recursal/Fanatic-Fandom huggingface dataset:
Tharg's War: The Dark Crag

6th July 2021

## Adventurers Attending

* Sharian Naetris
* Leonidas of the Goldmane
* Rain
* Cassidious "Cassidy" Naïlo
* Flea

## Mission Notes

Tharg has left The Guild and plans recruiting an army to conquer the desert orcs. Or perhaps Leodis, it was a little unclear. After a conversation via a sending spell, Sharian heads to Leodis to have a word with a few people while Leo gathers a crew to accompany Sharian into the mountains where Tharg has said there’s ancient orc artifact – the Rod of Gruumsch – that he wants under his control.

The rod is, the adventurers are told, held in an ancient keep perched on top of a dark crag, and guarded by a foul spirit. The orcs at Tharg’s camp tell the party there are giant birds that have eaten orc children and “the big goblin tribe across the valley is now a small goblin tribe”.

There were, indeed, large birds – huge jackdaws with brain-numbing caws - which had nested in the old keep, a place infested with wights and mounds of animated bones. The birds, in the manner of their kind, had gathered mounds of shiny things in their nest, and the wights had invested the bones of dead orc children and goblins with undead power.

The rod was within a tower of the keep guarded by the expect foul spirit, a lich-like mist creature with the power to shoot deadly rays from each of its ringed fingers. Flea was brought near to death with one necrotic ray while Cassidy and Rain were saved from petrification by luck and magic. Even Leo’s healing magic stopped working. Rain, on grabbing the giant bone that was the Rod of Gruumsch, became compelled to take the artifact to a powerful orc leader against the advice of Tharg who had asked Leo to take it for safekeeping.

Teleporting to the giant camp where Tharg was recruiting for his army, Rain’s geas was removed by Tharg – the artifact carries a mighty curse, a compulsion from the God who made it. Sharian sought to shape Tharg’s actions warning that Leodis would not trust the good intentions of an army of orcs, goblins, and giants. Tharg agreed that, with his two advisors Luura, and Vrkash, he would accompany Sharian and others from The Guild to Leodis to assure them of his good plans.

Tharg also asked that The Guild might ask some of its stealthier members to undertake an information gathering trip to the orc camps deep in the desert.

## Loot

* 2300 EXP
* 2500gp worth of gems, silver and gold from the guardian spirits rings and the giant crow’s nest

## Rumours

* Take Tharg to Leodis to talk with the guard captains and other leaders
* Intelligence mission to assess the desert orcs and their strength
The Call

A rugged and majestic mountain pass located in the Pinsborough Peaks, a range of mountains that separate the East and West Ridings. The Call is situated at a high altitude and is known for its dramatic scenery and challenging terrain.

The journey to The Call is an experience in itself, with the road leading up to the pass winding through steep and narrow canyons, with towering rock formations and cascading waterfalls visible along the way. As one approaches The Call, the scenery becomes even more breath-taking, with panoramic views of the surrounding mountain ranges and deep valleys.

The pass itself is a narrow strip of land, with steep drops on either side, and the road is often winding and treacherous, with hairpin turns and sharp switchbacks. The views from the pass are truly awe-inspiring, with snow-capped peaks, alpine meadows, and crystal-clear lakes visible in all directions. The air at The Call is crisp and clean, with the scent of pine and fir trees adding to the natural beauty of the area.
The Hill

Just outside of the walls of Otha’s Rest is a hill with a partly ruined keep. It is a place of peace and order dedicated to The Soldier’s God. There is a small hamlet of a few dozen houses clustered around the base of the hill. Their mission is to provide order, justice and defense; while also training those that will in martial skills. This is the home of Tharg. Since the fall of Rhapsody it is now also the home of around 200 of the Wood Folk who have built themselves a community here under the watchful protection of Tharg and Father Daevid.

## Notable NPCs

### Father Daevid

Head of the community, once a soldier, now retired from that life.

### Gaelan, elf, Speaker of the Wood Folk

He gave up his position of leader after the Fall of Rhapsody but the people insisted he retain a title, so he is regarded instead as the Speaker and is the one who has dealings with outsiders on behalf of his people, though he makes no claim on leading them or making decisions for them.

### A warforged servitor rescued by Tharg.

Now mostly inert having been cut off from Rhapsody, but will follow simple commands as well as it can.
Spirit Box (Caja de Espíritu)

## Spirit Box

La Spirit Box (traducido al español "Caja De Espíritu) Es una radio especializada para hablar con fantasmas, La Spirit Box se usa hablando por el micrófono diciendo alguna de las preguntas que el juego detecte (Ejemplos Abajo), Para que un fantasma responde se debe apagar las luces y Estar en la misma habitación que este o Estar 3m del fantasma,A veces los fantasmas no responderán, puede ser por que no se cumplieron los requisitos, Que el fantasma era tímido o Únicamente el fantasma no quiso responder

### Pistas:

Si un fantasma te contesta a través de la Spirit Box, es una prueba que se puede anotar en el diario

Aquí los fantasmas que usan la Spirit Box: Pesadilla, Ente, Poltergeist, Espítitu, Espectro, Yokay, Onryo, Gemelos, Mímico

## Preguntas

### Preguntas De Edad

* "¿ Cuantos Años Tenes ?"
* "¿ Cuan Joven Eres ?"
* "¿ Cual Es Tu Edad ?"
* "¿Cuando Naciste ?"
* "¿Eres Un Niño?"
* "¿Eres Viejo?"
* "¿Eres Joven?"

