ttrpg-compendium/feed.xml

1175 lines
57 KiB
XML
Raw Normal View History

2025-07-17 11:26:19 -05:00
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.3.4">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>2025-07-17T11:26:17-05:00</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">The Beasts in the East, Session 8</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07.html" rel="alternate" type="text/html" title="The Beasts in the East, Session 8" /><published>2025-07-16T00:00:00-05:00</published><updated>2025-07-16T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Someday, we <em>may</em> try to kill an Ogre King</li>
<li>[COMPLETE!] <del>Revive (the real) Syrup, and return him to command</del></li>
<li>[COMPLETE!] <del>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</del></li>
</ul>
</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>
<p>The party rests at the Hawkman Ranch, with expectations to <em>teleport</em> back to
Mine Town. We return Sir Dunces stuff to Syrup, to be properly handled.
Smokey complains to his father. The party <em>teleports</em> to Mine Town, having a
small misadventure to the north of the Ogre Kings lands, finding some scary
giant flying weird dead dragon/dinosaur things. They succeed the second time
and arrive in Mine Town. Sir Tern tells them about his dream, and offers to
ask Sir Wallace about any new information on the Ogre King, and if he is aware
of the beasts flying around.</p>
</li>
<li>We consider our approach. There are two options:
<ul>
<li>To the North West is Tin Town, through the Tin mines are tunnels</li>
<li>A quarry leads to troll tunnels, which will eventually lead us to the Ogre
King</li>
</ul>
</li>
<li>We decide on Tin Town. We get some information about the location from a
rather sour Wallace, including a map. We saddle up and depart! As we move
along mountain passes, we come across 3 Mi-Gos! All three have some odd
implements - two of which look like guns, and the last being some kind of
chest-mounted blinking object. The last is creating an anti-magic field.
COMBAT!!
<ul>
<li>After significant damage, we survive! Barely! We get some crazy loot,
which well divy up next time!</li>
</ul>
</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Brother Basalt, an oread shaman (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Fields north of the Ogre Kings claim</li>
<li>Mine Town</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Colonel Syrup, and his under-officers</li>
<li>Sir Wallace, castellan of Mine Town</li>
<li>Gustav Therrin, son of the Count of Ganth</li>
<li>Brother Gabro, an oread monk</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><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">The Beasts in the East, Session 7</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06.html" rel="alternate" type="text/html" title="The Beasts in the East, Session 7" /><published>2025-07-07T00:00:00-05:00</published><updated>2025-07-07T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Someday, we <em>may</em> try to kill an Ogre King</li>
<li>Revive (the real) Syrup, and return him to command</li>
<li>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</li>
</ul>
</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>Back into the fray! Jen Erica is invisible, next to Silken. A bubble of
darkness envelops them, and the bottom of a stairwell, upon which stands Beet,
firing down from above.
<ul>
<li>Beet eats a <em>magic missile</em>, and blasts back into the darkness.</li>
<li>Jen tries to <em>dispel</em> the darkness, but fails!</li>
<li>After a few more exchanges, the darkness move far enough into the
stairwell to reveal the figure inside. Beet shoots it more, and it
explodes in light.</li>
<li>Jen tries to <em>boneshaker</em> the brother-in-law, but fails!</li>
<li>Dunce revives, somehow, laughing and attacking the ghost.</li>
<li>The brother-in-law launches more bombs at Beet, taking him down! Shortly
thereafter, Beet is stabilized.</li>
<li>Jen tries to <em>blindness</em> the brother-in-law, but fails!</li>
<li>The brother-in-law misses Jen with a bomb. Jen answers with a <em>fireball</em>!</li>
<li>The brother-in-law hits Jen with a bomb. Jen answers by dying. RIP.</li>
</ul>
</li>
<li>Meanwhile, back at the palace, Gabro and Stackor enjoy some pastries while
waiting for someone to help. A servant enters, and directs us to a chamber in
which the King, Duke Kranow, and Lord Nacob await. Syrup is taken away on a
stretcher, to be raised. The King asks for an update. Politics happens.
<ul>
<li>Marshall Kranow proposes placing Baron Blunt second-in-command</li>
<li>Lord Nacob questions Baron Blacks loyalty and motivations</li>
<li>The King will have Syrup decide on and announce command changes before
moving on Fort Rather.</li>
<li>Syrup returns, and updates the King of recent events. The King returns
Syrup to command, and gives him his orders.</li>
<li>Lord Nacob offers us some spy-resources; we decide upon a spymaster.</li>
<li>Marshall Kranow offers us Lord Destru, a renown duelist and traditionalist
minor noble, of incredible sword skill, but also a cunt.</li>
</ul>
</li>
<li>After some further deliberation, it is concluded that Stackor will <em>teleport</em>
back to the palace in a few days. Stackor tries to <em>send</em> a message to Beet,
which fails. He then tries to <em>scry</em> upon Beet, which also fails. The group
<em>teleports</em> back to camp. Stackor <em>sends</em> a message to Silken, who notifies us
of the shenanigans, and that one of the party survived, and they are riding
back to camp. Stackor and Gabro ride out to meet them.
<ul>
<li>Upon meeting with Beet, Beet insists that we return to the ruins to
retrieve their companions bodies and finish the job. Despite a poor
decision, we do so.
<ul>
<li>Arriving, we move into the ruin, where we are quickly set upon by the
ghost and brother-in-law. COMBAT!!
<ul>
<li>After <strong>many</strong> rounds, we destroy the ghost and subdue the
brother-in-law.</li>
</ul>
</li>
<li>We loot the ruins. We find a bunch of stuff. We also find a tunnel
leading away and into the ground from the ruins; Stackor
<em>stone-shapes</em> a wall to block it. We find some sweet loot, Gabro gets
poisoned, and we find a button that opens a secret staircase further
underground. Stackor <em>teleports</em> us back to camp.</li>
</ul>
</li>
</ul>
</li>
<li>Meanwhile, in Mine Town, Sir Tern Ipswitch has a dream!
