recursal/Fanatic-Fandom huggingface dataset:
Les boulasses

*"Attention ! les boulasses que tu possèdes finissent par te posséder."*

La boulasses est la monnaie utilisée dans les battle and barbeuk.

Elles servent a bien des choses:

* déterminer votre rang de classe
* renforcer votre armé
* acheter des cartes
* acheter toutes sortes de choses et de services
* jouer à des jeux annexes
* faire des paris
* et bien plus encore ...

Vous l'aurez compris, elles sont très précieuses et très facilement volables.

Pour entrer en jeu il faut posséder au moins une boulasse. Si vous n'avez plus de boulasse votre intendant vous en fournira une au moment de renaître. Personne ne joue sans boulasse sur lui !!!

### Échanger ses Boulasses

Les boulasses peuvent être conservées d'une bataille à l'autre au cours de la journée, Il est autorisé de s’échanger des boulasses à n’importe quel moment (du moment où vous êtes en vie).

Durant les batailles, vous pouvez échanger les boulasses qu’au cimetière.

A la fin de la journée les boulasses sont rendues. A chaque nouvelle journée, le joueur commence avec 1 boulasse (de quoi investir dans sont premier niveau).

### Fouille

Chaque joueur peut "fouiller" un joueur ennemi mort (à 0 PV). Pour cela, il suffit de mettre un genou au sol, de poser une main sur le joueur a terre et d'annoncer "fouille". Le joueur fouillé doit donner toutes les boulasses en sa possession.

### Conserver ses cartes et boulasses à portée

Il est très utile que vos cartes et boulasses soient rapidement ou facilement accessibles durant la partie, car les combats sont rythmés, et en cas de fouille, il vous faudra pouvoir les présenter prestement.

Si vous avez des talents d'artisanat en cuir ou en couture, n'hésitez pas à fabriquer des « cartouchières » de cartes ou des bourses / pochettes au bon format afin de pouvoir avoir facilement accès à vos cartes pendant la bataille.

Les cartes ont le même format que les cartes du jeu *Magic The Gathering* soit 63 x 88 mm.
Ghoul Cave

The Ghoul Cave is the largest of a number of caves presumed to be inhabited by a large number of ghouls. The main cave has clearly been expanded by artificial means, although at what point in time is unclear.

On the walls from the entrance to before the first chamber, drawings and carvings of the tale of Adun Anagonye were found. While crude, they were still readable.

The corridor winded downwards, and at around water level led to a chamber with alcoves an pools of water. The ghoul king, also named Adun, held court here. Further carvings were found, but these were carved by monstrous hands, and amounted to little other then mad ramblings. The chamber had 2 exits, one to the east, and one the the west. The western one remains unexplored.

The eastern passage led down to a large chamber with a river flowing trough it. In the middle of the river were 2 large stepping stones. Furthermore, a race of albino crocodiles called the river home, although they were under the ghoul kings control. On the other side were houses, carved out of the rock, though some of them were destroyed in the battle between the ghoul king and D-Squad.

With the king dead, the ghouls have most likely returned to their disorganized ways. There is potentially still a large ghoul presence in the area, so this location should still be viewed as dangerous.
ToA: Session 53

Kinlek rushes to Nebs' side and quickly heals him.

With the assassins killed and no one in any danger of dying Kinlek tries to look around to maybe find something from the other world that Daedalus was pulled into but fails.

Neb and Kinlek talk and get to the conclusion that the phenomenon they saw in the marketplace was one that most likely periodically happens all over the city.

The party makes their way to the cellar that Neb had previously spotted and starts preparing for a long rest. Kinlek and Fargus start making soup while Neb looks around.

In another room he finds some Chiwanga’s. They start giving him a message by animating some of the vegetation on the walls and Kinlek comes to help interpret it. Eventually they manage to make it out to spell:

"In the dance of the three dragons, a shadow was cast, not of their kin. In the heart of the jungle, it whispers, bound yet yearning. Seek the courts divided, for in their discord lies the key to the chains that bind."

After this some necromantic energy strikes the chiwanga’s and they disappear. And most horribly the soup in the next room is ruined.

Neb and Kinlek think that they are still somewhat safe as it did not feel like the Chiwangas had the personal attention of a powerful being that had stricken them down but more like they were hit by an automatic process by the energy field in Omu.

As they sleep Neb visits Raum in his cave. Raum is feverish and his little brothers are very thin and non respondent. Raum delivers the following message to Neb.

Raums feverish warning:

"He who wears the guise of the night serpent betrays his kin. His heart beats not for Chult, but for a grim harvest. Seek the champions forgotten, for in their unity lies the power to reveal the serpent's true skin and sever his tainted might."
Adric Fell

**Adric Fell** is a human adventurer in Xen'drik. He hails from the town of Fallcrest in Aundair. During the Last War, he served as a soldier under the command of the gnomish wizard Copernicus Jinx.

After the war, Adric became a sellsword and founded the mercenary company Fell's Four. The company later changed its name to Fell's Five after the addition of the tiefling warlock Tisha Swornheart. The company later found themselves in Xen'drik.
ToA: Session 26

## Enter Tortle

Having lost everyone's favorite murder bot, the party spent a moment to remember their fallen comrade. Then followed the ritual looting of his corpse, leading to a loud argument between Fargus and Daedalus about the proper way to respectfully use the dead machine's body (apparently it's ok to make amulets out of his core, but not use his body in the construction of raft). The time for grieving and looting had to be kept brief though, as they still had a ghoul horde to overtake. A few minor skirmishes later, they finally reached Camp Vengeance.

