recursal/Fanatic-Fandom huggingface dataset:
Baslwief

Baslwief is one of the primary mining towns in the Korvosan region; its residents pry iron, copper, and rarer metals from the foothills of the Fenwall Mountains and ship them downriver. In addition to human prospectors, the town boasts a large population of halflings, who find the city’s frontier aesthetic much to their liking.
Lady's Light

Leaning precariously at the end of a rocky spit, the Lady’s Light is a southern sailor’s first glimpse of Varisia. Nearly 200 feet high, the enormous stone lighthouse is shaped like a sensuous woman in a flowing dress that leaves one breast bare, her right hand pointing a staff that shines a brilliant beam of light out to sea at regular intervals. At the statue’s base, a gigantic, strangely hinged stone door presumably leads into the lighthouse’s interior, but none are known to have unlocked it in modern times.
Spire of Lemriss

Not exactly a tree, the Spire of Lemriss is an enormous spike of plant matter stretching hundreds of feet into the sky, its nearly vertical sides covered in an arm-deep shell of vines and its inner structure made of twisted and braided wooden trunks sprouting from each other in an endless cascade. Within its branches, birds and rodents nest and breed, their hoots echoed from the nearby Churlwood, along with the occasional screeching of something far larger. While some believe the spire to be a sprouted cutting from the World Tree, its true origins remain unknown.
Sandpoint Pyramid

A pyramid that Dionaea made appear in the south of town via magic beans from Bean Dude. It's 60 ft tall, 60 ft square, and used to have a Weakened Mummylord inside of it. As of right now, it doesn't have a purpose.

Presently the pyramid's door is closed, with a bone across in a diagonal shape and "Keep out- scary!" written across the top in nice calligraphy.
November 15, 2020

We return to the jail cell and interrogate the naked bird guy. He dodges all our questions about where we can find Father Skinsaw and generally doesn't seem to know much. He grew up in the cult and only repeats that he will find us. Meanwhile, a very distressed Farmer Grump runs into the town hall and reports that scarecrows are attacking people in the farms. Shump Shump offers his services and to train the old man to fight himself. Linzi talked to Shaylis and asked if she knew anything about the clawed creature, which she didn't. She took offense at the suggestion that Ven might have been up to anything suspicious and kicked Linzi out. We head south to the farms, several scarecrows stare us down and attempt to paralyze us but Dionaea causes plants to grow around them and we run to a barn in the middle of the fields. Linzi and Shump Shump stick their heads in the barn and see two undead human-like creatures. One calls out for Shump Shump, but we block the door with a cart. Next to the barn is a 12-foot high stone head with a warrior's helmet, covered in moss. Linzi sneaks into the kitchen of the house past undead farmers and inspects a body lying on the floor with a sihedron carved into it and flies circling above. There is a bloodied note from "A" in the pocket with Shump Shump's name on it from someone who fears and hates him and threatens to unmask him. We hide in the trees and outhose around the house awaiting the scarecrows who have followed us through the fields...
GrandArcher

GrandArchers are a good all round unit that you can purchase from the shop using the **rw.shop b1** command, you will need to purchase the unit blueprint before you can upgrade any units into a Grand Archer. They are suited to both attacking and defence and give an overall bonus of +2 in attack, and an overall bonus +3 in defence. They give an additional +2 bonus when placed in the 3rd slot and an additional +3 bonus when placed in the 4th slot.
House of Blue Stones

This long stone building is primarily a single large chamber, the floor decorated with polished blue stones set within winding pathways of reed mats. This structure was built 10 years after Sandpoint was founded by a wandering monk named Enderaki Sorn—today, the monastery is tended by Enderaki’s daughter, Sabyl, her father having passed away seven years ago. A worshiper of Irori, the god of self-perfection and knowledge, Sabyl maintains a large collection of old books and scrolls in the basement chambers below. She opens both the meditation floor and her library to fellow worshipers.
Sanos Forest

While Whistledown is regarded by other races as the primary gnome settlement in Varisia, Sanos Forest is their true domain. Here, under sun-dappled branches bowed low with moss and fungus, the gnomes prune and twist the living plants into elaborate dwellings. Here, too, they’re free to drop the masks they ordinarily wear among other sentient races and revel in their true natures, organizing themselves along principles unknown to outsiders. Although gnomes as a race are extremely tight-lipped about what goes on in Sanos Forest, there are whispers that somewhere deep in its heart they maintain a gateway to the First World of the fey.
August 29. 2020

Dionaea sets up a vase of plant spies in the pyramid, Linzi prepares a card with beautiful calligraphy as a decoy. Linzi has the Sandpoint charter in their bag and is riding on Shump Shump's shoulders. We exit the pyramid and are confronted by Sheriff Hemlock and 4 guards. Hemlock draws his sword and yells at us to return the charter, and Shump Shump is unable to talk him down. Dionaea casts darkness, giving Linzi cover to become invisible and run away from the group. We reemerge and Laudius commands the Sherrif to transform (twice), and he is revealed as the shapeshifter Jian. He tries to run away but Borris pounces and bites him. We fight for a long while but he eventually escapes through an alleyway. Laudius uses his god voice to announce to the town to look out for unexpected persons. After hours of investigation, we notice many footprints in front of the general store and enter to find Ven Vinder tied up and gagged and Jian posing as him at the front of the store. Linzi mocks him into giving up his katana, and we summon Genjamin, the mayor, and the sheriff. Genjamin goes with Linzi, Dionaea, and Shump Shump back to the pyramid and treats the back of the ~\*fake\*~ charter that Linzi has fabricated with lemon juice and heat to reveal a map on the back, indicating that the treasure is just north of town. Linzi is dumbfounded, casts identify on the document and calls his bluff. Upon being caught, Genjamin reveals he is also a shapeshifter and that his real mission was to take the heir to the throne, Ameiko, to Brinewall castle and for her to take her place as empress. The emperor has insisted that Ameiko not know about the plan. Laudius goes with the guards to the jail under the garrison to question Jian and, impressively, learns the same story through foot stomps.
Sandpoint

