recursal/Fanatic-Fandom huggingface dataset:
The Cane of Candy

Cane of Candy

In the Peppermint Forest of Candy Mountain, all the townsfolk came together to sing their whimsical holiday songs as they did every year...that was until the year the supposedly dormant volcano erupted. Everyone burned to death in a river of hot chocolate lava, an event that was equal parts delicious and devastating. Luckily historians discovered a single remaining peppermint tree which they promptly chopped down. And that’s where the Cane of Candy comes from!

*Wand, very rare (requires attunement)*

This wand looks and feels like a candy cane.

The wand has 7 charges, which are used to fuel the spells and abilities within it. With the wand in hand, you can use your action to cast one of the following spells from the wand: Ray of Frost(no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Snilloc’s Snowball Swarm (2 charges; spell save DC 15) Sleet Storm(3 charges; spell save DC 15), or Ice Storm(4 charges; spell save DC 15). No other components are required.

Alternatively you can use an action to expend charges in the following ways.

Peppermint Fortification (2 charges): your skin becomes hard & minty giving you a +2 AC for 1 hour. Creatures that bite or lick you during this time will most likely find you delicious.

Sugar Plum Visions (3 charges): target up to four creatures within a 20 foot cube within 40 ft of you—they must succeed on a DC 15 wisdom saving throw or see visions of sugar plums in their heads and have disadvantage on all attacks and ability checks that require sight. This continues until they succeed on the saving throw and they have a chance to succeed at the end of each turn. Creatures with blindsight, tremor sense, or truesight are immune to this effect.

Gingerbread Construction (4 charges): touching the cane to a wall, floor, or ceiling, you transfigure a 5 x 5 foot area of building to gingerbread. Works with up to one foot of wood, six inches of stone, or one inch of metal. While this is not great for structural integrity, it does make the material much tastier.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Tuk Alderheart

Cook of the Majestros crew, friend of Gram, and acquaintance of Bucket Girl. Tuk is a powerful druid who uses his connection to nature to aid the crew in all sea fairing adventures and to provide fresh produce during long journeys at sea. One of the wiser members of the crew, it was Tuk who Gram originally struck a deal with in recruiting sailors to aid in The Lucky Seven's journey into Umberlee's Asshole. Tuk joined Muffy St. Claire and Chadwick Huddleton in the roll of cook aboard The Brought Forth after The Lucky Seven and the crew of The Majestros stole it from The Barrel King's private dock in Freeport.
Session 86 "The Hallway Fight"

Session 86 recap: The Hallway Fight

It quickly became clear that The Lucky Seven’s presence on The Devil’s ship had not gone unnoticed. Gas started to pour out into the chamber you were in, most of you dove out before getting trapped by a closing door, but Muffy and Rhys were not as quick. Rensig and Rhys caught the door as it was lowering, giving Muffy enough time to clear out.

You were then in a long hallway and at the other end Gram could see the form of masked guards, a dozen of them of the sort that had occupied the chamber in which you met with Amon. They quickly opened fire, but Dorn was quicker. He used the Kusanagi to enshroud himself in a roaring whirlwind while simultaneously using the Dimensional Loop to step slightly out of phase, the wind knocking most of the bolts astray, and Dorn deflecting or catching the ones that made it past.

Bucky called forth Bob to enter the fray and Rensig called forth his fox. Rhys cast Bless on a number of you and Muffy employed the blinkstone bracelet while summoning her spectral skeletal hand to attack. While the fight was long, you were all more than equal to the task. The fox healed as Dorn’s winds blocked bolt after bolt. Eventually you had cut them all down, the last one being pinned to the door at the other end of the hallway by one of Bucky’s arrows.

Unlike the devils that you had defeated while the energy field surrounded Athkatmon, these ones did not leave bodies behind but rather faded into shadow as they dissolved into nothing.

With your enemies defeated, Rensig cast knock on the door that he felt was separating you from what you were after, the central control helm of this vessel. Knowing that the Sleeper had been defeated and The Bone Devils were returning to the ship if not already on it, Dorn waisted no time and used his crowbar to pry the door open.

And now we pick up, the door through which Dorn stares in filled with a blinking constellation of lights, metal banks and strange glistening displays the pulse with a dull light. Before you stands a quartet of similar looking masked devils as the ones in the hall. Beyond them two entities as large as ogres but with no fat, rather husk like and skeletal with dried skin stretched across their frame glare at you. You recognize these as bone devils. They flank an entity unlike any you have encountered before. It resembles a giant bipedal insect, standing just as tall as the bone devils with clawed hands and feet, powerful mandibles, fractal red eyes, and a long tail covered in razor sharp spikes.
Saddle of the Cavalier

A joint gift from Santa to Rhys & Grin after The Lucky Seven helped free his sleigh from the mud of Hither, the saddle has the following properties:

*Wondrous item, uncommon*

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Session 32 "A Funny Thing Happened on the way to Esmereltan"

