recursal/Fanatic-Fandom huggingface dataset:
Athkatmon

The capital city of the nation of Amn, it is also known as The City of Coin. Athkatmon is a city of grandeur, of great wealth and great poverty. It is the largest city in the nation and a large hub of trade, positioned along the coast. The adventuring group known as The Lucky Seven was formed here. The Arm of Ucerin is responsible for keeping Athkatmon and it's citizens safe.

Notable nobility:

* The Sovereign, Hazim Alibakkar
* Devandra Kravandros
* Nadir Kravandros
* Lord Percival St. Claire
* Kymall Evenwood
* Conret Gallowglass
* Tyrdra Q’Helvor
* Vyrnamys

Notable Business Owners and Managers:

* Balistar North
* Dretta
* Yolanda
* Muggy
* Arlo and Evelynn Montblock
* Haylee

Other notable residents:

* Adrian Dundragon
* Slagg
* Mrs. Christess
* Medash
* Darvin
* Leo
* Moist
* Barry
* Sted
* Moe
* Drexel
* Grumsh
* Sarah Chiller

Notable Taverns:

* The Black Horse Tavern
* Muggy's
* Five Flagons Inn
* Den of the Seven Veils
* Mithrest Inn
* The Sea's Bounty

Other Notable Businesses:

* Jack's
* Kymall’s
* Josh's Bakery
* Haylee's Bathhouse
* Dretta’s Wigs
* The Circle K Ranch
* The Exalted Drawers
* Rose’s Bounty Food Corporation
* Balister’s Bargin Books and Amazing Antiques

Other Notable Locations:

* The Lucky Seven's Townhouse
* Dorn’s Lair
* Waukeen’s Promonade
* The Rose of the Dawn Church
* Low Town/The Southern Slums
* The Scepter District
* Bridge District
* River District
* Azalea Street Park
* Wave District
Amon the Faithful

Amon is a powerful Pit Fiend, the "Left Hand Man" and seneschal of Levistus, Archduke of the Fifth Layer of Hell. Amon according to what Balistar could find appears to command a vast and powerful Stygian Army. Amon also comprises one third of The Chimera, the ostensible leaders behind the invasion of Athkatmon and Amn by the forces of The Nine Hells. It was on their way to the dueregar city of Gracklestugh that The Lucky Seven first heard of Amon, and from Amon of the Chimera. While in Gracklestugh the Seven also encountered several powerful tieflings who served as the personal force of Amon in Gracklestugh.
Aether crystal

**Aether crystals** are a rare mineral commonly used for powering things like mech suits, cruisers, or even cities. They're usually found on planets with mineral rich caves, such as Tuskadon, Kosmin and formerly Brichi 88, or they're regularly found on planets such as Chukonus Prime. They got their name from the celestial dragon Aether, who used them to grow like other celestial dragons.
Hither

Within The Feywild,the portion of Prismeer known as Hither is an enormous swamp containing huge tangles of mangrove roots, expanses of thick marsh, and mysterious sites half-sunk in the muck. Weird and haunting creatures call Hither home, and the land is dotted with old wells that belch out and slurp up the sludgy water that saturates the land. Hither is a foreboding place, one where daylight never fully penetrates the dank mist that hangs over the land, and where cruel and mischievous bandits prey upon stranded and lost travelers. At its heart, the witch Bavlorna makes her lair within her enormous Bathhouse which is in the center of the lake known as Downfall. Hither is where Bucket Girl transported the Devil's second tower to after The Lucky Seven once again forestalled their attempts at domination of the material plane.
Book of the Feywild

The Codex Dryadalis

*Wondrous item, artifact, requires attunement*

This book in the possession of Bucket Girl chronicles a fantastical realm filled with incredible beings and creatures. Thus far, the party has encountered a few of the creatures spoken of in the book. Rensig was able to determine that the book was magic, containing some sort of illusion magic upon it, but more than that he could not say. Dorn eventually discovered that the Magic Eyepiece he's had all his life was the key to seeing through the illusory magic of the book, allowing the siblings to read a message hidden in the book written by their father.

Recently Bucky has figured out that she was able to attune to the book. As soon as she attuned to it she realized new aspects of what she possessed. The book's real name is The Codex Drydalis. Once attuned Bucky fluently understood new languages: both Sylvan and Druidic. If she does nothing else but rest over the course of a long rest, she may use what hours of it she is awake reading and studying. (Once per long rest you may make a DC 20 arcana or investigation check to try to unlock other abilities. If you succeed on that check, roll a d8)

So far Bucky has discovered within the pages of the book rituals to identify objects, awaken plants, transform the physical form of a willing humanoid into a fairy like form, to summon fey allies and learn fey strengths and weaknesses, to contact a powerful entity from beyond the prime reality and even one ritual that could potentially render the individual it was cast upon functionally immortal.

Using the ability to of the book to cast Identify, Bucky learned that the author was Dorn's mother, Lorelie, and the Lorelie is the daughter of the Queen of the Unseelie Court, the Queen of Air and Darkness: one of the most powerful Archfey of the Feywild.

