recursal/Fanatic-Fandom huggingface dataset:
Broadwings

This simple cloak of eaglefeathers belies a great magical power. Requires attunement. You may spend hit die at the beginning of any turn. If you do so, roll them and add your constitution modifier. You gain a fly speed based on the total, which lasts until the beginning of your next turn. Medium creatures move twice the total, small creatures have five times the total. In addition, you can glide while falling, making you immune to falling damage while concious.
Bellringer Hammer

A maul of brass and orichalcum, in the shape of bellringing hammer. +1 Maul

You may to attune to this weapon, if you do: it can contain up to 6 charges, and regains 1d6 charges whenever you Channel or attend an Event (including Social Expeditions). Whenever you hit a creature with the Hammer, you may expend X charges to cast Thunderwave at Xth level, with the area increased to an X times 15 foot cube. The cube must include the creature you hit with the attack.
Ank's Pits

You can smell Ank's Pits before you can see them. An open air pavilion centered on a bubbling vat of pale yellow fluid, surrounded by hides in various stages of decay and preservation. Ank himself is a lean, green-scaled, dragonborn whose broad smile reveals just how few teeth he has left in his gums.

"You comin to buy or to seee-ell" He screeches, before gleefully dunking an easily identifiable goat skin into the noxious broth.

Ank will purchase scavenged body parts and pelts, and will sell various leather based goods.

 Anks Masterwork
Expedition 43: Gather Dragonsbane

### Summary

On Candel'sar's information, we aim to defeat Kazreme by first finding a stash of Dragonsbane beneath the Far Hills. The Dragonsbane is in the form of a Sparksouled husk, imprisoned in a dungeon.

### Detailed Writeup

Going to the southern Far Hills via the Felwood

Swarm of giant flies attack us in the Felwood. Tolyr casts Burning hands through the party to target all the swarms, But Arha’s aura prevents much of the damage.

Transmutation aura throughout the entire forest. As the forest thins the aura fades as well over about 30ft

Find an abandoned building with an odd transparent shield. Identified later as a +1 trueglass shield, *Refract*

Get to the cave. Wall with writing ”Here lies Dragonsbane, Respected, feared, and dangerous,

Let it rest.” . Detect a faint magical aura a foot or so below the ground. Dig and find more text. Lightning damage opens a small door. Noxious poisonous smell from beyond the door.

Crawl through the tunnel. Mechanical rat snake guardians. Uzmir casts Tongues on Jaime to communicate with them. He bluffs that we have been sent by Ambassador. Then we reach a poisoned gas filled and electrified tunnel.

Tolyr goes unconscious in the tunnel Nexrin pulls him out but can’t wake him, and he’s left behind.

Find a barge ferring back and forth over a pit of scid.Board the ferry and come to a chained and locked door on the other side. Jaime breaks the lock

A sparksouled waiting and attacks Jaime. The sparksouled is “Dragonsbane” and made of suh. Jaime still has Tongues and attempts to communicate but is ignored. Dragonsbane continues to attack. Uzmir shoved into the acid pit. Nexrin is knocked unconscious. Arha crits and smites and downs it with a mighty blow.

The walls of the locked room are covered in murals with inlaid dragon scales. We collect the dragon scales: 6 red wyrmling, 9 young blues, 1 green adult.

6 wolves ambush us on the way back through the felwood. Arha, Nexrin, and Yugmela kill wolves and the rest flee. We collect 3 direwolf heads for the bounty.
Drelni Spell-Sabre

A curved blade of layered and waved Veadrin steel. A +1 scimitar. Whenever you hit with this weapon against a living creature , you may expend a spell slot. Deal an additional 1d6 necrotic damage per level of the spell slot, and regain half that much life. If you are bloodied, increase the bonus damage to d8s. If the target is a beast, you regain the full amount of extra damage.

*Found in Expedition 45.*
Calliope Starchaser

Calliope can be brusque, rude, and unrefined, but remains oddly charming despite (or perhaps thanks to) her lack of social graces. Her mind always seems to be somewhere else, whether working through complex new designs or dwelling on painful memories she is reluctant to share. Her devil-may-care attitude and gallows humor disguise a fierce ambition and protective streak.

## Calliope's Introduction

*The run-down little shop at the edge of town is a bit of an eyesore. You might think it was the site of a scrap dump if not for the rickety sign reading “Calliope’s Thingamajigs and Whatchamacallits” hanging at an odd angle above the door. Odd noises issue from it at all hours—metallic screeching, clanking, the odd explosion, and, most common of all, a litany of colorful Duallithi curses.*

*Tonight, the invective has reached a particularly impressive pitch. Its source is a young gnomish woman, olive skin beaded with sweat, wild sandy-brown hair barely held out of her face by an oil-smeared bandana. Her form is dwarfed by the oddly-shaped suit of armor that dominates the back end of the little shop, propped in the air by a pile of flimsy scaffolding that looks distinctly unequal to the task.*

*Her leather-gloved hands flit from joint to joint in the articulated metal suit. Tighten a little there—fasten that plate down—connect those strange-looking tubes—another foul-mouthed exclamation as the whole suit wobbles in place, but the scaffolding holds.*

*Finally, the armor seems to pass muster. She produces a smooth green stone from her filthy overalls and presses in into a receptacle on the armor’s chestplate. It fits into place with a satisfying \*click\*, but her fingers linger on it. "Work, dammit…" she mutters at the armor as the stone begins to glow a dull light.*

