recursal/Fanatic-Fandom huggingface dataset:
Dus Hara

**City of Dus Hara**

Guards are headquartered in the City Guard HQ, and have duties in each of the Guardian Citidels.  In addition, many members of the clergy tend to the spiritual needs of the Town, and are overseen by priests from the seven orders dedicated to the Gods of Dus.

### Areas

#### Chaos Rise

This place is an enigma.  Its secretive nature keeps most people away.

#### Darkness Rise

The home of four of the seven temples dedicated to the Gods of Dus.

#### Justice Rise

Home to the Solamnic Knights, a group of lawful good paladins dedicated to serving the land.

#### Nature's Rise

Druids and rangers occupy this land.  For your health, do not kill anything here.

#### Sorcerer's Rise

the center of arcane magic in the city of Dus Hara.  Wizards of white, red and black robes intermingle freely here.

### Notable NPCs

* Bleazer Ironbeard - Head of the City Guard
* Hogar Solen - Senator of Nature's Rise
* Jak Rebo - Senator of Luck's Rise
* Vox Tallin - Senator of Chaos Rise
* Galen Dracos - Senator of Sorcerer's Rise
* Hagidurk - Prefect of the Half-Orc Quarters
* Reingril Windblade - Prefect of the Dwarven Quarters
* Su Xiaoxiao - 'Prefect' of the Red Light District (Unofficial prefect)

### Shops

* Achmut's Cut-rate Carpets
* Juxort's Charts and Maps
* Abner Grontny the outfitter
* The Arms Exchange
* Elixers from Everywhere
* Sogil the Gemmer
* Ferrarius the Barber - Offers a full range natural cures and hair styles for ladies, as well as haircuts, mustache, and beard trims for men.

### Taverns

* Rose tattoo - Best dark Dwarven Ale in the city. Located in the Dwarven Quarters.
* The Rusty Anchor - Frequented by laborers and fishermen. Located at #2 on the map (north of the Floating Market).
* The Lotus House – A bar with exotic dancers in the Red Light District.
* The Helix – An exclusive club, with a grand salon, garden, and a fountain in Luck's Rise.

### Services in town/Businesses

* Inns: 5
* Taverns: 17
* Blacksmiths: 11
* Healers: 4
* Weaponsmiths: 3
* Armorers: 3
* Bowyers: 4
* Magic Shops: 2 \*
* Booksellers: 1
* Merchants: 5
* Leatherworkers: 11
* Tailors: 20
* Jewelers: 3
* Cobblers: 21
* Fishmongers: 6
* Farriers: 14
* Carpenters: 14
* Masons: 10

Note: Magic Shops typically sell components, scroll paper, and such minor items - no "off the shelf" wands, staves, etc!

All shops represent how much work can actually be done in this town during a given time period.  They are run by unnamed NPCs and represent the 'background radiation' of the town.
Soul Mirror

**Soul Mirror**

**Description**: An enormous mirror in a hideous iron frame sculpted to resemble screaming faces. The mirror, which is thirty feet high and twenty feet wide

*Very Rare Trap*

**HP** 150

**AC** 15, cannot make saves

**Immune**: cold, fire, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage
**Identify** (Arcana; trained only)

DC 18: The character realizes that the mirror can trap creatures in extradimensional cells but also realizes that the Arcana skill can be used to free such creatures.
DC 22: Breaking the mirror frees the creatures trapped within. A prisoner might also be able to trick the mirror into releasing it.

**Actions**:
Trap soul

**Requirement**: The mirror’s owner must activate this power and must be able to see the mirror to do so.
**Attack**: Ranged 100 ft. (one creature that the mirror’s owner can see).

**Hit**: The target is trapped in an extradimensional space and removed from play. While trapped, the target has neither line of effect nor line of sight to any other creature, and other creatures have neither line of sight nor line of effect to the target. A trapped creature freed from the mirror appears in a space adjacent to the mirror or in the nearest unoccupied space.

**Countermeasures**

**Escape**: Insight DC 18 (standard action) or DC 28 (bonus action).

**Success**: The trapped creature escapes the mirror. The mirror’s owner takes 10 psychic damage each time a trapped creature escapes in this manner.

**Failure** (by 5 or more): The trapped creature takes 10 psychic damage.

**Release**: While adjacent to the mirror, (trained only) Arcana DC 18 (standard action) or DC 28 (bonus action).

**Success**: The character touches the mirror and commands it to release one trapped creature mentioned by name.

**Failure** (by 5 or more): The character takes 10 psychic damage.
Shatter: If the mirror is reduced to 0 hit points, all those trapped within are released.

This mirror requires both attunement and a feat to get the full usage. It won't fit into the tower, so it is basically going to be have to be hung off the side. Attunement grants your INT bonus to attack rolls, and the home brewed feat allows you to add your proficiency bonus.
Session 14

## Members

* Alli
* Eriden
* Euphemia Waterspot
* Gylian
* Osby Applehill

## The Adventure

XP
--

Current level: 7

## Loot

* 2 masterwork silver light maces
* Matching set of +1 short swords whose blades are curved slightly with alternating waves of black and silver metal (blades are a mixture of silver and cold iron)
* Ivory tube scroll case (containing a scroll with cure wounds (cures 5d8), and minor restoration)
* Pearl of power (Restores 1st-level spells only)
* ivory figurine of the goddess that has yellowed with age (worth 25 gp)
* set of tarnished silver bracers bearing the symbol of Mishakal upon them (worth 50 gp as a set)
* Wand of Find Traps (5 charges)
* ivory scroll tube sealed with wax that contains a scroll bearing two spells, cure wounds (cures 4d8) and

death ward

* Tome - Appears to be bound in human skin - See below
* Skull shaped Black Candle - Candle of invocation - Gives off an evil feeling
* A block of sickly-sweet smelling amber incense - Incense of meditation - See below
* Three ceramic casks, sealed with wax - Each contains a dose of Unguent of Timelessness

