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+ journals/seventh/yamson_14.html | 12 + journals/seventh/yamson_15.html | 12 + journals/seventh/yamson_16.html | 12 + journals/seventh/yamson_17.html | 12 + journals/seventh/yamson_18.html | 12 + journals/seventh/yamson_2.html | 12 + journals/seventh/yamson_3.html | 12 + journals/seventh/yamson_4.html | 12 + journals/seventh/yamson_5.html | 12 + journals/seventh/yamson_6.html | 12 + journals/seventh/yamson_7.html | 12 + journals/seventh/yamson_8.html | 12 + journals/seventh/yamson_9.html | 12 + 129 files changed, 2901 insertions(+), 293 deletions(-) create mode 100644 journals/seventh/dbasd-14.html create mode 100644 journals/seventh/dbasd-15.html diff --git a/feed.xml b/feed.xml index d4273a3..bb12480 100644 --- a/feed.xml +++ b/feed.xml @@ -1,4 +1,155 @@ -Jekyll2025-08-25T22:13:59-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockDead Boys and Ability Score Damage, Session 132025-08-25T00:00:00-05:002025-08-25T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-13Current Objectives +Jekyll2025-09-15T20:16:49-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockDead Boys and Ability Score Damage, Session 152025-09-15T00:00:00-05:002025-09-15T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-15Current Objectives + +

Events

+
    +
  • Green Guts makes his way to Traveler’s Rest, finds Argon and is given a +bitchin’ cart by some random Azata. The cart says “Sheila G’s BBQ Roast +Chuckwagon”. It’s definitely big enough for the meat chunk. After a rest, we +boogie on back to Sheila G. Shortly after we arrive, Balognog and his roving +band of barbarians arrive, and threaten to take the meat hunk! COMBAT!! +
      +
    • We prevail. The meat is safe.
    • +
    +
  • +
  • After some small troubles, G & G get Azhia into the cart. We take off, and +approach Traveler’s Rest. After we chat up a few Azata, we decide to leave, +immediately, for the Sparkling Fens. The journey will take several days. +
      +
    • During the travel, we are approached by three giants. They bring an offer +to barter for Azhia from Skrymir, the trickster god of storm giants. +Sheila G refuses, immediately. They leave peacefully.
    • +
    • Later, we pass near a way to the Witchwood, the home of the elvish gods in +Elysium. In the distance, we see a river which will lead us to the Fens. +
        +
      • We rest for the evening, and while doing so we are approached by +chosen petitioners. Sheila G is real nasty to them, and they leave.
      • +
      +
    • +
    • While navigating the river, we notice an enormous tiger stalking us. Skeet +fires a warning shot, and scares it off.
    • +
    +
  • +
  • Everyone’s exhausted, IRL, so we call it here!
  • +
+ +

Player Characters

+
    +
  • Sheila G, a human cleric of Cayden Calien (Thans)
  • +
  • Green Guts, a goblin rogue (Bill)
  • +
  • Mummrah, a dwarven cleric of Folgrit (Mike) [AFT]
  • +
  • Balognog, a lizardfolk barbarian (Dan)
  • +
  • Argon, an elf ranger (James)
  • +
+ +

Locations

+
    +
  • Elysium +
      +
    • Traveler’s Rest
    • +
    +
  • +
+ +

NPCs and Notable Characters

+
    +
  • Skeet, a previous skeleton “best friend” of Sheila G’s
  • +
  • Some random Azata who gave us this bitchin’ cart!
  • +
  • The meat hunk of Azhia
  • +
]]>
Ancillary Scribe
Dead Boys and Ability Score Damage, Session 142025-09-03T00:00:00-05:002025-09-03T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-14Current Objectives +
    +
  • Proceed to the Far Territories, and reclaim Fort Rather. +
      +
    • [COMPLETE!] 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

+
    +
  • +

    We awaken in our secure shelter. After a bout of healing, Sir Tern rides off +on Pale Root towards Mine Town, and Stackor dismisses Little Plague (to +heaven!). Then, the remainder of the party and the remaining injured captive +teleport back to Mine Town.

    +
  • +
  • +

    While flying back, Sir Tern sees the byakhee fighting among themselves.

