In which Dan Stands Aside
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---
title: Tales from the Crypt (Dragon), S5E12
---
## Current 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