recursal/Fanatic-Fandom huggingface dataset:
Level 2

Level 2 saw the group diving head first into the Thalstead purge.

Beorn had become ill from imbibing a drug that was turning him undead. He is managing to stave off the disease, but at great cost to his defenses.

The group investigates a guard barracks and, where they find a skull, sickle, and stick combination. It is a very odd mark, that seems religious in nature but they aren't quite sure.

After investigating the first barracks, the group heads to a second where they find men posing as a new order of city guard, meant to be the city guard in the new city. This implies the plan to kill Praesens was done so someone could seize control of Thalstead.

After killing most of these men (and convincing one to join their team) they find an altar with the skull/sickle/stick combo. They disturb the altar and hear a deafening scream throughout the city.

The group is attacked nearby, but manages to win the battle and rejoin Amaras.

Amaras has a plan to retake the keep. He and 150 of his men will lay siege to the front gate, while the group enters the keep through a sewer. He wants the group to open the front gate from the inside, so he and his men can charge in.

The group agrees, and enters the sewer. After a skirmish inside the sewer, the group decides they need to rest, and hold up for the night.

Story 11/30

Story 12/14

Story 2/8

Story 2/22

<----------- Level 1: Where it all began

Level 3: Into the keep ----------->
La Oficina

La Oficina

Tipo:
Oficina de seguridad

**The Office** es un área principal en **The Return To Freddy's** y la ubicación central dentro de **Freddy Fazbear's Pizza**.

Descripción
The Office es un cuarto pequeño y compacto. Contra la pared frontal en frente del jugador se encuentra un escritorio, sobre el que reposan unos dispositivos electrónicos de seguimiento, así como un ventilador, una bebida, y varios bollos de papel. Hay alambres de flujo hasta el techo de los dispositivos de vigilancia. La recepción tiene dos cajones, junto con un altavoz con una tela de araña que parece estar cubriendo el propio altavoz.
Shadow Freddy

Shadow Freddy

Especie

Shadow Animatronic

Género

Masculino

Ocupación

Desconocido

Ubicación de inicio

The Office

Primera aparición

The Return To Freddy's 4

**Shadow Freddy** (también conocido como **Purple Freddy** o **Shadow Golden Freddy**) es un antagonista menor y alucinación en **The Return To Freddy's 4**.

Apariencia
La aparición de Shadow Freddy es una versión completamente sombría de **Golden Freddy**, pero tiene los dientes y las pupilas brillantes. La diferencia es que él esta de pie y **Golden Freddy** esta sentado.

Comportamiento
Él aparecerá muy raramente en cualquier noche. Si el jugador se queda mirándole el juego se cierra. Para evitarlo debe moverse a la izquierda o la derecha.
Golden Freddy

*¿Desea ver a **Golden Freddy** del segundo juego, cuarto juego*o *quinto juego?*

Golden Freddy

Especie

Oso Animatronic Fantasmal

Género

Masculino

Ocupación

Desconocido

Ubicación de inicio

The Office

Primera aparición

The Return To Freddy's

**Golden Freddy** es un antagonista en **The Return To Freddy's**.

Apariencia
Es una versión dorada/amarilla del mismo "**Flashlight**". a diferencia con el Freddy original, Golden Freddy no tiene ojos ni endoesqueleto.

Comportamiento

Golden Freddy aparece en la noche 4 y las siguientes noches. cuando Golden Freddy entra a The Office, por unos segundo aparece su rostro y unas frases que dice "**IT'S ME**" y "**I'M COMING FOR YOU**". sí usa la Máscara de Freddy; puedes evitarlo o por poco segundos recibes el jumpscare de Golden Freddy.

Curiosidades* Golden Freddy es el único animatronic que posee dos "**jumpscares**" en el juego.

diddoEl jumpscare de Golden Freddy
Story 11/11/18

The session started off with the group trying to figure out how to break into the Medda mansion and look for Ecrozahr's Wizarding Hat. There seemed to be 2 basic places that it would be hidden. Either in the same trophy room that Zandyr had shown them earlier, or up in his private master bedroom, which sat behind a foyer where he entertained important guests almost every evening. The trophy room was encased in glass, and had 6 Medda guards patrolling the area.

The group decided that Erevan should pose as waitstaff to get inside, since being an Eladrin he was the least

conspicuous of the group. He got inside, and noticed a cadre of nobility on the 2nd floor, and also was able to determine that a few of the people were undercover body guards, and there were likely another set of private guards in a nearby room.

Erevan conjured his crab familiar to hold the Bottle of Unending Smoke, and then spilled champagne on a noble to try and make a distraction. The crab uncorked the bottle, and smoke began to fill the entire area around the trophy room. The others were given the signal to come inside.

Lunashe turned into a Rhino and began to smash the place up, Klon conjured a Spiritual Guarding and defended the team from the read, and Beorn went to work on unlocking the trophy room door. Beorn eventually got the door open and went inside, but found that the lower area (where the important stuff was held) had been cleared out. Apparently after the team visited the trophy room and received the note from their future selves, the Meddas felt the room was no longer safe and cleared it out.

Meanwhile Erevan left the 2nd floor, but just before he conjured an ice storm near a door with a bunch of private guards waiting inside. He also conjured a vortex of wind and lightning that made one of the staircases nearly impassable, blocking the guards. Lunashe continued to Rhino it up until the Rhino died, at which point she shifted into a giant Scorpion.

Beorn made his way upstairs, caused a big commotion while ducking and weaving between tables. He eventually made it to Zandyr's master bedroom, and found Zandry alone frantically writing on a piece of parchment. He managed to convince Zandyr that the noises he was hearing outside were an attack, and that he and the group were here to help. He overturned Zandyr's desk, and looked for Ecrozahr's hat, which he found in the desk, along side Quway's Coin (that allows one to instantly pass dialog checks) and the parchment with the Medda seal on it.

