<?xml version="1.0" encoding="utf-8"?><feedxmlns="http://www.w3.org/2005/Atom"><generatoruri="https://jekyllrb.com/"version="4.3.4">Jekyll</generator><linkhref="https://ttrpg.theinternetvagabond.com/feed.xml"rel="self"type="application/atom+xml"/><linkhref="https://ttrpg.theinternetvagabond.com/"rel="alternate"type="text/html"/><updated>2025-08-25T22:13:59-05:00</updated><id>https://ttrpg.theinternetvagabond.com/feed.xml</id><titletype="html">Vagabond’s TTRPG Site</title><subtitle>A collection of my tabletop roleplaying game writings.</subtitle><author><name>Bill Niblock</name></author><entry><titletype="html">Dead Boys and Ability Score Damage, Session 13</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-13.html"rel="alternate"type="text/html"title="Dead Boys and Ability Score Damage, Session 13"/><published>2025-08-25T00:00:00-05:00</published><updated>2025-08-25T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-13</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-13.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Kill an Ogre King</li>
<li>[COMPLETE!] <del>Revive (the real) Syrup, and return him to command</del></li>
<li>[COMPLETE!] <del>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</del></li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>With Johnson the light-emitting-skin-suit joining the group, the part moves
towards the Ogre King. We move through the halls, coming to a large doorway
constructed of logs, with an <em>Arcane Lock</em> upon it. Before it are two ogres
with greatswords. COMBAT!!
<ul>
<li>The ogres beat us down pretty damn hard, but we prevail!</li>
</ul>
</li>
<li>Jonathan confirms we stand outside the Ogre King’s chamber. There is a
protective ward within, restricting him from entering. The wards are runic in
design, in circles, of reflective materials. We fuck around a bit, before
Stackor <em>knocks</em> the barred-door open. We eventually find our way inside, and
engage! Through the use of the anti-magic object we had from the Me-Go’s,
copious amounts of <em>acid spray</em>, and some good stabbings, we manage to get the
Ogre King quite damaged. Stackor finishes him off with a mythic <em>cone of
cold</em>.
<ul>
<li>We spend some time looting!</li>
</ul>
</li>
<li>As we leave, making our way back to the injured men, we discover that an ogre
had made his way to them before us, and slaughtered them. We manage to
dispatch him, and feel very bad about the whole thing.
<ul>
<li>Gabro finds a mine cart, and we load up the remaining injured men and book
it out of the mines. Ogres chase us, but never catch us.</li>
<li>Outside, Pale Root and Little Plague greet us, and we plan our next steps.</li>
</ul>
</li>
<li>Stackor constructs a <em>secure shelter</em>, then <em>teleports</em> some of the injured
men back to Mine Town. He updates Sir Wallace (who’s just surley), then
<em>teleports</em> back to the group. We’ll pick up from here next time!</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Oogie Houndstooth, a human cleric of Kelinahat (Mike)</li>
<li>Brother Gabro, an oread monk (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Tinsel Town, and the associated mines</li>
<li>Mine Town</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.</li>
<li>Little Plague, a byakhee summoned intentionally by Stackor</li>
<li>Jonathon, a being of light and a Sojourner</li>
<li>Mook-Do, the Ogre King</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">Dead Boys and Ability Score Damage, Session 12</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-12.html"rel="alternate"type="text/html"title="Dead Boys and Ability Score Damage, Session 12"/><published>2025-08-20T00:00:00-05:00</published><updated>2025-08-20T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-12</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-12.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Kill an Ogre King</li>
<li>[COMPLETE!] <del>Revive (the real) Syrup, and return him to command</del></li>
<li>[COMPLETE!] <del>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</del></li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>After recouperating from the fight with the blood-stealing eye monster, the
party hears drums. Drums in the deep. In two deeps, actually! One from the
barricaded hallways before us, and one from within the cavern. Sir Beet
launches a fire arrow into the cavern to scout, and manages to shoot the ogres
there! Combat!!
<ul>
<li>The troop of ogres charges at us. Stackor <em>fireballs</em> it. Sir Beet shoots
it. The troop crashes into Gabro and Oogie. Gabro answers with some
punches!</li>
<li>Stacckor launches another <em>fireball</em>, and Sir Beet finishes them off.