The camp had seen better days. While not technically under siege, it was surrounded by the ghoul horde, limiting the influx of supplies to the camp. This, coupled with the ever increasing number of dead and wounded meant the situation in the camp was tense. However, not all was death and gloom, for in the camp they stumbled upon an old squad member. Introducing, Kinlek! Kinlek had, among other former members of the Desolation Squad, been called to Xen'drik by Daedalus, and some of them had made their way into the jungle. Kinlek was among this group, but decided to stay behind in Camp Vengeance. Here he helped with heling the sick and wounded, though most kept a bit of distance, due to his odd smells and weird mannerisms.

Kinlek agreed to join the squad, and immediately went off to make preparations for his departure. First stop was telling Niles, the camps commander, that he was leaving. This was obviously not great news, but understandable, and he assured Kinlek that the camp would manage without him, though he would be sorely missed. Meanwhile, Wolf Rigor and Sister Kayas, who work for the commander, met with the rest of the party. They were interested in any info on the mysterious disease, and the party had plenty of it. Too much, in fact, and only with a timely intervention by Neb did they prevent the 2 from falling into the deepest depths of despair. Once the shock at passed, they asked about our reasons for going up river, a path no one usually took. Going to save the "chosen ones" (aka the Golden Company) seemed to make sense to them, though they rightfully scoffed a bit at the whole chosen ones bit, as they had a tendency to be a let down.

Having finished with their preparations, the party went out into the jungle again, deftly avoiding the undead horde. Sailing up the river the party came across the telltale signs of frost giants. Having had good dealings with frost giants in the past, our heroes saw no reason to avoid them, and soon enough they stumbled upon 3 frost giants near the river bank. They seemed overly friendly, introducing themselves as Hruknar, Hjalrik and Roald. As the party went ashore, they quickly learned why. See, Kinlek is a reptile, and smells, so the giants put 2 and 2 together and figured he was Dragonbait. That only left one question; Which one of us is Artus Cimber?

**Will the squad be able to defuse the situation now that diplo-bot is no longer with them? Or will more of them join him in death? Find out next time on Tomb of Annihilation!**
Sivis D'Sivis

**Sivis D'Sivis** is a gnomish scion of House Sivis, and is currently in Xen'drik. She is the founder and formal leader of the Company of the Golden Coin, though she leaves the daily leadership to Alrund.

At first glance she shares many of the classic traits of the Zilargo gnomes; smart, rich and a secret agenda.

She is on extraordinarily good terms with Syndra Silvane, much to the D-Squads chagrin.
Sisay

Sisay is the constant companion and sometimes familiar of Ekku of the Pearl Heron.

When in humanoid shape Sisay often appears as a half-elf man - dressed in flamboyant clothing. However most often Sisay travers the jungle in the shape of a pearlescent heron, brightly coloured and majestic to behold.

Sisay is well versed in the politics of the Courts of Beast and Man and has shown the ability to talk to both ancient spirits and children alike. Somewhat foul-mouthed when angered, Sisay is still a valued ally to the D-Squad after they had saved him
ToA: Session 32

## Planning For A Party

The D-Squad spend some time discussing birds and dinosaurs and how to best utilize them to get out of Dung-Grung-Lung. After extensive number crunching to figure out the airspeed of a laiden roc, the D-Squad goes to meet with Gru'uk and get some information on her plan.

### Co-opting the Coup

Gru'uk takes the team to her personal quarters, where she informs them of the myths and beliefs of the grungs so the group can best figure out how to deal with the mad king without blaspheming Nang Nang. She tells them that a ritual will occur in two days, where the night will open and the goddess Nang Nang will arrive, and it is at this point that all will be present to watch and the king will attempt to bed the goddess. She gives the team some literature that they can study to have a better idea of how to create the desired illusion and trick the king. Afterwards the Squad reconvenes with the CGC to fine tune their plan. After discussing the security they may be facing, and whether or not Gru'uk is a greater threat than Ruock, the king's loyal guard, they decide to assassinate Gru'uk, steal the eyes and get out of frogland.

### Assassination 90% complete

Once night falls the two teams enact their plan. The CGC go off to pilfer the eyes, while the D-Squad takes care of assassinating Gru'uk. They find the priestess in her hut, and with a finely aimed eldritch blast Neb removes everything above her lower jaw, doing a nice amount of damage. Somehow she manages to survive losing everything above her tongue, and her guards and healers jump into action. The race is on to take the last shreds of life from the priestess before she can start causing more damage to the squad!

### An Extremely Exhausting Escapade

The Squad fight off the healers and guards, and manage to succeed at killing Gru'uk, who frankly had no business being alive at that point anyway. But the guards set off a flare and alert additional grung warriors to come to their aid. With poison flying wildly and exhaustion mounting, the team takes the opportunity to abscond before an insurmountable number of grungs show up to avenge their priestess.

### An Even More Exhausting Escape!

The Team rushes towards the border walls, intending to meet up with the CGC and escape. As they run they are fired upon by more grung archers, and see another group moving to cut them off at the pass. The teams are fragmented and the plan is starting to unravel.

