diff --git a/feed.xml b/feed.xml
index 78e91c1..7da1b5b 100644
--- a/feed.xml
+++ b/feed.xml
@@ -1,4 +1,92 @@
-Jekyll2025-04-29T21:04:54-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockTales from the Crypt (Dragon), S5E122025-04-28T00:00:00-05:002025-04-28T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/cryptdragon-12Current Objectives
+Jekyll2025-05-07T20:36:59-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockThe Beasts in the East, Session 22025-05-07T00:00:00-05:002025-05-07T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-01Current Objectives
+
+
Proceed to the Far Territories, and reclaim Fort Rather
+
+
+
Events
+
+
The party meets with Captain Ilio at the gate to Castle Ganth, and we learn
+about the current status of the scouts.
+
+
We talk with some guards, and got some details about the northern towns,
+and why everyone is injured. There are consistent attacks from ogres on
+the northern towns, and the count is dedicating protections.
+
We gather some information from some bar patrons about the general vibes
+about the count and his assassination. The folks of Ganth, and to the
+north, are in favor. The rural areas to the south are less in favor.
+
Stackor sends Syrup an update.
+
The party notices a fetchling staring us down at the bar, and Stackor
+wanders over to speak with them
+
+
He reveals himself to be a representative/agent of Baron Black, and
+offers us information about region, the current climate, and some
+advice.
+
+
The assassination may have been by the populists or cults in the
+city
+
Calcifer has not messed with Ganth
+
The ogres to the north have rallied behind a king named Mookdoo
+
All healers are being targeted and killed in the city, even those
+in favor of Calcifer
+
+
+
+
+
+
+
In the evening, we are escorted to the castle by Ilio to dine with the count.
+The count shows obvious wounds, but the scouts are present. We dine, and
+discuss affairs.
+
+
The count suspects one called Hawkman was behind the assassination
+attempts, a rancher to the south. The count is very disturbed and angry
+about the entire event.
+
After the meeting, a servant gives us a few more details on the current
+issues, and directs us to our chambers in the fort for the evening.
+
+
One of the healers, a priest of Abadar, apparently exploded in the
+chapel of Abadar. The other healers apparently just disappeared.
+
+
+
+
+
Stackor teleports back to Syrup to check-up, with one of the scouts. Sirs
+Beet and Tern take up Count-guarding duties.
+
+
Syrup asks us to ask the Count for permission to move and camp closer and
+to resupply, to find the missing scouts, and to gather any intel on Fort
+Rather.
+
+
+
The party, re-gathered in their room in Castle Ganth, are gathered and ready
+to pursue their next objectives: asking the Court the questions from Syrup,
+and then move north is search of the scouts!
+
+
+
Player Characters
+
+
Sir Beet, a human paladin of Iomedae (Thans)
+
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
+
Jen Erica von Illamage, a human wizard (Mike)
+
Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
+
Stackor, a dwarven wizard (James)
+
+
+
Locations
+
+
Ganth
+
+
+
NPCs and Notable Characters
+
+
Colonel Syrup, commander of the Altasian forces
+
Ignatious “Geo” Joe, an oread shaman
+
Randy Magogum, a fine man, worshipper of Abadar
+
+
+
Other Notes
+
+
Upcoming Events
]]>Ancillary ScribeTales from the Crypt (Dragon), S5E122025-04-28T00:00:00-05:002025-04-28T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/cryptdragon-12Current Objectives
Investigate the ethereal plane room at the Giant’s keep
Enter Stormheim
@@ -830,125 +918,4 @@ heroes
Upcoming Events
Once we deal with Captain Skylan, we need to make haste to Torvock’s Bridge!
Obtain identifying objects from two chiefs of rival orcish tribes.
-
-
Sub-Chief Ury
-
Sub-Chief Dury
-
-
-
Murder the leader of several orc tribes, Kunite the Strange
-
Plant the objects.
-
-
Ensure no witnesses
-
Use Kaldur’s Murder-Shroud to incinerate the leader’s body, so it cannot
-be regenerated.
-
-
-
-
-
-
-
Events
-
-
-
We traveled to a tower and found some mean dudes. COMBAT!! After a grueling
-combat, we succeed! We rest for the evening.
-
-
The next day, we discuss our next steps.
-
-
Kaldur can move the group(s) from the Shadow Plane to the Material Plane
-with perfect precision, but it will be a one-way trip.
-
Kaldur has an inside man in one of the sub-chief’s camp, who will be
-planting beacons (magical lights which can only be seen from the Shadow
-Plane) to provide targets
-
Kaldur has a way to view the Material Plane from the Shadow Plane, in
-order to gather intel.
-
-
-
Our plan:
-
-
2 teams, all invisible, some disguised as orcs if desired, steal the
-items, and converge on the chief’s tent for murder
-
-
-
We travel to the camp location, in a valley between some hills. We see two
-glowing balls (the beacons).