Sandpoint is a town in Varisia. It was recently burned to the ground but it's doing okay now. There aren't any threats at the moment. It's got buildings, people, everything,

List of points of interest:

* General Store
* Goblin Squash Stables
* The House of Blue Stones
* Rovanky Tannery
* The Rusty Dragon
* Sandpoint Boneyard
* Sandpoint Cathedral
* Sandpoint Garrison
* Sandpoint Glassworks
* Sandpoint Mercantile League
* Sandpoint Shipyard
* Sandpoint Theatre
* Sandpoint Town Hall
* Savah's Armory
* Two Knight Brewery
* Vernah's Fine Clothing
* The Way North

List of people of interest:

* Savah Bevaniky‏‎
* Borir
* Gaven Deverin‏‎
* Kendra Deverin‎
* Cyrdak Drokkus‏‎
* Aldern Foxglove
* Belor Hemlock‏‎
* Daviren Hosk‏‎
* Ameiko Kajitsu
* Kajitsu Family‏‎
* Tsuto Kajitsu‏‎
* Veznutt Parooh‏‎
* Rynshinn Povalli‏‎
* Vernah Povalli‏‎
* Larz Rovanky‏‎
* Enderaki Sorn‏‎
* Sabyl Sorn‏‎
* Ezakien Tobyn‏‎
* Belven Valdemar
* Ethram Valdemar‏‎
* Hannah Velerin‏‎
* Solsta Vinder‏‎
* Ven Vinder‏‎
* Naffer Vosk‏‎
* Abstalar Zantus‏‎
Storval Plateau

The land of Varisia is split in half by the Storval Rise, a thousand-foot-tall cliff sculpted for much of its length into ancient weatherworn statues, cliff fortresses, and strange portals into eldritch depths. The Rise separates the lush, fertile lowlands from the harsh, arid lands of the eastern plateau. Here, giants and tribes of hard-edged Shoanti hold sway, scraping an existence from the plateau hardpan or chasing herds of thundering aurochs across the sparse grasslands.
GrandTank

GrandTanks are a defensive unit that you can purchase from the shop using the **rw.shop b1** command, you will need to purchase the unit blueprint before you can upgrade any units into a GrandTank. They are suited to defence and give an overall bonus of +5 in defence, and an additional bonus of +3 when positioned in the 1st slot and an additional bonus of +2 when placed in the 2nd. They give an overall disadvantage of -2 when used to attack, regardless of position.
Two Knight Brewery

Run by Gaven Deverin, this brewery makes an assortment of ales, wines, and liquors. While all the taverns in Sandpoint import many fine drinks, they all proudly boast these local brews.

These are the brews they currently make:

* **Two Knights Original Brew:** A heavy ale, a favorite of the Deverin brothers. It is very hoppy with pine and apple undertones.
* **White Knight:** A light lager with a dry finish.
* **Black Knight:** A smooth dark lager with hints of coffee and cinnamon
* **Squire:** A porter made with hops locally grown by Hannah Velerin. A cheap bitter ale but a favorite among the fishermen and sailors.
* **Winter Warrior:** A strong bitter ale only served in the winter season to warm your bones.
* **Shining Paladin:** Two Knights summer mead. Due to it's popularity, they start selling it on the first of Desnus.
* **Dragonslayer:** A whiskey so strong you'll start thinking you can take on a dragon.
* **Sailor's Delight:** A smooth rum favored by Sandpoint's sailors.
* **Sailor's Blight:** Grog made by the leftovers of the other drinks. Sold for the price of bottling it.
* **Corentyn-style Wines:** Red and white wines made in the style of those from Corentyn**.** Favored by most of the nobles, excluding the Scarnetti's. The Scarnetti's prefer real Corentyn wine. Some are listed below.
	+ **Reds**
		- *Amarone*
		- *Barolo*
		- *Fiano*
		- *Valpolicella*
	+ **Whites**
		- *Aglianico*
		- *Pinot Grigio*
		- *Tocai Friulano*
		- *Trebbiano*
Crystalrock

Originally discovered by the dwarves of Janderhoff, who sometimes refer to it as the “Heart of the World,” this massive crystalline formation hangs suspended from frail-looking crystal threads in a natural cavern far beneath the edge of the Mindspin Mountains. For hundreds of years, dwarven elders have gathered here annually to watch as the crystal suddenly convulses, sending out a deep, vibrating pulse that can be felt in creatures’ bones for miles around. Recently, however, the dwarves who study Crystalrock have grown withdrawn with concern and excitement as the beating has begun speeding up, currently coinciding with the changing of the seasons.
Magical Tome of Alaznist

**Magical Tome of Alaznist**

*(Wondrous Item)*

**Category:** Wondrous item

**Item Rarity:** Legendary. Does not require attunement, but choosing a rune magic specialization must be done prior to combat and cannot be reversed.

