Thursday, December 27, 2012

Session 43/Online Session 43 (12/27/12)

Taking Back Tarndim

Ivric, Martenin 10th, 838 ID

Before being paired off into individual missions, the PCs (minus Baro, who remains behind) are boated out to Tarndim across the Udders Well, where they meet with Major Doorjamb Grizzlebeard, just recently arrived from a road trip to Toul Tabor, where a certain 'package' was deposited to its intended recipients, and the Major was sharpening his bloodhound skills under the bounty hunter Kalkan. Lt. Strenna Knelrave and mayor Blake Bauerkroft have had some success in driving off and slaying several score of the Blood Eagles' goblin fodder, and several bands of Third Eidolorn soldiers are still engaged with resistant pockets through the surrounding Skunk Ridge region. But Knelrave needed to bring in some 'big guns' to take down the Blood Eagle leaders, and thus the last, desperate struggle for Tarndim begins!

It is decided that Blake and Strenna will each take a small contingent of hardy farmer/soldiers and make a pincer attack surrounding the Tarndim peninsula's sole wall, while Gruulsh, Ginkwrench and Rumpridge scale the wall and take on the archers there, under cover of Mudgol's offensive magic. Luz and Doorjamb plan to breach the gatehouse to the town after their allies get the gate open, and then in unison all three of the groups would press on southward, sweeping up any Blood Eagles in the way. The plan is somewhat spoiled once Lord Lhaaz's fierce, winged bodyguard (a gift of Hruggek, or so many believe) is alerted by archers on the wall, and the creature arrives to attack Luz and Doorjamb, who soon discover that it's nearly impervious to most forms of attack at their disposal...


Meanwhile, the fight on the wall goes well. The archers receive some support, but are no match for the monk, barbarian and rogue once they come in for close combat. Blake has to turn back to assist Luz and Doorjamb against the demon, while Strenna's group engages some ogre and bugbear resistance around the walls. The bloodbath is officially underway when Mudgol casts a sleet storm spell in the middle of the town to hinder the enemy forces, and it effectively divides them in two, with Lord Lhaaz and Grugzlaz remaining back to the south of the town with a number of soldiers, annoyed at the interference but confident that the demon and soldiers already engaging the PCs can hold them off. The winged thing continues to cause them some problems, but Mudgol is able to affect it with several magic missile attacks.


Inevitably, the PCs and their allies have begun to 'clean out' most of the defenders, so Lord Lhaaz grows impatient and dispels Mudgol's diversion, enabling the rest of the Blood Eagles to begin a mass rush into the fray. Things so south north of the gate, where Luz sustains heavy wounds from a flame strike courtesy of Lhaaz, and is soon dispatched by the bugbears, ogres and demon. Desperately, Doorjamb and Mudgol attempt to revive the half-orc, but in a final moment of desperation, the Major recites a shout scroll in a cone area, taking out a number of bugbear attackers but also ending the life of Luz...this sets up Mudgol for a clear fireball attack, which was difficult before since the Blood Eagles seem trained not to bunch up around wizards (Gruulsh later confirms their strict tactical upbringing).

Seeing Lord Lhaaz enter the battle, Gruulsh heads into town, but the chieftain has already engaged a group of farmers, along with Ginkwrench and Lt. Knelrave. The battle is intense, but the heroes are able to bring down the arrogant foe, and in defeating him, his demonic cohort disappears...no longer tethered to this Material Plane. With only a skeletal Third Eidolorn force remaining, the PCs are relieved that the leftover bugbear soldiers and a handful of ogre mercenaries flee while Doorjamb, Mudbol and Blake are finishing off Grugzlaz. Tarndim is in Floivin hands once more, and Blake and the survivors comb the place, finding no civilian survivors, just a lot of corpses hanging from trees and walls (including Private Bleeb, much to the Major's dismay). Mudgol, on the other hand, is sent screaming off to Tretcher to warn the NPCs there (Odd Jon, etc) with the remainder of his overland flight spell, and then teleport back to Floivin Keep with some of the wounded. He returns with Private Tinn, Private Longjohns, and Cannon; Odd Jon, Flake Falloway and Hagel Ossted stay to lead an immediate exodus southwards for the remainder of the Tretcher survivors.

After giving Blake back the town's loot, and picking the rest up off the corpses of the fallen Blood Eagles and their chief, Doorjamb is determined to track down the escapees and mete bloody vengeance upon them, while the other PCs head off to their missions. Longjohns is sent along with Mudgol and Rumpridge to assist on the Arkana Arkiva mission.
 
PCs: Doorjamb, Ginkwrench, Gruulsh, Luz, Mudgol, Rumpridge

NPCs

Boltha Zuug (ogre magi male): The chief of the ogre mercenaries serving the Blood Eagle tribe, Boltha had come into contention with Grugzlaz over who would be second-in-command after Lord Lhaaz. As an ogre magi, Boltha fought with a greatsword, using invisibility and other magical prowess to bolster his effectiveness in battle situations. These failed him when he was brought down by Ginkwrench and a band of desperate Third Eidolorn survivors.



Grugzlaz (half-ogre male): A half-ogre, half-bugbear hybrid, Grugzlaz is one of the chiefs of the Blood Eagle tribe that was defeated when the PCs stormed Tarndim alongside Blake Bauerkroft, Lt. Strenna and the Third Eidolorn farmer militia. He wore hide armor, fought with a greatclub, and seemed to hold a particular enmity for Gruulsh, the outcast.


Lord Lhaaz (bugbear male): The late chief of the Blood Eagle tribe, he had led the bugbears, their lesser goblinoid slaves and a troop of ogre mercenaries for well over a decade. Lhaaz was a priest of the obscure bugbear deity Hruggek, and fought with a flaming morningstar and banded mail. Slighter of frame than many in his contingent, he was nonetheless a ruthless and belligerent ruler who took great pleasure in the maiming and 'blood eagle' torture given to the tribe's victims. He was slain in a melee with Ginwkrench and Strenna Knelrave while attempting to hold Tarndim from the Floivin reclamation.

Thursday, December 20, 2012

Session 42 (12/20/12)

Verne, Martenin 8th, 838 ID 

Ginkwrench awakens from a brush with illness in his stone home, to the sound of shouts and cries that resonate through the streets of Vettlar. He soon smells a draft of acrid smoke, so gears up and leaps outside, where a pair of his neighbors is pointing out at an air raid of crows dropping incendiary alchemical elixirs on the capital, without a great deal of accuracy. Perplexed, he leaps up the nearest wall to inquire what is going on with the local soldiers, who inform him that another pair of Vandrakki berserker tribes have arrived and a preliminary assault has started. The gnome is unaware of the fate of his companions at the Skrath Cairn, and takes a look for himself through an officer's spyglass, where he glimpses the newly arrived Low Crows and Saw-Teeth in conference with the other tribes. Grimly, he heads out to find Commander Estelbard, who is near the South gate, making preparations for its potential fall. Surprised that Ginkwrench is still within the city, he honors the gnome's offer for help and asks him to man a wall and turn away anyone attempting to scale it. Ginkwrench complies, and then begins to Tweet his online friends about the REAL inevitable apocalypse...of Vettlar.

Meanwhile, the survivors of the Cairn have teleported into the Armory square in Floivin Keep, where they are surrounded by anguished shouts of Last Eidolorn soldiers shocked at the presence of a bugbear in their midst (understandably so, some would say). By restraining him and Gruulsh himself claiming to be a prisoner, a violent confrontation is avoided, but upon meeting with Captain Lesper, the bugbear is ordered directly to the brig until further notice. A young recruit, Private Jexsin Rumpridge, takes notice of these individuals, and begins to follow them, not trusting their actions. At the prison, there is some confusion by the guards, but Gruulsh is admitted to a cell and fed. Luz leaves to speak with Commander Hoary, Baro's unconscious body slung over his shoulder. Mudgol and Rumpridge remain behind, the former getting into some trouble as he goes down to the kitchen to procure extra food for Gruulsh in his captivity. There he meets with Chef Gusta, the ogress who once worked the hydra hatchery in Tooth Marsh, and has been detained since the War for Floivin Province. Mudgol slips her a dagger and promises her he'll petition for her freedom, and she offers him mashed potatoes for the new inmate. Rumpridge looks on with great disdain...and later sneaks the weapon back from the prisoner. Mudgol is eventually kicked out of the Floivin prison, just like any other place he frequents.


