Jekyll2025-07-30T20:31:37-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockThe Beasts in the East, Session 92025-07-30T00:00:00-05:002025-07-30T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-09Current Objectives
  • Proceed to the Far Territories, and reclaim Fort Rather.
    • Kill an Ogre King
    • [COMPLETE!] Revive (the real) Syrup, and return him to command
    • [COMPLETE!] Hunt-down the brother-in-law, Stanislaw, and bring him to justice

Events

  • The party rests, and Sir Beet and Brother Basalt help restore some ability damage. We loot and distribute. The party considers their next move. After a lot of options, we decide just to do what we were originally going to do, and move into the mine in pursuit of the Ogre King!
    • Pale Root tries to convince us to fly to the mountain, and now crawl around in the ground. We hold fast to our plan.
    • Smokey leaves his horse behind, and Pale Root offers to keep watch of it.
  • We move into the mine. As we round a bend, we set off a magical trap, and take some damage. We make it to a split at a chasm. We first go left, but come to a dangerous path. We retrace our steps, and go right. The path widens, and then splits again. We continue forward, the path widens further, and slopes down. Eventually, we get to what seems to be the floor of the room. Sir Tern lights a torch to mark where we landed, and we move along the wall to the left to survey the room. As we move, we come across a tunnel with various animal and human bones, and a trickle of water. We also set off a trap, summoning a large earth elemental! COMBAT!!
    • It smacks Sir Tern around. Stackor tries to dismiss the elemental, but it fails. Some dimensional shamblers appear, and attack Smokey and Sir Beet, grappling Beet! Basalt gives Beet some luck. Tern turns on the anti-magic field, and the elemental vanishes.
    • Stackor holds the shambler grappling Beet, freeing it! Smokey smacks it, and Beet finishes off the held one. Tern drops the anti-magic field, and attacks the second shambler.
    • Stackor hits it with a magic missile. The shambler tries to dimension door away, but Stackor stops it! It tries to move away, but doing so provokes attacks from Smokey and Tern, who destroy it. VICTORY!!
  • We move down this new tunnel. Along the way we see many severed limbs, and then an angry troll rushes up and smacks Sir Tern. COMBAT!!
    • In the fray, the troll kills Smokey. RIP.
    • We manage to overcome the enemy, but at what cost? VICTORY!
  • The group will likely continue, with Brother Gabro stepping in! The party is hopeful that Smokey’s father may see that he is raised. For now, the group breaks for the week.

Player Characters

  • Sir Beet, a human paladin of Iomedae (Thans)
  • Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
  • Brother Basalt/Ignatius Joe, an oread shaman (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

  • The path from Mine Town to Tinsel Town
  • Tinsel Town

NPCs and Notable Characters

  • Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.

Upcoming Reminders!

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The Beasts in the East, Session 82025-07-21T00:00:00-05:002025-07-21T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-08Current Objectives
  • Proceed to the Far Territories, and reclaim Fort Rather.
    • Someday, we may try to kill an Ogre King
    • [COMPLETE!] Revive (the real) Syrup, and return him to command
    • [COMPLETE!] Hunt-down the brother-in-law, Stanislaw, and bring him to justice

