recursal/Fanatic-Fandom huggingface dataset:
The Bluff

The Bluff is located within the western reaches of the East Ridings.

An old abandoned fort high up in the mountains. Its secluded location made for a perfect meeting spot for bandits. The gnomes of Gnome Town now hold a garrison here and the caves below the fort heavily guarded.

## Notable NPCs

### Vormorn, Gnome Ranger

Commander of the gnome garrison currently stationed at The Bluff, Commander Vormorn is loyal to the Low Queen.

### Scarlett, a Red Slaad

Under control of the garrison commander, Scarlett guards the caves below the fort.

### Oreberus, a Death Dog

Oreberus is instructed to guard Scarlett, controlled by red shards stolen from the drow.
Hippo Crate's Stethoscope

Gifted to John Cartwright by Dr Hippo Crate, after saving the tabaxi from vampires.

## Item Description

### Hippo Crate's Stethoscope

(*Wondrous Item, Uncommon*)

When the stethoscope is in contact with a living humanoid, it gives advantage on all medicine checks appertaining to that creature. The stethoscope also gives advantage to perception checks while listening through doors.

The stethoscope has no effect on the dead, constructs or the undead.

## DM Notes

**Written By:** Igor

**Date:** 31/08/2023

**Issued to:** John Cartwright

**Reviewed by:** Dan, Austin, and Adam
Coin of Attraction

## Item Description

(Item Type /Rarity / Attunement)

Once this gold coin is placed upon your person, all attempts to remove this gold coin from your person fail except by greater restoration or similar 5th level or higher magics. When your character hits another creature, that creature has advantage on the next attack roll it makes against you.

## DM Notes

**Written By:** [Troy]

**Date:** [Date]

**Issued to:** [Player Name]

**Reviewed by:**
Blink Dog Racing

Blink Dog Racing is a popular sport in which trained blink dogs race around a track while their handlers guide them with signals and commands. People enjoy placing bets on this sport and their favorite dogs.

## History

[A Place to Talk through all the History of the sport and how it came to be and how it's evolved]

## Notable People in the Sport

### Placeholder Guy

Placeholder - Space to fill in notable players in the world of Beigomagus - Placeholder

## Notable Leagues

### Placeholder Shield

Placeholder - A Commemerative Shield given to whichever of the Leodis teams holds the most victories over the other. The current holders are the Leodis Pegasi. - Placeholder

## Mechanics

[Place for the rules of blink dog racing for if any Dms want to run it.]

## Trivia

* Lord Newsham is a avid fan of the sport and has spent vast sums on betting.

## Appendix

### Appearances

Adventures
Insert Session Name Here • Insert Session Name Here •

## Mentions

Adventures
Insert session name here •
Mithrendian

Mithrendian is a sprawling and colorful forested region located within the Feywild, characterized by its towering, moss-covered trees and glittering, luminescent flora. The air is thick with the scent of blooming flowers and the sound of chirping birds, making it a paradise for nature lovers and adventurers alike.

## Notable Settlements

### Centaur village

The Centaur Village is a peaceful and idyllic settlement nestled in the heart of the forest, with a lively marketplace and a strong sense of community. The centaurs themselves are skilled archers and fierce defenders of their home, but they are also hospitable to travellers and may offer assistance to adventurers in need.

* Zekkryyn, headman.

* Denryx, Byss, Rynwen; centaur hunters once controlled by the drow.

### Shadar-kai village

In contrast, the town of Shadar-Kai is a dark and foreboding place, with a reputation for attracting danger and misfortune. The people were recently saved from enslavement by the drow by the adventurers. They revere the Raven Queen.

* Shavvir, head of the village.
Ammeños

[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 •
Castle Annaras

The seat of government in Glimmergate, it sits on the top of a hill overlooking the lake and General Madding’s End, and is surrounded by a fortified wall. The rulers of Glimmergate are the Merchant Kings, who are afforded their position by being the richest and most powerful merchants in the city. They have offices and apartments in the castle while also keeping lavish mansions in High Town.
Low Town

Low Town is a poverty-stricken region of Glimmergate that lies on the outskirts of the city. It is a place where the poorer residents of the city reside, including peasants, builders, sewage attendants, and serving folk. The homes in Low Town are often small and run-down, with many people living in cramped conditions.

Despite its reputation as a destitute area, Low Town is a hub of activity, with numerous inns and boarding houses catering to visiting carters and wagon drivers. The streets are narrow and winding, with many small businesses lining the road. These include shops selling basic goods, such as food and clothing, and small pubs and taverns serving cheap ale and meals. One group of people who are prominent in Low Town are the Red Sashes. This band of prostitutes mostly live and work in the area, though they often advertise their services in Market Square or visit clients in High Town.