This book contains some of the magical musings of Lord Alaznist and his personal wizards.  This item functions as a spell book for wizards. Additionally, if one should choose to embrace the specialized Thassilonian Rune Magic it contains, they gain access to Evocation Specialization.

Evocation Specialization allows the caster to gain an additional 2 spell slots/day that can only be used for evocation spells.  These spell slots will start as level 1 spell slots and will increase every 3 levels (e.g. at level 4 you gain access to 2 level 2 spell slots instead of level 1 spell slots, at level 7, they become level 3 spell slots, etc.). However, as a result of this specialization, the caster also loses access to learning spells from the Conjuration or Abjuration schools.

The effect of embracing Rune Magic is permanent and there is no known way to reverse this effect.
November 22, 2020

Laudius blasts open the door, casts turn undead on the room full of ghouls, and almost dies in the ensuing battle. Most of the undead appear to be farmers or peasants, but one has nicer clothes and is wearing a necklace with a fox in front of a shield and has an old iron key in his pocket. Linzi reads the farmer's almanac but there is no evidence of debts or anything out of the ordinary. We talk to the dead farmer but he didn't see who broke in and only reports feeling a cold shiver down his back before he died. Although he didn't have unfinished business, he was in the process of buying land from the Grump farm and they weren't happy about it. Shump Shump suspects the amulet may belong to Aldrin Foxglove, who was jealous and/or drugged up or something strange the last time we saw him. We kill the two ghouls in the barn, then head back to Sandpoint. When we get back to town, the guards inform us that the sheriff wants to see us. We learn that Farbus Tinkerfoot, the banker, was found dead with another bloody note for Shump Shump.

The first note for Shump Shump: I fear you, I hate you. You must fear and hate me as well. You may unmask me, so I will unmask you first.

Second note: We have spoken of this before my master. Now it begins. -A
Storval Deep

Filling the entire valley between the Iron Peaks and the Wyvern Mountains, the Storval Deep is a massive lake held back by an ancient dam, Skull’s Crossing, at its southern tip. What’s more, the banks of the lake themselves seem curiously worked, as if carved from the surrounding stone by more than water. Although rumors abound of sunken cities, flooded mineshafts, and relics so powerful the ancients created the lake just to hide them, few have ever ventured into the dark water’s unfathomed depths.
April 4, 2021

We visit the mayor and he asks us to check out Fort Rannick in Turtleback Ferry, and in exchange for information he promises us gold. He gives us 1000 gp in advance and directs us to check in with mercenaries that were sent ahead, the Black Arrows. They were supposed to check in 2 days ago and haven't yet. We realize that this is where Xinesha's sibling may be located based on the note we retrieved from her body. Next we go to brunch and decide how to spend our time until Nethys evocation day. We pick up healing potions from Trisk Tanner (Nisk's cousin) and Linzi buys rhinestones from a gnome at a thrift shop. Dionaea plants a magic bean in the central park and it sprouts a huge bean stalk. We go to the Ancient Elf and Dionaea and Shump Shump each buy a diamond piece and a diamond ankle bracelet from a snobby old elf jeweler with a mohawk. Laudius checks in with the Nethys follower bookshop owner and she plans to come to Sandpoint to see his evocation fire show. We climb the beanstalk, above the level of the clouds is a stone room with a giant rocking chair. We meet a cloud giant, Durham, of the clan Aramir. The rest of his clan left him when we let in small people and they started attacking. The leader of his clan is Ooclos who has a long white beard, bushy eyebrows and wears a big crown. He offers us tea and giant ale, which is a bit stale. After chatting for a bit, he decides to come with us since there's nothing really going on for up in the sky. The townspeople start to scream as we descend the beanstalk so Linzi makes Durham invisible (he does not want to be reduced in size). As we leave the city, Durham eats a messenger crow out of the sky, and a blue dragon flies overhead towards Magnimar.
Lake Syrantula

One of the most frequently traveled waterways in Varisia, this hundred-mile-long lake is a primary part of the trade route between Korvosan and Magnimarian holdings. Though most of the fishermen and sailors who ply its waters have little more to fear than the giant gars that are a major food source for nearby communities, none can truly say what beasts might slumber in such an enormous body of water, and most of those who live along its shores are careful to avoid the mysterious ruins that dot its southern border.
Boris

Boris was befriended by Linzi during the Goblin attack on Sandpoint, via an inspired rendition of the Goblin Fight Song. After realizing how much nicer Linzi is than goblins (low bar, admittedly), Boris became their friend. Boris presently wears a leather harness made by Larz Rovanky and enjoys biting things, especially goblins. He also enjoys bones and whenever Linzi plays their lute.

Things Boris knows:

* Fetch
* Carry
* Track
* Bath
* Come, Sit, Stay
* Names of party members
* The Meaning of Consent
* Come when a dog whistle is played
* The Difference between Horizontal and Vertical

A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

## Traits

**Keen Hearing and Smell**: The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

## Actions

**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sphagnum Armor Seed

**Armor Seed**

*(Magic Armor, Various)*

**Category:** Magic Armor, Various

**Armor Class:** Varies (12+Dex, 14+Dex, 16, 18)

**Item Rarity:** Rare, Requires Attunement

**Properties:** Various (See Below), No disadvantage on stealth checks for heavy armor due to properties of natural druidic armor.

