<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.3.3">Jekyll</generator><link href="https://ttrpg.theinternetvagabond.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://ttrpg.theinternetvagabond.com/" rel="alternate" type="text/html" /><updated>2024-08-14T20:22:23-05:00</updated><id>https://ttrpg.theinternetvagabond.com/feed.xml</id><title type="html">Vagabond’s TTRPG Site</title><subtitle>A collection of my tabletop roleplaying game writings.</subtitle><author><name>Bill Niblock</name></author><entry><title type="html">Stormed Heims, S4E7</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-07.html" rel="alternate" type="text/html" title="Stormed Heims, S4E7" /><published>2024-08-05T00:00:00-05:00</published><updated>2024-08-05T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-07</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-07.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
  <li>Rescue Green Guts!</li>
  <li><del>Investigate the ethereal plane room</del></li>
  <li><del>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</del></li>
</ul>

<h2 id="events">Events</h2>
<ul>
  <li>From our vantage above Kaldur’s domain, we discuss next steps. We head into the nearby town, and to the inn.
    <ul>
      <li>While wasting the day away, Kaldur decides to come visit us. We discuss.
        <ul>
          <li>We learn that Calcifer’s domain is to the west. That he’s continuing to gather power.</li>
          <li>We learn that the brotherhood has a small powerbase to the north, at the village of strangers. Otherwise, those lands are held by hobgoblins and giants.</li>
          <li>We learn that to the east, a ravaging band of racist centaur barbarians are threatening Kaldur’s domain. The brotherhood is helping to protect those borders.</li>
        </ul>
      </li>
      <li>Kaldur is quick to encourage us to help out, and SG generally refuses. He leaves some gifts for Withatwist.</li>
    </ul>
  </li>
  <li>After a rousing discussion, everyone except SG moves to Kaldur’s castle, and Withatwist wants to discuss some more private matters.
    <ul>
      <li>Kaldur gives us some details about Green Guts, and the village of strangers.</li>
      <li>The gifts are a reward and thanks for freeing the Graven Knight, who is working with Kaldur to disrupt Calcifer</li>
      <li>Withatwist tells Kaldur we’re building a space laser</li>
      <li>We learn of the Mantles of the Heroes, from the Haunted Keep, and the old prophecies. Calcifer, when he took the castle, was quick to distribute the weapons built there, but not to pursue the mantles. Kaldur believes we can get to it, and that it will give us an edge against Calcifer.</li>
    </ul>
  </li>
  <li>
    <p>We return to SG, hang out at the inn, and prepare to head to the Village of Strangers. In the morning, a man from Fustadt arrives at the inn to discuss with SG that other sojourners have crossed to our realm without the mirror. After some discussion, the man leaves, and we <em>teleport</em> to the village successfully!</p>
  </li>
  <li>We arrive in the Village! There are refugees from the east, the Brotherhood tower is rather obvious. We are accosted by some orcs, that ask if we’re invading the Accord. We say no, but they still say they have to talk with the village leaders to determine if us dwarves should be tossed out. Chuck wrestles with one of them.
    <ul>
      <li>We head to the house that Green Guts was hiding out in. After some investigation, SG finds a hidden basement, full of Brotherhood magic items, and a dead Chesterfield the millipede. Rest in peace, Chesterfield. SG shoves it all into the hole.</li>
      <li>We head to the Brotherhood tower. As we approach, there are a number of armed guards that appear, and the Brotherhood wizard Toothy, a large half-orc with a glowing staff.
        <ul>
          <li>After the initial meeting, the negotiations land on the Brotherhood demanding information on Boobons and all their stuff back, in exchange for Green Guts. After some more talks, we settle on 1000gp and all their stuff back, in exchange for Green Guts. SG agrees to the terms, Green Guts is brought to us, we give them the gold and any of the stuff SG found with the Brotherhood seal on it.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <p>Immediately upon completion of our exchange, SG uses a scroll and <em>teleports</em> us back to the Spout House in Flint. We dine lunch with Pate. We rest at the Spout House, and the next day SG <em>teleports</em> us back to Rhyme. We identify some magic items, and call it for this session.</p>
  </li>
  <li>Next week, we likely switch to the Stackor party!</li>
</ul>

<h2 id="player-characters">Player Characters</h2>
<ul>
  <li>Harvey, birdman monk of many styles (Mike)</li>
  <li>Sheila G [SG], cleric of Cayden Calien (Thans)</li>
  <li>Gartug “Tugger” Ironfist, a dwarven brawler (Bill)</li>
  <li>Sir Oliver Withatwist, fetchling fae cult leader (Dan)</li>
  <li>Chuck, dwarven fighter (James)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>Kaldur’s Domain, and the nearby lands</li>
  <li>Village of Strangers</li>
  <li>Flint</li>
  <li>Rhyme</li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Baron Kaldur Black</li>
  <li>Toothy, a burly half-orc Brotherhood wizard</li>
  <li>Green Guts, a goblin thief</li>
  <li>BILLY, the bartender of the Spout House in Flint</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>We start the session with 13 days until our meeting with the Crypt Dragon in the Boneyard</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E5</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-06.html" rel="alternate" type="text/html" title="Stormed Heims, S4E5" /><published>2024-08-05T00:00:00-05:00</published><updated>2024-08-05T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-06</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-06.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
  <li>Rescue Green Guts!</li>
  <li><del>Investigate the ethereal plane room</del></li>
  <li><del>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</del></li>
</ul>

<h2 id="events">Events</h2>
<ul>
  <li>Now back in Rhyme, the plan is to, once again, <em>teleport</em> back towards Stormheim, and continue! <strong>PSYCH!</strong> SG takes Taliah, Chuck, Withatwist, and Harvey on a side-quest to save Green Guts from the Carjulian Brotherhood! Without the incessant nagging from Boobons <em>not</em> to go to Flint, SG <em>teleports</em> us to Flint!
    <ul>
      <li>Flint is in ruins. The buildings around the inn are broken down, with shattered doors and shutters. Smith’s old inn is borded up with hasty barricades. Evidently, Flint is dealing with an undead problem. Entering the inn, we grab some roadies, and head to Pate’s Manor to meet with Sir Jack.
        <ul>
          <li>We learn that each evening, a horde of undead emerge to ransack the town, and then retreat back at dawn. Suspect a necromancer is involved.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>We move to the mine, and descend! Immediately upon entering, we fight a troupe of wights. Moving to the right, we descend into the mine, and eventually find a table with the unholy symbol of Nyarlathotep upon it, in a beam of sunlight through a smooth-bored hole in the ceiling.
    <ul>
      <li>Heading back, we head to the left. We are greeted first with the awful shrieking of several voices. Eventually, the source comes into view as Lunar Wights. After some intense combat, we deal with them.
        <ul>
          <li>Continuing down the spiral, we get to a large room with a giant unnatural spur in the center, covered by dark stones of jet growing in weird clusters, and animated mining equipment. There appears to be a traveler’s alchemy set, and some books and journals detailing necromancy spellcasting and Nyarlathotep-adjacent scribbles.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <p>After clearing out the mine, we return to Sir Jack and inform him of the situation. The market guard check the market for any jet, but find none. After some discussions with Pate, we then move back towards the Spouthouse. On the way, some guards mention they’re looking for a witch, and also that an unusually tall guy was in town recently. We follow-up on the tall-guy rumor, settling on him as the “traveler” mentioned in the journals and other books found in the mine with the lunar wights. We learn that a girl in town massaged his feet, and we go to question her. At her home, we find a wight, and indications that a mule was recently galloped out of town. We pursue out of town, with SG flying and finding a lady riding a mule. He speaks with her, and after some back-and-forth, she runs. After some further confusion, eventually the entire party reconvenes at the crossroads outside Flint, where SG first discovers the lady, dead, with her guts ripped out in an attempt to spell a message.</p>
  </li>
  <li>We return to Flint, updating Sir Jack, and wrapping-up some loose ends.
    <ul>
      <li>SG dispels the animated mining equipment. We gather up all the jet, and put it in the hole.</li>
      <li>We spend the night in the Spouthouse.</li>
      <li>We eat some quail eggs.</li>
      <li>Gartug gets volunteered for a statue.</li>
    </ul>
  </li>
  <li>We rest, and the next morning SG <em>teleports</em> us to the Villiage of Strangers. <strong>PSYCH!!</strong> It’s a mishap! First we get a bit scrambled, and then we pop-up in the mining villiage where it all started, now a part of Kaldur’s domain. From our vantage, we can see Kaldur’s castle.</li>
</ul>

