recursal/Fanatic-Fandom huggingface dataset:
Gishkis Commons Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 7 (natural armor)
**Hit Points** 27 (5d8 + 5)
**Speed** 20 ft. swim 30 ft.

**Saving Throws** dex +7
**Skills** Survival +5
**Damage Vulnerabilities** Thunder
**Senses** blindsight 60 ft., passive Perception 7
**Languages** common;
**Challenge** 2 (500 XP)

***Amphibious.***can breathe air and water.
***Hold Breath.***can hold its breath for 15 minutes.
***Magic Resistance.***has advantage on saving throws against spells and other magical effects.

ACTIONS
***Attack.*** makes one chain attack.
***Chain.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
***Mind Blast. (recharge 6)*** The magically emits energy in a 30 ft. cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d8 + 2 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Skull Servants Commons Base Stat (Duel Terminal:Order of the Warlords)

*Medium undead, neutral*

**Armor Class** 7 (Natural Armor)
**Hit Points** 39 (6d8 + 12)
**Speed** 30 ft., Climb 20 ft.

**Damage Immunities** poison,piercing
**Condition Immunities** exhaustion, poison
**Senses** blindsight 30 ft., passive Perception 9
**Languages** common;
**Challenge** 2 (500 XP)

***Fear Aura.*** Any creature hostile to the skeleton that starts its turn within 20 feet of the skeleton must make a DC 15 Wisdom saving throw, unless the skeleton is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to the skeleton's Fear Aura for the next 24 hours.

***Turn Immunity.*** The skeleton is immune to effects that turn undead.

#### ACTIONS

***Multiattack.*** The skeleton makes one bite attack and 1d4 attacks with its claws.

***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

***Regeneration.*** The skeleton regains 1 hit points at the start of its turn. If the skeleton takes radiant damage or a critical hit, this trait doesn't function at the start of the skeleton's next turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate.
Mist Valley Apex Avian (Duel Terminal:Order of the Warlords)

A bird known for summoning storms normally with lightning to follow it.

**Armor Class** 20 or less greater than 14 (Natural Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 60 ft.

**Saving Throws** Dex +6
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Dive Attack.*** If The Mist Valley is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 8 (2d6) damage to the target.
***Keen Sight.*** The Mist Valley has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Mist Valley can magically communicate with any other The Mist Valley’s within 60 feet of it.
***Ambusher.*** The Mist Valley has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Mist Valley has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Mist Valley has advantage on an attack roll against a creature if at least one of The Mist Valley's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Mist Valley makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Deafening Screech.*** The Mist Valley screams a deafening noise in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Summon Air Elemental (1/Day).*** The Mist Valley summons an air elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.

LEGENDARY ACTIONS
The Mist Valley Apex Avian can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mist Valley Apex Avian regains spent legendary actions at the start of its turn. if none delete
***Shift.*** The Mist Valley expends 3 magic points to cast misty step (Misty Step Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.)
Ice Barriers List of Common, Beasts (Duel Terminal:Order of the Warlords)

# Blizzed, Defender of the Ice Barrier

Its ice-covered body is as hard as steel. Its cumbersome frame crushes anything that stands in its way. Legend says a boulder on an icy mountain absorbed the distress and regrets of a stranded mountaineer from the Mist Valley, giving rise this ice bird hybrid.

# Caravan of the Ice Barrier

It blocks opponents' attacks with the ice that shields its body. It uses cold air to repair any cracks with new ice. They love the cold seas of the north. They create pathways across the ocean waters by freezing their own breath. They tend to trade with the Mist Valley often.

# Defender of the Ice Barrier

As a protective technique, it can completely freeze its fur to make its hairs stand like needles.Its prey is instantaneously frozen stiff by the cold air it exhales from its huge mouth. While they're in that frozen state, it gobbles them up.Its actual body is a rock that isn't particularly hard. Defender absorbs moisture from the air and drapes itself in an armor of ice.

