diff --git a/feed.xml b/feed.xml index 16a48ae..7012613 100644 --- a/feed.xml +++ b/feed.xml @@ -1,4 +1,4 @@ -Jekyll2024-09-11T20:15:31-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E112024-09-04T00:00:00-05:002024-09-04T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-11Current Objectives +Jekyll2024-09-18T20:12:58-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E122024-09-18T00:00:00-05:002024-09-18T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-12Current Objectives
  • Investigate the ethereal plane room
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
  • @@ -6,21 +6,30 @@

    Events

      -
    • We start in Rime. 1 day remains before Sheila G returns from her Lon’s Thicket adventure. Stackor teleports us back to the underground tunnel. Across the chasm, two underdark orcs are chompin’ on the tentacles from the Cave Duster. -
        -
      • Stackor dimension doors everyone except Taliah, who flies herself over. The orcs are swiftly murdered by Larg and his dracoweasle.
      • -
      -
    • -
    • We continue up the stairs, and into a tunnel. Along the way, Stackor spots several duergar hiding invisibly, likely to ambush us. He calls out to them, at which they immediately turn hostile. Combat! -
        -
      • The duergar attack from invisibility with crossbow bolts. One of them shoots mind-bullets at Larg. After a few rounds, Stackor introduces them to a fireball. Combat ends!
      • -
      • Exploring a bit further down the hallway, we come across a collection of prisoners that had also been introduced to Stackor’s fireball. In a moment of odd altruism, Randy revives one with a breath of life; it is a svirfneblin named Gliff. After much bickering, Taliah frees Gliff, and the party moves on with Gliff.
      • -
      +
    • +

      We call it here, standing in the corridor looking at the pit. We decide to continue moving down the corridor. Eventually, we come across a mechanism that would close a hidden door, sealing the corridor we just moved through. We can move straight, left, or right. Right will take us to Fort Ang. Straight will take us to the ice bridge on the northern coast of the continent. To the left is unknown. We move towards Fort Ang.

    • -

      After some further progress, we discover a 90-degree left turn, and a secret tunnel which continues straight. Taking the tunnel, Larg informs us that Fort Ang is straight. We move towards the Fort. Moving along the corridor, we move past murder holes, and eventually come to another 90-degree left turn, and discover another hidden door. This one has no apparent mechanism, and so Randy uses his door knocker to open it up. Beyond, a giant pit awaits. After some bad investigation, Taliah flies through the room, discovering it to be a defense spot of some sort. There are massive stone cannons pointed at the wall we moved through, as well as a spiked pit along the ground, and trap doors along the ceiling.

      +

      Moving towards Fort Ang, we notice some slits in the ceiling, likely for dumping pitch or other substances to discourage movement. Moving further, we come to the end of the slits, and there is a pressure plate on the floor in front of us, which Taliah disarms. Moving further, we come across what appears to be some filament along the walls, and a heat-shimmer in the hall. It is determined to be a magical trap, and walking through the shimmering air would cause the walls to explode with rock shards. Stackor dispels the magic, and we move forward.

      +
    • +
    • +

      Past the magical trap, we come to a porticulus with a dwarven skeleton pinned beneath it. Taliah assumes a gaseous form and floats through the gate. Looking around, she sees three hallways: forward continue beyond her sight, to the left is an everburning torch above a large intricate chest, and to the right in a blocked-off hallway. Above her, a bronze metal disc in the ceiling. Floating up and through gaps around the disc, she finds a room with 7 20-lb cannons, a few dwarven skeletons, and another disc. Moving further up, she finds another similar-sized room, this one with a sloped hallway with many chains, and another hallway with stairs. Returning back to the gate, after some alchemy and buffs, she finally manages to open the gate.

      +
    • +
    • +

      The party enters, and looks around. The blocked hallway obviously moves further. Along the hallway to the chest is a pressure plate that would drop the entire hallway floor; Taliah disarms the trap. Checking the chest, Taliah disarms the trapped lock, and also opens the lock. Inside is a single gold piece minted from an elvish kingdom; a dwarven “fuck-you” to whomever opens it. We decide to continue forward.

