diff --git a/feed.xml b/feed.xml index 6d024d0..88d85b7 100644 --- a/feed.xml +++ b/feed.xml @@ -1,4 +1,4 @@ -Jekyll2024-11-02T08:18:07-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E182024-10-21T00:00:00-05:002024-10-21T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-18Current Objectives +Jekyll2024-11-11T21:17:15-06:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E192024-11-11T00:00:00-06:002024-11-11T00:00:00-06:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-19Current Objectives
  • Investigate the ethereal plane room
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
  • @@ -6,72 +6,45 @@

    Events

      -
    • We stand, underground in Fort Ang, before a bridge. On the other side is a closed portoculis, similar to previous closed gates. SG user her dimensional slide to hop to the otherside and open the gate. -
        -
      • Inside, to the left short hallway that ends in a wall. To the right in a longer hallway that turns left. Before is a stair up with a ramp beside it. -
          -
        • Checking to the left, we identify the wall is likely a secret door.
        • -
        • Heading down the right hallway, Taliah disarms a pressure plate, and we continue.
        • -
        -
      • -
      • We come to a barrier, which Stackor casts shrink item on, and Randy picks it up. We continue for another while, before arriving at a t-junction, flanked by everburning torches, with a secret door before us. -
          -
        • We move into the secret room, finding bunks, weapon racks, and some chests. We find some minor magical items, and decide to return to the staircase.
        • -
        • Harvey quickly runs down both the left and right hallways, finding each extended a significant distance with no remarkable discoveries. We head back to the courtyard, and move up the stair way.
        • -
        • Dan sneezes out of game.
        • -
        -
      • -
      • At the top of the stair, is a hallway. To the left is a hallway which turns further north. Slightly to the left is a set of large, iron-bound ironwood double doors. To the right is a short hallway which ends in a wall (likely a secret door). Along the right hall, part way down, is a stone door which heads back towards the courtyard. -
          -
        • We open the double-doors, finding a circular room with a large bronze-cast cannon, cannonballs, and a large metal disc in the ceiling.
        • -
        • Heading back, we check the right hallway. The door is locked, but Taliah unlocks it quickly. Inside appeears to be a records room or an officer’s chamber. There many tindertwigs, some shelves with burned paper, and boxes that appear to be records. There’s a single dwarven skeleton, holding a pistol, with obvious damage to its skull. We confirm there is a secret door at the end of the hallway, but no way to open it from this side.
        • -
        -
      • -
      • Heading back down the initially-left hallway, it turns left into a long tunnel, eventually ending in a large set of ironwood double-doors, with a bar across them. Removing the bar, and opening the doors towards us, is a closed portoculis before us. Opening it, there is a hallway heading straight and left. We head straight, entering a circular room that Taliah had previously been in; it is one of the circular rooms in the pre-metal-box fort. We decide to head back to the circular room with the large bronze-cast cannon.
      • -
      • Back at the circular room, Taliah assumes a gaseous form, floats up through the metal disc, and opens the way. We find more cannons, cannonballs, and a hallway heading east. -
          -
        • Moving to the east, we eventually come to a foundry for the cannons. We see no obvious exits, but there is a significant pile of rubble. Moving some, we eventually come to the conclusion that there is enough rubble that moving any significant amount of it will probably cause cave-ins, and would require engineering projects to move. We check the forge chimney: Taliah climbs up, and eventually turns herself into gas again, and discovers that we are not quite there. Taliah takes note of the direction we need to go, and we backtrack to the second secret door we came across, at the up-stairs right hallway.
        • -
        -
      • -
      • Stackor stone shapes a hole, and makes Harvey small to move through. On the otherside, he finds the lever for opening the door, a hallway and some other doorways. Harvey opens the door, but it grinds to a jam at the stone-shaped parts. Taliah and Stackor shimmy through, SG dimensional steps, and Randy uses his boots to urban step. As he leaves the new doorway, moans and screams erupt from behind him, and he is attacked! COMBAT! -
          -
        • Surprise! A disgusting mass slams into Randy, wrapping him in undead appendeges.
        • -
        • SG gives everyone a blessing of fervor. Harvey delays until he’s big again. Stackor enalrge person’s Harvey. Harvey moves through a second doorway into the room, attacking the giant pile of wriggling corpses. Randy beats on it a bit. Taliah throws a frost bomb at it. The creature emits a painful scream.
        • -
        • SG zooms into range with the creature. Stackor successfully holds it, and also identifies it as a corpse orgy. Harvey punches it a bunch. Randy stabs it a bunch. Taliah throws another frost bomb at it. The corpse orgy shakes off the hold monster spell.
        • -
        • SG stabs it a bunch. Stackor launches magic missiles at it. Harvey punches it, but only once. Randy steps forward and finishes the corpse orgy. COMBAT OVER! VICTORY!
        • -
        -
      • -
      • We loot the room. We find a box full of some black rocks, similar to the black rocks we found under the temple; we coerce SG to put it in the hole. Harvey takes a bunch of gold.
      • -
      • Back in the hallway, we go into a small room that appears to be full of casks of gunpowder and a rod of flame extinguishing. We continue down the hallway, eventually coming to the room with cannons that Taliah eventually flew around in. Backtracking briefly, we head down stairs and find a secret entrance to the floor of the large cannon room. With this, we appear to be at a dead-end; we backtrack to the first secret door we discovered, in the courtyard.
      • -
      • Stackor casts passwall and opens the secret door. Upon doing so, a pile of bones falls into the hall with us. They appear to all have been ground and broken after death. We continue down the passage beyond. -
          -
        • Progressing about 100 feet, the tunnel opens up into a large chamber, with odd spiral carvings and Aklo writing on the walls. There is a face made of the skinned flesh of several smaller figures, stitched together into a rough shape, that is mumbling and whispering. There’s a 20-foot coffin, with layers of bones and straw. There’s a desk sized for a 15-foot tall person. At the far end of the room is a portal to the Plane of Shadow. There are jars, full of strange liquids and body parts, including one with a zombie head following us. -
            -
          • Randy first intends to take the zombie head, and then destroys it after remembering he’s a cleric.
          • -
          -
        • -
        • Examining the desk, Stackor and Randy discover notes that look to be the research of a vivisectionist.
        • -
        • The portal is seemingly a natural portal.
        • -
        • Randy finds and takes from the coffin a cockatrice egg.
        • -
        • Stackor creates a wall of iron sealing the portal behind it.
        • -
        • Stackor goes back to investigating the desk, find a bag of silver dust, healer’s tools (for a huge creature), and a giant book made of flesh labeled “Kytons and Their Play Things.”
        • -
        • We collect all the fucked up stuff, put it into the coffin in the main room, add some gunpowder, and blow it up. Yeeeaaahhh!!
        • -
        -
      • -
      • With no other way to go, we backtrack to the chest that Dan forgot. Inside are 2 potions (Cure Light Wounds and Endure Elements), and some gold. -
          -
        • We then decide to travel left (from the hallway). Walking for 2 hours, we eventually come to a t-junction with a marker: to the left, Glacial Bay; to the right, Damoks Mine.
        • -
        • We head back to the original t-junction, and head right. Walking several hours, passing clusters of dead dwarves, the tunnel opens up into a waystation of sorts: stove and bunks. This marks the end of the day. Stackor studies the area and teleports us back to Rime.
        • -
        -
      • -
      -
    • Back in Rime, we rest for the evening.
      • In the morning, Stackor finds some documents given to him about stuff, apparently from the Dream Man. OOOooooOOOOoooo…..
      • Sheila G empties out her hole a bit, selling and distributing wealth.
    • +
    • We teleport back to the tunnels, at the waystation, and continue moving. Eventually we come across more and more dwarven remains, and a crystalline outcropping. After some deduction, we identify it as a carnivorous crystal. We prepare and attack! +
        +
      • COMBAT! +
          +
        • Surprise round: SG gives herself Righteous Might. Stackor shatters the creature. Taliah drinks an extract. Peeples prays.
        • +
        • SG charges in and smacks it! Stackor shatters it again! Peeples summons a spiritual weapon. Taliah gets stunned by the creature. The creature smacks on SG! Harvey returns, and punches it to pieces. Victory!
        • +
        +
      • +
      • After, the party agrees that Taliah should gather the remains and make some crazy bombs or something with them.
      • +
      +
    • +
    • +

