The Session in which Dan Really Focuses on Licking Balls
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---
title: The Beasts in the East, Session 4
---
## One More Thing...
We wrap-up the side-story.
- Sheila G is _plane shifting_ to Elysium with the 20-foot long "meat slug" of Azhia
- Harvey is _teleporting_ to Castle Black to meet with Kaldur
- Stackor _teleports_ Cayden Cailean, Gartug, and Van Peoples back to Rime,
who all promptly go bar-hopping. He then _scries_ and _teleports_ back to
the group in the Far Territories!
---
## Current Objectives
- Proceed to the Far Territories, and reclaim Fort Rather.
- Move north, looking for our scouts and Count Therin's sons
## Events
- We move north! We move past some pastures and flocks and shepherds. We
eventually move into more rocky terrain, following a dirt road. We stop and
ask the locals some details, and continue.
- As night falls, we dismount and walk our horses to Mine Town. As we
approach, we hear a terrifying scream from the skies, but make it to the
walls without trouble. After introductions, we enter.
- Sir Wallace approaches, asks us our purpose, and after we explain, invites us
in further. Though initially very excited about our arrival, his attitude
soured when we more-or-less flubbed our objectives. He dismissed us, and we
went to find the Count's son.
- We meet the doctor, Boggins, who directs us to the son. Sir Tern uses his
last channel for the day. Boggins then directs us to a tent where we find
our missing cleric.
- The cleric has been turned into an abomination, like the bones have been
elongated into a circle in one direction, the muscles in another, the
viscera in the first, the skin in the next. From within the center of the
circle is a subtle glow.
- The cleric is still conscious, and can scribble notes from a hand. We
converse with it, and it alludes to a "him" and also that "the key is
the gate is the key is the gate...". It also still seems to know who it
was. We decide to study it, as it is also not giving off any evil auras
or otherwise anything concerning (aside from the obvious). Stackor does
see a faint conjuration aura emenating from it; we don't know why.
- As we study rest and study it, the creature seems to be progressing.
The light from within is pulsing slightly, and after some
investigation, Stackor identifies it as in-rhythm with the creature's
heartbeat. He considers that perhaps this creature is now some kind of
gate, and he casts _dimensional anchor_ on it. The creature begins
bleeding and writing in pain, and the light goes out. He decides to
try and keep the creature anchored until resting is complete, but he
is short by about 30 minutes. Appropriately enough, as soon as his
last anchor expires, a massive Dark Tapestry beast erupts from the
cleric-creature. COMBAT!!
- We battle the massive Dark Tapestry beast. Stackor manages to _banish_ the
creature away, and we survive with minimal scrapes and suffering. After we
re-coup, and Stackor _teleports_ us in some healing potions, we report to Sir
Wallace, and begin planning our next step. We end the session after telling
Wallace we intend to destroy the Ogre King.
## Player Characters
- Sir Beet, a human paladin of Iomedae (Thans) [AFT]
- 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, and the outskirts
- Mine Town
## NPCs and Notable Characters
- Sir Wallace, castellan of Mine Town
- Boggins, a doctor in Mine Town

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---
title: The Beasts in the East, Session 5
---
## Current 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
## 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