More recently Bucky has determined that if she was able to spend a lengthier period of time studying the book she would be able to learn a great deal more from this magical tome.
Muffy St. Claire

Muffy is a member of The Lucky Seven and Light Bearer In Training (or "Lightberry" as they are sometimes referred to) for the Order of the Dawn. She grew up in Athkatmon in the wealthiest part of town. Muffy is skilled at socially reading others and putting forth the impression she desires, but every now and again when she accesses her innate magics, her companions get a glimpse of something darker...something that has scared some of them, namely her Light Bearer partner Rhys, to their very core.

Muffy was murdered by her own animated shadow in a fight against the undead skull of Pallon the Pious. She was brought back by her friends in a ritual with a magic seed that Bip had stolen from his people. However, when she came back, she was changed. No longer a being of physically divine characteristics, she now resembles a tiefling, a being of infernal origins.

Since being brought back to life, a large black bird has taken to accompanying her. She feels connected to it and accepts the bird, but seemingly doesn't know much about it or where it comes from, only that the two share some kind of bond.

Muffy recently gained wings and her original body, though is still not quite sure as to how. Her wings are made of silver ephemeral fire and allow her to fly. She can switch back and forth between her tiefling and aasimar form.

Weapon of Choice: her magic, primarily in the form of a skeletal hand.

Magic Items:

* Ring of Protection (attuned) **1\***
* The Peacock Pendant (attuned) **2\***
* The Slay Crown (attuned) **3\***
* Orc's Bane
* The Book (Manual of Flesh Golems)
* Blink Stone Bracelet (requires attunement)
* Sending Stone
* Mace of Disruption (attuned) **4\***
* Black Dragon Scale Mail Armor (attuned) **5\***
* Wand of Paralyisis (requires attunement)
* Cloak of Arachnida (attuned) **6\***
* Spell Scrolls (various)
	+ Color Spray
	+ Comprehend Languages
	+ Silence
	+ ~~Teleportation~~
	+ Unseen Servant
	+ ~~Control Water~~
	+ Negative Energy Flood
	+ Stone Shape

Teleportation Circles:

* Alabaster Lyceum in Athkatmon
* The Phoenix's Lair near Gracklstugh
* The Academy at Mytros in Thylea
* Citadel of Light
* Balistar's Citadel on the Plane of Air
* Waterdeep
* Nemesser Island in the Nelanther Isles
* Golden Spires
* Cassim’s Vault, below Loomlurch (Feywild)
* The Palace of Heart’s Desire (Feywild)
Mystery Jug

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty.
Sloshing sounds can be heard from within the jug when
it is shaken, even if the jug is empty.

You can use an action and name one liquid to cause the jug to produce the chosen
liquid. Afterward, you can uncork the jug as an action
and pour that liquid out, up to 2 gallons per minute. The
maximum amount of liquid the jug can produce depends
on the liquid you named.

 Once the jug starts producing a liquid, it can't produce
a different one, or more of one that has reached its
maximum, until the next dawn.

What types of liquid can the jug produce? So far Rensig has discovered three different ones:

* water, fresh (max 8 gallons a day)
* oil (max 1 quart a day)
* beer (max 4 gallons a day)

There may be other things it can produce, but he has yet to discover them.
Commander Gaius

Encountered in meeting with the King and Queen of Mytros, Gaius and The Lucky Seven took an instant disliking of one another. Clearly devoted to Sydon, he and Gram almost began fighting in the palace with both of their tempers raised before Queen Vallus interceded.

The Lucky Seven later found and killed him on the Island of Yonder in The Cerulean Gulf after he had stolen a piece of The Antikythera, a device they needed to navigate the gulf and the Forgotten Sea beyond.
Pythor

As one of the Five Gods of Thylea, Pythor is revered as the god of strength and battle. He fought tirelessly in the First War, driving back centaurs and gygans that threatened to overwhelm the city of Mytros. Many songs record his legendary exploits on the battlefield, while many others list his conquests in the bedroom. Pythor overthrew the tyrant lich king Lysis Arklenader (nephew of Estor Arklander) and took the throne of Estoria. He has ruled that city as king and god for almost two hundred years now but has decided he needs a break despite the fact that his people love him. Its just as well as Pythor is a terrible king, prone to drunkenness and nostalgic ramblings about his past glories. At the moment he seems to be going through something and has taken to even more drink than normal to cope. Gram suspects it's related to matters of the heart.
Conret Gallowglass

Conret Gallowglass is The Danharch of Amn, it's Minister of Defense. As such, he sits on The Council of Five. He has offered to pay The Lucky Seven a fee to remain on retainer to help defend the citizens of Amn. Conret is the only member of The Council with zero human ancestry. His personal bodyguard is Grumsh.
Plane of Earth

The **Elemental Plane of Earth** is an Inner Plane or Elemental Plane. Earth is one of the four elements and two energies that make up the known universe and therefore of keen interest to cosmologists. The abundance of large gems and huge ore deposits lure many greedy prospectors to brave the significant dangers of this plane.
Lamorna

Lamorna is the Unicorn of The Wayward Pool. Her partner was captured by The Hourglass Coven, taken for the magic properties of his horn. The Lucky Seven met with her but were followed by an assassin who was after her horn as well who was working for The Hourglass Coven. Thanks to the magic of the group, he was dealt with, interrogated, and banished.
Auntie Rhea

Witch of the Coos Lake. Gram Palos struck a deal with her on behalf of The Lucky Seven. The group is to retrieve an item known as The Eye of The High Priestess Chlora, and in exchange she says she will end the coming war between the elves and humans. Both Rhys Cooper and Bet Orhotker grew up hearing scary stories about her and some members of the group are not happy about the compact that was made with the witch.
Bobby