      +
    • +
    • +

      We move past more murder-holes, and come to another porticulus. Stackor stone shapes a little gully under the gate, then uses his staff to reduce us all to small, and we slip under. Beyond, to the left is a big iron-studded door with a big obvious lock. To the right is a hallway with doorways heading back the way we came. In front is a stairwell heading up. We head up the stairs.

      +
    • +
    • +

      The stairs move up and straight for about 15 minutes before coming to a platform in large cavern. To our left and right are piles of rubble and bones. Before us is a metal bridge, of plates and chain. We move along the bridge. Roughly half-way, we come across the remains of a weapon of some sort (which turns out to be a pistol), as well as the ruins of two statues. Continuing, the bridge ends at a some sort of suspended cube/building made of iron, with an iron door (currently open), leading to hallways. At the entry way are piles of more ruined statue. We move into the hallway, heading left.

      +
    • +
    • +

      Moving left, it turns right, to a tunnel. About 50-feet down, is a ladder straight up, a hallway that goes right, and the hallway continues forward. Larg climbs up the ladder, to a landing with hallways north, south, and east to a door. Upon the door are dwarven runes declaring “Small Arms.” Taliah unlocks the door. Within, there are more ruined statues and general ruin. It looks like the place was ransacked and burned. At the end of the room are a set of double-doors that appear to be sheared opened. Below, Stackor, Randy, and Mummrah hear the sobbing of a small human child coming from the norhtern hallway. Stackor heads up to notify Larg and Taliah of the sound. While there, from the sheared-open doors, we hear a sudden gasping noise.

      +
    • +
    • +

      The session is called here.

    • -
    • We call it here, standing in the corridor looking at the pit.

    Player Characters

    @@ -34,17 +43,15 @@

    Locations

      -
    • Rime
    • -
    • The path to Stormheim
    • -
    • A ruined temple of Folgrit, and beneath it
    • +
    • Underground tunnels to and throughout Fort Ang

    NPCs and Notable Characters

    Other Notes

      -
    • We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.
    • -
    • Dan calls Gliff “Macho Man”
    • +
    • We start the session still in the past, with 12 days until our meeting with the Crypt Dragon in the Boneyard.
    • +
    • Tomorrow, in-game, Sheila G and co return to Rime.
    ]]>Ancillary ScribeStormed Heims, S4E102024-09-04T00:00:00-05:002024-09-04T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-10Current Objectives
    • Investigate the ethereal plane room
    • @@ -93,6 +100,53 @@

      Other Notes

      • We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.
      • +
      ]]>Ancillary ScribeStormed Heims, S4E112024-09-04T00:00:00-05:002024-09-04T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-11Current Objectives +
        +
      • Investigate the ethereal plane room
      • +
      • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
      • +
      + +

      Events

      +
        +
      • We start in Rime. 1 day remains before Sheila G returns from her Lon’s Thicket adventure. Stackor teleports us back to the underground tunnel. Across the chasm, two underdark orcs are chompin’ on the tentacles from the Cave Duster. +
          +
        • Stackor dimension doors everyone except Taliah, who flies herself over. The orcs are swiftly murdered by Larg and his dracoweasle.
        • +
        +
      • +
      • We continue up the stairs, and into a tunnel. Along the way, Stackor spots several duergar hiding invisibly, likely to ambush us. He calls out to them, at which they immediately turn hostile. Combat! +
          +
        • The duergar attack from invisibility with crossbow bolts. One of them shoots mind-bullets at Larg. After a few rounds, Stackor introduces them to a fireball. Combat ends!
        • +
        • Exploring a bit further down the hallway, we come across a collection of prisoners that had also been introduced to Stackor’s fireball. In a moment of odd altruism, Randy revives one with a breath of life; it is a svirfneblin named Gliff. After much bickering, Taliah frees Gliff, and the party moves on with Gliff.
        • +
        +
      • +
      • +

        After some further progress, we discover a 90-degree left turn, and a secret tunnel which continues straight. Taking the tunnel, Larg informs us that Fort Ang is straight. We move towards the Fort. Moving along the corridor, we move past murder holes, and eventually come to another 90-degree left turn, and discover another hidden door. This one has no apparent mechanism, and so Randy uses his door knocker to open it up. Beyond, a giant pit awaits. After some bad investigation, Taliah flies through the room, discovering it to be a defense spot of some sort. There are massive stone cannons pointed at the wall we moved through, as well as a spiked pit along the ground, and trap doors along the ceiling.

