins and bandits of Churlwood on one side and pirates on the other, the port town of Roderic’s Cove submitted to Riddleport 10 years ago. To everyone’s surprise, both in the town and throughout Varisia, the pirates spared the community, employing it as a shipping and trading port for merchants without the stomach to enter Riddleport. Captain Jess Gildersleeve serves as port-governor, guaranteeing that the gangs of Riddleport get their cut of the local trade while assuring her own sizable take. In the wake of a recent rash of mysteriously scuttled ships in the harbor, many citizens who remember life before the pirates’ rule have chalked up the sabotage to the ghost of Sir Roderic, the town’s founder and a notorious privateer, while those in power blame rebellion and insurgents. With tensions rising, many believe it’s only a matter of time before the battle lines are drawn and Roderic’s Cove erupts in flames of revolution.
Fogscar Mountains

The dense-packed goblins of the Fogscar Mountains squabble among themselves constantly, with each stony gully seeming to host a new tribe of knee-biting scavengers. Although narrow roads run between the misty peaks, travelers seeking a shortcut between Magnimar and Roderic’s Cove are advised to go well armed and carry large stores of cheap trinkets—or moderately useful garbage—with which to buy off the notoriously covetous natives.
Mobhad Leigh

With a Shoanti name meaning “steps into hell,” the Mobhad Leigh has captivated imaginations for ages. A perfectly round pit in an otherwise nondescript field at the foot of the Kodar Mountains, the Leigh has so far never been conclusively proven to have a bottom. Steps spiraling along the pit’s sheer walls extend down for several hundred feet before collapsing, and those who have ventured farther have never returned to say whether or not they begin again lower down. The local Shoanti generally avoid the Leigh, particularly after several of their magic-users dropped dead while attempting to scout the pit with scrying magic. Yet on certain nights of the year, flickering orange lights can be seen dancing deep within its depths.
September 27, 2020

The White Dragon of Varisia, now revealed to be a false hydra, doesn't last long against the heroes, and finally falls to Ameiko's blade. As soon as both heads fall from its necks, the townsfolk become aware of the corpse and start weeping, not knowing the cause of their grief. Linzi examines the throats of the beast and discovers that its powerful effect was caused in part by an enlarged larynx, which they cut out and keep for further examination. Laudius and Linzi study a register of births and deaths at town hall to prepare a list of all the supposedly living villagers so that the families still left can mourn their forgotten dead at a vigil Laudius leads. The tearful event ends with a bloody butchering of the hydra corpse as the gathered village batters its dead body into bone meal and mush. The next day, Shump-Shump tries to persuade dottery old Frank to be the group's guide to Brinewall in a Yoda backpack, but he turns out to be exactly as useless as he appears. The only use he has been in his entire life, it turns out, is that he has held on to a 70-year-old letter from Rokuro Kaijitsu to be delivered to his son, which he gives to Ameiko upon learning her name. Ameiko is not expecting that a supposed treasure-hunting trip would turn into a chance to reveal long lost family secrets, so the group heads up towards the castle. Along the way, they discover a cave the hydra must have been using for a nest - and a mindflayer raising four hydra pups inside. The group of them is broiled by a righteous fireball in the cleansing power of Nethys, with the remainder bludgeoned into oblivion by a divinely guided mace. Laudius, disgusted by the unnatural forgetfulness that both monsters represent, hunted down two hydra eggs in the corner of the cave. He smashed one and was stopped from smashing the other by Shump-Shump and Linzi, although he swore he would not rest until the egg was destroyed. The rest of the loot included 1000 gp, a potion of superior healing, and a spell scroll of mass suggestion. After they reached the castle, Shump-Shump and Linzi attempted a few choice cheerleader moves to climb a wall, but need to meet for practice more regularly to perfect their teamwork. Instead, the group just wound up knocking on the door, with Linzi explaining to the guards in whatever squawking language they speak that the heroes are in fact a traveling group of performers, the Knowledge Band, arrived in time for a show for the castle's apparent current master, an unknown being named Kikonu.
February 21, 2021

