recursal/Fanatic-Fandom huggingface dataset:
Otha's Rest

Otha's Rest is the largest City, most important and influential city in the East Ridings, consisting of a number of districts. The placement of the Otha's Rest Adventurers Guild has made the city a truly marvelous cosmopolitan city of great culture that attracted the most talented artisans, artists, and scholars from across the Ridings, as a small powerhouse of political power.

Even though it is quite small in comparison to the other large major powers it defiantly has made a name for itself in the history of the Ridings.

## Districts

### Bolt Avenue, Clothing & Fabric

Here adventurers can find a wide range of clothing and exotic fabrics.

* Nak’s Wares
* Harriet’s Habadashery
* Diana's Studio

### Otha's Rest Market Square, Supplies, Potions & Bric-a-brac

Otha's Rest Market Square is one of the busiest districts in the city, rife with travelling salesmen looking to earn their keep among the bustling streets.

* Beanz
* Gregg's
* The Little Shop of Warriors and Potions, Potions, Potions.

### Street of Steel, Blacksmiths, Archery Equipment, Weaponry & Armour

Here for all your defensive and offensive needs, Street of Steel is home to a number of blacksmiths and armourers - as well as The Mended Shield, the cities most popular Pawn Shop.

* Breastplates and Things
* Axes Axes Axes and The Axe Hut
* The Mended Shield
* Fletcher's
* Forgeronne and On

### The Shambles, Housing

Housing the majority of the city, The Shambles is a rundown neighborhood in Otha's Rest. It is characterized by dilapidated buildings, narrow streets, and a high concentration of lower-income residents.

* Otha's Rest Guardhouse
* Otha's Rest Jailhouse

### Mansion District, Housing

An upscale neighborhood, home to the city's most affluent and influential citizens and characterized by large, opulent mansions and estates.

* The Mayoral Apartments

### Otha's Rest Outskirts

Located on the fringes of the city, beyond the more densely populated neighbourhoods and business districts, It is more rural in character, with fewer buildings and more open space when compared to the rest of the City.

* Fuller's Tannery
* Honeyberry Meadery
* Otha's Rest Stables
* The Adventurer's Guild
* The Hill

### The Sewers

* The Underfoot Warrens
* The Silent Hand hide-out

### Otha’s Docks

* The Harper’s Thumb, a tavern
* King Leo the 13th, a tavern
* Ferryman’s Rest, a tavern
* The Silent Hand Warehouses

## Notable Locations

### Skytooth Circus

A travelling circus currently camped outside of the town.

## Appendix

### Appearances

Adventures
The Great Drow-scape • Apocalyps Drow: The Drow-matic Conclusion •
The Glimmergate Emerald Enforcers

## The Emerald Fenforcers

The Emerald Enforcers are recognised by this heraldry and gold and green livery.

The Emerald Enforcers are Glimmergate' guard force come military that helps defend the city and the Merchant Kings from threats. They are used as personal body guards for the Merchant Kings. Due to the nature of wanting the best protection while also valuing specialised skills, a lot of Emerald Enforcers in have come from the mercenary life.

WIP feel free to drop message in Settings chat about fleshing them out

Use The Leodis Lion Guard for inspiration

## Emerald Enforcers Livery & Equipment

Their armour usually consists golden fullplate on top of green tabards. If a Merchant King has taken a shine to a particular Emerald Enforcer they sometimes will buy them some more ostentatious set of armour and sometimes enchant them. Emerald Enforcers surrounding a Merchant King will always have highly decorative armour, sometimes reflecting the trade that Merchant King, Genie Hafftia, the Merchant King of gemstones will often have high value gems worked into their armour designs. Others will incorporate virtues they hold deals.

In terms of arms most used are spears, but short swords & long swords are common amongst their ranks. A few higher up have specialised into more unique weapons that blend with their preferred fighting styles.

## Important Members & Members of Note

* Head of Emerald Enforcers

## 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 •
Ethel Warrington

Ethel Warrington is a housemaid at Newsham House, a grand estate belonging to a friend of Lord Beefington. She is in her mid-twenties, with dark hair that she usually wears in a bun and deep brown eyes. Ethel has a no-nonsense attitude and a sharp tongue, which she uses to defend herself against anyone who tries to take advantage of her.