      Harvey investigates the remains. He finds some gold, gems, various decayed and mundane objects, and a magical throwing ax.

      +
    • +
    • We continue down the tunnel. We eventually come to an open chamber along the left. There are several arches with pillars of rough stone. Beyond the arches is a dry fountain, counters, chairs, and dwarven remains. To the right is a staircase down, with a ramp along side it, a secret door and switch, and a pair of dessicated donkeys (still standing!) tied to a cart filled with fingerbones. +
        +
      • Opening the secret door reveals a bunk room with several stacks of magical bolts, otherwise decayed and rusted mundane weapons and armor, and a locked leather chest with gold.
      • +
      • Heading down the staircase, we eventually come to a landing. On the right is a closed porticullus bifurcating a dead dwarf. Peeples spends some time dragging a dagger over. There is no indication of how to open the gate; SG and Harvey fail to lift it. SG dimensional steps through the porticullus and investigates further, finding an alcove to the right. There, a dwarven skeleton with a firearm appears to have lined up and executed several humans before shooting itself through the mouth. The hallway continues to the left, eventually coming to a small circular room with a wooden door banded in iron. Inside the room are several boxes; inside one is a large tube of disturbingly green liquid. Jeff returns with a pair of rose-tinted quartz glasses. The tube is filled with a potent acid. We continue.
      • +
      • Heading down further we come to the bottom of the staircase. Here are more dwarven remains, with intricate carvings and decorative signage, and a cave-in that blocks the most important details: where the tunnel goes. After some effort, we manage to clear off enough of the rubble to reveal that this tunnel heads to the Zweiss Valley. Taliah turns into a gaseous form, and explores roughly 300 feet into the rubble before coming to a very large, air-tight door. Also, during our considerations, a minecart with a bull’s head magically appeared behind us. Some investigation determined it appears to be polymorphed. Stackor remembers that the bull’s head is the symbol of the obscure and forgotten house of Bullshoit.
      • +
      • Stackor dimensional door’s us past the rubble, and we appear inside the ruins of an old town. The weather is unseasonably cold. Moving around the town, we see several deer and buck that appear to be obviously corrupted by the dark tapestry. We quickly destroy them and burn the corpses. We investigate the town a bit. +
          +
        • Taliah finds the remains of a well, with odd fungi around it. Her investigation leads her to think there is a gate to the first world in the well, that the mushrooms are from spores from the first world, and that the gate likely leads to a realm of the court of worms.
        • +
        • Harvey and Stackor determine the downfall of this town was likely sudden and quick. They find some ores.
        • +
        • Peeples and SG discover a wine cellar, with even a few bottles of drinkable liquid. As SG takes a sip, she gets smacked by tentacles from the ceiling. Combat! +
            +
          • SG, caught off-guard, gets assaulted by tentacles and grappled. Harvey moves supernaturally fast, arriving at combat. Taliah moves closer to combat. Peeples channels, healing up SG a bit. The disgusting floating polyp constricts SG, and smacks Peeples.
          • +
          +
        • +
        +
      • +
      +
    • +
    • We call it here for the night. Combat continues next time!