*A hum begins to fill the room, low at first but intensifying as runes start lighting up, one by one, across the armor. Their soft green glow casts the gnome’s eager expression in sharp relief, the shadows turning it into something desperate, almost menacing. As the hum reaches its peak, the whole suit of metal twitches—once—twice—and then with a deafening crack, the entire thing shatters.*

*For a long time, half-buried beneath the wreck of metal, the young gnome lies there unmoving. Finally, she forces herself into a seated position, pauses, grits her teeth, and tries to rise. Her useless legs only twitch. They haven’t been capable of unsupported movement in a long time. After a long, painful moment, the runed braces on both legs hum to life and slowly, stutteringly lift her up. She regards the wreckage of her armor with a defiant expression. “Guess I’ll need money for more materials, then,” she announces to the dark workshop, as if daring it to respond. The shop, for once, is silent.*
Expedition 47: The Mummy's Curse

### Summary

Hoping for an easy fight, the foursome gets anything but when they are attacked by an army of axebeaks. Yezra peers into a grave and is cursed with Feeble Mind.

### Detailed Writeup

The party of four decided to head up the Shriekcliffs to gain combat experience. Everyone was able to start the climb without trouble, and we didn't go far without being attacked by a swarm of sixteen axebeaks, which became more complicated when they would seem to freeze in mid-air, indicating they are Time-Weft.

The swarming birds strike out at the group, briefly felling Yugmela and Yezra, and nearly felling Nexrin before they're able to be driven off. With such a near-miss, the group decides to leave. On their way back, they find a small carveout in the cliffside with a plaque that none of them can read. Yugmela notes with Detect Magic an aura below the ground and Yezra digs to find a coffin and opens it. They find a gnome corpse with hands clasped on a white rod and a sigil on it's forehead. Upon seeing the sigil, Yezra is promptly struck dumb, unable to comprehend or speak language. Nexrin attempts to close the coffin and get everyone to leave, but Yezra is determined and snatches the rod before the group leaves the area.

Nexrin takes Yezra to Delphi, who is unable to identify what happened, only saying that Dispel Magic or Greater Restoration are the best chances at breaking the affliction. Delphi will also identify the rod as an Arcanium Rod.
Expedition 68: The Great Tidehulk, Master of the Seas

### Summary

We investigate the appearance of mutant fish on the shores of DyrRoc, leading us to a gigantic octopus under the ocean. We defeat it, turning it into a smaller octopus and a Heart of Water.

### Detailed Writeup

The part looks at strange fish that have been washing up on shore. The fishermen at the docks point us in the direction where the strange fish were coming from.

We take a boat out to the area out to the west and Bea talks to a silverscale fish and asks if there are any three eyed sharks. the fish directs us to a shark with at least three eyes.

We all start swimming down looking for the shark. Those in heavy armor sink faster and the party slowly separates. the shark attacks as the party breaks up. We all take pot shots. It's immune to necrotic and immediately knocks gonerton out and eats him.

Bea uses her trident of fish command to take control of the shark.

Gonerton is revived and swims away back to the boat in terror.

Bea talks telepathically to the shark to find out what mutated it, we learn of the tide hulk.

The spell runs out and the shark attacks, Bea and nexerin get eaten.

Gonerton spends two hideous laughters allowing the party to escape

We then sail to the spot where we heard the tide hulk was and find a giant wall of fish

Bea talks to them and the tide hulk invites us all in.

The Tide Hulk is a massive cross between a sea anemone and giant demon octopus

We start fighting and Bea steals the tide Hulks giant shark and causes it to fight for us.

A swarm of quippers attacks Gonerton, clarity jumps in the way and saves him.

Yerza begins to be corrupted by the tide hulk's mind tentacles.

Bea starts to doge as literally everything starts to attack her so the Tide hulk could regain its pet shark.

Eventually Nexrin gets the killing blow .

After the Tide hulk dies it leaves behind a tiny octopus and a heart of water

We all take the octopus as a pet, and learn it was another ploy by the succubus.
Blademaster's Aid

A small ring of braided silver. Does not consume an attunment slot. As an action, the ring can be attuned to a single weapon you hold in your hand (the previous weapon is unatuned). As a bonus action, you can call the weapon back to you, it flies directly towards you through the air. You may also activate this as an attack if there is a creature between you and your weapon.

*Bought by Nexrin on a merchant ship and bought from him by Yezra.*
Dream Dolmen

This silver and stone chamber resembles a spacious coffin. A humanoid can sleep in this Dolmen and cast the Dream Spell targeting themselves. This opens a flexible Dreamscape that the caster can manipulate fluidly for the duration of the Dream Spell. Each Dolmen has a unique runic identifier that permits access via the custom spell Access Dream Dolmen.

**Scope:** 1

**Complexity:** 2

**DC:** 14

**Materials:** 25 GP of marble, Sand from either the feywild or the plane of fire, and 300 GP of ephemera.
Band of the Deepguard

A thick band of adamant, inscribed with dwarven runes of protection; it offers protection from all threats both physical and otherwise. You gain +1 to all saving throws. Creatures must confirm critical hits against you (they roll the attack again, and if the second attack does not hit, the damage dice of the initial attack are not doubled).