Bobby is a very cute little turtle duck hybrid summoned by Bucket Girl inadvertently due to her connection to the powerful artifact, The Infernal Device of Lum the Mad. When she woke up in Bavlorna's Bathhouse, there he was along with an annoying small sphinx named Greg. Greg did not make it an hour before he was destroyed by Bavlorna.
Clapper Claw

Clapper Claw is a small scarecrow created by Skabatha Nightshade. He ran away from Thither to Hither to escape from her only to have his original head taken by her sister, Bavlorna. When The Lucky Seven returned his original head to him he said he owed them big time and would act as their guide for as long as they wanted, though he mostly only knows his way around Thither.
Begbee

The mysterious blink dog that watched over Dorn as he was growing up, Begbee is a kind, brave and intelligent dog, with the fantastic ability to teleport. Corrin Honeypot appears to know more about Begbee's past than anyone and calls him by the name "Lythas" which Begbee responds to. Since leaving Athkatmon, Begbee has been a constant aid to The Lucky Seven.
Dragon Hide Armor

When The Lucky Seven killed Belagos, Bucket Girl was able to harvest a few items from his corpse. Of all the beings of magic and power to roam the land, trophies of a dragon kill sit above all the rest as prized possessions, and there is a reason for that. Beyond their rarity, they can often be crafted into items of significant power. That is the case with this armor crafted by Malakar from a portion of Belagos' hide. Gram gifted this magic armor to Chadwick Huddleton, granting him a degree of resistance to fire and greater protection than typical hide armor (+1). The armor actually saved Chadwick's life when The Lucky Seven found themselves face to face with General Bearl Orhotker.
Miriam

Miriam was Quartermaster of The Majestros, and later of The Brought Forth. A friend to Gram Palos, a pirate, and regular champion of unarmed cage fighting at The Sea's Bounty in Athkatmon and at The One True Ring in Freeport. Miriam beat Rhys Cooper in an arm wrestling competition on High Harvest Tide. Dorn beat Miriam in unarmed combat at The One True Ring earning both Dorn and Rhys a lot of money.

Magic Item:

Stone of Good Luck

Potion of water breathing/heroism
Lady Rohesia Aerlond

A figure from Muffy St. Claire's past, Lady Rohesia Aerlond is responsible for one the most traumatic instances of Muffy's young life. Muffy was tricked by Rohesia into taking her own mother's life by way of illusion magic and in the process was able to steal Muffy's light--a quality associated with Muffy's divine heritage. Now Lady Rohesia has returned, sending ominous threats that she will take Muffy's new family from her, that she will see the other members of The Lucky Seven dead for Muffy's refusal to cooperate and kill Gram as Rohesia had insisted.
Force Grey

Force Grey, otherwise known as The Gray Hands, is a group of elite adventurers who work directly for the government of the city of Waterdeep. Their job is to deal with threats to the city that The Guard and The Watch could not handle without risking significant loss of life. They are called upon only as a last resort, since the Lords of Waterdeep tended to not be fond of their methods.

Known members:

* Maliantor
* Meloon Wardragon
* Jardwim **(field leader)**
* Carolyas Idogyr
* Hrusse
* Asper (honorary)
* Vjara Safahr (directs the activities of the group but does not typically join them on missions)
Javelin of Lightning

Two Javelins of Lightning were taken from the fallen Commander Gaius after The Lucky Seven defeated him.

*weapon (javelin), uncommon*

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dragon Tooth Dagger

When The Lucky Seven killed Belagos, Bucket Girl was able to harvest a few items from his corpse. Of all the beings of magic and power to roam the land, trophies of a dragon kill sit above all the rest as prized possessions, and there is a reason for that. Beyond their rarity, they can often be crafted into items of significant power. That is the case with this dagger crafted by Malakar from one of Belagos' fangs. Now in the position of Dorn, it is a magic dagger that's strikes are imbued with a fraction of Belagos' own fiery bite.
Lutheria

First mentioned to The Lucky Seven by Kyrah when listing the entities thought to be the Gods of Thylea, and then later brought up again by The Oracle as part of her prophecy, The Lucky Seven had their first encounter with her on their way to Mytros. Lutheria sent them all a collective nightmare. The Oracle said she had some connection to the Feywild. Kyrah said she was a Goddess of Dreams. Two other times she attacked The Lucky Seven in their dreams, the latter time causing Gram to go mad and attack the other members of the party. Not much else is known about her or her motivations other than that she seems to be set against the path of The Lucky Seven.

She appears to know something about the mysterious Lorelie but only taunted Bucket Girl when asked about that matter.

When she attempted to acquire all the pieces of The Rod of Seven Parts held by The Lucky Seven, combat broke out, and in the end, The Lucky Seven and their allies were able to defeat her.
Eldath

*The Quiet One, the Lady and the Watcher, the Guardian*
*of Groves, the Mother of the Waters*, *Goddess of Peace*

Notable worshippers:

* Keelin

Eldath is the goddess of waterfalls, springs,
pools, stillness, peace, and quiet glades. She is thought to be present at many
such places, particularly those that serve as druid groves. Eldath is a goddess
of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying.