Victory!!</li>
</ul>
</li>
<li>We approach the barricades/gateways. After some feeble attempts by Sir Tern,
Brother Gabro bashes through the left-most barricade, and we move into a room
filled with cages and a large soup cauldron. There’s a single, essentially
naked ogre, with a large chef’s hat and a wooden spoon. The group quickly
dispatches the ogre, and begins tending to the captives. Specifically, there’s
an ogre and a scrawny man that are caged separately.
<ul>
<li>Brother Gabro approaches and speaks with the scrawny man. After some
discussion, he opens the cage and lets the man out. He notices, while
doing so, a gust of wind seems to escape from the cave also.</li>
<li>Meanwhile, Stackor approaches and speaks with the ogre. It is a former
servant of Mook-do, the Ogre King. He explains that Mook-do has forgotten
his faith, and is performing evil magicks to corrupt his kin. Mook-do
wants to use this ogre and turn him into a gateway.</li>
</ul>
</li>
<li>
<p>Lots of talking happens, eventually the scrawny man, Jonathon, T-1000’s
himself through the ogre’s cage, and sucks his mind out with weird light
powers. More stuff happens, we make some decisions, and Jonathon joins us down
the other path towards the ogre king!</p>
</li>
<li>We call it here for the evening.</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Oogie Houndstooth, a human cleric of Kelinahat (Mike)</li>
<li>Brother Gabro, an oread monk (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Tinsel Town, and the associated mines</li>
<li>Rime
<ul>
<li>The Temple of Torag</li>
</ul>
</li>
<li>Army Encampment</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.</li>
<li>Little Plague, a byakhee summoned intentionally by Stackor</li>
<li>Colonel Syrup, and his under-officers</li>
<li>Jonathon, a being of light and a Sojourner</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">Dead Boys and Ability Score Damage, Session 11</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-11.html"rel="alternate"type="text/html"title="Dead Boys and Ability Score Damage, Session 11"/><published>2025-08-11T00:00:00-05:00</published><updated>2025-08-11T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-11</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-11.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.</li>
<li>Little Plague, a byakhee summoned intentionally by Stackor</li>
<li>Colonel Syrup, and his under-officers</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 10</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-10.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 10"/><published>2025-08-06T00:00:00-05:00</published><updated>2025-08-06T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-10</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-10.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Kill an Ogre King</li>
<li>[COMPLETE!] <del>Revive (the real) Syrup, and return him to command</del></li>
<li>[COMPLETE!] <del>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</del></li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>
<p>After discussion, most of which I missed, Stackor <em>teleports</em> with Smokey’s
corpse to the temple of Torag in Rime. Upon arriving, he immediately notices
some odd figures, and there’s quite the commotion. He decided not to stay and
find out what’s happening, and <em>teleports</em> himself and corpse to the army
encampment. He sync’s up with Syrup, leaves the corpse there for babysitting,
and then returns to the party in the mines.</p>
</li>
<li>The party continues through the mines, in pursuit of the Ogre King!
<ul>
<li>As we progress, we find the troll’s home. It reeks, and is filled with
body parts and, surprisingly, gold!</li>
<li>We return to the main tunnel, and continue. We eventually come upon a
skeletal ogre, and engage! It is a swift combat. Behind it is a bone door,
which we open to find some more ogres, and the ogre mage from before.
Combat!!
<ul>
<li>Stackor glitter bombs it! Joe triggers a <em>Symbol of Weakness</em>,
decimating Stackor’s and Sir Tern’s strengths.</li>
<li>More combat happens, but we take out the enemies with little-to-no
trouble!</li>
</ul>
</li>
<li>We loot some stuff, then return to Tinsel Town. We rest there, with
intention of using some <em>Lesser Restorations</em> when we can.</li>
</ul>
</li>
<li>We call it for here for the night. Next time, new adventures await!</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Brother Basalt/Ignatius Joe, an oread shaman (Mike)</li>
<li>Brother Gabro, an oread monk (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Tinsel Town, and the associated mines</li>
<li>Rime
<ul>
<li>The Temple of Torag</li>
</ul>
</li>
<li>Army Encampment</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.</li>
<li>Colonel Syrup, and his under-officers</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 9</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 9"/><published>2025-07-30T00:00:00-05:00</published><updated>2025-07-30T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 8</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 8"/><published>2025-07-21T00:00:00-05:00</published><updated>2025-07-21T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li><em>Lesser Restoration</em> ALL THE THINGS!</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 8</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 8"/><published>2025-07-16T00:00:00-05:00</published><updated>2025-07-16T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Someday, we <em>may</em> try to kill an Ogre King</li>
<li>[COMPLETE!] <del>Revive (the real) Syrup, and return him to command</del></li>
<li>[COMPLETE!] <del>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</del></li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>
<p>The party rests at the Hawkman Ranch, with expectations to <em>teleport</em> back to
Mine Town. We return Sir Dunce’s stuff to Syrup, to be properly handled.
