Tuesday, March 29, 2011

Master Index of Encounter Tables

By Region

Alkinarre: Briarmourn, Dour Plateau, Dourdrain, Elemental Swamp, Greatsong Plain, Ivydunes, Kingkarst, The Jar, Ravenswaste, Silver Spires, Thrush Valley
Braul: Bearjaw Weald, Childer Forest, Cruel Tors, Freeman Flatlands
Carbadi: Bitter Bergs, Chamber Lake, Creepers' Lake, Crystal Arbor, Fall Marsh, Feather Ledge, Ribald Wood
Dashnear: Hoarforged Hills, The Godglass, Isle of the Toll, Shiverpeaks, Trybarrn Tundra
Durindesh: Flusterwood, Matha, The Mirrorwaste, The Oreblyte, Salt Rushes
Floivin Province (Vernal Valley): Crown Pasture, Frail Forest, Skunk Ridge, Tooth March, Udders Well, Vernal Wall
Hammerdark: Cindermaul, Drann, Drooker's Isle, Dylosh, Heaves, Stillwell Hills, Thornstead
Kettaryan Riverwilds: Bloodwelt Barrens, Dreadbore Dene, Indriccan Ocean, Kettar's Run, Lokk Breor/Lokk Trathok, The Rabidus, Rainscar Brakes
Melethesz: Knife Climb, Mosquito Wood, Nine Dales, Sabre Country, Shady Mountains, Westron Fen
Midlands: Hell's Well, Sallow Tarn, The Cloudsward, Wall of Eagles, Windy Moors
Mitruul: Graft Hills, Nestlebrush, Scrubb Desert, Spidersands, Vine Tarn
Neglyss: Farlund Arls, Frostribs, Frozenthorn Forest, Plains of Peryl, Storming Slough
Nobbish: Glowing Hills, Snath Plain, Ropers' Ridge, The Long North
Quelm: Clanking Hills, Dread-Dunes, The Pennants, Sirenya
Rothe: Lamay, Scythe, Sea of Chimes, Szandor
Sothos Karr: Dragons Steppe, Fox Knoll, Fyreklaw Barrens, Rim Forest, Sunkindle, The Lash
Southwest Reaches: Fangsea, Fish Flats, Misty Fangs, Scavengers' Vast, Tiger Reach
Thelos Retch: The Mash, Scorn Lake/Spider Lake, Teary Isles, The Web of Ever, The Wedge, Weepers' Lea
Torwyddya: The Cold Cauldron, Drachydis, Sealskull Cay, Trelljaur Taiga, Wildrime Barrens
Toul Tabor: Ardspear, Blue Barrens, Brass Lake, Dreaming Downs, Foggy Gorge, Grazelands, Palepool, Stararbor
Vandrokk: Nortwesters, Pinestead, Scurlwood
Vhorinyr: Harrowed Heights, The Bonefrost, White Fir Hills
Wintersbreath: Burrnock, Frogmarch, Rat Strand, Sharks Dunes, Weaponcrest, Wintersbreath

Monday, March 28, 2011

Vhorinyr Encounter Tables

Harrowed Heights (1 in 10/2 hrs; 2d6)

02. Blaspheme (d2)
03. Hulking corpse (d2)
04. Vampire spawn (d5)
05. Skin kite (d4+4)
06. Wolf pack (d10+6)
07. Skeleton patrol (human war, 2d10 plus 1 leader of 3rd-5th level)
08. Zombie plague (human commoner type, 3d10)
09. Wight (d10+1)
10. Necropolitan (d5)
11. Ghost (d4)
12. Wheep (d4)

The Bonefrost (1 in 10/3 hrs; 4d6)