**Will the Squad and CGC make it out alive? Will they be separated and have to deal with the mad king? Will the CGC's theory about the eyes turn out to be false and their streak of being laughably wrong continue? Find out next time on Tomb of Annihilation: ESCAPE!**
Cutlas

**Cutlas** is a warforged adventurer in Xen'drik. He is most likely a first generation, being both very large and somewhat clunky. One of his arms is a massive cutlass, thereby giving him his name.

Whom he served for during the war is unknown. Currently, he is part of the Company of the Golden Coin, who claim to be rehabilitating him. Despite what efforts may have gone into this, they haven't changed the fact that Cutlas is both ill-tempered and ill-mannered. In short, he is an asshole.
Beyond the Aquila Rift: The Best of Alastair Reynolds

***Beyond the Aquila Rift: The Best of Alastair Reynolds*** is a 2016 "best of"-style collection of short stories and novellas by Alastair Reynolds. It focuses on various short stories and novellas written by Reynolds in the 2000s and 2010s (with none of his older stories from the 1990s and earlier). The stories are standalone or come from several of Reynolds' established universes or series - e.g. the Revelation Space universe, the universe of the *House of Suns* novel, the universe of the "Merlin" short story series. Due to the "best of" approach, many of the stories had appeared in previous anthologies of Reynolds's short fiction, e.g. *Galactic North*, *Zima Blue and Other Stories* and *Deep Navigation*.

The anthology was published in June 2016 by Gollancz and Subterranean Press. All the stories published in this anthology had been published previously, but some of the more obscure ones had been out of print for several years, and one newer story was not yet published in book form before this anthology.

There are four Revelation Space universe stories in the collection: "Great Wall of Mars", "Weather", "Diamond Dogs" and "The Last Log of the Lachrimosa". The collection's only Revelation Space series short story to be first published in book form is "The Last Log of the Lachrimosa", previously first published online in a 2014 summer issue of Subterranean Press Magazine. The first three stories had already appeared in the *Diamond Dogs, Turquoise Days* (2003) and *Galactic North* (2006).

## Contents

* "Great Wall of Mars"
* "Weather"
* "Beyond the Aquila Rift"
* "Minla's Flowers"
* "Fury"
* "The Star Surgeon's Apprentice"
* "The Sledge-Maker's Daughter"
* "Diamond Dogs"
* "Thousandth Night"
* "Troika"
* "Sleepover"
* "Vainglory"
* "Trauma Pod"
* "The Last Log of the Lachrimosa"
* "The Water Thief"
* "The Old Man and the Martian Sea"
* "In Babelsberg"
* Story notes

## Gallery

Cover by GollanczTrade paperback cover by Subterranean Press (cover by Dominic Harman)Variant, limited edition cover by Subterranean Press (cover by Alastair Reynolds)
## Notes

* Cover art for the Subterranean Press trade paperback edition (seen above) by Dominic Harman.
* Cover art for the Subterranean Press limited edition (seen in Gallery) by Alastair Reynolds himself.
* The title is based on *Beyond the Aquila Rift*, a story that already appeared in the non-RSU anthology of Reynolds' short fiction, *Zima Blue and Other Stories*.

## External links

* Official article on *Beyond the Aquila Rift* at Alastair Reynolds' website
* *Beyond the Aquila Rift* anthology at Gollancz.co.uk
* *Beyond the Aquila Rift* anthology at Subterranean Press.com
* *Beyond the Aquila Rift* anthology article at Wikipedia
* Author's blog
	+ *Beyond the Aquila Rift is out* (16 July 2016)
Bree Three-Hands

**Bree Three-Hands** is a halfling thief in Xen'drik. She is currently part of the mercenary party Fell's Five, and has been since he end of the war. According to her, she is with Adric Fell due to owing him a favor.

She is a raging kleptomaniac, taking any and all opportunities to steal the valuables around her. This gets both herself and her company in trouble, who seem unable to control her. One of her victims was Ibnin, though she was caught in the act.
Desolation Squad

**D-squad**, or the **Desolation Squad** as it would later come to be known, was special forces unit of the Cyran military during The Last War, and the primary actors in the Tomb of Annihilation campaign. The Squad operated primarily behind enemy lines in Karrnath and Breland, though it saw action in all the major theaters of the war. D-squad specialized in small scale, targeted sabotage missions, often ending in much more destruction then was initially planned.

The squad was shrouded in secrecy, with all of it's missions being highly classified. This, coupled with the destruction of all records in The Mourning, means few people have any knowledge of their actions during the war.

After The Mourning and the destruction of Cyre, the squad disbanded, with members going their separate ways. Recently, a number of them reformed the squad, signing up for one last mission in Xen'drik.

## History

### Origins

D-squad was created in the final years of The Last War, named such to hide it's purpose within the military organisation. The squad was the brain child of Daedalus d'Cannith, whose motivation for helping the Cyran military directly are still unknown. With the great houses having declared their neutrality, any public knowledge of House Cannith's involvement would have sparked outrage and international condemnation. As such, Daedalus took on immense personal risk in forming the squad.

The members of the squad came from a wide variety of backgrounds. Some were recruited directly from the Cyran military, while others were acquaintances of Daedalus or House Cannith, and some even civilians with a useful talent. This gave the squad a wide range skills to work with, and while not everyone was equally invested in Cyres military future, they all served dutifully.

