diff --git a/feed.xml b/feed.xml index b54c981..c63aefa 100644 --- a/feed.xml +++ b/feed.xml @@ -1,4 +1,147 @@ -Jekyll2024-08-14T20:22:23-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E72024-08-05T00:00:00-05:002024-08-05T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-07Current Objectives +Jekyll2024-08-19T21:22:01-05:00https://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, S4E82024-08-05T00:00:00-05:002024-08-05T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-08Current Objectives +
    +
  • Investigate the ethereal plane room
  • +
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
  • +
+ +

Events

+
    +
  • Stepping back into the past, we rejoin Stackor and his continued pursuit towards the ancient and lost dwarven capital of Stormheim. From Rhyme, the party sans Sheila G, Gartug, and Withatwist, but now including Randy Van Peoples, Taliah, and a new dwarven ranger Large Marg. Stackor teleports us back to the route! +
      +
    • Large Marg acts as our guide, and Stackor summons us phantom steeds. Along the way, we find a ruined building upon the mountains. We decide to investigate, and discover it is a ruined temple of Folgrit. In front is a construct designed to guard the ruin: a dwarven woman holding her own head. We decide to enter through a hole in the roof, to attempt to avoid the construct’s wrath. +
        +
      • Entering in, we see ruins and small figures bobbing around making flute-like noises. Stackor identifies them as likely servators of the Dark Tapestry, that are very apt at summoning. We engage! COMBAT! +
          +
        • We deal with them relatively quickly, and without them summoning any bigger baddies!
        • +
        +
      • +
      • Stackor makes whole the ruined statue in the center, returning it to it’s complete state. It is a statue of Folgrit.
      • +
      • At the back of this room is a giant hearth, with a large hammer-shaped altar to Torag. There are many mosaics and stoneworks of dwarves at work, mostly in ruin. There are large double-sized stone doors at the front of the room, then wooden doors on the left and right half-way through the door. +
          +
        • Checking the doors to the left and right, both reveal stairs heading down. Marg checks down the right-side stairs, finding a large bedchamber. Further investigation reveals medical implements and commodes, likely meaning this was a medical ward. Additional investigation reveals cribs, likely meaning this was a maternity ward. A trap-door reveals a large pully system and ladder heading to a lower floor. A locked door surrounded by dwarven ruins. Marg heads down. +
            +
          • Rotten mushrooms, vials, and a workshop reveal this to be an herbalist or apothecary’s space. Taliah takes a look at the potions on the shelf, revealing 10 CLW, 5 delay poison, and 5 remove disease potions.
          • +
          +
        • +
        • We unlock the door, and find a hallway ending in a T-junction. We head left, finding 3 doors on the left, and a door on the right. The door on the right is unlocked, with a stair-case heading back up to the main room. Taliah opens the locks, finding in each room two beds with trunks, and a small shrine.
        • +
        • Heading right, there are three more regular sized doors, and a little door at the end. The little door at the end has a broom. Two of the three regular sized rooms are bedrooms. The remaining one is a nicer room, with only 1 bedroom, an actual chest, a bookshelf, and a trap door. +
            +
          • Marg heads down the trap door, finding a staircase heading back to a secret entrance along the main hallway; down a different path reveals many skeletons, and a crypt and ossuary. Beyond the crypt is another trapdoor heading down further. The skeletons and skulls of the crypt are decorated with holy symbols or pieces of adamantium, or precious stones.
          • +
          • Marg heads down the next trap door, finding a tunnel. To one way, a 20-ft tall door with a large significant locking mechanism. To the other, a regular-sized iron door leading to a tunnel heading north-east.
          • +
          • Randy uses his Insistent Doorknocker to get into the room beyond the large door. Inside, to one side are shelves full of boxes, stacked from floor to ceiling. Marg checks, finding the first box nailed shut. Prying it open, he finds 4 shiny black stone chunks of volcanic rock, each of which contains parts of what appears to be geometric patterns. Prying open many more, reveals more similar chunks of stone. Some of the stones have ingrain silver filagree. +
              +
            • Randy checks the desk, finding several magical scrolls: 1 Heal, 3 remove curse, 2 lesser restoration
            • +
            • Marg busts open more crates. Taliah and Stackor begin labelling crates and pieces with chalk. As Marg gets to the 5th crate on the second level, the box has only 2 volcanic stones and scrimshaw whale bones. The bones were evidently carved by merfolk. The show scenes of ocean dwellers, plus one of woogly moons. The next box has a piece of volcanic stone, plus an intricate carving in grey stone of an abyssal dragon. Marg closes that one again. Opening the next reveals a bronze statue of a titan standing over many defeated foes, obviously of Tapestry, and a scrap of leather that smells oddly of fresh lavendar and mint. Next: roughly half a wheel of carved limestone, one side is covered in pictures, and the other is numbers. Opening the last crate, is the other half of the wheel. +
                +
              • We put the wheel together, and it actually appears to be a Doomsday calendar of a god rising from the depth to destroy all life. The date is set to several thousand years ago, so while concerning, also probably not immediately relevant. We return the wheel to it’s boxen.
              • +
              +
            • +
            • We pull out many of the volcanic stone chunks, and begin assembling. With significant success, we note that there is still much missing. Marg continues opening crates. Half of row 3 is volcanic stones. Then some curved and carved bronze pieces which assemble into an oval shape. There are several figurines: one is made of soapstone, depicting an eight-legged horse with three eyes; an orb made of malachite, perfectly smooth; an intricately laid-and-laquered puzzle box made of carved bone, depicting a snarling face of a demon. The second-to-last box is full of stacked gold ingots. The last, filled with adamantine gears, roughly a foot diameter. After opening all the remainder, there’s probably 65-70% total of the volcanic shards. The bronze appears to be a frame to hold the volcanic shards. Taliah draws a diagram of the fully-assembled shards, labeled as they are packaged in the crates.
            • +
            • We pack everything up, Stackor studies both inside and just outside the room, then he arcane locks the door.
            • +
            +
          • +
          +
        • +
        +
      • +
      +
    • +
    +
  • +
  • Stackor teleports us back to Rhyme. The adventure next week continues!
  • +
+ +

