recursal/Fanatic-Fandom huggingface dataset:
A Sister in Need

**A Sister in Need** is the fourth episode of The Night Pride series. It premiered November 5th 2020.

## Summary

When Kovu and Janja are injured, Kiara, Vitani and Jasiri visit the Tree of Life to get them healed.

## Characters

#### Main Characters

* Kion
* Rani
* Kiara
* Kovu
* Vitani
* Janja
* Ook
* Jasiri

#### Secondary Characters

* Bunga
* Fuli
* Beshte
* Ono
* Anga
* Baliyo
* Surak
* Nirmala
* Ullu
* Makini

#### Minor Characters

* Simba
* Nala
* Zazu
* Kasi
* Tazama
* Imara
* Shabaha

#### Antagonists

* Hunerd
* Ork
* Fahari
* Jiona

## Songs

* Siblings Stick Together Like Glue (Kion and Kiara)

## Trivia

* Moral: Don't worry too much about your friends and family.
* Vitani, Shabaha, Kasi, Tazama, Imara, Zazu, Janja and Jasiri make their debut in this episode.
	+ However, Vitani's Guard and Zazu have a minor appearance.
* Janja is revealed to have a younger brother named, Ook. He was never mentioned in the first series.
* Madao is mentioned as Jasiri's sister in this episode.
* Scar and Zira are mentioned in this episode for the first time.
Centaur Caught

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

## Adventurers Attending

* Ammeños
* Kairius Thillun
* Horatio Hammerfell
* Io Aerkeryrm

## Mission Notes

The mission began with Io and Horatio playing tennis at the guild. Bronwyn the Owlin then came into the guildhouse carrying a large box for Beefington before asking guild members to help out a patient at the Priory in Leodis.

Arriving they found a rather beaten up centaur who Io found out was at the devastation that happened in the Feywild. The centaur asked if the guild could find her younger siblings and bring them back. Travelling through a forest and some blighted trees attacked the guild. Io found a Woodcutter's Axe in one of these which she handed to Horatio. Following hoofprints the guild crossed a lake with some mushrooms which apparently had very little effect, found a deserted campsite and persuaded some fishmen not to attack.

Some pod plants attacked after Horatio dived inside one. These also swallowed Ammenos at one point and took down Tower. Defeating these (and Io's inevitable nervous breakdown) led to a hill with a cave a fair way up it. In this cave were some rock creatures and some tied up unconscious young centaurs. The rock creatures were defeated with the loss of only Tower. The centaurs were returned to their sister who enquired if the guild needed any new adventurers. Given the state of the centaur the adventurers were reluctant to answer but the guild learned that a group of drow elves ambushed the centaur family.

## Loot

* Standard Session Xp & Gold
* Woodcutter's Axe - Horatio

## Rumours

* Are the drow in the Feywild likely to cause further problems?

## Player Journals

#### **Io's Diary**

>  Got asked to go back to the fey wild to save some centaurs. Again, having everything hone in on me telepathically is super fun. Had a bit of a breakdown when some vines started screaming in my head while the trees were whispering in the background about eating their apples after Horatio cut the vines.
>
>
> We followed the tracks to a cave and then some stalagmites came to life and started grabbing at me with their tentacles, because of course they’re going to go for me and not the big burley hippo man.
>
>
> Anyway, we got the centaurs free and took them back to the material plane to their sister.
>
>
>
> We also freed a rat from some plants digestive sack… he better not be evil. Everyone is still getting on at me for the hag/carb situation
>
>

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

> [Contents of the Diary Here]
>
>
(Lil) Pomp and Circumstances

28th June 2023

## Adventurers Attending

* Karl
* Arr'dein
* Cleira
* Juniper
* Valen

## Mission Notes

The party were informed at the guildhouse that they were chosen (by process of elimination) to represent the guild at the wedding of Rose Eversham and Jonathan Travers. After sorting out their outfits for the next day they realised they had a 3 day journey to get there.

Arriving at the venue in Glimmergate they introduced themselves to the bride's mother Violet and enjoyed the hospitality and the bouncy castle. Narla noticed that Violet seemed upset and found out the groom was missing. Investigating his room they found a secret passage which was magically obscured but findable.

Descending the inside of the building they found a basement with a puzzle that they solved.

Finding some Spectators in a room they talked rather than fought (which the party was later rewarded for with a potion). The Spectators just want to be freed from their servitude to "G".

The party dispatched some Ettercaps and found a room with a wizard and some monks. The monks were wearing a "G" patch and bands of loyalty. The battle was fought and won with some effort.