# Numbing Grub in the Ice Barrier

It loves to eat frozen leaves. If it is attacked by a Penguin, it will defend itself with its sharp parts of its body.Its short feet are tipped with sharp needles that enable it to tirelessly climb icy slopes and walls.    It has small, eye-like patterns on its head as protection. They are used to frighten off enemies. If you touch the feeler on top of its head, it will release an awful stench to protect itself.
Blackwing-Zephyros the Elite (Duel Terminal:Order of the Warlords)

**Armor Class** 16 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Flyby.*** The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Blackwing makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Blackwing-Gust the Backblast (Duel Terminal:Order of the Warlords)

**Armor Class** 16 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Flyby.*** The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Blackwing makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ally of Justice Light Gazer (Duel Terminal:Order of the Warlords)

It sends light signals to its Allys to bring them to its aid.

**Armor Class** 19 (Plate Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 60 ft. Fly 30ft.

**Saving Throws** Dex +8, INT +8
**Skills** Perception +4
**Damage Resistances** necrotic, bludgeoning,piercing, and slashing from nonmagical attacks
**Damage Immunities** cold, psychic
**Condition Immunities** charmed, frightened, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** all;
**Challenge** 15 (13,000 XP)

***Acid Absorption.*** Whenever the Ally of Justice is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
***Aggressive.*** As a bonus action, the Ally of Justice can move up to its speed toward a hostile creature it can see.
***Ambusher.*** In the first round of combat, the Ally of Justice has advantage on attack rolls against any creature it surprised.
***Surprise Attack.*** If the Ally of Justice surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack.
***Magic Weapons.*** The Ally of Justice's weapon attacks are magical.

ACTIONS
***Multiattack.*** A Ally of Justice can make two Ray attacks
***Ray.*** Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) radiant damage.
***Haste (Recharge 5-6).*** Until the end of its next turn, the Ally of Justice magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
***Death Ray of Beakining Light (Recharge 6-7).*** The lynel does one of the following: The Ally of Justice shines deadly light in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 52 (11d6) fire damage on a failed save, or half as much damage on a successful one. Thrusting its weapon into the ground, the Ally of Justice detonates a wave of light that sweeps out from it. Each creature in a 20-foot circle originating from the Ally of Justice must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 42 (9d6) fire damage, is pushed 10 feet away from it and knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.
Blackwing-Nothung the Starlight (Duel Terminal:Order of the Warlords)

**Armor Class** 13 (Plate Armor)
**Hit Points** 300 (16d8 + 45)
**Speed** 60 ft. fly 60 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Brute.*** A melee weapon deals one extra die of its damage when the hits with it (included in the attack).
***False Appearance.*** While remains motionless, it is indistinguishable from a stone statue. Inanimate Invulnerability. If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.
***Inanimate Invulnerability.*** If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

ACTIONS
***Multiattack.*** makes two melee attacks.
***Blade Melee or Ranged Weapon Attack.*** +8 to hit, reach 12 ft. or range 20/60 ft., one target. Hit: 8 (4d6 + 3) piercing damage if used in one hand to make a melee attack, 8 (4d8 + 3) piercing damage if used in two hands to make a melee attack, or 19 (4d6 + 3) piercing damage if used to make a ranged attack.
Duel Terminal :Order of the Warlords Wiki

## Campaign Setting Information

Classes
List of the limited class that work within the realm/world
Races
Each race has a unique faction and abilities
Equipment
Gear/unique gear
Deities

The World & Locales
The world of Duel Terminal:Order of the Warlords and the races and factions within it
Time and History

Encounters
Complete custom monster list for each faction
Custom Campaign Settings
Flamvell Geminis Base Stat (Duel Terminal:Order of the Warlords)

*Medium elemental, neutral*

**Armor Class** 14 (Natural Armor)
**Hit Points** 75 (8d10+20)
**Speed** 40 ft. Fly 10 ft.

**Saving Throws** con +7
**Skills** Athletics +7
**Senses** blindsight 30 ft., passive Perception 6
**Languages** common;
**Challenge** 2 (700 XP)

***Berserk.*** Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Laval attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

***Magic Resistance.*** Flamvell has advantage on saving throws against spells and other magical effects.

#### ACTIONS

***Attack.*** makes one melee attack.

***Blades.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

***Smother.*** smothers a Medium or smaller creature grappled by it. The smothered target is restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the Flamvell's turns or take 10 (2d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.