If you’re in the wilds and the quiet places,
Eldath worshippers may be found, though they are not easy to find.
Daggerford

Daggerford is a small but consequential town located relatively centrally along the greater Sword Coast. While it is primarily a farming community, and considered by some to be a stopover town, the town has great ambitions to grow and be seen as an alternative to their northern neighbor of Waterdeep.
Pearl of Power

This magic pearl was found in the hoard of Pallon the Pious. The pearl is clearly magical, small and glowing with arcane energies it can barely contain.

You can use an action to speak this pearl's command
word and regain one expended spell slot of up to 3rd
level. Once you have used the pearl, it can't be used
again until the next dawn.
Marco

The name Marco inspires fear in the hearts of most residents of Amn who hear it. Some say the man Marco is a legend meant to scare others to keep people in line. Anyone who has actually encountered Marco will confirm the legends are, in fact, a reality. The most important thing to know is that if you find yourself face to face with Marco, your best bet is to run. Larger than a man, but smaller than a giant, he is the alleged stepbrother of Professor Xavin Broom. The Lucky Seven first encountered Marco, who was sitting in a almost completely destroyed tavern with a friend, in Esmereltan. Bodies littered the streets all around the tavern.
Sydon

Sydon is one of the figures that Kyrah identified as one of the Gods of Thylea. Gram, however, quickly discovered that he knew Sydon in a different context: as a prophet of Tharizdun. Who or what Sydon is is not especially clear, other than the fact that he is immensely powerful, easily able to walk into Gram's dreams at will, and capable of commanding the weather. Sydon has told Gram that he would best be served by returning to Amn to deal with the invasion from The Nine Hells, however if Gram insists on staying in Thylea, he can serve a purpose by bringing the pieces of The Rod of Seven Parts to him at The Tower of Praxis in The Forgotten Sea.
Prismeer

Prismeer is a vast domain in The Feywild. When The Lucky Seven first arrived there it was ruled over by the Hourglass Coven who each control one of it's three realms: Hither (a vast swamp), Thither (where Rensig originally made his home back when he knew that he was in fact Tuxil the Trinkletlord, a lesser archfey) , and the mysterious Yon. Before that it was ruled over by the archfey Zybilna, Queen of The Witches and her Crystal Court, and most residents of Prismeer that. Thanks to the efforts of The Lucky Seven, the Hourglass Coven was unseated from their position of seized power and Zybilna and her court were restored.
The Oracle

A great seer in the land of Thylea. The Oracle has prophesied the arrival of heroes that very much match the description of The Lucky Seven. When The Lucky Seven met with the Oracle, the Oracle delivered the following prophecy.

“Four are Lost, Three Great Tasks Await.

The Four are not what you think: a forge, a fortress, a queen, and a treasure.

The Fates have revealed three great tasks related to these, that must be accomplished before you can end the threat from beyond the stars.”

“You must shape and ignite the silver fires of the lost forge in order to craft the Seven into One.. The king of Astoria knows where to look, but there is another king connected to your future. And Child of Death, you must first realize that which is not lost. Your inner light. Your light will reignite the forge. That is the nature of first task, though these tasks I have seen in this order, you may approach however you see fit.

The Next Task you know well, you must claim the remainder of the Seven Pieces of the Rod, one of the piece you have come to these lands seeking is in the Lost Treasure of the Dragon Lords. I sense this task will be the hardest all told, it will take you to lands unimagined and face challenges that will test your limits.

But before doing that you must complete the third task, venture to the Lost Fortress of Telamok. Defeat the one who cannot be defeated and eat of the lotus that does not exist. That is the only way to find the Lost Treasure as well as the other Pieces of Seven.

“But woe unto thee, for I have seen the end of all things. I have seen a hungry hole at the center of all reality that screams a silent note in constant maddening agony as the world collapses. The Servants of the one in the void get closer to their goal, and The Lost Queen schemes even now. Your quest may yet fail and, if it should, the sky will rain black fire, and the doom of all worlds will come.

“Word of your deeds has already begun to spread, you will be sought by the second king. Should you serve his aim you will also serve your own goals.”

Bucket Girl, Rensig, and Rhys know the Oracle's secret.
Oswalt

Oswalt is one of the leaders of The Resistance, though he often refers to it as "The Menagerie" given the often used animal themed code names and masks, an idea he came up with. He has a background in theater and a bit of a flair for the dramatic, though his heart seems more focused on the work of helping people than the trappings of his former life... which occasionally seep through. The Lucky Seven have taken to calling Oswalt "Major Danger", a nickname he doesn't hate.
Dutch

Dutch is a well meaning, friendly, teenaged tabaxi would-be-musician. He first met The Lucky Seven while practicing his piano skills during off hours at The Antlers. There was an instant bond between Dutch and especially Rhys Cooper and Bucket Girl. For some reason, the group asked Dutch if he'd have any interest in going along with them, and for some reason, Dutch said yes.

Magic Items:

* War Lute
Rasmus

Rasmus is one of Santa's lead toy makers and most faithful assistants, although according to Santa, 75% of what he says is bullshit. When Dorn drew the Void card from The Deck of Many Things, Santa said he would look after Dorn's body. He sent Rasmus to accompany The Lucky Seven so that Rasmus might be able to help them but also so that if and when the group was able to locate and free Dorn's soul, Rasmus could help coordinate bringing Dorn back to the group.

