<?xml version="1.0" encoding="utf-8"?><feedxmlns="http://www.w3.org/2005/Atom"><generatoruri="https://jekyllrb.com/"version="4.3.3">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>2024-10-21T21:36:44-05:00</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">Stormed Heims, S4E17</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-17.html"rel="alternate"type="text/html"title="Stormed Heims, S4E17"/><published>2024-10-21T00:00:00-05:00</published><updated>2024-10-21T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-17</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-17.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>
<h2id="events">Events</h2>
<ul>
<li>Sheila G, Green Guts, and Gartug <em>teleport</em> to Lon’s Thicket. Gartug is comatose for most of it, but eventually comes to as Sheila G is negotiating with the elves to harbor Green Guts. Evidently they agree. Gartug and Sheila G head back to the Manor House. There they meet with a Daimo, who informs Sheila G about a teleportation circle to Rivethane. Sheila G decides it’s the perfect time to visit!
<ul>
<li>SG, Gartug, and Green Guts step through the portal. They arrive in a well-lit room, with ivory and marble columns, and a stone golem. After a brief discussion, Green Guts is convinced to return, and Gartug chases after him.
<ul>
<li>After Gartug and Green Guts return, Gartug realizes that the half-elf guards were notified that a goblin might be wandering around, and he is not to be worried about.</li>
<li>Sheila G tries the door in the teleportation room, and after really workin’ it, yields no results. The stone golem engages. Combat!!
<ul>
<li>SG casts <em>righteous might</em>, and enables her force-field. The golem smacks her, but only takes down the force-fied.</li>
<li>Gartug returns and prepares to fight. SG fully attacks it. The golem smacks her and takes down her force-field again.</li>
<li>Gartug charges in and trips it! (TRIPS A STONE GOLEM FUCK YEAH), SG finishes it all. Combat complete!</li>
</ul>
</li>
<li>Despite further attempts, the door does not budge. Green Guts offers to try, but also fails. He says he’ll be right back.</li>
</ul>
</li>
<li>SG and Gartug return to Lon’s Thicket, and tell the Daimo about what happened. The news seemingly engraged the lord, who called for his armor, and, with his troops, returned through the circle to Rivethans. Gartug and SG return with them.
<ul>
<li>On the other side, they discover the door has been busted open, seemingly with some of the golem’s parts.</li>
<li>Some of the lord’s men move into the hallway beyond the door, announcing his arrival. Nobody responds. The Daimo notifies us that something weird is going on here. We move in and investigate.</li>
<li>In the hallway, we see two bowls with water (???) in it. After further investigations, Sheila G notices when looking into one of the bowls of water, that instead of her reflection, she sees Green Guts. She then discovers that interacting with the water casts <em>dimension door</em> on the user. A samurai immediately runs over and touches it. Sheila G then touches it, and Gartug then does.
<ul>
<li>We pop-up in a golden gazebo, seemingly in the sky. All around us is a twilight sky. On a table in the center is an armillary sphere. Green Guts helpfully demonstrates that interacting with the sphere moves the night sky around us. After some further investigation, SG considers what constellations may be important to Rivethane. Gartug identifies where it might best be framed. Upon framing the constellation of Alseta, the water in the bowl changes. SG and Gartug both touch the water.
<ul>
<li>Gartug finds himself in a 5-by-5 pitch-black room with no exits.</li>
<li>SG finds herself in a room with 5 other bowls, and a pillar in the center with a circlet upon it. There’s an arch-way leading out of the room. After her brief investigation, she identifies it as a historically-significant circlet belong to Falkier the Wise.
<ul>
<li>She heads out the arch, finding herself upon a walkway between towers. Beneath, she sees a courtyard. Upon the railings are several stone orioles; one recites a poem at SG as a fanciful way to ask who she is and why she’s here. SG asks to speak with the bird’s manager. After waiting a few minutes, eventually an elf answers the door. His name is Falinious Falnore. SG introduces herself.Falinious offers her brandy, shiny croissants, and peyote. They chat a bit more; Falinious is impressed by her sword. Eventually, they go to free Gartug.</li>
</ul>
</li>
<li>SG and Falinious free Gartug. Falinious offers him peyote; Gartug refuses. After some more discussion, Falinious offers us three options: he can lead us to the low town, to find someone to handle the bureaucracy; he can send us back to Lon’s Thicket; or we could all do peyote and perform transmutation magic on ourselves. We choose option 1.</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li>SG and Gartug pop up in Lower Thane. We head to an inn; it’s packed with western elves. SG talks with the innkeeper to try and find someone to help her find her inheritance. Gartug gets a bunch of ale. After much discussion, but not a lot of answers, the innkeeper sends us to a person named Marmaduke. Gartug takes his mug with him (it’s marked to belong to The Bouldery Eatery and Drinkery).
