recursal/Fanatic-Fandom huggingface dataset:
A quite dine before a bash

### **Summary**

We have a nice dinner with the southerners trade stories of conquest and glorious combat and sell the southerners maps on the various locations we have visited around the east.

### Detailed Writeup

Valorile and clarity hire Taylocer to help plan and work to create an environment enjoyable to their guests. They take great care to quickly move all the many cursed items we have collected out of easy touching distance. Collectively 90 silver is spent for the meal to be excellent. The southerners arrive early and present a gift to Valorie for inviting them into her home. Valorie is of course wearing her beautiful fitted fire resistance studded dragon scale armor holding her beautiful sorceress spy glass and speakers rod. Valorle graciously accepts the gifts a wrapped book. Subala is so attractive that many of the party must make a save. The group begins a small talk. Valoire talks to bright staff about his victories in an attempt to determine the skills of the southerners. Trachalla relies on summoning, beasts bound to her by her god. The Knights of Duallith are strong together, but individually vulnerable. When threatened, they have a bevy of alternate tools, less honorable than they might say. Subala might as well be Nerulla herself at a distance (very deadly with a bow). Of course bright staff is by far the strongest of their group. Clarity buys the recipe to Subala's enchanted Harp. The southerners than offer to pay us for information about the east. we describe Ferroc, playing up the power of the Ashlord, Froststone, emphasizing the giants, Far Hills, Silent Forest, Piedmont, leaving out certain elements of the Astral Planes , Undercliff Bog, Greying Desert (we try to leave out ovas sanctum but bright staff catches on) ,Burning Hills, Highhall, Drakehall, they agree to stay out of the mage line.
Broken Promises

# **1st - 6th of Bloom**

*\*"Ah, finally, the warmth of Spring. The sound of birds calling to their lovers, the beauty of buds growing on the trees, and the feel of water, the first meltoff from the inkwells, pooling around your feet. Isn't it wonderful?"\**

This is a **shopping week**. Prepare your storefronts!

**Social Event** – On the 29th, the New Tidelighters will celebrate First Hunt, (known to many from more agriculturaly communities as Sower's Break), a festival of thanks for the safe return of the growing earth. Details to come in future weeks.

**Frost-stone -** Neoll is taking booze up to the Giants of Froststone mountain this week. Triumph will pay three silver of store credit for each person willing to accompany his brother (increasing to six if there's trouble), since he's somewhat worried the dwarf will get squished for his efforts. Expect a short session.

**Dragonfall Lodge:** Vraen Madeye wants a new coat of dragonscale, and finally has found enough coin to pay for it. He'll pay a gold for a unit of drakescale.

**New Tidelight News:** With the news of an imp found on the island attempting to corrupt a child, an air of worry has fallen on the clan despite the ease with which the Compact vanquished it. As a result, Neivarac, Yezra, and Korinn have all had to fend off many concerned clansfolk worrying about what can be done to ensure this problem can be resolved for good. The basic fare at the Lodge this week is a barley, shellfish, and greens stew.

The specialty fare is boiled lobster with butter and cheesy biscuits.

**Council Docket:** Last week, Madiera Waynsebottom put in a request to purchase Froststone mountain, and the council is considering whether to provide the land to her. Verrlex, Arbock, Klein, and Menau support the bid, but all of the other farmers (Jalil, Cartwrite, and Trickhand) are opposed. A simple majority is required to allow Madam Waynsebottom to make the purchase.

**Market News -** A lost Tselraki Ore-barge has blown into port on the whim of an unfortunate storm. Iron prices are reduced by half this week, and iron consumers are interested in taking on loans to stock up.

**Weather:** Mother Dalxar predicts a beautiful, warm week. Warm enough to cause minor flooding from snowmelt at the end of the week. For each building In the Nestle Valley or Kiore, roll a d6. On a 6, the building is flooded, and will not operate until half its build cost is spent on repairs. You can spend a downtime action or a unit of unskilled labor to make the building immune.
Dragonslayer's Greaves

Thick, beautifully decorated greeves of reddish steel, gold, and dragonsbane. Requires Attunement. You are always under the effects of the jump spell, and can control your rate of descent. This means that you never take fall damage, and can take any number attacks at any point in your jump arc. These also provide +1 AC.
Court of the Ash Lord

The Fae that rule FerRoc, consisting of the Ash Lord, his wife the Mother, and the various denizens of FerRoc. The court is in the Feywild, accessed through a portal within the central volanco on FerRoc. Despite their marriage the Ash Lord and the Mother are not on good terms with one another.

## Relevant Expeditions

 A Song for the Mother | FerRoc | We deliver a song to the Mother to make her forget Nexrin's name, Gonerton vomits up a flower, and we fight the Coiling Runes.
Bracers of the Drakehall Guard

You have +2 AC while not wearing physical armor or using a shield. When you cast a spell that grants temporary hitpoints, the amount is increased by your spell casting modifier (if the spell would give multiple instances of temporary hitpoints, this only applies to the first).

*Gifted to Clarity from Ova's Sphinx in Expedition 26.*

This item was later offered by Clarity as a gift to Ova, producing the following effect: A beautiful golden fence has appeared in the Monument to Growth, beautifully etched with the same designs as the Bracers of the Drakehall guard. **It grants all members of the Ironwood compact an additional d6 hit die.** It is now a +1 beautiful building.
Amulet of Dreamed Weather

A small amulet shaped to look like pleasant weather over the map of Tark. While attuned to this item, when you cast Control Weather you do not need to maintain concentration. You gain a more precise hold over weather control and can limit your changes to a 1 mile radius. While under the effects of the Control Weather spell you are immune to weather conditions.