        +
      • +
      • We call it here, standing in the corridor looking at the pit.
      • +
      + +

      Player Characters

      +
        +
      • Nataliah, a tiefling alchemist (Bill)
      • +
      • Randy Van Peoples, a human cleric of Gozreh (Dan)
      • +
      • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
      • +
      • Larg Marg, a dwarven ranger, and Smarf! his dracoweasle. (Thans)
      • +
      • Miningra Mummrah Tybal, a dwarven cleric of Folgrit (Mike)
      • +
      + +

      Locations

      +
        +
      • Rime
      • +
      • The path to Stormheim
      • +
      • A ruined temple of Folgrit, and beneath it
      • +
      + +

      NPCs and Notable Characters

      + +

      Other Notes

      +
        +
      • We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.
      • +
      • Dan calls Gliff “Macho Man”
      ]]>
      Ancillary Scribe
      Stormed Heims, S4E92024-08-26T00:00:00-05:002024-08-26T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-09Current Objectives
      • Investigate the ethereal plane room
      • @@ -584,114 +638,4 @@
        • Stormheim is the palace and the city, Storm Guard is the fort which guards the entrance
        • Taliah ate magical mystery noodles
        • -
        ]]>Ancillary ScribeStormed Heims, S4E22024-07-08T00:00:00-05:002024-07-08T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-02Current Objectives -
          -
        • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
        • -
        - -

        Events

        -
          -
        • We loot the room! -
            -
          • From the sojourner: a magical spear, magical hide armor, magical amulet, and a magical mirror. Plus a pouch of cacao pods! -
              -
            • +1 Obsidian Wounding spear [Nataliah]
            • -
            • Amulet of Natural Armor +2 [Sheila G]
            • -
            • Mirror of Shadow Conjuration (single-use; CL 13) [Boobons]
            • -
            • Improved Shadow Hide Armor +2 [For Sale]
            • -
            • Cacao pods worth 10gp each, 4 pods total [Sir Oliver]
            • -
            -
          • -
          • While looting, we hear screaming coming from the tunnel. After a brief moment, a large man with a greataxe comes running down the hallway at us. Combat!! -
              -
            • The lunatic axe-man swings and misses Sheila G. Sheila G proceeds to pommel-bash the actual life out of the man. Combat over!
            • -
            -
          • -
          • We continue looting! -
              -
            • Boobans finds an acidic lemon tree. It deals 2d6 acid damage as a splash weapon, with an additional 2d6 the following round.
            • -
            • Taliah finds a fern-like thing which she can’t identify.
            • -
            -
          • -
          • While looting, Boobaans and Taliah sees a nightgaunt fly overhead, and then leave us.
          • -
          • Sheila G explores the tunnel and finds an alchemical lab. Not an obvious part of the lab is a stone basin, with runes along the bottom, with a carving of a broken leopard/jaguar around the lid of the bowl. The runes suggest something about sacrifice and a dead god. Additionally, a carved green-rock tucan. -
              -
            • Taliah finds 500gp worth of alchemical reagents at the lab, plus a jar with Alchemical Resin, 5 uses.
            • -
            -
          • -
          • Taliah intends to return to the city, fetch her Graven Guardian, and claim this zone as her new space. The rest of the party continues exploring. -
              -
            • The remaining party explores down the remaining tunnel, finding a fork. -
                -
              • Along one, the tunnel narrows and heads to the surface.
              • -
              • Along the other, the tunnel heads down for a while. Eventually, party comes to a fairy gate to the Court of Worms. There is a corpse surrounded by a ring of mushrooms. A pouch of gold sits with the corpse, to tempt people into the gate. Boobons seals it off with a wall of iron.
              • -
              -
            • -
            -
          • -
          • Withatwist destroys the stone basin, and then the party returns to town. -
              -
            • Sheila G brings the corpse of the sojourner to Hugo Lamb. Hugo asks SG to raise dead the sojourner. After some back-and-forth, Lamb decides to provide the material components, and will return with them.
            • -
            -
          • -
          -
        • -
        • We rest for the evening, Taliah in her lab, and the remainder of the party at the hotel room. The next morning, Hugo Lamb returns with twice the require diamond dust for a raise dead, as well as a book labeled “The Whisper of Moths” on masking tape in a “foreign” language. -
            -
          • SG raises dead. As a reminder: she has carvings (not tattoos) on her skin, notably a crow on her back; her teeth are dyed red; her eyes are solid black. SG interrogates her under a discern lies spell. -
              -
            • Her name is “Zaliah of Clan Crow”, born is the city of Tulva, brought to our material plane by a priest. She was summoned to grow fungus. Her reward was words and power to strike down tyrants, nobles and their towers, to break the power of the sun god. According to her, the fungus has the power to reanimate the dead; the volume she produces could animate 200-300 corpses. She has been here for 27 days.
            • -
            • Hugo Lamb transfers a mental image of the priest to Boobans. He also transfers it to SG. After some more discussion, he drags the sojourner off to the “bathroom” (which seemingly is some extra-dimensional space for his needs) to do whatever he intends to.
            • -
            -
          • -
          -
        • -
        • -