    Player Characters

    @@ -85,6 +58,7 @@

    Locations

      +
    • Rime
    • Fort Ang and the tunnels leading to Stormheim
    @@ -180,6 +154,101 @@
  • Barbaric! Let that word resound!
  • One thing Sheila G knows for certain is that Gartug’s whole family is alive.
  • 10 days remain until the meeting with the crypt dragon
  • +
]]>
Ancillary Scribe
Stormed Heims, S4E182024-10-21T00:00:00-05:002024-10-21T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-18Current Objectives +
    +
  • Investigate the ethereal plane room
  • +
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
  • +
+ +

Events

+
    +
  • We stand, underground in Fort Ang, before a bridge. On the other side is a closed portoculis, similar to previous closed gates. SG user her dimensional slide to hop to the otherside and open the gate. +
      +
    • Inside, to the left short hallway that ends in a wall. To the right in a longer hallway that turns left. Before is a stair up with a ramp beside it. +
        +
      • Checking to the left, we identify the wall is likely a secret door.
      • +
      • Heading down the right hallway, Taliah disarms a pressure plate, and we continue.
      • +
      +
    • +
    • We come to a barrier, which Stackor casts shrink item on, and Randy picks it up. We continue for another while, before arriving at a t-junction, flanked by everburning torches, with a secret door before us. +
        +
      • We move into the secret room, finding bunks, weapon racks, and some chests. We find some minor magical items, and decide to return to the staircase.
      • +
      • Harvey quickly runs down both the left and right hallways, finding each extended a significant distance with no remarkable discoveries. We head back to the courtyard, and move up the stair way.
      • +
      • Dan sneezes out of game.
      • +
      +
    • +
    • At the top of the stair, is a hallway. To the left is a hallway which turns further north. Slightly to the left is a set of large, iron-bound ironwood double doors. To the right is a short hallway which ends in a wall (likely a secret door). Along the right hall, part way down, is a stone door which heads back towards the courtyard. +
        +
      • We open the double-doors, finding a circular room with a large bronze-cast cannon, cannonballs, and a large metal disc in the ceiling.
      • +
      • Heading back, we check the right hallway. The door is locked, but Taliah unlocks it quickly. Inside appeears to be a records room or an officer’s chamber. There many tindertwigs, some shelves with burned paper, and boxes that appear to be records. There’s a single dwarven skeleton, holding a pistol, with obvious damage to its skull. We confirm there is a secret door at the end of the hallway, but no way to open it from this side.
      • +
      +
    • +
    • Heading back down the initially-left hallway, it turns left into a long tunnel, eventually ending in a large set of ironwood double-doors, with a bar across them. Removing the bar, and opening the doors towards us, is a closed portoculis before us. Opening it, there is a hallway heading straight and left. We head straight, entering a circular room that Taliah had previously been in; it is one of the circular rooms in the pre-metal-box fort. We decide to head back to the circular room with the large bronze-cast cannon.
    • +
    • Back at the circular room, Taliah assumes a gaseous form, floats up through the metal disc, and opens the way. We find more cannons, cannonballs, and a hallway heading east. +
        +
      • Moving to the east, we eventually come to a foundry for the cannons. We see no obvious exits, but there is a significant pile of rubble. Moving some, we eventually come to the conclusion that there is enough rubble that moving any significant amount of it will probably cause cave-ins, and would require engineering projects to move. We check the forge chimney: Taliah climbs up, and eventually turns herself into gas again, and discovers that we are not quite there. Taliah takes note of the direction we need to go, and we backtrack to the second secret door we came across, at the up-stairs right hallway.
      • +
      +
    • +
    • Stackor stone shapes a hole, and makes Harvey small to move through. On the otherside, he finds the lever for opening the door, a hallway and some other doorways. Harvey opens the door, but it grinds to a jam at the stone-shaped parts. Taliah and Stackor shimmy through, SG dimensional steps, and Randy uses his boots to urban step. As he leaves the new doorway, moans and screams erupt from behind him, and he is attacked! COMBAT! +
        +
      • Surprise! A disgusting mass slams into Randy, wrapping him in undead appendeges.
      • +
      • SG gives everyone a blessing of fervor. Harvey delays until he’s big again. Stackor enalrge person’s Harvey. Harvey moves through a second doorway into the room, attacking the giant pile of wriggling corpses. Randy beats on it a bit. Taliah throws a frost bomb at it. The creature emits a painful scream.
      • +
