<?xml version="1.0" encoding="utf-8"?><feedxmlns="http://www.w3.org/2005/Atom"><generatoruri="https://jekyllrb.com/"version="4.3.4">Jekyll</generator><linkhref="https://ttrpg.theinternetvagabond.com/feed.xml"rel="self"type="application/atom+xml"/><linkhref="https://ttrpg.theinternetvagabond.com/"rel="alternate"type="text/html"/><updated>2025-07-30T20:31:37-05:00</updated><id>https://ttrpg.theinternetvagabond.com/feed.xml</id><titletype="html">Vagabond’s TTRPG Site</title><subtitle>A collection of my tabletop roleplaying game writings.</subtitle><author><name>Bill Niblock</name></author><entry><titletype="html">The Beasts in the East, Session 9</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 9"/><published>2025-07-30T00:00:00-05:00</published><updated>2025-07-30T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Kill an Ogre King</li>
<li>[COMPLETE!] <del>Revive (the real) Syrup, and return him to command</del></li>
<li>[COMPLETE!] <del>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</del></li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>The party rests, and Sir Beet and Brother Basalt help restore some ability
damage. We loot and distribute. The party considers their next move. After a
lot of options, we decide just to do what we were originally going to do, and
move into the mine in pursuit of the Ogre King!
<ul>
<li>Pale Root tries to convince us to fly to the mountain, and now crawl
around in the ground. We hold fast to our plan.</li>
<li>Smokey leaves his horse behind, and Pale Root offers to keep watch of it.</li>
</ul>
</li>
<li>We move into the mine. As we round a bend, we set off a magical trap, and take
some damage. We make it to a split at a chasm. We first go left, but come to a
dangerous path. We retrace our steps, and go right. The path widens, and then
splits again. We continue forward, the path widens further, and slopes down.
Eventually, we get to what seems to be the floor of the room. Sir Tern lights
a torch to mark where we landed, and we move along the wall to the left to
survey the room. As we move, we come across a tunnel with various animal and
human bones, and a trickle of water. We also set off a trap, summoning a large
earth elemental! COMBAT!!
<ul>
<li>It smacks Sir Tern around. Stackor tries to <em>dismiss</em> the elemental, but
it fails. Some dimensional shamblers appear, and attack Smokey and Sir
Beet, grappling Beet! Basalt gives Beet some luck. Tern turns on the
anti-magic field, and the elemental vanishes.</li>
and Beet finishes off the held one. Tern drops the anti-magic field, and
attacks the second shambler.</li>
<li>Stackor hits it with a <em>magic missile</em>. The shambler tries to <em>dimension
door</em> away, but Stackor stops it! It tries to move away, but doing so
provokes attacks from Smokey and Tern, who destroy it. VICTORY!!</li>
</ul>
</li>
<li>We move down this new tunnel. Along the way we see many severed limbs, and
then an angry troll rushes up and smacks Sir Tern. COMBAT!!
<ul>
<li>In the fray, the troll kills Smokey. RIP.</li>
<li>We manage to overcome the enemy, but at what cost? VICTORY!</li>
</ul>
</li>
<li>The group will likely continue, with Brother Gabro stepping in! The party is
hopeful that Smokey’s father may see that he is raised. For now, the group
breaks for the week.</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Brother Basalt/Ignatius Joe, an oread shaman (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>The path from Mine Town to Tinsel Town</li>
<li>Tinsel Town</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.</li>
</ul>
<h2id="upcoming-reminders">Upcoming Reminders!</h2>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 8</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 8"/><published>2025-07-21T00:00:00-05:00</published><updated>2025-07-21T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li><em>Lesser Restoration</em> ALL THE THINGS!</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 8</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 8"/><published>2025-07-16T00:00:00-05:00</published><updated>2025-07-16T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Someday, we <em>may</em> try to kill an Ogre King</li>
<li>[COMPLETE!] <del>Revive (the real) Syrup, and return him to command</del></li>
<li>[COMPLETE!] <del>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</del></li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>
<p>The party rests at the Hawkman Ranch, with expectations to <em>teleport</em> back to
Mine Town. We return Sir Dunce’s stuff to Syrup, to be properly handled.