Player Characters

+
    +
  • Large Marg, a dwarven ranger (Thans)
  • +
  • Nataliah, a tiefling alchemist (Bill)
  • +
  • Randy Van Peoples, a human cleric of Gozreh (Dan)
  • +
  • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
  • +
+ +

Locations

+
    +
  • Rhyme
  • +
  • The path to Stormheim
  • +
  • A ruined temple of Folgrit, and beneath it
  • +
+ +

NPCs and Notable Characters

+
    +
  • An unnamed and generally unknown cleric or something (Mike)
  • +
+ +

Other Notes

+
    +
  • We start the session in the past, again with 15 days until our meeting with the Crypt Dragon in the Boneyard
  • +
  • Thans is relentlessly berated by Dan for making a ranger
  • +
  • Famous House Marg saying: “You find it, you find it!”
  • +
]]>
Ancillary Scribe
Stormed Heims, S4E72024-08-05T00:00:00-05:002024-08-05T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-07Current Objectives
  • Rescue Green Guts!
  • Investigate the ethereal plane room
  • @@ -74,71 +217,6 @@

    Other Notes

    • We start the session with 13 days until our meeting with the Crypt Dragon in the Boneyard
    • -
    ]]>Ancillary ScribeStormed 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
    • @@ -818,70 +896,4 @@
      • Jeff: “The koans of the mind cannot be translated by another.”
      • The drill used to make The Bore is the exact same size as this hole.
      • -
      ]]>Ancillary ScribeIn the Lon’s Thicket of It, S3E22024-06-10T00:00:00-05:002024-06-10T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/lons_02Current Objectives - -
        -
      • Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.
      • -
      - -

      Events

      - -
        -
      • -

        The party is split! Harvey and Stackor are in the temple of the Fossilized King, fighting some nasty undead giants, and a weird, indescribable mollusk. Taliah is being approached by three Garuda, because she refused to hand over her piece of charcoal. Sheila G and Oliver Withatwist are on their way from the garuda chief back towards Taliah.

        -
      • -
      • -

        Inside, combat continues! Boobons fireballs the indescribable mollusk; Harvey beats on a giant; the mollusk wails on Boobons and grapples him; the giants kind did stuff to Harvey.

