Jekyll2024-07-17T20:34:05-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockStormed Heims, S4E32024-07-17T00:00:00-05:002024-07-17T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-03Current Objectives
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!

Events

  • Plan for next session is to teleport back to our previous location, studied by Boobons, and continue towards Stormheim.

  • Malonian Marg, and Biffin Marg, visit Taliah, to inquire about her sudden habitation of her former Master Crispin’s storefront.
    • Taliah “negotiates” residence, and verbally agrees to the same terms as Master Crispin, with a written agreement and payment due by the end of the month.
    • Taliah also remembers that Malonian Marg owned the property next to some of the Aldinach cultists.
  • SG heals her insanity. Taliah makes Boobons a potion. The party then teleports back to the dragon’s territory to continue their expedition towards Stormheim. We appear above the ruined villiage of Gared’s Stand.
    • We travel through the ruined villiage, and while moving over a pond, are attacked by a verduant ooze! COMBAT!!
      • After combat, we heal up, and continue towards Stormheim.
    • Continuing on, we come upon an elderly ratfolk, that wishes to speak with us. It introduces itself as Abheam, and invites us back to its camp. There, he tells us of a giant with a small keep nearby named Elrich Klume, which has amassed a horde of riches and wisdom. Abheam wishes us to remove the giant, so he can explore under the mountain upon which Elrich’s keep is.
      • Abheam reveals himself to be a sojourner, and offers to teach SG how to avoid Tindalos
      • Elrich has a brother, Aldrich.
    • After considering Abheam’s offer, we decide to return to Rhyme and discuss with Harvey.
  • Boobons teleports us back to SG’s Temple in Rhyme. The party regroups, to discuss Abheam’s proposal.
    • Hugo Lamb arrives with four bottles of sherry, and a giant wheel of brie. He has also become unnervingly beautiful since last we saw him.
    • Boobons visits his House, to gather some maps of the region, and of Stormheim.
    • We rest for the night in Rhyme, everyone at Taliah’s lab.
      • SG talked at my Graven Guardian.
      • Without any indication, cooked noodles were suddenly drying on some twine where some of my other reagents were. Taliah ate them.
  • The plan for next session is to teleport back to Elrich’s realm, and kill Elrich the Cloud Giant.

Player Characters

  • Stackor/Boobahns, dwarven wizard (James)
  • Sheila G, cleric of Cayden Calien (Thans)
  • Nataliah, a tiefling alchemist (Bill)
  • Harvey, birdman monk of many styles (Mike)

Locations

  • Rhyme
    • Taliah’s shop/lab
    • Temple of Cayden Calien
  • The lands towards Stormheim

NPCs and Notable Characters

  • Naynay, a pervert
  • Sir Oliver Withatwist, “fae-priest” of Count Ranalc and the Twilight Court (Dan)
  • Hugo Lamb, an inhumanly attractive sojourner after other sojourners
  • Abheam, a ratfolk sojourner in the lands towards Stormheim

Other Notes

  • Stormheim is the palace and the city, Storm Guard is the fort which guards the entrance
  • Taliah ate magical mystery noodles
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Stormed 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
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Stormed Heims, S4E12024-07-01T00:00:00-05:002024-07-01T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/stormheim-01Current Objectives
  • Travel to the old Dwarf capital, north-east of Vuln, Stormheim!

Events

  • We head back to Rhyme, identify our magical loot, and split up the gold.
  • Resting for the evening, Taliah’s memories of the past adventure is modified slightly.
    • We explore a ruined town. We dug up some elvish graves. Boobahs made a fool of himself. We found some magic items. And then we came home. As for the complex, I remember the first floor.
    • Boobahns and Withatwist also have their memories altered.
  • The next day, Boobans gets a sending, asking for his presence with the King of Altasia, with regards to the loss of his paladin, Sir Beet.
    • Boobhans reports on the fight with the fallen Dammerich paladins.
  • Naynay finds us and shows us a rat which has been obviously corrupted by the dark tapestry. He reports that there are many more, and other creatures, being created by disgusting cult activities. We return to my lab.
    • Taliah stuffs the rat in a jar, for samples and study.
    • Taliah identifies that the journal/diary/book was written in with an ink made from squid ink and pureed fish.
    • Taliah and Boobons determine that the journal/diary/book is an attempt to draw a non-Euclidian shape. The end of the book is just solidly filled with the weird ink.
  • We go talk to the Ratcatcher’s Guild. We show them the rat, and tell them where it was found, and urge them to be careful.

  • Fast-forwarding to the next night, we prepare to crash the Nyarlathotep meeting.
    • Taliah scouts forward. At the fork, she finds a cloth scrap, painted the same as the floor, and hears metal scraping from a side tunnel. She avoids the scrap, making her way down the side tunnel, and finds a large man dragging a large metal weapon, wearing bulky clothing, possibly armor, and muttering to himself.
    • Reporting back, the party moves forward. At the painted scrap cloth, Boobons detects magic of necromancy coming from the scrap, or near it.
    • We move past, continuing to the eventual meeting cave. At the back, it is open to the air, and there are spores floating in the air. Within the cave are planters, with mushrooms and other plants. Two of the planters are empty. To the left, the ceiling drops, and there are smaller caves. Within the main cave, there are cloaked figures, openly carrying knifes, and wheeling about around the planters. On the right, there is a figure plastered to the wall with fungal growth. Most of his limbs have rotted away, or been eaten by the fungal, but his head is still free to move, and he is gesturing with his one remaining limb. There is a lady standing in the room, with odd scars and stained teeth; she is obviously the sojourner that Hugo Lamb asked us to retrieve.
      • In one of the planters, we identify a dormant fungal creature.
      • We begin! SURPRISE ROUND! Boobons protects us from the spore with life bubble. Taliah launches a bomb at the dormant fungal creature, incinerating it. Withatwist moves to flank a target, and Sheila G moves to complete the flank.
      • Combat!
        • Sheila G casts blessing of fervor. Boobons dimensionally anchored the sojourner. A cultist flanks Withatwist. The sojourner begins chanting, and summons a whole bunch of weird shadowy birds in a swarm before her. Taliah bombs the shadowy swarm. A cultist fists a mushroom, and shoots Withatwist with an exploding firery mushroom spore ball. An invisible fungus creature bites Taliah in the bum. A cultist moves up to strike Withatwist but misses. Withatwist cuts down two cultists. A cultist fists a mushroom, and shoots at Boobons with a fire mushroom spore ball, but misses. The Fungal Man calls lightning down on Withatwist. From the small caves, a rat with a human face emerges ahead of a figure with the upperbody of a humanoid lady, and the bottom of a pulsating corrupted mass of fungus.
        • Sheila G moves to and strikes the humanoid-face rat creature. Boobons fireballs the invisible fungus creature, and some of the plants too, frying it. The sojoruner shoots Boobons and Taliah with a negative energy ray, and her shadowy swarm moves onto Taliah. Taliah moves out of the swarm, and throws an ice bomb at the sojourner, staggering her. A cultist shoots a fiery mushroom spore at Boobons, but misses. Withatwist performs a impotent dazzling display. A cultist shoots Sheila G with a fiery mushroom spore bomb. The Fungal Man calls lightning down on Withatwist. The humanoid-face rat creature uses a bleeding rock and cast a spell on Sheila G. The Fungal Queen physically assaulted Sheila G.
        • Sheila G cleansed herself, and powered on her force field. Boobons fireballs the Fungal Queen, humanoid-face rat creature, and Sheila G, blowing away the humanoid-face rat creature. The sojourner shoots Boobons and misses Taliah with a negative energy ray, and her shadowy bird swam moves onto Taliah. Taliah moves from the swarm, and incinerates it with Alchemists’ Fire. A cultist shoots a fiery mushroom spore, but misses. Withatwist performs a significantly better dazzling display. A cultist shoots a fiery mushroom spore at Taliah, to no effect. The Fungal Man calls lightning down on Taliah, to little effect. The Fungal Queen attempts to slow Sheila G, to no effect.
        • Sheila G moves in to “fucking stab” the Fungal Queen, but the queen reflects the blow through fuckery. Boobons fireballs the Fungal Man. The sojourner tries to suggest Withatwist, but he resists. Taliah incinerates the Fungal Man with some more Alchemists’ Fires. A cultist shoots a fiery mushroom spore at Withatwist, but it misses. Withatwist moves to the sojourner, and inflicts serious wounds upon her. A cultist shoots a fiery mushroom spore at Sheila G, but misses. The Fungal Queen attacks Sheila G, causing significant ability damage.
        • Sheila G cleansed herself, again. Boobons creates a fire snake (“A Snake I can Make!”), launching it through a cultist and down the tunnel at the Fungal Queen, and Sheila G. Toasty. The sojourner stabs Withatwist with her spear. Taliah introduces the remaining cultist to Alchemists’ Fire. The cultist introduces Taliah to a fiery mushroom spore. Withatwist skewers the sojourner, dropping her. The Fungal Queen tries a spell against Sheila G, but fails.
        • Sheila G prays. Boobons makes another snake, as he can, launching it through the remaining cultist and down the tunnel, again. Taliah