The group cleaned up the remaining Medda and private guard forces, and exited the mansion with the Bottle of Unending Smoke. Within a few hours, Zandyr will realize they were not helping him, and the hat was stolen, so they will now likely have the Meddas very upset with them. Additionally, they stole some precious jewelry from the trophy room worth 10,000 gold. However the jewels are 'hot' right now since they are stolen, so they can either safely sell them for 1,000 gold right now, or try and get full price but likely get even more Medda rage at them.

<---------- Previous Session

Next Session ---------------->
Level 1

Level 1 started out with Khaelis, Klon, Aeowyn, Erevan, Beorn, and Monashe all in Thalstead.

The group was previously unintroduced, and all 6 were in the Thalstead marketplace for various reasons.

The leader of Thalstead, Praesens Casurus, was assassinated in the market while walking through.

In the ensuing chaos, the 6 characters all became involved in the event in one way or another.

Khaelis, Klon, Aeowyn, Erevan and Monashe meet a man named Amaras, but all wind up getting captured and interrogated, but they eventually escape.

Beorn meets two city dwellers named Cember and Apolly, and the three of them end up meeting the other 5 at a city gate.

The city is quickly plunging into anarchy as people are being killed and a nefarious plot is unfolding.

Amaras asks the group to go to an outpost outside of the city and reconnect with 200 of his men.

The group does so, and formulates a plan with Amaras to retake the city. Amaras will take 150 of his men in the west gate, and the group will go through the north gate.

The group ultimately enters in a smugglers tunnel from the north, and uncover a drug scheme that is turning people undead.

Beorn himself imbibes the drug, and drastic side effects begin.

Story 10/6

Story 10/21

Story 10/26

Story 11/2

Story 11/23

Level 2: The Thalstead Purge ----------->
Level 7 (adjusted): The Seven

The group made it to Miradore, traditionally controlled by 7 families: The L'Boonts, The Belloters, The Abbeys, The Jyuns, The Meddas, The Harrows, The Oreliks.

The L'Boonts, The Abbeys and The Harrows are attacking the other families, trying to cause as much death and destruction as possible.

The group learns of a giant smoke Orcus that can only be seen with the Serevictus standing over the river. The more death, the larger it gets.

They help stabilize the city, and learn the L'Boonts are behind the main attack.

The attack the L'Boontian mansion, and determine the ritual is going on below.

They confront the ritualists, and learn that there are 7 of them: Desmond, Sivath, Zadicus, Ustalar, a male tiefling, a female drow and a female orc. The 7 are warped somewhere else, leaving an Avatar of Orcus to fight against.

The group defeats the Avatar of Orcus, but loose Monashe's animal companions in the process.

Story 1/15/17

Story 2/26/17

Story 3/18/17

Story 4/9/17

Story 7/16/17

<----------- Level 7 (adjusted): The Temple of Pelor

Level 8 ----------->
Shalara

Shalara is a bit of enigma. She was discovered by the group while branching into Klon's past, being a captive of the corrupt dwarven king.

As if being a Tiefling didn't invite enough trouble, it was soon revealed that she was the sister of Belcyra, the Tiefling involved with the Cult of Orcus in Miradore.

She carries an extremely powerful staff, and generally excels at casting spells to both confuse and damage her enemies.

Her memory is extremely fragmented however, and she struggles to piece together her past with her current present, and any semblance of a future.
Story 3/28

The night began with the group ending an extended rest in the sewer room. During the rest, everyone in the group seemed to have mysterious dreams that they describe to the rest of the group.

Aeowyn had a dream about a shadowy creature standing on an altar, with hundreds of creatures of many races/sizes all around the room. A human walks up to the altar and the shadowy creature begins to siphon from him. Aeowyn recognizes this as a ritual used in ancient religions.

Klon had a dream about his diety (the Raven Queen) battling a creature shrouded in darkness. The Raven Queen is able to win the fight with the help of her followers, and incredible energy surges out of the corpse.

Monashe had a dream about Geistsabel and Hawkmoon fighting savagely with a dark figure. It isn't clear who is winning the fight, but the figure slams a staff to the ground which knocks the two animals backward.

Khaelis had a dream about a large blue dragon flying off in the distance, eventually landing in front of him. He spoke a sentence in Draconic "this little one is playing his part well, our plan for him will not fail".

Beorn had a drastically different dream from most. He dreamt of a woman in the wilds with red hair and nature-istic tattoos all over her face and body. She was animalistic in nature and didn't do or say anything specific.

Erevan had a bad dream about fields burning, families being killed and slaughtered. At the end, he sees an old man holding a skull/sickle/stick, and then everything went dark...

The group ponders the dreams for a bit and discusses things amongst each other, but they eventually decide to open the door out of the sewer. On the other side, they find a short hallway with a draft from the right, and a locked door to the left. They pick the lock on the door and force it open.

On the other side, they find a robed woman with tattoos on her arms, and 3 cultists around her. She is standing on a pink crystal altar, and it appears they were performing a ritual or some cultist ceremony. There are boxes stacked in the corners of the room, and a brazier on each side.

A fight begins and the group manages to kill the three, and throw a box at the altar while they are at it. On her body, they find a few papers addressed to Myrissa (which they think is her), a powerful necklace and a leather bound book. The group ends the night there.

<--------- Previous Session                                                           Next Session --------->
Adventuring Marketplace

You can hire adventuring guilds anytime you are near any sort of decently sized population (typically Cities or Towns). You need 3 hours to find and hire the adventuring guild, and depending on your ask the guild needs a varying amount of time to fulfill the request. The guild can deliver the item to you for an additional fee of 20g per day of travel if you do not want to stay in the area.

As you hire guilds for a specific type of request, that request becomes more expensive, and others become cheaper (scarcity of goods). When you purchase at low cost, no others get cheaper, but that request moves up 1. When you purchase at medium, 50% chance another one goes down, that one moves up 1. High cost is guaranteed 1 other moves down, that one moves up. Exuberant cost is guaranteed 2 others move down, that one stays at exuberant.