This armor is not donned in the traditional fashion; instead, it is grown while attuning to it. The owner must plant the armor seed and stand as the plant grows around them. In the process they are able to choose which armor variant grows. The time of attunement is reduced to the time it would take to don the armor type being grown.

This armor can also not be doffed in the traditional fashion; its attunement must be broken to be removed. Once broken, this armor withers and dies, leaving behind a new Armor Seed that can be then regrown as stated above.

* Rose: Choosing this option grows the seed into breastplate armor (AC 14+Dex Mod), adorned with sharp pointy thorns. In a grappling situation, regardless if you began the grapple or not, an opponent grappling with you takes 1d4 piercing damage. In the event that a creature attempts to restraint you through grappling, this damage is maximized. Additionally, you may choose for your unarmed strikes to deal 1d4 piercing damage, which benefit from this armors enchantment bonus on attack and damage rolls.
* Oak: This option grows plate armor of tough oaken wood (AC 18). As an action, you can command this armor to rapidly grow extra armor plating. Your speed becomes 10ft and you gain an additional +2 AC. You have advantage against effects that would move you against your will. This ability lasts 1 minute, and recharges after a long rest.
* Vine: Taking the form of studded leather (AC 12+Dex Mod), this armor is wrapped with vines and creepers. You gain a climb speed equal to your walking speed. Two vine whips are attached to this armor, which have the statistics of a normal whip (1d4, 10 ft range), but benefits from the armors enchantment bonus on attack and bonus rolls. You are considered proficient in these weapons if you have proficiency in this armor. On the wearers turn, they may attack an enemy with one of these whips as a bonus action, or both as a standard+bonus action.
* Willow: Taking the form of a willow, this chain mail (16 AC) armor consists of layers of interlocking branches. As an action, you can command your armor to grow and extend branches that block and entangle attacks directed at allies within 5ft of you. Attacks made on allies within 5ft of you are made at disadvantage. This area is also treated as difficult terrain.
Iron

Iron is one of three main resources in the game alongside Grain and Wood. These are special resources that are required for more advanced kingdoms. Each resource is produced by allocating your villagers to the corresponding production building. Without these resources, a bigger kingdom will stagnate and stop producing units. If you produce too much or too little of any resource, you can always trade with others for other resources, gold or units, you can earn money if you produce a lot of resources, on the other hand if you don't want to focus on making resources, you can always buy enough for yourself from other players or the shop.
Biston

Here the shores of Lake Syrantula rise up from the water in a great overhanging cliff of stone. Covering the escarpment is an ancient and crumbling community, its caves drilled back into the rock to form a cozy, interconnected warren of ladders and ropes. Although the town is currently inhabited primarily by fishermen and farmers, its original architects are rumored to have been a now-extinct tribe of harpies.
October 11, 2020

Linzi attempts to speak to Kelda, the prisoner who watched us fight the bird creatures, and learn that there is a secret passage out. They give them 100 gold for the information and 25 gold to cover for us. We enter into the secret passageway and close the door behind us, it slams shut behind us. A vision of Pharasma appears and tells us that this is a place of peace and to discard our weapons, but we go through her. Through the darkness we see blinking eyes and tentacles, and Thassalonian runes on the walls. The tentacled creature says it cannot be killed because it does not believe in the prophecy. Naturally, we then begin to attack it. Shump Shump parcours and slashes its tentacles, Laudius's mask takes a bite of calamari, Dionaea whips it to the ground, and Borris bites and pins it down, and Linzi runs in and finishes it with their longsword. We find 500 gold, a bag of holding, a scroll of hold person, a statue of winged dragon-like creature which we recognize as Pazuzu, and a circular disc made of dark oak wood with silver etching of a castle and moon. We climb up a steep face and find empty sarcophagi, a painting of a blue-skinned woman on a throne, and a door that leads back into the basement of the castle. We block the door with a sarcophagus, then Linzi goes invisible and investigates the tunnels, discovering a way out. We head back to town, Ameiko starts to stir and sleep talks that the disc we found is the first seal. We rest at the inn, Laudius fails to kill the hydra egg, and we left off discussing our plan for getting back our weapons and finding the third vault.
Wolf's Ear

At one time, Wolf’s Ear was the lycanthrope version of a leper colony, where werewolves and other such persecuted humanoids could live together in relative safety and comfort. When the town was annexed by Magnimar, however, the Lord-Mayor decided that such things were indecent and bankrolled a pogrom by the Church of Erastil designed to “cleanse” the town. In the ensuing bloody fracas, the lycanthropes were driven underground, where the Magnimarian leaders, unprepared for such passionate resistance, were content to let them stay. The official Magnimarian position is that any rumors of lycanthropy are just that, and those pointing out the townsfolk’s unusual habits are quickly coerced into silence.
Aldern Foxglove

We saved him from Boris, back when Boris was evil. In gratitude, he took us on a Boar Hunt and gave us horses. He attempted to date Dionaea, which did not go well. After the failed recruitment drive, he seemed upset with the party, but wasn't forthcoming as to why. Seemed to be butthurt about not being able to defend himself and/or being politely rejected by Dionaea.
May 08, 2021

