Wednesday, September 22, 2010

Online Session 7 Notes (9/22/10)

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

PCs:
Doorjamb

NPCs

Maggit (goblin male):
an officer of the Skull Collars who fled from the Battle of the Old Pager's Farm, escaping to a hideout in the Vernal Wall where he and companions hid in a small nook behind a bear's cave, keep the beast fed as they crept past. Maggit was unusual looking in that he wore copper chains that ran between piercings on his nose and ears. The goblin was slain by Doorjamb Grizzlebeard when the dwarf came looking for a case of Attican Vlad's land deeds, which it had procured from the Regent's adviser when he was being held prisoner at Old Pager's Farm.
Ovus (human male):
Ovus is the diligent proprietor, barkeep and server at the Lone Wheel House, an inn in Halehusk that was built from the largest barn in the village after its owner sold off. He is bald, middle aged, wears spectacles and has a bright orange beard with a few wisps of similar hair left on his scalp. Ovus is considered one of the fastest at his job in all of Floivin Province. His service is quick and food and drink of good quality, and he is quite kind to the right patrons, though harsh to those who offend him (like a particular half-orc wizard of some repute).

Private Gruntle (human male):
Gruntle is one of the Eidolorn Guard posted at the village of Halehusk, northeast of Floivin Keep. He reports directly to Captain Tarl Treadmyr, who usually posts him at the Hale Tower to answer callers. Gruntle is jolly and overweight, with large brown sideburns and excess jowls that ripple when he speaks. He wields a longspear, hand axe and shield in addition to his chain mail armor, all kept in great condition.

Friday, September 10, 2010

Online Session 6 Notes (9/10/10)

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

PCs: Doorjamb

NPCs

Dagan Frussell (human male): A mercenary who has fallen, in hard times, to the work of farm hand and who knows what else. Son of Glyth Frussell. He meets Doorjamb Grizzlebeard as the dwarf attempts to track down the goblinoids that fled the battle of Old Pager's Farm, introducing the dwarf to his current employer, Mari Bletch. Bletch asks Doorjamb to take Dagan off her hands, he's getting too close to her dogs Razor and Paw, and she fears they might want him as their new master. Since Frussell had asked the dwarf about work anyway, Doorjamb decides to put him to use helping with the goblins. Unfortunately, Dagan is killed soon after the pair discover a cave in the Vernal Wall where the goblins are supposdely hiding out. The cave also belongs to a vicious black bear...and as Dagan rushes to Doorjamb's defense, he is quickly shredded to pieces.

Mari Bletch (human female): A batty old woman with yellowy-white strands of long hair, one bulging bloodshot eye and the other constantly squinted. She has two vicious hounds named Razor and Paw, and lives on a farm east of Halehusk, which her husband used to own. She has a few strange habits, brewing potent whiskey tea and also slaughtering pigs, making them into pies, and dressing up their skins and heads in various human garb to represent different walks of life. She display them in hay-stuffed chairs about her common room, and holds conversations with them, citing them as great sources of advice. One of the dead pigs is dressed up in an outfit of an Eidolorn Guard, and she refers to this one as 'Sgt. Swoon'. She is questioned by Doorjamb and introduces the dwarf to her tea.

Schnoo Scorts (human male): A xenophobic old man who lives in a brick and wood manor in the Crown Pasture, near the Bletch farm, east of Halehusk. He wears burgundy robes and is almost covered in beard and hair from head to foot, except his hands. He's not fond of having anyone near his property, and also paranoid. Doorjamb recalls hearing the name 'Sorcerous Schnoo' before, and Scorts refers to himself as 'Schnoo the Sorcerous'. He's also apparently somewhat of a diviner or wizard, as he uses tea and a goblin's fingerbone to guide the dwarf and Dagan Frussell to where the creatures might be hiding out in the Vernal Wall. In return, Doorjamb gives him the cask of whiskey tea that Mari Bletch offered him, though Schnoo continuously refers to the old woman as a 'witch'.

Tuesday, September 7, 2010

Session 7 Notes (9/3/10)

Evelais (Saint's Day), Clairis 23rd, 868 ID.

Our heroes decide to do some cleanup, first deciding over the coffin with the sounds coming from within, ultimately leaving it well enough alone, and then blasting the ghouls in the pit of one of the grave robbers' demolition sites. After this, they use rope to descend, where they discover a silver short sword which they believe has magical properties.