**Scope:** 5

**Complexity:** 2

**DC:** 15

**Materials:** A silver amulet with 20 gp. 3 jars of bottled lightning, and one of The soul of a Tempus cleric, a heart of air, or the heart of a djinn
Bri'ad

Needs Art*This article needs art. You can help Into The East Wiki by expanding it.*
Elven woman, brown skinned with black hair, tightly braided into cornrows. She has a small scar over er left eye. She's supsicious, in both senses of the word. She built a port in the Blackwater Swamp, and deals in shady businesss.
Brooch of Constructive Criticism

A complex brooch of starmetal, mithril, and angelbone. While wearing this brooch you can take the help action to help someone cast a spell with a casting time of one action; if you do so, they gain +2 to their DC.

You may attune to this item, if you do, you gain the following additional benefits:

* When you help someone on an attack against a creature, you also gain advantage on your next attack against the creature in the next round, as if you had received aid yourself.
* When you help someone on spell to increase their DC, you also gain +2 to the DC of the next spell you cast, as if you had received the same aid.
* You also gain the Vicious Mockery, flavored as particularly unlhelpful advice.

*Bought by Fi Falcon at Alar Bruxun's Auction, and sold to Confidence.*
Character Creation

Create a character using the standard 5E rules, and let Noah know the build. Select a Race and Class (Backgrounds will work somewhat differently, see below). Your first character will start at level 7 (currently; certain town upgrades can raise the starting level).

All material in the players handbook, including feats and multiclassing, is allowed. All other content (other books, unearthed arcana, etc.) is allowed only with DM permission; please post any questions on this page. In general, the DM will allow outside content only when it serves a necessary **Story** purpose (you could not play the same character without the outside content). One exception is for the Ranger class - Revised Ranger is also allowed. There are also some homebrew additions to the Bard class.

For stats, you can take either the standard array (arranged how you would like), the enhanced array (arranged how you would like), or roll on the discord (you must keep the order that you get). However, if you would like to roll for stats, but declare your race and class before hand you may arrange the scores after the fact as you would with the arrays.

Stats Allocation
 Enhanced array
 Roll

Backgrounds will work somewhat differently. Select the following, instead of the normal background benefits:

* Two Skill Proficiencies
* One Language or One Tool Proficiency
* 100 additional starting gold OR a minor magic item (no more powerful than a bag of holding) OR ownership of an in-town shop, along with the most basic crafting equipment needed to run it

## Mystery Boxes

The DM will also create custom homebrews if requested. In addition, there are several homebrewed sub-classes and races that are available as "mystery boxes". You may select up to one mystery box during character creation - if you do, you must accept the consequences, and stick with the selected option.

Class Mystery Boxes

Race Mystery Boxes
 Dragonborn
 Dragonborn
 Dragonborn
 Dragonborn
 Goliath
 Orc
 Ashborn
Expedition 135: The poison titan

### Summary:

Ranag, Gonerton, parsnip and Bea venture into the manufacture pits to face the poison titan. its abilities were more complicated than expected. The creature kept at extreme range preventing the casters from going much. we succeed with the help of an unexpected friend.

### Detailed Description:

We each prepare our spells before entering the cavern. Gonerton hands blink to ranag and summons an earth elemental. as we enter we see the chamber is split into to sections, long catwalks spanning over the pile of ruble that spans the cavern. all traces of the once abundant machinery is lost, ground to rubble and scrap by the poison titans thrashing. As the party discusses what to do an ominous green light appears in the distance as the poison titan awakens. Parsnip and gonerton stay on the catwalks as Ranag and Bea get low to the ground to fight the massive elemental. the titan chunks a bolder at parsnip that opens up into an earth elemental. Parsnip finds cracks in the earth elementals and slips in seeds that quickly grow and rip apart its rocky form. the tiant releases a massive geysers of poison that covers the party save parsnip. the party has taken precautions against the attack and we all resist. Gonerton has his elemental engage the poison titans spawn while struggling to postion himself close enough to cast spells. Bea and ranag slowly push the poison titan back as it flings more spawn at parsnip and gonerton. The titan engulfs both bea and ranag but they swim free of its gelatinous form leaving bombs exploding near its heart. as gonerton and parsnip flee from the poison weird, Weft bane appears and beings striking at the tians vulnerable core. Gonerton and parsnip still out of spell range flee from the titans summons in different directions . parsnip flees across two bridges of veins before the poison titan consumes its spawn to try to outlast the endless strikes from Bea ranag and weft bane. as Ranag falls weft bane teleports to their side and saves ranag with a potion. ranag leaps in to the air carried by broad wings and lands the final blow into the titans core.

after the triumphant victory the party with weftbanes help searches the pits for anything of value. we find a crate of arsenic a chest of dragons bane and a crucible of copper. weft bane finds a chest of gems he trades us for the dragons bane.
Daphne Peverell

**Daphne Esme Peverell (née) Greengrass** is a **Pure-Blood Witch** and the lover, wife and most trusted confidant of the **Dark Lord, Hadrian Peverell,** she is a leading member of the **New Order.** Born to Pure-Bloods, **Marcus Thexan Greengrass** and **Freia Rosalie Greengrass (née) Delacour.** A student of **Hogwarts School of Witchcraft and Wizardry** sorted into **Slytherin House.** She is the **Head of the Wizengamot Administration Services.** She is married to **Hadrian James Peverell.** She is the mother of **Gerald Hadrian Peverell.**
Expedition 14: Duel the Ogres. No, Really.

