ttrpg-compendium/feed.xml

774 lines
64 KiB
XML
Raw Normal View History

2024-08-29 01:20:56 +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>2024-08-28T20:20:54-05:00</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, 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>
<h2 id="other-notes">Other Notes</h2>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E4</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-04.html" rel="alternate" type="text/html" title="Stormed Heims, S4E4" /><published>2024-07-22T00:00:00-05:00</published><updated>2024-07-22T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-04</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-04.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-07-23 03:04:25 +00:00
<ul>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>
<p>Taliah decides to focus on some improvements to her construct. Gartug tags in!</p>
</li>
<li>The party <em>teleports</em> back to the lands of Elrich. There, they see Abheam, once again, and immediately Boobons summons <em>phantom steeds</em>, and we head off up the mountain. We notice and avoid some snow-disguised oozes (snoozes?). We get to the wall surrounding the cloud giants estate, and find some heads on posts. A brief review by Harvey shows that the heads are all animals that have in some way been corrupted by the Dark Tapestry. Despite an opportunity for diplomacy, we opt to definitely fight the giant.
<ul>
<li>At the estate, we first come across a smoke stack. The door is 15-feet tall, and we hear noises inside. Outside there are elk hides being stretched.</li>
<li>At the keep itself, we see massive front doors, and smaller side doors. We opt to enter through the side doors.
<ul>
<li>We find an elderly female bugbear making soup. We inform her were the new staff. She proceeds to headbutt the soup cauldron trying to win. Gartug subdues her. Her elderly husband wanders in, and attacks Gartug. Gartug subdues him too.</li>
</ul>
</li>
<li>Continuing in, we continue through the largest-option doors, coming to a wine cellar, a hallway, and eventually a hall. Of note, there is no mist, and we can see the entirety of the hall. Moving forward, we are ambushed by mist monsters! COMBAT!
<ul>
<li>We beat them up.</li>
</ul>
</li>
<li>Continuing on, we come upon a big ol door. How big? About 25 feet tall. Opening it, we find within a large feast hall, the giant, and a young cloud dragon. The giant and the dragon are playing a memory game of sort. After some brief delay, we recognize that maybe we shouldnt kill this dude and the dragon, and we decide instead to speak with him. Because of course we do.
<ul>
<li>We inform the giant of the ratfolks ambition to have the giant killed. The giant replies by arming himself, and heading out to hunt the rat folk. He departs, informing us hell be back in a day or so. We enjoy a feast.</li>
</ul>
</li>
<li>After some discussions with Ryson, the young dragon, we convince him to show us the cave into the tunnels under the mountain. We fly down to the entrance.</li>
</ul>
</li>
<li>Entering the dark cave, we find a spiral going down, down down. Oddly, the spiral is a perfect geometric spiral. We descend for close to an hour, eventually coming to a spherical room. The spiral and this room both look mostly natural.
<ul>
<li>In the spherical room, we find a glowing green ball bouncing between the stalagmites and stalagtites. When it comes close, it looks like a glowing green ball of plasma. Harvey and Boobons additionally notice that, at the very bottom of the room, are portions of the stone which look semi-translucent with something murkey beneath it. Looking more closely, they see something moving down there, and after further investigation, Boobons determines there is a pendulum spinning underneath with a different gravity.</li>
<li>There is an unusually high amount of activity on the ethereal plane in this area, which is causing the light. It is more focused in the center of the room than the outskirts.</li>
<li>In the room, all the stalagmites and stalagtites are also focused in the center of the room.</li>
<li>We decide to head out. We meet up briefly again with Ryson before <em>dimension dooring</em> back to the feast hall.</li>
</ul>
</li>
<li>Back in the feast hall, Ryson invites Harvey and Gartug to a game: a goal-based challenge within a reasonable time frame. We decide upon a month to complete the following:
<ul>
<li>Ryson challenges Harvey to complete a successful trade of magnificent pelts on his boat.</li>
<li>Ryson challenges Gartug to make a new orc friend, because he is racist.</li>
<li>Gartug challenges Ryson to delve into a cave, find cave mushrooms, and produce a beer/alcohol from them.</li>
<li>Harvey challenges Ryson, the young dragon with no hands, to journal everything it sees while in the cave.</li>
<li>Gartug challenges Harvey to craft a stone amulet of the sigil of Rhyme and gift it to the master of his dojo.</li>
<li>Harvey challenges Gartug to climb to the top of a mountain, find mushrooms, and produce a beer/alcohol from them.</li>
</ul>
</li>
<li>