Finding Jonathan restrained by webbing in the next room they rescued and revived him while also making him look like he belonged as a groom. Behind him was a magical field stopping entrance to whatever lays beyond.

The wedding went ahead without a hitch. The bride's mother rewarded the party with a magnifying glass apiece as a wedding souvenir. After finding out that Jonathan knew very little (but Rose knew more) the guild members returned home on the same carriage.

## Loot

* Standard Level Xp & Gold
* Magnifying glass apiece
* Potion of radiant resistance x1
Mine, All Mine

23rd February 2023

## Adventurers Attending

* Niún Pendragon
* Tas
* John Cartwright
* Takeshi Castel
* Creed
* Io Aerkeryrm

## Mission Notes

The party met at the guildhouse where they were told that Graham in Silver Peaks had work for them. Arriving they found a town in recovery. Graham greeted them and told them that dwarves were scared of certain parts of a silver mine. Finding dwarves in the tavern, Takeshi immediately bought some bacon. Niún had an apple juice freshly squeezed. The dwarves gave the party the advice to "keep right" down the mines.

Graham let the party see his rose garden, some of which were chromatic, and the party arrived at the mine. Some dwarves reiterated that the party should always take the path to the right when given the chance. The party immediately turned left on the first opportunity. This led to a waterfall and various tunnels underwater. Like those encountered in "Water Palava". Nothing was visible in the distance so they chose another path.

Two giants were trapped in a cave. Creed dug but enough passageways for these to escape. A rock giant was awakened by the party and it reacted by trying to charm everyone. It was soon dealt with. A puzzle based on the letters "R I G H T" was soon solved by accident.

Some mimics and a gargoyle were killed after this. There was evidence that the gargoyle was magically transported there. A blood mage and some trolls were devastated by Creed and Takeshi. A spellbook was open and the spell was remarkably like the one in "Water Palava". In a drawer underneath the altar there were some more documents about various industries but also some more about guild members, past and present.

## Loot

* Standard Level Xp & Gold
* Chromatic Rose x3

## Rumours

* Who is targeting industries?
* Why are they in particular interested in affecting water?
Otha's Rest Sewers

A cramped, dirty place, filled with narrow streets and shoddy buildings. The air is thick with the smell of sewage and the sound of rushing water can be heard everywhere. The Sewers is home to a number of different creatures, including goblins, rats, and other vermin. Despite its squalid conditions, The Sewers is home to a number of establishments, including the Fractured Staff Tavern, a dingy bar that caters to the criminal element of Otha's Rest.

## Notable Locations

### The Fractured Staff, Tavern

The tavern is a rough place, filled with smugglers, thieves, and other unsavory characters. It is not a place for the faint of heart, but it is a popular spot for those looking to avoid the law.

### The Silent Hand Hide-Out, Abandoned

Once a well-defended and fortified location, with multiple layers of security to prevent outsiders from stumbling upon it. The hideout was accessible only through a series of hidden tunnels and passages, which were known only to the members of the Silent Hand. The interior of the hideout is a maze of tunnels and chambers, filled with all manner of traps and defenses to protect against intruders. The hideout was also home to a number of luxurious amenities, including comfortable living quarters, a well-stocked armory, and a number of training facilities. Despite its hidden location, the hideout was considered a hub of criminal activity, with members of the Silent Hand coming and going at all hours of the day and night.

### **The Underfoot Warrens**

Below the sewer level is a dry level of catacombs which contain at least a few cranium rats and intellect devourers. Evidence of mind flayer activity. Nobody in recent memory has ever been down here.

## Notable NPCs

### Louie, Gelatinous Cube

As a member of the town's sanitation department, Louie's job is to keep the sewers clean and free of debris. He is a large, amorphous blob of translucent goo, with a single, eye-like spot on one side of his body. Despite his unassuming appearance, Louie is a highly efficient worker, able to dissolve and consume any trash or refuse that he comes across. He is also surprisingly intelligent and can communicate with other creatures through a series of gurgling and glopping noises.

### Mary, Leader of The Silent Hand

A formidable and intelligent woman, with a sharp mind and a talent for manipulation. Mary is a skilled negotiator and is known for her ability to get what she wants through sheer force of will. She is also a master of disguise and is able to blend seamlessly into any crowd, making her almost impossible to track. Her location is currently unconfirmed.
A Night in the Libray

5th December 2020

## Adventurers Attending

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

## Mission Notes

A quick discussion about the note they had received and they hit the road only to encounter a drunk troll who'd attacked a cart with beer been transported to othas rest they cut up the troll for parts and shipped the dead driver to leodis for proper burial.

