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<h1 id="locations">Locations</h1>
<hr />
<h1 id="our-most-recent-adventure-stormed-heims-s4e17">Our Most Recent Adventure: Stormed Heims, S4E17</h1>
<h1 id="our-most-recent-adventure-stormed-heims-s4e18">Our Most Recent Adventure: Stormed Heims, S4E18</h1>
<hr />
<h2 id="current-objectives">Current Objectives</h2>
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<h2 id="events">Events</h2>
<ul>
<li>Sheila G, Green Guts, and Gartug <em>teleport</em> to Lons 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 its the perfect time to visit!
<li>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 <em>dimensional slide</em> to hop to the otherside and open the gate.
<ul>
<li>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.
<li>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.
<ul>
<li>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.</li>
<li>Sheila G tries the door in the teleportation room, and after really workin it, yields no results. The stone golem engages. Combat!!
<ul>
<li>SG casts <em>righteous might</em>, and enables her force-field. The golem smacks her, but only takes down the force-fied.</li>
<li>Gartug returns and prepares to fight. SG fully attacks it. The golem smacks her and takes down her force-field again.</li>
<li>Gartug charges in and trips it! (TRIPS A STONE GOLEM FUCK YEAH), SG finishes it all. Combat complete!</li>
</ul>
</li>
<li>Despite further attempts, the door does not budge. Green Guts offers to try, but also fails. He says hell be right back.</li>
<li>Checking to the left, we identify the wall is likely a secret door.</li>
<li>Heading down the right hallway, Taliah disarms a pressure plate, and we continue.</li>
</ul>
</li>
<li>SG and Gartug return to Lons 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.
<li>We come to a barrier, which Stackor casts <em>shrink item</em> 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.
<ul>
<li>On the other side, they discover the door has been busted open, seemingly with some of the golems parts.</li>
<li>Some of the lords 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.</li>
<li>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 <em>dimension door</em> on the user. A samurai immediately runs over and touches it. Sheila G then touches it, and Gartug then does.
<li>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.</li>
<li>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.</li>
<li>Dan sneezes out of game.</li>
</ul>
</li>
<li>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.
<ul>
<li>We open the double-doors, finding a circular room with a large bronze-cast cannon, cannonballs, and a large metal disc in the ceiling.</li>
<li>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 officers chamber. There many tindertwigs, some shelves with burned paper, and boxes that appear to be records. Theres 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.</li>
</ul>
</li>
<li>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.</li>
<li>Back at the circular room, Taliah assumes a <em>gaseous form</em>, floats up through the metal disc, and opens the way. We find more cannons, cannonballs, and a hallway heading east.
<ul>
<li>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.</li>
</ul>
</li>
<li>Stackor <em>stone shapes</em> 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 <em>dimensional steps</em>, and Randy uses his boots to <em>urban step</em>. As he leaves the new doorway, moans and screams erupt from behind him, and he is attacked! COMBAT!
<ul>
<li>Surprise! A disgusting mass slams into Randy, wrapping him in undead appendeges.</li>
<li>SG gives everyone a <em>blessing of fervor</em>. Harvey delays until hes big again. Stackor <em>enalrge person</em>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.</li>
<li>SG zooms into range with the creature. Stackor successfully <em>holds</em> 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 <em>hold monster</em> spell.</li>
<li>SG stabs it a bunch. Stackor launches <em>magic missiles</em> at it. Harvey punches it, but only once. Randy steps forward and finishes the corpse orgy. COMBAT OVER! VICTORY!</li>
</ul>
</li>
<li>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.</li>
<li>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.</li>
<li>Stackor casts <em>passwall</em> 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.
<ul>
<li>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. Theres a 20-foot coffin, with layers of bones and straw. Theres 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.
<ul>
<li>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.
<ul>
<li>Gartug finds himself in a 5-by-5 pitch-black room with no exits.</li>
<li>SG finds herself in a room with 5 other bowls, and a pillar in the center with a circlet upon it. Theres 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.
<ul>
<li>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 shes here. SG asks to speak with the birds 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.</li>
</ul>
</li>
<li>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 Lons Thicket; or we could all do peyote and perform transmutation magic on ourselves. We choose option 1.</li>
</ul>
</li>
<li>Randy first intends to take the zombie head, and then destroys it after remembering hes a cleric.</li>
</ul>
</li>
<li>Examining the desk, Stackor and Randy discover notes that look to be the research of a vivisectionist.</li>
<li>The portal is seemingly a natural portal.</li>
<li>Randy finds and takes from the coffin a cockatrice egg.</li>
<li>Stackor creates a <em>wall of iron</em> sealing the portal behind it.</li>
<li>Stackor goes back to investigating the desk, find a bag of silver dust, healers tools (for a huge creature), and a giant book made of flesh labeled “Kytons and Their Play Things.”</li>
<li>We collect all the fucked up stuff, put it into the coffin in the main room, add some gunpowder, and blow it up. Yeeeaaahhh!!</li>
</ul>
</li>
<li>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.
<ul>
<li>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.</li>
<li>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 <em>teleports</em> us back to Rime.</li>
</ul>
</li>
</ul>
</li>
<li>SG and Gartug pop up in Lower Thane. We head to an inn; its 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 (its marked to belong to The Bouldery Eatery and Drinkery).
<li>Back in Rime, we rest for the evening.
<ul>
<li>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 <em>very</em> 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.</li>
<li>In the morning, Stackor finds some documents given to him about stuff, apparently from the Dream Man. OOOooooOOOOoooo…..</li>
<li>Sheila G empties out her hole a bit, selling and distributing wealth.</li>
</ul>
</li>
<li>In the morning SG and Gartug <em>teleport</em> back to Rime, and meet with Harvey and Stackor at her temple.