          20 days remain until the meeting with the crypt dragon in the Boneyard.

          -
        • -
        • SG catches up on Cult Hunter Task Force news -
            -
          • The diplomatic mission with the merfolk is en-route.
          • -
          -
        • -
        • The party prepares to head to Stormheim. After some deliberation, we agree to teleport to Kellymandrax’s territory without Harvey, travel to the old dwarven capitol of Stormheim, then retrieve Harvey. -
            -
          • We teleport in, and Boobons summons phantom horses to expedite our travel. We hear an obviously tapestry-corrupted bear screaming in the distance. We avoid it and continue, eventually arriving at a ruined town. Boobons studies the area, and we teleport back to the hotel room in Rhyme. -
              -
            • Sir Oliver does some of his cult stuff.
            • -
            • SG has a note from Daxin. She meets with him. She asks him for contact information. He says to ask for him at the Tonic Tea House for updates.
            • -
            -
          • -
          -
        • -
        • Plan for next session is to teleport back to our previous location, studied by Boobons, and continue towards Stormheim.
        • -
        - -

        Player Characters

        -
          -
        • Stackor/Boobahns, dwarven wizard (James)
        • -
        • Sheila G, cleric of Cayden Calien (Thans)
        • -
        • Nataliah, a tiefling alchemist (Bill)
        • -
        • Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)
        • -
        - -

        Locations

        -
          -
        • Rhyme -
            -
          • A distant cave, where Nyarlathotep cultists are meeting
          • -
          • Our hotel room
          • -
          -
        • -
        - -

        NPCs and Notable Characters

        -
          -
        • Naynay, a pervert
        • -
        • Harvey, practicing side-kicks endlessly, waiting to be re-controlled by a player.
        • -
        - -

        Other Notes

        -
          -
        • SG, check-in on Green-guts
        ]]>
        Ancillary Scribe
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                        +
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                      • +
                      • Stormed Heims, S4E11
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                            +
                          • + Stormed Heims, S4E12 +
                          • +
                          • Stormed Heims, S4E11
                          • @@ -356,7 +360,7 @@

