diff --git a/feed.xml b/feed.xml
index fc644c8..0c7e651 100644
--- a/feed.xml
+++ b/feed.xml
@@ -1,4 +1,71 @@
-Jekyll2025-07-30T20:31:37-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockThe Beasts in the East, Session 92025-07-30T00:00:00-05:002025-07-30T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09Current Objectives
+Jekyll2025-08-06T20:23:01-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockThe Beasts in the East, Session 102025-08-06T00:00:00-05:002025-08-06T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-10Current Objectives
+
+
Proceed to the Far Territories, and reclaim Fort Rather.
+
+
Kill an Ogre King
+
[COMPLETE!] Revive (the real) Syrup, and return him to command
+
[COMPLETE!] Hunt-down the brother-in-law, Stanislaw, and bring him to justice
+
+
+
+
+
Events
+
+
+
After discussion, most of which I missed, Stackor teleports with Smokey’s
+corpse to the temple of Torag in Rime. Upon arriving, he immediately notices
+some odd figures, and there’s quite the commotion. He decided not to stay and
+find out what’s happening, and teleports himself and corpse to the army
+encampment. He sync’s up with Syrup, leaves the corpse there for babysitting,
+and then returns to the party in the mines.
+
+
The party continues through the mines, in pursuit of the Ogre King!
+
+
As we progress, we find the troll’s home. It reeks, and is filled with
+body parts and, surprisingly, gold!
+
We return to the main tunnel, and continue. We eventually come upon a
+skeletal ogre, and engage! It is a swift combat. Behind it is a bone door,
+which we open to find some more ogres, and the ogre mage from before.
+Combat!!
+
+
Stackor glitter bombs it! Joe triggers a Symbol of Weakness,
+decimating Stackor’s and Sir Tern’s strengths.
+
More combat happens, but we take out the enemies with little-to-no
+trouble!
+
+
+
We loot some stuff, then return to Tinsel Town. We rest there, with
+intention of using some Lesser Restorations when we can.
+
+
+
We call it for here for the night. Next time, new adventures await!
+
+
+
Player Characters
+
+
Sir Beet, a human paladin of Iomedae (Thans)
+
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
+
Brother Basalt/Ignatius Joe, an oread shaman (Mike)
+
Brother Gabro, an oread monk (Dan)
+
Stackor, a dwarven wizard (James)
+
+
+
Locations
+
+
Tinsel Town, and the associated mines
+
Rime
+
+
The Temple of Torag
+
+
+
Army Encampment
+
+
+
NPCs and Notable Characters
+
+
Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.
+
Colonel Syrup, and his under-officers
+
]]>Ancillary ScribeThe Beasts in the East, Session 92025-07-30T00:00:00-05:002025-07-30T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09Current Objectives
Proceed to the Far Territories, and reclaim Fort Rather.
@@ -73,9 +140,7 @@ breaks for the week.
NPCs and Notable Characters
Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.
-
-
-
Upcoming Reminders!
]]>
Ancillary ScribeThe Beasts in the East, Session 82025-07-21T00:00:00-05:002025-07-21T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08Current Objectives
+]]>Ancillary ScribeThe Beasts in the East, Session 82025-07-21T00:00:00-05:002025-07-21T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08Current Objectives
Proceed to the Far Territories, and reclaim Fort Rather.
@@ -954,144 +1019,4 @@ when some of this party likely dies or is abandoned in Hell!
Other Notes
-
Upcoming Events
]]>
Ancillary ScribeThe Beasts in the East, Session 32025-05-14T00:00:00-05:002025-05-14T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02Current Objectives
-
-
Proceed to the Far Territories, and reclaim Fort Rather
-
-
-
Events
-
-
The party, re-gathered in their room in Castle Ganth, are gathered and ready
-to pursue their next objectives: asking the Count the questions from Syrup,
-and then move north is search of the scouts!
-
-
Syrup asks us to ask the Count for permission to move and camp closer and
-to resupply, to find the missing scouts, and to gather any intel on Fort
-Rather.