Next, they decide to rest in the private chamber they commandeered from an unknown party, perhaps the kobold leader, when Ogeir and then Mudghol are drawn out by a strange, wailing voice in the corridor beyond. An incorporeal, ghostly figure is calling our heroes to their deaths, and it begins to drain them of their senses. After a grueling melee, Ogeir and Tundra Wolf are able to dispatch the creature, though attacks with normal weapons seem wholly ineffective against it (as Imperion and Mordecai discover). Meanwhile, Lexxie bars up the room so whatever is out there, can't get in to harm her...

Aric, Clairis 24th, 868 ID.

After the battle, rest is resumed and the drained PCs decide to further explore the sewers by crossing some of the Udders to corridors unknown. They encounter a pair of Eidolorn Guard on patrol, when crossing back from the Vermin Vaults area to the Crypts of Calm, but they manage to bribe the guards into silence. The patrol notifies them that the Cleft Eye kobolds are actually in the sewers by 'permission' of the Guard, who help waylay robbers or other intruders. They also mention that there is a shadowy organization called 'The Stride' who might make use of the sewers, but they haven't seen the halfling Shalabarr Klasp and don't know anything of The Score. They further advise the PCs to remain away from their superiors in the Kings' Grotto area of the dungeon, for there are things there that even the patrolmen are not allowed access to.

The PCs choose to ford the most northeasterly of the Udder crossings, which they accomplish by careful use of rope and to pull one another across. They find themselves in a new area of the sewers, and then stumble across another of the water pit floor traps, which they almost fall for. They find a well locked door, beyond which there is only silence, but decide to turn back and explore further. They discover a passage leading to an unfinished chamber, and then a second floor trap at an intersection. Sneaking east down the intersection, they manage to surprise a guard wearing leather armor, who stands at a locked door. He is quickly slain by Mordecai and Imperion, but first sounds an alarm, after which the PCs can hear many feet pounding through the corridors behind them, and a door or two opening and shutting.

Our heroes at first attempt to fight the oncoming rogues by taking them as they come down the corridor, but they are too many, and too shrewd. In the first few rounds, Imperion is slain by a number of poisoned hand crossbow bolts and then the ensuing attacks from the rogues' leader, Aslak. They parlay, neither side wanting more dead, since blood has been paid for blood (Imperion for the door guard Hoff). The PCs are unarmed by a half-orc rogue, and marched to a small underground market area. It turns out that this is 'The Stride', the local thieves' guild of Floivin Keep, who work under the turned cheek of the Eidolorn Guard. The PCs are on edge, as are the rogues, after each losing one of their number, but they come to a compromise.

Aslak speaks to the PCs in his 'Belowtown' market, telling them he himself trained their boss Lt. Banghorn, revealed to be a rogue. He tells what he knows of The Score, and is surprised that they are purported to have a hideout in the sewers known as The Hold. He is unsure whether Cheeky is part of the mysterious organization, but he affirms that Scroundel the black market dealer is a member, as is Pedegar Pell the poisoner, and the assassin and master of disguise 'Adder', who let the PCs to the sewers under the guise of one Derelech! Mordecai expresses interest in joining The Stride, so Aslak puts him on trial to steal something of a certain value. In order to ensure Mordecai does his bidding, and that the PCs do not try and rat out their location to anyone, a solemn half-orc named Luz is assigned to the group.

The PCs are allowed to transport up The Lift, a hidden and trapped elevator that leads to the guild's front in the city, Royal Leathers. Here it is decided that the Stride will dispose of Imperion's body, so a final rite is given by Ogeir and they part with the corpse. Luz follows the PCs back to their headquarters, but not before some of them make a stop at the Fiery Rat, where they encounter a drunken, angry Bulgoth. Mordecai asks around and learns that there is a rich aristocrat named Kohl Harthas in the city, a collector of valuable objects who he might be able to steal something from and earn his spot in The Stride. He and some others stop at the Seven Flood Inn, where he speaks with a bratty lad named Brand about employment. Brand tells Mordecai to return the following night with a sample, and he will put in a good word with the inn's owner about hiring the elf. With Imperion gone, the PCs decide to 're-hire' Bulgoth as their security consultant, a decision that does not sit well with some of them. Bulgoth returns to the PCs headquarters.

With Imperion gone, Mudghol is now the ruler of the roost...

PCs: Imperion/Luz, Lexxie, Mordecai, Mudghol, Ogeir

NPCs

Anenome Hosspotch
(halfling female): She's a cruel shot with a poisoned hand crossbow, and it was one of her bolts which struck Imperion of the Chaste Cloak before he was slain. Anenome speaks briefly with Lexxie Hosspotch, and seems kind enough despite the company she keeps. Her hair stands out on her head in all manner of clashing curls.