Back on the walls of Vettlar, the attack begins. The Low Crows' pets intensity their 'bombardment', and Devil Paw firepot-hurlers join in the fray, dodging back under cover when the Fifth Eidolorn archers retaliate. Skull-Singer bone abominations and Long Elk mounts begin ramming the South Gate, while a few brave Devil Paws and Saw-Teeth begin to scale the walls elsewhere across the city. Preparing to turn them back, Ginkwrench is interrupted by Teven the Worm, who makes a proposition to get the gnome out of the city if he offers to help carry his valuables. Ginkwrench refuses, but Teven presses the issue, and the barbarian gets rowdy. Unfortunately, he's not quick enough, and Teven casts and alteration which transforms Ginkwrench into a dumb white stoat! Angered, the now incredibly moronic animal begins to trail the cackling magician, hoping to score some bites at this abuser. He follows off quietly in his new form through the snowy city streets, while the cries of the Wintersbreath civilians and soldiers escalate...


In Floivin Keep, Luz meets up with Commander Hoary, who he interrupts shaving and grooming himself. After a few minutes to don his uniform, he calls the half-orc and unconscious Baro into his office. Privates are sent to fetch Conniff, who shows up to heal Baro a bit, and then Hoary takes the initial report, grim at the news of Captain Langston's presumed demise and the looming assault on Vettlar (based on Baro's sighting of the approaching smoke trails that morning. He informs the PCs that he's going to once again alter the chain of command for Lt. Banghorn's former unit, and to fetch Mudgol. Rumpridge decides to tag along and 'listen in' on the ensuing meeting, since he still heavily suspects these heroes of suspicious deeds. While Luz goes to grab his fellow half-orc, Hoary manages to recruit Baro into the Last Eidolorn full-time, awarding him the rank of Sergeant. Much to his dismay, he also bestows this honor upon Mudgol due to the diviner's vast experience in the Floivin events, and decides that the squad will be led on a 2 for 3 vote of the three, instead of elevating one above the rest. Thus, the new hierarchy of command becomes:

Regent Velvedine > Gen. Morrow > Cmd. Hoary > Maj. Grizzlebeard > Sgts. Baro, Luz and Mudgol

Hearing the conversation, Private Rumpridge realizes that these suspicious soldiers actually belong to the unit of his uncle, Lt. Banghorn, who has been missing for some time. In fact, they even mention the poor fellow by name, as Mudgol presents his amputated member (used to scry the soldier) to Hoary, who immediately becomes disgusted and driven to drink, one again regretting the decision. Rumpridge speaks with Hoary after the PCs depart, and requests a transfer into their unit, which Hoary obliges while getting stupid drunk after the promotion of Mudgol. The private then chases the group down, Luz dismissively accepting him into the ranks to work under the diviner. The group then goes with a writ to the prison, to release Gruulsh, who is by this time getting on quite well with the guards, and is even granted audience with Zinsk...fielding his potential romantic interest in the ogress prisoner. Zinsk even assigns a rat to the bugbear.

Up North, furry-Ginkwrench tracks Teven back to his shop of curiosities, which the deformed dwarf has decided to abandon with his valuables. He gives up trying to acquire some muscle, and just finishes packing bags, one of which the stoat sneaks into to possibly get a better bite angle. The magician decides just to teleport all he can (including the hidden stowaway) to a nearby safe zone, and then hire help there to move the stuff to safety. After poofing into existence in this warmer, friendlier clime, the stoat races off to a nearby alley. He smells lots of good, dirty smells in this new, wrecked city, and scares off some rats down an alley, before consuming all the offal and leavings he can find there.


The PCs decide to use Royal Leathers as their official headquarters in Floivin Keep, designated such by Hoary, who will later assign them some staff based on their needs. Before retiring for the evening, Mudgol and Rumpridge go off to 'rent' or 'borrow' an expensive mirror, since the half-orc's is now sitting in the recently acquired home of Gruulsh in besieged Vettlar. They end up outside House Bader, which is still quite intact from the War, and a servant ushers Rumpridge (and not the vile, offensive Mudgol) inside, where Lady Bader flirts with the young man and is all too happy to lend him her most expensive viewing mirror. The two then carry the thing off to Royal Leathers, but not before passing a stoat in the alley. After seeing itself in the shiny surface, the creature becomes entranced, and sneaks off after the duo, even into the back door of their new headquarters. On a whim, Luz dickedly orders Rumpridge to scout out the Gnarlbottom Manor, which the young man does hesitantly. The rest of the PCs retire for the evening, including the stoat in a little niche in the wall. Eventually, the private returns, picks a lock upstairs, and retires in a room by himself.

Essel, Martenin 9th, 838 ID

The party awakens, and much to Mudgol's surprise, Ginkwrench is jumping up and down on Mudgol's sleeping cot, with hideously reeking breath. The half-orc goes to make some coffee for the gnome, hoping to fight this wretched halitosis, and Ginkwrench explains to the PCs that he had a very strange night which somehow led to his return to the Keep. After a quick evaluation of the Royal Leather's building and the lift down into the sewers, they determine their next move. Hoary had asked earlier that they return, since assignments are stacking up and he's not sure how effective the PCs can be right now returning to Vettlar. Mudgol decides to scry the fate of Captain Langston and possibly the archmage Spurr the Meticulous, whose fate is unknown. He discovers that Langston has been slain and devoured...and the party mourns, but there is no response in his attempt to discern the whereabouts of his former headmaster.

And so, the PCs meet up with the Commander for assignments, three of which are to be taken up in two days' time, after a more immediate mission he is preparing with Blake Bauerkroft. Luz is sent off to speak with Commander Vhelok, who is looking for a pair of heroes to accompany himself and Prelate Akstra on a mission to do away with some well-dressed, pistol wielding bandits that have been harrying supply lines between Toul Tabor and Floivin Province. Baro goes to speak with Monch Gnarlbottom, who is finally planning an expedition into the Sunken Forge on Greataxe Isle to hopefully acquire the 'haft' of the legendary relic used to slay the death titan Ulan Vhor in ages past. He is sending his own son, Ymurf, along with a dungeon delving expert and clergyman Conniff, who is quite interested in helping retrieve the weapon in case it's needed to defend the Empire.

Lastly, Mudgol is sent to find Flabbergast Manor and speak with Schnoo the Sorcerous, who has now decided to 'call in the favor' for his help in hooking the PCs up with magic enhancements on short notice. The half-orc fails to find the shifting magic academy of his own accord, but ends up speaking with Zinsk in the prison, who reveals to him its present location on the Eastern banks of the Well. Mudgol and Ginkwrench head out to speak with Schnoo and Mistlethroe, and the usual awkwardness ensues (though the chancellor is happy to meet another of his kind in the barbarian). Mistlethroe and several 'bodyguards' will be attempting to breach the githyanki citadel on the Astral plane where the missing magic tutors are being enslaved, and he needs two to join the stealth mission.

The PCs next meet to decide who will pursue which task (all of which begin two days' hence after some final preparations), and after careful consideration: Luz and Ginkwrench will help Vhelok deal with the flashy gunmen East of Floivin Province; Baro and Gruulsh will join Ymurf Gnarlbottom in cracking the Sunken Forge; and Mudgol and the bewildered Rumpridge will accompany Mistlethroe to the Astral Plane. But first, Hoary reveals a more immediate mission, the final liberation of Tarndim! The group is to join mayor Blake Bauerkroft and Strenne Knelrave (with her remaining Third Eidolorn peasant soldiers) in driving away the Blood Eagles, forever.

PCs: Baro, Ginkwrench, Gruulsh, Jexsin, Luz, Mudgol

Tuesday, December 18, 2012

Online Session 42 (12/18/12)

Here is the link to the transcript of AIM online session 42.

PC: Doorjamb

Tuesday, December 11, 2012

Online Session 41 (12/11/12)

Here is the link to the transcript of AIM online session 41.

PC: Doorjamb

NPCs

Berguk (bugbear male): A bugbear sentry stationed at the southern gatehouse in Hud Horrn. He wields a spiky looking pike, and is potentially an officer under Captain Thaznag. Seems a cautious sort, at least when he meets Doorjamb Grizzlebear in disguise.

