Tuesday, December 21, 2010

Online Session 11 Notes (12/17/10)

Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.

PCs:
Doorjamb

NPCs

Blake Bauerkroft (human male):
Nephew to the late Regent Reginald Bauerkroft, Blake is one of the few non-military mayors in Floivin Province, assigned to the small fishing village of Tarndim to conduct affairs there. He's become very upset at the passing of his uncle, and plans to leave Floivin Province for Carbadi. He's lightly bearded, with orange hair, and presumable in his mid to late 20s.

Fisslakk (troglodyte male):
Claims to be the last of the Marrow Suckers clan, troglodyte raiders in the Skunk Ridge. He has come to Tarndim to seek asylum and warn the humans when his clan is poisoned to death by a cask of ale they found in the dwarven barrows north of Tarndim. Fisslakk has pale gray skin and greenish/black eyes, a long, scarred and chipped frill hanging down its back. It reeks of oil and carrion. Fisslakk carries a staff of bones and feathers which Doorjamb has perceived to be magical. He may possess some skill in sorcery.
Gregan Hosspotch (halfling male):
An elderly halfling with wiry, gray/white hair, who walks on a cane. He sells alchemical supplies out of Swamper's Swap in the village of Hobfast.
Private Bleeb (human male):
A young soldier in the Eidolorn Guard stationed at Tarndim. He's got a blondish bowl cut and a massive bottom lip which affects his speech abilities, and has difficulty stuttering and pronouncing certain sounds, especially the 'b'. He's handy with a crossbow but has little respect from his fellow soldiers or Blake Bauerkroft.

Friday, December 10, 2010

Session 11 Notes (12/10/10)

Ivric, Clairis 29th, 868 ID.

The PCs decide that a morning excursion to the potential location of the hobgoblin 'Ironballs' would be for the wiser, and they request that the goblin fishermen remain at Cheeky's Hollow for the previous night, to lead them early the next day. They agree only to lead the PCs to the entrance of the old hydra's lair, which they call Murklyre's Maw, in which Ironballs might be hiding out, as they wish not to incriminate themselves. The PCs decide that they must also have the orc Vishlag along, to translate for the goblins. He begrudgingly agrees, still mourning the loss of his close friend and brother Dropy from the previous night. In the night, several crocodiles scout about the Hollow's entrance, frightening Vishlag on his watch, but they pass without conflict.

The PCs set out for a few hours to the west Vernal Wall, where their goblin guides lead them to a cavern ringed by 8 reptilian skulls. They explain this is the hideout of Ironballs, and then the PCs let them free. Inside, they discover a crude lift that leads down into a cavern network, which reeks foully of death and other stenches. There are clove/herbal necklaces hanging in the pit entrance, which the PCs put on to mask some of the stench of these caves. They creep through several tunnels until they hear the sounds of hacking and abrasive conversation. They discover a corridor penned off in which goats and sheep are kept, looking frightened and malnourished. They discover an ogre and goblin, both operating a small butcher's block in a cave near the goat pens, and they take them by surprise, demanding to be taken to their leader.

The ogress, one 'Gusta' agrees to go speak with Lt. Wogg, her leader, but when she leaves without escort, the PCs hear a wooden door being shut, then re-opened, and a horrid, hissing sound. A five headed hydra has been let loose upon them, and it turns out that Murklyre's Maw is a hydra hatchery, where the creatures are raised and sold by the Skull Collar clan. The goblin cook, Kmelk, wets himself and hides in the butcher's cave while the PCs fight the creature in an unending, grueling battle. Once Bulgoth makes note that the hydra's heads must be burned with acid or alchemist's fire, he uses up his supply, the PCs joining in with what few oil flask they have. Vishlag grips the party's lantern, threatened by Langston that if he fails he'll get an arrow in his back. Somehow, the PCs persist and survive the hydra!

After this, they head down the tunnel where Gusta had run to seek out her master, and discover a wooden, barricaded structure with a door in it, large enough for men or ogres, and presumably a hydra if the entire barricade is swung open. There are javelin holes in the barricade, and they are occupied, and the PCs can hear conversation beyond. Frustrated, they rifle through their possessions to see if they can burn it. They cannot, but it turns out the goblin Kmelk's kitchen has flint and tinder with which they could light the barricade. Once they threaten to set it alight, the bugbear Wogg comes out to parlay, angry that they've slain his pet/watchdog Slarsh the hydra. He agrees to give up information if the PCs will leave, but he will not relinquish the hobgoblin Ironballs, who is beyond the barricade.

The PCs learn of several Score members living in the Hud Horrn, one of which is supposedly a foreign priest named 'Gremek', and the leader of the mysterious organization. They also learn that Cheeky is being given asylum by Chizel, the half-giant war chief of the Skull Collar clan, somewhere in the east Vernal Wall, south of the pass through which the Great Westermarch threads en route to Toul Tabor. They leave the hatchery, and return to Cheeky's Hollow with the goblin Kmelk in tow (Wogg angrily told the PCs to take the failure along). After realizing how close they came to death, they ask Lt. Hoary to requisition supplies in Hobfast, which he goes off to do. He returns with alchemist's fire, acid, and other implements while the PCs decide their next move, which is to potentially investigate the Hud Horrn.

PCs:
Langston, Luz, Ogeir, Slab

NPCs

Gusta (ogre female):
Gusta is the resident chef, or rather 'butcher' of the Skull Collar clan activities in Murklyre's Maw, the hydra hatchery in the west Vernal Wall. She's of massive bosom, and slicked, greasy short hair that meshes well with the various ridges and warts on her cheeks and skull.

Kmelk (goblin male):
An assistant cook and butcher who works under Gusta at Murklyre's Maw, he's just as pathetic as most other goblins, with russet/yellow skin and reddish eyes and a severe underbite. Kmelk is 'confiscated' by the PCs after Lt. Wogg of the Skull Collars no longer wants the failure around.

Slarsh (hydra):
A five-headed hydra that gives the PCs a real rough time of it when they assault the Skull Collar's hydra hatchery. Slarsh is slain after a drawn out battle, thanks to Bulgoth's possession of several acid flasks and some alchemist's fire.

Wogg (bugbear male):
Burly and dangerous looking, Wogg is one of the officers of the Skull Collar clan, whose chief duty (under Chief Chizel) is to operate Murklyre's Maw, the clan's hydra hatchery in the west Vernal Wall. Wogg has the markings of the Blood Eagle clan on his chest, which he has mutilated in an attempt to obscure. Wogg parlays with the PCs after they kill his guard pet Slarsh and threaten to burn through the clan's quarters. Wogg is known to harbor the hobgoblin Ironballs, who once worked under the criminal Cheeky.

Friday, November 5, 2010

The Stride

This post will be used to maintain information on the current status and whereabouts of members of The Stride, the thieves' guild stationed in Belowtown, beneath Floivin Keep.

Anemone Hosspotch (halfling female)
Status: Slain in the War for Floivin Province.
Specialty: Spy, information broker.

Aslak
(human male)
Status: Known to have been killed in Badash prison.
Specialty: Guild master.

Badle (human male)Status: Slain at Royal Leathers by unknown assailant.
Specialty: Royal Leathers clerk.

Daglum
(dwarf male)

Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Appraiser, locksmith.

Gardi (half-orc male)Status: Slain in Badash prison.
Specialty: Interrogator, Belowtown guard.

Helis
(elf male)

Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Burglar.

Hoff (human male)
Status: Slain by Imperion and Mordecai in Belowtown, during a 'disagreement'. Blood debt paid when the rest of The Stride slew Imperion.

Specialty: Belowtown guard.

Ivellio Roodeye
(elf male)
Status: Alive and at large, he was not in Belowtown during the Stride Massacre.
Specialty: Pickpocket.

Jullana
(human female)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.

Specialty: Burglar.

Khader
(human male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.Specialty: Belowtown guard.


Lt. Banghorn
(human male)
Status: Captain of the Last Eidolorn, stationed at Ettenhead.
Specialty: Spy, information broker, officer in the Eidolorn Guard. He's more of an 'honorary' member, trained by Aslak for covert operations in Floivin Province.

Luz
(half-orc male)
Status: Slain in Tarndim after a heroic stint with the Last Eidolorn.
Specialty: Belowtown guard, healer.

Nikolai (human male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Stride Market fence.

Rannveig (human female)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Stride Market fence.

Slab
(dwarf male)

Status: Slain in Tretcher after a heroic sting with the Last Eidolorn.
Specialty: Trapsmith.

Trifful (human male)
Status: Royal Leathers proprietor, currently hiding out in Hobfast.
Specialty: Armorer, shopkeeper.

Vay (human male)Status: Slain at Royal Leathers by unknown assailant.
Specialty: Royal Leathers clerk.

Zinsk
(human male)
Status: Incarcerated at Floivin Penitentiary, apparently by choice.
Specialty: Unknown, but Zinsk is the retired old guild master of The Stride, a druid in addition to a rogue of some skill.

Session 10 / Online Session 10 Notes (11/5/10)

Essel, Clairis 28th, 868 ID.

After the attack at Gnarlbottom Manor, Mudghol flees back to the headquarters, speaking nothing of the night's events to Bulgoth or any other. Lexxi flees Floivin Keep, after she decides they've gotten into enough trouble. Unfortunately, she's still got Trifful's pistol and several of the relics and magical goods the party was packing. Luz decides it best to hide out at Royal Leathers, where he is surprised by a knife at his back. Trifful has returned to his shop, and doesn't trust the half-orc, having not known what occurred in Belowtown. Luz explains, but Trifful pulls rank and orders him to gather up Slab and Anemone, plus his cat.