-
-
At the first beacon is Ury, sleeping alone. There are two orcs standing
-guard outside, clearly corrupted by an abyssal bloodline of a sort. There
-are many other orcs sleeping nearby.
-
At the second beacon is our assassination target, Kunite the Strange,
-sleeping in a ring of trees outside. The treant is there, too.
-
The last sub-chief camp is unknown.
-
-
-
We adjust our plan:
-
-
Steal 1 item, plant it at the murder scene. Act fast, stay unseen.
-
-
-
We enact our plan!
-
-
Gadafthree and Duke transport into Ury’s tent from the Shadow Plane.
-
-
Boss Dukes sees some solid targets: a pair of decorative bracers, and
-a javelin. As he nabs the bracers, a small orcish voice calls out for
-him to put them down. Gadafthree clumsily finds his dimension door
-target through the tent wall.
-
As Boss Dukes moves back towards Gadafthree, a quasit dressed in robes
-with a small crown throws a tiny knife at him. Boss gets to
-Gadafthree, and the two dimension door away.
-
-
-
Wondermitch, OJ, Twistfuck, and Kaldur transport into the tree ring around
-Kunite.
-
-
OJ performs a coup de grace on Kunite, slicing off his scalp in a
-single strike.
-
Kaldur and Twistfuck assault the treant, and Wondermitch hits it with
-a magic missile
-
Gadafthree and Dukes pop up
-
OJ joins in the fray againt the trees, and Kaldur finishes it off
-
Kaldur moves to Kunite
-
Twistfuck shadow walks back to Castle Black.
-
Duke plants the evidence.
-
Kaldur incinerates Kunite’s body using the shroud.
-
Wondermitch shadow walks himself, Duke, OJ, and Gadafthree back to
-Castle Black.
-
-
-
-
-
The party, plus Kaldur, reunite at Castle Black.
-
-
-
Player Characters
-
-
Gadafthree, a mythic tengu summoner, bearer of the mantle of the caller of the
-deep (Bill)
-
Wondermitch, a mythic human sorcerer, bearer of the mantle of the star-born
-(Thans)
-
Sir Oliver Withatwist, a mythic fetchling warpriest, bearer of the mantle of
-the velvet blade (Dan)
-
Duke “Boss” Dukes, a water fae rake (Mike)
-
O’Shea Jackson, a Winter Court fae swashbuckler-thug (James)
-
-
-
Locations
-
-
Baron Black’s Castle
-
-
-
NPCs and Notable Characters
-
-
Baron Kaldur Black, a mythic fae arcane trickster, bearer of a mantle of
-heroes
-
-
-
Other Notes
-
-
Upcoming Events
]]>Ancillary Scribe
\ No newline at end of file
+]]>Ancillary Scribe
\ No newline at end of file
diff --git a/journals/seventh/20211213.html b/journals/seventh/20211213.html
index 742fe8a..fd80616 100644
--- a/journals/seventh/20211213.html
+++ b/journals/seventh/20211213.html
@@ -28,6 +28,10 @@
@@ -701,6 +705,8 @@
+
+
diff --git a/journals/seventh/beast-east-01.html b/journals/seventh/beast-east-01.html
new file mode 100644
index 0000000..69096b3
--- /dev/null
+++ b/journals/seventh/beast-east-01.html
@@ -0,0 +1,562 @@
+
+
+
+ The Beasts in the East, Session 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Current Objectives
+
+
Proceed to the Far Territories, and reclaim Fort Rather
+
+
+
Events
+
+
The party meets with Captain Ilio at the gate to Castle Ganth, and we learn
+about the current status of the scouts.
+
+
We talk with some guards, and got some details about the northern towns,
+and why everyone is injured. There are consistent attacks from ogres on
+the northern towns, and the count is dedicating protections.
+
We gather some information from some bar patrons about the general vibes
+about the count and his assassination. The folks of Ganth, and to the
+north, are in favor. The rural areas to the south are less in favor.
+
Stackor sends Syrup an update.
+
The party notices a fetchling staring us down at the bar, and Stackor
+wanders over to speak with them
+
+
He reveals himself to be a representative/agent of Baron Black, and
+offers us information about region, the current climate, and some
+advice.
+
+
The assassination may have been by the populists or cults in the
+city
+
Calcifer has not messed with Ganth
+
The ogres to the north have rallied behind a king named Mookdoo
+
All healers are being targeted and killed in the city, even those
+in favor of Calcifer
+
+
+
+
+
+
+
In the evening, we are escorted to the castle by Ilio to dine with the count.
+The count shows obvious wounds, but the scouts are present. We dine, and
+discuss affairs.
+
+
The count suspects one called Hawkman was behind the assassination
+attempts, a rancher to the south. The count is very disturbed and angry
+about the entire event.
