Monday, January 21, 2013

Session 44b (1/21/13)

The second of three 'split' sessions I'll be running in January-February. Six PCs split into three pairs, in order to provide more face-time for each, and cover a bunch of loose end plot points. Full tabletop group will resume in February, provided everyone survives...full blog entry will be delayed until after all three groups have played their sessions.

Guns & Banditry

Evelais (Saints' Day), Martenin 11th, 838 ID 

After a night spent ferried across the Well, Ginkwrench wakes up in the Armory Square at the PCs' barracks, where he 'freshens' up and exercises, while awaiting his assignment. He's approached by a Fourth Eidolorn cleric, Prelate Akstra, who was sent to fetch the gnome over to Commander Vhelok. He takes breakfast with the two, and gets to know Vhelok, who tells him that they've got a potential 'lead' on the bandit raids happening between Floivin and Toul Tabor on the Great Westermarch Road. The three will ride out to Livenoak, where there's a witness available who might know some of the bandits' proving grounds. After eating, Ginkwrench is given a light warhorse, and Akstra drags along another spare, while Vhelok rides his heavy warhorse Stamper, somewhat slowing the journey. The three ride out from Floivin Keep, passing through Halehusk uneventfully before arriving at Livenoak, which is in the process of being rebuilt. They head off to the Leaping Knuckle Lodge, where they are greeted by the barkeep Mersaun, and then locate their star witness, one 'Lord Ballyhoo' an entertainer.


It turns out Ballyhoo had been hired some weeks earlier by Baron Mordanc and his band, known as the Not-So-Gentlemen, to serve as a traveling minstrel. Most of them were very cultured scoundrels, with an appreciation of the arts, and Ballyhoo had been highly recommended. On the journey East, across the Great Westermarch Road, the 'Lord' would provide nightly tales and music, while by day he'd be left at various camps and watched over by a number of Mordanc's pistol-slinging minions. The others would often arrive back at camp worried, occasionally injured, and sometimes with large quantities of goods, but Ballyhoo was always reassured that it was simply 'business'. Still, the bard grew suspicious, and even more so when another entertainer, a black-lipped freak known as the 'Jester of Rataa' joined the band with a pack of shadowy hounds. After hearing the Jester's haunted voice one night, Ballyhoo realized his gig must be up with the Not-So-Gentlemen, and perhaps they had decided to get rid of him due to his suspicions. One night, Ballyhoo crept out of camp, but was unfortunately caught by the Jester and his hounds, gnawed up a little and then somehow delivered a wasting disease that disfigured his charming countenance! He still managed to escape the troupe, and slowly crawl his way back to Livenoak, where he was attended by clerics and eventually revived to his former, charismatic self.

Vhelok asks Ballyhoo if he'd like to tag along and potentially exact revenge upon the Jester and the Not-So Gentlemen, and after speaking with Ginkwrench, the 'Lord' agrees. He grabs some of his supplies, and the quartet rides out, Ballyhoo on the extra spare horse. They ride through the Westermarch Pass in the Vernal Valley uneventfully, but in the evening hours, when they emerge, they find a homely older woman weeping by the road. The newly widowed Ol' Batty Blarn tells the group that her husband has been mysteriously murdered, and since darkness is approaching anyway, they decide to follow up and investigate. They learn that the woman's husband, Buford Blarn was mysteriously slain the night before. In the morning, Batty and her children, and the dwarf aide Rakoth discovered that Buford had withered to death in his chair. Lord Ballyhoo recognizes the disfigurement on the corpse as similar to what he suffered at the hands of the Jester! Batty offers the group the barn, while they try to convince her to take her family to Floivin Keep and safety. At night, on watch, Ginkwrench discovers a band of ragged looking, impoverished bugbears traveling west to Floivin, but if they spot him on the mountainside, they do not attack (nor do they harass Blarn Stead).