*Found on Expedition 78.*
Chargeable Wand

This wand can hold up to three charges, and is set to a specific spell. It regains a charge only when that spell is cast into the wand during a one-minute ritual. A creature who has the spell on their spell list may use the wand to cast the spell without expending a spell slot, expending instead one charge of the Wand. The Wand is not attunement.

The wand's stability is not perfect. Each week, roll 2d20. If both rolls are less than or equal to the number of charges stored in the wand at the week's end, the wand experiences a power failure and explodes in a nonharmful but spectacularly colorful fashion, sundering it.

**Scope:** [spell level]

**Complexity:** 3

**DC:** 12+[spell level]

**Materials:** A [spell level] year old fig sapling, a Phoenix feather OR adult dragon eye OR web of Lolth, 100\*[spell level] ephemera
Arcane Oak

You can attune to the tree, consuming an attunement slot. It must be planted in the location where you take your channel actions. If you do so, when you channel, you do so as if you had an additional level in a full casting class.

Does not use cultivation rules.

*Found in Expedition 48, and replanted in New Tidelight.*
Alexander and Alexandria

Needs Art*This article needs art. You can help Into The East Wiki by expanding it.*
Alexander and Alexandria are two nearly identical humans who hail from Baltir. They play things close to the chest, and little is known about them except that they bought their now-destroyed pawn shop from the retiring Lamar Vindrean in hard coin.

Since, they have skipped town.
Dragonfall Lodge

The Union of Dragons (Beautiful +1)

The dilapidated lodge the Compact found on DyrRoc has been refurbished by Fern, creating a lively atmosphere. The main doors open into a massive common room with tables arranged in a concentric circle, all surrounding a large sculpture depicting twin entwined dragons carved by Kalzak Woodbender Vaxilondrav. A bar is built on the far wall, manned by a jovial white-scaled mountain of a dragonborn. Adjacent to the bar is a massive fireplace, complete with spits ready for roasting and a red-scaled cook managing the fire. Above the fireplace is anchored the head of Kazreme, gazing imperiously over the room, his fangs locked in a contemptuous sneer. On the adjacent wall, Bruxxvalos looks out above the bar, his mouth twisted in a vicious snarl. A massive ivory stinger carved into a chandelier hangs above the common area, engraved with a snarling Purple Worm. On command, a programmed illusion by Valorie Vayer starts playing, and the heads of Kazreme and Bruxxvalos come to life, singing a song titled Kazreme and Bruxxy. Stairs lead upward to the second and third floors, containing walkways ringing the common area with many doors, each leading to individual rooms, complete with bed, desk and chest. Two housekeepers, green- and black-scaled, each man a floor, ensuring beds are made and floors are cleaned.

Being the most luxurious space on New Tidelight, the lodge has become the social center of the island. The food and drink are simple, as the time and money to acquire luxuries can't be spent, but a warm fire and bright conversation are always a welcome respite after a hard day's work.

A large aquarium sits against the wall, separated from the tables and bars, and surrounded by a painted line in the floor. A plaque attached to the aquarium reads:

*"The Great Tidehulk, Master of the Seas. Do not release, or give delusions of grandeur. Inquire with Bea to speak to animal"*

The aquarium sits empty, aside from a gnawed wooden figurine sitting in the bottom.

## Hiring

Dragonborn of New Tidelight can be hired in the lodge.
Ark'fayed

Ark'fayed is a young elf from the Silver Valley who trained as a bladesinger in Windhome. They are bonded with a moonblade which has brought them to the East through visions. They speak Common with a distinguishable Elven accent. Worryingly thin, always simply dressed in muted colors, Ark is more often remembered by their moonblade than by their face.

### Ark's Journal

Ark keeps a journal in Elven which is also encoded into their personal shorthand cypher. Ark's journal entries occasionally appear as writeups. Some journal entries, while not writeups, will also be made available.
Bogsong Shield

A thin shield of Beholderbone that smells slightly of peat and warm earth. It is etched with symbols of fertility and death. Requires Attunement. If you have two Songshields equipped, subsequent songshields do not cost attunement slots. While wearing this shield, you ignore difficult terrain of all kinds. You can speak goblin. You have resistance to poison damage. You also gain +1 AC, even if you aren't actively wielding the shield.
Advertise

Maintaining a shop has become untenable, as requests for autographs have come to far exceed the actual shoppers interested in buying things, instead we will use the Advertise mechanic:

Once per item, you can advertise it for sale. I'll generate 1-3 buyers and their offer prices. You choose whether to accept any of these. If you reject them all, then you can't advertise that item automatically again. You can, however, spend a Hawk DTA which allows you to advertise a number of items equal to 1 + your charisma modifier that have already been advertised (minimum 1).
Expedition 161: Ozymandias Sees the Light

### Summary

The Compact gathers several members for a coordinated assault on the remaining Dovinian vampires. This half of the expedition goes after Ozymandias in his guarded lair. A frontal attack sees the party split between dealing with minions and summons and capturing the Vampire Lord. After some close calls the Compact regroups and weakens Ozymandias. He yields and agrees to imprisonment rather than death.
Contraptions

Contraptions are unstable magical devices. Each contraption has a certain event where it must make a "stability check" for which the DC is always 15 but different items have different bonuses. For all contraptions, one such event is when a Critical Hit is made against you. Many contraptions will also require a stability check after each instance of use.