Player Characters

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

Locations

  • Rhyme
    • Temple of Cayden Calien
    • A distant cave, where Nyarlathotep cultists are meeting

NPCs and Notable Characters

  • Kalimandracks, an adult red dragon ruling over the lands of Vuln
  • Calyos, the grand-father red dragon of Calymandrax
  • Naynay, sexual deviant, pervert, and pugilist

Other Notes

  • “Why is outside so down?” - drunken Sidebar patrons trying to exit through the basement.
  • Stormheim is the ancient and destroyed capital of the dwarven nation. It was captured/destroyed by Kellymandrax’s grandfather, Kalios
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In the Lon’s Thicket of It, S3E42024-06-26T00:00:00-05:002024-06-26T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/lons_04Current Objectives
  • Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.

Events

  • Last session, we finally entered into the enchanted door at Lon’s Thicket, discovering an entire underground facility. There was some fighting, and some mind-controlling. After a brief scuffle, we are now out-of-combat, and exploring. Meanwhile, Taliah is taking inventory.

  • The group returns to the Lon’s Thicket group of Bologniah and Co., to “parlay” and understand their means. They run into an arctic elf, Fronell, that explains they’ve already found some of the weapons, and he offers to brings us to them.
    • At the second-floor landing is Bologniah, with 4 other arctic elves. Fronell continues moving up the staircase, and Withatwist follows him. Sheila G stops to talk with Bologniah. She continues to be a bitch, and moves towards the third-floor. The remainder of the party searches for a control room for the drill.
    • The party finds Taliah and the arctic elf she’s working with, taking inventory.
    • Meanwhile, Sir Oliver and Fronell head to the first floor, to the right and all the way to the end of the hallway. There, 6 little doors all made of wood, with a silver rope at the last one. Opening that, reveals a bedroom with a bed, a vanity, and a stand. On the stand are 5 swords, and a sack. He takes the stuff, and moves towards the next weapons location.
    • Back to the party, they enter into a room with a slightly raised floor made of silver (as opposed to the rest of the floor made of marble). Sheila G, at the urge of Boobons, steps onto the slightly raised silver floor, and disappears. Boobons determins Sheila G was dimension doored. Sheila G appears in a similar looking room. After a brief investigation, she wanders back to the platform, and returns to the original room. Boobons accompanies this time, and they return to the room. There is a closed door, and upon opening it, they discover the conference room from before (near the anti-magic room and the drill). They hear discussions nearby, and try to sneak up to eavesdrop. As they approach, they hear Bologniah discussing with someone about temperatures, the status of the drill, and how to proceed. They easily discover the sneaking Boobons and Sheila G, and the party moves to discuss with them. After some brief interactions, Bologniah says she is going to report in, and the party follows her.
      • An elf meets up with the group, to inform us that she found some significant magical weapons. The party is generally dismissive and rude in response. The elf heads back to get the stuff. The party continues moving to the first floor, and meets up with Sir Oliver.
      • The party meets up with Gronell and Roe, and Bologniah has them accompany the group. On the way up, the group sees that the wall of iron erected by Boobons was cut by some implement that can super-heat the iron. The group continues to prod Bologniah for answers, and she continues to generally ignore them. There’s a brief flash of conflict between Boobons and Bologniah over the attitude, but it calms. Boobons remains outside, while Bologniah slaps a ruby on her forehead and her eyes turn pink. Sheila G stays with Bologniah.
        • Sheila G reveals that space lasers are a thing to Bologniah. And further reveals there are plans for such a thing. And further reveals that “someone” is working on building one. And then immediately reveals that we’re funding it.
    • Sir Oliver, meanwhile, is lead to another room with a big box, within which are obviously magic longbows, and a basket with obviously magic arrows. He then continues exploring for more stuff.
    • Meanwhile, Sheila G asks Bologniah what the drill is drilling to. Bologniah isn’t sure, but expects it to be some alien technology, from before elves, dwarves, man, and even giants or dragons walked the realm. She’s not exactly sure, and she expects the scholars coming to the site will have more theories or information, but notes that it was highly protected for a reason.
    • Meanwhile, Taliah continues taking inventory, and confirms that the architecture is ancient elvish.
    • Meanwhile, Sheila G and Boobons reconvene, and sync.
    • Meanwhile, Sir Oliver heads to the second level, heads right, and at the second of three doorways, there is a room with a broom in the corner, an armor stand, and an arctic elf swinging around a sickle. The elf declares that “Sheila G didn’t want this, and so she is taking the sickle.” Sir Oliver takes everything else, and then moves with his esocrt back to the first door on the right of the first floor, where there are many coinpurses. In total, 270gp. Sir Oliver continues exploring, finding another bedroom. He eventually meets up again with Sheila G and Boobons. Sir Oliver unloads all the magical weapons and equipment into the Portable Hole. Sir Oliver sits down and pouts.
    • Boobons and Sheila G reconvene with Harvey, and sync up with him. Taliah hears and joins. The group sans Oliver head down to the drill control room, and we converse with the elvish engineers there.
      • We learn that the control room requires understanding an ancient and archaic elvish dialect, and being psychicly sensitive.
      • We learn that the controls are not mechanical in nature.
      • We learn that the drill is mechanical.
      • We learn that the anti-magic field is theorized to have existed before the drill, and that is was placed in the field purposefully, though why is unknown.
      • We learn that the read-out was likely added by wizards, and provides an arcane-based readout tied to a probe for the drill.
      • We learn that the control for the drill is through the probe, which is in the floor of this control room.
    • Sir Oliver finishes pouting, and continues searching for loot.
    • The party begins poorly gathering information about the elf’s background, the group he works for, and the leadership. We get some answers, but generally learn that there’s no overarching group, so much as a “meeting of minds”. The party finally regroups with Sir Oliver, and the searches the remainder of the facility. We don’t find much.
      • We find some log books, with dates going back thousands of years, but nothing particularly interesting.
    • We make some small talk, try to get a pistol (to no luck), bid farewell to Reggae Tony, and leave.
  • The group discusses their next course of action:
    • Harvey has intention to help Caldur with Calcifer in the Far Territories
    • Sir Oliver has intention to visit the First World, to help his “god” get back, and in order to do this he has to meet Harvey’s “god.”
    • Boobons wants to travel north of Rhyme, near the realms of Kellymandrax: an old, abandoned dwarven capitol; and there is a source of dark tapestry incursion. Kellymandrax has tried to investigate the dark tapestry source, but all sources sent never returned.
  • The group will decide on the next course of action away-from-table! Lon’s Thicket quest complete!

