Friday, March 30, 2012

Session 31 (3/30/12)

Aric, Malarous 21st, 838 ID

After the quick acquisition of the dragon Cindran's treasure horde into Baro's magical haversack, the PCs look out onto the Skull Collar hideaway's courtyard below, to see a 60' drop down and a number of ogres, bugbears and worgs mulling about below. Most of the creatures seem adorned in more skull trophies than those the PCs have fought in the past, so it's assumed they are elite and nothing to scoff at. The dragon's warning has not gone unnoticed, and the humanoids glance about in confusion, one of them eventually running into a nearby structure when the PCs decide to fire down from the ayrie ledge and scatter them, to make their descent by rope. Arrows and magical spells, including a giant sleet storm from Mudgol are used to spook the creatures.

Unfortunately, the climb doesn't go well. Four of the PCs (Slab, Mudgol, Luz and Darkahn) manage to critically fail their climbs, and fall off during their descent, all taking injuries when they strike the courtyard. Baro and Langston remain topside, to cover the rest of their group. Seeing their plight, a group of enemy creatures rushes the PCs in the courtyard to take advantage, while Old Codge Myron continues to climb down. Before long, the battle is joined by The Score themselves: Butter, Fancy Nan, Maythee Marrot (who animates several skeletons to his side), Flaming Fack and eventually the Red Wizard Merevhos Melek-Tha and the warrior Bread (aka Doughboy the Dreaded from the Tarair fighting tournament) all engage the already weakened PCs.

Langston takes a spell hit early in the battle that nearly cripples him, while he and the already wounded Baro continue to fire from cover. Slab uses himself as a living shield against the first wave of attackers, while Darkahn opens fire and Mudgol uses a series of sleet storms and black tentacles to confuse, block and detain the overwhelming enemy numbers. Myron and Luz use what spells they can to heal up the injured, but the incoming damage is far too great. Slab, Baro, Luz and Mudgol are all knocked out, but some are able to stabilize or recover. Sadly, Darkhan the ranger is taken down, healed up, and then unceremoniously bashed over the head by Bread, unable to recover again...and he passes from this world. But the PCs manage to barely come out on top thanks to a few valorous strikes and the solid assistance of Myron, who manages to take down Bread with a few mighty slashes of his Scythe.

Just when the battle is ending, and the Red Wizard predictably teleports out of the fray to save his own skin, the criminal Cheeky emerges from the shadows and nearly deals out a lethal surprise attack against Mudgol. He is quickly taken down by the other survivors. The rest of the Skull Collar ogres, goblins, and bugbears decide to bargain with the PCs since their employers are slain and their mercenary nature compels them not to risk their own lives against these savages of the Last Eidolorn. It is agreed that the PCs can loot the Score bodies, but must leave the hideaway and never again interfere with them as they rebuild and choose a new chieftain. While some have a problem with this (especially Myron who doesn't want to suffer these evil creatures to persist as potential dangers to the people of Floivin), it is decided that to continue fighting would result in the end of the group. They loot what bodies they can and make their exit from the Skull Collar stronghold.

PCs:
Darkahn, Langston, Luz, Mudgol, Slab

Fatalities:
Bread, Butter, Cheeky, Darkahn Gradak, Fancy Nan, Flaming Fack

NPCs

Maythee Marrot (halfling male):
A member of the Score that was previously only hinted at in the PCs' investigations. He wore black leathers over a chain shirt, and possessed an enchanting skill with music and healing. He also had an uncanny ability to animate skeletons with his bone pipes. Marrot was slain at the Skull Collar hideaway along with his compatriots Bread, Butter, Fancy Nan, and Flaming Fack.

Tuesday, March 20, 2012

Online Session 30 (3/20/12)

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

PCs:
Doorjamb

NPCs

Private Tremblay (human male):
A soldier in his 30s who was banged up pretty badly in the fight for Floivin Keep. Served under Cpt. Tarl Treadmyr, and might be the one surviving member of that unit. Though the captain was a coward (like many). Tremblay meets Doorjamb after he has arrived at the East gate of Floivin Keep to report his scouting results for Cedarway, Littlewolf and Ettenhead.