<p>Boobons <em>teleports</em> us back to Rhyme into SGs temple. There are a bunch of folks there. We learn some updates about Greenguts. We rest for the evening in SGs temple, and the next morning SG goes out to buy some charged ectoplasm for her <em>plane shifting</em> adventures.</p>
</li>
<li>The plan for next session is to <em>teleport</em> back to Elrichs domain, and continue to Stormheim.</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Stackor/Boobahns, dwarven wizard (James)</li>
<li>Sheila G, cleric of Cayden Calien (Thans)</li>
<li>Gartug “Tugger” Ironfist, a dwarven brawler (Bill)</li>
<li>Harvey, birdman monk of many styles (Mike)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rhyme
<ul>
<li>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>Naynay, a pervert</li>
<li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
<li>Hugo Lamb, an inhumanly attractive sojourner after other sojourners</li>
<li>Abheam, a ratfolk sojourner in the lands towards Stormheim</li>
<li>Elrich, an elderly cloud giant</li>
<li>Ryson, a young cloud dragon hanging out with Elrich</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>SG is determined to help Greenguts.</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E3</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-03.html" rel="alternate" type="text/html" title="Stormed Heims, S4E3" /><published>2024-07-17T00:00:00-05:00</published><updated>2024-07-17T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-03</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-03.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-07-18 01:34:07 +00:00
<ul>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>
<p>Plan for next session is to <em>teleport</em> back to our previous location, studied by Boobons, and continue towards Stormheim.</p>
</li>
<li>Malonian Marg, and Biffin Marg, visit Taliah, to inquire about her sudden habitation of her former Master Crispins storefront.
<ul>
<li>Taliah “negotiates” residence, and verbally agrees to the same terms as Master Crispin, with a written agreement and payment due by the end of the month.</li>
<li>Taliah also remembers that Malonian Marg owned the property next to some of the Aldinach cultists.</li>
</ul>
</li>
<li>SG <em>heals</em> her insanity. Taliah makes Boobons a potion. The party then <em>teleports</em> back to the dragons territory to continue their expedition towards Stormheim. We appear above the ruined villiage of Gareds Stand.
<ul>
<li>We travel through the ruined villiage, and while moving over a pond, are attacked by a verduant ooze! COMBAT!!
<ul>
<li>After combat, we heal up, and continue towards Stormheim.</li>
</ul>
</li>
<li>Continuing on, we come upon an elderly ratfolk, that wishes to speak with us. It introduces itself as Abheam, and invites us back to its camp. There, he tells us of a giant with a small keep nearby named Elrich Klume, which has amassed a horde of riches and wisdom. Abheam wishes us to remove the giant, so he can explore under the mountain upon which Elrichs keep is.
<ul>
<li>Abheam reveals himself to be a sojourner, and offers to teach SG how to avoid Tindalos</li>
<li>Elrich has a brother, Aldrich.</li>
</ul>
</li>
<li>After considering Abheams offer, we decide to return to Rhyme and discuss with Harvey.</li>
</ul>
</li>
<li>Boobons <em>teleports</em> us back to SGs Temple in Rhyme. The party regroups, to discuss Abheams proposal.
<ul>
<li>Hugo Lamb arrives with four bottles of sherry, and a giant wheel of brie. He has also become unnervingly beautiful since last we saw him.</li>
<li>Boobons visits his House, to gather some maps of the region, and of Stormheim.</li>
<li>We rest for the night in Rhyme, everyone at Taliahs lab.
<ul>
<li>SG talked at my Graven Guardian.</li>
<li>Without any indication, cooked noodles were suddenly drying on some twine where some of my other reagents were. Taliah ate them.</li>
</ul>
</li>
</ul>
</li>
<li>The plan for next session is to <em>teleport</em> back to Elrichs realm, and kill Elrich the Cloud Giant.</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Stackor/Boobahns, dwarven wizard (James)</li>
<li>Sheila G, cleric of Cayden Calien (Thans)</li>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Harvey, birdman monk of many styles (Mike)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rhyme
<ul>
<li>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>Naynay, a pervert</li>
<li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
<li>Hugo Lamb, an inhumanly attractive sojourner after other sojourners</li>
<li>Abheam, a ratfolk sojourner in the lands towards Stormheim</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>Stormheim is the palace and the city, Storm Guard is the fort which guards the entrance</li>
<li>Taliah ate magical mystery noodles</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E2</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-02.html" rel="alternate" type="text/html" title="Stormed Heims, S4E2" /><published>2024-07-08T00:00:00-05:00</published><updated>2024-07-08T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-02</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-02.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-07-09 02:38:11 +00:00
<ul>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>We loot the room!