<ul>
<li>We move to a coffee house, where a young kid escorts us to Marmaduke, a half-elf in a tourquoise coat with a ridiculous hat. After a <em>very</em> hazy information dump about her supposed inheritance, Marmaduke is intrigued enough to investigate. He asks SG more questions about her past some more; she has, basically, no answers. Eventually, SG gives him 200gp and some of her hair, and he asks her to check back with him in 5 days. Gartug wanders off to find an inn. After a bit more discussion, SG wanders off to the same inn as Gartug. She painfully negotiates drinking rates for the evening.</li>
</ul>
</li>
<li>In the morning SG and Gartug <em>teleport</em> back to Rime, and meet with Harvey and Stackor at her temple.
<ul>
<li>The group returns Larg’s remains to House Marg. They restore him to a full statue and hand him over.</li>
<li>The group <em>teleports</em> back to Fort Ang.</li>
</ul>
</li>
<li>Back underground, the adventure will continue next week!</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Gartug, a dwarven brawler <em>and</em> Nataliah Kas Zhukoff, a tiefling alchemist (Bill)</li>
<li>Sheila G, drunken “half-elf” priest of Cayden Calien (Thans)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
<li>Harvey, the kind-of tengu monk (Mike)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Lon’s Thicket</li>
<li>Rivethane and Lower Thane</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Green Guts, a goblin rogue, with Churchill, his pet cockroach, Gurtag</li>
<li>Daimo Soto, and his guard</li>
<li>Falinious Falnore, a rich playboy druggy elf</li>
<li>Marmaduke, a half-elf private investigator of sorts</li>
</ul>
<h2id="other-notes">Other Notes</h2>
<ul>
<li>Barbaric! Let that word resound!</li>
<li>One thing Sheila G knows for certain is that Gartug’s whole family is alive.</li>
<li>10 days remain until the meeting with the crypt dragon</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">Stormed Heims, S4E16</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-16.html"rel="alternate"type="text/html"title="Stormed Heims, S4E16"/><published>2024-10-16T00:00:00-05:00</published><updated>2024-10-16T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-16</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-16.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li><del>Investigate the ethereal plane room</del></li>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>Harvey and two statues are in a room, with one statue in the hallway with the party! A wall of stone blocks the door into the room! Combat!!
<ul>
<li>Harvey gets more unluck and is grappled! The second statue inside tries to smack Harvey, but fails. The statue outside tries to petrify us all again, but fails! Its tails grapple all of us, and it smacks Taliah. Stackor casts <em>dimensional door</em> and frees himself, Taliah, and Randy from the grapple. Larg overcomes his grapple too! Taliah tries to entangle and glue it to the ground, but it is permanently under the effect of <em>freedom of movement</em>. Randy gives Stackor <em>freedom of movement</em> too!</li>
<li>The statues in the room try to force gaze attacks against Harvey, but they fail. Harvey does the punches in return! The statue in the hall petrifies Larg. Harvey smacks a statue around. Taliah drops a bomb, injuring the party. Stackor hits it with a <em>cone of cold</em>, but the creature is entirely immune to cold damage.</li>
<li>The statues in the room continue failing to grapple and petrify Harvey. One smacks Harvey. The statue outside moves up to Stackor, fails to petrify any of us, and fails to smack Stackor. Harvey smacks around a statue. Taliah splashes some acid and fire, and the statue resists all of it. Stackor steps back, and hits it with a <em>lightning bolt</em>, damaging it and reveal it has some lightning resistance too. Randy steps back and summons a <em>spiritual weapon</em>, which misses.</li>
<li>The first statue fails to grapple, petrify, or hit Harvey. Harvey retaliates! The second status grapples Harvey, but fails to petrify or hit him. The statue in the hall steps up, and fails to petrify us, but smacks Stackor something good. Taliah drinks a <em>targeted bomb admixture</em> and steps back. Stackor moves and dimensional slides down the hallway behind the statue, and launches another <em>lightning bolt</em> at it. Randy moves away, his <em>spiritual weapon</em> smacks the statue, and he <em>calls lightning</em> but fails to overcome resistance.</li>