* On a failure, the item is temporarily disabled.
* On a failure by 5 or more, it's permanently disabled.
* On a failure of 10 or more, including critical failures, it blows up catastrophically.

Many contraptions also come with a certain damage type that they are vulnerable to. Whenever you take at least 10 damage of that type in a turn, they must make a stability check.
Delphi Adon's Arcane Forge

*Due to the absence of Delphi Adon, the storefront is now occupied by Gonerton's shop, The Open Spellbook.*

The storefront is centered on a long mahogany table, still dusted with old chalk. The side walls are both covered in empty shelving for books and scrolls. In the back there is a small glass display cabinet, itself barren. The walls are painted white, but emblazoned by gorgeous yellow vines that almost seem to twist and shift as you move around the room.
Expedition 107: Frostblaze Festival

### Success

Finn succeeds in his performance. Ranag and Uzmir fail to establish community connections

### **Summary**

The Frrostblaze festival becomes more chaotic that anyone expected when Ranag and Finn accidentally take over the bonfire ceremony, and the group fails to notice a fey kidnapping until it's too late.

### **Detailed Write up**

This year the festival grounds have been moved to the southeast of town to avoid the aftermath of Stormbreak that remain in the northern outskirts. All of the party arrive separately. Finnjamin in a rainbow costume of the goddess Tiamat, multiple heads and all, Ranag and Nix in their matching green hooded coats, and Uzmir brings along a small group of Devotees; Can'delsar, Salaked, and Emiria all in bright outfits.

Finn arrives at the grounds and immediately spots Triumph pushing a giant swing for a group of kids. Finn decides to peform som acrobatics off the swing and perform as *The Great and Powerful Tiamat*, much to the delight of the children. He also shows them a few moves, teach most of them how to cartwheel.

Uzmir spots Neoll looking rather glum next to a collection of barrels. Apparently with so many children about, Lin'dsey made him promise no alcohol at the festival. Uzmir hoping to cheer him up requests a custom brew for the Chapterhouse, and the two brainstorm ideas.

Ranag decides to introduce themself to Father Lumin who seems to be the center of attention this evening. Lumin immediately compliments Ranag on their costume, mistaking his normal features for holiday garb. Ranag concludes he must be talking about their coat and thanks him for the compliment. (Many similar interactions occur throughout the night). The two of them discuss the thinning of the boundaries during Frostblaze, and Ranag informs the Father of Demmeron, which Lumin immediate adopts and incorporates to the night's festivities.

(In progress)
Belt of Drunken Swagger

A thick belt of hill-giant skin, heavily stained with unknown substances. Cursed, Requires Attunement. Your Constitution score is set to 16 (this can reduce your score), and you can sober up from alcohol as a bonus action. You attune to this belt as soon as you put it on.

*Found in Nexus after defeating Visek*
Expedition 106: How to be a Heartbreaker

## Summary

We travel to the Burning Hills hunting Magma Xorn for the bounty on their hearts. A group of three Xorn ambush us, but we slay them and stay a while to break them apart for the riches they contain, before returning to town.

## Detailed Writeup

The party makes it to the Burning Hills without much issue, then use Locate Creature to find the nearest Magma Xorn. We find one, though it seems to be shifting around, maybe teleporting short distances. On the approach, the group realizes too late that this is because there are multiple Xorn and which one is nearest was shifting, as three Magma Xorn burst out of the ground to attack. They are large balls of near molten rock, with several stumpy but strong limbs. One rolls at and through the party, scattering everyone before they are set, but the barbarians rage and step up to fight them head on. This gives Nexrin and Celestina time to back off a bit and start firing arrows and magic, cutting deeply into the Xorn.

We destroy one of them, and it explodes in a blast of heat, knocking those nearby back several feet. The second one does solid damage with its oppressively hot aura and powerful claws, but we surround it and take it down. However, both Bea and Ranag fail their Dex saves, and in an unfortunate error of positioning, Ranag is blown backwards into a steam vent while Bea is blown backwards into a lava pit. Both take significant damage, but Clarity polymorphs Ranag into a giant ape and they are able to scoop Bea out of the lava with the new form. The third xorn tunnels underground, but returns to devour Clarity and drag her underground as well. Fortunately, it is very wounded and we are able to do enough damage through the earth to finish it.

We spend more time pulling apart the xorn, bearing up against the severe heart they emit. Each xorn contains gems, coins, some remnants of items, and the hearts we came to get. The giant ape does surprisingly well on some medicine checks, though we are all on low health by the end. Nexrin quickly stops an attack by some Azur at long range with the Druidaica warbow, and we return victorious to Vrall.
Epynes

Epynes are magical spikes that bind a creature of a certain type when pierced through it. That creature becomes unable to cast spells, teleport, or perish, and its movement speed is reduced to 0.

Epynes have different ranks, 1-5. A rank X epyne holds a creature up to CR X \* 5. Repeated epynes of the same rank increase the Max CR by that rank. An epyne weighs 10 pounds per rank.