## Baby Beefington

Around 12 months ago, Ethel was seduced by Lord Sir Reginald, which resulted in her falling pregnant. She was initially excited about the prospect of having a child with the man she loved, but her dreams were quickly shattered when Beefington abandoned her and refused to provide financial support. Now, a year later, Ethel has given birth to a healthy baby boy and is struggling to make ends meet. She has reached out to Beefington several times, begging him to help her support their child, but he has ignored her pleas. Despite the difficulties she faces, Ethel is determined to provide for her son and make a better life for both of them, whatever it takes.
Sir Gozzington

Sir Gozzington was a wise and accomplished wizard who had devoted his life to the study of polymorphy. He had a reputation for being a bit eccentric, but his knowledge of magic was unmatched. He was known for his long, flowing robes, which were adorned with mystical symbols, and his long, white beard.

## Biography

Always eager to share his knowledge in return for servitude, Sir Gozzington was a mentor to many young wizards, including his apprentice, Thomas Nook. Nooks was a promising student who had shown a great deal of talent and potential, and Sir Gozzington was proud to have him as his protégé and housemaid.

However, things took a dark turn when Nook became tired of Sir Gozzington's orders, and began to plot against him. One day, when Sir Gozzington was performing a particularly complex polymorphy spell, Nook seized his chance and betrayed his mentor. He stole Gozzington's Wand of True Polymorph and cast a spell of his own, and in a flash of bright light, Sir Gozzington was transformed into a goose.

The betrayal was a devastating blow for Sir Gozzington, who had never expected such treachery from his apprentice. He was unable to cast any spells in his new form and was forced to wander the house as a goose, searching for a way to escape and exact his revenge.
The Howling Woods

Located between Otha's Rest and Port Sarim, They are known to be a prime hunting ground for Gnolls and Hyenas, who roam the woods in search of prey. The Howling Woods are a dangerous and unforgiving place, with a variety of predators and other hazards lurking within their borders. The trees are dense and tangled, and the ground is rocky and uneven, making travel through the woods difficult and treacherous. Despite their reputation, the Howling Woods are also a place of great beauty, with a variety of plant and animal life living within their borders. They are a popular destination for adventurers and thrill-seekers, who come to test their mettle against the dangers of the woods.

## Notable Locations

### Orgoth’s Manor

Orgoth's Manor is a dilapidated and abandoned building found in the heart of The Howling Woods. It is a large, rambling structure, with peeling paint, broken windows, and a general air of decay and neglect. The manor was once the home of a powerful and feared wizard named Orgoth, who was known for his dark and forbidden studies in demon summoning. It is said that Orgoth practiced his dark arts within the walls of the manor, using a variety of ancient scrolls and tomes that were found within its walls. Despite his power and influence, Orgoth vanished without a trace, and the manor has been abandoned for many years. It is now a place of mystery and legend, and is rumored to be haunted by the ghosts of those who fell victim to Orgoth's dark magic.
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 White Feather Guild. A group of adventurers who have made a well established camp there. 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.

## Notable NPCs

### 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 551. She is by far the most competent member of the guild and seeks to shield her charges from anything they can't handle.
Vengeance Is Best Served Cold

3rd January 2023

A note is found nailed to The Guild's front door - impaled there with an ice pick. Blue wine wants some sort of vengeance. Or does he?

## Adventurers Attending

* Lessbelle
* Todon
* Bosu, The Stranded
* Dacen
* Fizz

## Mission Notes

After Bluewine’s cryptic message about vengeance, The Guild is visited by Maltravers, Fey Lord of Squirrels, who explains that the Ice Gnomes vengeance is on his kind and asks for The Guild’s assistance releasing the spirits of seasons from within the book - Bluewine is, it seems - a Fey Spirit of Winter.

Explaining that the spirits, although trapped in Earl Grey’s book, are imprisoned on different planes - the feywild, the astral plane and the ethereal plane, Maltravers provides the means to reach the Feywild. Teleporting to near Earl Grey’s Manor, our adventurers are attacked by trolls - one of which appeared to be fireproof. After disposing of these monsters, our party headed onwards with haste towards the Manor.

At the border of the manor’s park beside a ha-ha, the party find a small chantry house with stained glass windows showing the Leaf Lord, Fey Spirit of Summer. Using the portal to the fey provided by Maltravers, the adventurers deal with the misdirection of The Guide by using the fey compass loaned by Maltravers. Heading out they reach the same little chantry house where while investigating, some quicklings attack with one of them running off at speed with the fey compass. At this point Todon, trapped in the little chapel, is stabbed repeatedly by a frenzied quickling - his death will be mourned.

Lessbelle managed to put the quicklings to sleep before all the party was killed by the murderously fast little fey devils. Getting assistance from Pharell, a passing haregon bard, the party headed to the manor - again guided by the compass - where two leaf warriors try to prevent them entering with the book found in the chantry house. After a long battle they defeat the leaf warriors and enter the manor replacing the book and freeing the Leaf Lord (who says nothing to them, merely nodding before departing into the Feywild.