After introducing themselves at the library they were let into the vaults where they descovered the body of a dead archivist and a mimic swarm that attacked them noting that the dead had a leaf shaped bruse and three puncture wounds the were on the lookout for a death kiss finding the right reading room they learned that the donation had come from tallo de habas in the Ullum mountains the death kiss attacked and was defeated.

Sharian and Crane stayed in the library to research whilst Tharg with Leo help tried to find his dad.

During his reading crane discovered a rune which flickered with arcane energy when said in giant further research required Sharian a large hole in reading room 42 he filled it in to investigate later when he can recruit some back up.

In the books about the ancient history of the giants you found a beholders name Khoncols and a giant named Jigrog.

## Loot

* 1554 XP
* 220 Gold each
* Leodis Mages Tower library card - Sharian
Format: Story Arcs

[Place for a story arc cover image, if you need help with the art ask any other DMs as there is a varied skillset amongst us all]

[Give overview of the story arc with reference to any other relevant pages. Make it so anyone who wasn't a part of the games has a good understand of what has gone on. If you need inspiration on how to lay it out look up The Plunge for Knowledge which changes some details to feel a little more in universe.]

[You can put a brief but full summary of the arc in here and go a little more in detail down below, it's better to do this as the arc goes on rather than when you are wrapping up as it will be fresher in your mind has higher odds of the players wanting to engage with it for longer.]

## [Additional Paragraphs]

[Add any additional information that may be relevant but not fall under the breakdown of the sessions.]

## **Seesion Name and date formatted to whatever works for the story arc**

**[Players who attened the session ]**

* Player Name
* Player Name
* Player Name

[Put a brief version of the session summary here, as it is easier to read and if the reader wants a more in depth version they can go to the main session summary. If you want to jazz up the summary you can add relevant images to help break up the wall of text.]

## **Seesion Name and date formatted to whatever works for the story arc**

**[Players who attened the session ]**

* Player Name
* Player Name
* Player Name

[Put a brief version of the session summary here, as it is easier to read and if the reader wants a more in depth version they can go to the main session summary]

## Appendix

[Here place any sessions that have taken part in the story arc or make reference to it.]

### Sessions

Adventures
The Plunge for Knowledge I: Into the Unknown • The Plunge for Knowledge II: Insane In The Membrane •

### Mentions

Adventures
Painting Grey Hills Red • Insert session name here •
Beyond the Jail

9th May 2023

Last time guild members went underneath Otha's Rest jailhouse they rescued Lady Mya Beefington and unleashed something during the events in VIP (Very Important Prisoner). Now there is a cry for help from the same location. Take a blanket. It's cold.

## Adventurers Attending

* Circe
* Tas
* Io Aerkeryrm
* Saymour
* Nilael

## Mission Notes

The mission started at the Guildhouse. Lord Beefington was chewing out a clerk who asked (in tears) the Guild members to go to the jailhouse.

On arrival the party was ushered past the prisoners until they arrived under the jail. On the second level down Saymour stopped to check out a Tabaxi to see if they were from the same clan. They weren't but a coin of thievery did drop out of a pouch. Saymour claimed this and went so far as to bite it. The next level was colder.

After a fight with a coldlight walker (released by Saymour during VIP (Very Important Prisoner)) and some ice spiders they reached the bottom of the jail. The walker had the letter "G" embossed in its clothing.

A secret door led them to some roughly dug passageways. They had some combat here before emerging into a tomb. The Jeffrey mausoleum. Here some pixies sold Io a wand before disappearing. The wand is a useless trinket.

Walking past tombs and finding a cursed book they left well alone they found a banshee and some other undead. Dispatching these and finding more "G" symbols they emerged back into the sunlight and went home.

## Loot

* Standard Level Xp & Gold
* Coin of Thievery - Saymour

## Rumours

* Who is "G"?
* Why did the pixies sell a fake wand?
* Is there a link between "G" and the Jeffrey family?
* Who made the tunnels into and out of the jailhouse?
Bleakwood Mill

A disused Mill in the East Ridings, Bleakwood Mill is home to a nest of Giant Spiders, and was the hiding place of Bartholemew.

Recent searches have discovered the presence of a dungeon and sacrifice room below the mill itself, both of which are inhabited by Giant Spiders. While believed to be far older than the structure itself, the room contained a number of carvings etched by the Hunters.

In a passageway beneath the mill there is a desecrated temple to Selune. At the back of the temple there were cracks and fissures that had allowed spiders to gain entry to both the temple and moreover the mill.

The cracks and fissures have since been fixed and the temple of Selune has been brought back to life, through the restoration of the altar crystal. Moira Moonshadow is now looking to restore practice in the temple and maintain it as a temple of Selune.