**Session 32 recap**:
***A***
Funny Thing Happened on the Way to Esmereltan…

On your trek to Esmereltan, a place you planned to make a
quick pit stop in on your way to the Citadel of Light you crossed from Snake
Woods and returned to the Forest of Mists. As the sun was setting you came
across a cabin occupied by a family that turned out to be a stain of pure evil
upon the mortal plane. Rhys and Bucky fell victim to an insidious poison, and
that’s when things took a turn for the sinister, the heads of the family
members sprouting wings and flying around, the bodies and heads attacking
independently on their own. Though you managed to defeat these horrors, one had
infected Bucky with it’s curse and you watched as your incapacitated friend and
ally began to transform into one of these things as well. Desperate to save her
Bet and Dorn went ahead to Esmereltan and interrupted a middle of the night
mass at a Church of Cyric. After paying an outrageous sum, a cleric of Cyric
was able to remove the curse, Bet intrigued by the little he knew of Cyric
decided to stay behind and this is the last you’ve seen of him. Meanwhile the
rest of the party eventually made it to Esemereltan, though in all of this none
of you have managed to take a long night’s rest. The good news is, you have
your horses back. The bad news is a man named Marco is apparently causing some
disturbance in town. Dorn has head of this Marco, he’s said to be an
unstoppable force, and everyone you’ve seen has strongly confirmed these
suspicions. Halflings are known for their bravery, and if you see them running
from something you know it’s bad…
Session 46 "License to Magic"

Campaign Session 46 Recap: License to Magic

You brought the remains of one of the berserk automatons to Balistar’s and while he said there were people of the material planes that could create something like this, he agreed with Bob that a fiendish link to the metal construct meant this was likely linked to the 9 Hells of Bator. He explained that they had long ago harnessed the ability to convert the innate energy of mortal souls into power… power to make the devils own strength even greater, to create new members of their legions with claimed souls, and power to bring their infernal war machines to life.

From there you continued on with what you had originally set out to do before the automotan attacks: to get Muffy, Rensig, and Gram registered as certified magic users with the Arcana Panisofical so that they wouldn’t be sent to prison, or worse, sentenced to death, for casting unregulated magic in Athkatmon. On your way to the Alabaster Lyceum you noticed a large black bird following you through the streets of the city. Gram had Bip keep an eye on it while the rest of you went inside. Archivest Whitiker informed you that only four people at a time could apply, and the three arcane casters decided to take Bucky with them while Dorn and Rhys waited behind. Stepping on a teleportation circle the four of you ended up in a room with four doors and a large mouth built into the floor. The mouth gave you a riddle and said you had two hours to solve it. You opened one of the doors and defeated an Earth Elemental for a clue, Gram and Muffy in the form of a triceratops collectively struck the killing blow. With the clue you were able to solve the riddle, as a result: four of The Lucky Seven now have arcane casting documentation.

After getting registered, you tracked down Jasinda at the guard station in the Bridge District nearby, all the while the bird still following you. Jasinda took her break and told you there had been another murder. You informed her about the automatons and your suspicion that the automatons were connected to the 9 Hells, and that sparked an idea. She said there had been a pattern to where the murders were happening, one she couldn’t figure out…but hearing about the 9 Hells immediately resonated. With a map of the city it looked as though the predominant murder locations in the city mapped quite well onto the symbol for the 9 Hells, but there was one central point in the symbol, a point to at least up until now, no murders had occurred.

Heading there you found that the spot on the map was Haylee’s Bath House in the River District where you had previously cleaned up after your first venture into the sewers. You have all just sprung for the expensive treatment. With a plan to find out indeed if anything is going on here you have paired off in rooms. Gram and Bucky, Rensig and Muffy, and Rhys and Dorn. And that’s where we pick up.
Session 14 "Bet on it"

**Session 14 recap *“Bet on It”***

After discovering that Hazim Albikar was somewhere in the Forest of Mists, in a hidden city known as Dumistra, you set out from Athkatmon lead by Adrian Dundragon who you paid a large sum of money to to serve as your guide. Along the way you came across a series of overturned wagons and within found only a single individual remaining, a small Halfling girl named Rose. Dundragon informed you that this was most likely the work of goblins and agreed to help you track them and if possible, save Rose’s family. And that’s exactly what you did. On your trek south you met up with another individual pursuing the goblins--Bet, a mysterious teen with strange powers and a cold attitude. He had been traveling with a military unit that had been ambushed and was now looking to seek out and slaughter the Goblins and also merit out a little justice to those who he had been traveling with who had called him a coward. Joining forces and continuing south, it was Bucket Girl and Begbee who first heard the screams coming from the remains of a former fort. The goblins were burning their captives alive. You weren’t quick enough to save the soldiers but you did arrive just in time to prevent any of the halflings from going into the fire. A fight ensued with the goblin force and a strange enormous two headed humanoid. When the dust settled, you were the victors. The halflings thanked you, and one of them immediately recognized Bucket Girl. It was her uncle Corrin. He spoke of having been worried about her, and revealed her true name, Zephilly. Then something even more shocking happened. Corrin recognized Begbee, and from that deduced the identity of Dorn. He knew Dorn… knew his father, and Zephilly’s father, the same man. He informed you that you are indeed siblings. That he had been sworn to watch over Zephilly while Begbee who he knew as Lythas was meant to keep Dorn safe. Speaking in vague terms that powerful forces would be looking for you and together you’d be more easy to identify, he said to come back to Eltassh with him, the Halfling village where Zephilly was raised. He would clear up as much as he could, but he needed to set out immediately to get the rest of the halflings home before dark. You declined to go with him, given your concerns for the welfare of Hazim Albikkar but told him you would meet him in Eltassh as soon as you could. Bet said he wanted to help save Hazim, citing reasons of potential military glory if he helped save the Soverign, and so you all set off towards the Forest of Mists, making it to the edge of the Forest by sun down where you set up camp for the night.
Session 33 "Between a Rock and a Hard Place"