<ul>
<li>An Apprentice of the Walking Key is coming for me , and I cannot stand against them</li>
<li>His apprentice is Stackor. So long as Stackor has been studying, he should
be able to stop them</li>
</ul>
</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Brother Gabro, an oread monk (Bill)</li>
<li>Jen Erica von Illamage, a human wizard [RIP], and Brother Basalt, an oread shaman (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan) [AFT]</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Plains and ruins near Ganth</li>
<li>Cathedral of Nems</li>
<li>New Geneve
<ul>
<li>Palace of Chezques</li>
</ul>
</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Dunce</li>
<li>Colonel Syrup, and his under-officers
<ul>
<li>Major Moto</li>
<li>Captain Crunch</li>
</ul>
</li>
<li>The Hawkman brother-in-law, Stanislaw</li>
<li>Silken, a fey knight of the twilight court</li>
<li>Gutrag, a fly-headed dwarf “wandering diplomat”</li>
<li>Duke Kranow, the marshall of Altae</li>
<li>Lord Nacob, a noble man</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><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">The Beasts in the East, Session 6</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05.html" rel="alternate" type="text/html" title="The Beasts in the East, Session 6" /><published>2025-07-02T00:00:00-05:00</published><updated>2025-07-02T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Potentially, were going to kill the Ogre King</li>
</ul>
</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>The group is at the Hawkman Ranch, staring at the ruins of the exploded
pump-house. After some deliberation, we decide to confront Syrup directly. He
is in the Ranch House proper, where we meet him with his under-officers. Of
note, Stackor identifies he has a new Amulet of Non-Detection on. Otherwise,
no suspicious auras or effects.
<ul>
<li>Syrup feels confident of Hawkman involvement with the assassinations. Most
of the family is under arrest, except for the brother-in-law, who is
currently a fugitive. The pump-house evidently belonged to him, and he
evidently exploded it. He mentions several people in the explosion,
however not including himself. He advises we re-evaluate the pump-house.</li>
<li>On the way, once out of earshot, Syrup quickly admits he is not our Syrup.
He explains that Syrup did die in the explosion, but his body has been
reconstituted and is being kept in good condition at the Temple in Nems.
He identifies himself as a knight of the twilight court named Silken.
Theres a lot of discussion, general updating of the affairs with the
Hawkman estate (namely that the brother-in-law is all-but-certainly behind
the assassination attempts, but that the Hawkmans proper may not be
involved).
<ul>
<li>The party decides that they must retrieve the real Syrup immediately.
A problem is that Beet will not let Silken remain in control of the
camp. After much discussion, we decide to split the party. Stackor and
Gabro will <em>teleport</em> to the cathedral, retrieve Syrups body,
continue on to the capitol city, revive him, and return. Meanwhile,
Beet, Silken, and Jen Erica will ride towards the suspected hiding
place of the brother-in-law Stanislaw. Before riding out of camp, an
odd fly-headed dwarf that looks suspiciously like Gartug approaches,
and introduces itself as Gutrag, a wandering diplomat. The group rides
out of camp together, and once far enough away, Stackor <em>teleports</em>
away.</li>
</ul>
</li>
</ul>
</li>
<li>
<p>Stackor and Gabro arrive at the Cathedral of Nems. We briefly speak with the
Bishop (who congratulates us on dealing with the troubles that we ignored) who
apologies for not being able to raise Syrup “to our wishes” (as a fey), pick
up Syrups body, and <em>teleport</em> to the palace Chezques of New Geneve. Upon
arrival, a kings man attends to us, Stackor asks to notify the king, and we
wait.</p>
</li>
<li>
<p>Meanwhile, Beet, Silken, and Jen Erica ride towards the assassin Stanislaw.
Silken changes to look like Beet instead of Syrup, after Beet complains he
doesnt like Silken looking like Syrup. Beet is not amused; Jen Erica is.</p>
</li>
<li>
<p>Back in New Geneve, after 2 hours, the group is brought snacks. Gabro asks for
a cleric.</p>
</li>
<li>Back in the Buddy Cop film, the group arrives at the ruins. Silken wishes them
luck, and offers to wait around if they want to interrogate. Beet literally
refuses any assistance, and Silken just leaves, but not before warning for
traps. Dunce then steps in a bear trap. Jen Erica finds the secret switch into
the ruins, and the party manages to keep going. Heading into the ruins, Dunce
steps on a pressure plate and triggers an explosion, taking out the staircase.
They heal themselves up a bit, and continue in, eventually finding an
alchemists laboratory, bedroom, and Stanislaw, who spouts some populist
stuff. Beet aint buyin it, and Dunce raises his axe exitedly. COMBAT!!