We bring Aldern's body to the mayor and sheriff, they are deeply disturbed to see him and learn that Aesha was killed. They want to have a trial despite the danger, and want to bring on a mage from Magnamar to help them do it safely. We take Aldren back to the glassworks and see that construction has been completed and is now a functioning stronghold. We will get 1,000 gold per season for operations, and once per day bardic inspiration dice are rolled at maximum and enemies roll 3 d20s for saving throws and take the lowest roll. While we rest, Tathrean the drow visits Linzi and agrees to work at the bar. He offers to "find" magical items for us for a price, a slightly greater price if the item is found by legal means. The next day, Ameiko stops by to say goodbye as she heads to Minkai. She invites Dionaea to come with her and sit by her side, which Dionaea declines but promises to visit and write. We instruct Kelda to periodically whack Aldern on the head and keep him bound and gagged. Dionaea shows Nisk Tanner the mold, he is unfamiliar with it and suggests she brings it to her father to identify. We ride to Magnamar and show our hall pass from the mayor and intimidate the guard to get in. We feel we're being watched. We ride to Sally's inn, the Garden Lion, and ask her what's new in town. She tells us the murders are ongoing, but abruptly leaves when we ask if the bodies have been clawed. We sneak up to the Foxglove manor and break in the bathroom window while invisible. In every room is a magical butler.
Hollow Mountain

Upon the largest of Rivenrake Island’s jagged peaks sneers the shattered, monumental visage of a stern-looking woman scowling ever southward over the remnants of the titanic ancient bridge that connected Rivenrake to Argavist Island. Shorn vertically in two, the face reveals levels upon levels of exposed architecture within the mountain, while below, the ruined foundations of a dust-choked tomb of a city climb the mountainside, tempting adventurers with the promise of untold discoveries.
July 26, 2020

We continue to fight the hell hound, Laudius and Dionaea revive Ameiko and Linzi revives Boris. Laudius destroys the dog, no animal is safe around him. We pick up the Sihedron necklace from Nualia, Laudius takes it but doesn't put it on until he can identify it. Shump-Shump lightly berates the orcs and promises them beer, then we send the troops back to Sandpoint to recover and while we venture into the woods to investigate the goblin fortress. As we travel through the forest, Laudius smashes down the twig barriers and we find a deep well with a creature inside with large teeth. We encounter a bridge 80 feet above the water leading to goblin fortress. Linzi scrambles across the bridge but it breaks. Dionaea repairs the bridge but struggles to get across using all her whips and vines. Everyone else then crosses, and Laudius blows open all the doors and we start exploring. Linzi comprehends a horse that wants to escape, and speaks to two dogs, and offers them squirrels to see if they will switch their loyalty. They also find a tiny throne and have a good sit. We start exploring the basement level and hear ominous growls.

← July 19, 2020 | July 26, 2020 | August 1, 2020 →

List of sessions
May 3, 2020

Goblins attack Sandpoint during the Swallowtail Festival. Linzi rides on Shump-Shump's shoulders, and learns the goblin war song. They use the song to tame Boris, who had been attacking Aldern Foxglove. He is very grateful and offers to take our party on a night hunt.

We meet with Sheriff Belor in the Boneyard and says no one can be trusted and it's not clear how the goblins got into town. Father Zantus tells us that the crypt has been disturbed. We explore the vault beneath the cathedral and find that the body of the deceased former head priest, Father Ezakien is missing. We also find a magical robe of bones with missing patches.

Sheriff Belor goes to Magnimar to recruit more experience soldiers to help defend the town from future goblin attacks. Ernesto takes over as captain of the guards.