Despite the difficulties of life in Low Town, the people who live there are often hardworking and resourceful. They have a strong sense of community and are united by their shared experiences of poverty and struggle. Despite the challenges they face, the people of Low Town are determined to make the best of their situation and provide for their families as best they can.

## Notable Locations

### The Pink Flamingo Inn

A small, run-down establishment with a thatched roof and walls made of rough, unevenly cut stones. The inn is located on a narrow, cobbled street that is often crowded with people and carts passing through. The air is thick with the scent of roasting meat and the sound of laughter and conversation. The Pink Flamingo is dimly lit, with only a few candles flickering on the tables and hanging from the ceiling.
All That is Adamant Does Not Glitter

9th July 2021

## Adventurers Attending

* Sharian Naetris
* Ven
* Leonidas of the Goldmane
* Cassidious "Cassidy" Naïlo
* Tharg of the Hill

## Mission Notes

The Rocksplitters haven't made mention of any progress in a while, but it's certainly worth checking out that pool of impenetrable darkness, right. Riiight?

The party made their way into the city of Kibil Zirak and delved deeper than before, previously there was a staircase heading to the lower sections but was blocked by magical Darkness hiding the undead inside. A barricade had been erected since the last time the Guild was here. Using lanterns with upcasted continual flame inside, that Sharian had made to cut through and dispel the darkness. Making their way through and killing dozens of the Undead along the way, eventually the path seemed clear.

They entered the Lower Domain of the People and discovered it filled with more zombies, many hundreds of them. Choosing to leave that as a problem for later they entered the Eternal Forge and found many smelters and ore refiners for iron, mythril, and adamantium. While walking through the refinery a giant dwarven undead smith was clearly working on adamantium weapons. Not being happy that there were intruders in his work space looking to take his precious metals he attacks the party in an attempt to protect his materials. After a quick fight the party slew him and collected the last few pieces of adamantium he had laying around, as well as the items he had made or partially made.

Heading deeper they find The Pit, the city's lowest level and the face of the mining operation. Here they find the brother of the last king of the city who unleashed the undead plague in revenge for being excommunicated. Now a powerful lich, perched on a giant stone throne propped up by a giant cushion. All the party took to the sky through one magical means or another, and fought the lich doing their best to not let it get off any magical effects off, or just staying out of the way of them. The lich was quickly taken out. To Sharian joy the giant dwarven cushion wasn't damaged in the fight, he had half come here to look for one after meeting a traveling tabaxi with one.

## Loot

* 2200 EXP
* 675 gold
* 2x adamantium ingot
* 1x mythril ingot
* 1x Adamantium ful-plate (dwarven sized)
* 1x adamantium maul
* 1x adamantium axehead (unfinished)
* 1x Crown of the Dwarven Lords
* 1x really nice cushion
Glimmergate

## History

Glimmergate is the largest city in the West Ridings and the heart of all its trade and commerce. It sits on Glimmer Lake at the point where the River Gougemouth splits into 4 and passes through the city to enter the lake. It is a city built on commerce and order, with a well trained and provisioned guard contingent. It doesn’t actually produce very much at all, but relies entirely on moving around gold and pieces of paper with numbers on. There is a very definite split between the haves and the have-nots. The city is ruled by the Merchant Kings of Glimmergate. The city is home to the Red Sashes, a loose guild of prostitutes who are known by the coloured sash they wear on their arm. This activity is technically illegal but nobody does anything against it so long as it's kept behind closed doors.

## Districts

### Castle Annaras

The seat of government in Glimmergate, it sits on the top of a hill overlooking the lake and General Madding’s End, and is surrounded by a fortified wall.

### Catoblepas Arena

A large amphitheater for plays and bardic concerts. The finest bards and mummers troupes from across the land play here.

### General Madding’s End

A natural bridge over the link between the inner and outer lakes.

### Headland Markets,

A huge market area featuring extensive outdoor markets of fresh food and drink.

### High Town, Housing

The mansion district of the city, all the merchants will live here.

### Outskirts

* Madding Priory
* Tournament Grounds

### Sewers

An extensive sewer system winds under the entire city.

## Notable Organisations

### The Merchant Kings

The rulers of the city of **Glimmergate**. They regulate trade across the whole of the West Ridings and the deals between the West and the other nations of the Ridings.

### The Emrald Enforcers

The organised Guard and Military of Glimmergate owned by the Merchant Kings. They are known for their golden full plate armour with Emerald Green livery.

### The Red Sashes

A loose guild of prostitutes who are known by the coloured sash they wear on their arm.

