recursal/Fanatic-Fandom huggingface dataset:
Apophis

Apophis was an Illithid male, and leader of the Davrosian fleet. He secretly managed The Empyrean in a scheme to leave Betara without the power network that they relied on.

He briefly appeared in a brainwashing video for the Empyrean as himself.

### Group A Notes

Apophis was killed by Peridot on his airship during The Running of the Blockade.
War Poem

For eons Beholders beheld the land

Until Davros arrived to lend his hand

With a wave and a word he killed the last

Their reign on this plane a thing of the past

Davros had a son, and his son had a son

And soon an infamous lineage had begun

Each faced a crisis that only he could solve

And each one served to strengthen their resolve

In the time of peace, new kingdoms arose

And men took all the land they chose

But space was found to be rather sparce

And soon each treaty became a farce

War was waged with each domain

And Davros took all he could attain

He led his people with prophetic guidance

And their enemies fell with swift subsidence

The Protectorate stretched to Alderlene

An undefended city, and his to gain

But a holy guardian was called to defend

And in six days the crusade would end

The first day brought the one we exalt

A wondrous being with eyes of cobalt

On the second, he let out a bellowing yell

And Davrosians cowered as the stars themselves fell

The third and fourth were uneventful

But Davros’ army became resentful

On the fifth day, the moon turned blood red

And all those still loyal soon became dead

On the sixth, the sun had returned

And a defeated Davros had a lesson learned

Long Live Loyalty

Long Live Freedom

Long Live Betara
Travertine

Travertine – aka Travers – Male Tabaxi Undead Priest

Travertine is the head priest in Al Jakar. He lived thousands of years ago until he died and was mummified. He along with the other residents of Al Jakar have awoken and believe this desert wasteland remains of their home to be the afterlife. They simply go about their business peacefully.

**Timeline A**

Peridot visited Al Jakar before leaving the desert on her quest. Here she was given her amulet for passing the tests of the "god" Dorin.
Famine

Session Goals

Ship responds to Garamond

Find Alderlene map on ship

Uazenton is shuttered by a mysterious disease. Players are led here by looking for a power cell, but learn of an ominous disturbance.

The Betarans blame it as a Davrosian attack

A scientist tells them that he suspects it started when the power went out

Learn of a Davrosian tied up in the town square, get information that they are being affected by it too

Vyk hears Sir Bearington's voice calling out Frozen 2 style, encourages him

Turn Vyk into a Cleric

End with finding Comms Wall with Amethyst's daughter calling in
Group C

Clang, Bajaharaad, Rhogar, Dworfock, Scoria, Serena

**Pre-Session**

Received letter from the King of Betara

**Session 1**

Fought Kraken, Dworfock used amazing acrobatics

Allowed the wood woad to live, and Dworfock fit by riding its shoulders

Bajaharaad hates sand, and had a long conversation with Rhogas about it

Dworfock was reunited with his old friend Gellmont

Rhogas listened in on Captain Capuchin in his room, discovered the monkey is the real captain

Dworfock used his deck of illusions to create a beholder in the bar

As Capuchin ran away, Rhogas grabbed him

The team interrogated Capuchin

**Session 2**

Clank: "I moved to Drayton because ghosts don't steal from me, and I don't steal from ghosts."

Bajaharaad: "Man, fuck this level one quest."

Scoria and Serena joined the party

Dworfock hid himself and crawled into the steakosaurus field

Scoria and Rhogar broke open the hut door and windows, releasing the cats

Agatha appeared, transformed and attacked

Rhogar turned into a potted plant for a turn

Bajaharaad dealt mortal blows

Serena dumped paint on Agatha and the steakosauruses attacked

**Session 3**

Surina and Scoria catch a cat

Bajaharaad casts speak with animals, circle on the ground, bribes cat with hempen rope

Dworfock covers himself in mud

Rhogar feed steak to Capuchin

Clank watches it all

Gellmont hires old man as a waitress

Bajaharaad - "A baby orc? This is *less* than a level one quest!"

Bajaharaad javelins baby orc, and attacks mimic

Dworfock - "Look at me. We're your family now"

Bajaharaad rips Fred the Mimic in half

Dworfock got really religious and said "I'm going the Jesus angle. The little shit'll fall for it."

Dworfock teaches him to slap mud on himself - "I'm the father he always needed"

Dworfock and Javelin flash Vyk

The players enter the statue competition at the Besh Festival, Dworfock wins with Palor the Common
Overall Story Idea Notes

Davros keeps track of timelines with a notebook and calls the various futures 'iterations'.

Davros created the Mantellian Marrow, borrowing the seed created from a 'curious' future in iteration 8.

Davros caused the downfall of the Tabaxi by destroying the weapon at Kalesh Rago

Player meet and inventor who describes magic as threads, and that there is a 'background song' behind it. And if that song can be detected, something horrible has happened. He might be a Davrosian, and an inventor of mage-tech. Based on Charlie Day.

Fistula is dead/missing, Almaaz is blind, Shing! cannot speak, and Dragonborn guy cannot hear.
King's Letter

A letter that was delivered to the adventurers that led them to the ship where they met.