One of Beefington's associates, Butcher... ahem Baker Bill has shown some interest in restoring the dilapidated mill to use.

## Notable NPCs

### Bartholemew, a Hunter,

Bartholemew was found to be using the mill as a hideout, before he was discovered and slain by The Adventurers.

### Olcan, Dwarven Ghost

Found inhabiting the mill, as it's former owner and operator, Olcan used to mill flour in the mill before he was killed by spiders some time ago. He has been seen as both a dwarven ghost and as a wolfman ghost, though at the time there was a full moon outside. Not always present, he is largely irritated by people traipsing through his mill. making lots of noise, while he is trying to sleep. He does not like spiders, but he does like Selune.

### Moira Moonshadow

A priestess of Selune, who has a strong connection to the temple beneath the mill. She is also familiar with a number of lycans/werewolves.
A Wild Goat Chase

??nd ??? 2022

## Adventurers Attending

* Takeshi Castel
* Bakari (level 6 cleric) - Matthew
* Dreg (level 6 paladin\_ – Johnathan (temp)
* Mr F. (level 6 haregon sorcerer) - Aaron (temp)

## Mission Notes

Thor Hjerdsmann, having spoken previously with Sir Reginald Beefington, arrives at The Guild with a sorry tale about how his splendid goats – the finest in The Ridings – have disappeared into the woods, stolen, Thor claims, by a hobgoblin fey lord call Lazy Lob or just The Lobgoblin. Despite some scepticism about Thor’s claims the adventurers head into the woods and encounter a different fey lord, Maltravers, Lord of Squirrels who cheerfully gives a little background. Lob had done a deal with Thor Hjerdsmann but had neglected to give a proper written version of the agreement to the goat herder. Suggests the adventurers could steal back the goats, kill Lob, or negotiate a new arrangement. Maltravers hints that Sir Reginald may know more about the deal than Thor knows. Maltravers also asks the adventurers to take a letter from him to Sharian Naetris.

Heading into the wood (joined by a young squirrel christened Bill by the paladin) the adventurers get caught in a huge net trap, kill an extremely ugly giant, and nearly get engulfed by an animated wooden palisade before arriving in the presence of Lazy Lob. The fight here nearly kills the adventurers as Lob's team of crack hobgoblins put up a strong resistance. This ends as Lob decided to talk rather than fight. The fey lord reveals that Thor Hjerdsmann had indeed signed a contract giving Lob one year’s production from the expanding goat empire and that, in return for a share in the farm, Sir Reginald had agreed to The Guild rescuing the goats. Lob provides a magical flute which when played by a bard proficient in the instrument will show Thor and Sir Reginald striking this deal in the latter’s office.

## Loot

* Standard Level Xp & Gold
* One magical flute (see above)
* 4x exploding cob nuts (when thrown at a target and hitting - +2 to hit - will do 1d4+2 damage)
* A nice box that had 400gp in faerie gold (this is now a nice box of straw)

## Rumours

* Is there really a dodgy deal between Sir Reginald and Thor Hjerdsmann or is Lazy Lob playing an elaborate con?
* Letter for Sharian Naetris – what is the Squirrel Lord asking for?
Bernard Bottomhill

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

## Biography

### **Early Years**

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

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

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

### **[Additional Paragraphs]**

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

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

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

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

## Mission Log

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

## Trivia

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

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Jorby

Zen Ahoria, mostly known under the pseudonym "Jorby", was a Harengon adventurer, and member of the Otha's Rest Adventurer's Guild, within the East Ridings.

## Background

### Early Years

Zen was born in Carrot Village, a small Haregon settlement within the depths of the Feywild. When Zen was very young, his village was attacked by Adria, a fairy warlord who had aspirations of becoming one of the Fey Queens. Zen was the only survivor of the attack, and spent the rest of his life traveling the Feywild, and later the material plane, in an attempt to keep out of the clutches of Adria.

### Adventuring Life

Zen eventually traveled to the East Ridings, and joined the Otha's Rest Adventurer's Guild. There, he carried out a number of jobs for the Guild. and curried a sufficient number of allies to return to the Feywild and otherthrow the evil Fairy Queen and bring justice to the Feywild in the name of his family. After which, Jorby remained with the Adventurer's Guild, until his death in the line of duty

### Death

Jorby's adventuering career came to an abrupt end, during a missing inside a mysterious temple. being forced to face shadowy clones of his guild allies, Jorby was cut down to a shadow-Leo's Vorpal Whip

## Jorby's Spellbook

Jorby was an accomplished magic user, and as such, was in possession of a spellbook, His book was a simple leather-bound tome, detailing his most powerful spells. He rarely carried the book with him, opting to instead memorise only the most useful spells to augment his swordmanship.

