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.