Aric, Martenin 12th, 838 ID

The next morning, after convincing the Blarn widow to pack up and head to the city, the group continues their ride. The next stop suggested by Ballyhoo is the Old Spoke Inn, a roadside institution on a branching road to the Westermarch, where at one point the Not-So-Gentlemen had shacked up. After several more hours of riding, they arrive, and Ballyhoo and Ginkwrench are sent inside to speak with Aygus, the inn's proprietor. His daughters, Brachla and Bovva, continuously ogle Ballyhoo while ignoring the gnome's amorous, desperate advances, and Ginkwrench becomes disheartened after he is reprimanded by the suspicious Aygus. Oh, how he longs for his Vettlar whores! Ballyhoo finds in conversation that the bandits have not revisited the Old Spoke since, and graciously departs, gently 'letting down' the sisters and bringing word out to Vhelok. They ride south to the Westermarch Road, and avoiding another path to the south, proceed East along the main trade road, since Ballyhoo remembers some other stops Mordanc's gang had made.

They continue through the day until they find a heavily trampled wagon path leading north off the main Westermarch road, and follow it to a camp. The place has seemingly been abandoned, with no carts around, but a number of stripped corpses! Ballyhoo performs reconnaissance while the others wait with the horses, but he is soon surprised by pistol fire, and jumped by a number of monocle-wearing brigands and a pair of shadowy looking, vicious hounds. After hearing the shots, Vhelok and the others enter the fray, and though the bandits are able to dish out great amounts of damage through their firepower, our heroes inevitably overcome them through Ginkwrench's savagery, Ballyhoo's mind influence magic, Akstra's healing and the Commander's mounted combat skills. They manage to capture one of the Not-So-Gentlemen alive, and he gives them what they believe to be a fake name. He won't answer questions directly, but he does tip off the heroes that one of his fallen companions might have a map back to the Baron's hidden lair. After debating whether or not to leave the bandit naked and helpless, or outright kill him, it is decided that Ballyhoo will lay a magical compulsion on him and send him marching back to the Keep to turn himself in. It works...







While looting the dead, the PCs acquire a cloth map, upon which several landmarks note a passage back West to a cave network in the Vernal Wall. They decide to follow the directions, unaware that the map was in fact a trap meant to mislead authorities, sending them on a goose chase that might end up with their inevitable deaths! They spend the rest of the day riding back West, until they come upon a ruined wagon in the woods, with a pair of dead horses. The cart seems to have been pulverized, and only a few strips of cloth lying about as evidence that there was a merchant caravan. The place is also marked on the map, but it has become dark enough that the heroes decide to camp up and then proceed the following morning.

Tault, Martenin 13th, 838 ID

After a few hours of travel the next morning, the quartet comes upon the cavern entrance marked off on the map. They tie off the horses, and then enter, soon finding a massive cavern where a bunch of animal carcasses are strewn about on cheap wooden spits and racks. Something seems incredibly 'wrong' about the place, but the PCs surmise that Mordanc must have set it all up to throw them off the scent. They push on further into the caves, and trigger a massive spike trap. More diversions! Without a proper rogue about, they implement an idea to tie off Commander Vhelok with rope and have him probe the cavern floor ahead, and it succeeds in setting off a second pit trap. However, this pit is quickly reset by an ettin living in the next cave area! It turns out that the PCs have indeed been tricked onto a giants' lair, and the occupants, three ettins and two brown bears, immediately press their attack to drive off the invaders. The fight is brutal and quick, but thanks to Vhelok and Ginkwrench's wall of hacking, and Ballyhoo judicious uses of buffs and a haste spell, our heroes emerge victorious! They loot the ettins' cavern, ignoring a strange goddess statue in the area, and find a gnome's corpse in the base of the ettins' drinking water pool. He's got a signet ring of the Nibblebuck family, but little else is known.