<h2 id="player-characters">Player Characters</h2>
<ul>
  <li>Harvey, birdman monk of many styles (Mike)</li>
  <li>Sheila G [SG], cleric of Cayden Calien (Thans)</li>
  <li>Gartug “Tugger” Ironfist, a dwarven brawler (Bill)</li>
  <li>Sir Oliver Withatwist, fetchling fae cult leader (Dan)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>Flint, and some of the surrounding area</li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Stackor/Boobahns, dwarven wizard; Chuck, dwarven fighter (James), playing hopscotch in Rhyme</li>
  <li>BILLY, the current innkeep at the Spouthouse</li>
  <li>Sir Jack Flint, current sheriff of Flint</li>
  <li>Pate, rich asshole of Flint</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>We start the session with 15 days until our meeting with the Crypt Dragon in the Boneyard</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E5</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-05.html" rel="alternate" type="text/html" title="Stormed Heims, S4E5" /><published>2024-07-31T00:00:00-05:00</published><updated>2024-07-31T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-05</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-05.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
  <li><del>Rescue Green Guts</del></li>
  <li><del>Investigate the ethereal plane room</del></li>
  <li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>

<h2 id="events">Events</h2>
<ul>
  <li>
    <p>SG <em>scrys</em> on Green Guts, but it fails. She next <em>sends</em> a message to Gene Erica von Illamage, first requesting a meeting to negotiate releasing Green Guts. Gene Erica replies, “What’s the goblin’s name? Where were they captured?”. SG follows up with another <em>sending</em>, providing Green Guts’ name, and that she has a guess as to where; Gene Erica replies, “Where do you guess?” SG <em>sends</em> one final message, with all information, and Gene Erica says he’ll look into it.</p>
  </li>
  <li>Boobons <em>teleports</em> us back to Elrich’s house. We speak with him briefly about the ratman encounter, and learn that Elrich had no trouble slaying Abheam the ratfolk. When he did so, the body erupted in a flash of light, leaving behind the skin of the ratman, and bones which quickly fell to dust. After some further discussion, Gartug and Boobons pick up on Elrich hoping we’ll investigate the ethereal-zone room. We relent.
    <ul>
      <li>Boobons <em>dimension doors</em> us to the entrance</li>
      <li>We descend into the cave, down the spiral, and to the room. No indication of the Abheam the ratfolk.</li>
      <li>We head back up to Elrich’s, but he’s not around, so we bounce back to Rhyme and discuss next steps.</li>
    </ul>
  </li>
  <li>Despite grumbles, SG decides to pursue Green Guts, and thus the party shifts! SG, Chuck, Gartug, and Randy van Peoples set out to Lon’s Thicket! Off target!
    <ul>
      <li>We arrive on an ice-sheet, hundreds of miles off target. In the distance, we see a huge mountain, covered in carved bridges and ramparts. We see drake or dragon-like figures flying.</li>
      <li>After some more grumbles, SG <em>sends</em> a message to Boobons, updating him. Boobons <em>scrys</em> on Gartug, learns the location, and <em>teleports</em> to us (successfully!).</li>
      <li>Some of the drake-riders dive towards us, yelling in giant for us to “Get off the ice!” As we <em>teleport</em> away, back to Rhyme, we hear the sounds of breaking ice.</li>
    </ul>
  </li>
  <li>Now back in Rhyme, the plan is to, once again, <em>teleport</em> back towards Stormheim, and continue!</li>
</ul>

<h2 id="player-characters">Player Characters</h2>
<ul>
  <li>Stackor/Boobahns, dwarven wizard; Chuck, dwarven fighter (James)</li>
  <li>Sheila G [SG], cleric of Cayden Calien (Thans)</li>
  <li>Gartug “Tugger” Ironfist, a dwarven brawler (Bill)</li>
  <li>Sir Oliver Withatwist, fetchling fae cult leader; Randy van Peoples, cleric of Gozreh (Dan)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>Rhyme
    <ul>
      <li>Taliah’s shop/lab</li>
      <li>Temple of Cayden Calien</li>
    </ul>
  </li>
  <li>The lands towards Stormheim</li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Harvey, birdman monk of many styles (Mike), doing push-up sit-up squats</li>
  <li>Naynay, a pervert</li>
  <li>Hugo Lamb, an inhumanly attractive sojourner after other sojourners</li>
  <li>Abheam, a ratfolk sojourner in the lands towards Stormheim</li>
  <li>Elrich, an elderly cloud giant</li>
  <li>Ryson, a young cloud dragon hanging out with Elrich</li>
</ul>

<h2 id="other-notes">Other Notes</h2>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E4</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-04.html" rel="alternate" type="text/html" title="Stormed Heims, S4E4" /><published>2024-07-22T00:00:00-05:00</published><updated>2024-07-22T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-04</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-04.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
  <li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>

<h2 id="events">Events</h2>
<ul>
  <li>
    <p>Taliah decides to focus on some improvements to her construct. Gartug tags in!</p>
  </li>
  <li>The party <em>teleports</em> back to the lands of Elrich. There, they see Abheam, once again, and immediately Boobons summons <em>phantom steeds</em>, and we head off up the mountain. We notice and avoid some snow-disguised oozes (snoozes?). We get to the wall surrounding the cloud giants estate, and find some heads on posts. A brief review by Harvey shows that the heads are all animals that have in some way been corrupted by the Dark Tapestry. Despite an opportunity for diplomacy, we opt to definitely fight the giant.
    <ul>
      <li>At the estate, we first come across a smoke stack. The door is 15-feet tall, and we hear noises inside. Outside there are elk hides being stretched.</li>
      <li>At the keep itself, we see massive front doors, and smaller side doors. We opt to enter through the side doors.
        <ul>
          <li>We find an elderly female bugbear making soup. We inform her we’re the new staff. She proceeds to headbutt the soup cauldron trying to win. Gartug subdues her. Her elderly husband wanders in, and attacks Gartug. Gartug subdues him too.</li>
        </ul>
      </li>
      <li>Continuing in, we continue through the largest-option doors, coming to a wine cellar, a hallway, and eventually a hall. Of note, there is no mist, and we can see the entirety of the hall. Moving forward, we are ambushed by mist monsters! COMBAT!
        <ul>
          <li>We beat them up.</li>
        </ul>
      </li>
      <li>Continuing on, we come upon a big ol’ door. How big? About 25 feet tall. Opening it, we find within a large feast hall, the giant, and a young cloud dragon. The giant and the dragon are playing a memory game of sort. After some brief delay, we recognize that maybe we shouldn’t kill this dude and the dragon, and we decide instead to speak with him. Because of course we do.
        <ul>
          <li>We inform the giant of the ratfolk’s ambition to have the giant killed. The giant replies by arming himself, and heading out to hunt the rat folk. He departs, informing us he’ll be back in a day or so. We enjoy a feast.</li>
        </ul>
      </li>
      <li>After some discussions with Ryson, the young dragon, we convince him to show us the cave into the tunnels under the mountain. We fly down to the entrance.</li>
    </ul>
  </li>
  <li>Entering the dark cave, we find a spiral going down, down down. Oddly, the spiral is a perfect geometric spiral. We descend for close to an hour, eventually coming to a spherical room. The spiral and this room both look mostly natural.
    <ul>
      <li>In the spherical room, we find a glowing green ball bouncing between the stalagmites and stalagtites. When it comes close, it looks like a glowing green ball of plasma. Harvey and Boobons additionally notice that, at the very bottom of the room, are portions of the stone which look semi-translucent with something murkey beneath it. Looking more closely, they see something moving down there, and after further investigation, Boobons determines there is a pendulum spinning underneath with a different gravity.</li>
      <li>There is an unusually high amount of activity on the ethereal plane in this area, which is causing the light. It is more focused in the center of the room than the outskirts.</li>
      <li>In the room, all the stalagmites and stalagtites are also focused in the center of the room.</li>
      <li>We decide to head out. We meet up briefly again with Ryson before <em>dimension dooring</em> back to the feast hall.</li>
    </ul>
  </li>
  <li>Back in the feast hall, Ryson invites Harvey and Gartug to a game: a goal-based challenge within a reasonable time frame. We decide upon a month to complete the following:
    <ul>
      <li>Ryson challenges Harvey to complete a successful trade of magnificent pelts on his boat.</li>
      <li>Ryson challenges Gartug to make a new orc friend, because he is racist.</li>
      <li>Gartug challenges Ryson to delve into a cave, find cave mushrooms, and produce a beer/alcohol from them.</li>
      <li>Harvey challenges Ryson, the young dragon with no hands, to journal everything it sees while in the cave.</li>
      <li>Gartug challenges Harvey to craft a stone amulet of the sigil of Rhyme and gift it to the master of his dojo.</li>
      <li>Harvey challenges Gartug to climb to the top of a mountain, find mushrooms, and produce a beer/alcohol from them.</li>
    </ul>
  </li>
  <li>
    <p>Boobons <em>teleports</em> us back to Rhyme into SG’s temple. There are a bunch of folks there. We learn some updates about Greenguts. We rest for the evening in SG’s temple, and the next morning SG goes out to buy some charged ectoplasm for her <em>plane shifting</em> adventures.</p>
  </li>
  <li>The plan for next session is to <em>teleport</em> back to Elrich’s domain, and continue to Stormheim.</li>
</ul>