Private Langston is awakened in the early AM by an enraged Captain Kennel. There has been trouble at Gnarlbottom Manor, and Langston is to accompany the Captain to the scene. Once arriving, they find two unconscious men (Ymurf Gnarlbottom and Scorzus, the gate guard) and an enraged Monch Gnarlbottom, who describes the attackers. Kennel begins to track Mudghol and Luz through Floivin Keep. En route, the troops encounter a quintet of guards they don't recognize. When hailed, the guards instead attack. A savage melee ensues, but Kennel and some of his men are victorious. Wounded, he asks Langston to check one more report of a break-in at Royal Leathers. Langston leaves to stake out the place.

Meanwhile, Doorjamb is restless waiting at the Westermarch Concourse at Odd Jon's stall, so he wanders a bit, encountering Kalkan who mistakes the prospector for his charge: Bulgoth. Later, Doorjamb heads to the Armory Square to report troubles to the guard. He is given room and board for the night (Langston's bed, to be exact). Luz gathers up all the PCs from headquarters, including Bulgoth and Ogeir, and hurries them to Royal Leathers in small groups. En route, Ogeir and Mudghol are confronted by a soldier, Lt. Hoary, who has come to protect Mudghol from assassination until Doorjamb has arrived at the Keep. Ogeir has Hoary travel with the pair to Royal Leathers, where most of the group is assembled. Langston stakes out the shop from across the street, realizing there are men inside. Bulgoth notices him, and warns Slab and Ogeir, but no action is taken. Luz remains upstairs, a fugitive. At some point, they notice two more monocle wearing men in the street.

In the morning, Langston returns to Armory Square to file his report, and finds a dwarf sleeping in his bunk. The two make friends, and Langston decides to stick with Doorjamb when he learns the dwarf is to meet Mudghol at the west gates today. Ogeir, Langston, Mudghol and Hoary travel to the gates, where they meet a reunion of Doorjamb and Odd Jon Stuckle. Doorjamb is sad to inform his friend that he must close his business for awhile, since Luorn and Parodee might try to get at Mudghol through him. The group travels to the basement of Vondort, thinking it a safer hideout than Royal Leathers. When Langston realizes he's with one of the suspects (Mudghol), he remains with the group, especially after Lt. Hoary pulls rank over him. The courier Polk arrives, and the PCs think he must have The Score trailing him. In fact, he delivers a nondescript letter containing a threat to back down, and a full set of human teeth (supposedly belonging to Lt. Banghorn).

They send Polk out, and decide to gather once more at Royal Leathers. All the PCs and Stride survivors (with the exception of the missing elf, Ivellio) debate over what steps need to be taken. They decide the best course of action is to report all of the troubles directly to Captain Kennel, instead of searching Belowtown. They seal up the Lift as well as they can, and leave in two groups to Armory Square. Captain Kennel begins to interrogate Mudghol violently, while the other PCs watch. Mudghol plays stupid, but then the second group, including Luz arrive, and Luz comes clean about his activities. Kennel becomes extremely angry, demanding the PCs tell him everything that is going on. He learns of The Score's activities and the fall of The Stride.

Since Luz has come clean, and none of the Gnarlbottoms were actually killed, Kennel hatches a plan. He decides the PCs have been hiding out too much, and must take the fight to The Score. Lt. Hoary and Langston are assigned to Banghorn's unit, Hoary to share command with Ogeir the Hawk. With the exception of Anemone and Trifful, all the others are deputized, including Bulgoth, who is wanted himself! The unit is also to find a new headquarters, outside Floivin Keep. They debate either the Old Pager's Farm or Cheeky's Hollow, with the latter winning out, so they grab some supplies and trek to the Tooth Marsh. Anemone and Trifful decide to try their luck under the protection of Grandmother Hosspotch in Hobfast. As for Luz, he is to be 'executed' at Floivin Penitentiary, but much to the dismay of Monch and family, it will not be public. Luz spends a few hours at the Penitentiary speaking to the enigmatic Zinsk, then one of the Royal Leathers clerks is dressed up as his corpse, and Luz as a soldier. He makes it out of the Penitentiary without Ymurf noticing his disguise, and then he escapes Floivin Keep.

Once they arrive at Cheeky's Hollow, they find it empty aside from two orc squatters: Vishlag and Dropy, who they enlist, after interrogating them about Ironballs and Cheeky. The orcs do not know, but they do know Ironballs is somewhere in the Tooth Marsh. Luz has little idea where exactly the other PCs have wound up, so he travels to Hobfast, where he meets some halfling mercenary guards and Captain Reckon. Reckon leads Luz to Cheeky's Hollow, where they are confronted by the latest 'door guards', Vishlag and Dropy. Luz and Reckon kill Dropy outright, not realizing he's peaceful, and Vishlag is overcome with grief, while the PCs come out to sort everything through. Reckon is told of his brother's orders (Kennel), and tells the PCs he wants constant updates if they are to use the Hollow as a lair. The PCs develop a plan to track Ironballs to his source, through other denizens of the Marsh.

Late in the evening, a pair of goblins arrive with gifts of fish to trade with the orcs. They are threatened by the PCs to locate Ironballs, and they happen to know where he might be, the abandoned lair of a hydra, deeper in the Marsh. Langston, Ogeir, Luz, Mudghol, Bulgoth and Slab will trek to the Marsh to find the hobgoblin. Lt. Hoary, Odd Jon and Doorjamb remain behind. Hoary has other plans for his old prospector friend.

BlackOps, 'Horn Division:
Captain Kennel (overseer), Lt. Banghorn (missing, officer), Lt. Hoary (officer), Lt. Ogeir (officer), Mudghol (Arkana Arkiva attache), Pvt. Langston, Pvt. Doorjamb, Pvt. Jon Stuckle, Pvt. Slab, Pvt. Bulgoth, Vishlag.

PCs:
Doorjamb, Langston, Luz, Mudghol, Ogeir, Slab

NPCs

Lamontain (human male):
A fairly fresh Eidolorn guard recruit, Lamontain is pasty and seems constantly nervous and unsure of himself. He can't be more than 20 years old, and is very hesitant to do anything important, making him a walking target for his direct superior, Captain Kennel.

Trifful (human male): A middle aged, bossy human male with auburn hair who wears his leather goods with pride. Trifful is the proprietor of Royal Leathers, and somewhat of a higher up in The Stride. With the uncertainty of Aslak's fate, Trifful takes command of what remains of the Stride (Luz, Slab and Anemone).

Online Session 9 Notes (11/05/10)

This session will be played in person, so there will be a write-up here as opposed to an online chat transcript.

Evelais (Saint's Day), Clairis 23rd, 868 ID.

Doorjamb and Parodee are beset by five kobolds, each with a crossbow and spear. Parodee, sensing her racial enmity, is disgusted, but the battle is relatively short. Parodee checks inside the kobolds' cottage while Doorjamb searches the bodies, and then screams when she realizes there are younglings left inside. Doorjamb lets them go, and they question an adult kobold survivor who mocks them. Parodee kills the captive, and the pair continue to travel until they are tired, camping out uneventfully by the river.

Aric, Clairis 24th, 868 ID.

The duo awaken and take breakfast, then arrive at Cedarway soon after, stopping to bathe across the river. Parodee is introduced to Lt. Hoary and his men, and Doorjamb delivers his orders from Floivin Keep. When prompted as to what he's brought back for Hoary personally, Doorjamb offers one of his pigs, 'Dinner', and a bottle of Braulish whiskey from the Seven Flood Inn. Doorjamb is told of a prospector looking for some help, a man named Krar the Krooked. He says farewell to Parodee, who heads off to find Luorn Stride. Doorjamb meets with Krar, who enlists him to help clear a mine across the Skunk Ridge on the following day.

In the evening, Lt. Hoary holds a small feast, where he and his men consume 'Dinner' and drink from the gift of whiskey. Doorjamb and Krar join in, but before long, the old man retires to the camping area. Once the feast has ended, Doorjamb notices a torchlight away from the festivities. Parodee, Luorn and a nervous, pudgy man in spectacles named 'Wilt' are having a private conversation. Doorjamb is kindly turned away. He returns to camp, but in the middle of the night, he awakes to Luorn's longsword at his throat. He questions Doorjamb about his time at the Keep and who he met. Apparently, Parodee has tasked the old ranger with the tracking and killing of Mudghol the Undecided and Imperion of the Chaste Cloak (not realizing the latter is dead). After a cruel inquisition, Doorjamb and Krar are left unharmed.

Tault, Clairis 25th, 868 ID.
In the morning, Doorjamb checks Krar to see he's still sleeping, with a white powder on his lips. Apparently, he was poisoned by the man 'Wilt' to not interfere with Luorn's questioning. Our hero reports the events of the previous night to Lt. Hoary in privacy, in the guard tower. Lt. Hoary thinks it must be serious if the old hunter actually took out his sword. Doorjamb is torn between aiding Krar and rushing back to Floivin Keep to warn Mudghol. Lt. Hoary volunteers, telling him he is far likely to draw suspicion if he runs into Luorn and Parodee. He also warns Doorjamb that Luorn is purportedly a deadly game hunter, capable of killing dangerous beasts single handedly. He tells Doorjamb to meet with him at the western gate of the Keep on the 28th, in the morning.

Doorjamb and Krar gather some supplies and set out across the Skunk Ridge. The dwarf leaves Stickler behind, for the first time. Doorjamb insists that Krar get rid of the rattling cans, to keep them safe from harm. They encounter some giant wasps who ignore them in the hills, and then finally, as the darkness falls, Krar has found the mountain path to Hud Horrn. Following this to the North, he finds the old mine. A pair of bugbears belonging to the Blood Eagle tribe are guarding the place, and Doorjamb begins to fire at them, drawing them to him so Krar can charge. Krar, whose slow movement cost Doorjamb an entire day of traveling, cannot charge in time. One of the bugbears escapes within, calling out his leader and his concubine, who then join the battle. Krar is knocked out and dragged inside the cavern by the female, while Doorjamb and the chief nearly kill each other. Doorjamb finally wins...