        -
      • -
      • -

        Outside, combat begins! Taliah is shot by a bunch of garuda; Sheila G flies over and casts shield other on Taliah, and also drops off Oliver; Oliver stands around like an idiot.

        -
      • -
      • -

        Back inside, more combat! Boobons breaks the grapple and runs away; Harvey beats on giants some more; giants beat on Harvey.

        -
      • -
      • -

        Outside! Taliah throws away her piece of charcoal, calls the bird people stupid, and runs for the hills; some garuda continue to pepper Taliah; Oliver and Sheila G move towards the hills too.

        -
      • -
      • -

        Inside! Boobons casts cone of cold on the indescribable mollusk; the mollusk moves closer but otherwise does not act; Harvey beats on giants; the giants miss Harvey.

        -
      • -
      • -

        Outside, the group makes it to the hills. The garuda do not pursue.

        -
      • -
      • Inside, Boobons casts another cone of cold on the indescribable mollusk; Harvey punches nasty undead giants; giants miss Harvey; the indescribable mollusk gives Boobons some more bad touches. -
          -
        • Boobons casts some scorching rays at the gross mollusk, finally destroying it; the mollusk dies and erupts in a fountain of blood; Harvey punches giants; giants miss Harvey.
        • -
        • Boobons coughs up disgusting black blood, and magic missiles one of the nasty giants, and it falls to gross, nasty pieces.
        • -
        • Combat over! Victory!!
        • -
        -
      • -
      • -

        Inside, with combat finished, Harvey and Boobons seal the tooth in a corner, then seal the temple entrance. They then dimension door away, and meet up with the group. Taliah and Shiela G give Boobons a quick check-up, and determine he’s got a disease.

        -
      • -
      • We book it towards Lon’s Thicket. Camping in the hills for the evening, we help Boobons heal up a bit, and then continue moving towards the Thicket. As we move, we see an obvious camp on a hilltop, but ignore the camp and keep moving. We leave the hills to dry plains. Boobons determines that the weather patterns of these badlands makes no sense, but they’ve always been this way, so whatever. That evening, we see lights in the distance, which we presume are the elves at Lon’s Thicket. Finally, we shall arrive!
      • -
      - -

      Player Characters

      - -
        -
      • Stackor/Boobahns, dwarven wizard (James)
      • -
      • Sheila G, cleric of Cayden Calien (Thans)
      • -
      • Harvey, birdman monk of many styles (Mike)
      • -
      • Nataliah, a tiefling alchemist (Bill)
      • -
      • Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)
      • -
      - -

      Locations

      -
        -
      • North-north-west of Flint, at a chasm with the temple of the Fossilized King.
      • -
      - -

      NPCs and Notable Characters

      -
        -
      • Reggae Tony
      • -
      - -

      Other Notes

      -
        -
      • Dan’s characters are definitely on a boat which is currently docked at Lon’s Thicket.
      ]]>
      Ancillary Scribe
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                        • @@ -340,85 +344,87 @@

                          Locations


                          -

                          Our Most Recent Adventure: Stormed Heims, S4E7

                          +

                          Our Most Recent Adventure: Stormed Heims, S4E8


                          Current Objectives

                            -
                          • 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