← April 26, 2020 | May 3, 2020 | May 10, 2020 →

List of sessions
Minderhal’s Anvil

This ancient temple-mountain rises in honor of Minderhal, the brooding smith-god of the giants. Beyond its cracking marble pillars, the massive forge-altar still stands, its cold furnace once fed with the bodies of convicted lawbreakers. Few giants now come here, and the stone statue of the giant lord of judgment sits unattended on his throne, chin resting on his fist, staring out across the Storval Deep.
Malgorian Mountains

While adventurous herders make this one of the most civilized mountain ranges in Varisia, it’s also one of the most geologically active. Although it contains few volcanoes of any real size, geysers, hot springs, and bubbling tar pits dot the range, filling the mountains with strange and sometimes choking clouds and making travel treacherous for those unused to such hazards. Though close-mouthed about such things to other races, the gnomes of Sanos Forest seem particularly taken with these geologic features, and troops of the little folk can sometimes be found ringing a geyser long after sunset, performing some sort of private prayer or ritual.
Ravenmoor

Quaint and isolated, the residents of Ravenmoor are happy to trade with those passing through along the Lampblack River, but travelers seeking to spend the night find that none of the empty-looking inns accept boarders. Additionally, while apparently extremely pious, the residents are loath to discuss their religious beliefs with outsiders.
May 23, 2021

Linzi, Dionaea, and Laudius creep through the tunnels and find a large room with several heavily armed sinspawns. Linzi uses sending to tell Shump-Shump to join us, and we take a short rest until he arrives. We defeat the enemies and retrieve rings of protection, ring of evasion, +1 greataxes. We attempt to deactivate a magical blue swirling portal to another plane (plane shift) with a 7-sided symbol of Lamashtu, but it comes roaring back. We take a long rest, after her 4 hour rest Dionaea investigates the basement and finds that the traps have been dispelled and there are footprints around and leading to the weapons, which have been perturbed. Dionaea makes everyone fire pancakes for evocation day, then we get set up for the day. Dionaea goes to her evil garden and speaks to the plants, they offer to teach her poison. Shump Shump tries to figure out what to feed baby dragons. Tatheryn tells Shump Shump that there's an axe even better than Wound in an orc stronghold in the Hold of Belksin on the other side of the Mindspin mountains (orc territory, where Shump Shump grew up). Laudius lights the pyre for Nethys and it is glorious. Linzi notices a mysterious, heavily armored figure in the crowd, then fire starts raining down from the sky...
June 7, 2020

Shump-Shump is unconscious and his red mohawk has fallen out. Dionaea collects the hair and fashions a hideous wig using tree sap, Linzi ties him to Boris. Beyond the altar where Shump-Shump drank the water, we find a room with a large pool of bubbling water filled with rocks and skulls.

   Behind the pool is a golden triangle made of lava, and on the walls are paintings of a humanoid with a face obscured by the helmet Shump-Shump is now wearing, an angel without a mouth, and another seven-pointed star. We fight a creature in the room who summons monsters from the pool of water by cutting itself with a sacrificial dagger. Dionaea thorn whips the creature into the pool of water and we capture it. Linzi attempts to befriend it and learns it has never left this room and worships Lamashtu, the mother of all monsters. The creature disappears, but leaves drops Linzi's whip. Linzi leaves a note for them. We take Shump-Shump to Nisk Tanner the herbalist and learn the water in the altar is unholy water, paralyzing him, and that he is slowly turning into a vargoyle. Only Dionaea's dad, the archdruid Smilax, is powerful enough to reverse the spell. We travel to the Sphagnum Bog with Shump-Shump tied to a horse, and learn that orcs have attacked, captured Smilax, and are holding him prisoner at a nearby castle.

← May 31, 2020 | June 7, 2020 | June 14, 2020 →

List of sessions
May 17, 2020

We go to the Sandpoint Glassworks to search for Ameiko Kajitsu and find blood and bodies everywhere. We break in and kill many goblins, and see the deceased body of Ameiko's father encased in glass. We find Tsuto in the basement of the Glassworks and realize he is part of the goblin attack, we knock him unconscious and find his journal.