      • SG zooms into range with the creature. Stackor successfully holds it, and also identifies it as a corpse orgy. Harvey punches it a bunch. Randy stabs it a bunch. Taliah throws another frost bomb at it. The corpse orgy shakes off the hold monster spell.
      • +
      • SG stabs it a bunch. Stackor launches magic missiles at it. Harvey punches it, but only once. Randy steps forward and finishes the corpse orgy. COMBAT OVER! VICTORY!
      • +
      +
    • +
    • We loot the room. We find a box full of some black rocks, similar to the black rocks we found under the temple; we coerce SG to put it in the hole. Harvey takes a bunch of gold.
    • +
    • Back in the hallway, we go into a small room that appears to be full of casks of gunpowder and a rod of flame extinguishing. We continue down the hallway, eventually coming to the room with cannons that Taliah eventually flew around in. Backtracking briefly, we head down stairs and find a secret entrance to the floor of the large cannon room. With this, we appear to be at a dead-end; we backtrack to the first secret door we discovered, in the courtyard.
    • +
    • Stackor casts passwall and opens the secret door. Upon doing so, a pile of bones falls into the hall with us. They appear to all have been ground and broken after death. We continue down the passage beyond. +
        +
      • Progressing about 100 feet, the tunnel opens up into a large chamber, with odd spiral carvings and Aklo writing on the walls. There is a face made of the skinned flesh of several smaller figures, stitched together into a rough shape, that is mumbling and whispering. There’s a 20-foot coffin, with layers of bones and straw. There’s a desk sized for a 15-foot tall person. At the far end of the room is a portal to the Plane of Shadow. There are jars, full of strange liquids and body parts, including one with a zombie head following us. +
          +
        • Randy first intends to take the zombie head, and then destroys it after remembering he’s a cleric.
        • +
        +
      • +
      • Examining the desk, Stackor and Randy discover notes that look to be the research of a vivisectionist.
      • +
      • The portal is seemingly a natural portal.
      • +
      • Randy finds and takes from the coffin a cockatrice egg.
      • +
      • Stackor creates a wall of iron sealing the portal behind it.
      • +
      • Stackor goes back to investigating the desk, find a bag of silver dust, healer’s tools (for a huge creature), and a giant book made of flesh labeled “Kytons and Their Play Things.”
      • +
      • We collect all the fucked up stuff, put it into the coffin in the main room, add some gunpowder, and blow it up. Yeeeaaahhh!!
      • +
      +
    • +
    • With no other way to go, we backtrack to the chest that Dan forgot. Inside are 2 potions (Cure Light Wounds and Endure Elements), and some gold. +
        +
      • We then decide to travel left (from the hallway). Walking for 2 hours, we eventually come to a t-junction with a marker: to the left, Glacial Bay; to the right, Damoks Mine.
      • +
      • We head back to the original t-junction, and head right. Walking several hours, passing clusters of dead dwarves, the tunnel opens up into a waystation of sorts: stove and bunks. This marks the end of the day. Stackor studies the area and teleports us back to Rime.
      • +
      +
    • +
    +
  • +
  • Back in Rime, we rest for the evening. +
      +
    • In the morning, Stackor finds some documents given to him about stuff, apparently from the Dream Man. OOOooooOOOOoooo…..
    • +
    • Sheila G empties out her hole a bit, selling and distributing wealth.
    • +
    +
  • +
+ +

Player Characters

+
    +
  • Nataliah Kas Zhukoff, a tiefling alchemist (Bill)
  • +
  • Sheila G, drunken “half-elf” priest of Cayden Calien (Thans)
  • +
  • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
  • +
  • Randy Van Peeples, human cleric of Gozreh (Dan)
  • +
  • Harvey, the kind-of tengu monk (Mike)
  • +
+ +

Locations

+
    +
  • Fort Ang and the tunnels leading to Stormheim
  • +
+ +

NPCs and Notable Characters

+ +

Other Notes

+
    +
  • 9 days remain until the meeting with the crypt dragon
]]>
Ancillary Scribe
Stormed Heims, S4E162024-10-16T00:00:00-05:002024-10-16T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-16Current Objectives
  • Investigate the ethereal plane room
  • @@ -479,6 +548,53 @@
    • We start the session still in the past, with 12 days until our meeting with the Crypt Dragon in the Boneyard.
    • Tomorrow, in-game, Sheila G and co return to Rime.
    • +
    ]]>Ancillary ScribeStormed Heims, S4E112024-09-04T00:00:00-05:002024-09-04T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-11Current Objectives +
      +
    • Investigate the ethereal plane room
    • +
    • 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.
    • +
    • Dan calls Gliff “Macho Man”
    ]]>
    Ancillary Scribe
    Stormed Heims, S4E102024-09-04T00:00:00-05:002024-09-04T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-10Current Objectives
    • Investigate the ethereal plane room
    • @@ -527,100 +643,4 @@