### Preguntas De Dificultad

* *"¿Qué deseas?"*
* *"¿Por qué estás aquí?"*
* *"¿Quieres hacernos daño?"*
* *"¿Estás enfadado?"*
* *"¿Nos quieres aquí?"*
* *"¿Nos vamos?"*
* *"¿Deberíamos irnos?"*
* *"¿Quieres que nos vayamos?"*
* *"¿Qué debemos hacer?"*
* *"¿Podemos ayudar?"*
* *"¿Hay algún problema?"*

### Preguntas De Ubicación

* *"¿Dónde estás?"*
* *"¿Estás cerca?"*
* *"¿Puedes mostrarte?"*
* *"Danos una señal"*
* *"Haznos saber que estás aquí"*
* *"Muéstrate"*
* *"¿Puedes hablar?"*
* *"Háblanos"*
* *"¿Estás aquí?"*
* *"¿Estás con nosotros?"*
* *"¿Hay alguien con nosotros?"*
* *"¿Hay alguien aquí?"*
* *"¿Hay alguien en la habitación?"*
* *"¿Hay un espíritu aquí?"*
* *"¿Hay un fantasma aquí?"*
* *"¿Cuál es tu ubicación?"*

### Preguntas Personales

* *"¿Eres una chica?"*
* *"¿Eres un chico?"*
* *"¿Eres un hombre?"*
* *"¿Eres una mujer?"*
* *"¿Quién eres?"*
* *"¿Quién eres tú?"*
* *"¿Qué eres?"*
* *"¿A quién le estamos hablando?"*
* *"¿Con quién estoy hablando?"*
* *"¿Hola?"*
* *"¿Cuál es tu nombre?"*
* *"¿Puedes darme tu nombre?"*
* *"¿Cuál es tu género?"*
* *"¿De qué género eres?"*
* *"¿Eres hombre o mujer?"*
* *"¿Estás soltero?"*

### Aclaraciones

* Los fantasmas tímidos solo responderán cuando el jugador se encuentre solo en una habitación
* Para que un fantasma conteste se deben apagar las luces
* Puedes preguntarle algo al fantasma mientras la Spirit Box está en el suelo

THHF250
The Dig

Since the Adventurers Guild members, Kayla, Urth Stormwind, Wenwick, Gogron and Daarden Rain cleared out what looks like a welcoming area for dignitaries and traders, many people have flocked the the area to support and invest in the Rocksplitter expeditions into the city. Many traders, artisans, historians, sages and other camp followers have built a hasty shanty town around the entrance whilst the brothers and their dwarf workers have set up shop inside the entrance to keep a close eye on their claim.
Edgefield Street House

Edgefield Street House es una casa que transmite sensación de claustrofobia, a pesar de que hay diversos escondites en su interior.

## Estructura

Edgefield Street House es una casa que posee seis dormitorios, seis cuartos de baño, un comedor, una lavandería, una gran sala de estar, una sala con piano, una cocina y un garaje y un sótano.

En el interior de la casa encontramos 6 armarios en los que esconderse, además de un set de armarios en el sótano. Algunos escondites son bloqueados según la dificultad.

## Posesiones malditas

·La Ouija la encontramos en la lavandería, la cual está frente la cocina y al lado de uno de los baños.

·El Espejo Embrujado aparece en la pared derecha del recibidor.

·Las Cartas del Tarot aparecen en una mesa en el recibidor, frente la escalera.

·El Círculo de Invocación se encuentra en la sala segmentada del sótano.

·La Caja de Música aparece en una mesa de la sala de estar.

·El Muñeco Vudú está encima de la cama de el dormitorio azul (arriba en el pasillo última puerta a la derecha).
Svirfgnomestown

Delved into the mountains of the Pinsborough Peaks, home of the Svirfneblin, the deep gnomes. A few hundred of them call these tunnels, and the town in the large central cavern, their home. Most cannot speak common but the rulers and the scouts and rangers who deal with outsiders speak it well enough. Deeper into the mines beyond the main town area is a quartz mine that was once sealed due to dangerous monsters killing a mining crew. It has been cleared by The Guild and mining has resumed.

## Notable Locations

### New Gnomestown

With the renewed success of mining, a group of above-ground gnomes from around the Ridings came to set up a small village outside of the Svirfneblin caves to assist with various operations. These gnomes are not as comfortable with underground but are far better trackers and travellers above ground than their grey brethren. The town is to the north of the entrance to Svirfgnomestown. It is set between a couple of small streams coming from the mountains and build a little up onto the slopes.

## Notable NPCs

### The Low Queen

Ruler of the svirfneblin and an expert in gemstones and jewellery.

### Manji and Jorrik

Scouts and valuers for the gnome village.
A Shadowfell of a Doubt

What lurks in the shadows? What lurks in your mind?

7th January 2022

## Adventurers Attending

* Arctos
* Jackal
* Willow
* Lessbelle
* Chase
* Vestra

Greg as Arctos the Lv3 Human Cleric
Damion as Jackal the Lv2 Tiefling Fighter
Ellena as Willow the Lv2 Half-Orc Ranger
Troy as Lessbelle the Lv1 Half-Elf Sorcerer
Beth as Chase the lv1 Human Paladin.
Danny as Vestra the Lv3 Darkness of Darkness

## Session Summary

The team were approached over breakfast by Sir Lord Reginald Beefington and sent to deal with a Shadowfell portal to the south, near the bridge. He had reports from carters who had passed the night before and determined they had to sort it out.