## Loot

* Standard Level Xp & Gold
* Acorn - 1/time use to cast Animal Messenger (the messenger summoned will be a squirrel)
* Cob - 1/use to cast Speak with Animals
* Chestnut - 1/use to cast Beast Sense
* Walnut - 1/use to cast Locate Animal (but only squirrels)
* Conker - 1/use to cast Summon Beast (beast takes the form of a squirrel)
* Fey Compass - will tell you if you are on the true path in the Feywild

## Rumours

* Find ways to free the Fey Spirits of Spring and Fall from the Astral and Ethereal planes.
Tharg's War: Let the Battle Commence

24th September 2021

## Adventurers Attending

* Sharian Naetris
* Rain
* Jen
* Leonidas of the Goldmane

## Mission Notes

The Dragon's Army advances towards Leodis - Delayed by the bravery of the Guild members and Fox people.

Tharg's forces - enhanced with a battalion of Leodis Guard under inept Captain Galloway - reaches an advantageous desert position and prepares for battle.

The Adventurer's Guild members have just one task (well two if you count Leo remembering to bring the Rod of Grumsch for Tharg) - Kill the Dragon.

Tharg's War has ended. The forces of justice are victorious and the evil dragon is dead.

Tharg is dead.

The battle lines were drawn up and the dragon's force of desert orcs, wyvern riders, wargs and giants faced the combined forces of Leodis and Tharg's orcs, giants, fox people and fara, plus a contingent of giff representing the Justice Hippos.

Tharg wielded the Rod of Gru'umsch, an evil artifact giving him control of the dragon's orc army - or at least it's heart. From this moment the battle was won so long as the brave adventurers from The Guild could deal with Erikka, the powerful red dragon.

Transporting to the dragon's presence the party battled the dragon and its entourage of orcs and fire giants. Berserker's were summoned, a hundred magic misslies were fired, Leo and Jen battled the dragon face-to-face with Leo falling to the sands.

The dragon fell, Varn the orc commander surrendered only to be killed mercilessly by Jen and Sharian. The Desert King Gnu'ura (who turns out to be Lu'ura, Tharg's girlfriend's father) is killed. The giants fought on, crushing Leo and throwing his dying body at Rain, only to be banished to the home plane of fire by Sharian's magic.

Tharg, on seeing Leo, attacks him and tries to smite - his God's smite kills Tharg instead and, on Tharg rising up to attack again, his God smites Tharg again. Leo's attempt to revive Tharg is stopped by the God who says that the curse of the Rod he wields - that he will kill all his friends - cannot be lifted. Tharg had brought peace and justice through conquest, his mission complete but only at the sacrifice of his life.

Leo remains to care for Tharg's body and prepare it for funeral while the rest of the team head to Erikka's lair where, having banished another fire giant and risked a lava eruption to close a portal to the plane of fire, they discover her hoard - jewels, gems, gold and magic.

## Loot

* 2300 Exp
* 8,000gp value in gens, jewellery and gold
* Lucky Bones
* Sharian - The Book of Names
* Tiger Tooth
* 3 Arrows of Seeking

## Rumours

* Find a safe place to store the Rod of Gru'umsch
* Investigate how to destroy the Rod
Junction Inn

The Junction Inn is a popular tavern located in The Shambles district of Otha's Rest. It is known for its bustling atmosphere and picturesque beer garden, which is filled with tables and chairs, and is often packed with people enjoying a drink and a bite to eat.

Inside, the Tavern is spacious and airy, with a long bar running the length of the room and a fireplace at one end. The walls are adorned with various bits of adventuring gear and memorabilia, which have been left behind by the many guild members who frequent the Inn.

The Junction Inn is the preferred drinking spot for the Adventurer's Guild, and many of its members can be found there at any given time, regaling each other with tales of their adventures and swapping stories over a pint of ale. The Inn's proprietor, a friendly halfling named Jonathan, is well-liked by the guild members and goes out of his way to make them feel at home.

## Notable NPCs

Jonathan, The Innkeeper

A friendly halfling with a round, jovial face and a warm smile. He is well-liked by the many adventurers who frequent his Inn, and is always happy to chat and share a joke with his patrons. Jonathan has a deep love for the Inn and takes great pride in keeping it clean and well-stocked. He is a skilled barkeep and is known for his excellent selection of ales, wines, and spirits. He is also a talented cook, and his menu features a variety of hearty pub fare, including stews, roasts, and pies.

