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2024-10-01 02:36:42 +00:00
<?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>2024-09-30T21:36:41-05:00</updated><id>https://ttrpg.theinternetvagabond.com/feed.xml</id><title type="html">Vagabonds 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, S4E14</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-14.html" rel="alternate" type="text/html" title="Stormed Heims, S4E14" /><published>2024-09-30T00:00:00-05:00</published><updated>2024-09-30T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-14</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-14.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<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>We start in Rime. This day, Sheila G returns from her side-quest. There are 12 days remaining until our meeting with the Crypt Dragon in the Boneyard.</p>
</li>
<li>
<p>Stackor has a dream. I miss most of it, but it sounds bonkers.</p>
</li>
<li>
<p>Sheila G proposes that Green Guts be given land to establish his own barony.</p>
</li>
<li>
<p>Mummrah and Randy awake. Mummrah heads straight to the graveyard; Randy heads to Stackor, with intention of getting them to the graveyard.</p>
</li>
<li>
<p>Sheila G returns, and is informed by Celia about the graveyard. The warriors of Gorum were mobilized to deal with the large amounts of undead at the graveyard in Rime. They have been generally successful. SG “refuses to play into their hand”; Harvey and Gartug boogie on down to the tomb; Withatwist and SG head to Boobons to talk with him.</p>
</li>
<li>
<p>Randy meets up with Stackor, and they begin leaving for the graveyard. On the way, they run into SG and Withatwist. SG catches Stackor up on her adventures in Flint. Green Guts gets a snail.</p>
</li>
<li>Harvey arrives at the crypt, and learns that the head priests of Gorum and Gozreh are keeping a powerful undead force trapped inside a tomb. Mummrah arrives shortly thereafter. After a bit, Randy, Oliver, SG, Stackor, and Gartug arrive. We learn that this particular beasty seems to have similar abilities to the previous non-Euclidian beasties we fought (the Fungal Queen and the giant beetle).
<ul>
<li>We prepare, and then enter in order: Harvey, Gartug, Van Peoples, Stackor, SG</li>
<li>Upon entering, Harvey is immediately assaulted. He gets nauseated by the weirdness. He finishes moving, and Gartug moves in trying to trip it, but he gets tripped by the silly non-Euclidian defenses of this corrupted dwarf undead. Van Peoples uses his boots to <em>urban step</em> out of the tomb inside the room. Stackor moves in and <em>magic missiles</em> it. SG moves in and buffs everyone with a <em>blessing of fervor</em>.</li>
<li>The corrupted dwarven general yells at us asking why hes awake, and wails on Gartug. Harvey is sick. Gartug stands up and attacks a bunch, but misses everything. Van Peoples channels. Stackor drops another <em>magic missile</em>. SG gives Gartug a fat heal.</li>
<li>The corrupted dwarven general continues to yell, and continues to wail on Gartug, this time dealing massive damage and seriously damaging his stats. Harvey gets his nasuea suppressed by Van Peoples, and then punches the general a bit. Stackor shifts and send an <em>acidic spray</em> at the general. SG <em>dimensional hops</em> herself and Gartug out of immediate harm, then attacks the dwarven general. Gartug is sick.</li>
<li>The general tries hitting Harvey, and misses a bunch, and Harvey smacks him back. Van Peoples channels, disintegrating the skeleton. COMBAT OVER!</li>
</ul>
</li>
<li>
<p>Leaving, the party rediscovers Green Guts. At the inform of the party, he returns a dwarven rib-bone to the dwarf he took it from. Later, he asks Harvey if taking a hat from someone that has two hats is wrong. Upon learning it is, he follows-up asking if, after taking it, if he gives the hat to someone, its still wrong. Harvey says yes, but that its a nice thing. Green Guts hands him a dwarven helmet. Green Guts then redistributes one of Stackors books to SG; its the diary of the dead necromancers apprentice from Flint.</p>
</li>
<li>We call it there for the night. Some options are: continue exploring the ruins of Fort Ang; going to the Haunted Mansion with Kaldur Black to fulfill our destiny.</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Nataliah, a tiefling alchemist <em>and</em> Gartug, the dwarven brawler (Bill)</li>
<li>Randy Van Peoples, a human cleric of Gozreh <em>and</em> Oliver Withatwist, the fetchling fey-priest (Dan)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard <em>and</em> Chuck, the dwarven fighter (James)</li>
<li><del>Miningra</del> Mummrah Tybal, a dwarven cleric of Folgrit <em>and</em> Harvey, the kind-of tengu monk (Mike)</li>
<li>Larg Marg, a dwarven ranger, and Smarf! his dracoweasle <em>and</em> Sheila G, the half-elf cleric of Cayden Calien (Thans)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rime</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>“Macho Man” Gliff, the freed svirfneblin</li>
<li>Green Guts, a goblin rogue</li>
<li>Hebro Heath, head priest of the church of Gorum</li>
<li>Linus Conch-caller, head priest of the church of Gozreh</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>It is <strong>actually</strong> 12 days to the Crypt Dragon Boneyard meeting.</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, S4E13</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-13.html" rel="alternate" type="text/html" title="Stormed Heims, S4E13" /><published>2024-09-25T00:00:00-05:00</published><updated>2024-09-25T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-13</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-13.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-09-26 01:07:32 +00:00
<ul>
<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>As Stackor meets up with Larg and Taliah, we hear a sudden gasping noise, and an undead husk, a Breathless Undead, rushes us. COMBAT!!