They headed south and found horses killed by tooth-boggles, the merchants missing without a trace. Within the darkness of the portal's influence they found a stag party still drinking, under the misapprehension it was still night. They saved them (except Steve) from a shadowy scorpion and went on to the bridge. They approached the bridge and used magical light to seal the portal while fighting off the dragon and shadows that it spewed forth.

Then home for tea and medals.

## Rumours

* What Happened to the Silk Carters? - OPEN
* Davey's Phenomenally Furious Wife - OPEN
* The Guildmaster is Mega-Corrupt Right? Can We Stop That, Maybe? - OPEN
Tharg's War: Fishing the Desert for Rats

22nd July 2021

## Adventurers Attending

* Sharian Naetris
* Jen
* Rain

## Mission Notes

Rain and Jen returned to Thalabaa, the city of the Anzari fox people, this time accompanied by Sharian. The plan was to complete the previous mission – find out how the orcs control the purple worms and look into whether the orc show is being run by a large red dragon. As well as checking out the Fara, the rat folk.

After a brief shopping trip to Leodis (where they met Fritz, the yodelling gnome who is Billy Bugg’s Leodis store manager, and were urged to visit his cousin’s restaurant – Hansel’s Cheese Bar) the team headed to Thalabaa from where, after a chat with Lu’ura and Dhakhi, they headed to where the dragon was rumoured to hang out.

On arriving at ruins in the desert, the adventurers find orc standing guard over two wyrmling red dragons. Doing battle, the orcs having summoned a purple worm, the team succeed in defeating them and killing the baby dragons. The death screams of the wyrmlings alerts their mother and a huge old red dragon is seen approaching – after a moment’s hesitation and a brief looting of the baby dragons’ hoard (“we can take this dragon…er…maybe not without a rest…”) the adventurers follow one of the Fara along ancient passages within the buried elven city.

In the heart of the ancient city, the party meet the Vizirate of Fara, the five people who command the rat folk. They explain how they abandoned their camp at the surface because of the dragon and that, with so many of their people enslaved, they were forced to use their underdark connections to secure strange magical rods. It seems these, when combined with something from a purple worm (a tooth or a scale maybe) are what the orcs use to control the worms. It is suggested too that the sun symbol that Jen was given by the Anzeri fox folk is the symbol of the ancient city – the rest of the artifact may be within the buried city somewhere.

## Loot

* 2200 EXP
* Dragon Ring (warns when dragons are near, wearer can’t be frightened by dragons)
* Eagle whistle
* 900gp worth of gold and gems Dark iron rod…

## Rumours

* Explore ancient city
* Are the Fara entirely truthful? Are they playing both sides here? What is their connection with the underdark?
Tharg's War: Smoke on the Water

3rd August 2021

## Adventurers Attending

* Sharian Naetris
* Leonidas of the Goldmane
* Cassidious "Cassidy" Naïlo
* Rain

## Mission Notes

Discretion turned out to be the better part of valour as our adventurers hurried to the aid of Duck’s Eye, the little fishing village attacked by the dragon. Arriving at the village the team provided some assistance to the unfortunate fisherfolk and had a chat with a triton ranger who told them someone had opened a new elemental portal and that, unlike the one in the sea, it wasn’t guarded.

Leaving the village through the still burning forest, the adventurers come upon an arroyo, a dry river bed, now filled with elemental fire and an assortment of elemental creatures some of which attacked the party as they cross a stone bridge across the canyon. After a long battle the party cross the stream of fire and head into the hills following the billows of black smoke that stain the horizon.

What they find is the army of the dragon moving into action – orcs and others marching off in the direction of Leodis. Meanwhile the dragon perches on her lair, a new breach opening access to the plane of fire. Elite orc troops and some giants make up the numbers plus an orc sorcerer. Doing battle, they quickly realise that, despite the protection of Cassidy’s force field, this was a battle they would struggle to win. After an attempt to engage with the dragon, enraged by the death of her wyrmlings, it was clear that teleporting away to Leodis was the best option. The dragon remains at large and her army advances on Leodis.

## Loot

* 2400 EXP
* One blue orb filled with water (when dropped into a big enough volume of water this transforms into a water elemental)
* Good information about the strength of the orc army and the dragon
Wizardball

A popular pastime throughout the Ridings, **Wizardball** is a fastpaced, action driven sport requiring strength, speed an endurance. Originally played by ogres (using the severed head of an actual wizard as the ball), the sport as evolved into a high octane, stadium filling, spectator sport of athletic prowess and showmanship, featuring some of the best athletes in the Ridings.

The Leodis Wizardball Association is attempting to expand its operations into all of the Ridings, to create a standardized Wizardball league

## History

[Insert the history and evolution of the sport]

## Notable Teams

### Guano Lake City Goblins

A diminutive team of goblins that from the Guano Lakes, near the Belkilka Desert. What they lack in size and strength, they make up for in their underhanded tactics, and expertise in bending the rules whilst escaping the referees watchful eye. Their Captain, Snotface, is known for his signature "Smoking Gun" tactic - where he frames his opponent for cheating, to secure an advantage for himself.

### Hollyhead Justice Hippos

A team of large Giff soldiers, who enjoy the sport as a hobby, and a means of blowing off steam between boughts of fighting crime and defending Hollyheads borders. They are known for their old-school sportsmanship and good etiquette. Though they are strong, their dated tactics often leave them outmatched against more savvy opponents. Not that they'd mind, its the taking part that counts.

### Leodis Pegasi

One of the local teams from Leodis. They are well loved team, lead by their captain - star player Brad Chadsworthy.