+
After the meeting, a servant gives us a few more details on the current
+issues, and directs us to our chambers in the fort for the evening.
+
+
One of the healers, a priest of Abadar, apparently exploded in the
+chapel of Abadar. The other healers apparently just disappeared.
+
+
+
+
+
Stackor teleports back to Syrup to check-up, with one of the scouts. Sirs
+Beet and Tern take up Count-guarding duties.
+
+
Syrup asks us to ask the Count for permission to move and camp closer and
+to resupply, to find the missing scouts, and to gather any intel on Fort
+Rather.
+
+
+
The party, re-gathered in their room in Castle Ganth, are gathered and ready
+to pursue their next objectives: asking the Court the questions from Syrup,
+and then move north is search of the scouts!
+
+
+
Player Characters
+
+
Sir Beet, a human paladin of Iomedae (Thans)
+
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
+
Jen Erica von Illamage, a human wizard (Mike)
+
Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
@@ -553,6 +557,8 @@ We will decide what to do with those days next time!
+
+
diff --git a/journals/seventh/cryptdragon-08.html b/journals/seventh/cryptdragon-08.html
index 09c79df..e4e7fcf 100644
--- a/journals/seventh/cryptdragon-08.html
+++ b/journals/seventh/cryptdragon-08.html
@@ -28,6 +28,10 @@
@@ -487,6 +491,8 @@ ready to jump through the literal and figurative portal to their objective!
+
+
diff --git a/journals/seventh/cryptdragon-09.html b/journals/seventh/cryptdragon-09.html
index 14a95dc..e4c15b5 100644
--- a/journals/seventh/cryptdragon-09.html
+++ b/journals/seventh/cryptdragon-09.html
@@ -28,6 +28,10 @@
@@ -531,6 +535,8 @@ in, and finds a Ring of Mind Shielding.
+
+
diff --git a/journals/seventh/cryptdragon-10.html b/journals/seventh/cryptdragon-10.html
index 912dd1d..979c023 100644
--- a/journals/seventh/cryptdragon-10.html
+++ b/journals/seventh/cryptdragon-10.html
@@ -28,6 +28,10 @@
Our Most Recent Adventure: Tales from the Crypt (Dragon), S5E12
+
Our Most Recent Adventure: The Beasts in the East, Session 2
Current Objectives
-
Investigate the ethereal plane room at the Giant’s keep
-
Enter Stormheim
-
[COMPLETE] Join Kaldur and seek the Mantles of the Heroes
-
[COMPLETE] Aid the merfolk in attacking the Cthulu cults
-
[COMPLETE] Defeat the Dracolich to earn the Rune from Nuripites
+
Proceed to the Far Territories, and reclaim Fort Rather
Events
-
The party stands in the Runebarrow, deliberating when and where to return
-Cayden Caylien to the material plane. We decide, after a brief discussion and
-brainstorming sesh, to keep to our plan, and return Cayden to Sheila G’s
-temple. But then, we reconsider, and decide to return him somewhere, and then
-teleport with him elsewhere if we so choose. Maurgim will protect Cayden
-from being scryed upon once he is on the material plane, but returning him to
-life will (likely) be very well known.
+
The party meets with Captain Ilio at the gate to Castle Ganth, and we learn
+about the current status of the scouts.
-
We finally decide to return Cayden to “the cube room” in Fort Ang. Sheila
-G and Stackor will teleport to that location ahead of time, so SG knows
-better of it.
+
We talk with some guards, and got some details about the northern towns,
+and why everyone is injured. There are consistent attacks from ogres on
+the northern towns, and the count is dedicating protections.
+
We gather some information from some bar patrons about the general vibes
+about the count and his assassination. The folks of Ganth, and to the
+north, are in favor. The rural areas to the south are less in favor.
+
Stackor sends Syrup an update.
+
The party notices a fetchling staring us down at the bar, and Stackor
+wanders over to speak with them
+
+
He reveals himself to be a representative/agent of Baron Black, and
+offers us information about region, the current climate, and some
+advice.
+
+
The assassination may have been by the populists or cults in the
+city
+
Calcifer has not messed with Ganth
+
The ogres to the north have rallied behind a king named Mookdoo
+
All healers are being targeted and killed in the city, even those
+in favor of Calcifer
+
+
+
+
-
We rest for the night in the Runebarrow, then plane shift back to the
-material plane, then teleports back to Rime. They sell their loot,
-distribute the new wealth, and do some shopping.
+
In the evening, we are escorted to the castle by Ilio to dine with the count.
+The count shows obvious wounds, but the scouts are present. We dine, and
+discuss affairs.
-
Kaldur Black and Harvey have a mental chat, mostly about political
-scheming and cult hunting.
+
The count suspects one called Hawkman was behind the assassination
+attempts, a rancher to the south. The count is very disturbed and angry
+about the entire event.
