From 51856d35ff962940e3922151ea7afda4cc6fcdb6 Mon Sep 17 00:00:00 2001 From: "Scribe [bot]" Date: Sat, 2 Nov 2024 08:18:09 -0500 Subject: [PATCH] Automated Publish --- feed.xml | 175 ++++--- journals/seventh/20211213.html | 6 + journals/seventh/20211227.html | 6 + journals/seventh/20220105.html | 6 + journals/seventh/bore_update.html | 6 + journals/seventh/clockwork_1.html | 6 + journals/seventh/clockwork_2.html | 6 + journals/seventh/clockwork_3.html | 6 + journals/seventh/gartug_1.html | 6 + journals/seventh/greenguts_1.html | 6 + journals/seventh/index.html | 112 +++-- journals/seventh/life-and-death.html | 4 + journals/seventh/lons_01.html | 6 + journals/seventh/lons_02.html | 6 + journals/seventh/lons_03.html | 6 + journals/seventh/lons_04.html | 6 + journals/seventh/lore/3rd-army.html | 4 + journals/seventh/lore/arconus-journal.html | 4 + .../seventh/lore/bore_memories_question.html | 4 + journals/seventh/lore/coming-invasion.html | 4 + journals/seventh/lore/dark-folk.html | 4 + .../lore/disappearance-twin-cities.html | 4 + .../lore/on-arconis-barri-traitors-noose.html | 4 + journals/seventh/lore/sojourners.html | 4 + journals/seventh/stormheim-01.html | 6 + journals/seventh/stormheim-02.html | 6 + journals/seventh/stormheim-03.html | 6 + journals/seventh/stormheim-04.html | 6 + journals/seventh/stormheim-05.html | 6 + journals/seventh/stormheim-06.html | 6 + journals/seventh/stormheim-07.html | 6 + journals/seventh/stormheim-08.html | 6 + journals/seventh/stormheim-09.html | 6 + journals/seventh/stormheim-10.html | 6 + journals/seventh/stormheim-11.html | 6 + journals/seventh/stormheim-12.html | 6 + journals/seventh/stormheim-13.html | 6 + journals/seventh/stormheim-14.html | 6 + journals/seventh/stormheim-15.html | 6 + journals/seventh/stormheim-16.html | 6 + journals/seventh/stormheim-17.html | 10 + journals/seventh/stormheim-18.html | 476 ++++++++++++++++++ journals/seventh/taliah_1.html | 6 + journals/seventh/taliah_2.html | 6 + journals/seventh/taliah_3.html | 6 + journals/seventh/taliah_4.html | 6 + journals/seventh/taliah_5.html | 6 + journals/seventh/taliah_6.html | 6 + journals/seventh/tern_1.html | 6 + journals/seventh/tern_2.html | 6 + journals/seventh/tern_3.html | 6 + journals/seventh/tern_4.html | 6 + journals/seventh/tern_5.html | 6 + journals/seventh/tern_6.html | 6 + journals/seventh/tern_7.html | 6 + journals/seventh/tern_8.html | 6 + journals/seventh/tern_9.html | 6 + journals/seventh/tuckleberry_1.html | 6 + journals/seventh/tuckleberry_10.html | 6 + journals/seventh/tuckleberry_2.html | 6 + journals/seventh/tuckleberry_3.html | 6 + journals/seventh/tuckleberry_4.html | 6 + journals/seventh/tuckleberry_5.html | 6 + journals/seventh/tuckleberry_6.html | 6 + journals/seventh/tuckleberry_7.html | 6 + journals/seventh/tuckleberry_8.html | 6 + journals/seventh/tuckleberry_9.html | 6 + journals/seventh/tugger_1.html | 6 + journals/seventh/tugger_2.html | 6 + journals/seventh/tugger_3.html | 6 + journals/seventh/tugger_4.html | 6 + journals/seventh/tugger_5.html | 6 + journals/seventh/yamson_1.html | 6 + journals/seventh/yamson_10.html | 6 + journals/seventh/yamson_11.html | 6 + journals/seventh/yamson_12.html | 6 + journals/seventh/yamson_13.html | 6 + journals/seventh/yamson_14.html | 6 + journals/seventh/yamson_15.html | 6 + journals/seventh/yamson_16.html | 6 + journals/seventh/yamson_17.html | 6 + journals/seventh/yamson_18.html | 6 + journals/seventh/yamson_2.html | 6 + journals/seventh/yamson_3.html | 6 + journals/seventh/yamson_4.html | 6 + journals/seventh/yamson_5.html | 6 + journals/seventh/yamson_6.html | 6 + journals/seventh/yamson_7.html | 6 + journals/seventh/yamson_8.html | 6 + journals/seventh/yamson_9.html | 6 + 90 files changed, 1143 insertions(+), 128 deletions(-) create mode 100644 journals/seventh/stormheim-18.html diff --git a/feed.xml b/feed.xml index 8a388aa..6d024d0 100644 --- a/feed.xml +++ b/feed.xml @@ -1,4 +1,99 @@ -Jekyll2024-10-21T21:36:44-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E172024-10-21T00:00:00-05:002024-10-21T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-17Current Objectives +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 +
    +
  • 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, S4E172024-10-21T00:00:00-05:002024-10-21T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-17Current Objectives
  • Investigate the ethereal plane room
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
  • @@ -528,82 +623,4 @@
    • 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 ScribeStormed Heims, S4E82024-08-19T00:00:00-05:002024-08-19T00:00:00-05:00https://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
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                        Locations