<h2 id="player-characters">Player Characters</h2>
<ul>
  <li>Stackor/Boobahns, dwarven wizard (James)</li>
  <li>Sheila G, cleric of Cayden Calien (Thans)</li>
  <li>Gartug “Tugger” Ironfist, a dwarven brawler (Bill)</li>
  <li>Harvey, birdman monk of many styles (Mike)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>Rhyme
    <ul>
      <li>Taliah’s shop/lab</li>
      <li>Temple of Cayden Calien</li>
    </ul>
  </li>
  <li>The lands towards Stormheim</li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Naynay, a pervert</li>
  <li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
  <li>Hugo Lamb, an inhumanly attractive sojourner after other sojourners</li>
  <li>Abheam, a ratfolk sojourner in the lands towards Stormheim</li>
  <li>Elrich, an elderly cloud giant</li>
  <li>Ryson, a young cloud dragon hanging out with Elrich</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>SG is determined to help Greenguts.</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E3</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-03.html" rel="alternate" type="text/html" title="Stormed Heims, S4E3" /><published>2024-07-17T00:00:00-05:00</published><updated>2024-07-17T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-03</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-03.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
  <li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>

<h2 id="events">Events</h2>
<ul>
  <li>
    <p>Plan for next session is to <em>teleport</em> back to our previous location, studied by Boobons, and continue towards Stormheim.</p>
  </li>
  <li>Malonian Marg, and Biffin Marg, visit Taliah, to inquire about her sudden habitation of her former Master Crispin’s storefront.
    <ul>
      <li>Taliah “negotiates” residence, and verbally agrees to the same terms as Master Crispin, with a written agreement and payment due by the end of the month.</li>
      <li>Taliah also remembers that Malonian Marg owned the property next to some of the Aldinach cultists.</li>
    </ul>
  </li>
  <li>SG <em>heals</em> her insanity. Taliah makes Boobons a potion. The party then <em>teleports</em> back to the dragon’s territory to continue their expedition towards Stormheim. We appear above the ruined villiage of Gared’s Stand.
    <ul>
      <li>We travel through the ruined villiage, and while moving over a pond, are attacked by a verduant ooze! COMBAT!!
        <ul>
          <li>After combat, we heal up, and continue towards Stormheim.</li>
        </ul>
      </li>
      <li>Continuing on, we come upon an elderly ratfolk, that wishes to speak with us. It introduces itself as Abheam, and invites us back to its camp. There, he tells us of a giant with a small keep nearby named Elrich Klume, which has amassed a horde of riches and wisdom. Abheam wishes us to remove the giant, so he can explore under the mountain upon which Elrich’s keep is.
        <ul>
          <li>Abheam reveals himself to be a sojourner, and offers to teach SG how to avoid Tindalos</li>
          <li>Elrich has a brother, Aldrich.</li>
        </ul>
      </li>
      <li>After considering Abheam’s offer, we decide to return to Rhyme and discuss with Harvey.</li>
    </ul>
  </li>
  <li>Boobons <em>teleports</em> us back to SG’s Temple in Rhyme. The party regroups, to discuss Abheam’s proposal.
    <ul>
      <li>Hugo Lamb arrives with four bottles of sherry, and a giant wheel of brie. He has also become unnervingly beautiful since last we saw him.</li>
      <li>Boobons visits his House, to gather some maps of the region, and of Stormheim.</li>
      <li>We rest for the night in Rhyme, everyone at Taliah’s lab.
        <ul>
          <li>SG talked at my Graven Guardian.</li>
          <li>Without any indication, cooked noodles were suddenly drying on some twine where some of my other reagents were. Taliah ate them.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>The plan for next session is to <em>teleport</em> back to Elrich’s realm, and kill Elrich the Cloud Giant.</li>
</ul>

<h2 id="player-characters">Player Characters</h2>
<ul>
  <li>Stackor/Boobahns, dwarven wizard (James)</li>
  <li>Sheila G, cleric of Cayden Calien (Thans)</li>
  <li>Nataliah, a tiefling alchemist (Bill)</li>
  <li>Harvey, birdman monk of many styles (Mike)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>Rhyme
    <ul>
      <li>Taliah’s shop/lab</li>
      <li>Temple of Cayden Calien</li>
    </ul>
  </li>
  <li>The lands towards Stormheim</li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Naynay, a pervert</li>
  <li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
  <li>Hugo Lamb, an inhumanly attractive sojourner after other sojourners</li>
  <li>Abheam, a ratfolk sojourner in the lands towards Stormheim</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>Stormheim is the palace and the city, Storm Guard is the fort which guards the entrance</li>
  <li>Taliah ate magical mystery noodles</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E2</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-02.html" rel="alternate" type="text/html" title="Stormed Heims, S4E2" /><published>2024-07-08T00:00:00-05:00</published><updated>2024-07-08T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-02</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-02.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
  <li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>