+
After the meeting, a servant gives us a few more details on the current
+issues, and directs us to our chambers in the fort for the evening.
+
+
One of the healers, a priest of Abadar, apparently exploded in the
+chapel of Abadar. The other healers apparently just disappeared.
+
+
+
Stackor teleports back to Syrup to check-up, with one of the scouts. Sirs
+Beet and Tern take up Count-guarding duties.
+
+
Syrup asks us to ask the Count for permission to move and camp closer and
+to resupply, to find the missing scouts, and to gather any intel on Fort
+Rather.
+
+
+
The party, re-gathered in their room in Castle Ganth, are gathered and ready
+to pursue their next objectives: asking the Court the questions from Syrup,
+and then move north is search of the scouts!
Player Characters
-
-
Gartug Ironfist, a dwarven brawler (Bill)
-
Sheila G, a half-elf cleric of Cayden Calien (Thans)
-
Stackor, a dwarven wizard (James)
-
Harvey, a tengu-ish monk (Mike)
-
Randy Van Peoples, a human cleric of Gozreh (Dan)
-
-
-
Locations
-
-
A dead planet
-
The Boneyard
-
-
The barrow of Nuripites, a crypt dragon
-
The Runebarrow
-
-
-
Rime
-
-
-
NPCs and Notable Characters
-
-
Naynay, a human pervert with some martial arts training
-
-
-
-
-
Current Objectives
-
-
Proceed to the Far Territiries, and reclaim Fort Rather
-
-
-
Events
-
-
Herein begins our tales of the Altasian army moving into the Far Territories
-to reclaim Fort Rather, and fight the daemon Calcifer. When last we left them,
-they had left Flint a bit of a disaster.
-
-
Their first stop is at Shrine Lake. There, the party identifies various
-fey groups, which appear to all of sworn loyalty to the empty throne of
-the Twilight Court. This is odd.
-
The second stop is in The Verdant. There, the party discovers two fighting
-factions - a group of “original” verdant elves and half-elves, and a group
-of “new” verdant elves and half-elves.
-
-
The “OG Verdant” note that the “New Verdant” have taken up strange and
-dark tidings, and would like the party to kill them. If this is done,
-the OG will restore the camps, offer safe passage, and even provide
-guides.
-
-
The party members notice a group of paler elves, which they
-suspect may be calling the shots behind the scene.
-
-
-
The “New Verdant” mostly just want to be left alone. They ask the
-party to take whichever of them wants to leave with them, and offer us
-guidance out of the forest.
-
The decision, after a vote, is to take on the New Verdant as a means
-of solving the OG Verdant’s problem. We will take whomever wants to
-come with us away, and punish them accordingly if necessary.
-
-
-
The third stop is in a barren desert. The caravan is beset by small groups
-of undead, seemingly coming from a large dark sandstorm to the north.
-Commander Syrup considers dispatching troops to investigate and possibly
-root-out the cause of these undead, but the party advises against it, and
-we move on.
-
The fourth stop is the small region of Perth. There, the halflings and
-wayangs are at each-other with fighting and distrust.
-
-
The wayangs stated that the halflings poisioned their well, and
-attacked them. The party’s investigations confirm this, but further
-find a growing cult of yog-sothos, which they destroy.
-
The halflings make claims that the wayangs plane shifted some of
-their vulnerable and venerable members away. The party’s
-investigations confirm this, but further find a growing cult of
-nyarlethotep, which they weren’t fully able to destroy. The party
-decides to leave a detachment of Abadar’s Inquisition to finish the
-task.
-
-
-
-
-
-
We arrive at modern day. Stackor pops up, talks with Syrup, then heads back to
-Rime. The next day, Stackor and Randy Van Peoples, who resurrects Sir Beet.
-
-
The camp has a meeting. The scouts sent to Ganth have not returned. The party
-is being sent to investigate what happened to the scouts. Once determined, the
-party is to meet with Count Therin to discuss the forces resupplying, camping,
-and moving through towards Fort Rather.
-
-
As we approach, the gates are down, the guards are armed, but the Counts
-flag still flies. Sir Beet does the talking. The guard informs us that our
-scouts are within, though they split, and half went further north. When
-the scouts arrived, there was an attempt on the Count’s life by assassins.
-The guard is welcoming of additional support, stating that Ganth seems to
-stand alone against many threats. We move into the town, to meet with the
-captain of the guard.
-
-
A fetchling notices the party, though most of us don’t notice them,
-and moves into a home. A few moments later, a crow leaves from that
-home, flying east.
-
The party meets with Captain Ilios
-
-
-
-
-
-
-
Player Characters
-
Sir Beet, a human paladin of Iomedae (Thans)
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
Jen Erica von Illamage, a human wizard (Mike)
Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)