As a spellcraft project:

* The scope is the difficulty penalty of the material, minimum 2. Once you've researched it for the material, you can do the next step for any rank.
* Complexity equals the rank.
* DC = 16
* Materials: a spike of the relevant material including [rank] units, 10 hp of blood or other viscera of the creature type to be pinned, and 100 gp of ephemera per rank
* Constructing the spike takes [rank] mundane crafting checks, with dc = 10+the materials difficulty penalty

Places we have seen epynes:

* Magnetite spike in the little modron we found in the badlands
* Three Epynes in the Sphinx (The epynes in the sphinx were rank 3, but were built to obtain some additional effects. We don't know why the sphinx had epynes of three different types, but we imagine there was a reason.)
* Orichalcum spike in the Yugoloth
* True Glass/Grave Bronze Epyne from Gandar's Ghosts
Expedition 62: Starchasing

### Summary

We follow a star Marzipan and Calliope saw fall months ago, and manage to gather starmetal and not be killed by a radiant elk at the bottom of the ocean.

### Detailed Writeup

So I’ve never been much of a journaler. Never really saw the point. Why bother writing memories down when you’re not gonna live long enough to read them later. But now I feel like things are about to change. Like maybe it’s time to start making memories I want to *last*. So. Journaling, I guess.

Okay so I’m prolly gonna give this up within a month. You know what fuck it, let’s give it a shot anyway.

So, today. That’s what people with journals write about, right? Today I got a bunch of starmetal and nearly got murdered by a deer at the bottom of the ocean.

...journal entries are supposed to be longer than that, right? Fuck. Well okay a little background then I guess.

So way back before ~~the day everything changed~~ I found the tower, just a couple hours before actually, Tol mentioned something about a meteorite that crashed in the ocean a mile-ish out from Refuge (I’m just gonna go ahead and assume that’s what the city down there is at the risk of sounding like an idiot to Future Me if Refuge turns out to be like two miles to the north and the city down there is a second unrelated sunken city in the same general geographical vicinity). Of course I wanted to go right then and there because *fucking starmetal* but no one else was really into it at the time. (Wow, how different things would have been if we‘d gone there instead... but it’s probably best not to ride that train of thought too far from the station...)

And it’s been busy with one awful thing or another since then, but the *fucking starmetal* was still down there and I *knew* it was down there and fuck if that didn’t just feel ~~like I was a crocodile fitted with a meat collar wait that’s a shit simile~~ bad.

So today we went to go get it! And I nearly got killed by an angel deer at the bottom of the ocean. But after that it was a pretty boring day mining starmetal (!!) from a bigass hunk of rock down there. Around the five hour mark the boosters in the left wing of my manta ray cloak attachment started stuttering a bit, once every three and a half minutes or so. I wasn’t able to figure out what the issue was at the time without a decent workspace. I should figure out some way of temporarily filling my workshop with water so I can test the raysuit more efficiently.

<the next page and a half are filled with loose sketches of a complicated piping system>

Note: could also be used to test volcano-diving suit? Would have to find a way to prevent the lava from leaking out under the doors and also from burning down the building and everything in it.
Boulevard of Ark's Broken Dreams

*Song by Finnjamin Falcon (Moderate Success) about Timeskip Mission: Kenku Valley Defense*

I walked a lonely road

The compact members had all gone away

A lost soul in Port Vrall,

But it's home to me, and I walked alone

And then the Kenku pled,

"Monsters inside valley - we need help!"

They're beset by undead

And I'm the only one, and I heard the call

I heard the call, I heard the call

I heard the call, I heard the-

My shadow's the only one I had beside me

I'd help them, even though it could mean my life

I wished I would finally find somebody

But for then I walked alone

Ah-ah, ah-ah, ah-ah, aaah-ah

Ah-ah, ah-ah, ah-ah

I then found Finn the bard

And Doubluea, we found Rustle Crow

Fought a battle hard

Celestina came - I'm not alone.

We traveled far and wide

To a graveyard to retrieve a charm

Then found hunters lied

Tried to kill us but I fireballed

I fireballed, I fireballed

I fireballed, I fire-

My shadow's the only one I had beside me

I'd help them, even though it could mean my life

I wished I would finally find somebody

But for then I walked alone

Ah-ah, ah-ah, ah-ah, aaah-ah

Ah-ah, ah-ah, ah-ah

Talked to Yeti knights

Hoped to gain their trust by fighting right

Fought fiends in the night

They would come - and we were not alone.

Prepped for the big fight

Decked us out with the Remorhaz spikes

And come morning light,

Something big had come, it's time to fight,

It's time to fight, It's time to fight,

It's time to fight, It's time to -

My shadow's the only one I had beside me

I'd help them, even though it could mean my life

I wished I would finally find somebody

But for then I walked alone

Ah-ah, ah-ah, ah-ah, aaah-ah

Ah-ah, ah-ah, ah-ah

Voice boomed from the sky,

"Come join us or you will surely die!"

I said "fuck this guy"

And we charged ahead to fight them

I flew into the sky,

Killed a witness who had laser eyes,

The cereblights tried,

But they were slow, and so I counterspelled

I counterspelled, I counterspelled,

I counterspelled, I counter-

My shadow's the only one I had beside me

I'd help them, even though it could mean my life

I wished I would finally find somebody

But for then I walked alone

Ah-ah, ah-ah, ah-ah, aaah-ah

Ah-ah, ah-ah, ah-ah

Finnjamin, he went

Right up to the massive titan brute,

He did not relent,

Slashed him with his blade, and went right through.

Celestina tried,

But she was carried off by a bird in flight.