### The Azure Roses Devils

An organised gang of mostly Tabaxi who move along the underbelly of the city, they also have ties to fiends.
Dracokin

Dracokin are a rare and powerful subrace of people that inhabit the Ridings, and beyond. Descended directly from Dragons, they are thought to possess the best qualities of the both human and dragon. Though they are few in number, they possess incredible might, and each Dracokin has gone on to shape the world in vast and meaningful ways. Dracokin can be born into any race, and any bloodline, making discovering and tracking them a difficult task.

## Physiology

Dracokin are often indistinguishable from their base race, though they may exhibit some draconic signs, such as lightly metallic skin, elongated nails, or sharpened teeth.

Dracokin are a long lived species, much like their Dragon brethren. They are known to live many thousands of years, and speculated to possibly life forever, with no natural aging.

## Abilities

A Dracokins most notable ability is the power to transform themselves into a Dragon. in this form, the Dracokin is faster, stronger, and benefits from heightened senses and wing-enabled flight.

They are also known to possess control over an element, typically one associated whichever colour dragon relates to their bloodline, including a breath weapon, and resistance to damage from that particular element.

More powerful and experienced Dracokin are able to sense the presence of other Dracokin, allowing them to identify members of their kind.

## Impact

All known Dracokin have been known to leave their mark on the world throughout history, in significant and often damaging ways. Dracokin are, like Dragons, power hungry, prideful, and greedy. Their actions have led to the rise and fall of Kingdoms and empires, the desolation of cities, and violent and bloody wars.

## Known Dracokin

* Rivantan - An Ancient Dragon who began to document Dracokin activity many thousands of years ago
* Flurry - a White Dragon dracokin who destroyed the Bivian Order, and made her home atop Mount Anghammerad. She was killed in battle by Dorah
* Silva - an Elven druid, and Green Dracokin, who resides on an island off of Hollyhead. his Dracokin status was not revealed until the battle against Raphael Von Valentine. He has not been seen since the battle.
* Rashanak - a High priest of Kaiju Canyon who fabricated a prophecy in an attempt to destroy the heir and fellow Dracokin, Ghidorah, with the aim of seizing the throne himself. He was killed by Dorah after his plan was exposed.
* Ghidorah - a Bronze Dracokin who joined the Adventurers Guild of Otha's Rest. She was a mighty hero who saved the Ridings many a time, before being killed by an army of Githyanki in the Astral Sea. Ghidorah was the youngest, and last known Dracokin in existence.

## Appendix

### Appearances

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Just Another Escort Mission: Damn Dirty Apes

[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]

## Just Another Escort Mission: Damn Dirty Apes

Insert session date in this format here 27th September 2023

## Adventurers Attending

* Aldier
* Bearhugger
* Hilda Millgrove
* Kairius Thillun
* Ohio Ford
* Vandeliau

## Mission Notes

The party were asked by a clerk to escort a Verdan who identified as Jo to get their wagon to Hollyhead. The cargo happened to be flying monkeys and they were warned that some other primates had attacked them before.

Setting off north and the party found some dead dwarves. Their attackers were found to be fey monkeys further along. These were defeated and one of them captured. They didn't attack the wagon before and Aldier mocked the survivor to death.

Passing around Ornament and the next forest had some Girallon. These were given onions and berries so didn't cause any problems.

Finding a bridge that had been destroyed in the rainfall Bearhugger prepared a spell overnight to allow them to cross. The party then found some more giant apes along with spellcasters. The spellcasters were easily dealt with. The apes more troublesome. Eventually the party won.

Reaching Hollyhead and Jo thanked the party. The lute he had played throughout the journey was given as a gift to Hilda.

## Loot

* Standard Session Xp & Gold
* Doss Lute - Hilda

## Rumours

* Are the Girallon a threat to those that travel without bags of onions?

## Player Journals

#### **[Player Diary 1]**

> [Contents of the Diary Here copied from discord or placed by Player]
>
>

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

> [Contents of the Diary Here]
>
>
Horatio Hammerfell

Horatio Henry Hammerfell was a dutiful member of the Othas Rest Adventurers Guild who fought using guns and was surprisingly agile for a creature his size.

## Biography

### **Early Years**

Coming to Merakin, from Wild Space along with the rest of the Justice Hippos in 552 AOR. Horatio came seeking glory

Unlike most of his brethren he wanted to be held accountable for his actions

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

Joined the Guild in 554 AOR [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.]

## Mission Log

* If This Desert’s All there’ll Ever Be… - 4/4/2023
* A False Prophet's Search - 8/5/2023
* Spell-unking - 4/7/2023
* The Plunge for Knowledge I: Into the Unknown - 12/7/2023
* Painting Grey Hills Red - 12/7/2023
* Scaly Nuisance: A Pain in the Wagon - 25/7/2023

## Trivia

* Horatio will often change outfits depending on what environment they think they will be heading into.
* Horatio has a green finger but struggles growing fruit and veg he is use to due to his current environment.