**Session 33 recap: *Between a Rock and a Hard Place***

After investigating the disturbance in Esmerltan caused by a
man named Marco and coming face to face with the Legendary Marco and an unnamed
friend, you collectively decided not to engage him in battle. Instead
you left town and made your way to the Citadel of Light. There you
managed to convince Mornmaster Gladwell of your still good intentions, despite
some unfortunate deaths on your hands and were given the benefit of the doubt
in regards to the purity of your intentions. Though he did not seem to
approve of the company the Lightbearers were keeping, mostly the same crew he
and Anemenen had gotten out of jail, he, for obvious reasons had the biggest
issue with Bucky who tried to knock him out mid conversation, though he was
saved by Rensig’s quick actions. The fact that he was an enormous fan of
Tree of Three, Rensig’s former band, also went some ways to smooth things over.
Meanwhile, The Lightbearers and Gram took a meeting with Professor
Broome. There you learned a little of his past with the Company of Eight
you also discussed concerns over the changes taking place in Gram and Bip. He
said he would research the egg which seems directly connected to those changes,
now having a rough sketch from Gram (Gram roll a retroactive DEX based
performance check to see how well you drew the egg). You also had him
examine the gems you found in Belagos’ horde. Broome told you that the
gems contained information, and that he would endeavor to figure out what
information was contained within the gems. With your business finished,
you have left the Citadel of Light once again with promises to be in better
contact, and words of warning traded in both directions. Now you head
southwest from the Citadel of Light in the direction of Dumistra, but there’s
also been some talk of heading to Eltash first, the Halfling village where
Bucky hails from. The sun begins to set as you trudge the tall grasses
of the golden expanse.
Session x 135 "Of Wolf and Worm"

Session 135: Of Wolf and Worm

In the Teejan Desert, the night before the next full moon, The Lucky Seven realized that one of your own might be a danger to you. Muffy, who had contacted Lycanthropy had not exhibited any unusual traits beyond an increase in strength and an imperviousness to physical harm. But based on her experience a month ago, she feared she would transform into something that might kill the rest of the group. After some experimentation and odd looks from The Grandfather and Grandson, Rhys managed to remove the curse of Lycanthropy from Muffy.

As the sun rose you rested in shelter and when it set again you left. Gram seemed removed and in thought contemplating what he’d lost those years ago to the terrifying ancient blue dragon, Jarrok, The Sky King. Other than the encounter with the cyclops, and some ominous voices on the night wind, the desert had paid you little trouble. All of that was about to change as you entered the ancient tunnel system set in the Harum canyon. This was the way to the Ziggurat you sought but the path was dangerous the Grandfather warned and so left his grandson and camels outside with the Golem for protection.

You ventured through the dark by fire light, noticing the occasional sign of purple worm, the shifting of rock or the remains of purple worm scat. It wasn’t until you came across a blocked passage way that the real trouble began. Two purple worms attacked. Muffy flew into one with fire and fury spouting from her lips and Gram sent the other to the horrifying realm he and Bip visit in their nightmares. It was a rare creature that can seriously wound Rhys, but the worm that Muffy flew into was able to do it, however shortly there after Muffy tore her way out of the creatures backside, the worm dead from your combined efforts. With the other one in paralysis thanks to the dark magic of Gram you finished it off. We pick up now amidst your short rest and Bucky’s harvesting of the poison from the worms. Your destination is close.
Sigil

**Sigil** (pronounced: /ˈsɪgɪl/ *SIG-il*), also known as **the Cage**, the **City of Doors**, or, less commonly, the **City of Secrets**, is a floating city in the center of the Outlands and the self-proclaimed center of the multiverse that Gram had heard stories of in his formative years. It is a major hub for interplanar travel, as the city contains multiple *portals* to every single plane, as well as to numerous locations in the Prime Material Plane.

The Lucky Seven traveled here from Prismeer in an effort to locate a portal to the Paraelemental Plane of Ooze aka The Swamp of Oblivion in order to track down a crashed Spelljammer and salvage the ship for parts. They also now know that if they are going to reach Mechanus to obtain The Heart of Mechanus and free Dorn's soul, they will need to find a path from Sigil as the only way to reach Mechanus requires going through The City of Doors.
Session x 125 "Battle of the Isle of Yonder"

Session 125: Battle on the Isle of Yonder

As the forces of The Order of Sydon closed in on The Lucky Seven & friends on the Isle of Yonder, Rensig began to dance, and as he continued his gyrations, the two dozen soldiers and 3 hulking cyclopean warriors did not know what to do. It was at that moment you attacked, with Gram taking out the group’s leader and Muffy decimating the majority of them with her magics.

