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journals/seventh/yamson_7.html | 6 + journals/seventh/yamson_8.html | 6 + journals/seventh/yamson_9.html | 6 + 122 files changed, 1506 insertions(+), 203 deletions(-) create mode 100644 journals/seventh/beast-east-08.html diff --git a/feed.xml b/feed.xml index 34c5fac..42532e2 100644 --- a/feed.xml +++ b/feed.xml @@ -1,4 +1,112 @@ -Jekyll2025-07-17T11:26:17-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockThe Beasts in the East, Session 82025-07-16T00:00:00-05:002025-07-16T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07Current Objectives +Jekyll2025-07-21T22:34:49-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockThe Beasts in the East, Session 82025-07-21T00:00:00-05:002025-07-21T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08Current Objectives +
    +
  • Proceed to the Far Territories, and reclaim Fort Rather. +
      +
    • Someday, we may try to kill an Ogre King
    • +
    • [COMPLETE!] Revive (the real) Syrup, and return him to command
    • +
    • [COMPLETE!] Hunt-down the brother-in-law, Stanislaw, and bring him to justice
    • +
    +
  • +
+ +

Events

+
    +
  • The party, after barely surviving alien plant assault, divies up some sweet +loot! We continue through the pass, making our way to Tinsel Town. There, an ogre +standing in front of a closed wooden gate. Circling above are more of the +weird flying ant/dinosaur things, which Stackor identifies as byakhee. As we +approach, the ogre starts chuckling. COMBAT!! +
      +
    • The byakhee dive from the skies, attacking Brother Basalt and Sir Beet. +Sir Tern dismounts and attacks one of them. Sir Beet repositions. Smokey +Blunt charges the ogre, skewering it. Stackor magic missile’s the +byakhee attacking Basalt.
    • +
    • The byahkee above Basalt assaults him, but misses! Sir Tern eviscerates +the first byakhee, and Sir Beet shoots the other down. Combat over!
    • +
    +
  • +
  • Smokey Blunt climbs up the wall, and surveys the region inside. He spots 2 +buildings, many dead bodies, and a number of ogres now shuffling out of 1 +building. Smokey goes over the wall, unbars the gate, and the ogres start +charging. COMBAT!! +
      +
    • Stackor opens the gate. An ogre charges at Smokey, and smacks him. Sir +Beet launches a volley, taking down that ogre. Smokey moves back to and +mounts his horse. Another charges and smacks Smokey. The ogre leader +throws a javelin, but misses. Sir Tern answers with an arrow. The last +ogre throws a javelin, but misses. Ignatius Joe gives some fortune around.
    • +
    • Stackor magic missile’s an ogre. Sir Beet shoots down another ogre. +Smokey charges the leader, stabbing it and continuing past. The leader +charges after Smokey, chopping him with his axe. Sir Tern shoots the +remaining non-leader ogre. Joe throws more fortune around.
    • +
    • Stackor repositions and send a lightning bolt at the lead ogre, who +displays unnatural grace and avoids it entirely. Sir Beet takes out the +remaining ogre, and Smokey Blunt super-charges the leader into a pile of +blood. Combat over!
    • +
    +
  • +
  • We spend a bit of time healing. Stackor and Smokey head to the mine tunnel +entrance to attempt to stone shape it closed. Joe, Beet, and Tern search the +town. In the large hall, we find a strange geometric pattern drawn in blood on +the ground. Joe identifies it as something tied to the Dark Tapestry. Sir Tern +disrupts the pattern, which triggers it, summoning a byakhee but tied to Sir +Tern, and so summoned as some kind of weird lion-butterfly-eagle chimera, +speaking in celestial, with ambitions of fighting the wicked. Smokey tries +mounting it several times, in what amounts to a very awkward situation. After +some amusing discussions, Stackor summons a secure shelter for our rest for +the evening. Pale Root stands atop the shelter, offering a watch, while the +remainder of the party rests (but still taking watches). +
      +
    • Stackor reads some books.
    • +
    • Sir Beet makes some arrows.
    • +
    +
  • +
  • While resting, we are notified by Pale Root that there are wicked approaching. +The ogres come knocking, breaking down the stone shaped wall at the mine +entrance. We have time to prepare, and then the ogres arrive! +
      +
    • Sir Tern gets embiggened!
    • +
    • Stackor launches his fire snake into the mine, incinerating many ogres! +A few additional ogres stumble out, and we dispatch them!
    • +
    • Following, a Dark Tapestry-corrupted daemonic being, a “shatee”, +approaches. We make surprisingly short work of it.
    • +
    • The remaining ogre leader, shrouded in darkness, retreats. We try to wait +it out, but it doesn’t emerge.
    • +
    • Stackor moves up to seal the tunnel with another shape stone spell, and +the ogre leader shoots him from behind the turn! He and Sir Tern engage +and move further into the tunnel, but the leader continues to evade us. We +eventually fall back, and Stackor successfully stone shapes the tunnel +closed again.
    • +
    +
  • +
  • We manage to rest for the remainder of the night. Next session, we pursue the +ogre leader and make for the Ogre King!
  • +
+ +

