Investigate the ethereal plane room at the Giant’s keep
+
Enter Stormheim
+
[COMPLETE] Join Kaldur and seek the Mantles of the Heroes
+
[COMPLETE] Aid the merfolk in attacking the Cthulu cults
+
[COMPLETE] Defeat the Dracolich to earn the Rune from Nuripites
+
+
+
Events
+
+
The party stands in the Runebarrow, deliberating when and where to return
+Cayden Caylien to the material plane. We decide, after a brief discussion and
+brainstorming sesh, to keep to our plan, and return Cayden to Sheila G’s
+temple. But then, we reconsider, and decide to return him somewhere, and then
+teleport with him elsewhere if we so choose. Maurgim will protect Cayden
+from being scryed upon once he is on the material plane, but returning him to
+life will (likely) be very well known.
+
+
We finally decide to return Cayden to “the cube room” in Fort Ang. Sheila
+G and Stackor will teleport to that location ahead of time, so SG knows
+better of it.
+
+
+
We rest for the night in the Runebarrow, then plane shift back to the
+material plane, then teleports back to Rime. They sell their loot,
+distribute the new wealth, and do some shopping.
+
+
Kaldur Black and Harvey have a mental chat, mostly about political
+scheming and cult hunting.
+
+
+
+
+
Player Characters
+
+
Gartug Ironfist, a dwarven brawler (Bill)
+
Sheila G, a half-elf cleric of Cayden Calien (Thans)
+
Stackor, a dwarven wizard (James)
+
Harvey, a tengu-ish monk (Mike)
+
Randy Van Peoples, a human cleric of Gozreh (Dan)
+
+
+
Locations
+
+
A dead planet
+
The Boneyard
+
+
The barrow of Nuripites, a crypt dragon
+
The Runebarrow
+
+
+
Rime
+
+
+
NPCs and Notable Characters
+
+
Naynay, a human pervert with some martial arts training
+
+
+
+
+
Current Objectives
+
+
Proceed to the Far Territiries, and reclaim Fort Rather
+
+
+
Events
+
+
Herein begins our tales of the Altasian army moving into the Far Territories
+to reclaim Fort Rather, and fight the daemon Calcifer. When last we left them,
+they had left Flint a bit of a disaster.
+
+
Their first stop is at Shrine Lake. There, the party identifies various
+fey groups, which appear to all of sworn loyalty to the empty throne of
+the Twilight Court. This is odd.
+
The second stop is in The Verdant. There, the party discovers two fighting
+factions - a group of “original” verdant elves and half-elves, and a group
+of “new” verdant elves and half-elves.
+
+
The “OG Verdant” note that the “New Verdant” have taken up strange and
+dark tidings, and would like the party to kill them. If this is done,
+the OG will restore the camps, offer safe passage, and even provide
+guides.
+
+
The party members notice a group of paler elves, which they
+suspect may be calling the shots behind the scene.
+
+
+
The “New Verdant” mostly just want to be left alone. They ask the
+party to take whichever of them wants to leave with them, and offer us
+guidance out of the forest.
+
The decision, after a vote, is to take on the New Verdant as a means
+of solving the OG Verdant’s problem. We will take whomever wants to
+come with us away, and punish them accordingly if necessary.
+
+
+
The third stop is in a barren desert. The caravan is beset by small groups
+of undead, seemingly coming from a large dark sandstorm to the north.
+Commander Syrup considers dispatching troops to investigate and possibly
+root-out the cause of these undead, but the party advises against it, and
+we move on.
+
The fourth stop is the small region of Perth. There, the halflings and
+wayangs are at each-other with fighting and distrust.
+
+
The wayangs stated that the halflings poisioned their well, and
+attacked them. The party’s investigations confirm this, but further
+find a growing cult of yog-sothos, which they destroy.
+
The halflings make claims that the wayangs plane shifted some of
+their vulnerable and venerable members away. The party’s
+investigations confirm this, but further find a growing cult of
+nyarlethotep, which they weren’t fully able to destroy. The party
+decides to leave a detachment of Abadar’s Inquisition to finish the
+task.
+
+
+
+
+
+
We arrive at modern day. Stackor pops up, talks with Syrup, then heads back to
+Rime. The next day, Stackor and Randy Van Peoples, who resurrects Sir Beet.
+
+
The camp has a meeting. The scouts sent to Ganth have not returned. The party
+is being sent to investigate what happened to the scouts. Once determined, the
+party is to meet with Count Therin to discuss the forces resupplying, camping,
+and moving through towards Fort Rather.
+
+
As we approach, the gates are down, the guards are armed, but the Counts
+flag still flies. Sir Beet does the talking. The guard informs us that our
+scouts are within, though they split, and half went further north. When
+the scouts arrived, there was an attempt on the Count’s life by assassins.
+The guard is welcoming of additional support, stating that Ganth seems to
+stand alone against many threats. We move into the town, to meet with the
+captain of the guard.
+
+
A fetchling notices the party, though most of us don’t notice them,
+and moves into a home. A few moments later, a crow leaves from that
+home, flying east.
+
The party meets with Captain Ilios
+
+
+
+
+
+
+
Player Characters
+
+
+
Sir Beet, a human paladin of Iomedae (Thans)
+
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
+
Jen Erica von Illamage, a human wizard (Mike)
+
Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
+
Ignatious “Geo” Joe, an oread shaman (Thans)
+
Stackor, a dwarven wizard (James)
+
+
+
Locations
+
+
Road from Flint to Ganth
+
+
+
NPCs and Notable Characters
+
+
Colonel Syrup, commander of the Altasian forces
+
+
+
Other Notes
+
+
Stand Aside.