Player Characters

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

Locations

  • Lon’s Thicket, and the facility underneath it.

NPCs and Notable Characters

  • Reggae Tony
  • Bologniah (nee Thalonia), the “leader” of Reggae Tony’s group in Lon’s Thicket.
  • Fronell, sometimes Fronell the Freckeled, an arctic elf of the Lon’s Thicket group.
  • Gronell and Roe, two half-elves of the Verdant, working with the Lon’s Thicket group.
  • Trustacious, the Rivethane wizard working with the Lon’s Thicket group.

Other Notes

  • Jeff enlightens us of the hidden 6th flavor, developed within the core of Monmon. It is the flavor of “spit”, and it is warping the minds of everyone for it’s nefarious intentions.
  • Sir Oliver’s quest is to help Count Ranalc meet with the Forgotten Lord, by helping him find a route to the Crumbling Tower. In exchange, Count Ranalc has offered to assist the group with their ambitions in Rhyme, or elsewhere if we so choose.
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In the Lon’s Thicket of It, S3E32024-06-10T00:00:00-05:002024-06-10T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/lons_03Current Objectives
  • Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.

Events

  • We leave our small encampment on the hill, and travel the short distance to Lon’s Thicket. It’s a small villiage, with a single large road through town, and a shabby half-wall around it. At the highest point in town is a manor, to the sides of which are cottages. On the north side is a villiage green, and more cottages, with something that looks like a graveyard and a relatively large chapel.
    • The villiage green has a large, relatively recent pit dug in it. The doors look like they were damaged. Overall, the villiage looks abandoned.
      • The pit in the villiage green is possibly/probably a mass grave.
      • It looks like there were recent campers.
      • It looks like the mass grave was recently disturbed, and added to.
    • A quick glance around shows signs of activity at some of the cottages near the graveyard.
  • We opt to investigate the manor. It’s a three-story manor house, with a slate house and wooden construction. The paint was nice, but is faded. The front gate is broken, laying on the ground. Around the house are black gum trees, which are non-native to the area. A motif along the house also in the style of gum trees.
    • The front door is locked. Taliah picks the lock, and we enter. We see a front hall, with a very soiled carpet covered in obvious blood stains. An archway ahead leads to a staircase, with a door to the left and right, and empty coat hooks on the wall.
    • (Front Door -> Entryway) We head left. Another bloodstained carpet. Several portraits on the walls, with a large one above a hearth; the face is torn away. A door leads towards the back.
      • The over-hearth portrait appears to be of a humanoid, human or elven, not halfling or dwarven. A well-dressed figure, with a silver pinky ring.
      • The 8 smaller portraits are all half-elves and elves, living up to 500 years ago. The further back, the more elven.
    • (Front Door -> Entryway -> Left Room) We continue through the doorway heading back. There is a winerack, many folios, and a cask.
      • The wine is mostly red; the cask is definitely empty.
      • The folio is records for the wine: when it was bought, who bought it, where it was made.
    • (Front Door -> Entryway) Heading back to the entry way, we head through the right doorway. There is a short hallway, with 3 closed doors on the right, and on the left is an open door to a kitchen.
      • Behind each of the 3 closed doors is a small room with a bed, decanter, and chest.
    • (Front Door -> Right Hallway -> Kitchen) It’s a kitchen. There’s some moldy stuff. Behind a small door is a stairwell heading down.
    • (Front Door -> Right Hallway -> Kitchen -> Cellar) We descend, and see a collection of barrels and crates.
      • Harvey investigates one, and finds moldy garlic. In a second, water.
      • There’s dripping in the corner.
    • (Front Door -> Stair Well) We ascend the stairs. At the landing is a door with a window out to a back patio. Along the walls of the lower stairwell are portraits. At the top of the stair well are more portraits burned.
    • (Front Door -> Stair Well -> Upstairs) We head left, into a ballroom. We see blood stains, that have been poorly cleaned. There is an exit to an outdoor balcony, overlooking the left-side of the house.
    • (Front Door -> Stair Well -> Upstairs) We head right, into a well-appointed dinning room. It was somehow damaged, but an attempt was made to reset everything properly. There is wooden furniture, where is more-or-less should be, but no cutlery or decorations. There are scuff marks on the ground, but no blood. There are no exits.
    • (Front Door -> Stair Well -> Upstairs -> Third Floor) We continue up, and as ascending, Jeff flies in front of Sheila G’s face, warning her not to go to the third floor. At the top is a long hallway, with 2 doors on the left, and 1 on the right.
    • (Front Door -> Stair Well -> Third Floor) Checking the first door on the left is a relatively undisturbed child’s room.
    • (Front Door -> Stair Well -> Third Floor) The door on the right reveals a room full of broken furniture covered in canvas. Seems most, if not all, of the furniture from the house has been moved here.
    • (Front Door -> Stair Well -> Third Floor) The final door, second on the left, is the master bedroom. A four-post bed, a writing desk with a pile of burned papers on it. Otherwise it appears undisturbed.
  • Harvey and Boobons explore the furniture room on the third floor. The remainder of the party explores the grounds. While we wander around, two half-elves from the Verdant approach us from the road, and introduce themselves as Gronell and Roe. They ask if Sheila G is the same.
    • Reggae Tony and Gronell talk briefly about the enchanted door. Roe asks why we are travelling with one of the tainted. Sheila G understands this to be a slight against Taliah.
    • Sheila G announces we’re leaving. Boobons rejoins the group, and Harvey stays behind to continue digging in the furniture room.
  • We head past the villiage green, with the mass grave. Past some cottages, and towards the chapel that looks kind of like a mauseleum.
    • While passing the cottages, Roe stops in briefly, and returns with 8 more elves. One has a purple robe with gold stars and moons on it, carrying a staff, and with golden hair. Boobons suspects this is a wizard elf of Rivethane. The remaining elves he identifies as being from the artic northlands. Those elves are generally unfriendly towards everyone, in a murderous way.
    • One of the northern artic elves introduces her as Bologniah, and asks Sheila G to accompany them to the door to help open it.
      • Withatwist and Boobons ask Bologniah a bunch of questions, and she is generally disinterested in interacting with them. Instead, she asks and gestures Sheila G to join her towards the door. Sheila G insists on some questions being answered.
        • Sheila G asks about the door. Bologniah believes it was a recent addition to the chapel. She believes the door is sealed, and that a lineage of local rulers is needed to open the door.
        • Sheila G asks why this group is even here. Bologniah replies that whatever is behind the door she believes to help elven kind. She doesn’t know exactly what’s behind the door, but she has reasons to believe it is important. Possibly ancient tools from their race.
        • Sheila G and group insist it is important they know the details. Bologniah seems slightly disappointed. The wizard, however, is very excited to explore the notion. Sheila G asks for just the Cliff’s Notes. Bologniah stifles a laugh at the notion. The wizard starts lecturing.
          • After 5 minutes, he’s done explaining what he’s about to explain. Sheila G is wildly impatient. Withatwist and Boobons are excited to hear more.
        • Sheila G cannot take the lectures, and asks Bologniah for the Cliff’s Notes. Bologniah believes that within the chapel, which she explains is a building designed to hold and protect important items, may be tools and artifacts stored from their elven ancestors, possibly back to the oldest of the elves, which may be help them fight off impending evil.