### Otha's Rest Beefers

A team from Otha's Rest, founded by Sir Lord Reginald Von Beefington III, and comprised of various members of the Adventurer's Guild.

## Notable Championships/Accolades

### Leodis Shield

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

### The Beefington Cup

A trophy given to the winners of the Beefington Invitational - a tournament held in Otha's Rest, hosted by Sir Lord Reginald Von Beefington III. it is currently held by the Otha's Rest Beefers.

## Appendix

### Appearances

Adventures
Showdown at the Wizardball Finals! • Eggman Memorial Wizardball Tournament • Wizardball Beefington Cup Tournament •
Coppergards

## Faction members

### Ellrika Coppergard

The adopted elven daughter of Laurentius. Ellrika was taken into the family and trained in their arts as hunters when she was young. After the capture of the Von Valentines, she left the Coppergards over disputes with them over devotion to destroying the undead, and travelled the East Ridings and further afield. She is currently still alive and active in the East Ridings. Currently approximately 300 years old. At age approximately 100, just becoming an adult, she helped seal the last Von Valentine vampire in the mirror.

### Lord Laurentius Coppergard, Deceased

An Ancestor of the Coppergard family. Laurentius was a powerful vampire hunter who was noted for leading the family when it captured the last of the Von Valentines, sealing them all away inside a magical mirror. Laurentius was known as the “Last Vampire Hunter”, as the family ceased their undead hunting activity after their capture.

### Lord Ponsenby Coppergard, Deceased

The most recent patriarch of the Coppergard family. He was a well loved man in the local town, and died peacefully in his sleep at the age of 70. He was married to Elaine Coppergard, with whom he had two children, Felix and Felicity. His two children inherited his entire estate, including the Coppergard Mirror.

### Lord Felix Coppergard, Deceased

Son of Ponsenby Coppergard. Father of Madame Elsie and Madame Embery. Felix inherited Coppergard's mirror from his father when he passed away. He wrote to the wizard, Alrikk, requesting he visit the House Coppergard to appraise and value the mirror for potential sale. He, his wife Georgina, and his two children died during the Wildevale Massacre.
The Crystal Caves

The Crystal Caves is a vast underground complex, a natural cave system that was once filled with hidden treasure, now largely emptied of its valuables. The cave is located deep beneath the East Ridings, accessible only through a treacherous and winding network of tunnels and caverns. Despite the removal of much of the treasure, The Crystal Caves remains an alluring destination for adventurers and treasure hunters. The cave's walls are composed of glittering crystal formations, which reflect and refract the light in a dazzling display of colour and illumination.

The cave's central feature is a massive crystal door that is said to be imbued with ancient magic, keeping the treasure hunters at bay. Behind the door lies a magic sword. The sword is rumoured to have been crafted by the gods themselves, imbued with magical properties that make it a highly sought-after prize. Many have attempted to unlock the crystal door and claim the sword, but none have succeeded.

The cave itself is treacherous, with steep drops, hidden pits, and slippery surfaces that make it a dangerous place to navigate. The air is often thick with mist and the echoes of distant waterfalls, adding to the mysterious and enchanting atmosphere of The Crystal Caves.
Tharg's War

**Tharg's War** follows the many event that led up to the Orc War and the actions undertaken by Othas Rest's Adventurers Guild to minimalise the damage done to Leodis and the rest of the Ridings.

Go into details of how this all kicked off with years it took place

Sessions involved (More to be added without the Tharg's War prefix)

* Tharg's War: The Dark Crag - 6th July 2021 - 552 AOR
* Tharg's War: The Long Range Desert Group - 15th July 2021 - 552 AOR
* Tharg's War: Fishing the Desert for Rats - 22nd July 2021 - 552 AOR
* Tharg's War: Smoke on the Water - 3rd August 2021 - 552 AOR
* Tharg's War: The Final Countdown - 10th September 2021 - 552 AOR
* Tharg's War: .... a trip to Leodis - 17th September 2021 - 552 AOR
* Tharg's War: Let the Battle Commence - 24th September 2021 - 552 AOR

Need to talk with Simon

## **The Dark Crag - 6th July 552 AOR**

**Expedition Team**

* Insert Name Here
* Insert Name Here

brief session summary here

## Appendix

### Sessions

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

### Mentions

Adventures
Painting Grey Hills Red • Insert session name here •
Why did the Headless Chicken Cross the Road?

12th June 2023

## Adventurers Attending

* Lessbelle
* Skamos
* Aloissisus
* Tas
* Seymour
* Aristaeus, Third of His Name

## Mission Notes

The guild gained a new member in Aristaeus who was at the pub with them.

Their refreshments were interrupted by a large headless chicken bursting into the tavern with a tiny gnome child on top. The child was looking for their mother and promised the guild would be paid if they found her.

Setting off to the last location the child indicated they found that by casting daylight it caused a fight with some beholder type creatures. Once these were dispatched some gaseous forms also appeared. Destroying these both poisoned and diseased Seymour. The child suggested a cleric in his hometown as a possible curer of this disease.

The cleric said he needed a leaf of the gingercloud tree to make something to cure the disease. There was one of these in a nearby cave. The cave was guarded by a rabbit. Aristaeus didn't take this rabbit seriously and was nearly a dead mousekin very soon after joining the guild.

Defeating some more enemies while Skamos grabbed some leaves the guild members made their way back to the cleric. Here the preparation was made and administered. Some guild members took a sample of this cure too. Plus some leaves that Aloissisus took as a full branch.