Additionally, depending on difficulty, there is a low chance the guild is killed in the attempt, and you lose all your money invested. You cannot use 1/2 tokens to change the outcome, but you can use an Act of Destiny to change it. Other than equipment/messages, any item is bound to you and cannot be traded to others in the party.

The table below is the current state of the market, and what you can hire services for, the star marks the current price for that request.
Nightmare Lockjaw

## Primera aparición

TRTF2 (Nightmare mode)

Nightmare Lockjaw es un animatrónico de pesadilla de Lockjaw que se planeó para aparecer en las actualizaciones principales de The Return to Freddy's 2 como el único antagonista activo del modo Nightmare, antes de que fueran cancelados.

## Apariencia.

Nightmare Lockjaw parece muy similar a Torture Lockjaw de The Return to Freddy's 5, pero con 5 dedos afilados y dos filas de dientes grandes con raíces rojas, similar a los Nightmare Animatronics de Five Nights at Freddy's 4. La boca del endoesqueleto parece ser sin alterar. Su sombrero de fieltro tiene una franja roja, a diferencia de su contraparte original.

## Comportamiento.

Nightmare Lockjaw solo aparece en el modo Nightmare y es el único antagonista activo. Habría comenzado en la sala de repuestos / servicio y eventualmente procedió a trasladarse al salón principal y luego a su oficina de seguridad. Se desconoce cómo se habría defendido el jugador de él, aunque es probable que hubiera sido poniéndose rápidamente la Máscara de Freddy y quedándose quieto hasta que se fuera.
Ibis biały

## Charakterystyka

Krewniak słynnego afrykańskiego ibisa czczonego – świętego zwierzęcia w czasach starożytnego Egiptu. Zamieszkuje Nowy Świat. Z roku na rok migruje w poszukiwaniu rozległych podmokłych terenów. Niestety z roku na rok liczba dogodnych dlań siedlisk może się zmniejszyć.

## Wygląd

Upierzenie tego ptaka jest śnieżnobiałe. Na spodniej stronie skrzydeł, na ich krańcach widoczne są charakterystyczne czarne plamy. Wokół dzioba i oczu znajduje się nieopierzona skóra barwy różowo-czerwonej. Dziób oraz nogi są ubarwione podobnie.

## Występowanie

Zasięg ibisa białego rozciąga się od Ameryki Północnej (od jej południowo-wschodniej części) poprzez Amerykę Środkową aż do Ameryki Południowej.

## Środowisko życia

Ibisy żyją w dużych stadach. Zamieszkują nad zbiornikami wodnymi, które są dla nich źródłem pożywienia. Wybierają na swe tereny łowieckie słodkowodne jeziora i rozlewiska rzek, ale nie tyko - można je spotkać również na wybrzeżu.

## Lęgi

Ibisy białe tworzą monogamiczne związki ( przez całe życie pozostają wierne jednemu partnerowi). Choć nie jest to ścisła reguła. Oboje rodziców buduje gniazdo i opiekuje się potomstwem. Lęgi odbywają się w towarzystwie innych ibisów białych – w tzw. koloniach rozrodczych. Samica buduje gniazdo, z materiałów które dostarcza jej samiec. Są to głównie znalezione na ziemi patyki. Zwykle jest ono dobrze ukryte ( o ile pozwalają na to jego spore rozmiary) wśród zarośli, starych pni etc. Czasem znajduje się po prostu na ziemi. Samica składa niedużo, bo zwykle około trzech jaj.

## Pokarm

Ibisy białe polują przede wszystkim na ryby i skorupiaki w płytkich wodach, nieopodal brzegu. Przy okazji łowią także inne zwierzęta – np. większe owady, płazy, a od czasu do czasu zdarza się im złapać swoją zdobycz także na lądzie. Może nią być płaz, lub inny kręgowiec niewielkich rozmiarów.
Monashe

When it comes to animals, nobody understands them quite like Monashe.

Being a Wilden, she can often times be mistaken for an animal herself, but make no mistake, Monashe is just as clever as any other humanoid.

Monashe is in tune with animals on a level that goes beyond most others, and has even befriended two animals that join her in her adventures, Geistsabel and Hawkmoon.

Geistsabel is a female wolf adept at combat and making foes volunerable, and Hawkmoon is a male hawk adept at scouting and percepting.

Monashe cannot force Geistsabel and Hawkmoon to do things, but being longtime friends she can ask them to perform various tasks.

Primary Active abilites:

Able to make enemies easier to hit via Geistsabel

Able to boost allies when attacking enemies

Able to create a seed of healing that can be used on demand by allies

Passive abilities:

Able to gain energy from surrounding foliage instead of actual food

Able to talk to most animals and understand them

In tune with nature, and the intentions of others and objects
Jarząbek

## Wygląd

Jarząbek to mały ptak grzebiący, z wyglądu nieco podobny do kuropatwy. Jego grzbiet jest szary i prążkowany na czarno. Prążkowanie występuje u niego także na piersi i ma kolor rudy. Po bokach ciała rozlewają się czarne pasma piór, zaś ogon jest rudobrunatny. Na głowie jarząbka znajduje się czubek utworzony z kępki piór, który wyraźniej zaznaczony jest u samca – jest dłuższy. Samiec posiada także czarną plamę na podbródku, który u samicy jest biały i prążkowany na szaro. Długość ciała tego ptaka zarówno w przypadku samic, jak i samców wynosi około 50 cm, rozpiętość jego skrzydeł 60 cm, a masa jego ciała to zaledwie 0,5 kg. Młody jarząbek ma jasny, żółtawy podbródek.