      Other Notes

      • We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.
      • -
      ]]>Ancillary ScribeStormed Heims, S4E112024-09-04T00:00:00-05:002024-09-04T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-11Current Objectives -
        -
      • Investigate the ethereal plane room
      • -
      • 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.
      • -
      • Dan calls Gliff “Macho Man”
      • -
      ]]>
      Ancillary Scribe
      Stormed Heims, S4E92024-08-26T00:00:00-05:002024-08-26T00:00:00-05:00https://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! Stackor teleports us back to the iron-lined room, and we explore down the nearby tunnel. Taliah disarms the trapped door and opens it, the party explores for a bit, coming across the skeletal remains of a dwarf; it’s legs are broken. Continuing on, we come to a cave-in. Taliah burrows under, exploring the otherside briefly, discovering the temple opens up, and a stone sign-post with three directions marked: Temple of Folgrit, Central Crypt (marked as opposite the Temple), and Fort Ang (off in a third direction). We decide to postpone further exploration for now. We carry the one crate we found back to the iron-lined room and make to leave. Miningra grabs some of the deific artifacts and relics of Folgrit on the way out. In the entry way, we find weird slime trails with no indication of how or where they came from; Taliah gathered some up. We depart on phantom steeds, continuing towards Stormheim.

        -
      • -
      • We make it to a mountain pass, where the way to Stormheim is blocked by a mist. We decide to fly over it, and as we do so, are ambushed by stones, icicles, and a metal oni! Combat!! -
          -
        • We flee! Ain’t dealing with that.
        • -
        -
      • -
      • We return to the Temple of Folgrit, and decide to go under the mountains. We travel through the tunnels, with a best-guess direction. After a bit, we hear weird yodeling and cries in the dark. We hear something moving towards us. Stackor erects a wall of iron, Mummrah gives us a blessing of fervor, Randy gives himself barkskin, and Taliah prepares a tanglefoot bag. A disgusting creature runs around the wall, and combat begins! Combat!! -
          -
        • It’s a Gug! Gross! Mummrah moves up to tank, while the rest of the party begins laying down some damage. The Gug responds by ripping Mummrah a few new assholes.
        • -
        • The party and the Gug duke it out! Mummrah gets quite bloodied. Taliah lights it on fire a bunch! Eventually we win! However, more are lurking in the darkness…
        • -
        -
      • -
      • We call it here for the night. There are Gugs. Gugs in the deep.
      • -
      - -

      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)
      • -
      • 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

      -
        -
      • 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
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                          +
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                        • +
                        • Stormed Heims, S4E18
                        • @@ -384,7 +388,7 @@

