From 106020450024b818f0f302fc538d9b9f56dd5215 Mon Sep 17 00:00:00 2001 From: "Scribe [bot]" Date: Wed, 28 Aug 2024 18:21:49 -0500 Subject: [PATCH] Automated Publish --- feed.xml | 323 +++++---------- journals/seventh/20211213.html | 6 + journals/seventh/20211227.html | 6 + journals/seventh/20220105.html | 6 + journals/seventh/bore_update.html | 6 + journals/seventh/clockwork_1.html | 6 + journals/seventh/clockwork_2.html | 6 + journals/seventh/clockwork_3.html | 6 + journals/seventh/gartug_1.html | 6 + journals/seventh/greenguts_1.html | 6 + journals/seventh/index.html | 63 +-- journals/seventh/life-and-death.html | 4 + journals/seventh/lons_01.html | 6 + journals/seventh/lons_02.html | 6 + journals/seventh/lons_03.html | 6 + journals/seventh/lons_04.html | 6 + journals/seventh/lore/3rd-army.html | 4 + journals/seventh/lore/arconus-journal.html | 4 + .../seventh/lore/bore_memories_question.html | 4 + journals/seventh/lore/coming-invasion.html | 4 + journals/seventh/lore/dark-folk.html | 4 + .../lore/disappearance-twin-cities.html | 4 + .../lore/on-arconis-barri-traitors-noose.html | 4 + journals/seventh/lore/sojourners.html | 4 + journals/seventh/stormheim-01.html | 6 + journals/seventh/stormheim-02.html | 6 + journals/seventh/stormheim-03.html | 6 + journals/seventh/stormheim-04.html | 6 + journals/seventh/stormheim-05.html | 6 + journals/seventh/stormheim-06.html | 6 + journals/seventh/stormheim-07.html | 6 + journals/seventh/stormheim-08.html | 10 + journals/seventh/stormheim-09.html | 380 ++++++++++++++++++ journals/seventh/taliah_1.html | 6 + journals/seventh/taliah_2.html | 6 + journals/seventh/taliah_3.html | 6 + journals/seventh/taliah_4.html | 6 + journals/seventh/taliah_5.html | 6 + journals/seventh/taliah_6.html | 6 + journals/seventh/tern_1.html | 6 + journals/seventh/tern_2.html | 6 + journals/seventh/tern_3.html | 6 + journals/seventh/tern_4.html | 6 + journals/seventh/tern_5.html | 6 + journals/seventh/tern_6.html | 6 + journals/seventh/tern_7.html | 6 + journals/seventh/tern_8.html | 6 + journals/seventh/tern_9.html | 6 + journals/seventh/tuckleberry_1.html | 6 + journals/seventh/tuckleberry_10.html | 6 + journals/seventh/tuckleberry_2.html | 6 + journals/seventh/tuckleberry_3.html | 6 + journals/seventh/tuckleberry_4.html | 6 + journals/seventh/tuckleberry_5.html | 6 + journals/seventh/tuckleberry_6.html | 6 + journals/seventh/tuckleberry_7.html | 6 + journals/seventh/tuckleberry_8.html | 6 + journals/seventh/tuckleberry_9.html | 6 + journals/seventh/tugger_1.html | 6 + journals/seventh/tugger_2.html | 6 + journals/seventh/tugger_3.html | 6 + journals/seventh/tugger_4.html | 6 + journals/seventh/tugger_5.html | 6 + journals/seventh/yamson_1.html | 6 + journals/seventh/yamson_10.html | 6 + journals/seventh/yamson_11.html | 6 + journals/seventh/yamson_12.html | 6 + journals/seventh/yamson_13.html | 6 + journals/seventh/yamson_14.html | 6 + journals/seventh/yamson_15.html | 6 + journals/seventh/yamson_16.html | 6 + journals/seventh/yamson_17.html | 6 + journals/seventh/yamson_18.html | 6 + journals/seventh/yamson_2.html | 6 + journals/seventh/yamson_3.html | 6 + journals/seventh/yamson_4.html | 6 + journals/seventh/yamson_5.html | 6 + journals/seventh/yamson_6.html | 6 + journals/seventh/yamson_7.html | 6 + journals/seventh/yamson_8.html | 6 + journals/seventh/yamson_9.html | 6 + 81 files changed, 939 insertions(+), 281 deletions(-) create mode 100644 journals/seventh/stormheim-09.html diff --git a/feed.xml b/feed.xml index c63aefa..b1a9cc3 100644 --- a/feed.xml +++ b/feed.xml @@ -1,4 +1,39 @@ -Jekyll2024-08-19T21:22:01-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E52024-08-05T00:00:00-05:002024-08-05T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-06Current Objectives +Jekyll2024-08-28T18:21:47-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E82024-08-26T00:00:00-05:002024-08-26T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-09Current Objectives +
    +
  • Investigate the ethereal plane room
  • +
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
  • +
+ +