## Noticeable Figures

* Daedalus d'Cannith - Founder and Commander of the squad.
* E51U02 "Bucket" - Negotiation and Fire Support
* Neb - Infiltration Specialist
* Fargus Droranath - Combat Specialist
* Natalie Serrano - Combat Specialist
The Ordning

The **ordning** is the social structure to which all giants adhere, dating back to the ancient empires of Xen'drik. Similar to a class-based society, but much more specific, assigning a social rank to each individual. Therefore, each individual giant knows which other giants are inferior and superior to himself, and no giants were equal to other giants.

Each type of giant use a different combination of skills or qualities to determine the ordning. Giants believe excelling in these skills to be the purpose of their lives.
In all cases, advancement is made by challenging a superior giant. However, different types of giants use different systems and restrictions for advancement.
It is considered an evil (maug) act to show disrespect to a superior giant. This could be mocking, betrayal, disobedience, or a number of other behaviors.

The ordning applies to individual tribes, and it is an insult to treat a higher-ranked giant from another tribe as an inferior.
However, between different types of giants, there is a separate system, and even the lowest ranked giant of one type was superior to the highest ranked giant of an inferior type, and thus it isnot considered evil to betray a giant of another type, merely rude.

The types of giants are ranked as thus, in descending order: titans • storm giants • cloud giants • fog giants • fire giants • frost giants • stone giants • mountain giants • hill giants • ettins • giant-kin • ogres
Liara Portyr

**Liara Portyr** is the current commander of Fort Beluarian. She is a 50 year old human brelish woman with greying hair and sour disposition.

Liara is part of the Brelish nobility and has used her connections to etch out her own realm of influence in Xen'drik. Many adventurers use Fort Beluarian as a staging ground for exploration, and Liara makes sure that she benefits from that. Rumour has it that she can help you get out of Xen'drik without alerting the Merchant Princes.

She has a rather bigoted view of warforged, clearly not considering them much more then a mere machine. Her opinion of the locals is not much better, showing no signs of respect for their customs. This is best shown in her honest belief that all the jungle from the fort to the mountains belongs to her.

She is however able to set aside her prejudices temporarily if she stands to profit from it.

#### Role in the Last War

As part of the Brelish nobility it is assumed she has a prominent role as commander during the war. However she is not known for her exploits. She used to report directly to Grand Duke Ulder Ravengard, who after the Treaty of Thronehold was given a position in the Brelish Royal Senate.

### During the Campaign

Normally, travelers to Fort Beluarian will have paid a hefty sum for papers granting "rights" to explore and plunder before arriving. So when the party showed up unannounced, she used her position of power to extort from them their services. The fort had a ghoul problem, and was willing to pay 20 gold per head. With her "totally not bullshit" papers costing 200 gold in total, the party was forced to accept, even though they most likely would have accepted anyhow, just to stay on her good side.

The party returned a day later with 11 ghoul heads, among them the head of the ghoul king. While she clearly did not believe the myths surrounding the ghoul king, she was nonetheless happy that the problem was solved. After being severely underpaid for the ghoul king (Thanks Bucket), they asked her about their two targets.

Sadly, they had not passed through the fort, but she offered to contact the 2 other forts for information. Not for free of course; troubling reports of frost giants had come in from her scouts, an unheard of sight this far from the mountains. She wanted us to investigate the sightings, find out where they were heading, and why. Besides, she needed time to amend the party's papers to include rights to bounty hunting, so it's not like the they had anything better to do.

1. ↑ Session 3
2. ↑ Session 5
Thyra of Permafrost

**Thyra of Permafrost** is a frost giant hunter. She is currently part of a 20 giant strong expedition that is scouring the jungle for Artus Cimber, who has stolen an artifact from them. They are based out of the ship Vengeful, located on the north east coast of Xen'drik.

Like all giants, she follows The Ordning, and is thus heeds the word of her jarl and captain, Droofy, even if she herself finds their trek through the jungle pointless. A skilled hunter, she values marshal prowess, and looks down upon acts of cowardice.

She has traveled in Khovaire, and is very interested in tales from the battlefield. She is also extremely beautiful, although this may just be the view of a certain dwarf drunk of the extremely strong ale she carries with her.
Fell's Five

Fell's five is a for profit adventuring company formed by Adric Fell. They are currently located in Xen'drik.

The company is currently compromised of:

* Adric Fell - Human Fighter
* Khal Khalundurrin - Dwarven Paladin
* Tisha Swornheart - Tiefling Warlock
* Varys - Elf Ranger and douchebag
* Bree Three-Hands - Halfling thief
Aloan d'Cannith

"TBD"

**Aloan d'Cannith** (pronounced **All-won**) is a Horizon Walker Changeling. He is the hidden son of Neb, currently living with a minor branch of the Cannith house in New Cyre. He is currently a backup character to Neb.

## Background

### A Call to Action, and a Letter to Unrest.

Aloan received a letter from his father during his adventure in Xendrik. The letter was strange, and the way his father wrote about what he had experienced had Aloan feeling a terrible sense of unease. Despite himself, and his knowledge that he was supposed to remain discreet, he managed to arrange a meeting with the only other person he could think of to talk to about this. He had never met the woman before, but his father spoke fondly of her, and promised him she would help him if ever he needed it. And so he shared the letter with an old friend, Malla Nettlelark, in a clandestine meeting.

## Rumors

During character creation, we were asked to create 5 rumors about our character. 3 of them should be true, 2 of them false. The other players do not know which is which.