## Występowanie

Populacje jarząbka spotkać można w lasach klimatu chłodnego i umiarkowanego, głównie w środkowej i południowo-wschodniej Europie, a także w Azji, np. w Japonii. Sporadycznie występuje również w Skandynawii, szczególnie na terenie iglastych borów. W Polsce gniazduje w północno-wschodniej Polsce, np. w Puszczy Augustowskiej, Knyszyńskiej oraz we wschodniej części Sudetów i w Bieszczadach.

## Biotop

Nie jest łatwo zauważyć jarząbka w jego naturalnym środowisku, ponieważ na swoje siedliska wybiera lasy słabo użytkowane i z dala od siedzib ludzkich. Głównie są to bory świerkowe. Istotnym elementem zamieszkiwanego przez nie terenu są tzw. paprzyska, czyli miejsca o dużej zawartości żwiru i piasku, w których jarząbek może odbywać kąpiele piaskowe. Gniazdo tego ptaka jest wygrzebywane w dołkach bezpośrednio na ziemi i wyścielone niewielkimi gałązkami i kępkami traw.

## Lęgi

Samiec i samica jarząbka podczas lęgu tworzą monogamiczną parę. Dobór par następuje jeszcze jesienią i nie towarzyszy temu żaden specyficzny rytuał godowy. Czasami samce gwiżdżą i stroszą pióra, by zwabić samice. Mimo tego, że osobniki łączą się w pary jesienią, do właściwych lęgów dochodzi między marcem i majem. Wówczas samica składa 8-12 jaj, które wysiaduje przez ok. 25 dni. W tym czasie samiec dokarmia partnerkę. Młode osiągają dojrzałość już po 6 tygodniach życia.

## Pokarm

Jarząbek odżywia się pokarmem zarówno roślinnym, jak i zwierzęcym. Podstawę diety jarząbka w okresie letnim, kiedy karmi pisklęta stanowią owady i ich larwy. Poza tym ptak spożywa również owoce jarzębiny, czereśni, bzu, a także poziomki i maliny.
Level 4

Level 4 started after the events of the Thalstead Purge. The group had recovered from their battle with Uslatar and Nerull, and was ready to leave Thalstead in search of answers.

After acquiring a map of the area and engaging in heavy debate about where to go, the group eventually decides to head towards Khaelis's hometown of Dragus, on their way to Aeowyn's hometown of Iym Nalore.

On the way to Dragus, they encounter a trader and are ambushed by bandits. After saving the trader, he introduces them to a friend (Ored) in a nearby small town of Neyford. Ored's wife, Norah, recently went to Dragus and hadn't returned yet. Ored wasn't panicking, but he agrees to pay the group if they find Norah in danger and get her home.

The group sets off towards Dragus, and is attacked at the start of the switchbacks that lead towards Dragus. They learn the attackers were hired by Dragonborn in Dragus to stop people from coming towards, or leaving, Dragus.

They take an alternate route to Dragus, which leads them up a steep cliff. Towards the top of the cliff, they encounter a mountain spider den, and find several bodies inside, including some Dragonborn.

They reach Dragus, and decide to send Khaelis in, acting like Monashe is his prisoner. Monashe is taken prisoner, and Khaelis learns that a Dragonborn named Sivath is claiming to speak on behalf of Bahamut. Bahamut wants the Dragonborn to join a war effort and be granted immortality in return.

Khaelis and Monashe escape Dragus, and the group eventually draws Sivath out of Dragus to talk. They learn that Sivath is over 400 years old, and hasn't aged! They also learn he is connected to Ustalar, the old man from Thalstead that was attempting to summon Nerull.

Sivath is claiming that Bahamut could no longer bear to watch his children die, so he made a deal with Nerull to grant the Dragonborn immortality. The group eventually gets the other Dragonborn to turn on Sivath, and Khaelis confronts his people about Sivath. The Dragonborn rally under Khaelis and execute Sivath.

The group stays the night in Dragus, and the armorsmith crafts a piece of armor for Aeowyn and Monahse.

Story 6/7

Story 6/28

Story 7/8

Story 7/26

Story 8/14

<------------ Previous Level 3: Into the Keep

Next Level 5: The Corruption of Iym Nalore --------------->
Story 3/23/2020

The session started off with the group having just recovered The Drachma (Ecrozahr's robes) from the Bureau of Order in Lumence. The group rode the elevator up to the top with Franek, and then promptly decided to exit the city.

Klon noticed that the statue that Midnight had carved Raven Queen symbols in had been further defaced, with some people seeming to embrace the markings, and other denouncing it. The city was overall still in a large state of chaos, with rioters and guards clashing all over the place.

The group got out of the city with relative ease, and decided to rest for the evening. As they awoke, they

peered into Ecrozahr's journal again to see where the next item was. Shortly after fleeing Lumence and loosing his robes, he boarded a ship and set sail north.

The ship was attacked by pirates who stole his magical urn. Ecrozahr at the time still believing he could branch his way back into fixing things, decided to let them take it and not risk being killed. Klon piped up that he remembered way back in Miradore seeing a Serevictus vision of a pirate captain getting control of the urn, and some years later seeing the urn shattered on the decks of a ship.

The group decided to head to some nearby docks and see about getting a ship to sail as bait for a pirate attack. They find a ship that will take 200g to start, and 600g when they reach their destination. Additionally, the group engages with local adventurers to hire them out to find them items. Beorn is unlucky unfortunately, and his adventuring group dies while out searching for items. Lunashe lends him money though, and he is eventually able to secure some new +2 daggers. Additionally, Lunashe goes to town and hires several adventuring groups to secure her 3 random very rare items.

The group sets sail, and meets the crew of the ship as they traverse. There is a grungy old man who tells tall tales about his adventures, and a greenhorn whom he hates. Beorn gets the old man to tell him tales of pirates, and eventually gets him to loosen up. Klon gets the greenhorn enamored by him, and eventually instructs him with bad advice, causing the greenhorn to screw things up around the ship and significantly slow their progress, making them vulnerable to pirate attacks.