<ul>
<li>Stackor gives us <em>haste</em>! Mummrah gives us <em>telepathic bonds</em>! A breathless rushes in and grapples Stackor! Another rushes in and grapples Randy! Randy stabs it with his trident. Taliah buffs herself a bit.</li>
<li>Stackor <em>dimensional doors</em> away from his grapple. Mummrah channels! Randy gets a gross kiss! The one grappling Stackor shift to Taliah and grapples her! Randy also channels! Taliah smashes a frost bomb on the one grappling her!</li>
<li>Stackor <em>holds monster</em> on the one grappling Taliah, freeing her! Mummrah attempts to <em>boneshaker</em> the breathless grappling Randy, but fails! The breathless remains <em>held</em>! Randy gets another gross kiss, falling unconscious and dangerously wounded! Taliah spits <em>adhesive spittle</em> at the breathless grappling Randy, entangling it and gluing it to the floor!</li>
<li>Stackor <em>holds</em> the breathless grappling Randy successfully! Mummrah channels again! The first <em>held</em> breathless is still held! The second one successfully shakes off the effect. Taliah throws a bomb at the first breathless.</li>
<li>Stackor delays, Mummrah withdraws to the group, Stackor blasts both breathless with a mythic <em>cone of cold</em>! The first breathless is still <em>held</em>! The second breathless breaks the goo holding it to the floor. Randy channels, disintegrating the first breathless! Taliah takes out the second with a frost bomb!</li>
<li>COMBAT OVER!!</li>
</ul>
</li>
<li>
<p>We loot the room! We find some broken muskets and pistols, a magical axe-musket, a masterwork adamantine handax, and some assorted ammunition and black powder. Stackor takes the handax; Taliah takes the axe-musket, powder, shot, and the dragon charges. The rest goes in party loot.</p>
</li>
<li>Returning to Rime, we heal-up and restock.
<ul>
<li>During the night, Mummrah and Randy are awoken and told of military action at a city graveyard. They are not conscripted into action, but may be needed in the morning.</li>
</ul>
</li>
<li>We call it here for the night.</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Randy Van Peoples, a human cleric of Gozreh (Dan)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
<li><del>Miningra</del> Mummrah Tybal, a dwarven cleric of Folgrit (Mike)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Underground tunnels to and throughout Fort Ang</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Larg Marg, a dwarven ranger, and Smarf! his dracoweasle, both playing patty-cake incessently.</li>
<li>“Macho Man” Gliff, the freed svirfneblin</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>We start the session still in the past, with 12 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, S4E12</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-12.html" rel="alternate" type="text/html" title="Stormed Heims, S4E12" /><published>2024-09-18T00:00:00-05:00</published><updated>2024-09-18T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-12</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-12.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-09-12 01:15:33 +00:00
<ul>
<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>
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<li>
<p>We call it here, standing in the corridor looking at the pit. We decide to continue moving down the corridor. Eventually, we come across a mechanism that would close a hidden door, sealing the corridor we just moved through. We can move straight, left, or right. Right will take us to Fort Ang. Straight will take us to the ice bridge on the northern coast of the continent. To the left is unknown. We move towards Fort Ang.</p>
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</li>
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<li>
<p>Moving towards Fort Ang, we notice some slits in the ceiling, likely for dumping pitch or other substances to discourage movement. Moving further, we come to the end of the slits, and there is a pressure plate on the floor in front of us, which Taliah disarms. Moving further, we come across what appears to be some filament along the walls, and a heat-shimmer in the hall. It is determined to be a magical trap, and walking through the shimmering air would cause the walls to explode with rock shards. Stackor <em>dispels</em> the magic, and we move forward.</p>
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</li>
<li>