Captain Thaznag (bugbear male): One of several high ranking officers in the Blooded Lash, Thaznag delights in branding his underlings with the warband's titular markings, and often struts about unarmored wielding a horrific pair of scourge whips. Encounters Doorjamb while he is disguised as the goblin 'Rood', and even manages to see through the illusion, but decides against messing with him since he knows the Score has several dwarves in its employ and falls for a bluff.

Thursday, November 29, 2012

Session 41 (11/29/12)

Verne, Martenin 8th, 838 ID 

Mudgol ultimately decides that, with more pressing missions, now is not the time to tackle the tracker Luorn Stride, and thus the party begins to equip itself further for the underwater rescue mission at Skrath Cairn. They purchase spears and ensure that they're all equipped to fight in the hostile terrain. Unfortunately, Ginkwrench the gnome takes ill, some sort of venereal pox (quite possibly caused by the local Vettlar nightlife he partakes of), and cannot make the journey. The rest of the group presses on bravely, climbing out of the city by way of the same rope ladder they used before. They briefly visit Phaegr Mult to procure some of his rafts once again, and find that he's sweating, disoriented and covered in red sores, which he claims come from his 'bodylice'. The PCs are not so convinced, and when they depart, several think they hear the sounds of lashing from within the odd fisherman's cottage...

While several of the PCs scour the Furrowers' Guild, producing a chalk map on slate that roughly outlines the caves beneath the Cairn, Baro decides to grab a chunk of quartz from a bin in the Furrowers' staging area, which draws varied responses from his companions. The wizard, unamused, then decides to climb the Cairn and make use of his spyglass once more. This time, it reveals a series of smoke columns somewhere nearby to the north, hidden behind the thin treeline. Baro assumes there are more berserkers marching to join the tribes already stationed outside Vettlar. Major Langston takes a look for himself, and then the PCs proceed back into the Cairn by route of the opening Luz made with magic on the previous visit. With the exception of Baro and Mudgol, who slip on the rope and take some damage, all make it down safely. They note some wet, slushy, muddy tracks that have been left around the central hub chamber since they first came into the place, and then begin to quaff their protection potions while Luz reads the scrolls of endure elements that will shield them from the icy water's damage. Langston plays a trick on Mudgol, first offering him a vial of liquor, which the half-orc drinks gleefully, soon to realize that he cannot breathe underwater...

After straightening that out, the group proceeds into the drowned subterranean mines, where they travel along the drowned shaft into the central area of Coldflood Quarry (marked on their slate map), which is empty save for drowned totes of ore and various implements. They begin to systematically scope out the surrounding tunnels, when they find a murky, submerged cavern opening where a severed dwarven head 'warms up' to Baro beneath the water. Soon they discover what likely produced such a horror, a fat and oily, disgusting amphibious beast who delightfully pursues his next meal at the party's expense! Fortunately, thanks to a key electrical blast and some coordinated melee, they are able to defeat the huge thing before it entirely consumes Luz (who was stuck in its maw). They search the area and find a silver ring on a dwarf miner's corpse, also several scrawny goblin bodies floating about the muck...

Next they find a dry corridor they can walk through, full of rough quartz crystals and titled Quartz Alley on their slate map, before finding a cavernous area that seems to have, at one point, been blocked off by wooden boards. Within they are greeted with sinister, cautionary whispers, and after a few rounds of duly mouthing off to whatever entity lies within, it appears, an incorporeal vision of horror, and begins to drain Baro of his very life! Realizing that the spirit can just disappear into the rock and reappear elsewhere to torment them, the PCs decide that this might not be the best battle for them to fight, so Baro must suck up his loss as they head back through Quartz Alley and continue to explore. They travel down a few 'finger' tunnels and find very little of use, though Hnarsh Hosspotch springs a falling snow trap after a brief altercation with Mudgol. They find a submerged area where the miners must have been building a lift recently to ferry up and down the oar (rather than taking the usual stairs) for increased productivity.


After this, the party at last discovers its elusive quarry, a dozen kuo-toa harpoonists who defend another are of the caverns marked as the Silver Drips on the slate map. The battle is brief but bloody, the expert javelineers fanatically dispatching the wizards with a few painful throws, while the wizards in return lob balls of fire, death and destruction upon them. Sadly, they've depleted much of the PCs' strength and attacks (not to mention Baro had already been hosed by the spectral presence in the haunted mine), and once 'backup' arrives in the form of fanatical kuo-toan aestetics and their sorcerous master, things begin to go south for our heroes. The monks have strange abilities to turn PCs against one another, and prove able hand to hand combatants, several of whom escape the evard's black tentacles. Due to a concentrated lightning strike and the toughness of these amphibious brawlers, Luz, Hnarsh, Baro and again Mudgol are taken out of the fight, and other PCs find themselves constantly having to revive the half-orc diviner. Seeing his followers take the fight hard to the PCs, the leader decides to run off, presumably to bring in the rest of his minions to finish our heroes...instead, Langston decides to sacrifice himself and hold off the remaining monks while Mudgol grabs anyone he can and teleports them to safety.

Sadly, only 4 of the 6 characters can be moved in this manner. After much debate and stubbornness, Mudgol follows his orders and teleports Luz, Gruulsh, Baro and himself to safety...consigning the unconscious halfling Hnarsh, and the brave Major to their fates...swallowed by a tide of amphibious fiends!

Meanwhile, the gnome Ginkwrench awakens in Vettlar to the sounds of war horns and much panic among the city denizens...where the bloody 'ell is everyone?!

PCs: Baro, Gruulsh, Langston, Luz, Mudgol

Tuesday, November 20, 2012

Online Session 40 (11/20/12)

Here is the link to the transcript of AIM online session 40.

PC: Doorjamb

NPCs

Rek'Shon'Shar (human male): A muscular, bare-chested human, age probably late 30s or early 40s, with a bunch of scars on his lips and missing teeth. His hair is dark brown and greasy, like his gaze. He wears a wolfskin cloak, furry loincloth deluxe with a bunch of hidden pockets, and carries a long bone knife and a pair of short spears. Also covered in reddish tattoos that have faded through the years. He's got a pet horned owl, with some red-dyed feathers itself. Rek'Shon'Shar claims to be from some northern territory, and is encountered by Doorjamb in the Skunk Ridge, while he is hunting for information on the movements and status of the Empire's defenses...

Friday, November 9, 2012

Session 40 (11/9/12)

Tault, Martenin 6th, 838 ID  

Mudgol and Langston continue to poke around in Floivin Keep while the remainder of the PCs await their return to Vettlar. Jealous of his mens' sudden interest in property, Captain Langston seeks out a plot right at home in Floivin Keep. Discouraged by the costs of purchasing a floor in the city proper, he acquires a ruined and abandoned two-story building on the Norcourt, outside the East gate of the keep. It will require a few thousand gold to repair once a team can be ready (they're still busy with the city itself). Mudgol hangs out and causes trouble as usual, in particular by shining his scrying mirror unintentionally on a local peasant and his donkey. After a brief confrontation and hints of potential violence, the teamster storms off angrily. Up in Vettlar, Baro keeps himself busy with his spyglass, nervous that further berserker tribes might show up to join the three camped outside the gates. A distance check reveals that the Vandrakki are smart enough not to be within range of most of the city's few anti-siege weapons, or destructive magics. But Baro discovers that the Devil Paws come complete with fist weapons and smilodon pets, and the Long Elks wield strange polearms called sugliin similar to the one the PCs picked up off the snow goblin captain in Tretcher. At night, in Floivin Keep, Langston gets his service quarters upgraded, and now sleeps under the same roof as General Morrow, Commander Hoary, and Captain Lesper.

Varony, Martenin 7th, 838 ID

The PCs are reunited at Vettlar and get to planning their next step. Mudgol gets into yet another altercation, this time with a curious old hag who wants his scrying mirror (which he's brought to Vettlar to place in Gruulsh's new house), but the half-orc is saved by a passing Fifth Eidolorn soldier. The immediate plan of the party is to take the fight to the tribes camped outside the city, but Commander Estelbard reinforces the notion that he simply does not have enough men to spare, and that the party would be on their own, and require a distraction to draw off the other two tribes temporarily. The other option is to attempt to free the miners trapped in Skrath Cairn, and this one wins out, with the group attempting to procure some rafts to take them across the cove to the huge mound of stones hollowed out within. To do this, Luz and Hnarsh risk a jaunt outside the gates, using a rope ladder and then traveling out of sight of the tribes to the cottage of fisherman Phaegr Mult, who is still occupying his Pinewater-side cottage. He's an unusual dwarf, and to convince him to loan them his small, raggedy fleet of water craft, they trade him a few hours at Burdun's Brothel in the city, Luz giving him a heap of coins to spend. The half-orc waits behind in the cottage, while Hnarsh accompanies Mult back up the walls. Luz discovers a strange statuette hidden in Mult's home, an alien sea goddess with human torso, claws and face of a lobster and a spread of foul tentacles below her waist...