Eventually, random waves start hitting the ship, and suddenly out of nowhere, a Kraken attacks the ship!

Lunashe dives off the edge and takes the form of a Killer Whale, while the rest of the group fights tentacles up top. The fight goes alright, but eventually the Kraken becomes enrages at the attacking and clenches down on the ship.

The group desperately tries to kill the tentacles, but is ultimately swallowed whole, and ends up inside the Kraken's esophagus.

<------- Previous Session

Next Session ------------->
Khaelis

A stalwart warrior adept in the art of weaponry, Khaelis is a feared contender in battle.

Khaelis is a fierce Dragonborn from a mountain clan. As a Dragonborn, he aligns with a specific element type, and Khaelis was born into Cold/Frost.

While he can be quiet and reserved at times, he isn't afraid to speak his mind when the subject is important to him.

In combat, his battleaxe swings with such a fury that he controls the battlefield by sheer force. He is strong, athletic and intimidating.

Primary Active abilites:

Able to hit mutliple targets in one swing

Able to draw the attention of his foes towards him

Able to breath a blast of cold on his foes

Passive abilities:

Hardened to the elements and adept at survival

Able to regenerate health over time better than most

Very skilled with battleaxes
The Orange Robe Crew

The Orange Robe Crew are a group of 7 nefarious individuals who seem to have some connection to both the Cult of Orcus and the Cult of Nerull. They have been facing off against the group in one way or another since the very beginning, and seem to be orchestrating events from afar.

The group is unable to confront them directly, because Desmond can perform a time lock spell that locks them into a plane, leaving them unable to move.

The Orange Robe Crew has also shown that once they have been killed, they can be resurrected as an undead version of themselves, so they presumably need to be killed twice.

They are:

Desmond, a gnome male that seems to be the leader

Ustalar, an undead Human male who the group killed once in Thalstead

Sivath, an undead Dragonborn male who the group let the town of Dragus kill

Zadicus, a shapeshifting Goliath male, who the group squared off with near Solstice

Arkilius, a Tiefling male who the group found a note of just before the defense of Adastra

Sakuja, an Orc female who the group saw during the siege of the L'Boontian mansion

Carmina, a Drow female who the group slipped by just before confronting the Avatar of Orcus under Miradore
Level 7 (adjusted): The Temple of Pelor

The group received a Ravbit from Thorrak, asking to meet him on the outskirts of Miradore.

They found that the Cult of Orcus had overtaken a Temple of Pelor outside Miradore, and were using it for a massive staging/recruiting center.

They entered a tunnel, and managed to get under the temple.

They found that a female tiefling named Belcyra, a male goblin named Rakvog, and a human name Mirko were running the cult.

They eventually killed Mirko, and learned that Miradore was under attack.

Story 7/16/16

Story 7/24/16

Story 10/2/16

Story 11/13/16

Story 1/1/17

<----------- Level 6 (adjusted): The Founding of Adastra

Level 7 (adjusted): The Seven ---------------->
Phone Guy

*¿Deseas ver **Phone Guy** del segundo juego, tercer juego o el cuarto juego?*

Phone Guy

Especie

Humano

Género

Masculino

Ocupación

Guardia de seguridad

Ubicación de inicio

The Office (sólo llamadas)

Primera aparición

The Return To Freddy's

**Phone Guy** es un ayudante en **The Return To Freddy's**. Durante las noches (1 hasta 5), envía las llamadas telefónicas a Mike para informarle sobre lo que está pasando en el lugar, y para ayudar al jugador.

Apariencia
No se sabe su aparición, ya que nunca aparece en el juego.

Curiosidades* La voz de **Phone Guy** es interpretada por el Creador del Juego, PoniatorFilms/Tyler.
* **Phone Guy** muere en la noche 5.
Party Room

Party Room

Tipo:
Contador de Premio

**Party Room** es una área en **The Return To Freddy's**.

Descripción
Con la vista de la cámara, y se pueden ver dibujos del The Puppet pegados en la pared del fondo. El suelo es de cuadrados negros y blancos como el resto del edificio, hay decoraciones de pizzas pegadas.
Hay un póster de los animatronics en la pared. Este dice: "**ROCK**!", "**EAT**!", "**PARTY**!", y "**PLAY**!", estos corresponden a Chica, Bonnie, Freddy Fazbear y Foxy.

Ocupantes
En esta área es donde **The Puppet** empieza aquí. The Puppet comenzará a moverse por segundos. Y en la noche 3; raramente aparece Sugar por esta área. También un endoesqueleto sin traje.
Koly

Koly

Especie

Koala animatronic

Género

Masculino

Ocupación

Desconocido

Ubicación de inicio

Room 04

Primera aparición

The Return To Freddy's 4

**Koly** es un nuevo animatronic y antagonista menor en **The Return To Freddy's 4**.

Apariencia
Koly es un koala animatronic de color gris oscuro con una cabeza flotante al igual de la mayoría de los antagonistas, tiene un corbatín roja y tres botones.
Él tiene los hombros de endoesqueleto expuestos, también tiene dos orejas en forma de hoja. Tiene un hocico blanco con una nariz negro en él, aunque sus pecas no son visibles. Parece tener dos dientes en su parte superior de la cabeza y uno en la mandíbula en el inferior. Y aparece ligeramente dañado, con agujeros en su traje y cables asomando alrededor.

Comportamiento
Koly es el primer en moverse en la primera noche, y comienza en Room 04 con **Kitty Fazcat**. Entonces, él irá al Room 03, y luego por Room 09, él pasará por delante de la oficina, y aparecerá caminado, si el jugador no entra al armario, él acabará con la vida del jugador, haciendo el final de la noche.
Amaras

Amaras is a captain in the city guard.

A fair and honest man, he seems to be just trying to do the right thing.