        • Taliah and Boobons decided to follow-up with the wizard for more information. He explains that both Lon’s Thicket, and Cherry Grove, were formed around a chapel-like building. Notably, the settlements formed after whatever projects of the chapel-like buildings were established to pursue. The wizard believes there was a pre-existing reason to settle here. Possibly, there were practicioners of great magic here, and the ancestral elves found them, and established a project here to learn more.
      • Taliah fetches Harvey, and the group heads to the chapel.
  • A large, marble building. There is a silver-sheened rune-covered door, with gum-tree and leaf motifs decorating the moulding. To the side, there is a large, obvious button.
    • Withatwist pushes the button, and nothing happens. Sheila G pushes the button, which vibrates the door a bit, but nothing else happens. Sheila G has intuited that she must press the runes in a specific order, then press the button, but feigns ignorance.
    • Eventually, she “concludes” the door must be shrouded in darkness, and so the group disperses until then.
  • For the day, Harvey returns to explore the furniture; Withatwist and Boobons speak with the wizard about the history and theories of Lon’s Thicket; Sheila G and Taliah go to investigate the mass grave.
    • Harvey does furniture stuff.
    • Boobons and Withatwist get a day-long lecture.
    • Taliah and Sheila G dig up a mass grave, finding a an undead abomination. Taliah is confused why it looks so deformed. The wizard wanders along, and explains the undead were dealt with when the group entered town. He suspects they are so deformed from the violence.
      • Pressed a bit further, the violence the wizards mentions he suspects was politically motivated, as the previous town leaders were known to be somewhat nasty.
  • Sheila G and Taliah return to the door before night time. There we find the wizard, Boobons, and Withatwist talking. There was also an arctic elf standing nearby. Sheila G yells at the arctic elf to “Go Away!”. They do, after a short delay.
    • Sheila G tells the wizard to be chill, then performs the steps necessary to open the door. Once open, she insists the wizard goes first, and we move in. Boobons sends Harvey the news.
  • Entering in, there is a stairwell down, with magically lit walls, to a hall with a ceiling that is vaulted in a way Paul refuses to explain. There are doorways on the left and the right, and double-doors at the end of the hallway in front of us.
    • Taliah pokes her head to the left, and finds another hallway with several doors on the left, and alcoves on the right.
    • The wizard, and the rest of the group, moves to the double-doors at the end of the initial hall. He opens them, finding a spiral staircase downward, and moves that way.
    • Boobons seals the initial hall off, at the bottom of the stairwell, with a wall of iron. While doing this, something happens, causing Boobons to lose control of himself.
    • Down the spiral staircase, quite a ways, is another room similar to the one upstairs. On the left and right are large archways leading down significant hallways. At the far end of the room is a large, glowing archway.
    • Taliah checks the right direction, upstairs, and finds a mirror of what she saw to the left. She moves to regroup the party.
    • The group moves through the large, glowing blue archway. The wizard, and Boobons, believe the archway is purposefully glowing to indicate a purpose, it being dimensionally locked, preventing any teleportation or planar movement into or out of the room.
    • Within, a circular room, with a table and slightly raised platform, upon which is a stone stool. Around that, are more stools. There’s nothing on the table. Around the circle, on the walls, are more archways, each more normal sized. The exception being a circular doorway, immediately to the left of the large glowing entrance arch.
    • The wizard moves through the circular entrance, and the group follows. This tunnel proceeds slightly down, curving into a half-moon room. There are several podiums, with elvish writing that seems to magically scroll along the surface. It is displaying the output of a divination spell tied to an artifact.
      • After some review, Boobons reads the writing to be describing several things: depth, heat, and tensile strength. He suspects it is the readout from a drill operating somewhere.
    • Taliah leaves to explore, heading back to the large, second basement hall, and exploring the left corridor (from her original approach). Moving to the end, she finds two large doorways: one in front, and one to her right. Going through the door in front of her, she finds a room full of mechanical pieces. Notably, there’s a significant amount of large chains. She spends time investigating.
    • From the half-moon room is another exit, a wooden door with a metal doorknob. Checking behind, there’s a rough-hewn hallway. Boobons suspects the marble rooms were magically constructed, and that this hall is what was originally here. Moving down the hall leads to another door, with a plaque that reads, “No Arcana Beyond This Point.” Trustacious suspects it means the area is covered in anti-magic. Withatwist confirms this, after walking into the area with his everburning torch, and the torch going out.
    • The wizard lights a lantern, and Withatwist lights a torch. Harvey takes the lantern, and the wizard is suddenly spooked by Sheila G, and doesn’t want to continue further. Harvey and Withatwist enter, finding a roughly-hewn circular room with a pipe made of brass sticking out of a wall. In the center of the room, there’s a significant hole, of maybe 50-foot diameter. There’s a construction atop it, of adamantine girders, with two chains snaking down into the pit: one of adamantine, one of living metal. The wizard fully withdraws, initiative!
      • Harvey, moving at actual incredible speed, interveneing with and stopping the wizard from moving away.
      • Sheila G moves right up next to the wizard.
      • The wizard moves slightly closer to Sheila G, away from Harvey, and casts gaseous form. Sheila G tries to smack him, but misses.
      • Harvey and Stackor fuck around a bit. Sheila G attempts to dispel Trustacious’ gaseous form, but hits something else.
      • The group chases the gas.
      • Boobons has a conversation in his mind with whatever is controlling him, which turns out to be Bologniah. She threatens to throw The Grey into the giant pit in the anti-magic field, unless Boobons agrees not to interfere with Bologniah’s group’s entrance into the chapel. Boobons counters that he doesn’t know motives, doesn’t know who the group works for, and thus cannot know for certain that he even should allow them in. Bologniah grows tired of waiting, and tosses The Gray into the room.
        • Harvey interrupts mythically, moving to Boobons and striking him with a stunning fist, stunning him.
      • Sheila G dispels successfully the gaseous form. Trustacious falls to the ground, still an elf, looking just like before. Withatwist charges at Harvey, trying to break up the fight, but failing to hit him. Harvey tries to shove Stackor into the anti-magic room, but falls 5-feet short. Bologniah, through Boobons, agrees to return Boobons to his own mind, in exchange for not killing Trustacious and opening up discussions.
      • Sheila G tries to grapple Trustacious, but he avoids her and withdraws away from the group. The rest of the group kind of fucks around, and Sheila G then successfully grapples Trustacious. On following turns, she drags him towards the room. Trustacious does break free, and Boobons and Harvey calm shit down. Combat mostly resolves.
    • Meanwhile, an arctic elf wanders into where Taliah is working, and asks about what she found. She informs him, and they begin taking inventory.
    • Back downstairs, Trustacious continues tensely standing around. The party manages to avoid immediately restarting combat. Eventually, Trustacious walks away, and the party remains at the hole.
  • We call it here, with ambitions to explore the remainder of this compound.