                            -
                          • From our vantage above Kaldur’s domain, we discuss next steps. We head into the nearby town, and to the inn. +
                          • Stepping back into the past, we rejoin Stackor and his continued pursuit towards the ancient and lost dwarven capital of Stormheim. From Rhyme, the party sans Sheila G, Gartug, and Withatwist, but now including Randy Van Peoples, Taliah, and a new dwarven ranger Large Marg. Stackor teleports us back to the route!
                              -
                            • While wasting the day away, Kaldur decides to come visit us. We discuss. +
                            • Large Marg acts as our guide, and Stackor summons us phantom steeds. Along the way, we find a ruined building upon the mountains. We decide to investigate, and discover it is a ruined temple of Folgrit. In front is a construct designed to guard the ruin: a dwarven woman holding her own head. We decide to enter through a hole in the roof, to attempt to avoid the construct’s wrath.
                                -
                              • We learn that Calcifer’s domain is to the west. That he’s continuing to gather power.
                              • -
                              • We learn that the brotherhood has a small powerbase to the north, at the village of strangers. Otherwise, those lands are held by hobgoblins and giants.
                              • -
                              • We learn that to the east, a ravaging band of racist centaur barbarians are threatening Kaldur’s domain. The brotherhood is helping to protect those borders.
                              • -
                              -
                            • -
                            • Kaldur is quick to encourage us to help out, and SG generally refuses. He leaves some gifts for Withatwist.
                            • -
                            -
                          • -
                          • After a rousing discussion, everyone except SG moves to Kaldur’s castle, and Withatwist wants to discuss some more private matters. -
                              -
                            • Kaldur gives us some details about Green Guts, and the village of strangers.
                            • -
                            • The gifts are a reward and thanks for freeing the Graven Knight, who is working with Kaldur to disrupt Calcifer
                            • -
                            • Withatwist tells Kaldur we’re building a space laser
                            • -
                            • We learn of the Mantles of the Heroes, from the Haunted Keep, and the old prophecies. Calcifer, when he took the castle, was quick to distribute the weapons built there, but not to pursue the mantles. Kaldur believes we can get to it, and that it will give us an edge against Calcifer.
                            • -
                            -
                          • -
                          • -

                            We return to SG, hang out at the inn, and prepare to head to the Village of Strangers. In the morning, a man from Fustadt arrives at the inn to discuss with SG that other sojourners have crossed to our realm without the mirror. After some discussion, the man leaves, and we teleport to the village successfully!