Bucky “persuaded” one of the terrified soldiers to tell her where Commander Gaius was—Gaius being the man that Vallus suspected had stolen the piece of the Antikythera that allowed it to navigate the Forgotten Sea.

As you continued on in that direction, Pythor disembarked from The Charm in search of alcohol, and so leaving him to do his thing, you made you way up into the encampment of The Order of Sydon. Rhys first tracked down Gaius but finding him uncooperative and a full on zealot of Sydon’s, The Lucky Seven took his life. Rhys was then, through similar magic, able to find the missing gear in the possession of the tielfing Chondrus. Chondrus agreed to hand it over for passage into the Nether Sea so that he may venture to meet the entity he worshiped, Lutheria, the goddess of dreams.

Upon hearing of the Nether Sea, Rensig’s memory was sparked of his days as Damon. At the end of the great war, when only four of the original Dragonlords remained and the forces of Lutheria were likewise decimated, a truce was agreed upon. As part of the truce Lutheria demanded that each of the remaining dragonlords and Damon give up their most precious possession. For Damon aka Tuxil aka Rensig it was his cloak. He and one of the Dragonlords flew down into the Nether Sea personally handing over the items to Lutheria those items becoming known as the Treasure of The Dragonlords.

With the missing gear, long forgotten memories, many casks of ale and wine, and a blue skinned tiefling named Chondrus acquired, the Charm sets sail once again back into The Cerulean Gulf.
Thither

Thither is territory within The Kingdom of Prismeer within The Feywild. It is where Rensig made his home in his life before he was cursed to never remember who he was and also where for a time, Dorn & Bucky lived with their father, Dorn's mother, and her companion Begbee, who in those days was known as Lythas.

When The Hourglass Coven took over Prismeer, Skabatha Nightshade aka Granny Nightshade took over Thither.
Cosmic Democracy

**The Cosmic Democracy** was the counterpart of the Astronomical Republic. The Cosmic Democracy was always the one with the most supporters, but the Astronomical Republic has been more successful, politically. The ruler, As'Them Kakopoios, is a benevolent ruler, which many people like. They also like democracy. Woo-hoo!
Session 58 "The Trip to Gracklestugh"

The Trip to Gracklestugh

Bob, Bibble, and Grin all expressing concerns about what you faced, both in regards to the Dueregar city of Gracklestugh, and the potential threats in your shared visions of The Phoenix beyond, you took one last night’s rest in the safety of Neverlight Grove and then made your way. Guided by Bibble and Yuk Yuk you traveled through the cold twisting tunnels and passageways of the Underdark, entering back into an endless night. Hours later you came to an impasse where Bibble and Yuk Yuk said the only way was to swim, and it was then after everyone else had jumped in the water, that Rhys noticed that new Gram was gone. Not sure for how long, and concerned about Old Gram’s words of The Prophets in his dreams, you decided the best move at this point was to continue on. Eventually you found the Okiti and after striking a deal with them, they agreed to take you across the Darklake to the entrance of the Whorlstone Tunnels, the Tunnels that Bibble and Yuk Yuk knew of that could lead you right below Gracklestugh. The trip was long, but it allowed Bucky to craft one more potion of Greater Healing in safety thanks to the expert navigation of your Okiti guides. Bibble and Yuk Yuk were very reluctant to continue on with you but Bucky was able to convince them. After some odd interactions in the tunnels, especially between Gram and some Derro who rambled on about a machine, you have arrived at your destination, Gracklestugh, the City of Blades.
Session x 111 "Save the Children"

Session 111: Save the Children

The Lucky Seven were all scattered around the massive fallen tree/fortress in the heart of Thither that is Loom Lurch. There, Rensig, Rasmus, Muffy, and Bip confronted Granny Nightshade and her forces. After blasting her with lightning she reluctantly agreed to let all of the children go, and so feeling accomplished, the group took off with the three children they had with them and a cute little pig.

Below Loom Lurch in the vault of Cassim Dumain, the automaton, Locksmith, gave Bucky a note from her father and a device that would be needed to find the egg Cassim had taken which was now on an island of something called the Morkoth, the island not fixed in any one reality.

From there Bucky, Rhys, and Gram made their way back up running into Will of The Feywild. The managed to get the rest of the kids out along with a dwarf named Elkhorn who had been Granny Nightshade’s prisoner. The last Elkhorn had seen his adventuring party was in The Palace of Heart’s Desire up against their enemies, The League of Malevolence. Rensig had discovered the half-orc you had stopped from killing Lamorna was of their number with his probing of the orc’s mind, The League apparently working for The Hourglass Coven.