Aslak
(human male): A treacherous and dangerous man who appears in his late 30s. Aslak has a series of scars running from his bottom lip down below his chin, and a dusty crop of hair which is completely unkempt. Aslak is the current leader of the Stride, a thieves' guild operating out of Belowtown, a small series of chambers beneath Floivin Keep. Aslak claims to have trained Lt. Banghorn of the Eidolorn guard, and answers only to two figures known as Grandmother and Grandfather (Zinsk). Aslak slays Imperion of the Chaste Cloak in a confrontation, but spares the rest of the party. He is known to be lethal with a short sword.

Gardi
(half-orc male): A rugged half-orc with wild, wandering eyes, possibly cock-eyed. He's the brother of Luz, whom the Stride assigns to Mordecai's membership trial and to spy on the PCs who've the new found information of Belowtown's whereabouts. Gardi is somewhat important within the Stride ranks, perhaps an officer serving below Aslak.

Hoff
(human male): Hoff was a rather nondescript rogue in the service of the Stride, slain by Imperion and Mordecai who surprised him at his post, guarding the Lift that leads from Royal Leathers down to Belowtown, beneath Floivin Keep. His 'blood for blood' debt was considered paid when Aslak and the Stride slew Imperion of the Chaste Cloak.

Friday, September 3, 2010

Session 6 Notes (8/20/10)

Evelais (Saint's Day), Clairis 23rd, 868 ID.

After stepping out of Flabbergast Manor, the PCs find themselves in a nearly featureless cavern, known as 'The Dead Spot' below Floivin Keep. They emerge into a corridor and soon Mordecai discovers the first of several devious traps placed on the corridor floors, a pressure plate that flips over, drowning the victim just below the surface. Mordecai decides to mark off each of these plates with a weapon or implement thrust into the side of the plate where the wall joins the floor. The PCs discover a storage area where grave digging equipment is in abundance, possibly placing them beneath the Saint's Acre cemetery in the Keep. There are other implements here which the PCs cannot quite figure out, but might be used to build some device.

They next discover a room with several sarcophagi placed upon wooden stands. There is not much dust in the chamber, and the tombs look relatively 'fresh'. In fact, the PCs hear a banging sound coming from within one of them, but after Ogeir detects an unsettling presence, they decide not to unlock it for the time being. They also explore two chambers which appear to have been 'grave robbed' from below. The ceilings have been caved in and grave dirt and coffins have fallen through into the chambers. In one of the rooms, there is a large fissure into which some of the dead have fallen. The PCs see a few undead, probably ghouls, stalking down at the bottom of the fissure. Mordecai also spots something shining below, but the party does not investigate.

After this, the PCs discover a heavily locked door in one of the corridors. Mordecai notices that the area is trapped, and that the three locks to enter the area are of excellent quality, nearly impossible to breach at this time. They found a strange, circular chamber with a sarcophagus located atop a platform that is 10 feet off the floor on a cylinder. Mordecai figures out that this is a trap, and anyone approaching or climbing the cylinder will be crushed. The PCs manage to get atop the sarcophagus and notice it is finely detailed, but can't penetrate it yet. They also enter a strange, abandoned chapel containing rivulets of dried blood about an empty altar, and a vile statue of a hooded figure with flaming hands and a single, central eye on its head. Stumped, they leave the area alone.

After this, the PCs enter a new area of the sewers which has been laid claim by a kobold tribe. Mudghol manages to speak Draconian to the creatures and gain audience with their chieftain, who mistakes him for a member of 'The Stride' and tells him the clan has already paid their racket money for the month, and to go away. Mudghol does not press a confrontation, but soon the PCs surprise and assault a kennel of dire rats being guarded by kobolds. After this, they have no choice but to continue the attack, discovering a barricaded chamber in which the kobolds made a wall of skulls, bones and other effects that they looted from a mausoleum in their territory. The PCs slaughter the kobolds and dire rat pets they encounter mercilessly, but a few manage to escape, warning the Chieftain and the primary host of the tribe, who all flee into hiding.

Exploring further in the Cleft Eye clan's territory, they find a locked door to a small chamber with a cot draped in random, scavenged garments. Mordecai disarms a cheap trap on a chest, and the PCs claim some of the kobolds' treasure stash, including a masterwork silver dagger and a strange black feather that radiates magical energy, in addition to some gems and coin. They backtrack and discover a locked closet containing the abandoned wardrobe of some thespian or assassin, perhaps from the dwarven days, or perhaps not. They rifle through and take some of the clothing for themselves. They briefly explore the abandoned mausoleum that the kobolds had ransacked, as well as their dining common area, where scraps of food and small cooking fires have been left open after the flight of the Chief and his survivors.