Events

  • The party, after barely surviving alien plant assault, divies up some sweet loot! We continue through the pass, making our way to Tinsel Town. There, an ogre standing in front of a closed wooden gate. Circling above are more of the weird flying ant/dinosaur things, which Stackor identifies as byakhee. As we approach, the ogre starts chuckling. COMBAT!!
    • The byakhee dive from the skies, attacking Brother Basalt and Sir Beet. Sir Tern dismounts and attacks one of them. Sir Beet repositions. Smokey Blunt charges the ogre, skewering it. Stackor magic missile’s the byakhee attacking Basalt.
    • The byahkee above Basalt assaults him, but misses! Sir Tern eviscerates the first byakhee, and Sir Beet shoots the other down. Combat over!
  • Smokey Blunt climbs up the wall, and surveys the region inside. He spots 2 buildings, many dead bodies, and a number of ogres now shuffling out of 1 building. Smokey goes over the wall, unbars the gate, and the ogres start charging. COMBAT!!
    • Stackor opens the gate. An ogre charges at Smokey, and smacks him. Sir Beet launches a volley, taking down that ogre. Smokey moves back to and mounts his horse. Another charges and smacks Smokey. The ogre leader throws a javelin, but misses. Sir Tern answers with an arrow. The last ogre throws a javelin, but misses. Ignatius Joe gives some fortune around.
    • Stackor magic missile’s an ogre. Sir Beet shoots down another ogre. Smokey charges the leader, stabbing it and continuing past. The leader charges after Smokey, chopping him with his axe. Sir Tern shoots the remaining non-leader ogre. Joe throws more fortune around.
    • Stackor repositions and send a lightning bolt at the lead ogre, who displays unnatural grace and avoids it entirely. Sir Beet takes out the remaining ogre, and Smokey Blunt super-charges the leader into a pile of blood. Combat over!
  • We spend a bit of time healing. Stackor and Smokey head to the mine tunnel entrance to attempt to stone shape it closed. Joe, Beet, and Tern search the town. In the large hall, we find a strange geometric pattern drawn in blood on the ground. Joe identifies it as something tied to the Dark Tapestry. Sir Tern disrupts the pattern, which triggers it, summoning a byakhee but tied to Sir Tern, and so summoned as some kind of weird lion-butterfly-eagle chimera, speaking in celestial, with ambitions of fighting the wicked. Smokey tries mounting it several times, in what amounts to a very awkward situation. After some amusing discussions, Stackor summons a secure shelter for our rest for the evening. Pale Root stands atop the shelter, offering a watch, while the remainder of the party rests (but still taking watches).
    • Stackor reads some books.
    • Sir Beet makes some arrows.
  • While resting, we are notified by Pale Root that there are wicked approaching. The ogres come knocking, breaking down the stone shaped wall at the mine entrance. We have time to prepare, and then the ogres arrive!
    • Sir Tern gets embiggened!
    • Stackor launches his fire snake into the mine, incinerating many ogres! A few additional ogres stumble out, and we dispatch them!
    • Following, a Dark Tapestry-corrupted daemonic being, a “shatee”, approaches. We make surprisingly short work of it.
    • The remaining ogre leader, shrouded in darkness, retreats. We try to wait it out, but it doesn’t emerge.
    • Stackor moves up to seal the tunnel with another shape stone spell, and the ogre leader shoots him from behind the turn! He and Sir Tern engage and move further into the tunnel, but the leader continues to evade us. We eventually fall back, and Stackor successfully stone shapes the tunnel closed again.
  • We manage to rest for the remainder of the night. Next session, we pursue the ogre leader and make for the Ogre King!

Player Characters

  • Sir Beet, a human paladin of Iomedae (Thans)
  • Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
  • Brother Basalt/Ignatius Joe, an oread shaman (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

  • The path from Mine Town to Tinsel Town
  • Tinsel Town

NPCs and Notable Characters

  • Pale Root, a byakhee summoned unintentionally by Sir Tern under his will.

Upcoming Reminders!

  • Lesser Restoration ALL THE THINGS!
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The Beasts in the East, Session 82025-07-16T00:00:00-05:002025-07-16T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-07Current Objectives
  • Proceed to the Far Territories, and reclaim Fort Rather.
    • Someday, we may try to kill an Ogre King
    • [COMPLETE!] Revive (the real) Syrup, and return him to command
    • [COMPLETE!] Hunt-down the brother-in-law, Stanislaw, and bring him to justice

Events

  • The party rests at the Hawkman Ranch, with expectations to teleport back to Mine Town. We return Sir Dunce’s stuff to Syrup, to be properly handled. Smokey complains to his father. The party teleports to Mine Town, having a small misadventure to the north of the Ogre King’s lands, finding some scary giant flying weird dead dragon/dinosaur things. They succeed the second time and arrive in Mine Town. Sir Tern tells them about his dream, and offers to ask Sir Wallace about any new information on the Ogre King, and if he is aware of the beasts flying around.