Once back together in the city, the PCs launch their plan, to take all Mult's rafts and hopefully use any extra space to transport surviving miners back to the safety of Vettlar. They cross the narrow waterway to the isle where the Cairn resides, and then set out about to search the Furrower's guild quarters, all of which are empty. The avalanche that the berserkers used to seal off the Cairn mine is too thick to penetrate even with the magic available, so Luz decides to use stone shape further up the mound and lower the party inside. Hnarsh is sent off to search the perimeter of the cavern complex for other entrances, while Baro remains watch outside. The berserkers don't appear to stir, or care, even though they can clearly spy the party on top of the Cairn. Once the party is inside, they discover that one cavern (leading to the mines proper below the river) is flooded with cold water, while the other chambers, including the central hub, are void of life. A dozen human and dwarven corpses are strewn neatly around the central area, impaled with ornate tridents and appear to have the look of surprise on their faces...Ginkwrench volunteers to dive into the cold water and feel his way along to see if there's another airy chamber in the mine with survivors, but he can only go so far into the mine shaft before his limited vision foils him. The PCs, unnerved, decide to turn back empty handed (though they found a copper spoon and a few coins).

They return the rafts to a very (sexually) satisfied Phaegr Mult, and then inquire about the situation at the Cairn. Mult seems nervous and deceptive with his answers, but eventually reveals that when he was plying the sea with the Roys on the West Coast, he encountered a strange serpent-like buccaneer who told he and the other dwarves many strange tales, one of which involved an evil, aquatic race called the kuo-toa who maintain a presence in the vast Underdark below the continent of Thault. They worship a goddess much like the one of the statue he procured from a human miner friend. Mult later shares his fears that the kuo-toa must have a network of lairs somewhere beneath Vettlar, and that the miners of Skrath Cairn might have dug a little too deep. That the Cairn itself might have originally been placed where it was by frost giants to keep out this potential threat, and that the berserkers might have unwittingly done the city a service by trapping the miners inside (though Mult has stayed outside the gates to watch for survivors). After this reveal, the PCs go back to Vettlar to plan, while Mult stays behind and says he'll join them there later.

Langston decides it might be worth it to find magical assistance which the party can use for a better rescue attempt, but then gets some dissent from Gruulsh, who thinks its a useless endeavor and that the party should press on to either fight the berserkers or travel to find the generals. Langston remains firm, and the group concedes to acquire some supplies for the effort. Mudgol manages to offend the rather racist 'sage' Teven the Worm within short order, but Langston convinces the ugly dwarf to provide water breathing potions. In addition, loot is exchanged for cash and distribute to the PCs. Thanks to Teven and Brother Baylor (of the Twin Tabernacles), the party has enough protection to attempt the dive through the mine. They hit the hay and plan to depart the following day.

Verne, Martenin 8th, 838 ID

While preparing to depart, the PCs decide to make use of Mudgol's scrying spell. The previous day's use had revealed that 'Polk' was a pile of ashes inhabiting the corner of a burnt out structure in Floivin Keep, but today they decide to track down the man 'hunting' the half-orc, Luorn Stride. Despite only having second hand information, Mudgol finds the dangerous tracker out in the Frogmarch somewhere near the old ruins they had recently visited...and the party concocts a plan to teleport to the man, surprise him and hopefully end his particular threat, though the diviner is not convinced he should use the spell up for the day when there are other pressing matters.

PCs: Baro, Ginkwrench, Gruulsh, Langston, Luz, Mudgol 

NPCs 

Phaegr Mult (dwarf male): A fishy scent seems to surround this gruff, square-jawed dwarf, swathed in thick furs and a leather vest. His brown-gray hair is tied back in a top-knot, and he’s got at least three wicked looking knives in scabbards on his belt. Most notable though, is the ‘mock beard’ he has made for himself out of fishing hooks, each piecing the skin of his jaw and jiggling when he speaks in a hoarse growl. Mult's a skilled local fisherman who claims to have had a past sailing out of Castle Roy as a merchant and adventurer.

Thursday, November 8, 2012

Player Housing

Wintersbreath

The following is a sample of a PC-purchased bungelow in Vettlar, capital of Wintersbreath.

Addresses of PC-purchased bungelows:

Ginkwrench: 12 Seal Street
Gruulsh: 18 Rafflek's Row
Luz: 2 Cutter's Row (SE corner lot)

Note that each bungelow comes equipped with a pair of cots, copper-sided washbasin, central hearth, additional cooking fireplace, and a pair of complementary chamberpots for new residents. The remainder of the furnishings (including those pictured on the sample) must be purchased by the PCs. There's also an annual provincial tax of 15gp for owning property within the city walls, and voluntary contributions to the city guard are welcome.

Monday, October 15, 2012

Online Session 39 (10/15/12)

Here is the link to the transcript of AIM online session 39.

PC: Doorjamb

New race unlocked: lizardfolk (level adjustment +1)

Monday, October 1, 2012

Session 39 (9/28/12)

Aric, Martenin 5th, 838 ID

The PCs pack up and say their goodbyes to the villagers of Tretcher as they prepare for their trek to the capital of Vettlar. Farmer Ossted offers his daughters to Captain Langston and Baro in marriage, and tells the party they'll always have a home in the village whenever they seek it. Odd Jon and Longjohns also say their goodbyes to Langston, who orders them back to Floivin Keep once reinforcements can finally arrive. The PCs manage to procure what few supplies they can from Ossted and others, and head out on their merry way, leaving behind the boat. As it turns out, this was a wise choice, since the Pinewater begins to ice over the further North they hike. Luz casts endure elements on as many party members as he can. They estimate the journey at around 12-16 hours of solid march, with Mudgol using his new overland flight spell to help scout out dangers along the riverbank. There are none of note, though Ginkwrench feels the group is being spied on as they near Vettlar by some unseen force.

As they near Vettlar, quaffing more elixirs to prevent those non-spelled party members from taking any cold damage from Winterbreath's unnatural chills, they discern that the sky has become incredibly dark even earlier than expected. The walls of Vettlar stand to the North, but they spy several large war camps that must belong to Vandrakki berserkers, West and Northwest of the small city. Hnarsh and Gruulsh are sent to scout ahead at the nearest camp, and discover strange Vandrakki garbed in leather, steel and bones, who are keening eerily about their camps' fires. They determine there are more men here than in the warband they fought at Tretcher, and in addition, strange cairns of bones in various sizes strewn about the center of their camp. Like the Giant Steppers, these berserkers don't appear to feel the effects of the cold...the PCs decide it best if Mudgol teleports as many of them as possible to the Vettlar battlement, and then instruct the guards to open the gates to let the rest of the party inside...

After shocking a surprised guard on the battlement, they learn that there is no way in hell those gates will be opened with the Vandrakki presence outside. Instead, they must rush to the wall and climb up a rope that the guard will let down. Using rary's telepathic bond, Mudgol conveys the plan to Hnarsh, Ginkwrench and Gruulsh, who race towards the wall in one burst. They are spotted by the nearest berserker tribe despite the darkness of night, and several of them rush to intercept, along with some of their now animate cairns, which become moving monuments of bone. Baro and Luz attempt to identify the creatures, but either they are not undead or the two just can't surmise the information. At any rate, our heroes make it up the wall, and then most of them head off to speak with Commander Estelbard while Luz stands watch. Armon gives them the lay of the land, explaining that the Last Eidolorn regiment is probably holed up at the fortified keep of Osgot, under siege by the largest concentration of Vandrakki berserkers (including High Kzarl Kromyth and his Quake Wyrms), and also the positioning of other war bands in the smaller communities. Baro learns that General Sophosyne of Toul Tabor and his regiment are probably somewhere in the villages of Urrow, Snovik or Gronggen. Estelbard gives the PCs a writ to stay overnight at the Old Helm Inn, and that he'll arrange for them to meet with the Regent at Tundratop Keep the following morning.