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Firing Squad Till Death: Siege on the Guild • Insert session name here •
Raphael the Betrayer

## 348 AOR

Last Von Valentine is captured in the mirror by Lord Laurentius Coppergard, the “*Last Vampire Hunter”*. The Coppergard family disband vampire hunting teams and cease activity. Ellrikka the Elf leaves to pursue undead elsewhere. The Coppergards stay to keep the mirror in safe hands.

## 367 AOR

### Lord Laurentius dies.

For 200 years the Coppergard family hands down the mirror and their vampire hunting passes into legend. As generations pass, less and less people believe the vampires ever even existed.

## 513 AOR

Ponsenby inherits the mirror from his father, Trystan. He keeps it locked away in his study, covered up with a thick sheet. Half-believing it is powerful and magical, but is not sure of why.

## 548 AOR

Felix and Felicity inherit the mirror when Ponsenby dies. They do not know or believe in its danger, sending a letter to Alrikk to have him come and appraise the mirror.

## 549 AOR

The wizard Alrikk arrives, looks in mirror, gets trapped and releases the vampire Henrhys von Valentine who massacres the family and town, before disappears.

## 549 - 551 AOR

Henrhys flees with the mirror to the Von Valentine mansion on the West Ridings coast, collecting a large portion of his abandoned wealth, and subsequently moving to Glimmergate to become a “legitimate” businessman. Hires Yax the Changeling to act as a decoy and begins to build political and mercantile power.
Coin of Thievery

A cursed coin, taken from the pocket of a dying man.

## **Coin of Thievery (Wondrous Item, Uncommon)**

Once this gold coin is placed upon your person, all attempts to remove it fail except by a willing cleric granting greater restoration or with a blessing from a priest of the Cat Lord.

**Curse.** While in possession of the coin 50% of all currency you earn or find is given as a tithe to The Cat Lord. The total gold tithed can be returned only by a priest of The Cat Lord.
Madding Priory

Madding Priory is a large church and grounds located outside the walls of Glimmergate. The priory is a place of worship, as well as a centre of learning and community for the surrounding area.

## Description

The priory itself is a large stone building with soaring arches and stained glass windows. It is a place of great beauty and tranquillity, with many quiet spaces for contemplation. The priory is run by a small group of dedicated and knowledgeable clerics, and paid for by the city.

Despite it rarely being used for religious purposes, Madding Priory is also a place of knowledge. The monks and priests who reside there are known for their knowledge of history, philosophy, and the arcane. The priory houses a large library with many ancient tomes and manuscripts, as well as a laboratory for the study of alchemy and other sciences.
An Old Friend

13th June 2020

## Adventurers Attending

* Sharian Naetris
* Ash Longfellow
* Tak
* Ruby
* Zee

## Mission Notes

The Raven Queen revealed herself to Ruby and showed that she is the one who gives Ruby her powers. She has a task for Ruby, to save the Shadar-kai in the Feywild from enslavement by the drow from the Material Plane.

Ruby and the others were transported into the Feywild and almost immediately attacked.

They survived and followed the guidance of a raven spirit to a bridge guarded by centaurs under the drow's mind control. They released the centaurs by destroying the gems embedded in their heads and traveled to their village. There they met Zekkrryn, the headman of the centaurs, who resolved to send a group to help the team.

They found the shadar-kai settlement deserted and followed the tracks to a cave full of drow. The centaurs cleared out the large force guarding the entrance and the team slew the mage and others within, freeing the shadar-kai. Their leader promised magical items for their help, but the team where whisked away by the Raven Queen back to their original places in the pub where they came from. Seemingly no time had passed at all.

## Loot

* 950 EXP
* 50 Gold each - All the coins have a raven symbol
* Raven Queen's Favour - Ruby's Hexblade has an additional +1 for the next session.
Glimmergate Outskirts

## Notable Locations

### Madding Priory

A large church and grounds outside the walls. The only reference to religion that the city has. Managed by a small team of clerics under the employ of the city for the sake of tradition, but few people use it.

### Glimmergate Tournament Grounds

An open area of grass outside the walls where tournaments are often held in the summer. Usually one every fortnight with the joust as the main event. But each one will have other competitions such as wrestling, archery, sword-fighting, strength contests, races etc.
Port Sarim

A small fishing town on the East Ridings coast. They fish by small vessels and have recently had a problem with a large military ship destroying their boats. The Guild went and destroyed the vessel but its origins are unknown. To the east of the town, anchored in the ocean are 20 submersible vessels from Rhapsody, abandoned by their crew and, so far, cannot be piloted. Plus one submersible with modified controls that can be piloted by anyone.