  • We consider our approach. There are two options:
    • To the North West is Tin Town, through the Tin mines are tunnels
    • A quarry leads to troll tunnels, which will eventually lead us to the Ogre King
  • We decide on Tin Town. We get some information about the location from a rather sour Wallace, including a map. We saddle up and depart! As we move along mountain passes, we come across 3 Mi-Go’s! All three have some odd implements - two of which look like guns, and the last being some kind of chest-mounted blinking object. The last is creating an anti-magic field. COMBAT!!
    • After significant damage, we survive! Barely! We get some crazy loot, which we’ll divy up next time!

Player Characters

  • Sir Beet, a human paladin of Iomedae (Thans)
  • Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
  • Brother Basalt, an oread shaman (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

  • Hawkman Ranch
  • Fields north of the Ogre King’s claim
  • Mine Town

NPCs and Notable Characters

  • Colonel Syrup, and his under-officers
  • Sir Wallace, castellan of Mine Town
  • Gustav Therrin, son of the Count of Ganth
  • Brother Gabro, an oread monk
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The Beasts in the East, Session 72025-07-07T00:00:00-05:002025-07-07T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-06Current Objectives
  • Proceed to the Far Territories, and reclaim Fort Rather.
    • Someday, we may try to kill an Ogre King
    • Revive (the real) Syrup, and return him to command
    • Hunt-down the brother-in-law, Stanislaw, and bring him to justice

Events

  • Back into the fray! Jen Erica is invisible, next to Silken. A bubble of darkness envelops them, and the bottom of a stairwell, upon which stands Beet, firing down from above.
    • Beet eats a magic missile, and blasts back into the darkness.
    • Jen tries to dispel the darkness, but fails!
    • After a few more exchanges, the darkness move far enough into the stairwell to reveal the figure inside. Beet shoots it more, and it explodes in light.
    • Jen tries to boneshaker the brother-in-law, but fails!
    • Dunce revives, somehow, laughing and attacking the ghost.
    • The brother-in-law launches more bombs at Beet, taking him down! Shortly thereafter, Beet is stabilized.
    • Jen tries to blindness the brother-in-law, but fails!
    • The brother-in-law misses Jen with a bomb. Jen answers with a fireball!
    • The brother-in-law hits Jen with a bomb. Jen answers by dying. RIP.
  • Meanwhile, back at the palace, Gabro and Stackor enjoy some pastries while waiting for someone to help. A servant enters, and directs us to a chamber in which the King, Duke Kranow, and Lord Nacob await. Syrup is taken away on a stretcher, to be raised. The King asks for an update. Politics happens.
    • Marshall Kranow proposes placing Baron Blunt second-in-command
    • Lord Nacob questions Baron Black’s loyalty and motivations
    • The King will have Syrup decide on and announce command changes before moving on Fort Rather.
    • Syrup returns, and updates the King of recent events. The King returns Syrup to command, and gives him his orders.
    • Lord Nacob offers us some spy-resources; we decide upon a spymaster.
    • Marshall Kranow offers us Lord Destru, a renown duelist and traditionalist minor noble, of incredible sword skill, but also a cunt.
  • After some further deliberation, it is concluded that Stackor will teleport back to the palace in a few days. Stackor tries to send a message to Beet, which fails. He then tries to scry upon Beet, which also fails. The group teleports back to camp. Stackor sends a message to Silken, who notifies us of the shenanigans, and that one of the party survived, and they are riding back to camp. Stackor and Gabro ride out to meet them.
    • Upon meeting with Beet, Beet insists that we return to the ruins to retrieve their companion’s bodies and finish the job. Despite a poor decision, we do so.
      • Arriving, we move into the ruin, where we are quickly set upon by the ghost and brother-in-law. COMBAT!!
        • After many rounds, we destroy the ghost and subdue the brother-in-law.
      • We loot the ruins. We find a bunch of stuff. We also find a tunnel leading away and into the ground from the ruins; Stackor stone-shapes a wall to block it. We find some sweet loot, Gabro gets poisoned, and we find a button that opens a secret staircase further underground. Stackor teleports us back to camp.
  • Meanwhile, in Mine Town, Sir Tern Ipswitch has a dream!
    • An Apprentice of the Walking Key is coming for me , and I cannot stand against them
    • His apprentice is Stackor. So long as Stackor has been studying, he should be able to stop them