Everyone would have died,

But I swooped and saved their mortal lives

their mortal lives, their mortal lives,

their mortal lives, their mortal -

My shadow's the only one I had beside me

I'd help them, even though it could mean my life

I wished I would finally find somebody

But for then I walked alone
Expedition 2: Cow-Lovers

*Or, "We wasted all of our nat 20s in our first expedition, but wait, that's not how probability works"*

### Summary

We venture into the Badlands to find out what's been happening to cows that are going missing, and fight a gelatinous cube in a cavern.

### Detailed Writeup

We go visit Yoldalmar, a tortle who has a farm on the north side of the badlands just outside of the Nestle. His cows have been going missing, and he lost his prize bull. There is no blood, but the ground seems to be burned by some sort of acid.

We follow the faint trail of acid back into the hills. On the way, we come across a pool of poisoned water, along with a gull - the only sign of life in the hills. Arha and Steelstaff both try to collect some of the liquid, but get poisoned in the process. Arha heals them both by laying on hands.

Finally, we come to a canyon, that turns into a tunnel. Steelstaff goes in first, all stealthy-like. Finds a skeletal bull standing straight up. Ominous. Arha knows it's a gelatinous cube. Her mom fought one once.

*Combat:*

* We try to lure it out of its lair with people with ranged weapons on the cliff above. It really doesn't want to come out. Steelstaff hucks a dart at it - *nat 20*! Still doesn't follow. (Jamie rolls a nat 20 just to make sure it *really* isn't there.)
* Steelstaff goes back in, gets whomped with acid damage. Steelstaff and Jamie both hit nat 20s on the cube. (See, the joke is that we really don't need nat 20s for the cube because it has an AC of 6.) Cube retreats.
* So we all go inside. But it's lurking in the top of the tunnel! Steelstaff once again is whomped by the cube and gets enveloped within it. He manages to escape death. We fight the cube, and Nexrin pulls Steelstaff out. Arha jumps out of the way of a lunging cube with a nat 20, managing to pull Jamie out of the way as well.
* Nexrin performs a medicine check on Steelstaff - one more nat 20. He looks *awful*, but is ok.
* We fight it some more, Jamie finally kills it by throwing a javelin at it and deftly pulling Arha out of the way of the deluge of goo that follows.

Happy to be alive, but looking terrible, Steelstaff now believes he owes Nexrin a great debt.

At the back of the tunnel is a set of stairs that lead downward, blocked by a lot of rock rubble. There seems to be a glowing light behind these rocks.

We manage to pull a bronze longsword from the rubble. It has some inscriptions on it that none of us can read, although Jamie knows it's the same script as Dwarvish. He's going to take it and try and figure it out.

Jamie *really* wants to try to explore the tunnel more now, so he exhausts himself trying to clear the rubble. Doesn't work though.

On the way back, we see two humanoid creatures speaking Giant, and talking about finding food. Since we don't want them to eat us, we quickly hide in a small crack in the earth. They don't see us and we are not eaten.

Finally, we return to Madeira, who has a very nice house and farm. She gives us our reward, 4 silver each. If the cattle disappearances don't stop, she might come looking for us. She makes us a plain but good-tasting dinner. We all gain one renown.
Arcane Duplication

*3rd-level discipulomancy*

Casting Time: Reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: Touch

Components: S

Duration: 1 minute

You attempt to copy a spell you can see being cast by a creature. If the creature is casting a spell of 3rd level or lower, you may cast that spell without using a spell slot once during the next minute. If the creature is casting a spell of 4th lvl or higher, make an ability check using your spellcasting ability. The DC equals 10 + twice the level of the spell you are trying to copy. On a success, you may cast that spell without using a spell slot once during the next minute.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may copy a spell less than or equal to the level of the spell slot you used without the use of an ability check.
Baltir

The Cold and Icy North, Baltir is is the northernmost nation in the world. It is a brutal, dangerous land, hemmed in on both sides by Orcish forests to their west and the wastes of the Wildlands to their East.

Baltirans consider themselves members of the Land of Kings, but in their relative isolation they have developed much of their own culture and religion. Rather than worshipping the many individual gods of the pantheon, they worship a series of Saints which represent different Ideals.

The capital and largest city of Baltir is Ankar. The nation is largely human, with significant elven and dwarven subpopulations.
Ark'fayed's Hearth Fire

*2nd-level evocation*

Casting Time: 10 minutes (ritual)

Range: 120 feet

Components: V, S, M (a thin wool blanket, a mug full of a warm drink)

Duration: 24 hours

You make an area within range comfortable and dry, regardless of the weather outside. The area is a cube that can be as small as 5 feet to as large as 50 feet on each side.

Casting this spell on the same spot every week for a year makes this effect permanent.
Cloak of the Bronzehide Wolf

Though it looks rough and haphazard, this cloak of wolfskin is lined with intricate stitching of subtle silver thread. Looking closely, it contains text written in Elven:

*"May the Grey Lion of the South maintain the peace with men,*

*May the Amber Wolf of the West protect the myths forgotten,*

*May the Iron Bear of the North halt the breaths of ember,*

*May the White Leopard of the East remember."*

### Staged Attunement

This item can be attuned in stages. You can increase or decrease your stage of attunement as an action once during each full moon. You gain all the benefits of the attunement tier you are on and all the tiers below it.