04. Frost worm (1)
05. Tlalusk (d10)
06. Entombed (d2)
07. Frost giant gang (d5)
08. Frost salamander (d2)
09. Ice drake (d6)
10. Glyptodon (d4)
01. Snowflake ooze (1)
12. Branta (d8)
13. Frost folk family (d4+2 plus d2 winter wolves)
14. Uldra (d6)
15. Glacier dwarf patrol (d4+6 plus d4+1 2nd-level snow hunters and 1 leader of 3rd-6th level)
16. Yeti (d8+2)
17. Polar bear (d2)
18. Winter wolf (d5)
19. Remorhaz (1)
20. Dire rhinoceros (2d6)
21. Frost giant band (d4+5 plus 35% noncombatants plus 1 adept or cleric of 1st-2nd level)
22. Woolly mammoth (4d4)
23. Dire polar bear (d2)
24. Tundra landwyrm (d6)

White Fir Hills (1 in 10/2 hrs; 2d6)

02. Beholder (d6)
03. Bearhound (d2)
04. Ettin band (d5+5 plus d2 brown bears)
05. Troll (d4)
06. Wolf pack (d10+6)
07. Snow goblin gang (d6+3)
08. Ogre (d8)
09. Marzanna (1)
10. Icegaunt (d8)
11. Dire elk (1)
12. Ogre mage troupe (d2 plus d3+1 ogres)

Several of the entries can be found in the Frostburn accessory, Libris Mortis, Monster Manuals II, III or IV.

Vandrokk Encounter Tables

Nortwesters (1 in 10/3 hrs; 2d6)

02. Adult white dragon (d2)
03. Frost giant gang (d5)
04. Ogre mage troupe (d2 plus d3+1 ogres)
05. Winter wolf (d5)
06. Asperi (d4)
07. Ogre (d8)
08. Yeti (d8+2)
09. Avalancher (d12)
10. Troll (d5)
11. White dragon clutch (d4+1 from age wyrmling to young adult; d5 to determine age)
12. Mountain troll (d2)

Pinestead (1 in 10/2 hrs; 2d6)

02. Werewolf lord (1)
03. Frost giant gang (d5)
04. Dire wolf pack (d4+4)
05. Werewolf troupe (d4+1 plus d4+4 wolves)
06. Brown bear (d2)
07. Wolverine (1)
08. Vandrakki patrol (d4+1 3rd level barbarians plus 1 5th level ranger)
09. Ogre (d8)
10. Dire wolverine (d2)
11. Dire bear (d2)
12. Grizzly mastodon (5d6)

Scurlwood (1 in 10/2 hrs; 2d6)

02. Frost giant gang (d5)
03. Dire elk herd (5d6)
04. Wendigo (1)
05. Vandrakki patrol (d4+1 3rd level barbarians plus 1 5th level ranger)
06. Brown bear (d2)
07. Wolverine (1)
08. Worg pack (d6+5)
09. Dire wolf pack (d4+4)
10. Werebear troupe (d3+1 plus d4 brown bears)
11. Dire bear (d2)
12. Firbolg (d8)

Several of the entries can be found in the Frostburn accessory, Monster Manuals II, III or IV.

Sothos Karr Encounter Tables

Dragons Steppe (1 in 10/2 hrs; 2d6)

02. Adult copper dragon (d2)
03. Wasteland troll (d3+1)
04. Skullcrusher ogre gang (d6+3)
05. Phase spider (d5)
06. Dire puma (d2)
07. Hobgoblin gang (d6+3)
08. Giant sawp swarm (d4+1)
09. Displacer beast pride (2d3+4)
10. Wyvern flight (d4+2)
11. Behir (d2)
12. Copper dragon clutch (d4+1 ranging from wyrmling to young adult; d5 to determine age)

Fox Knoll (1 in 10/2 hrs; 2d6)

02. Athach (d4)
03. Griffon (d2)
04. Ogre (d8)
05. Dire weasel (d2)
06. Giant bee buzz (d4+1)
07. Dwarf team (d3+1)
08. Wolf pack (d10+6
09. Bugbear gang (d3+1)
10. Redcap (d6, results are 1:1, 2:3, 3:5, 4:7, 5:9, 6:11)
11. Bulette (d2)
12. Hill giant gang (d5)