Now realizing they've been 'had', the PCs ride rapidly back to the Westermarch Road, and decide next to test the path south of the road that led to the Old Spoke inn. They pass a number of primitive booby traps, and arrive at an abandoned lumber mill. Ginkwrench spies a small humanoid tucked into a pile of lumber, and realizes to great horror that it's a kobold! His ancient racial enemy! Cooler heads prevail, though, and Ballyhoo and the others manage to initiate a conversation with the kobold, who turns out to be a resourceful tracker and trickster named 'Nesh'. Nesh knows of the bandits they seek, and he believes he can trace them to a particular location in the Blue Barrens. He was given the information by a passing trader named D'Loss Tarr, a peddler who seemed ignorant of the same racial enmity that Ginkwrench emits. Much to the barbarian's dismay, they decide to bring Nesh along and use the kobold's information. Thus the quintet rides out, back to the Westermarch, and presses ever eastward to an abandoned elven shrine. Ballyhoo can recall that the bandits did stay here with him once, though he wasn't allowed to leave the ruin. Searching the area, he locates a jeweled elven blade and a hidden religious text (a bible for the lost deity Corellon Larethian) under one of the defaced statues in the old shrine.


From the shrine, Nesh knows how to follow the line of the Blue Barrens to an abandoned ranch, which in recent weeks had been occupied by the Not-So-Gentlemen. They come upon the area later in the day, and find it strangely abandoned. Ballyhoo does some initial scouting, but finds no one inside, though clearly there are wagons loaded with varied supplies, and they've come to the right place! It is decided that the heroes will wait outside the walls, in a camp hidden over a rise, for Mordanc and his men to inevitably return, and then perhaps ambush them in the night. Alas, the brigands never return through the night!

Varony, Martenin 14th, 838 ID 

Come the next morning, the PCs note a man and his horse dragging a cart to the abandoned ranch, and keep a close eye on him. He enters the walls, and within minutes, they begin to see columns of smoke pouring forth from the wagons inside. This man is burning the supplies meant for Floivin! Our heroes confront him once he emerges from the ranch, to learn that he's a down on his luck bumpkin named Lupis, who was paid a considerable sum the day before to head to the ranch and burn all the wagons, but leave the ranch's central structure alone. It turns out that Mordanc was on to the PCs after they slew his ambushers at the roadside camp, and then decided to abandon his operation! What's more, after a thorough search of the ranch, and realizing that some of the supplies included anti-siege weapons for Floivin Keep, Ballyhoo uncovered a letter hidden among paperwork in the ranch's central livestock tanning/branding center. It was addressed to one Shalabar Klasp, and was a notice of resignation signed by Mordanc! Apparently he no longer felt the Score's plans were tenable, and since half his 'beautiful boys' were killed, he was cutting his losses and heading Westward to find more profitable exploits in the Empire.

Saddened that they could not bring the Baron down face to face, but content that they managed to thwart his further designs on the Westermarch trade route, Commander Vhelok and Prelate Akstra decide that it's high time they headed back to Tarair in their home province. They wish Ginkwrench and Ballyhoo the best of luck, hand the gnome a promotion to Lieutenant rank (as approved by Hoary in advance), and send the pair back to the Keep with the spoils from the ettin lair and the bandits they earlier defeated. En route, Ballyhoo is surprised to learn that Ginkwrench is working in a unit that belonged to an old friend of his, Banghorn. He is shocked to hear of the Lieutenant's fate, and decides that this might be something he can help follow up on.

PCs: Ballyhoo, Ginkwrench

New Faith Unlocked: Corellon Larethian


New Prestige Class Unlocked: Battle Trickster (Nesh, Frail Forest)


NPCs

Aygus Frull (human male): Proprietor and groundskeeper of the Old Spoke, a roadside inn located on a side path off the Great Westermarch Road, in the eastern reaches of the Frail Forest, and on the shore of the Palepool. He's a gruff, bearded, proud, and stout-mannered man, but takes offense quickly at anyone whose eyes dwell too long upon his homely daughters...

Bachla Frull (human female): One of Aygus Frull's daughters, she works and lives at the Old Spoke. Bachla is rather ugly looking due to her crooked teeth and an unkempt unibrow, but otherwise has fair skin and long, dark brown braided hair. She constantly conspires with her sister Bovva to seduce the better looking male patrons at the Old Spoke, but seems uninterested in nonhumans, as Ginkwrench found to his great dismay.