**Incense of meditation** - This small rectangular block of sweet-smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burned, the special fragrance and pearly hued smoke of this special incense are recognizable by anyone making a DC 15 Arcana check.
When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though all variable, numeric effects of a spell modified by this feat are maximized. Saving throws, attack rolls, and opposed rolls are not affected, nor are spells without random variables.
Each block of incense burns for 8 hours, and the effects persist for 24 hours.

**Tome -**A tome, bound in human skin (which has the consistency of old, dried out leather), with vellum pages. The tome is filled with the unholy rites of Tema, including a specialized commune spell that allows a cleric to directly communicate with the deity Tema (note that casting this spell is an evil action). (The book is valued at 1,500 gp for the commune spell alone, although finding a buyer may prove difficult as these infamous tomes are deemed cursed.)
Rings of the Red Mage

Rings of the Red Mage

Properties:

These rings act as a +1 Ring of Protection

These rings can be used for spell storage for spells up to third level. In order to store a spell, the wearer must encounter a written, active, or cast version of the spell and succeed at a DC 15 Arcana check to teach the spell to the ring. Thereafter, the spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.

Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes, ie if you want a spell from your class list, it costs one level 1 spell slot to charge, if the spell is not on your list, it takes a level 2 spell slot to charge and is still a level 1 spell when cast. If you have no spell slots, the ring can only be used to store a cantrip.

Stored spells are capped at level 3.
Session 28

## Members

* Alli
* Bacon
* Bob
* Eriden
* Euphemia Waterspot
* Lloyd Dragonsbane

## Plot Hooks

* The head priest of the temple of Bel Vala, Hezren, seems to be paranoid
* Magius, a powerful wizard, has asked the party for an alliance (with the devils)
* The King in Yellow has offered a chance to talk with the Oracles of the Desolation

## The Adventure

We have a rare session with no combat.  It was dicey for a bit, when Eriden split the party and scouted out the temple of Bel Vala alone, but he chose to stay his hand and not take immediate vengeance against Hezren.

As was expected, Alli took up residence with Erahiton. She wanted both the companionship and his fine crafting skills. The party settled in for the week and a half it would take to repair the magic bows that Alli had the misfortune of breaking.

The six young red dragon corpses were turned over to the town leather worker, and left on consignment. The party knew that he could make fine instruments and equipment from them, but he lacked the capital to purchase them outright. Giving them on consignment was a rare win-win situation.

The King in Yellow has become more insistent about bringing on the Age of Destruction. He assures you that it will come one day, but urges the party to bring it on themselves. He has offered the Oracles of the Desolation as an option for the party. These fortune tellers reside a half day's march from Dun Eamon, and are well known for their powers.

A strange visitor appeared on the second night. Magius the Red. Lloyd and Euphemia knew of the wizard by reputation, and Lloyd sensed his power. Magius brought a proposal to the party. An alliance with the devils. Gelugon, a greater devil, has offered to put aside the past and ally with the party. He and the Red Wizards have a proposal, and await a meeting in a secret place.

The Temple of Bel Vala seems to be more crowded than it was previously. They also have been following the party. Hezren seems to be paranoid about something. Probably because he sold some bunk potions to Eriden a while back.

XP
--

Current level: 13

## Loot

* Horned Helmet
* Armor of Dragonshape

All loot added to the loot page.
Dreamstriker

Dreamstriker Abilities gained:

+2 longbow
Gain advantage on stealth checks
Invisibility – Once per day, as a free action, the wielder can become invisible for one round per ranger class level.

Ghost touch – Arrows fired from this bow can hit incorporeal creatures.

Dreamstrike arrows – 3 times a day (but not in the same round), the wielder can fire a special arrow. The arrow ignores any armor bonuses (enemy ac is 10+DEX). The arrow deals only 1d3 damage, but the damage dealt is Wisdom damage. No other bonuses apply to dreamstrike arrows.
Tem

Born in the veldan Tribe and raised by his mother while his estranged father stayed in the elven citadel not contacting Him at all, he all always had his head in the clouds he would often be found walking the streets with his nose in a book or trying to tell some kind of story to someone who would listen. This made him easily lead and often in trouble but Nef was already begrudgingly on standby around the age of ten the worth possibly struck and his mother was gone all they found was her bloody shawl in the woods his step father and Nefs bio logical father took care of them until he died of natural causes forcing the two to look after themselves Nef took to the ways of a criminal to steal what he could while Tem stuck to the honest route telling stories to people in exchange for food and the odd occasion money but when his brother got fed up of taking care of him he vanished. Tem learned a harsh reality that day that nothing lasts forever and Fairy tales don't exist now he travels the world learning as much as he can to be one of the most powerful druids in history and maybe find his brother.
Current Characters

## Current

Alli the Centaur

Bob the cleric

Eriden Stryd Human Ranger

Euphemia Waterspot, Halfling Sorcerer

Lloyd Dragonsbane, Human Wizard

Raekor/Bacon, Barbarian

Tem

## Retired

Daran, Elven Cleric

Gylian, Goliath Paladin

Herb the Druid

Misdir, Elven Ranger

## Deceased

Ash Greyborn, Genasi Ranger

Osby Applehill - Went insane after having some of his stuff stolen by Shroud, the kender.
Essence

The **Essence**  system was a key part of the character progression in Paladins, introduced on February 22th, 2017. Essence was a hard currency used to purchase unlockable Cards, which are useful for further enhancing Champions' abilities. Essence was represented by a rounded glass flask.