<ul>
<li>The group returns Largs remains to House Marg. They restore him to a full statue and hand him over.</li>
<li>The group <em>teleports</em> back to Fort Ang.</li>
</ul>
</li>
<li>Back underground, the adventure will continue next week!</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Gartug, a dwarven brawler <em>and</em> Nataliah Kas Zhukoff, a tiefling alchemist (Bill)</li>
<li>Nataliah Kas Zhukoff, a tiefling alchemist (Bill)</li>
<li>Sheila G, drunken “half-elf” priest of Cayden Calien (Thans)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
<li>Randy Van Peeples, human cleric of Gozreh (Dan)</li>
<li>Harvey, the kind-of tengu monk (Mike)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Lons Thicket</li>
<li>Rivethane and Lower Thane</li>
<li>Fort Ang and the tunnels leading to Stormheim</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Green Guts, a goblin rogue, with Churchill, his pet cockroach, Gurtag</li>
<li>Daimo Soto, and his guard</li>
<li>Falinious Falnore, a rich playboy druggy elf</li>
<li>Marmaduke, a half-elf private investigator of sorts</li>
</ul>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>Barbaric! Let that word resound!</li>
<li>One thing Sheila G knows for certain is that Gartugs whole family is alive.</li>
<li>10 days remain until the meeting with the crypt dragon</li>
<li>9 days remain until the meeting with the crypt dragon</li>
</ul>
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<h2 id="current-objectives">Current Objectives</h2>
<ul>
<li><del>Investigate the ethereal plane room</del></li>
<li>Travel to the old Dwarf capital, north-east of Vuln, Stormheim!</li>
</ul>
<h2 id="events">Events</h2>
<ul>
<li>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 <em>dimensional slide</em> to hop to the otherside and open the gate.
<ul>
<li>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.
<ul>
<li>Checking to the left, we identify the wall is likely a secret door.</li>
<li>Heading down the right hallway, Taliah disarms a pressure plate, and we continue.</li>
</ul>
</li>
<li>We come to a barrier, which Stackor casts <em>shrink item</em> 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.
<ul>
<li>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.</li>
<li>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.</li>
<li>Dan sneezes out of game.</li>
</ul>
</li>
<li>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.
<ul>
<li>We open the double-doors, finding a circular room with a large bronze-cast cannon, cannonballs, and a large metal disc in the ceiling.</li>
<li>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 officers chamber. There many tindertwigs, some shelves with burned paper, and boxes that appear to be records. Theres 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.</li>
</ul>
</li>
<li>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.</li>
<li>Back at the circular room, Taliah assumes a <em>gaseous form</em>, floats up through the metal disc, and opens the way. We find more cannons, cannonballs, and a hallway heading east.
<ul>
<li>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.</li>
</ul>
</li>
<li>Stackor <em>stone shapes</em> 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 <em>dimensional steps</em>, and Randy uses his boots to <em>urban step</em>. As he leaves the new doorway, moans and screams erupt from behind him, and he is attacked! COMBAT!
<ul>
<li>Surprise! A disgusting mass slams into Randy, wrapping him in undead appendeges.</li>
<li>SG gives everyone a <em>blessing of fervor</em>. Harvey delays until hes big again. Stackor <em>enalrge person</em>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.</li>
<li>SG zooms into range with the creature. Stackor successfully <em>holds</em> 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 <em>hold monster</em> spell.</li>
<li>SG stabs it a bunch. Stackor launches <em>magic missiles</em> at it. Harvey punches it, but only once. Randy steps forward and finishes the corpse orgy. COMBAT OVER! VICTORY!</li>
</ul>
</li>
<li>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.</li>
<li>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.</li>
<li>Stackor casts <em>passwall</em> 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.
<ul>
<li>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. Theres a 20-foot coffin, with layers of bones and straw. Theres 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.
<ul>
<li>Randy first intends to take the zombie head, and then destroys it after remembering hes a cleric.</li>
</ul>
</li>
<li>Examining the desk, Stackor and Randy discover notes that look to be the research of a vivisectionist.</li>
<li>The portal is seemingly a natural portal.</li>
<li>Randy finds and takes from the coffin a cockatrice egg.</li>
<li>Stackor creates a <em>wall of iron</em> sealing the portal behind it.</li>
<li>Stackor goes back to investigating the desk, find a bag of silver dust, healers tools (for a huge creature), and a giant book made of flesh labeled “Kytons and Their Play Things.”</li>
<li>We collect all the fucked up stuff, put it into the coffin in the main room, add some gunpowder, and blow it up. Yeeeaaahhh!!</li>
</ul>
</li>
<li>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.
<ul>
<li>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.</li>
<li>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 <em>teleports</em> us back to Rime.</li>
</ul>
</li>
</ul>
</li>
<li>Back in Rime, we rest for the evening.
<ul>
<li>In the morning, Stackor finds some documents given to him about stuff, apparently from the Dream Man. OOOooooOOOOoooo…..</li>
<li>Sheila G empties out her hole a bit, selling and distributing wealth.</li>
</ul>
</li>
</ul>
<h2 id="player-characters">Player Characters</h2>
<ul>
<li>Nataliah Kas Zhukoff, a tiefling alchemist (Bill)</li>
<li>Sheila G, drunken “half-elf” priest of Cayden Calien (Thans)</li>
<li>Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)</li>
<li>Randy Van Peeples, human cleric of Gozreh (Dan)</li>
<li>Harvey, the kind-of tengu monk (Mike)</li>
</ul>
<h2 id="locations">Locations</h2>
<ul>
<li>Fort Ang and the tunnels leading to Stormheim</li>
</ul>
<h2 id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<h2 id="other-notes">Other Notes</h2>
<ul>
<li>9 days remain until the meeting with the crypt dragon</li>
</ul>
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