### Signature Spells

**1st Level Spell**

* Absorb Elements
* Shield
* Longstrider

**2nd Level Spells**

* Enlarge/Reduce
* Misty Step

**3rd Level Spells**

* Haste
* Ashadarlon's Stride
* Mirror Image

**4th Level Spells**

* Dimension Door
* Polymorph

**5th Level Spells**

* Steel Wind Strike

**6th Level Spells**

* Tenser's Transformation

## Jorby's Mission Log

* Operation 'It's All About the Ears' - 3/12/21
* Operation 'The Absolutely No Killing Encounter' - 5/12/21
* Operation 'Do You Like My New Green Dress' - 4/2/22
* Operation 'Time Temple 2: Chronological Boogaloo' - 14/2/22

## Trivia

* Jorby's favourite spell was Haste
* Jorby was a keen Wizardball enthusiast, and regularly played in his free time.
* Jorby's real name "Zen Ahoria" translates to "Carrot" in Sylvan
How Hasn't Ornament Been Deserted Yet?

Something else bad befalls Ornament again as people and livestock going missing, why do people still live here.

## Adventurers Attending

* Horatio Hammerfell
* Io Aerkeryrm
* Graveltooth
* Bjerk the Duke
* Grrder
* Armory - Temp by Ben

## Mission Notes

The guild receive message that Ornament is in trouble again and sends several members of the Guild. They are sent away with the second attempt at artificial adventurers, Armory. A machine designed to lessen the cost of life from adventuring, reducing the amount of crimes and most importantly reducing the cost for Beefington.

Heading north to Ornament, the group find the streets deserted at what should be the busiest point of the day. Io reaches out telepathically to the first mind she can find to try and find out any information on what has happened in town. The woman thinks Io is a demon trying to trick her into coming out of her home, requesting that she gets out of her head, which leads to her screaming out.

Bjerk uses his mage hand to knock on a door with no response and then decides to try and lockpick his way into the house. Graveltooth seeing this decides to try and help by smashing in the door by force, crumpling it with a kick, but not smashing it open. Bjerk manages to unlock the door before Graveltooth's send kick lands. The rest of the party not wanting to be involved with thing leave the duo to their breaking and entering, apart from Armory.

Io, Grrder and Horatio try looking for where the woman screamed before but don't get more out of her as she still think the trio are demons. Heading to the town hall instead they get talking with the Mayor, finding out the town locked itself away 3 days ago after the last people went missing and a town meeting was held. A old crackpot the lives in a small hut outside of the town towards Emerson Lake, who is called Clarna said she had seen blue devils. Being scared the rest of them would get snatched by these "Blue Devils" people have started hiding away.
Emily Parker

Killed by Father Drok, Emily's spirit will not rest until Drok is brought to justice.

### Gender

Female

Emily Parker was a young girl who became fascinated with the dark figure of Father Drok after his reappearance in Newsham. Despite her youth, she was a determined and resourceful investigator, driven by a deep sense of justice and a desire to protect her community from the threat posed by the vampire priest.

## Description

Emily was a young girl with fair skin and long, dark hair that she often wore in a braid. She had bright, curious eyes that sparkled with intelligence and a sense of purpose, even in the face of danger. Despite her youth, Emily was tall for her age and possessed a strength of character that belied her delicate appearance. Her clothing was simple but functional, allowing her to move quickly and easily as she pursued her investigations into the dark secrets of Father Drok and his allies.

## Emily's Investigation

As Emily delved deeper into her investigation, she began to uncover dark secrets and sinister plots involving Drok and his shadowy allies. However, her inquiries eventually drew the attention of the vampire himself, who saw her as a threat to his plans and sought to eliminate her.

Tragically, Emily's bravery and determination proved to be her undoing, and she was killed by Drok. However, her spirit remained restless, until justice had been done and her killer stopped. Although Emily's physical form was lost, her ghost was captured within a tome found in the archives of the Adventurer's Guild. It is said that the tome contains her memories, insights, and evidence related to her investigation of Father Drok, making it a valuable resource for those who seek to follow in her footsteps and uncover the truth about this dangerous and elusive figure.