<h2 id="events">Events</h2>
<ul>
  <li>We loot the room!
    <ul>
      <li>From the sojourner: a magical spear, magical hide armor, magical amulet, and a magical mirror. Plus a pouch of cacao pods!
        <ul>
          <li>+1 Obsidian Wounding spear [Nataliah]</li>
          <li>Amulet of Natural Armor +2 [Sheila G]</li>
          <li>Mirror of Shadow Conjuration (single-use; CL 13) [Boobons]</li>
          <li>Improved Shadow Hide Armor +2 [For Sale]</li>
          <li>Cacao pods worth 10gp each, 4 pods total [Sir Oliver]</li>
        </ul>
      </li>
      <li>While looting, we hear screaming coming from the tunnel. After a brief moment, a large man with a greataxe comes running down the hallway at us. Combat!!
        <ul>
          <li>The lunatic axe-man swings and misses Sheila G. Sheila G proceeds to pommel-bash the actual life out of the man. Combat over!</li>
        </ul>
      </li>
      <li>We continue looting!
        <ul>
          <li>Boobans finds an acidic lemon tree. It deals 2d6 acid damage as a splash weapon, with an additional 2d6 the following round.</li>
          <li>Taliah finds a fern-like thing which she can’t identify.</li>
        </ul>
      </li>
      <li>While looting, Boobaans and Taliah sees a nightgaunt fly overhead, and then leave us.</li>
      <li>Sheila G explores the tunnel and finds an alchemical lab. Not an obvious part of the lab is a stone basin, with runes along the bottom, with a carving of a broken leopard/jaguar around the lid of the bowl. The runes suggest something about sacrifice and a dead god. Additionally, a carved green-rock tucan.
        <ul>
          <li>Taliah finds 500gp worth of alchemical reagents at the lab, plus a jar with Alchemical Resin, 5 uses.</li>
        </ul>
      </li>
      <li>Taliah intends to return to the city, fetch her Graven Guardian, and claim this zone as her new space. The rest of the party continues exploring.
        <ul>
          <li>The remaining party explores down the remaining tunnel, finding a fork.
            <ul>
              <li>Along one, the tunnel narrows and heads to the surface.</li>
              <li>Along the other, the tunnel heads down for a while. Eventually, party comes to a fairy gate to the Court of Worms. There is a corpse surrounded by a ring of mushrooms. A pouch of gold sits with the corpse, to tempt people into the gate. Boobons seals it off with a <em>wall of iron</em>.</li>
            </ul>
          </li>
        </ul>
      </li>
      <li>Withatwist destroys the stone basin, and then the party returns to town.
        <ul>
          <li>Sheila G brings the corpse of the sojourner to Hugo Lamb. Hugo asks SG to <em>raise dead</em> the sojourner. After some back-and-forth, Lamb decides to provide the material components, and will return with them.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>We rest for the evening, Taliah in her lab, and the remainder of the party at the hotel room. The next morning, Hugo Lamb returns with twice the require diamond dust for a <em>raise dead</em>, as well as a book labeled “The Whisper of Moths” on masking tape in a “foreign” language.
    <ul>
      <li>SG <em>raises dead</em>. As a reminder: she has carvings (not tattoos) on her skin, notably a crow on her back; her teeth are dyed red; her eyes are solid black. SG interrogates her under a <em>discern lies</em> spell.
        <ul>
          <li>Her name is “Zaliah of Clan Crow”, born is the city of Tulva, brought to our material plane by a priest. She was summoned to grow fungus. Her reward was words and power to strike down tyrants, nobles and their towers, to break the power of the sun god. According to her, the fungus has the power to reanimate the dead; the volume she produces could animate 200-300 corpses. She has been here for 27 days.</li>
          <li>Hugo Lamb transfers a mental image of the priest to Boobans. He also transfers it to SG. After some more discussion, he drags the sojourner off to the “bathroom” (which seemingly is some extra-dimensional space for his needs) to do whatever he intends to.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <p>20 days remain until the meeting with the crypt dragon in the Boneyard.</p>
  </li>
  <li>SG catches up on Cult Hunter Task Force news
    <ul>
      <li>The diplomatic mission with the merfolk is en-route.</li>
    </ul>
  </li>
  <li>The party prepares to head to Stormheim. After some deliberation, we agree to <em>teleport</em> to Kellymandrax’s territory without Harvey, travel to the old dwarven capitol of Stormheim, then retrieve Harvey.
    <ul>
      <li>We <em>teleport</em> in, and Boobons summons <em>phantom horses</em> to expedite our travel. We hear an obviously tapestry-corrupted bear screaming in the distance. We avoid it and continue, eventually arriving at a ruined town. Boobons studies the area, and we <em>teleport</em> back to the hotel room in Rhyme.
        <ul>
          <li>Sir Oliver does some of his cult stuff.</li>
          <li>SG has a note from Daxin. She meets with him. She asks him for contact information. He says to ask for him at the Tonic Tea House for updates.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>Plan for next session is to <em>teleport</em> back to our previous location, studied by Boobons, and continue towards Stormheim.</li>
</ul>

<h2 id="player-characters">Player Characters</h2>
<ul>
  <li>Stackor/Boobahns, dwarven wizard (James)</li>
  <li>Sheila G, cleric of Cayden Calien (Thans)</li>
  <li>Nataliah, a tiefling alchemist (Bill)</li>
  <li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>Rhyme
    <ul>
      <li>A distant cave, where Nyarlathotep cultists are meeting</li>
      <li>Our hotel room</li>
    </ul>
  </li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Naynay, a pervert</li>
  <li>Harvey, practicing side-kicks endlessly, waiting to be re-controlled by a player.</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>SG, check-in on Green-guts</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E1</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-01.html" rel="alternate" type="text/html" title="Stormed Heims, S4E1" /><published>2024-07-01T00:00:00-05:00</published><updated>2024-07-01T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-01</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-01.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
  <li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>

<h2 id="events">Events</h2>
<ul>
  <li>We head back to Rhyme, identify our magical loot, and split up the gold.</li>
  <li>Resting for the evening, Taliah’s memories of the past adventure is modified slightly.
    <ul>
      <li>We explore a ruined town. We dug up some elvish graves. Boobahs made a fool of himself. We found some magic items. And then we came home. As for the complex, I remember the first floor.</li>
      <li>Boobahns and Withatwist also have their memories altered.</li>
    </ul>
  </li>
  <li>The next day, Boobans gets a <em>sending</em>, asking for his presence with the King of Altasia, with regards to the loss of his paladin, Sir Beet.
    <ul>
      <li>Boobhans reports on the fight with the fallen Dammerich paladins.</li>
    </ul>
  </li>
  <li>Naynay finds us and shows us a rat which has been obviously corrupted by the dark tapestry. He reports that there are many more, and other creatures, being created by disgusting cult activities. We return to my lab.
    <ul>
      <li>Taliah stuffs the rat in a jar, for samples and study.</li>
      <li>Taliah identifies that the journal/diary/book was written in with an ink made from squid ink and pureed fish.</li>
      <li>Taliah and Boobons determine that the journal/diary/book is an attempt to draw a non-Euclidian shape. The end of the book is just solidly filled with the weird ink.</li>
    </ul>
  </li>
  <li>
    <p>We go talk to the Ratcatcher’s Guild. We show them the rat, and tell them where it was found, and urge them to be careful.</p>
  </li>
  <li>Fast-forwarding to the next night, we prepare to crash the Nyarlathotep meeting.
    <ul>
      <li>Taliah scouts forward. At the fork, she finds a cloth scrap, painted the same as the floor, and hears metal scraping from a side tunnel. She avoids the scrap, making her way down the side tunnel, and finds a large man dragging a large metal weapon, wearing bulky clothing, possibly armor, and muttering to himself.</li>
      <li>Reporting back, the party moves forward. At the painted scrap cloth, Boobons <em>detects magic</em> of necromancy coming from the scrap, or near it.</li>
      <li>We move past, continuing to the eventual meeting cave. At the back, it is open to the air, and there are spores floating in the air. Within the cave are planters, with mushrooms and other plants. Two of the planters are empty. To the left, the ceiling drops, and there are smaller caves. Within the main cave, there are cloaked figures, openly carrying knifes, and wheeling about around the planters. On the right, there is a figure plastered to the wall with fungal growth. Most of his limbs have rotted away, or been eaten by the fungal, but his head is still free to move, and he is gesturing with his one remaining limb. There is a lady standing in the room, with odd scars and stained teeth; she is obviously the sojourner that Hugo Lamb asked us to retrieve.
        <ul>
          <li>In one of the planters, we identify a dormant fungal creature.</li>
          <li>We begin! SURPRISE ROUND! Boobons protects us from the spore with <em>life bubble</em>. Taliah launches a bomb at the dormant fungal creature, incinerating it. Withatwist moves to flank a target, and Sheila G moves to complete the flank.</li>
          <li>Combat!
            <ul>
              <li>Sheila G casts <em>blessing of fervor</em>. Boobons <em>dimensionally anchored</em> the sojourner. A cultist flanks Withatwist. The sojourner begins chanting, and summons a whole bunch of weird shadowy birds in a swarm before her. Taliah bombs the shadowy swarm. A cultist fists a mushroom, and shoots Withatwist with an exploding firery mushroom spore ball. An invisible fungus creature bites Taliah in the bum. A cultist moves up to strike Withatwist but misses. Withatwist cuts down two cultists. A cultist fists a mushroom, and shoots at Boobons with a fire mushroom spore ball, but misses. The Fungal Man <em>calls lightning</em> down on Withatwist. From the small caves, a rat with a human face emerges ahead of a figure with the upperbody of a humanoid lady, and the bottom of a pulsating corrupted mass of fungus.</li>
              <li>Sheila G moves to and strikes the humanoid-face rat creature. Boobons <em>fireballs</em> the invisible fungus creature, and some of the plants too, frying it. The sojoruner shoots Boobons and Taliah with a negative energy ray, and her shadowy swarm moves onto Taliah. Taliah moves out of the swarm, and throws an ice bomb at the sojourner, staggering her. A cultist shoots a fiery mushroom spore at Boobons, but misses. Withatwist performs a impotent dazzling display. A cultist shoots Sheila G with a fiery mushroom spore bomb. The Fungal Man <em>calls lightning</em> down on Withatwist. The humanoid-face rat creature uses a bleeding rock and cast a spell on Sheila G. The Fungal Queen physically assaulted Sheila G.</li>
              <li>Sheila G <em>cleansed</em> herself, and powered on her force field. Boobons <em>fireballs</em> the Fungal Queen, humanoid-face rat creature, and Sheila G, blowing away the humanoid-face rat creature. The sojourner shoots Boobons and misses Taliah with a negative energy ray, and her shadowy bird swam moves onto Taliah. Taliah moves from the swarm, and incinerates it with Alchemists’ Fire. A cultist shoots a fiery mushroom spore, but misses. Withatwist performs a significantly better dazzling display. A cultist shoots a fiery mushroom spore at Taliah, to no effect. The Fungal Man <em>calls lightning</em> down on Taliah, to little effect. The Fungal Queen attempts to <em>slow</em> Sheila G, to no effect.</li>
              <li>Sheila G moves in to “fucking stab” the Fungal Queen, but the queen reflects the blow through fuckery. Boobons <em>fireballs</em> the Fungal Man. The sojourner tries to <em>suggest</em> Withatwist, but he resists. Taliah incinerates the Fungal Man with some more Alchemists’ Fires. A cultist shoots a fiery mushroom spore at Withatwist, but it misses. Withatwist moves to the sojourner, and <em>inflicts serious wounds</em> upon her. A cultist shoots a fiery mushroom spore at Sheila G, but misses. The Fungal Queen attacks Sheila G, causing significant ability damage.</li>
              <li>Sheila G <em>cleansed</em> herself, again. Boobons creates a <em>fire snake</em> (“A Snake I can Make!”), launching it through a cultist and down the tunnel at the Fungal Queen, and Sheila G. Toasty. The sojourner stabs Withatwist with her spear. Taliah introduces the remaining cultist to Alchemists’ Fire. The cultist introduces Taliah to a fiery mushroom spore. Withatwist skewers the sojourner, dropping her. The Fungal Queen tries a spell against Sheila G, but fails.</li>
              <li>Sheila G <em>prays</em>. Boobons makes another snake, as he can, launching it through the remaining cultist and down the tunnel, again. Taliah</li>
            </ul>
          </li>
        </ul>
      </li>
    </ul>
  </li>
</ul>