### Summary

Brightstaff challenges two ogres to honorable combat, and Jamie and Arha make sure he doesn't die.

### Detailed Writeup

**Expedition Objectives:** There are Ogres in Badlands. We shall find them and challenge them to honorable combat. Why? For the challenge!

**Expedition Log:** After Arha spent many days recovering from her ordeal, we were at last ready to go into the Badlands. We went out bright and early. Brighstaff hummed with eagerness to challenge a worthy opponent. Jamie was coldly determined to redeem himself as a fighter. And Arha was mostly just concerned, but was there for her friends.

As we went into the Badlands, Brightstaff had great fortune in tracking the Ogres, rapidly picking up their trail. Not only did the group avoid any threats, they stumbled upon an ancient suit of Splint Mail in the desert that, although damaged, proved largely functional. Jamie later claimed and repaired the suit to improve his defenses.

As the morning wore on, the party discovered their prey resting in their hideout, a dank cave in the Badland’s center. Unfortunately, the ogres grew wise to our approach thanks to the armored fighter’s clanking. Brightstaff stepped forward and issued a formal challenge to the ogres in Giant, demanding honorable single combat with one of them.

The ogres ignored the just rules of dueling and instead simply tried to eat us, and the party was briefly thrown when it became clear they resisted non-magical damage. Brightstaff, who had discarded his staff to prove that he could succeed with no power but his own, was particularly concerned, and Arha had to use her Magic Weapon spell to make a dent.

This setback paled in comparison to the expedition’s nastiest surprise, however: the ogres’ mother, a giantess twenty feet tall, emerged from the cave and bloodied Jamie with a single blow. For a brief moment, the party seemed outmatched.

This was not a dark hour, however. Arha smote one ogre down. Brightstaff won his single combat despite having no magical damage, and claimed the ogre’s power in the Mountain’s tradition, boosting his Ki pool. And Jamie, with a devastating Action Surge, bloodied the giantess in one round.

After that, the fight ended quickly, Jamie dealing the killing blow. The ogre’s were dead, the mission accomplished. The ogres proved tasteless and poor, and the only thing of value we took from their cave was a unit of Oilbloom Phlox flower, which we later sold to Marzipan to cultivate. But we at least encountered no difficulties on our way back to town.

All in all, it was a strange mission, but a good one. Arha found her footing again after a devastating ordeal. Jamie’s pride, if not his reputation, was mended. And Brightstaff had finally done what he had never before thought to do: completed a wilderness expedition with his shirt intact. This was a crushing victory.

**Expedition Result: Ogreslayers We. Success!**

**Expedition Loot:** Bronze Splint Mail, One Unit of Oilbloom Phlox, Location of More Oilbloom Phlox
Communities

A community is a group of people bound by tradition and law; a community can extend across several regions.

Each character has separate renown scores for each community. Renown is gained and decays separately for each region. When you gain a renown roll, you may use it either for the community among which you live or for the community most directly benefited by the expedition.

Each Community also has its own renown. Whenever a Historic goal or expedition is successful, the related community gains a positive renown roll. Legendary goals cause three such rolls. Other events may also cause renown rolls for a community. The renown of a community effects how often merchants show up there, and the opportunities available in the region. It is, however, largely cosmetic.

Communities
Expedition 115: Ettin Hunting

## Summary

We go to the Far Hills hunting Ettin for renown and take down eight of them.

## Detailed Writeup

We go into the Hills, trusting on our own abilities rather than any magic to track down the Ettin. We catch a group of three unawares, and they go down pretty quickly to a storm of attacks. Feeling confident, we track a larger group, but they see us as we approach and a close fight breaks out. One of them, tinted bluish, seems to be able to continuously channel some sort of draconic lightning, and does a significant amount of damage, including returning some lighting damage on every hit. Ranag gets stuck in the middle of the group, and only barely stays up due to some clutch healing oils from Lin'Dsey, while Fire Crackle sends in bolts from range and Bea pumps out damage and tries to draw some away from Ranag. Eventually, we take them all down and return to Vrall, with Fire Crackle instantly known around town.
Cold Iron Shield

A thick, heavy, and crude shield forged of dark metal. Its density grounds you, giving you advantage on Strength saving throws, and disadvantage on Dexterity saving throws. It provides an additional +2 AC bonus against Fey.

While attuned to this shield, it protects you more significantly from oustide influences. You cannot be charmed, frightened, dominated, or paralyzed by Fey abiliites and spells. You have advantage on saving throws against the Polymorph spell and its derivatives.

*Found on Expedition 52, and later sold.*
Belt of Rakshasa's Grace

An intricately braided belt in an array of vibrant hues. Requires Attunement.

Your Dexterity is increased to 17. Your walk speed is increased by 10 feet. You can spend a bonus action to gain a climb speed equal to half your walking speed until the end of your next turn, as prehensile claws grow from the backs of your hands and feet.

Recovered by the Compact from a tomb in the Stonegate Mountains on Expedition 159: Gigas Interfex
Calendar

It is currently year 366 in the Age of Pain. (Tark's history is divided into six known ages based on which gods hung in the sky at the time).
For the best view of Tark's Calendar, see it on the Tark WorldAnvil Page.

## The Titan's Timekeeping

The current calendar used across the world.