# Appendix

## Appearances

Adventures
Insert session name here • Insert session name here •

## Mentions

Adventures
Insert session name here •
Bandit Strait

The Bandit Strait is a treacherous patch of water located between the East Ridings and Stormwind's End. It is known for its strong currents and unpredictable storms, which have claimed the lives of many ships and sailors over the years. The Strait is a popular haunt for bandits and pirates, who use the treacherous conditions to their advantage when attacking merchant ships. Despite the danger, the Bandit Strait is also a vital trade route, connecting the East Ridings with other parts of the realm. As a result, it is heavily patrolled by vessels from Otha's Rest, Port Sarim, and Hollyhead, who do their best to keep the waters safe for legitimate shipping.
Brother Charles

The head of the Knights of the Arcane

Brother Charles, the head of the Order of the Mystic Fire, is a figure of unwavering presence and authority. Clad in resplendent armour adorned with intricate engravings, he cuts an imposing figure. His tall stature, strong physique, and a stern countenance command respect from all who stand before him. Brother Charles possesses a weathered face, marked by the lines of wisdom and a gaze that carries the weight of his responsibilities.

## Description

A mane of silver hair cascades down his broad shoulders, contrasting with his piercing, deep-set eyes that seem to hold a flicker of the flames he enacts on those deemed evil. His voice resonates with an air of gravitas, filled with a commanding tone that brooks no dissent. Brother Charles exudes an aura of confidence and determination, a testament to his unwavering dedication to the order and its mysterious cause.

While he wears the armour of a warrior, it is his wisdom and strategic mind that truly define him. He is a scholar of both arcane and divine knowledge, weaving together the teachings of his order with his own insights. As a leader, Brother Charles is respected and admired by his subordinates, who find solace and guidance in his firm but fair approach.

Despite the burdens of his position, Brother Charles carries himself with a quiet humility and a sense of duty to protect the world from the forces of darkness. He stands as a pillar of strength and integrity, the embodiment of the ideals and principles that the Order of the Mystic Fire upholds.

# Appendix

## Appearances

Adventures
Insert session name here • Insert session name here •

## Mentions

Adventures
Insert session name here •
Niún Pendragon

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

## Biography

### **Early Years**

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

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

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

### **[Additional Paragraphs]**

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

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

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

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

## Mission Log

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

## Trivia

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

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Scriffy Bleakwood

Scriffy is one of the Guild most dour, utilitarian members. Everything has to have a purpose or there is no point in having it.

## Scriffy Bleakwood

### Level

6

**Fill out properly later** mostly formatting for now

## **Background**

### **Early Years**

Once a typical typical gnome, Scriffy grew up near Hollyhead. Eventually meeting his soon to be wife while foraging in the woods one day, he quickly became a family man and settled near the Flowering Forest. Loosing his wife early into their daughters life, Scriffy found solace in knowing he still had some of his wife with him in his daughter.

### **The Loss**

While playing out in the woods Scriffy's daughter started to make friends with the fey creatures that lived within the Flowering Forest. Due to fey trickery they stole his daughter due to some slight she had caused, stolen away in the middle in the night too quickly for Scriffy to be able to do anything. The only trace of her that was left was a doll she dropped in the woods as she was taken away. Scriffy keeps her doll on the end of his blade as a reminder of her until he gets her back from the Fey scum.

Scriffy became a shell of his former self, from the cheery man that everyone who loved to talk to, he became a walking ghost walking the shadows. He would search the woods every day with no signs of the foul fiends that took his daughter.

### Joining the Adventurer's Guild

Scriffy joined the guild to try find his daughter as she was the only thing that brought him joy. He had heard tales of how the Guild ventures to the Feywild and fight fey invasions of the material plane. In the hops that no one else has to go through the same ordeal as he is undertaking.

Scriffy tends to favour missions that involve the Fey, the Feywild or will have an effect on the common everyday people.

## **Personality**

### **Idiosyncrasies**

Scriffy has the tendency to say his name a lot when commenting on a situation. Whether this is intentional or some form of copping mechanism is unknown but he tends.

> '**Scriffy doesn't like the look of this, it's got trouble written all over this.'** - Scriffy Bleakwood
>
>

kjkj

### **Flaws**

If there are anything to do with Fey Scriffy tends to not believe anything the fey says or favours destroying it.

## Scriffy's Mission Log

* Operation 'An Old Friend' - 13/6/20
* Operation 'Ashes to Ashes' - 23/3/23

# Character Sheet

PDF of Character Sheet (Old sheet missing extra feat)

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

# Appendix

## Appearances

Adventures
An Old Friend • Ashes to Ashes • Firing Squad Till Death: Siege on the Guild

## Mentions

Adventures
Insert session name here • Insert session name here •
Guild of the White Feather

Guild of the White Feather are always recognised from wearing a silver ring in the shape of a feather.