The group first encounters Amaras in the city market after Praesens was assassinated. He seems to trust the group, and assists them in escaping interrogation.

He later asks the group to retake an outpost for him that he lost communication with.

After the events of the outpost, Amaras and the group decide to retake the city, with the group getting 200g per kill (tracked by ears from the fallen) of Thalstead's coffers. Amaras and his men from the west, the group from the north.

Once inside the city, the group reconnects with Amaras, and he has them enter the keep through a sewer while his men distract the front entrance. He wants the group to open the front gates to the keep, so he and his men can gain control of the keep.
Ecrozahr's Magic Items

The group learned from Ecrozahr that different planes of reality exist, and that their is magic to branch from those planes to see changes in what may happen. They may also merge the branches under the right conditions.

In order to perform this magic, the group will need to get 7 of Ecrozahr's magic items that he lost. They are:

His glasses “The Serevictus” which allowed him to see other planes

Attunement: Finding it

Granted Power: Peak at branches

His hat “The Tarsius” which allows his mind to transcend into other planes

Attunement: Figure out who your pen pal is

Granted Power: Search around with Serevictus on, some control over what it looks at

His pen “The Gavialis” which is used to send messages to other planes

Attunement: Aeowyn first talking with Ecrozhar

Granted Power: Talk to a pen pal

His urn “The Mayavernix” which is used in the ritual to change planes

His robes “The Drachma” which shields him from other entities seeing his planar activities

Attunement: Have to reveal secrets about what you are seeing in The Serevictus

Granted Power: Block people from seeing your extra-planar activities

His spell scroll “The Kianarack” which details the ritual to change planes

His pipe “The Covotos” which binds all objects together
Drozd śpiewak

To ptak nieco mniejszy i smuklejszy od kosa. Wierzch ciała ma brązowy, spód białawy, gęsto nakrapiany czarnymi cętkami. Duże oczy i stosunkowo długie nogi pozwalają na poszukiwanie na ziemi owadów, dżdżownic i ślimaków. Prosty, niezbyt silny dziób przystosowany jest również do zbierania miękkich jagód czy owoców jarzębiny. Zamieszkuje lasy iglaste i liściaste, a także, choć niezbyt licznie, parki i ogrody. Gdy szuka pożywienia, trudno go dostrzec pośród gęstego podszytu. Wskazówką obecności drozda będzie wtedy najwyżej odgłos przeszukiwanych suchych liści. Śpiew usłyszymy z korony drzewa lub wyższych zarośli.

Tak jak inne drozdowate, śpiewak ma szeroki repertuar własnych pieśni, w które wplata dodatkowo dźwięki i melodie zasłyszane od innych gatunków ptaków. Zdarza się, że zapożycza frazy także z odgłosów ludzkiej cywilizacji. Melodie poszczególnych osobników różnią się więc w zależności od doświadczeń i środowiska w jakim żyją. Niemniej jednak charakterystyczny jest ton głosu: dźwięczny, gwiżdżący, o nieco fletowej barwie, w żywym często zmienianym rytmie. Śpiew jest złożony z różnych motywów – niby wyrazów, ale – i to odróżnia śpiewaka od innych drozdowatych – każda fraza jest zawsze powtarzana przynajmniej dwa razy.
Dzwoniec

Jest bliskim kuzynem zięby. Obydwa gatunki należą do rodziny łuszczaków. Ich cechą charakterystyczną jest specjalna budowa dzioba ułatwiając łuskanie ziaren, które są ich

głównym pokarmem. Dziób jest krótki, dość gruby, o silnej budowie. U niektórych gatunków łuszczaków szczęki są skrzyżowane – zachodzą na siebie, co umożliwia podważanie pokryw szyszek i wyciąganie nasion. Łuszczaki, ze względu na dostępność nasion także w sezonie zimowym, są ptakami osiadłymi. Łączą się wtedy w mniejsze lub większe stada wędrując na niewielkie odległości w poszukiwaniu pożywienia. Dzwoniec jest ptakiem wielkości wróbla o zielonooliwkowym ubarwieniu z wyraźnymi, mocno żółtymi polami w środkowej części skrzydeł i po obu stronach nasady ogona. Jest popularnym mieszkańcem skraju lasu, śródpolnych zadrzewień oraz miejskich parków i ogrodów. Zazwyczaj ukrywa się w zaroślach i koronach drzew, ale jego obecność zdradza charakterystyczny śpiew.

Głos dzwońca, składa się z dwóch wykonywanych w różnej kolejności zwrotek: jest to miękki trel porównywany do śpiewu kanarka, zbudowany z powtarzanych kilkakrotnie dźwięcznych głosek połączony z charakterystycznym, przeciągłym, początkowo opadającym i w końcówce podciągniętym do góry zgrzytem. Śpiew dzwońca nietrudno usłyszeć przed rozpoczęciem sezonu lęgowego, pod koniec zimy. Wiosną trel jest słabiej rozpoznawalny wśród wielości innych głosów. Wciąż jednak przebijać będzie mniej donośny, świdrujący zgrzyt.
Level 6 (adjusted): The Founding of Adastra

Following a lead from Authorion, they found a protege of his named Akorak.

Akorak was a wilden, trying to start a wilden settlement.

The group found a nearby Cult of Orcus trying to kill the wilden. They successfully repelled a siege from the cult, and killed their leader Murdren.

They also found a pen, that when you wrote with it, mysterious people would respond back.

Story 4/30/16

Story 5/7/16

Story 6/11/16

Story 7/10/16

<---------- Level 6 (adjusted): Zadicus the Shapeshifter

Level 7 (adjusted): The Temple of Pelor ------------------->
Level 3

Level 3 starts with the group inside a sewer at the Thalstead keep.

They make their way along the sewer, and find a cultist room with a ceremony/ritual occurring. They kill the cultists and find a mysterious ancient book written in a language they do not understand.