<ul>
<li>Jen Erica gets possessed. Darkness enshrouds the group. Dunce is attacked
by a figure in the dark. Beet gets bombed.</li>
<li>Dunce somehow manages to take down his attacker. Beet retreats out of the
darkness, up the ruined staircase. Jen Erica follows Beet.</li>
<li>Beet takes down Jen Erica, which causes the ifrit spirit possessing it to
emerge. It is wearing robes that show the Carjulian Brotherhood crest. Jen
Ericas body then disappears (much to the surprise of all). Dunce gets
burned alive.</li>
<li>Beet and the ghost are blasting each other. Jen Erica gets a potion, is
revived, and hears a familiar voice asking if it wants it to take her
away. Alternatively, it can wait with her for the dust to settle, and try
to get Stanislaw. They decide to wait.</li>
</ul>
</li>
<li>We break for the night!</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Brother Gabro, an oread monk (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan) [AFT]</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Plains and ruins near Ganth</li>
<li>Cathedral of Nems</li>
<li>New Geneve
<ul>
<li>Palace of Chezques</li>
</ul>
</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Dunce</li>
<li>Colonel Syrup, and his under-officers
<ul>
<li>Major Moto</li>
<li>Captain Crunch</li>
</ul>
</li>
<li>The Hawkman brother-in-law, Stanislaw</li>
<li>Silken, a fey knight of the twilight court</li>
<li>Gutrag, a fly-headed dwarf “wandering diplomat”</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<h2 id="upcoming-events">Upcoming Events</h2>
<ul>
<li>Hunt down Stanislaw, and bring him to justice</li>
<li>Resurrect the real Syrup, and return the column to order!</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><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">The Beasts in the East, Session 5</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04.html" rel="alternate" type="text/html" title="The Beasts in the East, Session 5" /><published>2025-06-23T00:00:00-05:00</published><updated>2025-06-23T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Potentially, were going to kill the Ogre King</li>
</ul>
</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>After our harrowing experiences with the Gate-Cleric-Monstrosity, we regroup
mid-decision on our next steps.
<ul>
<li>While we argue about next steps, Sir Beet goes to tend to the son, since
evidently we got immediately distracted in this task last time. He finds
the son is very likely to die of gangrene in the next couple days. He
fixes up the sons wounds, and re-dresses them, discovering they were
initially dressed seriously poorly. Using this as a learning opportunity,
he brings over Doctor Boggins, who grows very nervous as Sir Beet shows
the problems.
<ul>
<li>A brief overview of the other soldiers shows that the doctor is a
competent healer, and so this shoddy worksmanship is questionable.</li>
<li>Sir Beet also updates Gustav about his family. Gustav is torn -
feeling an obligation to his men, but also an understanding of his
familial obligations.</li>
<li>After considerations, Sir Beet decides to bring up the doctors
actions to Sir Wallace.</li>
</ul>
</li>
</ul>
</li>
<li>The group returns to the command tent. Sir Beet brings up the issues with Sir
Wallace. Beet <em>also</em> informs Wallace about the latest affairs in Ganth.
Wallace mentions he was unaware of the latest status of Ganth, and that our
actions now make more sense. Wallace insists that Boggins accompany Gustav,
but then the decision is made that only Boggins return, and Gustav remain in
our care at Mine Town.
<ul>
<li>Stackor, Sir Beet, and Dr. Boggins <em>teleport</em> back to Ganth, where Boggins
is handed over to Captail Ilio. Ilio also informs Beet that Sir Dunce, the
paladin of Damerich, was looking for us. After a brief search, Sir Dunce
meets with Beet and Stackor.
<ul>
<li>Dunce informs Beet: 2 days ago, the company arrived at Hawkmans
Ranch. Syrup asked Dunce to aid with investigations into the Hawkmans
as suspects of Count Therins assassination. During the investigation,
the army found an alchemical workstation in a pump-station. Colonel
Syrup proceeded to interrogate the inhabitants, and sent Dunce to get
assistance. However, as he went, the pump-station exploded, and Dunce
raced back, finding the men dead. Dunce raced off to find help, and
upon returning, found Colonel Syrup directing fire-fighting efforts.
Dunce believes that Syrup is possibly now an imposter, and is
uncertain how to move forward.</li>
<li>Stackor and Beet deliberate for a long while. Stackor tries a
<em>sending</em> to Syrup, which fails, and they conclude that Syrup is
likely dead, and is replaced by a shapeshifter/fey. They deliberate
some more, and decide that the party will re-group in Ganth to handle
this sudden army business, and then return to Mine Town to deal with
the Ogre King.
<ul>
<li>Sir Tern remains at Mine Town, acting as their doctor.</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li>The new group assembles in Ganth, resting there for the evening. Stackor
<em>sends</em> a message the King of Altae, informing him of the situation around
Colonel Syrup. Sir Beet is drawn into a dinner with Count Therin. The next
day, the group gathers, and heads off towards the army on <em>phantom steeds</em>.
<ul>
<li>Upon arriving at the Hawkman Ranch, the group immediately goes to the
pump-house, and investigates the ruins. They find some finger bones, some
molten glass, and various pieces of debris.</li>
</ul>
</li>
<li>We call it here!</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Mine Town</li>
<li>Hawkman Ranch</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Wallace, castellan of Mine Town</li>
<li>Boggins, a doctor in Mine Town</li>
<li>Gustav Therin, son of the Count of Ganth</li>
<li>Captain Ilio</li>
<li>Sir Dunce</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>Smokey is really obsessed with licking some balls.</li>
<li>P-PAUL!</li>
</ul>
<h2 id="upcoming-events">Upcoming Events</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">The Beasts in the East, Session 4</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-03.html" rel="alternate" type="text/html" title="The Beasts in the East, Session 4" /><published>2025-06-16T00:00:00-05:00</published><updated>2025-06-16T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-03</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-03.html"><![CDATA[<h2 id="one-more-thing">One More Thing…</h2>
<p>We wrap-up the side-story.
- Sheila G is <em>plane shifting</em> to Elysium with the 20-foot long “meat slug” of Azhia
- Harvey is <em>teleporting</em> to Castle Black to meet with Kaldur
- Stackor <em>teleports</em> Cayden Cailean, Gartug, and Van Peoples back to Rime,
who all promptly go bar-hopping. He then <em>scries</em> and <em>teleports</em> back to
the group in the Far Territories!</p>
<hr />
<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Move north, looking for our scouts and Count Therins sons</li>
</ul>
</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>We move north! We move past some pastures and flocks and shepherds. We
eventually move into more rocky terrain, following a dirt road. We stop and
ask the locals some details, and continue.
