The Session in which Dan Really Focuses on Licking Balls
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journals/seventh/_posts/2025-06-16-beast-east-03.md
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journals/seventh/_posts/2025-06-16-beast-east-03.md
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---
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title: The Beasts in the East, Session 4
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---
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## One More Thing...
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We wrap-up the side-story.
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- Sheila G is _plane shifting_ to Elysium with the 20-foot long "meat slug" of Azhia
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- Harvey is _teleporting_ to Castle Black to meet with Kaldur
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- Stackor _teleports_ Cayden Cailean, Gartug, and Van Peoples back to Rime,
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who all promptly go bar-hopping. He then _scries_ and _teleports_ back to
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the group in the Far Territories!
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---
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## Current Objectives
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- Proceed to the Far Territories, and reclaim Fort Rather.
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- Move north, looking for our scouts and Count Therin's sons
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## Events
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- We move north! We move past some pastures and flocks and shepherds. We
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eventually move into more rocky terrain, following a dirt road. We stop and
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ask the locals some details, and continue.
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- As night falls, we dismount and walk our horses to Mine Town. As we
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approach, we hear a terrifying scream from the skies, but make it to the
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walls without trouble. After introductions, we enter.
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- Sir Wallace approaches, asks us our purpose, and after we explain, invites us
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in further. Though initially very excited about our arrival, his attitude
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soured when we more-or-less flubbed our objectives. He dismissed us, and we
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went to find the Count's son.
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- We meet the doctor, Boggins, who directs us to the son. Sir Tern uses his
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last channel for the day. Boggins then directs us to a tent where we find
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our missing cleric.
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- The cleric has been turned into an abomination, like the bones have been
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elongated into a circle in one direction, the muscles in another, the
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viscera in the first, the skin in the next. From within the center of the
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circle is a subtle glow.
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- The cleric is still conscious, and can scribble notes from a hand. We
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converse with it, and it alludes to a "him" and also that "the key is
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the gate is the key is the gate...". It also still seems to know who it
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was. We decide to study it, as it is also not giving off any evil auras
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or otherwise anything concerning (aside from the obvious). Stackor does
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see a faint conjuration aura emenating from it; we don't know why.
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- As we study rest and study it, the creature seems to be progressing.
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The light from within is pulsing slightly, and after some
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investigation, Stackor identifies it as in-rhythm with the creature's
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heartbeat. He considers that perhaps this creature is now some kind of
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gate, and he casts _dimensional anchor_ on it. The creature begins
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bleeding and writing in pain, and the light goes out. He decides to
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try and keep the creature anchored until resting is complete, but he
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is short by about 30 minutes. Appropriately enough, as soon as his
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last anchor expires, a massive Dark Tapestry beast erupts from the
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cleric-creature. COMBAT!!
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- We battle the massive Dark Tapestry beast. Stackor manages to _banish_ the
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creature away, and we survive with minimal scrapes and suffering. After we
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re-coup, and Stackor _teleports_ us in some healing potions, we report to Sir
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Wallace, and begin planning our next step. We end the session after telling
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Wallace we intend to destroy the Ogre King.
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## Player Characters
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- Sir Beet, a human paladin of Iomedae (Thans) [AFT]
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- Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
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- Jen Erica von Illamage, a human wizard (Mike)
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- Burren "Smokey" Blunt, aka Bat-Man, but in the bat language, so like a bunch of "eee eee" and stuff (Dan)
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- Stackor, a dwarven wizard (James)
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## Locations
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- Ganth, and the outskirts
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- Mine Town
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## NPCs and Notable Characters
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- Sir Wallace, castellan of Mine Town
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- Boggins, a doctor in Mine Town
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journals/seventh/_posts/2025-06-23-beast-east-04.md
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---
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title: The Beasts in the East, Session 5
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---
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## Current Objectives
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- Proceed to the Far Territories, and reclaim Fort Rather.