    +
  • +
  • Back in Mine Town, the party helps heal up some men, and also awaits Sir +Tern’s return. Gustav is recovering, and agrees to return to Ganth to discuss +support for the army. Stackor teleports Gustav, Sir Beet, Oogie, and Gabro +back to the army camp, while Sir Tern and Pale Root take the long way home. +
      +
    • Meeting with Syrup, he expects to be on the move to Fort Rather within 3 +days. He expects full resistance.
    • +
    • We meet the bloodthirsty swashbuckler, Willy “Crimson Shaft” Volentio
    • +
    +
  • +
  • +

    The party mounts up, and rides for Ganth.

    +
  • +
  • Party shift!!
  • +
+ +
+
    +
  • +

    Slightly back-in-time, Sheila G is plane shifting herself and the +meat-chunks of Azhia to Elysium. She calls on some folks to help out.

    +
  • +
  • +

    Party shift!!

    +
  • +
+ +
+
    +
  • Gartug, Randy, and Cayden Calien are in Rime with clear objectives: find a +bar, find the band, and get a ship. We pick up at a dockside bar. +
      +
    • There’s a lot of drinking. Chuck and Mumm’rah show up!
    • +
    • We eventually head to the Temple of Gozreh, and Cayden uses their +astrolabe to try and identify the planet we’re on.
    • +
    +
  • +
+ +
+
    +
  • Meanwhile, in Elysium, Sheila G still has no idea how to move the meat chunk. +She asks Desna for asssistance, and gets pointed towards the “Sparkling Fens.” +Also, an apparent former friend, Skeetz, shows up, and so does Green Guts +after he steals a blue butterfly.
  • +
+ +

Player Characters

+
    +
  • Sir Beet, a human paladin of Iomeda; Sheila G, a human cleric of Cayden Calien +(Thans)
  • +
  • Sir Tern Ipswitch, a human paladin of Ragathiel; Gartug Ironfist, a dwarven +brawler (Bill)
  • +
  • Oogie Houndstooth, a human cleric of Kelinahat; Mummrah, a dwarven cleric of +Folgrit (Mike)
  • +
  • Willy “Crimson Shaft” Volentio, a tengu swashbuckler; Randy Van Peeples, a +human cleric of Gozreh (Dan)
  • +
  • Stackor, a dwarven wizard; Chuck, a dwarven fighter (James)
  • +
+ +

Locations

+
    +
  • Tinsel Town
  • +
  • Mine Town
  • +
+ +

NPCs and Notable Characters

+
    +
  • Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.
  • +
  • Little Plague, a byakhee summoned intentionally by Stackor, then dismissed by +Stackor
  • +
  • Sir Wallace, castellan of Mine Town
  • +
]]>
Ancillary Scribe
Dead Boys and Ability Score Damage, Session 132025-08-25T00:00:00-05:002025-08-25T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/dbasd-13Current Objectives
  • Proceed to the Far Territories, and reclaim Fort Rather.
      @@ -642,247 +793,4 @@ be able to stop them
    • Gutrag, a fly-headed dwarf “wandering diplomat”
    • Duke Kranow, the marshall of Altae
    • Lord Nacob, a noble man
    • -
    ]]>Ancillary ScribeThe Beasts in the East, Session 62025-07-02T00:00:00-05:002025-07-02T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05Current Objectives -
      -
    • Proceed to the Far Territories, and reclaim Fort Rather. -
        -
      • Potentially, we’re going to kill the Ogre King
      • -
      -
    • -
    - -

    Events

    -
      -
    • The group is at the Hawkman Ranch, staring at the ruins of the exploded -pump-house. After some deliberation, we decide to confront Syrup directly. He -is in the Ranch House proper, where we meet him with his under-officers. Of -note, Stackor identifies he has a new Amulet of Non-Detection on. Otherwise, -no suspicious auras or effects. -
        -
      • Syrup feels confident of Hawkman involvement with the assassinations. Most -of the family is under arrest, except for the brother-in-law, who is -currently a fugitive. The pump-house evidently belonged to him, and he -evidently exploded it. He mentions several people in the explosion, -however not including himself. He advises we re-evaluate the pump-house.
      • -
      • On the way, once out of earshot, Syrup quickly admits he is not our Syrup. -He explains that Syrup did die in the explosion, but his body has been -reconstituted and is being kept in good condition at the Temple in Nems. -He identifies himself as a knight of the twilight court named Silken. -There’s a lot of discussion, general updating of the affairs with the -Hawkman estate (namely that the brother-in-law is all-but-certainly behind -the assassination attempts, but that the Hawkman’s proper may not be -involved). -
          -
        • The party decides that they must retrieve the real Syrup immediately. -A problem is that Beet will not let Silken remain in control of the -camp. After much discussion, we decide to split the party. Stackor and -Gabro will teleport to the cathedral, retrieve Syrup’s body, -continue on to the capitol city, revive him, and return. Meanwhile, -Beet, Silken, and Jen Erica will ride towards the suspected hiding -place of the brother-in-law Stanislaw. Before riding out of camp, an -odd fly-headed dwarf that looks suspiciously like Gartug approaches, -and introduces itself as Gutrag, a wandering diplomat. The group rides -out of camp together, and once far enough away, Stackor teleports -away.
        • -
        -
      • -
      -
    • -
    • -