Smokey complains to his father. The party <em>teleports</em> to Mine Town, having a
small misadventure to the north of the Ogre King’s lands, finding some scary
giant flying weird dead dragon/dinosaur things. They succeed the second time
and arrive in Mine Town. Sir Tern tells them about his dream, and offers to
ask Sir Wallace about any new information on the Ogre King, and if he is aware
of the beasts flying around.</p>
</li>
<li>We consider our approach. There are two options:
<ul>
<li>To the North West is Tin Town, through the Tin mines are tunnels</li>
<li>A quarry leads to troll tunnels, which will eventually lead us to the Ogre
King</li>
</ul>
</li>
<li>We decide on Tin Town. We get some information about the location from a
rather sour Wallace, including a map. We saddle up and depart! As we move
along mountain passes, we come across 3 Mi-Go’s! All three have some odd
implements - two of which look like guns, and the last being some kind of
chest-mounted blinking object. The last is creating an anti-magic field.
COMBAT!!
<ul>
<li>After significant damage, we survive! Barely! We get some crazy loot,
which we’ll divy up next time!</li>
</ul>
</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Brother Basalt, an oread shaman (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Fields north of the Ogre King’s claim</li>
<li>Mine Town</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Colonel Syrup, and his under-officers</li>
<li>Sir Wallace, castellan of Mine Town</li>
<li>Gustav Therrin, son of the Count of Ganth</li>
<li>Brother Gabro, an oread monk</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 7</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 7"/><published>2025-07-07T00:00:00-05:00</published><updated>2025-07-07T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Someday, we <em>may</em> try to kill an Ogre King</li>
<li>Revive (the real) Syrup, and return him to command</li>
<li>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>Back into the fray! Jen Erica is invisible, next to Silken. A bubble of
darkness envelops them, and the bottom of a stairwell, upon which stands Beet,
firing down from above.
<ul>
<li>Beet eats a <em>magic missile</em>, and blasts back into the darkness.</li>
<li>Jen tries to <em>dispel</em> the darkness, but fails!</li>
<li>After a few more exchanges, the darkness move far enough into the
stairwell to reveal the figure inside. Beet shoots it more, and it
explodes in light.</li>
<li>Jen tries to <em>boneshaker</em> the brother-in-law, but fails!</li>
<li>Dunce revives, somehow, laughing and attacking the ghost.</li>
<li>The brother-in-law launches more bombs at Beet, taking him down! Shortly
thereafter, Beet is stabilized.</li>
<li>Jen tries to <em>blindness</em> the brother-in-law, but fails!</li>
<li>The brother-in-law misses Jen with a bomb. Jen answers with a <em>fireball</em>!</li>
<li>The brother-in-law hits Jen with a bomb. Jen answers by dying. RIP.</li>
</ul>
</li>
<li>Meanwhile, back at the palace, Gabro and Stackor enjoy some pastries while
waiting for someone to help. A servant enters, and directs us to a chamber in
which the King, Duke Kranow, and Lord Nacob await. Syrup is taken away on a
stretcher, to be raised. The King asks for an update. Politics happens.
<li>Lord Nacob questions Baron Black’s loyalty and motivations</li>
<li>The King will have Syrup decide on and announce command changes before
moving on Fort Rather.</li>
<li>Syrup returns, and updates the King of recent events. The King returns
Syrup to command, and gives him his orders.</li>
<li>Lord Nacob offers us some spy-resources; we decide upon a spymaster.</li>
<li>Marshall Kranow offers us Lord Destru, a renown duelist and traditionalist
minor noble, of incredible sword skill, but also a cunt.</li>
</ul>
</li>
<li>After some further deliberation, it is concluded that Stackor will <em>teleport</em>
back to the palace in a few days. Stackor tries to <em>send</em> a message to Beet,
which fails. He then tries to <em>scry</em> upon Beet, which also fails. The group
<em>teleports</em> back to camp. Stackor <em>sends</em> a message to Silken, who notifies us
of the shenanigans, and that one of the party survived, and they are riding
back to camp. Stackor and Gabro ride out to meet them.
<ul>
<li>Upon meeting with Beet, Beet insists that we return to the ruins to
retrieve their companion’s bodies and finish the job. Despite a poor
decision, we do so.
<ul>
<li>Arriving, we move into the ruin, where we are quickly set upon by the
ghost and brother-in-law. COMBAT!!