Magic Items:

* All-Purpose Tool (attuned)
* Ring of Warmth (attuned)
* Jump Rope of Entaglement
* Gray Bag of Tricks
* Pipe of Smoke Monsters
* Ear Horn of Hearing
* Sending Stone (Santa has the other in the set)
* Whatever he makes
Court Gentry/Abilities

## Abilities, Knowledge, and Skills

"*The Gray Man is trained in long-distance sniping, in close quarters battle, in edged weapons, Krav Maga, the martial art used by Israeli Special Forces. He can kill with a long gun, a short gun, or no gun at all. He can take you out from a mile away, or you can die with his breath in your ear. He had extensive training in explosive ordnance and even poisons.*"

### **Skills & Skillset**

"My skill set is not conducive to honest work."
-Court Gentry in the The Gray Man (novel)
#### Skills

"Gentry had spent sixteen years in covert operations, studied faces and evaluated threats for a living. He knew what an operator looked like when the fight was over, and he knew what an operator looked like when the fight was about to begin."
-Court Gentry in the The Gray Man (novel)
* **Threat Assessment**: He can study faces and evaluate threats.

## References

1. ↑ *The Gray Man (novel),* Chapter 9, Page 86
2. ↑ *The Gray Man (novel),* Chapter 30, Page 331
3. ↑ *The Gray Man (novel),* Chapter 6, Page 45
Estor Arklander

The infamous captain of the ghost ship *Ultros*, Estor Arkelander has sailed the waters of the Cerulean Gulf for centuries. Estor was once one of The Dragon Lords, but traded his dragon for the magical ship The Ultros. After The Lucky Seven found their way onto the ship, the majority of them soon found themselves in a waking dream created by the captain. Eventually the events that transpired lead to Gram taking over as Captain of the Ship after Estor offered ultimate power to either Rhys, Gram, or Bucky, and Rhys volunteered Gram. However that was not all Gram received in the process...
Polaris Magistrate Codex

This Original Copy of the Polaris Magistrate Codex was found in the vault of Cassim Duemien under Loomlurch.

**Polaris Magistrate Codex**

*Wondrous item, rare or legendary (requires attunement by a lawful creature)*

This gilded book of law is filled with detailed ordinances regarding Polaris, a city held aloft by astral magic. Through the city's dedicated magistrate, this book has been given the following magical properties.

The book can be used as an improvised light hammer, which you are proficient with while attuned to it. On a hit, the target takes an extra 1d6 psychic damage, or half as much psychic damage if it's lawful.

While holding the book, you can use an action to read from it aloud and wrack nearby creatures with guilt for their wrongdoing. When you do, each creature within 15 feet of you must succeed on a DC 15 Wisdom saving throw or take 2d6 psychic damage. On a success, the creature is immune to this effect for 24 hours. If a creature is lawful, it has a +5 bonus to the saving throw.

Original copies of a *Polaris Magistrate codex* are almost unheard of, but the ones that exist have spent centuries steeped in their own powerful scripture—intensifying their magic. The following codex variant is a legendary item with additional properties:

***Amendments.*** The book deals an extra 2d6 psychic damage on a hit, instead of 1d6, and returns to your hand immediately after making a ranged attack with it. In addition, the saving throw DC for when you read from the book increases to 17, and deals 4d6 psychic damage instead of 2d6.

***Bound by Law.*** You can use an action while holding the book to cast the *hold person* spell (save DC 17). On a success, the creature is immune to this effect for 24 hours. If a creature is lawful, it has a +5 bonus to the saving throw.

***Objection.*** While holding the book, you can use your reaction to cast *counterspell* (5th-level version) from it. If the triggering spell was cast at 6th level or higher, the *counterspell* automatically fails. Once the book has been used to cast this spell, it can't do so again until the next dawn.
All-Purpose Tool

*Wondrous item, uncommon (+1) (requires attunement by an artificer)*

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the *Player's Handbook* for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Bob the Skull

Bob, who's real name cannot be pronounced by non-air elementals, is not a skull at all despite his name sake. He is, in fact, an awakened air elemental, a spirit of intellect, bound to the skull to be a wizard's aid by the legendary practitioner of the art, Mordenkainen. While many elementals are beings who's sentience is something one could debate for hours, there is little doubt that Bob is a truly sentient being. He is an expert in most things relating to the arcane and happens to be quite adapt at potion craft, able (with the help of someone with hands) to make versions of several classic potions in a fraction of the time--the trade off being that his potions are not as stable and do not retain their potency for long.

Bob was found by Bucky of The Lucky Seven in the hoard of Pallon the Pious. Bob seemed to be especially grateful to be free of his dank surroundings.
Session 22 "Out of the Fire and into the River"