Smokey complains to his father. The party <em>teleports</em> to Mine Town, having a
small misadventure to the north of the Ogre King’s lands, finding some scary
giant flying weird dead dragon/dinosaur things. They succeed the second time
and arrive in Mine Town. Sir Tern tells them about his dream, and offers to
ask Sir Wallace about any new information on the Ogre King, and if he is aware
of the beasts flying around.</p>
</li>
<li>We consider our approach. There are two options:
<ul>
<li>To the North West is Tin Town, through the Tin mines are tunnels</li>
<li>A quarry leads to troll tunnels, which will eventually lead us to the Ogre
King</li>
</ul>
</li>
<li>We decide on Tin Town. We get some information about the location from a
rather sour Wallace, including a map. We saddle up and depart! As we move
along mountain passes, we come across 3 Mi-Go’s! All three have some odd
implements - two of which look like guns, and the last being some kind of
chest-mounted blinking object. The last is creating an anti-magic field.
COMBAT!!
<ul>
<li>After significant damage, we survive! Barely! We get some crazy loot,
which we’ll divy up next time!</li>
</ul>
</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Brother Basalt, an oread shaman (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Fields north of the Ogre King’s claim</li>
<li>Mine Town</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Colonel Syrup, and his under-officers</li>
<li>Sir Wallace, castellan of Mine Town</li>
<li>Gustav Therrin, son of the Count of Ganth</li>
<li>Brother Gabro, an oread monk</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 7</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 7"/><published>2025-07-07T00:00:00-05:00</published><updated>2025-07-07T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Someday, we <em>may</em> try to kill an Ogre King</li>
<li>Revive (the real) Syrup, and return him to command</li>
<li>Hunt-down the brother-in-law, Stanislaw, and bring him to justice</li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>Back into the fray! Jen Erica is invisible, next to Silken. A bubble of
darkness envelops them, and the bottom of a stairwell, upon which stands Beet,
firing down from above.
<ul>
<li>Beet eats a <em>magic missile</em>, and blasts back into the darkness.</li>
<li>Jen tries to <em>dispel</em> the darkness, but fails!</li>
<li>After a few more exchanges, the darkness move far enough into the
stairwell to reveal the figure inside. Beet shoots it more, and it
explodes in light.</li>
<li>Jen tries to <em>boneshaker</em> the brother-in-law, but fails!</li>
<li>Dunce revives, somehow, laughing and attacking the ghost.</li>
<li>The brother-in-law launches more bombs at Beet, taking him down! Shortly
thereafter, Beet is stabilized.</li>
<li>Jen tries to <em>blindness</em> the brother-in-law, but fails!</li>
<li>The brother-in-law misses Jen with a bomb. Jen answers with a <em>fireball</em>!</li>
<li>The brother-in-law hits Jen with a bomb. Jen answers by dying. RIP.</li>
</ul>
</li>
<li>Meanwhile, back at the palace, Gabro and Stackor enjoy some pastries while
waiting for someone to help. A servant enters, and directs us to a chamber in
which the King, Duke Kranow, and Lord Nacob await. Syrup is taken away on a
stretcher, to be raised. The King asks for an update. Politics happens.