                          Locations


                          -

                          Our Most Recent Adventure: Stormed Heims, S4E18

                          +

                          Our Most Recent Adventure: Stormed Heims, S4E19


                          Current Objectives

                          @@ -395,72 +399,45 @@

                          Events

                            -
                          • We stand, underground in Fort Ang, before a bridge. On the other side is a closed portoculis, similar to previous closed gates. SG user her dimensional slide to hop to the otherside and open the gate. -
                              -
                            • Inside, to the left short hallway that ends in a wall. To the right in a longer hallway that turns left. Before is a stair up with a ramp beside it. -
                                -
                              • Checking to the left, we identify the wall is likely a secret door.
                              • -
                              • Heading down the right hallway, Taliah disarms a pressure plate, and we continue.
                              • -
                              -
                            • -
                            • We come to a barrier, which Stackor casts shrink item on, and Randy picks it up. We continue for another while, before arriving at a t-junction, flanked by everburning torches, with a secret door before us. -
                                -
                              • We move into the secret room, finding bunks, weapon racks, and some chests. We find some minor magical items, and decide to return to the staircase.
                              • -
                              • Harvey quickly runs down both the left and right hallways, finding each extended a significant distance with no remarkable discoveries. We head back to the courtyard, and move up the stair way.
                              • -
                              • Dan sneezes out of game.
                              • -
                              -
                            • -
                            • At the top of the stair, is a hallway. To the left is a hallway which turns further north. Slightly to the left is a set of large, iron-bound ironwood double doors. To the right is a short hallway which ends in a wall (likely a secret door). Along the right hall, part way down, is a stone door which heads back towards the courtyard. -
                                -
                              • We open the double-doors, finding a circular room with a large bronze-cast cannon, cannonballs, and a large metal disc in the ceiling.
                              • -
                              • Heading back, we check the right hallway. The door is locked, but Taliah unlocks it quickly. Inside appeears to be a records room or an officer’s chamber. There many tindertwigs, some shelves with burned paper, and boxes that appear to be records. There’s a single dwarven skeleton, holding a pistol, with obvious damage to its skull. We confirm there is a secret door at the end of the hallway, but no way to open it from this side.
                              • -
                              -
                            • -
                            • Heading back down the initially-left hallway, it turns left into a long tunnel, eventually ending in a large set of ironwood double-doors, with a bar across them. Removing the bar, and opening the doors towards us, is a closed portoculis before us. Opening it, there is a hallway heading straight and left. We head straight, entering a circular room that Taliah had previously been in; it is one of the circular rooms in the pre-metal-box fort. We decide to head back to the circular room with the large bronze-cast cannon.
                            • -
                            • Back at the circular room, Taliah assumes a gaseous form, floats up through the metal disc, and opens the way. We find more cannons, cannonballs, and a hallway heading east. -
                                -
                              • Moving to the east, we eventually come to a foundry for the cannons. We see no obvious exits, but there is a significant pile of rubble. Moving some, we eventually come to the conclusion that there is enough rubble that moving any significant amount of it will probably cause cave-ins, and would require engineering projects to move. We check the forge chimney: Taliah climbs up, and eventually turns herself into gas again, and discovers that we are not quite there. Taliah takes note of the direction we need to go, and we backtrack to the second secret door we came across, at the up-stairs right hallway.
                              • -
                              -
                            • -
                            • Stackor stone shapes a hole, and makes Harvey small to move through. On the otherside, he finds the lever for opening the door, a hallway and some other doorways. Harvey opens the door, but it grinds to a jam at the stone-shaped parts. Taliah and Stackor shimmy through, SG dimensional steps, and Randy uses his boots to urban step. As he leaves the new doorway, moans and screams erupt from behind him, and he is attacked! COMBAT! -
                                -
                              • Surprise! A disgusting mass slams into Randy, wrapping him in undead appendeges.
                              • -
                              • SG gives everyone a blessing of fervor. Harvey delays until he’s big again. Stackor enalrge person’s Harvey. Harvey moves through a second doorway into the room, attacking the giant pile of wriggling corpses. Randy beats on it a bit. Taliah throws a frost bomb at it. The creature emits a painful scream.
                              • -
                              • SG zooms into range with the creature. Stackor successfully holds it, and also identifies it as a corpse orgy. Harvey punches it a bunch. Randy stabs it a bunch. Taliah throws another frost bomb at it. The corpse orgy shakes off the hold monster spell.
                              • -
                              • SG stabs it a bunch. Stackor launches magic missiles at it. Harvey punches it, but only once. Randy steps forward and finishes the corpse orgy. COMBAT OVER! VICTORY!
                              • -
                              -
                            • -
                            • We loot the room. We find a box full of some black rocks, similar to the black rocks we found under the temple; we coerce SG to put it in the hole. Harvey takes a bunch of gold.
                            • -
                            • Back in the hallway, we go into a small room that appears to be full of casks of gunpowder and a rod of flame extinguishing. We continue down the hallway, eventually coming to the room with cannons that Taliah eventually flew around in. Backtracking briefly, we head down stairs and find a secret entrance to the floor of the large cannon room. With this, we appear to be at a dead-end; we backtrack to the first secret door we discovered, in the courtyard.
                            • -
                            • Stackor casts passwall and opens the secret door. Upon doing so, a pile of bones falls into the hall with us. They appear to all have been ground and broken after death. We continue down the passage beyond. -
                                -
                              • Progressing about 100 feet, the tunnel opens up into a large chamber, with odd spiral carvings and Aklo writing on the walls. There is a face made of the skinned flesh of several smaller figures, stitched together into a rough shape, that is mumbling and whispering. There’s a 20-foot coffin, with layers of bones and straw. There’s a desk sized for a 15-foot tall person. At the far end of the room is a portal to the Plane of Shadow. There are jars, full of strange liquids and body parts, including one with a zombie head following us. -
                                  -
                                • Randy first intends to take the zombie head, and then destroys it after remembering he’s a cleric.
                                • -
                                -
                              • -
                              • Examining the desk, Stackor and Randy discover notes that look to be the research of a vivisectionist.
                              • -
                              • The portal is seemingly a natural portal.
                              • -
                              • Randy finds and takes from the coffin a cockatrice egg.
                              • -
                              • Stackor creates a wall of iron sealing the portal behind it.
                              • -
                              • Stackor goes back to investigating the desk, find a bag of silver dust, healer’s tools (for a huge creature), and a giant book made of flesh labeled “Kytons and Their Play Things.”
                              • -
                              • We collect all the fucked up stuff, put it into the coffin in the main room, add some gunpowder, and blow it up. Yeeeaaahhh!!
                              • -
                              -
                            • -
                            • With no other way to go, we backtrack to the chest that Dan forgot. Inside are 2 potions (Cure Light Wounds and Endure Elements), and some gold. -
                                -
                              • We then decide to travel left (from the hallway). Walking for 2 hours, we eventually come to a t-junction with a marker: to the left, Glacial Bay; to the right, Damoks Mine.
                              • -
                              • We head back to the original t-junction, and head right. Walking several hours, passing clusters of dead dwarves, the tunnel opens up into a waystation of sorts: stove and bunks. This marks the end of the day. Stackor studies the area and teleports us back to Rime.
                              • -
                              -
                            • -
                            -
                          • Back in Rime, we rest for the evening.
                            • In the morning, Stackor finds some documents given to him about stuff, apparently from the Dream Man. OOOooooOOOOoooo…..
                            • Sheila G empties out her hole a bit, selling and distributing wealth.
                          • +
                          • We teleport back to the tunnels, at the waystation, and continue moving. Eventually we come across more and more dwarven remains, and a crystalline outcropping. After some deduction, we identify it as a carnivorous crystal. We prepare and attack! +
                              +
                            • COMBAT! +
                                +
                              • Surprise round: SG gives herself Righteous Might. Stackor shatters the creature. Taliah drinks an extract. Peeples prays.
                              • +
                              • SG charges in and smacks it! Stackor shatters it again! Peeples summons a spiritual weapon. Taliah gets stunned by the creature. The creature smacks on SG! Harvey returns, and punches it to pieces. Victory!
                              • +
                              +
                            • +
                            • After, the party agrees that Taliah should gather the remains and make some crazy bombs or something with them.
                            • +
                            +
                          • +
                          • +