Bovva Frull (human female): The other of Aygus Frull's lascivious daughters, Bovva's an enormous and round woman with a far more curvacious figure than her sister Bachla, though the two share the same sexual appetites. She and Bachla are quite fond of Lord Ballyhoo and any other charming or good looking human male patronizing the Old Spoke.

Lupis (human male): A stumbling, drunken vagabond known to cart his belongings around in the eastern reach of the Frail Forest. Wears little else than a poor man's clothing, torn by brambles. Comes into contact with Commander Vhelok and several of the PCs after being hired by Baron Mordanc and the Not-So Gentlemen to burn the stolen supply wagons located at the abandoned ranch on the border of the Blue Barrens.

Nesh (kobold male): This small, youthful and scaly green humanoid wears a pot on its head with no ladle, a pair of eye-holes carved into the side. Its tattered leather armor is laden with bands of small knives, sharp sticks and other implements, while string, rope and small, self-made utensils are tucked into a pair of belts. He carries a gnarled walking stick with various tools strung to it on small leather straps, as well as a pair of lucky turkey bones. Nesh has made a hideout of the Withered Mill south of the Old Spoke inn, off the Great Westermarch Road in the Frail Forest. He's actually quite a crafty chap for his species, and ends up helping the PCs locate a trail to Baron Mordanc's hideout, despite some racial tension with Ginkwrench. Ballyhoo dismisses him, but Nesh offers to help out whenever needed.

Old Batty Blarn (human female): The widow of Buford Blarn, a mountaineer and guide who owned a homestead on the Eastern side of the Vernal Wall, near the Westermarch Pass in/out of Floivin Province. She accosts Ballyhoo, Ginkwrench and Vhelok when her husband is discovered desiccated and murdered in their home. She has several young sons with Buford, and makes a decent root stew. The PCs beseech her to take her family and the dwarf Rakoth to Floivin Keep.

Rakoth (dwarf male): A scarred and mute dwarf mountaineer who was the assistant to the late Buford Blarn, he feels indebted to help the widow Batty Blarn and her children make their transition to a new life, since the Blarn Stead is dangerous.

Wednesday, January 16, 2013

Session 44a (1/16/12)

This is one of three 'split' sessions I'll be running in January-February. Six PCs split into three pairs, in order to provide more face-time for each, and cover a bunch of loose end plot points. Full tabletop group will resume in February, provided everyone survives...full blog entry will be delayed until after all three groups have played their sessions.

Secrets of the Sunken Forge

Evelais (Saints' Day), Martenin 11th, 838 ID

Gruulsh is boated from the battle of Tarndim to the nearby Greataxe Isle, where he meets with the troupe of Baro, Ymurf Gnarblottom, Hroemer and newly minted Bishop Conniff. They present their writ to the old pair of infirm sentries living near the north shore of the isle, Gunjar and Tharb, who share some stories with them and warn them that no one has ever successfully traversed the Sunken Forge to date. They take a tasty breakfast of smoked meats and vegetables from the obese elf, and Gunjar also tells them of the 'Curse of Five', a legend of the optimal number of adventurers (dwarves, presumably) to crack open the secrets of the Forge. This isn't exactly news, since Monch already knew of the legend. After the meal, Grenjar shows the PCs the path up to the surface level of the Forge, where the PCs encounter the first of many puzzles they must solve to successfully navigate the ancient dwarven tomb. A series of carved, concentric columns must be 'fed' with fire, ale, blood and weapons, all of which are consumed to open the top level. The PCs discover later that, had they failed, or used the inappropriate elements/items, a pair of massive treants above the surface level would have animated and crushed them, like the many other victims' bones strewn about.