Player Characters

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

Locations

  • A hill on the outskirts of Lon’s Thicket.

NPCs and Notable Characters

  • Reggae Tony
  • Bologniah, the “leader” of Reggae Tony’s group in Lon’s Thicket.
  • Gronell and Roe, two half-elves of the Verdant, working with the Lon’s Thicket group.
  • Trustacious, the Rivethane wizard working with the Lon’s Thicket group.

Other Notes

  • Jeff: “The koans of the mind cannot be translated by another.”
  • The drill used to make The Bore is the exact same size as this hole.
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Ancillary Scribe
In the Lon’s Thicket of It, S3E22024-06-10T00:00:00-05:002024-06-10T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/lons_02Current Objectives
  • Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.

Events

  • The party is split! Harvey and Stackor are in the temple of the Fossilized King, fighting some nasty undead giants, and a weird, indescribable mollusk. Taliah is being approached by three Garuda, because she refused to hand over her piece of charcoal. Sheila G and Oliver Withatwist are on their way from the garuda chief back towards Taliah.

  • Inside, combat continues! Boobons fireballs the indescribable mollusk; Harvey beats on a giant; the mollusk wails on Boobons and grapples him; the giants kind did stuff to Harvey.

  • Outside, combat begins! Taliah is shot by a bunch of garuda; Sheila G flies over and casts shield other on Taliah, and also drops off Oliver; Oliver stands around like an idiot.

  • Back inside, more combat! Boobons breaks the grapple and runs away; Harvey beats on giants some more; giants beat on Harvey.

  • Outside! Taliah throws away her piece of charcoal, calls the bird people stupid, and runs for the hills; some garuda continue to pepper Taliah; Oliver and Sheila G move towards the hills too.

  • Inside! Boobons casts cone of cold on the indescribable mollusk; the mollusk moves closer but otherwise does not act; Harvey beats on giants; the giants miss Harvey.

  • Outside, the group makes it to the hills. The garuda do not pursue.

  • Inside, Boobons casts another cone of cold on the indescribable mollusk; Harvey punches nasty undead giants; giants miss Harvey; the indescribable mollusk gives Boobons some more bad touches.
    • Boobons casts some scorching rays at the gross mollusk, finally destroying it; the mollusk dies and erupts in a fountain of blood; Harvey punches giants; giants miss Harvey.
    • Boobons coughs up disgusting black blood, and magic missiles one of the nasty giants, and it falls to gross, nasty pieces.
    • Combat over! Victory!!
  • Inside, with combat finished, Harvey and Boobons seal the tooth in a corner, then seal the temple entrance. They then dimension door away, and meet up with the group. Taliah and Shiela G give Boobons a quick check-up, and determine he’s got a disease.

  • We book it towards Lon’s Thicket. Camping in the hills for the evening, we help Boobons heal up a bit, and then continue moving towards the Thicket. As we move, we see an obvious camp on a hilltop, but ignore the camp and keep moving. We leave the hills to dry plains. Boobons determines that the weather patterns of these badlands makes no sense, but they’ve always been this way, so whatever. That evening, we see lights in the distance, which we presume are the elves at Lon’s Thicket. Finally, we shall arrive!

Player Characters

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

Locations

  • North-north-west of Flint, at a chasm with the temple of the Fossilized King.

NPCs and Notable Characters

  • Reggae Tony

Other Notes

  • Dan’s characters are definitely on a boat which is currently docked at Lon’s Thicket.
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Ancillary Scribe
In the Lon’s Thicket of It, S3E12024-06-03T00:00:00-05:002024-06-03T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/lons_01Current Objectives
  • Travel to Lon’s Thicket, and experience the suspected trap being setup for Sheila G.

Events

  • The party first hunts down Harvey. Bubons Sends a message, and we go to meet him at his inn.
    • On the way, Naynay gets Sheila G’s attention by throwing a clam shell at her head.
    • We get to the inn. We find Harvey. Harvey joins the group! Reggae Tony tags along for funsies tho.
  • The party splits up! Sheila G, Harvey, and Reggae Tony head to the Temple of Cayden Calien. Boobons and Gartug head to House Goremon to checkin.
    • Goremon! The frame of the Space Laser is beginning construction. In order to facilitate construction fully, proposition to move construction from the shipyards to the siegeworks. This will necessitate Council involvement, but at this point it seem inevitable.
    • G! Arrive at the Temple, and find Celia preaching to some novitiates. Sheila G interrupts, to get updates.
      • Learn that the cult of socothbonoth has been mostly dismantled by the police.
      • Learn that none of the newbies can establish a divine link with Cayden Calien
      • Learn about Nataliah’s imprisionment.
  • Boobons and Gartug head towards SG’s Temple. SG and Co. head to the guard station where Taliah’s being held.
    • Nataliah was given some leeway while imprisioned, and she finished her first construct: a Graven Guardian of Brigh. Taliah agrees to join the party again, since she otherwise wouldn’t be allowed to wander around.
    • G steps outside, meets up with the rest of the gang, and syncs up with Naynay. We learn that the former cultists are being coerced into significantly worse cults. Naynay gives us a sign of Shubnigaroth as indication of the new cult.
  • Sheila G meets with the head priest of Gozreh to discuss next steps for dealing with hunting down the Subnigaroth cult. She also gets a cool little bangle.

