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 ScribeThe 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
\ No newline at end of file
diff --git a/journals/seventh/20211213.html b/journals/seventh/20211213.html
index 9d4bff8..2228734 100644
--- a/journals/seventh/20211213.html
+++ b/journals/seventh/20211213.html
@@ -28,6 +28,10 @@
@@ -589,6 +593,8 @@ and then move north is search of the scouts!
+
+
diff --git a/journals/seventh/beast-east-02.html b/journals/seventh/beast-east-02.html
index 4fd3e41..f7eae6d 100644
--- a/journals/seventh/beast-east-02.html
+++ b/journals/seventh/beast-east-02.html
@@ -28,6 +28,10 @@
@@ -546,6 +550,8 @@ which we’ll divy up next time!
+
+
@@ -561,6 +567,10 @@ which we’ll divy up next time!
Journal Index
+
+ Next
+
+
diff --git a/journals/seventh/beast-east-08.html b/journals/seventh/beast-east-08.html
new file mode 100644
index 0000000..58df76c
--- /dev/null
+++ b/journals/seventh/beast-east-08.html
@@ -0,0 +1,617 @@
+
+
+
+ The Beasts in the East, Session 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Current 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.
@@ -538,6 +542,8 @@ ready to jump through the literal and figurative portal to their objective!
+
+
diff --git a/journals/seventh/cryptdragon-09.html b/journals/seventh/cryptdragon-09.html
index 5d63a55..ff9fc6d 100644
--- a/journals/seventh/cryptdragon-09.html
+++ b/journals/seventh/cryptdragon-09.html
@@ -28,6 +28,10 @@
@@ -582,6 +586,8 @@ in, and finds a Ring of Mind Shielding.
+
+
diff --git a/journals/seventh/cryptdragon-10.html b/journals/seventh/cryptdragon-10.html
index c7f00be..e0e3e94 100644
--- a/journals/seventh/cryptdragon-10.html
+++ b/journals/seventh/cryptdragon-10.html
@@ -28,6 +28,10 @@
The party rests at the Hawkman Ranch, with expectations to teleport back to
-Mine Town. We return Sir Dunce’s stuff to Syrup, to be properly handled.
-Smokey complains to his father. The party teleports to Mine Town, having a
-small misadventure to the north of the Ogre King’s lands, finding some scary
-giant flying weird dead dragon/dinosaur things. They succeed the second time
-and arrive in Mine Town. Sir Tern tells them about his dream, and offers to
-ask Sir Wallace about any new information on the Ogre King, and if he is aware
-of the beasts flying around.
-
-
We consider our approach. There are two options:
+
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!!
-
To the North West is Tin Town, through the Tin mines are tunnels
-
A quarry leads to troll tunnels, which will eventually lead us to the Ogre
-King
+
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!
-
We decide on Tin Town. We get some information about the location from a
-rather sour Wallace, including a map. We saddle up and depart! As we move
-along mountain passes, we come across 3 Mi-Go’s! All three have some odd
-implements - two of which look like guns, and the last being some kind of
-chest-mounted blinking object. The last is creating an anti-magic field.
-COMBAT!!
+
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!!
-
After significant damage, we survive! Barely! We get some crazy loot,
-which we’ll divy up next time!
+
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, an oread shaman (Mike)
+
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
-
Hawkman Ranch
-
Fields north of the Ogre King’s claim
-
Mine Town
+
The path from Mine Town to Tinsel Town
+
Tinsel Town
NPCs and Notable Characters
-
Colonel Syrup, and his under-officers
-
Sir Wallace, castellan of Mine Town
-
Gustav Therrin, son of the Count of Ganth
-
Brother Gabro, an oread monk
+
Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.
+
+
+
Upcoming Reminders!
+
+
Lesser Restoration ALL THE THINGS!
@@ -801,6 +848,8 @@ which we’ll divy up next time!
+
+
@@ -809,7 +858,7 @@ which we’ll divy up next time!
- Previous
+ Previous
diff --git a/journals/seventh/life-and-death.html b/journals/seventh/life-and-death.html
index 37b512a..26f1aec 100644
--- a/journals/seventh/life-and-death.html
+++ b/journals/seventh/life-and-death.html
@@ -28,6 +28,10 @@
@@ -587,6 +591,8 @@ when some of this party likely dies or is abandoned in Hell!
+
+
diff --git a/journals/seventh/stormheim-01.html b/journals/seventh/stormheim-01.html
index 7926b68..742b57c 100644
--- a/journals/seventh/stormheim-01.html
+++ b/journals/seventh/stormheim-01.html
@@ -28,6 +28,10 @@