## New Reformed Calendar

The new calendar as proposed by Valorie et.al.
Celestina Raindrop

Investigation

Nature

Perception

Persuasion

Stealth

Survival

### Introduction

*Around the same afternoon that a fateful brawl is being organized on New Tidelight, two travelers arrive at Ark’s workshop. One, as the sole inhabitant and proprietor of the workshop, would be familiar to onlookers (if for some reason any happened to be present). The other is a stranger, in more ways than one.*

*This second traveler is a young half-elven woman of striking and oddly ethereal beauty. Her hair is long, flowing past her waist, the fine silvery-white strands almost reminiscent of spidersilk. Her skin is a ghostly gray, and she wears an odd chitinous suit of armor beneath a flowing, iridescent cloak that seems to subtly shift and change as she moves. Her pale violet eyes gleam with delight as she takes in the sights of the Nestle Valley and the distant Port Vrall, flicking around the landscape as if she’s afraid it will all vanish if she doesn’t catch each and every detail. On her arm, the lid of a small wicker picnic basket occasionally seems to rise and fall of its own accord.*

*This traveler has a name, though it’s a rather new one as names go: Celestina.*
Expedition 126: Compact Curry Courier Service

## Summary

The group heads to the Bog to locate rare herbs, maps the Savannah, gets ambushed by Gith, annoys Xovreme, and finds the remains of someone who really hates gnomes.

## Details

The group heads out in the early morning to retrieve Curry form the claws of Xovreme, but first detours through the Undercliff Bog to find jumpinwort for Tiffans Elkbern. While crossing water, the group encounters a group of snakes, which Bea engages immediately and the group kills easily. Bea uses Locate Plants to find a patch of jumpinwort, which true to name is difficult to collect since it teleports around. Given time, the group is able to collect some. The group then heads for the Savannah, and on the way encounters a hill giant sunken into a mire, which the group avoids and enters the Savannah.

As Bea guides the group around the area, Valorie starts taking Cartography notes and notes that it's not a matter of finding a specific feature but understanding the movement of the animal herds (2/4 Bypass Successes). However, the group gets distracted by the mapping and gets ambushed by Gith, who are angry at the theft of blades, cattle, and kills. They promptly attack Bea and Valorie, while Confidence managed to not get spotted. Valorie attempts to flee via Misty Step but is pursued as Bea and Confidence deal with the Gith surrounding Bea, at which point she moves to support Valorie. In desperation, Valorie casts Hypnotic Pattern on herself, the Gith, and Bea. Everyone fails, except one Gith. Confidence kills the wounded one, and starts attacking the remaining while Bast exits her pocket dimension to awaken Valorie. The last Gith desperately wants to kill something and attacks Confidence, who rushes to wake Bea. With everyone awake, the last Gith runs, only to be felled by another arrow. The group then heads to retrieve Curry in the Burning Hills, with Valorie making another insight into the animal herds (3/4 Bypass Successes).

Arriving in the Burning Hills, Confidence and Bea shelter in a Hut while Valorie meets with Xovreme. Unfortunately, Valorie's bribes (tapestries from the Mother) are not sufficient for Xovreme, and so he gives Valorie a quest to retrieve a relic of Sarenrae for him for a reward. The relic exists within Port Vrall, kept by one of the Varok family. If he is not given the relic, he'll have to think about what happens. Valorie leaves Xovreme's lair, and retrieves Curry. Valorie and Curry then returns to Bea and Confidence, and the group decides to head directly back to Vrall, although briefly getting lost and finding an old hunter's blind.
Expedition 6: It Came from the Arse-Hole

We visit an arsenic pit in the Badlands for fun and profit.

### Detailed Writeup

The group rented out an ox and cart to transport the barrels of arsenic back from the Badlands and headed out. Nexrin led the way back to the pond of arsenic they had found in the badlands.

On the way, the group found a dead spider suspended on a cliffside and debated checking it out. Nexrin confirmed it was dead by shooting it with an arrow, but the group decided to leave it for the return trip.

Once they reached the pond, the pump and distiller were set up and extraction began. While the distiller was running, Marzipan spotted a wooden skiff beached in the badlands, some half a mile away from the pond. Tolyr noted that the area was hundreds of feet above sea level, leading to some confusion as to how a boat got there.

After some time pumping, a giant crab attacked but was killed fairly easily, with special effort by Steelstaff who managed to break through the crab's defensive posture and crush some of its eyes, temporarily blinding it. Nexrin took some chitin for pauldrons, and approximately 800 lbs of crab meat was collected after purifying the poison from the body.

After more pumping, some kind of water elemental attacked from the well of arsenic (By this time the pond had been drained away, leaving only a deep well of water).

Marzipan struck it with fear and it ran, giving us time to think of a strategy for killing it, and we decided to back up and kill it from range. It returned and gave chase, but was eventually destroyed, and we extracted as much arsenic as we could reach from the well with the piping, giving us three barrels of arsenic.

After loading the barrels and the crab on the cart, we decided to investigate the skiff. On the way, we noticed the ogres that we had seen on our first foray into the Badlands attempting to ambush us, but Steelstaff managed to frighten them away.

At the boat, we found a couple of human skeletons about 5 years old, one of which had a shattered lower spine. Additionally, we found a steel longsword and a satchel full of emeralds (400 GP).

After that, we backtracked to the spider, but found it missing along with a peculiar hole in the ground. We then returned to the valley, being shadowed by this ogres, though they were too scared to follow further.