1. Has had prophetic dreams foretelling of terrible events from a very young age.
2. Was removed from one Cannith House after revealing an aberrant mark.
3. Ate a salamander alive as a small child.
4. Has been heard whispering to beings that are either not truly there, or are in some other realm.
5. Was once caught in a housefire, and despite being found burning remained without scars.

## Mechanical Stats

AC

15

HP

76

Initiative

3

Speed

35

Passive Perception

16

Attributes

Strength

8
-1

Dexterity

16
3

Constitution

16
3

Intelligence

10
0

Wisdom

16
3

Charisma

10
0

Skills
Acrobatics: 3Animal Handling: 3Arcana: 0Athletics: 5Deception: 0History: 0Insight: 6Intimidation: 0Investigation: 3Medicine: 3Nature: 0Perception: 6Performance: 0Persuasion: 3Religion: 6Sleight of Hand: 3Stealth: 6Survival: 6

Saving Throws
Strength Save: 2
 Dexterity Save: 6
 Constitution Save: 3
 Intelligence Save: 0
 Wisdom Save: 3
 Charisma Save: 0

Proficiencies

Simple WeaponsMartial Weapons

Light Armor
Medium Armor
Heavy Armor
Shields

No Tool Proficiencies

Unknown class (or class abilities have not yet been added)

Changeling Traits

Shapechanger:
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Ghouls

**Ghouls** are generally mindless undead, driven by an endless an unquenchable hunger for flesh. The ghouls of Xen'drik however, seem somewhat more intelligent then their Khovairian peers. Some are capable of speech and reasoning, and can contain their hunger for a time. This does not make their goals benign, as they still seek a supply of corpses to feast on.

Until recently, the ghouls were led by the ghoul king Adun Anagonye, who attemted to barter for corpses with Fort Beluarian. When this failed, he launched a series of attacks on the fort. With his death at the hands of D-Squad, the ghouls cohesion and goals are unknown, though there are parties in the jungle who have yet to here the news of his passing.
Benevar

Benevar is an ancient nature spirit. It is said that Benavar guards the entrance to the jungle. Many local tribes pay Benevar respect when they enter the jungle or have to travel through the jungle. They leave Benevar trinkets that have value to them. To prove that they give up something for the jungle. Only then will Benevar look kindly on their journey.

Benevar is rarely seen and many outsiders doubt Benavar is real at all.

When Benevar does make his appearance known, it manifests as a giant catlike creature.
Artus Cimber

**Artus Cimber** is a mysterious adventurer, last seen with a strange lizardman in Xen'drik. He is clearly a man on the run, as both Syndra Silvane and a group of frost giants are looking for him and an artifact he has.

The D-Squad are currently investigating his current whereabouts on behalf of Syndra. She is interested in his artifact because it is rumored to increase a persons lifespan, perhaps even granting immortality.

### During the Campaign

During talks with a group of kobolds, they mentioned that they had met him, and been in awe of the artifact he carried. He seemingly tricked the group into revealing more then they should about the gods, and they fear that Artus may attempt to seize power from the gods, like so many have failed to do before him

1. ↑ ToA: Session 13
Camp Vengeance

**Camp Vengeance** is one of the three staging grounds for the many expeditions into the Xen'drik jungle. It also serves as a trade hub in the region, though undead activity has disrupted said trade .

## Noticeable People

* Niles - Camp Commander.
* Ward Firebeard - Second in Command.
* Wolf Rigor - Nile's right hand man.
* Beal Watal - Camp healer.
* Sister Kayas
ToA: Session 2

## Conversation is it's own adventure

Last we left our heroes, they had just freed the well of the undead influence, in a battle so spectacular no doubt could be had of D-squads great skill.[*citation needed*] Having spent the night as guests of the Beggar Prince Apolie, and having learnt what they needed from him, they returned back to within the cities walls. Being in no rush to enter the jungle, the group decided to honor the date they had made with Ekku.

### A Date With Mrs Loredump

What followed was a longwinded and heartwarming cultural exchange, where the party learned a great deal more about the local customs and spirits. Ekku meanwhile got to tinker with Bucket. During the exchange, she showed the group blueprints written in giant, hoping someone knew what they pertained. Sadly for her, no one knew anything, but Neb managed to hastily copy them without Ekku's knowledge. Later, after having parted ways with Ekku, and when Fargus wasn't busy being bored out of his mind, he managed to translate the blueprints. They were seemingly warforged blueprints, although of much cruder design then the ones used during the war. More intriguing, they seemed to predate the war by thousands of years. Perhaps House Cannith weren't the true creators of the warforged after all?

### A Change of Plans

Returning to the Yellow Lake Inn, the group started to argue on where to continue their search for Mr. Cimber, and more importantly, how. There were serious doubts if heading blindly into the jungle was the best plan of attack. With a bit of guile and diplomacy, they instead managed to get a ride on a boat headed to Fort Beluarian. While not exactly one of the destinations mentioned by the beggar prince, it seemed as the safest option for a first excursion into the jungle. So come dawn, the party deposited their expensively purchased lizards with Ibnin, and set sail alongside a party from House Orion.

And here we leave D-squad, sailing peacefully up the river towards fortune and knowledge and oh shit there's a giant water snake coming right at them! Will the horrible beast sink to boat? Will Fargus die again? Find out next time, on D-squad!
Tomb of Annihilation

## Characters

Fargus Droranath
E51U02
Neb
Daedalus d'Cannith
Kinlek

In this campaign we follow the adventures of the Desolation Squad, reassembled to complete one last assignment in the hunt for glory and profit (mostly profit). The job? Venture into the jungle of Xen'drik, locate the mysterious Artus Cimber, and return him to their employer. But little do they know, a greater evil stirs within the jungle, threatening to make an otherwise straightforward job into a living nightmare.