<ul>
<li>After <strong>many</strong> rounds, we destroy the ghost and subdue the
brother-in-law.</li>
</ul>
</li>
<li>We loot the ruins. We find a bunch of stuff. We also find a tunnel
leading away and into the ground from the ruins; Stackor
<em>stone-shapes</em> a wall to block it. We find some sweet loot, Gabro gets
poisoned, and we find a button that opens a secret staircase further
underground. Stackor <em>teleports</em> us back to camp.</li>
</ul>
</li>
</ul>
</li>
<li>Meanwhile, in Mine Town, Sir Tern Ipswitch has a dream!
<ul>
<li>An Apprentice of the Walking Key is coming for me , and I cannot stand against them</li>
<li>His apprentice is Stackor. So long as Stackor has been studying, he should
be able to stop them</li>
</ul>
</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Brother Gabro, an oread monk (Bill)</li>
<li>Jen Erica von Illamage, a human wizard [RIP], and Brother Basalt, an oread shaman (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan) [AFT]</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Plains and ruins near Ganth</li>
<li>Cathedral of Nems</li>
<li>New Geneve
<ul>
<li>Palace of Chezques</li>
</ul>
</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Dunce</li>
<li>Colonel Syrup, and his under-officers
<ul>
<li>Major Moto</li>
<li>Captain Crunch</li>
</ul>
</li>
<li>The Hawkman brother-in-law, Stanislaw</li>
<li>Silken, a fey knight of the twilight court</li>
<li>Gutrag, a fly-headed dwarf “wandering diplomat”</li>
<li>Duke Kranow, the marshall of Altae</li>
<li>Lord Nacob, a noble man</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 6</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 6"/><published>2025-07-02T00:00:00-05:00</published><updated>2025-07-02T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Potentially, we’re going to kill the Ogre King</li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>The group is at the Hawkman Ranch, staring at the ruins of the exploded
pump-house. After some deliberation, we decide to confront Syrup directly. He
is in the Ranch House proper, where we meet him with his under-officers. Of
note, Stackor identifies he has a new Amulet of Non-Detection on. Otherwise,
no suspicious auras or effects.
<ul>
<li>Syrup feels confident of Hawkman involvement with the assassinations. Most
of the family is under arrest, except for the brother-in-law, who is
currently a fugitive. The pump-house evidently belonged to him, and he
evidently exploded it. He mentions several people in the explosion,
however not including himself. He advises we re-evaluate the pump-house.</li>
<li>On the way, once out of earshot, Syrup quickly admits he is not our Syrup.
He explains that Syrup did die in the explosion, but his body has been
reconstituted and is being kept in good condition at the Temple in Nems.
He identifies himself as a knight of the twilight court named Silken.
There’s a lot of discussion, general updating of the affairs with the
Hawkman estate (namely that the brother-in-law is all-but-certainly behind
the assassination attempts, but that the Hawkman’s proper may not be
involved).
<ul>
<li>The party decides that they must retrieve the real Syrup immediately.
A problem is that Beet will not let Silken remain in control of the
camp. After much discussion, we decide to split the party. Stackor and
Gabro will <em>teleport</em> to the cathedral, retrieve Syrup’s body,
continue on to the capitol city, revive him, and return. Meanwhile,
Beet, Silken, and Jen Erica will ride towards the suspected hiding
place of the brother-in-law Stanislaw. Before riding out of camp, an
odd fly-headed dwarf that looks suspiciously like Gartug approaches,
and introduces itself as Gutrag, a wandering diplomat. The group rides
out of camp together, and once far enough away, Stackor <em>teleports</em>
away.</li>
</ul>
</li>
</ul>
</li>
<li>
<p>Stackor and Gabro arrive at the Cathedral of Nems. We briefly speak with the
Bishop (who congratulates us on dealing with the troubles that we ignored) who
apologies for not being able to raise Syrup “to our wishes” (as a fey), pick
up Syrup’s body, and <em>teleport</em> to the palace Chezques of New Geneve. Upon
arrival, a king’s man attends to us, Stackor asks to notify the king, and we
wait.</p>
</li>
<li>
<p>Meanwhile, Beet, Silken, and Jen Erica ride towards the assassin Stanislaw.
Silken changes to look like Beet instead of Syrup, after Beet complains he
doesn’t like Silken looking like Syrup. Beet is not amused; Jen Erica is.</p>
</li>
<li>
<p>Back in New Geneve, after 2 hours, the group is brought snacks. Gabro asks for
a cleric.</p>
</li>
<li>Back in the Buddy Cop film, the group arrives at the ruins. Silken wishes them
luck, and offers to wait around if they want to interrogate. Beet literally
refuses any assistance, and Silken just leaves, but not before warning for
traps. Dunce then steps in a bear trap. Jen Erica finds the secret switch into
the ruins, and the party manages to keep going. Heading into the ruins, Dunce
steps on a pressure plate and triggers an explosion, taking out the staircase.