<h2 id="player-characters">Player Characters</h2>
<ul>
  <li>Stackor/Boobahns, dwarven wizard (James)</li>
  <li>Sheila G, cleric of Cayden Calien (Thans)</li>
  <li>Harvey, birdman monk of many styles (Mike)</li>
  <li>Nataliah, a tiefling alchemist (Bill)</li>
  <li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>Rhyme
    <ul>
      <li>Temple of Cayden Calien</li>
      <li>A distant cave, where Nyarlathotep cultists are meeting</li>
    </ul>
  </li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Kalimandracks, an adult red dragon ruling over the lands of Vuln</li>
  <li>Calyos, the grand-father red dragon of Calymandrax</li>
  <li>Naynay, sexual deviant, pervert, and pugilist</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>“Why is outside so down?” - drunken Sidebar patrons trying to exit through the basement.</li>
  <li>Stormheim is the ancient and destroyed capital of the dwarven nation. It was captured/destroyed by Kellymandrax’s grandfather, Kalios</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">In the Lon’s Thicket of It, S3E4</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/lons_04.html" rel="alternate" type="text/html" title="In the Lon’s Thicket of It, S3E4" /><published>2024-06-26T00:00:00-05:00</published><updated>2024-06-26T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/lons_04</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/lons_04.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>

<ul>
  <li>Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.</li>
</ul>

<h2 id="events">Events</h2>

<ul>
  <li>
    <p>Last session, we finally entered into the enchanted door at Lon’s Thicket, discovering an entire underground facility. There was some fighting, and some mind-controlling. After a brief scuffle, we are now out-of-combat, and exploring. Meanwhile, Taliah is taking inventory.</p>
  </li>
  <li>The group returns to the Lon’s Thicket group of Bologniah and Co., to “parlay” and understand their means. They run into an arctic elf, Fronell, that explains they’ve already found some of the weapons, and he offers to brings us to them.
    <ul>
      <li>At the second-floor landing is Bologniah, with 4 other arctic elves. Fronell continues moving up the staircase, and Withatwist follows him. Sheila G stops to talk with Bologniah. She continues to be a bitch, and moves towards the third-floor. The remainder of the party searches for a control room for the drill.</li>
      <li>The party finds Taliah and the arctic elf she’s working with, taking inventory.</li>
      <li>Meanwhile, Sir Oliver and Fronell head to the first floor, to the right and all the way to the end of the hallway. There, 6 little doors all made of wood, with a silver rope at the last one. Opening that, reveals a bedroom with a bed, a vanity, and a stand. On the stand are 5 swords, and a sack. He takes the stuff, and moves towards the next weapons location.</li>
      <li>Back to the party, they enter into a room with a slightly raised floor made of silver (as opposed to the rest of the floor made of marble). Sheila G, at the urge of Boobons, steps onto the slightly raised silver floor, and disappears. Boobons determins Sheila G was <em>dimension doored</em>. Sheila G appears in a similar looking room. After a brief investigation, she wanders back to the platform, and returns to the original room. Boobons accompanies this time, and they return to the room. There is a closed door, and upon opening it, they discover the conference room from before (near the anti-magic room and the drill). They hear discussions nearby, and try to sneak up to eavesdrop. As they approach, they hear Bologniah discussing with someone about temperatures, the status of the drill, and how to proceed. They easily discover the sneaking Boobons and Sheila G, and the party moves to discuss with them. After some brief interactions, Bologniah says she is going to report in, and the party follows her.
        <ul>
          <li>An elf meets up with the group, to inform us that she found some significant magical weapons. The party is generally dismissive and rude in response. The elf heads back to get the stuff. The party continues moving to the first floor, and meets up with Sir Oliver.</li>
          <li>The party meets up with Gronell and Roe, and Bologniah has them accompany the group. On the way up, the group sees that the <em>wall of iron</em> erected by Boobons was cut by some implement that can super-heat the iron. The group continues to prod Bologniah for answers, and she continues to generally ignore them. There’s a brief flash of conflict between Boobons and Bologniah over the attitude, but it calms. Boobons remains outside, while Bologniah slaps a ruby on her forehead and her eyes turn pink. Sheila G stays with Bologniah.
            <ul>
              <li>Sheila G reveals that space lasers are a thing to Bologniah. And further reveals there are plans for such a thing. And further reveals that “someone” is working on building one. And then immediately reveals that we’re funding it.</li>
            </ul>
          </li>
        </ul>
      </li>
      <li>Sir Oliver, meanwhile, is lead to another room with a big box, within which are obviously magic longbows, and a basket with obviously magic arrows. He then continues exploring for more stuff.</li>
      <li>Meanwhile, Sheila G asks Bologniah what the drill is drilling to. Bologniah isn’t sure, but expects it to be some alien technology, from before elves, dwarves, man, and even giants or dragons walked the realm. She’s not exactly sure, and she expects the scholars coming to the site will have more theories or information, but notes that it was highly protected for a reason.</li>
      <li>Meanwhile, Taliah continues taking inventory, and confirms that the architecture is ancient elvish.</li>
      <li>Meanwhile, Sheila G and Boobons reconvene, and sync.</li>
      <li>Meanwhile, Sir Oliver heads to the second level, heads right, and at the second of three doorways, there is a room with a broom in the corner, an armor stand, and an arctic elf swinging around a sickle. The elf declares that “Sheila G didn’t want this, and so she is taking the sickle.” Sir Oliver takes everything else, and then moves with his esocrt back to the first door on the right of the first floor, where there are many coinpurses. In total, 270gp. Sir Oliver continues exploring, finding another bedroom. He eventually meets up again with Sheila G and Boobons. Sir Oliver unloads all the magical weapons and equipment into the Portable Hole. Sir Oliver sits down and pouts.</li>
      <li>Boobons and Sheila G reconvene with Harvey, and sync up with him. Taliah hears and joins. The group sans Oliver head down to the drill control room, and we converse with the elvish engineers there.
        <ul>
          <li>We learn that the control room requires understanding an ancient and archaic elvish dialect, and being psychicly sensitive.</li>
          <li>We learn that the controls are not mechanical in nature.</li>
          <li>We learn that the drill is mechanical.</li>
          <li>We learn that the anti-magic field is theorized to have existed before the drill, and that is was placed in the field purposefully, though why is unknown.</li>
          <li>We learn that the read-out was likely added by wizards, and provides an arcane-based readout tied to a probe for the drill.</li>
          <li>We learn that the control for the drill is through the probe, which is in the floor of this control room.</li>
        </ul>
      </li>
      <li>Sir Oliver finishes pouting, and continues searching for loot.</li>
      <li>The party begins poorly gathering information about the elf’s background, the group he works for, and the leadership. We get some answers, but generally learn that there’s no overarching group, so much as a “meeting of minds”. The party finally regroups with Sir Oliver, and the searches the remainder of the facility. We don’t find much.
        <ul>
          <li>We find some log books, with dates going back thousands of years, but nothing particularly interesting.</li>
        </ul>
      </li>
      <li>We make some small talk, try to get a pistol (to no luck), bid farewell to Reggae Tony, and leave.</li>
    </ul>
  </li>
  <li>The group discusses their next course of action:
    <ul>
      <li>Harvey has intention to help Caldur with Calcifer in the Far Territories</li>
      <li>Sir Oliver has intention to visit the First World, to help his “god” get back, and in order to do this he has to meet Harvey’s “god.”</li>
      <li>Boobons wants to travel north of Rhyme, near the realms of Kellymandrax: an old, abandoned dwarven capitol; and there is a source of dark tapestry incursion. Kellymandrax has tried to investigate the dark tapestry source, but all sources sent never returned.</li>
    </ul>
  </li>
  <li>The group will decide on the next course of action away-from-table! Lon’s Thicket quest complete!</li>
</ul>