Fyreklaw Barrens (1 in 10/3 hrs; 2d6)

02. Adult bronze dragon (d2)
03. Athach (d4)
04. Chimera (1)
05. Giant wasp swarm (d4+1)
06. Dire hawk (d2)
07. Orc squad (d10+10 plus 2 3rd level sergeants and 1 leader of 3rd-6th level)
08. Hippogriff flight (d6+6)
09. Ogre (d8)
10. Wasteland troll (d3+1)
11. Bronze dragon clutch (d4+1 ranging from wyrmling to young adult; d5 to determine age)
12. Hill landwyrm (d6)

Rim Forest (2 in 10/2 hrs; 2d6)

02. Treant (1)
03. Aranea (d6)
04. Giant stag beetle (d10+1)
05. Centaur troupe (2d6+6 and 1 leader of 2nd-5th level)
06. Dire badger (d5)
07. Wolf pack (d10+6)
08. Black bear (d2)
09. Giant owl (d5)
10. Dryad (1)
11. Centaur company (d4+4)
12. Owlbear (d8)

Sunkindle (1 in 10/3 hrs; 4d6)

04. Cloud ray (d2)
05. Sunwyrm (1)
06. Colossal monstrous scorpion (1)
07. Brass dragon clutch (d4+1 ranging from wyrming to young adult; d5 age category)
08. Giant banded lizard (1)
09. Lamia (d4)
10. Diprodoton (d2)
11. Dire vulture (4d5)
12. Large monstrous scorpion (d5)
13. Camel herd (5d6)
14. Bhuka (d4+1)
15. Porcupine cactus (4d6)
16. Sand hunter (4d4)
17. Tumbling mound (d4+4)
18. Giant ant lion (1)
19. Zezir (d8)
20. Huge monstrous scorpion (d5)
21. Dunewinder (1)
22. Sand giant gang (d4+1)
23. Adult brass dragon (d2)
24. Desert landwyrm (1)

The Lash (2 in 10/2 hrs; 2d6)

02. Triceratops herd (d4+4)
03. Ambush drake (3d4)
04. Cockatrice (d12+1)
05. Ankheg (d4)
06. Orc squad (d10+10 plus 2 3rd level sergeants and 1 leader of 3rd-6th level)
07. Orc gang (d3+1)
08. Blink dog pack (d10+6)
09. Bison herd (5d6)
10. Locust swarm (1)
11. Terror bird pack (d4+2)
12. Plains landwyrm (d6)

Several of the entries can be found in the Sandstorm accessory, or the Draconomicon.

Tuesday, March 22, 2011

Humanoid Tribes of Floivin Province

Blood Eagles
Of the three major goblinoid tribes in Floivin Province, the Blood Eagles are the smallest, with the highest concentration of bugbears. In fact, other races within the tribe are generally slaves or non-combatants. The tribe is named for its preferred method of torture and execution, a painful procedure in which the victim's ribs are cut and broken to resemble wings, the lungs are pulled out, and the salt is poured on the open wounds. The Blood Eagles are the only local goblinoid tribe in which the females fight alongside the males. Though their activities are generally limited to the north Vernal Wall and the Sharks' Dunes through the gap north of Skunk Ridge, they often have a vested interest in claiming unprotected mines in the Province. The Blood Eagles despise the other tribes, but several expatriates have been known to defect due to the strength and size of their rivals.

Leadership: Lord Lhaaz (bugbear, deceased), Grugzlaz (half-ogre, deceased), Bolthar Zuug (ogre magi, deceased)
Population: 300 (96% bugbear, 2% goblin, 1% hobgoblin, 1% ogre)
Allies: Unknown
Enemies: Blooded Lash, Marrow Suckers, Skull Collars
Standard: Crude, crimson eagle engraved into chest

Blooded Lash

The Blooded Lash were originally refugees of Sothos Karr, named for the central plains region of that realm, who long ago forced a rebellion and escaped into mountains east of the Dimnesse. Through the decades, they have worked their way further north through the western Vernal Wall and gradually laid claim to the upper levels of the Haunted Horrn, in which they remain. Heavy recruitment practices have ensured that the tribe remains strong, though not so numerous as the Skull Collars. As a symbol of their past, the Blooded Lash are ritually whipped by their superiors to ensure loyalty and discipline, and in battle, they rarely back down unless ordered, fighting to the death for the tribe's interests. They have since learned to train hippogriffs as mounts, companions and combatants, and maintain a strict hierarchy of leadership.