                            -
                          • -
                          • We arrive in the Village! There are refugees from the east, the Brotherhood tower is rather obvious. We are accosted by some orcs, that ask if we’re invading the Accord. We say no, but they still say they have to talk with the village leaders to determine if us dwarves should be tossed out. Chuck wrestles with one of them. -
                              -
                            • We head to the house that Green Guts was hiding out in. After some investigation, SG finds a hidden basement, full of Brotherhood magic items, and a dead Chesterfield the millipede. Rest in peace, Chesterfield. SG shoves it all into the hole.
                            • -
                            • We head to the Brotherhood tower. As we approach, there are a number of armed guards that appear, and the Brotherhood wizard Toothy, a large half-orc with a glowing staff. -
                                -
                              • After the initial meeting, the negotiations land on the Brotherhood demanding information on Boobons and all their stuff back, in exchange for Green Guts. After some more talks, we settle on 1000gp and all their stuff back, in exchange for Green Guts. SG agrees to the terms, Green Guts is brought to us, we give them the gold and any of the stuff SG found with the Brotherhood seal on it.
                              • +
                              • Entering in, we see ruins and small figures bobbing around making flute-like noises. Stackor identifies them as likely servators of the Dark Tapestry, that are very apt at summoning. We engage! COMBAT! +
                                  +
                                • We deal with them relatively quickly, and without them summoning any bigger baddies!
                                • +
                                +
                              • +
                              • Stackor makes whole the ruined statue in the center, returning it to it’s complete state. It is a statue of Folgrit.
                              • +
                              • At the back of this room is a giant hearth, with a large hammer-shaped altar to Torag. There are many mosaics and stoneworks of dwarves at work, mostly in ruin. There are large double-sized stone doors at the front of the room, then wooden doors on the left and right half-way through the door. +
                                  +
                                • Checking the doors to the left and right, both reveal stairs heading down. Marg checks down the right-side stairs, finding a large bedchamber. Further investigation reveals medical implements and commodes, likely meaning this was a medical ward. Additional investigation reveals cribs, likely meaning this was a maternity ward. A trap-door reveals a large pully system and ladder heading to a lower floor. A locked door surrounded by dwarven ruins. Marg heads down. +
                                    +
                                  • Rotten mushrooms, vials, and a workshop reveal this to be an herbalist or apothecary’s space. Taliah takes a look at the potions on the shelf, revealing 10 CLW, 5 delay poison, and 5 remove disease potions.
                                  • +
                                  +
                                • +
                                • We unlock the door, and find a hallway ending in a T-junction. We head left, finding 3 doors on the left, and a door on the right. The door on the right is unlocked, with a stair-case heading back up to the main room. Taliah opens the locks, finding in each room two beds with trunks, and a small shrine.
                                • +
                                • Heading right, there are three more regular sized doors, and a little door at the end. The little door at the end has a broom. Two of the three regular sized rooms are bedrooms. The remaining one is a nicer room, with only 1 bedroom, an actual chest, a bookshelf, and a trap door. +
                                    +
                                  • Marg heads down the trap door, finding a staircase heading back to a secret entrance along the main hallway; down a different path reveals many skeletons, and a crypt and ossuary. Beyond the crypt is another trapdoor heading down further. The skeletons and skulls of the crypt are decorated with holy symbols or pieces of adamantium, or precious stones.
                                  • +
                                  • Marg heads down the next trap door, finding a tunnel. To one way, a 20-ft tall door with a large significant locking mechanism. To the other, a regular-sized iron door leading to a tunnel heading north-east.
                                  • +
                                  • Randy uses his Insistent Doorknocker to get into the room beyond the large door. Inside, to one side are shelves full of boxes, stacked from floor to ceiling. Marg checks, finding the first box nailed shut. Prying it open, he finds 4 shiny black stone chunks of volcanic rock, each of which contains parts of what appears to be geometric patterns. Prying open many more, reveals more similar chunks of stone. Some of the stones have ingrain silver filagree. +
                                      +
                                    • Randy checks the desk, finding several magical scrolls: 1 Heal, 3 remove curse, 2 lesser restoration
                                    • +
                                    • Marg busts open more crates. Taliah and Stackor begin labelling crates and pieces with chalk. As Marg gets to the 5th crate on the second level, the box has only 2 volcanic stones and scrimshaw whale bones. The bones were evidently carved by merfolk. The show scenes of ocean dwellers, plus one of woogly moons. The next box has a piece of volcanic stone, plus an intricate carving in grey stone of an abyssal dragon. Marg closes that one again. Opening the next reveals a bronze statue of a titan standing over many defeated foes, obviously of Tapestry, and a scrap of leather that smells oddly of fresh lavendar and mint. Next: roughly half a wheel of carved limestone, one side is covered in pictures, and the other is numbers. Opening the last crate, is the other half of the wheel. +
                                        +
                                      • We put the wheel together, and it actually appears to be a Doomsday calendar of a god rising from the depth to destroy all life. The date is set to several thousand years ago, so while concerning, also probably not immediately relevant. We return the wheel to it’s boxen.
                                      • +
                                      +
                                    • +
                                    • We pull out many of the volcanic stone chunks, and begin assembling. With significant success, we note that there is still much missing. Marg continues opening crates. Half of row 3 is volcanic stones. Then some curved and carved bronze pieces which assemble into an oval shape. There are several figurines: one is made of soapstone, depicting an eight-legged horse with three eyes; an orb made of malachite, perfectly smooth; an intricately laid-and-laquered puzzle box made of carved bone, depicting a snarling face of a demon. The second-to-last box is full of stacked gold ingots. The last, filled with adamantine gears, roughly a foot diameter. After opening all the remainder, there’s probably 65-70% total of the volcanic shards. The bronze appears to be a frame to hold the volcanic shards. Taliah draws a diagram of the fully-assembled shards, labeled as they are packaged in the crates.
                                    • +
                                    • We pack everything up, Stackor studies both inside and just outside the room, then he arcane locks the door.
                                    • +
                                    +
                                  • +
                                  +
                                • +
                                +
                          • -
                          • -

                            Immediately upon completion of our exchange, SG uses a scroll and teleports us back to the Spout House in Flint. We dine lunch with Pate. We rest at the Spout House, and the next day SG teleports us back to Rhyme. We identify some magic items, and call it for this session.

                            -
                          • -
                          • Next week, we likely switch to the Stackor party!
                          • +
                          • Stackor teleports us back to Rhyme. The adventure next week continues!