They heal themselves up a bit, and continue in, eventually finding an
alchemists’ laboratory, bedroom, and Stanislaw, who spouts some populist
stuff. Beet ain’t buyin’ it, and Dunce raises his axe exitedly. COMBAT!!
<ul>
<li>Jen Erica gets possessed. Darkness enshrouds the group. Dunce is attacked
by a figure in the dark. Beet gets bombed.</li>
<li>Dunce somehow manages to take down his attacker. Beet retreats out of the
darkness, up the ruined staircase. Jen Erica follows Beet.</li>
<li>Beet takes down Jen Erica, which causes the ifrit spirit possessing it to
emerge. It is wearing robes that show the Carjulian Brotherhood crest. Jen
Erica’s body then disappears (much to the surprise of all). Dunce gets
burned alive.</li>
<li>Beet and the ghost are blasting each other. Jen Erica gets a potion, is
revived, and hears a familiar voice asking if it wants it to take her
away. Alternatively, it can wait with her for the dust to settle, and try
to get Stanislaw. They decide to wait.</li>
</ul>
</li>
<li>We break for the night!</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Brother Gabro, an oread monk (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan) [AFT]</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Plains and ruins near Ganth</li>
<li>Cathedral of Nems</li>
<li>New Geneve
<ul>
<li>Palace of Chezques</li>
</ul>
</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Dunce</li>
<li>Colonel Syrup, and his under-officers
<ul>
<li>Major Moto</li>
<li>Captain Crunch</li>
</ul>
</li>
<li>The Hawkman brother-in-law, Stanislaw</li>
<li>Silken, a fey knight of the twilight court</li>
<li>Gutrag, a fly-headed dwarf “wandering diplomat”</li>
</ul>
<h2id="other-notes">Other Notes</h2>
<h2id="upcoming-events">Upcoming Events</h2>
<ul>
<li>Hunt down Stanislaw, and bring him to justice</li>
<li>Resurrect the real Syrup, and return the column to order!</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 5</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 5"/><published>2025-06-23T00:00:00-05:00</published><updated>2025-06-23T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Potentially, we’re going to kill the Ogre King</li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>After our harrowing experiences with the Gate-Cleric-Monstrosity, we regroup
mid-decision on our next steps.
<ul>
<li>While we argue about next steps, Sir Beet goes to tend to the son, since
evidently we got immediately distracted in this task last time. He finds
the son is very likely to die of gangrene in the next couple days. He
fixes up the son’s wounds, and re-dresses them, discovering they were
initially dressed seriously poorly. Using this as a learning opportunity,
he brings over Doctor Boggins, who grows very nervous as Sir Beet shows
the problems.
<ul>
<li>A brief overview of the other soldiers shows that the doctor is a
competent healer, and so this shoddy worksmanship is questionable.</li>
<li>Sir Beet also updates Gustav about his family. Gustav is torn -
feeling an obligation to his men, but also an understanding of his
familial obligations.</li>
<li>After considerations, Sir Beet decides to bring up the doctor’s
actions to Sir Wallace.</li>
</ul>
</li>
</ul>
</li>
<li>The group returns to the command tent. Sir Beet brings up the issues with Sir
Wallace. Beet <em>also</em> informs Wallace about the latest affairs in Ganth.
Wallace mentions he was unaware of the latest status of Ganth, and that our
actions now make more sense. Wallace insists that Boggins accompany Gustav,
but then the decision is made that only Boggins return, and Gustav remain in
our care at Mine Town.
<ul>
<li>Stackor, Sir Beet, and Dr. Boggins <em>teleport</em> back to Ganth, where Boggins
is handed over to Captail Ilio. Ilio also informs Beet that Sir Dunce, the
paladin of Damerich, was looking for us. After a brief search, Sir Dunce
meets with Beet and Stackor.
<ul>
<li>Dunce informs Beet: 2 days ago, the company arrived at Hawkman’s
Ranch. Syrup asked Dunce to aid with investigations into the Hawkmans’
as suspects of Count Therin’s assassination. During the investigation,
the army found an alchemical workstation in a pump-station. Colonel
Syrup proceeded to interrogate the inhabitants, and sent Dunce to get
assistance. However, as he went, the pump-station exploded, and Dunce
raced back, finding the men dead. Dunce raced off to find help, and
upon returning, found Colonel Syrup directing fire-fighting efforts.