The PCs decide to split up, some heading to the Inn, others to get some whores at Burden's Brothel, with Langston's blessings (it's been a long trek to get here). Ginkwrench, Luz and Hnarsh end up scoring, while Mudgol is forcibly removed from the Brothel, and the others head to the Inn. Mudgol meets a strange, heavily armored halfling called 'Arkum the Lone', who propositions the group for a tomb robbing adventure at the frost giant barrows in Urrow. They later go to sleep, arranging a watch, while a few PCs head to the Angry Tankard for a night cap and information from the goblin barkeep, who tells them that he's heard a rumor or two that Bishop Brandler is known to have been slain by the Vandrakki. As far as Snarr knows, the general, Spurr the Meticulous and the tracker Tundra Wolf are probably still alive. Ginkwrench and Hnarsh remain at the Brothel to sleep overnight. The PCs also learn that within Vettlar, they do not seem to suffer the strange cold effects out in the wilds of the province.

Tault, Martenin 6th, 838 ID

The PCs wake up for breakfast, and Captain Langston nearly starts a fight with Arkum the Lone after a heated verbal exchange, which the halfling is too stupid and stunned to win. They were planning to hire him on, but his fees of 200 gold/day seemed to steep. The group heads off to its meeting with Regent Brisby Balewhyte, who informs them he will do his best to equip them if they wish to further help the cause of the Fifth Eidolorn in retrieving the expedition leaders and ridding the province of its berserker infestation. As it turns out, Ginkwrench, Luz and Gruulsh all enjoy Vettlar so much that they purchase single story properties, and Brisby draws up the paperwork. Afterwards, Luz and Gruulsh go out in the city to pick up healing potions, finding some success at the Twin Tabernacles. Ginkwrench meets with the local smith, Trock, to discuss another business proposition, while Langston and Mudgol teleport back to Floivin Keep to bring word to General Morrow and Commander Hoary of the latest goings on with the expedition.

They arrive to learn that the new Regent, a woman named Velvedine has arrived, an architect and noble of some repute from Carbadi. They speak with Captain Lesper, until Hoary shows up, and awards Captain Langston his Major rank pips. Langston brings Hoary up to speed, and asks that Luz be given a promotion, which the Commander steadfastly refuses, and explains at length. He notifies Langston that Pvt. Longjohns will be permanently assigned under his group, and that the archer might be up for the command of one of the new strongholds Velvedine has plans to construct in the north of Skunk Ridge. Mudgol and Langston then go out into the Keep to sell off some of their acquired treasure, and they plan to teleport back to Vettlar the following morning.

PCs: Baro, Ginkwrench, Gruulsh, Langston, Luz, Mudgol

NPCs

Arkum the Lone (tundra halfling male): A squat, heavily armored halfling donned in a cruel looking mesh of chain and plate mails, with a horned shield strapped to his back, a morning star and short sword in his belt. His dark hair is tucked up into a spiked helm, and his face is crossed with more scars almost than he has bare flesh. His teeth have been filed down to a ghastly point, and he’s missing his left ear with the exception of a grimy stub. His hands are covered in gauntlets, but the way he moves them, it seems he’s also missing at least one finger. Though he initially seems friendly with Mudgol, and offers to hire himself out to the PCs at 200gp/day, he eventually gets into a war of insults with Captain Langston, storming out of the Old Helm Inn. Arkum claims he's from the distant halfling homeland of Neglyss far to the Northeast.

Brother Baylor (human male): A bald, broad shouldered man of nearly 6’, Baylor wears a shining suit of well-polished scale mail beneath under a thick fur cloak. The longsword slung at his side, and the cautious green-eyed stare he gives everyone he meets are proof that the Brother is something more than a mere acolyte. He also has a pair of horns on his belt, one for drinking and one for calling. Baylor runs the Twin Tabernacles at Vettlar, and has no tolerance for insults or for evil beings, with Luz discovers promptly.

Commander Armon Estelbard (human male):
Pushing at least 60, the commander proudly wears a tunic bearing the insignia of the Fifth Eidolorn guard, over a suit of comfortable, cold-fitted banded mail. He has a cherry-dyed cloak and wields a sharp and dangerous looking war-pike; his eyes are blue-gray, and his hair and bear long, free-flowing in fluffy white. A large war horn is clutched in his right arm. He has a serious, businesslike demeanor and brooks no foolishness, which places him almost immediately at odds with people like Mudgol...


‘Den Mother’ Burdun (human female): A buxom, middle-aged woman, standing 6’ and nearly as wide as she is tall. She has a few knife scars on her chin and left cheek, and pockmarks on her forehead. Her hair is worn in a dozen thick braids, and a blue robe slightly parted to reveal her considerable assets. Luz does manage to tip Burdun enough to sample her 'wares' himself, but like many in Wintersbreath, she tolerates no insults, banning Mudgol from the premises almost as soon as he opens his half-orc mouth.

Frode Ferris (human male): Smelling of musk and liquor, this dark, bushy-haired man is covered in some of the finer cut furs you’ve seen in Wintersbreath. His beady eyes study you like a charlatan, and his lips seem to twist in an incessant smile. A fine pair of long-handed skinning knives are strapped to his legs, and he walks with a gnarly but lacquered oak staff. He helps supply the PCs with sets of cold weather gear and snowshoes for their journey across Wintersbreath.

Morst Lightmark (human male): A middle aged man of average height, his long dark hair has with a bright blonde streak that runs the length of his back. He’s wearing a fur apron with numerous pockets, over several layers of cloth. His beard is well kept, but there are traces of breads and meats in it. A cleaver is stuffed through his leather belt, and he his knuckles are tattooed with the dwarven letters for ‘W A N T’ ‘S O M E’.

Myrtha (human female): One of the whores at Burdun's Brothel in Vettlar, Wintersbreath. She's a rotund woman with heavy amounts of acne on her pig-like cheeks and greasy, short hair, quite jolly about her trade, though her short stature and pimples do not render her the most desirable of employees.

Regent Brisby Balewhyte (glacier dwarf male): With his leather outfit and simple cane, Balewhyte seems a pretty low-key individual for one in such power. He wears his long white hair in a topknot and sports a substantial beard that hangs down most of his chest. Balewhyte speaks with a calm confidence, and seems open to the idea of selling the PCs some vacant properties within Vettlar.



Shimmee (human female): An wrinkled, creaky elderly prostitute working out of Burdun's Brothel, she's probably over 70 years though perhaps her profession has 'aged' her some of that time. Often found stitching, mending or crocheting in the common room of the Brothel, she, like her co-workers handles her clientelle with consummate professionalism, as Ginkwrench and Hnarsh Hosspotch can now attest...

Teven the ‘Worm (dwarf male): The oldest dwarf you’ve seen in the Empire, this emaciated, thickly robed man squints out of two hazy blue eyes. He carries a steaming cup of tea, laced with ‘something’, and his teeth are brittle and yellowed. More disturbingly, his right leg seems gimped to the point that he walks at twisted angles, and part of his jaw seems to have decayed due to some necrotic affliction, revealing bands of bluish-red muscle beneath. Teven maintains his race's hatred for goblinkind, something Gruulsh discovers as he propositions the Worm for some healing potions.

Trock (half-giant):
Muscular of arms, but fat in the gut, this 7 and a half foot tall behemoth of a man has skin of a grayish-blue hue. The light white hair on his arms, and what remains on his head, seems smeared in soot, and he has a broad hammer the size of most men’s thighs which he carries over his back with a short rope. He wears a thick leather apron, but little else to protect him from the cold. Ginkwrench makes a deal with the half-giant smith to forge him various prototypes in weightlifting equipment which the gnome plans to market throughout the Eidolorn Empire.

‘Uncle’ Snarr (goblin male):
A square-jawed, small humanoid with white tufts of fur on his gray arms, neck and cheeks, his has one foggy eye and a scar surrounding it on his brow, and also seems to have burn marks covering his right arm. He wears a suit of studded leather armor, and his greasy white hair is slicked back into a pair of strange braids. A stiletto is wedged into each of the leather bracers he wears on his wrists. Snarr's cheerful but snide attitude and sharing of information with the PCs has earned him the title of 'best goblin in the Udders' Well campaign thus far'.