                            Harvey investigates the remains. He finds some gold, gems, various decayed and mundane objects, and a magical throwing ax.

                            +
                          • +
                          • We continue down the tunnel. We eventually come to an open chamber along the left. There are several arches with pillars of rough stone. Beyond the arches is a dry fountain, counters, chairs, and dwarven remains. To the right is a staircase down, with a ramp along side it, a secret door and switch, and a pair of dessicated donkeys (still standing!) tied to a cart filled with fingerbones. +
                              +
                            • Opening the secret door reveals a bunk room with several stacks of magical bolts, otherwise decayed and rusted mundane weapons and armor, and a locked leather chest with gold.
                            • +
                            • Heading down the staircase, we eventually come to a landing. On the right is a closed porticullus bifurcating a dead dwarf. Peeples spends some time dragging a dagger over. There is no indication of how to open the gate; SG and Harvey fail to lift it. SG dimensional steps through the porticullus and investigates further, finding an alcove to the right. There, a dwarven skeleton with a firearm appears to have lined up and executed several humans before shooting itself through the mouth. The hallway continues to the left, eventually coming to a small circular room with a wooden door banded in iron. Inside the room are several boxes; inside one is a large tube of disturbingly green liquid. Jeff returns with a pair of rose-tinted quartz glasses. The tube is filled with a potent acid. We continue.
                            • +
                            • Heading down further we come to the bottom of the staircase. Here are more dwarven remains, with intricate carvings and decorative signage, and a cave-in that blocks the most important details: where the tunnel goes. After some effort, we manage to clear off enough of the rubble to reveal that this tunnel heads to the Zweiss Valley. Taliah turns into a gaseous form, and explores roughly 300 feet into the rubble before coming to a very large, air-tight door. Also, during our considerations, a minecart with a bull’s head magically appeared behind us. Some investigation determined it appears to be polymorphed. Stackor remembers that the bull’s head is the symbol of the obscure and forgotten house of Bullshoit.
                            • +
                            • Stackor dimensional door’s us past the rubble, and we appear inside the ruins of an old town. The weather is unseasonably cold. Moving around the town, we see several deer and buck that appear to be obviously corrupted by the dark tapestry. We quickly destroy them and burn the corpses. We investigate the town a bit. +
                                +
                              • Taliah finds the remains of a well, with odd fungi around it. Her investigation leads her to think there is a gate to the first world in the well, that the mushrooms are from spores from the first world, and that the gate likely leads to a realm of the court of worms.
                              • +
                              • Harvey and Stackor determine the downfall of this town was likely sudden and quick. They find some ores.
                              • +
                              • Peeples and SG discover a wine cellar, with even a few bottles of drinkable liquid. As SG takes a sip, she gets smacked by tentacles from the ceiling. Combat! +
                                  +
                                • SG, caught off-guard, gets assaulted by tentacles and grappled. Harvey moves supernaturally fast, arriving at combat. Taliah moves closer to combat. Peeples channels, healing up SG a bit. The disgusting floating polyp constricts SG, and smacks Peeples.
                                • +
                                +
                              • +
                              +
                            • +
                            +
                          • +
                          • We call it here for the night. Combat continues next time!

                          Player Characters

                          @@ -474,6 +451,7 @@

                          Locations

                            +
                          • Rime
                          • Fort Ang and the tunnels leading to Stormheim
                          @@ -645,6 +623,8 @@ + + @@ -653,7 +633,7 @@ - Previous + Previous diff --git a/journals/seventh/life-and-death.html b/journals/seventh/life-and-death.html index 3ce9632..d3fe142 100644 --- a/journals/seventh/life-and-death.html +++ b/journals/seventh/life-and-death.html @@ -28,6 +28,10 @@
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                                  • Stormed Heims, S4E18
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                                    • Stormed Heims, S4E18
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                                      • Stormed Heims, S4E18
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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

                                                                                        +
                                                                                          +
                                                                                        • 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