Events

+
    +
  • We start in Rhyme, having returned via teleport by Stackor at the end of last session’s inventoring adventure!
  • +
+ +

Player Characters

+
    +
  • Nataliah, a tiefling alchemist (Bill)
  • +
  • Randy Van Peoples, a human cleric of Gozreh (Dan)
  • +
  • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
  • +
  • Mithingra, a dwarven cleric of Folgrit (Mike)
  • +
+ +

Locations

+
    +
  • Rime
  • +
  • The path to Stormheim
  • +
  • A ruined temple of Folgrit, and beneath it
  • +
+ +

NPCs and Notable Characters

+
    +
  • Large Marg, a dwarven ranger (Thans)
  • +
+ +

Other Notes

+
    +
  • We start the session still in the past, with 14 days until our meeting with the Crypt Dragon in the Boneyard
  • +
  • Today, after more than a year out-of-game playing with our headquarters in this same city, I finally got the spelling correct. Turns out, Rime is a city in a frozen tundra wasteland. I didn’t know it was cold here, either.
  • +
]]>
Ancillary Scribe
Stormed Heims, S4E72024-08-05T00:00:00-05:002024-08-05T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-07Current Objectives
  • Rescue Green Guts!
  • Investigate the ethereal plane room
  • @@ -7,36 +42,43 @@

    Events

      -
    • Now back in Rhyme, the plan is to, once again, teleport back towards Stormheim, and continue! PSYCH! 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 not to go to Flint, SG teleports us to Flint! +
    • From our vantage above Kaldur’s domain, we discuss next steps. We head into the nearby town, and to the inn.
        -
      • Flint is in ruins. The buildings around the inn are broken down, with shattered doors and shutters. Smith’s 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 Pate’s Manor to meet with Sir Jack. +
      • While wasting the day away, Kaldur decides to come visit us. We discuss.
          -
        • 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.
        • +
        • We learn that Calcifer’s domain is to the west. That he’s continuing to gather power.
        • +
        • 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.
        • +
        • We learn that to the east, a ravaging band of racist centaur barbarians are threatening Kaldur’s domain. The brotherhood is helping to protect those borders.
      • +
      • Kaldur is quick to encourage us to help out, and SG generally refuses. He leaves some gifts for Withatwist.
    • -
    • 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. +
    • After a rousing discussion, everyone except SG moves to Kaldur’s castle, and Withatwist wants to discuss some more private matters.
        -
      • 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. +
      • Kaldur gives us some details about Green Guts, and the village of strangers.
      • +
      • The gifts are a reward and thanks for freeing the Graven Knight, who is working with Kaldur to disrupt Calcifer
      • +
      • Withatwist tells Kaldur we’re building a space laser
      • +
      • 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.
      • +
      +
    • +
    • +

      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 teleport to the village successfully!

      +
    • +
    • 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 we’re 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. +
        +
      • 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.
      • +
      • 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.
          -
        • 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 traveler’s alchemy set, and some books and journals detailing necromancy spellcasting and Nyarlathotep-adjacent scribbles.
        • +
        • 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.
    • -

      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 they’re 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.

      +

      Immediately upon completion of our exchange, SG uses a scroll and teleports us back to the Spout House in Flint. We dine lunch with Pate. We rest at the Spout House, and the next day SG teleports us back to Rhyme. We identify some magic items, and call it for this session.

    • -
    • We return to Flint, updating Sir Jack, and wrapping-up some loose ends. -
        -
      • SG dispels the animated mining equipment. We gather up all the jet, and put it in the hole.
      • -
      • We spend the night in the Spouthouse.
      • -
      • We eat some quail eggs.
      • -
      • Gartug gets volunteered for a statue.
      • -
      -
    • -
    • We rest, and the next morning SG teleports us to the Villiage of Strangers. PSYCH!! It’s 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 Kaldur’s domain. From our vantage, we can see Kaldur’s castle.
    • +
    • Next week, we likely switch to the Stackor party!