Despite the demands of running a busy Tavern, Jonathan always makes time to listen to the stories and troubles of his patrons, and many of the guild members consider him a trusted confidant and friend. Overall, Jonathan is a kind and hospitable host who goes out of his way to make his guests feel welcome and at home.
The Priory of Leodis

1st September 2023

Expect investigation to be a high factor. The deeds to the priory have been given to the guild. Without anyone knowing what the building contains...

## Adventurers Attending

* Io Aerkeryrm
* John Cartwright
* Renestrae 'Rain' Larenthanil
* Sharian Naetris

## Mission Notes

The adventurers met at the guildhouse. Here they were given a key to a building in the posh part of Leodis. Transporting there they found the key worked and entered.

The ground floor of the building was dominated by a huge desk which contained records of various races with health related details. A gym and a room dedicated to oral health were studied. The offices contained pictures of doctors and notes. The pharmacy contained potions and balms. A waste room was incinerated.

On the second level the party found a large storeroom, some very secure beds, a food supply room, other patient beds and a leech farm within the hospital.

On the third floor there was a trail of blood leading to a door that some creatures were blocking and also not very very talkative behind. Getting into this door the party found some corpses that were drained of blood and a blood bank that had been emptied. Vampires were the suspects.

Splitting the party to follow the vampires up they found surgery rooms and also Io heard a cry for help from behind a secret panel. Behind this were 12 people including the Doctor Hippo Crate (a Tabaxi) living in filth to avoid the vampires. Sharian transported these back to the guildhouse and the doctor gave John his stethoscope as a thank you.

Upstairs the party found 6 vampires and a battle ensued. Io took most of the damage as the party emerged victorious using spells and weapons turning the vampires to mist. Some of this mist was trapped using various spells but most of it escaped which Sharian followed using Scrying. The party then destroyed the vampire's lair as well as more vampires.

Later the Doctor told the story as to how they got a message out about the key and instructions to get it to the guild. After talking with Beefington the hospital is now affiliated with the guild too. There is a second building in Leodis that might suit the guild too.

## Loot

* Standard Level Gold and Experience
* John - Hippo Crate's Stethoscope
Yellowfield Farms

Yellowfield Farms is a sprawling agricultural area located south Otha's Rest. It is made up of several farmsteads, each with its own fields, barns, and farmhouses. The farms are known for producing a variety of crops, including wheat, corn, and vegetables.

The farmlands are dotted with small streams and ponds, which provide irrigation for the crops and a source of water for the farm animals. The rolling hills provide a picturesque backdrop, and on clear days, one can see for miles in every direction.

Despite its peaceful appearance, Yellowfield Farms is not without its dangers. Beneath the farmlands lies a network of caves, home to a small number of dangerous creatures. These creatures are generally left alone, as they rarely venture out of the caves and do not seem to bother anyone. However, the brave (or foolhardy) adventurer may wish to explore the caves and see what dangers and treasures lie within.

More recently adventurers followed a set of crows into the underground tunnels failing to apprehend a fleeing ephemeral figure before killing a shadow demon, who had played a part in killing civilians and bandits that had been hijacked from the passing road.

## Notable NPCs

### Dallas, Farmer

Farmer Dallas is a middle-aged man with a rugged, weathered face and calloused hands. He is the owner of the largest farm in Yellowfield, and is known for his hard work and determination. He rises before dawn and works long hours, tending to his crops and animals with the help of his children and a small group of hired hands.

Dallas's wife, Lanelyn, recently died under mysterious circumstances. It is said that she made a deal with the Devil, trading her soul for something she desperately wanted. Whether this is true or not remains to be seen, but it has left Dallas heartbroken and grief-stricken. Despite his loss, Dallas remains a pillar of the community, always willing to lend a helping hand to his neighbours. He is a good man at heart, but the weight of his loss and the demands of running a farm can make him gruff and short-tempered at times. Despite this, he is deeply respected and loved by those who know him.

### Lanelyn, Deceased

Lanelyn was the wife of Farmer Dallas, the owner of the largest farm in Yellowfield. She was a kind and gentle woman, known for her warm smile and compassionate nature. She was deeply loved by her husband, and was a beloved member of the community.

Unfortunately, Lanelyn recently died under mysterious circumstances, and her loss has left her family and community heartbroken and grief-stricken.

### Amy

Amy is a soft old woman who lives in a small, but well appointed old house. The house has a lovely elven crafted wood interior and she is often happy to invite guild members in for a cup of tea. She is a little more than she seems however, as she is known to trade in Jewellery and she is probably the richest individual across Yellowfield farms.
The Goblin King’s Mansion

A once-lavish house, stood at the foot of the mountain range. It is now deserted and empty, but was once a grand and impressive residence, with large, ornate rooms and opulent decorations. The house was built to reflect the wealth and power of its owner, the Goblin King. However the mansion is now empty and abandoned, and its once-glorious halls stand silent and unused.