<ul>
<li>As night falls, we dismount and walk our horses to Mine Town. As we
approach, we hear a terrifying scream from the skies, but make it to the
walls without trouble. After introductions, we enter.</li>
</ul>
</li>
<li>Sir Wallace approaches, asks us our purpose, and after we explain, invites us
in further. Though initially very excited about our arrival, his attitude
soured when we more-or-less flubbed our objectives. He dismissed us, and we
went to find the Counts son.
<ul>
<li>We meet the doctor, Boggins, who directs us to the son. Sir Tern uses his
last channel for the day. Boggins then directs us to a tent where we find
our missing cleric.</li>
<li>The cleric has been turned into an abomination, like the bones have been
elongated into a circle in one direction, the muscles in another, the
viscera in the first, the skin in the next. From within the center of the
circle is a subtle glow.
<ul>
<li>The cleric is still conscious, and can scribble notes from a hand. We
converse with it, and it alludes to a “him” and also that “the key is
the gate is the key is the gate…”. It also still seems to know who it
was. We decide to study it, as it is also not giving off any evil auras
or otherwise anything concerning (aside from the obvious). Stackor does
see a faint conjuration aura emenating from it; we dont know why.</li>
<li>As we study rest and study it, the creature seems to be progressing.
The light from within is pulsing slightly, and after some
investigation, Stackor identifies it as in-rhythm with the creatures
heartbeat. He considers that perhaps this creature is now some kind of
gate, and he casts <em>dimensional anchor</em> on it. The creature begins
bleeding and writing in pain, and the light goes out. He decides to
try and keep the creature anchored until resting is complete, but he
is short by about 30 minutes. Appropriately enough, as soon as his
last anchor expires, a massive Dark Tapestry beast erupts from the
cleric-creature. COMBAT!!</li>
</ul>
</li>
</ul>
</li>
<li>We battle the massive Dark Tapestry beast. Stackor manages to <em>banish</em> the
creature away, and we survive with minimal scrapes and suffering. After we
re-coup, and Stackor <em>teleports</em> us in some healing potions, we report to Sir
Wallace, and begin planning our next step. We end the session after telling
Wallace we intend to destroy the Ogre King.</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans) [AFT]</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Ganth, and the outskirts</li>
<li>Mine Town</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Wallace, castellan of Mine Town</li>
<li>Boggins, a doctor in Mine Town</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><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">Interlude: The Rescue of a God From Hell, Maybe</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/revival-01.html" rel="alternate" type="text/html" title="Interlude: The Rescue of a God From Hell, Maybe" /><published>2025-06-02T00:00:00-05:00</published><updated>2025-06-02T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/revival-01</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/revival-01.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2025-06-03 17:54:02 -05:00
<ul>
<li>Revive Cayden Cailean, and survive!</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>Locked in combat, in Hell! Round 2 begins…
<ul>
<li>Iozreal attempts to <em>dimensional anchor</em> Boobons, but Boobons counters it,
then moves away to safety! Harvey and Gartug fight some ice devils. Randy
and Sheila G do some buffs. Another ice devil shows up, and begins
fighting with Naynay.</li>
<li>Iozreal attempts to <em>dimensional anchor</em> Boobons again, but gets countered
again, and successfully <em>dispels</em> the <em>anchor</em> on Cayden Cailean! Harvey
and Gartug keep fighting ice devils. Randy starts blasting with lightning!
Naynay disengages and get with the group, just in time for Sheila G
to attempt to <em>plane shift</em> the group away, but she gets countered by
Iozreal! <strong>A future version of Cayden Cailean shows up to help us fight,
and tells Sheila G “Free Hyperion! Its the next step!”</strong></li>
<li>Iozreal moves to threaten the group, and releases his dancing scythe,
which obliterates Boobons with a crit! Boobons makes a mess of blood on
the ground. Harvey, Gartug, and Naynay keep fighting ice devils. Randy
heals Boobon back to consciousness. Sheila G attempts another <em>plane
shift</em> and gets countered again!</li>
</ul>
</li>
<li>The group feels a sickening lurch, as the ceiling of our adamantine room is
torn away by Baazebul, hovering menacingly above the scene. Jeff turns to
Harvey and tells him, <strong>“BLUE BAG”</strong>. Combat continues!
<ul>
<li>Iozreal blasts the group with a <em>wave of fatigue</em> as his scythe continues
to hack apart Boobon (who falls again), and Randy (who hasnt heard no
bell!). Harvey uses “the blue bag”:
<ul>
<li>Holding the bag as a glove, Harvey throws a blue pebble-shaped object
at Baazebul. As it reaches it, the pebble seems to manifest as a
smaller ghostly image of Harvey, and after whispering something to
Baazebul, strikes it with a sword. An angelic figure with broken,
burnt wing nubs falls beyond sight in one direction, and thousands of
flies fall beyond sight in an opposite. The remaining ice devil looks
incredibly confused.</li>
</ul>
</li>
</ul>
</li>
<li>Iozreal makes an offer: Help him to the Betzebbul, and he will send all of us
home. While this is happening, both Randy and Gartug take note of the falling
pieces of Baazebul, and grab some. This turns out to be a Bad Thing :tm:.
After some deliberation, the party agrees. Boobons summons <em>phantom steeds</em>.
Iozreal and the party fly to the Betzebbul, citadel of Baazebul, throne of
Cocytus, the seventh layer of hell. Sheila G knows of a chained-up ancient and
forgotten god, named Azhia. CC insists on freeing it.
<ul>
<li>Upon arrival, Iozreal screams a stained-glass window open, and we follow
him up a circular stairway. At the landing, we pass an opportunity to
visit Baazebuls armory.</li>
<li>Upon arriving at the throne room, we find the enchained “body” of Azhia,
and the throne. On the throne is a large circlet with a giant diamond in
it. Between the party and the throne is a pitfiend, named Garblefuk,
yelling at Iozreal hes a traitor. COMBAT!!