## Notable Locations

### Fisher’s Apothecary

Fisher's Apothecary is a small and unassuming potion store, it is owned and operated by John Fisher, a middle-aged man with a kind and gentle disposition. The apothecary is a cluttered and cramped place, with shelves and tables packed full of potions, herbs, and other alchemical ingredients. John is a skilled and knowledgeable apothecary, and is able to create a wide range of potions and remedies to suit his customers' needs.

### Reputable John’s Fruit Emporium

A small and well-regarded greengrocer located in the heart of Port Sarim. It is owned and operated by John Smith, a friendly and hardworking man with a passion for fresh, high-quality produce. The emporium is a bright and cheerful place, with a wide selection of fruits and vegetables on display. John takes great care to ensure that all of the produce in his store is ripe and flavourful, and is always happy to offer advice and recommendations to his customers.

### Jonny’s Smithy

Owned and operated by John Innsman, a skilled and experienced blacksmith with a reputation for producing high-quality work. The smithy is a busy and bustling place, with the sound of hammer on anvil ringing through the air.

### For the Halibut, Inn and Tavern.

It is a dingy and dilapidated place, with peeling paint, stained walls covered in Nautical-themed knick-knacks, and a general air of neglect. The interior of the tavern is cramped and crowded, with a number of small tables and chairs squeezed into the limited space. The atmosphere is loud and boisterous, with the sound of clashing tankards and boisterous laughter filling the air. The proprietor of the Tavern is a half-elf known as John Grocer, a surly and rude man who is more interested in making a quick coin than in providing a pleasant experience for his customers. Despite its many faults, "For the Hallibutt" is a popular destination for those seeking cheap ale and a rowdy atmosphere.

## Notable NPCs

### Captain Beth, The Governor.

She is a merchant and the de facto leader of the town, formerly her ship was the one that protected them from any piratical behaviour. It was lost in the fight with the pirate vessel and the Guild has since replaced it with a retired Leodis navy ship. She is very beautiful with a scar across one cheek. Sick of eating fish, loves a hamburger. She is skilled with a blade, will fight to defend her ship and crew if attacked, and has a magic sword that can be wreathed in magical flame.

### Soot Tallman, First-ate.

A halfling with a quarterstaff, but for him it looks like a halfstaff. Competent fighter, crits on a 19, helps Beth with security issues in town. Gruff but useful.
Fort Falston

Fort Falston is a fort located on the Caravan Road. It is a large, well-defended structure that was once used to protect travelers and merchants as they passed through the area. Despite it's strong defenses, the fort had been abandoned for an unknown reason, and its barracks have recently been cleared of undead.

It was once the seat of Ser Gregor, one of the two commanders of the Bivian Order.

## Notable NPCs

### Spectator, now deceased.

An unnamed Spectator placed the wards on the castle and destroyed the order of knights who lived there.
Narla

[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 •
Eggman Memorial Wizardball Tournament

20th January 2023

The Adventurers Guild of Otha's Rest have been called upon to take part in a Memorial Wizardball Tournament in Leodis.

## Adventurers Attending

* Aaron - Fizz
* Rob - Nicky
* Luke - Bearhugger
* Beth - Chase
* Dan - Stabzz
* Simon - Karn
* Kieran - Casper
* Ross - Yax
* Austin - Peace

## Mission Notes

The guild is invited to take part in a memorial wizarball tournament held in memory of one of the former benefactors of the guild, Eggman. Blasting their way through odd bods the tournament brought together bith teams make it to the finals. There was some murder but we will skip over that. The guild showed they are a force to be reckoned with.

## Loot

* Standard Experience x 2
* Memorial Diamante Eggman

First Place Team

* 1000 gold each
* Rare Magic item of your choice x1

2nd Place Team

* 650 gold each
* Uncommon Magic item of your choice x1
Guild Assistant Badge

A mark of honour among those who know of the Guild or are within it. Only the most deicated Guild members have one.

## Item Description

### Guild Assistant Badge

(Item Type - Wonderous Item | Rarity - Uncommon | Non Attunement)

*A metal badge embossed with the Guild crest, this badge is only given to those who have proven themselves as willing to assist with all aspects of the Guild's efforts.*

When you DM a session you may pick one spell from the following: **Shield**, **Feather Fall**, **Absorb Elements** or **Zephyr Strike** to attribute to your Badge. You ignore usual class casting requirements for the purpose casting with this item. Using the badge takes the same length of time as the spell stored within and you can cast the spell from this item even when class restrictions would usually prevent you from doing so.

Casting the spell uses **one charge**. The badge has one charge which **re-charges each time you DM a session**. The spell associated with the Badge can also be changed after each DMed session.