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<p>Past the magical trap, we come to a porticulus with a dwarven skeleton pinned beneath it. Taliah assumes a <em>gaseous form</em> and floats through the gate. Looking around, she sees three hallways: forward continue beyond her sight, to the left is an everburning torch above a large intricate chest, and to the right in a blocked-off hallway. Above her, a bronze metal disc in the ceiling. Floating up and through gaps around the disc, she finds a room with 7 20-lb cannons, a few dwarven skeletons, and another disc. Moving further up, she finds another similar-sized room, this one with a sloped hallway with many chains, and another hallway with stairs. Returning back to the gate, after some alchemy and buffs, she finally manages to open the gate.</p>
</li>
<li>
<p>The party enters, and looks around. The blocked hallway obviously moves further. Along the hallway to the chest is a pressure plate that would drop the entire hallway floor; Taliah disarms the trap. Checking the chest, Taliah disarms the trapped lock, and also opens the lock. Inside is a single gold piece minted from an elvish kingdom; a dwarven “fuck-you” to whomever opens it. We decide to continue forward.</p>
</li>
<li>
<p>We move past more murder-holes, and come to another porticulus. Stackor <em>stone shapes</em> a little gully under the gate, then uses his staff to <em>reduce</em> us all to small, and we slip under. Beyond, to the left is a big iron-studded door with a big obvious lock. To the right is a hallway with doorways heading back the way we came. In front is a stairwell heading up. We head up the stairs.</p>
</li>
<li>
<p>The stairs move up and straight for about 15 minutes before coming to a platform in large cavern. To our left and right are piles of rubble and bones. Before us is a metal bridge, of plates and chain. We move along the bridge. Roughly half-way, we come across the remains of a weapon of some sort (which turns out to be a pistol), as well as the ruins of two statues. Continuing, the bridge ends at a some sort of suspended cube/building made of iron, with an iron door (currently open), leading to hallways. At the entry way are piles of more ruined statue. We move into the hallway, heading left.</p>
</li>
<li>
<p>Moving left, it turns right, to a tunnel. About 50-feet down, is a ladder straight up, a hallway that goes right, and the hallway continues forward. Larg climbs up the ladder, to a landing with hallways north, south, and east to a door. Upon the door are dwarven runes declaring “Small Arms.” Taliah unlocks the door. Within, there are more ruined statues and general ruin. It looks like the place was ransacked and burned. At the end of the room are a set of double-doors that appear to be sheared opened. Below, Stackor, Randy, and Mummrah hear the sobbing of a small human child coming from the norhtern hallway. Stackor heads up to notify Larg and Taliah of the sound. While there, from the sheared-open doors, we hear a sudden gasping noise.</p>
</li>
<li>
<p>The session is called here.</p>
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</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Randy Van Peoples, a human cleric of Gozreh (Dan)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
<li>Larg Marg, a dwarven ranger, and Smarf! his dracoweasle. (Thans)</li>
<li><del>Miningra</del> Mummrah Tybal, a dwarven cleric of Folgrit (Mike)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
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<li>Underground tunnels to and throughout Fort Ang</li>
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</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<h2 id="other-notes">Other Notes</h2>
<ul>
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<li>We start the session still in the past, with 12 days until our meeting with the Crypt Dragon in the Boneyard.</li>
<li>Tomorrow, in-game, Sheila G and co return to Rime.</li>
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</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, S4E10</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-10.html" rel="alternate" type="text/html" title="Stormed Heims, S4E10" /><published>2024-09-04T00:00:00-05:00</published><updated>2024-09-04T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-10</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-10.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-09-05 01:18:48 +00:00
<ul>
<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>
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<li>We stand over the defeated gug. There are more Gugs. Gugs in the deep. We prepare! COMBAT!!