<ul>
<li>Harvey and Iozreal engage Garblefuk. Cayden Cailean makes for one of
the pillars holding the chains attached to Azhia. Boobons, Randy, and
Sheila G do some buffing. Gartug drinks some potions.</li>
<li>Harvey and Iozreal keep fighting Garblefuk. Cayden Cailean climbs the
pillar, and to the chain. Gartug remounts his horse, and flies up to
one of the chains. Boobons does some buffs. Randy starts blasting
with lighting. Sheila G <em>flies</em> up to another chain. Jeff blasts
Garblefuk with a <em>disintigrate</em>.</li>
<li>Harvey keeps punching. Iozreal <em>harms</em> Garblefuk, successfully, then
eviscerates it with his scythe. Boobons takes out his Stick of
Disintigration, and destroys a chainlink. Randy does some healing.
Gartug punches a chainlink apart, breaking the chain. Cayden Caliean
moves towards the flesh-mass, and begins trying to break his chain.
Sheila G tries breaking her chain. Jeff does some weird chaos stuff,
and turns the big 5th chain into a piece of cooked spaghetti.</li>
<li>Harvey hangs out a bit. Iozreal flies up to the flesh mass, and
plunges his hand into it. Gartug lands and dismounts near Iozreal on
the flesh mass, preparing to engage if necessary. Boobons
<em>disintigrates</em> another chainlink, breaking the fourth of five chains.
Cayden Cailean and Sheila G try breaking the last chain. Randy plays
hop-scotch.</li>
<li>Iozreal finishes his tassk, flying off the mass and back to the
ground. Gartug rushes over, and breaks the CC/SG chain, freeing the
flesh mass, which plummets to the ground and is impailed upon the
throne. COMBAT OVER!!</li>
</ul>
</li>
</ul>
</li>
<li>
<p>Iozreal informs us he absorbed some of the gods power. The flesh mass appears
to still be alive. SG and Gartug manage to un-impale it. After a bit more
dialog, Iozreal offers to <em>plane shift</em> us home, but Sheila G does it instead.
We arrive near the Far Territories, surprisingly close to the armys column
heading to the Far Territories. The flesh mass begins screaming, and SG and
Randy start trying to heal it. Gartug and SG manage to remove all the chains.
Gartug also rejects the mythic power of Baazebul from the part of it which
embedded itself in his palm. The piece falls out and dissipates to
nothingness.</p>
<p>The group deliberates on the next steps:</p>
<ul>
<li>Where to bring Cayden Cailean? “Anywhere with beer!”
<ul>
<li>CC wants to find some beer, find his Red Band crew, find a ship (as in
a space ship), and go adventuring. Gartug offers to go with and help
him out.</li>
</ul>
</li>
<li>Where to bring this flesh mass?
<ul>
<li>SG offers to take it to Elysium</li>
</ul>
</li>
<li>Whats next?
<ul>
<li>SG is considering heading to the First World to find Hyperion</li>
<li>Harvey has to go…</li>
<li>~Boobons~ Stackor has to return to his other thing.</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Gartug Ironfist, a dwarven brawler; Taliah, a tiefling alchemist (Bill)</li>
<li>Sheila G, a half-elf cleric of Cayden Cailean (Thans)</li>
<li>Stackor, a dwarven wizard; Chuck, a dwarven hammer-thrower (James)</li>
<li>Harvey, a tengu-ish monk; Mummrah, a dwarven cleric (Mike)</li>
<li>Randy Van Peeples, a human cleric of Gozreh (Dan)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rime</li>
<li>Fort Ang</li>
<li>Cocytus, the Seventh Level of Hell
<ul>
<li>Betzebbul, citadel of Baazebul</li>
</ul>
</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Maugrim, dwarven god of the dead</li>
<li>Naynay, a pervert-monk</li>
<li>Cayden Cailean, revived mortal god of revelry, freedom, and travel</li>
<li>Iozrael, servant of Baazebul</li>
<li>Garblefuk, a pitfiend in the Betzebbul throne room</li>
<li>Azhia, a mass of flesh, a forgotten god</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>Future Cayden Cailean said to “Free Hyperion”</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">Interlude: The Return of a God, Probably</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/revival.html" rel="alternate" type="text/html" title="Interlude: The Return of a God, Probably" /><published>2025-05-28T00:00:00-05:00</published><updated>2025-05-28T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/revival</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/revival.html"><![CDATA[<h2 id="events">Events</h2>
2025-06-02 14:01:14 -05:00
<ul>
<li>Stackor has a meeting with Stackor in his tent. Not-Stackor is likely a fey of
the Twilight Court. The entire meeting is full of general frustrations and
miscommunication.
<ul>
<li>The Not-Stackor offers to take Stackors place at CCs revival.</li>
</ul>
</li>
</ul>
<hr />
<h2 id="current-objectives">Current Objectives</h2>
<ul>
2025-06-03 17:54:02 -05:00
<li>Revive Cayden Cailean, and survive!</li>
2025-06-02 14:01:14 -05:00
</ul>
<h2 id="events-1">Events</h2>
<ul>
<li>We take an intermission from the Far Territories, to revive a dead god.
<ul>
<li>The party discusses the Stackor/Not-Stackor meeting, and reviews our plan.</li>
</ul>
</li>
<li>The party, including Nay-Nay, teleport to Fort Ang. At the designated
location, we find Maugrim, two skeletal dwarves, and a rune scribed upon the
ground. Maugrim gives to SG a rapier for CC
<ul>
<li>Maugrim mentions he was expecting Damar to be present; SG <em>sends</em> a
message to them.</li>
<li>Maugrim performs the ritual. He finishes, raises a quill, and disappears.</li>
<li>Almost immediately after, a massive boom occurs outside the metal cube.