* Guild Assistant Badge - Absorb Elements
* Guild Assistant Badge - Feather Fall
* Guild Assistant Badge - Shield
* Guild Assistant Badge - Zephyr Strike

## DM Notes

**Written By:** Community Management Team

**Date:** 7/2/23

**Issued to:** Any player who has DMed a game and written a session summary

**Reviewed by:** Community Management Team
The Fey Forge

3rd May 2023

## Adventurers Attending

* Grrder
* Io Aerkeryrm
* Tas
* Bearhugger
* Seymour Shanchi

## Mission Notes

The day started with some visitor's to Grrder's forge: Ted and Tim.

Ted was a legendary blacksmith, who was seeking an ancient forge alongside Tim, his apprentice. Ted mistakenly thought Grrder's forge was said forge, but was wrong. After some quick scouting (and not so quick shenanigans) the party found the forge.

A large atrium was found, wherein a portal to the feywild spanned the floor. Eager to see his dreams realised, Ted rushed toward a golden anvil a little ways into the room. Ted died.

The party fought Ted's killers: red metal auto-goblins, remarkably similar to Grrder. As each of the three constructs was defeated, they expolded into portals matching the one below them, sending a number of party members to the feywild.

One-by-one the party made their way into the other dimention, with time for shenanigans, the group found themselves in a copy of the room they were just in. In fact, they found themselves in a copy of the *city* they were just in, but different.

*This* Otha's Rest had been in some way ravaged, leaving almost everyone dead - including some of party's duplicates, in varying displays of horror. On finding evidence that he was alive, Grrder went to the forge in which this whole adventure began, finding three survivors: Creed, Io and Grrder himself.

The trio, each changed by this strange apocalypse, filled the party in - the world was destroyed by druids, playing with a power they couldn't hope to understand. The party conversed with the survivor's learning more about them - Io/Tower, a combination of the Defender and his maker, was married to this older and more human-like Grrder, but they can't remember if it was Io or Tower to whom he was wed.

Creed told them of how Skamos died: trying to get through the portal they arrived in, but it went horribly, horribly wrong. The group showed them the remains of one of the goblin-like creatures that sent them here, which gave Io/Tower (IoTo) and Creed and idea.

The pair salvaged the remains, using the powers of Forge Cleric's and Artificer's to draw out the dimentional energy and give the survivor's and the party a way to safety.

While the party were investigating, Saymour set the jailhouse on fire in retort to his prior convictions. Something saw the smoke, but didn't act. For now.

## Loot

* Standard Level Xp & Gold

## Rumours

* Who were the druid's who destroyed the city?
* Why did *this* portal connect to *that* version of the city?
* What is in the forge?
* Why did that Skamos die, but our party survive portal travel?
* Now that another Creed, Io and Grrder are in our reality, what will they do?
Some Pests in the Nest

A Guild request came in from some druids: there’s a rare breeding ground but recently something seems off. They need a group from the Guild willing to go in and work out what’s going on.

## Adventurers Attending

* Lessbelle
* Io Aerkeryrm
* Grrder
* Tas & Lil Pomp
* Seymour

## Mission Notes

After setting out they discovered one of the Druids who had been sent to investigate:Marki never returned. They had two aims. One find the missing Druid and second was to eliminate the cause of the disease.

Using observation they very quickly found the tracks to the Druid. There was grey goose on the wall that someone thought would be good to get a sample of. It backfired surprisingly badly but they got through.

They found the Druid who tracked the cause to some Ankegs. After investigating further they found that previous residents had been Kobolds but they had fled from a great beast. *Rumour gained:where did the Kobolds go?*

The strange beast turned out to be a Yeti which they slew along with the eggs. The cause of disease had actually been the grey ooze which had been drawing nutrients from the surrounding area to grow so it’ll be strong enough to defeat the yeti and other invaders.

With the threat neutralised it retreated back to its home/pond where there was a grumpy water elemental. After nearly provoking another fight the adventurers decides to leave the water elemental in peace and they returned home.
Three-Headed Unicorn

## The Three-Headed Unicorn

The origin of this shadowy organisation is currently unknown.

The Three-Headed Unicorn is a powerful and notorious organized crime syndicate that operates throughout Meraki. While little is known about the origins of the organization, it is believed to have been active on the continent for several decades and has grown steadily in power and influence.

## Description

Their base of operations is believed to be in the mansion district of Otha's Rest, where they maintain a large and well-guarded compound. However, the syndicate also has a number of smaller outposts and safehouses scattered throughout the city, making it difficult for law enforcement to track their movements.

Despite the danger posed by the Three-Headed Unicorn, they remain a highly sought-after target for law enforcement and rival criminal organizations. However, attempts to bring down the syndicate have so far proven unsuccessful, as their leaders are highly skilled at avoiding capture and eliminating any threats to their power. They are also known for their loyalty to their own members and their willingness to protect their own at all costs. Many of their members are deeply entrenched in the criminal underworld, making it difficult for them to leave or for new members to gain entry.