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<ul>
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<li>We ambush the first one! It takes hits and dishes it back out at Larg.</li>
<li>Another one shows up, and they lay the smackdown on Larg. We throw explosives, missiles, and lightning bolts at it.</li>
<li>After some tense rounds, a third one shows up! Larg manages to slay the first. Explosives and lightning bolts hit the second.</li>
<li>The remaining two down Larg, but not before Mummrah <em>shields other</em> on Larg, giving him a chance last stand!</li>
<li>One of the two gugs picks up Larg to drag him away. Mummrah channels to revive Larg!</li>
<li>The one hold Larg gets totally grossed out by Larg moving. Drops him to the ground, and pummels him into goo. Taliah finishes off the other one.</li>
<li>Mummrah runs up and <em>breathes life</em> Larg, reviving him once again. Largs dracoweasel latches onto the remaining gug. Larg regains his weapons, and finishes off the last gug.</li>
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</ul>
</li>
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<li>After we recouperate a bit, we continue to explore. Larg scouts the room, and we continue moving towards Fort Ang. Taliah briefly tries to reanimate the gug corpses, but the clerics strongly oppose her totally awesome and scientific approach to gaining new allies.
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<ul>
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<li>Heading towards the fort, we come across a chasm. Within it, we identify it as a portal to the Underdark. Across the chasm is the stairwell to the Fort. In the hole, and upon the stairwell, are tentacled creatures, which Taliah identifies as a Cave Duster.</li>
<li>Stackor studies the area, and we <em>teleport</em> back to Rime.</li>
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</ul>
</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Randy Van Peoples, a human cleric of Gozreh (Dan)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
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<li>Larg Marg, a dwarven ranger (Thans)</li>
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<li><del>Miningra</del> Mummrah Tybal, a dwarven cleric of Folgrit (Mike)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rime</li>
<li>The path to Stormheim</li>
<li>A ruined temple of Folgrit, and beneath it</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.</li>
2024-10-01 02:36:42 +00:00
</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, S4E11</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-11.html" rel="alternate" type="text/html" title="Stormed Heims, S4E11" /><published>2024-09-04T00:00:00-05:00</published><updated>2024-09-04T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-11</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-11.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-09-19 01:12:59 +00:00
<ul>
<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>
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<li>We start in Rime. 1 day remains before Sheila G returns from her Lons Thicket adventure. Stackor <em>teleports</em> us back to the underground tunnel. Across the chasm, two underdark orcs are chompin on the tentacles from the Cave Duster.
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<ul>
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<li>Stackor <em>dimension doors</em> everyone except Taliah, who flies herself over. The orcs are swiftly murdered by Larg and his dracoweasle.</li>
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</ul>
</li>
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<li>We continue up the stairs, and into a tunnel. Along the way, Stackor spots several duergar hiding invisibly, likely to ambush us. He calls out to them, at which they immediately turn hostile. Combat!
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<ul>
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<li>The duergar attack from invisibility with crossbow bolts. One of them shoots mind-bullets at Larg. After a few rounds, Stackor introduces them to a <em>fireball</em>. Combat ends!</li>
<li>Exploring a bit further down the hallway, we come across a collection of prisoners that had also been introduced to Stackors <em>fireball</em>. In a moment of odd altruism, Randy revives one with a <em>breath of life</em>; it is a svirfneblin named Gliff. After much bickering, Taliah frees Gliff, and the party moves on with Gliff.</li>
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</ul>
</li>
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<li>
<p>After some further progress, we discover a 90-degree left turn, and a secret tunnel which continues straight. Taking the tunnel, Larg informs us that Fort Ang is straight. We move towards the Fort. Moving along the corridor, we move past murder holes, and eventually come to another 90-degree left turn, and discover another hidden door. This one has no apparent mechanism, and so Randy uses his door knocker to open it up. Beyond, a giant pit awaits. After some bad investigation, Taliah <em>flies</em> through the room, discovering it to be a defense spot of some sort. There are massive stone cannons pointed at the wall we moved through, as well as a spiked pit along the ground, and trap doors along the ceiling.</p>
</li>
<li>We call it here, standing in the corridor looking at the pit.</li>
