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journals/seventh/_posts/2025-04-28-cryptdragon-12.md
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---
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title: Tales from the Crypt (Dragon), S5E12
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---
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## Current Objectives
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- ~~Investigate the ethereal plane room at the Giant's keep~~
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- ~~Enter Stormheim~~
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- **[COMPLETE]** Join Kaldur and seek the Mantles of the Heroes
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- **[COMPLETE]** Aid the merfolk in attacking the Cthulu cults
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- **[COMPLETE]** Defeat the Dracolich to earn the Rune from Nuripites
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## Events
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- The party stands in the Runebarrow, deliberating when and where to return
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Cayden Caylien to the material plane. We decide, after a brief discussion and
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brainstorming sesh, to keep to our plan, and return Cayden to Sheila G's
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temple. But then, we reconsider, and decide to return him somewhere, and then
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_teleport_ with him elsewhere if we so choose. Maurgim will protect Cayden
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from being scryed upon once he is on the material plane, but returning him to
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life will (likely) be very well known.
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- We finally decide to return Cayden to "the cube room" in Fort Ang. Sheila
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G and Stackor will _teleport_ to that location ahead of time, so SG knows
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better of it.
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- We rest for the night in the Runebarrow, then _plane shift_ back to the
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material plane, then _teleports_ back to Rime. They sell their loot,
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distribute the new wealth, and do some shopping.
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- Kaldur Black and Harvey have a mental chat, mostly about political
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scheming and cult hunting.
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## Player Characters
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- Gartug Ironfist, a dwarven brawler (Bill)
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- Sheila G, a half-elf cleric of Cayden Calien (Thans)
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- Stackor, a dwarven wizard (James)
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- Harvey, a tengu-ish monk (Mike)
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- Randy Van Peoples, a human cleric of Gozreh (Dan)
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## Locations
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- A dead planet
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- The Boneyard
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- The barrow of Nuripites, a crypt dragon
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- The Runebarrow
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- Rime
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## NPCs and Notable Characters
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- Naynay, a human pervert with some martial arts training
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---
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## Current Objectives
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- Proceed to the Far Territiries, and reclaim Fort Rather
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## Events
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- Herein begins our tales of the Altasian army moving into the Far Territories
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to reclaim Fort Rather, and fight the daemon Calcifer. When last we left them,
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they had left Flint a bit of a disaster.
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- Their first stop is at Shrine Lake. There, the party identifies various
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fey groups, which appear to all of sworn loyalty to the empty throne of
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the Twilight Court. This is odd.
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- The second stop is in The Verdant. There, the party discovers two fighting
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factions - a group of "original" verdant elves and half-elves, and a group
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of "new" verdant elves and half-elves.
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- The "OG Verdant" note that the "New Verdant" have taken up strange and
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dark tidings, and would like the party to kill them. If this is done,
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the OG will restore the camps, offer safe passage, and even provide
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guides.
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- The party members notice a group of paler elves, which they
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suspect may be calling the shots behind the scene.
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- The "New Verdant" mostly just want to be left alone. They ask the
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party to take whichever of them wants to leave with them, and offer us
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guidance out of the forest.
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- The decision, after a vote, is to take on the New Verdant as a means
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of solving the OG Verdant's problem. We will take whomever wants to
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come with us away, and punish them accordingly if necessary.
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- The third stop is in a barren desert. The caravan is beset by small groups
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of undead, seemingly coming from a large dark sandstorm to the north.
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Commander Syrup considers dispatching troops to investigate and possibly
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root-out the cause of these undead, but the party advises against it, and
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we move on.
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- The fourth stop is the small region of Perth. There, the halflings and
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wayangs are at each-other with fighting and distrust.
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- The wayangs stated that the halflings poisioned their well, and
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attacked them. The party's investigations confirm this, but further
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find a growing cult of yog-sothos, which they destroy.
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- The halflings make claims that the wayangs _plane shifted_ some of
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their vulnerable and venerable members away. The party's
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investigations confirm this, but further find a growing cult of
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nyarlethotep, which they weren't fully able to destroy. The party
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decides to leave a detachment of Abadar's Inquisition to finish the
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task.
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- We arrive at modern day. Stackor pops up, talks with Syrup, then heads back to
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Rime. The next day, Stackor and Randy Van Peoples, who _resurrects_ Sir Beet.
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- The camp has a meeting. The scouts sent to Ganth have not returned. The party
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is being sent to investigate what happened to the scouts. Once determined, the
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party is to meet with Count Therin to discuss the forces resupplying, camping,
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and moving through towards Fort Rather.
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- As we approach, the gates are down, the guards are armed, but the Counts
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flag still flies. Sir Beet does the talking. The guard informs us that our
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scouts are within, though they split, and half went further north. When
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the scouts arrived, there was an attempt on the Count's life by assassins.
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The guard is welcoming of additional support, stating that Ganth seems to
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stand alone against many threats. We move into the town, to meet with the
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captain of the guard.
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- A fetchling notices the party, though most of us don't notice them,
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and moves into a home. A few moments later, a crow leaves from that
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home, flying east.
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- The party meets with Captain Ilios
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## Player Characters
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- Sir Beet, a human paladin of Iomedae (Thans)
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- Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
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- Jen Erica von Illamage, a human wizard (Mike)
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- Burren "Smokey" Blunt, aka Bat-Man, but in the bat language, so like a bunch of "eee eee" and stuff (Dan)
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- Ignatious "Geo" Joe, an oread shaman (Thans)
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- Stackor, a dwarven wizard (James)
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## Locations
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- Road from Flint to Ganth
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## NPCs and Notable Characters
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- Colonel Syrup, commander of the Altasian forces
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## Other Notes
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- Stand Aside.
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## Upcoming Events
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