Monday, September 17, 2012

Online Session 38 (9/17/12)

Here is the link to the transcript of AIM online session 38.   

PC: Doorjamb

Lt. Grabes (human male): A portly, squat and balding soldier in his early 40s, Grabes' belly bulges out of his armor. He's been assigned to protect Hobfast during its reconstruction, and maintains a tenuous relationship with the local halflings under Grandmother Hosspotch. Grabes is cordial enough, but probably not if he smacks you with his fat mace.

Pvt. Brendel (human male): A fresh recruit in the Last Eidolorn guard, he's stationed in Floivin Keep and usually mulls about the Armory quarter near the barracks. He's got bushy brown hair parted straight down the middle, and a flat nose and bluish-gray eyes. He's rather weak physically, or just lazy, and he's equipped only with a short sword rather than the standard Floivin armament.

Friday, September 7, 2012

Session 38 (9/7/12)

Evalais (Saints' Day), Martenin 4th 838 ID  

The heroes wait for Mudgol to return from Floivin Keep, which he does quite early in the morning, before they press on to the rest of the Tun Vuul caverns. Using Hnarsh and Gruulsh as scouts, they scope out the next area, an abandoned cairn-forge where the abused corpse of a young Tretcher woman has been left.  Luz wonders why Polk, the linkboy/courier on the expedition, has not come inside the caves. He calls for the boy, and follows his voice back on. Roughly, the half-orc tries to grab Polk and shove him in to rejoin the group, but he is surprised when his gauntlets are not able to register purchase on the boy. 'Polk' seems to waver in and out of existence, his precise location difficult to lock onto, and before Luz can retaliate the child has withdrawn a hidden blade, stabbed and poisoned the half-orc, draining him of Strength. Luz cries out to the party within, but by the time they can help, the 'boy' has already fled the valley, moving too quickly for Luz himself to follow. He does notice, as he's running, that for a split second, the boy shifts forms and looks a lot like Monch Gnarlbottom, so the PCs decide it might be an assassin sent for Luz by the dwarf noble.

Next, the two scouts proceed to a room where a cloud of acid fog sears their flesh, apparently an unfinished, but magically trapped chamber. After rejoining the rest of the party, they explore a room where a simple tomb lies covered in snowdrift that have fallen from an opening up into the hillside. Turns out, these are some sort of cold-based slime creatures, four of which are mating in the chamber, and a melee breaks out...


The PCs fairly easily defeat the slimes, careful not to split too many of them into constituent parts that will keep attacking them. They decipher that the tomb itself belongs to a 'Shuuva the Wrecker', some ancient Shann folk hero who might have been posted at the fort outside. Within, they find some gems and gold coins of an antique mint, in addition to a strange ring with a goat's head emblem (Mudgol later identifies this as a ring of the ram). The next area they explore is a cavern that was at one point sealed off by a series of rusted greats, now broken. Within, an incredibly deep pit falls off into oblivion, but the PCs notice that a winch was once used here, perhaps to lower a platform far below. Baro drops a magically lit coin into the pit, and it plummets out of sight into the darkness.

The PCs turn back south, and find a catacombs area still full of wiry, petrified corpses, some of which continue to shamble around...another great combat ensues, and this time the enemy seems capable of magic, as if they were a cadre of ghoulish ancient sorcerers. Despite the rays and clouds of ice the creatures emit, they too are dispatched without much difficulty, though coming close to felling a few of the PCs in the process. Like the tomb of 'Shuuva', spoils remain hidden about the area, including a high count of antique silver coins, and some magical arrows, another ring (sustenance), a potion, a bag of dust (tracelessness) and a suit of hide armor which was on one of the animated undead.


Afterwards, while deciding whether to rest or press on, the heroes scout out the remainder of what they can find in the caverns: a dead end corridor, another circular corridor in which Hnarsh spies a falling ceiling trap (and thus the PCs avoid), and lastly, a corridor of defaced idols in which a shivering, frightened young girl is hiding out. Gruulsh recognizes her as Miola Ossted, the other daughter of Hagel, and the decision is made to trek back straight to Tretcher and hopefully avoid random monsters or berserkers on the Frogmarch. They leave the Weaponscrest and the mysterious Shann ruins behind, and are fortunate to have an uneventful trek back to the village, where they arrive at night, hailed by Sgt. Stuckle.

The dwarves that were left behind earlier have been busy, building minor fortifications to the surviving structures within Tretcher; the townsfolk treat the PCs to a warm room to rest, and some hot meals and cocoa drinks. Odd Jon beseeches them to leave behind more helping hands, and Langston decides it might be best (for his own safety) to leave the last surviving NPC of the original expedition roster: Longjohns. The group then decides they'd best rest up, heal the following morning, and prepare themselves to press on towards Vettlar where they can seek out further news of the Fourth and Last Eidolorn army that marched weeks earlier to Wintersbreath to help repel the berserkers.

PCs: Baro, Ginkwrench, Gruulsh, Langston, Luz, Mudgol

NPCs

Miola Ossted (human female): The elder of Hagel Ossted's daughters, a dirty blonde adolescent. She was ID'd by Gruulsh, and recovered from the ruins at Tun Vuul by the PCs, found cowering in fear deep inside the old crypt. The PCs later returned her to Tretcher and a reunion with her father.


Saturday, August 11, 2012

Online Session 37 (8/11/12)

This session was played in person, so there will be a regular campaign diary instead of the usual .html link to an AIM chat. It follows up both Session #37 and Online Session #36. Tabletop players were allowed to attend for bonus credit towards their leveling.

Varony, Malarous 30th 838 ID 

Langston fires a warning arrow towards the two humanoids entering Tun Staab, and hits one. The two quickly disappear behind one of the towers. When Gruulsh moves up to investigate, both have disappeared. Langston calls out a warning, and the response comes from a familiar voice...Doorjamb Grizzlebear. He and the halfling Hnarsh visualize, one from hiding and the other from invisibility. It's a brief reunion, Doorjamb explaining his purpose in coming to retrieve Private Glass, not at all surprised by her fate. Hnarsh offers some 'hoodoo' to the expedition, most of whom deny him, and the pair decides to help the expedition finish out the exploration of Tun Staab. Meanwhile, Baro, Mudgol and Ginkwrench decide to rest up and watch the children (Polk and Buck), Pvt. Longjohns guards them.


Doorjamb, Hnarsh, Langston, Luz, Gruulsh and Flood Watchman Barr approach the caverns, making the shady halfling take the lead. He signals to stop once the movement in the webs above becomes too rampant, and Gruulsh decides to take a 'peak'. He is noticed after sticking his head up through the webs, and five large white spiders lower themselves to the cavern floor. Despite their abilities to leap back and forth into combat, and a slowing poison, they are easily dispatched by our heroes. Doorjamb and Gruulsh explore what of the web they can in a limited time, recovering some masterwork weapons from Wolf Tongue berserker corpses, and a bag of silver and some antitoxins. The expedition presses on into another cave littered with bones and skulls, and a few open stone coffins, some of which still contain mummified remains.


They decide to skip past the area, since there is little of interest, when the mummified remains turn out...not to be so still. Three awful undead assault the group, with nasty slam attacks that can apply negative levels. It's a brutal fight, and Flood Watchman Barr is slain, only to return later on as an undead himself! The PCs persevere, taking out the original assailants and then a weaker Barr. They decide then to further search the cavern, to no avail. Hnarsh and Gruulsh scout down a neighboring tunnel, and the halfling tells the bugbear to return and gather up the group. When they return, he has moved north, beckoning the PCs forward to where they find a pair of extremely heavy iron doors, slightly ajar to another cavern. Also, a young, dead girl who Gruulsh ID's from Tretcher is before the doors, clutching the remains of a stuffed animal. Despite several strong attempts, they are unable to force the doors, and thus they check another cavern to the south...


...which turns out to contain a dense, heavy statue of the death titan Ulan Vhor, whom the PCs learned about in Floivin Keep due to the research of Conniff and Baro. The statue radiates necromancy, and seems to have diamond eyes. The expedition turns back, deciding after their failed attempts at forcing the doors, to allow Hnarsh to go in and scout about. He returns with some baubles and treasures, passing a magical large steel shield and breastplate through the doors, as well as a metric ton of silver coins, and some scrolls and gems. The party decides they've cleared out the ruins at last, then turns back to join their rested companions, and hole up for the night to regain spells and attempt to wait out some of their negative levels. They spend a 24 hour period resting, while they alternate watches.