*"I trust this letter finds you well. The information contained within is of utmost secrecy. My people have identified you as one of optimal qualities necessary for the completion of a critical mission. We’ve received word that a shipment of mage-tech is on its way from the Davrosian Protectorate for delivery to Ghull-Dreng. This is in violation of the peace treaty between the Betarans and Davrosians. While we are admittedly in a cold war of sorts, the Dwarves of Karazgrad and the Ghull-Dreng are in all out war beneath the surface. If they utilize this mage-tech, Karazgrad may fall.*

*If Karazgrad falls, we all fall.*

*Investigate and neutralize this threat, and report to the Dwarven king. You will be handsomely rewarded."*
Davrosian Military

The Davrosian military was formed from a number of groups of varying sizes.

Davrosian Navy - A fleet of ships led by Apophis

Davrosian Strike Team - An irresponsible group of adventurers tasked with scoping out Betara's energy reserves, but instead led shenanigans that allowed the zoo animals to escape Dol-Hazzel Zoo.

Seal Team Aagh - A strike force tasked with watching over the Davrosian Protectorate's efforts at Betara Energy Group.

The Green Beraaghs - A mysterious team of warriors. Not much is known by anyone who is alive.

Deltaagh Force - A squad of crack counter-terrorism agents. Led by Staffhaver, esteemed militarian and rival to Da'arngard, the armed guard.
Knockers

Knockers – Male Psudodragon Beast

Best friend of Iados and self assured beyond all doubt of his greatness. Named because his poisonous tail is known to knock enemies out.

**Timeline B**

Knockers went missing around the time of the Besh Festival. As a practical joke, he had hidden himself in a fake wyvern egg and allowed it to be put on display as a new exhibit at the Kazad Museum. When Group B proactively stole the egg while attempting to infiltrate the Thieves' Guild, he hatched from it surprising all but Vyk. "Ohhhh Knockers!!.."

Then he and Brey (in pseudodragon form) made love with each other and Brey got pregnant... Yes. This was actually done by players in my game. (Knockers, while an NPC is controlled by Vyk's player.)
Cedric Blackthorn

Cedric Blackthorn was a wealthy nobleman, a cheat, and a fool, who purchased the Dragonplate Macabre from a shady dealer in Denfjord. He purchased the magically unremovable armor for a large sum of money in order to look dashing for the ladies. The armor caused him to manifest dangerous illusions in his sleep.

Growing up in a village near Castiel's Keep, Cedric always had a great interest in dragons. He enjoyed stories of dragons living in the northern lands, but had the good sense to appreciate the natural barrier of Mantellian Marrow that kept their destructive intrusions out of his lands.

He had powers of magic that went untrained and never fully utilized. His focus was always one of vanity, and cared more about what he looked like than what skills he might train. As a child, he once accidentally projected to the Astral Plane while hiding from bullies. There he had a dangerous encounter with the Githyanki and their red dragon mounts. His curiosity and love for dragons only grew stronger after that encounter, and vowed to seek out stories of the greatest dragons in the land.

As he adventured, his talents in storytelling skills grew to the point that he was able to make quite a good living. With such wealth, he purchased a lifetime pass to the Dol-Hazzel zoo, and was said to have seen the Kordekain show over 400 times.

**Timeline D**

Group D abused the fact that anything done to Cedric would affect the illusion and multiplied coins and urine imbued with Water of Life for their own gain. They continue to travel with Cedric as a captive companion for future exploitation.
Mimic Cave

The Mimic Cave was a cave hidden in a forest on the Orococoro Isles, near the Bellmont Siege. In reality, the entire cave was one large mimic, with smaller mimics living inside of it.

Fred the Mimic will attempt to lure the players here using a baby ogre and his mother as bait.

## Interactions

Describe the players entering a clearing, and hearing a crying baby ogre somewhere off the path. When they investigate, the baby ogre will speak in an odd language and try to lead the players to Fred the Mimic disguised in chest form outside the mouth of the cave. He will try to run to it and hug it, at which point it's described ominously as transforming into a mimic. Instead of attacking, it is kind to the ogre and simply talks to it.

Ogre child: “Hasha! Hasha! Di mada ne fonda.” (Help! Help! My mother not found.) \*attempts to lead adventurers to cave\*

Ogre child: “Pel hasha di…” (Please help me…) \*Draw stick figures in sand\*

Ogre child: “Di mada en veca. Yuu veca. Te! Te!” (My mother in cave. Huge cave. There! There!)

The ogre child runs up to the suspicious treasure chest and holds it tight.

It’s a mimic! The chest is alive, and it’s talking to the ogre child.

Mimic: “Te, te… Uyn chaigo. Tres kekores hasha.” (There, there… young child. These heroes help.)

Mimic: “Please don’t attack me! This child needs help. His mother wandered into my cave and needs help. She’s badly hurt. The cave is heavily trapped.”

Fred will insist on bringing the players to the cave. If they read his mind, they find he's telling the truth that it's dangerous, but he's leaving something out, and he's conflicted.

Ultimately he's pressured by his family to bring people into the cave which is a trap.

On the way to the cave, he will babble about wanting to grow big and strong, and that his grandfather grew to be as large as a house.
Sorcerers

#### Sorcerer and Psychic creation

The information here may be altered to conform to room and venue-specific rules, and takes precedence over other sources (be it the books themselves, or online resources, including those approved for room use).
### Basic Creation

* Character Concept

* Character Name

* Tradition/Society

* Essence

* Resonance

* Archetypes - (Nature and Demeanor.)