                        -

                        Our Most Recent Adventure: Stormed Heims, S4E17

                        +

                        Our Most Recent Adventure: Stormed Heims, S4E18


                        Current Objectives

                        @@ -391,85 +395,93 @@

                        Events

                          -
                        • Sheila G, Green Guts, and Gartug teleport to Lon’s Thicket. Gartug is comatose for most of it, but eventually comes to as Sheila G is negotiating with the elves to harbor Green Guts. Evidently they agree. Gartug and Sheila G head back to the Manor House. There they meet with a Daimo, who informs Sheila G about a teleportation circle to Rivethane. Sheila G decides it’s the perfect time to visit! +
                        • 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.
                            -
                          • SG, Gartug, and Green Guts step through the portal. They arrive in a well-lit room, with ivory and marble columns, and a stone golem. After a brief discussion, Green Guts is convinced to return, and Gartug chases after him. +
                          • 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.
                              -
                            • After Gartug and Green Guts return, Gartug realizes that the half-elf guards were notified that a goblin might be wandering around, and he is not to be worried about.
                            • -
                            • Sheila G tries the door in the teleportation room, and after really workin’ it, yields no results. The stone golem engages. Combat!! -
                                -
                              • SG casts righteous might, and enables her force-field. The golem smacks her, but only takes down the force-fied.
                              • -
                              • Gartug returns and prepares to fight. SG fully attacks it. The golem smacks her and takes down her force-field again.
                              • -
                              • Gartug charges in and trips it! (TRIPS A STONE GOLEM FUCK YEAH), SG finishes it all. Combat complete!
                              • -
                              -
                            • -
                            • Despite further attempts, the door does not budge. Green Guts offers to try, but also fails. He says he’ll be right back.
                            • +
                            • 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.
                          • -
                          • SG and Gartug return to Lon’s Thicket, and tell the Daimo about what happened. The news seemingly engraged the lord, who called for his armor, and, with his troops, returned through the circle to Rivethans. Gartug and SG return with them. +
                          • 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.
                              -
                            • On the other side, they discover the door has been busted open, seemingly with some of the golem’s parts.
                            • -
                            • Some of the lord’s men move into the hallway beyond the door, announcing his arrival. Nobody responds. The Daimo notifies us that something weird is going on here. We move in and investigate.
                            • -
                            • In the hallway, we see two bowls with water (???) in it. After further investigations, Sheila G notices when looking into one of the bowls of water, that instead of her reflection, she sees Green Guts. She then discovers that interacting with the water casts dimension door on the user. A samurai immediately runs over and touches it. Sheila G then touches it, and Gartug then does. +
                            • 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.
                                -
                              • We pop-up in a golden gazebo, seemingly in the sky. All around us is a twilight sky. On a table in the center is an armillary sphere. Green Guts helpfully demonstrates that interacting with the sphere moves the night sky around us. After some further investigation, SG considers what constellations may be important to Rivethane. Gartug identifies where it might best be framed. Upon framing the constellation of Alseta, the water in the bowl changes. SG and Gartug both touch the water. -
                                  -
                                • Gartug finds himself in a 5-by-5 pitch-black room with no exits.
                                • -
                                • SG finds herself in a room with 5 other bowls, and a pillar in the center with a circlet upon it. There’s an arch-way leading out of the room. After her brief investigation, she identifies it as a historically-significant circlet belong to Falkier the Wise. -
                                    -
                                  • She heads out the arch, finding herself upon a walkway between towers. Beneath, she sees a courtyard. Upon the railings are several stone orioles; one recites a poem at SG as a fanciful way to ask who she is and why she’s here. SG asks to speak with the bird’s manager. After waiting a few minutes, eventually an elf answers the door. His name is Falinious Falnore. SG introduces herself.Falinious offers her brandy, shiny croissants, and peyote. They chat a bit more; Falinious is impressed by her sword. Eventually, they go to free Gartug.
                                  • -
                                  -
                                • -
                                • SG and Falinious free Gartug. Falinious offers him peyote; Gartug refuses. After some more discussion, Falinious offers us three options: he can lead us to the low town, to find someone to handle the bureaucracy; he can send us back to Lon’s Thicket; or we could all do peyote and perform transmutation magic on ourselves. We choose option 1.
                                • -
                                -
                              • +
                              • 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.
                        • -
                        • SG and Gartug pop up in Lower Thane. We head to an inn; it’s packed with western elves. SG talks with the innkeeper to try and find someone to help her find her inheritance. Gartug gets a bunch of ale. After much discussion, but not a lot of answers, the innkeeper sends us to a person named Marmaduke. Gartug takes his mug with him (it’s marked to belong to The Bouldery Eatery and Drinkery). +
                        • Back in Rime, we rest for the evening.
                            -
                          • We move to a coffee house, where a young kid escorts us to Marmaduke, a half-elf in a tourquoise coat with a ridiculous hat. After a very hazy information dump about her supposed inheritance, Marmaduke is intrigued enough to investigate. He asks SG more questions about her past some more; she has, basically, no answers. Eventually, SG gives him 200gp and some of her hair, and he asks her to check back with him in 5 days. Gartug wanders off to find an inn. After a bit more discussion, SG wanders off to the same inn as Gartug. She painfully negotiates drinking rates 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.
                        • -
                        • In the morning SG and Gartug teleport back to Rime, and meet with Harvey and Stackor at her temple. -
                            -
                          • The group returns Larg’s remains to House Marg. They restore him to a full statue and hand him over.
                          • -
                          • The group teleports back to Fort Ang.
                          • -
                          -
                        • -
                        • Back underground, the adventure will continue next week!