Leadership: Warlord Ultroon (bugbear), Captain Thaznag (bugbear), Captain Frackas (goblin), Dwarfgrinder (bugbear, deceased)
Population: 600 (37% goblin, 20% bugbear, 18% hobgoblin, 10% ogre, 7% hippogriff, 5% half-ogre, 3% troll)
Allies: The Score
Enemies: Blood Eagles, Eidolorn Guard, Skull Collars
Standard: Crossed scourges

Cleft Eye
The Cleft Eye is a small clan of kobolds living beneath Floivin Keep in the 'Vermin Vaults' area of the Sewers that channel the Udders through the city. Unlike most of the humanoid tribes in the region, the kobolds are tolerated by the Eidolorn Guard. Occasional clashes are inevitable, with the Flood Watch guard giving more than they get, but the late Regent Bauerkroft decreed that the clan should not be massacred, as their presence helps prevent intruders from poking their noses around in areas they shouldn't be. The Eidolorn apparently has its secrets. In the end, this works out for the kobolds, though they suffer occasional incursions from thieves and explorers who manage to find their way below the Keep, they have a high turnover rate and well defined parameters in which to plot their defenses, as well as access to foodstuffs and muscle from the dire rats they breed.

Leadership: Chief Ch'rass (wererat)
Population: 200 (96% kobold, 3% dire rat, 1% wererat)
Allies: None
Enemies: Eidolorn Guard, The Stride
Standard: Eye shorn in two by blade

Ettenhead Ogres

The precise organization of the Ettenhead giants is unknown, as they tend to keep to themselves in the ruins at Ettenhead and muster themselves only in defense of its crumbled walls. They are rumored to protect an obscured subterranean passage which leads to a hidden realm beneath the northeast Vernal Wall, but no one in recent memory has ever seen it. It is unknown whether or not they're an actual tribe or a loose grouping of giant-kin families, but the average strength and size of the members ensure that few would bother to try learning more. Their leader is known simply as 'The Titan of the Glen', but he (or she) has never been seen by the Eidolorn Guard who hold vigil over the ruins.

Leadership: The Titan of the Glen
Population: Approx. 100 (at Ettenhead), beyond that unknown (79% ogre, 9% hill giant, 5% troll, 3% half-ogre, 2% half-giant, 1% athach, 1% ettin)
Allies: Unknown
Enemies: Eidolorn Guard
Standard: None

Marrow Suckers
According to the late sorcerer Fisslakk, who it turns out was not such a bad bloke, the Marrow Suckers clan were all slain after consuming poisonous liquors they found in a dwarven tomb in Skunk Ridge. But considering the relatively small numbers of dead that were observed, it's not clear whether he was referring to his own family within the greater tribe, or the entire troglodyte clan. In either case, it can only serve as a benefit to the Floivin Province residents in the long run, because the creatures were notorious for vandalizing dwarven ruins, and abducting, torturing and even devouring slaves. A lair is purported to exist somewhere within the treacherous death trap known as the Crowslode, and if a remnant of the Marrow Suckers still exists, its likely that they've still got prisoners remaining some grisly end.