After descending to the level below, they discover five arched doors with no obvious access, and a bunch of plaques in Dwarven which, through riddled language, teach them the dangers of the Forge and what they must do to unlock its depths. Each of the first floor chamber doors corresponds to an abandoned deity in Moradin's pantheon, and they must best each chamber challenge and collect mithril pentacles to unlock a hatch on the floor that leads below. The trick is that there are actually six mithril pentacles, one being false and representing the exiled deity Laduguer. The rules of the Forge state that adventurers are allowed to leave no more than one person out in the central hub, and take no more than four into any given room (the 'Curse of Five' in action); in addition, they've an 8 hour limit to unlock 10 of the doors throughout the entire Forge, or be obliterated by some natural trap within. One of the plaque alcoves contains a raise dead scroll and a dimension door scroll, the latter keyed to the surface and usable by only one person. After Ymurf figures out which deities the various arched doors here represent, the PCs plot out which team they'd like to take into the first challenge...

The first trial they tackle is that of Berronar Truesilver, Mother of Dwarves and wife of Moradin. In her chamber, they must dig their hands into stone basins full of molten truesilver and retrieve small rock slabs of individual word runes, which they then piece together to reveal what to do with the statue of Berronar in the center of the chamber. This is accomplished through the great pain of Gruulsh and Ymurf, but luckily they have Connif along to heal their wounds. Once they realize the runes in the basins spell out 'Mend - Me - As - You - Would - Mend - Your - Flesh', they begin to magically heal the cracks on the Berronar statue using magic, until a number of gems spray forth, and the two great rings it clutches fall to the floor, opening portals that reveal both a bible of Berronar wrapped in a mithril star pendant, and a magical radiating heavy mace named 'Tranquilliac'. In the second trial chamber, that of Dumathoin: Baro, Gruulsh, Hroemer and Connif have to mine up five forms of precious ore and feed them to a molten fountain, while taking rapidly accumulated damage from the heat. After finally mining out the ore, the molten flow ceases, and they recover yet another indice of dwarven faith, a pendant and a mighty magic maul which glows with molten light (known as 'Magmahammer'). This item is later rewarded to Ymurf Gnarlbottom for his part in the expedition.

The third trial chosen by the PCs is that of Vergadain, in which they encounter a golden-haired dwarf aslumber on a heap of coins. After awaking, the dwarf, claiming to be known as 'Vergadaxx' offers them three battles of wits. In the first, they must guess the number of coins in the chamber within 100 gold of the actual value, which they end up failing. In the second, Vergadaxx initiates a game of Wishing Well against Gruulsh, Baro, Connif and Hroemer, but stacking the odds slightly in its favor since it's one opponent against four. Again, the gold dwarf comes away victorious. After losing both of these wit battles, the PCs notice that the cave walls are growing larger, but cannot figure out why. In the third and final challenge, Vergadaxx proposes a two-way trivia, which the PCs are more successful at, since it involves less luck. As a final question, Vergadaxx asks them what he is. After some thought, they propose that he is in fact a gold dragon, for the evidence is too much to ignore. Verg then transforms briefly, thanks the PCs for fulfilling the curse that has trapped him in this place, and then he, and his gold disappear. However, before he leaves, the PCs have managed to coax him into revealing that there are two mithril pendants in the chamber. Hroemer appraises them and finds that one is not true mithril...they've got their deceiver, it would seem. They also receive Vergadain's indice of faith and a golden longsword called 'Goldseeker', awared to Connif.

 

The fourth trial is that of Sharindlar, and the chamber is illuminated by moonlike lichen. A prostate statue of a beautiful dwarf maiden, either in the process of lovemaking or giving birth, lies at the center of the area, and in her outstretched hands are a large, loose steel needle, and a white flame. After trying out various things, they discover a needle-hole somewhere near the statue's needles, but plunging the needle inside, with or without running it through the sterile white flame, does nothing. Gruulsh comes up with the idea of instead sterilizing the needle and plunging it into his own navel, which results in him being transformed into a female, and suffering a flash of illness! Once this has transpired, the 'statue' gives birth to a mithril pendant, its own indice of dwarven faith, and a strange, visually shifting whip dubbed 'Fleetbite'. As with the prior three challenges, the room becomes nullified and mundane once the arch has been passed. In the last of the five trials on this level, they enter the chamber of Clangeddin Silverbeard, and are forced to fight against a quartet of dangerous, almost unbreakable stone columns that animate into female dwarves. The fight is a tough one, largely because the PCs' physical attacks are only barely effective, but they come out ahead at last, and are rewarded with the last mithril star pendant, Silverbeard's indice of dwarven faith, and a magical axe known as 'Dicer'.