                            Locations


                            -

                            Our Most Recent Adventure: Stormed Heims, S4E11

                            +

                            Our Most Recent Adventure: Stormed Heims, S4E12


                            Current Objectives

                            @@ -367,21 +371,30 @@

                            Events

                              -
                            • We start in Rime. 1 day remains before Sheila G returns from her Lon’s Thicket adventure. Stackor teleports us back to the underground tunnel. Across the chasm, two underdark orcs are chompin’ on the tentacles from the Cave Duster. -
                                -
                              • Stackor dimension doors everyone except Taliah, who flies herself over. The orcs are swiftly murdered by Larg and his dracoweasle.
                              • -
                              -
                            • -
                            • We continue up the stairs, and into a tunnel. Along the way, Stackor spots several duergar hiding invisibly, likely to ambush us. He calls out to them, at which they immediately turn hostile. Combat! -
                                -
                              • The duergar attack from invisibility with crossbow bolts. One of them shoots mind-bullets at Larg. After a few rounds, Stackor introduces them to a fireball. Combat ends!
                              • -
                              • Exploring a bit further down the hallway, we come across a collection of prisoners that had also been introduced to Stackor’s fireball. In a moment of odd altruism, Randy revives one with a breath of life; it is a svirfneblin named Gliff. After much bickering, Taliah frees Gliff, and the party moves on with Gliff.
                              • -
                              +
                            • +

                              We call it here, standing in the corridor looking at the pit. We decide to continue moving down the corridor. Eventually, we come across a mechanism that would close a hidden door, sealing the corridor we just moved through. We can move straight, left, or right. Right will take us to Fort Ang. Straight will take us to the ice bridge on the northern coast of the continent. To the left is unknown. We move towards Fort Ang.

                            • -

                              After some further progress, we discover a 90-degree left turn, and a secret tunnel which continues straight. Taking the tunnel, Larg informs us that Fort Ang is straight. We move towards the Fort. Moving along the corridor, we move past murder holes, and eventually come to another 90-degree left turn, and discover another hidden door. This one has no apparent mechanism, and so Randy uses his door knocker to open it up. Beyond, a giant pit awaits. After some bad investigation, Taliah flies through the room, discovering it to be a defense spot of some sort. There are massive stone cannons pointed at the wall we moved through, as well as a spiked pit along the ground, and trap doors along the ceiling.

                              +

                              Moving towards Fort Ang, we notice some slits in the ceiling, likely for dumping pitch or other substances to discourage movement. Moving further, we come to the end of the slits, and there is a pressure plate on the floor in front of us, which Taliah disarms. Moving further, we come across what appears to be some filament along the walls, and a heat-shimmer in the hall. It is determined to be a magical trap, and walking through the shimmering air would cause the walls to explode with rock shards. Stackor dispels the magic, and we move forward.

                              +
                            • +
                            • +

                              Past the magical trap, we come to a porticulus with a dwarven skeleton pinned beneath it. Taliah assumes a gaseous form and floats through the gate. Looking around, she sees three hallways: forward continue beyond her sight, to the left is an everburning torch above a large intricate chest, and to the right in a blocked-off hallway. Above her, a bronze metal disc in the ceiling. Floating up and through gaps around the disc, she finds a room with 7 20-lb cannons, a few dwarven skeletons, and another disc. Moving further up, she finds another similar-sized room, this one with a sloped hallway with many chains, and another hallway with stairs. Returning back to the gate, after some alchemy and buffs, she finally manages to open the gate.

                              +
                            • +
                            • +

                              The party enters, and looks around. The blocked hallway obviously moves further. Along the hallway to the chest is a pressure plate that would drop the entire hallway floor; Taliah disarms the trap. Checking the chest, Taliah disarms the trapped lock, and also opens the lock. Inside is a single gold piece minted from an elvish kingdom; a dwarven “fuck-you” to whomever opens it. We decide to continue forward.

                              +
                            • +
                            • +

                              We move past more murder-holes, and come to another porticulus. Stackor stone shapes a little gully under the gate, then uses his staff to reduce us all to small, and we slip under. Beyond, to the left is a big iron-studded door with a big obvious lock. To the right is a hallway with doorways heading back the way we came. In front is a stairwell heading up. We head up the stairs.

                              +
                            • +
                            • +

                              The stairs move up and straight for about 15 minutes before coming to a platform in large cavern. To our left and right are piles of rubble and bones. Before us is a metal bridge, of plates and chain. We move along the bridge. Roughly half-way, we come across the remains of a weapon of some sort (which turns out to be a pistol), as well as the ruins of two statues. Continuing, the bridge ends at a some sort of suspended cube/building made of iron, with an iron door (currently open), leading to hallways. At the entry way are piles of more ruined statue. We move into the hallway, heading left.