**Session 22 recap**:
Out of the Fire and Into the River

Only by surrendering all of your wealth and the noble
sacrifice of Kohlam to stay behind did you survive your encounter with Belagos
the Red Dragon. After an exceptionally persuasive case made by The Lucky Seven,
he permitted you to leave and live. You persuaded him that you would remove the
so called “vermin” from his mountain. He gave you seven days to
remove/eliminate the human forcers, the Shield of Ucerin. If you failed to do
so, he said he would not only kill Kohlam, but further hunt all of you down as
well. After making your way through an encounter with a creature made of
various joined together body parts, your persuasion and deception skills again
came into use when you convinced the human forces to let you out of the Kobold
Tunnels. No doubt the fact that the prisoners that you had entered with,
including Kohlam, were not with you helped matters some. The commanding officer
who had let you out told you he would find you after you had a chance to bathe
and clean yourselves up to get a better sense of the veracity of your claims.
Before that could happen you decided your best bet was to leave the camp, and
so Bet revealed another trick up his sleeve, he was a high ranking officer of
the Shield and was easily able to get the guards to let you out into the
dangerous forest beyond, even to give you some horses, though those were taken
in the night, the only clue to the horse nappers was a red palm print on a tree
that you had tied the horses to. Neither troll nor human seemed behind it, but
Bucky suspected whoever it was did not want you in these woods. Eventually you
made your way to a very wide river, and Bucky took off south, into what Rhys
and Bet suspected to be the territory of the old witch of all those stories
they heard as children, Aunty Rhea. After convincing Bucky not to continue any
further south, you all attempted to cross the river with varying amounts of
success. In the chaos Bucky took off south again, Gram following her, and that
was the last you saw of them. Now wet and tired with the sun going down you had
decided to make camp and wait for your companions.
Bucket Girl

### Relatives

Darlie Honeypot (mother), Yesla Honeypot (sister), Corrin Honeypot (uncle), Cassim Duemien (father), Naivara Vinedale (birth mother), Alora Vinedale (aunt), Dorn (brother)

## Physical description

### Eye color

Blue

Zeflie Honeypot, known to her friends as Bucket Girl (or "Bucky" for short), is a half elven member of The Lucky Seven. Bucky followed the other members of the group for some time before officially joining their ranks. After a rough start, she has since grown close with her fellow adventurers. Her real name is Zeflie.

A future version of herself became an Archfey and ruler of a Feywild realm.

Bucky was aged 30 years by the power of Estor Arklander when Lutheria drove Gram to attack The Lucky Seven, over doubling her age.

## Biography

Bucky grew up in the hafling village of Elttash.

## Personality

Of all of the members of the group, Bucky seemingly has the most unique worldview, often treating people that seem harmless with suspicion, yet being open and kind to beings generally considered to be monsters by others.

## Relationships

Bucky recently found out that she is the half-sister of Dorn, her fellow member of The Lucky Seven and that her birth parents, Naivara Vinedale and Cassim Duemien were members of the now retired adventuring party, The Company of Eight. She was raised by the halfling Darlie Honeypot, along with her older halfling sister Yesla. Her uncle is Corrin Honeypot, another member of The Company of Eight.

## Skills

Zeflie is an expert in Stealth, Slight of Hand, and Thieves' Tools.

Her weapon of choice is the bow and arrow.

## Items

* Fenthras, The Foxglove Bow (attuned) **1\***
* Spell Storing Ring (attuned) **2\***
* Ring of Adaptation (not attuned)
* Geminate Blade (1 of 2)
* Quiver of Ehlonna
* Psychic Paper (not attuned)
* The Cloak of Elvenkind (not attuned)
* Book of the Feywild (The Codex Drydalis) (attuned) **3\***
* Bob the Skull
* Bag of Holding (22 lbs. remain that the bag can hold. If the bag exceeds this weight it is destroyed and all items in the bag are lost in the astral sea)
* Teleportation Field Devices (attuned) **4\***
* The Wheel of Stars (in Lutheria’s possession)
* The Behir Bow (requires attunement)
* Dimensional Loop (in Lutheria’s possession)
* Mirror of Scrying (requires attunement)
* The Traveling Fortress of Telamok
* The Witching Cloak (attuned) **5\***
* Carpet of Flying
* Cartographer's Orb
* The Infernal Device of Lum the Mad (attuned) **6\***
* Nolzur's Marvelous Pigments
* Fairie Flute
* Chittering Spyglass
* Memory Scalpels
* Razor Wire Arlbalest
* Djinn and Tonic
* Javelin of Lightning x2
* Magic Arrows (various)
	+ +2 arrow
	+ Fire Arrow
	+ Ice Arrow
	+ Forest Arrow
	+ Silence
	+ Thundershot
	+ Darkness Arrow
	+ Sleep Shot
	+ ~~Dragon Slayer~~ (used to kill Belagos)

## Meta

Bucky is a Half-Elf inquisitive Rogue, her DEX score is 20, her INT score is 22. She has The Lucky, Keen Mind, Skilled, Observant, and Fey Touched Feats.
Lisette

Lissette the Gate-Seeker is one of the more prominent Sigilian experts of the city's varied portals. The Lucky Seven were lead to her by Kylie in an effort to find a portal to the Paraelemental Plane of Ooze/Mud that would ideally plant them on some sort of solid ground as opposed to in the muck itself.
Goggles of Misty Sight

These goggles were originally taken off the body of Talisen by Rhys Cooper after The Lucky Seven defeated and killed Talisen in the ruins beneath Kymall’s. Rhys kept them for awhile, eventually trading them to Bet Orhotker for the Arcing Bracers. When Bet parted ways with The Lucky Seven, Bucket Girl snuck up behind him and robbed him of the goggles. Before their final fight with Belagos, Bucky returned the goggles to Rhys, reminding him of his pledge to carry on Talisen's work saying that the goggles represented that pledge, and then asked Rhys if he wanted them back. He did.