Tuesday, March 13, 2012

Military of the Eidolorn Empire Pt. II

Muster and Armaments

The First Eidolorn Guard

Province: Carbadi
Emblem/Colors: maiden with sword aloft, burgundy/silver
Leadership: Gen. Anglard Castac, Cmd. Barras Helthul, Cmd. Unyr Fyrf, Cmd. Caryal 'The Crimson Bride'
Total Muster: 5590 + 20% additional conscripts
Breakdown: 3500 infantry, 600 cavalry, 500 archers, 300 crusaders, 300 navy, 200 Imperial Guard, 100 sappers, 50 Arcane Order, 40 aerial cavalry

Infantry: breastplate, light steel shield, trident, longsword, light crossbow, dagger
Cavalry: breastplate, lance, longsword, light crossbow, dagger, light warhorse, chain barding
Archers: chainmail, heavy crossbow, longsword, dagger
Crusaders: half-plate, light steel shield, flail, longsword, dagger, heavy warhorse, half-plate barding
Navy: chainmail, longsword, pistol, dagger
Imperial Guard: full plate, heavy steel shield, longsword, heavy crossbow, dagger
Sappers: leather armor, light crossbow, dagger, bombs, smoke bombs, alchemist's fire
Aerial Cavalry: breastplate, trident, longsword, light crossbow, dagger, griffon
Conscripts: leather armor, light wooden shield, shortspear, short sword, dagger

The Second Eidolorn Guard

Province: Rothe
Emblem/Colors: octopus wielding eight scimitars, navy blue/electrum
Leadership: Regent-Admiral Harriet Rhys, Cmd. Zagali Yaz
Total Muster: 900 + 20% additional conscripts
Breakdown: 700 navy, 100 cannoneers, 100 archers

Navy: chainmail, buckler, pistol, rapier, dagger
Cannoneer: studded leather armor, pistol, rapier, dagger, cannon
Archer: studded leather armor, light crossbow, rapier, dagger
Conscripts: leather armor, light crossbow, dagger

The Third Eidolorn Guard

Province: Nobbish
Emblem/Colors: oxen snorting fumes, copper/russet
Leadership: Gen. Tolyn Wyr, Cmd. Coros Kell, Cmd. Durto Gamson
Total Muster: 3300 + 10% additional conscripts
Breakdown: 1500 infantry, 1200 Farmers' Army, 200 cavalry, 200 archers, 200 navy

Infantry: chain shirt, light steel shield, longspear, short bow, short sword, dagger
Cavalry: chain shirt, longspear, short bow, short sword, dagger, light warhorse
Archers: leather armor, longbow, short sword, dagger
Navy: leather armor, short bow, short sword, dagger
Farmer's Army: padded armor, light wooden shield spear, fork, club, dagger
Conscripts: padded armor, club (or fork), dagger

The Fourth Eidolorn Guard

Province: Toul Tabor
Emblem/colors: Open tome with inverse raven talons on its pages, carmine/gold
Leadership: Gen. Sophosyne, Cmd. Semar 'Lionpaw' Strayts, Cmd. Brygmog 'The Gutter', Cmd. Asmalix, Cmd. Vhelok
Total Muster: 5300 + 20% additional conscripts
Breakdown: 4000 infantry, 700 cavalry, 500 archers, 100 Wizards Elite

Infantry: scale mail, light steel shield, ranseur, flail, light crossbow, dagger
Cavalry: scale mail, lance, buckler, flail, light crossbow, dagger, heavy warhorse, scale barding
Archers: scale mail, light crossbow, short sword, dagger
Conscripts: Leather armor, light wooden shield, morningstar, light crossbow, dagger

The Fifth Eidolorn Guard

Province: Wintersbreath
Emblem/colors: white dragon's head, azure/white
Leadership: Gen. Bree Bristow, Cmd. Armon Estelbard
Total Muster: 420 +10% additional conscripts
Breakdown: 300 infantry, 60 mammoth cavalry, 60 archers

Infantry: hide armor, heavy wooden shield, spear, battleaxe, short bow, throwing axe
Mammoth Cavalry: hide armor, buckler, longspear, short bow, throwing axe, mammoth
Archers: hide armor, longbow, spear, throwing axe
Conscripts: hide armor, buckler, spear, short bow, dagger