## Overview

The Essence system unlocked purchased cards by Crafting them in the champion's card menu. When the card was unlocked, it could be Disenchanted to return half its original cost. Essence was earned from automatically Disenchanted duplicate cards in Radiant Chests, or by Disenchanting any unused cards. The Essence system was not tied to match performances like Gold is, which made Essence more challenging to stockpile and earn.

There were three other methods of earning Essence:

* The Tutorial, which awards the player **36,000**  upon first completion.
* The Founder's Pack offers **72,000**  after purchase.
* The reward for each Achievements is **1,000** .

## Exchange

The Essence system placed a specific value on unlockable Cards, depending on their rarity.

## References

1. ↑ Open Beta 44 Patch Notes | Legends of the Realm on Paladins
Dragontooth dagger

**Dragontooth Dagger**

*Weapon, rare*

A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
Session 19

## Members

* Alli
* Eriden
* Euphemia Waterspot
* Gylian
* Lloyd Dragonsbane

## The Adventure

   Gylian triggered glyph of warding: disadvantage for 2 hours.
The party kills the undead cultists quickly, with Lloyd’s flaming sphere doing major damage.

XP
--

Current level: 10

## Loot

* 800 gp worth of powdered diamond
* 6 shitty statues of the gods of Dus (25 gp each if you can find a seller)
* Black studded leather (masterwork)
* 2 Masterwork rapiers (1 is +1 to hit, the other is +1 to damage)

All loot added to the loot page.
BLIZZARD

[ BLIZZARD: X ] is an exclusive ability of AQUA Demon monsters, and the sub-archetype of "Snow" that lets you send the top X cards from your opponent's Deck to the Graveyard. This is a lethal strategy that lets you finish your opponent without inflicting battle damage, and if they are playing their resources recklessly, they can easily lose a match. Blizzard can either be triggered by paying a cost, or by timing itself (when Summoned, when destroyed, etc.).
Hellfire Lash

**Hellfire Lash**

This +l flaming burst whip of speed is 15-feet long, of braided strands of supple black leather crafted from the hide of a red dragon and studded with jagged obsidian shards. The tip of the whip is weighted down with a wickedly spiked adamantine sphere. The handle of the whip is blackened bone, inset with a spherical obsidian at the base of the haft, lit from within by a flickering tongue of fire. When the whip is uncoiled and upon silent command by its wielder, the length of the whip is sheathed in a nimbus of hungry flames.

Unlike a normal whip, this whip deals base damage as a spiked chain (2d4 damage as a Medium weapon), dealing both bludgeoning and slashing damage (in addition to the fire damage from the flaming special quality), and it will affect creatures with natural armor class.
While the whip is wielded, it grants its wielder protection from cold, absorbing the first 10 points of cold damage each round that the wielder would otherwise take.

**Aura**: Strong evocation; Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, haste, protection from elements, and flame blade, fireball, or flamestrike.

Market Price**: 2530 gp.**
Arrow of curing

**Arrow of Curing**

Property: This missile is blunt, and inscribed with a holy symbol. When it hits a living creature, it inflicts no damage. instead, it cures 2d6+4 HP. For example, if a 5 and 3 are rolled for a curing arrow +2, the total points of damage cured are 12. Requirement: Must be fired from a bow.

Rarity: Uncommon

GP Value: 500
Silver Arm of Ergoth

Silver Arm of Ergoth

Arm
Legendary (requires attunement)

The silver arm of Ergoth was forged by dragon, elf, man, and dwarf during the creation of the original dragonlances. This artifact is able to guide the hammer of Kharas to the exact location of the dragonmetal to create a perfect lance. Only with pure dragonmetal, the silver arm, and the hammer of Kharas, can lasting dragonlances be crafted. The silver arm also acts as a ring of regeneration for its owner.
Garthak

Garthak once made his hime in the Wandering Elf Tavern in the bad part of pashin.  He caused too many problems, and the party decided to dispatch him.  They took his armor, and let him go if he agreed not to return.  He took the offer.

## Past meetings

Session 2

The party ran him out of pashin, but spared his life

Session 4

In return for not killing him, he attacked the draconians and helped the party escape.
Deathcut Armor

**Deathcut Studded Leather Armor +1**

**CATEGORY**: armor

**DESCRIPTION**:
Deathcut Studded Leather Armor +1

**Item Slot**: Armor

**Property**: Resist 5 poison and necrotic

**Daily Power**: Immediate Reaction, after hit by a melee attack, do 1d10 + Chr Mod necrotic damage to attacker.

**BIO:**
Although many a warrior has appreciated the protection afforded by Deathcut Armor, few know the terrible process through which such hide armor is made.
Assembled from the hides of creatures slain by necrotic magic, the armor is prized for the uncanny protection it offers against the effects of both poison and necrotic energy. It is said that the armor can only be made from skins acquired by a single, fatal blast of necrotic magic, suggesting that either immense power or terrible scheming must be involved in the creation of each set. Some wearers report that through their own sense of will being able to channel the armor’s residual energy to retaliate against attackers with decaying blasts, but these rumors have not been definitively confirmed. To the displeasure of some wearers, the armor radiates unease and tension, like a crowd waiting for expected and unavoidable bad news.
Past Adventures