Player Characters

+
    +
  • Sir Beet, a human paladin of Iomedae (Thans)
  • +
  • Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
  • +
  • Brother Basalt/Ignatius Joe, an oread shaman (Mike)
  • +
  • Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
  • +
  • Stackor, a dwarven wizard (James)
  • +
+ +

Locations

+
    +
  • The path from Mine Town to Tinsel Town
  • +
  • Tinsel Town
  • +
+ +

NPCs and Notable Characters

+
    +
  • Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.
  • +
+ +

Upcoming Reminders!

+
    +
  • Lesser Restoration ALL THE THINGS!
  • +
]]>
Ancillary Scribe
The Beasts in the East, Session 82025-07-16T00:00:00-05:002025-07-16T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07Current Objectives
  • Proceed to the Far Territories, and reclaim Fort Rather.
      @@ -1001,175 +1109,4 @@ and then move north is search of the scouts!
    • MY BOYYYYY!
    -

    Upcoming Events

    ]]>Ancillary ScribeTales from the Crypt (Dragon), S5E122025-04-28T00:00:00-05:002025-04-28T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/cryptdragon-12Current Objectives -
      -
    • Investigate the ethereal plane room at the Giant’s keep
    • -
    • Enter Stormheim
    • -
    • [COMPLETE] Join Kaldur and seek the Mantles of the Heroes
    • -
    • [COMPLETE] Aid the merfolk in attacking the Cthulu cults
    • -
    • [COMPLETE] Defeat the Dracolich to earn the Rune from Nuripites
    • -
    - -

    Events

    -
      -
    • The party stands in the Runebarrow, deliberating when and where to return -Cayden Caylien to the material plane. We decide, after a brief discussion and -brainstorming sesh, to keep to our plan, and return Cayden to Sheila G’s -temple. But then, we reconsider, and decide to return him somewhere, and then -teleport with him elsewhere if we so choose. Maurgim will protect Cayden -from being scryed upon once he is on the material plane, but returning him to -life will (likely) be very well known. -
        -
      • We finally decide to return Cayden to “the cube room” in Fort Ang. Sheila -G and Stackor will teleport to that location ahead of time, so SG knows -better of it.
      • -
      -
    • -
    • We rest for the night in the Runebarrow, then plane shift back to the -material plane, then teleports back to Rime. They sell their loot, -distribute the new wealth, and do some shopping. -
        -
      • Kaldur Black and Harvey have a mental chat, mostly about political -scheming and cult hunting.
      • -
      -
    • -
    - -

    Player Characters

    -
      -
    • Gartug Ironfist, a dwarven brawler (Bill)
    • -
    • Sheila G, a half-elf cleric of Cayden Calien (Thans)
    • -
    • Stackor, a dwarven wizard (James)
    • -
    • Harvey, a tengu-ish monk (Mike)
    • -
    • Randy Van Peoples, a human cleric of Gozreh (Dan)
    • -
    - -