The PCs backtrack further, but ultimately decide that after a period of rest they will begin fording some of the Udders that run through the sewers, blocking off access to a number of corridors that they have yet to explore. Thus far, there have been few if any signs of habitation on the surface, and no sign of Shalabarr Klasp or 'The Hold'.

PCs:
Imperion, Lexxie, Mordecai, Mudghol, Ogeir

NPCs

Chief Ch'rass (kobold male): Ch'rass is the chieftain of the Cleft Eye kobolds living in the sewers below Floivin Keep. Mughol was able to initiate a diatribe with the Cleft Eye, and noted that Chr'ass had strangely hairy features for a creature normally thought to be reptilian. The Chief is quick to anger but no fool, at any sight of danger he will attempt to save his clan mates and children.

Thursday, August 19, 2010

Online Session 5 Notes (8/17/10)

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

PCs: Doorjamb

NPCs

Brand (human male): A twitty, slender serving boy at the Seven Flood Inn. He is known for a precocious attitude of superiority towards the guests, and harries them to vacate their tables so he can keep ahead with his duties. He is also known for his witty repartee with the clientele, and has exchanged words with Doorjamb Grizzlebeard. Brand is about 5'8" with curvy dark blond hair and a straight, expressionless face unless he becomes heated. He's about 15 years old.

Polk (human male): A somewhat illiterate courier at Floivin Keep who has seen no more than 11 summers. Polk is short, with moppy black hair and twinkling brown eyes. He's usually short of breath and has trouble reading the names and addresses of his charges, thus he can often cause confusion when the addressees must hear him out. Polk will press for compensation if it seems a recipient is not going to tip.

Private Teckle 'The Tickler' (human male): A competent soldier serving under Captain Tarl Treadmyr of Halehusk, Teckle is roughly 5'10" and has short brown hair, a slim moustache and glaring blue-green eyes. He is known as 'The Tickler' because of his skill with a crossbow. He is assigned to guard the Old Pager's Farm after the PCs assaulted it to drive out the Skull Collar goblins and free the prisoners being held there, and encounters Doorjamb Grizzlebeard during his investigation.

Rath Mangator (half-orc male):
A bumpkin of a half-orc who performs odd tasks for anyone willing to pay him. He generally hangs out in the mornings and afternoons at Market Square outside the east gate of Floivin Keep, dressed in nothing more than a pair of battered sandals, a loincloth and an improvised fishnet shirt. Despite his rather poor appearance, Rath is quite fit, with taut, muscular arms, chest and legs, and may excel in many physical tasks. He's got long, ratty dark hair which is very rarely kept in any semblance of order, and a rusted brass hoop pierced through the top of his left ear. Rath has some difficulty pronouncing words in Common properly.

Vondort (human male): A man nearing his twilight years, with a slender frame, whitish hair and a large, brush-like moustache. Vondort has a fondness for ale, and spends a considerable amount of time each day drinking the poison. He allows Odd Jon and Doorjamb to hole up in his cellar during their indefinite stay at Floivin Keep, provided they guard his supply from local hooligans.

Monday, August 2, 2010

Session 5 Notes (7/30/10)

Essel, Clairis 21st, 868 ID.

A week has passed since the PCs assaulted the Skull Collar clan and freed Attican Vlad, Pinyon and an unusual goblin from the Old Pager's Farm east of Halehusk. The PCs have been recovering in Floivin Keep, distributing and dividing their spoils, and have received a cash bonus from Attican Vlad himself, along with much praise. Mudghol has decided to release Mordecai from his punishment service, but the elf decides to stick around, since he wants revenge on the crook Cheeky. Lexxi runs into a pair of halfling environmentalists from the Tooth Marsh, and gives them a generous donation. Lt. Banghorn has instructed the PCs to meet him at the rear entrance to an old spinster's shop on Dreamer's Row. After splitting up to take a meal at the Fiery Rat tavern and perform other errands (like Ogeir visiting the Cathedral of Blades), the PCs arrive to meet Banghorn.

Banghorn has decided that its time their company was given a safe house for operations in the Keep and surrounding area. He offers them the keys to half of a brick townhouse, with two stories and a basement level. The place is completely unfurnished, but there's a hearth on the main floor, and six smaller bedrooms on the top floor. He grants them 100gp to furnish the place and an additional 25gp/month to hire help, instructing them to be careful who to trust. While he's showing the PCs about, they share with him the latest information, seeking out the place known as 'The Hold', which Pinyon overheard in the previous week.