Session 49 - New gods ... new followers

Session 48 - First Footsteps in Sunnydale

Session 47 - The 'revenge' of Aghad - or - When two avatars of the gods die

Session 46 - The End of White Plume Mountain

Session 45 - The death of the last false Keraptis

Session 44

Session 43

Session 42 - To the northeast

Session 41 - Crabs

Session 40 - Murder all the gnomes

Session 39 - The Blue Realm and the freeing of Eriden

Session 38 - Adventures in Darkhaven

Session 37 - Into the Unknown

Session 36 - Time Delayed Zombies and Dragon loot

Session 34 and 35 - Adventures in Kendermore

Session 33

Session 32 - The End of Dus Hara

Session 31 - The Dawn of the Age of War

Session 30 - On the Eve of Destruction

Session 29 - A dalliance with the gods and the revenge of the Dragonspawn

Session 28 - A return to Dun Eamon

Session 27 - The Kender Are free, and the volcano rid of Dragons

Session 26 - Giants, prisons, and cooks

Session 25 - Further adventures in the lair of Malystryx

Session 24 - The Fall of Frumpy The Fire Giant Queen

Session 23 - The Fall of the Fire Giant King

Session 22 - Journeys in The Desolation

Session 21 - The Gray Citadel, and first steps into The Desolation

Session 20 - A Journey to the Citadel

Session 19 - The Temple of Aghad

Session 18 - Gylian goes to court, and a dash through Port Balifor

Session 17 - Two days in Ak-Khurman

Session 16 - New Lands

Session 15 - Out of the temple

Session 14 - Into the temple

Session 13 - An interlude on a boat, and the first steps in the Temple

Session 12.5 - Journey to the Bardic Challenge

Session 12 - Entrance into the Ruins of Hurim

Session 11 - The Mikku and travel to the Ruins of Hurim

Session 10 - First Dragon Kill

Session 9 - The challenge of the Ice guardians

Session 8 - Where Ash dies at the hands of some Mephits

Session 7 - Where we leave the desert and enter the lair of Krampus

Session 6 - Into the desert

Session 5 - Spiders and familiars

Session 4 - The death of the Beggars Guild, the sacking of Pashin, and the sewers

Session 3 - Rats, lots of big rats

Session 2 - The ogre and the mayor

Session 1 - Where the party gets introduced and nearly dies
Diviner of Life

*Diviner of Life*

This device resembles a baton, four-feet in length, with six-inch bands of alternating gold and steel rings capping either end of a three-foot long cylinder of pure crystal. The interior of crystal cylinder is filled with a swirling white fog.

When the proper command word is spoken, the fog clears completely. If the end of the rod is then touched to a creature, a colored radiance fills the cylinder. The color of the radiance determines the status of the individual:

Color Health

* White Full health
* Red Injured (5 1 %+ hp remaining)
* Orange Wounded (0-50% hp remaining)
* Yellow Diseased
* Green Poisoned
* Blue Near Death (0 hp)
* Indigo Dying (- 1 or fewer hp)
* Violet Undead
* Black Neither alive nor dead

The diviner of life has an AC 8, 10 hit points, hardness 8, and a break DC of 17.

Aura: Moderate divination.

Market Price: 1,080 gp
Oil of Daylight

Oil of Daylight can be applied to an object. Once applied, the object sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If oil of daylight is applied to a small object that is then placed inside or under a light-proof covering, it’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
GUARDIAN

[ GUARDIAN ] is a Special Keyword and a Sub-Type of [ QUARTET ] cards that lets you Extra Summon a monster during your opponent's turn, when you are attacked directly by one of your opponent's monsters. They are not only stopping that attack, but also finishing the Battle Phase itself, giving you a free turn to not only recover from your opponent's attacks, but also to Summon your own monsters. The monster Summoned by [ GUARDIAN ] even lets you use the monster Summoned as a material for the Extra Summon of an Evo Monster.
Session 46

## Members

* Raekor
* Eriden
* Euphemia Waterspot
* Lloyd Dragonsbane

## The Adventure

XP
--

All: 18.2

Alli: 20.3

Lloyd Dragonsbane: 19.2

## Loot

* wand of paralyzation
* chainmail +1
* battleaxe +1
* leather pouch with 261 gp
* 19 gems (each worth 20 gp)
* two sets of dwarf-sized chainmail +1
* one set of chainmail +2
* two shields +1
* one shield +3
* two warhammers +1
* short sword +1
* dagger +4 with the word “Tanglelance“ carved into the hilt. (This weapon affects its wielder as a ring of free action.)
* 672 gp
* 45 gems, each worth 20gp

Bone scrollcase containing a letter written in Common:

Greetings to the noble wizard Keraptis!
A devout priest of Laduguer seeks your aid in a pressing matter and is willing to reward you handsomely for your indispensable attention. If you wish to learn more, send an envoy back to me; my duergar escorts zuill show the way.
-Naentoth of Selvandel's Colony.
Bow of Levitation

This is a magical bow that gives its user the ability to levitate as per the spell. While using the bow of levitation, the owner's feet are not in contact with the ground; at the least, the bow's owner remains 1-foot above the surface. Additionally, the only other weapon the bow owner may hold in hand is a dagger or knife.