      Stackor and Gabro arrive at the Cathedral of Nems. We briefly speak with the -Bishop (who congratulates us on dealing with the troubles that we ignored) who -apologies for not being able to raise Syrup “to our wishes” (as a fey), pick -up Syrup’s body, and teleport to the palace Chezques of New Geneve. Upon -arrival, a king’s man attends to us, Stackor asks to notify the king, and we -wait.

      -
    • -
    • -

      Meanwhile, Beet, Silken, and Jen Erica ride towards the assassin Stanislaw. -Silken changes to look like Beet instead of Syrup, after Beet complains he -doesn’t like Silken looking like Syrup. Beet is not amused; Jen Erica is.

      -
    • -
    • -

      Back in New Geneve, after 2 hours, the group is brought snacks. Gabro asks for -a cleric.

      -
    • -
    • Back in the Buddy Cop film, the group arrives at the ruins. Silken wishes them -luck, and offers to wait around if they want to interrogate. Beet literally -refuses any assistance, and Silken just leaves, but not before warning for -traps. Dunce then steps in a bear trap. Jen Erica finds the secret switch into -the ruins, and the party manages to keep going. Heading into the ruins, Dunce -steps on a pressure plate and triggers an explosion, taking out the staircase. -They heal themselves up a bit, and continue in, eventually finding an -alchemists’ laboratory, bedroom, and Stanislaw, who spouts some populist -stuff. Beet ain’t buyin’ it, and Dunce raises his axe exitedly. COMBAT!! -
        -
      • Jen Erica gets possessed. Darkness enshrouds the group. Dunce is attacked -by a figure in the dark. Beet gets bombed.
      • -
      • Dunce somehow manages to take down his attacker. Beet retreats out of the -darkness, up the ruined staircase. Jen Erica follows Beet.
      • -
      • Beet takes down Jen Erica, which causes the ifrit spirit possessing it to -emerge. It is wearing robes that show the Carjulian Brotherhood crest. Jen -Erica’s body then disappears (much to the surprise of all). Dunce gets -burned alive.
      • -
      • Beet and the ghost are blasting each other. Jen Erica gets a potion, is -revived, and hears a familiar voice asking if it wants it to take her -away. Alternatively, it can wait with her for the dust to settle, and try -to get Stanislaw. They decide to wait.
      • -
      -
    • -
    • We break for the night!
    • -
    - -

    Player Characters

    -
      -
    • Sir Beet, a human paladin of Iomedae (Thans)
    • -
    • Brother Gabro, an oread monk (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) [AFT]
    • -
    • Stackor, a dwarven wizard (James)
    • -
    - -

    Locations

    -
      -
    • Hawkman Ranch
    • -
    • Plains and ruins near Ganth
    • -
    • Cathedral of Nems
    • -
    • New Geneve -
        -
      • Palace of Chezques
      • -
      -
    • -
    - -

    NPCs and Notable Characters

    -
      -
    • Sir Dunce
    • -
    • Colonel Syrup, and his under-officers -
        -
      • Major Moto
      • -
      • Captain Crunch
      • -
      -
    • -
    • The Hawkman brother-in-law, Stanislaw
    • -
    • Silken, a fey knight of the twilight court
    • -
    • Gutrag, a fly-headed dwarf “wandering diplomat”
    • -
    - -

    Other Notes

    - -

    Upcoming Events

    -
      -
    • Hunt down Stanislaw, and bring him to justice
    • -
    • Resurrect the real Syrup, and return the column to order!
    • -
    ]]>
    Ancillary Scribe
    The Beasts in the East, Session 52025-06-23T00:00:00-05:002025-06-23T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-04Current Objectives -
      -
    • Proceed to the Far Territories, and reclaim Fort Rather. -
        -
      • Potentially, we’re going to kill the Ogre King
      • -
      -
    • -
    - -