They keep the book, and continue moving through the bowels of the keep. After springing a trap, they are caught in a hallway by patrolling guards. They convince the guards that they are on their side, and they are interrogating Beorn for information. The guards agree to take Beorn up to the wall of the keep as an intimidation tactic.

The plan to interrogate Beorn goes awry when Khaelis tries to throw one of the guards off the roof first. The group ends up killing most of the guards and gaining control of a rook that contains controls for the main gate.

The group uses the controls to lift the gate 6 feet allowing Amaras and his men to charge in. The group holds off an attack group that attempted to stop them from lifting the gate, and decides to rejoin Amaras in the main hall.

Once in the main hall, they dispatch 3 very large banes that were leading the attack against Amaras's men. With the combat leaders dead, Amaras and his men are able to overtake the battle, and the group decides to rest.

After resting, the group agrees to help Amaras with 1 last task, retaking the main spire of the keep. At the top of the spire, the group encounters a bald man named Ustalar, who appears to be attempting to summon an evil god named Nerull and using Thorrack (Klon's master), and 3 leaders of Thalstead in the ritual.

The group defeats Ustalar and rescues the 4 hostages. Just before doing so, Nerull reaches out to them and tears a piece of their soul out. Just as their souls are sundered, each person experiences a quick vision (flash) of some sort.

The group collects their bounty from Amaras, and begins to ponder their future...

Story 3/28

Story 4/8

Story 4/19

Story 5/16

Story 5/22

<----------- Level 2: The Thalstead Purge

Level 4: Danger in Dragus -------------->
Wal Grenlandzki

## Wygląd

Wal grenlandzki jest największym z wielorybów gładkoskórych. Długość jego ciała wynosi 15 -20 m, z czego 1/3 przypada na głowę. Masa ciała waha się w granicach 60 -100 ton. Samce są nieznacznie większe od samic. Szczęki wala grenlandzkiego mają wyraźnie zakrzywioną linię i wyposażone są w ok. 700 płatów fiszbinu w kolorze od szarego do czarnego. Płaty te są najdłuższe wśród fiszbinowców i osiągają długość 4 m. Wieloryb ten nie posiada płetwy grzbietowej, a płetwy piersiowe mają długość ok. 2 m. Izolująca warstwa tkanki tłuszczowej osiąga grubość 60 cm. Ciało ma barwę czarną lub ciemnoszarą, jedynie przód dolnej szczęki jest jasny, z szeregiem czarnych plam. Czasami spód ciała jest biały lub popielaty, a nasada ogona szara.

## Występowanie

Niegdyś areał występowania wala grenlandzkiego był bardziej rozległy, ale obecnie spotkać go można jedynie w Morzu Arktycznym wokół Kanady i Grenlandii oraz w wodach oblewających Półwysep Czukocki. W wyniku zaciekłych polowań gatunek ten jest zagrożony wyginięciem i objęty całkowitą ochroną. Ze względów kulturowych i żywieniowych zezwala się Eskimosom na odłów jego niewielkiej liczby.

## Tryb życia

Wal grenlandzki jest typowym zwierzęciem arktycznym, unika ciepłych wód, żyje w rejonach pływającej kry i pól lodowych. Tworzy małe lub, w czasie wędrówek, większe grupy, ew. żyje samotnie. Pływa bardzo powoli, średnio z prędkością 10 km / godz. Wydaje różnorodne dźwięki: pomruki, huczenie, ryki, jęki i dźwięki pulsujące. Z wody wynurza się bardzo gwałtownie, zdarza się niekiedy, że wyskakuje przy tym całkowicie nad jej powierzchnię. Przy wynurzaniu wypuszcza charakterystyczną fontannę w kształcie litery V, której wysokość sięga 7 m.

## Odżywianie

Pokarm wala grenlandzkiego stanowi przede wszystkim kryl i inne drobne skorupiaki. Żeruje on intensywnie szczególnie latem, zimą korzysta z zapasów tłuszczu.

## Rozmnażanie i rozwój

Po ciąży trwającej ok.1 rok samica rodzi jedno młode. Karmi je mlekiem przez okres następnego roku. Samice przystępują do rozrodu na ogół co 3 lata. Długość życia wala grenlandzkiego wynosi ponad 30 lat.
Pójdźka

Pójdźka to nieduży ptak o długości nieco powyżej 20 cm, rozpiętości skrzydeł 50 cm i wadze około 190 g. Spotyka się ją w parkach, sadach, na cmentarzach - na terenach otwartych, częściowo zadrzewionych. Charakterystyczny głos kojarzono kiedyś z ludowym, nie wróżącym dobrze, powiedzeniem „pójdź tu w dołek za kościołek”.
Restrooms

Restrooms

Tipo:
Baños

**Restrooms** es una área en **The Return To Freddy's**.

Descripción
Como todos los baños, tienen un cartelito al lado de la entrada con una imagen de una mujer y de un hombre, indicando su género en cada baño.
Las paredes están decoradas con pizza, y tiene una parte con cuadrados blanco y negro, al igual que el piso.

Ocupantes
El único que pasan por esta área es Freddy Fazbear, y mirando la cámara.
The Raven Queen

The Raven Queen is the Goddess of Death. She is *Unaligned*

Her birth name is long forgotten, but she is called the Raven Queen. She is the spinner of fate and the patron of winter. She marks the end of each mortal life, and mourners call upon her during funeral rites, in the hope that she will guard the departed from the curse of undeath.

She expects her followers to abide by these commandments:

* Hold no pity for those who suffer and die, for death is the natural end of life.
* Bring down the proud who try to cast off the chains of fate. As the instrument of the Raven Queen, you must punish hubris where you find it.
* Watch for the cults of Orcus and stamp them out whenever they arise. The Demon Prince of the Undead seeks to claim the Raven Queen's throne

The Raven Queen resides in her home in the Shadowfell.