    When he regains consciousness we attempt to question him but he kills himself. We find Ameiko locked in the basement and free her. She flies into a rage at her brother's betrayal, causing a magical rune to appear on the wall. We record the shape but can't comprehend it. Ameiko reads the journal entry and identifies Tsuto's love as Nualia Tobyn, the daughter of Father Ezakien Tobyn and Ameiko's childhood friend. We discover a tunnel under the Glassworks and attempt to prevent more goblins from entering by leaving water and broken glass on the floor.

We go back to town to alert the Mayor and Father Zantus, Shump-Shump berates the guards and makes them all run a mile.

← May 10, 2020 | May 17, 2020 | May 24, 2020 →

List of sessions
Kodar Mountains

Tall and forbidding, the jagged snow-capped peaks of the Kodar Mountains are among the highest in the world. Only the hardiest creatures, such as storm giants, rocs, and dragons, are able to withstand the extreme climate and treacherous cliffs. Numerous mysteries and legends have origins hidden deep within the Kodar Mountains, such as the quixotic Monastery of the Peacock Spirit, the cloud citadel of Chadra-Oon, and the lost city of Xin-Shalast.
Wound

**Wound**

*(+1 Wounding Greataxe)*

**Category:** Magic Weapon (Martial, Greataxe)

**Damage:** 1d12+1

**Damage Type:** Slashing

**Secondary Damage:** Wound (1d4 per turn, per wound)

**Damage Type:** Necrotic

**Item Rarity:** Rare

**Properties:** Heavy, Two-Handed

Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Chorak's Tomb

The giants of the Storval Plateau were not always the barbarians they are today, and perhaps the best proof of this lies on the tiny island in Lake Skotha known to the giants as Chorak’s Tomb. Here, it is rumored, the descendants of the giant warlord’s honor guard still cling to the remnants of civilization, protecting the last traces of their race’s glory. All of this remains speculation, however, as any sentient creatures attempting to approach the island are bombarded with rocks or shot down with rune-carved ballista bolts. Not even other giants know what secrets lie at the island’s center, and for now, beyond a few glints of metallic structures in the distance, the mystery of Chorak’s Tomb goes unanswered.
Sphagnum Bog

A druid enclave in Churlwood Forest. The bog is thousands of years old and is currently guarded by Dionaea's parents, the druid chief Smilax (a thorny vine) and his partner Sarracenia (a pitcher plant). Dionaea will one day take over guardianship of the bog. Home to many carnivorous and poisonous plants.
May 02, 2021

The large creature attacks Shump Shump and we retreat. After blocking the door at the entrance, the demon leprechaun creature,  Zaliasa, taunts us for not being able to kill his pet and asks if Alaznist sent us. We rest for the night, and Laudius visits Borhir. Borhir remembers that we previously found text on the wall that Lamashtu seeks those who are sage and filled with rage. The new text says "On eastern shores of steaming mirror." Laudius also asks about Karzuk, a ruler of Shalast (larger, Thassalon) near the area that is currently Sandpoint (we are in Backrakhan). These two regions comprise most of Varisia (total 7 regions). Shallast is the most central. So far Lyrie views Borhir as a friend... We attempt to trap Zaliasa but it doesn't work, he disappears after chatting with Shump Shump and learning that mayors and Father Zantu have taken control. We head back down into the dungeon and sneak up on the giant creature. Kelda and Laudius deal massive damage and we clear the room.
Fenwall Mountains

While few attempt to establish any real homesteads in the monster-infested Fenwall Mountains, the peaks’ rich lodes of iron and precious metals make them an attractive destination for lower-class Korvosans and undesirables seeking to strike it big as prospectors. As such, the valleys of the Fenwalls are dotted with tiny one-person camps as well as heavily guarded strip-mining excavations bankrolled by larger, Korvosa-based mining concerns.
Janderhoff