Dunce believes that Syrup is possibly now an imposter, and is
uncertain how to move forward.</li>
<li>Stackor and Beet deliberate for a long while. Stackor tries a
<em>sending</em> to Syrup, which fails, and they conclude that Syrup is
likely dead, and is replaced by a shapeshifter/fey. They deliberate
some more, and decide that the party will re-group in Ganth to handle
this sudden army business, and then return to Mine Town to deal with
the Ogre King.
<ul>
<li>Sir Tern remains at Mine Town, acting as their doctor.</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li>The new group assembles in Ganth, resting there for the evening. Stackor
<em>sends</em> a message the King of Altae, informing him of the situation around
Colonel Syrup. Sir Beet is drawn into a dinner with Count Therin. The next
day, the group gathers, and heads off towards the army on <em>phantom steeds</em>.
<ul>
<li>Upon arriving at the Hawkman Ranch, the group immediately goes to the
pump-house, and investigates the ruins. They find some finger bones, some
molten glass, and various pieces of debris.</li>
</ul>
</li>
<li>We call it here!</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Mine Town</li>
<li>Hawkman Ranch</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Wallace, castellan of Mine Town</li>
<li>Boggins, a doctor in Mine Town</li>
<li>Gustav Therin, son of the Count of Ganth</li>
<li>Captain Ilio</li>
<li>Sir Dunce</li>
</ul>
<h2id="other-notes">Other Notes</h2>
<ul>
<li>Smokey is really obsessed with licking some balls.</li>
<li>P-PAUL!</li>
</ul>
<h2id="upcoming-events">Upcoming Events</h2>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 4</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-03.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 4"/><published>2025-06-16T00:00:00-05:00</published><updated>2025-06-16T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-03</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-03.html"><![CDATA[<h2 id="one-more-thing">One More Thing…</h2>
<p>We wrap-up the side-story.
- Sheila G is <em>plane shifting</em> to Elysium with the 20-foot long “meat slug” of Azhia
- Harvey is <em>teleporting</em> to Castle Black to meet with Kaldur
- Stackor <em>teleports</em> Cayden Cailean, Gartug, and Van Peoples back to Rime,
who all promptly go bar-hopping. He then <em>scries</em> and <em>teleports</em> back to
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Move north, looking for our scouts and Count Therin’s sons</li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>We move north! We move past some pastures and flocks and shepherds. We
eventually move into more rocky terrain, following a dirt road. We stop and
ask the locals some details, and continue.
<ul>
<li>As night falls, we dismount and walk our horses to Mine Town. As we
approach, we hear a terrifying scream from the skies, but make it to the
walls without trouble. After introductions, we enter.</li>
</ul>
</li>
<li>Sir Wallace approaches, asks us our purpose, and after we explain, invites us
in further. Though initially very excited about our arrival, his attitude
soured when we more-or-less flubbed our objectives. He dismissed us, and we
went to find the Count’s son.
<ul>
<li>We meet the doctor, Boggins, who directs us to the son. Sir Tern uses his
last channel for the day. Boggins then directs us to a tent where we find
our missing cleric.</li>
<li>The cleric has been turned into an abomination, like the bones have been
elongated into a circle in one direction, the muscles in another, the
viscera in the first, the skin in the next. From within the center of the
circle is a subtle glow.
<ul>
<li>The cleric is still conscious, and can scribble notes from a hand. We
converse with it, and it alludes to a “him” and also that “the key is
the gate is the key is the gate…”. It also still seems to know who it
was. We decide to study it, as it is also not giving off any evil auras
or otherwise anything concerning (aside from the obvious). Stackor does
see a faint conjuration aura emenating from it; we don’t know why.</li>
<li>As we study rest and study it, the creature seems to be progressing.