<li>Lord Nacob questions Baron Black’s loyalty and motivations</li>
<li>The King will have Syrup decide on and announce command changes before
moving on Fort Rather.</li>
<li>Syrup returns, and updates the King of recent events. The King returns
Syrup to command, and gives him his orders.</li>
<li>Lord Nacob offers us some spy-resources; we decide upon a spymaster.</li>
<li>Marshall Kranow offers us Lord Destru, a renown duelist and traditionalist
minor noble, of incredible sword skill, but also a cunt.</li>
</ul>
</li>
<li>After some further deliberation, it is concluded that Stackor will <em>teleport</em>
back to the palace in a few days. Stackor tries to <em>send</em> a message to Beet,
which fails. He then tries to <em>scry</em> upon Beet, which also fails. The group
<em>teleports</em> back to camp. Stackor <em>sends</em> a message to Silken, who notifies us
of the shenanigans, and that one of the party survived, and they are riding
back to camp. Stackor and Gabro ride out to meet them.
<ul>
<li>Upon meeting with Beet, Beet insists that we return to the ruins to
retrieve their companion’s bodies and finish the job. Despite a poor
decision, we do so.
<ul>
<li>Arriving, we move into the ruin, where we are quickly set upon by the
ghost and brother-in-law. COMBAT!!
<ul>
<li>After <strong>many</strong> rounds, we destroy the ghost and subdue the
brother-in-law.</li>
</ul>
</li>
<li>We loot the ruins. We find a bunch of stuff. We also find a tunnel
leading away and into the ground from the ruins; Stackor
<em>stone-shapes</em> a wall to block it. We find some sweet loot, Gabro gets
poisoned, and we find a button that opens a secret staircase further
underground. Stackor <em>teleports</em> us back to camp.</li>
</ul>
</li>
</ul>
</li>
<li>Meanwhile, in Mine Town, Sir Tern Ipswitch has a dream!
<ul>
<li>An Apprentice of the Walking Key is coming for me , and I cannot stand against them</li>
<li>His apprentice is Stackor. So long as Stackor has been studying, he should
be able to stop them</li>
</ul>
</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Brother Gabro, an oread monk (Bill)</li>
<li>Jen Erica von Illamage, a human wizard [RIP], and Brother Basalt, an oread shaman (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan) [AFT]</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Plains and ruins near Ganth</li>
<li>Cathedral of Nems</li>
<li>New Geneve
<ul>
<li>Palace of Chezques</li>
</ul>
</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Dunce</li>
<li>Colonel Syrup, and his under-officers
<ul>
<li>Major Moto</li>
<li>Captain Crunch</li>
</ul>
</li>
<li>The Hawkman brother-in-law, Stanislaw</li>
<li>Silken, a fey knight of the twilight court</li>
<li>Gutrag, a fly-headed dwarf “wandering diplomat”</li>
<li>Duke Kranow, the marshall of Altae</li>
<li>Lord Nacob, a noble man</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 6</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 6"/><published>2025-07-02T00:00:00-05:00</published><updated>2025-07-02T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Potentially, we’re going to kill the Ogre King</li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>The group is at the Hawkman Ranch, staring at the ruins of the exploded
pump-house. After some deliberation, we decide to confront Syrup directly. He
is in the Ranch House proper, where we meet him with his under-officers. Of
note, Stackor identifies he has a new Amulet of Non-Detection on. Otherwise,
no suspicious auras or effects.
<ul>
<li>Syrup feels confident of Hawkman involvement with the assassinations. Most
of the family is under arrest, except for the brother-in-law, who is
currently a fugitive. The pump-house evidently belonged to him, and he
evidently exploded it. He mentions several people in the explosion,
however not including himself. He advises we re-evaluate the pump-house.</li>
<li>On the way, once out of earshot, Syrup quickly admits he is not our Syrup.
He explains that Syrup did die in the explosion, but his body has been
reconstituted and is being kept in good condition at the Temple in Nems.
He identifies himself as a knight of the twilight court named Silken.
There’s a lot of discussion, general updating of the affairs with the
Hawkman estate (namely that the brother-in-law is all-but-certainly behind
the assassination attempts, but that the Hawkman’s proper may not be
involved).
<ul>
<li>The party decides that they must retrieve the real Syrup immediately.