* **Stage 1:** You gain darkvision with a radius of 60 ft. If you already had darkvision, its radius is doubled.
* **Stage 2:** You gain +1 AC against attacks made with nonmagical, nonsilvered weapons.
* **Stage 3:** You gain an additional +1 AC against attacks made with nonmagical, nonsilvered weapons. Once per time passes, you may shapeshift into a wolf as a bonus action as per druids' wildshape ability. The duration is one hour.
* **Stage 4:** You may, as an action, cause your hands to form heavy, powerful claws. These claws deal 5d2 damage. Once per time passes, you may shapeshift into a direwolf as a bonus action as per druids' wildshape ability. The duration is one hour.
* **Stage 5:** You gain an additional +1 AC against attacks made with nonmagical, nonsilvered weapons. Once per time passes, you may shapeshift into any beast of CR 1 or less as a bonus action as per druids' wildshape ability. The duration is one hour.

### Malevolent Rider

There is an ancient spirit which persists within the cloak. As you increase your attunement stage, this spirit will grow in their capabilities and ability to influence you. At a stage of 1, it is dormant, unable to influence the world or your mind in any ways.

*Belongs to Bea Whitehill, sibling of Cloak of the Stonehide Bear.*
Callisto's Capitolan Connection

A broad building, quickly constructed but hung with art from across the Land of Kings. The Connection is Port Vrall's newest trading post, owned by Bartholemew Eld. If you need any sort of goods from the city of Capitol, this is the place to request them. There is a 40% general upcharge, and goods always arrive two trips to Capitol after you place the order (Trips are controlled by Clarity Callsito).

***Record your purchases in the Order Tracking tab of the spreadsheet.***
Druidacia Warbow

An elaborately twisted and wound bow of ironwood and the tendon of an angels wing. Beautiful 1. Requires Attunement. At the beginning of each day, select one:

* Attacks with this weapon add your strength score to the attack roll.
* Attacks with this weapin add your strength score to the damage roll.
* Add 2 druid spells that deal damage of your choice to your spells known; you must have access to spell slots of the appropriate level.

It can take the form of any bow desired upon attunement

*Found on Expedition 84.*
Everyone Likes Him The Most

Everyone Likes Him The Most - nineteenth episode of the first season animated series Pororo and Kazuki

## Plot

Petty is at Loopy's house and Petty got confess with him for the few days. Kazuki is at Petty's house to chat, but Kazuki see the falling books and Petty is swiftly to catch a falling books to avoid ground. Kazuki says Petty is the best nimble. And Loopy got a same too, Loopy bake some cookies for him and Kazuki is taste the cookies and looks delicious and Kazuki says 'Loopy is the best cooking style ever'. Both Loopy and Petty is really confess so Loopy and Petty went to Kazuki's house and Kazuki is very happy to see Loopy and Petty are here. But Loopy and Petty both are red face and beautiful eyes he said got something wrong with Loopy and Petty. Petty said we want to ask him something, then he said 'what was it ...' to Loopy and Petty. And she started to ask, Petty ask him she the best nimblr and Loopy ask him she the best cooking style ever. Everyone came to visit Kazuki's house to visit but everyone doensn't know why Loopy and Petty are embarrassed because Loopy likes him and Petty likes him too. All everyone sit down on the chairs and Kazuki is make a warm tea for everyone and Kazuki is very thoughtful about likes him and Pororo got like him and Crong also because Pororo and Crong make a snowman is best, Poby also likes him because he;s the best photographer, Harry also likes him because both singing together, Eddy likes him also because he need to try and work harder to be good, Rody also likes him because he likes to play with him. However, everyone likes him just the way he is.

## Characters

Pororo

Crong

Petty

Loopy

Poby

Harry

Eddy

Rody

Kazuki

## Trivia

1. This episode is similar but got fail any efforts of Pororo the Little Penguin season 2 is "Petty Likes Me The Most"
Drakehall

A major city in the East. Formerly a client city-state of the Empire of Stone, ruled by the Silver dragon Medomai. It was spared from the Deathfog of Nerulla's helioscension by Ova, who appears to have dislocated the city, it's people, and the surrounding region in time.

## Geography

The city is dominated by the Citadel in the center of the city. The citadel serves as a civic center and arcane laboratory, with lower floors being the former and the higher levels the latter. It has numerous platforms jutting out from the central structure. Previously, the Compact was able to sneak in through these by flying in under snowstorm cover and landing, with the doors being almost completely unguarded. It's likely the Time-Weft will not make the same mistake.

We know of the existence of two Teleportation Circles in the city, though not their sigils. One formerly used for trade in the lower city, and another secret one that opens into the citadel itself.

## Dangers

This seems to be the capital of the Time-Weft faction, so it's a city full of people of who are hostile to Vrall and the Compact. In addition to typical soldiers, the Time-Weft seem to have mutated some of their soldiers into Herons, soldiers with bird talons instead of hands. These soldiers seem incredibly fast (120 ft/round), perhaps capable of flight, and are likely very martially capable.

Their leader is a danger in her own right. Adaina Drakken seems to be some kind of Sorceror, capable of reacting to the Compact's actions by casting spells in response, though not of an incredibly high level. Her armor seems to be special, able to protect her incredibly well when its wards are activated. (AC >25, I think).