The entire location shakes. Harveys amulet warns of something coming, and
offers to unleash its full power. Harvey agrees. Stackor and SG realize
that the location of the ritual has been pulled from the material plane.
Harvey has a vision, seeing memories from heaven, of a farmyard, before
settling in a large white room, before a figure. They chat.
<ul>
<li>The figure announces itself first Azalea, then as Iozrael. It mentions
2025-06-03 17:54:02 -05:00
it serves Baazebul. It has plane-shifted the ritual location to
Cocytus, the seventh ring of hell. The amulet acted because of an
2025-06-02 14:01:14 -05:00
opportunity it sees.</li>
</ul>
</li>
</ul>
</li>
<li>COMBAT BEGINS!
<ul>
2025-06-03 17:54:02 -05:00
<li>Iozrael casts <em>dimensional shackles</em> upon Cayden Cailean</li>
2025-06-02 14:01:14 -05:00
<li>2 ice devils manifest, one next to Stackor and Sheila G each.Stackor
maneuvers out of melee, preparing to <em>dispel</em> the <em>shackles</em> on CC. One of
the ice devils summons an ice wall, cutting off Gartug and Naynay from the
rest of the group; the other moves to attack Stackor. Randy tries to
<em>dispel</em> the <em>dimensional shackles</em>, to no luck. Sheila G buffs the party
with <em>blessing of fervor</em>, and hands CC his sword. Gartug punches a hole
2025-06-03 17:54:02 -05:00
through the <em>wall of ice</em>. Cayden Cailean takes up his sword, and stands,
2025-06-02 14:01:14 -05:00
terrified that he is sober.</li>
</ul>
</li>
<li>After one round, we are forced to call it for the night. Tune in next time,
when some of this party likely dies or is abandoned in Hell!</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Gartug Ironfist, a dwarven brawler; Taliah, a tiefling alchemist (Bill)</li>
2025-06-03 17:54:02 -05:00
<li>Sheila G, a half-elf cleric of Cayden Cailean (Thans)</li>
2025-06-02 14:01:14 -05:00
<li>Stackor, a dwarven wizard; Chuck, a dwarven hammer-thrower (James)</li>
<li>Harvey, a tengu-ish monk; Mummrah, a dwarven cleric (Mike)</li>
<li>Randy Van Peeples, a human cleric of Gozreh (Dan)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Rime</li>
<li>Fort Ang</li>
2025-06-03 17:54:02 -05:00
<li>Cocytus, the Seventh Level of Hell</li>
2025-06-02 14:01:14 -05:00
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Maugrim, dwarven god of the dead</li>
<li>Naynay, a pervert-monk</li>
2025-06-03 17:54:02 -05:00
<li>Cayden Cailean, revived mortal god of revelry, freedom, and travel</li>
<li>Iozrael, servant of Baazebul</li>
2025-06-02 14:01:14 -05:00
</ul>
<h2 id="other-notes">Other Notes</h2>
<h2 id="upcoming-events">Upcoming Events</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">The Beasts in the East, Session 3</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02.html" rel="alternate" type="text/html" title="The Beasts in the East, Session 3" /><published>2025-05-14T00:00:00-05:00</published><updated>2025-05-14T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2025-05-15 10:34:49 -05:00
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>The party, re-gathered in their room in Castle Ganth, are gathered and ready
to pursue their next objectives: asking the Count the questions from Syrup,
and then move north is search of the scouts!
<ul>
<li>Syrup asks us to ask the Count for permission to move and camp closer and
to resupply, to find the missing scouts, and to gather any intel on Fort
Rather.
<ul>
<li>Some nuance about the camp: Syrup is happy to camp nearby, outside the
city, or even in the city. Camping nearby has the least risk, but also
the least opportunity for aiding the city. Closer, and even within the
city, gives much greater opportunity to help out the city, but also
greater risk of trouble. Camping in town could even let us control the
city, through martial low, if necessary (though this is likely
unwanted).</li>
</ul>
</li>
</ul>
</li>
<li>We speak with Kaldurs fetchling in the city, trying to gather information
from Fort Rather. He seems surprised to see us, and welcomes us in. The party
generally doesnt catch this, except for Stackor. We ask some questions:
<ul>
<li>Whos in charge? To his knowledge, its still Van der Mere</li>
<li>How many soliders are in the fort? A skeleton crew, as most men were taken
away with Van der Mere to fight a second invasion from the Horde</li>
<li>How many total soldiers does Van der Mere have? 2000</li>
<li>He notes there are some loyalists still, among the troops.</li>
<li>We ask again about any details of the firebombomb and assassination
attempts. He shares that rumors are it was the populists.</li>
</ul>
</li>
<li>We leave, and head to speak with Captain Ilio. We ask him about any ongoing
troubles, and whom to speak with about camping and resupplying.
<ul>
<li>We move into the guard house to speak in private. We inform Ilio about our
true(r) intentions with Fort Rather, and gain a bit more of his trust with
regards to camping and resupplying. He offers to speak with the Count on
our behalf, and will notify us of his response.</li>
<li>We ask if theres anything we can do in the mean time. He mentions looking
into the Counts assassination attempts would be the greatest help.</li>
</ul>
</li>
<li>We head to the market.
<ul>
<li>We first ask if theres an alchemist in town - there is not. We learn that
there are several alchemical items sold by several merchants in town,
supplied by Fort Rather.</li>
</ul>
</li>
<li>
<p>We head back to the fetchlings house, asking him about an underground/black
market. We inquire specifically about the alchemists fire and gunpowder,
which the fetchling is quick to answer it didnt come through the black
market. His suspicion is that either an alchemist is in charge, or an
alchemist is on the team behind the assassination. We conclude it does <em>not</em>
sound like a populist plot.</p>
</li>
<li>
<p>We head to and investigate the Chapel of Abadar. We get the key from Randy. We
detect no indications of wrong-doing.</p>
</li>
<li>We decide to head back to the Fort, for the paladins to heal more of the
wounded. On the way, the fetchling makes himself known to some of us, and
leaves a note behind. It is a bill of sale for a large shipment of alchemical
glassware to the Hawkman estate, from a source in Fort Rather.