A problem is that Beet will not let Silken remain in control of the
camp. After much discussion, we decide to split the party. Stackor and
Gabro will <em>teleport</em> to the cathedral, retrieve Syrup’s body,
continue on to the capitol city, revive him, and return. Meanwhile,
Beet, Silken, and Jen Erica will ride towards the suspected hiding
place of the brother-in-law Stanislaw. Before riding out of camp, an
odd fly-headed dwarf that looks suspiciously like Gartug approaches,
and introduces itself as Gutrag, a wandering diplomat. The group rides
out of camp together, and once far enough away, Stackor <em>teleports</em>
away.</li>
</ul>
</li>
</ul>
</li>
<li>
<p>Stackor and Gabro arrive at the Cathedral of Nems. We briefly speak with the
Bishop (who congratulates us on dealing with the troubles that we ignored) who
apologies for not being able to raise Syrup “to our wishes” (as a fey), pick
up Syrup’s body, and <em>teleport</em> to the palace Chezques of New Geneve. Upon
arrival, a king’s man attends to us, Stackor asks to notify the king, and we
wait.</p>
</li>
<li>
<p>Meanwhile, Beet, Silken, and Jen Erica ride towards the assassin Stanislaw.
Silken changes to look like Beet instead of Syrup, after Beet complains he
doesn’t like Silken looking like Syrup. Beet is not amused; Jen Erica is.</p>
</li>
<li>
<p>Back in New Geneve, after 2 hours, the group is brought snacks. Gabro asks for
a cleric.</p>
</li>
<li>Back in the Buddy Cop film, the group arrives at the ruins. Silken wishes them
luck, and offers to wait around if they want to interrogate. Beet literally
refuses any assistance, and Silken just leaves, but not before warning for
traps. Dunce then steps in a bear trap. Jen Erica finds the secret switch into
the ruins, and the party manages to keep going. Heading into the ruins, Dunce
steps on a pressure plate and triggers an explosion, taking out the staircase.
They heal themselves up a bit, and continue in, eventually finding an
alchemists’ laboratory, bedroom, and Stanislaw, who spouts some populist
stuff. Beet ain’t buyin’ it, and Dunce raises his axe exitedly. COMBAT!!
<ul>
<li>Jen Erica gets possessed. Darkness enshrouds the group. Dunce is attacked
by a figure in the dark. Beet gets bombed.</li>
<li>Dunce somehow manages to take down his attacker. Beet retreats out of the
darkness, up the ruined staircase. Jen Erica follows Beet.</li>
<li>Beet takes down Jen Erica, which causes the ifrit spirit possessing it to
emerge. It is wearing robes that show the Carjulian Brotherhood crest. Jen
Erica’s body then disappears (much to the surprise of all). Dunce gets
burned alive.</li>
<li>Beet and the ghost are blasting each other. Jen Erica gets a potion, is
revived, and hears a familiar voice asking if it wants it to take her
away. Alternatively, it can wait with her for the dust to settle, and try
to get Stanislaw. They decide to wait.</li>
</ul>
</li>
<li>We break for the night!</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Brother Gabro, an oread monk (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan) [AFT]</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Hawkman Ranch</li>
<li>Plains and ruins near Ganth</li>
<li>Cathedral of Nems</li>
<li>New Geneve
<ul>
<li>Palace of Chezques</li>
</ul>
</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Dunce</li>
<li>Colonel Syrup, and his under-officers
<ul>
<li>Major Moto</li>
<li>Captain Crunch</li>
</ul>
</li>
<li>The Hawkman brother-in-law, Stanislaw</li>
<li>Silken, a fey knight of the twilight court</li>
<li>Gutrag, a fly-headed dwarf “wandering diplomat”</li>
</ul>
<h2id="other-notes">Other Notes</h2>
<h2id="upcoming-events">Upcoming Events</h2>
<ul>
<li>Hunt down Stanislaw, and bring him to justice</li>
<li>Resurrect the real Syrup, and return the column to order!</li>
</ul>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry><entry><titletype="html">The Beasts in the East, Session 5</title><linkhref="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04.html"rel="alternate"type="text/html"title="The Beasts in the East, Session 5"/><published>2025-06-23T00:00:00-05:00</published><updated>2025-06-23T00:00:00-05:00</updated><id>https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04</id><contenttype="html"xml:base="https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04.html"><![CDATA[<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li>Proceed to the Far Territories, and reclaim Fort Rather.
<ul>
<li>Potentially, we’re going to kill the Ogre King</li>
</ul>
</li>
</ul>
<h2id="events">Events</h2>
<ul>
<li>After our harrowing experiences with the Gate-Cleric-Monstrosity, we regroup
mid-decision on our next steps.