The Sixth Eidolorn Guard

Province: Melethesz
Emblem/Colors: mechanical bronze horse, crimson/bronze
Leadership: Regent-General Shann-hai Riggings, Cmd. Ishas Ultar, Cmd. Vlodis 'Firefingers', Cmd. Qik Selosh
Total Muster: 2930 + 20% additional conscripts
Breakdown: 2000 infantry, 400 cavalry, 400 gunners, 100 sappers, 30 Spell-stingers

Infantry: ring mail, light wooden shield, falchion, scimitar, pistol, dagger
Cavalry: ring mail, light wooden shield, longspear, scimitar, pistol, dagger, light warhorse
Gunners: ring mail, musket, scimitar, dagger
Sappers: padded armor, gnome calculus, dagger, bombs, smoke bombs, alchemist's fire
Conscripts: padded armor, buckler, spear, dagger

The Last Eidolorn Guard


Province: Floivin
Emblem/Colors: leaping bass over crossed hammers, indigo/silver
Leadership: Regent General Gurd Gnarlbottom (missing), Cmd. Scott Morrow
Total Muster: 810 + 20% conscripts
Breakdown: 500 infantry, 200 cavalry, 100 archers, 10 Arkana Arkiva

Infantry: chainmail, halberd, short sword, light crossbow, dagger
Cavalry: chainmail, lance, longsword, light crossbow, dagger, light warhorse, leather barding
Archers: chainmail, longbow, short sword, dagger
Conscripts: padded armor, light wooden shield, club (or fork), dagger

Friday, March 9, 2012

Session 30 (3/9/12)

Evelais (Saints' Day), Malarous 20th, 838 IDAfter parting temporarily with Private Teckle, the PCs travel briefly to Halehusk to begin their search for Schnoo the Sorcerous in the Crown Pasture. They arrive to find a village somewhat deserted, with a few survivors having returned from the 'safety' of Floivin Keep to repair their homesteads and businesses. Mudgol asks around and gets a few hints from a farmer named Old Man Jilliver, whom he pays a chunk of silver. The PCs head off in search of the Bletch residence, passing Old Pager's Farm en route, where Mudgol and his earlier companions once did battle against the Skull Collars. At last they arrive at the run-down Bletch farmhouse, which is covered in herbs and trellises. They find an abandoned hound's shed and note that a steel post is buried in the front yard with two chains attached that are also buried in the dirt.

Mudgol and Slab approach the front door while Luz circles around back, the rest of the group waits by the road. The pair are unnerved when they find a scarecrow-like figure on a rocking chair on the front porch, but the door is soon answered by the widow Bletch herself, who they question about Schnoo's location. She points them in the proper direction, after selling them a small pot of tea to use as a bribe. She also informs Mudgol that he should allow one of his human companions to speak with the hermit, since he's a bit of a bigot towards everyone else. How the old lady can see Langston and Baro from the road isn't clear. Slab begins inquiring after curatives and antitoxins that the old woman might sell them, but Mudgol goes and botches it up by insulting her. On their way back to the road, they get the impression that the scarecrow with the pig's head is still watching them, but Luz discerned that it was not in fact magical...

Soon the PCs arrive at the overgrown two-story manor of Schnoo, and find a fat crow on the roof which constantly caws out 'E's not home' in a grating tone, and spits bird feed and corn kernels down on Langston when he approaches. Langston somehow manages to convince Schnoo to come to the door and answer, and endures the cracks at his companions. Once Schnoo learns that the half-orc on the road, Mudgol is a member of the Arkana Arkiva, he makes a deal with the PCs: if Mudgol quits the Arkiva, Schnoo will return and assist Mistlethroe. To everyone, or no one's surprise, Mudgol gives up his guild membership right there... Langston returns to ask a followup question and Schnoo informs him he can make his way back to the Arkiva without help. As they leave, they notice the fat crow familir, Peckerwouldn't following them for a bit.

They return to Halehusk in order to procure a wagon and horses, and Mudgol returns to ask Jilliver where they might find one. He points them out to Old Man Breel, a charismatic, obese and tall man constantly squinting his left eye, who eventually bargains with them for his wagon and two horses. By now, Jilliver has received more cash from Mudgol, enough to fix both his fence and shutters on his house. The PCs hit the road, Mudgol and Baro planning to exchange spells while Darkahn meditates to find himself another animal companion. En route, they pass a number of civilians heading back to Livenoak and Littlewolf, and a pack of wolves loose and running up and down the Great Westermarch, though there is no confrontation. Eventually, they arrive at the opening of the pass through the Vernal Wall, and find a troop of Wizards Elite and Fourth Eidolorn survivors clearing the rubble from the avalanche and retrieving their fallen companions' remains. The PCs decide to spend the camp here.