-
-
Some nuance about the camp: Syrup is happy to camp nearby, outside the
-city, or even in the city. Camping nearby has the least risk, but also
-the least opportunity for aiding the city. Closer, and even within the
-city, gives much greater opportunity to help out the city, but also
-greater risk of trouble. Camping in town could even let us control the
-city, through martial low, if necessary (though this is likely
-unwanted).
-
-
-
-
-
We speak with Kaldur’s fetchling in the city, trying to gather information
-from Fort Rather. He seems surprised to see us, and welcomes us in. The party
-generally doesn’t catch this, except for Stackor. We ask some questions:
-
-
Who’s in charge? To his knowledge, it’s still Van der Mere
-
How many soliders are in the fort? A skeleton crew, as most men were taken
-away with Van der Mere to fight a second invasion from the Horde
-
How many total soldiers does Van der Mere have? 2000
-
He notes there are some loyalists still, among the troops.
-
We ask again about any details of the firebombomb and assassination
-attempts. He shares that rumors are it was the populists.
-
-
-
We leave, and head to speak with Captain Ilio. We ask him about any ongoing
-troubles, and whom to speak with about camping and resupplying.
-
-
We move into the guard house to speak in private. We inform Ilio about our
-true(r) intentions with Fort Rather, and gain a bit more of his trust with
-regards to camping and resupplying. He offers to speak with the Count on
-our behalf, and will notify us of his response.
-
We ask if there’s anything we can do in the mean time. He mentions looking
-into the Count’s assassination attempts would be the greatest help.
-
-
-
We head to the market.
-
-
We first ask if there’s an alchemist in town - there is not. We learn that
-there are several alchemical items sold by several merchants in town,
-supplied by Fort Rather.
-
-
-
-
We head back to the fetchling’s house, asking him about an underground/black
-market. We inquire specifically about the alchemists’ fire and gunpowder,
-which the fetchling is quick to answer it didn’t come through the black
-market. His suspicion is that either an alchemist is in charge, or an
-alchemist is on the team behind the assassination. We conclude it does not
-sound like a populist plot.
-
-
-
We head to and investigate the Chapel of Abadar. We get the key from Randy. We
-detect no indications of wrong-doing.
-
-
We decide to head back to the Fort, for the paladins to heal more of the
-wounded. On the way, the fetchling makes himself known to some of us, and
-leaves a note behind. It is a bill of sale for a large shipment of alchemical
-glassware to the Hawkman estate, from a source in Fort Rather.
-
-
We continue to the keep. The captain meets us at the moat, and presents to
-us papers permitting us to camp and quarter at the Hawkman estate. The
-documents give explicit permissions to quarter in basically all the
-buildings.
-
The paladins get to their healing; Stackor teleports back to Syrup and
-updates him. Smokey tells people to stand aside.
-
-
Stackor provides full updates on all goings on, including details
-about the fetchling (and his potential memory problems), the
-potentially forged bill-of-sale, and the information we gathered about
-Fort Rather.
-
Syrup takes the bill of sale, and will follow-up on it
-
Syrup doesn’t trust the fetchling
-
-
-
-
-
-
Stackor teleports back to the party, and updates us on his meeting. Our next
-objective is moving north, after the missing scouts. We finish up and head
-north.
-
-
Leaving out the eastern wall, we come across the fetchling again. We talk
-about things.
-
-
The fetchling mentions to Stackor that runic magic can be twisted. This is
-apparently directly related to the resurrection of Cayden Calien,
-happening tomorrow.
-
-
-
Next week, we witness the return of a god! Hopefully…
-
-
-
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)
-
Stackor, a dwarven wizard (James)
-
-
-
Locations
-
-
Ganth
-
-
-
NPCs and Notable Characters
-
-
Colonel Syrup, commander of the Altasian forces
-
Ignatious “Geo” Joe, an oread shaman
-
Brother Gabro, an oread monk
-
Randy Magogum, a fine man, worshipper of Abadar
-
Captain Ilio, captain of the guard of Ganth
-
A (or many) fetchling(s) in service to Kaldur Black, named “Thalactos” by Sir
-Beet
-
-
-
Other Notes
-
-
-
The fetchling offered to help Stackor be in two places at once. It would make
-sense if the fetchling was also doing this, and would explain why they
-didn’t remember things.