* Faction - (If applicable.)

* Select Attributes

Prioritize the three categories: Physical, Social, Mental. (6/4/3) (These stats start at 1.)
* Select Abilities

Prioritize the three categories: Talents, Skills, Knowledges. (11/7/4) (These stats start at 0 and cannot exceed 3 before Freebies are spent.)
Free: One dot in Lore with a specialty of Sorcerers, Psychics, or the faction the character belongs to.
* Select Advantages

Backgrounds (7)
Paths or Numina (5)
Rituals - (Sorcerers start with 1 ritual per dot in any Path that isn't a No Rituals one. Remember you cannot have a higher level ritual without having at least one of the prior level.)

### Finishing Touches

* Record Starting Willpower (5), Mana

* Select Merits - This is an optional step. Merits cost a number of Freebies equal to their listed point value. A character may not exceed 10 points in Merits without ST permission. The language merit does not count against the max of 10 merits.

* Select Flaws - This is an optional step. Flaws grant a number of Freebies equal to their listed point value. A character cannot gain more than 7 points from Flaws. Adversarial Backgrounds can be taken as Flaws.

* Spend Freebie Points (21) - A character with a written character history of sufficient length and detail receives and additional 10 Freebie points to round out their sheet.

### Advanced Sorcerer/Psychic

Players are allowed Advanced character with permission of the ST's if you would like to make one please ask.
Attributes: 7/5/3

Abilities: 15/12/8

Lores: 2

Backgrounds: 10

Willpower: 5 base

Paths: 9 dots

Rituals: 1 per path dot (except 'No Rituals' paths)

### Freebie Point Costs

Attributes 5 Points Per Dot

Abilities 2 Points Per Dot

Additional Specialty 2 Points

Path 7 Points Per Dot

Ritual 3 Points Each

Background 1 Point Per Dot

Willpower 1 Point Per Do

### Experience Cost

Attributes Current Rating x 4

Abilities Current Rating x 2

New Abilities 3 Points

Additional Specialty: 4xp

New Background (ST discretion): 3

Background (ST discretion) Current rating x 3

New Path 7 Points

Path Current Rating x 7

New Ritual Rating of Ritual

Willpower Current Rating
Nodestones

The Nodestones were a mage-tech installation invented by Charle De. It was given to the dwarves by the Davrosian Protectorate to keep the lava flows of their volcanic tunnels at bay. The eight crystals, or "nodes" contain a tiny amount of Water of Life to power them. The dwarves were dependent on the Davrosians to provide this technology. This need was political leverage over the dwarves to continue to supply ore to the Davrosians, despite their allies' protests.
Steakosaurus

Steakosauruses were pieces of t-bone steak brought back to life through necromancy. The purpose of this necromancy was to prevent spoiling during long voyages across the ocean.

They are known for escaping ships docked in a port, multiplying, and wreaking havok on local ecosystems. Notably, a group of 300 steakosauruses annihilated a crop of dankweed behind the Bellmont Siege.
Javelin

Javelin was the name given to the baby orc near the mimic cave by Group C.

**Timeline C**

Group C attacked Javelin on site, hitting him with a javelin. He ran to the safety of his friend, Fred the Mimic who called Bajaharaad a monster. Bajaharaad went into rage mode from this trigger insult and killed Fred singlehandedly.
Rynn

Rynn Reyven - Wood Elf Druid

During her youthful years, she would observe people entering the woods, and see them on their adventures. Ever curious, she wanted to know more about what these people did and where they were going.

She showed a great aptitude for being in tune with nature and grew up to be a guide for people who wandered her forest, teaching them what was edible and showing them the best paths. She knew everything there was to know about her home forest. She had never left it before in her young age of 90.

One day, she met Shump, a half orc trader, looking to expand his trade lines. She offered to be his guide in exchange for stories of his travels. Over time and through many visits over the years, she developed a friendship and an envy for the ability to travel the world.

Next time that Shump was scheduled to visit, he did not show. Out of concern for her friend, she set out and left the forest for the first time to find him and satisfy her thirst for adventure.
Zorn Pass

A series of dungeons navigated by the players during the Ghul-Dreng attack on the Dwarves.

Zorn Depot, Zorn Caverns, Battle of the Nodestones

It also featured the Mine Cart Ride. Optionally, and dependent on her survival on the S.S. Shiver Timbers, Erika the Paladin's body may be found here holding the King's Note and the Davrosian War Puzzle Box.
Ghull-Dreng

The home of the Bat Dwarves. Not much is known about the Bat Dwarves, except that they are an offshoot race of boring old dwarves. They were banished from Karazgrad after a civil war about 300 years ago.

There has been relative peace in the centuries since, but recently skirmishes have broken out in the tunnels beneath the ocean as the two nations fight over shared resources. Karazgrad attempts to blockade all trade with the other nations by controlling shipping lanes to the north and through the canal at Kazad Bridge. However, the dwarven navy has little influence to the south and illegal trade runs rampant.
Wish You Would

“Wish You Would” is a song recorded by American electronic duo Marian Hill. The song was released on April 13, 2018, as the third single from the band's second album, *Unusual*. The song was written by both of the duo’s members, Samantha Gongol and Jeremy Lloyd, with production handled by the latter of the two.
Auntie Agatha

Agatha in sea hag form

Agatha – Female Hag Beast

Disguised in human form, Agatha is a waitress at the Bellmont Siege working for Gellmont. Behind the establishment, she lives in a rickety hut containing many treasures and cats. At one point she had a prized songbird named Victor, but it was eaten by a steakosaurus.