### Current Quests

**The Rundown** - Find and return Artus Cimber's source of Longevity to Syndra.

**The Pursuit of Knowledge** - Catalog the different gods and spirits of Xen'drik.

**The Oracle of the Jungle** - Find the Oracle, whom likely knows of Cimbers whereabouts.

**Rescue the Chosen Ones** - The Company of the Golden Coin have been captured. Rescue them.

## Campaign Specific Items

These items are not to be found in the standard books, and are therefore detailed here for reference.

### Magic Items

* **Staff of Ardun Agonye** - Quarterstaff, can cast Spider Climb and Witch Bolt using 2 charges. Max 4 charges, regain 1 per day.
* **Cursed Diadem** - Cursed. Wearer gains 1 flaw. Cast Invisibility once per long rest.
* **Horn of The Great Almirage** - +1 Spear. Cast Misty Step once per short rest.
* **Dex LED lights** - Dex set to 20. Is embedded in either an arm or a leg, and causes veins to light up in a chosen color when being dexterous.

### Natures Bounty

* **Wokka Nuts** - Fist-size nut from the wokka tree. Rattles when shaken, causing them to emit 10 ft. of bright light, and 10 ft. of dim light. Lasts for 1 minute. Can be reused.
* **Ryath Roots** - Roots found in Nangalore. Eat for 2d4 temp HP. Eating more then one within a 24 hour period risks poisoning the imbiber.
Beggar's Palace

**Beggar's Palace** is the oldest district in Port Nyanzaru. It sits outside the city walls, and is full of old ziggurats. While it was once a prosperous district, nowadays it is a slum, housing the poorest inhabitants of the city.

The district is run by a number Beggar Princes, a name taken to mirror the Merchant Princes. They rule solely on the base of their influence, which is ever shifting. As such, they rarely last long.

One such prince is Apolie, who seems to manage better then most at staying in power.
ToA: Session 50

## Stairway into the Dark

As the D-Squad investigated around the surrounding area giving them the impression of a city trapped between the past and it's legacy. They eventually find an opening to the basement guarded by a complicated sigil.
Once revealed an ornate and finely crafted spiral stair case made of fine metal leads the group to a sub level lit with continual flames lending the the area an eerie atmosphere. As they continue investigating and searching for the lizardmen, all they find is long dead bodies.

## Sharks in the Deep

Then a group of 8 Bull-shark men are caught as they search for something. Neb and Kinlek engage the group of Shark-men under the guise of being Ghouls, to which the leader of the Shark-men proclaims "I am Hotar, sincewhen have the dead clan claimed this area!?"

Before a full reply is given, a sentiment is felt:

Listen to your heart, release the Peacock!
Escape from Ulfenkarn: Session 3

## No Rest for the Wicked

Before the group could set up camp and get some rest, a voice taunts them from the shadows of the trees. A group of four, declaring the group assassins emerge, ready to strike. But before they can, Serrano draws first blood by throwing her hand axe right into the leader of the assassins!
Despite this incredibly aggressive opener, the young Kellon had managed to calm down two of the others, so they could attempt to talk them all down, or at least make them vulnerable. Dessi, following this lead, attempted to speak to the others and get them to stop their attack, though with Serrano chopping, and roaring, and looking ready to literally bite the leader, it did not exactly go well. The battle is a truly incredible one, as Kellon conjures an enormous sphere of darkness in the middle of the field, radiating with wretched whispers and slurps, and separating Aegis, Dessi, and Kellon from Serrano. It also served to separate the group of assassins in two.
While the three fight off the on the western side of the field, Serrano takes on two of the others on her own. After talking one down a hill and grappling them, she fends off the second assassin. Foolishly the second gets too close and is also grabbed by Serrano. With utterly vicious malice in her soul, Serrano spends much of the fight dragging the two towards the darkness. And when she does get to shove their heads into the darkness, she lets out a most chilling laugh.

## A Disagreement of Decorum and Decapitation

After several rounds of combat, the battle finally ends, with only the leader of the assassins group left standing. They interrogate the elf and discover he is a member of House Thuranni, named Risden d'Thuranni. He was hired by Luthor, commander of the watch. After getting as much information as they can out of Risden regarding the underground lab and the state of the guard, the question of what to do with him comes up. After a great deal of arguing over letting him live, as is right by the customs of the houses, as Dessi argues, or to kill him, as Serrano argues, Aegis ultimately slits his throat. Disgusted by her company, Dessi quietly closes off as they make their way into the walls of the city to find a place to camp. The abandoned city greets them with nothing but derelict buildings, and a glowing orb in the distance. For now, the group pause to figure out their next move.

**Next time, the group enters the Ulf Den!**
Moa

Moa is the Great Frog and to some she is the Mother of Rivers. For many, Moa is the lord of all rivers in Xen'drik and they pray to her for safe passage.

Moa has been at war with Remni for aeons and neither spirit truly knows how it all started.

Giant eagles and their Aarakocra allies often hunt frogs and snakes to prove Remni's superiority over Moa.

## Man and frog

Man and Frog have lived together since the First Sun, but one day when there was little water to be found. Man spent the days worrying and thinking about how he one day would leave this world, never to return. One day would be his final and he dreaded that day.