Player Characters

  • Sir Beet, a human paladin of Iomedae (Thans)
  • Brother Gabro, an oread monk (Bill)
  • Jen Erica von Illamage, a human wizard [RIP], and Brother Basalt, an oread shaman (Mike)
  • Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan) [AFT]
  • Stackor, a dwarven wizard (James)

Locations

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

NPCs and Notable Characters

  • Sir Dunce
  • Colonel Syrup, and his under-officers
    • Major Moto
    • Captain Crunch
  • The Hawkman brother-in-law, Stanislaw
  • Silken, a fey knight of the twilight court
  • Gutrag, a fly-headed dwarf “wandering diplomat”
  • Duke Kranow, the marshall of Altae
  • Lord Nacob, a noble man
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The Beasts in the East, Session 62025-07-02T00:00:00-05:002025-07-02T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-05Current Objectives
  • Proceed to the Far Territories, and reclaim Fort Rather.
    • Potentially, we’re going to kill the Ogre King

Events

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

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

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

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

Player Characters

  • Sir Beet, a human paladin of Iomedae (Thans)
  • Brother Gabro, an oread monk (Bill)
  • Jen Erica von Illamage, a human wizard (Mike)
  • Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan) [AFT]
  • Stackor, a dwarven wizard (James)

Locations

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

NPCs and Notable Characters

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

Other Notes

Upcoming Events

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

Events

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

Player Characters

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

Locations

  • Mine Town
  • Hawkman Ranch

NPCs and Notable Characters

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

Other Notes

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

Upcoming Events

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The Beasts in the East, Session 42025-06-16T00:00:00-05:002025-06-16T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-03One 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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Interlude: The Rescue of a God From Hell, Maybe2025-06-02T00:00:00-05:002025-06-02T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/revival-01Current Objectives
  • Revive Cayden Cailean, and survive!