  • Gartug takes Chuck to Sheila G’s temple to help guard the place.

  • The next day, the Party hops a teleport to the Flint Pits. Bubans has a small mishap, and we wind up in an abandoned village. The buildings are partially collapsed, and designed for creatures larger than us. In the distance can be seen the tops of ziggaurats. Beneath us is a broken cobblestone road, and it looks like once upon a time it was planed straight and level. Harvey determines this is one of the forgotten cities of the Cyclopean Empire. Evidently this is severely dangerous territory, filled with untold riches and portals directly to the Underdark. We decide to ignore the call of adventure, and teleport properly to the Flint Pits.

  • We arrive at the Pits. The Earth reminds Boobons to do his thing. Harvey convinced Boobons to do the thing. Nataliah tries to get the murder rock for her own ends, but everyone refuses. As we argue constantly about what to do with the radioactive rock, a cloaked lady stumbles out of one of the caves, and instantly recognizes, and calls out to, Sheila G.
    • She informs G of the recent horrors and problems. Nothing really happens.
    • We move north! Current plan is to return the rock? Sure.
  • While traveling, we encounter very little trouble. We run into some weird flying leather sacks, Yrthaks. Later, we met with a cliff giant named Kobonabon, who provides us some information.

  • We rest for the evening, and approach the canyon in the morning. Above the canyon, eagles and giant eagles are flying. In the canyon, there is a river. There is a rather large cave opening, and along the face of it are big pillars that look kind of like big teeth. Beyond, something glimmering in the darkness. There are winged humanoid figures flying within and above the canyon, with more in small alcoves carved into the rock along side the cave entrance. We agree to try and open discussions with the figures, the garuda.
    • Sheila G tries to get the attention of some. A few garuda notice, and one of them shoots an arrow into the ground before us. It has a streamer with writing on it, which reads, “IF you value your life, go somewhere else.” Taliah considers that discussions over. Sheila G tries again.
    • Harvy and Boobons dimension door into the cave entrance. At 40 feet inside, they find a set of rough stairs descending into darkness, with glittering rocks nearby. Behind them, a garuda notices and attacks. Initiative!
      • Boobons turns invisible and moves into the cave.
      • Harvey just runs really fast into the cave.
    • Sheila G successfully gets the attention of one of the garuda, and discusses more with them. He asks to speak with their leader, and this one tells her where to go. Taliah agrees to just hang back.
    • Harvy and Boobons find where to put the rock. They also find a portal to the plane of earth, and some mean looking weirdos. Initiative!
    • Sheila G talks with the chief. He performs some interpretive dance, and uses a metaphor. Sheila G sends this information to Boobons.
    • Back to combat! Harvey and Boobons beat up some undead giants and weird fleshy spiky balls. Eventually Boobons receives a sending, which doesn’t really help him.
    • Some garuda notice Taliah and approaches. He asks if I have any rocks. I say no. He asks if I’m lying. I ask him to wait, check my bag, and produce a piece of charcoal. The garuda demands the charcoal. I refuse. It threatens me. I put away my charcoal. It signals for attack. Reggae Tony runs for the hills. I throw up my hands in frustration and walk towards the hills.

    • We call it for the night!

Player Characters

  • Stackor/Boobahns, dwarven wizard (James)
  • Sheila G, cleric of Cayden Calien (Thans)
  • Harvey, birdman monk of many styles; and Reggae Tony, a psychic weirdo (Mike)
  • Gartug, a dwarven brawler; and Nataliah, a tiefling alchemist (Bill)
  • The Twistfuck, “fae-priest” of Count Ranalc and the Twilight Court (Dan)

Locations

  • Rhyme

NPCs and Notable Characters

  • Master of the Dojo
  • Naynay, former cult member and current dojo member
  • Kobonabon, the cliff giant traveler and wanderer we met on our way to the Temple of Ayrzul

Other Notes

  • Sheila G has weird-looking boots.
  • The undead giants are n a s t y.
]]>
Ancillary Scribe
Nightmare on Flint’s Street, Session 72024-05-29T00:00:00-05:002024-05-29T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/tern_9Current Objectives
  • Establish a viable route from the interior to the Far Territories for the army

Events

  • Boss. Fight. Time. Baby!
    • Sir Beat declares Sister Clemence his target for Smite Evil and unleashes some holy projectiles! Fallen Damian Smites Sir Tern, critically striking and downing him! The demon Sister Clemence closes with Sir Beat and engages in melee.
    • Outside, Stackor hears something and thinks something’s wrong. He tells Smokey to go check on the temple, and Dimension Door’s to the inn to fetch Jack Flint. Smokey and Jen Erica casually stroll to the temple, and ask Sir Dunce to get Sir Beat. He initially pushes back gently, since Sir Beat asked for privacy, but Smokey insists, and Dunce agrees to check.
    • Sir Beat steps back, and unleashes more holy arrows against the demon Clemence. Fallen Damian moves in and smites Sir Beat for massive damage. Dunce opens the door, Italian Spiderman’s the scene, and moves in to engage the Fallen Damian. Smokey and Jen Erica enter the fray! Smokey engages in melee combat with the demon Clemence. Jen Erica magic missiles the demon Clemence. Stackor tells Flint, and Flint rides in force towards the temple. The demon Clemence suggests that Dunce kill Sir Beat.
    • Sir Beat steps back, and downs Sister Clemence, but takes a strike from the mind-controlled Dunce. After, Dunce shakes off the suggestion. Fallen Damian moves and engages Sir Beat: a potentially fatal strike is lessened by heroic defiance, and the follow-up misses! Dunce bends and lays on hands to Sir Tern. Smokey engages smacks Fallen Damian a bit. Jen Erica tries to boneshaker Fallen Damian, but fails. Stackor returns, and sees what’s happening.
    • Sir Beat steps back, and strikes at Fallen Damian. Damian moves forward, and strikes Sir Beat down. Sir Tern stands, lays hands on himself, and activates his divine bond! Sir Dunce swings at Damian, but misses horribly, instead landing his axe in Beat’s corpse. Smokey engages Damian, but misses. Jen magic missiles Damian. Stackor attempts to hold Damian, but it fails.
    • Sir Tern declares Damian his smite, and moves to engage, but misses! Damian and Smokey continue to melee. Jen Erica moves into melee, and vampiric touches Damian, with little effect. Stackor tries again, and successfully holds Damian with a persistant mythic spell.
    • Sir Tern places his sword on Damian’s neck, and advises him that the fight is over. Smokey wraps his iron rope around. Dunce requests Sir Tern behead him, and after a brief consideration, Sir Tern agrees. Damian is beheaded. Combat over.
  • Unknown things
    • Who hung the Altasian soldiers?
    • Who killed the market guards?
    • Who was leaving those weird gems around?
    • Who vivisected the miner?
  • Sir Tern explains to Flint the combat, and Stackor is quick to follow-up and fill in any details. After a brief discussion, Flint thanks us for our actions, and asks us to leave sooner-than-later. Tern, initially conflicted about the unfinished judgement against the cultists of Arconis, for likely hanging the Altasian soldiers, agrees to leave, but asks Flint to pursue that justice. Flint seemlingly will do no such thing.