But man sent his faithful servant Wolf with a message to the gods; to ask if he could live forever. Man was to come back to life again, like a flowering plant after death.

Wolf set off to find the Gods, however he was soon distracted by the smell of stew and followed its hunger towards the source. Leaning close to sate it's hunger, wolf was content and forgot its mission.

Seeing that Wolf was lost, Frog took it upon itself to go to the Gods and tell them that man did not want to live forever. If man was to be reborn, thought Frog, he would soon muddy the rivers and destroy the birthplace of frogs.

Wolf finally arrived to tell Mans message. Leaning low Wolf crooned Man's need for rebirth in the song of the howl. The Gods were touched by Wolf's devotion for man.

But the Gods granted Frogs wish, because it got there first.

## The Imposter

There are however those who seem to think that the real Moa no longer exists. A group of kobolds known as the Covenant of the Blessed Dagger claim that a snake god has usurped the true Moas powers and domain, eating her in the process. This unnamed trickster god is currently masquerading as Moa, and has sent out the frogs as a plague upon the jungle.

None of this as been confirmed by other sources, and would presumably be staunchly denied by actual followers of Moa. Given the often deep-rooted animosity between the different groups and species of the jungle, actual fact can be hard to ascertain.
Klerval

**Klerval** is the gnome proprietor of Whispers of the Past, and is the main purveyor of magical items and trinkets in Port Nyanzaru.

Klerval is widely known as the most annoying salesperson alive. He has the most punchable face, a grating voice, and a personality devoid of any redeeming qualities. Had it not been for his virtual monopoly on magic items, no doubt gained through nefarious means, no one would tolerate his presence. (This paragraph was sponsored by Fargus Droranath)
Alrund

**Alrund** is a dwarven cleric in Xen'drik. He is currently part of the adventuring party Company of the Golden Coin.

He is often clad in steel armour with a blueish hint and his hair is thrown back in traditional Aundair knots. He rarely seems to smile, but his eyes are kind. Alrund seems to be the spiritual leader of the Company of the Golden Coin.

He proudly served Aundair during the war.

Fargus and Alrund shared a cup of dwarven spirits at Syndras party, but found little to no camaraderie. They had been on opposites of the war and had few things in common.
Dragonbait

**Dragonbait** is a companion of Artus Cimber, and is possibly acting as his guide. Beyond this, it is not known what his connection to Cimber is.

He is said to be accompanied by strange and wonderful smells, and is a mute.

### During the Campaign

In our encounter with the kobold group, it was learnt that they had traded with Cimber and Dragonbait. It was also here we confirmed that he was mute, and we finally learned his name.

1. ↑ Session 13
Covenant of the Blessed Dagger

The **Covenant of the Blessed Dagger** is a tribe of Kobolds from the deep jungle. The tribe is led by a pair of shamans, who guide the tribe through divine portents that they glean from the skies themselves. They consider themselves to be followers of the Dragon Above, and put much stock in stargazing and divining the future.

The covenant are currently searching the jungle for a remedy for an unknown sickness that brought their tribe low. After a rendezvous with a certain Artus Cimber and his lizardman companion, the kobolds are convinced that he is somehow an emissary for the Dragon Above and that his fate is linked to that of the tribe.

They are also avid traders and masters of avoiding the undead infested parts of the jungle.

They harbor a belief that the real Moa is dead, having been killed by the imposter that has taken her place.
Renaître

C'est le moment où vous retrouvez la vie à votre cimetière après l'avoir perdu lamentablement.

Vous récupérez une boulasse à votre intendant ou distributeur quoi qu'il arrive.

Puis vous choisissez une classe et déterminez votre rang en fonction du nombre de boulasses que vous possédez.

Vous pouvez vous déséquiper ou équiper de cartes si vous en avez.
Wiki Barbeuk and battle

## Barbecue et bataille, c'est samedi, venez... en quelques mot.

Les *Barbeuk & Battle (B&B)* sont des journées de batailles médiévales fantastiques dans lesquelles plusieurs groupes de joueurs vont s'affronter en pleine nature avec des règles et objectifs différents d'une partie à l'autre.

Les *B&B* pourraient s'apparenter à des parties live du jeu vidéo *League of Legend* avec de la vraie sueur et de réelles actions de ruse et de bravoure.

Ces différentes batailles aussi bien tactiques que sportives se déroulent une fois par mois le samedi avec un barbecue / repas de type « auberge espagnole ».

Les armes factices sont en mousse et répondent à des règles et normes sécuritaires (armes de Grandeur Nature - LARP).

Des cartes *B&B* peuvent être récupérées et vous permettent d’accéder à des compétences et des bonus.

## Un système de règle de GN open source

Le système de règle que nous utilisons à Barbeuk and battle est open source, ce qui signifie que n'importe qui peut s'en servir pour créer son propre événement.