Linzi ventures into the fog and is attacked by a creature. Dionaea pulls them out and senses Zaliasa teleporting around. Laudius blows open one of the doors in the chamber and find a collapsed hallway. As we move toward the exit, Laudius detects a magical trap. Shump Shump goes up to the doors covered with Jackal heads and we find rooms covered in runes, scribbled in various media. We break through one of the cracks in the wall and find another shrine to Lamashtu with a lot of gold, gems, and a wand of polymorph. We taunt Zaliasa and fight them, a bone demon, and several hell hounds. Zaliasa dimension doors away before we're able kill them. We explore the fog and find a small room with a pool of water and a hallway with a fire elemental. Laudius deciphers of the Thassalonian on the wall, it appears to be a poem of sorts (see handout).
Windsong Abbey

Established by scholarly, pacifist monks as a forum for interfaith discussion, the vast sandstone edifice of Windsong Abbey emerges from the seaside cliffs in sweeping arches and towers, stained-glass windows catching the light and tunnels in its walls and foundation channeling the wind into music like that of a pipe organ. Although at one time clergy from all of Varisia’s major religions—both good and evil—met here to resolve conflicts and diplomatically further the goals of their various deities, since Aroden’s death several churches have withdrawn from the assembly, disregarding years of cooperation and collected prophecy. Although the abbey is an impressive architectural feat in its own right, the Masked Abbess and her closest advisors know it’s actually built atop the ruins of a much older structure.
Harse

This village perches on the spit of land where the Sarwin and Falcon rivers meet, and the twin Harse ferries are the easiest way for travelers in the area to cross either of the great rivers. In addition, Harse boasts the best horse and livestock breeders south of the Velashu Uplands, and each year holds an enormous rodeo designed to single out the best animals and riders.
Tsuto Journal

Tsuto Kajitsu's journal

Image 1:

*The raid went about as planned. Few Thistletop goblins perished, and we were able to secure Tobyn’s casket with ease while the rubes were distracted by the rest. I can’t wait until the real raid. This town deserves a burning, that’s for sure.*

Image 2:

*Ripnugget seems to favor the overwhelming land approach, but I don’t think it’s the best plan. We should get the quasit’s aid. Send her freaks up from below via the smuggling tunnel in my father’s Glassworks, and then invade from the river and from the Glassworks in smaller but more focused strikes. The rest except Bruthazmus agree, and I’m pretty sure the bugbear’s just being contrary to annoy me. My love’s too distracted with the lower chambers to make a decision. Says that once Malfeshnekor’s released and under her command, we won’t need to worry about being subtle. I hope she’s right.*

Image 3:

*My love seems bent on going through with it—nothing I can say convinces her of her beauty. She remains obsessed with removing what she calls her "celestial taint" and replacing it with her Mother’s grace. Burning her father’s remains at the Thistletop shrine seems to have started the transformation, but I can’t say her new hand is pleasing to me. Hopefully when she offers Sandpoint to Lamashtu’s fires, her new body won’t be as hideous. Maybe I’ll luck out. Succubi are demons too, aren’t they?*
March 7, 2021

Dionaea wakes up Shump Shump and the others to alert them to the 3 hooded figures approaching the inn. We attack them from the windows, Laudius swiftly paralyzes them, we kill 2 and leave one unconscious. They all have a Sihedron tattoo at the base of their necks. Dionaea and Linzi (on a barstool) don the robes and stand guard out front. Laudius and Shump Shump attempt to interrogate the remaining hooded figure but zone of truth backfires. They learn that the bird people showed up a few months ago with "the lady" (presumably Xanesha) and that the hooded people are a separate group. The captive's eyes light up when Shump Shump asks about Father Skinsaw, but doesn't seem to know about the amulet. Laudius offers to release the hooded figure if he tells his higher ups that they won't find us in the same spot again, and learns that their deity is something like Karzu but it's unclear. Laudius releases him and asks him to leave out the window. Linzi goes invisible and trails him. Laudius and Shump Shump alert Sally the innkeeper that cultists were attacking the inn, Shump Inc offers to guard the inn and she prepares a room for us in the cellar. Linzi continues to track the cloaked figure for an hour south of the city into a lumber mill with a huge saw. He enters the mill and goes up to the second floor. Linzi flies up to the second story and sees the target sit down with lumberjacks and start chatting. They fly up to the top of the sawmill, peer in a small window and see cages full of birds and a sleeping 3-headed chimera (goat, lion and dragon heads, possibly from the vision about Vorel) then flies home. Back at the inn, Laudius prepares 'magic mouth' on all the plants around the inn to scream if they see a hooded figure. Billy the guard shows up, we learn his girlfriends are Jilly and Lily, that the lord mayor Gorabus (?) has gone missing, that the murders are happening daily, and that all the victims have sihedron symbols carved into them. Billy leads us to the garrison,and we convince him to let us give him a fake sihedron tattoo and offer to pass a note for Magnus. Magnus's note asks to send a raven but isn't very helpful otherwise. We plan to go back to the abandoned house where we saw Magnus send the bird previously. Linzi bothers to show us a brewing book from Foxglove manor, in which there's a code. Possible interpretation: three volumes combined shall reveal their secret truth. Can be found in the library of (Xin Shalast).
Sandpoint Garrison

This stone fortress serves double duty as Sandpoint's militia barracks and its jail. The jail itself is located in an underground wing, while the above-ground portion houses the town’s guard. Sandpoint’s town guard consists of a dozen full-time watchmen; about twice this many servants and other experts (smiths, cooks, bookkeepers, couriers, and the like) dwell here as well. Guards patrol the city alone; there’s generally not much trouble beyond the odd drunk for them to handle, so usually only three or four are on duty at any one time.