    Player Characters

    @@ -45,24 +87,28 @@
  • Sheila G [SG], cleric of Cayden Calien (Thans)
  • Gartug “Tugger” Ironfist, a dwarven brawler (Bill)
  • Sir Oliver Withatwist, fetchling fae cult leader (Dan)
  • +
  • Chuck, dwarven fighter (James)

Locations

    -
  • Flint, and some of the surrounding area
  • +
  • Kaldur’s Domain, and the nearby lands
  • +
  • Village of Strangers
  • +
  • Flint
  • +
  • Rhyme

NPCs and Notable Characters

    -
  • Stackor/Boobahns, dwarven wizard; Chuck, dwarven fighter (James), playing hopscotch in Rhyme
  • -
  • BILLY, the current innkeep at the Spouthouse
  • -
  • Sir Jack Flint, current sheriff of Flint
  • -
  • Pate, rich asshole of Flint
  • +
  • Baron Kaldur Black
  • +
  • Toothy, a burly half-orc Brotherhood wizard
  • +
  • Green Guts, a goblin thief
  • +
  • BILLY, the bartender of the Spout House in Flint

Other Notes

    -
  • We start the session with 15 days until our meeting with the Crypt Dragon in the Boneyard
  • +
  • We start the session with 13 days until our meeting with the Crypt Dragon in the Boneyard
]]>
Ancillary Scribe
Stormed Heims, S4E82024-08-05T00:00:00-05:002024-08-05T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-08Current Objectives
  • Investigate the ethereal plane room
  • @@ -141,7 +187,7 @@
  • We start the session in the past, again with 15 days until our meeting with the Crypt Dragon in the Boneyard
  • Thans is relentlessly berated by Dan for making a ranger
  • Famous House Marg saying: “You find it, you find it!”
  • -
]]>
Ancillary Scribe
Stormed Heims, S4E72024-08-05T00:00:00-05:002024-08-05T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-07Current Objectives +]]>Ancillary ScribeStormed Heims, S4E52024-08-05T00:00:00-05:002024-08-05T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-06Current Objectives
  • Rescue Green Guts!
  • Investigate the ethereal plane room
  • @@ -150,43 +196,36 @@

    Events

      -
    • From our vantage above Kaldur’s domain, we discuss next steps. We head into the nearby town, and to the inn. +
    • Now back in Rhyme, the plan is to, once again, teleport back towards Stormheim, and continue! PSYCH! 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 not to go to Flint, SG teleports us to Flint!
        -
      • While wasting the day away, Kaldur decides to come visit us. We discuss. +
      • Flint is in ruins. The buildings around the inn are broken down, with shattered doors and shutters. Smith’s 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 Pate’s Manor to meet with Sir Jack.
          -
        • We learn that Calcifer’s domain is to the west. That he’s continuing to gather power.
        • -
        • 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.
        • -
        • We learn that to the east, a ravaging band of racist centaur barbarians are threatening Kaldur’s domain. The brotherhood is helping to protect those borders.
        • +
        • 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.
      • -
      • Kaldur is quick to encourage us to help out, and SG generally refuses. He leaves some gifts for Withatwist.
    • -
    • After a rousing discussion, everyone except SG moves to Kaldur’s castle, and Withatwist wants to discuss some more private matters. +
    • 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.
        -
      • Kaldur gives us some details about Green Guts, and the village of strangers.
      • -
      • The gifts are a reward and thanks for freeing the Graven Knight, who is working with Kaldur to disrupt Calcifer
      • -
      • Withatwist tells Kaldur we’re building a space laser
      • -
      • 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.
      • -
      -
    • -
    • -

      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 teleport to the village successfully!

      -
    • -
    • 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 we’re 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. -
        -
      • 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.
      • -
      • 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. +
      • 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.
          -
        • 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.
        • +
        • 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 traveler’s alchemy set, and some books and journals detailing necromancy spellcasting and Nyarlathotep-adjacent scribbles.
    • -

      Immediately upon completion of our exchange, SG uses a scroll and teleports us back to the Spout House in Flint. We dine lunch with Pate. We rest at the Spout House, and the next day SG teleports us back to Rhyme. We identify some magic items, and call it for this session.

      +

      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 they’re 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.

    • -
    • Next week, we likely switch to the Stackor party!
    • +
    • We return to Flint, updating Sir Jack, and wrapping-up some loose ends. +
        +
      • SG dispels the animated mining equipment. We gather up all the jet, and put it in the hole.
      • +
      • We spend the night in the Spouthouse.
      • +
      • We eat some quail eggs.
      • +
      • Gartug gets volunteered for a statue.
      • +
      +
    • +
    • We rest, and the next morning SG teleports us to the Villiage of Strangers. PSYCH!! It’s 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 Kaldur’s domain. From our vantage, we can see Kaldur’s castle.