<ul>
<li>From the sojourner: a magical spear, magical hide armor, magical amulet, and a magical mirror. Plus a pouch of cacao pods!
<ul>
<li>+1 Obsidian Wounding spear [Nataliah]</li>
<li>Amulet of Natural Armor +2 [Sheila G]</li>
<li>Mirror of Shadow Conjuration (single-use; CL 13) [Boobons]</li>
<li>Improved Shadow Hide Armor +2 [For Sale]</li>
<li>Cacao pods worth 10gp each, 4 pods total [Sir Oliver]</li>
</ul>
</li>
<li>While looting, we hear screaming coming from the tunnel. After a brief moment, a large man with a greataxe comes running down the hallway at us. Combat!!
<ul>
<li>The lunatic axe-man swings and misses Sheila G. Sheila G proceeds to pommel-bash the actual life out of the man. Combat over!</li>
</ul>
</li>
<li>We continue looting!
<ul>
<li>Boobans finds an acidic lemon tree. It deals 2d6 acid damage as a splash weapon, with an additional 2d6 the following round.</li>
<li>Taliah finds a fern-like thing which she cant identify.</li>
</ul>
</li>
<li>While looting, Boobaans and Taliah sees a nightgaunt fly overhead, and then leave us.</li>
<li>Sheila G explores the tunnel and finds an alchemical lab. Not an obvious part of the lab is a stone basin, with runes along the bottom, with a carving of a broken leopard/jaguar around the lid of the bowl. The runes suggest something about sacrifice and a dead god. Additionally, a carved green-rock tucan.
<ul>
<li>Taliah finds 500gp worth of alchemical reagents at the lab, plus a jar with Alchemical Resin, 5 uses.</li>
</ul>
</li>
<li>Taliah intends to return to the city, fetch her Graven Guardian, and claim this zone as her new space. The rest of the party continues exploring.
<ul>
<li>The remaining party explores down the remaining tunnel, finding a fork.
<ul>
<li>Along one, the tunnel narrows and heads to the surface.</li>
<li>Along the other, the tunnel heads down for a while. Eventually, party comes to a fairy gate to the Court of Worms. There is a corpse surrounded by a ring of mushrooms. A pouch of gold sits with the corpse, to tempt people into the gate. Boobons seals it off with a <em>wall of iron</em>.</li>
</ul>
</li>
</ul>
</li>
<li>Withatwist destroys the stone basin, and then the party returns to town.
<ul>
<li>Sheila G brings the corpse of the sojourner to Hugo Lamb. Hugo asks SG to <em>raise dead</em> the sojourner. After some back-and-forth, Lamb decides to provide the material components, and will return with them.</li>
</ul>
</li>
</ul>
</li>
<li>We rest for the evening, Taliah in her lab, and the remainder of the party at the hotel room. The next morning, Hugo Lamb returns with twice the require diamond dust for a <em>raise dead</em>, as well as a book labeled “The Whisper of Moths” on masking tape in a “foreign” language.
<ul>
<li>SG <em>raises dead</em>. As a reminder: she has carvings (not tattoos) on her skin, notably a crow on her back; her teeth are dyed red; her eyes are solid black. SG interrogates her under a <em>discern lies</em> spell.
<ul>
<li>Her name is “Zaliah of Clan Crow”, born is the city of Tulva, brought to our material plane by a priest. She was summoned to grow fungus. Her reward was words and power to strike down tyrants, nobles and their towers, to break the power of the sun god. According to her, the fungus has the power to reanimate the dead; the volume she produces could animate 200-300 corpses. She has been here for 27 days.</li>
<li>Hugo Lamb transfers a mental image of the priest to Boobans. He also transfers it to SG. After some more discussion, he drags the sojourner off to the “bathroom” (which seemingly is some extra-dimensional space for his needs) to do whatever he intends to.</li>
</ul>
</li>
</ul>
</li>
<li>
<p>20 days remain until the meeting with the crypt dragon in the Boneyard.</p>
</li>
<li>SG catches up on Cult Hunter Task Force news
<ul>
<li>The diplomatic mission with the merfolk is en-route.</li>
</ul>
</li>
<li>The party prepares to head to Stormheim. After some deliberation, we agree to <em>teleport</em> to Kellymandraxs territory without Harvey, travel to the old dwarven capitol of Stormheim, then retrieve Harvey.