Sandpoint also maintains a militia of able-bodied men and women who are expected to attend training and exercise here at least once a week.  The garrison is currently under the watchful eye of Sheriff Belor Hemlock.
Ilsurian

In the years immediately following the crumbling of the Chelish Empire, Korvosa was embroiled in turmoil, with various noble houses and government officials squabbling over where the colony’s allegiance would fall. While many loyal to the old empire eventually left Korvosa and relocated to Magnimar, theirs was not the only faction to desert the quarreling city. Ilsur, formerly a First Sword among the Knights of Aroden, advocated shaking off noble rule altogether and restructuring Korvosa as an efficient, military meritocracy. He campaigned for years but conceded failure in 4631 ar with the foundation of the Korvosan royal house. Ilsur led his troops to the coast of Lake Syrantula, where they settled in a small fishing village and dug in to await their chance to return and put the new aristocracy to the sword. Although Ilsur is long dead and his descendants are more woodsmen and fishmongers than soldiers, the village remains fiercely independent—ceding to neither Korvosan nor Magnimarian rule—and all townsfolk are required to maintain a sharp sword and train against the day when they might have to defend their freedom from tyrants.
August 1, 2020

We continue through the goblin fortress. Shump-Shump and Laudius stumble across a vrock, Linzi and Dionaea sneak up on it. Linzi interrogates it but it doesn't know much about Nualia, Dionaea thunderwaves it out the window then closes the entrance with plants. We find a woman in the fortress, Lyrie, who is from Magnimar and claims she was taken against her will to identify items for Nualia. Laudius casts a zone of truth and we learn she was paid to help Nualia. She agrees to identify Thassalonian artifacts and translate for a fee, Laudius might be trying to set her up with Borir. Lyrie shows us the artifact and research area where she worked. We find Nualia's journal, we learn she started the Sandpoint fires, killing her father, and also gave birth to a demon baby conceived in a smuggler's tunnel with her secret boyfriend. We find a potion of Hill Giant Strength and send Lyrie back with the arbalests with the remaining artifacts. We venture downstairs where only Nualia would go and find a room with crumbling statues of men with books. When we enter the next room, the stones shift beneath us and squishy blobs fall from the ceiling. When Shalelu and Shump-Shump cut them, they split into two and spawn another blob. Soon the room is full of blobs.

← July 26, 2020 | August 1, 2020 | August 9, 2020 →

List of sessions
Rise of the Runelords Wiki

**Welcome to the Rise of the Runelords Wiki!**

We do what we want in Sandpoint. We love Borir. One of us has an accent.

🌯🍕🌯🍕🌯🍕🌯🍕🌯🍕🌯🍕🌯🍕🌯🍕🌯🍕🌯

Most recent session: October 25, 2020

Next session: November 1, 2020
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LaudiusLinziShump-Shump DerritisShump-ShumpDionaea

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Crystilan

While its original name has long been lost, the site called Crystilan is today among the best-known Thassilonian artifacts, and has provided scholars with much of what they now know about Thassilonian life. Visible from the sea, the shining dome of translucent crystal is glorious to behold, catching the sun’s light and making it too bright to stare at directly. Up close, the adventurous can peer through the smooth, almost frictionless crystal at the chunk of city within, perfectly preserved like a fly in amber. Though many have attempted to break through and reach the great stepped temples and vast arches, no magic or weapon currently known has ever been able to mar or otherwise penetrate the crystal, and those who have attempted to tunnel under it believe the strange shield to be a perfect sphere. For now, at least, most scholars are content to transcribe the visible runes and watch the strangely deserted city as it proceeds, unchanging, through the ages toward some unknown purpose.
Velashu Uplands

The horse lords of the Velashu Uplands are widely regarded as the best horse breeders in Varisia. Astride their great destriers, the Velashans race across their domain, thanklessly protecting the southern lands and occasionally venturing to Riddleport or beyond to charge top price for their magnificent steeds.
Sandpoint Town Hall

The majority of the ground floor of this two-story building consists of a meeting hall large enough to seat most of Sandpoint's adults, although town meetings have rarely been even half so well attended. The upper floor contains offices and storerooms, while a vault in the basement below has been functioning as the town bank for decades. Plans to build a proper bank have been stalled for various reasons since the town was founded. Sandpoint’s mayor, Kendra Deverin can often be found in this building, tending to the town’s needs.
Gruankus

Its original purpose unknown, the great stone wheel of Gruankus lies on the shore of the Varisian Gulf, its rune-carved bulk half-buried in the sand. Today, it’s better remembered as the site of the negotiations between Riddleport and Magnimarian diplomats that led to the Treaty of Gruankus, which has kept traders in the Varisian Gulf nominally safe from pirate attacks for nearly a hundred years.
March 14, 2021