<li>The first statue fails to grapple, petrify, or hit Harvey, freeing Harvey from the grapple. The second status fails to grapple, petrify, or hit Harvey. The statue outside zips down the hallway, and snacks on Smarf. Harvey smacks a statue. Taliah hits the outside statue with a bomb, revealing it only has some resistance to fire, and not immunity. Stackor shoots an <em>acidic spray</em> at it, also revealing it has some resistance but not immunity. Randy calls some lightning down, but fails to damage it.</li>
<li>The first statue fails to grapple or petrify Harvey, but does bite him. The second status fails to grapple or petrify, but also bites him. The status outside moves to and snacks on Larg, healing a bit. Taliah throws another bomb at outside statue. Stackor blasts it with another <em>acidic spray</em>. Randy’s <em>spiritual weapon</em> smacks the statue, moves up, and throws his trident but misses.</li>
<li>The first statue fails to grapple or petrify Harvey, and also misses him. Harvey retaliates! The second status fails to grapple or petrify Harvey, and also misses him. Harvey smacks his statue. The outside statue moves to Taliah, provoking a significant attack from Randy’s <em>spiritual weapon</em>, and smacking her. Taliah delays, and Stackor finishes it off with a final <em>acidic spray</em>. Taliah and Randy move up to the door.</li>
<li>The first statue fails to grapple, petrify, or hit Harvey. Harvey retaliates and finishes it off! The second status fails to grapple or petrify Harvey, but does smack him. Harvey does some punches. Stackor moves up to join Taliah and Randy, and drinks the potion from Taliah. Randy channels.</li>
<li>The remaining statue fails to grapple, petrify, or hit Harvey. Harvey retaliates! Harvey follows up with more punches. Randy uses his door-knocker to open a door in the wall. Taliah launches a bomb, and Stackor launches a <em>fireball</em> into the room. The statue crumbles.</li>
<li>COMBAT OVER! IT TOOK THE WHOLE SESSION!</li>
</ul>
</li>
<li>Next session, we will try to finish this dungeon!</li>
</ul>
<h2id="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>Harvey, the kind-of tengu monk (Mike)</li>
<li>Larg Marg, a dwarven ranger, and Smarf! his dracoweasle (Thans)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Rime</li>
<li>The underground paths to Fort Ang</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>“Macho Man” Gliff, the freed svirfneblin</li>
<li>Green Guts, a goblin rogue, with Churchill, his pet snail</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>
<h2id="other-notes">Other Notes</h2>
<ul>
<li>11 days to the Crypt Dragon Boneyard meeting.</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">Stormed Heims, S4E15</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-15.html"rel="alternate"type="text/html"title="Stormed Heims, S4E15"/><published>2024-10-09T00:00:00-05:00</published><updated>2024-10-09T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-15</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-15.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li><del>Investigate the ethereal plane room</del></li>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>
<p>Some options for our next course of action: continue exploring the ruins of Fort Ang; going to the Haunted Mansion with Kaldur Black to fulfill our destiny.</p>
</li>
<li>
<p>As we leave the tomb, a member of House Petraud gives us 4000gp and offers to craft armor or a weapon to the best of their ability. After some arguing, Randy gets some better armor.</p>
</li>
<li>
<p>We talk about what to do with Green Guts. After much debate, SG decided to take Green Guts back to Lon’s Thicket, to “steal from the elves.”</p>
</li>
<li>The party decides to return to Fort Ang, and continue towards Stormheim.
<ul>
<li>Larg does some scouting, discovering where the crying sounds are coming from, and otherwise not finding any troubles. After several failed attempts to open the door, we use Randy’s door-knocker to open it up, and find a Bodak! It wails on Larg! COMBAT!!