With its massive iron curtain wall and steeples of beaten copper, the dwarven stronghold of Janderhoff squats like a great armored beast among the foothills of the Mindspin Mountains. Yet, despite its forbidding appearance, the city is a bustling nexus of trade, with Shoanti and Chelaxians alike passing through the well-guarded tunnels that form the city’s only entrances. Once inside, visitors quickly find themselves in the low-ceilinged markets and smithies that provide the city’s livelihood. These surface buildings are mostly for receiving outsiders, as the majority of the town’s population lives belowground in an intricate lattice of subterranean streets.
Armor of the Blue Flight

**Armor of the Blue Flight**

*(+1 Magic Half-Plate)*

**Category:** Magic Armor (Medium, Half-Plate)

**Armor Class:** 15 + Dex modifier + Magic Modifier

**Item Rarity:** Rare, Requires Attunement

**Properties:** Disadvantage on Stealth Checks

You have a +1 bonus to AC while wearing this armor.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

The breastplate of this armor is emblazoned with the blue hawk symbol of the Blue Flight.
October 18, 2020

We concoct a plan to retrieve our weapons: we send Genjamin shapeshifted as a bird running tongues with a bowl of soup to distract the guards while Linzi and Shump Shump, both invisible, following behind. They sneak in past the gate and Linzi is able to load our weapons into the bag of holding and escape out. The birds squawk at Genjamin and launch a boulder, striking him. Shump Shump picks up his limp body and carries him back to the woods, then we all run back to town. Ameiko is stable and murmuring about her grandfather. We take a long rest, during which Laudius sneaks up to Shump Shump, steals the hydra egg, drop kicks it out the window, clubs the baby hydra over the head, then leaves the body in the outhouse for good measure. When Linzi discovers it they give it a proper burial. We sneak back up to the tunnels. Dionaea lures out a lizard creature out with a cricket sound and thorn whips him off the edge of the cliff. We then sneak into the caves and see a number of lizard creatures and a large angry armadillo. Dionaea sneaks up behind them and hides while Laudius lobs in a fireball. The armadillo jumps up and crushes Dionaea, then Borris jumps on top of the armadillo and bites him. We kill them and continue exploring the caves and go back into the castle. We fight off many lizards and kill the hill giant. Shump Shump takes his belt of hill giant strength as a trophy.
Palin's Cove

Here the clear waters of the Falcon River turn brown and black as the factories of Palin’s Cove, Korvosa’s industrial center, vent waste material into its current. A relatively recent development, the factories have drawn great animosity and even violence from druids, Gozreh worshipers, and even ordinary smiths and artisans, but none can deny that the quality of the goods turned out by these workhouses provides a huge boost to the Korvosan economy.
Red Mountains

The Red Mountains are relatively low by Varisian standards, their rocky soil rusted red with thick iron deposits. The residents, primarily miners and herders, eke out meager livings from the barren hills, banding together on their shaggy upland ponies against the lawless raiders of the Nolands. So close to the berserkers, the ridges and gullies of the Red Mountains hold a natural appeal for paladins and rangers, who make it their calling to protect Varisia’s northern border. Of late, the raiders appear disturbingly organized, and many of the local leaders have begun appealing to the southlands for aid, even going so far as to send emissaries to Riddleport and the Hellknights stationed in Magnimar.
Galduria

While the town of Galduria survives primarily by ferrying grain and lumber along the Lampblack River and Ember Lake, its true claim to fame is its college. By far the oldest structure in town, the Twilight Academy is one of the premier schools of magic in Varisia, rivaled only by the Stone of the Seers in Magnimar and the notorious Acadamae of Korvosa, both of which consider it an upstart devoid of their own rich heritages. Founded in Galduria specifically to avoid the political pressure and intrigues of those two cities, the Twilight Academy has a reputation for being experimental and unconventional in many of its practices, but frequent donations to public works keep locals from probing too deeply into the occasional haywire spell or necromantic accident.
Korvosa