<ul>
<li>While we argue about next steps, Sir Beet goes to tend to the son, since
evidently we got immediately distracted in this task last time. He finds
the son is very likely to die of gangrene in the next couple days. He
fixes up the son’s wounds, and re-dresses them, discovering they were
initially dressed seriously poorly. Using this as a learning opportunity,
he brings over Doctor Boggins, who grows very nervous as Sir Beet shows
the problems.
<ul>
<li>A brief overview of the other soldiers shows that the doctor is a
competent healer, and so this shoddy worksmanship is questionable.</li>
<li>Sir Beet also updates Gustav about his family. Gustav is torn -
feeling an obligation to his men, but also an understanding of his
familial obligations.</li>
<li>After considerations, Sir Beet decides to bring up the doctor’s
actions to Sir Wallace.</li>
</ul>
</li>
</ul>
</li>
<li>The group returns to the command tent. Sir Beet brings up the issues with Sir
Wallace. Beet <em>also</em> informs Wallace about the latest affairs in Ganth.
Wallace mentions he was unaware of the latest status of Ganth, and that our
actions now make more sense. Wallace insists that Boggins accompany Gustav,
but then the decision is made that only Boggins return, and Gustav remain in
our care at Mine Town.
<ul>
<li>Stackor, Sir Beet, and Dr. Boggins <em>teleport</em> back to Ganth, where Boggins
is handed over to Captail Ilio. Ilio also informs Beet that Sir Dunce, the
paladin of Damerich, was looking for us. After a brief search, Sir Dunce
meets with Beet and Stackor.
<ul>
<li>Dunce informs Beet: 2 days ago, the company arrived at Hawkman’s
Ranch. Syrup asked Dunce to aid with investigations into the Hawkmans’
as suspects of Count Therin’s assassination. During the investigation,
the army found an alchemical workstation in a pump-station. Colonel
Syrup proceeded to interrogate the inhabitants, and sent Dunce to get
assistance. However, as he went, the pump-station exploded, and Dunce
raced back, finding the men dead. Dunce raced off to find help, and
upon returning, found Colonel Syrup directing fire-fighting efforts.
Dunce believes that Syrup is possibly now an imposter, and is
uncertain how to move forward.</li>
<li>Stackor and Beet deliberate for a long while. Stackor tries a
<em>sending</em> to Syrup, which fails, and they conclude that Syrup is
likely dead, and is replaced by a shapeshifter/fey. They deliberate
some more, and decide that the party will re-group in Ganth to handle
this sudden army business, and then return to Mine Town to deal with
the Ogre King.
<ul>
<li>Sir Tern remains at Mine Town, acting as their doctor.</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li>The new group assembles in Ganth, resting there for the evening. Stackor
<em>sends</em> a message the King of Altae, informing him of the situation around
Colonel Syrup. Sir Beet is drawn into a dinner with Count Therin. The next
day, the group gathers, and heads off towards the army on <em>phantom steeds</em>.
<ul>
<li>Upon arriving at the Hawkman Ranch, the group immediately goes to the
pump-house, and investigates the ruins. They find some finger bones, some
molten glass, and various pieces of debris.</li>
</ul>
</li>
<li>We call it here!</li>
</ul>
<h2id="player-characters">Player Characters</h2>
<ul>
<li>Sir Beet, a human paladin of Iomedae (Thans)</li>
<li>Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)</li>
<li>Jen Erica von Illamage, a human wizard (Mike)</li>
<li>Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)</li>
<li>Stackor, a dwarven wizard (James)</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Mine Town</li>
<li>Hawkman Ranch</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Sir Wallace, castellan of Mine Town</li>
<li>Boggins, a doctor in Mine Town</li>
<li>Gustav Therin, son of the Count of Ganth</li>
<li>Captain Ilio</li>
<li>Sir Dunce</li>
</ul>
<h2id="other-notes">Other Notes</h2>
<ul>
<li>Smokey is really obsessed with licking some balls.</li>
<h2id="upcoming-events">Upcoming Events</h2>]]></content><author><name>Ancillary Scribe</name></author><categoryterm="journals"/><categoryterm="seventh"/><summarytype="html"><![CDATA[The (mis-) adventures of the 7th Ancillary of the Altasian Army]]></summary></entry></feed>