**Timeline A**

Agatha had an unhealthy interest in Peridot, since she was a cat person. Peridot snuck back to her hut and released Perkins and Ozzy, and left undiscovered.

**Timeline B**

All of Group B hated Agatha. She was especially interested in Rangus, and would repeatedly touch his face. She was killed when the group covered her in yellow paint and steakosauruses ate her. She exploded both herself and her hut, but not before Talin and Rangus stole some treasures and released all 30 cats.
Savior Archetype

One of the five Archetypes. These are player characters from an alternate future. Throughout the campaign, choose a destiny archetype that best suits the player characters' story and interests.

This particular archetype gathers all four duplicate time dials and destroys them. In a campaign with a tabaxi, its damaged corpse is found huddled near four broken time dials in an ancient cavern beneath the Library of Betara.

Group A match: Peridot

Group B match: Sapphire

Group C match: Scoria
Kervon

Kervon is a bard in Group A.

My mother was a mediocre singer who dreamed of becoming famous, made a deal with a demon who promised her fame and talent for a night with him.  She got her voice, but he took her eyes and gave her me, Kervon Sen, in return.A blind singer with a Tiefling baby and already little prospects doesn’t get much support from the world.  To make do, she joined the Windchaser Circus.  There, she and her baby would earn their keep as performers, and play the occasional con.  The circus would leave town before suspicions would rise.  Mother and child owed everything to the Windchaser performers, the ringleader made sure they never forgot.  Nevertheless, Kervon Sen made many friends within the troupe. They taught him the skills to be a grand performer: acrobatics, performance, and charm to make up for his outward appearance.In recent years, a song has been playing in Kervon’s head, a song that beckons and tempts, a song in Infernal.  Kervon decides to leave the circus to search for this Infernal calling; he’ll either join the chorus, or silence the song for good.

Allies:

Sydmon Frei: Human mentor in all things music

Twedum “Twee” Jars: Halfling acrobat, thief, and con-man

Enemies:

Duke Cressyvin, I may have compared his mother to the rear end of a horse in a song one time
Jeffrey Erickson

Jeffery Erickson used to be a mere sailor, working hard on a
ship with his fellow sailors. He was a huge coward and ran from danger several
times throughout the session. “He’s just a throwaway character,” they said. “He
won’t go anywhere,” they said. They were wrong. Later when the acclaimed
detective ~~Sherlock Gnomes~~  Sherlon
Stones thanos snapped with the staff of annihilation in hand, the world’s
population miraculously did not get halved. The party only heard a distant
scream from one of the sailors. Jeffery had died. He represented half of the
entire world’s worth and died to save it. The party members realized what had
happened and wept, for they had lost a true hero that day. Jeffery would not
let the mere death of his mortal body stop him from existing, and his immortal
soul drifted, encountering the enigma god on his way back to the mortal plane. Later
in the campaign, Bush, one of the party members and a session-long friend of
Jeffery sacrificed himself for the good of the many, and brought Jeffery back.
He dedicated his life to helping the world as a paladin of the enigma god.
Recently, he has taken a turn to the other side of the alignment chart and has
recently almost put an orc mother who recently reunited with her child “out of
her misery,” and almost killed his entire party by repeatedly stabbing a mountain
mimic’s uvula, causing deadly stomach acid to engulf them. His hobbies include
arguing about how to play a runeguard fighter and pandering to facebook messenger
groups.
Besh Festival

The Besh Festival was a popular city-wide celebration that happened once every fifty years on Kazad Bridge. Citizens and honored guests would compete to create the next statue that would be added to the town square. The festival was a way to honor the variety of gods worshipped by the dwarves and orcs who shared the town. As a result, the statues in the square represented gods of many cultures not recognized in the area, as guests from other parts of the world would often win the competition.

Players each received a tub of play-doh and were given 10 minutes to create their statue. Afterwards, a number of friends in a group facebook message voted on which was their favorite, in-character as dwarves or orcs.

## History

Eight hundred years ago, soon after the great Slorg attacked, the city of Kazad Bridge was recovering from a devastating amount of damage. While the citizens were proud of the way they fought, morale was low and the loss of so many friends and family bore down on the citizens. Kai Shao, the child mayor inherited the rule of the city from the beloved and supposed god-mayor Besh who died in battle with the slorg. Kai commissioned and enormous statue of the slorg in its last moments being slain singlehandedly by Besh. Regardless of the historical accuracy of the depiction, the statue became a beacon of inspiration for the citizens, and the first Besh Festival was celebrated.

**Timeline A**

Peridot won the competition with her depiction of "John the Toilet God"

**Timeline B**

Town hero Vyk won the competition with his depiction of "Poo poo papa"

**Timeline C**

Local naked dwarf Dworfock won the competition with his depiction of "Palor the Common"
Don’t Do It

Song by Marian Hill

“Don’t Do It” is a song recorded by American electronic duo Marian Hill. The song was released on May 11, 2018, along with the rest of the tracks from the band’s second album, *Unusual*. The song was written by both of the duo’s members, Samantha Gongol and Jeremy Lloyd, with production handled by the latter of the two.
Welcome to Betara

Battle with electricity creature created because the Betarans can't control Davrosian power

Group meets Charle who will talk about trying to use Davrosian power, magic threads (The Weave), and observing those threads and learning of a tear in the fabric of the world

You arrive at a bridge at the entrance to the city. In the distance you hear the sounds of screaming and destruction. Several townspeople are running your direction through some ruined structure along the bridge.