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</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Randy Van Peoples, a human cleric of Gozreh (Dan)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
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<li>Larg Marg, a dwarven ranger, and Smarf! his dracoweasle. (Thans)</li>
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<li><del>Miningra</del> Mummrah Tybal, a dwarven cleric of Folgrit (Mike)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rime</li>
<li>The path to Stormheim</li>
<li>A ruined temple of Folgrit, and beneath it</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.</li>
2024-10-01 02:36:42 +00:00
<li>Dan calls Gliff “Macho Man”</li>
2024-09-05 01:18:48 +00:00
</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, S4E9</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-09.html" rel="alternate" type="text/html" title="Stormed Heims, S4E9" /><published>2024-08-26T00:00:00-05:00</published><updated>2024-08-26T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-09</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-09.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-08-28 23:21:49 +00:00
<ul>
<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>
2024-08-29 01:20:24 +00:00
<li>
<p>We start in Rhyme, having returned via <em>teleport</em> by Stackor at the end of last sessions inventoring adventure! Stackor <em>teleports</em> us back to the iron-lined room, and we explore down the nearby tunnel. Taliah disarms the trapped door and opens it, the party explores for a bit, coming across the skeletal remains of a dwarf; its legs are broken. Continuing on, we come to a cave-in. Taliah <em>burrows</em> under, exploring the otherside briefly, discovering the temple opens up, and a stone sign-post with three directions marked: Temple of Folgrit, Central Crypt (marked as opposite the Temple), and Fort Ang (off in a third direction). We decide to postpone further exploration for now. We carry the one crate we found back to the iron-lined room and make to leave. Miningra grabs some of the deific artifacts and relics of Folgrit on the way out. In the entry way, we find weird slime trails with no indication of how or where they came from; Taliah gathered some up. We depart on <em>phantom steeds</em>, continuing towards Stormheim.</p>
</li>
<li>We make it to a mountain pass, where the way to Stormheim is blocked by a mist. We decide to fly over it, and as we do so, are ambushed by stones, icicles, and a metal oni! Combat!!
<ul>
<li>We flee! Aint dealing with that.</li>
</ul>
</li>
<li>We return to the Temple of Folgrit, and decide to go under the mountains. We travel through the tunnels, with a best-guess direction. After a bit, we hear weird yodeling and cries in the dark. We hear something moving towards us. Stackor erects a <em>wall of iron</em>, Mummrah gives us a <em>blessing of fervor</em>, Randy gives himself <em>barkskin</em>, and Taliah prepares a tanglefoot bag. A disgusting creature runs around the wall, and combat begins! Combat!!
<ul>
<li>Its a Gug! Gross! Mummrah moves up to tank, while the rest of the party begins laying down some damage. The Gug responds by ripping Mummrah a few new assholes.</li>
<li>The party and the Gug duke it out! Mummrah gets quite bloodied. Taliah lights it on fire a bunch! Eventually we win! However, more are lurking in the darkness…</li>
</ul>
</li>
<li>We call it here for the night. There are Gugs. Gugs in the deep.</li>
2024-08-28 23:21:49 +00:00
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Randy Van Peoples, a human cleric of Gozreh (Dan)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
2024-08-29 01:20:24 +00:00
<li><del>Miningra</del> Mummrah Tybal, a dwarven cleric of Folgrit (Mike)</li>
2024-08-28 23:21:49 +00:00
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rime</li>
<li>The path to Stormheim</li>
<li>A ruined temple of Folgrit, and beneath it</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Large Marg, a dwarven ranger (Thans)</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>We start the session still in the past, with 14 days until our meeting with the Crypt Dragon in the Boneyard</li>
<li>Today, after more than a year out-of-game playing with our headquarters in this same city, I finally got the spelling correct. Turns out, Rime is a city in a frozen tundra wasteland. I didnt know it was cold here, either.</li>
2024-08-28 23:22:52 +00:00
</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, S4E8</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-08.html" rel="alternate" type="text/html" title="Stormed Heims, S4E8" /><published>2024-08-19T00:00:00-05:00</published><updated>2024-08-19T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-08</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-08.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-08-06 03:26:08 +00:00
<ul>
<li><del>Investigate the ethereal plane room</del></li>
2024-08-20 02:22:03 +00:00
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
2024-08-06 03:26:08 +00:00
</ul>
<h2 id="events">Events</h2>
<ul>
2024-08-20 02:22:03 +00:00
<li>Stepping back into the past, we rejoin Stackor and his continued pursuit towards the ancient and lost dwarven capital of Stormheim. From Rhyme, the party sans Sheila G, Gartug, and Withatwist, but now including Randy Van Peoples, Taliah, and a new dwarven ranger Large Marg. Stackor <em>teleports</em> us back to the route!