***Create Construct (1/Day).*** magically summons one sentinel, appearing within 5 feet. This creation lasts until destroyed and obeys every command given to it.
Artifact

1st edition cover

*Artifact* is the eight book of the *Artorian's Archives* series that's set in the universe of *The Divine Dungeon.* It's co-authored by Dennis Vanderkerken and Dakota Krout.

## BLURB

**Precious D.E. points. Staunch believers. One cantankerous beaver.**

Artorian has seen better days. Chased by demons, hunted by the Red Inkquisition, on the run as a fugitive… and he’s spent barely any time in Eternia. Stuck as a tiny noodle dragon and formed into a crown to decorate the heads of Nobility, he is forced to rely on his friends instead of fixing the issues of the world himself.

Luckily for everyone else, the plucky grandfather does not know how to quit. If all Artorian can do is wiggle, then he will wiggle fiercely! By unearthing the secrets of the deity system, he’ll find what it takes to make the true tools of victory.

Other deities make mere weapons… Artorian makes Artifacts!
Neo Flamvell Shaman (Duel Terminal:Order of the Warlords)

**Armor Class** 20 (Leather Armor)
**Hit Points** 310 (13d10 + 20)
**Speed** 45 ft. Fly 10

**Saving Throws** Con +9
**Skills** Athletics +7
**Damage Resistances** Cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 10 (5,900 XP)

***Berserk.*** Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Flamvell attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.
***Ambusher.*** The Flamvell has advantage on attack rolls against any creature it has surprised.
***Mind Labyrinth.*** The Flamvell has advantage on saving throws against being charmed, and magic can't put The Flamvell to sleep

ACTIONS
***Multiattack.*** The Flamvell makes six Radiant Beam attacks.
***Radiant Beam.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 26 (6d6 + 3) radiant damage.
***Lava Explosion.*** When takes damage for the first time, it creates a synthetic, glowing bead of fire energy as a reaction. When Flamvell drops to 0 hit points, the bead detonates in an explosion of flame that spreads around corners. Each creature in a 15-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The explosion’s base damage is 2d6. If at the end of the Flamvell's turn the bead has not yet detonated, the damage increases by 1d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
The Completionist Chronicles

## Blurb

The decision to start a new life is never an easy one, but for Joe the transition was far from figurative. Becoming a permanent addition to a game world, it doesn't take long to learn that people with his abilities are actively hunted. In fact, if the wrong people gained knowledge of what he was capable of, assassins would appear in droves.

In his pursuit of power, Joe fights alongside his team, completes quests, and delves into the mysteries of his class, which he quickly discovers can be practiced only in secret. Ultimately, his goal is to complete every mission, master every ability, and learn all of the world's secrets. All he has to do is survive long enough to make that happen.

## Books

### Midgard story arc:

* *Ritualist (2018)*
* *Regicide (2018)*
* *Rexus: Side Quest (2019)*
* *Raze (2019)*
* *Ruthless (2020)*

### Svartalfheim/Alfheim story arc:

* *Inflame (2021)*
* *Invent (2022)*
* *Implode (2022)*

### Audiobook editions

* *Ritualist* was narrated by Vikas Adam and published by Tantor Audio.
* *Regicide* was narrated by Vikas Adam and published by Tantor Audio.
* *Rexus: Side Quest* was narrated by Luke Daniels and published by Mountaindale Press.
* *Raze*  was narrated by Luke Daniels and published by Tantor Audio.
* *Ruthless* was narrated by Luke Daniels and published by Mountaindale Press.
* *Inflame* was narrated by Luke Daniels and published by Mountaindale Press.
* *Invent* was narrated by Luke Daniels and published by Mountaindale Press.
* *Implode* will be narrated by Luke Danie and published by Mountaindale Press.

## Characters

* A list of characters can be found here.