-
-
Upcoming Events
]]>Ancillary Scribe
\ No newline at end of file
diff --git a/journals/seventh/20211213.html b/journals/seventh/20211213.html
index bf1d415..4d1c36a 100644
--- a/journals/seventh/20211213.html
+++ b/journals/seventh/20211213.html
@@ -28,6 +28,10 @@
@@ -599,6 +603,8 @@ and then move north is search of the scouts!
+
+
diff --git a/journals/seventh/beast-east-02.html b/journals/seventh/beast-east-02.html
index e41f639..3c94f02 100644
--- a/journals/seventh/beast-east-02.html
+++ b/journals/seventh/beast-east-02.html
@@ -28,6 +28,10 @@
Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.
-
Upcoming Reminders!
-
diff --git a/journals/seventh/beast-east-10.html b/journals/seventh/beast-east-10.html
new file mode 100644
index 0000000..e114131
--- /dev/null
+++ b/journals/seventh/beast-east-10.html
@@ -0,0 +1,584 @@
+
+
+
+ The Beasts in the East, Session 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Current Objectives
+
+
Proceed to the Far Territories, and reclaim Fort Rather.
+
+
Kill an Ogre King
+
[COMPLETE!] Revive (the real) Syrup, and return him to command
+
[COMPLETE!] Hunt-down the brother-in-law, Stanislaw, and bring him to justice
+
+
+
+
+
Events
+
+
+
After discussion, most of which I missed, Stackor teleports with Smokey’s
+corpse to the temple of Torag in Rime. Upon arriving, he immediately notices
+some odd figures, and there’s quite the commotion. He decided not to stay and
+find out what’s happening, and teleports himself and corpse to the army
+encampment. He sync’s up with Syrup, leaves the corpse there for babysitting,
+and then returns to the party in the mines.
+
+
The party continues through the mines, in pursuit of the Ogre King!
+
+
As we progress, we find the troll’s home. It reeks, and is filled with
+body parts and, surprisingly, gold!
+
We return to the main tunnel, and continue. We eventually come upon a
+skeletal ogre, and engage! It is a swift combat. Behind it is a bone door,
+which we open to find some more ogres, and the ogre mage from before.
+Combat!!
+
+
Stackor glitter bombs it! Joe triggers a Symbol of Weakness,
+decimating Stackor’s and Sir Tern’s strengths.
+
More combat happens, but we take out the enemies with little-to-no
+trouble!
+
+
+
We loot some stuff, then return to Tinsel Town. We rest there, with
+intention of using some Lesser Restorations when we can.
+
+
+
We call it for here for the night. Next time, new adventures await!
+
+
+
Player Characters
+
+
Sir Beet, a human paladin of Iomedae (Thans)
+
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
+
Brother Basalt/Ignatius Joe, an oread shaman (Mike)
+
Brother Gabro, an oread monk (Dan)
+
Stackor, a dwarven wizard (James)
+
+
+
Locations
+
+
Tinsel Town, and the associated mines
+
Rime
+
+
The Temple of Torag
+
+
+
Army Encampment
+
+
+
NPCs and Notable Characters
+
+
Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.
@@ -550,6 +554,8 @@ 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 37aa09f..825f05e 100644
--- a/journals/seventh/cryptdragon-09.html
+++ b/journals/seventh/cryptdragon-09.html
@@ -28,6 +28,10 @@
@@ -594,6 +598,8 @@ in, and finds a Ring of Mind Shielding.