Once all the pendants are gathered, and set into the circular trap door in the central chamber's floor, the heroes gain access to 'The Stacks', a two-tier library of ancient texts and scrolls. It turns out that much of the Forge is a cylinder, and that 'The Stacks' is a chamber which can travel vertically up and down the central shaft, crushing anyone if the rules of the Forge's trials are not followed! Within the library, the PCs find a pair of magical tomes, which Baro and Gruulsh claim and read to gain a +1 to an individual stat (wisdom for Gruulsh, intelligence for Baro). Also of interest in 'The Stacks', a set of encyclopedias detailing the history of the 'Hundred Demons', some long unknown company of dwarven mercenaries, and a massive scrying crystal which views out on many countryside locations, shifting images every minute or so. The magic sculpture is credited to a 'Kylar Coldcrumb'. Our heroes realize that this place is a goldmine for Monch Gnarlbottom, and that he's better qualified to document it later, but that they're on a time limit to open four more of the Forge's arched chambers and avoid an inevitable deathtrap.

After passing through another trap door beneath 'The Stacks', they follow an ancient silk rope to the bottom level. Here there are four more arched doors, several of which also correspond to deities. One leads to an ancient forge of Moradin, and here the PCs realize that all along, the arches have been activated by those of particular alignments (which explains why some characters could not initiate passage through the seemingly solid stone doors). Within the forge, they find two massive dwarven statues, which bow down and salute Ymurf (presumably since he's a paladin of Moradin), and then vanish out of existence. Conniff surmises that this forge might serve the purpose of reforging the Axe of Dwarven Lords, but all else they can find here are a small shrine and an unfinished masterwork sword. In another of the chambers, they discover a mass store of mithril shirts and shields, enough possibly to equip the majority of the Last Eidolorn Guard who have survived the War for Floivin Province! They decide they'll remove as much as they can later, and then send men back for more. The third chamber proves to be a savaged ruin that was once a shrine to the deity Laduguer. It's been ransacked, and spidery glyphs painted on its walls, but there is one corridor which seems to lead out of the Forge into the depths of the earths...our heroes avoid it for now.

Finally, they come to a chamber of sarcophagi in which Ymurf detects a great evil emanating, and the PCs succumb to the idea that this is Renn Bellowbroth's resting place, and they've got a fight on their hands if they wish to get their hands on the haft of the Axe of Dwarven Lords. Unlocking one tomb unlocks them all, and from within pour forth four ghouls, a pair of larger, umber hulk ghouls, and an eerie incorporeal shade that whispers doom to them (Renn himself?!) Unfortunately for the would be assailants, a cleric of Eleste and a paladin of Moradin are within the party, and they manage to turn all of the undead within a single round, even destroying most of them! Thanking their stars, the PCs quickly loot the tomb, containing some treasure and a silvery, ancient birch haft of wood. After quickly grabbing some of the mithril shirts and shields, they make their way out of the Forge, that they can report their success to Monch Gnarlbottom and leave the rest of the trouble to the loremaster and his men. They also decide to turn over the indices of dwarven faith to Monch, excepting that of Sharindlar, which she-Gruulsh holds onto for the time being.

PCs: Baro, Gruulsh

New Faiths Unlocked: Berronar Truesilver, Clangeddin Silverbeard, Dumathoin, Sharindlar, Vergadain.