Suddenly two cannons fire in front of you, toward the unknown threat. You hear two seemingly direct hits, and then the soldiers firing the cannons curse in frustration. "Kark, we can't faze it!"

The players encounter Charle De , an inventor.

Electricity SFX: https://www.youtube.com/watch?v=38j6Qmlfz68

Music for monster: https://www.youtube.com/watch?v=ykZRyEZ\_tDE

Lightning monster stats: https://roll20.net/compendium/dnd5e/Behir#content

Tavern:

The Delicious Crow

Crow for dinner

"Once you go crow, you never say no!"

https://www.youtube.com/watch?v=zWKOoDEnJbs

Outside, a giant stone crow towers over a large, rectangular wooden building. Blue light comes from within the windows and patrons come and go through th doors.

Two ornate wooden doors open into a spacious, rectangular restaurant and bar. The tables are as ornate as the doors, and the chairs look plush and comfortable. All entryways and bars are lined by lit panels, casting a calming blue glow across the area. Behind the bar, decorative, clear pipes displaying large bubbles add an active ambiance to the lively crowd.
Drayton

"I moved to Drayton because ghosts don't steal from me, and I don't steal from ghosts." -Clank

In decades past, Drayton was a popular port city. Rumors of hauntings have kept travelers away, and the residential population has declined significantly. A weary wanderer with a frightening tale to tell of Drayton is never more than a stone’s throw away in any local tavern.

Drayton is home to the infamous Heln Manor.

Notable Draytonians:

Clank

The Maestro Mortician
E002

Steakosaurus and Auntie Agatha encounters at Bellmont Siege.

## Steakosaurus Swarm (a)

**Armor Class** 10

**Hit Points** 24

**Speed** 30 ft.

**Condition Immunities** Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

**Challenge** 1/4

**Keen Smell**: The swarm has advantage on Wisdom (Perception) checks that rely on smell.

**Swarm**: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain Temporary Hit Points.

#### ACTIONS

**Bites**: Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

## Auntie Agatha (b)

**Armor Class** 15

**Hit Points** 75

**Speed** 30 ft.

**Condition Immunities** Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

**Challenge** 2

**Amphibious**: The hag can breathe air and water.

**Horrific Appearance**: Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on Attack rolls against the hag.

#### ACTIONS

**Claws**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

**Death Glare**: The hag Targets one Frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

**Illusory Appearance**: The hag covers herself and anything she is wearing or carrying with a magical Illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a Bonus Action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the Illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

#### SPELLS

Identify, Ray Of Sickness, Hold Person, Locate Object, Bestow Curse, Counterspell, Lightning Bolt, Phantasmal Killer, Polymorph, Contact Other Plane, Scrying, Eyebite
Deptford

Representatives from groups A, B and C along with "npcs" from the Deptford quest

Each group was delivered a pair of talismans in various ways. Group A: Stone block from Neizentok, Group B: Delivered irl through work mail, Group C: Given to players by Knockers.

Gameplay outline: https://coggle.it/diagram/Ws-TNmZ72hF\_Pxqu/t/ren-faire-larp
Deanheim

Deanheim – Male Half-Orc Blacksmith

Half dwarf, half orc, Deanheim is a great hunter and metalworker. He works at his blacksmith shop in the center square on Kazad Bridge. He's a surly fellow, but offers quality goods at great prices.

He doesn't get along well with Iados, who often loudly rides his demon horse, Strahd past his shop late at night.

His most prized creation is the Dident of Unihorn, created on a fateful night in which he had a terrifying vision.

*"I was working in my shop late one night. All of a sudden I see this girl standing outside, just past the awning. She's just standing there. Not moving. Can't much see her eyes but I know she's looking right at me. Then I felt her talk. Right. Felt. I didn't hear her voice. Didn't see her mouth move a muscle. It was like the voice was behind me, but I knew it was hers. I couldn't make out what she said, not one word of it. I had looked behind me, and when I turned back she was gone.*

*I knew this was a sign. A sign that the great Slorg would return. So I grabbed my crossbow and headed for the forest. It wasn't long before I found what I was looking for. Unicorns are rare, but I knew where to look. I've lived in these forests all my life. There it was - most beautiful unicorn I ever seen, shining in the moonlight sleeping. I aimed true, as I always do, and fired. One shot, down without a sound. Without a sound from her at least. Second she collapsed I heard the squealing. I walk around to the other side, there's her baby. Pinned down. Man, I was already desperate and cold-hearted to kill the mother in her sleep. Might as well put it out of its misery. I took the horns, left the rest for the mimics. I took it back and fashioned it into a weapon powerful enough to defend against the Slorg should it return. It hasn't yet happened of course. But I'll be ready."*
I Want You

Single by Marian Hill

“I Want You” is a single by American electronic duo Marian Hill. The song served as the second single from the band’s debut album, ACT ONE. The song did not receive any chart success, thus being the final single from the album.