                          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)
                          • -
                          • Chuck, dwarven fighter (James)
                          • +
                          • Large Marg, a dwarven ranger (Thans)
                          • +
                          • Nataliah, a tiefling alchemist (Bill)
                          • +
                          • Randy Van Peoples, a human cleric of Gozreh (Dan)
                          • +
                          • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)

                          Locations

                            -
                          • Kaldur’s Domain, and the nearby lands
                          • -
                          • Village of Strangers
                          • -
                          • Flint
                          • Rhyme
                          • +
                          • The path to Stormheim
                          • +
                          • A ruined temple of Folgrit, and beneath it

                          NPCs and Notable Characters

                            -
                          • Baron Kaldur Black
                          • -
                          • Toothy, a burly half-orc Brotherhood wizard
                          • -
                          • Green Guts, a goblin thief
                          • -
                          • BILLY, the bartender of the Spout House in Flint
                          • +
                          • An unnamed and generally unknown cleric or something (Mike)

                          Other Notes

                            -
                          • We start the session with 13 days until our meeting with the Crypt Dragon in the Boneyard
                          • +
                          • We start the session in the past, again with 15 days until our meeting with the Crypt Dragon in the Boneyard
                          • +
                          • Thans is relentlessly berated by Dan for making a ranger
                          • +
                          • Famous House Marg saying: “You find it, you find it!”
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                                                                  +

                                                                  Site Home

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

                                                                  Current Objectives

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

                                                                  Events

                                                                  +
                                                                    +
                                                                  • Stepping back into the past, we rejoin Stackor and his continued pursuit towards the ancient and lost dwarven capital of Stormheim. From Rhyme, the party sans Sheila G, Gartug, and Withatwist, but now including Randy Van Peoples, Taliah, and a new dwarven ranger Large Marg. Stackor teleports us back to the route! +
                                                                      +
                                                                    • Large Marg acts as our guide, and Stackor summons us phantom steeds. Along the way, we find a ruined building upon the mountains. We decide to investigate, and discover it is a ruined temple of Folgrit. In front is a construct designed to guard the ruin: a dwarven woman holding her own head. We decide to enter through a hole in the roof, to attempt to avoid the construct’s wrath. +
                                                                        +
                                                                      • Entering in, we see ruins and small figures bobbing around making flute-like noises. Stackor identifies them as likely servators of the Dark Tapestry, that are very apt at summoning. We engage! COMBAT! +
                                                                          +
                                                                        • We deal with them relatively quickly, and without them summoning any bigger baddies!
                                                                        • +
                                                                        +
                                                                      • +
                                                                      • Stackor makes whole the ruined statue in the center, returning it to it’s complete state. It is a statue of Folgrit.
                                                                      • +
                                                                      • At the back of this room is a giant hearth, with a large hammer-shaped altar to Torag. There are many mosaics and stoneworks of dwarves at work, mostly in ruin. There are large double-sized stone doors at the front of the room, then wooden doors on the left and right half-way through the door. +
                                                                          +
                                                                        • Checking the doors to the left and right, both reveal stairs heading down. Marg checks down the right-side stairs, finding a large bedchamber. Further investigation reveals medical implements and commodes, likely meaning this was a medical ward. Additional investigation reveals cribs, likely meaning this was a maternity ward. A trap-door reveals a large pully system and ladder heading to a lower floor. A locked door surrounded by dwarven ruins. Marg heads down. +
                                                                            +
                                                                          • Rotten mushrooms, vials, and a workshop reveal this to be an herbalist or apothecary’s space. Taliah takes a look at the potions on the shelf, revealing 10 CLW, 5 delay poison, and 5 remove disease potions.
                                                                          • +
                                                                          +
                                                                        • +
                                                                        • We unlock the door, and find a hallway ending in a T-junction. We head left, finding 3 doors on the left, and a door on the right. The door on the right is unlocked, with a stair-case heading back up to the main room. Taliah opens the locks, finding in each room two beds with trunks, and a small shrine.
                                                                        • +
                                                                        • Heading right, there are three more regular sized doors, and a little door at the end. The little door at the end has a broom. Two of the three regular sized rooms are bedrooms. The remaining one is a nicer room, with only 1 bedroom, an actual chest, a bookshelf, and a trap door. +
                                                                            +
                                                                          • Marg heads down the trap door, finding a staircase heading back to a secret entrance along the main hallway; down a different path reveals many skeletons, and a crypt and ossuary. Beyond the crypt is another trapdoor heading down further. The skeletons and skulls of the crypt are decorated with holy symbols or pieces of adamantium, or precious stones.
                                                                          • +
                                                                          • Marg heads down the next trap door, finding a tunnel. To one way, a 20-ft tall door with a large significant locking mechanism. To the other, a regular-sized iron door leading to a tunnel heading north-east.