After a quick moment to catch your collective breath, but only a quick moment as you all knew your time was limited before Rensig aka Tuxil lost his memories again, you said your goodbyes to the children, Clapper Claw, Bobby the Turtle Duck, Cute Bastard, and to Thither. Elkhorn said he wanted to get back to the palace to see if his adventuring party was okay and without any better leads, you decided that that was as good a direction to head as any. Bucky and Gram gave Muffy, Rensig, and Rasmus a few gifts from Cassim's vault. Bucky also gave Muffy and Rensig teleportation sequences for the vault and she gave Muffy 3 300 gp diamonds. Rensig said with more diamonds he might be able to get to Dorn's soul, and Rasmus and Rensig agreed that if anyone in the Feywild would have that many diamonds it would be The Moonlit King. Rensig who was continuing to remember more and more also recalled that the treasure of The Dragon Lords was somewhere in The Forgotten Sea which Estor Arklander was very eager to get to and Rasmus attempted and failed to seduce Bip. And with that you were off, Rensig using the Time Piece of Travel to teleport you all to where you now stand in the garden of the Palace of Heart’s Desire.
Session 21 "Enter Belagos"

**Session 21 recap**:
Enter Belagos

After volunteering to go into the mines to save the life of
Kohlam and the other prisoners, you found yourself in the warren of some rather
vicious kobolds in the service of something or someone named Belagos. The
kobolds put up a fight, but in the end you found yourselves more than equal to
the challenge. After surviving a pair of grueling encounters, and a rather
informative run in with a pair of half-orcs collecting body parts, you were
lead to believe that heading back towards the human controlled gate to the
kobold’s mine might be a dangerous proposition, and so you all opted to explore
the unknown, heading further into the warren. Though you encountered little
opposition this time, you didn’t think much of it and kept going, eventually
making your way into a huge open cavern, quite a shift from the tight kobold
passages. The heat in here seemed nearly unbearable, and you found yourselves
some 50-100 feet above a sheer drop. Before you was a rope bridge, and crossing
it into the darkness another outcropping of land rising up from the darkness
was just large enough to hold all of you. Beyond an even longer rope bridge
into darkness. Strangely some of the walls in the cavern appeared smooth,
almost like glass, reflecting the light. And then, all too late it was clear
what had caused the walls to appear like that…dragon fire. A voice rumbled from
the darkness, “little things, are you so eager to die?” and then it appeared,
flying from the dark interior past you landing across the bridge you had just
crossed, cutting off your escape. You now stand, clustered on an island of rock
above a sheer drop off with only two small rope bridges leading off of it.
Across a distance of some 30 feet, a true fire breathing dragon takes you all
in as you take it all in. This, you suspect, is Belagos.
The Rod of Seven Parts

The Rod of Law as it was originally known is one of the most powerful artifacts ever crafted by the Gods. Used in the Battle of Pesh in the great war between the forces of Order and Chaos, it was used to vanquish the Queen of Chaos' greatest general, a being known as Miska the Wolf-Spider, Prince of Demons. The rod was broken into seven fragments during this conflict, and the seven individual pieces were scattered across the worlds.

When Gram of The Lucky Seven asked Balistar if there might be any way to destroy The Shards of Elemental Evil that those that would bring back Tharzidun are looking for, the only item that Balistar could think of that might be even remotely powerful enough to accomplish such a task was The Rod. He in fact knew where one of the pieces was, a piece that he had entrusted into the care of Thadius Dawnhunter, former member of The Company of Eight, and friend of Muffy St. Claire. He also realized that Dorn wore one of the pieces around his neck, which hadn't been that surprising to Balistar as he knew that Dorn's father had once quested for the pieces himself in an effort to do what the Seven now hope to do. However no one has heard from the man in over twenty years, but that he would keep one of the pieces safe with his son meant that perhaps he had some premonition that his son might finish what he had started.

Known pieces:

1. Mace of Disruption (in the possession of Muffy St. Claire)
2. Wheel of Stars (in the possession of Bucky aka Bucket Girl aka Zephyile Honeypot aka Gretta)
3. Dimensional Loop (formerly in the possession of Dorn aka Brother Pussbag, currently held by Bucky)
4. Timepiece of Travel (found in the cave of Rensig Iasey aka Tuxil the Trinketlord, now in the possession of (Rhys Cooper)
5. Heart of Mechanus (on the plane of Mechanus at the center of all realities, Dorn's soul is within)
6. Rotor of Return formerly among the Treasure of The Dragonlords was with Lutheria now with The Lucky Seven
7. An unamed piece seen in a vision by Kyrah, a formula or equation within a Mind Flayer ship.
Session 42 "Changes"