    Player Characters

    @@ -195,28 +234,24 @@
  • Sheila G [SG], cleric of Cayden Calien (Thans)
  • Gartug “Tugger” Ironfist, a dwarven brawler (Bill)
  • Sir Oliver Withatwist, fetchling fae cult leader (Dan)
  • -
  • Chuck, dwarven fighter (James)

Locations

    -
  • Kaldur’s Domain, and the nearby lands
  • -
  • Village of Strangers
  • -
  • Flint
  • -
  • Rhyme
  • +
  • Flint, and some of the surrounding area

NPCs and Notable Characters

    -
  • Baron Kaldur Black
  • -
  • Toothy, a burly half-orc Brotherhood wizard
  • -
  • Green Guts, a goblin thief
  • -
  • BILLY, the bartender of the Spout House in Flint
  • +
  • Stackor/Boobahns, dwarven wizard; Chuck, dwarven fighter (James), playing hopscotch in Rhyme
  • +
  • BILLY, the current innkeep at the Spouthouse
  • +
  • Sir Jack Flint, current sheriff of Flint
  • +
  • Pate, rich asshole of Flint

Other Notes

    -
  • We start the session with 13 days until our meeting with the Crypt Dragon in the Boneyard
  • +
  • We start the session with 15 days until our meeting with the Crypt Dragon in the Boneyard
]]>
Ancillary Scribe
Stormed Heims, S4E52024-07-31T00:00:00-05:002024-07-31T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-05Current Objectives
  • Rescue Green Guts
  • @@ -722,178 +757,4 @@
    • 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 it’s nefarious intentions.
    • Sir Oliver’s 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.
    • -
    ]]>Ancillary ScribeIn the Lon’s Thicket of It, S3E32024-06-10T00:00:00-05:002024-06-10T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/lons_03Current Objectives - -
      -
    • Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.
    • -
    - -