## Background

“I Want You” was released as the second single off of ACT ONE four days after the album was released. The song, although popular among fans, failed to gain chart success and therefore became the last single off the album.

## Music Video

A music video for the song was released on October 13, 2016. The video features Jeremy and Sam standing in the middle of a dark room while a group of dancers gives a well-choreographed performance around them.
Battle of the Nodestones

The Battle of the Nodestones

You hear the sounds of battle long before you see it. Before you is the largest cavern you’ve yet encountered. An ornately carved stone pillar lies in ruin in front of you, blocking the track. To the right along the length of the cavern is a large, glowing grouping of rock with 10-foot tall glowing crystals protruding from it. On the far end, one has been removed and is being carried away by a group of bat dwarves. A group of dwarves defend the next in line. An enormous dwarf in golden armor leads the battle atop the glowing rocks.

To the left, a group of dwarves struggle to remove debris from in front of an enormous iron double door.

On the first bat-dwarf turn, the players hear rumbling in the distance.

After the first turn of battle, the second crystal is removed leading to a much louder rumbling.

After second turn of battle, a geyser of brimstone and lava erupts somewhere.

After third turn of battle, two more geysers erupt, and existing geysers grow 5 ft.

After each next turn of battle, two more geysers erupt, and existing geysers grow 5 ft.

**Armory:** A secure looking door lies open in the far corner of the cavern. Inside, shelves line the walls containing warhammers, crossbows, 5 vials of acid, Medium Adamantine Armor DMG pg. 150, Portable Ram PH pg. 153,

## Battle of the Nodestones

**Group B**

Lisuch had to arrive late, so instead of allowing the players to open the Kwalish door, I introduced him blasting through the door to the John Cena song: https://youtu.be/-cZ7ndjhhps?t=6s
Seal Team Aagh

Seal Team Aagh was an elite Davrosian strike team tasked with watching over the day to day operation of The Empyrean. While they were not privy to its utility, they were in close contact with Arpara, one of the administrators of the facility.

### Members

Da'arngard, the armed guard

Gimdir "Limey" Limestone, the dwarf wizard

Silverleaf, the half elf

### Universe A

Soon after Group A shut down the Empyrean, Seal Team Aagh came to investigate. They rescued Girl Code and Arpara from the stampede of people and a fire respectively. They found Bark Ruffalo shooting fireballs at the pile of fabric. Arpara sent them to find the mayor of Uazenton, Paul A. Tisshon, and inform him of the reason for power loss in the city. Da'arngard managed to convince the guards to let them in, and Gimdir almost blew it by turning into Arpara to trick the guards. Gimdir once again almost blew it by giving the Paul the Davrosian Salute.
Jade Manadragon

A magical jade figurine, that when thrown to the ground within 100 feet of a suitably large body of water, would summon a Manadragon (half manatee, half dragon) wherever it landed on the map.

The player rolling would have to physically drop the prop from one foot above the map. Wherever it landed, it would spawn. If it landed upside down, it would spawn prone.
Kordekain

Kordekain was a lawful evil red dragon. He owned and operated the Dol-Hazzel Zoo in Dol-Hazzel. He was the centerpiece attraction of the zoo, but unbeknownst to his fans it was his way of generating coin for his ever growing hoard.

https://roll20.net/compendium/dnd5e/Ancient%20Red%20Dragon

*"For generations the vile dragon, Kordekain slain our people within the old mines. His hoard grew ever larger, and his belly ever fuller with every camp he overtook. We were nearly extinct as a people when our beloved King Bowen took matters into his own hands, singlehandedly defeating and capturing Kordekain. Since that time he has remained within his confines, unable to leave, unable to unleash his terrible might upon the world. But some believe no cage can hold such a beast, and that may be true. For this shield is maintained through the power of applause. So I want to hear each and every one of you as I call forward our feature presentation. The Mutilator of Men... The Destructor of Dol Hazzel... The Crazed Killer of Karazgrad... The one, the only, Kordekain!!"*

- Faruq Tauheed, Dol-Hazzel Zoo hype man
Thieves' Guild

The Thieves' Guild was headquartered on Kazad Bridge and run by the pack rat Haraan. It was located in the Kazad Museum and required solving a large ball maze to enter.

**Thieves' Guild Members**

Haraan (leader)

Rugent the Crucian

Kobold Inventor

**Timeline B**

Group B infiltrated the Thieves' Guild by disguising Rangus as a blue faced recruit that Haraan was expecting.

## Ball Maze

### Description

*"A large cavern stretches out in front of you. Below, a labyrinth fills the enormous space below. Embedded in a hole is a boulder. Near the edge of the cliff is a miniature version of the maze and boulder, with four handles. To the south is a small path reaching around the cavern to a locked sturdy door with an odd locking mechanism."*

### Mechanics

The players can use the miniature maze to maneuver the boulder around the maze below. This is a physical prop that I built for my players to use "survivor-style".