**Session 42 recap: *Changes***

The Lucky Seven emerged from the underground island lair of
Pallon the Pious with the corpse of Muffy St. Claire into a raging storm. You
rowed back to the dwarven cargo freighter and immediately had some tensions
with some of the crew who took a great interest in what you had looted from
Pallon’s hoard, although Rensig paid them off and things seemed at least
temporarily settled. What oddly enough was not settled, was Muffy’s corpse. The
shadows began to cling to her form, growing ever darker in the dim cabin. Bob
the Skull, an unusually smart air elemental bound to a skull that Bucky
discovered on the island, explained that Muffy’s body was transforming into a
shade, a shadow. She was turning into what had killed her, a type of undead not
too dissimilar from the type you had seen Muffy call forth to destroy her
enemies in the past. Dorn, however, was able to put a stop to this process,
drawing the shadows and some echo of Muffy’s essence into himself via his ki
and freeing Muffy’s corpse of the effect. With tensions on edge, Rensig, after reconsidering
killing all the dwarves on the ship, played a song about Sunshine, in the
storm, in the night, with his dead friend and her mourners all gathered around.
Without much to do but wait out the storm, you went to sleep. Gram, for the
first time, did not enter the void when he slept, but rather dreamt of a brief
conversation with a pale man in dark robes with a clean shaven head and a long
dark beard. The man mentioned “the seven who are one”, but, despite Gram’s
questions, would not identify himself. In the morning the dwarves kept their
word and dropped you on the shores near the great library of Candle Keep.

Heading south along the coast for a couple of hours, you came
to a good spot for Bip to begin the ritual, and together with contributions
from Rhys, Gram, and Dorn, you were able to bring Muffy back, though changed. Muffy
is now a tiefling with dark horns, black hair, and pointed tail, her skin a
shade of lavender. Muffy, who had mentioned that she lost her inner light, now reflects
that even more with her new outward appearance. She seems truly shaken by her
experience and transformation.

With a ceremony to get to and days of travel between your
home and current location, you trekked south for two more full days making your
first stop at the Citadel of Light. There you found Daybreaker Tajic, the
highest ranking lightbearer, in an argument with Mornmaster Gladwell about The
Order’s relations with the armed forces of Amn. After avoiding getting drawn
into the internal politics of the Order, Muffy, Rhys, and Bucky made their way
to Professor Broom’s office and returned The Scales of Fate, thus completing
your mission. And that’s where we pick up, The Lucky Seven spent the night at
The Order. The impending ceremony in your honor is tomorrow in Athkatmon. You
are still more than half a day’s journey away. However, all is not well. Gram,
you wake up, and you are sick, violently ill. Your stomach is cramped and you
are sweating through the sheets.
The Lucky Seven's Townhouse

The Lucky Seven received this home as reward for their efforts in bringing The Sovereign Hazim Alibakkar back to Athkatmon after his time with the elves of Dumistra. Dorn worked out the deal when the two were being held captive together and Hazim kept up his end of the bargain. The home is beautiful and stately, located in the rather upscale and historic Wave District in the north west of Athkatmon, across the street from Azalea Street Park. There is a stable on the grounds to house their animals. Dorn's friend Ebon who now lives with The Lucky Seven, takes care of much of the upkeep around the property. Dorn and Ebon sleep in the basement, Gram and Bip have the attic, and the others have rather comfortable rooms on the second floor with Muffy, the one most accustomed to a life of finer things, claiming the master suite for herself.
The Infernal Device of Lum the Mad

The main control helm of the portal creating tower used by the forces of The Nine Hells, even though most of its functions seem unable to use without the proper power source, the device still seems to have plenty of incredible potentcy.

Wonderous Item, Artifact, Requires Attunement

***Silver Wire.*** The *Infernal Machine*’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an Astral Projection spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length.

As long as the wire remains intact, the attuned user can make full use of the *Infernal Machine*’s powers, with their effects centered around the user. If the wire is cut — something that can happen only when an effect specifically states that it can cut an Astral Projection's silvery cord — the user suffers a sudden burst of feedback from the machine that kills them instantly.

Any effect of the *Infernal Machine* that requires concentration can be concentrated on by a remote user. The *Infernal Machine*’s effects have a spell save DC of 14 or the attuned user’s spell save DC, whichever is higher.

***Summon Monster.*** Even though it has lost most of its abiltiy to transport beings from location to location, Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows:

* 1/day: Conjure Animals, Summon Lesser Demons
* 1/7 days: Conjure Minor Elemental, Conjure Woodland Being, Summon Greater Demon
* 1/month: Conjure Elemental, Conjure Fey

***Wish.*** The *Infernal Machine* has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a Wish spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month.

Each time this effect is used, there is a cumulative 10 percent chance of the *Infernal Machine* malfunctioning, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent.

***Random Properties.*** There are far more possible combinations for the *Infernal Machine*’s controls than can ever be known or matrixed — especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the *Infernal Machine* generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play.

Once set, these properties last until the end of the attuned user’s next long rest.
The Spires of the Morning

The Spires of the Morning was a temple to Lathander in the Sea Ward near the northern spur of Mount Waterdeep in Waterdeep. Built of pink marble, this three-story cathedral is capped by seven spires of copper, gold, and silver that gleam with the reflected glory of dawn's first light. The Spires of the Morning is led by High Radiance Ghentilara, and her ambitious underling Prior Athosar. More than 300 clerics of the Morninglord are based at the temple, most of them housed within a few blocks of the cathedral.
Session 28 "Assault on the Mining Camp"