    Locations

    -
      -
    • A dead planet
    • -
    • The Boneyard -
        -
      • The barrow of Nuripites, a crypt dragon
      • -
      • The Runebarrow
      • -
      -
    • -
    • Rime
    • -
    - -

    NPCs and Notable Characters

    -
      -
    • Naynay, a human pervert with some martial arts training
    • -
    - -
    - -

    Current Objectives

    -
      -
    • Proceed to the Far Territiries, and reclaim Fort Rather
    • -
    - -

    Events

    -
      -
    • Herein begins our tales of the Altasian army moving into the Far Territories -to reclaim Fort Rather, and fight the daemon Calcifer. When last we left them, -they had left Flint a bit of a disaster. -
        -
      • Their first stop is at Shrine Lake. There, the party identifies various -fey groups, which appear to all of sworn loyalty to the empty throne of -the Twilight Court. This is odd.
      • -
      • The second stop is in The Verdant. There, the party discovers two fighting -factions - a group of “original” verdant elves and half-elves, and a group -of “new” verdant elves and half-elves. -
          -
        • The “OG Verdant” note that the “New Verdant” have taken up strange and -dark tidings, and would like the party to kill them. If this is done, -the OG will restore the camps, offer safe passage, and even provide -guides. -
            -
          • The party members notice a group of paler elves, which they -suspect may be calling the shots behind the scene.
          • -
          -
        • -
        • The “New Verdant” mostly just want to be left alone. They ask the -party to take whichever of them wants to leave with them, and offer us -guidance out of the forest.
        • -
        • The decision, after a vote, is to take on the New Verdant as a means -of solving the OG Verdant’s problem. We will take whomever wants to -come with us away, and punish them accordingly if necessary.
        • -
        -
      • -
      • The third stop is in a barren desert. The caravan is beset by small groups -of undead, seemingly coming from a large dark sandstorm to the north. -Commander Syrup considers dispatching troops to investigate and possibly -root-out the cause of these undead, but the party advises against it, and -we move on.
      • -
      • The fourth stop is the small region of Perth. There, the halflings and -wayangs are at each-other with fighting and distrust. -
          -
        • The wayangs stated that the halflings poisioned their well, and -attacked them. The party’s investigations confirm this, but further -find a growing cult of yog-sothos, which they destroy.
        • -
        • The halflings make claims that the wayangs plane shifted some of -their vulnerable and venerable members away. The party’s -investigations confirm this, but further find a growing cult of -nyarlethotep, which they weren’t fully able to destroy. The party -decides to leave a detachment of Abadar’s Inquisition to finish the -task.
        • -
        -
      • -
      -
    • -
    • -

      We arrive at modern day. Stackor pops up, talks with Syrup, then heads back to -Rime. The next day, Stackor and Randy Van Peoples, who resurrects Sir Beet.

      -
    • -
    • The camp has a meeting. The scouts sent to Ganth have not returned. The party -is being sent to investigate what happened to the scouts. Once determined, the -party is to meet with Count Therin to discuss the forces resupplying, camping, -and moving through towards Fort Rather. -
        -
      • As we approach, the gates are down, the guards are armed, but the Counts -flag still flies. Sir Beet does the talking. The guard informs us that our -scouts are within, though they split, and half went further north. When -the scouts arrived, there was an attempt on the Count’s life by assassins. -The guard is welcoming of additional support, stating that Ganth seems to -stand alone against many threats. We move into the town, to meet with the -captain of the guard. -
          -
        • A fetchling notices the party, though most of us don’t notice them, -and moves into a home. A few moments later, a crow leaves from that -home, flying east.
        • -
        • The party meets with Captain Ilios
        • -
        -
      • -
      -
    • -
    - -

    Player Characters

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

    Locations

    -
      -
    • Road from Flint to Ganth
    • -
    - -

    NPCs and Notable Characters

    -
      -
    • Colonel Syrup, commander of the Altasian forces
    • -
    - -

    Other Notes

    -
      -
    • Stand Aside.
    • -
    -

    Upcoming Events

    ]]>
    Ancillary Scribe
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