## Trivia & Quotes

* Raze peaked at #14 on the Amazon rankings on its release day.
* Invent peaked at #1 on the Amazon rankings on its release day.
Anexo:Departamentos de Anaguay

* Buruhua: 715.236
* Macharagua: 5.784.239
* San Sebastián: 592.770
* Carchas: 291.883
* Gonzalia: 493.583
* Aucamonte: 1.472.191
* Laimas: 1.186.504
* Naucas: 567.085
* Esteros: 626.424
* Causaria: 1.775.316
* Nueva Rivera: 671.539
* Nachalí: 2.006.732
* Miguieles: 423.537
* Atauca: 1.396.784
* El Mar: 939.428
* Población: 18.943.251 (100%)
Cities, Towns & Holds

Cities, towns and holds are areas found in the various campaigns. There is a minimum of one of these on each planet visited, and they serve as an area for the player to access the Market, speak with in-game characters, pick up or cash in side quests or visit region-specific areas of interest. These non-combat zones then link to various missions, acting as a short respite during the campaigns. While some campaign missions are played back-to-back, the vast majority of them will end with the player returning to one of these zones.

Unlike *Destiny* or *Destiny II*, these do not act as social spaces unless another player is already connected to the party. normally, the only non-NPC is the player.

A full list of all non-combat zones is available HERE.
Laval the Greater (Duel Terminal:Order of the Warlords)

A legendary warrior who once was second in command.

**Armor Class** 20 (plate)
**Hit Points** 310 (13d10 + 20)
**Speed** 45 ft.

**Saving Throws** con +9
**Skills** Athletics +7
**Damage Vulnerabilities** acid
**Damage Resistances** Cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, poisoned
**Senses** blindsight 30 ft., passive Perception 6
**Languages** common;
**Challenge** 5 (1400 XP)

***Berserk.*** Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Laval attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.
***Magic Resistance.*** Laval has advantage on saving throws against spells and other magical effects.

ACTIONS
***Multiattack*** makes two slam attacks.
***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
***Smother.*** smothers a Medium or smaller creature grappled by it. The smothered target is restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.
***Molten Core (Recharge 6).*** Lavals makes six slam attacks against the same target and can take the Dash action as a bonus action.
***Laval Explosion.*** When takes damage for the first time, it creates a synthetic, glowing bead of fire energy as a reaction. When Laval drops to 0 hit points, the bead detonates in an explosion of flame that spreads around corners. Each creature in a 15-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The explosion’s base damage is 2d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 1d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
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Lavalval Chain (Duel Terminal:Order of the Warlords)

The form of "Gishki Chain", after it gained forbidden power by sacrificing the "Laval". The fighting strength of the "Gishki" increased beyond its previous limits as they sacrificed and absorbed basically every "Laval"

**Armor Class** 15 (Natural Armor))
**Hit Points** 250 (14d10 + 20)
**Speed** 60 ft. fly 60 ft

**Saving Throws** con +8
**Skills** Athletics +9
**Damage Vulnerabilities** acid
**Damage Resistances** Cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, poisoned
**Senses** blindsight 30 ft., passive Perception 6
**Languages** common;
**Challenge** 5 (1400 XP)

***Berserk.*** Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Laval attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.
***Magic Resistance.*** Laval has advantage on saving throws against spells and other magical effects.

ACTIONS
***Multiattack*** makes two slam attacks.
***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
***Smother.*** smothers a Medium or smaller creature grappled by it. The smothered target is restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.
***Molten Core (Recharge 6).*** Lavals makes six slam attacks against the same target and can take the Dash action as a bonus action.
***Laval Explosion.*** When takes damage for the first time, it creates a synthetic, glowing bead of fire energy as a reaction. When Laval drops to 0 hit points, the bead detonates in an explosion of flame that spreads around corners. Each creature in a 15-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The explosion’s base damage is 2d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 1d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Season 1 Episode 2: The Heroes

A Picture of Killer

After the ending of the last episode our four heroes have decided to build a compound base. Their team is called The Legendary Heroes. They meet at Green’s hut since he’s the only one that lives their and everyone else has people living with them.

They try to come up with a plan to beat Dr. White but they can’t seem to. Green look out at the horizon. Then he looked lower into the river. Suddenly the river began to grow into an ocean. Then a huge tidal wave came. Everybody get down! He yelled. He looked around. To see if any of his new friends were alive. Luckily they all were. Are you guys ok? He asked. They all answered with Yes Green.

Meanwhile at Dr. White’s Base he sent his dog Killer, on a journey to find these “heroes”. Killer looked day and night never finding them. Until he found their hut.