* Explication des termes
* Principe général
* Les factions
* Déroulement d'une bataille
* Les classes
* Les boulasses
* PV, PM et compétences
* Le matos
* Les cartes
* La liste des cartes
* Les batailles
Bourrus

## Attaques

* **Charge impitoyable** : il gratte le sol 3 fois avec le pied pour annoncer son attaque puis :
	+ Il cible un joueur isolé c’est-à-dire qui n’est pas à distance de toucher un de ses camarades. S'il n'y en a pas, l'attaque échoue.
	+ Il lance immobilisation sur sa cible
	+ il fonce sur sa cible et lui inflige 5 dégâts ou fatal selon le niveau du boss.
* **Le soufflon** : il lève les ses bras en l’air en criant « par les enfers » puis les abaisse.
	+ S'il y a au moins 2 joueurs dans la zone que représente le cône formée par ses deux bras l'attaque fonctionne.
	+ Tous les joueurs présent dans cette zone subissent 5 dégâts ou fatal selon le niveau du boss.

## Stratégie

La stratégie pour les joueurs consiste donc à se regrouper quand il boss gratte le sol et à s’éparpiller quand il lève les bras.

Le boss ne compte pas les coups qu’il reçoit. Si les joueurs arrivent à lui placer des attaques tout en esquivant les siennes durant 5 minutes il est alors vaincu. Chaque joueur encore en vie reçoit alors une ressource aléatoire et peut s’il le souhaite piocher dans un deck contenant bonne cartes et malédictions.
Fort Beluarian

Situated at the edge of the jungle Fort Beluarian serves as a staging ground for many expeditions into the Xen'drik jungle. As one of the only places, besides Port Nyanzaru, where explores can get both gear and guides to brave the jungle, Fort Beluarian sees a lot of foreigners.

   Rumours also say that the Fort is the best place for explorers looking to arrange an escape from Xen'drik by more discreet means, and without the Merchant Princes finding out.

## Noticeable People

* Liara Portyr
* Matzen
* Gratiar Hauksdottir
* Tosi
* Nahiri
Escape from Ulfenkarn: Session 1

## A Plan for Chaos

The various dramatis personae first meet each other as they assemble in a Lightning Rail carriage for a meeting with Merril Thorn. Traveling to Metrol they have a brief introduction, although it is made clear that some have reservations about the character of some present and that the warforged member is considered more furniture than participant.

The lightning rail passes into a beautiful metropolis with fantastic architecture and Merril leads the group down alleyways through the city to a group of 6 warforged Titans, finally bringing the group to a secure breifing room. In the briefing room the group meets several characters who are involved in the preparation of this daring quest. Dragothal, who seemsto be a devout follower of the Silverflame based on his attire showcasing a prominent white line. Chana Baker a half-elf who is presumably actually Chana D'Lyrandar. Agate Villenga dressed in a Cyrean military uniform, however possibly glamoured. Last but not least Aaron Vale, a heavyset dwawrf dressed in colorful silks.

Here the mission is established. Morin Silvane is in a lab, located within a cathedral in Ulfenkarn. Held there until the Prince arrivesin just 4 days. The mission is to successfully infiltrate Ulfenkarn, rescue Morin Silvane, and leave Ulfenkarn without starting a war. To facilitate the short timeline, special transport has been arranged. Enter Captain Beren, who welcomes the group onto what looks to be a small boat named The Weatherlite. However the Weatherlite is no simple boat but instead a new invention of house Lyrandar called an Airship. The dramatic transformation and subsequent flight directly to the outskirts of Ulfenkarn leaves the group suitably amazed.

Once landed the group decides to disguise themselves as Ulfenkarn military and heads towards the city proper. Unfortunately they meet a patrol stationed outside the city. They are able to bluff their way past the patrol however they end up needing to travel straight though the city to the other side where they meet the commander of the watch. The group succeeds in convincing the commander that they are legitimate and continue to walk around the outside of the city. In amidst the trees and hillocks the groups keen senses allow them to overhear a meeting between a figure they had previously seen spying on them and a large monster (my notes say Varian overheard, revealed).

Roll for initiative imminent!
La baie de barbe noire

## Introduction

Même après sa mort, Barbe noire le pirate maudit, continue à faire régner la terreur au cœur des enfers.

## Préparation

On place une dizaine de mobs au fond de la plaine avec la boite à caillasse. Ils incarneront l’équipage de barbe noire. Chacun dispose de 3 PV.

Barbe noire quant à lui prend place sur la plaine du fort Dogo.

Un cimetière à l’entrée du terrain, l’autre dans le nouveau camp à côté de Malenstein.

## Déroulement

### Déroulement

L’équipage de barbe noir possède la caillasse. Chaque pirate renaît avec sur lui une caillasse. Les joueurs doivent tuer les pirates et les fouiller pour récupérer leurs caillasses puis les amener à barbe noire.

Barbe noir n’accepte que les paiements content. C’est-à-dire qu’il faut lui donner 10 caillasses d’un coup. Accomplir cette prouesse mettra barbe noire dans de bonne dispositions et il récompensera le joueur qui vient de payer.

Chaque fois qu’un joueur arrive à payer, il fait marquer un point pour son équipe. Sera déclaré vainqueur, l’équipe qui, au bout du temps imparti (20-30 minutes) aura marqué le plus de points.

Précisions

* Un joueur qui se fait fouiller ou scalper doit donner toutes les caillasses en sa possession
* Un joueur peut transporter autant de caillasse qu’il veut, mais il doit les garder à la main
* Barbe noire n’accepte qu’on lui parle que si la zone autours de lui n’est pas contestée
* Barbe noire dispose de l’annonce « terreur de masse » et « agressivité générale » sans résiste qu’il peut lancer s’il est menacé.
* Les pirates sont faciles à tuer, mais ils renaissent sans cesse
* Barbe noire peut maudire un joueur qui ferait trop le malin