    Events

    -
      -
    • After our harrowing experiences with the Gate-Cleric-Monstrosity, we regroup -mid-decision on our next steps. -
        -
      • While we argue about next steps, Sir Beet goes to tend to the son, since -evidently we got immediately distracted in this task last time. He finds -the son is very likely to die of gangrene in the next couple days. He -fixes up the son’s wounds, and re-dresses them, discovering they were -initially dressed seriously poorly. Using this as a learning opportunity, -he brings over Doctor Boggins, who grows very nervous as Sir Beet shows -the problems. -
          -
        • A brief overview of the other soldiers shows that the doctor is a -competent healer, and so this shoddy worksmanship is questionable.
        • -
        • Sir Beet also updates Gustav about his family. Gustav is torn - -feeling an obligation to his men, but also an understanding of his -familial obligations.
        • -
        • After considerations, Sir Beet decides to bring up the doctor’s -actions to Sir Wallace.
        • -
        -
      • -
      -
    • -
    • The group returns to the command tent. Sir Beet brings up the issues with Sir -Wallace. Beet also informs Wallace about the latest affairs in Ganth. -Wallace mentions he was unaware of the latest status of Ganth, and that our -actions now make more sense. Wallace insists that Boggins accompany Gustav, -but then the decision is made that only Boggins return, and Gustav remain in -our care at Mine Town. -
        -
      • Stackor, Sir Beet, and Dr. Boggins teleport back to Ganth, where Boggins -is handed over to Captail Ilio. Ilio also informs Beet that Sir Dunce, the -paladin of Damerich, was looking for us. After a brief search, Sir Dunce -meets with Beet and Stackor. -
          -
        • Dunce informs Beet: 2 days ago, the company arrived at Hawkman’s -Ranch. Syrup asked Dunce to aid with investigations into the Hawkmans’ -as suspects of Count Therin’s assassination. During the investigation, -the army found an alchemical workstation in a pump-station. Colonel -Syrup proceeded to interrogate the inhabitants, and sent Dunce to get -assistance. However, as he went, the pump-station exploded, and Dunce -raced back, finding the men dead. Dunce raced off to find help, and -upon returning, found Colonel Syrup directing fire-fighting efforts. -Dunce believes that Syrup is possibly now an imposter, and is -uncertain how to move forward.
        • -
        • Stackor and Beet deliberate for a long while. Stackor tries a -sending to Syrup, which fails, and they conclude that Syrup is -likely dead, and is replaced by a shapeshifter/fey. They deliberate -some more, and decide that the party will re-group in Ganth to handle -this sudden army business, and then return to Mine Town to deal with -the Ogre King. -
            -
          • Sir Tern remains at Mine Town, acting as their doctor.
          • -
          -
        • -
        -
      • -
      -
    • -
    • The new group assembles in Ganth, resting there for the evening. Stackor -sends a message the King of Altae, informing him of the situation around -Colonel Syrup. Sir Beet is drawn into a dinner with Count Therin. The next -day, the group gathers, and heads off towards the army on phantom steeds. -
        -
      • Upon arriving at the Hawkman Ranch, the group immediately goes to the -pump-house, and investigates the ruins. They find some finger bones, some -molten glass, and various pieces of debris.
      • -
      -
    • -
    • We call it here!
    • -
    - -

    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

    -
      -
    • Mine Town
    • -
    • Hawkman Ranch
    • -
    - -

    NPCs and Notable Characters

    -
      -
    • Sir Wallace, castellan of Mine Town
    • -
    • Boggins, a doctor in Mine Town
    • -
    • Gustav Therin, son of the Count of Ganth
    • -
    • Captain Ilio
    • -
    • Sir Dunce
    • -
    - -

    Other Notes

    -
      -
    • Smokey is really obsessed with licking some balls.
    • -
    • P-PAUL!
    • -
    - -

    Upcoming Events

    ]]>
    Ancillary Scribe
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Ancillary Scribe
\ No newline at end of file diff --git a/journals/seventh/20211213.html b/journals/seventh/20211213.html index 0660255..e219bcf 100644 --- a/journals/seventh/20211213.html +++ b/journals/seventh/20211213.html @@ -28,6 +28,14 @@