diff --git a/feed.xml b/feed.xml index e6e06b4..733cf6a 100644 --- a/feed.xml +++ b/feed.xml @@ -1,4 +1,69 @@ -Jekyll2024-07-31T20:03:41-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E52024-07-31T00:00:00-05:002024-07-31T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-05Current Objectives +Jekyll2024-08-05T22:26:06-05:00https://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 +
    +
  • Rescue Green Guts!
  • +
  • Investigate the ethereal plane room
  • +
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
  • +
+ +

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! +
      +
    • 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 each evening, a horde of undead emerge to ransack the town, and then retreat back at dawn. Suspect a necromancer is involved.
      • +
      +
    • +
    +
  • +
  • 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. +
      +
    • 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. +
        +
      • 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 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.

    +
  • +
  • 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

+
    +
  • Harvey, birdman monk of many styles (Mike)
  • +
  • Sheila G [SG], cleric of Cayden Calien (Thans)
  • +
  • Gartug “Tugger” Ironfist, a dwarven brawler (Bill)
  • +
  • Sir Oliver Withatwist, fetchling fae cult leader (Dan)
  • +
+ +

Locations

+
    +
  • Flint, and some of the surrounding area
  • +
+ +

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
  • +
+ +

Other Notes

+
    +
  • 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
  • Investigate the ethereal plane room
  • @@ -842,75 +907,4 @@
    • Sheila G has weird-looking boots.
    • The undead giants are n a s t y.
    • -
    ]]>Ancillary ScribeNightmare on Flint’s Street, Session 72024-05-29T00:00:00-05:002024-05-29T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/tern_9Current Objectives - -
      -
    • Establish a viable route from the interior to the Far Territories for the army
    • -
    - -

    Events

    - -
      -
    • Boss. Fight. Time. Baby! -
        -
      • Sir Beat declares Sister Clemence his target for Smite Evil and unleashes some holy projectiles! Fallen Damian Smites Sir Tern, critically striking and downing him! The demon Sister Clemence closes with Sir Beat and engages in melee.
      • -
      • Outside, Stackor hears something and thinks something’s wrong. He tells Smokey to go check on the temple, and Dimension Door’s to the inn to fetch Jack Flint. Smokey and Jen Erica casually stroll to the temple, and ask Sir Dunce to get Sir Beat. He initially pushes back gently, since Sir Beat asked for privacy, but Smokey insists, and Dunce agrees to check.
      • -
      • Sir Beat steps back, and unleashes more holy arrows against the demon Clemence. Fallen Damian moves in and smites Sir Beat for massive damage. Dunce opens the door, Italian Spiderman’s the scene, and moves in to engage the Fallen Damian. Smokey and Jen Erica enter the fray! Smokey engages in melee combat with the demon Clemence. Jen Erica magic missiles the demon Clemence. Stackor tells Flint, and Flint rides in force towards the temple. The demon Clemence suggests that Dunce kill Sir Beat.
      • -
      • Sir Beat steps back, and downs Sister Clemence, but takes a strike from the mind-controlled Dunce. After, Dunce shakes off the suggestion. Fallen Damian moves and engages Sir Beat: a potentially fatal strike is lessened by heroic defiance, and the follow-up misses! Dunce bends and lays on hands to Sir Tern. Smokey engages smacks Fallen Damian a bit. Jen Erica tries to boneshaker Fallen Damian, but fails. Stackor returns, and sees what’s happening.
      • -
      • Sir Beat steps back, and strikes at Fallen Damian. Damian moves forward, and strikes Sir Beat down. Sir Tern stands, lays hands on himself, and activates his divine bond! Sir Dunce swings at Damian, but misses horribly, instead landing his axe in Beat’s corpse. Smokey engages Damian, but misses. Jen magic missiles Damian. Stackor attempts to hold Damian, but it fails.
      • -
      • Sir Tern declares Damian his smite, and moves to engage, but misses! Damian and Smokey continue to melee. Jen Erica moves into melee, and vampiric touches Damian, with little effect. Stackor tries again, and successfully holds Damian with a persistant mythic spell.
      • -
      • Sir Tern places his sword on Damian’s neck, and advises him that the fight is over. Smokey wraps his iron rope around. Dunce requests Sir Tern behead him, and after a brief consideration, Sir Tern agrees. Damian is beheaded. Combat over.
      • -
      -
    • -
    • Unknown things -
        -
      • Who hung the Altasian soldiers?
      • -
      • Who killed the market guards?
      • -
      • Who was leaving those weird gems around?
      • -
      • Who vivisected the miner?
      • -
      -
    • -
    • -

      Sir Tern explains to Flint the combat, and Stackor is quick to follow-up and fill in any details. After a brief discussion, Flint thanks us for our actions, and asks us to leave sooner-than-later. Tern, initially conflicted about the unfinished judgement against the cultists of Arconis, for likely hanging the Altasian soldiers, agrees to leave, but asks Flint to pursue that justice. Flint seemlingly will do no such thing.