<h2 id="player-characters">Player Characters</h2>

<ul>
  <li>Stackor/Boobahns, dwarven wizard (James)</li>
  <li>Sheila G, cleric of Cayden Calien (Thans)</li>
  <li>Harvey, birdman monk of many styles (Mike)</li>
  <li>Nataliah, a tiefling alchemist (Bill)</li>
  <li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>Lon’s Thicket, and the facility underneath it.</li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Reggae Tony</li>
  <li>Bologniah (nee Thalonia), the “leader” of Reggae Tony’s group in Lon’s Thicket.</li>
  <li>Fronell, sometimes Fronell the Freckeled, an arctic elf of the Lon’s Thicket group.</li>
  <li>Gronell and Roe, two half-elves of the Verdant, working with the Lon’s Thicket group.</li>
  <li>Trustacious, the Rivethane wizard working with the Lon’s Thicket group.</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>Jeff enlightens us of the hidden 6th flavor, developed within the core of Monmon. It is the flavor of “spit”, and it is warping the minds of everyone for it’s nefarious intentions.</li>
  <li>Sir Oliver’s quest is to help Count Ranalc meet with the Forgotten Lord, by helping him find a route to the Crumbling Tower. In exchange, Count Ranalc has offered to assist the group with their ambitions in Rhyme, or elsewhere if we so choose.</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">In the Lon’s Thicket of It, S3E3</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/lons_03.html" rel="alternate" type="text/html" title="In the Lon’s Thicket of It, S3E3" /><published>2024-06-10T00:00:00-05:00</published><updated>2024-06-10T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/lons_03</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/lons_03.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>