                              +
                            • +
                            • +

                              Moving left, it turns right, to a tunnel. About 50-feet down, is a ladder straight up, a hallway that goes right, and the hallway continues forward. Larg climbs up the ladder, to a landing with hallways north, south, and east to a door. Upon the door are dwarven runes declaring “Small Arms.” Taliah unlocks the door. Within, there are more ruined statues and general ruin. It looks like the place was ransacked and burned. At the end of the room are a set of double-doors that appear to be sheared opened. Below, Stackor, Randy, and Mummrah hear the sobbing of a small human child coming from the norhtern hallway. Stackor heads up to notify Larg and Taliah of the sound. While there, from the sheared-open doors, we hear a sudden gasping noise.

                              +
                            • +
                            • +

                              The session is called here.

                            • -
                            • We call it here, standing in the corridor looking at the pit.

                            Player Characters

                            @@ -395,17 +408,15 @@

                            Locations

                              -
                            • Rime
                            • -
                            • The path to Stormheim
                            • -
                            • A ruined temple of Folgrit, and beneath it
                            • +
                            • Underground tunnels to and throughout Fort Ang

                            NPCs and Notable Characters

                            Other Notes

                              -
                            • We start the session still in the past, with 13 days until our meeting with the Crypt Dragon in the Boneyard.
                            • -
                            • Dan calls Gliff “Macho Man”
                            • +
                            • We start the session still in the past, with 12 days until our meeting with the Crypt Dragon in the Boneyard.
                            • +
                            • Tomorrow, in-game, Sheila G and co return to Rime.
                            @@ -555,6 +566,8 @@ + + @@ -563,7 +576,7 @@ - Previous + Previous diff --git a/journals/seventh/life-and-death.html b/journals/seventh/life-and-death.html index c7b80d2..77d67c2 100644 --- a/journals/seventh/life-and-death.html +++ b/journals/seventh/life-and-death.html @@ -28,6 +28,10 @@
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                                                                          • @@ -376,6 +380,8 @@ + + @@ -391,6 +397,10 @@ Journal Index + + Next + + diff --git a/journals/seventh/stormheim-12.html b/journals/seventh/stormheim-12.html new file mode 100644 index 0000000..2d9762f --- /dev/null +++ b/journals/seventh/stormheim-12.html @@ -0,0 +1,411 @@ + + + + Stormed Heims, S4E12 + + + + + + + + + + + +
                                                                            +

                                                                            Site Home

                                                                            +
                                                                            + + Ancillary Scribe + +
                                                                            +
                                                                            The (mis-) adventures of the 7th Ancillary of the Altasian Army
                                                                            +
                                                                            +
                                                                            + +
                                                                            +
                                                                            +
                                                                            +
                                                                            +

                                                                            Current Objectives

                                                                            +
                                                                              +
                                                                            • Investigate the ethereal plane room
                                                                            • +
                                                                            • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!
                                                                            • +
                                                                            + +

                                                                            Events

                                                                            +
                                                                              +
                                                                            • +

                                                                              We call it here, standing in the corridor looking at the pit. We decide to continue moving down the corridor. Eventually, we come across a mechanism that would close a hidden door, sealing the corridor we just moved through. We can move straight, left, or right. Right will take us to Fort Ang. Straight will take us to the ice bridge on the northern coast of the continent. To the left is unknown. We move towards Fort Ang.

                                                                              +
                                                                            • +
                                                                            • +

                                                                              Moving towards Fort Ang, we notice some slits in the ceiling, likely for dumping pitch or other substances to discourage movement. Moving further, we come to the end of the slits, and there is a pressure plate on the floor in front of us, which Taliah disarms. Moving further, we come across what appears to be some filament along the walls, and a heat-shimmer in the hall. It is determined to be a magical trap, and walking through the shimmering air would cause the walls to explode with rock shards. Stackor dispels the magic, and we move forward.