Upon arrival at Lin'dsey's shop, we were given 54 silver pieces for the first two barrels. The third will be sold next week and we'll get the money then. Triumph was able to identify the sword as a +1 Longsword, and had in fact made it (worth around 16 silver). Apparently the two people were treasure hunters who went up and down the coast looking for salvage and valuables. They disappeared after a terrible storm. After we gave Triumph the bad news about the two, he excused himself to go cry. No one particularly wanted the sword, so we decided to try and sell it.
Blade of Ra'al

Blade of Ra'al - One section - Magical Shortsword, requires attunement, cursed

It comes with a base +1 to to-hit and damage. Combines with other Blades of Ra'al (three in existence), gaining an extra +1 for each additional Blade

Deals an additional 2d6 points of fire damage. Deals double damage to objects. Casts 10 feet of bright light and 10 feet of dim light. If you are not chaotic, you take 2d6 fire damage whenever you attack with this weapon. On a critical hit, the blade conjures a demon of CR equal to the CR of your target (or lesser, if no such demon exists). The demon is not friendly to anyone, and lasts 1 minute.
Exotic RP

Occasionally, PCs will wish to go to a location that is technically safe but still challenging in some way to reach, in order to converse with a creature there. This always costs a DTA, and will generally come with other costs, but generally the creature you're conversing with will be able to offer powerful deals and rewards, along with unique information. Currently, there are 4 such places you might go for an exotic RP.

1. Froststone, to speak with the giants. Requires 2 DC 14 Athletics checks (one before, one after), taking 1d2 vigor damage for each failure. If you wish to speak with Uurhamish, it requires an additional 2 DC18 Athletics checks, taking 1d3 vigor damage for each failure. Resistance to environmental cold grants advantage on these checks, and expending a use of fly can abnegate 1 of them.
2. FerRoc, to speak with any fey there. Requires chartering a ride on a boat (usually 2 silver, unless you have your own) and you will have to roll a random fey encounter, which is likely to be dangerous. If you wish to speak with the Ashlord, you will need to make a DC20 athletics check (or expend a use of Fly) to navigate his volcano, taking 10d6 bludgeoning damage on a failure.
3. Auldrox's lair, to speak with the adult bronze dragon. Requires 2 DC 15 Athletics sequences (one before, one after). Roll until you succeed, taking 1d2 vigor damage on each failure. After meeting with the dragon this way once, he may agree to come meet you in the future.
4. Sidurna's brook, and other local, subtle fey. Requires a lavish gift, specific to the fey.
5. Refuge, the sunken city. Requires a casting of water breathing, the chartering of a boat (same as above) and a DC 14 Con save against the water's chill (1d2 vigor damage on a failure). You know of nothing that remains alive down here, but it is an ancient city, full of history.
Beryllite Cornumenti

Grants advantage on concentration saves. Contains 5 charges. You may expend a charge as you cast a spell to increase the save DC by 5. Regains 1 charge per full moon. Beautiful +1.

Cyana designed the art to create this item. The chains and swirls adorning Clarity's horns are elaborate yet subtle. One side abstractly depicts the four elemental realms, meeting towards the center in a conflux of energy. The other side evokes the landmasses of Tark itself.

This item was specifically created for Clarity using bits of her horns as a component. It cannot be attuned to by any other creature.

Owned by Clarity Callisto, created by Ark'fayed.
Expedition 102: Floof n' Loot

**Quick Summary:** We hunt for astral floofs using a combination of locate creature and Nystul's magic aura, avoiding a large Githyanki encampment and most other dangers.

## Expedition 102: Floof n' Loot

### Roster

Ranag Uln, Celestina Raindrop, Clarity Callisto, Bea'savak née Bea\_Whitehill , Nexrin Farseeker Vaxilondrav

### Success

yes

**Detailed Writeup:** We set off on our hunt for astral floofs and Gith greatswords with an uneventful trip through the Felwood, and easily make it to the Astral Plains. Celestina casts Locate Creature to find the nearest floof, and we follow it to a Gith encampment that we spot in time to approach stealthily. There are about 40 Gith and tents to match, seemingly relaxing around their fires and enjoying their company. One astral floof is tied to a peg in a hill on the edge of the camp, and the camp surrounds an enormous stone column with a blindingly bright light at the top. (After returning, we are able to identify this column as matching the ones in Xovreme's lair, created from the spell "Bones of the Earth"). The Gith are mostly armed with their signature swords, though they seem to be led by an extraordinarily tall Gith with an enormous maul. We are sure that we do not want to fight 40 Gith, so we devise a plan using Valorie's illusion magic and Celestina's fey familiar to stealthily unpin the floof and sneak it away.

At this point we are resigned to finding more floofs and Gith the hard way, but Gonerton realizes that he has the spell Nystul's Magic Aura prepared, which, when cast on the floof we have, hides it from Locate Creature, which allows Celestina to locate the next nearest floof. We repeat this process several times, acquiring a big floof, a long floof, and a tiny floof. We then stumble across a pale, white, mausoleum, containing 800gp of art and the Riversong Shield. We press on, and with a 34 arcana from Gonerton and a nat 20 survival from Valorie, we find two more floofs, one red and one blue. As we are flush with loot, Ranag guides the party back through the plains and felwood, dodging encounters on some very good survival checks to make sure our precious cargo makes it home intact. All in all, we return with 3.8 platinum worth of loot.
Conqueror's Point

A spear of dryadwood, with a tip carved of starmetal. This weapon can grow and shift at your command (as a bonus action) into the shape of a pike or lance, or back into its original form.

This spear offers a variety of additional benefits, but only functions in the East. The benefits are determined by the number of regions in the East which you rule:

* At 1 or more regions, the spear gains +1 to hit and damage rolls. You may cast Command for free once per channel action.
* At 3 or more regions, the spear gains an additional +1 to hit and damage rolls. You may cast Sending for free once per channel action.
* At 5 or more regions, the spear gains an additional +1 to hit and damage rolls. You may cast Legend Lore or Scrying for free once per channel action.
* At 9 or more regions, the spear gains an additional +1 to hit and damage rolls. You may cast True Resurrection or Wish for free once per month.