He enters the cavern, and nearly falls to the wild bugbear woman, before felling her and saving the nearly unconscious Krar, who is being kicked repeatedly. The prospectors discover the remains of Krar's companions, and then bury them. The mine will now belong to Krar, once he's gotten his deed. While searching the mine, Doorjamb and Krar discover a false wall of rubble, behind which there is a dwarf skeleton bearing a masterwork silver-tipped spear, a golden trim cloak and a suit of (magical) silver chainmail. They also find the bugbears' wealth, and then divide up the goods. They spend the night at the mine.

Varony, Clairis 26th, 868 ID.
Another day is spent traveling to Tarndim, where Krar can make his claim to the mine. The two spend the day there, and then Krar promises Doorjamb he will return to Cedarway and look after Stickler for the time being. Doorjamb must head to Floivin Keep to meet with Lt. Hoary. The two spend the night in Tarndim at the Steady Oar.
Verne, Clairis 27th, 868 ID.
Doorjamb purchases a small boat on its last leg, and pilots it across the Udders Well to land West of Floivin Keep. He covers the boat and travels to the city, where he is met at the gate by guards. He decides to wait out the night at Odd Jon's stand, hoping to meet with his old friend in the morning. At one point, he decides instead to take a walk...

PCs: Doorjamb

NPCs
Krar the Krooked (human male): A robust man with a severely weather beaten face, ruddy red cheeks, and wild gray hair that flows about his head and beard like a lion's mane. He's disfigured in that he has one leg about 5" shorter than the other (right is the short), and thus limps on a stick with cans ratting on it. Krar enlists Doorjamb's help to clear out an old Silver Lode in the Vernal Wall (west of the Skunk Ridge), after his dwarf companions were slain.

Kuptka (kobold male): a young kobold that escapes the battle against Doorjamb and Parodee in the Frail Forest. Only Kuptka and two other younglings survive, but Doorjamb notices that the little kobold has the forethought to take some of the fish from the cottage before Parodee burns it down.

Wednesday, November 3, 2010

Session 9 Notes (10/28/10)

Varony, Clairis 26th, 868 ID.

After the clash with the Score sellsword Drado, the PCs decide not to follow the surviving halfling crossbowman, noting that he's fled back in the direction of Hobfast. Kraalt Zu'ult heals both Luz and Mudghol of their wounds but ignores the rest of the party. Mordecai's remains, which are too mangled to tote back to the Keep, are buried here in the Tooth Marsh, and Ogeir performs final rites upon the unfortunate elf. His belongings are then re-distributed, and the PCs pick over Drado's equipment also, acquiring several masterwork goods and the man's strange scabbard.

The PCs then finish their escort task, turning a cloaked Kraalt over to the guards, who quickly whisk the orc away to a guard post so they can transport him in safety to the Regent-General. En route back to their hideout, the courier boy Polk spots our heroes, calling out Ogeir for a meeting at the Cathedral of Blades (he is to bring Tundra Wolf along). The party arrives at their headquarters only to find a strange pile of refuse outside the door, which turns out to be a pair of Stride members! Anemone Hosspotch and the dwarf Slab have survived a Score attack on Belowtown, in the Floivin Keep sewers. They describe the assailants, whom the PCs recognize to be Fancy Nan, Bread & Butter, Scroundel, and possibly Shalabarr Klasp himself.

Though the Stride survivors claim that the Royal Leathers clerks have sealed up the Lift to Belowtown, the PCs decide to investigate. They find that the leather shop has been robbed and two of the young clerks slain in a 2nd story chamber, then they set about looting the tanner Trifful's bank notice and objects of wealth, to return to him if they can recover him alive. The gate to the Lift is chained with several good locks, and does not appear to have been broken in, but there are clear signs of struggle within. Lexxie finds an orange tabby cat, and takes it with her. On the street, the PCs have spied two more of the monocled men they've been seeing of late.

Ogeir and Tundra Wolf travel to the Cathedral of Blades, where they are met by Bishop Brandler and Regent-General Gurd Gnarlbottom in civilian garb. They are warned of troubles to the north, where Vandrakki painted berzerkers have amassed to assault the province of Wintersbreath. Brandler and the Regent-General will be leading a force of 400 Eidolorn soldiers, including several officers and the archmage Spurr the Meticulous. They will meet with a larger host from Toul Tabor, Nobbish and Carbadi, and converge together at the small city of Vettlar, where they will join with Regent Balewhyte and prepare the repulsion of the savages. In his stead, Gurd has appointed Commander Doolan the temporary charge of Floivin Province.

Since Banghorn has not been heard from, the Regent-General promotes Ogeir the Hawk to the position of Lieutenant, now in charge of the group's covert operations. Mudghol is to act as serving liaison from the Arkana Arkiva. Since Spurr and Gurd are both leaving for the expedition, Mudghol will now report directly to Mistlethroe, and Ogeir to Captain Kennel of Floivin Keep. The Bishop and Regent-General also beseech Tundra Wolf to aid them in their campaign, and he cannot refuse, in dire fear for his people in Wintersbreath. Tundra Wolf says his goodbyes to Ogeir, and tells him to pass word to Mudghol that he will be missed.

A strange half-orc courier wearing a fishnet shirt seeks out Luz and Lexxie at the hideout. He is sent by Monch Gnarlbottom, who wants the PCs to do some stakeout work at the Dwarf Lord's Rest, east of Floivin Keep. The dwarf Slab makes a note that too many people seem to know the whereabouts of the PCs within the city, and perhaps a move is in order. The PCs can find Monch at either the Seven Flood Inn, or the following morning at the Market Square. Bulgoth is sent off with some money to fetch supplies and remain out of the PCs hair. He returns with a pair of buxom harlots, and tries to coax Ogeir, Mudghol and Slab into sharing them. They all refuse with various excuses, and Bulgoth leaves with the whores. Lexxie, Luz and Anemone leave to the Fiery Rat tavern, which is quite busy this night. They meet a strange man named Kalkan who is attempting to track their own Bulgoth! Lexxie buys a round of drinks for the patrons, and both she and Anemone are solicited by one Berkys Hosspotch, a robust halfling that doesn't want to take no for an answer.

Verne, Clairis 27th, 868 ID, i.e. 'The Night of Grand Fuckery'.

Bulgoth hasn't returned by morning, so the PCs just set out to Market Square, where they meet up with Monch, traveling with a bunch of aides and laborers whose purpose is to carry his purchases. They decide to discuss matters at the Twin Lizard Tap, and the dwarf noble's aides scurry about to join several tables for their large party. Monch treats all to a lovely brunch, but Ogeir refuses, stalking like an emo as he 'guards' the front of the inn. Monch has some concerns that there is corruption afoot at the Dwarf Lords' Rest, the resting place of his ancestors who still covet some great hidden wealth. Monch wants the PCs to scope out the situation and report back, noting that he may have further uses for them at the Rest in the near future.

The PCs decide to pack up some rations and head out before long, leaving Anemone of the Stride behind to watch their hideout, along with Bulgoth, who has finally returned. Bulgoth is told of the man Kalkan hunting him. The PCs travel East along the Vernal Wall, through the Crown Pasture, until they come to the base of the tomb, where they stake out the Eidolorn guard detachment. In the evening, Lexxie and Slab creep up to the camp to get a closer look or listen, while the rest of the PCs stay behind a nearby copse of trees in their own camp. They notice a man coming out of the tomb, which is supposedly against the rules, but Lexxie is soon spotted hiding in the tall grasses, and when Slab flees to warn the others, he too is caught! The PCs are rounded up and forced to deal with Sergeant Screyn, the soldier that emerged from the Rest, whom Lexxie finds somehow familiar.

After threats are exchanged and Ogeir attempts to pull rank, the PCs are marched back to Floivin Keep by two of the soldiers and Screyn, where they are brought before Captain Kennel, who is quite angry to have been woken at such a late hour. Kennel accosts Ogeir and then the others when they reveal that Monch has hired them to spy out the tomb, and claims the noble has tried such folly before, and probably wants to rob the tomb for the heirlooms the Eidolorn Empire will not grant his family. Kennel lets them off with a warning and then informs them he will be giving a talk to Monch the following day. Luz, Lexxie and Mudghol, realizing the Seven Flood Inn is closed, head straight to Gnarlbottom's manor to warn him directly.

After parlaying with the irate young gate guard Scorzus, the trio are let inside the manor. Monch is extremely upset that the PCs have been caught, calling them failures and slinging out some racial epithets at the half-orcs. He tells them they will not be paid aside from the deposit fee that was granted them for supplies. Luz becomes very offended by Monch, and after a warning, he decides to deal great bodily harm to the noble. A melee ensues, with Luz attacking the dwarf. Monch manages to flee to the second floor and lock himself into his bedchamber with his wife, and the gate guard Scorzus enters to deal with the violent outbreak. Luz dispatches the guard, and then Ymurf Gnarlbottom, son of Monch who bravely tries to repel the angered half-orc.

Mudghol flees the manor, after the DM docks his alignment from LG to Neutral. Lexxie attempts to slow her companion with a number of minor summoned elements, but these are unable to do more than distract the self-healing tank Luz, who knocks out Monch before his bloodlust recedes and he takes stock of the situation. Luz leaves the manor and decides to hide out at Royal Leathers, while Lexxie is left in a state of confusion...

PCs:
Lexxie, Luz, Mudghol, Ogeir, Slab

NPCs

Berkys Hosspotch (halfling male): A robust halfling trader who is also quite the drunkard, Berkys attempts to seduce both Lexxie and Anemone Hosspotch after they buy the Fiery Rat patrons a round of drinks.

General Gurd Gnarlbottom (dwarf male)
: In civilian garb, the Regent-General appears as a stout and sturdy dwarf with pale, knotted muscles and a braided, amber beard and topknot. His hair is struck through with veins of silver, and his eyes glitter with a gold-flecked brown. He is portly, with a weighty midsection, and has a chipped war hammer hanging by his belt even in casual garb. Normally, he is adorned in a pricey suit of bronzed chain mail. Gurd has been made Regent-General after the strange passing of Regent Bauerkraft.