We go to the decrepit house where we saw Magnus send a crow message. Linzi speaks with the crows and learns that they all fly to the tower in the direction of the morning sun. We offer one seeds if it flies slowly to the tower. We name this crow Boss and follow it through the town. If flies to a giant, old stone tower under the bridge. There are 12 symbols on the tower with pointing hands. The symbols look like Thassalonian runes we've seen in the glassworks basement. At the top of the tower is a large room where Boss flies into. We learn from a random dock worker that there's a monster rumored to live in the tower. We return to the police station to retrieve our horses and Billy runs out to tell us that he has captured another guard who went in to speak with Farbus and she has been somewhat forthcoming. We talk to her, Katherine, and learn that she was contacted by the brotherhood out of nowhere, they kidnapped her mother, Priscilla, and demanded that she send a note from Magnus. Katherine told us that the members of the brotherhood have been meeting recently in the under bridge area, and she confirms that they have captured the Lord Mayor Grobaras. We head to the Magnimar library and Laudius convinces the librarian to share his personal collection. We learn that no one really knows how long the tower has been there nor what the symbols mean, and that chimeras are vulnerable to swords and normal attacks. Linzi uses sending to ask Borhir and we learn that the runes on the tower are numbers: 12, 1, 2, 3... So we deduce it is a clock tower despite having never seen a clock. We stop by the garrison on the way back to the clocktower and see Billy and Katherine strip searching additional guards to see if they're tattooed. We ride our horses almost to the tower then walk the rest of the way. The hands are not moving and read 10:25 (or so). Dionaea goes invisible and vine climbs up to the window at the top of the clock tower and sees cultists standing around a triangular basin of mystery fluid with a body levitating above. There are a half dozen others in the room, including Justice Eyenbreyer, a large snake-like creature, and city guards at the door. Laudius uses locate creature to confirm that the mayor is alive and in the tower. We gather pallets from the shipyard as kindling and prepare to storm the tower...
Ameiko Kajitsu

Ameiko Kajitsu lives in Sandpoint and owns the Rusty Dragon inn. Her family owns the Sandpoint Glassworks. Her brother is Tsuto Kajitsu.

She is a human rogue with a mysterious past and GREAT biceps. Ameiko believes herself to be cursed; her previous adventuring party died in a horrific way, and her family has died horrifically too. Was close friends with Nualia Tobyn as a child. Dionaea has been crushing on her; Ameiko is receptive to it?
May 31, 2020

We return to the Glassworks to investigate the tunnel from which the goblins and other monsters have been spawning. We hear growling and dripping water from the tunnel, Shump-Shump goes into a rage and another deformed humanoid appears from the tunnel. After killing it, we enter and find a dungeon under the Glassworks.

    We crawl through the dungeon and find a large copper statue of a man holding a book and a spear, a torture chamber with seven-pointed stars inscribed on the walls, a room with undead creatures in pits that we kill like fish in a barrel. We fight a vargoyle that bites Shump-Shump. Then we come across a room imbued with magic in which books and wine bottles float in the air, magical runes written in electricity are on the walls, and three stones sit in the center. We each touch a stone and our speech is cursed until another party member can discern the pattern (Shump-Shump can only speak when others are speaking, Dionaea can only use words with an "s", Linzi is hurt by words with an "s"). After we break the curse, an altar appears with the Ira Capitis skull helmet. Shump-Shump puts it on and is filled with a rage. As we go to leave the dungeon, we come across an altar with water which beckons to us. Shump-Shump sticks his head in, then passes out.

← May 24, 2020 | May 31, 2020 | June 7, 2020 →

List of sessions
April 25, 2021

The blue dragon swoops down and starts speaking telepathically to Linzi. They introduce themselves as Dembra Koff. He was in the Court of Natash where he was given the beverage  Fartarstyx (?), and he now asks Linzi to make a keg so that he can continue living. He gives Linzi a scale with which to communicate with him, and says the recipe was last seen in Katash. Shump Shump, Linzi, and Laudius ride back to Magnimar and retrieve iSophie, the little old lady wizard who will help with the trial in Sandpoint. They also shave the bottom of the beanstalk, and Laudius instructs Billy to have a guard stand by to prevent anyone from climbing. We return to Sandpoint and have Durham join the orcs south of the city. He seems pretty happy eating birds and observing grass. We are asked for our names at the gate, and Shump Shump compliments Hemlock on the guards' good work. We go to the Half Pint brewery and it's hopping! Tathrean is working the bar and Kelda is the bouncer. We go to set up a barbarian camp/fight ring in the basement. Laudius finds a map in a book: it's a message from Nethys, and he learns at the map shop in town that it's the city of Korvosa (or perhaps future Sandpoint?). The map has a star on it that corresponds to a temple for Aroden, who is a former god but still has temples around. Meanwhile, Shump Shump and Linzi try their new experimental beers. The first, a strong ale, makes them only communicate via barks. The second, a mead, causes each to grow a second set of arms. In the last beer, a steel forged stout, there appears to be floating glitter, and it makes your breath very fresh and nice. Shump Shump goes to check on the orcs and sees a woman with a rapier fighting the orcs in a training ring. She learned about Shump Shump while traveling and came to train with him. Her name is Sell and she is a level 5 blade master (and stronghold follower). After several consecutive nights of work, we finally clear through the blocked spiral staircase in the basement of the glassworks and reach a wooden door, which Laudius blows open. Inside there is a stone room with columns that is well cared for. A voice asks what he seeks, then a portal appears and disappears. Laudius sees that the walls are covered in Thassalonian, some runes carved and some written in blood. Dionaea runs up to grab the others, and we all enter the room. We see a bunch of lit candles and a large statue of a 3-eyed jackal. Shump Shump runs ahead and sees a giant 40 foot monster with glowing horns. The jackal appears to be glowing slightly. On either side are statues of jackal-headed pregnant women. We roll initiative...
November 8, 2020