Events

  • Locked in combat, in Hell! Round 2 begins…
    • Iozreal attempts to dimensional anchor Boobons, but Boobons counters it, then moves away to safety! Harvey and Gartug fight some ice devils. Randy and Sheila G do some buffs. Another ice devil shows up, and begins fighting with Naynay.
    • Iozreal attempts to dimensional anchor Boobons again, but gets countered again, and successfully dispels the anchor on Cayden Cailean! Harvey and Gartug keep fighting ice devils. Randy starts blasting with lightning! Naynay disengages and get with the group, just in time for Sheila G to attempt to plane shift the group away, but she gets countered by Iozreal! A future version of Cayden Cailean shows up to help us fight, and tells Sheila G “Free Hyperion! It’s the next step!”
    • Iozreal moves to threaten the group, and releases his dancing scythe, which obliterates Boobons with a crit! Boobons makes a mess of blood on the ground. Harvey, Gartug, and Naynay keep fighting ice devils. Randy heals Boobon back to consciousness. Sheila G attempts another plane shift and gets countered again!
  • The group feels a sickening lurch, as the ceiling of our adamantine room is torn away by Baazebul, hovering menacingly above the scene. Jeff turns to Harvey and tells him, “BLUE BAG”. Combat continues!
    • Iozreal blasts the group with a wave of fatigue as his scythe continues to hack apart Boobon (who falls again), and Randy (who hasn’t heard no bell!). Harvey uses “the blue bag”:
      • Holding the bag as a glove, Harvey throws a blue pebble-shaped object at Baazebul. As it reaches it, the pebble seems to manifest as a smaller ghostly image of Harvey, and after whispering something to Baazebul, strikes it with a sword. An angelic figure with broken, burnt wing nubs falls beyond sight in one direction, and thousands of flies fall beyond sight in an opposite. The remaining ice devil looks incredibly confused.
  • Iozreal makes an offer: Help him to the Betzebbul, and he will send all of us home. While this is happening, both Randy and Gartug take note of the falling pieces of Baazebul, and grab some. This turns out to be a Bad Thing :tm:. After some deliberation, the party agrees. Boobons summons phantom steeds. Iozreal and the party fly to the Betzebbul, citadel of Baazebul, throne of Cocytus, the seventh layer of hell. Sheila G knows of a chained-up ancient and forgotten god, named Azhia. CC insists on freeing it.
    • Upon arrival, Iozreal screams a stained-glass window open, and we follow him up a circular stairway. At the landing, we pass an opportunity to visit Baazebul’s armory.
    • Upon arriving at the throne room, we find the enchained “body” of Azhia, and the throne. On the throne is a large circlet with a giant diamond in it. Between the party and the throne is a pitfiend, named Garblefuk, yelling at Iozreal he’s a traitor. COMBAT!!
      • Harvey and Iozreal engage Garblefuk. Cayden Cailean makes for one of the pillars holding the chains attached to Azhia. Boobons, Randy, and Sheila G do some buffing. Gartug drinks some potions.
      • Harvey and Iozreal keep fighting Garblefuk. Cayden Cailean climbs the pillar, and to the chain. Gartug remounts his horse, and flies up to one of the chains. Boobons does some buffs. Randy starts blasting with lighting. Sheila G flies up to another chain. Jeff blasts Garblefuk with a disintigrate.
      • Harvey keeps punching. Iozreal harms Garblefuk, successfully, then eviscerates it with his scythe. Boobons takes out his Stick of Disintigration, and destroys a chainlink. Randy does some healing. Gartug punches a chainlink apart, breaking the chain. Cayden Caliean moves towards the flesh-mass, and begins trying to break his chain. Sheila G tries breaking her chain. Jeff does some weird chaos stuff, and turns the big 5th chain into a piece of cooked spaghetti.
      • Harvey hangs out a bit. Iozreal flies up to the flesh mass, and plunges his hand into it. Gartug lands and dismounts near Iozreal on the flesh mass, preparing to engage if necessary. Boobons disintigrates another chainlink, breaking the fourth of five chains. Cayden Cailean and Sheila G try breaking the last chain. Randy plays hop-scotch.
      • Iozreal finishes his tassk, flying off the mass and back to the ground. Gartug rushes over, and breaks the CC/SG chain, freeing the flesh mass, which plummets to the ground and is impailed upon the throne. COMBAT OVER!!
  • Iozreal informs us he absorbed some of the god’s power. The flesh mass appears to still be alive. SG and Gartug manage to un-impale it. After a bit more dialog, Iozreal offers to plane shift us home, but Sheila G does it instead. We arrive near the Far Territories, surprisingly close to the army’s column heading to the Far Territories. The flesh mass begins screaming, and SG and Randy start trying to heal it. Gartug and SG manage to remove all the chains. Gartug also rejects the mythic power of Baazebul from the part of it which embedded itself in his palm. The piece falls out and dissipates to nothingness.

    The group deliberates on the next steps:

    • Where to bring Cayden Cailean? “Anywhere with beer!”
      • CC wants to find some beer, find his Red Band crew, find a ship (as in a space ship), and go adventuring. Gartug offers to go with and help him out.
    • Where to bring this flesh mass?
      • SG offers to take it to Elysium
    • What’s next?
      • SG is considering heading to the First World to find Hyperion
      • Harvey has to go…
      • ~Boobons~ Stackor has to return to his other thing.