<ul>
<li>We <em>teleport</em> in, and Boobons summons <em>phantom horses</em> to expedite our travel. We hear an obviously tapestry-corrupted bear screaming in the distance. We avoid it and continue, eventually arriving at a ruined town. Boobons studies the area, and we <em>teleport</em> back to the hotel room in Rhyme.
<ul>
<li>Sir Oliver does some of his cult stuff.</li>
<li>SG has a note from Daxin. She meets with him. She asks him for contact information. He says to ask for him at the Tonic Tea House for updates.</li>
</ul>
</li>
</ul>
</li>
<li>Plan for next session is to <em>teleport</em> back to our previous location, studied by Boobons, and continue towards Stormheim.</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Stackor/Boobahns, dwarven wizard (James)</li>
<li>Sheila G, cleric of Cayden Calien (Thans)</li>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rhyme
<ul>
<li>A distant cave, where Nyarlathotep cultists are meeting</li>
<li>Our hotel room</li>
</ul>
</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Naynay, a pervert</li>
<li>Harvey, practicing side-kicks endlessly, waiting to be re-controlled by a player.</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>SG, check-in on Green-guts</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">Stormed Heims, S4E1</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-01.html" rel="alternate" type="text/html" title="Stormed Heims, S4E1" /><published>2024-07-01T00:00:00-05:00</published><updated>2024-07-01T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-01</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-01.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-07-02 03:57:09 +00:00
<ul>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>We head back to Rhyme, identify our magical loot, and split up the gold.</li>
<li>Resting for the evening, Taliahs memories of the past adventure is modified slightly.
<ul>
<li>We explore a ruined town. We dug up some elvish graves. Boobahs made a fool of himself. We found some magic items. And then we came home. As for the complex, I remember the first floor.</li>
<li>Boobahns and Withatwist also have their memories altered.</li>
</ul>
</li>
<li>The next day, Boobans gets a <em>sending</em>, asking for his presence with the King of Altasia, with regards to the loss of his paladin, Sir Beet.
<ul>
<li>Boobhans reports on the fight with the fallen Dammerich paladins.</li>
</ul>
</li>
<li>Naynay finds us and shows us a rat which has been obviously corrupted by the dark tapestry. He reports that there are many more, and other creatures, being created by disgusting cult activities. We return to my lab.
<ul>
<li>Taliah stuffs the rat in a jar, for samples and study.</li>
<li>Taliah identifies that the journal/diary/book was written in with an ink made from squid ink and pureed fish.</li>
<li>Taliah and Boobons determine that the journal/diary/book is an attempt to draw a non-Euclidian shape. The end of the book is just solidly filled with the weird ink.</li>
</ul>
</li>
<li>
<p>We go talk to the Ratcatchers Guild. We show them the rat, and tell them where it was found, and urge them to be careful.</p>
</li>
<li>Fast-forwarding to the next night, we prepare to crash the Nyarlathotep meeting.
<ul>
<li>Taliah scouts forward. At the fork, she finds a cloth scrap, painted the same as the floor, and hears metal scraping from a side tunnel. She avoids the scrap, making her way down the side tunnel, and finds a large man dragging a large metal weapon, wearing bulky clothing, possibly armor, and muttering to himself.</li>
<li>Reporting back, the party moves forward. At the painted scrap cloth, Boobons <em>detects magic</em> of necromancy coming from the scrap, or near it.</li>
<li>We move past, continuing to the eventual meeting cave. At the back, it is open to the air, and there are spores floating in the air. Within the cave are planters, with mushrooms and other plants. Two of the planters are empty. To the left, the ceiling drops, and there are smaller caves. Within the main cave, there are cloaked figures, openly carrying knifes, and wheeling about around the planters. On the right, there is a figure plastered to the wall with fungal growth. Most of his limbs have rotted away, or been eaten by the fungal, but his head is still free to move, and he is gesturing with his one remaining limb. There is a lady standing in the room, with odd scars and stained teeth; she is obviously the sojourner that Hugo Lamb asked us to retrieve.