Killer jumped on top of the hut and began to break it apart. The heroes started panicking and running. Suddenly Red remembered he knew Kung Fu! KUNG FU! KUNG FU SNEAKY NINJA! He yelled.

He kicked Killer. But Killer didn’t like that. He bit Red’s foot. Red began to scream. Most of the others didn’t care. But Blue did. He ran over to the scene and picked up Killer. But Killer was about to bite Blue but before he could Blue threw Killer all the way back to Dr. White’s Base.

Blue asked about that Kung Fu that Red did. Red promised to teach them after he takes a nap. But they had to find a new hut to move into first. Killer returned to Dr. White’s Base. Dr. White punished Killer for his failure.
Season 1 Episode 8: The Foggy Path

Fog

Our heroes finish watching the video of Dr. White’s plan. They learn he’s doing it at The Forest Doom. All the way across the galaxy. But to get to the passage way, we must go through The Foggy Jungle. They set out.

They step inside the jungle and find nothing but dead bodies. Then after half an hour they reach the Foggy part. They pull out their guns. They’ve gotta be ready to pull the trigger.

They hear creepy sounds and point the guns each way to the sounds. They get through it alive. They see two ships. Dr. White gets in one. So they get in the other.

STAR WARS!
The First Episode

A Picture of Green

## SEASON 1 EPISODE 1: THE BEGINNING

The Episode opens with Green doing a world tour with his fans. Then he’s called into his office to talk to his boss and his boss is all like, Green! You’re fired bro! Green cries. Meanwhile in a Science Lab Green’s High School Best Bud Blue is doing Science with his teacher Dr. White. Dr. White gets a call and walks out and tells Blue he can go home early. Yellow (Green’s Little Brother and Blue’s Science Bro) is currently failing his Choir Class.

Then Blue and Green reunite and see on the news that Dr. White has been getting into some criminal activity. Blue walks out but Green is like we can get through this together. Green knows what he’s going through. Meanwhile Drunk 37 Year Old Red is intruded by Dr. White and asks Red if he wants to join his criminal crew. Red excepts the invitation. Then Blue and Green get locked up by them. Red agrees to help them cause he totally hates Dr. White. Then they go to Yellow’s house and recruit him.
Season 1 Episode 4: Rise of the Kung Fu Stikbots

The episode was inspired by LEGO Marvel Superheroes

Now that they’re all Kung Fu masters they decide it’s time to take down Dr. White once and for all. That night Red and Blue run into the command system of Dr. White’s Base. Green and Yellow go inside. Blue disables the internet so the guarding robots won’t attack them. Green and Yellow sneak in the base and come across a room that says Dr. White’s Office! KEEP OUT! They gently creak Open the door.

Luckily Dr. White is asleep in his chair so they have to stay super quiet. They look through the shelves. The file for his plans aren’t there. They look through the file cabinet. They find it there. The heroes rush back to the hut and put the hard drive into Blue’s Computer. They see what he’s planing.

He’s planning world domination. He’s going to bring all the demons in. He is a demon. Blue cries. There there Blue. Green says. He was like... A FATHER TO ME! Blue says as he sobs harder.
Artifact of Return

## Artifact of Return

### Effects

Power Bolts, Resurrections, Brain Tumors (if hit by it)

## Appearances

```
S1E11 The Artifact of Return

```

```
S1E12 Return of the Demons

```

```
S1E13 Demonpocalypse Part 1

```

```
S1E14 Demonpocalypse Part 2

```

```
S1E15 Demonpocalypse Part 3

```

```
S1E16 Demonpocalypse Part 4

```

The weapon is important in the ending of The Legendary Heroes First Season.
Season 1 Episode 11: The Artifact of Return

The Artifact of Return

The heroes went into the woods. They found a staff. A paper was next to it saying this was The Artifact of Return. This is it! Green exclaimed. They set out to they‘re campsite. Blue remembered we don’t have any food. So Red went to go get some but he was stopped by Dr. White.

Meanwhile about a couple minutes later at the campsite Dr. White came. Then Blue got up and said Let’s rename this episode: Revenge of the Kung Fu Stikbots! Everybody was like... What?

Director: CUT! Blue you’re not aloud to break the fourth wall.