<ul>
  <li>Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.</li>
</ul>

<h2 id="events">Events</h2>

<ul>
  <li>We leave our small encampment on the hill, and travel the short distance to Lon’s Thicket. It’s a small villiage, with a single large road through town, and a shabby half-wall around it. At the highest point in town is a manor, to the sides of which are cottages. On the north side is a villiage green, and more cottages, with something that looks like a graveyard and a relatively large chapel.
    <ul>
      <li>The villiage green has a large, relatively recent pit dug in it. The doors look like they were damaged. Overall, the villiage looks abandoned.
        <ul>
          <li>The pit in the villiage green is possibly/probably a mass grave.</li>
          <li>It looks like there were recent campers.</li>
          <li>It looks like the mass grave was recently disturbed, and added to.</li>
        </ul>
      </li>
      <li>A quick glance around shows signs of activity at some of the cottages near the graveyard.</li>
    </ul>
  </li>
  <li>We opt to investigate the manor. It’s a three-story manor house, with a slate house and wooden construction. The paint was nice, but is faded. The front gate is broken, laying on the ground. Around the house are black gum trees, which are non-native to the area. A motif along the house also in the style of gum trees.
    <ul>
      <li>The front door is locked. Taliah picks the lock, and we enter. We see a front hall, with a very soiled carpet covered in obvious blood stains. An archway ahead leads to a staircase, with a door to the left and right, and empty coat hooks on the wall.</li>
      <li>(Front Door -&gt; Entryway) We head left. Another bloodstained carpet. Several portraits on the walls, with a large one above a hearth; the face is torn away. A door leads towards the back.
        <ul>
          <li>The over-hearth portrait appears to be of a humanoid, human or elven, not halfling or dwarven. A well-dressed figure, with a silver pinky ring.</li>
          <li>The 8 smaller portraits are all half-elves and elves, living up to 500 years ago. The further back, the more elven.</li>
        </ul>
      </li>
      <li>(Front Door -&gt; Entryway -&gt; Left Room) We continue through the doorway heading back. There is a winerack, many folios, and a cask.
        <ul>
          <li>The wine is mostly red; the cask is definitely empty.</li>
          <li>The folio is records for the wine: when it was bought, who bought it, where it was made.</li>
        </ul>
      </li>
      <li>(Front Door -&gt; Entryway) Heading back to the entry way, we head through the right doorway. There is a short hallway, with 3 closed doors on the right, and on the left is an open door to a kitchen.
        <ul>
          <li>Behind each of the 3 closed doors is a small room with a bed, decanter, and chest.</li>
        </ul>
      </li>
      <li>(Front Door -&gt; Right Hallway -&gt; Kitchen) It’s a kitchen. There’s some moldy stuff. Behind a small door is a stairwell heading down.</li>
      <li>(Front Door -&gt; Right Hallway -&gt; Kitchen -&gt; Cellar) We descend, and see a collection of barrels and crates.
        <ul>
          <li>Harvey investigates one, and finds moldy garlic. In a second, water.</li>
          <li>There’s dripping in the corner.</li>
        </ul>
      </li>
      <li>(Front Door -&gt; Stair Well) We ascend the stairs. At the landing is a door with a window out to a back patio. Along the walls of the lower stairwell are portraits. At the top of the stair well are more portraits burned.</li>
      <li>(Front Door -&gt; Stair Well -&gt; Upstairs) We head left, into a ballroom. We see blood stains, that have been poorly cleaned. There is an exit to an outdoor balcony, overlooking the left-side of the house.</li>
      <li>(Front Door -&gt; Stair Well -&gt; Upstairs) We head right, into a well-appointed dinning room. It was somehow damaged, but an attempt was made to reset everything properly. There is wooden furniture, where is more-or-less should be, but no cutlery or decorations. There are scuff marks on the ground, but no blood. There are no exits.</li>
      <li>(Front Door -&gt; Stair Well -&gt; Upstairs -&gt; Third Floor) We continue up, and as ascending, Jeff flies in front of Sheila G’s face, warning her not to go to the third floor. At the top is a long hallway, with 2 doors on the left, and 1 on the right.</li>
      <li>(Front Door -&gt; Stair Well -&gt; Third Floor) Checking the first door on the left is a relatively undisturbed child’s room.</li>
      <li>(Front Door -&gt; Stair Well -&gt; Third Floor) The door on the right reveals a room full of broken furniture covered in canvas. Seems most, if not all, of the furniture from the house has been moved here.</li>
      <li>(Front Door -&gt; Stair Well -&gt; Third Floor) The final door, second on the left, is the master bedroom. A four-post bed, a writing desk with a pile of burned papers on it. Otherwise it appears undisturbed.</li>
    </ul>
  </li>
  <li>Harvey and Boobons explore the furniture room on the third floor. The remainder of the party explores the grounds. While we wander around, two half-elves from the Verdant approach us from the road, and introduce themselves as Gronell and Roe. They ask if Sheila G is the same.
    <ul>
      <li>Reggae Tony and Gronell talk briefly about the enchanted door. Roe asks why we are travelling with one of the tainted. Sheila G understands this to be a slight against Taliah.</li>
      <li>Sheila G announces we’re leaving. Boobons rejoins the group, and Harvey stays behind to continue digging in the furniture room.</li>
    </ul>
  </li>
  <li>We head past the villiage green, with the mass grave. Past some cottages, and towards the chapel that looks kind of like a mauseleum.
    <ul>
      <li>While passing the cottages, Roe stops in briefly, and returns with 8 more elves. One has a purple robe with gold stars and moons on it, carrying a staff, and with golden hair. Boobons suspects this is a wizard elf of Rivethane. The remaining elves he identifies as being from the artic northlands. Those elves are generally unfriendly towards everyone, in a murderous way.</li>
      <li>One of the northern artic elves introduces her as Bologniah, and asks Sheila G to accompany them to the door to help open it.
        <ul>
          <li>Withatwist and Boobons ask Bologniah a bunch of questions, and she is generally disinterested in interacting with them. Instead, she asks and gestures Sheila G to join her towards the door. Sheila G insists on some questions being answered.
            <ul>
              <li>Sheila G asks about the door. Bologniah believes it was a recent addition to the chapel. She believes the door is sealed, and that a lineage of local rulers is needed to open the door.</li>
              <li>Sheila G asks why this group is even here. Bologniah replies that whatever is behind the door she believes to help elven kind. She doesn’t know exactly what’s behind the door, but she has reasons to believe it is important. Possibly ancient tools from their race.</li>
              <li>Sheila G and group insist it is important they know the details. Bologniah seems slightly disappointed. The wizard, however, is very excited to explore the notion. Sheila G asks for just the Cliff’s Notes. Bologniah stifles a laugh at the notion. The wizard starts lecturing.
                <ul>
                  <li>After 5 minutes, he’s done explaining what he’s about to explain. Sheila G is wildly impatient. Withatwist and Boobons are excited to hear more.</li>
                </ul>
              </li>
              <li>Sheila G cannot take the lectures, and asks Bologniah for the Cliff’s Notes. Bologniah believes that within the chapel, which she explains is a building designed to hold and protect important items, may be tools and artifacts stored from their elven ancestors, possibly back to the oldest of the elves, which may be help them fight off impending evil.</li>
              <li>Taliah and Boobons decided to follow-up with the wizard for more information. He explains that both Lon’s Thicket, and Cherry Grove, were formed around a chapel-like building. Notably, the settlements formed after whatever projects of the chapel-like buildings were established to pursue. The wizard believes there was a pre-existing reason to settle here. Possibly, there were practicioners of great magic here, and the ancestral elves found them, and established a project here to learn more.</li>
            </ul>
          </li>
          <li>Taliah fetches Harvey, and the group heads to the chapel.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>A large, marble building. There is a silver-sheened rune-covered door, with gum-tree and leaf motifs decorating the moulding. To the side, there is a large, obvious button.
    <ul>
      <li>Withatwist pushes the button, and nothing happens. Sheila G pushes the button, which vibrates the door a bit, but nothing else happens. Sheila G has intuited that she must press the runes in a specific order, then press the button, but feigns ignorance.</li>
      <li>Eventually, she “concludes” the door must be shrouded in darkness, and so the group disperses until then.</li>
    </ul>
  </li>
  <li>For the day, Harvey returns to explore the furniture; Withatwist and Boobons speak with the wizard about the history and theories of Lon’s Thicket; Sheila G and Taliah go to investigate the mass grave.
    <ul>
      <li>Harvey does furniture stuff.</li>
      <li>Boobons and Withatwist get a day-long lecture.</li>
      <li>Taliah and Sheila G dig up a mass grave, finding a an undead abomination. Taliah is confused why it looks so deformed. The wizard wanders along, and explains the undead were dealt with when the group entered town. He suspects they are so deformed from the violence.
        <ul>
          <li>Pressed a bit further, the violence the wizards mentions he suspects was politically motivated, as the previous town leaders were known to be somewhat nasty.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>Sheila G and Taliah return to the door before night time. There we find the wizard, Boobons, and Withatwist talking. There was also an arctic elf standing nearby. Sheila G yells at the arctic elf to “Go Away!”. They do, after a short delay.
    <ul>
      <li>Sheila G tells the wizard to be chill, then performs the steps necessary to open the door. Once open, she insists the wizard goes first, and we move in. Boobons <em>sends</em> Harvey the news.</li>
    </ul>
  </li>
  <li>Entering in, there is a stairwell down, with magically lit walls, to a hall with a ceiling that is vaulted in a way Paul refuses to explain. There are doorways on the left and the right, and double-doors at the end of the hallway in front of us.
    <ul>
      <li>Taliah pokes her head to the left, and finds another hallway with several doors on the left, and alcoves on the right.</li>
      <li>The wizard, and the rest of the group, moves to the double-doors at the end of the initial hall. He opens them, finding a spiral staircase downward, and moves that way.</li>
      <li>Boobons seals the initial hall off, at the bottom of the stairwell, with a <em>wall of iron</em>. While doing this, something happens, causing Boobons to lose control of himself.</li>
      <li>Down the spiral staircase, quite a ways, is another room similar to the one upstairs. On the left and right are large archways leading down significant hallways. At the far end of the room is a large, glowing archway.</li>
      <li>Taliah checks the right direction, upstairs, and finds a mirror of what she saw to the left. She moves to regroup the party.</li>
      <li>The group moves through the large, glowing blue archway. The wizard, and Boobons, believe the archway is purposefully glowing to indicate a purpose, it being dimensionally locked, preventing any teleportation or planar movement into or out of the room.</li>
      <li>Within, a circular room, with a table and slightly raised platform, upon which is a stone stool. Around that, are more stools. There’s nothing on the table. Around the circle, on the walls, are more archways, each more normal sized. The exception being a circular doorway, immediately to the left of the large glowing entrance arch.</li>
      <li>The wizard moves through the circular entrance, and the group follows. This tunnel proceeds slightly down, curving into a half-moon room. There are several podiums, with elvish writing that seems to magically scroll along the surface. It is displaying the output of a divination spell tied to an artifact.
        <ul>
          <li>After some review, Boobons reads the writing to be describing several things: depth, heat, and tensile strength. He suspects it is the readout from a drill operating somewhere.</li>
        </ul>
      </li>
      <li>Taliah leaves to explore, heading back to the large, second basement hall, and exploring the left corridor (from her original approach). Moving to the end, she finds two large doorways: one in front, and one to her right. Going through the door in front of her, she finds a room full of mechanical pieces. Notably, there’s a significant amount of large chains. She spends time investigating.</li>
      <li>From the half-moon room is another exit, a wooden door with a metal doorknob. Checking behind, there’s a rough-hewn hallway. Boobons suspects the marble rooms were magically constructed, and that this hall is what was originally here. Moving down the hall leads to another door, with a plaque that reads, “No Arcana Beyond This Point.” Trustacious suspects it means the area is covered in anti-magic. Withatwist confirms this, after walking into the area with his everburning torch, and the torch going out.</li>
      <li>The wizard lights a lantern, and Withatwist lights a torch. Harvey takes the lantern, and the wizard is suddenly spooked by Sheila G, and doesn’t want to continue further. Harvey and Withatwist enter, finding a roughly-hewn circular room with a pipe made of brass sticking out of a wall. In the center of the room, there’s a significant hole, of maybe 50-foot diameter. There’s a construction atop it, of adamantine girders, with two chains snaking down into the pit: one of adamantine, one of living metal. The wizard fully withdraws, initiative!
        <ul>
          <li>Harvey, moving at actual incredible speed, interveneing with and stopping the wizard from moving away.</li>
          <li>Sheila G moves right up next to the wizard.</li>
          <li>The wizard moves slightly closer to Sheila G, away from Harvey, and casts <em>gaseous form</em>. Sheila G tries to smack him, but misses.</li>
          <li>Harvey and Stackor fuck around a bit. Sheila G attempts to <em>dispel</em> Trustacious’ <em>gaseous form</em>, but hits something else.</li>
          <li>The group chases the gas.</li>
          <li>Boobons has a conversation in his mind with whatever is controlling him, which turns out to be Bologniah. She threatens to throw The Grey into the giant pit in the anti-magic field, unless Boobons agrees not to interfere with Bologniah’s group’s entrance into the chapel. Boobons counters that he doesn’t know motives, doesn’t know who the group works for, and thus cannot know for certain that he even should allow them in. Bologniah grows tired of waiting, and tosses The Gray into the room.
            <ul>
              <li>Harvey interrupts mythically, moving to Boobons and striking him with a <em>stunning fist</em>, stunning him.</li>
            </ul>
          </li>
          <li>Sheila G <em>dispels</em> successfully the <em>gaseous form</em>. Trustacious falls to the ground, still an elf, looking just like before. Withatwist charges at Harvey, trying to break up the fight, but failing to hit him. Harvey tries to shove Stackor into the anti-magic room, but falls 5-feet short. Bologniah, through Boobons, agrees to return Boobons to his own mind, in exchange for not killing Trustacious and opening up discussions.</li>
          <li>Sheila G tries to grapple Trustacious, but he avoids her and withdraws away from the group. The rest of the group kind of fucks around, and Sheila G then successfully grapples Trustacious. On following turns, she drags him towards the room. Trustacious does break free, and Boobons and Harvey calm shit down. Combat mostly resolves.</li>
        </ul>
      </li>
      <li>Meanwhile, an arctic elf wanders into where Taliah is working, and asks about what she found. She informs him, and they begin taking inventory.</li>
      <li>Back downstairs, Trustacious continues tensely standing around. The party manages to avoid immediately restarting combat. Eventually, Trustacious walks away, and the party remains at the hole.</li>
    </ul>
  </li>
  <li>We call it here, with ambitions to explore the remainder of this compound.</li>
</ul>