## Hall of Treasures

### Description

*"A long hallway stretches before you. Pedestals line the sides, each with a treasure displayed upon it."*

## Hall of Treasures Loot

### Items

Immovable Rod, Dais of Propheticism, Shena Charf's Chainmail Scarf +1 AC, Slorg Bone, Mysterious Key, Scroll of Zest

*"The hallway ends in a medium size room. On the far end is an ornate wooden door, and in the center a stone well with a ladder leading down."*

### Mechanics

If a player steals an item without dispelling the security system, alarms sound and lights flash. A group of kobold security will attack. (E011)

## Kobold Quarters

### Description

*"At the bottom of the well are a number of dirty beds, and various worthless items."*

## Haraan's Office

### Description

*"An ornate desk carved of a single slab of marble sits in the center. Behind it sits a pudgy rat-man with many gold chains and rings. In each corner sits one of four fancy suits of armor. A chandelier casts regal light upon all surfaces."*

### Roleplaying

Haraan will welcome the players if they are disguised or otherwise convince him they are meant to be there. He speaks fondly of his kobold guards and give the players a quest to steal the wyvern egg from the museum.

If he decides the players are not welcome, he calls in the kobold guards. (E011) He has no combat capabilities himself, but the statues in the corners (E013) will come to life to defend him if necessary.
A Very Cthulhu Christmas

Scary Santa Music: https://www.youtube.com/watch?v=o\_PBJSBzLmo

### Specific to Group A:

Address the dreams that Shump is having - when players return, the rest of the cavalcade if trying to help him. Make sure the players discuss Jame, Shel, etc.

Three sided palace sneaking

### Specific to Group D:

Receive reward from King Bowen

Iados flies in on a quad copter for some sweet revenge

Archery metagame to find planar gate symbols

Castle sneak game

## Castle Sneak

Player must navigate a long pathway with ruined walls. Beams of light with spirits within them move diagonally across.

## Cthulhu Battle

### Preparing for Battle

The players must recruit the citizens of the beast lands to their cause. They will role play for Inspiration Points, which can be spent on the following:

Construction Points - The players will be able to buy pieces of twine, stick and glue to build traps, walls and weapons.

Recruitment Points - Points for spending on health

Research Points - Points for a push your luck mechanic in which players may draw for powerups to ships, artillery or infantry

**Factions**

Team Grin and Bear It - Bear Names - *You enter a den filled with sparkling magic. The path leads deeper and deeper until you come across a large cavern with many bears, and a bright red airship. Above, hangar doors look like they open to the surface.*

### Doing the Battle

#### Enemies

Cthulhu

Goremaw

Jubo Claroo
Perkins

Perkins was a mischievous cat. For some time, he was capture in Agatha's Hut along with Ozzy.

He was secretly the god of all tabaxi.

**Timeline A**

Peridot released both Ozzy and Perkins while investigating Agatha's hut.

**Timeline B**

Rangus and Talin released Perkins along with all 29 other cats in Agatha's hut.
Temple of the Slorg

The Temple of the Slorg was a pyramidal structure near the center of Kazad Bridge. It was used as a place of worship for The Great Slorg.

Iados grew a secret stash of stankweed in the basement arboreum.

## Descriptions

### The Temple

Outside: *"The structure is pyramidal in shape, but constructed of iron and glass. It stands out from the surrounding wood and stone structures. Inside the frosted windows, fires burn – giving the impression that the entire pyramid is glowing, even in daylight. At the top, a large bonfire burns constantly."*

Inside: *"Inside, tan and red stone frame a diverse garden. All sorts of foliage grow and are delicately maintained. Pillars circle a large pool of water in the center of the chamber. In the center of the pool is an enormous statue of a worm-like creature with claws and fangs."*

### The Basement Arboreum

*"You follow Iados through a fairly well hidden hatch in the back of the temple. A thin corridor leads down steeply into the ground. The corridor opens up to a long rectangular room with plants lining the walls, and covering a large planter in the center. The air is humid, and smells strongly of manure. Scattered around the room are glowing orbs of sunlight bobbing up and down. The constantly shifting shadows give the room an eerie glow."*

*"At the end of the room sits a glass case with its own glowing orb floating above it. Inside is a small dead tree, with a vine snaking its way up and through its branches. The vine flowers in scattered groupings with bright pink petals."*

If the players visit Iados in the Temple of the Slorg, he may explain to them two topics:

If any of the players are from the northern areas where Mantellian Marrow affects them, he will lead the conversation toward explaining the plant in the back of the basement arboreum. Mantellian Marrow is a parasitic plant introduced into the ecosystem a millennium ago during a civil war between beholders. Its origin was as a chemical weapon meant to drive enemy soldiers mad. It had an unexpected effect on the environment, resulting in this plant. It spread throughout the land, destroying the magnificent tree cities of the elves, who mostly escaped to the north. He explains with great passion that he has experimented with the plant, and found that negative emotion helps the plant grow. He demonstrates this by yelling at it. He then emphasizes the point that if it continues to spread, it could destroy the world. And that's why he keeps it in the glass case.

If the conversation turns toward the Slorg, he explains that while much of the city believes in the Slorg and look forward to fighting it once it returns, that it is not a god as they believe. Simply a powerful creature summonable by relatively conventional means. He continues by explaining that he worships a true god, Cthulhu. He believe Cthulhu to be a benevolent god who will come back to heal all. If Iados has not talked about Vyk yet, he may explain the story of how the two met, and how he is Cthulhu's son.
Davrosian War Puzzle Box

## History

The Davrosian War Puzzle Box was a magical box with a clue inside that would spawn a magical pearl when completed. When touched, the pearl would give the user a vision of a hand reaching out to touch the rays of a Beholder, and shattering them apart.