*Found on Expedition 73.*
Expedition 20: Stop Your Shriekcliff

### Summary

We attempt to stop the Shriekcliff from shrieking, and find a dungeon with a puzzle room we are unable to solve without severely damaging our hearing.

### Detailed Writeup

The group left Port Vrall for the Nestle Valley, and considered how best to investigate. Jamie noticed a cave in the cliffs that seemed to be where the screaming was coming from. Arha and Nexrin both found a path up to the tunnel. On the way up, the group came upon a skeleton carrying a blue, circular shield. Nexrin took the shield and as the group moved on a loud screech came down from the cliffs, rattling us and causing Arha lost a hit die.

We made it to the cave and found a large hole that was the source of the screaming. Being that close to the source subjected us to regular shrieks as we investigated the hole. Uzmir estimated the hole to be 80 ft deep, and Nexrin dropped a torch to illuminate the bottom, setting fire to a pile of leaves. While we waited for the bonfire to die down, the group investigated a small cottage hidden on the cliffside that we noticed. Inside, we found a pair of skeletons huddled together in the corner, but nothing else of note.

We returned to the hole and sent a rope down. Everyone made it down without incident and the group moved forward into a circular room with four statues each with a forward-facing shield and 3 rear-facing spears. An iron grate separated this room from another containing four plinths and bunch of sand. Jamie attempted to rip off the grate, but failed, and the constructs activated.

Nexrin hit 2 of them with his acid breath, and they responded in kind, stabbing him twice. The remaining 2 attacked Arha and Uzmir, with Uzmir becoming bloodied from the attack. Arha and Jamie responded and cut all 4 down. After combat, Nexrin ripped the grate off and the party moved into the next room.

Three plinths filled with sand surrounded an empty central one that contained three feathers, white, blue and black. Arha and Nexrin attempted to fill the central plinth, as Jamie attempted to place the feathers in the outside plinths. Uzmir found inscriptions on each of the outside ones:

*From dawn to dusk I teach you*

*From dusk to night I guide you*

*From night to dawn I protect you*

The group tried placing a feather in each of the outside plinths, but nothing occurred. Eventually, the shrieking got to be too much, and the group retreated back to the Nestle.

Unfortunately, the group didn't discover the source of the screaming, so were not paid. Triumph identified the shield as titanium, and Nexrin decided to sell the shield to Calliope for 8 silver rather than paying the other group members.

Thinking back on the feathers, Uzmir and Nexrin both realized that the white feather was from a stork, the blue from a heron, and the black from a raven.
Theodore Nott

**Theodore Randall Nott** is a **Pure-Blood Wizard** who is one of the loyal and earliest known followers of the **Dark Wizard, Hadrian Peverell** and helped him along with his conspirators to form the **New Order.** Born to Pure-Bloods, **Carlisle Paxter Nott** and **Priscilla Maria Nott (née) Yaxley.** A student of **Hogwarts School of Witchcraft and Wizardry** sorted into **Slytherin House.** He is the **Head of the Auror Office.** He is married to **Susan Amelia Nott (née) Bones.** He is the father of **Corvus Felix Nott**, **Isa Astoria Nott** and **Hadrian Theodore Nott.**
Orion Rosier

**Orion Eurex Rosier** is a **Pure-Blood Wizard** and one of the earliest followers of the **Dark Wizard, Hadrian Peverell** and founders of the **New Order,** raised to be a blood purist due to his families, he abandoned those beliefs when pledging allegiance to Peverell and the Order. Born to Pure-Bloods, **Evan Damon Rosier** and **Cassandra Walburga Rosier (née) Black.** A student of **Hogwarts School of Witchcraft and Wizardry** sorted into **Slytherin House.** He is the **Head of the Department of Mysteries.** He is married to **Luna Pandora Rosier (née) Lovegood.** He is the father of **Damocles Orion Rosier, Nigellas Sirius Rosier** and **Ysillda Luna Rosier.**
Ashcrust

"South of The Crack the rock’s suddenly all different again, black and lumpy, and lookin’ like a petrified river at points!, a few patches of green between ‘em. We had to stay back on account ‘a all the reefs and lil’ rocky scattered islands, but we saw a huge steam cloud from miles away, and a little line of glowin’ red we saw a lil’ line of glowin’ red rock pourin’ down into the sea. "

- Captain Gallia Claudide
Entropy Rules

At certain moments (detailed below) you may have to roll an Entropy Check, for a given piece of equipment. To make an entropy check, roll 1d20. On a 1, the item takes a -1 penalty. If the item already has a penalty, roll with disadvantage. If it accumulates a penalty of -5, it is destroyed.

Magical equipment never requires entropy checks.

Whenever you take 40 or more damage in a single instance, make an entropy check for your armor.

At the end of each even numbered month, make an entropy check for each piece of equipment you own that costs 10 GP or more, if you brought that piece of equipment on at least one expedition during the period.

## Repairing Damaged Equipment

Repairing an item with a penalty takes two successful craft checks, plus one check for each level of penalty after the first, with a DC equal to the item's craft DC. For item's not made using the crafting rules use the following calculation, based on its price:

Equipment Repair DC
 101-1000
 1001+

Calliope will make repair checks at a price of 1 silver per check, which she does with a +12 bonus.
Arcane Psychoscope

This sizable apparatus resembles a very large magnifying glass with a number of Hibernium arms to rotate, position, and focus it.