The goggles allow the wearer to see through either smoke based or mist based vapors as if there were nothing there. The user makes the choice when putting them on.
Session 27 "Bip & Gnasher"

Session 27 recap: Bip and Gnasher

After your victory at the bridge you took refuge deep within
Snake Woods, making camp for the night. In the middle of the night, Dorn and
Gram encountered Bip the Sprite while on watch.
One thing lead to another, and Bip ended up growing a new hand for Dorn
out of a seeding of what he called the Great Yew Tree. Sharing similar goals he
proposed an alliance and joined you on your trek to the Mining Camp controlled
by the Shield of Ucerin. On your way there you came across another unlikely
ally. It was Gnasher the Troll and he was being beaten by one of the Flesh
Golems made by The Coopers for the Shield of Ucerin. You swiftly and without
much trouble defeated the Flesh Golem, and the soldiers escorting the monster.
Now we join our heroes as you continue towards the mining camp: The Lucky Seven
with the tiny Bip and large Gnasher along with you.
Orc's Bane

A magic rapier of Elven design found by Muffy St. Claire in the ruins below Kymall’s. This magic sword glows a faint blue when orcs are nearby and does an additional 1d8 damage to anyone with orc blood in them. Muffy may not be proficient with a rapier but she certainly knows how to do some damage with Orc's Bane.
Order of The Even Fist

The Order of the Even Fist is a monastic order based in Waterdeep, dedicated to the tenets of Tyr. A relatively small organization, the Order consisted of monks, clerics, sacred fists, and fighters, all devoted worshipers of Tyr. The Order is based around Hlam's Way of the Sacred Fists, a monastic discipline that combined elements of cleric and monk training.

Although Hlam is Grand Master of the Order of the Even Fist, he had little involvement with the organization, though he views it favorably. After Grin saved his life when The Brought Forth capsized in the malestorm on the way to Thylea, Hlam agreed to contact The Order to aid in the fight against the forces of The Nine Hells who had occupied Athkatmon.
Brenton Evensnow

Brenton Evensnow is the man in charge of the baker's guild. Evensnow rose through the ranks quickly to take over the guild, and when Rhys' peers Samuel Chivers and Chadwick Huddleton were asked to, they abandoned their friendship with Rhys to follow the incredibly charismatic Evensnow. When The Lucky Seven encountered the badly burnt Chadwick Huddleton below Haylee's Bathhouse, Chadwick revealed that he had followed the men who had burnt him down here. That he believed that they were with The Giant's Legion and were working on behalf of Evensnow--that Evensnow had started employing Giant's Legion members as muscles, replacing Chadwick who had previously been his muscle. Chadwick also told Rhys that the "accident" that had caused his bake shop to be burnt to the ground was no accident at all. It was Chadwick who had done it and he was acting on Evensnow's orders.

As it turns out Evensnow is one third of The Chimera. One of the Three leaders behind the Incursion from The 9 Hells. Evensnow was beheaded by Gram Pelos in Evensnow's villa in Bella Mar.

Balistar North informed the party that he susspected Evensnow was one of the Abashai, a subset of Devils loyal to the dark draconic God, Tiamat.
Session 53 "More Dwarves"

Session 53 recap: More Dwarves

Jasinda of the Menagerie had shown The Lucky Seven a map of the murders in Athkatmon, the positioning seemingly forming a symbol of the 9 Hells. Balistar had informed them that the technology to make what he referred to as soul residue, the black sludge that had empowered the automatons you fought along with the designs of the automotons themselves, might just stem from such a place despite the popular take that they had come from the island nation of Lanton. For one he posited that any automotons originating in Lanton would likely not run off the corrupted residue of souls.

The Menagerie and Lucky Seven agreed that it was no coincidence that the murders were taking place in a pattern, that there was something ritualistic about them and that there was something at the center of the pattern, a bath house, below which The Lucky Seven discovered strange rituals taking place in catacombs, and eventually a river of the sludge, seemingly all being drawn to a waterfall that descended hundreds of feat down. In order to try to learn more of what was happening, the group followed the river of sludge below Athkatmon, and it just kept descending. Eventually they found the contents of the river being barreled by more automatons and some strange looking being on all fours guarding over them.

Waori (Wah-Orey), previously known as Gram, had found tracks of the sludge, something was taking the barrels deeper into the earth, and the Lucky Seven found out who exactly it was. Grey Dwarves riding giant tarantula like creatures. When Bucky figured the dwarves me be a danger to her friends, she attacked their leader, and battle ensued. Now most of the dwarves are dead, some have fled, and two have been captured by the group: Orsik and Delg. Along with the two dwarves, Bucky found two goblins who had been the prisoners of the dwarves, Bibble and Yuk Yuk, who seemed a little worse for wear, but mostly okay and have joined you to make camp.

With Bob acting as translator, the group questioned Orsik, found out that he and his group of transporters had been sent by some group known as The Faithful. The Faithful apparently followers of someone or something known as Amon the Faithful. Orsik mentioned some of the dwarves they had battled had been believers, but the he himself was just in it for the work. That they were indeed transporting the sludge. He gestured to Muffy and ask if she was not of the Faithful? Asked if she might be one of The Eyes of Amon? Whoever the Eyes of Amon are, they’re apparently all tieflings.