<ul>
<li>Harvey tries to punch it a bunch but fails. Stackor <em>hastes</em> the group. It wails on Larg some more! Larg wails on it, then Smarf wails on it! Then Taliah basically does nothing.</li>
<li>Harvey actually punches it a bunch this time! He punches it apart, he punches it apart, ooo! COMBAT OVER!!</li>
</ul>
</li>
<li>Within the room, we hear sobbing and crying, seemingly wandering around within the room. Stackor can see a vaguely humanoid shape of a child, that is both invisible and incorporeal. After a bit, it wanders through the wall into another part of the compound. We continue exploring.</li>
<li>In an adjacent room, we find ruined statuary, and a suit of adamantine full plate +1.</li>
<li>In the remaining adjacent room, we find a weapon rack with some obviously magical axes, as well as some mundane weapons, two chests, and a workbench:
<ul>
<li>4 masterwork great-axes [Dan]</li>
<li>4 masterwork battleaxes [Dan]</li>
<li>1 masterwork dwarven urgosh [Dan]</li>
<li>Battleaxe +1 [Dan]</li>
<li>Keen Greataxe +1 [Thans]</li>
<li>A chest full of coinage [Party]</li>
<li>A chest full of masterwork adamantine chainmail [Dan], and 10 adamantine musket balls [Dan - 5; Nataliah - 5]</li>
<li>A workbench with masterwork smithing tools [Dan]</li>
</ul>
</li>
<li>Exploring the remainder of the floor, we find one last room: a bunkroom, full of bunks and stone tables. There are mugs on the stone tables, and dwarven skeletons on the bunks. There is a small shrine to Torag.</li>
<li>Moving up to floor two, we find more evidence of combat, dwarven skeletons and ruined statuary.</li>
<li>Moving up to floor three, we come to a door labeled “gunnery.” Inside, the walls and floor are covered in soot. In the corner appears to be some mass of metal which appears to have melted. There are ruined statues, and then three standing statues in the center of the room, each looking like a bulbous snake with too many tails and three eyes.
<ul>
<li>Harvey moves into the room, and after considering that the weird statues are definitely normal statues, one of the statues’ eyes turns yellow, and bites him! A second statue scoots outside into the hallway, staring us all down and turning Smarf to stone! The remaining statues summons up a wall of stone in the doorway, sealing the room.</li>
</ul>
</li>
</ul>
</li>
<li>Harvey and two statues remain in the room, with one statue in the hallway with the party! Initiative next week!</li>
</ul>
<h2id="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>Harvey, the kind-of tengu monk (Mike)</li>
<li>Larg Marg, a dwarven ranger, and Smarf! his dracoweasle (Thans)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Rime</li>
<li>The underground paths to Fort Ang</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>“Macho Man” Gliff, the freed svirfneblin</li>
<li>Green Guts, a goblin rogue, with Churchill, his pet snail</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>
<h2id="other-notes">Other Notes</h2>
<ul>
<li>11 days to the Crypt Dragon Boneyard meeting.</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">Stormed Heims, S4E14</title><linkhref="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><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-14.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li><del>Investigate the ethereal plane room</del></li>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2id="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 he’s 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, it’s still wrong. Harvey says yes, but that it’s a nice thing. Green Guts hands him a dwarven helmet. Green Guts then redistributes one of Stackor’s books to SG; it’s the diary of the dead necromancer’s 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>
<h2id="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>
<h2id="locations">Locations</h2>
<ul>
<li>Rime</li>
</ul>
<h2id="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>
<h2id="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><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">Stormed Heims, S4E13</title><linkhref="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><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-13.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li><del>Investigate the ethereal plane room</del></li>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2id="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>
<h2id="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>
<h2id="locations">Locations</h2>
<ul>
<li>Underground tunnels to and throughout Fort Ang</li>
</ul>
<h2id="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>
<h2id="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><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">Stormed Heims, S4E12</title><linkhref="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><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-12.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<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>
<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>
<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>
</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">Stormed Heims, S4E10</title><linkhref="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><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-10.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<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. Larg’s dracoweasel latches onto the remaining gug. Larg regains his weapons, and finishes off the last gug.</li>
<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.
<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>
</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">Stormed Heims, S4E11</title><linkhref="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><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-11.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li>We start in Rime. 1 day remains before Sheila G returns from her Lon’s 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.
<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!
<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 Stackor’s <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>
<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>
</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">Stormed Heims, S4E9</title><linkhref="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><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-09.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<p>We start in Rhyme, having returned via <em>teleport</em> by Stackor at the end of last session’s 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; it’s 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! Ain’t 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>It’s 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>
<li>A ruined temple of Folgrit, and beneath it</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Large Marg, a dwarven ranger (Thans)</li>
</ul>
<h2id="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 didn’t know it was cold here, either.</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">Stormed Heims, S4E8</title><linkhref="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><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-08.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<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!
<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 construct’s wrath.
<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 it’s 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 apothecary’s 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 it’s 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, there’s 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>]]></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>