**Properties:**

* While weilding this bow, your feet stay one foot off the ground.

* This bow has a +1 bonus on attack rolls, but offers no bonuses to damage done by the missiles.

* The user of this bow gains forward movement at a rate of 5 feet while levitated (but she may be towed by other creatures at a faster rate)

+ If a levitate spell is used on the possessor, the bow loses all of its power for 2d6 rounds.
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Reaction

Reaction Cards are special card that can be even activated during your opponent's turn. The trick is, however, that you must set it face-down before you could even use it. However, Reaction Cards are taking priority over both monsters and Action cards. Because of their nature, they only can be activated to react to an action or monster ability and cannot be activated any other times. When resolved, they are sent to the Graveyard, like Actions.
Feather Whistle

This large pinion is taken from the wing of a giant eagle. The shaft of the feather is thick, but hollowed out, with a small hole cut near the lip. When the feather is held to the lips and used like a whistle, it will release a single, clarion note sounding not unlike the cry of an eagle. This summons 1d3 giant eagles, who will appear within 50 feet of the user and act immediately upon being summoned. They will obey the directives of the one who summoned them and remain for 7 rounds before disappearing.

A feather whistle may only be used once before its magic expires, causing the feather to disintegrate into dust.

Aura: Moderate conjuration (summoning)

Market Price: 1000 gp
Circlet of Henderbeard

This silver band requires attunement from a follower of Henderbeard.

While wearing this headband, you gain the following:

Your spell DC and spell attack bonus gain +1

You have advantage on savings throws and other magical effects

Pact of Henderbeard: Gain three cantrips from any list

If worn at the same time as the cloak of Henderbeard, as a free action, you can change the cloak's fibers to magma, creating a scintilating appearance that you resistance to fire.
Incense of Meditation

**Incense of meditation** - This small rectangular block of sweet-smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burned, the special fragrance and pearly hued smoke of this special incense are recognizable by anyone making a DC 15 Arcana check.

When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though all variable, numeric effects of a spell modified by this feat are maximized. Saving throws, attack rolls, and opposed rolls are not affected, nor are spells without random variables.
Each block of incense burns for 8 hours, and the effects persist for 24 hours.
Session 37

## Members

* Alli
* Raekor, the barbarian previously known as Bacon
* Euphemia Waterspot
* Lloyd Dragonsbane
* Tem

## The Adventure

We begin the session in the lair of the ancient white dragon.  The party decided to draw from the Deck of Many Things. The results:

1. Raecor, 2 Cards:

* 9. jack of hearts Knight - Gain Dorath Kir as a follower
* 13. Queen of clubs Flames - A powerful devil is now your enemy.

2. Euphemia, 3 Cards:

* 7. King of hearts Throne – Gains a keep
* 11. Ace of clubs Talons\* - Every magic item disintigrates, robes and staff vanish.
* 17. King of spades Ruin - Loses said keep and all money.

3. Lloyd, 2 Cards:

* 6. Ace of hearts The Fates - You can erase one event.
* 18. Queen of spades Euryale - Curses you, then it is overturned by the Fate card.

4. Eriden, 4 Cards:

* 1. Ace of diamonds Vizier\* - Can ask one question and get the correct answer.
* 4. jack of diamonds Star - Increase an ability score by 2.
* 16. Ace of spades Donjon - Disappear and become entombed in a state of suspended animation.

5. Alli, 5 Cards:

* 8. Queen of hearts Key - Gain a rare or rarer magic weapon.
* 5. Two of diamonds Comet - you gain experience points enough to gain one level.
* 10. Two of hearts Gem – 50,000 gp
* 19. jack of spades Rogue - A nonplayer character of the DM 's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC 's hostility toward you.
* 15. Two of clubs Idiot - Permanently reduce your Intelligence by ld4 + 1
* 21. joker (with TM) Fool - You lose 10,000 XP
* 2. King of diamonds Sun - You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.

After the drawing of the cards, the party met another adventurer.  he joined up with them, and then they were greeted by a pair of half-elves.  They took them to their camp.  While there they learned about some of thw ongoings of the land and took up a quest.

Alli successfully defeated the first enemy she found, and gained a level.  They procceeded to kill more goblins and then ran into the chaos beasts that Euphemia was looking for.  She had sensed her staff in their presence.  Luckily Lloyd had summoned an earth elemental, and it took the brunt of the attacks.  In the process, it was cursed with *corporeal instability.* A terrible magical effect that caused it to basically melt.

XP
--

Current level: 15.3

Alli: 16.3

Lloyd Dragonsbane: 16.3
Session 41

## Members

* Alli
* Eriden
* Euphemia Waterspot
* Lloyd Dragonsbane

## The Adventure

Moving through White Plume Mountain, Tem had a slightly bad encounter with a steam vent.  He plunged into lava, but managed to get out and rejoin the party.  From there they headed south to a locked door.

Alli found that she could open it.  Inside, they found nine strands of rusted wire hanging from the ceiling.  From five of them hung humanoid prisoners - or the remains thereof- from their wrists.  All looked starved and neglected.  Someone noticed that one of them was breathing, and the party let it down and fed it.  Eriden's dog didn't like it though, and let on that she was a werewolf.  It decided to follow the party.  (Never feed a stray dog).