## Ongoing Activities

The organization is known for its ruthless tactics and ability to control large portions of Meraki's criminal underworld. They are involved in a wide range of illegal activities, including extortion, smuggling, and assassination, and have a reputation for being able to get away with almost anything due to their influence and connections.

## Notable Figures

* Valentina Vidorant, A high-ranking figure, tasked with maintaining the safe keeping of valuable intelligence.
Tharg's War: The Long Range Desert Group

15th July 2021

## Adventurers Attending

* Ptolemy
* Jen
* Rain

## Mission Notes

The adventurers were invited to assist Tharg’s war effort by undertaking a spying mission deep into the desert. The objectives were to investigate three desert orc camps, look into how the orcs were controlling the purple worms, and explore the rumours of a dragon controlling the orcs activities.

Joining Lu’ura, one of Tharg’s officers, the party set out into the desert. On reaching the first orc camp the adventurers find it abandoned after a battle – they discover the bodies of dead orcs along with strange fox-like and rat-like creatures. Rain recalls a fairy tale from her childhood about a neverending battle between fox-people (often called the Delpher or the Anzeri) and the rat-people (with names like Fara and Alwash).

The party travel on following the trail leaving the camp and, as the prepare for rest, encounter a fox folk called Dhakhi who invites them to his city, Thalabaa. The city has seen better days, with much of it empty and abandoned. Dhakhi explains the plight of his people as they face the orcs, and how they have a truce with the Fara, the rat folk. In explaining this, Dhakhi tells the adventurers that the orcs are enslaving the Fara to work in their gem mines.

Dhakhi’s son guides the party along tunnels that lead away from the main orc city allowing the to approach the biggest orc camp under cover of dark. The camp is huge, thousands of orcs, but the party quickly spot a prison camp on the eastern edge of the main encampment. Spying this out the party see it is where the Fara slaves are kept when not made to work the mines and they stage a daring rescue, freeing most of the rat folk before escaping with Nikrhik, one of the fara via an inaccurate teleport.

The botched teleport does take the party to Thalabaa and they wake Dhakhi to tell him what has happened. The Anzeri fox folk agree to meet with Tharg to see how they might work together and the party is rewarded with some valuable jewels and gems as well as a magical sun token that was part of a larger staff.

## Loot

* 2100 EXP
* 600gp in gems
* Sun token

## Rumours

* Complete the mission – find out about the orc control or purple worms and the red dragon
* Visit the city of the fara, the rat folk – rumoured to be part of an anciet elven city
* Seek out the staff that completes the sun token
Tharg's War: .... a trip to Leodis

17th September 2021

## Adventurers Attending

* Sharian Naetris
* Leonidas of the Goldmane

## Mission Notes

Sharian and Leo accompany Tharg and G'Narsch to speak with the Guard Captains in Leodis about the approaching dragon-led army. After a brief meeting with Captain Margot and a tiefling clerk called Bakus, it is agreed to set up a larger meeting with the other captains.

Sharian and Leo head off to the Spyce Hut, an eating establishment run by Bakus's brother, Harkus. A pleasant meal is had accompanied by some interesting and, for Sharian, compelling cherry liqueur. Speaking to Harkus reveals that the cherry drink - served hot in a little teapot - is a family recipe (it is kept in a large bottle inscribed with infernal symbols). Sharian and Leo buy a vial each of the cherry drink.

Next morning the meeting arranged by Captain Margot takes place and they meet the Mayor, a portly leonin who Leo winds up to the point where he loses his temper and punches the paladin in the face. Aside from this, arrangements are made for the Leodis guard reserve to be called up and the full-time guard mobilised to do battle with the advancing dragon-led army. One battalion under the ineffectual command of Captain Garroway is assigned to Tharg's command. The Mayor says he will take command of the Leodis forces.

Details of the Leodis organisation are to be set out by the Mayor's Chief-of-Staff, a tall, gaunt human called Joseph Breaks.

## Loot

* 250 EXP
* 2 vials of possibly magical and certainly infernal cherry liqueur

## Rumours

* There's some stuff about Tharg that only Leo knows
The Teaques

14th April2022

## Adventurers Attending

* Lessbelle Elmtree

Troy, Greg, Ellena, Damion

## Mission Notes

The group encountered a stressed individual, identifying themselves as Darren, about an ambush on the road from Gandern by what appeared to be a group from the Teaque family. Darrens boss, Luxanna and colleague Sylas were held hostage along with the cargo as Darren managed to escape. Included in the cargo was an ornate vase and 7 barrels of gunpowder brought along for the upcoming theatre show.

