diff --git a/feed.xml b/feed.xml
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@@ -1,4 +1,81 @@
-Jekyll2024-09-30T21:36:41-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E142024-09-30T00:00:00-05:002024-09-30T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-14Current Objectives
+Jekyll2024-10-09T20:21:15-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E152024-10-09T00:00:00-05:002024-10-09T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-15Current Objectives
+
+
Investigate the ethereal plane room
+
Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
+
+
+
Events
+
+
+
Some options for our next course of action: continue exploring the ruins of Fort Ang; going to the Haunted Mansion with Kaldur Black to fulfill our destiny.
+
+
+
As we leave the tomb, a member of House Petraud gives us 4000gp and offers to craft armor or a weapon to the best of their ability. After some arguing, Randy gets some better armor.
+
+
+
We talk about what to do with Green Guts. After much debate, SG decided to take Green Guts back to Lon’s Thicket, to “steal from the elves.”
+
+
The party decides to return to Fort Ang, and continue towards Stormheim.
+
+
Larg does some scouting, discovering where the crying sounds are coming from, and otherwise not finding any troubles. After several failed attempts to open the door, we use Randy’s door-knocker to open it up, and find a Bodak! It wails on Larg! COMBAT!!
+
+
Harvey tries to punch it a bunch but fails. Stackor hastes the group. It wails on Larg some more! Larg wails on it, then Smarf wails on it! Then Taliah basically does nothing.
+
Harvey actually punches it a bunch this time! He punches it apart, he punches it apart, ooo! COMBAT OVER!!
+
+
+
Within the room, we hear sobbing and crying, seemingly wandering around within the room. Stackor can see a vaguely humanoid shape of a child, that is both invisible and incorporeal. After a bit, it wanders through the wall into another part of the compound. We continue exploring.
+
In an adjacent room, we find ruined statuary, and a suit of adamantine full plate +1.
+
In the remaining adjacent room, we find a weapon rack with some obviously magical axes, as well as some mundane weapons, two chests, and a workbench:
+
+
4 masterwork great-axes [Dan]
+
4 masterwork battleaxes [Dan]
+
1 masterwork dwarven urgosh [Dan]
+
Battleaxe +1 [Dan]
+
Keen Greataxe +1 [Thans]
+
A chest full of coinage [Party]
+
A chest full of masterwork adamantine chainmail [Dan], and 10 adamantine musket balls [Dan - 5; Nataliah - 5]
+
A workbench with masterwork smithing tools [Dan]
+
+
+
Exploring the remainder of the floor, we find one last room: a bunkroom, full of bunks and stone tables. There are mugs on the stone tables, and dwarven skeletons on the bunks. There is a small shrine to Torag.
+
Moving up to floor two, we find more evidence of combat, dwarven skeletons and ruined statuary.
+
Moving up to floor three, we come to a door labeled “gunnery.” Inside, the walls and floor are covered in soot. In the corner appears to be some mass of metal which appears to have melted. There are ruined statues, and then three standing statues in the center of the room, each looking like a bulbous snake with too many tails and three eyes.
+
+
Harvey moves into the room, and after considering that the weird statues are definitely normal statues, one of the statues’ eyes turns yellow, and bites him! A second statue scoots outside into the hallway, staring us all down and turning Smarf to stone! The remaining statues summons up a wall of stone in the doorway, sealing the room.
+
+
+
+
+
Harvey and two statues remain in the room, with one statue in the hallway with the party! Initiative next week!
+
+
+
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)
+
Harvey, the kind-of tengu monk (Mike)
+
Larg Marg, a dwarven ranger, and Smarf! his dracoweasle (Thans)
+
+
+
Locations
+
+
Rime
+
The underground paths to Fort Ang
+
+
+
NPCs and Notable Characters
+
+
“Macho Man” Gliff, the freed svirfneblin
+
Green Guts, a goblin rogue, with Churchill, his pet snail
+
Hebro Heath, head priest of the church of Gorum
+
Linus Conch-caller, head priest of the church of Gozreh
Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
+
+
+
Events
+
+
We start in Rime. 1 day remains before Sheila G returns from her Lon’s Thicket adventure. Stackor teleports us back to the underground tunnel. Across the chasm, two underdark orcs are chompin’ on the tentacles from the Cave Duster.
+
+
Stackor dimension doors everyone except Taliah, who flies herself over. The orcs are swiftly murdered by Larg and his dracoweasle.
+
+
+
We continue up the stairs, and into a tunnel. Along the way, Stackor spots several duergar hiding invisibly, likely to ambush us. He calls out to them, at which they immediately turn hostile. Combat!