<ul>
<li>In one of the planters, we identify a dormant fungal creature.</li>
<li>We begin! SURPRISE ROUND! Boobons protects us from the spore with <em>life bubble</em>. Taliah launches a bomb at the dormant fungal creature, incinerating it. Withatwist moves to flank a target, and Sheila G moves to complete the flank.</li>
<li>Combat!
<ul>
<li>Sheila G casts <em>blessing of fervor</em>. Boobons <em>dimensionally anchored</em> the sojourner. A cultist flanks Withatwist. The sojourner begins chanting, and summons a whole bunch of weird shadowy birds in a swarm before her. Taliah bombs the shadowy swarm. A cultist fists a mushroom, and shoots Withatwist with an exploding firery mushroom spore ball. An invisible fungus creature bites Taliah in the bum. A cultist moves up to strike Withatwist but misses. Withatwist cuts down two cultists. A cultist fists a mushroom, and shoots at Boobons with a fire mushroom spore ball, but misses. The Fungal Man <em>calls lightning</em> down on Withatwist. From the small caves, a rat with a human face emerges ahead of a figure with the upperbody of a humanoid lady, and the bottom of a pulsating corrupted mass of fungus.</li>
<li>Sheila G moves to and strikes the humanoid-face rat creature. Boobons <em>fireballs</em> the invisible fungus creature, and some of the plants too, frying it. The sojoruner shoots Boobons and Taliah with a negative energy ray, and her shadowy swarm moves onto Taliah. Taliah moves out of the swarm, and throws an ice bomb at the sojourner, staggering her. A cultist shoots a fiery mushroom spore at Boobons, but misses. Withatwist performs a impotent dazzling display. A cultist shoots Sheila G with a fiery mushroom spore bomb. The Fungal Man <em>calls lightning</em> down on Withatwist. The humanoid-face rat creature uses a bleeding rock and cast a spell on Sheila G. The Fungal Queen physically assaulted Sheila G.</li>
<li>Sheila G <em>cleansed</em> herself, and powered on her force field. Boobons <em>fireballs</em> the Fungal Queen, humanoid-face rat creature, and Sheila G, blowing away the humanoid-face rat creature. The sojourner shoots Boobons and misses Taliah with a negative energy ray, and her shadowy bird swam moves onto Taliah. Taliah moves from the swarm, and incinerates it with Alchemists Fire. A cultist shoots a fiery mushroom spore, but misses. Withatwist performs a significantly better dazzling display. A cultist shoots a fiery mushroom spore at Taliah, to no effect. The Fungal Man <em>calls lightning</em> down on Taliah, to little effect. The Fungal Queen attempts to <em>slow</em> Sheila G, to no effect.</li>
<li>Sheila G moves in to “fucking stab” the Fungal Queen, but the queen reflects the blow through fuckery. Boobons <em>fireballs</em> the Fungal Man. The sojourner tries to <em>suggest</em> Withatwist, but he resists. Taliah incinerates the Fungal Man with some more Alchemists Fires. A cultist shoots a fiery mushroom spore at Withatwist, but it misses. Withatwist moves to the sojourner, and <em>inflicts serious wounds</em> upon her. A cultist shoots a fiery mushroom spore at Sheila G, but misses. The Fungal Queen attacks Sheila G, causing significant ability damage.</li>
<li>Sheila G <em>cleansed</em> herself, again. Boobons creates a <em>fire snake</em> (“A Snake I can Make!”), launching it through a cultist and down the tunnel at the Fungal Queen, and Sheila G. Toasty. The sojourner stabs Withatwist with her spear. Taliah introduces the remaining cultist to Alchemists Fire. The cultist introduces Taliah to a fiery mushroom spore. Withatwist skewers the sojourner, dropping her. The Fungal Queen tries a spell against Sheila G, but fails.</li>
<li>Sheila G <em>prays</em>. Boobons makes another snake, as he can, launching it through the remaining cultist and down the tunnel, again. Taliah</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Stackor/Boobahns, dwarven wizard (James)</li>
<li>Sheila G, cleric of Cayden Calien (Thans)</li>
<li>Harvey, birdman monk of many styles (Mike)</li>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rhyme
<ul>
<li>Temple of Cayden Calien</li>
<li>A distant cave, where Nyarlathotep cultists are meeting</li>
</ul>
</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Kalimandracks, an adult red dragon ruling over the lands of Vuln</li>