                                                                                        +
                                                                                          +
                                                                                        • Back in Rime, we rest for the evening. +
                                                                                            +
                                                                                          • In the morning, Stackor finds some documents given to him about stuff, apparently from the Dream Man. OOOooooOOOOoooo…..
                                                                                          • +
                                                                                          • Sheila G empties out her hole a bit, selling and distributing wealth.
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                                                                                          +
                                                                                        • +
                                                                                        • We teleport back to the tunnels, at the waystation, and continue moving. Eventually we come across more and more dwarven remains, and a crystalline outcropping. After some deduction, we identify it as a carnivorous crystal. We prepare and attack! +
                                                                                            +
                                                                                          • COMBAT! +
                                                                                              +
                                                                                            • Surprise round: SG gives herself Righteous Might. Stackor shatters the creature. Taliah drinks an extract. Peeples prays.
                                                                                            • +
                                                                                            • SG charges in and smacks it! Stackor shatters it again! Peeples summons a spiritual weapon. Taliah gets stunned by the creature. The creature smacks on SG! Harvey returns, and punches it to pieces. Victory!
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                                                                                          • After, the party agrees that Taliah should gather the remains and make some crazy bombs or something with them.
                                                                                          • +
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                                                                                        • +
                                                                                        • +

                                                                                          Harvey investigates the remains. He finds some gold, gems, various decayed and mundane objects, and a magical throwing ax.

                                                                                          +
                                                                                        • +
                                                                                        • We continue down the tunnel. We eventually come to an open chamber along the left. There are several arches with pillars of rough stone. Beyond the arches is a dry fountain, counters, chairs, and dwarven remains. To the right is a staircase down, with a ramp along side it, a secret door and switch, and a pair of dessicated donkeys (still standing!) tied to a cart filled with fingerbones. +
                                                                                            +
                                                                                          • Opening the secret door reveals a bunk room with several stacks of magical bolts, otherwise decayed and rusted mundane weapons and armor, and a locked leather chest with gold.
                                                                                          • +
                                                                                          • Heading down the staircase, we eventually come to a landing. On the right is a closed porticullus bifurcating a dead dwarf. Peeples spends some time dragging a dagger over. There is no indication of how to open the gate; SG and Harvey fail to lift it. SG dimensional steps through the porticullus and investigates further, finding an alcove to the right. There, a dwarven skeleton with a firearm appears to have lined up and executed several humans before shooting itself through the mouth. The hallway continues to the left, eventually coming to a small circular room with a wooden door banded in iron. Inside the room are several boxes; inside one is a large tube of disturbingly green liquid. Jeff returns with a pair of rose-tinted quartz glasses. The tube is filled with a potent acid. We continue.
                                                                                          • +
                                                                                          • Heading down further we come to the bottom of the staircase. Here are more dwarven remains, with intricate carvings and decorative signage, and a cave-in that blocks the most important details: where the tunnel goes. After some effort, we manage to clear off enough of the rubble to reveal that this tunnel heads to the Zweiss Valley. Taliah turns into a gaseous form, and explores roughly 300 feet into the rubble before coming to a very large, air-tight door. Also, during our considerations, a minecart with a bull’s head magically appeared behind us. Some investigation determined it appears to be polymorphed. Stackor remembers that the bull’s head is the symbol of the obscure and forgotten house of Bullshoit.
                                                                                          • +
                                                                                          • Stackor dimensional door’s us past the rubble, and we appear inside the ruins of an old town. The weather is unseasonably cold. Moving around the town, we see several deer and buck that appear to be obviously corrupted by the dark tapestry. We quickly destroy them and burn the corpses. We investigate the town a bit. +
                                                                                              +
                                                                                            • Taliah finds the remains of a well, with odd fungi around it. Her investigation leads her to think there is a gate to the first world in the well, that the mushrooms are from spores from the first world, and that the gate likely leads to a realm of the court of worms.
                                                                                            • +
                                                                                            • Harvey and Stackor determine the downfall of this town was likely sudden and quick. They find some ores.
                                                                                            • +
                                                                                            • Peeples and SG discover a wine cellar, with even a few bottles of drinkable liquid. As SG takes a sip, she gets smacked by tentacles from the ceiling. Combat! +
                                                                                                +
                                                                                              • SG, caught off-guard, gets assaulted by tentacles and grappled. Harvey moves supernaturally fast, arriving at combat. Taliah moves closer to combat. Peeples channels, healing up SG a bit. The disgusting floating polyp constricts SG, and smacks Peeples.
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                                                                                        • +
                                                                                        • We call it here for the night. Combat continues next time!
                                                                                        • +
                                                                                        + +

                                                                                        Player Characters

                                                                                        +
                                                                                          +
                                                                                        • Nataliah Kas Zhukoff, a tiefling alchemist (Bill)
                                                                                        • +
                                                                                        • Sheila G, drunken “half-elf” priest of Cayden Calien (Thans)
                                                                                        • +
                                                                                        • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
                                                                                        • +
                                                                                        • Randy Van Peeples, human cleric of Gozreh (Dan)
                                                                                        • +
                                                                                        • Harvey, the kind-of tengu monk (Mike)
                                                                                        • +
                                                                                        + +

                                                                                        Locations

                                                                                        +
                                                                                          +
                                                                                        • Rime
                                                                                        • +
                                                                                        • Fort Ang and the tunnels leading to Stormheim
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                                                                                        + +

                                                                                        NPCs and Notable Characters

                                                                                        + +

                                                                                        Other Notes

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                                                                                        • 9 days remain until the meeting with the crypt dragon
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