Verne, Martenin 1st 838 ID 

Apart from a sole ogre who sees the group in the valley and then flees, the 24 hours go by uneventfully. Luz and Doorjamb heal what they can of their active companions, and then Grizzlebeard tells them there are further tracks traveling East towards Toul Tabor. The group decides instead to travel back West to check out the other ruins at Tun Vuul. En route, they encounter a trio of frost giants at a distance, but the two groups avoid one another and there is no dreadful confrontation. When they finally arrive outside the alley at Tun Vuul, they decide to rest up once more, to regain spells and prepare themselves.

Essel, Martenin 2nd 838 ID 

The five active members of the expedition approach Tun Vuul, to find a ruined fortress surrounded by low, crumbled towers. As Gruulsh and Hnarsh creep forward to scout out the area, they are spotted by some large, hostile white wolves. Combat ensues yet again, and the wolves breath cones of frost and perform deadly tripping maneuvers against the PCs. They also seem to have bluish runes painted on their fur, not unlike the red marks that were on the berserkers' bonded war bears they fought in Tretcher. Nonetheless, they are pretty easily dispatched, and then our heroes can finally examine the ruins, to find the fort almost completely destroyed. They also find Magra Ossted hiding out in one of the towers, but she is blinded and only screams in panic at their approach, seemingly unable to communicate.


There is a wall further East in the valley that was basically a cairn of rocks used to block off a cavernous entrance to the mountains, but it has eroded, stones removed, and now access is granted beneath the Weaponscrest. The PCs move forward and find an abandoned storage supply, where aside from a few ancient pairs of armor, most has been completely looted. They decide here to stop, rest again, since Doorjamb has to dig up the remains of Private Glass and return them to Floivin Keep.

Ivric, Martenin 3rd 838 ID 

Mudgol and Doorjamb trek six hours to Tretcher with Buck and Magra, returning them to the village, and then Mudgol teleports himself, Doorjamb and Glass' remains back to Floivin Keep. Hnarsh is left with the rest of the PCs...who have mixed feelings about this new acquisition. Mudgol plans to return the next day.

PCs: Doorjamb, Gruulsh, Langston, Luz

NPCs

Magra Ossted (human female): One of Hagel Ossted's daughters, a frail blonde teenager. She was ID'd by Gruulsh, and recovered from the ruins at Tun Vuul by the PCs. Blinded somehow, with a cloth wrapped about her eyes, she seems to be suffering from deep trauma at her captivity, and can respond only with pitiful screams when the expedition attempts to comfort her. Mudgol and Doorjamb later return her to the village of Tretcher.

Thursday, August 9, 2012

Session 37 (8/9/12)

Tault, Malarous 29th 838 ID 

After days of preparation and healing, and waiting for Mudgol to return from his teleportation back to Floivin Keep (where he paid to have Slab's remains stored and magically preserved in the cellar of the Cathedral of Blades), the PCs don their cold weather outfits and set out across the Frogmarch to find any survivors that might have been abducted by the Wolf Tongues tribe. They decide it would be best to first attempt the further of the two ruins, Tun Staab, where Hagel and the villagers thought they might have been taken. En route, the party spots a large pack of canines rushing through the frosted grasslands, which Baro identifies as blink dogs, that the party decides not to confront. A starving, desperate arctic fox attacks Balard, unable to breach the dwarf's armor before being systematically disposed of by an arrow from Langston. Once the night sets in, the group decides to rest on the plain, and this time passes uneventfully.

Varony, Malarous 30th 838 ID  

The PCs arrive at the small mountain valley which houses the Tun Staab ruins. It is fronted by a trio of crumbled towers, upon which are runes scripted into the ancient Shann tongue. Baro and Mudgol are able to decipher these as reading ‘Here Lies the Brother-Ward of Denhema Staab, Guardian to the Deep-Ways’, and Balard identifies the structures as human (and non-dwarf) architecture. Beyond the towers, there is a ruined coliseum and an old manor, both also decayed, and a large cavern entrance to the Weaponscrest mountains. The valley is full of whorls of snow, huge drifts, and sheets of obscured ice created by runoff from the surrounding highlands. They also make out several broken humanoid bodies through the drifts, and when they approach, they are frightened to discover that a half-dozen giant yetis have taken up residence in the area, some climbing forth from the broken, open towers, others rushing down from the foothills. They don't seem too happy about the PCs' presence, and a massive fight ensues...


The treacherous, icy terrain and the long reach of the ape-like creatures prove devastating against the party's attacks, rendering much of the melee ineffective for a good part of the battle, though Luz, Ginkwrench, Langston and Barr all strike some decisive blows. Fire seems most effective, but before they can finally bring down the monsters, both Vondort and Balard have been reduced to paste and guts by the horrendous slam attacks. After the fight, Ginkwrench decides to remove one of the yeti's claws to hollow out and use as a backpack, and the party discovers a treasure stash of some coins, gems and vials hidden up in one of the entrance towers. Afterwards, they proceed to check out the fallen manor, where they discover a survivor of Tretcher hidden in the outer wall, and then a fancy dwarven waraxe inside the old hearth next to a dwarven corpse.

The next area of interest is the arena structure, which the whole party sets out to explore...unfortunately, the center of the coliseum turns out to be an ancient death trap, a 100' circular pit of packed earth reinforced by blocks of stone. Though Barr and the Professor manage to evade it, Mudgol and Gruulsh are unlucky enough to fall through the pit, the former being knocked out at the bottom and the latter deftly avoiding the same fate, though taking a lot of damage in the process. It seems that this pit proved some sort of grisly afternoon entertainment for the ancient Shann, who lowered captives and creatures by a winch to the depths, and enjoyed the sport of slaves trying to climb out on a series of wooden spears that circled the interior of the pit, while beasts attempted to devour them...Gruulsh gives the unconscious Mudgol a potion to wake him up, and the two teleport back up topside.

The last order of business...the cavern entrance. There is some dissension on whether or not to explore further, but Mudgol decides to use clairaudience/clairvoyance to peek inside. It's a massive, snowy cave with the upper walls and ceiling obscured by thick, frost-tinted webbing. Mudgol summons a giant bee and sends it in, but while its able to piece the veil of cold webs, it soon disappears. As the party decides whether to press on into the depths and risk whatever lies in the webs, Longjohns (the lookout) alerts the rest of the expedition that two humanoids have entered the valley near the front towers...

PCs: Baro, Ginkwrench, Grulsh, Langston, Luz, Mudgol

NPCs

Buck Beltreg (human male): An orphaned, emaciated 10-year old boy from Tretcher who was taken by the Wolf Tongues to serve their twisted pleasures. The PCs discover him (and Gruulsh recognizes him) in an alcove in a crumbled stone manor at the ruins of Tun Staab, in the Frogmarch. He claims the Wolf Tongues in the valley were slain by the great yeti, but several might have gone inside the nearby caverns with other abductees. The Wolf Tongues used his rags and hides on which to urinate and smear feces, so Buck is presently emanating a nasty scent...

Friday, August 3, 2012

Online Session 36 (8/3/12)

Here is the link to the transcript of AIM online session 36.

PCs: Doorjamb

R.I.P. Sgt. Lusker

Thursday, July 26, 2012

Session 36 (7/26/12)

Ivric, Malarous 26th 838 ID 

The Battle of Tretcher Part II 

The surviving members of the expedition continue to press on desperately against the Vandrakki berserkers, as their spells and tricks run down to a gruesome exhibition of hacking and killing. Mudgol is accosted by a summoned beast atop the northernmost Tretcher gatehouse while the carnage ensues below. The berserker shamans soon flee the melee, their healing magics spent, and mount the war mammoth to flee the village, but the PCs are so involved with the remaining barbarians, snow goblins and the war chief that they cannot even entertain an idea of pursuit. Captain Langston decides to 'tank up', donning shield and warhammer to draw the attention of the warchief, who has in the meantime slain our good friend Private Teckle. Though his prowess is faultless, Handsome Harlan is also brought low to unconsciousness, as well as the warmage Roost and the pistoleer Cannon Mack Roy. Soon, Langston, Ginkwrench and Mudgol share their fate, leaving only a handful of the expedition around to finish the fight...