Player Characters

  • Gartug Ironfist, a dwarven brawler; Taliah, a tiefling alchemist (Bill)
  • Sheila G, a half-elf cleric of Cayden Cailean (Thans)
  • Stackor, a dwarven wizard; Chuck, a dwarven hammer-thrower (James)
  • Harvey, a tengu-ish monk; Mummrah, a dwarven cleric (Mike)
  • Randy Van Peeples, a human cleric of Gozreh (Dan)

Locations

  • Rime
  • Fort Ang
  • Cocytus, the Seventh Level of Hell
    • Betzebbul, citadel of Baazebul

NPCs and Notable Characters

  • Maugrim, dwarven god of the dead
  • Naynay, a pervert-monk
  • Cayden Cailean, revived mortal god of revelry, freedom, and travel
  • Iozrael, servant of Baazebul
  • Garblefuk, a pitfiend in the Betzebbul throne room
  • Azhia, a mass of flesh, a forgotten god

Other Notes

  • Future Cayden Cailean said to “Free Hyperion”
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Interlude: The Return of a God, Probably2025-05-28T00:00:00-05:002025-05-28T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/revivalEvents
  • Stackor has a meeting with Stackor in his tent. Not-Stackor is likely a fey of the Twilight Court. The entire meeting is full of general frustrations and miscommunication.
    • The Not-Stackor offers to take Stackor’s place at CC’s revival.

Current Objectives

  • Revive Cayden Cailean, and survive!

Events

  • We take an intermission from the Far Territories, to revive a dead god.
    • The party discusses the Stackor/Not-Stackor meeting, and reviews our plan.
  • The party, including Nay-Nay, teleport to Fort Ang. At the designated location, we find Maugrim, two skeletal dwarves, and a rune scribed upon the ground. Maugrim gives to SG a rapier for CC
    • Maugrim mentions he was expecting Damar to be present; SG sends a message to them.
    • Maugrim performs the ritual. He finishes, raises a quill, and disappears.
    • Almost immediately after, a massive boom occurs outside the metal cube. The entire location shakes. Harvey’s amulet warns of something coming, and offers to unleash it’s full power. Harvey agrees. Stackor and SG realize that the location of the ritual has been pulled from the material plane. Harvey has a vision, seeing memories from heaven, of a farmyard, before settling in a large white room, before a figure. They chat.
      • The figure announces itself first Azalea, then as Iozrael. It mentions it serves Baazebul. It has plane-shifted the ritual location to Cocytus, the seventh ring of hell. The amulet acted because of an opportunity it sees.
  • COMBAT BEGINS!
    • Iozrael casts dimensional shackles upon Cayden Cailean
    • 2 ice devils manifest, one next to Stackor and Sheila G each.Stackor maneuvers out of melee, preparing to dispel the shackles on CC. One of the ice devils summons an ice wall, cutting off Gartug and Naynay from the rest of the group; the other moves to attack Stackor. Randy tries to dispel the dimensional shackles, to no luck. Sheila G buffs the party with blessing of fervor, and hands CC his sword. Gartug punches a hole through the wall of ice. Cayden Cailean takes up his sword, and stands, terrified that he is sober.
  • After one round, we are forced to call it for the night. Tune in next time, when some of this party likely dies or is abandoned in Hell!

Player Characters

  • Gartug Ironfist, a dwarven brawler; Taliah, a tiefling alchemist (Bill)
  • Sheila G, a half-elf cleric of Cayden Cailean (Thans)
  • Stackor, a dwarven wizard; Chuck, a dwarven hammer-thrower (James)
  • Harvey, a tengu-ish monk; Mummrah, a dwarven cleric (Mike)
  • Randy Van Peeples, a human cleric of Gozreh (Dan)

Locations

  • Rime
  • Fort Ang
  • Cocytus, the Seventh Level of Hell

NPCs and Notable Characters

  • Maugrim, dwarven god of the dead
  • Naynay, a pervert-monk
  • Cayden Cailean, revived mortal god of revelry, freedom, and travel
  • Iozrael, servant of Baazebul

Other Notes

Upcoming Events

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The Beasts in the East, Session 32025-05-14T00:00:00-05:002025-05-14T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02Current Objectives
  • Proceed to the Far Territories, and reclaim Fort Rather