Leadership: Unknown
Population: Unknown (96% troglodytes, 2% rust monsters, 1% dwarves, 1% humans)
Allies: None
Enemies: Blood Eagles, Gnarlbottom Clan, Eidolorn Guard
Standard: Bone with forked serpent tongue wrapped about it

Pinewater Maulers
More of a loosely organized gang than an actual tribe, the Pinewater Maulers are what the kobolds of the Frail Forest have dubbed themselves. They are rarely encountered in groups of more than a dozen, but they've been known to waylay and trouble travelers in the Forest, and to take up small fishing and hunting encampments along the east bank of the Pinewater (thus their name). It is unknown whether they have any relation to the Cleft Eye clan living beneath Floivin Keep, but on occasion there will be humans and elves in their midst. These are generally rogue or brigand elements trying to make some headway in the Province, or Roodeyes and Reddenbalms trying to harass one another, but only rarely would the major elven families of Littlewolf go to such an extreme. Supposedly there is a central figure, a 'Mouse the Murderous' who organizes the Pinewater Maulers into raids, but his or her level of direct interaction is unknown. Still, for being such a minor threat to the Floivin population, centuries of attempts by the elves and the Eidolorn Guard have been unable to completely stamp them out.

Leadership:
Mouse the Murderous
Population: Unknown (96% kobolds, 2% humans, 1% elves, 1% half-elves)
Allies: None
Enemies: Eidolorn Guard, Reddenbalms, Roodeyes
Standard: None

Skull Collars

The largest and most mercenary of the three goblinoid tribes inhabiting the Province, the Skull Collars are also the most diverse, with their fingers in a number of interests. They maintain a hydra hatchery in the Tooth Marsh, a number of hideouts in the east Vernal Wall, and bands can often be found in the employ of various factions, or simply terrorizing farms and locals in the Crown Pasture or Frail Forest. They derive their name from the practice of affixing the skulls of their fallen opponents to a necklace or harness, the more the better. The Skull Collars are known to sell themselves to the highest biddest, regardless of the race of that bidder, and look past their inbred racial enmities to the betterment of their tribe. Thus, they can strangely be found in the occasional employ of dwarves and men. They've got at least one major stronghold located in the eastern Vernal Valley, overlooking the Great Westermarch pass through the mountains to Toul Tabor belong, and many other scattered shelters.

Leadership: Warchief Chizel (half-giant), Lt. Wogg (bugbear), Chef Gusta (ogre), Dvagol (hobgoblin, deceased), Gortjik (hobgoblin, expatriate, deceased), Krogmek (bugbear, deceased), Maggit (goblin, deceased), Rugalar (worg, deceased)
Population: 1200 (37% goblin, 20% hobgoblin, 18% bugbear, 10% worg, 7% ogre, 5% half-ogre, 3% half-giant)
Allies: The Score
Enemies: Blood Eagles, Blooded Lash, Eidolorn Guard
Standard: Necklace of skulls

Dwarven Lineage of Floivin Province

Gnarlbottom
A massive clan of dwarves who once lorded over all of Floivin Province, but were annexed peacefully to the Eidolorn Empire during the reign of King Kleeth. Gnarlbottom dwarves dabbled in all manner of professions, and all of the other local clans are directly descended from them. Today, there are still a great number of Gnarlbottoms residing in the area. Current examples include the merchant Monch and his family, and the recent Regent-General Gurd. The PCs have also encountered a ghost in the Haunted Horrn named Chalgar. (Ex: Gurd, Monch, Ymurf)