The mother gnome turned up and paid the guild members. She lost track of the child while collecting berries. Aloissisus then killed the headless chicken by trying to ride it and then tried to cook the remains.
Vilay

The major port town in Tridell, it serves as the kingdom’s capital

## Notable Locations

* The Barracks - Home of the Armoured Men, the primary military force in the region. They are currently looking at rebuilding their forces after the giant attack
* Marketplace - a standard marketplace selling food, trinkets, etc
* Blacksmith - a merchant dealing in everyday weapons.
* Docks - The main port of entry into the kingdom. Ashe’s boat, the Symphony of the Waves, is docked here.

## Notable NPCs

* Ashe -  former member of the army. He is currently retired
* Hector - captain of the army
* Isamene - a female elf solider
* Castor - the groups resident magic expert. He spends most of his time in his study.
* Echidna - a human male soldier
Wizard Tower 5: The End Is Nigh

Cass is ready to explore the 5th and final Wizard Tower, to complete his mysterious sword. Maybe a nice hefty game to explore the tower and try not to die

## Adventurers Attending

* Sharian Naetris
* Cassidious "Cassidy" Naïlo
* Rain

## Mission Notes

Looking to spend some time out of the house, Mercer drags Cassidy to the 5th and final tower of the mystery wizard enclave.

Enlisting the help of Sharian and Rain, they locate the hidden tower and venture up it's many floors. Findings this tower to be suspiciously less populated than the previous towers, they worked their way up past what few defenses remain.

Along the way, they used their powers of communion to enlist the help of Blaze, and Ven's sister Venessa.

As they prepared for what they expected to be a mighty battle with a blue dragon, they instead found the greatwyrm wounded and defeated. After convincing the dragon to let them past, under the promise of healing his wounds, they arrived at the top of the tower to find the wizard already slain.

A helpful Flumph named Florence guided them to a hidden cave, where the wizard had stashed his rarest treasure, having foreseen his demise.

After convincing the wizards simulacrum to hand over the gem that Cassidy desired, they party returned to the tower to heal the dragon, who immediately left.

Ian used a wish spell to bind the dragon in a statue, and the party returned home with their new Flumph and Simulacrum friends.

## Loot

* 4x Standard Session XP & Gold
* Final piece of the Mage Masher
* Okora the Diviner's Spellbook - Sharian & Cassidy
* Time to transcribe 1 spell - Sharian & Cassidy

* Time to copy 1 spell from each others spellbooks - Sharian & Cassidy

## Rumours

* Who is pretending to be Cassidy? (It's probably Gith, definitely, probably Gith)

## Player Diaries

* Cassidy's Diary
* Rain's Diary
To The Races

6th January 2023

## Adventurers Attending

* Stabbz
* Giff
* Karn
* Rain
* Sharian Naetris

## Mission Notes

After receiving a badger with a note requesting them to meet on the edge of town (which Giff swiftly killed) the group met up with Colonel Turtlesque, the creator of the Turtle Hurdle Races just outside of Glimmergate. Requesting the groups help with event security due to it being their 30th year, with an expectation of a higher chance of disruption the group teleported over to the event site. Meeting up with the event director for the year, a human (of whom the party didn't get a name) ran the group through the event site and where they expected issues, such as the betting area, the food and beverage stands and an area by the beach, where some of the druids and rangers looking after the race competitors had alerted the directors to the chance of the turtles 'aunt' arriving.

Ensuring the group was prepared for the next days tasks, they went to bed, awakening the next morning to start the days work. Whilst Rain and Karn set up by the beach, ready to alert for the aunt's arrival, the others spread amongst the betting, food and beverages and entrance areas, ready for the opening of the event. Within the early minutes, Stabbz, a newcomer to the guild caught a pickpocket by the event gate. Throwing him out, Giff and Karn came across a illegal betting circle, shutting that down. Sharian, however, encountered a brawl between 2 individuals, which he managed to solve diplomatically. Following this, the group got informed of the aunts approach. Making space for them, a giant dragon turtle appeared, growling to the group. Quick thinking from Sharian to put his comprehend languages hat on let him hear that the dragon turtle, called Shai-ra was expecting a feast following her journey. With karn giving help with Tongues to converse, Sharian began curating a menu for Shai-ra. However, during this 2 giant harpoon bolts fired from a nearby hilltop, hitting Shai-ra once, making her cry out in pain. Leaping into action, Stabbz, Rain and Giff managed to take down the hunters, who had a giant arreblast with many harpoons ready to fire. During this, Shai-ra bellowed hot steam and began leaving the beach, catching Sharian and Karn with this scalding defensive measure.

With the group defeated, the group looked out to see Shai-rai heading out further into the sea. Trying to initially see if she would stay, they let her go, assuring her that they weren't responsible and had dealt with the ones who had shot her.

## Rumours

* Track the Hunters
* Track Shai-Ra
Time Temple 2: Chronological Boogaloo

14th February 2022

## Adventurers Attending

* Sharian Naetris
* Jorby
* Rain
* Karn

## Mission Notes

The adventurers were met by Leo's mum at the tavern, they had a chat about where Leo's whereabouts were, finding him and then they were met by a friendly gith named Jiff.