The house is now in a state of disrepair, with broken windows and peeling paint, and what's left of it's once-luxurious furnishings are faded and worn. The mansion is shrouded in mystery and legend, and avoided by those who live in the surrounding area due to its reputation, and rumored ghosts or curses.
The Fighters' Guild of Grey Hills

The organisers of the fighting. They are basically the rulers of Grey Hills though their control of the main activity in the city as well as the largest economic force, employing the town guard. Within the city there are multiple schools of fighting, known as Ludus, and each one acts under license from the Guild. Without a license you don't get booked to the Coliseum bouts. Though not technically part of the Guild, the Mages of the Sword Spire, and the Luduses are under their auspices.

## The Luduses

### Bitter Dominion

* Agile Claw AKA Warclaw, tabaxi rogue/monk. A grey tabaxi who wears grey leather in the arena, she appears almost ethereal as she moves incredibly quickly and attacks with her twin daggers.

### Trusted Dark

* Fenza Stoutroar AKA Gorehorn, minotaur barbarian.

### Macabre Vanguard

* Vonnar Hollow AKA The Dire One, human warlock/fighter. Frequently disqualified for using magic in frustration, though he keeps his place as champion because he is still a fearsome fighter within the rules. He fights bare-chested but with false wing stumps strapped to his back in the manner of a fallen angel.

* Krisk Vonaldath AKA Slayer of the Tarrasque, leonin barbarian/fighter. Up-and-coming promising fighter, got his name by defeating Raze "The Tarrasque" against extremely long odds. From this fight he was awarded heavy armour from the ludus for future bouts.

### Fearless Forest

* Silgar Mudtoe AKA the Behemoth, loxodon fighter.

### Hellmight

Raze's former ludus, of which he was once champion. Before becoming an adventurer he faced a combatant and was the heavy favourite, and yet he was humiliated extremely easily.

* Hanna Reed, human male. Very skilled in promotion and dealing, but never been a fighter.

* Ming Na AKA Lady Rapier.

* Mensa Onemaus, human male. In his 50s, but still extremely tall and powerfully built, brutally scarred from a long and successful career fighting in the arena. Known to be noble, honest, and the best doctore in the city.

## The Mages of the Sword Spire

This group of illusionists and healers provide their services to the guild. Many work directly for the guild and live within the Spire, and some, once graduated will take jobs with a specific ludus and act on behalf of that ludus directly.
Welcome to the Club

28th March 2023

A group of new adventurers have been sent an invitation to join the Guild. They arrive in town on market day to discover they had no idea where the Guild Hall is and all the signs have been torn down.

## Adventurers Attending

* Liz
* Peanut
* Edwin
* Pear

## Mission Notes

A group of new adventurers had been sent an invitation to join the Guild. They arrived in town on market day to discover they had no idea where the Guild Hall was and all the signs had been torn down. The townspeople seemed to be unhappy with the Guild and we’re trying to dissuade new people from joining. Heading into the newly opened Temple of Bane, they asked a brother there what was happening in the town. He told them there was a stranger in town, a man named Slick Rick, lamenting about the dangers of the Guild and rallying the townspeople against it. The brother gave them directions to the Guild Hall. They entered the Guild Hall where Beefington told them of the troubles of not getting new requests sent in as the town was listening to this stranger. He asked them to go and deal with him.

The group spread some seeds of doubt in the audience and watched the stranger so they could impersonate him and spread different rumours. But upon seeing the group, the stranger fled. They chased him through the streets and saw him disappear into a forest cave. They tricked their way in (after being nearly blinded twice) and killed the kobold guards at the entrance. They headed further into the caves where they met Slick Rick who was protecting a large crystal. He told them of his troubles with the Guild as they kept sending adventurers after him to kill him and claim his crystal.

After some persuasion, Rick agreed to hide in the cave and pretend to be dead to keep his crystal safe. He gave them his cloak as evidence of his demise. With the help of his brother, they blew up the entrance to the cave to hide the way in and took the cloak back to the Guild.

## Loot

* Standard Level Xp & Gold
* Cloak of Many Fashions

## Rumours

* What is the crystal?
* Will Slick Rick stay hidden?
Sven

[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 •
The Shambles

Housing the majority of Otha's Rest's citizens. To some, the shambles is a place where crime is rife and where people are live in crowded or cramped conditions. To others, however, the Shambles is a historic district with a distinctive character and charm, despite its rough edges. It is a place where people of all walks of life come together and where there is a strong sense of community.