NPCs

Pvt. Tharbalas 'Tharb' Reddenbalm (elf male): Perhaps the most hideously fat elf you’ve ever set eyes upon, and quite likely the first of such stature. His jowls and belly project well beyond their normal racial parameters, and you can only barely make out his beady, dark brown eyes as they glare at you from his monstrous brow. Unable to find a suit of armor that fits, he has nonetheless strapped some bits and pieces of steel to his engrossed limbs, and a nasty, serrated ladle is stuck through his belt. His private pips are nearly hidden behind the fold of his left breast, and his greasy, silvery mop of hair half conceals a pair of pointed, waxy ears. 'Tharb' is one of the infirm soldiers assigned to Greataxe Isle, most likely to cook for Gunjar and keep the sergeant company.

Sgt. Grenjar Gnarlbottom (dwarf male): A grizzled old dwarf sergeant with a jaw like an anvil, complete with the nicks and scars of many deadly implements, and a fiercely receding hairline chased by some strands of long, fuzzy white hair which are haphazardly tied into braids below his neck. His left eye is clouded up, his brow heavily scarred, but his right eye glares at you with a fierce pale shade of green. He wields a dwarven waraxe decorated with small skulls (likely from kobolds or goblins), and a suit of chain mail which has seen better days, now rusted and barely oiled. Grenjar is one of two infirm soldiers tasked with monitoring the Sunken Forge on Greataxe Isle, and likely hasn't seen real action in many years.

Tuesday, January 8, 2013

Online Session 44 (1/8/13)

Here is the link to the transcript of AIM online session 44.

PC: Doorjamb

Monday, January 7, 2013

Hierarchy of Command (PCs unit)

This is the current status of the PCs unit within the Last Eidolorn, in terms of their 'chain of command', from the highest on down to the lowest. Locals within Floivin Province have taken to dubbing our heroes the 'Score-takers', but there is no official company designation at this time. Check back for regular updates as new members are recruited:

Above the Unit

Regent Velvedine > General Scott Morrow*** > Commander Hoary*

The Unit Itself (separated by Rank):

Captain Banghorn

Lieutenant Gruulsh
Sergeant Baro Helliger****Sergeant Mudgol the 'Unguilded'****
Staff Sergeant Odd Jon Stuckle****

Center of Operations: Ettenhead, Floivin Province

Udders Well Party Treasure

Thanks to Langston's inventory, we now have a complete list of the 'party' treasure being held in the PCs' personal vault at Royal Leathers, Floivin Keep:

Currency

125 platinum

Magic Items

'Black Bastard', +1 bastard sword (M-sized)
'Knuckles of the Brute', a Score trinket (M-sized)
4x Monocle of accuracy +1 (+1 to ranged attack rolls)
A suit of hide armor +3 (M-sized)
A suit of banded mail (magical, unidentified, M-sized)
A +1 tower shield
A light steel shield with Blood Eagle emblem (magical, unidentified, M-sized)
6x +1 rings of protection
Nubblebuck signet ring (unidentified)
Druid's vestment
Jeweled elven longsword +1, +2 vs. animals 
Tranquiliac, heavy mace (unidentified)
Dicer, dwarven war axe (unidentified)
Breastplate +1
+2 Full plate (M-sized)
+1 flaming/shock double-bladed sword 
+2 headband of intellect
+2 studded leather (M-sized)
Inexhaustible bands 

Consumables

Dust of tracelessness
2x scrolls (magical, unidentified)
1 deep red potion (magical, unidentified)
1 arrow-shaped wand (magical, unidentified)
1 strangely scented oil (magical, unidentified)
1 clear potion (magical, unidentified)
10x elixirs (unidentified) from the Not-So-Gentlemen
5x potions (unidentified) from the Not-So-Gentlemen
3x potions (unidentified) from the Githyanki
1x potion (unidentified) from the trapped ettin lair

Mundane Items

Adamantite dwarven waraxe (M-sized)
Vial of russet-colored liquid (unknown)
Vial of rose-tinted liquid (unknown)
10x acid flask
Composite longbow (+4 Strength modifier)
Signet ring of the Not-So-Gentlemen