Kalkan (human male): Kalkan is a tall, limber man of his 30s, with narrow untrusting eyes of deep green. He wears a fine leather cloak above a tight cap, and studded leather armor slung with a number of blades of various shapes and sizes. His gloves don't hide the fact that he's missing two fingers from his left hand, and he has a number of small scars on his lips and chin. Kalkan is attempting to track down Bulgoth, for crimes of womanizing and gambling debts unpaid in Olgest, in the neighboring province of Toul Tabor. He encounters several of the PCs at the Fiery Rat Tavern, after Lexxie buys a round for all the patrons that night.

Scorzus (human male): Scorzus is the gate guard at the manor of Monch Gnarlbottom at Floivin Keep. He fights with a longsword. He is brave but seems relatively inexperienced, and is soon knocked out by Luz after the half-orc goes mad with rage, attempting to murder the dwarf noble Monch in his own home.

Sergeant Screyn (human male): Screyn appears with long, flowing dark hair and a pair of mismatched eyes, the left being red and green, the right darker brown. His chain mail shirt has seen great wear, and he covers it with a raggedy cloak. Screyn wields both a long and short sword. He's tasked with guarding the Dwarf Lord's Rest, but he also appears to enter the tomb, thus making the PCs suspicious. Lexxie swears she could recognize the man by his left eye.

Ymurf Gnarlbottom (dwarf male)
: Son of Monch Gnarlbottom, Ymurf bravely emerges from his quarters to protect his parents from the rampaging half-orc Luz, wielding only a war hammer and no armor. Luz takes down Ymurf, but doesn't kill the lad.

Tuesday, October 12, 2010

Online Session 8 Notes (10/12/10)

Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.

PCs: Doorjamb

NPCs

Coven (human male): A well dressed young man in his late teens, he favors black/white robes as a scholar. Coven is a money changer, counter and an aide to Attican Vlad among other nobles in Floivin Keep. He offers access to currency storage and numerous other financial transactions. He is met by Doorjamb when counting out his reward at the Twin Lizard Tap.

Parodee (gnome female): A beautiful female gnome with long tresses of golden, curled hair, she wears extended eyelashes over her left eye and a glyph upon her right cheek, and fancy robes. She's a wandering entertainer with several magic tricks, and a pet chipmunk named Chittery. She offers Doorjamb an emerald worth 150gp to transport her to Cedarway, where she wishes to meet up with an old traveling companion, none other than Luorn Stride.

Friday, October 1, 2010

Session 8 Notes (10/1/10)

Tault, Clairis 25th, 868 ID.

After a night of rest, a young courier arrives with an urgent request from Regent-General Gurd Gnarlbottom, who has stepped in for the deceased Regent Bauerkroft until a suitable replacement arrives from Carbadi. Bulgoth answers the door and smacks the boy around a little, refusing to give him his tip. Luz accosts Bulgoth for his actions. The PCs learn that they have been assigned the task of retrieving an envoy named Kraalt Zu'ut from the tower of Mimresh, southwest of Floivin Province in the pass that leads to Sothos Karr and other hostile lands. This is to be done the following morning. Ogeir goes to fetch breakfast for the PCs at the Fiery Rat. Bulgoth doesn't like the soup. No one seems to like the soup.

Later, Mordecai decides to seek out information on who the best cook is in Floivin Keep, so he might buy a meal and present it as his own at the Seven Flood Inn, to Brand. It turns out the best cook already works there, so instead, Mordecai visits Odd Jon Stuckle with Luz and Lexxie, and asks the silly dwarf to prepare his best skunk-kabob for the evening's deceit. Odd Jon is also making skunkskin cloaks now, and Lexxie purchases one. Odd Jon agrees to Mordecai's proposal, and they arrange to meet back up in the evening. Lexxie promises to find a scribe that can write flyers up for Doorjamb & Stuckle's Skunk-Kabobs. She later runs into Dermias, a young scholar, who seems thrilled at her invitation to travel the Tooth Marsh the following day, where they can discuss business for Odd Jon while he tries to find some amphibious samples.

When evening arrives, Mordecai leaves with Lexxie and Luz to pick up the special skunk meal to present at the Seven Flood Inn. Shortly after they leave, 'Lt. Banghorn' and four guards enter the PCs dwelling and attack them! It turns out, these men are not what they seem, shifting into pale bluish humanoid creatures that strike with their claws. Though they waited until they had the numbers, the assailants are unable to defeat Bulgoth, Tundra Wolf, Ogeir and Mudghol. The creatures transform into giant-sized, necrotic severed fingers when slain. Mudghol can't figure it out.

Meanwhile the other three PCs arrive at the Seven Flood Inn, and Mordecai is told to find Brand in front. Lexxie and Luz sit at the bar until they are invited to Attican Vlad's table. Mordecai, after finding Brand, goes out back again and presents the skunk-kabob to Chef Greer as his own. She ends up liking it, but doesn't trust the elf, and tells him the following night he is to report and cook the dish again under her scrutiny. He agrees, then joins the Attican Vlad party on the balcony. After they eat, Luz stuffing himself with all the remaining food on the table, they return where Bulgoth refused to let them inside, thinking they might be more of the strange shifting creatures. Ogeir and Mughol explain what happened, after Tundra Wolf asks personal questions that only Mordecai could answer. Frightened, they set up watches through the night.

Varony, Clairis 26th, 868 ID.

In the morning, the PCs get up and split to get breakfast and supplies. Some hostilities are exchanged when they realize Lexxie has invited the boy scholar Dermias. Tundra Wolf is insulted that the druid would do such a thing, while Luz and others make insults that scare the lad. It turns out Dermias will not be joining them on their journey. Ogeir returns the guard uniforms the shapeshifters were wearing and learns that five soldiers had recently disappeared. Mudghol also goes to the Armory, to acquire the standard the PCs will need to signal the orcs at Mimresh to turn over their envoy.

The party travels for over three hours to Mimresh. Along the journey, Tundra Wolf spots a strange, fleshy gray humanoid up a tree, but it flees at the party's approach. They also run into a pair of orc deserters named Vishleg and Dropy, who startled, attack the party in defense. Dropy is knocked out and Vishleg surrenders. The pair are let go. A few hours later, they arrive at the tower of Mimresh, stopping a half-mile beyond the burned ground North of the stronghold. Mudghol is met by a griffon riding orc scout, who tells him he may approach the tower with one other. Mudghol brings Luz, since they both have orc blood. Kraalt Zu'ut joins them from the Mimresh, while orc soldiers sling insults at the half-breeds from the battlements.

Kraalt speaks only briefly to the players, and claims he does not know why he has been summoned to Floivin Keep. As the party travels back, they once more spot the pair of orc expatriates, and Kraalt makes condescending comments about them. As they grow closer to the keep, they are ambushed by a greatsword-wielding mercenary and several halfling archers. The man is Drado, who the PCs briefly met before (in particular Navan) at the inn in Hobfast. He informs the PCs that it's their time to perish, but that he hopes they put up a good fight. An explosion of summons and spells are sent at the mercenaries, but the PCs do not manage to down Drado before he arrives in their ranks. He injures Lexxie and Tundra Wolf seriously, and slays Mordecai outright. After finally downing him, the last halfling left alive flees. The PCs realize from the marks on Drado's neck that he is one of The Score...

PCs:
Lexxie, Luz, Mordecai, Mudghol, Ogeir

NPCs

Chef Greer (human female): A built and stocky woman with a number of scars on her face, bushy eyebrows, a number of hairy clumps on several moles, and her hands and fingers covered in burns from the kitchen. Greer speaks in a manly tone, but despite the appearance she is considered the best cook in all of Floivin Keep, and potentially the province.

Dermias Sphinctis (human male): A boy in his late teenagers who studies the mating habits and reproduction of amphibian species, or so he claims. He's also a scholar and scribe, toting about a number of writing implements and notes. He has a blond bowl-cut and wears spectacles, and keeps a fine (but possibly) unused dagger in his satchel for back-up. When in the field, he brings sampling jars and other accoutrements, and wears more road worthy clothing.

Dropy (orc male): An expatriate of Sothos Karr, having fled the oppressive orc regime within the recent past. Dropy carries a hand axe and wears thick leather armor and a wide brimmed hat. With his companion Vishlag, he stalks about the Tooth Marsh looking for meals or whatever can be scavenged. Dropy is knocked unconscious when he encounters the PCs traveling through Tooth Marsh. But his life, and that of Vishlag, are spared.

Kraalt Zu'ut (orc male): An old ocr wearing spiked shoulder pads of glinting steel, but in a russet robe, while leaning on a gnarled cane of blackwood. He's got only his right eye (the left is missing in its socket), greenish tinted skin, a broken right fang and whitish strands of thinning hair tied back in three knots on the back of his skull. He seems to address only those who speak his language, primarily orcs and half-orcs, and seems to disdain others. Luz surmises that Kraalt must be a higher ranking cleric of Gruumsh, as it is customary that serious devotees tear out their eye. The PCs are assigned to escort Kraalt from the Mimresh tower to Regent-General Gurd Gnarlbottom in Floivin Keep, but the reason is not yet known.

Monch Gnarlbottom (dwarf male): A wealthy dwarf and acquaintance of Attican Vlad, often taking meals with him at the Seven Flood Inn. Monch is kindly and inquisitive, but also haughty and proud. He has light brown, close knit hair and a well groomed, light brown beard with flecks of gold. Monch is pretty close to the true bloodline of Gnarlbottom.

Vishlag (orc male): An expatriate of Sothos Karr, having fled the oppressive orc regime within the recent past. Vishlag carries a short sword and wears thick leather armor and a wide brimmed hat. With his companion Dropy, he stalks about the Tooth Marsh looking for meals or whatever can be scavenged. Vishlag begs for surrender after the PCs knock out his companion, and the two are spared.