## Notable Locations

### Otha's Rest Guardhouse

Base of operations for the city's guards, who are responsible for maintaining law and order within the community.

### Otha's Rest Jailhouse

A grim facility housing the worst of the worst of the criminal fraternity located in The Shambles, adjacent to the Guardhouse. It looks small at ground level but most of the cells are located underground.
Dragonash

Dragonash is often found being trafficked across the region by criminal organisations.

## Item Description

### Dragonash, 5 Doses/Pouch

(Item Type /Rarity / Attunement?)

Is a black powdery substance that must be ignited and smoked to produce its effect. Upon smoking a DC10 Constitution Saving throw is required. Fail, unconscious for 1 minute. Succeed, receive a rush, begin to see sparkly stars and gain the use of the prestidigitation cantrip for 1hr.

If used for 2 consecutive long rests a DC13 Con ST is required to prevent addiction. Fail, a further DC15 Int ST is required. Fail  and the player receives 1 point of exhaustion indefinitely until more dragonash has been obtained or addiction is removed by lesser restoration or equivalent higher level spells.

### Dragon Glass, 5 Doses/Shard

(Item Type /Rarity / Attunement?)

Is a set of glass shards that must be smelted before being inhaled to produce their effect. Upon smoking a DC15 Constitution Saving throw is required. Fail, unconscious for 1d4 minutes. Succeed, receive a huge rush, fire clouds the mind giving disadvantage on Int/Wis checks and saving throws. Gives access to the Dragon's Breath spell for 10 minutes. Once cast Dragons breath lasts 1 minute and other effects end.

If used for 2 consecutive long rests a DC15 Con ST is required to prevent addiction. Fail, a further DC18 Int ST is required. Fail  and the player receives 1 point of exhaustion indefinitely until more dragonglass has been obtained or addiction is removed by lesser restoration or equivalent higher level spells.

## DM Notes

**Written By:** [Troy]

**Date:** [Date]

**Issued to:** [Player Name]

**Reviewed by:** Dan
Vs the Giants!

6th May 2021

There's a giant problem, only the guilds strongest and most cunning members can deal with a problem of this magnitude!
Also some pies...

## Adventurers Attending

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

## Mission Notes

The Guild went to Deepriver where they were employed by Mr Frederick Essleburgh to recover his farm which was overrun by Hill Giants. The giants didn't want to talk 'puny weaklings that could't beat em at nything!'. Seeing this the adventurers challenged them to a series of friendly challenges. Agreeing to this the first challenge that Sharian suggests is who can build a hut the quickest. Sharian quickly summons a stone structure using Wall of Stone, putting a door way and window in there with Shape Stone in a matter of seconds. The Giants got annoyed shouting 'Hey that's not fair, you are cheating!', Sharian calmed them down by letting them choose the next two challenges.

Choosing their first challenge of a pie eating contest, a large amount of giant pies are baked up. Coming out in massive pie trays everyone takes it in turns to go up against one of the five giants. in teams of two to eat, what flavour pie they receive is random. Rain and Sharian goes up against a female giant who smugly thinks she is going to eat the tiny elves under the the table. Luckily the pie they get is a nice sweet black berry one instead of the rancid pie someone had made. The Female Giant kicks up a storm when she is out eaten by tiny elves.

Fighting a chicken is the last challenge the Giants put forward to these surprising guests they have found themselves with. Leo and Tharg offer themselves up to this challenge before seeing the chicken. The apparent chickens were tied up on the other side of the farm house, upon getting there there are two Rocs tied up to a tree that were going to be killed and eaten later. Working together Leo and Tharg take out the Roc before the giants could with theirs.

After proving their worth to the giants via some friendly competitions the giants were willing to talk the group, they discovered that both Esselburgh and the giants had been sold the same farm by one Lorenzo Del Bianco The Third.

The giants had traded some magic rune inscribed tablets entrusted to them via their Cloud Giant cousins, while Essleburgh had traded an old family heirloom in the form of a painting claiming to depict the secret entrance to the Fire Giants lair.

Tharg also managed to persuade the giants to come and throw rocks at some orcs in exchange for a large amount of ale. So will be able to recruit 4 hill giants and one Hill Giant Subchief when he requires them to aid in crushing the desert orcs.

## Loot

* 2200 EXP
* 675 Gold

## Rumours

* Find out who Lorenzo del Bianco the Third is - possibly by speaking to Reggie Bristleback the glimmergate estate agents (really, wtf???).
* Recover the tablets and painting that the people have been cheated out of.
* Remove the gith who've taken over the mountain so that the Giants can head back to their normal stomping grounds.
West Ridings

## Notable Features

### Purple Cap Cave

Former home of a group of Wyverns, Mycelium has taken over the caves making them uninhabitable.