+
+
The duergar attack from invisibility with crossbow bolts. One of them shoots mind-bullets at Larg. After a few rounds, Stackor introduces them to a fireball. Combat ends!
+
Exploring a bit further down the hallway, we come across a collection of prisoners that had also been introduced to Stackor’s fireball. In a moment of odd altruism, Randy revives one with a breath of life; it is a svirfneblin named Gliff. After much bickering, Taliah frees Gliff, and the party moves on with Gliff.
+
+
+
+
After some further progress, we discover a 90-degree left turn, and a secret tunnel which continues straight. Taking the tunnel, Larg informs us that Fort Ang is straight. We move towards the Fort. Moving along the corridor, we move past murder holes, and eventually come to another 90-degree left turn, and discover another hidden door. This one has no apparent mechanism, and so Randy uses his door knocker to open it up. Beyond, a giant pit awaits. After some bad investigation, Taliah flies through the room, discovering it to be a defense spot of some sort. There are massive stone cannons pointed at the wall we moved through, as well as a spiked pit along the ground, and trap doors along the ceiling.
+
+
We call it here, standing in the corridor looking at the pit.
+
+
+
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)
+
Larg Marg, a dwarven ranger, and Smarf! his dracoweasle. (Thans)
+
Miningra Mummrah Tybal, a dwarven cleric of Folgrit (Mike)
+
+
+
Locations
+
+
Rime
+
The path to Stormheim
+
A ruined temple of Folgrit, and beneath it
+
+
+
NPCs and Notable Characters
+
+
Other Notes
+
+
We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.
Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
-
-
-
Events
-
-
We start in Rime. 1 day remains before Sheila G returns from her Lon’s Thicket adventure. Stackor teleports us back to the underground tunnel. Across the chasm, two underdark orcs are chompin’ on the tentacles from the Cave Duster.
-
-
Stackor dimension doors everyone except Taliah, who flies herself over. The orcs are swiftly murdered by Larg and his dracoweasle.
-
-
-
We continue up the stairs, and into a tunnel. Along the way, Stackor spots several duergar hiding invisibly, likely to ambush us. He calls out to them, at which they immediately turn hostile. Combat!
-
-
The duergar attack from invisibility with crossbow bolts. One of them shoots mind-bullets at Larg. After a few rounds, Stackor introduces them to a fireball. Combat ends!
-
Exploring a bit further down the hallway, we come across a collection of prisoners that had also been introduced to Stackor’s fireball. In a moment of odd altruism, Randy revives one with a breath of life; it is a svirfneblin named Gliff. After much bickering, Taliah frees Gliff, and the party moves on with Gliff.
-
-
-
-
After some further progress, we discover a 90-degree left turn, and a secret tunnel which continues straight. Taking the tunnel, Larg informs us that Fort Ang is straight. We move towards the Fort. Moving along the corridor, we move past murder holes, and eventually come to another 90-degree left turn, and discover another hidden door. This one has no apparent mechanism, and so Randy uses his door knocker to open it up. Beyond, a giant pit awaits. After some bad investigation, Taliah flies through the room, discovering it to be a defense spot of some sort. There are massive stone cannons pointed at the wall we moved through, as well as a spiked pit along the ground, and trap doors along the ceiling.
-
-
We call it here, standing in the corridor looking at the pit.
-
-
-
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)
-
Larg Marg, a dwarven ranger, and Smarf! his dracoweasle. (Thans)
-
Miningra Mummrah Tybal, a dwarven cleric of Folgrit (Mike)
-
-
-
Locations
-
-
Rime
-
The path to Stormheim
-
A ruined temple of Folgrit, and beneath it
-
-
-
NPCs and Notable Characters
-
-
Other Notes
-
-
We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.
Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
-
-
-
Events
-
-
-
SG scrys on Green Guts, but it fails. She next sends a message to Gene Erica von Illamage, first requesting a meeting to negotiate releasing Green Guts. Gene Erica replies, “What’s the goblin’s name? Where were they captured?”. SG follows up with another sending, providing Green Guts’ name, and that she has a guess as to where; Gene Erica replies, “Where do you guess?” SG sends one final message, with all information, and Gene Erica says he’ll look into it.
-
-
Boobons teleports us back to Elrich’s house. We speak with him briefly about the ratman encounter, and learn that Elrich had no trouble slaying Abheam the ratfolk. When he did so, the body erupted in a flash of light, leaving behind the skin of the ratman, and bones which quickly fell to dust. After some further discussion, Gartug and Boobons pick up on Elrich hoping we’ll investigate the ethereal-zone room. We relent.