The next room held nine primary furnishings: a rack, a table with wrist and ankle straps, a harness suspended above a fire pit, an iron maiden, and a seat fitted with foot, hand, and head screws. In the southwest corner was a massive knot of straw and torn cloth in the form of a large nest. In that nest sat a huge sphinx.

Instead of murder hoboing, they actually talked to her. She gave the following riddle:

**Sapho’s Riddle**

The beginning of eternity
The end of time and space
The beginning of every end,
And the end of every place.
**Answer**: the letter ”e.”

XP
--

All: 17.1

Alli: 19.2

Lloyd Dragonsbane: 18

## Loot

* 3 Tomes of magical lore (worth 10,000 gp)
* +1 Giant sized two-handed sword
* Luckstone
* copper bracer too large for any creature of less than giant height. (This item renders a giant-sized wearer immune to psionics and spells that affect the mind.)
* Ring of Fire Resistance
* Ring of Infravision
* Wand of frost (17 charges: Can cast Ice Storm (1 charge), Cone of Cold (2 charges), and Wall of Ice (3 charges))
* 3 Potions of Greater Healing (4d4+4)
* 10 Scrolls of Fireball (readable and usable by anyone)
* Spellbook with 3 spells: lst: charm person, magic missile; 2nd: web.
ABYSS

**ABYSS** (심연 *simyeon*) est un single digital de WOODZ. Il est sorti le 22 février 2023 comme single de pré-sortie du mini album *OO-LI*.

## Description

"ABYSS" est un avant-goût de l'album et se caractérise par une mélodie de guitare acoustique et un son dynamique joué par un groupe live. En outre, les paroles expriment les sentiments les plus profonds du cœur.

## Vidéos

* MV Teaser
* MV
* MV Behind
* Acoustic Ver. Live Clip

## Galerie

### Concepts

Concept Teaser 1Concept Teaser 2Concept Teaser 3
Shard of Light

**The Shard of Light**
Weapon (shortsword), Legendary (requires attunement)

*This short sword is one that has been lost to history for centuries…until recently. Given to a young acolyte of Paladine named Neran after a prayer to his god, he used it to kill Caeldor, High Master of Mishakal, who had betrayed everyone at the Temple of Hurim to an army of ogres. As Caeldor finished a ritual to summon a devil from the Abyss, Neran stabbed the Betrayer with the Shard, pinning the Betrayer's body to a stone sarcophagus, where it remained for over 1000 years until it was found recently by a party of adventurers.*

The blade is made of clear crystal that glows with an inner light. That glow can be made as bright as daylight, harming many undead and blinding any others.

This solid crystal blade is a +2 shortsword that gives off light in a 20ft radius.

Once per day, as a bonus action, you can hold the blade overhead and command the sword to shed bright light in a 10' radius that is like full daylight, and dim light for an additional 10' that grows by 5' every round to a maximum of ten rounds for a maximum of 60' each. When you lower the blade, the radiance fades to dim light and persists for a minute.

Once per day, as a bonus action, the wielder can turn the blade into pure light.  When in this state, it deals radiant damage instead of piercing and ignores any nonliving matter /physical armor it strikes. While in this state, it cannot harm constructs, objects, or undead unless they are vulnerable to radiant damage. This effect remains until the end of the wielder's next turn.

Once per week a ray of sunlight can be unleashed in a 60ft cone. Anything within the cone is revealed by a true seeing spell. Lasts one minute.
Keoghtom's Ointment

This glass jar, 3 inches in diameter, contains 4 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Plot Hooks

* The King in Yellow - You have been quested with bringing back the items you find on each of the alters to the gods of Dus in the city of Dus Hara.
* The head priest of the temple of Bel Vala, Hezren, seems to be paranoid. Possiibly because he sold Eriden bad potions.
* Magius, a powerful wizard of the Red Robes, has asked the party for an alliance (with the devils).
Session 45

## Members

* Raekor
* Eriden
* Euphemia Waterspot
* Lloyd Dragonsbane

## The Adventure

   We begin our adventure deep in White Plume mountain.  The party spent the night in the lair of an efreeti named Killjoy.  He was once Nix's partner before becoming a false Keraptis.

Moving through the indoctrination level of White Plume, the party ran into Henderbeard.  The god bestowed some boons on his favored subject and her companions
Moving into a large underground vault, the party saw a cavernous chamber flush with unrestrained fungal growth.  Phosphorescent mists swirledin a visible maelstrom.  They noticed a Slug of Remarkable Size. They left it alone. To the southease, they noticed some strange life forms, but left them alone as well. It was the skin puppets that made their danger sense tingle.

Fireballs on the skin puppets started off the combat. They went down quickly, but the fight was soon joined by Mossmutter and Saprophis, a large male gnome. The party thought that the gnome was the actual false Keraptis, but it turned out to be the huge mold wyrm, Mossmutter. Fireballs blasted back and forth. As the fight turned, Mossmutter cast Evard's Black Tentacles, but it was soon dismissed by Euphemia.

The fight was all but won from there.