    Events

    - -
      -
    • We leave our small encampment on the hill, and travel the short distance to Lon’s Thicket. It’s a small villiage, with a single large road through town, and a shabby half-wall around it. At the highest point in town is a manor, to the sides of which are cottages. On the north side is a villiage green, and more cottages, with something that looks like a graveyard and a relatively large chapel. -
        -
      • The villiage green has a large, relatively recent pit dug in it. The doors look like they were damaged. Overall, the villiage looks abandoned. -
          -
        • The pit in the villiage green is possibly/probably a mass grave.
        • -
        • It looks like there were recent campers.
        • -
        • It looks like the mass grave was recently disturbed, and added to.
        • -
        -
      • -
      • A quick glance around shows signs of activity at some of the cottages near the graveyard.
      • -
      -
    • -
    • We opt to investigate the manor. It’s a three-story manor house, with a slate house and wooden construction. The paint was nice, but is faded. The front gate is broken, laying on the ground. Around the house are black gum trees, which are non-native to the area. A motif along the house also in the style of gum trees. -
        -
      • The front door is locked. Taliah picks the lock, and we enter. We see a front hall, with a very soiled carpet covered in obvious blood stains. An archway ahead leads to a staircase, with a door to the left and right, and empty coat hooks on the wall.
      • -
      • (Front Door -> Entryway) We head left. Another bloodstained carpet. Several portraits on the walls, with a large one above a hearth; the face is torn away. A door leads towards the back. -
          -
        • The over-hearth portrait appears to be of a humanoid, human or elven, not halfling or dwarven. A well-dressed figure, with a silver pinky ring.
        • -
        • The 8 smaller portraits are all half-elves and elves, living up to 500 years ago. The further back, the more elven.
        • -
        -
      • -
      • (Front Door -> Entryway -> Left Room) We continue through the doorway heading back. There is a winerack, many folios, and a cask. -
          -
        • The wine is mostly red; the cask is definitely empty.
        • -
        • The folio is records for the wine: when it was bought, who bought it, where it was made.
        • -
        -
      • -
      • (Front Door -> Entryway) Heading back to the entry way, we head through the right doorway. There is a short hallway, with 3 closed doors on the right, and on the left is an open door to a kitchen. -
          -
        • Behind each of the 3 closed doors is a small room with a bed, decanter, and chest.
        • -
        -
      • -
      • (Front Door -> Right Hallway -> Kitchen) It’s a kitchen. There’s some moldy stuff. Behind a small door is a stairwell heading down.
      • -
      • (Front Door -> Right Hallway -> Kitchen -> Cellar) We descend, and see a collection of barrels and crates. -
          -
        • Harvey investigates one, and finds moldy garlic. In a second, water.
        • -
        • There’s dripping in the corner.
        • -
        -
      • -
      • (Front Door -> Stair Well) We ascend the stairs. At the landing is a door with a window out to a back patio. Along the walls of the lower stairwell are portraits. At the top of the stair well are more portraits burned.
      • -
      • (Front Door -> Stair Well -> Upstairs) We head left, into a ballroom. We see blood stains, that have been poorly cleaned. There is an exit to an outdoor balcony, overlooking the left-side of the house.
      • -
      • (Front Door -> Stair Well -> Upstairs) We head right, into a well-appointed dinning room. It was somehow damaged, but an attempt was made to reset everything properly. There is wooden furniture, where is more-or-less should be, but no cutlery or decorations. There are scuff marks on the ground, but no blood. There are no exits.
      • -
      • (Front Door -> Stair Well -> Upstairs -> Third Floor) We continue up, and as ascending, Jeff flies in front of Sheila G’s face, warning her not to go to the third floor. At the top is a long hallway, with 2 doors on the left, and 1 on the right.
      • -
      • (Front Door -> Stair Well -> Third Floor) Checking the first door on the left is a relatively undisturbed child’s room.
      • -
      • (Front Door -> Stair Well -> Third Floor) The door on the right reveals a room full of broken furniture covered in canvas. Seems most, if not all, of the furniture from the house has been moved here.
      • -
      • (Front Door -> Stair Well -> Third Floor) The final door, second on the left, is the master bedroom. A four-post bed, a writing desk with a pile of burned papers on it. Otherwise it appears undisturbed.
      • -
      -
    • -
    • Harvey and Boobons explore the furniture room on the third floor. The remainder of the party explores the grounds. While we wander around, two half-elves from the Verdant approach us from the road, and introduce themselves as Gronell and Roe. They ask if Sheila G is the same. -
        -
      • Reggae Tony and Gronell talk briefly about the enchanted door. Roe asks why we are travelling with one of the tainted. Sheila G understands this to be a slight against Taliah.
      • -
      • Sheila G announces we’re leaving. Boobons rejoins the group, and Harvey stays behind to continue digging in the furniture room.
      • -
      -
    • -
    • We head past the villiage green, with the mass grave. Past some cottages, and towards the chapel that looks kind of like a mauseleum. -
        -
      • While passing the cottages, Roe stops in briefly, and returns with 8 more elves. One has a purple robe with gold stars and moons on it, carrying a staff, and with golden hair. Boobons suspects this is a wizard elf of Rivethane. The remaining elves he identifies as being from the artic northlands. Those elves are generally unfriendly towards everyone, in a murderous way.
      • -
      • One of the northern artic elves introduces her as Bologniah, and asks Sheila G to accompany them to the door to help open it. -
          -
        • Withatwist and Boobons ask Bologniah a bunch of questions, and she is generally disinterested in interacting with them. Instead, she asks and gestures Sheila G to join her towards the door. Sheila G insists on some questions being answered. -
            -
          • Sheila G asks about the door. Bologniah believes it was a recent addition to the chapel. She believes the door is sealed, and that a lineage of local rulers is needed to open the door.
          • -
          • Sheila G asks why this group is even here. Bologniah replies that whatever is behind the door she believes to help elven kind. She doesn’t know exactly what’s behind the door, but she has reasons to believe it is important. Possibly ancient tools from their race.
          • -
          • Sheila G and group insist it is important they know the details. Bologniah seems slightly disappointed. The wizard, however, is very excited to explore the notion. Sheila G asks for just the Cliff’s Notes. Bologniah stifles a laugh at the notion. The wizard starts lecturing. -
              -
            • After 5 minutes, he’s done explaining what he’s about to explain. Sheila G is wildly impatient. Withatwist and Boobons are excited to hear more.
            • -
            -
          • -
          • Sheila G cannot take the lectures, and asks Bologniah for the Cliff’s Notes. Bologniah believes that within the chapel, which she explains is a building designed to hold and protect important items, may be tools and artifacts stored from their elven ancestors, possibly back to the oldest of the elves, which may be help them fight off impending evil.
          • -
          • Taliah and Boobons decided to follow-up with the wizard for more information. He explains that both Lon’s Thicket, and Cherry Grove, were formed around a chapel-like building. Notably, the settlements formed after whatever projects of the chapel-like buildings were established to pursue. The wizard believes there was a pre-existing reason to settle here. Possibly, there were practicioners of great magic here, and the ancestral elves found them, and established a project here to learn more.