      -
    • -
    • -

      We loot Fallen Damian’s belonging, selling what we don’t keep, and then leave.

      -
    • -
    • -

      The next day, Stackor gets a sending from Sheila G, asking him where he is, and saying she’s going to Lon’s Thicket. Stackor agrees to meet back in Rhyme, and then returns.

      -
    • -
    • -

      Side Story Done!

      -
    • -
    • Back in Rhyme, with the main party, Stackor/Boobons and Sheila G meet up on the docks. Boobons tries to convince Sheila G not to go to Lon’s Thicket, because it’s obviously a scam. G thinks that’s the best way to deal with the scam. We decide to talk with Harvey, and that is where we will start next time!
    • -
    - -

    Locations

    - -
      -
    • Flint
    • -
    - -

    Player Characters

    - -
      -
    • Stackor, dwarven wizard (James)
    • -
    • Sir Beet, paladin of Iomedae (Thans) [Dead :(]
    • -
    • Ignis “Geo” Joe, an oread shaman (Thans)
    • -
    • Jen Erica von Illamage (Mike)
    • -
    • Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
    • -
    • Sir Tern Ipswitch (Bill)
    • -
    - -

    NPCs

    - -
      -
    • The Damerrich Former Representatives -
        -
      • Fallen Damian, a blackguard
      • -
      • Sir Dunce, a paladin (still at the start, at least)
      • -
      • Sister Clemence, a demon in disguise
      • -
      -
    • -
    • Jack Flint
    ]]>
    Ancillary Scribe
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                        +
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                      • +
                      • Stormed Heims, S4E5
                      • @@ -337,63 +341,70 @@

                        Current Objectives

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

                        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! +
                            +
                          • 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 each evening, a horde of undead emerge to ransack the town, and then retreat back at dawn. Suspect a necromancer is involved.
                            • +
                            +
                          • +
                          +
                        • +
                        • 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. +
                            +
                          • 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. +
                              +
                            • 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.
                            • +
                            +
                          • +
                          +
                        • -

                          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.

                          +

                          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.

                        • -
                        • 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. +
                        • We return to Flint, updating Sir Jack, and wrapping-up some loose ends.
                            -
                          • 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.
                          • +
                          • 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.
                        • -
                        • 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!
                        • +
                        • 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

                          -
                        • Stackor/Boobahns, dwarven wizard; Chuck, dwarven fighter (James)
                        • +
                        • Harvey, birdman monk of many styles (Mike)
                        • Sheila G [SG], cleric of Cayden Calien (Thans)
                        • Gartug “Tugger” Ironfist, a dwarven brawler (Bill)
                        • -
                        • Sir Oliver Withatwist, fetchling fae cult leader; Randy van Peoples, cleric of Gozreh (Dan)
                        • +
                        • Sir Oliver Withatwist, fetchling fae cult leader (Dan)

                        Locations

                          -
                        • Rhyme -
                            -
                          • Taliah’s shop/lab
                          • -
                          • Temple of Cayden Calien
                          • -
                          -
                        • -
                        • The lands towards Stormheim
                        • +
                        • Flint, and some of the surrounding area

                        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
                        • +
                        • 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 15 days until our meeting with the Crypt Dragon in the Boneyard
                        • +
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                                                            +

                                                            Site Home

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

                                                            Current Objectives

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

                                                            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! +
                                                                +
                                                              • 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 each evening, a horde of undead emerge to ransack the town, and then retreat back at dawn. Suspect a necromancer is involved.
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                                                            • 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. +
                                                                +
                                                              • 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. +
                                                                  +
                                                                • 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.
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                                                              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.

                                                              +
                                                            • +
                                                            • We return to Flint, updating Sir Jack, and wrapping-up some loose ends. +
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                                                              • 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.
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                                                            • +
                                                            • 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

                                                            +
                                                              +
                                                            • Harvey, birdman monk of many styles (Mike)
                                                            • +
                                                            • Sheila G [SG], cleric of Cayden Calien (Thans)
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                                                            • Gartug “Tugger” Ironfist, a dwarven brawler (Bill)
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                                                            • Sir Oliver Withatwist, fetchling fae cult leader (Dan)
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                                                            Locations

                                                            +
                                                              +
                                                            • Flint, and some of the surrounding area
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                                                            NPCs and Notable Characters

                                                            +
                                                              +
                                                            • Stackor/Boobahns, dwarven wizard; Chuck, dwarven fighter (James), playing hopscotch in Rhyme
                                                            • +
                                                            • BILLY, the current innkeep at the Spouthouse
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                                                            • Sir Jack Flint, current sheriff of Flint
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                                                            • Pate, rich asshole of Flint
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                                                            Other Notes

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                                                            • We start the session with 15 days until our meeting with the Crypt Dragon in the Boneyard
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