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journals/seventh/_posts/2024-08-05-stormheim-06.md
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journals/seventh/_posts/2024-08-05-stormheim-06.md
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title: Stormed Heims, S4E5
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---
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## Current Objectives
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- Rescue Green Guts!
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- ~~Investigate the ethereal plane room~~
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- ~~Travel to the old Dwarf capital, north-east of Vuln, Stormheim!~~
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## Events
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- 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!
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- We spend the night in the Spouthouse.
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- We eat some quail eggs.
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- 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.
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## Player Characters
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- Harvey, birdman monk of many styles (Mike)
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- 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
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- Flint, and some of the surrounding area
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## NPCs and Notable Characters
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- Stackor/Boobahns, dwarven wizard; Chuck, dwarven fighter (James), playing hopscotch in Rhyme
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- 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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