When charged with a spell of the fifth locus or higher, the psychoscope allows the user to read the psychic aura of an item, granting brief glimpses of the object's past, or sometimes future. This process strips the latent psychic imprints of the item, preventing repeat viewings of an object. Additionally due to the chronotheurgical interference produced by the psychoscope, the device can only been used 3 times per week.

For example using the arcane psychoscope on a shard of pottery may allow the user to view the moment at which the pot was shattered, but any further attempts to read the shard with the device fail.

**Scope:** 3

**Complexity:** 3

**DC:** 15

**Materials:** The eye of an adult dragon, 2 units of Hibernium, 1 unit of Trueglass
Cultivation

Link to list of plants

Sometimes, over the course of adventuring, you will come into contact with exotic plants. Cultivating these plants can provide a variety of benefits, but doing so takes both skill and time.

Working with plants requires that you take the Cultivate DTA. Each cultivate DTA allows you to make one Cultivate check (from the four kinds thereof: Plant, Care, Propagate, Harvest) for each plant at a given location. All Cultivate checks use your choice of Nature or Survival.

Each plant has 7 features:

1. Its health die
2. Its current Health
3. Its growth die
4. Its current size
5. Its harvest schedule
6. Its Difficulty (The DC for all it’s checks)
7. Seasonality

When health or size would be decremented from 1, the plant dies.

When health or size would be incremented above the max, nothing happens.

## Cultivate Checks

All checks use the plant’s DC. Whenever you fail a check, the intended effect is not achieved, and the health of the plant is decremented.

* Plant: Places a plant into the building where it will grow.
* Care: Increments health on a success. Plants cannot end a week with more than one additional health from where they started.
* Propagate (seed): gathers a seedling from a mature plant (one with a maxed growth die). The seedling is stable at 1 health and 1 size until planted.
* Propogate (split): Splits a plant into two viable halves. Each half has half, rounded down, of both the health and size of the original plant.  Both halves must then be planted anew.
* Harvest (fruit): Whenever a plant increases in size to a stage listed in its harvest schedule (for the first time), it develops a harvestable component. Whenever a plant leaves that size, the harvestable component decays and becomes unavailable. A successful harvest check produces that component.
* Harvest (body): Reduce the size and health of the plant by X. Produces X/Y units of a material.

The spell Druidcraft lets you ignore the number of times a plant can be cared for. Plant Growth has the following effect: for exact plant in a given building, make up to three cultivation checks (you choose the number at the start, and it can be different between plants). For each failure, damage the plant by once stage. For each success, increase its size by one. This can cause a plant to fruit multiple times.

## Weekly Upkeep

At the beginning of each week, check the following (in this precise order) for each plant:

1. Is the plant neither planted nor a seedling? If so, decrement its health
2. Is the plant at full health? If so, increment its size and decrement its health.
3. Is it a growth month? If so, increment its size
4. Is it a decay month? If so, decrement its health twice.
5. On Renown weeks, there will be a random effect that may prove a bane or boon to plants.

## Buildings

There are a variety of buildings in which you can plant a plant. All of these buildings are especially vulnerable to disasters, and have +2  to all disaster rolls.

## Feats

Gardener: Whenever you cultivate, you may also recover or channel. You have expertise on cultivation checks.
Daggers of the Second Day

A pair of daggers carved from grey bone. One is carved in the shape of a bird's wing, the other in the shape of a whale's fin. They can either be attuned as a set, or they can be separately attuned to two characters. In any case, they are +1 Magical daggers.

If one person is attuned to both, they gain the following benefits:

* Whenever you make a thrown attack with a dagger, you teleport to the location of the dagger with it in your hand.
* You can cast Jump, Gust of Wind, Water Breathing, and Water Walk once each per time passes.

If two people are attuned to them, they gain the following benefits:

* Either wielder can spend an action to trade location with the other (regardless of planes).
* You can cast Feather Fall, Warding Bond, and Control Water once each per time passes.

*The first dagger was found on Expedition 11, and the second dagger was earned by Lahont from Auldrox in Expedition 18.*
Codex

The Codices are physical representations, typically some form of written medium, of the laws that govern the world. These objects allow for the comprehension and manipulation of these laws to various ends.

## List of Codices

### Codex of Primogeniture

This codex governs the laws of biological inheritance of traits from parents to child, and maintains a record of all children born on Tark. It is currently held within the vault of the royal family of Uuron (formerly owned by Vecna).

#### The Heir-Finder

In addition to it's normal duties, the codex has been manipulated by the royal family of Uuron to maintain the royal line and mark the heir to the throne should the current ruler die.

### Codex of Arcanostasis

This codex governs... It is currently held within Nexus in the East.

### Codex of Ŝ̷̻̝͆̂́̈͊̃͂o̸̧̢̼̹̘̗̤̭͒̑̒͠c̵̡̡̯̜̥͕͇̑ĭ̴̬͓͍̞̓ö̴̢̦͈̖̝̩̒͂̂̔̆͘͜͝ͅd̶͓̩̰̭̭̿̃̓͜ų̶̛̭͍͇̭͎̿̂̎̑́͝c̸̲̗͝t̷̢̟͉͛̈́͆i̵̧̝̘̕ö̶̢̠̳͔̼̜̅̀̆̓͛̿n̵̦̣̍͌́̽͌ (Engine of State)