Meanwhile, a bugbear exile struggles to break free of his bonds in the basement of a local shop, where the Vandrakki had isolated him due to his dangerous physique. He struggles for many rounds to break the very foundation to which he is manacled, and eventually succeeds, though as a result he has brought down much of the structure! Grulsh fled north from the Blood Eagle tribe once they announced their intention to ally with the mysterious organization called 'The Score', thinking his warmates foolish to go up against the Empire, and he found work for a month or so with a Tretcher farmer named Hagel Ossted. When the berserkers arrived, Grulsh was overwhelmed and decided it best not to fight against such hopeless odds, so he was taken captive and separated from the other survivors. After freeing himself, he rushes off towards the sounds of battle, praying that liberators have arrived to take the village back from the Giant Steppers...


He arrives just after the battle has ended, but it quickly spotted by the wizard Baro, who calls out Captain Langston (recently healed to consciousness). The Last Eidolorn expedition has won their battle, but at huge costs. Immediately distrusting the bugbear, Langston fires a shot at Grulsh as he runs back to the south district of the village where he believes the other survivors have been kenneled. Baro, Luz and Langston all follow him, while Grulsh, manacled, climbs and breaks through a window into the warehouse. The other survivors, happy to see the bugbear, hide him while the rest of the PCs arrive to open the building. Odd Jon and the remainder of the expedition stay behind, tending to the wounded and arranging the bodies of their fallen companions. They find one survivor of the Fifth Eidolorn staged in Tretcher, a Private Tinn who tells them of the village's plight, that there were TWO warbands which attacked. The Wolf Tongue warriors captured numerous of the young women and other 'useful' prisoners, then traveled East across the Frogmarch, presumably to ransack the tombs of their ancestors for the war effort.

Tinn also relates that the PCs that she is related to the missing General Bree Bristow of Wintersbreath, and that more information on what's happening can be found with Cmd. Estelbard at the capital of Vettlar, further up the Pinewater. The other notable survivors at Tretcher include Brother Vax, a local adept of Eleste who offers to heal those in need; Stenn Arvangr, proprietor of the local drinking hole the Piss Poor Abbott, who offers the expedition any food or drink he might have left after the sacking of the village; Chani 'Coldfitter', a beautiful platinum haired dwarf who Odd Jon is immediately taken with; and farmer Hagel Ossted, who is glad to see Grulsh still alive and gets into a verbal altercation with Luz. Once the smoke has cleared, Stenn and Ginkwrench head off to the Piss Poor Abbot, where they find the berserkers' stored spoils, including a few items that Mudgol detects as radiating magic. In taking account of their losses, Baro is surprised to find that Handsome Harlan has died...after all, he recalls bandaging and stabilizing the bruiser during the combat.

After a small conference, Odd Jon approaches Langston about having himself and several others remain behind, thinking it inconceivable to leave the villagers unguarded until further assistance can arrive. It is agreed that Odd Jon, Cannon (who is now dispossessed of his fallen mercenary band and not sure he wants to continue anyway), Flake Falloway, and a begrudging Roost will remain in Tretcher to help build some defenses for the survivors, while the rest of the expedition will head East to find the missing villagers before pressing on to Vettlar. There me be an added 'impetus' for Odd Jon to remain behind (as well as the other dwarves) in the beautiful Chani, but at least she is able to procure cold weather outfits for the rest of the expedition who are continuing the trek.

Evelais (Saint's Day), Malarous 27th 838 ID 

A day of rest and remembrance of the expedition's fallen. Stone cairns are built by the survivors for the dead, including Slab and Teckle. Mudgol meanwhile identifies a number of the objects the party has found: a pair of huge-sized horseshoes of speed (meant for a mammoth, no doubt); a dagger +2, +3 vs. fire type creatures called 'Blazebane'; a minor circlet of blasting, and the goblin leader's sugliin +1. Gear is distributed where it can be, and the expedition claims the berserker spoils (Grulsh his own equipment), though they decide to leave all the masterwork gear of their fallen and the enemy to help arm the survivors, who can also sell it later to help restore Tretcher more fully. The rest of the day is spent healing, with the help of Balard Winch, Brother Vax and Luz.

Aric, Malarous 28th 838 ID

Another day is spent healing wounds and distributing gear, while Stenn Arvangr prepares rations for the expedition. The following morning, Langston plans to head East across the Frogmarch. After a discussion, Grulsh decides to join the group, to mete out vengeance for the berserkers' acts and help rescue Hagel's daughters.

PCs: Ginkwrench, Grulsh, Langston, Luz 

Combined Casualties:  Eiger 'Cold Draft' Dodson, Handsome Harlan, Lt. Teckle, Pvt. Glass, Regg Morland, Slab, Tulk Rothek
Remaining in Tretcher: Cannon, Flake, Odd Jon, Roost
Pressing Forward: Balard, Baro, Barr, Ginkwrench, Grulsh, Langston, Longjohns, Mudgol, Luz, Polk, Vondort

NPCs

Brother Vax (human male): A bulky man of brawny girth, he’s adorned in thick, warm brown robes emblazoned in a pattern of bronze-tinted swords, flowing down over his broad boots. He has a burn mark around his neck where a necklace or amulet seems to have been branded into him, and haggard, exhausted eyes of a pale green-gray below his unkempt, thick mane of dark hair. Vax is not only the tenant of the Hallbotten Chapel (to Eleste), but he also works at the Breads ‘n’ Broth, with the Giant Steppers have thoroughly sacked. He’s an adept of some skill. Vax has been the spiritual leader of the 40-50 captives.

Chani Chiselblade (dwarf female): A beautiful dwarven vision, with a shock of long, platinum-white hair tied back in ornate braids, she wears a blood stained pale fur cloak above some fine tailored, detailed garments and white boots. There is a sharpness to her features, with dagger green eyes and strong cheekbones, but it only serves to heighten her appeal. Chani runs the ‘Coldfitters’ shop for travelers in and out of Wintersbreath. Though the Giant Steppers, with their inbred tolerance for the region’s climate, had little use for her wares, they still ransacked most of the finer furs and material, about 50% of her stock. 

Hagel Ossted (human male): A seasoned man of at least 60 winters, with numerous cracks and scars around his eyes and smothering his fingers, and a graying mane of hair clutched back in a braid of wooden beads. His broad shoulders hint at a long life of labor, and his squared jaw looks to have been shattered or broken at some point, as it hangs at a slightly disjointed angle. Hagel is a widower, the last survivor of the Osstad farm, just north of Tretcher proper. His livestock were devoured by the Giant Stepper raiders, his two sons slain, and his two daughters presumably stolen away to slavery with the Vandrakki, somewhere outside of Tretcher. Hagel took the outcast Grulsh under his wing when he needed work.

Private Tinn (human female): A crumpled woman in her 20s, her amber eyes and blonde locks might have marked her as attractive if she weren’t so damaged. Bruises cover her face and arms, and her left leg has been removed below the knee, so she leans against an improvised crutch. She wears a tattered Fifth Eidolorn uniform, but it’s been ripped several times above and below the waist. Tinn is the last surviving Fifth Eidolorn soldier in town, the rest having either been routed by the Giant Steppers or fled onto the plains to the West. She claims to be related to General Bree Bristow, the missing general of the Wintersbreath forces. 

Stenn Arvangr (human male): A steep but hunched man with balding, tightly cropped bald hair, he moves about with a stiffness that seems to agree with the cold air. A pair of eyeglasses rests on the bridge of his hawkish, purpled nose, partly concealing his blue-green eyes, and a neatly trimmed moustache rests beneath it. A hand ax and cleaver hang by the belt of his apron, unblooded. Stenn is the proprietor and cook of the Piss Poor Abbot, Tretcher’s sole drinking establishment and hostel for travelers.

Tuesday, July 17, 2012

Online Session 35 (7/17/12)

Here is the link to the transcript of AIM online session 35.

PCs: Doorjamb

Melizyla (dryad female): A curious dryad living a few hundred meters outside of the Free-Mest, she enchants Sgt. Lusker one evening when he and Doorjamb are camped outside the village. Doorjamb eventually finds the besmitten rogue, and Melizyla warns him that she doesn't want them around, but that he is free to reclaim his companion.