Travelling along the road towards the location Darren marked, the group diverted the attention of 2 bears from themselves, as well as finding a broken wheel and bag marked with the archiologist society, containing some tools from an excavation. Further along the road, a cart with a missing wheel was found. Searching the area turned up footprints heading towards a tree, with a marking identified as thieves' cant on it. However, appearing from the tree was a man dressed in black tweed suit. With questioning the man not turning up anything, Lesbelle walked into the tree, appearing in a plush hallway with decadent paintings and chandeliers inside. Quickly heading out, Willow disguised herself as the caught individual and walking into the tree, found herself face to face with Freddie Teaque, and bringing them out proceeded to capture and tie him up. With more appearing after this occurred, the group asked as to the nature of why Freddie and the others were tied up and what they had done to deserve being detained, Actos sent fire from his hands, before heading through the tree whilst Lesbelle put the other members to sleep. Walking in again, Actos faced a large group led hy a woman in a white tweed dress, holding Luxanna towards him in exchange for one of the group outside the tree. Before Actos could properly reply, Luxanna was thrown towards him and both were speared through the doorway back to the grassy area by the side of the road, before a bright light appeared from the tree before fading, along with the thieves' cant marking.

Heading back into town, the group plans to find out more...
Todon

Todon was a forest gnome ranger who spent some time with the Guild until his untimely demise.

## Biography

### **Early Years**

His origins were pretty much unknown except that he once hinted that his parents had died when he was very young. He did mention a sister as well but any attempts to locate her have been unsuccessful

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

He joined the Guild with a pony called Steve by his side. He recalled that a druid wanted rid of Steve and insisted that Todon took the pony and attached wagon. The two had an antagonistic relationship but still always travelled together where possible. Steve was a shape shifted Tabaxi girl with a deaf father. The guild helped reunite them.

### **Adventuring Life**

Fully adapt with weapons and especially his trusted crossbow, Todon was reluctant to be a front line fighter but did his share of fighting with two short swords.

His affinity with animals not called Steve was noticeable as was his generous nature. His death in the Feywild was unexpected and sudden. He died alone from anyone else in the Guild which he would have preferred given the choice.

### **Death**

Todon was a forest gnome ranger who spent some time with the Guild until his untimely demise.

## Todon's Mission Log

* Operation 'Halloween Heist' - 31/11/22
* Operation 'A Miner Threat: Coal Tidings' - 5/12/22
* Operation 'Wet Bandits' - 12/12/22
* Operation 'The Dodgy Dock' - 2/1/23
* Operation 'Vengeance Is Best Served Cold' - 3/1/23

Update with sessions played, all sessions are planned to have a page at one point or another.

Look at other character pages in the Player Character section

## Trivia

* Todon could barely read or write. He tried to hide this from other guild members by allowing Steve to read things for him.
VIP (Very Important Prisoner)

4th April 2023

## Adventurers Attending

* Tas
* Seymour
* Edwin
* Liz

## Mission Notes

The party got a message from guild member Grrder to go to their forge. When they arrived there they were told that the mission they had been assigned was not assigned by the Guild. It was to rescue a woman from the cells underneath Otha's Rest jailhouse.

Grrder told them that a contact would be waiting for them at the sewer entrance to the jail. The party set off through the sewer system (and quite rightfully ignoring the various people and other creatures that inhabit the sewers). After a goblin attack was thwarted they were let in a sewerage pipe into the jail.

Inside the depths of the jails they found locked up corpses of various species and descriptions. A check revealed that some of these had been dead for years. Descending the jail they found that the air was getting much colder. Much colder. After defeating some fleeing rats they unlocked a frozen over door.

The next level was warmer than the last so the party had a short rest. The level below was even warmer. The lowest level had a light emanating from it in the far cell. In this they found Lady Mya Beefington. After freeing her they started to ascend the way they came.

Something stirred in a cell. Seymour decided to shoot this. This unleashed something that was very not dead and also very strong. They managed to lock a door and escape from this. A loud noise as they left ruined any attempt at stealthily escaping.

Back in the sewers and they found a group of guards led by a Satyr. After disposing of these they got back to the surface and Grrder. Various monogrammed weapons were presented to each party member which Grrder promised would be repaired for free at the forge. Grrder promised that Lady Beefington would be safe in the forge. After all, it is one of the most heavily fortified buildings in Otha's Rest.

## Loot

* Standard Level Xp & Gold
* Monogrammed Rapier, scimitar - Seymour
* Monogrammed Longsword - Tas
* Monogrammed Flail, compass - Edwin
* Monogrammed Warhammer, Thermal Cube - Liz

## Rumours

* Why was Lady Mya Beefington locked up?
* Why was it so cold at certain levels under the jail?
* What did Seymour unleash under the jail?