Wednesday, September 22, 2010

Online Session 7 Notes (9/22/10)

Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.

PCs:
Doorjamb

NPCs

Maggit (goblin male):
an officer of the Skull Collars who fled from the Battle of the Old Pager's Farm, escaping to a hideout in the Vernal Wall where he and companions hid in a small nook behind a bear's cave, keep the beast fed as they crept past. Maggit was unusual looking in that he wore copper chains that ran between piercings on his nose and ears. The goblin was slain by Doorjamb Grizzlebeard when the dwarf came looking for a case of Attican Vlad's land deeds, which it had procured from the Regent's adviser when he was being held prisoner at Old Pager's Farm.
Ovus (human male):
Ovus is the diligent proprietor, barkeep and server at the Lone Wheel House, an inn in Halehusk that was built from the largest barn in the village after its owner sold off. He is bald, middle aged, wears spectacles and has a bright orange beard with a few wisps of similar hair left on his scalp. Ovus is considered one of the fastest at his job in all of Floivin Province. His service is quick and food and drink of good quality, and he is quite kind to the right patrons, though harsh to those who offend him (like a particular half-orc wizard of some repute).

Private Gruntle (human male):
Gruntle is one of the Eidolorn Guard posted at the village of Halehusk, northeast of Floivin Keep. He reports directly to Captain Tarl Treadmyr, who usually posts him at the Hale Tower to answer callers. Gruntle is jolly and overweight, with large brown sideburns and excess jowls that ripple when he speaks. He wields a longspear, hand axe and shield in addition to his chain mail armor, all kept in great condition.

Friday, September 10, 2010

Online Session 6 Notes (9/10/10)

Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.

PCs: Doorjamb

NPCs

Dagan Frussell (human male): A mercenary who has fallen, in hard times, to the work of farm hand and who knows what else. Son of Glyth Frussell. He meets Doorjamb Grizzlebeard as the dwarf attempts to track down the goblinoids that fled the battle of Old Pager's Farm, introducing the dwarf to his current employer, Mari Bletch. Bletch asks Doorjamb to take Dagan off her hands, he's getting too close to her dogs Razor and Paw, and she fears they might want him as their new master. Since Frussell had asked the dwarf about work anyway, Doorjamb decides to put him to use helping with the goblins. Unfortunately, Dagan is killed soon after the pair discover a cave in the Vernal Wall where the goblins are supposdely hiding out. The cave also belongs to a vicious black bear...and as Dagan rushes to Doorjamb's defense, he is quickly shredded to pieces.

Mari Bletch (human female): A batty old woman with yellowy-white strands of long hair, one bulging bloodshot eye and the other constantly squinted. She has two vicious hounds named Razor and Paw, and lives on a farm east of Halehusk, which her husband used to own. She has a few strange habits, brewing potent whiskey tea and also slaughtering pigs, making them into pies, and dressing up their skins and heads in various human garb to represent different walks of life. She display them in hay-stuffed chairs about her common room, and holds conversations with them, citing them as great sources of advice. One of the dead pigs is dressed up in an outfit of an Eidolorn Guard, and she refers to this one as 'Sgt. Swoon'. She is questioned by Doorjamb and introduces the dwarf to her tea.

Schnoo Scorts (human male): A xenophobic old man who lives in a brick and wood manor in the Crown Pasture, near the Bletch farm, east of Halehusk. He wears burgundy robes and is almost covered in beard and hair from head to foot, except his hands. He's not fond of having anyone near his property, and also paranoid. Doorjamb recalls hearing the name 'Sorcerous Schnoo' before, and Scorts refers to himself as 'Schnoo the Sorcerous'. He's also apparently somewhat of a diviner or wizard, as he uses tea and a goblin's fingerbone to guide the dwarf and Dagan Frussell to where the creatures might be hiding out in the Vernal Wall. In return, Doorjamb gives him the cask of whiskey tea that Mari Bletch offered him, though Schnoo continuously refers to the old woman as a 'witch'.

Tuesday, September 7, 2010

Session 7 Notes (9/3/10)

Evelais (Saint's Day), Clairis 23rd, 868 ID.

Our heroes decide to do some cleanup, first deciding over the coffin with the sounds coming from within, ultimately leaving it well enough alone, and then blasting the ghouls in the pit of one of the grave robbers' demolition sites. After this, they use rope to descend, where they discover a silver short sword which they believe has magical properties.

Next, they decide to rest in the private chamber they commandeered from an unknown party, perhaps the kobold leader, when Ogeir and then Mudghol are drawn out by a strange, wailing voice in the corridor beyond. An incorporeal, ghostly figure is calling our heroes to their deaths, and it begins to drain them of their senses. After a grueling melee, Ogeir and Tundra Wolf are able to dispatch the creature, though attacks with normal weapons seem wholly ineffective against it (as Imperion and Mordecai discover). Meanwhile, Lexxie bars up the room so whatever is out there, can't get in to harm her...

Aric, Clairis 24th, 868 ID.

After the battle, rest is resumed and the drained PCs decide to further explore the sewers by crossing some of the Udders to corridors unknown. They encounter a pair of Eidolorn Guard on patrol, when crossing back from the Vermin Vaults area to the Crypts of Calm, but they manage to bribe the guards into silence. The patrol notifies them that the Cleft Eye kobolds are actually in the sewers by 'permission' of the Guard, who help waylay robbers or other intruders. They also mention that there is a shadowy organization called 'The Stride' who might make use of the sewers, but they haven't seen the halfling Shalabarr Klasp and don't know anything of The Score. They further advise the PCs to remain away from their superiors in the Kings' Grotto area of the dungeon, for there are things there that even the patrolmen are not allowed access to.

The PCs choose to ford the most northeasterly of the Udder crossings, which they accomplish by careful use of rope and to pull one another across. They find themselves in a new area of the sewers, and then stumble across another of the water pit floor traps, which they almost fall for. They find a well locked door, beyond which there is only silence, but decide to turn back and explore further. They discover a passage leading to an unfinished chamber, and then a second floor trap at an intersection. Sneaking east down the intersection, they manage to surprise a guard wearing leather armor, who stands at a locked door. He is quickly slain by Mordecai and Imperion, but first sounds an alarm, after which the PCs can hear many feet pounding through the corridors behind them, and a door or two opening and shutting.

Our heroes at first attempt to fight the oncoming rogues by taking them as they come down the corridor, but they are too many, and too shrewd. In the first few rounds, Imperion is slain by a number of poisoned hand crossbow bolts and then the ensuing attacks from the rogues' leader, Aslak. They parlay, neither side wanting more dead, since blood has been paid for blood (Imperion for the door guard Hoff). The PCs are unarmed by a half-orc rogue, and marched to a small underground market area. It turns out that this is 'The Stride', the local thieves' guild of Floivin Keep, who work under the turned cheek of the Eidolorn Guard. The PCs are on edge, as are the rogues, after each losing one of their number, but they come to a compromise.

Aslak speaks to the PCs in his 'Belowtown' market, telling them he himself trained their boss Lt. Banghorn, revealed to be a rogue. He tells what he knows of The Score, and is surprised that they are purported to have a hideout in the sewers known as The Hold. He is unsure whether Cheeky is part of the mysterious organization, but he affirms that Scroundel the black market dealer is a member, as is Pedegar Pell the poisoner, and the assassin and master of disguise 'Adder', who let the PCs to the sewers under the guise of one Derelech! Mordecai expresses interest in joining The Stride, so Aslak puts him on trial to steal something of a certain value. In order to ensure Mordecai does his bidding, and that the PCs do not try and rat out their location to anyone, a solemn half-orc named Luz is assigned to the group.

The PCs are allowed to transport up The Lift, a hidden and trapped elevator that leads to the guild's front in the city, Royal Leathers. Here it is decided that the Stride will dispose of Imperion's body, so a final rite is given by Ogeir and they part with the corpse. Luz follows the PCs back to their headquarters, but not before some of them make a stop at the Fiery Rat, where they encounter a drunken, angry Bulgoth. Mordecai asks around and learns that there is a rich aristocrat named Kohl Harthas in the city, a collector of valuable objects who he might be able to steal something from and earn his spot in The Stride. He and some others stop at the Seven Flood Inn, where he speaks with a bratty lad named Brand about employment. Brand tells Mordecai to return the following night with a sample, and he will put in a good word with the inn's owner about hiring the elf. With Imperion gone, the PCs decide to 're-hire' Bulgoth as their security consultant, a decision that does not sit well with some of them. Bulgoth returns to the PCs headquarters.

With Imperion gone, Mudghol is now the ruler of the roost...

PCs: Imperion/Luz, Lexxie, Mordecai, Mudghol, Ogeir

NPCs

Anenome Hosspotch
(halfling female): She's a cruel shot with a poisoned hand crossbow, and it was one of her bolts which struck Imperion of the Chaste Cloak before he was slain. Anenome speaks briefly with Lexxie Hosspotch, and seems kind enough despite the company she keeps. Her hair stands out on her head in all manner of clashing curls.

Aslak
(human male): A treacherous and dangerous man who appears in his late 30s. Aslak has a series of scars running from his bottom lip down below his chin, and a dusty crop of hair which is completely unkempt. Aslak is the current leader of the Stride, a thieves' guild operating out of Belowtown, a small series of chambers beneath Floivin Keep. Aslak claims to have trained Lt. Banghorn of the Eidolorn guard, and answers only to two figures known as Grandmother and Grandfather (Zinsk). Aslak slays Imperion of the Chaste Cloak in a confrontation, but spares the rest of the party. He is known to be lethal with a short sword.

Gardi
(half-orc male): A rugged half-orc with wild, wandering eyes, possibly cock-eyed. He's the brother of Luz, whom the Stride assigns to Mordecai's membership trial and to spy on the PCs who've the new found information of Belowtown's whereabouts. Gardi is somewhat important within the Stride ranks, perhaps an officer serving below Aslak.