          • -
          -
        • -
        • Taliah fetches Harvey, and the group heads to the chapel.
        • -
        -
      • -
      -
    • -
    • A large, marble building. There is a silver-sheened rune-covered door, with gum-tree and leaf motifs decorating the moulding. To the side, there is a large, obvious button. -
        -
      • Withatwist pushes the button, and nothing happens. Sheila G pushes the button, which vibrates the door a bit, but nothing else happens. Sheila G has intuited that she must press the runes in a specific order, then press the button, but feigns ignorance.
      • -
      • Eventually, she “concludes” the door must be shrouded in darkness, and so the group disperses until then.
      • -
      -
    • -
    • For the day, Harvey returns to explore the furniture; Withatwist and Boobons speak with the wizard about the history and theories of Lon’s Thicket; Sheila G and Taliah go to investigate the mass grave. -
        -
      • Harvey does furniture stuff.
      • -
      • Boobons and Withatwist get a day-long lecture.
      • -
      • Taliah and Sheila G dig up a mass grave, finding a an undead abomination. Taliah is confused why it looks so deformed. The wizard wanders along, and explains the undead were dealt with when the group entered town. He suspects they are so deformed from the violence. -
          -
        • Pressed a bit further, the violence the wizards mentions he suspects was politically motivated, as the previous town leaders were known to be somewhat nasty.
        • -
        -
      • -
      -
    • -
    • Sheila G and Taliah return to the door before night time. There we find the wizard, Boobons, and Withatwist talking. There was also an arctic elf standing nearby. Sheila G yells at the arctic elf to “Go Away!”. They do, after a short delay. -
        -
      • Sheila G tells the wizard to be chill, then performs the steps necessary to open the door. Once open, she insists the wizard goes first, and we move in. Boobons sends Harvey the news.
      • -
      -
    • -
    • Entering in, there is a stairwell down, with magically lit walls, to a hall with a ceiling that is vaulted in a way Paul refuses to explain. There are doorways on the left and the right, and double-doors at the end of the hallway in front of us. -
        -
      • Taliah pokes her head to the left, and finds another hallway with several doors on the left, and alcoves on the right.
      • -
      • The wizard, and the rest of the group, moves to the double-doors at the end of the initial hall. He opens them, finding a spiral staircase downward, and moves that way.
      • -
      • Boobons seals the initial hall off, at the bottom of the stairwell, with a wall of iron. While doing this, something happens, causing Boobons to lose control of himself.
      • -
      • Down the spiral staircase, quite a ways, is another room similar to the one upstairs. On the left and right are large archways leading down significant hallways. At the far end of the room is a large, glowing archway.
      • -
      • Taliah checks the right direction, upstairs, and finds a mirror of what she saw to the left. She moves to regroup the party.
      • -
      • The group moves through the large, glowing blue archway. The wizard, and Boobons, believe the archway is purposefully glowing to indicate a purpose, it being dimensionally locked, preventing any teleportation or planar movement into or out of the room.
      • -
      • Within, a circular room, with a table and slightly raised platform, upon which is a stone stool. Around that, are more stools. There’s nothing on the table. Around the circle, on the walls, are more archways, each more normal sized. The exception being a circular doorway, immediately to the left of the large glowing entrance arch.
      • -
      • The wizard moves through the circular entrance, and the group follows. This tunnel proceeds slightly down, curving into a half-moon room. There are several podiums, with elvish writing that seems to magically scroll along the surface. It is displaying the output of a divination spell tied to an artifact. -
          -
        • After some review, Boobons reads the writing to be describing several things: depth, heat, and tensile strength. He suspects it is the readout from a drill operating somewhere.
        • -
        -
      • -
      • Taliah leaves to explore, heading back to the large, second basement hall, and exploring the left corridor (from her original approach). Moving to the end, she finds two large doorways: one in front, and one to her right. Going through the door in front of her, she finds a room full of mechanical pieces. Notably, there’s a significant amount of large chains. She spends time investigating.
      • -
      • From the half-moon room is another exit, a wooden door with a metal doorknob. Checking behind, there’s a rough-hewn hallway. Boobons suspects the marble rooms were magically constructed, and that this hall is what was originally here. Moving down the hall leads to another door, with a plaque that reads, “No Arcana Beyond This Point.” Trustacious suspects it means the area is covered in anti-magic. Withatwist confirms this, after walking into the area with his everburning torch, and the torch going out.
      • -
      • The wizard lights a lantern, and Withatwist lights a torch. Harvey takes the lantern, and the wizard is suddenly spooked by Sheila G, and doesn’t want to continue further. Harvey and Withatwist enter, finding a roughly-hewn circular room with a pipe made of brass sticking out of a wall. In the center of the room, there’s a significant hole, of maybe 50-foot diameter. There’s a construction atop it, of adamantine girders, with two chains snaking down into the pit: one of adamantine, one of living metal. The wizard fully withdraws, initiative! -
          -
        • Harvey, moving at actual incredible speed, interveneing with and stopping the wizard from moving away.
        • -
        • Sheila G moves right up next to the wizard.
        • -
        • The wizard moves slightly closer to Sheila G, away from Harvey, and casts gaseous form. Sheila G tries to smack him, but misses.
        • -
        • Harvey and Stackor fuck around a bit. Sheila G attempts to dispel Trustacious’ gaseous form, but hits something else.
        • -
        • The group chases the gas.
        • -
        • Boobons has a conversation in his mind with whatever is controlling him, which turns out to be Bologniah. She threatens to throw The Grey into the giant pit in the anti-magic field, unless Boobons agrees not to interfere with Bologniah’s group’s entrance into the chapel. Boobons counters that he doesn’t know motives, doesn’t know who the group works for, and thus cannot know for certain that he even should allow them in. Bologniah grows tired of waiting, and tosses The Gray into the room. -
            -
          • Harvey interrupts mythically, moving to Boobons and striking him with a stunning fist, stunning him.
          • -
          -
        • -
        • Sheila G dispels successfully the gaseous form. Trustacious falls to the ground, still an elf, looking just like before. Withatwist charges at Harvey, trying to break up the fight, but failing to hit him. Harvey tries to shove Stackor into the anti-magic room, but falls 5-feet short. Bologniah, through Boobons, agrees to return Boobons to his own mind, in exchange for not killing Trustacious and opening up discussions.
        • -
        • Sheila G tries to grapple Trustacious, but he avoids her and withdraws away from the group. The rest of the group kind of fucks around, and Sheila G then successfully grapples Trustacious. On following turns, she drags him towards the room. Trustacious does break free, and Boobons and Harvey calm shit down. Combat mostly resolves.
        • -
        -
      • -
      • Meanwhile, an arctic elf wanders into where Taliah is working, and asks about what she found. She informs him, and they begin taking inventory.
      • -
      • Back downstairs, Trustacious continues tensely standing around. The party manages to avoid immediately restarting combat. Eventually, Trustacious walks away, and the party remains at the hole.
      • -
      -
    • -
    • We call it here, with ambitions to explore the remainder of this compound.
    • -
    - -