**Session 28: *Assault on the Mining Camp***

With the bridge destroyed and new allies Bip and Gnasher
along with you, you set out for the mining camp, but a well fortified camp
teaming with guards presented a much greater challenge than your previous
targets. Your first plan, leaving a note addressed to Cranston Q. Haenger and
hoping he and a few guards would come out to the woods didn’t exactly pan out.
The next day you split your efforts as Gnasher left your company to get some
sleep. Bet left first and was the last to return, searching for a possible
other way to get inside the tunnels in the mountain without having to go
through the mining camp. Though he didn’t come across much, he did come across
one possibility—a potential passage into the mountain up some rather sheer
cliff sides, though with the sun setting he didn’t have time to get a better
look and hurried back to meet his allies as planned. Gram and Bucky went off in
search of other potential allies to bolster your ranks: The Hewler Tribe.
Though they were hard to track, Bucky did manage to locate them, or at least
got close enough for them to locate you. Surrounded by Bugbears the two of you
were escorted to meet with the Elder, Uukar who you convinced to aid you in
your assault on the mining camp. She sent three fierce warriors to aid your
cause: Bruukzag, Takara, and Hugut. When Bucky asked about the possibility of
poisons in these woods Uukar said the Amenita Muscara could prove quite
poisonous and told you how to identify the mushroom. With Bip’s aid you found
quite a lot of it. Everyone met back up as the sun was setting. It was then
that you collectively came up with the following plan. Muffy would turn Dorn
invisible, who would then sneak into the camp along with Bip. Once inside he
would use a concoction you made of the mushrooms to poison some of the food in
the camp, if possible targeting the food supply of select individuals in charge.
This would only be possible if Muffy could maintain concentration on the spell
while Dorn went through with this and IF you could put an opening somewhere in
the fortified mining camp that they could slip through. To that end it was up
to Gram to blow a hole in the door while Bucky laid down covering fire. So far
things have gone pretty much according to plan. With the rest of the group in
the woods and no casualties on your end, Dorn and Bip now stealthily make their
way though the mining camp while the others wait in the woods.
Tia's Teetering Tots

video File:Placeholder
Tia's Teetering Tots

## Section heading

A shop in Athkatmon with a grand entrance. The FAO Schwartz of Athkatmon. Tia, the shopkeep, is an ecentric gnome with an affinity for pranks and misdirections. She specializes in toys for toddlers and loves a good brandy from time to time. Don't mention her mother though. She just might shoot you.

## Section heading

Write the second section of your page here.
The Xavin School for Gifted Mages

A school founded by Xavin Broom with the intention of helping young sorcerers gain better control of their abilities. Since it's founding the school has taken in other individuals who were generally considered outcasts or needed a place to stay and learn. Xavin has tried to help all of them and seemingly put together his own team adventurers in the process. The School is located in the vicinity of St. Carwhale's Vale.

Known Affiliates:

* Xavin Broom
* Oro
* Elizabeth Grey
* Henry Magewright
* Killian Wagner
* Robert Drake
* Molly
Teleportation Field Devices

Worn by the bone devil who oversaw the engines of The Devil's Tower in Athkatmon, after defeating the Bone Devil, these devices were carefully removed by Bucket Girl. Though of technology from another world, far advanced beyond anything known on her native plane, Bucky is able to wield them with deftness and skill.

*Wonderous item, rare, requires attunement*

One of the more impressive bits of technology from the devil’s technological collection, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation. The set is worn on the wrist, when activated two rings shoot out from the housing unit, one hovers immediately in front of the users hand, the other ring flies freely.

When a creature passes an arm or other appendage into first ring, that appendage appears to emerge from the second ring, as long as the rings are within 60 ft. of each other. The second rings has a flying speed of 40 feet, and can be flown remotely under the creature’s control as part of its own movement. The remote device also grants the creature a sensory awareness of the area within 5 feet of it as long as the ring remains within 40 ft.. This allows the appendage to be used normally, so that the creature can undertake any activity remotely that it could accomplish close up, including making physical ability checks and attacks with one handed weapons, however only one attack can be made per turn, these rings cannot be used with multiattack.
Sarissa

This ancient relic was once the primary weapon of one of the elite guards of The Shoon Empire. Enchanted by magic, the weapon is especially deadly in the hands of one attuned to it. While wielding this pike you gain a +1 to attack and damage rolls made with it. Gram Palos bought one of these rare weapons at Balister’s Bargin Books and Amazing Antiques.
Session 47 "The Bathhouse"

Session 47 Recap: “The Bathhouse”

As the rest of the group was pampered with the fancy
treatment at the Bathhouse, Gram turned Bucky invisible and she began her reconnaissance.
Eventually finding a secret door in one of the rooms, Bucky went through to
find herself back in the sewers below the city, trudging through fowl smelling
waste deep water. Very quickly she came across the body of a man floating in
the water who had been dead for days. Venturing deeper she found more
unsettling scenes: an alter with entrails laid out upon it, a raided sarcophagus,
and a man being tortured by two rather menacing looking individuals. Making her
way back up, she re-bathed and the rest of you finished up with your treatment,
Gram getting an extra massage to distract one of the workers.