Jiff told them they needed to go to the time temple with great haste. Getting to the temple the group find that the Time Temple has been descended on by the Gith, quickly dispatching them the group entered the temple. The odd flow of time cause the already confusing series of corridors and rooms more convoluted. Time would reset in certain rooms, would speed up or reverse for some, while traversing. The group came across a Gith who had suffered from the effects of time being reversed on them and turned into a baby. Sharian had to stop Jorby from killing the baby, after Sharian checked that the baby was okay before the group moved on. As they enter the next room they see the another version of the same Gith baby as time loops causing a paradox of two babies, getting Jorby to look after that baby.

Heading pass the door the group entered a room containing the shadowy echoes of a group of guild members who had visited the temple, Shadowy forms of Sharian, Rain, Cassidy and Leo standing there looking ready for battle. Jorby charged in with his sword throwing the second baby Gith up in the air and dropped it on it's head. Sharian quickly recovered the second baby and suggested to the Shadowy past echo of himself they shouldn't fight and just talk over some tea, sitting aside while the others had at it. As the fight goes on spells, arrows and blades fly until Jorby head flew off due to the crack of shadow Leo's Vorpal whip. The party soon dispelled the others through a series of dispell magic and counter spells, apart from the shadow of Rain who Sharian banished away and is now somewhere in the Feywild. After which Sharian checked over the babies and found that the drop had caused brain damage of some sort, that baby had a huge dislike of monkey bread while the other adored it.

The group headed on and met a new ally, a time displaced fellow by the name of Gyung Slingman who joined the party. It seemed that this man had been trapped in a crystal for 200 years based on what he mentioned last knowing. After heading through a perilous corridor with objects moving in and out of time they finally reached the main room containing Xara, a gith seeer who looked like various friends and family of the party, she explained how the group could drop The Forgedlord and was then promptly killed by Gith who teleported in, as she had prophesied. After a hard battle the party left with Jiff and he added back to town to plan their next move

## Loot

* Standard Session Xp & Gold
* 50 golds worth of scrap robot
* 2 of the same baby Gith
* Gamblers rapier

## Rumours

* Go see what's up with Leo
* Visit Echo Creek to see what's left of Gyungs Town
Spell Absorption (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 Absorption (HB)

### Casting Time

Reaction - When you see a creature within 60 feet of you casting a spell

## Spell

You attempt to absorb the arcane energies of a nearby spell to bolster your own strength.

If the creature is casting a spell of 4th level or lower, the spell fails and has no effect as you absorb its energy into your being. You gain temporary hit points equal to 1d10 per level of the spell absorbed.

Casting a higher level: When you cast this spell using a spell slot of 6th level or higher, you can absorb a spell of a level up to one less than the level of the spell slot you used.
Wizardball Beefington Cup Tournament

15th April 2023

It's Wizardball season in the Ridings!

The Guild members have been tasked with forming a team to play their way through the inaugural Beefington Cup.

His Lordship, the Worshipful Master, Sir Reginald Von Beefington, has invited the best teams from across the globe to compete against this Guild Team, the Othas Rest Beefers.

Can the guild team come out on top? or Will the Leodis Lions remain top dogs? Perhaps the Guano Lake City Goblins steal a victory? or will the mysterious newcomers from afar, The High Mountain Hippomen, will take home the coveted gold cup?

## Adventurers Attending

* Grrder
* Rain
* Io Aerkeryrm
* John Cartwright

## Mission Notes

Lord Sir Reginald Von Beefington gathered his team of guild adventurers to from the starting 6 of the Othas Rest Beefers, to compete in the inaugural cup naked in his honour.

Noticing their team was lacking in certain skills, they adventurers enlisted the help of their summoned spirits and steel defenders to bolster their team.

After a close encounter with the Guana Lake City Goblins, the guild pulled out a victory against the devious goblinoids to advance to the final.

In the final, they faced the challenge of the tough and gentlemanly Hollyhead Justice Hippos. Despite their good etiquette, and old school sportsmanship, the da strategies of the Hippofolk were no match for our rookie adventurers, and the Justice Hippos were bested in a rather one sided affair.

Securing their victory in the tournament, the guild was awarded the Beefington Cup, fashioned in his likeness, which was placed in the guildhall next to large portrait honouring the team.

The victorious players were awarded Championship Rings for their achievements.

## Loot

* Standard Gold and Experience
* A Championship Signet Ring each.
The Fairy Flag Returns

The Guild investigates what is going on in Feywild and if what they say last time was what they thought it was.

The Flag of the Faerie Queen, blackened with evil of Adria, flies again...

## Adventurers Attending

* Sharian Naetris
* Renestrae 'Rain' Larenthanil
* Horatio Hammerfell
* Graveltooth

## Player Diaries

Rain's Diary

> Maltravers returned to request our help once more with the portal left open in the desert. Through it the stone children of the mystic hill were being kidnapped and forced into slavery.
>
>
> There were rumours that the black flag supporters had returned... Horatio, Graveltooth, Sharian and I ventured forth through the portals into the Feywild once more, and straight into an ambush of Ethereal Warriors, fairies and Hobgoblins.
>
>
> A long bloody battle ensued with rifles rapiers and axes. But eventually we were victorious, leaving 1 captain to surrender for interrogation. Once restrained he gave us information on the sentient hill the kidnapped stone children's location. We investigated the camp to get more details of their plan. Graveltooth skinned the captain alive, a vile act to an unarmed and now non hostile prisoner...
>
>
> Trying to put that to the back of my mind we raced on to save more of the stone children from the evil black flag followers. Through the tunnels we explored before finally entering the main heart of the hill.
>
>
> There in the centre guarded by skeletal soldiers were 4 more stone children in a cage tethered to 2 magical harps eerily playing on their own, and over watching the whole scene was the black queen herself seemingly resurrected since her last ass whooping.
>
>
> Needless to say we wasted little time in rushing to aid the children, once again through spells , bullets and pure rage we overpowered her and the black flag supporters. During the fight I started to bend the bars of the cage to free the children when in an attempt to assist Sharian severed the tether between the harps and cage instantly killing the 4 children inside.
>
>
> Mortified we were able to resurrect two of them before taking the remainder to be buried with their kind.
>
>
> The hill spoke to Sharian and advised it had finally woken from its slumber and could now protect the children from here on in.
>
>
> The deaths today may haunt me for some nights to come..
>
>
>
>
Wildevale

A small town, and the seat of the Coppergard family. The entire population was wiped out by a vampire in 549 AOR.