They are recognised through most of the West and South Ridings by their distinct silver rings in the shape of a silver feather. They are adventurers in the classic sense, raiding tombs, righting wrongs, hunting treasure, however they also take in orphans and waifs and so their resources are always stretched to max. Some of the members come from those that the guild have taken in the past wanting carry on the good work of the guild.

## Shackleton’s Quarry

On the border of the West and South Ridings is a quarry. No longer in use as such, it is the home of the Guild of the White Feather. It location was chosen for it's accessibility to both the West and South Ridings along with how defensible the location is. The Large drop over the river that has cut through the quarry over the years has allowed for large defenses to erected with very little in terms of siege weaponry can do. There is a huge rotating bridge system that is rotated via a chain system in the two watchtowers that stand parallel with the gates.

The quarry is converted to house the members of the guild and those they have taken in, it is always in need of expansion and upkeep. There is a large courtyard that is used for training flanked by a collection of large buildings that are more insulated used for housing individuals taken in, a kitchen & mess hall and a armoury.

The rest of the quarry has converted into stone rooms

**TBC**

## Guild of the White Feather Livery & Equipment

The guild doesn't have a standardised form of equipment as they prefer their members to be compatible in what they fight with. They are recognised from the silver feather ring which is a bare minimum a member of the guild has to wear. They also tend to wear a dog tag with their emblem on it to try identify them if they are found out in the field after misfortune.

In the past members use to favour using equipment depicting white feathers as a means to symbolise the purity of the justice they seek to up hold and the help they seek to give. Over time that has faded away as more resources have gone towards helping those in need and their numbers have dwindled.

Now they come across as a motley bunch in a similar manner as the Otha's Rest Adventurers Guild wearing whatever they find.

## Important Members & Members of Note

* The Red Viper, a tiefling woman, leader of the guild and accomplished spear fighter. She was the Champion of the Sword of the Glimmergate Tournament in AOR 551. She is by far the most competent member of the Guild and seeks to shield her charges from anything they can't handle.

## Appendix

### Appearances

Adventures
Insert session names here • Insert session other names here
A Grey Day

?? January 2023

## Adventurers Attending

* Dacen
* Lessbelle Elmtree
* Fizz
* Bosu
* Andor

## Mission Notes

Dacen and Bosu, having removed the curse from the Grey family history have agreed to return the tome to Earl Grey.

Our adventurers opted to persuade Brooke Bond, tea trader and friend of the Adventurers’ Guild, to take them most of the journey to Earl Grey’s manor. It is not clear what route Brooke took but he insisted that the party not look out of the wagon or sing. The compulsion to sing came over Fizz but the siren was seen off by Brooke’s Cat, Mr Tips (or Peegee).

Taking directions from Brooke, the adventurers - having arrived at Brooke’s Landing - set out to return the book. They encountered and annoyed a bear that was innocently eyeing up a beehive for his lunch. Leaving the battered but not dying bear (and taking some honeycomb) our adventurers proceeded through the thickening mist, towards the manor.

At this point a collection of mostly mephits attack and, distracted by this assault, Dacen (with the book) is carried off though the foggy woods by a surprisingly strong mist. Taking stock, the remainder of the party followed an old paved path the led to an ice house where Dacen was imprisoned by Bluewine, The Ice Gnome. This odd gnome, claiming to be imprisoned in the ice house, called on the party to use the shadow version of the book (which Bosu had successfully identified earlier) to enter a shadow-wild version of Earl Grey’s manor.

The adventurers agreed to undertake this task and Dacen is released. Approaching the shadowy manor, Bosu looks in a window and sees an unspeakable terror making his forever terrified of the dark. The entrance is guarded by dark knights but they do not move and the adventurers enter and head towards the bookstand where the shadow tome can be placed. It seems the guardians of this shadowed place weren’t those knights but two huge shadow hounds - these monstrous shades put up a strong fight but the adventurers prevailed. The book was placed on the stand and the material world was revealed.

The now mundane book is returned to Earl Grey who, in gratitude, gives the party a mechanical arm - “you’d have to lose one of the arms you already have but if you replaced it with this you’d be stronger”.

## Loot

* Standard Level Xp & Gold
* Grey’s Strong Arm - grants +1 to strength and advantage on athletics checks 2/day, when this advantage is activated there is a 5% chance - Nat 1 - the arm will seize up for 8 hours).