## Notable Settlements

### Ambercrop Farms

A cluster of small farmsteads that sit near the foothills of the Pinborough Peaks.

### Sharnbury

A large fishing town that has grown quickly due to its water ways that leading straight to Glimmergate, merchants of Sharnbury will buy good to take to Glimmergate to turn a profit at the risk of the

### Deep River

Deep River was once a prosperous mining town, until the silver mine was abandoned 60 odd years ago on account of being cursed.

### Glimmergate

The capital city of the West Ridings and the heart of all its trade and commerce.

### 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.

### North Burrows

A small town further up the River from Glimmergate.

### Rose Rock

Small town in the shadow of the Pinsborough Peaks, below the Call Pass. At sunset the peaks above glow a vivid pink.

### South Burrows

A small town by the River. Very sparsely populated, it mostly serves as a drop off point for wares to be shipped by river into Glimmergate.

### Wildevale

Small town, the seat of the Coppergard family. The entire population was wiped out by a vampire attack two years ago, Y549.
Star Watcher

[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 •
Termómetro

El termómetro es un detector de temperatura, Al usarlo, nos dirá en que temperatura se encuentra la habitación o el lugar en el que estemos mirando con grados Celcius (C°), (Esto se puede modificar), el termómetro tiene un retraso de 5s y la habitación del fantasma siempre se encontrar a Temperaturas Bajo cero (Depende Del Fantasma)

### Pistas

Estos son los fantasmas que tienen la pista de Temperaturas bajo cero:

Demonio, Hantu, Jinn, Oni, Revenant, Sombra, Yurei, Onryo, Gemelos y Mímico.

THHF250
Wand of True Polymorph

Once owned by Sir Gozzington and Thomas Nook, before being claimed by The Guild during the events of 'No Luck Catching Them Swans Then?', the Wand of True Polymorph is formed of a long, thin twig taken from an oak tree, holding **1d4-1 charges** of True Polymorph, with a minimum of 1. These can be cast by anybody with a spellcasting ability who has spent at least one hour attuning to the wand. The amount of charges resets at dawn each day.

## Mechanics & Inner Workings

A **DC 15 Intelligence** (**Arcana**) check will reveal that the modifications have left the wand extremely unreliable. Each time a charge is used the user must pass a **DC 17 Intelligence** (**Arcana**) check. If they succeed, the spell casts normally and **the DC needed to use it permanently increases by 1**. If they fail by five or less, the spell will transmute the target into a Gibbering Mouther - *a hideous lump of seemingly random limbs, organs and facial features*. The creature will attack the nearest target mindlessly, babbling in dozens of broken voices.

This transformation cannot be undone by any spell lower than 9th level and cannot be cancelled by ending concentration. The target can make a saving throw against this effect in the same way they would against a regular casting of True Polymorph. If they fail by more than five, in addition to the above consequences the wand explodes violently, dealing **1d12 force damage** to all creatures within 10 ft for each charge remaining in the wand. This destroys the wand.
The Break-fast and the Furr-ious

21st June 2023

## Adventurers Attending

* Karl
* Bearhugger
* Liz
* Lessbelle
* Seymour
* Io Aerkeryrm

## Mission Notes

This adventure started in the guildhouse when Io noticed a flyer for a race. A cart race to be held in 10 days near Yellowfield Farms. The guild members decided to work as a team to build something that could propel a cart. After working out the possibilities they arrived at the race venue the night before with a type of engine to attach to the cart.

Scoping out the opposition Seymour found another engine which he filled with ball bearings, a tent of sleeping dwarves, some rather rude elves, a bear in a cage attacked him, some wizards warned him off, another cart got filled with ball bearings and some young human males invited him in for a beer.

The next day the guild was drawn into the first heat. They were facing the frat boys, the dwarves and the wizards. Sabotaging the wizard's cart turned out to be a bad idea and led to a fire elemental and a fireball destroying the guild entry.

They arrived back at the start to see the engine Seymour put ball bearings into explode.

A farmer then asked for help to find his missing cattle. Here they found tracks to a cave and a mysterious muffin which helped to stave off poison if they ate it.

Finding a very large breakfast set out Lessbelle jumped into the giant egg yolk and Seymour ate some very large bacon. Avoiding some rickety bridgework they found the cows were being guarded by 4 trolls. Lessbelle got one of these to leave the battle and eat breakfast while the others fought to their deaths as each party member contributed. The cows were returned to the farmer and the guild got paid for this part of the mission.
Taking a Dragon to the Pub...