                                                                              +
                                                                            • +
                                                                            • +

                                                                              Past the magical trap, we come to a porticulus with a dwarven skeleton pinned beneath it. Taliah assumes a gaseous form and floats through the gate. Looking around, she sees three hallways: forward continue beyond her sight, to the left is an everburning torch above a large intricate chest, and to the right in a blocked-off hallway. Above her, a bronze metal disc in the ceiling. Floating up and through gaps around the disc, she finds a room with 7 20-lb cannons, a few dwarven skeletons, and another disc. Moving further up, she finds another similar-sized room, this one with a sloped hallway with many chains, and another hallway with stairs. Returning back to the gate, after some alchemy and buffs, she finally manages to open the gate.

                                                                              +
                                                                            • +
                                                                            • +

                                                                              The party enters, and looks around. The blocked hallway obviously moves further. Along the hallway to the chest is a pressure plate that would drop the entire hallway floor; Taliah disarms the trap. Checking the chest, Taliah disarms the trapped lock, and also opens the lock. Inside is a single gold piece minted from an elvish kingdom; a dwarven “fuck-you” to whomever opens it. We decide to continue forward.

                                                                              +
                                                                            • +
                                                                            • +

                                                                              We move past more murder-holes, and come to another porticulus. Stackor stone shapes a little gully under the gate, then uses his staff to reduce us all to small, and we slip under. Beyond, to the left is a big iron-studded door with a big obvious lock. To the right is a hallway with doorways heading back the way we came. In front is a stairwell heading up. We head up the stairs.

                                                                              +
                                                                            • +
                                                                            • +

                                                                              The stairs move up and straight for about 15 minutes before coming to a platform in large cavern. To our left and right are piles of rubble and bones. Before us is a metal bridge, of plates and chain. We move along the bridge. Roughly half-way, we come across the remains of a weapon of some sort (which turns out to be a pistol), as well as the ruins of two statues. Continuing, the bridge ends at a some sort of suspended cube/building made of iron, with an iron door (currently open), leading to hallways. At the entry way are piles of more ruined statue. We move into the hallway, heading left.

                                                                              +
                                                                            • +
                                                                            • +

                                                                              Moving left, it turns right, to a tunnel. About 50-feet down, is a ladder straight up, a hallway that goes right, and the hallway continues forward. Larg climbs up the ladder, to a landing with hallways north, south, and east to a door. Upon the door are dwarven runes declaring “Small Arms.” Taliah unlocks the door. Within, there are more ruined statues and general ruin. It looks like the place was ransacked and burned. At the end of the room are a set of double-doors that appear to be sheared opened. Below, Stackor, Randy, and Mummrah hear the sobbing of a small human child coming from the norhtern hallway. Stackor heads up to notify Larg and Taliah of the sound. While there, from the sheared-open doors, we hear a sudden gasping noise.

                                                                              +
                                                                            • +
                                                                            • +

                                                                              The session is called here.

                                                                              +
                                                                            • +
                                                                            + +

                                                                            Player Characters

                                                                            +
                                                                              +
                                                                            • Nataliah, a tiefling alchemist (Bill)
                                                                            • +
                                                                            • Randy Van Peoples, a human cleric of Gozreh (Dan)
                                                                            • +
                                                                            • Stackor “Definitely Not Boobons” Goreman, a dwarven wizard (James)
                                                                            • +
                                                                            • Larg Marg, a dwarven ranger, and Smarf! his dracoweasle. (Thans)
                                                                            • +
                                                                            • Miningra Mummrah Tybal, a dwarven cleric of Folgrit (Mike)
                                                                            • +
                                                                            + +

                                                                            Locations

                                                                            +
                                                                              +
                                                                            • Underground tunnels to and throughout Fort Ang
                                                                            • +
                                                                            + +

                                                                            NPCs and Notable Characters

                                                                            + +

                                                                            Other Notes

                                                                            +
                                                                              +
                                                                            • We start the session still in the past, with 12 days until our meeting with the Crypt Dragon in the Boneyard.
                                                                            • +
                                                                            • Tomorrow, in-game, Sheila G and co return to Rime.
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