-
-
Boobons dimension doors us to the entrance
-
We descend into the cave, down the spiral, and to the room. No indication of the Abheam the ratfolk.
-
We head back up to Elrich’s, but he’s not around, so we bounce back to Rhyme and discuss next steps.
-
-
-
Despite grumbles, SG decides to pursue Green Guts, and thus the party shifts! SG, Chuck, Gartug, and Randy van Peoples set out to Lon’s Thicket! Off target!
-
-
We arrive on an ice-sheet, hundreds of miles off target. In the distance, we see a huge mountain, covered in carved bridges and ramparts. We see drake or dragon-like figures flying.
-
After some more grumbles, SG sends a message to Boobons, updating him. Boobons scrys on Gartug, learns the location, and teleports to us (successfully!).
-
Some of the drake-riders dive towards us, yelling in giant for us to “Get off the ice!” As we teleport away, back to Rhyme, we hear the sounds of breaking ice.
-
-
-
Now back in Rhyme, the plan is to, once again, teleport back towards Stormheim, and continue!
Gartug “Tugger” Ironfist, a dwarven brawler (Bill)
-
Sir Oliver Withatwist, fetchling fae cult leader; Randy van Peoples, cleric of Gozreh (Dan)
-
-
-
Locations
-
-
Rhyme
-
-
Taliah’s shop/lab
-
Temple of Cayden Calien
-
-
-
The lands towards Stormheim
-
-
-
NPCs and Notable Characters
-
-
Harvey, birdman monk of many styles (Mike), doing push-up sit-up squats
-
Naynay, a pervert
-
Hugo Lamb, an inhumanly attractive sojourner after other sojourners
-
Abheam, a ratfolk sojourner in the lands towards Stormheim
-
Elrich, an elderly cloud giant
-
Ryson, a young cloud dragon hanging out with Elrich
-
-
-
Other Notes
]]>Ancillary Scribe
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\ No newline at end of file
diff --git a/journals/seventh/20211213.html b/journals/seventh/20211213.html
index 3cb9ce2..41cf2e2 100644
--- a/journals/seventh/20211213.html
+++ b/journals/seventh/20211213.html
@@ -28,6 +28,10 @@
We start in Rime. This day, Sheila G returns from her side-quest. There are 12 days remaining until our meeting with the Crypt Dragon in the Boneyard.
+
Some options for our next course of action: continue exploring the ruins of Fort Ang; going to the Haunted Mansion with Kaldur Black to fulfill our destiny.
-
Stackor has a dream. I miss most of it, but it sounds bonkers.
+
As we leave the tomb, a member of House Petraud gives us 4000gp and offers to craft armor or a weapon to the best of their ability. After some arguing, Randy gets some better armor.
-
Sheila G proposes that Green Guts be given land to establish his own barony.
+
We talk about what to do with Green Guts. After much debate, SG decided to take Green Guts back to Lon’s Thicket, to “steal from the elves.”
-
-
Mummrah and Randy awake. Mummrah heads straight to the graveyard; Randy heads to Stackor, with intention of getting them to the graveyard.
-
-
-
Sheila G returns, and is informed by Celia about the graveyard. The warriors of Gorum were mobilized to deal with the large amounts of undead at the graveyard in Rime. They have been generally successful. SG “refuses to play into their hand”; Harvey and Gartug boogie on down to the tomb; Withatwist and SG head to Boobons to talk with him.
-
-
-
Randy meets up with Stackor, and they begin leaving for the graveyard. On the way, they run into SG and Withatwist. SG catches Stackor up on her adventures in Flint. Green Guts gets a snail.
-
-
Harvey arrives at the crypt, and learns that the head priests of Gorum and Gozreh are keeping a powerful undead force trapped inside a tomb. Mummrah arrives shortly thereafter. After a bit, Randy, Oliver, SG, Stackor, and Gartug arrive. We learn that this particular beasty seems to have similar abilities to the previous non-Euclidian beasties we fought (the Fungal Queen and the giant beetle).
+
The party decides to return to Fort Ang, and continue towards Stormheim.
-
We prepare, and then enter in order: Harvey, Gartug, Van Peoples, Stackor, SG
-
Upon entering, Harvey is immediately assaulted. He gets nauseated by the weirdness. He finishes moving, and Gartug moves in trying to trip it, but he gets tripped by the silly non-Euclidian defenses of this corrupted dwarf undead. Van Peoples uses his boots to urban step out of the tomb inside the room. Stackor moves in and magic missiles it. SG moves in and buffs everyone with a blessing of fervor.