Blue: I‘m the comic relief right? Comic Reliefs always break the fourth wall.

Director: Not In this show. Revenge of The Kung Fu Stikbots is the name of Kung Fu Stikbots Part III. But we’re not there yet. TAKE TWO!

Meanwhile about a couple minutes later at the campsite Dr. White came. Then all the heroes decided to fight them. They failed. Now they’re doomed to die right when the demon’s rise...

```
TO BE CONTINUED... IN THE SEASON FINALE!

```
Season 1 Episode 6: CAUGHT!

Lava

The evil spirits pulled down our heroes. They were all were doomed to death. Blue had a grapple. He pulled the trigger and threw it up to make a type rope. Then Red pulled out an actual laser and cut the wall into the shape of a door. They ran up the rope and jumped into the door.

Once they got out they were in his office. Dr. White pulled a lever which made a cell fall over and traps them. He pulls another lever which made the floor open and all four fall into chains. Meanwhile Dr. White jumps and tells them this is their punishment. Then Dr. White is about to pull the lever but a ninja star gets thrown at it and makes it stuck.

Dr. White tries to pull out the ninja star but it’s stuck. Red laughs and says he threw that. Dr. White got really steamed and decides to pull the lever next to that which sets them free. He pulled the lever and the chains got unstuck...
Season 1 Episode 7: Escape of the Kung Fu Stikbots

THAT LAVA

```
PREVIOUSLY ON THE LEGENDARY HEROES FOUR HEROES WERE RECRUITED. THREE TEENAGERS (GREEN, YELLOW, AND BLUE). ONE DRUNK 37 YEAR OLD (RED). OUR LAST EPISODE ENDED WITH THEM FALLING INTO LAVA FROM THE ACTIONS OF THEIR ENEMY DR. WHITE.

```

```
THIS IS WHERE WE PICK UP...

```

The four heroes screaming. Dr. White laughing. Blue told everyone to grab on to him. They did and fired his grapple into the office. Then they returned to the hut.
The legendary heroes a series wiki

**Welcome to the The legendary heroes a YouTube series Wiki!**
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Season 1 Episode 3: KUNG FU!

A ninja to the Kung Fu element of the episode

Red wakes up from his nap to train the others on how to do Kung Fu! Red trains them all at once. He teaches them The KARATE CHOP! AND THE SNAP KICK! AND DOWN BLOCK PUNCH DOWN BLOCK PUNCH! THE SCORPION! THE DANCE OF DOOM! THE DESTROYER KICK! THE BACKFLIP! THE FRONT FLIP! Red tells them their training is done. They must use it on Dr. White once the time comes.
A page about your topic

## THE SYNOPSIS

When Blue finds out his teacher could be going into bad stuff he forms a team to see what’s up.

## NOTES

> The season will be released on June 19th 2020.
>
>

> Each episode will go for 11 Minutes
>
>

> There will be 16 episodes.
>
>

> The other seasons will probably be shorter I just wanted this to be long to begin it.
>
>

> This series will be on this Wiki.
>
>
We Are One

*We Are One* is a song from the 1998 film The Lion King 2: Simba's Pride, sung by Simba and his daughter Kiara. Kiara is reluctant to be queen, so Simba sings this song to her to reassure her of her place in The Circle of Life. At the end of the film Kiara qoutes "We Are One" to unite the Outsiders and Pridelanders.
Season 1 Episode 5: The Dirtiest Lab Ever

Episode was inspired by LEGO Marvel Superheroes

Red looked up. A-ha! He exclaimed. He explained his plan to get Demon Juice from Dr. White’s lab, and replace it with Anti-Demon Juice. So the four walked into the dirty lab and grabbed The Demon Juice. Then they replaced it with the Anti-Demon Juice. Before they left, Dr. White came in and asked what they were doing. Quickly (without looking) Blue wrote Anti next to demon on the bottle. Then on the anti demon juice he put white paint on the anti of the anti demon juice.