<li>Calyos, the grand-father red dragon of Calymandrax</li>
<li>Naynay, sexual deviant, pervert, and pugilist</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>“Why is outside so down?” - drunken Sidebar patrons trying to exit through the basement.</li>
<li>Stormheim is the ancient and destroyed capital of the dwarven nation. It was captured/destroyed by Kellymandraxs grandfather, Kalios</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><title type="html">In the Lons Thicket of It, S3E4</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/lons_04.html" rel="alternate" type="text/html" title="In the Lons Thicket of It, S3E4" /><published>2024-06-26T00:00:00-05:00</published><updated>2024-06-26T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/lons_04</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/lons_04.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2024-06-27 01:21:07 +00:00
<ul>
<li>Travel to Lons Thicket, and experience the suspected trap being setup for Sheila G.</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>
<p>Last session, we finally entered into the enchanted door at Lons Thicket, discovering an entire underground facility. There was some fighting, and some mind-controlling. After a brief scuffle, we are now out-of-combat, and exploring. Meanwhile, Taliah is taking inventory.</p>
</li>
<li>The group returns to the Lons Thicket group of Bologniah and Co., to “parlay” and understand their means. They run into an arctic elf, Fronell, that explains theyve already found some of the weapons, and he offers to brings us to them.
<ul>
<li>At the second-floor landing is Bologniah, with 4 other arctic elves. Fronell continues moving up the staircase, and Withatwist follows him. Sheila G stops to talk with Bologniah. She continues to be a bitch, and moves towards the third-floor. The remainder of the party searches for a control room for the drill.</li>
<li>The party finds Taliah and the arctic elf shes working with, taking inventory.</li>
<li>Meanwhile, Sir Oliver and Fronell head to the first floor, to the right and all the way to the end of the hallway. There, 6 little doors all made of wood, with a silver rope at the last one. Opening that, reveals a bedroom with a bed, a vanity, and a stand. On the stand are 5 swords, and a sack. He takes the stuff, and moves towards the next weapons location.</li>
<li>Back to the party, they enter into a room with a slightly raised floor made of silver (as opposed to the rest of the floor made of marble). Sheila G, at the urge of Boobons, steps onto the slightly raised silver floor, and disappears. Boobons determins Sheila G was <em>dimension doored</em>. Sheila G appears in a similar looking room. After a brief investigation, she wanders back to the platform, and returns to the original room. Boobons accompanies this time, and they return to the room. There is a closed door, and upon opening it, they discover the conference room from before (near the anti-magic room and the drill). They hear discussions nearby, and try to sneak up to eavesdrop. As they approach, they hear Bologniah discussing with someone about temperatures, the status of the drill, and how to proceed. They easily discover the sneaking Boobons and Sheila G, and the party moves to discuss with them. After some brief interactions, Bologniah says she is going to report in, and the party follows her.
<ul>
<li>An elf meets up with the group, to inform us that she found some significant magical weapons. The party is generally dismissive and rude in response. The elf heads back to get the stuff. The party continues moving to the first floor, and meets up with Sir Oliver.</li>
<li>The party meets up with Gronell and Roe, and Bologniah has them accompany the group. On the way up, the group sees that the <em>wall of iron</em> erected by Boobons was cut by some implement that can super-heat the iron. The group continues to prod Bologniah for answers, and she continues to generally ignore them. Theres a brief flash of conflict between Boobons and Bologniah over the attitude, but it calms. Boobons remains outside, while Bologniah slaps a ruby on her forehead and her eyes turn pink. Sheila G stays with Bologniah.