                        Player Characters

                          -
                        • Gartug, a dwarven brawler and Nataliah Kas Zhukoff, a tiefling alchemist (Bill)
                        • +
                        • 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

                          -
                        • Lon’s Thicket
                        • -
                        • Rivethane and Lower Thane
                        • +
                        • Fort Ang and the tunnels leading to Stormheim

                        NPCs and Notable Characters

                        -
                          -
                        • Green Guts, a goblin rogue, with Churchill, his pet cockroach, Gurtag
                        • -
                        • Daimo Soto, and his guard
                        • -
                        • Falinious Falnore, a rich playboy druggy elf
                        • -
                        • Marmaduke, a half-elf private investigator of sorts
                        • -

                        Other Notes

                          -
                        • 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
                        • +
                        • 9 days remain until the meeting with the crypt dragon
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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

                                                                                    +
                                                                                      +
                                                                                    • 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. +
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                                                                                      • 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. +
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                                                                                        • Checking to the left, we identify the wall is likely a secret door.
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                                                                                        • Heading down the right hallway, Taliah disarms a pressure plate, and we continue.
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                                                                                      • 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. +
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                                                                                        • 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.
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                                                                                        • 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.
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                                                                                      • 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. +
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                                                                                        • We open the double-doors, finding a circular room with a large bronze-cast cannon, cannonballs, and a large metal disc in the ceiling.
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                                                                                        • 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.
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                                                                                      • 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.
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                                                                                      • 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. +
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                                                                                        • 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.
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                                                                                      • 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! +
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                                                                                        • Surprise! A disgusting mass slams into Randy, wrapping him in undead appendeges.
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                                                                                        • 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.
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                                                                                        • 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.
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                                                                                        • 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!
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                                                                                      • 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.
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                                                                                      • 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.
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                                                                                      • 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. +
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                                                                                        • 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. +
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                                                                                          • Randy first intends to take the zombie head, and then destroys it after remembering he’s a cleric.
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                                                                                        • Examining the desk, Stackor and Randy discover notes that look to be the research of a vivisectionist.
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                                                                                        • The portal is seemingly a natural portal.
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                                                                                        • Randy finds and takes from the coffin a cockatrice egg.
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                                                                                        • Stackor creates a wall of iron sealing the portal behind it.
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                                                                                        • 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.”
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                                                                                        • We collect all the fucked up stuff, put it into the coffin in the main room, add some gunpowder, and blow it up. Yeeeaaahhh!!
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                                                                                      • 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. +
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                                                                                        • 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.
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                                                                                        • 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.
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                                                                                    • Back in Rime, we rest for the evening. +
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                                                                                      • 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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                                                                                    Player Characters

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

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                                                                                    • Fort Ang and the tunnels leading to Stormheim
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                                                                                    NPCs and Notable Characters

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                                                                                    Other Notes

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                                                                                    • 9 days remain until the meeting with the crypt dragon
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