<h2 id="player-characters">Player Characters</h2>

<ul>
  <li>Stackor/Boobahns, dwarven wizard (James)</li>
  <li>Sheila G, cleric of Cayden Calien (Thans)</li>
  <li>Harvey, birdman monk of many styles (Mike)</li>
  <li>Nataliah, a tiefling alchemist (Bill)</li>
  <li>Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>A hill on the outskirts of Lon’s Thicket.</li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Reggae Tony</li>
  <li>Bologniah, the “leader” of Reggae Tony’s group in Lon’s Thicket.</li>
  <li>Gronell and Roe, two half-elves of the Verdant, working with the Lon’s Thicket group.</li>
  <li>Trustacious, the Rivethane wizard working with the Lon’s Thicket group.</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>Jeff: “The koans of the mind cannot be translated by another.”</li>
  <li>The drill used to make The Bore is the exact same size as this hole.</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">In the Lon’s Thicket of It, S3E2</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/lons_02.html" rel="alternate" type="text/html" title="In the Lon’s Thicket of It, S3E2" /><published>2024-06-10T00:00:00-05:00</published><updated>2024-06-10T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/lons_02</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/lons_02.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>

<ul>
  <li>Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.</li>
</ul>

<h2 id="events">Events</h2>

<ul>
  <li>
    <p>The party is split! Harvey and Stackor are in the temple of the Fossilized King, fighting some nasty undead giants, and a weird, indescribable mollusk. Taliah is being approached by three Garuda, because she refused to hand over her piece of charcoal. Sheila G and Oliver Withatwist are on their way from the garuda chief back towards Taliah.</p>
  </li>
  <li>
    <p>Inside, combat continues! Boobons <em>fireballs</em> the indescribable mollusk; Harvey beats on a giant; the mollusk wails on Boobons and grapples him; the giants kind did stuff to Harvey.</p>
  </li>
  <li>
    <p>Outside, combat begins! Taliah is shot by a bunch of garuda; Sheila G <em>flies</em> over and casts <em>shield other</em> on Taliah, and also drops off Oliver; Oliver stands around like an idiot.</p>
  </li>
  <li>
    <p>Back inside, more combat! Boobons breaks the grapple and runs away; Harvey beats on giants some more; giants beat on Harvey.</p>
  </li>
  <li>
    <p>Outside! Taliah throws away her piece of charcoal, calls the bird people stupid, and runs for the hills; some garuda continue to pepper Taliah; Oliver and Sheila G move towards the hills too.</p>
  </li>
  <li>
    <p>Inside! Boobons casts <em>cone of cold</em> on the indescribable mollusk; the mollusk moves closer but otherwise does not act; Harvey beats on giants; the giants miss Harvey.</p>
  </li>
  <li>
    <p>Outside, the group makes it to the hills. The garuda do not pursue.</p>
  </li>
  <li>Inside, Boobons casts another <em>cone of cold</em> on the indescribable mollusk; Harvey punches nasty undead giants; giants miss Harvey; the indescribable mollusk gives Boobons some more bad touches.
    <ul>
      <li>Boobons casts some <em>scorching rays</em> at the gross mollusk, finally destroying it; the mollusk dies and erupts in a fountain of blood; Harvey punches giants; giants miss Harvey.</li>
      <li>Boobons coughs up disgusting black blood, and <em>magic missiles</em> one of the nasty giants, and it falls to gross, nasty pieces.</li>
      <li>Combat over! Victory!!</li>
    </ul>
  </li>
  <li>
    <p>Inside, with combat finished, Harvey and Boobons seal the tooth in a corner, then seal the temple entrance. They then <em>dimension door</em> away, and meet up with the group. Taliah and Shiela G give Boobons a quick check-up, and determine he’s got a disease.</p>
  </li>
  <li>We book it towards Lon’s Thicket. Camping in the hills for the evening, we help Boobons heal up a bit, and then continue moving towards the Thicket. As we move, we see an obvious camp on a hilltop, but ignore the camp and keep moving. We leave the hills to dry plains. Boobons determines that the weather patterns of these badlands makes no sense, but they’ve always been this way, so whatever. That evening, we see lights in the distance, which we presume are the elves at Lon’s Thicket. Finally, we shall arrive!</li>
</ul>

<h2 id="player-characters">Player Characters</h2>

<ul>
  <li>Stackor/Boobahns, dwarven wizard (James)</li>
  <li>Sheila G, cleric of Cayden Calien (Thans)</li>
  <li>Harvey, birdman monk of many styles (Mike)</li>
  <li>Nataliah, a tiefling alchemist (Bill)</li>
  <li>Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
</ul>

<h2 id="locations">Locations</h2>
<ul>
  <li>North-north-west of Flint, at a chasm with the temple of the Fossilized King.</li>
</ul>

<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
  <li>Reggae Tony</li>
</ul>

<h2 id="other-notes">Other Notes</h2>
<ul>
  <li>Dan’s characters are definitely on a boat which is currently docked at Lon’s Thicket.</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry></feed>