                                                                          • +
                                                                          • Randy uses his Insistent Doorknocker to get into the room beyond the large door. Inside, to one side are shelves full of boxes, stacked from floor to ceiling. Marg checks, finding the first box nailed shut. Prying it open, he finds 4 shiny black stone chunks of volcanic rock, each of which contains parts of what appears to be geometric patterns. Prying open many more, reveals more similar chunks of stone. Some of the stones have ingrain silver filagree. +
                                                                              +
                                                                            • Randy checks the desk, finding several magical scrolls: 1 Heal, 3 remove curse, 2 lesser restoration
                                                                            • +
                                                                            • Marg busts open more crates. Taliah and Stackor begin labelling crates and pieces with chalk. As Marg gets to the 5th crate on the second level, the box has only 2 volcanic stones and scrimshaw whale bones. The bones were evidently carved by merfolk. The show scenes of ocean dwellers, plus one of woogly moons. The next box has a piece of volcanic stone, plus an intricate carving in grey stone of an abyssal dragon. Marg closes that one again. Opening the next reveals a bronze statue of a titan standing over many defeated foes, obviously of Tapestry, and a scrap of leather that smells oddly of fresh lavendar and mint. Next: roughly half a wheel of carved limestone, one side is covered in pictures, and the other is numbers. Opening the last crate, is the other half of the wheel. +
                                                                                +
                                                                              • We put the wheel together, and it actually appears to be a Doomsday calendar of a god rising from the depth to destroy all life. The date is set to several thousand years ago, so while concerning, also probably not immediately relevant. We return the wheel to it’s boxen.
                                                                              • +
                                                                              +
                                                                            • +
                                                                            • We pull out many of the volcanic stone chunks, and begin assembling. With significant success, we note that there is still much missing. Marg continues opening crates. Half of row 3 is volcanic stones. Then some curved and carved bronze pieces which assemble into an oval shape. There are several figurines: one is made of soapstone, depicting an eight-legged horse with three eyes; an orb made of malachite, perfectly smooth; an intricately laid-and-laquered puzzle box made of carved bone, depicting a snarling face of a demon. The second-to-last box is full of stacked gold ingots. The last, filled with adamantine gears, roughly a foot diameter. After opening all the remainder, there’s probably 65-70% total of the volcanic shards. The bronze appears to be a frame to hold the volcanic shards. Taliah draws a diagram of the fully-assembled shards, labeled as they are packaged in the crates.
                                                                            • +
                                                                            • We pack everything up, Stackor studies both inside and just outside the room, then he arcane locks the door.
                                                                            • +
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                                                                          +
                                                                        • +
                                                                        +
                                                                      • +
                                                                      +
                                                                    • +
                                                                    +
                                                                  • +
                                                                  • Stackor teleports us back to Rhyme. The adventure next week continues!
                                                                  • +
                                                                  + +

                                                                  Player Characters

                                                                  +
                                                                    +
                                                                  • Large Marg, a dwarven ranger (Thans)
                                                                  • +
                                                                  • Nataliah, a tiefling alchemist (Bill)
                                                                  • +
                                                                  • Randy Van Peoples, a human cleric of Gozreh (Dan)
                                                                  • +
                                                                  • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
                                                                  • +
                                                                  + +

                                                                  Locations

                                                                  +
                                                                    +
                                                                  • Rhyme
                                                                  • +
                                                                  • The path to Stormheim
                                                                  • +
                                                                  • A ruined temple of Folgrit, and beneath it
                                                                  • +
                                                                  + +

                                                                  NPCs and Notable Characters

                                                                  +
                                                                    +
                                                                  • An unnamed and generally unknown cleric or something (Mike)
                                                                  • +
                                                                  + +

                                                                  Other Notes

                                                                  +
                                                                    +
                                                                  • We start the session in the past, again with 15 days until our meeting with the Crypt Dragon in the Boneyard
                                                                  • +
                                                                  • Thans is relentlessly berated by Dan for making a ranger
                                                                  • +
                                                                  • Famous House Marg saying: “You find it, you find it!”
                                                                  • +
                                                                  + + + + + +
                                                                  +
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