Sub-Clans

Bellowbroth: Among the more skilled artisan families, they are legendary craftsmen of arms. Also known as the family of Anvyl Bellowbroth, a great hero who fought the White Dragon Woe in the Second War of Expansion. (Ex: Anvyl, Dronn)
Buld: A family of deep miners that was at one point severed due to some major internal dispute. About half of the Bulds drifted off into the wilderness to live as brigands and trappers. Many were killed when the Crowslode was lost in 764 ID. (Ex: Dondrys, Vigsyd)
Dourmug: Merchants of gems and raw ore with mining interests throughout the Province. They have in the past earned some ill repute for 'foul play' with other miner clans like the Bulds and Grizzlebeards.
Grizzlebeard: A lesser family of prospectors and miners, many of whom have been slain by troglodytes and other threats through the years. (Ex: Doorjamb)
Hacksore: Mercenaries and killers by trade, the Hacksore family has by this time sold their services far and wide of the Province, looking back in disgust. Rarely a Hacksore will happen by, as they still own some property in their homeland. Many now reside in Braul, outside the Empire.
Hammerbelt: Another clan of armorers and smiths, they are still relatively prominent in the Province. (Ex: Hondo)
Krennyk: A wealthy family that has produced a long line of soldiers in the Eidolorn Guard. They maintain a House in Floivin Keep. (Ex: Captain Kennel, Captain Reckon)
Ravenbeard: Locksmiths and engineers, but also known for several reputed thieves in their midst. Few if any Ravenbeards remain, one of which was a member of the Stride until the massacre of Belowtown by The Score. (Ex: Daglum)
Rifflin: An impoverished, lowborn family of dwarves who are now sparsely found in Floivin Province. Some of them occasionally gather up at the Fiery Rat tavern in the Keep, and in fact, though he dubs himself with the surname 'Falloway', the proprietor is known to be of this clan. (Ex: Flake Falloway)
Soldergard: A family of sleuths and spies who once worked beneath the Gnarlbottom clan to help dispense and misdirect their enemies. Partially responsible for the founding of 'The Stride', the thieves' guild of Floivin Keep. (Ex: Slab)
Stimmy: A common family of craftsmen and minor merchants, found often throughout the middle and lower classes of Floivin Keep and the surrounding villages, as well as abroad in Toul Tabor and Carbadi.
Stuckle: Very few survivors of this family, who were once farmers by trade. (Ex: Odd Jon)
Winch: Another of the more common descendants of the Gnarlbottom clan, but they are heavily scattered throughout the Eidolorn Empire. Generally smiths and armorers by trade.

Outsiders
The following individuals are not known to hail from any of the prominent Floivin clans.

Bulgoth: Bulgoth has referred to himself as being from the East, and certainly if the bounty hunter stalking him is any indicator, he is probably out of Toul Tabor. He doesn't speak much of his past, but has admitted to not being a native of Floivin Province. 'Bulgoth' itself might even be an assumed name, for he has committed a number of crimes abroad that he admits to.
'Flaming' Fack: An exotic red and orange haired dwarf with darkened tan skin who has taken up studies in the Arkana Arkiva. Little is known about his heritage or origin except rumors that he comes from the Sunkindle, a great desert Southwest of Sothos Karr.
Rutteneker Roy: Rutteneker himself sells frogs and other oddities on the muddy paths of the Hobfast, but the 'Roy' family is known as a solitary, small clan of fishermen living on the West Coast of Thault, in the Fox Knoll, around where the Midge Creek spills into the Fangsea. They may have at some point been related to the Gnarlbottoms, but their banner was never placed beneath them.
Tundra Wolf: According to this foul smelling, unkempt dwarf from Wintersbreath, he is not a dwarf at all, but a frost giant cursed into his current form. Supposedly there is an entire village of such folk all suffering the same fate.

Session 16 / Online Session 16 Notes (3/22/11)

Varony, Malarous 2nd, 868 ID.

As the morning presses on, wave after wave of the Blooded Lash assault the Hud Horrn through the fallen north gate. A bold group of men stand together to take the brunt of the enemy infantry, including Morn Mastiff, Ogeir the Hawk, Slab, Gortjik the smithy, Degger the baker, Luz and Lt. Rove. The first wave consists of six ogres. The second, eight bugbear shock troops. The third, 16 goblins. The fourth, a damned troll! The fifth, a goblin Captain and four elite bugbears. Meanwhile, hippogriff riders land in several spots throughout the Hud Horrn, dispatching their mounts to assail our heroes' archers and Mudgol the Undecided. It's a long, deadly engagement which the PCs and the Eidolorn Guard eventually cannot hold out against. Fortunately, in the midst of the fighting, about 50% of those straggler civilians who had decided to stay behind end up with a change of heart and flee through the south gate. Weatherby tries to grenade and fire his pistol at the onrush of assailants, from his vantage point above the town, but he proves ineffective.