## Rumours

* Is Bluewine the Ice Gnome free? And, even though Bosu got 22 on nis insight check, is Bluewine really telling the truth about being imprisoned?
* Has putting the book back in place ended the curse, put an end to the encroaching shadow wild?
Ravien Aratar

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

## Biography

### **Early Years**

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

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

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

### **[Additional Paragraphs]**

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

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

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

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

## Mission Log

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

## Trivia

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

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Dru-id or Dru-ego

16th June 2023

## Adventurers Attending

* Tas
* Niun
* Takeshi
* Seymour

## Mission Notes

The party met in the newly rebuilt guildhouse. Mya Beefington and Rose Travers (nee Eversham) joined them with a plan of action. Travelling to Glimmergate and going through the Eversham mansion, they met Clarence (a previously helpful person to the Guild).

The Spectators were to be protected by the non-party members. The magical field around the portal was opened by Mya.

Tentatively arriving in The Elemental Plane of Earth the party found themselves in a mine. At the top of this there was evidence of ongoing mining and also a large block tower. An army of orcs was situated on the far side of this tower. Seymour saw someone addressing them but this person also saw Seymour.

In the valley between the mines and the tower the party was attacked by some orc chiefs. These were defeated without warning the army of their presence. Emerging from the valley they saw the orc army marching away to war.

Inside the tower they found a study that Seymour did a lot of vandalism to, a library, a war room (with plans to attack another tower) , an armory and what appeared to be a changing room.

The next floor contained bedrooms that looked unused. The next floor contained better attired bedrooms. The next floor involved a battle with various creatures that "G" (who only Seymour had seen at this point) had summoned.

After defeating these Clarence offered some aid and the party moved on to the final battle. "G" was a tough enemy and his earth elementals were near impossible to find to destroy. The battle was long but the tactics of flying or being a raging Tortle won the day.

Clarence emerged at this point to save his wife's soul from a ring on the corpse of the druid. The party found magic books and a ring of obscuring in G's living quarters. They then return home victorious.

G's story is one of how power corrupts. From double crossing Lord Calverley (who had killed both Clarence's wife and the wife of a Tabaxi when the partnership was ongoing), to trying to corrupt Lord Beefington (and using Mya as leverage) to trying to infiltrate the Guild itself. The echoes of his actions will live on and hopefully be a warning in the future.

## Loot

* Standard Level Xp & Gold
* Ring of Obscuring

## Rumours

* What war were the orc army fighting, would it continue without their leader?
It Came From the Swamp

28th June 2020

## Adventurers Attending

* Sharian Naetris
* Dorah
* Ralph
* Crane
* Themar

## Mission Notes

Stronghold Adaar has called for assistance. A dark and evil presence has taken over an area of the Black Swamp and it's influence is spreading too fast for The Claws to control.
Gear up, this ain't gonna be easy!

Fighting through various awakens and deadly plants, the Adventurers found their way to the root of the evil in this area. Huge, magical lighting storms had awakened a Shambling Mound of mythic proportions. Although the Adventurers were successful in pruning it down to size the storms continue raging on.

## Loot

* 1230 EXP
* Gold 140gp each
Paper Mario: Color Splash

é Um Jogo para Wii U e Nintendo Switch em 2016, E conta as aventuras de Mario e Huey, um balde de tinta 3D ambulante.

## Mundos:

**Crimson Tower:**
É o primeiro mundo. ele é uma torre pintada da cor carmesim(daí o nome) onde tem a estrela de tinta vermelha. o chefe é Morton Koopa Jr.

**Golden Coliseum:**
É o segundo mundo. é um coliseu dourado(daí o nome) e tem a estrela de tinta amarela. o chefe é Iggy Koopa.

**Fort Cobalt:**
É o terceiro mundo. é um forte azul cobalto(daí o nome) e tem a estrela de tinta azul. o chefe é Ludwig von Koopa.

**Fortune Island:**
É o quarto mundo. é uma ilha lilás cheia de dinheiro(daí o nome) e tem estrela de tinta roxa. a chefe é Wendy O. Koopa.

**Sunset Express:**
É o quinto mundo. é um trem de ferro tangerina(daí o nome) e tem a estrela de tinta laranja. o chefe é Larry Koopa.

**Emerald Circus:**
É o sexto mundo. é um circo pintado de verde esmeralda(daí o nome) e tem a estrela de tinta verde. o chefe é Lemmy Koopa.

**Black Bowser's Castle:**
É o sétimo e último mundo. É o castelo de bowser pintado de preto(daí o nome) e tem a estrela de tinta preta. os chefes são Roy Koopa e Bowser(possuído pela tinta preta).

## Paper Mario: Color Splash

### Data de lançamento

WiiU: 9 de setembro de 2016Nintendo Switch: 5 de janeiro de 2018

### Modos de jogo

1 Jogador

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