Green said they were stealing the demon juice. Then Blue held out the demon juice and said they were going to replace it with this Anti Demon Juice. Dr. White went over and took the anti demon juice. Dr. White took the Evil Spirits of the dead to kill our heroes. NO! They all yelled. They tried to fight back but they couldn’t even take a punch cause they were ghosts. Why did you give him the demon juice? Yellow asked. That was the anti demon juice Blue said. Then they realized what he did there.
The Official Series Trailer

## INTRODUCTION

This is the first page on this Wiki and the trailer has been out for a little bit, so you probably remember watching it on the second to last Friday of May 2019. But don’t expect another trailer until October. So know let’s get into the breakdown!

## THE BREAKDOWN (+ The Episode The Shot is in)

The trailer begins with Black with blood all over him. He says stuff about the true price of life and death and all that stuff. (From Episode 15) Then Blue (holding a gun) says FREEZE! (From Episode 7). Then Blue falls. (From Episode 16) (BTW This series will have 16 episodes). Then it cuts to a close up of Green. (The first shot of episode 1). Then it cuts to a close up of Yellow holding a soda. (From Episode 1). Then A Boombox. Then Red looks at it and turns his head. (From Episode 1). Green and Yellow stand together. (From Episode 16). Then we see Blue‘s back with his backpack. (From Episode 2). Then Blue reaches for it. (From Episode 15). Then the title reveals.

## CONCLUSION

I hope you’re excited for The Legendary Heroes Coming June 19th 2020.
Dregs

Appendix entry: A dungeon Core that has limited intelligence. It was installed into Cal’s dungeon to control floors 1-4 so Cal could focus on other things.

## Recent Events

### Dungeon Desolation

Dregs was pulled from her volcano by Minya and brought back to Cal. She was almost destroyed if it wasn't for her bonded wisp, Xan, interrupting and saving her. After Cal was able to start a conversation with Dregs, he placed in charge of the first four floors of his dungeon.

### Dungeon Eternium

Dregs does not make any appearances in Dungeon Eternium. However, she is mentioned a handful of times by Cal or Dani.

## Trivia & Quotes

Dregs had created over 100 levels in her volcano dungeon.
Gem-Knight Zirconia (Duel Terminal:Order of the Warlords)

His limitless optimization transformed him into a being with no special power, as he sought pure and absolute combat strength. Zirconia is another name for a "Fake Diamond".

*Large construct, lawful good*

**Armor Class** 14 (plate)
**Hit Points** 413 (20d8 + 45)
**Speed** 20 ft.

**Saving Throws** Con +8
**Skills** Athletics +6
**Damage Vulnerabilities** thunder
**Damage Resistances** cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** common;
**Challenge** 5 (1400 XP)

***Brute.*** A melee weapon deals one extra die of its damage when the hits with it (included in the attack).

***False Appearance.*** While remains motionless, it is indistinguishable from a stone statue.

***Inanimate Invulnerability.*** If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

#### ACTIONS

***Melee or Ranged Weapon Attack*** +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage if used in one hand to make a melee attack, 10 (2d8 + 3) piercing damage if used in two hands to make a melee attack, or 10 (2d6 + 3) piercing damage if used to make a ranged attack.
Boro

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## Appearances

### Latest:

Axiom

*Artorian's Archives* appendix entry: A trader in exotics, this man allied himself with the raider faction. He assists in swindling deals, and robbing villages blind after flooding them with gold that they will not keep.
Artorian's Archives

* *Algorithm* was narrated by Travis Baldree and published by Mountaindale Press.
* *Artifact* was narrated by Travis Baldree and published by Mountaindale Press.
* *Asgard* was narrated by Travis Baldree and published by Mountaindale Press.
* *Acyrologia* was narrated by Travis Baldree and published by Mountaindale Press.
* *Accords* was narrated by John Pirhalla and published by Mountaindale Press.
* *Avalon* was narrated by *John Pirhalla* and published by Mountaindale Press.
* *Antelucan* was narrated by *John Pirhalla* and published by Mountaindale Press.
* *Arcoplex* was narrated by *John Pirhalla* and published by Mountaindale Press.
* *Amanecida* was narrated by *John Pirhalla* and published by Mountaindale Press.

## Characters

* A list of characters can be found here.