The light from within is pulsing slightly, and after some
investigation, Stackor identifies it as in-rhythm with the creature’s
heartbeat. He considers that perhaps this creature is now some kind of
gate, and he casts <em>dimensional anchor</em> on it. The creature begins
bleeding and writing in pain, and the light goes out. He decides to
try and keep the creature anchored until resting is complete, but he
is short by about 30 minutes. Appropriately enough, as soon as his
last anchor expires, a massive Dark Tapestry beast erupts from the
cleric-creature. COMBAT!!</li>
</ul>
</li>
</ul>
</li>
<li>We battle the massive Dark Tapestry beast. Stackor manages to <em>banish</em> the
creature away, and we survive with minimal scrapes and suffering. After we
re-coup, and Stackor <em>teleports</em> us in some healing potions, we report to Sir
Wallace, and begin planning our next step. We end the session after telling
Wallace we intend to destroy the Ogre King.</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans) [AFT]</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Ganth, and the outskirts</li>
<li>Mine Town</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Wallace, castellan of Mine Town</li>
<li>Boggins, a doctor in Mine Town</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">Interlude: The Rescue of a God From Hell, Maybe</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/revival-01.html"rel="alternate"type="text/html"title="Interlude: The Rescue of a God From Hell, Maybe"/><published>2025-06-02T00:00:00-05:00</published><updated>2025-06-02T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/revival-01</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/revival-01.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li>Iozreal attempts to <em>dimensional anchor</em> Boobons, but Boobons counters it,
then moves away to safety! Harvey and Gartug fight some ice devils. Randy
and Sheila G do some buffs. Another ice devil shows up, and begins
fighting with Naynay.</li>
<li>Iozreal attempts to <em>dimensional anchor</em> Boobons again, but gets countered
again, and successfully <em>dispels</em> the <em>anchor</em> on Cayden Cailean! Harvey
and Gartug keep fighting ice devils. Randy starts blasting with lightning!
Naynay disengages and get with the group, just in time for Sheila G
to attempt to <em>plane shift</em> the group away, but she gets countered by
Iozreal! <strong>A future version of Cayden Cailean shows up to help us fight,
and tells Sheila G “Free Hyperion! It’s the next step!”</strong></li>
<li>Iozreal moves to threaten the group, and releases his dancing scythe,
which obliterates Boobons with a crit! Boobons makes a mess of blood on
the ground. Harvey, Gartug, and Naynay keep fighting ice devils. Randy
heals Boobon back to consciousness. Sheila G attempts another <em>plane
shift</em> and gets countered again!</li>
</ul>
</li>
<li>The group feels a sickening lurch, as the ceiling of our adamantine room is
torn away by Baazebul, hovering menacingly above the scene. Jeff turns to
Harvey and tells him, <strong>“BLUE BAG”</strong>. Combat continues!
<ul>
<li>Iozreal blasts the group with a <em>wave of fatigue</em> as his scythe continues
to hack apart Boobon (who falls again), and Randy (who hasn’t heard no
bell!). Harvey uses “the blue bag”:
<ul>
<li>Holding the bag as a glove, Harvey throws a blue pebble-shaped object
at Baazebul. As it reaches it, the pebble seems to manifest as a
smaller ghostly image of Harvey, and after whispering something to
Baazebul, strikes it with a sword. An angelic figure with broken,
burnt wing nubs falls beyond sight in one direction, and thousands of
flies fall beyond sight in an opposite. The remaining ice devil looks
incredibly confused.</li>
</ul>
</li>
</ul>
</li>
<li>Iozreal makes an offer: Help him to the Betzebbul, and he will send all of us
home. While this is happening, both Randy and Gartug take note of the falling
pieces of Baazebul, and grab some. This turns out to be a Bad Thing :tm:.
After some deliberation, the party agrees. Boobons summons <em>phantom steeds</em>.
Iozreal and the party fly to the Betzebbul, citadel of Baazebul, throne of
Cocytus, the seventh layer of hell. Sheila G knows of a chained-up ancient and
forgotten god, named Azhia. CC insists on freeing it.
<ul>
<li>Upon arrival, Iozreal screams a stained-glass window open, and we follow
him up a circular stairway. At the landing, we pass an opportunity to
visit Baazebul’s armory.</li>
<li>Upon arriving at the throne room, we find the enchained “body” of Azhia,
and the throne. On the throne is a large circlet with a giant diamond in
it. Between the party and the throne is a pitfiend, named Garblefuk,
yelling at Iozreal he’s a traitor. COMBAT!!