<ul>
<li>We continue to the keep. The captain meets us at the moat, and presents to
us papers permitting us to camp and quarter at the Hawkman estate. The
documents give explicit permissions to quarter in basically all the
buildings.</li>
<li>The paladins get to their healing; Stackor <em>teleports</em> back to Syrup and
updates him. Smokey tells people to stand aside.
<ul>
<li>Stackor provides full updates on all goings on, including details
about the fetchling (and his potential memory problems), the
potentially forged bill-of-sale, and the information we gathered about
Fort Rather.</li>
<li>Syrup takes the bill of sale, and will follow-up on it</li>
<li>Syrup doesnt trust the fetchling</li>
</ul>
</li>
</ul>
</li>
<li>
<p>Stackor <em>teleports</em> back to the party, and updates us on his meeting. Our next
objective is moving north, after the missing scouts. We finish up and head
north.</p>
</li>
<li>Leaving out the eastern wall, we come across the fetchling again. We talk
about things.
<ul>
<li>The fetchling mentions to Stackor that runic magic can be twisted. This is
apparently directly related to the resurrection of Cayden Calien,
happening tomorrow.</li>
</ul>
</li>
<li>Next week, we witness the return of a god! Hopefully…</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Ganth</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Colonel Syrup, commander of the Altasian forces</li>
<li>Ignatious “Geo” Joe, an oread shaman</li>
<li>Brother Gabro, an oread monk</li>
<li>Randy Magogum, a fine man, worshipper of Abadar</li>
<li>Captain Ilio, captain of the guard of Ganth</li>
<li>A (or many) fetchling(s) in service to Kaldur Black, named “Thalactos” by Sir
Beet</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>The fetchling offered to help Stackor be in two places at once. It would make
sense if the fetchling was <em>also</em> doing this, and would explain why they
didnt remember things.</li>
</ul>
<h2 id="upcoming-events">Upcoming Events</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">The Beasts in the East, Session 2</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-01.html" rel="alternate" type="text/html" title="The Beasts in the East, Session 2" /><published>2025-05-07T00:00:00-05:00</published><updated>2025-05-07T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-01</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-01.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2025-05-07 20:37:01 -05:00
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>The party meets with Captain Ilio at the gate to Castle Ganth, and we learn
about the current status of the scouts.
<ul>
<li>We talk with some guards, and got some details about the northern towns,
and why everyone is injured. There are consistent attacks from ogres on
the northern towns, and the count is dedicating protections.</li>
<li>We gather some information from some bar patrons about the general vibes
about the count and his assassination. The folks of Ganth, and to the
north, are in favor. The rural areas to the south are less in favor.</li>
<li>Stackor <em>sends</em> Syrup an update.</li>
<li>The party notices a fetchling staring us down at the bar, and Stackor
wanders over to speak with them
<ul>
<li>He reveals himself to be a representative/agent of Baron Black, and
offers us information about region, the current climate, and some
advice.
<ul>
<li>The assassination may have been by the populists or cults in the
city</li>
<li>Calcifer has not messed with Ganth</li>
<li>The ogres to the north have rallied behind a king named Mookdoo</li>
<li>All healers are being targeted and killed in the city, even those
in favor of Calcifer</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li>In the evening, we are escorted to the castle by Ilio to dine with the count.
The count shows obvious wounds, but the scouts are present. We dine, and
discuss affairs.
<ul>
<li>The count suspects one called Hawkman was behind the assassination
attempts, a rancher to the south. The count is very disturbed and angry
about the entire event.</li>
<li>After the meeting, a servant gives us a few more details on the current
issues, and directs us to our chambers in the fort for the evening.
<ul>
<li>One of the healers, a priest of Abadar, apparently exploded in the
chapel of Abadar. The other healers apparently just disappeared.</li>
</ul>
</li>
</ul>
</li>
<li>Stackor <em>teleports</em> back to Syrup to check-up, with one of the scouts. Sirs
Beet and Tern take up Count-guarding duties.
<ul>
<li>Syrup asks us to ask the Count for permission to move and camp closer and
to resupply, to find the missing scouts, and to gather any intel on Fort
Rather.</li>
</ul>
</li>
<li>The party, re-gathered in their room in Castle Ganth, are gathered and ready
to pursue their next objectives: asking the Court the questions from Syrup,
and then move north is search of the scouts!</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Ganth</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Colonel Syrup, commander of the Altasian forces</li>
<li>Ignatious “Geo” Joe, an oread shaman</li>
<li>Randy Magogum, a fine man, worshipper of Abadar</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
2025-05-15 10:34:49 -05:00
<ul>
<li>MY BOYYYYY!</li>
</ul>
2025-05-07 20:37:01 -05:00
<h2 id="upcoming-events">Upcoming Events</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">Tales from the Crypt (Dragon), S5E12</title><link href="https://ttrpg.theinternetvagabond.com/journals/seventh/cryptdragon-12.html" rel="alternate" type="text/html" title="Tales from the Crypt (Dragon), S5E12" /><published>2025-04-28T00:00:00-05:00</published><updated>2025-04-28T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/cryptdragon-12</id><content type="html" xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/cryptdragon-12.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
2025-04-29 21:04:56 -05:00
<ul>
<li><del>Investigate the ethereal plane room at the Giants keep</del></li>
<li><del>Enter Stormheim</del></li>
<li><strong>[COMPLETE]</strong> Join Kaldur and seek the Mantles of the Heroes</li>
<li><strong>[COMPLETE]</strong> Aid the merfolk in attacking the Cthulu cults</li>
<li><strong>[COMPLETE]</strong> Defeat the Dracolich to earn the Rune from Nuripites</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>The party stands in the Runebarrow, deliberating when and where to return
Cayden Caylien to the material plane. We decide, after a brief discussion and
brainstorming sesh, to keep to our plan, and return Cayden to Sheila Gs
temple. But then, we reconsider, and decide to return him somewhere, and then
<em>teleport</em> with him elsewhere if we so choose. Maurgim will protect Cayden
from being scryed upon once he is on the material plane, but returning him to
life will (likely) be very well known.