-
The corrupted dwarven general yells at us asking why he’s awake, and wails on Gartug. Harvey is sick. Gartug stands up and attacks a bunch, but misses everything. Van Peoples channels. Stackor drops another magic missile. SG gives Gartug a fat heal.
-
The corrupted dwarven general continues to yell, and continues to wail on Gartug, this time dealing massive damage and seriously damaging his stats. Harvey gets his nasuea suppressed by Van Peoples, and then punches the general a bit. Stackor shifts and send an acidic spray at the general. SG dimensional hops herself and Gartug out of immediate harm, then attacks the dwarven general. Gartug is sick.
-
The general tries hitting Harvey, and misses a bunch, and Harvey smacks him back. Van Peoples channels, disintegrating the skeleton. COMBAT OVER!
+
Larg does some scouting, discovering where the crying sounds are coming from, and otherwise not finding any troubles. After several failed attempts to open the door, we use Randy’s door-knocker to open it up, and find a Bodak! It wails on Larg! COMBAT!!
+
+
Harvey tries to punch it a bunch but fails. Stackor hastes the group. It wails on Larg some more! Larg wails on it, then Smarf wails on it! Then Taliah basically does nothing.
+
Harvey actually punches it a bunch this time! He punches it apart, he punches it apart, ooo! COMBAT OVER!!
+
+
+
Within the room, we hear sobbing and crying, seemingly wandering around within the room. Stackor can see a vaguely humanoid shape of a child, that is both invisible and incorporeal. After a bit, it wanders through the wall into another part of the compound. We continue exploring.
+
In an adjacent room, we find ruined statuary, and a suit of adamantine full plate +1.
+
In the remaining adjacent room, we find a weapon rack with some obviously magical axes, as well as some mundane weapons, two chests, and a workbench:
+
+
4 masterwork great-axes [Dan]
+
4 masterwork battleaxes [Dan]
+
1 masterwork dwarven urgosh [Dan]
+
Battleaxe +1 [Dan]
+
Keen Greataxe +1 [Thans]
+
A chest full of coinage [Party]
+
A chest full of masterwork adamantine chainmail [Dan], and 10 adamantine musket balls [Dan - 5; Nataliah - 5]
+
A workbench with masterwork smithing tools [Dan]
+
+
+
Exploring the remainder of the floor, we find one last room: a bunkroom, full of bunks and stone tables. There are mugs on the stone tables, and dwarven skeletons on the bunks. There is a small shrine to Torag.
+
Moving up to floor two, we find more evidence of combat, dwarven skeletons and ruined statuary.
+
Moving up to floor three, we come to a door labeled “gunnery.” Inside, the walls and floor are covered in soot. In the corner appears to be some mass of metal which appears to have melted. There are ruined statues, and then three standing statues in the center of the room, each looking like a bulbous snake with too many tails and three eyes.
+
+
Harvey moves into the room, and after considering that the weird statues are definitely normal statues, one of the statues’ eyes turns yellow, and bites him! A second statue scoots outside into the hallway, staring us all down and turning Smarf to stone! The remaining statues summons up a wall of stone in the doorway, sealing the room.
+
+
-
-
Leaving, the party rediscovers Green Guts. At the inform of the party, he returns a dwarven rib-bone to the dwarf he took it from. Later, he asks Harvey if taking a hat from someone that has two hats is wrong. Upon learning it is, he follows-up asking if, after taking it, if he gives the hat to someone, it’s still wrong. Harvey says yes, but that it’s a nice thing. Green Guts hands him a dwarven helmet. Green Guts then redistributes one of Stackor’s books to SG; it’s the diary of the dead necromancer’s apprentice from Flint.
-
-
We call it there for the night. Some options are: continue exploring the ruins of Fort Ang; going to the Haunted Mansion with Kaldur Black to fulfill our destiny.
+
Harvey and two statues remain in the room, with one statue in the hallway with the party! Initiative next week!