2024-08-06 03:26:08 +00:00
<ul>
2024-08-20 02:22:03 +00:00
<li>Large Marg acts as our guide, and Stackor summons us <em>phantom steeds</em>. Along the way, we find a ruined building upon the mountains. We decide to investigate, and discover it is a ruined temple of Folgrit. In front is a construct designed to guard the ruin: a dwarven woman holding her own head. We decide to enter through a hole in the roof, to attempt to avoid the constructs wrath.
2024-08-06 03:26:08 +00:00
<ul>
2024-08-20 02:22:03 +00:00
<li>Entering in, we see ruins and small figures bobbing around making flute-like noises. Stackor identifies them as likely servators of the Dark Tapestry, that are very apt at summoning. We engage! COMBAT!
<ul>
<li>We deal with them relatively quickly, and without them summoning any bigger baddies!</li>
</ul>
</li>
<li>Stackor <em>makes whole</em> the ruined statue in the center, returning it to its complete state. It is a statue of Folgrit.</li>
<li>At the back of this room is a giant hearth, with a large hammer-shaped altar to Torag. There are many mosaics and stoneworks of dwarves at work, mostly in ruin. There are large double-sized stone doors at the front of the room, then wooden doors on the left and right half-way through the door.
<ul>
<li>Checking the doors to the left and right, both reveal stairs heading down. Marg checks down the right-side stairs, finding a large bedchamber. Further investigation reveals medical implements and commodes, likely meaning this was a medical ward. Additional investigation reveals cribs, likely meaning this was a maternity ward. A trap-door reveals a large pully system and ladder heading to a lower floor. A locked door surrounded by dwarven ruins. Marg heads down.
<ul>
<li>Rotten mushrooms, vials, and a workshop reveal this to be an herbalist or apothecarys space. Taliah takes a look at the potions on the shelf, revealing 10 CLW, 5 delay poison, and 5 remove disease potions.</li>
</ul>
</li>
<li>We unlock the door, and find a hallway ending in a T-junction. We head left, finding 3 doors on the left, and a door on the right. The door on the right is unlocked, with a stair-case heading back up to the main room. Taliah opens the locks, finding in each room two beds with trunks, and a small shrine.</li>
<li>Heading right, there are three more regular sized doors, and a little door at the end. The little door at the end has a broom. Two of the three regular sized rooms are bedrooms. The remaining one is a nicer room, with only 1 bedroom, an actual chest, a bookshelf, and a trap door.
<ul>
<li>Marg heads down the trap door, finding a staircase heading back to a secret entrance along the main hallway; down a different path reveals many skeletons, and a crypt and ossuary. Beyond the crypt is another trapdoor heading down further. The skeletons and skulls of the crypt are decorated with holy symbols or pieces of adamantium, or precious stones.</li>
<li>Marg heads down the next trap door, finding a tunnel. To one way, a 20-ft tall door with a large significant locking mechanism. To the other, a regular-sized iron door leading to a tunnel heading north-east.</li>
<li>Randy uses his Insistent Doorknocker to get into the room beyond the large door. Inside, to one side are shelves full of boxes, stacked from floor to ceiling. Marg checks, finding the first box nailed shut. Prying it open, he finds 4 shiny black stone chunks of volcanic rock, each of which contains parts of what appears to be geometric patterns. Prying open many more, reveals more similar chunks of stone. Some of the stones have ingrain silver filagree.
<ul>
<li>Randy checks the desk, finding several magical scrolls: 1 Heal, 3 remove curse, 2 lesser restoration</li>
<li>Marg busts open more crates. Taliah and Stackor begin labelling crates and pieces with chalk. As Marg gets to the 5th crate on the second level, the box has only 2 volcanic stones and scrimshaw whale bones. The bones were evidently carved by merfolk. The show scenes of ocean dwellers, plus one of woogly moons. The next box has a piece of volcanic stone, plus an intricate carving in grey stone of an abyssal dragon. Marg closes that one again. Opening the next reveals a bronze statue of a titan standing over many defeated foes, obviously of Tapestry, and a scrap of leather that smells oddly of fresh lavendar and mint. Next: roughly half a wheel of carved limestone, one side is covered in pictures, and the other is numbers. Opening the last crate, is the other half of the wheel.