Our heroes slay dozens of enemy combatants, Lt. Rove even felling the half-orc assassin that had appeared in the heat of battle. But the burden becomes too much to bear. While valiantly battling the Blooded Lash' troll and goblin captain simultaneously, Ogeir the Hawk falls. The baker Degger falls. The smithy Gortjik, once of the Skull Collar clan who swore death upon the hostiles. Lt. Rove, too, collapses. And at last, the mighty Sgt. Mastiff is brought low, after sounding a retreat to Lt. Hoary and the PCs. The bugbear elites coup de gras most of their unconscious enemies. Mudgol and Langston manage to flee out the South Gate, pursued by a hungry hippogriff that they soon dispatch. The troll moves into position, blocking the South Gate, so Slab, Luz and Doorjamb are all forced to climb the walls, which they manage under fire from bugbear troops. A sixth wave arrives, of goblins, who begin to ransack the Hud Horrn door to door, a final sweep for survivors and loot. Meanwhile, Lt. Hoary escapes over one of the parapets on the opposite wall of the PCs.

The Hud Horrn falls...

Surviving the Massacre: Doorjamb, Hroemer (?), Langston, Lt. Hoary, Luz, Mudgol, Slab, Weatherby

The Role of Dead: Bulgoth (?), Degger, Fisslakk, Gortjik, Lt. Rove, Morn Mastiff, Ogeir the Hawk, and eight more loyal soldiers of Eidolorn.

?=Precise fate unknown.

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

Sunday, March 20, 2011

Session 15 / Online Session 15 Notes (3/20/11)

Tault, Malarous 1st, 868 ID.

Mudhol and Weatherby fire up the two man balloon and fly back towards the Hud Horrn, when they hear the beating of wardrums and the blaring of horns from the Blooded Lash encampment. Apparently, the excitement at the Haunted Horrn has prompted the force to move ahead their battle plans, and they initiate a march. A pair of hippogriffs with goblin riders assault the balloon, but are slain by Mudgol's spells and Weatherby's pistol. When Mudgol and Weatherby at last arrive, they are greeted by several soldiers including Lt. Hoary, who has arrived with Doorjamb to the fortified town as backup. Mudgol attempts to assess the threat, warning Sgt. Mastiff of the oncoming assault!

Meanwhile, Doorjamb and Fisslakk head down into the Blowback Mine to find Foreman Vigsyd and determine the location of the rest of the PCs. A miner named Baub leads them to the Foreman, who sends Velpaw along with them as a guide in 'Tunnel D'. The PCs, on the other hand, are racing back through the tunnels towards the Hud Horrn, trailed by bugbears and one pissed off dwarf. They can hear a delay behind them, sounds of a struggle (perhaps the pursuers have encountered and are dealing with the Gnarlbottom ghost), and they make it to the chasm and once again cross it. Ogeir leaves obstacles behind, flasks of oil greasing the tunnel and a tanglefoot bag near the chasm to delay the pursuers. Luz drops gold coins. Further along, after the chasm, they pass a wormlike creature in a niche and ignore it.

Mudgol is ordered to recruit anyone from the Hud Horrn who will fight to hold the town while most of the citizens evacuate. The half-orc is to focus on businesses, while Lt. Hoary handles the residences. He is unsuccessful in recruiting the baker Degger and the smith Gortjik. Below, the PCs run into one another in the tunnels. Doorjamb, Velpaw and Fisslak are warned of the pursuing force, and they set up a flaming barricade at the mouth of Tunnel D. Slab runs off to escape and warn the foreman, and Vigsyd moves to help the PCs intervene, prompting Slab. A terrible melee ensues, in which all the miners are killed, most of the PCs are knocked down, but finally the bugbears are slain. The gnoll Velpaw makes a last ditch effort to stop the dwarf Buld, transforming into a bear form and revealing his nature as a druid, but he is also killed. Langston, in a desperate suicide maneuver, fells the violent barbarian. The PCs loot the bodies, especially Buld, and claim his hide armor, double headed axe and armbands. Surviving miners arrive and gather the remains of their foreman and Velpaw, and then work to seal the mine by caving in the bottom of the stairs, and removing the platform from the lift.