  • We loot Fallen Damian’s belonging, selling what we don’t keep, and then leave.

  • The next day, Stackor gets a sending from Sheila G, asking him where he is, and saying she’s going to Lon’s Thicket. Stackor agrees to meet back in Rhyme, and then returns.

  • Side Story Done!

  • Back in Rhyme, with the main party, Stackor/Boobons and Sheila G meet up on the docks. Boobons tries to convince Sheila G not to go to Lon’s Thicket, because it’s obviously a scam. G thinks that’s the best way to deal with the scam. We decide to talk with Harvey, and that is where we will start next time!

Locations

  • Flint

Player Characters

  • Stackor, dwarven wizard (James)
  • Sir Beet, paladin of Iomedae (Thans) [Dead :(]
  • Ignis “Geo” Joe, an oread shaman (Thans)
  • Jen Erica von Illamage (Mike)
  • Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
  • Sir Tern Ipswitch (Bill)

NPCs

  • The Damerrich Former Representatives
    • Fallen Damian, a blackguard
    • Sir Dunce, a paladin (still at the start, at least)
    • Sister Clemence, a demon in disguise
  • Jack Flint
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Ancillary Scribe
Nightmare on Flint’s Street, Session 62024-05-20T00:00:00-05:002024-05-20T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/tern_8Current Objectives
  • Establish a viable route from the interior to the Far Territories for the army

Events

  • We made plans for this week!
    1. The party heads to speak with Jack Flint. We will try to convince him to accept a local position of leadership.
    2. Presuming we can, we leverage him to make public announcements that we are seeking out a nightmarish creature, to destroy it.
    3. Some remaining resources:
      • The priest of M’har, resting-ish at the inn.
  • Sir Beet and Smokey stay behind at the temple of Damerrich, while Stackor and Sir Tern head to Pate’s Manor.
    • We are escorted inside by the guards, and brought to speak with Flint. When we arrive, Flint is donning his armor, and informs us that there is a creature in the second mine.
      • The story is that a thief was caught in the mine. As they were trying to escape, they were ambushed by a creature which emerged from the ground, killed the thief, and ate the gems he was carrying. The creature is described as short, squat, and with long arms.
    • Stackor compels Jack to take up a position of leadership. Jack agreed, so long as we dealt with the creature. We also update Jack about the army.
    • We depart to deal with the monster.
  • Meanwhile, back at the temple, there is no significant activity.

  • As we depart, we hear what sounds like a violent struggle coming from Jack’s room. We rush in to find Jack squared off against the man who was previously helping to don his armor. Combat!
    • Stack casts Hold Person on the assailant! He is held.
    • Flint leaves to fetch restraints. The assailint breaks free, and strikes Sir Tern.
    • Sir Tern retaliates, downing the assailant. He then stabilizes them, and Stackor and Flint tie them up.
  • Stackor summons phantasmal steeds, and we return to the temple. With the group fully assembled, we head to the mine.
    • Along the way, we see an old woman packing a rather large bundle. Stackor considers this odd for something to happen at so early in the morning, and we stop to discuss.
      • The lady informs us she’s intending to give an offering to the lake guardian. We know of a Shrine Lake; 3 days walk away. All checks out. Smokey flips her a coin, and we continue.
    • We approach the mine. There are a few guards, and we introduce ourselves and our intent. The guards are acting strangely, and we realize they have no intention to allow us entry. Sensing hostility, Sir Tern commands them to stand aside or be put down. Combat!
      • Sir Beet delays, Stackor Magic Missiles one, Sir Tern swings but misses the other. That other swings and misses Sir Tern! Sir Beet tries to shoot that other, but fails. The first charges Smokey, and strikes. Smokey retaliates, striking back fataly!
      • The second continue the fray! Sir Beet turns his legs into pin cushions. The rest of us try to subdue the creature non-lethally. Eventually we do. Sir Tern manacles him, and we enter the mine.
    • We enter, through a narrow walk way. We come to some store rooms, and investigate. Within, we find the thief unconscious and tied up.
      • Checking inside some of the crates is iron slag. Inside the barrels is water. Sir Tern grabs some rope and a pick, and we continue.
    • We continue, and come to a fork: left, forward, or right. We move left. As we move, a hideous creature swims out from the ground, and starts biting on Stackor. Combat!
      • Stackor identifies this as a Nightmare-Creature Xorn: a squat, symetrical, earth-planar thing. It is albino, loves gems and precious stones, and are generally intelligent. This one, however, is an evil creature from the plane of dreams, and will not be reasoned with. Combat!
      • The creatures chomps on Stackor for quite a bit of damage. Stackor uses some dimensional movement to shift away, and strikes back with a magic missile. Sir Tern moves to engage, and immediately loses his sword. Sir Beet shoots it with arrows of smiting. Smokey stabs it, striking it down!
      • We field-autospy it, ensuring it is properly dead.
    • We scour the remainder of the mine, offering gems to all the dark corners, but no further creatures assault us.
  • We take the creature’s corpse outside and burn it. We take the unconscious thief, as well as the one dead guard, and the remaining unconscious guard, we head back to town. The guards and the thief are delivered to Pate’s mansion. We explain the events.
    • We notice that there are many folks vapidly wondering around town. Evidently, they were puppets of this creature.
    • We speak with Flint, updating him. He is obviously opposed to the army’s presence, and to taking this leadership position, but is resigned to this fate.
  • We return to the Spout House Inn to rest. On our way we find an orc looting belts and coin-purses from the helpless citizenry. We subdue him, and return with him to the Spout House. The orcs there here of the crime, and cut a finger from the captured orc. We all agree that is sufficient.

  • Smokey and Co. spend a few hours finding sane citizens to help corral the deranged citizens to safety. After, we rest. While resting, Jack Flint and Stackor ride out to meet with the army. Flint makes the following demands: Sir Damian must stand trial for his actions; the Altasian army must not enter flint. Colonel Syrup agrees to the terms, and provides a letter of acknowledgement to Flint that the army supports his position. At Jack’s request, the army stops their move towards Flint. Refusing any additional assistance, Jack and Stackor return to Flint.