Hoff
(human male): Hoff was a rather nondescript rogue in the service of the Stride, slain by Imperion and Mordecai who surprised him at his post, guarding the Lift that leads from Royal Leathers down to Belowtown, beneath Floivin Keep. His 'blood for blood' debt was considered paid when Aslak and the Stride slew Imperion of the Chaste Cloak.

Friday, September 3, 2010

Session 6 Notes (8/20/10)

Evelais (Saint's Day), Clairis 23rd, 868 ID.

After stepping out of Flabbergast Manor, the PCs find themselves in a nearly featureless cavern, known as 'The Dead Spot' below Floivin Keep. They emerge into a corridor and soon Mordecai discovers the first of several devious traps placed on the corridor floors, a pressure plate that flips over, drowning the victim just below the surface. Mordecai decides to mark off each of these plates with a weapon or implement thrust into the side of the plate where the wall joins the floor. The PCs discover a storage area where grave digging equipment is in abundance, possibly placing them beneath the Saint's Acre cemetery in the Keep. There are other implements here which the PCs cannot quite figure out, but might be used to build some device.

They next discover a room with several sarcophagi placed upon wooden stands. There is not much dust in the chamber, and the tombs look relatively 'fresh'. In fact, the PCs hear a banging sound coming from within one of them, but after Ogeir detects an unsettling presence, they decide not to unlock it for the time being. They also explore two chambers which appear to have been 'grave robbed' from below. The ceilings have been caved in and grave dirt and coffins have fallen through into the chambers. In one of the rooms, there is a large fissure into which some of the dead have fallen. The PCs see a few undead, probably ghouls, stalking down at the bottom of the fissure. Mordecai also spots something shining below, but the party does not investigate.

After this, the PCs discover a heavily locked door in one of the corridors. Mordecai notices that the area is trapped, and that the three locks to enter the area are of excellent quality, nearly impossible to breach at this time. They found a strange, circular chamber with a sarcophagus located atop a platform that is 10 feet off the floor on a cylinder. Mordecai figures out that this is a trap, and anyone approaching or climbing the cylinder will be crushed. The PCs manage to get atop the sarcophagus and notice it is finely detailed, but can't penetrate it yet. They also enter a strange, abandoned chapel containing rivulets of dried blood about an empty altar, and a vile statue of a hooded figure with flaming hands and a single, central eye on its head. Stumped, they leave the area alone.

After this, the PCs enter a new area of the sewers which has been laid claim by a kobold tribe. Mudghol manages to speak Draconian to the creatures and gain audience with their chieftain, who mistakes him for a member of 'The Stride' and tells him the clan has already paid their racket money for the month, and to go away. Mudghol does not press a confrontation, but soon the PCs surprise and assault a kennel of dire rats being guarded by kobolds. After this, they have no choice but to continue the attack, discovering a barricaded chamber in which the kobolds made a wall of skulls, bones and other effects that they looted from a mausoleum in their territory. The PCs slaughter the kobolds and dire rat pets they encounter mercilessly, but a few manage to escape, warning the Chieftain and the primary host of the tribe, who all flee into hiding.

Exploring further in the Cleft Eye clan's territory, they find a locked door to a small chamber with a cot draped in random, scavenged garments. Mordecai disarms a cheap trap on a chest, and the PCs claim some of the kobolds' treasure stash, including a masterwork silver dagger and a strange black feather that radiates magical energy, in addition to some gems and coin. They backtrack and discover a locked closet containing the abandoned wardrobe of some thespian or assassin, perhaps from the dwarven days, or perhaps not. They rifle through and take some of the clothing for themselves. They briefly explore the abandoned mausoleum that the kobolds had ransacked, as well as their dining common area, where scraps of food and small cooking fires have been left open after the flight of the Chief and his survivors.

The PCs backtrack further, but ultimately decide that after a period of rest they will begin fording some of the Udders that run through the sewers, blocking off access to a number of corridors that they have yet to explore. Thus far, there have been few if any signs of habitation on the surface, and no sign of Shalabarr Klasp or 'The Hold'.

PCs:
Imperion, Lexxie, Mordecai, Mudghol, Ogeir

NPCs

Chief Ch'rass (kobold male): Ch'rass is the chieftain of the Cleft Eye kobolds living in the sewers below Floivin Keep. Mughol was able to initiate a diatribe with the Cleft Eye, and noted that Chr'ass had strangely hairy features for a creature normally thought to be reptilian. The Chief is quick to anger but no fool, at any sight of danger he will attempt to save his clan mates and children.

Thursday, August 19, 2010

Online Session 5 Notes (8/17/10)

Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.

PCs: Doorjamb

NPCs

Brand (human male): A twitty, slender serving boy at the Seven Flood Inn. He is known for a precocious attitude of superiority towards the guests, and harries them to vacate their tables so he can keep ahead with his duties. He is also known for his witty repartee with the clientele, and has exchanged words with Doorjamb Grizzlebeard. Brand is about 5'8" with curvy dark blond hair and a straight, expressionless face unless he becomes heated. He's about 15 years old.

Polk (human male): A somewhat illiterate courier at Floivin Keep who has seen no more than 11 summers. Polk is short, with moppy black hair and twinkling brown eyes. He's usually short of breath and has trouble reading the names and addresses of his charges, thus he can often cause confusion when the addressees must hear him out. Polk will press for compensation if it seems a recipient is not going to tip.

Private Teckle 'The Tickler' (human male): A competent soldier serving under Captain Tarl Treadmyr of Halehusk, Teckle is roughly 5'10" and has short brown hair, a slim moustache and glaring blue-green eyes. He is known as 'The Tickler' because of his skill with a crossbow. He is assigned to guard the Old Pager's Farm after the PCs assaulted it to drive out the Skull Collar goblins and free the prisoners being held there, and encounters Doorjamb Grizzlebeard during his investigation.

Rath Mangator (half-orc male):
A bumpkin of a half-orc who performs odd tasks for anyone willing to pay him. He generally hangs out in the mornings and afternoons at Market Square outside the east gate of Floivin Keep, dressed in nothing more than a pair of battered sandals, a loincloth and an improvised fishnet shirt. Despite his rather poor appearance, Rath is quite fit, with taut, muscular arms, chest and legs, and may excel in many physical tasks. He's got long, ratty dark hair which is very rarely kept in any semblance of order, and a rusted brass hoop pierced through the top of his left ear. Rath has some difficulty pronouncing words in Common properly.

Vondort (human male): A man nearing his twilight years, with a slender frame, whitish hair and a large, brush-like moustache. Vondort has a fondness for ale, and spends a considerable amount of time each day drinking the poison. He allows Odd Jon and Doorjamb to hole up in his cellar during their indefinite stay at Floivin Keep, provided they guard his supply from local hooligans.

Monday, August 2, 2010

Session 5 Notes (7/30/10)

Essel, Clairis 21st, 868 ID.

A week has passed since the PCs assaulted the Skull Collar clan and freed Attican Vlad, Pinyon and an unusual goblin from the Old Pager's Farm east of Halehusk. The PCs have been recovering in Floivin Keep, distributing and dividing their spoils, and have received a cash bonus from Attican Vlad himself, along with much praise. Mudghol has decided to release Mordecai from his punishment service, but the elf decides to stick around, since he wants revenge on the crook Cheeky. Lexxi runs into a pair of halfling environmentalists from the Tooth Marsh, and gives them a generous donation. Lt. Banghorn has instructed the PCs to meet him at the rear entrance to an old spinster's shop on Dreamer's Row. After splitting up to take a meal at the Fiery Rat tavern and perform other errands (like Ogeir visiting the Cathedral of Blades), the PCs arrive to meet Banghorn.

Banghorn has decided that its time their company was given a safe house for operations in the Keep and surrounding area. He offers them the keys to half of a brick townhouse, with two stories and a basement level. The place is completely unfurnished, but there's a hearth on the main floor, and six smaller bedrooms on the top floor. He grants them 100gp to furnish the place and an additional 25gp/month to hire help, instructing them to be careful who to trust. While he's showing the PCs about, they share with him the latest information, seeking out the place known as 'The Hold', which Pinyon overheard in the previous week.

Tundra Wolf puts himself in charge of acquiring the basic furnishings while the PCs scatter once more to gather some information and carry out other tasks throughout the city. Mordecai and Lexxi are unsuccessful in finding further dirt on Cheeky or the black market dealer 'Scoundrel', the latter of which is supposedly located in the Keep. They do, however, run into the informant Derelech, who instructs the them to have Imperion meet with him at the Fiery Rat the following noon, for he has some information for sale. The PCs turn in to retire for the night, when they hear a knocking on the door outside. It's the hideous spinster, who hands them a sign that was painted and left on her door with the misspelled words "Dgi on fruethr". The PCs figure out that its an illiterate attempt at either a warning "Dig no further" or an encouragement "Dig on further".

Ivric, Clairis 22nd, 868 ID.

Several of the PCs decide to hang about the Fiery Rat until the noontime meeting with Derelech, but others are out performing random errands. Imperion runs into a few guards seeking Lt. Banghorn. Apparently a pair of bondsmen have come to extradite Fancy Nan from Floivin Penitentiary to the province of Nobbish, where she is wanted for murder and prostitution! Since Banghorn is in charge of her, it falls on Imperion if the Lieutenant can't be found, since he's the next in line for Banghorn's special operatives. Imperion agrees to stop by later, and to seek out Banghorn himself, who could be anywhere, disguised as anyone.

At noon Derelech appears in the Fiery Rat, surprising the PCs. In return for some hefty coin, he instructs Imperion and company that to find 'The Hold' they must 'check the rush beneath their feet', and nothing else. He leaves, and the PCs decide that the hidden lair they seek must be in the sewers beneath the Keep, where the Udders weave through the great dam wall. They venture to Mooring Way, but are told by a Sergeant there that they will not be permitted to access the Sewers, as the government keeps them sealed to all but the most essential personnel. The PCs need to find another way, so they determine to ask about and see what they can find. Back at the Fiery Rat, Mordecai gets some information from a filthy, vomiting drunk dwarf named Bulgoth, who tells the elf of the 'rat man' who has access to the sewers. After being puked upon, Mordecai decides to drag the dwarf along, perhaps he can be of some use.