The PCs are all reunited, exchanging stories with Mudgol and turning in reports to Mastiff. That night, Langston and Weatherby do some scouting by air to find that the Blooded Lash have set up a temporary camp to ready themselves for the morning. Equipment and supplies are gathered and about 80% of the population evacuates with a pair of soldiers to the south. Another is sent with a dispatch to Reckon to prepare for possible invasion of Hobfast if the Hud Horrn should fall. Some of the PCs join the night watch, and Degger, Hroemer and Gortjik all arrive to volunteer, the blacksmith delivering a punitive blow to Mudgol for not being clearer in his earlier recruitment attempt. Hroemer collects all the healing potions from the Dungeoneer's guild to help the PCs heal up for the inevitable battle...

Varony, Malarous 2nd, 868 ID.

In the morning, the clash at last begins. A cadre of ogres marches forward with an exotic looking human wizard, and despite Mudgol's valiant attempt to blind and trip them, the wizard is able to breach the gate by shifting the stone above the North portcullis. Fisslakk also tries to stop the ogres' march with a fireball, but as he's severely weakened, a strong magic missile from the red wizard kills the creature outright. The ogres march in, and a massive battle begins. Hippogriffs fly far and wide to land at the sides of the town away from the Eidolorn archers. Goblins and guards exchange arrows, the guards upon the front parapets being slain. Most of the PCs stand in the charge, facing and felling the first wave of ogres. An invisible threat arrives by hippogriff and begins to chase and assail Slab and the others. Once it attacks, a half-orc assassin is revealed, wielding poisons. The red wizard has retreated back up the Pass, and the PCs don't know what he's up to. Slab attempts to throw an orange painted grenade he found at Hosspotch Holdings, but it turns out to work only against vermin. Waves of bugbears and goblins await to pass through the gate and assault the frontline. A hippogriff engages Langston. Bulgoth is knocked out by an ogre.

Over 100 more Blooded Lash assailants await their chance at slaughter...

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

NPCs

Baub (human male):
A relatively nondescript miner in the Blowback Mine, he leads Doorjamb and Fisslak to Vigsyd's location when they're trying to track down the PCs.

Dondrys Buld (dwarf male):
An incredibly muscled, stocky dwarf smothered in bluish tattoos, with long orange hair tied back. Dondrys Buld is a member of the Score, a barbarian and berzerker who fights with a double headed dwarven waraxe and strange armbands which slide around his arms. Buld is slain in the Blowback Mine by Langston in a desperate, suicide attack after felling the foreman Vigsyd (who recognized Buld and identified him as 'traitor'), the gnoll drunk druid Velpaw, and a number of other miners. Not to mention knocking out almost all of the PCs...

Gortjik (hobgoblin male):
A pale green hobgoblin with a severe underbite, yellowy eyes and twisted lower fangs. Gortjik is heavily muscled and swathed in russet workman's clothes with a broad leather belt and harness on which he holds chiseling tools and a silver hammer. Gortjik is apparently an expatriate from the Skull Collar clan, and holds no love for the Blooded Lash, who he helps defend against in the Storming of the Hud Horrn.

Tuesday, March 8, 2011

Online Session 14 Notes (3/8/11)

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

PCs:
Doorjamb

NPCs

Vinstanze (human male): A pale, heavy set man with long braided beards and beaded needle tattoos all over his upper body, Vinstanze claims to be a merchant from Grand Mooring, Rothe who was working in Wintersbreath until the turmoil there. He has come south to 'trade' with the halflings of the Hosspotch. Has a bellowing voice and friendly, if arrogant disposition. Doorjamb, Fisslakk and Lt. Hoary encounter him wading naked in the Midge Creek while they are journeying to the Hud Horrn to join up with the rest of the PCs.