The Shadowfell is a dark and shadowy realm where colors are dark and faded and shapes are obscured at best. It somewhat parallels the mortal world.  Creatures from this realm have shadow origins.
The Shadowfell runs parallel to the World and the Feywild, and access to this dark realm can be reached by both planes where they connect. Unlike the Feywild, the shadowfell copies towns, castles, roads and all other features, but only as a twisted and decaying fashion.
Erevan

At 89, Erevan is actually young for Eladrin standards. Many Eladrin can live beyond 300.

Eladrin appear similar to elves, and Erevan moves with particular elegance even for an Eladrin.

In addition to using a longsword in battle, Erevan weaves in and out of battle in an almost trance-like state controlling his enemies with ease.

Erevan is typically reserved, but becomes very interested anytime the Arcanic arts are involved.

Primary Active abilites:

He can control his enemies movements with every slash of his sword

He can teleport around the battlefield in times of need

He can wrought psychic damage in an area at rage

Passive abilities:

Ability to use Arcanic powers to intimidate

High perception and history knowledge

He meditates for 4 hours instead of sleeping for 6
Irbis

## Wymiary/Budowa

Ciało długości do 130 cm, wys. w kłębie 60 cm, ogon do 90 cm, waga dorosłych samców do 72 kg. Umaszczenie jest z wierzchu płowe lub brudnokremowe w czarne cętki i obrączki, od spodu białawe. wzdłuż grzbietu ciągnie się ciemna pręga. Szczególnie obfite i gęste futro. Osiąganie rekordowego wyniku skoku w dal umożliwia tej panterze nadzwyczaj giętki

kręgosłup. Dzięki niemu kończyny w skoku maksymalnie się wychylają, co wydłuża "lot" w powietrzu.

## Występowanie

Wysokie góry Azji Centralnej, Tybet i Himalaje, na północy dochodzi do Ałtaju i Pamiru. Żyje w ich partiach powyżej granicy lasu na wysokości 2000-3000 m n.p.m., a w gorących porach roku dociera do 6000 m n.p.m. Najchętniej zamieszkuje gęstwiny wysokogórskich krzewów, jak również ubogą w roślinność strefę alpejską. Często występuje w strefie wiecznego śniegu, gdzie jego ubarwienie czyni go prawie niewidocznym dla ofiar i wrogów.

## Tryb życia

Jest aktywny przez cały dzień, na łowy wychodzi przeważnie o zmierzchu, w ciągu dnia bardzo chętnie wygrzewa się na słońcu. Jest zdecydowanym samotnikiem, który tylko w porze godów łączy się w pary na kilka dni. Czujny i płochliwy, nie łatwo da się wypatrzeć. Wykazuje duże przywiązanie do swego terenu łowieckiego i legowiska, którego bardzo odważnie broni. Musi sprawnie skakać, by bezpiecznie przemieszczać się po urwiskach.

## Odżywianie

Jego pożywienie stanowią wszelkie kręgowce, od wielkości myszy do dzikich owiec, a nawet udomowionych jaków. Szczególny jego przysmak stanowi krew i mleko zawarte w wymionach przeżuwaczy.

## Rozmnażanie i rozwój

Po ciąży trwającej około 90 dni rodzą się zwykle 2-4 młode, początkowo ślepe i bezradne. Poród odbywa się w głębokich jaskiniach, chroniących przed złą pogodą i wrogami. W wychowaniu młodych bierze udział także ojciec. Młode ssą około 5 miesięcy. Samce osiągają dojrzałość płciową w wieku 3, a samica 2 lat.
Level 11&12: The Kianarack

Level 11 & 12 saw the group really starting to press their influence on the world for the first time. They recruited a pirate captain named Neyola to command 2 ships, and eventually a pirate fleet. They recovered pieces of Ecrozahr's urn from other pirate captains, and set up a union of sorts to unite the pirates together while providing a small cut for themselves.

They survived being inside a Kraken that was sent by Desmond, and made their way to Kanotanga, a voodoo and macabre town of dark magic. The met a Githyanki named Kainarack, who helped Ecrozahr create the planar spell, and inscribed it on a scroll named after him. They killed him, but not before learning about other death magic in direct contrast to the Raven Queen's teachings.

They found more urn pieces and the actual spell scroll in Noskrathintur's lair, a topaz dragon being supported by numerous Dragonborn in the region that pillaged cities and gave to the Gem Dragonflight.

Along the way, they killed both Carmina and Sekuja (for the first time at least), and had indirect run-ins with Desmond.

To cap it all off, they traveled planes to the Shadowfell, and met The Curator, a servant of the Raven Queen's before actually meeting The Raven Queen herself, and learning that her situation was dire, and she was counting on the group to find the remaining objects.

Story 5/10/2020

Story 5/31/2020

Story 6/21/2020

Story 7/26/2020

Story 10/3/2020

<------------ Previous Level

Next Level ------------------>
Puchacz

Puchacz to największa sowa Europy. Osiąga do 70 cm długości przy rozpiętości skrzydeł do 170 cm. Dziś już bardzo rzadki. Można go spotkać w kilku miejscach w Polsce: w

rozległych kompleksach leśnych w górach, na Pomorzu, Mazurach i Podlasiu. Nazwa pochodzi od wydawanego głosu: miękkiego, niskiego, donośnego puhuuuuu!
Gods of Euphera

A god is a being of great power that controls some aspect of mortal affairs. True gods differ from the Dawn Titans (primordials).

Worshipers are necessary for the continued existence and powers of a god. The numbers and fervor of a god's worshipers determine in large part the power of the god. Gods without worshipers or who are fading in popularity fade in power, and in extreme cases can even die from neglect. However, a god will not die of old age as long as worshipers can sustain them.

The gods complete with each other and mortals for power and control of Euphera, sometimes violently.

There are many gods that control many aspects of the world. Some are good, some are evil, some are unaligned.