<ul>
<li>Harvey and Iozreal engage Garblefuk. Cayden Cailean makes for one of
the pillars holding the chains attached to Azhia. Boobons, Randy, and
Sheila G do some buffing. Gartug drinks some potions.</li>
<li>Harvey and Iozreal keep fighting Garblefuk. Cayden Cailean climbs the
pillar, and to the chain. Gartug remounts his horse, and flies up to
one of the chains. Boobons does some buffs. Randy starts blasting
with lighting. Sheila G <em>flies</em> up to another chain. Jeff blasts
Garblefuk with a <em>disintigrate</em>.</li>
<li>Harvey keeps punching. Iozreal <em>harms</em> Garblefuk, successfully, then
eviscerates it with his scythe. Boobons takes out his Stick of
Disintigration, and destroys a chainlink. Randy does some healing.
Gartug punches a chainlink apart, breaking the chain. Cayden Caliean
moves towards the flesh-mass, and begins trying to break his chain.
Sheila G tries breaking her chain. Jeff does some weird chaos stuff,
and turns the big 5th chain into a piece of cooked spaghetti.</li>
<li>Harvey hangs out a bit. Iozreal flies up to the flesh mass, and
plunges his hand into it. Gartug lands and dismounts near Iozreal on
the flesh mass, preparing to engage if necessary. Boobons
<em>disintigrates</em> another chainlink, breaking the fourth of five chains.
Cayden Cailean and Sheila G try breaking the last chain. Randy plays
hop-scotch.</li>
<li>Iozreal finishes his tassk, flying off the mass and back to the
ground. Gartug rushes over, and breaks the CC/SG chain, freeing the
flesh mass, which plummets to the ground and is impailed upon the
throne. COMBAT OVER!!</li>
</ul>
</li>
</ul>
</li>
<li>
<p>Iozreal informs us he absorbed some of the god’s power. The flesh mass appears
to still be alive. SG and Gartug manage to un-impale it. After a bit more
dialog, Iozreal offers to <em>plane shift</em> us home, but Sheila G does it instead.
We arrive near the Far Territories, surprisingly close to the army’s column
heading to the Far Territories. The flesh mass begins screaming, and SG and
Randy start trying to heal it. Gartug and SG manage to remove all the chains.
Gartug also rejects the mythic power of Baazebul from the part of it which
embedded itself in his palm. The piece falls out and dissipates to
nothingness.</p>
<p>The group deliberates on the next steps:</p>
<ul>
<li>Where to bring Cayden Cailean? “Anywhere with beer!”
<ul>
<li>CC wants to find some beer, find his Red Band crew, find a ship (as in
a space ship), and go adventuring. Gartug offers to go with and help
him out.</li>
</ul>
</li>
<li>Where to bring this flesh mass?
<ul>
<li>SG offers to take it to Elysium</li>
</ul>
</li>
<li>What’s next?
<ul>
<li>SG is considering heading to the First World to find Hyperion</li>
<li>Harvey has to go…</li>
<li>~Boobons~ Stackor has to return to his other thing.</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Gartug Ironfist, a dwarven brawler; Taliah, a tiefling alchemist (Bill)</li>
<li>Sheila G, a half-elf cleric of Cayden Cailean (Thans)</li>
<li>Stackor, a dwarven wizard; Chuck, a dwarven hammer-thrower (James)</li>
<li>Harvey, a tengu-ish monk; Mummrah, a dwarven cleric (Mike)</li>
<li>Randy Van Peeples, a human cleric of Gozreh (Dan)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Rime</li>
<li>Fort Ang</li>
<li>Cocytus, the Seventh Level of Hell
<ul>
<li>Betzebbul, citadel of Baazebul</li>
</ul>
</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Maugrim, dwarven god of the dead</li>
<li>Naynay, a pervert-monk</li>
<li>Cayden Cailean, revived mortal god of revelry, freedom, and travel</li>
<li>Iozrael, servant of Baazebul</li>
<li>Garblefuk, a pitfiend in the Betzebbul throne room</li>
<li>Azhia, a mass of flesh, a forgotten god</li>
</ul>
<h2id="other-notes">Other Notes</h2>
<ul>
<li>Future Cayden Cailean said to “Free Hyperion”</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">Interlude: The Return of a God, Probably</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/revival.html"rel="alternate"type="text/html"title="Interlude: The Return of a God, Probably"/><published>2025-05-28T00:00:00-05:00</published><updated>2025-05-28T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/revival</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/revival.html"><![CDATA[<h2 id="events">Events</h2>
<h2id="upcoming-events">Upcoming Events</h2>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 3</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 3"/><published>2025-05-14T00:00:00-05:00</published><updated>2025-05-14T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<h2id="upcoming-events">Upcoming Events</h2>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry></feed>