+
+
+
Upcoming Events
]]>Ancillary ScribeTales from the Crypt (Dragon), S5E112025-04-23T00:00:00-05:002025-04-23T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/cryptdragon-11Current Objectives
Investigate the ethereal plane room at the Giant’s keep
Obtain identifying objects from two chiefs of rival orcish tribes.
-
Murder the leader of several orc tribes.
-
Plant the objects.
-
-
Ensure no witnesses
-
Use Kaldur’s Murder-Shroud to incinerate the leader’s body, so it cannot
-be regenerated.
-
-
-
-
-
-
-
Events
-
-
-
Kaldur lays out the plan. He gives us some supplies, and we prepare for our
-journey.
-
-
We travel to a quarry, roughly 2 days away. We will be taking a portal owned
-by the Fetchling Nation to travel to the Shadow Plane.
-
-
While ascending the tower, the party just completely fucks up, and has to
-kill some fetchling guards. Womp womp.
-
-
After: Kaldur, Wondermitch, Sir Oliver, and Gadafthree head through
-the portal to the Shadow Plane. Kaldur instructs OJ and Boss to kill
-the reinforcements and frame it on the Winter Court, and then meet
-group. They do so.
-
On the Shadow Plane, the group heads into the tower. As we meet with
-the single fetchling guard, Kaldur sets up Sir Oliver to eliminate
-him, as they planned to do.
-
-
-
-
-
-
We travel to a tower. We find some dudes, at least one of whom is a kyton. We
-engage in COMBAT!
-
-
We call the session mid-combat.
-
-
-
Player Characters
-
-
Gadafthree, a mythic tengu summoner, bearer of the mantle of the caller of the
-deep (Bill)
-
Wondermitch, a mythic human sorcerer, bearer of the mantle of the star-born
-(Thans)
-
Sir Oliver Withatwist, a mythic fetchling warpriest, bearer of the mantle of
-the velvet blade (Dan)
-
Duke “Boss” Dukes, a water fae rake (Mike)
-
O’Shea Jackson, a Winter Court fae swashbuckler-thug (James)
-
-
-
Locations
-
-
Baron Black’s Castle
-
-
-
NPCs and Notable Characters
-
-
Baron Kaldur Black, a mythic fae arcane trickster, bearer of a mantle of
-heroes
-
-
-
Other Notes
-
Upcoming Events
]]>Ancillary Scribe
\ No newline at end of file
diff --git a/journals/seventh/20211213.html b/journals/seventh/20211213.html
index 8e6a0bc..742fe8a 100644
--- a/journals/seventh/20211213.html
+++ b/journals/seventh/20211213.html
@@ -28,6 +28,10 @@
@@ -481,6 +485,8 @@ ready to jump through the literal and figurative portal to their objective!
+
+
diff --git a/journals/seventh/cryptdragon-09.html b/journals/seventh/cryptdragon-09.html
index 2a5303a..14a95dc 100644
--- a/journals/seventh/cryptdragon-09.html
+++ b/journals/seventh/cryptdragon-09.html
@@ -28,6 +28,10 @@
@@ -525,6 +529,8 @@ in, and finds a Ring of Mind Shielding.
+
+
diff --git a/journals/seventh/cryptdragon-10.html b/journals/seventh/cryptdragon-10.html
index d7a64d6..912dd1d 100644
--- a/journals/seventh/cryptdragon-10.html
+++ b/journals/seventh/cryptdragon-10.html
@@ -28,6 +28,10 @@
@@ -505,6 +509,8 @@ Sheila G’s temple in Rime.
+
+
@@ -520,6 +526,10 @@ Sheila G’s temple in Rime.
Journal Index
+
+ Next
+
+
diff --git a/journals/seventh/cryptdragon-12.html b/journals/seventh/cryptdragon-12.html
new file mode 100644
index 0000000..a4ed686
--- /dev/null
+++ b/journals/seventh/cryptdragon-12.html
@@ -0,0 +1,641 @@
+
+
+
+ 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)
Our Most Recent Adventure: Tales from the Crypt (Dragon), S5E11
+
Our Most Recent Adventure: Tales from the Crypt (Dragon), S5E12
Current Objectives
@@ -482,28 +486,26 @@
Events
-
-
The party collects loot! There an immense amount of it, and we get some pretty
-sweet stuff!
+
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.
+
-
-
The party leaves, stopping at the library we found on the way in. After some
-pittering about, we decide to take out the librarian and get the books we
-wish. We make swift work of the weird book and it’s servants. We spend a few
-hours gathering books relevant to the Dark Tapestry.
-
-
-
The party returns through the portal to the Boneyard. There, Telemachus greats
-us, and makes his way through to the dead planet. A dust mephit eventually
-catches up with us, and escorts us back to Nuripites. As per our agreement, we
-are given the Rune from Nuripites, and we return to the Runebarrow.
-
-
-
At the Runebarrow, the party returns to Maugrim with the Rune. It imbues some
-of us with an ability to guarantee a safe birth a limited number of touches
-ever. Maugrim agrees this is sufficient for the bargain. After some
-deliberation, we agree that Maugrim shall return the mortal Cayden Caylien to
-Sheila G’s temple in Rime.
+
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.
+
@@ -519,20 +521,129 @@ Sheila G’s temple in Rime.
Locations
A dead planet
+
The Boneyard
+
+
The barrow of Nuripites, a crypt dragon
+
The Runebarrow
+
+
+
Rime
NPCs and Notable Characters
-
Nuripites, a crypt dragon in the Boneyard
-
Telemachus, a young crypt dragon, son of Nuripites
Naynay, a human pervert with some martial arts training
-
Rickvis, a bralini azata representing Crius
-
Porthos, a psychopomp guarding the portal back to the crypt dragon’s domain
+
+
+
+
+
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)