  • As we all awaken for the day, in evening, we prepare to approach the paladins of Damerrich, to convince Sir Damian to stand trial. Considering the citizenry, it is likely the town would not be happy should a trial find Sir Damian innocent. Jack Flint is hoping to use this trial as proof that he will enforce justice.
    • Sir Tern’s approach is to appeal to Sir Damian’s noble sense of justice. To ask him to acknowledge that he has slain an innocent man that was possessed by a nightmarish creature. We will advise him to plead guilty to this crime, and to seek atonement from Damerrich, the only source of justice that is appropriate to judge Sir Damian.
  • We approach the Temple, and enter to speak with Sir Damian. We appeal to his sense of justice, and explain that due to the nightmare-creature’s influence, he may have been confused.
    • As he turns for confirmation from Sister Clemence, she admits that she lied. With a wave of her hands, she reveals her influence over the temple as a Priest of Sifkesh. Through poisoned words, she casts doubt into Sir Damian’s mind, and with smoke from his hands he drops his holy weapon of Damerrich. It would seem the paladin is no longer in his favor.

Locations

  • Flint

Player Characters

  • Stackor, dwarven wizard (James)
  • Sir Beet, paladin of Iomedae (Thans)
  • Jen Erica von Illamage (Mike)
  • Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
  • Sir Tern Ipswitch (Bill)

NPCs

  • The Damerrich Representatives
    • Sir Damian, a paladin, and the leader
    • Sir Dunce, a paladin
    • Sister Clemence, a cleric
  • Jack Flint

Other Notes

  • STAND ASIDE!!
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Nightmare on Flint’s Street, Session 62024-05-13T00:00:00-05:002024-05-13T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/tern_7Current Objectives
  • Establish a viable route from the interior to the Far Territories for the army

Events

  • After speaking with Sister Clemence, we made our way to the victim’s house. It is also the old witch’s house. The house shows signs of struggle, with everything tossed about.
    • We try to get information via Survival, but don’t pick up anything. We take our time and loot the house, looking for anything suspicious or noteworthy.
      • No money, at all. No currency of any kind. There are decent house goods, some changes of clothes, some hand tools. Some candles, some chalk.
    • We decide to return the next day
  • We return to the inn and rest. Stackor casts Magic Circle Against Evil, and we all huddle around. Sir Tern, Sir Beet, and Stackor all have no trouble sleeping. Smokey gets stuck in a nightmare, but Sir Tern lays his hands upon him, aiding his in escaping. He suffers some CHA damage.

  • We descend to the wake. There are family members huddled in corners, talking among themselves. We also spot one of the Altasian scouts, looking very nervous.
    • Sir Tern speaks with Flint. He asks about Kinnsly, and Flint confirms he was a miner. Generally, Kinnsly wasn’t special, though he did have a reputation for poorly treating women.
    • We distribute roughly a year’s worth of wages to the miners’ families.
    • We catch up with the scout. He reports that the others of his group went out on patrol earlier and have not yet returned. He is going to lock himself in the room, and if they still do not return by tomorrow, he will return to the army.
  • We head to the Temple of Damerrich. The guards look a bit battered, presumably from combat.
    • The guards report they were injured in combat on patrol with Sir Damian. They apprehended a murderer and sorcerer, and had to fight with a mob. Sir Tern and Sir Beet heal their wounds.
    • We move inside. Sir Damian is praying. Sir Dunce is with Sister Clemence, getting on his armor. Sir Dunce is recovering
    • Sister Clemence informs us that she questioned the corpse, and from that got the name of the supposed person responsible for killing Kinnsly: Jeff Tomeson, a rabble-rouser, possessed with “strange ideas”, fervently against the Altasian crown. Sir Damian went to arrest him, Jeff resisted, Damian slew him, and then had to fight through a group of Tomeson supporters. We get Tomeson’s home location, on the east side of town.
    • We wait briefly for Damian to finish praying, and ask him about the combat earlier. We learn that Tomeson was likely using compulsion magics to enthrall the mob to his assistance. Due to the nature of the encounter, Damian and his companions had to retreat quickly, and had to leave any investigations and the body behind. From his demeaner, it is obvious that Damian is frustrated that he had to leave all this behind, and also that his current responsibilities are not desired.
      • We conclude that, probably the best way to avoid any further problems, is to get these guys the fuck outta Flint.
  • We head to Tomeson’s house, taking some back-ways.
    • We find many edible herbs in the front garden. We don’t see anyone. The front door is locked, and there are wooden shutters on the windows. Knocking, there is no answer. Wandering around, there is no back door, and no unshuttered windows.
      • Stackor knocks the front door open. We enter
    • We find a well-organized and cozy home. There’s a well-stocked pantry, a bunch of political science books, and a small shrine to Cayden Calien. The house otherwise shows no sign of a struggle.
      • We spend a thorough time searching the house. We find a small, hidden compartment in an herb chest. Inside, there is a single gold ring; it is non-magical and unremarkable.
      • In the trunk, is a stone sword, a bag of currency, and then a collection of odd items: a bundle of hair, a small pin, some bands of fabric. This, turns out, is marriage momentos. Some of them are now broken. There is also a small portrait, presumably of the man’s wife. Together, with the hair, is likely a funeral momento.
  • We decide to head back and question the Damerrich paladins. We take the main road back. In a small side street, near the Tomeson’s house, we find two of the Altasian scouts, hanged and defiled with tar. A third of the scouts was hogged tied below them with a note. In a poorly-spelled scrawl, it declares “How’s this for a law? An eye for an eye. Here’s two for two.”
    • While we find this, we hear screams from the direction of the Damerrich temple.
    • We take down the scouts, and bring them and the remaining living one back to the inn.
      • At the inn, we find things in disarray, and are informed that words and tempers flared, and an angry mob moved towards the Damerrich temple.
      • Stackor teleports himself and the scouts back to the army. The remainder of the party moves to try and pacify the mob.
  • Stackor updated Syrup on the situation in Flint.

  • Back in town, the party approach the city of Damerrich. The street is littered with dead. Sir Dunce is sitting on the steps of the temple, honing his axe, silently. Across the street is a single gibbet, with a single noose.
    • Despite Sir Tern’s calls for vengeance against the Arconis worshippers, Sir Beet suggests we seek to establish a local lord and some degree of order. The embers of vengeance burn low, but do not extinguish.
  • We make plans for next week:
    1. The party heads to speak with Jack Flint. We will try to convince him to accept a local position of leadership.
    2. Presuming we can, we leverage him to make public announcements that we are seeking out a nightmarish creature, to destroy it.
    3. Some remaining resources:
      • The priest of M’har, resting-ish at the inn.

Locations

  • Flint

Player Characters

  • Stackor, dwarven wizard (James)
  • Sir Beet, paladin of Iomedae (Thans)
  • Jen Erica von Illamage (Mike)
  • Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
  • Sir Tern Ipswitch (Bill)

NPCs

  • The Damerrich Representatives
    • Sir Damian, a paladin, and the leader
    • Sir Dunce, a paladin
    • Sister Clemence, a cleric
  • Jack Flint
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Ancillary Scribe