+
+
diff --git a/journals/seventh/cryptdragon-10.html b/journals/seventh/cryptdragon-10.html
index 8d48866..b8f8b33 100644
--- a/journals/seventh/cryptdragon-10.html
+++ b/journals/seventh/cryptdragon-10.html
@@ -28,6 +28,10 @@
Our Most Recent Adventure: The Beasts in the East, Session 9
+
Our Most Recent Adventure: The Beasts in the East, Session 10
Current Objectives
@@ -532,48 +536,34 @@
Events
-
The party rests, and Sir Beet and Brother Basalt help restore some ability
-damage. We loot and distribute. The party considers their next move. After a
-lot of options, we decide just to do what we were originally going to do, and
-move into the mine in pursuit of the Ogre King!
+
+
After discussion, most of which I missed, Stackor teleports with Smokey’s
+corpse to the temple of Torag in Rime. Upon arriving, he immediately notices
+some odd figures, and there’s quite the commotion. He decided not to stay and
+find out what’s happening, and teleports himself and corpse to the army
+encampment. He sync’s up with Syrup, leaves the corpse there for babysitting,
+and then returns to the party in the mines.
+
+
The party continues through the mines, in pursuit of the Ogre King!
-
Pale Root tries to convince us to fly to the mountain, and now crawl
-around in the ground. We hold fast to our plan.
-
Smokey leaves his horse behind, and Pale Root offers to keep watch of it.
+
As we progress, we find the troll’s home. It reeks, and is filled with
+body parts and, surprisingly, gold!
+
We return to the main tunnel, and continue. We eventually come upon a
+skeletal ogre, and engage! It is a swift combat. Behind it is a bone door,
+which we open to find some more ogres, and the ogre mage from before.
+Combat!!
+
+
Stackor glitter bombs it! Joe triggers a Symbol of Weakness,
+decimating Stackor’s and Sir Tern’s strengths.
+
More combat happens, but we take out the enemies with little-to-no
+trouble!
+
+
+
We loot some stuff, then return to Tinsel Town. We rest there, with
+intention of using some Lesser Restorations when we can.
-
We move into the mine. As we round a bend, we set off a magical trap, and take
-some damage. We make it to a split at a chasm. We first go left, but come to a
-dangerous path. We retrace our steps, and go right. The path widens, and then
-splits again. We continue forward, the path widens further, and slopes down.
-Eventually, we get to what seems to be the floor of the room. Sir Tern lights
-a torch to mark where we landed, and we move along the wall to the left to
-survey the room. As we move, we come across a tunnel with various animal and
-human bones, and a trickle of water. We also set off a trap, summoning a large
-earth elemental! COMBAT!!
-
-
It smacks Sir Tern around. Stackor tries to dismiss the elemental, but
-it fails. Some dimensional shamblers appear, and attack Smokey and Sir
-Beet, grappling Beet! Basalt gives Beet some luck. Tern turns on the
-anti-magic field, and the elemental vanishes.
-
Stackor holds the shambler grappling Beet, freeing it! Smokey smacks it,
-and Beet finishes off the held one. Tern drops the anti-magic field, and
-attacks the second shambler.
-
Stackor hits it with a magic missile. The shambler tries to dimension
-door away, but Stackor stops it! It tries to move away, but doing so
-provokes attacks from Smokey and Tern, who destroy it. VICTORY!!
-
-
-
We move down this new tunnel. Along the way we see many severed limbs, and
-then an angry troll rushes up and smacks Sir Tern. COMBAT!!
-
-
In the fray, the troll kills Smokey. RIP.
-
We manage to overcome the enemy, but at what cost? VICTORY!
-
-
-
The group will likely continue, with Brother Gabro stepping in! The party is
-hopeful that Smokey’s father may see that he is raised. For now, the group
-breaks for the week.
+
We call it for here for the night. Next time, new adventures await!
Player Characters
@@ -581,23 +571,27 @@ breaks for the week.
Sir Beet, a human paladin of Iomedae (Thans)
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
Brother Basalt/Ignatius Joe, an oread shaman (Mike)
-
Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
+
Brother Gabro, an oread monk (Dan)
Stackor, a dwarven wizard (James)
Locations
-
The path from Mine Town to Tinsel Town
-
Tinsel Town
+
Tinsel Town, and the associated mines
+
Rime
+
+
The Temple of Torag
+
+
+
Army Encampment
NPCs and Notable Characters
Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.