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- Potentially, we're going to kill the Ogre King
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## Events
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- After our harrowing experiences with the Gate-Cleric-Monstrosity, we regroup
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mid-decision on our next steps.
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- While we argue about next steps, Sir Beet goes to tend to the son, since
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evidently we got immediately distracted in this task last time. He finds
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the son is very likely to die of gangrene in the next couple days. He
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fixes up the son's wounds, and re-dresses them, discovering they were
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initially dressed seriously poorly. Using this as a learning opportunity,
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he brings over Doctor Boggins, who grows very nervous as Sir Beet shows
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the problems.
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- A brief overview of the other soldiers shows that the doctor is a
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competent healer, and so this shoddy worksmanship is questionable.
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- Sir Beet also updates Gustav about his family. Gustav is torn -
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feeling an obligation to his men, but also an understanding of his
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familial obligations.
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- After considerations, Sir Beet decides to bring up the doctor's
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actions to Sir Wallace.
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- The group returns to the command tent. Sir Beet brings up the issues with Sir
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Wallace. Beet _also_ informs Wallace about the latest affairs in Ganth.
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Wallace mentions he was unaware of the latest status of Ganth, and that our
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actions now make more sense. Wallace insists that Boggins accompany Gustav,
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but then the decision is made that only Boggins return, and Gustav remain in
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our care at Mine Town.
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- Stackor, Sir Beet, and Dr. Boggins _teleport_ back to Ganth, where Boggins
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is handed over to Captail Ilio. Ilio also informs Beet that Sir Dunce, the
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paladin of Damerich, was looking for us. After a brief search, Sir Dunce
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meets with Beet and Stackor.
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- Dunce informs Beet: 2 days ago, the company arrived at Hawkman's
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Ranch. Syrup asked Dunce to aid with investigations into the Hawkmans'
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as suspects of Count Therin's assassination. During the investigation,
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the army found an alchemical workstation in a pump-station. Colonel
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Syrup proceeded to interrogate the inhabitants, and sent Dunce to get
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assistance. However, as he went, the pump-station exploded, and Dunce
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raced back, finding the men dead. Dunce raced off to find help, and
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upon returning, found Colonel Syrup directing fire-fighting efforts.
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Dunce believes that Syrup is possibly now an imposter, and is
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uncertain how to move forward.
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- Stackor and Beet deliberate for a long while. Stackor tries a
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_sending_ to Syrup, which fails, and they conclude that Syrup is
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likely dead, and is replaced by a shapeshifter/fey. They deliberate
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some more, and decide that the party will re-group in Ganth to handle
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this sudden army business, and then return to Mine Town to deal with
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the Ogre King.
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- Sir Tern remains at Mine Town, acting as their doctor.
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- The new group assembles in Ganth, resting there for the evening. Stackor
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_sends_ a message the King of Altae, informing him of the situation around
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Colonel Syrup. Sir Beet is drawn into a dinner with Count Therin. The next
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day, the group gathers, and heads off towards the army on _phantom steeds_.
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- Upon arriving at the Hawkman Ranch, the group immediately goes to the
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pump-house, and investigates the ruins. They find some finger bones, some
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molten glass, and various pieces of debris.
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- We call it here!
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## Player Characters
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- Sir Beet, a human paladin of Iomedae (Thans)
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- Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
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- Jen Erica von Illamage, a human wizard (Mike)
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- Burren "Smokey" Blunt, aka Bat-Man, but in the bat language, so like a bunch of "eee eee" and stuff (Dan)
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- Stackor, a dwarven wizard (James)
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## Locations
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- Mine Town
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## NPCs and Notable Characters
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- Sir Wallace, castellan of Mine Town
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- Boggins, a doctor in Mine Town
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- Gustav Therin, son of the Count of Ganth
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- Captain Ilio
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- Sir Dunce
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## Other Notes
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- Smokey is really obsessed with licking some balls.
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- P-PAUL!
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## Upcoming Events
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