This codex governs h̴͈͙̻͓̽ͅỏ̵̤͇̲̠̲̏ẃ̵̢̢͚̞͖̟̝̘͊͊̊̈́͠͝ ̷̢̨̯̬̭̙̞̙̄̎s̵̪̞̭̦͑͊̋̊̓͛̔̓ȏ̷̫̔̎c̵̩̪̰͎͙̾ͅi̶̲̪̝̣̇̑͐̂̊̽e̷̛̱͇̲͓̻ͅt̷͖̻̙̠̝̘̓̃̒̏͠i̸̯̬̣͇͉̰͌̅̊̐̚̚͝͠ę̶̨̱̩̠̓̅͘͠s̶̛͎̲̈́̀̀̓͠͝ͅ ̸̘̈́̈̃͛͂̾̄́d̶͉̗̲̑͛̔̆̈́̊̈́͘e̸̢̯͓̦̤̔̋̈̕̚͝v̶̲̺̹̯͒̈̄ē̴̺̣̲͖l̸̻̓́̉͗̋o̴͙̙͋͂̋p̴̧̣͕͙̂̎̈́̍ ̷̖̻́̌̀̏̂͋͐͘ä̴̹̩̘͓̞͜n̷̢̨̳̪̼͖̺̔̈͝d̴̢̡͓̯͍͈͚̭̍͋̍ ̴̨͈͍͇̑͌͋͆̅̓r̵͉͒͐̇́̂̀̉e̵̡̜̱̓̈́l̸̤̾̚͝a̵̢̭̰͙̔̋͐̆̀̀͠t̴̮̍e̴̩̬͒̓ ̷̨̫̹̤̣̇̚t̵̙́͌͝͝ó̷͍͍̙̞̗̹̈́͂́̑͠ ̷̤͎̭͉̮̎̉̂̉́̕͜t̷͍̅͑̋h̴̛̗͙̩̽̄̈́̉̈́̏ë̴͎́̀̒ḯ̷͉̥͔͌̐͑̉͐͘͝ŕ̷̗̝̫͍̬̭̲̌̿͂̈͝ ̸̹̟̼̜͚̐͛̀̿̀̚č̶̛͖͇̰̬͉̏̑ǐ̴̢̘̩̝̦̌̏͜t̵̫̥̞͈̹̍̍̐͑̈́̌̚̕ḯ̴̢̧͍̳̪͉͒̑̾̐̚z̶̡̰̪̦̝̲͚̓͛̅͐̔̾ě̶͔̮̰͙͊́ͅn̸̠̳͇͇̆̑̓̄͛̂͜ş̴͇͍̥̳̲͚̣́͒̋̽̓͂̍͛. It is currently held by Visek, a former Mageline archmage who specializes in Enchantment, in the Nexus in the East.

This codex has been modified by Highhall to cement the government of the city-state, before it was destroyed by the Deathfog that covered the continent.

### Codex of Materiogenesis

This codex governs the laws of matter and growth, and controls the magical creation of permanent material as well as how things grow over time. It is also thought to be involved in the aging process as well. It is currently held within Nexus in the East.

### Codex of Planigation

This codex governs the alignment of the planes of reality with one another, allowing the user to shift them around and influence other planes. This codex was used by a demon to shift the Abyss closer to Windhome in the last days of Gilgamesh.
Alters

*Alters* are individuals that don't exist. These can be disguised versions of yourself or simply fictitious characters writing letters by mail. Originally, each Alter belongs to one PC, but two PCs can spend a DTA each to share the Alter.

*Confidence* measures the amount of trust that folk throughout the city have in each Alter. Confidence is tracked in the same way as renown, with the following adjustments:

* Confidence can be earned by acts of service and good will
* Confidence cannot be earned for slaying monsters or other actions taken outside of public view
* Confidence decays each renown roll week, and monuments do not prevent the decay (but statues dedicated to Alter do).
* Alters can benefit from beauty, but each source of beauty can only effect one alter.

### How Do You Earn Confidence?

There are two Down Time Actions that earn confidence:

* Common Errands: You make your way around town, do simple errands with a variety of Alters. Three of your Alters each gain 1 positive Confidence Roll.
* A Public Event: Select any number X, and spend X^2 silver, then gain X positive Confidence Rolls. You may also plan an Event in the same Action, if it is related to the public event.

An Alter can also gain confidence by receiving *Recognition* from a character, whether a PC or NPC (not an Alter), that appears with them in public, without costing a DTA. They *stake* a certain amount of renown, up to half of their current renown. You gain that many positive confidence rolls. However, if that Alter is ever *caught* or *unveiled,* then they will lose their staked renown.

### Confidence Benefits

Confidence benefits an alter in two ways.

1. Some actions and RPs, taken as alters, requires that the alter has confidence at some threshold or greater. The greater your confidence, the more people will trust you with their vulnerabilities and secrets.
2. Alters can spend Confidence to do things which would generally not be allowed or which generate suspicion.

### Suspicion

Finally, there is also the chance that an alter is *caught* committing a crime or is *unveiled* as an impostor. Both cause them to lose all confidence they have. The latter means that they can never earn new confidence again.
Ernest Macmillan

**Ernest Alphard Macmillan** is a **Pure-Blood Wizard** and a member of the **New Order,** a longtime supporter of the **Dark Wizard, Hadrian Peverell,** Macmillan did not agree with **Pure-Blood Supremacy** and sought to end it with the Order. Born to Pure-Bloods, **Frederick Crawford Macmillan** and **Delphine Alice Macmillan (née) Greengrass.** A student of **Hogwarts School of Witchcraft and Wizardry** sorted into **Hufflepuff House.** He is the **Head of the Department of Magical Transportation.** He is married to **Ginerva Molly Macmillan (née) Weasley.** He is the father of **Haytham Ernest Macmillan** and **Kendrick Lionel Macmillan.**