Under the rule of Lord Raphael Coppergard they were beginning to thrive again until his betrayal of the guild and the burning of the town. The Guild destroyed him, his demon army, and the remains of the von Valentine vampire clan. At which point the town was entirely destroyed by fire and only House Copperguard remains standing.
Von Valentines

The Von Valentines were a clan of 13 vampires. They lived in the West Ridings since before records began, with even the youngest being over 1000 years old. They were a powerful collective that preyed upon the people of the land, whilst masquerading as a benevolent and influential family of nobles that resided in Von Valentine Manor, on the coast of the West Ridings. The Von Valentines were hunted down and captured by the Coppergards, who trapped them inside a magic mirror.

## Notable Members

### Balthazar Von Valentine

The oldest and most powerful of the Von Valentines, and the last to be sealed in the mirror. Greying at the temples. A competent fighter with greatsword and heavy armour.

### Lucrecia Von Valentine

Wife of Balthazar. Powerful magic user. Demure.

### Joss Von Valentine

Son of Balthazar and Lucrecia. He figures that his father was planning to overthrow Raph once he found he couldn’t just dominate him right away and that Raph knew this, so sent him to die against the PCs. Has taken Raph as his new leader knowing he is more powerful than Balthazar and knowing that he can be more powerful beside Raph than by his father.

### Henrhys Von Valentine

No direct family connection. The youngest of the Von Valentines, the one who escaped the mirror, his portrait is destroyed. Found under the assumed name of Eldon Kev in Glimmergate.

All the vampires are unwilling to partner with the filthy “living people”. All will underestimate the PCs assuming they will be easy to kill. All of them know Balthazar to be arrogant and figure he must have had a plan to dominate Raph. None fear death as they assume they remain as immortal as ever before. If somehow convinced of the truth (Zone of Truth etc.) they will flee in the night ASAP.

### Claudia Von Valentine

Balthazar’s niece, never much liked her uncle. Knows him to be arrogant, thinks him to be foolish. But will be loyal to him over any outsider.

### Selene Von Valentine and Dawn Von Valentine

No direct family connection. Identical twins. Insightful to the point of prescient. Will read secrets from the players and be able to tell some of their story. Talk simultaneously. Extremely creepy.

### Annabelle Von Valentine

No direct family connection. Loyal to Balthazar.

### Bram Von Valentine

No direct family connection. Assumes that he can take over now Balthazar is dead.

### Vinnie Von Valentine

No direct family connection. Just does what he’s told by Balthazar. Brute muscle.

### Christoph Von Valentine

No direct family connection. Cowed by Balthazar. Afraid of him. Fancies Lucrecia.

### Barnabas Von Valentine

No direct family connection. Cowed by Balthazar. Afraid of him. Accustomed to the mirror, doesn’t mind it much.

### Seraphine Von Valentine

No direct family connection. Cowed by Balthazar. Afraid of him. Desperate to get out.
The Drunken Unicorn

The Drunken Unicorn, is situated on the edge of a dense forest, about a mile outside of Otha's Rest. It's a small, nondescript building made of wood, with a thatched roof and a small, creaky sign hanging above the door. The sign depicts a poorly painted unicorn with three heads, which is meant to represent the Three-Headed Unicorn, a local organized crime syndicate that runs a nearby unregulated casino.

## Description

Inside, the tavern is dimly lit and smells of stale ale and cigarette smoke. The main room is dominated by a large bar, behind which stands a burly, bald-headed bartender who looks like he could break a man in half. The walls are adorned with old, tattered tapestries depicting various mythical beasts, and a few lanterns provide the only source of light. In one corner of the room, there's a small stage where local musicians sometimes perform, although these days it's usually used for illicit gambling games run by the three-headed Unicorn's operatives. The games are usually simple card games or dice games, but the stakes are high and the winnings can be substantial.

## Underground

To access the basement of The Drunken Unicorn, one must first descend a narrow, winding staircase located behind the bar. The steps are worn and slick with spilled alcohol, making them treacherous to navigate. At the bottom of the stairs, one finds a damp and musty space, with low ceilings and rough-hewn stone walls. The room is dimly lit by a few flickering torches mounted on the walls. The basement is mostly used for storage, with shelves and crates lining the walls. Most of the items stored here are mundane: kegs of ale, sacks of potatoes, and various cooking utensils. However, there are a few items that seem out of place, such as heavy burlap sacks that appear to be filled with something other than food.

A secret room is hidden behind an empty wine barrel, which can be opened by pushing on a certain spot on the wall. The room itself is small and cramped, with just enough space for a desk and a chair. A single lantern illuminates the room, casting deep shadows across the walls. On the desk, there is a ledger detailing a number of illegal trades, including smuggling, theft, and extortion. The ledger is meticulously kept, with dates, times, and amounts of money recorded in precise detail. There are also a few maps and diagrams scattered across the desk, which appear to show the tunnels and passageways that the three-headed Unicorn uses to smuggle contraband into and out of Otha's Rest.