Player Characters
-
Nataliah, a tiefling alchemist and Gartug, the dwarven brawler (Bill)
-
Randy Van Peoples, a human cleric of Gozreh and Oliver Withatwist, the fetchling fey-priest (Dan)
-
Stackor “Definitely Not Boobons” Goreman, a dwarven wizard and Chuck, the dwarven fighter (James)
-
Miningra Mummrah Tybal, a dwarven cleric of Folgrit and Harvey, the kind-of tengu monk (Mike)
-
Larg Marg, a dwarven ranger, and Smarf! his dracoweasle and Sheila G, the half-elf cleric of Cayden Calien (Thans)
+
Nataliah, a tiefling alchemist (Bill)
+
Randy Van Peoples, a human cleric of Gozreh (Dan)
+
Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
+
Harvey, the kind-of tengu monk (Mike)
+
Larg Marg, a dwarven ranger, and Smarf! his dracoweasle (Thans)
Locations
Rime
+
The underground paths to Fort Ang
NPCs and Notable Characters
“Macho Man” Gliff, the freed svirfneblin
-
Green Guts, a goblin rogue
+
Green Guts, a goblin rogue, with Churchill, his pet snail
Hebro Heath, head priest of the church of Gorum
Linus Conch-caller, head priest of the church of Gozreh
Other Notes
-
It is actually 12 days to the Crypt Dragon Boneyard meeting.
Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
+
+
+
Events
+
+
+
Some options for our next course of action: continue exploring the ruins of Fort Ang; going to the Haunted Mansion with Kaldur Black to fulfill our destiny.
+
+
+
As we leave the tomb, a member of House Petraud gives us 4000gp and offers to craft armor or a weapon to the best of their ability. After some arguing, Randy gets some better armor.
+
+
+
We talk about what to do with Green Guts. After much debate, SG decided to take Green Guts back to Lon’s Thicket, to “steal from the elves.”
+
+
The party decides to return to Fort Ang, and continue towards Stormheim.
+
+
Larg does some scouting, discovering where the crying sounds are coming from, and otherwise not finding any troubles. After several failed attempts to open the door, we use Randy’s door-knocker to open it up, and find a Bodak! It wails on Larg! COMBAT!!
+
+
Harvey tries to punch it a bunch but fails. Stackor hastes the group. It wails on Larg some more! Larg wails on it, then Smarf wails on it! Then Taliah basically does nothing.
+
Harvey actually punches it a bunch this time! He punches it apart, he punches it apart, ooo! COMBAT OVER!!
+
+
+
Within the room, we hear sobbing and crying, seemingly wandering around within the room. Stackor can see a vaguely humanoid shape of a child, that is both invisible and incorporeal. After a bit, it wanders through the wall into another part of the compound. We continue exploring.
+
In an adjacent room, we find ruined statuary, and a suit of adamantine full plate +1.
+
In the remaining adjacent room, we find a weapon rack with some obviously magical axes, as well as some mundane weapons, two chests, and a workbench:
+
+
4 masterwork great-axes [Dan]
+
4 masterwork battleaxes [Dan]
+
1 masterwork dwarven urgosh [Dan]
+
Battleaxe +1 [Dan]
+
Keen Greataxe +1 [Thans]
+
A chest full of coinage [Party]
+
A chest full of masterwork adamantine chainmail [Dan], and 10 adamantine musket balls [Dan - 5; Nataliah - 5]
+
A workbench with masterwork smithing tools [Dan]
+
+
+
Exploring the remainder of the floor, we find one last room: a bunkroom, full of bunks and stone tables. There are mugs on the stone tables, and dwarven skeletons on the bunks. There is a small shrine to Torag.
+
Moving up to floor two, we find more evidence of combat, dwarven skeletons and ruined statuary.
+
Moving up to floor three, we come to a door labeled “gunnery.” Inside, the walls and floor are covered in soot. In the corner appears to be some mass of metal which appears to have melted. There are ruined statues, and then three standing statues in the center of the room, each looking like a bulbous snake with too many tails and three eyes.
+
+
Harvey moves into the room, and after considering that the weird statues are definitely normal statues, one of the statues’ eyes turns yellow, and bites him! A second statue scoots outside into the hallway, staring us all down and turning Smarf to stone! The remaining statues summons up a wall of stone in the doorway, sealing the room.
+
+
+
+
+
Harvey and two statues remain in the room, with one statue in the hallway with the party! Initiative next week!
+
+
+
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)
+
Harvey, the kind-of tengu monk (Mike)
+
Larg Marg, a dwarven ranger, and Smarf! his dracoweasle (Thans)
+
+
+
Locations
+
+
Rime
+
The underground paths to Fort Ang
+
+
+
NPCs and Notable Characters
+
+
“Macho Man” Gliff, the freed svirfneblin
+
Green Guts, a goblin rogue, with Churchill, his pet snail
+
Hebro Heath, head priest of the church of Gorum
+
Linus Conch-caller, head priest of the church of Gozreh