<ul>
<li>We finally decide to return Cayden to “the cube room” in Fort Ang. Sheila
G and Stackor will <em>teleport</em> to that location ahead of time, so SG knows
better of it.</li>
</ul>
</li>
<li>We rest for the night in the Runebarrow, then <em>plane shift</em> back to the
material plane, then <em>teleports</em> back to Rime. They sell their loot,
distribute the new wealth, and do some shopping.
<ul>
<li>Kaldur Black and Harvey have a mental chat, mostly about political
scheming and cult hunting.</li>
</ul>
</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Gartug Ironfist, a dwarven brawler (Bill)</li>
<li>Sheila G, a half-elf cleric of Cayden Calien (Thans)</li>
<li>Stackor, a dwarven wizard (James)</li>
<li>Harvey, a tengu-ish monk (Mike)</li>
<li>Randy Van Peoples, a human cleric of Gozreh (Dan)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>A dead planet</li>
<li>The Boneyard
<ul>
<li>The barrow of Nuripites, a crypt dragon</li>
<li>The Runebarrow</li>
</ul>
</li>
<li>Rime</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Naynay, a human pervert with some martial arts training</li>
</ul>
<hr />
<h2 id="current-objectives-1">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territiries, and reclaim Fort Rather</li>
</ul>
<h2 id="events-1">Events</h2>
<ul>
<li>Herein begins our tales of the Altasian army moving into the Far Territories
to reclaim Fort Rather, and fight the daemon Calcifer. When last we left them,
they had left Flint a bit of a disaster.
<ul>
<li>Their first stop is at Shrine Lake. There, the party identifies various
fey groups, which appear to all of sworn loyalty to the empty throne of
the Twilight Court. This is odd.</li>
<li>The second stop is in The Verdant. There, the party discovers two fighting
factions - a group of “original” verdant elves and half-elves, and a group
of “new” verdant elves and half-elves.
<ul>
<li>The “OG Verdant” note that the “New Verdant” have taken up strange and
dark tidings, and would like the party to kill them. If this is done,
the OG will restore the camps, offer safe passage, and even provide
guides.
<ul>
<li>The party members notice a group of paler elves, which they
suspect may be calling the shots behind the scene.</li>
</ul>
</li>
<li>The “New Verdant” mostly just want to be left alone. They ask the
party to take whichever of them wants to leave with them, and offer us
guidance out of the forest.</li>
<li>The decision, after a vote, is to take on the New Verdant as a means
of solving the OG Verdants problem. We will take whomever wants to
come with us away, and punish them accordingly if necessary.</li>
</ul>
</li>
<li>The third stop is in a barren desert. The caravan is beset by small groups
of undead, seemingly coming from a large dark sandstorm to the north.
Commander Syrup considers dispatching troops to investigate and possibly
root-out the cause of these undead, but the party advises against it, and
we move on.</li>
<li>The fourth stop is the small region of Perth. There, the halflings and
wayangs are at each-other with fighting and distrust.
<ul>
<li>The wayangs stated that the halflings poisioned their well, and
attacked them. The partys investigations confirm this, but further
find a growing cult of yog-sothos, which they destroy.</li>
<li>The halflings make claims that the wayangs <em>plane shifted</em> some of
their vulnerable and venerable members away. The partys
investigations confirm this, but further find a growing cult of
nyarlethotep, which they werent fully able to destroy. The party
decides to leave a detachment of Abadars Inquisition to finish the
task.</li>
</ul>
</li>
</ul>
</li>
<li>
<p>We arrive at modern day. Stackor pops up, talks with Syrup, then heads back to
Rime. The next day, Stackor and Randy Van Peoples, who <em>resurrects</em> Sir Beet.</p>
</li>
<li>The camp has a meeting. The scouts sent to Ganth have not returned. The party
is being sent to investigate what happened to the scouts. Once determined, the
party is to meet with Count Therin to discuss the forces resupplying, camping,
and moving through towards Fort Rather.
<ul>
<li>As we approach, the gates are down, the guards are armed, but the Counts
flag still flies. Sir Beet does the talking. The guard informs us that our
scouts are within, though they split, and half went further north. When
the scouts arrived, there was an attempt on the Counts life by assassins.
The guard is welcoming of additional support, stating that Ganth seems to
stand alone against many threats. We move into the town, to meet with the
captain of the guard.
<ul>
<li>A fetchling notices the party, though most of us dont notice them,
and moves into a home. A few moments later, a crow leaves from that
home, flying east.</li>
<li>The party meets with Captain Ilios</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2 id="player-characters-1">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Ignatious “Geo” Joe, an oread shaman (Thans)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2 id="locations-1">Locations</h2>
<ul>
<li>Road from Flint to Ganth</li>
</ul>
<h2 id="npcs-and-notable-characters-1">NPCs and Notable Characters</h2>
<ul>
<li>Colonel Syrup, commander of the Altasian forces</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>Stand Aside.</li>
</ul>
2025-06-03 17:54:02 -05:00
<h2 id="upcoming-events">Upcoming Events</h2>]]></content><author><name>Ancillary Scribe</name></author><category term="journals" /><category term="seventh" /><summary type="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry></feed>