Finally, cryptic warnings from Subala indicate some horrible force lurks at the top of the Citadel.

While in the Citadel, **all spells have their durations doubled**.
Alter Preparation

*5th-level discipulomancy*

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You shape the prepared spells of one creature you touch. The target makes a wisdom saving throw or is affected by this spell on a failure. You may select any number of spells you have prepared to give to the target. You then name a number of spells for the target to forget equal to the number of spells you intend to give. For each spell you name that the target has prepared, they forget that spell and a spell you gifted is added to their list of prepared spells. The next time the target channels they forget the spells they have learned.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Boots of Haste

A pair of boots, stitched from blue dragonleather and embedded with topaz stones. While wearing these boots, you may spend 1 hit die as a bonus action to cast Expeditious Retreat, targeting yourself. You may also spend 4 hit die as an action to cast Haste, again targeting yourself. While either effect is active, you can take reactions on other creatures' turns, even if they are time-weft from you.

*Found in Expedition 36.*
Emperiora

Emperiora was the home of The Emperor, and where he kept his court. It was also the site of his many experiments in Transmutation, and thus is filled with various strange and mystical beasts. It is home to the Bearers of the Broken Chain as well as a smattering of humans, dwarves, elves, and a native population of tieflings. Emperiora was once mountainous, but was converted by the Emperor into being... statuous. He mystically carved every mountain on the whole landmass, 42000 square miles, in his own image. Now the populace makes their lives amidst his feet, trying to ignore the dizzying frescos that surround them.
Alexander and Alexandria's Sundries

Formerly a one story wooden building, painted about 6 different shades of black over the last 12 years. It had been painted even more shades of black before then, but it burned down in between after a fight between a few customers and Lamar got out of hand. It's a squat little building with bowed out walls stacked with shelves filled with what is by and large and trash.

Unfortunately, the entire building was demolished in a sinkhole when we defeated the hag coven living under Port Vrall.
Durn

**Title: The AllHammer**

Durn is worshipped in many ways in many places. The smiths of Baltir call him Saint Brosk, who forged the blades which drove back the orcs from their land. The Blademasters of Uuron call him Forgefather, who taught man how to weave and wield metal implements. His greatest impact can be felt along the hilt of many blade, with either his name or his image carved in as a mark of the craftsmans skill and of their reverence.
Drakkenboard

A long table of dark stone intricately carved with an image of Kazreme. Inset shards of rubies in the scales and two sharp topaz in the eyes set the whole thing aglow. Around the edge, each of the members of the ironwood compact can be seen striking out in their own ways against the vile creature. While a member of the compact hosts someone at the table, they gain advantage on charisma checks made against the guest.

*Bought by Clarity on Expedition 75.*
Access Dream Dolmen

*2nd-level discipulomancy*

Casting Time: 1 minute (ritual)

Range: Touch

Components: V, M (a bit of dust)

Duration: 8 hours

If the caster knows a particular Dream Dolmen's runic identifier, they can cast this spell on themselves or a willing creature to access the Dreamscape manifested at that particular Dolmen, creating a simple representation of themselves in the Dreamscape, but lacking the power to influence the Dreamscape that the full Dream spell would grant.
Duallith

A poor rocky country nestled in an arc of low hills that barely manage to emerge from the waters north east of Ithmaul. It was one of the greatest and most willing allies of Gilgamesh during his rein, partially due to the slavery system that he enabled there. The human Duallithy were able to take the mousefolk population as slaves (After a failed mousefolk rebellion against the empire this made them far more comfortable being bugs beneath the heel of the emperor - at least they weren't at the bottom. After the battle of Windhome they were forced by the triumphant Windhome forces, at wandpoint, to release their slaves.

There are six cities in Duallith, each dedicated to a god of their pantheon. The cities have little loyalty to each other, and battle often. Below they are listed from Northwest to Southeast.

## Hieron

Dedicated to Heironia. Once a city of gleaming white marble and glittering stained glass, Heiron was an industrial center producing glass and magical implements. The Heironians were the only Duallithy not to practice slavery, and received a massive influx of mousefolk after the fall of Gilgamesh.

## Raalos

Dedicated to Ra'al. A large, industrial, and warlike city, which had a massive subpopulation of bound mousefolk. 20,000 human citizens.

## Sarranus

Dedicated to Saren'rae, Sarranus is the most populous city of the Crescent of Dualith, with 25,000 human residents and that many again of mousefolk. It is nestled in a large fertile valley, but lacks access to good building materials or iron. It is also a center for healing in the archipelago, with the largest, most effective hospital adjoining its main temple.

## Dio

Dedicated to Dionysus (a god not often recognized outside of Duallith), Dio's vast vineyards produce half the wine consumed in the Western Archipelago, and exports wine across the Empire. It has 9,000 human residents.

## Ovats

Dedicated to Ova. Ovats is a technical and arcane city, with a renowned mystical academy. It includes a great deal of mystical industry, powered by recoveries maid from the ancient ruins of Old Ovats, which used to rust on the outskirts of the city but vanished 6 years ago.

## Nerullos

Dedicated to Nerulla. A vast, ancient city. The second oldest human city to Ovats in the Southern Archipelago, and the oldest built on its original footprint. Much of the city is built on stilts, with its land flooding at high tide. What land does stay permanently dry is dominated by graves and mausoleums. 12,000 human residents.