The combatant in bird clothing is still charmed by Linzi and agrees to put their weapons down or in the bag of holding. We convince him that we have dropped the necklace at the bottom of a well in a jail cell and somehow he follows along. Once in the jail, Shump Shump knocks him unconscious and we drag him into the cell. We search his body and keep a vial of poison and his bird costume. We return to the graveyard, grab the other bird outfit, then dig up Ven Vinder's grave with a tent over the grave and darkness cast outside of the tent. We don't detect magic on the grave, so we continue to dig up the body. We see the sihedron symbol scarred over on his chest, and deep scratch wounds and a puncture wound on his back. Laudius casts Speak with Dead, Ven doesn't seem to know what killed him and there wasn't anyone who was out to hurt him. He doesn't recall seeing anything monstrous, and asks us to tell his wife to pay the loans and diversity the wares at the store to help increase revenue. We tell the guards to look out for a clawed figure and head back to our brewery. Linzi wakes up with a hooded figure standing over them and offering them their services, they agree to come back the following dusk. The next morning we inform the mayor about the clawed creature and people in bird suits and set up the orcs to guard all but the north gate so that everyone coming in and out of town goes through the main entrance. Finally, we head down to the basement of the city hall to the banker Farbis and learn he loaned Ven 35 gold pieces, his first loan.
Urglin

The broken towers of Urglin rise like a sore from the blasted plain of the Cinderlands. It was once the site of an ancient city, but orcs from the Hold of Belkzen have plundered and ruined anything of value through decades of squatting and abuse, building over the ruined foundations with ramshackle ghettos of scavenged rock, iron, and bone. Outcast Shoanti, giants, half-breeds, and other monstrosities roam the treacherous streets where strength is the only law. Through the center of the city flows the sluggish Ooze, a stream that once gave life to the city but is now polluted to the consistency of pudding by the city’s waste.
Rusty Dragon

This large structure is Sandpoint's oldest inn, notable for the impressive (and quite rusty) iron dragon that looms on the building’s roof, doubling as a lightning rod and decoration. Owned and operated for the past six years by the lovely and popular Ameiko Kajitsu, the Rusty Dragon is not only one of the town’s most popular eateries (made so, in large part, by the spicy and exotic food served here), but also a great place to meet visitors from out of town, since most newcomers to Sandpoint come upon this inn first, the north Lost Coast Road being less traveled.

The Rusty Dragon is probably the most adventurer-friendly establishment in town, with its “Help Wanted” board near the bar and Ameiko’s “discount rooms for anyone who tells an exciting adventure story” policy.
July 5, 2020

Upon returning to town, we find Sheriff Hemlock and tell him about our orcs that are camped outside of town. He's not keen but still wants Shump-Shump to train the guards. He has returned with reinforcements from Magnimar. Shalelu has come back from more scouting and reports more goblins are amassing at Thistletop. Dionaea buys beans off of Bean Dude without asking any questions and immediately plants one in a town square, upon which a giant pyramid appears. We go inside and defeat a giant mummy in a sarcophagus. Linzi's beer is done but is questionable, after a short while flies start coming out of their mouth. Dionaea transforms into a fly trap and starts eating them.

← June 28, 2020 | July 5, 2020 | July 12, 2020 →

List of sessions
Ashwood

While many forests in Varisia bear dark reputations, Ashwood’s is legendary. Everyone within a hundred miles claims to have a relative or friend-of-a-friend who personally encountered a ghost, werewolf, or other spook within the wood’s brooding borders. Yet while locals might boast excitedly and exchange tales by day, at night they bar their doors and pile firewood high. The Church of Erastil takes these stories particularly seriously, and worshipers of Old Deadeye are frequently seen patrolling the dells and towns along the forest’s ragged edge, making sure the dark creatures within its borders stay there.
Rimeskull

From where they stand, high on the mountain’s steep western slopes and staring out toward Lake Stormunder, the strange, heavy stone statues of Rimeskull—each a massive head of eroded rock—have puzzled scholars for ages. Who made them and why they all stare fixedly west remain mysteries, due in no small part to the white dragon Arkrhyst, who makes Rimeskull his home and is notoriously disinclined to allow guests.
June 14, 2020

Shump-Shump regains consciousness, but is slowly turning into a vargoyle. We have enough potions to prevent the transformation for a few days but need to find Smilax for a permanent cure. We meet Elrond/L.Rawnd/Lerond, an elder stealthy elf who does tai chi but needs help getting out of chairs. We set out for the Whitetusk clan castle where Smilax has been taken. Linzi and Shump-Shump go to the front of the castle, Linzi hypes up Shump-Shump but they got shot at with javelins and retreat. Dionaea and Elrond scale a crumbling tower, then hoist up Linzi and Shump-Shump. We find a room with suits of armor decorated with blue falcons, from the Blue Flight Knighthood order (?). We fight wolves and orcs, Elrond has incredible aim and Linzi shatters several orcs with an ear-piercing rendition of "My Heart Will Go On" on their flute. When Shump-Shump dons the armor, the suits of armor come alive and we fight those, too.

← June 7, 2020 | June 14, 2020 | June 21, 2020 →

List of sessions