Meanwhile, Imperion heads to Floivin Penitentiary where he meets the guards and the bondsmen Bread & Butter, who work for the Talonsguard Bond Co. out of Toul Tabor. They've got a writ of extradition for the prisoner Fancy Nan to Nobbish Province, and they need it signed off. Imperion refuses to sign it, instead taking the writ to General Gurd Gnarlbottom. Gurd has not the time to speak with the elf, but he passes it on through Captain Kennel. The General adds his signature, and much to his dismay, Imperion must let the pair take Nan. They do so by loading her up a cart with a steel cage fastened to it, then gagging her and covering it up. The pair heads out of the city due east.

Back at the safehouse, Bulgoth is chained to Mudghol's bed, upon which he vomits. Mordecai and Lexxi have decided that the dwarf, who is looking for work, might make for a decent watchman for the PCs if he cleans up and straightens up. However, Bulgoth makes Ogeir and Imperion quite nervous, and they are hesitant to offer him the work. Bulgoth demands that the PCs bring him spiked knuckles and some playing cards if he's to work for them. Mudghol departs to fetch these while Mordecai tells Imperion of the 'rat man'. The monk and Ogeir head to the prison to speak to Zinsk, who is clearly the 'rat man'. In a fit of unprovoked violence, Imperion punches the creepy pervert right on the nose, but the wound heals almost immediately after the peeping tom chants something briefly. Then they press the gnome cohabiting Zinsk's cell to extract the information about 'The Hold', and the gnome obliges, growing very angry. However, Zinsk transforms into something out of sight and manages to wrest free of the gnome, delivering some nasty scratches. The guards move the gnome out of the cell, and Imperion and Ogeir leave in anger, since Zinsk has demanded they bring him two girls with a fine meal.

The do-gooders can not go along with this, but Mordecai convinces Imperion to bring him back and talk to Zinsk. Mordecai then contacts Derelech at the Twin Lizard Tap to see if the man can procure hookers for Zinsk, and he takes one of Derelech's cold meals to feed the 'rat man'. Imperion returns to the safehouse and then fires Bulgoth, who he does not trust due to his potentially criminal, abusive past, but not before Mudghol has returned bearing a pair of spiked knuckles, a casket of ale and a deck of naked gnome female playing cards for the dwarf. Dejected, Bulgoth leaves into the night with a few coins from the PCs and his new toys. Mordecai and Imperion return to the Penitentiary, where they offer a third hooker to the guards so that they can bring the other two to Zinsk. The guards oblige. Zinsk makes small talk while his rats creep around the 'guests', but makes no obvious advances towards them. He enjoys the cold meal despite his initial complaints, and soon the hookers are dismissed. Imperion wrestles with his inner demons for allowing such a strange perversion to transpire!

Zinsk tells the PCs that he'll lead them to 'The Hold' the following day, but he will legally require two escorts. It is at this time that the PCs realize Zinsk could probably leave the Penitentiary whenever he really feels like it. Eleste knows, the rats can come and go... The PCs return to the safehouse to sleep it off.

Evelais (Saint's Day), Clairis 23rd, 868 ID.

The city awakes to turmoil. The bells of the Cathedral of Blades ring loud, sweeping across the morning din. Rushing out into the street to a commotion of soldiers moving rapidly about, the PCs discover that the Regent has been found in his quarters that moment, a nearly desiccated corpse. Imperion thinks he spots a man in the street pointing his fingers at him as if aiming a gun. The people of the Keep are instructed to remain inside, and not panic. The PCs do not dally, choosing to gear up and head straight to the Penitentiary and retrieve Zinsk while the city is distracted elsewhere and are less likely to notice they're activities. They arrive, and Zinsk is led out of his cell, soon to transform into a large rat!

The PCs spot Lt. Banghorn and several guards heading to the Imperial Court, but when hailed, he seems distraught and uninterested in them. Imperion and Ogeir also notice a fancily mailed, fat dwarf, mounted, riding slowly to the Court, whom they suspect to be General Gurd Gnarlbottom, who in this time of emergency must take over command of the Keep until another Regent is elected back in Carbadi. Zinsk leads the PCs about the city, following a series of smells. Mudghol notes that each of his smells corresponds with an arcane symbol that only he and other members of the Arkana Arkiva can recognize. These are the symbols used to mark where and when the mysterious, porting Flabbergast Manor will appear. Zinsk stops at a fountain, and tells them to jump in, and not to wait too long, for 'Mistlethroe' awaits them. Imperion and Ogeir return Zinsk to the Penitentiary, while the other PCs are confronted by an elderly man who thinks they are stealing coins from the fountain. Once they return, all have jumped into the fountain and disappeared.

The party arrives in a gaudy, colorful parlor, somewhat wet from the fountain. They have been ported into Flabbergast Manor, where they are met by a gaudy, colorful gnome from Melethesz. Mistlethroe makes small talk about Zinsk, who he is familiar with and refers to as 'Grandfather'. He also speaks with Mudghol, a fellow member of the Arkiva, and warns him that a rogue Re Wizard named Maravhos Tha has been seen in the province, at the Hud Horrn settlement in the Vernal Wall. Mistlethroe offers them sugar sticks, and speaks with Mudghol about the possibility of training as a mystic theurge under the gnome should he so desire. He also speaks of the Dead Spot, a location under the Keep where the Flabbergast Manor can manifest itself in the tunnels. Soon, the Manor stops, and the PCs are let out into the Dead Spot...

PCs: Imperion, Mordecai, Mudghol, Lexxi, Ogeir

NPCs

Bread (human male): An incredibly broad shouldered man, standing well above 6' in height, with a great hammer hanging by his side and chain mail armor. He's got a scar slashed down his right cheek and green eyes, with tightly cropped hair. He dons a green cloak and an armband with a griffon symbol on it. Bread is one of two bondsmen working for the Talonsguard Bond Co. who arrives with an official writ signed by Regent Krispin Bowyerson of Nobbish, to extradite the criminal Fancy Nan from Floivin Penitentiary back to her home province.

Bulgoth (dwarf male): Filthy, drunken dwarf with a number of questionable vices and habits. He is first met by Mordecai at the Fiery Rat, giving him some information. Later on, Bulgoth is brought back to the PCs' safehouse after vomiting on the elf, and briefly hired as the safehouse guard, which lasts all of a few hours before he is fired by Imperion. Bulgoth seems to have a dark past concerning women, and may have committed some foul acts against them. He's got a bald scalp circled by gray, smelly hair and a very blunt nose. Bulgoth seems to favor spiked knuckles as his weapon of choice.

Butter (human female): Tall and of strong build for a woman, Butter has her hair tied back into a pair of braids that dangle down her back. She has a cruel looking, barbed longbow slung across her back, and several quivers of clearly marked arrows about her person, with different colored fletching. Her green eyes and stern countenance look similar to those of her companion, Bread, but she is not unattractive. She is also working for the Talonsguard Bond Co. out of Toul Tabor.

Flake Falloway (dwarf male): The extremely bright orange-haired, bespectacled dwarf who is the proprietor and barkeep at the Fiery Rat tavern in Floivin Keep. Flake is a decent source of information and is always sparring with Tundra Wolf over the sign to the tavern, which is lit with burning pitch for 'effect' as patrons access the drinking hole.

Mistlethroe (gnome male):
A gnome of Melethesz, Mistlethroe is the bursar and receptionist of the Arkana Arkiva, usually found in the foyer of Flabbergast Manor in Floivin Keep. He bears a traditional turban of his home province atop his bald pate, with thick white nosehairs looped into a braid beneath his chubby chin. His eyes are bright blue with flecks of dancing flame, and his robes are cobbled from multi-colored patches. He has a bright red-orange hummingbird which he feeds small crackers. Mistlethroe seems to have the knowledge on how to 'jump' the Manor to specific locations, and must be one of the higher functionaries in the Arkana Arkiva, answering only to Spurr the Meticulous. He likes sugar candy sticks, and shares them with guests. He is also the mystic theurge prestige class trainer.

Mulky Hosspotch (halfling male): A chubby, wealthy halfling of the Hosspotch family who is known as a bit of a partygoer in Floivin Keep, usually found most hours at one of the local drinking holes like the Twin Lizard Tap. He's rather nondescript, but handsome for his weight. He hits on Lexxi when she and Mordecai are gathering information at the tap.

Randalf & Killiber (halfling males): A pair of halflings often found at the Fiery Rat. They claim to be environmentalists trying to round up funds to further their preservation acts and research in the Tooth Marsh. They do appear to be covered in some mud-stains, but they are otherwise rather average looking. Lexxi makes a sizable contribution to their research.

Spinster (human female):
A decrepit, elderly woman with thick white, straw-like hair who operates a weaving and sewing shop on Dreamer's Row, in the same building as the PCs' new safehouse. She speaks with a creaky voice and seems to have a displaced jaw, in addition to being impossibly thin, almost skeletal.

Tuesday, July 13, 2010

Session 4 / Online Session 4 Notes (7/12/10)

Essel, Clairis 14th, 868 ID.
After Doorjamb and Odd Jon lost themselves in the Frail Forest, they were assigned a guide by an elven woman named Shayla the Swineherd at Littlewolf. The guide, a halfling named Lexxi, was to escort them to Floivin Keep safely. After passing through Livenoak, the three are en route to Halehusk when they encounter a pair of ransacked, covered wagons burning to the east of the Westermarch road. Several corpses lie strewn about, two human males hacked to pieces, and a half-elven female who has been beheaded. It appears the caravan was carrying pickles and spices, judging by the residue left behind.