XP
--

All: 18

Alli: 20.2

Lloyd Dragonsbane: 19

## Loot

* Toe-ring of spell turning
* Pouch containing 156 gp
* 198 pp
* 10 gems each worth 100 gp
BATTLE SPIRIT

[ BATTLE SPIRIT ] is a similar keyword to [ RAPID EVOLUTION ] that lets you use a monster as a Material for the Extra Summon of an Evo (or other Extra) Monster, even during the same turn when it was originally Normal Summoned. However, the key difference is, that [ BATTLE SPIRIT ] only works when the monster with that ability destroyed a monster by battle. If it couldn't destroy any monsters, it still cannot be used as a Material during the same turn when it was Summoned, just like other creatures. However, it can be used the next turn onwards, just like any other monsters.
Overworld

The Overworld dimension is a realm in the "Drakonite" roleplay located directly "above" the one referred to as the Nether. It's not known which dimension is "above" the Overworld itself. This realm, like many others, has humans as main intelligent occupants among others. The two main forces here are the Bluemonger Kingdom and the Redrover Kingdom which are currently in engaging in the Nether War. Species such as horses, fish, dogs, wolves, bears, swallows, seagulls are also present here.

### Appearance

The appearance of the Overworld is identical to the one you see outside.

## Biosphere

The Overworld is friendly towards life, leaving room for lots of natural life in this realm:

* Humans
* Monkeys
* Horses
* Dogs
* Cats
* Cows
* Pigs
* Chickens
* Seagulls
* Swallows
* Pigeons
* Wolves
* Bears
* Dolphins
* Whales
* Fish
* Crab
* Lizards

Although technically not "life", stone inhabited with souls known as "golems" do inhabit the Overworld sometimes as well.
Galactic Nations

A galactic nation is any sort of civilization that has managed to reach deep space. These political bodies can range from a single planet trading with other powers to a grand empire sprawling across entire galaxies. Galactic nations boast an extreme variety of alien species and types of governments, each one with their own unique culture and way of life. Some nations, such as the Keltaken Empire, pride themselves on power and strength. Others, such as the Acruani Collective mean only to seek more of the infinite knowledge of the universe.

Galactic nations are the main driving force behind events in the universe, affecting matters both big and small. From the everday life to a backwater colony to grand wars that determine the fate of the entire universe, galactic nations are the core of it all. Every day, a new species is born on any of the trillions of planets of space, and each species has a chance to be the head of one of these space faring powers.
Session 21

## Members

* Alli
* Eriden
* Euphemia Waterspot
* Gylian
* Lloyd Dragonsbane

## The Adventure

We begin our adventuring day in Dun Eamon, the Gray Citidel.

Everyone eats, Elijayess talks about the key of Quinari, and asks if they will meet Kronn.

Gylian got his fingers glued together when he tried to go buy 2 pigeons.

4 days in town, 1 day to the desolation

While in town, the old man in yellow robes asked the party to bring back the first living creature they found in the south eastern cave of Malystryx.

1 day to the desolation.

First night they get hit with an electrical storm.
Gylian gets a kender squire. Squire McSquireface

## Purchases

Eriden's Order: 2 Ales, Roast Fowl, 2 slices of bread and puddinggggggg
Eriden buys the firebow: All arrows shot from this bow burst into flame, doing an additional 1d4 points of damage to the target, as well as setting all flammable materials aflame.

Alli buys the Halberd of battle and Barding of flight for 3000 gp
Alli has bow of levitation fixed for 750.

Gylian buys Crimson Dragonhide Bracers
These bracers, crafted from the armored hide of a red dragon, grant their wearer an enhancement bonus to his natural armor. They also grant resistance to fire 5.
Faint to strong abujuration and transmutation;
1,100 gp (bracers +2), Weight 1 lb.

Eriden buys 2 healing potions for 90 gp
Euphemia buys Mantle of the Silver wyrm
Eriden buys a magic scroll with one cure disease, one hold person, and three cure light wounds spells on it.
250 for the scroll, 100 for 2 potions of healing, 300 for 2 potions of greater healing. 650 total

10 charges, and regenerates 1d8 every morning

150 gp each for 4d4+4. 3 potions total and 1 potion of supreme healing (10d4+20) for 750

Euphemia buys a hilt for her dagger 100 gp. Hilt is blue.
Eriden buys 2 MN daggers (+1 to attack)

XP
--

Current level: 10
QUARTET

[ QUARTET ] is a Special Keyword featured in some Level 1 monsters.

If a monster has the keyword [ QUARTET ], it means that you cannot have more than 4 of that type of monster. It is a limitation in Deck Building, as there are several monsters that are either too strong, or too universal to be added at multiple copies (more than 4) in several decks.

[ QUARTET ] itself has 2 sub-types: [ GUARDIAN ] and [ RAPID EVOLUTION ]. The former lets you negate a direct attack and even ending the Battle Phase, giving you not only an extra creature (useful for Summoning an Evo Monster too), but a free turn without damage. The latter, however, lets you immediately Extra Summon a monster from your Extra Deck (an Evo Monster) and giving you an instant advantage over your opponent.

[ QUARTET ] cards will not have their own unique evolutions.
STRIKE

[ STRIKE ] is a keyword that lets you inflict damage even if you attack a monster in Defense Mode.

*If this monster attacks a monster in Defense Mode whose DEF is lower than this monster' ATK, inflict the difference as Battle Damage to your opponent.*

Several Unique Evo Monsters share this keyword, that lets you hit monsters that couldn't be destroyed by battle in a normal way.
Scimitar of speed

SCIMITAR OF SPEED (old school)

*Weapon (scimitar), very rare (requires attunement)*

You gain a +2 bonus to initiative, attack rolls and damage rolls made with this magic weapon. In addition, you can choose one of the following:

* Attack first in the first round of combat.