Back at your house, Bucky informed you of what she had
discovered. You also hired Ebon on to help out a little bit around the house.
With all of you on the same page about Bucky’s discoveries, you then went to
the Resistance to pass on your news and see if you could perhaps gain some help.
You encountered Oswalt, one of the leaders and he said he would help you get
back in, and while he said you should go and help the man being tortured now,
you persuaded him that you would be better equipped to handle the situation in
the morning.

The next morning you awoke, and when you all assembled
downstairs you noticed Muffy with a new companion. The black bird that had been
following you was now on her shoulders, her eyes seemed to radiate with a
different energy than you had seen before. Rhys likewise appeared to be more
powerful than before. With new vigor you set out, and sure enough the staff was
outside the bathhouse talking to someone who you figured was Oswalt, but looked
completely human.

You
are all now in the water logged world below the bathhouse. After some
exploration you have come upon the room Bucky saw the man being tortured in,
and sure enough a figure hangs from chains illuminated by torch light. Two
larger figures stand by him. Rhys has tried sneaking up on them, but one of
them noticed.
Session x 136 "City of the Dead"

Session 136: City of the Dead

After Bucky finished harvesting what she could from the purple worms, the Lucky Seven said good-bye to their host and left the winding tunnels to enter into an ancient and derelict city in the middle of the desert. The entire valley the city lay in was surrounded by a raging sandstorm and in the center of the city, another one only 400 or so feet across, somehow contained like a dome.

Rhys called forth Grin to do some reconnaissance and Grin reported back that at the center of the smaller sandstorm was calm, still air and the necropolis you sought. Additionally the ruined city was filled with statue like gargoyles, living beings who Bob surmised served some sort of master. With the hopes of not having the fight your way though the creatures you devised a plan. Once within range, Gram opened an inky black portal that lead right to the base of the sandstorm and Rhys quickly began negating the magics that sustained it allowing you all to pass through.

Once within you found the structure as Grin had reported. Ascending to the top you found what appeared to be an entrance, stairs leading down into a sand laden courtyard and at the far end a large circular door with strange glyphs set in it. However before you could get much more than that skeletal hands rose from the sand but they were unable to find purchase. Then several undead entities arose from the sand coming at you with sword in hand. One wore armor and proved much tougher than the others but eventually you dispatched the creature and one other. The other three found Rhys’ divine presence too much and are currently fleeing but have ran into the walls of the courtyard and so don’t seem to be getting anywhere. They are backed away all of their eyes/eye sockets on Rhys.
Syngorne

The heart of elven culture and strength, far south of the portion of the continent frequented by humans, dwarves, and halflings, this massive city is built against the western base of the Stormcrest mountains, and is all but impervious to external assault. Syngorne is not only protected by 40-foot-high walls of ivy-covered jade, it is also surrounded by living trees of the Verdant Expanse and elf-made beacons of detection that keep constant vigil for intruders.

"***Syngorne is a city of wonders and beauty of the like rarely seen anywhere on Fauerun. Towers and bowers, cloisters and arches so graceful and fine they make your heart ache—and yet, for all of these works, the most precious treasure in our city is the innocent laughter of children." - Oustera, resident of Syngorne***
Yun

Yun is a water genasi cleric of Lathander who was one of the many clerics who heeded the call to aid Amn in the nations time of need during the invasion from The Nine Hells. When The Lucky Seven asked for the aid of powerful clerics to help with some of the magical maladies facing Dorn and Gram, Yun stepped forward to offer her aid. She is an honorary member of The Lucky Seven and has agreed to assist them as they prepare to take on the forces of The Nine Hells.

Yun

* **Armor Class** 16 (*breast plate of cold resistance*) **Hit Points** 57 (9d8 + 9) **Speed** 30 ft. (swim 30 ft.)
* STR 13 DEX 14 CON 12 INT 10 WIS 16 CHA 9
* **Saving Throws** Con +4, Wis +6
* **Skills** Athletics +7, Nature +3
* **Damage Resistances** acid, cold
* **Senses** passive Perception 13
* **Languages** Common, Primordial (Aquan)
* **Amphibious.** Yun can breathe air and water.

* **Healing Tides.** Whenever Yun casts a spell of 1st level or higher that affects a non-hostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide).
* **Marine Empathy.** Yun can speak with and understand aquatic plants and animals.
* **Spellcasting.** Yun is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following spells prepared:
* **Cantrips (at will):** *thaumaturgy*, *poison spray, resistance, shape water*
* **1st level (4 slots):** *bless*, *cure wounds, create or destroy water*
* **2nd level (3 slots):** *animal messenger*, *enhance ability, lesser* *restoration, spiritual weapon*
* **3rd level (3 slots):** *beacon of hope*, *conjure animals* (aquatic beasts only)*, revivify, water* *walk, water breathing*
* **4th level (3 slots):** *control water, deathward, guardian of faith*
* **5th level (1 slot):** *conjure elemental* (water elemental only), *greater restoration, mass cure wounds*
* Actions ***Short sword.*** *Melee Attack:* +5 to hit, reach 5 ft. one target. *Hit:* 5 (1d6 + 2) piercing damage. Attacks with this weapon while underwater are not made with disadvantage.