Aric, Malarous 21st, 838 ID

As the PCs prepare to traverse the pass, they decide to leave the wagon and horses behind to aid the Fourth Eidolorn troops in their task. One of the Wizards Elite warns them that an ornery old man wearing ragged splint mail and wielding a scythe was seen entering the pass before they arrived, and after traveling a few miles, they encounter the man, who introduces himself as Myron, the Last Defender of Livenoak. He seems quite suspicious at the presence of Luz, but nonetheless agrees to join the PCs in their assault on the Skull Collar mountain hideaway. They make their way towards the obscured entrance and up the stone steps to the lift platform, which they find is still missing after they set it on fire. Mudgol uses his clairvoyance to scout the top of the lift shaft, and notes that there are a good number of rough looking ogres and bugbears above, so it's decided that they will try and surpass the stone slab further up the mountain corridor.

When they arrive at the slab, they note a dried blood trail. Obviously Chizel was not lying that there must be a dragon above, and sacrifices have been made here to feed it. Using Luz's magic for enhancment, five of the PCs combine their strength to budge the slab enough that they can pass it, and discover a huge pile of bones and charred corpses beyond. They make their way up and hear a serpentine breath echoing above, and eventually come to a circular ayrie chamber in which the young red dragon, Cindran rests on a pile of gold. The chamber is strewn with refuse and there is a fire lit from some uprooted timber, while several large openings to the East look down over the Skull Collar stronghold below. But first, they decide to parlay with the creature. Mudgol speaking in draconic saves them from an instant struggle, but eventually the PCs decide that the dragon's asking price to ignore them is too high, and so Darkahn, fueled by his hatred for the scalykind, initiates a battle. It's fairly brief. Cindran knocks out Baro with his breath weapon but the PCs' combined ranged spells and attacks prove too dangerous, so it decides to flee the chamber. But not before warning the Skull Collar remnant below...

The PCs gather up the dragon's hoard, including a pricey looking jeweled crown, and plan what to do next.

PCs:
Baro, Darkhan, Langston, Luz, Mudgol, Slab

NPCs

Cindran (young red dragon):
An opportunist dragon who claims an ayrie in the dwarven ruins that make up the Skull Collar Hideaway. The mercenary humanoids feed it victims and cattle while it guards its treasure and has open access to the Hideaway courtyard and the Vernal Wall. Though it does seem open to parlay, the PCs end up fighting and driving off Cindran from its lair.

Lardy (thing): A scarecrow dressed in farmers' garb with a necrotic, rotten stuffed pig's head atop its hay-packed chest and limbs. The PCs encounter Larty when seeking information from old lady Bletch in the Crown Pasture. Luz determines that the pig-thing is not necromantic, but Slab and Mudgol had the strangest feeling it was constantly watching them.

Old Man Breel (human male):
A swarthy man of his 50s who constantly squints with his left eye. Breel is tall and wears the overalls popular with many farmer folk of the Crown Pasture, and weighs approximated 300 pounds with graying, brown hair. He speaks in a confident drawl, and drives a hard bargain when the PCs offer to purchase his wagon and horses, claiming that he must ask a high price to ensure he remains economically more sound than his peers in Halehusk. Some of the players accused Breel of possible war profiteering, but Langston decided against taking action.

Old Man Jilliver (human male):
A thin, scabby faced elderly farmer and handyman with flecks of messy white hair. He manages to bilk coin out of Mudgol to repair his fence and shutters in Halehusk, after accosting the PCs for considering looting burnt timbers from his neighbor's house (the McCotticutties) to construct a funeral pyre for Anemone, whose corpse is still being toted around by Slab.

Peckerwouldn't (crow male): An enormously obese crow that looks as if it can barely fly, the PCs determine quite quickly that this must be the familiar of Schnoo the Sorcerous, who lives in an overrun manor in the Crown Pasture. The crow is usually perched on Schnoo's rooftop, and will shower corn and bird-chow down on unwelcome visitors. It knows a few words 'He's Not Home' and repeats them constantly to the annoyance of everyone.