Orsik informed you that the destination for the barrels was Grackestrugh, the City of Blades. When you asked him if it was down here? He said no, it was much deeper…in the Underdark.
Fairie Flute

Found by Bucket Girl beneath Loomlurch in the vault of her father, Cassim Duemien, the flute has the following properties:

Fairie Flute

Wonderous Item, rare You can use the faerie flute to summon a swarm of diminutive faeries to your aid. To summon the faeries, you must succeed at a DC 13 Charisma (Performance) check as an action. You can then direct the faeries by speaking to them in Sylvan, or by succeeding on a DC 14 Charisma (Performance) check as a standard action.

The faerie swarm can work together to lift and carry an object or a willing creature weighing 50 pounds or less. When carrying a creature or object, the swarm has a 15 foot movement speed. A carried creature cannot move on its own, but is otherwise unhindered in its actions. When the swarm is not carrying anything, it has a 40 foot speed.

Against your foes, the swarm is less benevolent. Treat the faeries as a swarm of bats. The swarm can also use its action to surround a single creature and pull a prank on it, stealing one item unless the target succeeds on a DC 12 Dexterity saving throw, or causing the creature to have disadvantage to attack rolls and ability checks for 1 round. The swarm remains for 5 rounds, or until it is dispersed. You can summon the faeries once, and regain the ability to do so after a long rest.
Orb of Kraid

A 3 inch diameter orb of gold bands that hangs from an old
piece of twine. Woari gave his eyes in exchange for it's power.

The orb has 3 charges. As an action, you can dangle the orb
from the twine, and then by expending a charge you can cast detect magic from
the orb. The orb regains all expended charges daily at dawn.

The orb acts as a casting focus.
"The Poisoner"

A bizarre elf child who's only known name is "The Poisoner". He grew up in the sewers below Athkatmon, and spent some time in the company of The Sewer King, likely as one of his child criminals. When The Lucky Seven first assembled and stopped the manticore that was plaguing the Sewer King and his people, "The Poisoner" saw for the first time another with elven features, it was Bucket Girl and had been trying to find her for some time, finally tracking her down when The Lucky Seven went to investigate what connection Haylee's Bathhouse and the area below it might have to the string of ritualistic murders in the city. The Seven found themselves unable to shake "The Poisoner" and so agreed to take a child claiming to be 7 years old along on their dangerous adventures.
Razor Wire Arlbalest

Taut limbs of onyx fibre- glass spray from a stock of menacing elegance. The projectiles it fires split mid-air, laying lines of razor wire that slice foes to bloody slivers. The firer of the Arlbalest picks two points within 100ft, not more than 30ft apart. Two projectiles, linked by razor wire, are launched to those points. Creatures moving across the wire must roll a DC 15 dexterity saving throw, taking damage equal to the distance they planned to move that turn (or half on a successful save). The razor wire breaks after it deals 90 points of damage or more. Once used, this item cannot be used again.
Arcing Bracers

These bracers were originally found by Bet Orhotker in the basement of the Cooper Manor the night The Lucky Seven saved Dorn from the clutches of Lord and Lady Cooper. Before leaving the group, Bet traded them to Rhys for The Goggles of Misty Sight.

The bracers allow the wearer to absorb some amount of electricity, granting them resistance. Additionally, if the wearer absorbs enough electricity they can release it as an attack either in the form of a witch bolt, or at its max capacity, a lightning bolt.

After being upgraded using the lightning gland from The Behir, they now can do even more.

**Storm Caller Gauntlets**

*Wonderous item, very rare, requires attunement*

If you are outside and wearing the gauntlets, you may spend an action to call a lightning bolt form the sky centered on yourself, forcing every creature other than yourself within 10 feet of you to make a DC 16 Dexterity saving throw. On a failure, they suffer 6d6 lightning damage, or half that on a success. You take no damage and can charge up the gauntlets using the lightning damage. Once this ability has been used once, it cannot be used again until the next dawn.

Additional charge applications:

·      Lightning bolt can now be cast with only 2 charges.

·      When the gauntlets have one charge, you can choose one other creature you can see within 10 feet of you as a bonus action. The target must make a DC 16 Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you gain more charges, increasing to 2d6 with two charges and 3d6 with three charges.

·      Finally, you can now cast the spells shocking grasp (1d8) and lighting lure (1d8) at will with the gauntlets (no verbal or material components required). When the gauntlets have one charge it becomes 2d8, when the gauntlets have two charges 3d8, and  when there are three charges, 4d8. The spells use your spellcasting modifier. Casting these spells does not consume the charges, however the gauntlets lose all charges after 8 hours from your most recent charge up.
Gracklstugh

**Gracklstugh** (pronounced: /ˈgrɑːkʊlstuːg/ *GRAK-ul-stoog*), the *City of Blades*, is a duergar city on the shores of the Darklake.

Gracklstugh is a cavern city and subterranean port. It had smelters and foundries mingling among stalagmites. The air smells acrid and is filled with industrial sounds: fire, steam, and iron ringing. The city is lit by firelight. The cavern slopes down on the eastern side to join the Darklake.

Laduguer's Furrow, also known as "the Cleft," splits the city in half north-south. Bridges connect the higher city to the lakeside districts. The west side is off-limits to foreigners.

It was here that The Lucky Seven encountered The Devil Amon. Some hours away is the lair of The Phoenix and the Portal to the Plane of Fire.