* Make one extra attack in the first round of combat.
MARSH

[ MARSH ] is an ability exclusive to AQUA Demons of the sub-archetype "Swamp". It lets you discard a card randomly from your opponent's hand by either paying a cost, or fulfilling the requirement for the ability. Marsh always lets you only discard 1 card at a time, and always lets you discard that randomly.
Populous: The Beginning (2011 TV Series)

**Program Run:** 2011 - 2015 (original series)

Populous: The Beginning (2011 TV Series) is a TV Show created by Sam Wilkes. This show has 6 seasons. This show has been discontinued in early 2015 because of a hacker. Sam is trying really hard to bring back the newer seasons and episodes on to TV. The revival returned in 2016 however quickly got discontinued. The series then made a short return in 2018 with all original actors reprising their original role as Shamans in their original designated team. Despite good viewership, the show was discontinued after five episodes. The creator of this TV series passed away a year later.

### 2020 revival

In 2020, the show returned with the original cast reprising their roles. Sam Wilkes Jr. taking over the narrator since the original narrator passed away in 2019. Unlike the earlier seasons, the Shaman voices are all audio snippets from previous episodes.

There has been rumours about the show returning later in 2020 but considering that Sam Wilkes Jr. passed away, the show is not returning anymore.

Sam Wilkes Sr. temporarily revived Populous: The Begiining for a one-off 15 worlds episode.

## Shaman Absences

Lyn: The only Shaman to exist in the entire show and revivals.

Maureen: Left due to distance associated with her home location. Returned in 2016 due to relocation of studio making it closer to home.

Melissa: Left due to distance associated with her residence location. Returned in 2016 due to relocation of studio making it closer to home.

Tanika: Unknown reason. Returned in 2016.

Anna: Hates the job.

## Shaman Names

Lyn: Blue (2011 - 2018)

Maureen: Green (2011 - 2012; 2018), Yellow (2016)

Melissa: Yellow (2011 - 2014; 2018), Green (2016)

Tanika: Red (2011 - 2012; 2016 - 2018), Yellow (2014)

Anna: Red (2014 - 2015), Green (2013)
Dwarven Kingdom

The Dwarven Kingdom is mighty absolute monarchy in the edge of the Perseus Arm in the Milky Way. They are one of the wealthiest factions.

## Technology

### Military

Dwarven technology is not the most advanced compared to the Colonies or the Eldari, but a Dwarven attack force is not to be underestimated. They are armed with powerful particle cannons call wave repulsors, which produce massive amounts of shockwaves at the target as well as very frequent use of nuclear weapons.

## Technology

Dwarven technology is not the most advanced compared to the Colonies or the Eldari, but a Dwarven attack force is not to be underestimated. They are armed with powerful particle cannons call wave repulsors, which produce massive amounts of shockwaves at the target as well as very frequent use of nuclear weapons.
BURIAL

[ BURIAL: X ] is an exclusive ability for MAGMA Undead monster that lets you reveal the top card(s) of your Deck, then send X numbers from there to the Graveyard. The X always referring the amount you can send to the Graveyard. In some rare cases, you can send card(s) from your Deck to the Graveyard directly without revealing the top card(s).
COMBAT IMMUNITY

[ COMBAT IMMUNITY ] is a Special Keyword that lets your monster be immune to being destroyed by battle. Even though it cannot be destroyed by battle, any other battle effects are still applied, and even battle damage is inflicted too if both of them were in Attack Mode OR when the monster with [ COMBAT IMMUNITY ] in Defense Mode was attacked by a monster with [ STRIKE ]
Irrefutable Robes of Henderbeard

**Irrefutable Robes of Henderbeard**

*A simple robe woven with metallic threads, this robe asserts your will as it protects your flesh.*

**Requirement:** You must be a follower of Henderbeard and able to cast arcane spells.

**Property:** While wearing this robe, you enjoy the following benefits:

* You gain a +1 bonus to AC (stacks with mage armor when attuned)
* You gain a +1 Spell Casting bonus
* You make savings throws against magical effects with advantage
* Once a day as a free action while casting a spell, you can force creatures making saving throws against the your spell do so with disadvantage.
HERALD

[ HERALD ] is a Special Keyword that activates either when the monster is Tributed and/or when it was used as a Material for the Extra Summon of an Extra Monster (usually Evo Monster]]). It usually grants an additional bonus when you decide to pay the cost/use it as a material, like drawing, searching a card, etc.
UNIQUE

[ UNIQUE ] is a keyword that lets you only use 1 and only 1 copy of a card in your Deck or Extra Deck.

Several strong Evo Monsters that require a specific named monster are also share this keyword. Having access to only 1 card not only promotes creative deck building, but also a huge balance factor that only lets you use strong cards once per game.
Card Castle Customizable Card Game Wikia

## Welcome to the Card Castle Wikia

**Card Castle is a Yu-Gi-Oh! variant designed exclusively for online playing. The gameplay will feature some major modifications compared to the original game, and designed both for casual players and competitive tournaments. Unlike other CCGs, Card Castle will have some new rulings that will completely vary the gameplay.**

## News and Updates

**January 20th, 2016**
* Booster Set 1: Five Elements will be released.

**November 28th, 2015**
* Booster Set 1: Five Elements will be released.

Booster Set 1: Five Elements is the first set of Card Castle.

## Contents

* Including 80 cards in this booster set, introducing all basic Affiliations, like SUN, MOON, AQUA, MAGMA and GAIA.
* Focusing on Normal Monster.
* Introducing Evo Monster, the first type of Extra Monster.**