At the far end of the secret room, there is a small tunnel entrance. It appears to be well-used, with signs of recent traffic. The tunnel is dark and dank, with a foul smell emanating from within. It's unclear where the tunnel leads, but it's clear that it's being used for illicit activities.
The Greystone Sage

## Session One; A Long Voyage

A Giff Captain and his Hadozee first mate, Decimus and Flannery of the Astral Fleet, summoned the Adventurers to one of the Guildhouse Meeting Rooms via the usual means of Sending Stone and underpaid clerk. They tasked the group with joining them on their voyage to a dwarven settlement that has been unresponsive to all usual means of communication.

The party quickly travelled through the atmosphere aboard 'The Revenge', an ostentatiously decorated Space Galleon. They watched their homeworld shrink to nothing as they moved amongst the stars - eventually reaching Greystone, an ornately carved carved dwarven citadel. The adventurers made their way through the citadel, and found that the occupants had abandoned their homes to an unknown destination. Following a brief encounter with a couple of rogue Fire Elementals, the party were able to source a dwarven ledger.

The Astral Fleet would later translate the ledger, and come to learn that the dwarves of Greystone had recently began trading with Mirt, a Mercane known to associate with Mind Flayers.

## Episode Two; Planet Express

Following a string of thefts, sabotaged shipments, and bandit attacks - the Astral Fleet contacted The Guild in order to hire a group of security personnel. These adventurers successfully fought off a group of pirates that claimed to ally themselves with 'the Order of M'.

It was later discovered that one of the shipped items had been replaced with a crate of particularly nasty insectoids, that attacked once the crate had been opened. It is unclear who had orchestrated this attack, however they must have had a great deal of influence in order to alter Astral Fleet records.

## Episode 3; Mind Control, or Mined Control?

Decimus once again appeared at the doors of the Adventurer's Guild, knocking loudly and demanding to know if any of the Adventurers had started having the same strange dreams that have afflicted those currently stationed on the Asteroid.
The Howling Woodn'ts

26th June 2023

## Adventurers Attending

* Io Aerkeryrm
* Seymour
* John
* Rumour

## Mission Notes

The party met in the Guildhouse. An elderly clerk told them that Mawson and Son had requested the guild's help and that the owner of the logging company was called Peter.

Heading into the Howling Woods the party found a body with massive head trauma and a nearby rock that appeared to be the cause. Peter and also some of his workers. These varied from being excellently attired to being scruffy. Peter stated the intention was to destroy the entire forest tree by tree.

Seymour borrowed an axe and just happened to start chopping on an animated tree. After the tree was persuaded the guild would help them and would defend that forest the party set back to Peter. Here they found a group of three thugs in the logging company uniform attacking a treant sapling. Subduing these (by magic, persuasion and death) they went back to find Peter had escaped. Seymour then murdered the tied up prisoners using a knife across the throat.

A search of the work cabin revealed Peter's son, Walter. Walter said he was the one who called in the guild to stop the forest being destroyed. Heading towards another cabin the party rescued some workers from a lake that Peter and companions had thrown them in. At a cabin they found resistance in the form of very shiny armoured "workers". Three of these were persuaded by John to go to the beach. The other two were defeated.

Crossing a bridge that had been destroyed by something heavy they arrived at Peter, a giff and two minor wizards. Peter's last stand didn't last very long as the giff killed him but the wizards in particular were trouble. One left Seymour unconscious 110 feet in the air. A treant helped to defeat these enemies along with the guild. A search of the giff revealed a ring of animal influence which John took.

Walking back to the first cabin Io told Walter that he was now in charge of the company (at 8 years old). Walter told a story of how the hippo man came one day and just seemed to take over. His dad wasn't a bad man before this.

## Loot

* Standard Level Xp & Gold
* Ring of Animal Influence - John

## Rumours

* Why would a giff be interested in logging in the East Ridings?
* Will there be any retribution for Seymour killing prisoners who couldn't defend themselves?
Spell-unking

4th July 2023

## Adventurers Attending

* Sharian Naetris
* Renestrae 'Rain' Larenthanil
* John Cartwright
* Horatio Hammerfell
* And introducing "The Duke", a normal human

## Mission Notes

After a brand new initiate rogue met the party at the Guildhouse they were asked if they fancied a mission to the Pinborough Peaks. Arriving there they found frightened kobolds although none of them seemed particularly certain of what they were frightened of. In the mine they found a mine cart with levels. This was a very inefficient way of travelling but the party worked it out.

Encountering a beholder and seeing it run away they followed. Some trolls were not interested in combat or the party. Descending a hole crawling with insects they found 4 doors at the end of corridors. Each room represented an element and they found three keys via various means. A riddle was solved to gain entry into the beholder's lair.

Finding various petrified adventures of various levels as the descended (and Sharian found some Nolzur's Marvelous Pigment) they solved a word puzzle to face the beholder and also some stone constructs. These were defeated quite quickly.

In the final room there was a message to Bjerk and some coordinates to travel to.

The Duke then revealed himself to be a tiefling called Bjerk!

## Loot

* Standard Level Xp & Gold
* Nolzur's Marvelous Pigment - Sharian
* Time to copy 1 spell from each others spellbooks - Sharian & John

## Rumours

* Who left the message to Bjerk and where do the coordinates lead?