Formerly the capital of colonial Varisia, Korvosa suffered several years of turmoil after the fall of the Chelish Empire, and emerged from this struggle roughly equivalent with Magnimar in terms of political power—a fact that still irks many of Korvosa’s residents. These days, most of Korvosa’s decadent nobles continue to play up their ties to Cheliax and their endorsement of southern fashions, fancying themselves Varisia’s center of culture and enlightenment. Whether or not such conceits are accurate, the city is certainly tied closer than any of its neighbors to the land’s imperial past.
Brinewall

Originally settled by Chelaxians out of Korvosa, and once the northernmost Chelish holding in Varisia, this fortress was perfectly situated to defend against and facilitate trade with the harsh warriors from the Lands of the Linnorm Kings. Despite the constant threat of Nolander barbarians, the dragon-helmed militia manning the fort’s eponymous curtain wall proved more than capable of rebuffing attacks. Twenty years ago, however, all communication with the fortress suddenly ceased. Investigations revealed an empty citadel, devoid of all evidence of attack or disaster. Although most blame the Nolanders, the complete absence of bodies and the pristine shape of the empty ships bobbing in the harbor speak toward a more sinister calamity.
Varisia

Dotted with the monolithic relics of an empire long since crumbled, Varisia is a rough but majestic land, its misty forests and rolling plains bordered by sharp peaks and bountiful seas. Its people, recently released from colonialism, are hardy frontier folk and new-money nobles, all eager to carve names for themselves from Varisia’s stern landscape. Yet beyond their village borders, beasts and giants unused to civilization’s encroachment stalk the hills and woods, making short work of both the unwary and the bold.

What follows is a gazetteer of the region known as Varisia. While much of this rugged land remains unexplored, what little is known tempts the daring and holds the potential for untold adventure. For fortune hunters, Varisia is a land of limitless opportunity, its ancient monuments reminding them just how far the truly driven can rise.
Melfesh

The town of Melfesh stretches across the Yondabakari River on long piers, and the river’s current turns the numerous great waterwheels that power the town’s grain and lumber mills. A vast drawbridge at the town’s center raises and lowers, allowing the town to levy a toll from any ship or caravan wishing to pass—a practice that earns no love from the captains who trade on this stretch of the river.
Nolands

The Nolands are rough, stony plains where the tribes of the Linnorm Kings exile their most despicable and craven criminals. Centuries of this practice have given rise to numerous bands of berserkers who roam the land, preying upon each other, slaughtering without mercy, and feasting on the flesh of their enemies. While the Nolanders are too disorganized to prove any real threat to Varisia, residents of the Velashu Uplands and Red Mountains are constantly on guard against the savage raids of the northerners. Some Shoanti tribes banish their criminals to the Nolands as well, although such a punishment is generally seen as less honorable than a clean death.
Lake Skotha

This lake is considered holy by the local hill giants, who refuse to visit it except during funerals. Whenever one of their number dies, he is placed on a barge that is then set aflame and pushed out onto the water, that his spirit might join his ancestors on the mysterious central island. The giants don’t take kindly to outsiders, but those who enter the lake find its bottom coated in a thick layer of giant bones.
Lurkwood

Once the home of countless elves, the Lurkwood is now staunchly avoided by its onetime protectors for reasons they refuse to name. Locals whisper that the forest has come loose from the march of years, and stories circulate of travelers who wandered into it, only to emerge far younger or older than they ought to be. One thing’s for certain: the seasons in Lurkwood don’t appear to correspond to those of the land around it—its leaves change color and fall even while farmers’ fields are new and green.
Bloodsworn Vale

The site of a bloody engagement between invading Chelish forces and desperate Shoanti barbarians, Bloodsworn Vale was a primary trade route between Cheliax and its Varisian colonies. It fell into disuse after the empire’s collapse. As a few Varisian port cities grow increasingly wealthy from southern trade, many landlocked towns have begun clamoring for the pass to be reopened.