??nd Febuary2022

## Adventurers Attending

* Ambrose Felurian
* Raze
* Takeshi Castel
* Drake Young

## Mission Notes

Ambrose, with help from some friendly brownies, has gathered the items Joshua needs to fix his magical mechanical brass dragon. Heading to Glimmergate with a bodyguard- tortle barbarians, Raze and Takeshi plus notable farmer Drake, Ambrose heads to the hill beneath which Joshua is hiding. Fighting off some imps and two-headed dogs the team reach the cave and Joshua begins fixing his dragon. Despite interruption (by some goblins who turned out to be demonic dogs) the task is completed and Joshua, Ambrose and the rest head to the Demon’s Eye so Ambrose can peer into the druids’ scrying pool with Joshua and hopefully find his sister.

Lanithria, the Demon’s Eye’s devilish proprietor is away (a good thing given what is later discovered about him) but, on bursting into the inn our party is confronted by an ogre, some thugs and darklings all under the direction of Naja, Lanithria’s ‘creature’ as Joshua described her, and a goblin rogue. Helped by the mechanical dragon a fight allows Ambrose and Joshua to reach the scrying pool.

In the pool Ambrose sees a grandly furnished room that appears to be underground where his sister sits drinking and laughing on the arm of a large chair in which sits Oscar – revealed in his full rakhshasa form. Shockingly Ambrose’s sister seems entirely happy with where she is – not coerced or imprisoned as Ambrose feared. In some ways this is worse.

Meanwhile the fight goes well ending as Naja and the goblin flee – the goblin, bested in battle by Raze promises vengeance. And the party leave they glimpse the arrival of Lanithria in his huge hellish form – all bat wings and flame-licked trident.

## Loot

* Standard Level Xp & Gold
* Ambrose has a vial of water from the scrying pool that allows one further viewing of the place (Oscar’s Lair) seen in the pool. As with the pool the vision has sound and images.
* Chime of Opening dropped by the goblin rogue as he fled.

## Rumours

* Joshua, having fled on his dragon, is a marked man – while he is attuned to the pool Lanithria can’t use all its powers.
* Ambrose has the dilemma of what to do about his sister who is, it seems, deeply charmed by a rakhshasa
* Raze may find himself targeted by a rather cross goblin rogue.
Spell Deflection (HB)

Found hidden away in the Time Temple in an ancient tome, in a seemingly unreadable language, it contains a variety of unique, and previously unseen spells.

## Spell Deflection (HB)

### Casting Time

Reaction - when you are targeted by a Magic Missile spell, a line spell, or a spell that requires an Attack roll

## Spell

You attempt to deflect a spell that is being cast against you. If the spell is 4h level or lower, it has no effect on you and you can choose a new target or area for the spell as if you were casting it yourself. The spell uses the original caster’s Save DC or To Hit modifier.

Casting a higher level: When you cast this spell using a spell slot of 6th level or higher, you can deflect a spell of a level up to one less than the level of the spell slot you used.
Takanora

[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 •
The Start of Production! Auditions and Propping

14th December 2021

## Adventurers Attending

* Sharian Naetris
* Tawny
* Rain

## Mission Notes

Sharian, Rain and Tawny started their audition process for Alex's show that was finally getting underway with its auditions. Delivering their audition pieces in their own styles, Alex was thrilled by their possibilities in the show and let them know to expect their casting in the coming days. As they were about to leave, Alex asked if they could take on a guild contract to help escort some items for the show back to Otha's Rest from Glimmergate, as this item was particularly large. Teleporting there, they found the workshop being used to build this item and met with Garrett, the creator of Alex's main piece, a mechanised Cheese-Rex for the final battle. Heading to bed, Tawny noticed flames in the early hours at the workshop whilst Sharian and Rain spent time in the magnificent mansion, unaware for the first minutes of the situation. Heading down, Tawny and later the others found the mecha cheese-rex glitching out of control, the remote controls sparking and it moved round the building. Fighting both fires and the rex itself, the group disabled the construct from moving around. Upon inspection, it seemed part of the power system had been carefully removed from the creature, implying some sort of sabotage?

## Loot

* Exp: 2200
* Tawny; 10x mechanical boat toys, 2x bladebays, 1 clown in the ball, 1 see-saw toy.
* Sharian; 1 bladebay.

## Rumours

* Sharian; business meetings with Vorhyss, cutting out the middleman?
* Any; Sabotaged? Investigate the damage towards the mecha cheese-rex and its culprit