Events

  • The party, re-gathered in their room in Castle Ganth, are gathered and ready to pursue their next objectives: asking the Count the questions from Syrup, and then move north is search of the scouts!
    • Syrup asks us to ask the Count for permission to move and camp closer and to resupply, to find the missing scouts, and to gather any intel on Fort Rather.
      • Some nuance about the camp: Syrup is happy to camp nearby, outside the city, or even in the city. Camping nearby has the least risk, but also the least opportunity for aiding the city. Closer, and even within the city, gives much greater opportunity to help out the city, but also greater risk of trouble. Camping in town could even let us control the city, through martial low, if necessary (though this is likely unwanted).
  • We speak with Kaldur’s fetchling in the city, trying to gather information from Fort Rather. He seems surprised to see us, and welcomes us in. The party generally doesn’t catch this, except for Stackor. We ask some questions:
    • Who’s in charge? To his knowledge, it’s still Van der Mere
    • How many soliders are in the fort? A skeleton crew, as most men were taken away with Van der Mere to fight a second invasion from the Horde
    • How many total soldiers does Van der Mere have? 2000
    • He notes there are some loyalists still, among the troops.
    • We ask again about any details of the firebombomb and assassination attempts. He shares that rumors are it was the populists.
  • We leave, and head to speak with Captain Ilio. We ask him about any ongoing troubles, and whom to speak with about camping and resupplying.
    • We move into the guard house to speak in private. We inform Ilio about our true(r) intentions with Fort Rather, and gain a bit more of his trust with regards to camping and resupplying. He offers to speak with the Count on our behalf, and will notify us of his response.
    • We ask if there’s anything we can do in the mean time. He mentions looking into the Count’s assassination attempts would be the greatest help.
  • We head to the market.
    • We first ask if there’s an alchemist in town - there is not. We learn that there are several alchemical items sold by several merchants in town, supplied by Fort Rather.
  • We head back to the fetchling’s house, asking him about an underground/black market. We inquire specifically about the alchemists’ fire and gunpowder, which the fetchling is quick to answer it didn’t come through the black market. His suspicion is that either an alchemist is in charge, or an alchemist is on the team behind the assassination. We conclude it does not sound like a populist plot.

  • We head to and investigate the Chapel of Abadar. We get the key from Randy. We detect no indications of wrong-doing.

  • We decide to head back to the Fort, for the paladins to heal more of the wounded. On the way, the fetchling makes himself known to some of us, and leaves a note behind. It is a bill of sale for a large shipment of alchemical glassware to the Hawkman estate, from a source in Fort Rather.
    • We continue to the keep. The captain meets us at the moat, and presents to us papers permitting us to camp and quarter at the Hawkman estate. The documents give explicit permissions to quarter in basically all the buildings.
    • The paladins get to their healing; Stackor teleports back to Syrup and updates him. Smokey tells people to stand aside.
      • Stackor provides full updates on all goings on, including details about the fetchling (and his potential memory problems), the potentially forged bill-of-sale, and the information we gathered about Fort Rather.
      • Syrup takes the bill of sale, and will follow-up on it
      • Syrup doesn’t trust the fetchling
  • Stackor teleports back to the party, and updates us on his meeting. Our next objective is moving north, after the missing scouts. We finish up and head north.

  • Leaving out the eastern wall, we come across the fetchling again. We talk about things.
    • The fetchling mentions to Stackor that runic magic can be twisted. This is apparently directly related to the resurrection of Cayden Calien, happening tomorrow.
  • Next week, we witness the return of a god! Hopefully…

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

  • Ganth

NPCs and Notable Characters

  • Colonel Syrup, commander of the Altasian forces
  • Ignatious “Geo” Joe, an oread shaman
  • Brother Gabro, an oread monk
  • Randy Magogum, a fine man, worshipper of Abadar
  • Captain Ilio, captain of the guard of Ganth
  • A (or many) fetchling(s) in service to Kaldur Black, named “Thalactos” by Sir Beet

Other Notes

  • The fetchling offered to help Stackor be in two places at once. It would make sense if the fetchling was also doing this, and would explain why they didn’t remember things.

Upcoming Events

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