    Player Characters

    - -
      -
    • Stackor/Boobahns, dwarven wizard (James)
    • -
    • Sheila G, cleric of Cayden Calien (Thans)
    • -
    • Harvey, birdman monk of many styles (Mike)
    • -
    • Nataliah, a tiefling alchemist (Bill)
    • -
    • Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)
    • -
    - -

    Locations

    -
      -
    • A hill on the outskirts of Lon’s Thicket.
    • -
    - -

    NPCs and Notable Characters

    -
      -
    • Reggae Tony
    • -
    • Bologniah, the “leader” of Reggae Tony’s group in Lon’s Thicket.
    • -
    • Gronell and Roe, two half-elves of the Verdant, working with the Lon’s Thicket group.
    • -
    • Trustacious, the Rivethane wizard working with the Lon’s Thicket group.
    • -
    - -

    Other Notes

    -
      -
    • Jeff: “The koans of the mind cannot be translated by another.”
    • -
    • The drill used to make The Bore is the exact same size as this hole.
    ]]>
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                        Events

                          -
                        • 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 teleports us back to the route! -
                            -
                          • Large Marg acts as our guide, and Stackor summons us phantom steeds. Along the way, we find a ruined building upon the mountains. We decide to investigate, and discover it is a ruined temple of Folgrit. In front is a construct designed to guard the ruin: a dwarven woman holding her own head. We decide to enter through a hole in the roof, to attempt to avoid the construct’s wrath. -
                              -
                            • 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! -
                                -
                              • We deal with them relatively quickly, and without them summoning any bigger baddies!
                              • -
                              -
                            • -
                            • Stackor makes whole the ruined statue in the center, returning it to it’s complete state. It is a statue of Folgrit.
                            • -
                            • 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. -
                                -
                              • 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. -
                                  -
                                • Rotten mushrooms, vials, and a workshop reveal this to be an herbalist or apothecary’s space. Taliah takes a look at the potions on the shelf, revealing 10 CLW, 5 delay poison, and 5 remove disease potions.
                                • -
                                -
                              • -
                              • 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.
                              • -
                              • 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. -
                                  -
                                • 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.
                                • -
                                • 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.
                                • -
                                • 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. -
                                    -
                                  • Randy checks the desk, finding several magical scrolls: 1 Heal, 3 remove curse, 2 lesser restoration
                                  • -
                                  • 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. -
                                      -
                                    • We put the wheel together, and it actually appears to be a Doomsday calendar of a god rising from the depth to destroy all life. The date is set to several thousand years ago, so while concerning, also probably not immediately relevant. We return the wheel to it’s boxen.
                                    • -
                                    -
                                  • -
                                  • We pull out many of the volcanic stone chunks, and begin assembling. With significant success, we note that there is still much missing. Marg continues opening crates. Half of row 3 is volcanic stones. Then some curved and carved bronze pieces which assemble into an oval shape. There are several figurines: one is made of soapstone, depicting an eight-legged horse with three eyes; an orb made of malachite, perfectly smooth; an intricately laid-and-laquered puzzle box made of carved bone, depicting a snarling face of a demon. The second-to-last box is full of stacked gold ingots. The last, filled with adamantine gears, roughly a foot diameter. After opening all the remainder, there’s probably 65-70% total of the volcanic shards. The bronze appears to be a frame to hold the volcanic shards. Taliah draws a diagram of the fully-assembled shards, labeled as they are packaged in the crates.
                                  • -
                                  • We pack everything up, Stackor studies both inside and just outside the room, then he arcane locks the door.
                                  • -
                                  -
                                • -
                                -
                              • -
                              -
                            • -
                            -
                          • -
                          -
                        • -
                        • Stackor teleports us back to Rhyme. The adventure next week continues!
                        • +
                        • We start in Rhyme, having returned via teleport by Stackor at the end of last session’s inventoring adventure!