## Description

A wooden box with a padded leather diamond shape in the center of the lid. Inside, six small compartments sit next to a larger seventh compartment. Seven magical runes were stored inside. Fasted to the inside of the lid is a poem describing the Betaran-Davrosian war from the view of the Betarans.

## Mechanics

The poem contains clues for how to assemble the runes in the box. If they place them all correctly, a pearl appears in the largest compartment. When touched, it gives a vision of a Beholder from a first person view of a human. Once a creature receives the vision or passes a DC 16 will save against it, they become immune. The pearl disappears when the puzzle is misaligned.

The poem has a secret black light message written on it, telling the players to align the runes differently "for truth". This will cause a black pearl to appear instead, and gives the user a vision showing Davros doing great things.
Mage-tech

Mage-tech refers to any advanced tools or weapons created by combining magic with technology. Both the Davrosian Protectorate and Betarans have forms of mage-tech, but differ in their approach in energy storage and execution. Davrosian tech is more portable, and revolves around the idea of using power cells. Betaran tech is tied into the empire's grid with energy provided by Betaran Energy Group.

## Davrosian Mage-tech

Snap cam - A portable imaging device capable of capturing an image and displaying it telepathically to one or more targets - DC 16 Will save to resist seeing the image.

Nodestones - Large gems containing a small amount of Water of Life used to keep the lava flows out of the subterranean city of Karazgrad. The dwarves were dependent on this mage-tech provided by the opposing nation.

## Betaran Mage-tech

The Empyrean - A facility within the Astral Plane capable of transforming the magical abilities of slaves within to power everyday household objects around Betara.

Feline Deletion Receptacle - Betaran citizens who no longer wanted their cats could place theirs in this device to destroy them.
Tavern Interactions

## Dalga Luckbringer

Dalga, a female dwarf bard will entice the players to deposit 20gp into an odd machine with levers and bellows. It emits steam and odd cranking noises when activated. After a moment it dings and a compartment opens. Sometimes items will be given, other times it will be empty. DM rolls a d10 against the following table:

1. Perkins the cat appears and causes a ruckus
2. Player receives 40gp
3. Random character in the tavern reduced to zero hitpoints. If a player or main npc, may roll death saves and be stabilized.
4. Player's arms increase in length by 5 ft. Gain 5 ft reach for 24 hours.
5. Player receives a 100gp jewel
6. An elephant approaches the table, apologizes for being late, and says he'll remember next time. Acts totally normal as if he belongs.
7. 4 healing potion (greater)
8. An armful of purple beard hair
9. 10 gp
10. Luckbringer - Great Axe, add 1d4 to damage rolls

## Biographical Information

### Origin

Apatul

Darbin "The original dargonbard" is a friendly dragonborn who invites the players to come play a game with him. He has six "story dice". These dice have images on them of random objects. The players must each quickly tell a story based on what is rolled.

The most amusing story will receive one of his teeth, freshly plucked from Darbin's mouth in front of them, and tied into a necklace. It has a single charge to re-roll a single d20 for attacks or checks.

## Ship, Captain and Crew

https://en.wikipedia.org/wiki/Ship,\_captain,\_and\_crew
Life's a Circus

## Wrapping Up

**Specific to Group A:**

- Komdetch bard story

- Find Shing sad on a hill, mimes having a dream of flying - sad Shing: https://www.youtube.com/watch?v=qtnmvHMQtcI

- Shump has passed out again - Needs care in Betara

- Almaaz ready to talk to Garamond and Peridot about time stuff

## Meeting Thirstin Springmore Song

**Checklist**

Windchaser Sign - in progress

Family Tree - in progress (black light ink)

Rent and Receipt - not done

Gather Props (rope, blindfold, pennants, scarves, hat) - not done

Charge iPad - not done

Fix Computer Power - not done

Learn Polaroid Camera - not done

Finish Decorating - not done

## Circus Battle

### Description

*You enter the main circus tent from what is clearly the on-stage entrance. You hear the crowd cheering all around you. Ahead, elephants and bears perform alongside acrobats. In the center of it all, Thirstin Springmore shouts and whips. Above, you see Kervon suspended in a cage.*

Circus Techno Battle Music: https://youtu.be/0P-\_RHUa\_n4?t=0

Crowd cheering: https://www.youtube.com/watch?v=s1V3XOrXtuo

*Acrobats move in between you and Thirstin, creating a sort of human pyramid phalanx, blocking him. He floats high in the air, standing on the shoulders of acrobats.*

"Welcome, one and all, young and old, to the greatest show known to this plane of existence. My name is Thirstin Springmore, and we have a special show for you today. Our long missing master of the arts, Kervon Sen has returned to us. But along with him, his friends, the Three Dog Nights. Tonight you have the very special opportunity to see them try to get him back. If they can out bard the Windchaser Circus, I'll free him. But if they can't, he'll be a permanent resident of our hall of statues!"

*At that, a blindfolded medusa, clad in skimpy leather is lowered in a cage similar to Kervons. She grabs the bars of the cage and dances suggestively. (~19:00 is a good timecode in the song for this part)*

### Mechanics

Attacks will not land unless a component of action is done with some sort of performance act. The players must succeed on necessary checks along with the act. Each performance act may be done as a bonus action.

##### Enemies

Medusa: https://www.dndbeyond.com/monsters/medusa

## Tour

Lando Music: https://www.youtube.com/watch?v=nIcSjmRWbCY