## Gallery

1st Edition Cover1st Edition Cover1st Edition Cover
Daigusto Falcos (Duel Terminal:Order of the Warlords)

Among the "Gusto" tribe's fighting styles was their method of man and bird fighting together as one.The "Gusto", who become "friends" with the birds and the beasts, can use a secret handed down through the clan to dramatically increase the physical abilities of their "friends", becoming warriors who are both bird and man.

**Armor Class** 16 (Leather armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** Dex +8
**Skills** Perception +4
**Damage Vulnerabilities** Thunder
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Dive Attack.*** If The Gusto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 8 (2d6) damage to the target.
***Flyby.*** The Gusto doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Gusto has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Gusto can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Gusto has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Gusto has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Gusto has advantage on an attack roll against a creature if at least one of the Gusto allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Gusto makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Gusto expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Astrea

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## Astrea

### Aliases:

* Sproutling
* The Nightmare

## Related

### Affiliations:

* The Village of Salt
* Raiders (Reaper) (*Unwilling*)

## Appearances

### Latest:

Axiom

*Artorian's Archives* appendix entry: The Nightmare. Infernal Professor at the Phantom Academy. She is a daughter of the Fringe, and one of Artorian’s grandchildren. Even as an Infernal Cultivator, she finds herself in the most unlikely of company. Including her best friend, Jiivra.
Hans

Appendix Entry: A cheeky assassin that has been with Dale since he began cultivating. He was a thief in his youth but changed lifestyles after his street guild was wiped out. He is deadly with a knife and is Dale’s best friend. Now Rose’s husband.

## Breif History

### Dungeon Born-

He is first introduced as part of Dale's starting party, and then after Dale reaches the D-ranks, he accepts Dale's party invitation for his new party, along with Rose, Tom, and Adam.

### Dungeon Madness-

Hans begins to show his skills as an adventurer, doing things such as walking up the walls of a goblin fort and spotting The Collective right before they were about to ambush Dale's party.

### Dungeon Calamity-

Hans learns that Dale and Cal are connected

### Dungeon Desolation-

Hans develops an addiction to the loot tokens from the dungeon, being seen to follow Dale through a portal to a higher floor just to use tokens there. He also gets married to Rose in this book.

### Ruthless-

He is shown to be the God of Bards in Eternium, despite the fact that he hates bards. He manages to convince Bard to steal his golden idol from the Bardic College and put it in a temple, where he then rewards Bard with the Bard-barian Class and Joe with a level boost item.
The Divine Dungeon

## Blurb

**A powerful dungeon. A sheep-herder turned Noble. Their path to ascendance through cultivation.**

Conquering dungeons and using them to grow has long been the most efficient way to become a powerful adventurer. The only thing keeping the process from being easy is the Beasts that inhabit these places. Questions plague those entering this particular place of power: Where do the ‘rewards’ of weapons, armor, and heavy gold coins come from? Why is a fluffy bunny charging at me? For abyss-sake, why are there so many monsters?

Cal has all of the answers to these age-old questions for a very simple reason. He is a Dungeon Core, a soul forced against his will into a magical stone. With the help of an energetic friend, Cal grows a dungeon around himself to bring in new sources of power.

When a threat he doesn’t fully comprehend bares its many teeth, Cal is determined to survive the attempt on his life. Unfortunately for adventurers, the only way for him to achieve his goal is to eat anyone that enters his depths.

## Books

### Titles

* *Dungeon Born (2016)*
* *Dungeon Madness (2017)*
* *Dungeon Calamity (2017)*
* *Dungeon Desolation (2018)*
* *Dungeon Eternium (2019)*

### Audiobook editions

* *Dungeon Born* was narrated by Vikas Adam and published by Tantor Audio.
* *Dungeon Madness* was narrated by Vikas Adam and published by Tantor Audio.
* *Dungeon Calamity* was narrated by Vikas Adam and published by Tantor Audio.
* *Dungeon Desolation* was narrated by Vikas Adam and published by Tantor Audio.
* *Dungeon Eternium* was narrated by Luke Daniels and published by Tantor Audio.

## Characters

* A list of characters can be found here.

## Gallery

1st Edition Cover1st Edition Cover2nd Edition Cover2nd Edition Cover2nd Edition Cover2nd Edition Cover2nd Edition Cover1st Edition Covers1st Edition Cover