<ul>
<li>We put the wheel together, and it actually appears to be a Doomsday calendar of a god rising from the depth to destroy all life. The date is set to several thousand years ago, so while concerning, also probably not immediately relevant. We return the wheel to its boxen.</li>
</ul>
</li>
<li>We pull out many of the volcanic stone chunks, and begin assembling. With significant success, we note that there is still much missing. Marg continues opening crates. Half of row 3 is volcanic stones. Then some curved and carved bronze pieces which assemble into an oval shape. There are several figurines: one is made of soapstone, depicting an eight-legged horse with three eyes; an orb made of malachite, perfectly smooth; an intricately laid-and-laquered puzzle box made of carved bone, depicting a snarling face of a demon. The second-to-last box is full of stacked gold ingots. The last, filled with adamantine gears, roughly a foot diameter. After opening all the remainder, theres probably 65-70% total of the volcanic shards. The bronze appears to be a frame to hold the volcanic shards. Taliah draws a diagram of the fully-assembled shards, labeled as they are packaged in the crates.</li>
<li>We pack everything up, Stackor studies both inside and just outside the room, then he <em>arcane locks</em> the door.</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
2024-08-06 03:26:08 +00:00
</ul>
</li>
</ul>
</li>
2024-08-20 02:22:03 +00:00
<li>Stackor <em>teleports</em> us back to Rhyme. The adventure next week continues!</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Large Marg, a dwarven ranger (Thans)</li>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Randy Van Peoples, a human cleric of Gozreh (Dan)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rhyme</li>
<li>The path to Stormheim</li>
<li>A ruined temple of Folgrit, and beneath it</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>An unnamed and generally unknown cleric or something (Mike)</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>We start the session in the past, again with 15 days until our meeting with the Crypt Dragon in the Boneyard</li>
<li>Thans is relentlessly berated by Dan for making a ranger</li>
<li>Famous House Marg saying: “You find it, you find it!”</li>
2024-08-28 23:24:45 +00:00
</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, S4E7</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-07.html" rel="alternate" type="text/html" title="Stormed Heims, S4E7" /><published>2024-08-14T00:00:00-05:00</published><updated>2024-08-14T00:00:00-05:00</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>
2024-08-28 23:22:52 +00:00
<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 Kaldurs 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 Calcifers domain is to the west. That hes 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 Kaldurs 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 Kaldurs 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 were 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 were 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>Kaldurs 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>
2024-08-28 23:21:49 +00:00
</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>
2024-08-20 02:22:03 +00:00
<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>
2024-08-28 23:21:49 +00:00
<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!
2024-08-06 03:26:08 +00:00
<ul>
2024-08-28 23:21:49 +00:00
<li>Flint is in ruins. The buildings around the inn are broken down, with shattered doors and shutters. Smiths 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 Pates Manor to meet with Sir Jack.
2024-08-06 03:26:08 +00:00
<ul>
2024-08-28 23:21:49 +00:00
<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>
2024-08-06 03:26:08 +00:00
</ul>
</li>
</ul>
</li>
2024-08-28 23:21:49 +00:00
<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.
2024-08-06 03:26:08 +00:00
<ul>
2024-08-28 23:21:49 +00:00
<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.
2024-08-20 02:22:03 +00:00
<ul>
2024-08-28 23:21:49 +00:00
<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 travelers alchemy set, and some books and journals detailing necromancy spellcasting and Nyarlathotep-adjacent scribbles.</li>
2024-08-20 02:22:03 +00:00
</ul>
</li>
2024-08-06 03:26:08 +00:00
</ul>
</li>
2024-08-20 02:22:03 +00:00
<li>
2024-08-28 23:21:49 +00:00
<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 theyre 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>
2024-08-20 02:22:03 +00:00
</li>
2024-08-28 23:21:49 +00:00
<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> Its 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 Kaldurs domain. From our vantage, we can see Kaldurs castle.</li>
2024-08-06 03:26:08 +00:00
</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>
2024-08-28 23:21:49 +00:00
<li>Flint, and some of the surrounding area</li>
2024-08-06 03:26:08 +00:00
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
2024-08-28 23:21:49 +00:00
<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>
2024-08-06 03:26:08 +00:00
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
2024-08-28 23:21:49 +00:00
<li>We start the session with 15 days until our meeting with the Crypt Dragon in the Boneyard</li>
2024-08-06 03:26:08 +00:00
</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>
2024-08-01 01:03:43 +00:00
<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, “Whats the goblins 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 hell look into it.</p>
</li>
<li>Boobons <em>teleports</em> us back to Elrichs 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 well 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 Elrichs, but hes 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 Lons 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>Taliahs 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>
2024-10-01 02:36:42 +00:00
<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></feed>