<ul>
<li>Sheila G reveals that space lasers are a thing to Bologniah. And further reveals there are plans for such a thing. And further reveals that “someone” is working on building one. And then immediately reveals that were funding it.</li>
</ul>
</li>
</ul>
</li>
<li>Sir Oliver, meanwhile, is lead to another room with a big box, within which are obviously magic longbows, and a basket with obviously magic arrows. He then continues exploring for more stuff.</li>
<li>Meanwhile, Sheila G asks Bologniah what the drill is drilling to. Bologniah isnt sure, but expects it to be some alien technology, from before elves, dwarves, man, and even giants or dragons walked the realm. Shes not exactly sure, and she expects the scholars coming to the site will have more theories or information, but notes that it was highly protected for a reason.</li>
<li>Meanwhile, Taliah continues taking inventory, and confirms that the architecture is ancient elvish.</li>
<li>Meanwhile, Sheila G and Boobons reconvene, and sync.</li>
<li>Meanwhile, Sir Oliver heads to the second level, heads right, and at the second of three doorways, there is a room with a broom in the corner, an armor stand, and an arctic elf swinging around a sickle. The elf declares that “Sheila G didnt want this, and so she is taking the sickle.” Sir Oliver takes everything else, and then moves with his esocrt back to the first door on the right of the first floor, where there are many coinpurses. In total, 270gp. Sir Oliver continues exploring, finding another bedroom. He eventually meets up again with Sheila G and Boobons. Sir Oliver unloads all the magical weapons and equipment into the Portable Hole. Sir Oliver sits down and pouts.</li>
<li>Boobons and Sheila G reconvene with Harvey, and sync up with him. Taliah hears and joins. The group sans Oliver head down to the drill control room, and we converse with the elvish engineers there.
<ul>
<li>We learn that the control room requires understanding an ancient and archaic elvish dialect, and being psychicly sensitive.</li>
<li>We learn that the controls are not mechanical in nature.</li>
<li>We learn that the drill is mechanical.</li>
<li>We learn that the anti-magic field is theorized to have existed before the drill, and that is was placed in the field purposefully, though why is unknown.</li>
<li>We learn that the read-out was likely added by wizards, and provides an arcane-based readout tied to a probe for the drill.</li>
<li>We learn that the control for the drill is through the probe, which is in the floor of this control room.</li>
</ul>
</li>
<li>Sir Oliver finishes pouting, and continues searching for loot.</li>
<li>The party begins poorly gathering information about the elfs background, the group he works for, and the leadership. We get some answers, but generally learn that theres no overarching group, so much as a “meeting of minds”. The party finally regroups with Sir Oliver, and the searches the remainder of the facility. We dont find much.
<ul>
<li>We find some log books, with dates going back thousands of years, but nothing particularly interesting.</li>
</ul>
</li>
<li>We make some small talk, try to get a pistol (to no luck), bid farewell to Reggae Tony, and leave.</li>
</ul>
</li>
<li>The group discusses their next course of action:
<ul>
<li>Harvey has intention to help Caldur with Calcifer in the Far Territories</li>
<li>Sir Oliver has intention to visit the First World, to help his “god” get back, and in order to do this he has to meet Harveys “god.”</li>
<li>Boobons wants to travel north of Rhyme, near the realms of Kellymandrax: an old, abandoned dwarven capitol; and there is a source of dark tapestry incursion. Kellymandrax has tried to investigate the dark tapestry source, but all sources sent never returned.</li>
</ul>
</li>
<li>The group will decide on the next course of action away-from-table! Lons Thicket quest complete!</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Stackor/Boobahns, dwarven wizard (James)</li>
<li>Sheila G, cleric of Cayden Calien (Thans)</li>
<li>Harvey, birdman monk of many styles (Mike)</li>
<li>Nataliah, a tiefling alchemist (Bill)</li>
<li>Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Lons Thicket, and the facility underneath it.</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Reggae Tony</li>
<li>Bologniah (nee Thalonia), the “leader” of Reggae Tonys group in Lons Thicket.</li>
<li>Fronell, sometimes Fronell the Freckeled, an arctic elf of the Lons Thicket group.</li>
<li>Gronell and Roe, two half-elves of the Verdant, working with the Lons Thicket group.</li>
<li>Trustacious, the Rivethane wizard working with the Lons Thicket group.</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>Jeff enlightens us of the hidden 6th flavor, developed within the core of Monmon. It is the flavor of “spit”, and it is warping the minds of everyone for its nefarious intentions.</li>
<li>Sir Olivers quest is to help Count Ranalc meet with the Forgotten Lord, by helping him find a route to the Crumbling Tower. In exchange, Count Ranalc has offered to assist the group with their ambitions in Rhyme, or elsewhere if we so choose.</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry></feed>