                        Player Characters

                          -
                        • Large Marg, a dwarven ranger (Thans)
                        • Nataliah, a tiefling alchemist (Bill)
                        • Randy Van Peoples, a human cleric of Gozreh (Dan)
                        • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
                        • +
                        • Mithingra, a dwarven cleric of Folgrit (Mike)

                        Locations

                          -
                        • Rhyme
                        • +
                        • Rime
                        • The path to Stormheim
                        • A ruined temple of Folgrit, and beneath it

                        NPCs and Notable Characters

                          -
                        • An unnamed and generally unknown cleric or something (Mike)
                        • +
                        • Large Marg, a dwarven ranger (Thans)

                        Other Notes

                          -
                        • We start the session in the past, again with 15 days until our meeting with the Crypt Dragon in the Boneyard
                        • -
                        • Thans is relentlessly berated by Dan for making a ranger
                        • -
                        • Famous House Marg saying: “You find it, you find it!”
                        • +
                        • We start the session still in the past, with 14 days until our meeting with the Crypt Dragon in the Boneyard
                        • +
                        • Today, after more than a year out-of-game playing with our headquarters in this same city, I finally got the spelling correct. Turns out, Rime is a city in a frozen tundra wasteland. I didn’t know it was cold here, either.
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                                                                  +

                                                                  Site Home

                                                                  +
                                                                  + + Ancillary Scribe + +
                                                                  +
                                                                  The (mis-) adventures of the 7th Ancillary of the Altasian Army
                                                                  +
                                                                  +
                                                                  + +
                                                                  +
                                                                  +
                                                                  +
                                                                  +

                                                                  Current Objectives

                                                                  +
                                                                    +
                                                                  • Investigate the ethereal plane room
                                                                  • +
                                                                  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
                                                                  • +
                                                                  + +

                                                                  Events

                                                                  +
                                                                    +
                                                                  • We start in Rhyme, having returned via teleport by Stackor at the end of last session’s inventoring adventure!
                                                                  • +
                                                                  + +

                                                                  Player Characters

                                                                  +
                                                                    +
                                                                  • Nataliah, a tiefling alchemist (Bill)
                                                                  • +
                                                                  • Randy Van Peoples, a human cleric of Gozreh (Dan)
                                                                  • +
                                                                  • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
                                                                  • +
                                                                  • Mithingra, a dwarven cleric of Folgrit (Mike)
                                                                  • +
                                                                  + +

                                                                  Locations

                                                                  +
                                                                    +
                                                                  • Rime
                                                                  • +
                                                                  • The path to Stormheim
                                                                  • +
                                                                  • A ruined temple of Folgrit, and beneath it
                                                                  • +
                                                                  + +

                                                                  NPCs and Notable Characters

                                                                  +
                                                                    +
                                                                  • Large Marg, a dwarven ranger (Thans)
                                                                  • +
                                                                  + +

                                                                  Other Notes

                                                                  +
                                                                    +
                                                                  • We start the session still in the past, with 14 days until our meeting with the Crypt Dragon in the Boneyard
                                                                  • +
                                                                  • Today, after more than a year out-of-game playing with our headquarters in this same city, I finally got the spelling correct. Turns out, Rime is a city in a frozen tundra wasteland. I didn’t know it was cold here, either.
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