Ogeir the Hawk is called to the Cathedral of Blades in Floivin Keep. There, Bishop Brandler and others are mourning the loss of a minor acolyte, the halfling Pockny Hosspotch who followed Eleste at great castigation by his own people. Ogeir is ordered by Brandler to find and assist the monk Imperion of the Chaste Cloak in tracking down Pockny's slayers. Ogeir heads to Halehusk to track down the elven monk.

Imperion, meanwhile, has spent a day staking out Shalabarr Klasp with no real success, given a tent to sleep in on the outskirts of Halehusk. He meets with Captain Tarl Treadmyr, and asks him to perform a 'raid' on the Blind Vixen, since Imperion suspects it is a haven for criminals due to their earlier interaction there. Treadmyr refuses, citing the Vixen as a drinking hole favorite among the Guard, who are given discounts there. He tells Imperion that a dignitary from the Keep, one Attilan Vlad has gone missing from the Vixen just the prior day. Imperion goes to inquire about the disappearance at the Lone Wheel House, where he exchanges banter with a strange Braulish man named Baron Mordanc. Mordanc claims Vlad was inquiring about real estate and went to look at the Old Pager's Farm to the east.

Mudghol, Mordecai and Tundra Wolf return to Floivin Keep after the loss of their friends, and seek out Lt. Banghorn at the Fiery Rat. Banghorn is nowhere to be found, so Mudghol and Mordecai order drinks and ramble on. They inquire about the Rat using names on the list they found at Cheeky's Hollow, and one dwarf responds to the name 'Scroundel', claiming there is a half-elf named 'Scoundrel' who often hangs out at the Market Center peddling black market wares to those in the know. Mordecai and Mudghol head to the Market with Tundra Wolf in tow, where they meet a strange man selling musical boxes. Mordecai buys a box, and the man, who may or may not be familiar, gives them a cryptic message that they should be off to find their companion. The three leave for Halehusk, and they meet Ogeir the Hawk on the road to the village.

The paths of the PCs collide in Halehusk. Doorjamb, Odd Jon and Lexxi meet up with Imperion, the elven monk, and after reporting to Captain Treadmyr, he orders them all to lead Imperion to the burned caravan they found up north. He also orders Imperion to remove Mudghol from the village, as he has been spotted on the road and is not welcome. All of the PCs meet and exchange words. Tundra Wolf and the halfling Lexxi become heated over the death of Pockney Hosspotch: to one a generous friend, the other a pariah. The group travels together to the ruined caravan, and return to the muddy area where Lexxi lost the tracks earlier. They find some discarded boots, but even with Tundra Wolf and Lexxi tracking together, they lose site beyond the mud. The PCs scout the area, Imperion getting up in a tree, and decide to pay a visit to the nearest farm, that of Will and Winnetta Smoletti, a pair of elderly farmers. Doorjamb buys a pair of pigs from the couple.

On the road back to Halehusk, the party encounters a frightening apparition that asks them for directions to the Keep. Upon sighting the heavily armored specter, armed with a bastard sword, they all become weak and nearly frozen. Lexxi gives him directions, and the spook moves on, after giving the PCs a dire warning that they should collect their families and loved ones and vacate Floivin Province. Feeling he should warn the city, Ogeir makes haste back to Floivin Keep where he meets with Captain Kennel and several city guards, who do not believe his story. Ogeir decides to head over to the Cathedral of Blades briefly before leaving to meet back up with the party. Meanwhile, the group has returned to Halehusk and ignores Captain Tarl Treadmyr's warning about a brawler that had earlier engaged his men at the Blind Vixen. Instead, they follow Mordanc's lead and head straight to the East to find Old Pager's Farm.

They stealthily approach the farm, but not before a disguised goblin scout can scream warning to the Skull Collar warband, who have taken over the premises of Old Pager's Farm. A massive battle ensues, against a number of wolf riders, archers and infantry of the warband. Several of the enemy escape, including Krogmek, a bugbear archer and a number of other goblins. The PCs slay Dvagol, a hobgoblin, and Doorjamb claims his magic longsword. A few PCs fall unconscious, but there are no deaths, with the exception of Lexxi's pet badger. Tundra Wolf also slays Rugalar, a worg who was leading the wolf riders. After the battle, and the goblins have fled, the PCs explore the Farm. They find a hidden, earthen dungeon beneath the Farm where Attican Vlad, the stableboy Pinyon from Halehusk, and a strange goblin are being held captive. They also find some treasure, including a bizarre magical backpack.

Attican Vlad reveals that he was tricked by Baron Mordanc into coming here, and then was kidnapped, to be held for ransom or tortured by the Skull Collar warband, who seem to work with Mordanc. Pinyon mentions that he was kidnapped for overhearing a conversation between Mordanc and Shalabarr Klasp. He knows that Klasp has been hiding in a place called 'The Hold' within Floivin Keep itself, possibly with other members of The Score. The goblin expresses an interest in leaving, and heads straight for the road as soon as the PCs allow it. Ogeir the Hawk finally arrives, having missed the entire battle.

Doorjamb Grizzlebeard and Odd Jon Stuckle part ways with the group, heading for the Keep, where Odd Jon plans to initiate a business venture. They thank Lexxi and tell her she'll no longer be needed. For the moment, she remains with the rest of the PCs.

PCs:
Doorjamb, Imperion, Lexxi, Mordecai, Mudghol, Ogeir

NPCs

Attican Vlad (human male): A portly, healthy looking man with wisps of white hair over a short forehead and pronounced nose. Attican wears wine-stained robes of shining blue with copper trim. He's a respected aide to Regent Bauerkroft in both social and tactical affairs. Vlad was kidnapped by the Skull Collar goblin warband and then freed by the PCs at Old Pager's Farm.


Baron Mordanc (human male): An exiled Braulish land baron who is currently seeking out opportunities in Floivin Province. He's haughty, arrogant, and according to the former stable boy Pinyon, has some connections to Shalabarr Klasp. Attilan Vlad, aide to the Regent, was tricked by Mordanc and later kidnapped by the Skull Collar goblins at Old Pager's farm. Mordanc has only been seen in person by Imperion, who spoke to him at the Lone Wheel House. Mordanc is an elegant, pale-skinned man with a deep-set brow. He wears a monocle over his left, brown-red eye and a tall hat. His teeth are crooked and chest-hair bristles out of a fashionable, frilly white tunic, which he wears over a suit of fine leather armor and boots. Mordanc carries a pair of sabers and a pistol, with a waterhorn slung over his arm that contains a sweet smelling wine. When he speaks, he has a notable gap where several of his upper teeth have been knocked out.

Bishop Brandler (human male): Brandler wears a white cowl across his face, and a flowing cloak branded with the symbol of Eleste in ornate silver on the back. Beneath the garment lies the chink of mail. Beyond the mask, his eyebrows are high and impossible arches of white, from which he stares intently with deep gray eyes. At his side hangs a mace of obsidian hung from a polished femur. Brandler is the high priest at the Church of Eleste in Floivin Keep, and all the local clergy and paladins answer directly to him.

Captain Kennel (dwarf male):
Kennel is the dog trainer and an officer in the Eidolorn guard stationed at Floivin Keep. He is a suspicious and pragmatic sort with a tight brown/black beard, and prefers to dress in thick leathers. Kennel wields a whistle, crossbow and whip and is always accompanied by at least two cruel looking mastiffs.

Connif (human male): A nervous, balding tall man who utters to himself while he performs various chores. He's got a long, slim nose and spectacles. Connif carries about a humble staff of oak, with several of the twigs still attached. It is presumed that he's a functionary of the Church of Eleste, where he is usually found managing several tasks. 


Dvagol (hobgoblin male): Dvagol was a hobgoblin soldier and boss of the Skull Collar warband, possibly the top boss. He fought fiercely with a magical longsword, but was slain by Doorjamb Grizzlebeard and Odd Jon Stuckle at the assault on Old Pager's Farm. Doorjamb was awarded the longsword by the other PCs.

Ko'karri (goblin male): A shriveled, pale grayish goblin with light green, creepy eyes, one of which seems not to function. He wears a robe of violet and black, and his mane of greasy dark gray hair hangs limply at his back. The goblin speaks not a word of Common, and was freed by the PCs at Old Pager's Farm, after being taken prisoner by the Skull Collar goblin warband. The goblins motives are unknown, but he is obviously en route to somewhere important.

Krogmek (bugbear male): An archer with a thick cloak, Krogmek is one of the bosses of the Skull Collar warband. He was present at the battle of Old Pager's Farm against the PCs, but fled after being heavily wounded. His current whereabouts are unknown. Krogmek is skilled with a longbow.

Rugalar (worg male): Rugalar was a grayish-black worg and a boss of the Skull Collar warband. He enjoyed speaking common to mock and taunt his enemies, and was presumably in charge of the wolf riders within the band. Rugalar was slain by Tundra Wolf during the assault on Old Pager's Farm conducted by the PCs.

Tarl Treadmyr (human male): Tarl Treadmyr is a captain of the Eidolorn Guard, currently serving as the constable of the village Halehusk. He's a fairly handsome middle-aged man with a reddish moustache. He wears a pointed steel helm and a gleaming, polished suit of chain mail. He wields a halberd, with a shield and battleaxe strapped to his back. Tarl is rather 'lax' in his duty, usually attempting to avoid conflicts with undesirables or set his underlings out to take care of them. He's got a deal going with Frestha at the Blind Vixen tavern, in which he and his men get discounts on drinks if they let her do any extraneous business.

Will Smoletti (human male):
An elderly farmer on the Crown Pasture, he lives with his deaf and mute wife Winnetta and the two raise and sell pigs and cows in addition to crops.

Winnetta Smoletti (human female): An elderly, crippled woman who lives with her husband Will at the Smalotti farmstead in Crown Pasture. She's deaf and mute, but a skilled farmer and cook, among other things...