Tundra Wolf puts himself in charge of acquiring the basic furnishings while the PCs scatter once more to gather some information and carry out other tasks throughout the city. Mordecai and Lexxi are unsuccessful in finding further dirt on Cheeky or the black market dealer 'Scoundrel', the latter of which is supposedly located in the Keep. They do, however, run into the informant Derelech, who instructs the them to have Imperion meet with him at the Fiery Rat the following noon, for he has some information for sale. The PCs turn in to retire for the night, when they hear a knocking on the door outside. It's the hideous spinster, who hands them a sign that was painted and left on her door with the misspelled words "Dgi on fruethr". The PCs figure out that its an illiterate attempt at either a warning "Dig no further" or an encouragement "Dig on further".

Ivric, Clairis 22nd, 868 ID.

Several of the PCs decide to hang about the Fiery Rat until the noontime meeting with Derelech, but others are out performing random errands. Imperion runs into a few guards seeking Lt. Banghorn. Apparently a pair of bondsmen have come to extradite Fancy Nan from Floivin Penitentiary to the province of Nobbish, where she is wanted for murder and prostitution! Since Banghorn is in charge of her, it falls on Imperion if the Lieutenant can't be found, since he's the next in line for Banghorn's special operatives. Imperion agrees to stop by later, and to seek out Banghorn himself, who could be anywhere, disguised as anyone.

At noon Derelech appears in the Fiery Rat, surprising the PCs. In return for some hefty coin, he instructs Imperion and company that to find 'The Hold' they must 'check the rush beneath their feet', and nothing else. He leaves, and the PCs decide that the hidden lair they seek must be in the sewers beneath the Keep, where the Udders weave through the great dam wall. They venture to Mooring Way, but are told by a Sergeant there that they will not be permitted to access the Sewers, as the government keeps them sealed to all but the most essential personnel. The PCs need to find another way, so they determine to ask about and see what they can find. Back at the Fiery Rat, Mordecai gets some information from a filthy, vomiting drunk dwarf named Bulgoth, who tells the elf of the 'rat man' who has access to the sewers. After being puked upon, Mordecai decides to drag the dwarf along, perhaps he can be of some use.

Meanwhile, Imperion heads to Floivin Penitentiary where he meets the guards and the bondsmen Bread & Butter, who work for the Talonsguard Bond Co. out of Toul Tabor. They've got a writ of extradition for the prisoner Fancy Nan to Nobbish Province, and they need it signed off. Imperion refuses to sign it, instead taking the writ to General Gurd Gnarlbottom. Gurd has not the time to speak with the elf, but he passes it on through Captain Kennel. The General adds his signature, and much to his dismay, Imperion must let the pair take Nan. They do so by loading her up a cart with a steel cage fastened to it, then gagging her and covering it up. The pair heads out of the city due east.

Back at the safehouse, Bulgoth is chained to Mudghol's bed, upon which he vomits. Mordecai and Lexxi have decided that the dwarf, who is looking for work, might make for a decent watchman for the PCs if he cleans up and straightens up. However, Bulgoth makes Ogeir and Imperion quite nervous, and they are hesitant to offer him the work. Bulgoth demands that the PCs bring him spiked knuckles and some playing cards if he's to work for them. Mudghol departs to fetch these while Mordecai tells Imperion of the 'rat man'. The monk and Ogeir head to the prison to speak to Zinsk, who is clearly the 'rat man'. In a fit of unprovoked violence, Imperion punches the creepy pervert right on the nose, but the wound heals almost immediately after the peeping tom chants something briefly. Then they press the gnome cohabiting Zinsk's cell to extract the information about 'The Hold', and the gnome obliges, growing very angry. However, Zinsk transforms into something out of sight and manages to wrest free of the gnome, delivering some nasty scratches. The guards move the gnome out of the cell, and Imperion and Ogeir leave in anger, since Zinsk has demanded they bring him two girls with a fine meal.

The do-gooders can not go along with this, but Mordecai convinces Imperion to bring him back and talk to Zinsk. Mordecai then contacts Derelech at the Twin Lizard Tap to see if the man can procure hookers for Zinsk, and he takes one of Derelech's cold meals to feed the 'rat man'. Imperion returns to the safehouse and then fires Bulgoth, who he does not trust due to his potentially criminal, abusive past, but not before Mudghol has returned bearing a pair of spiked knuckles, a casket of ale and a deck of naked gnome female playing cards for the dwarf. Dejected, Bulgoth leaves into the night with a few coins from the PCs and his new toys. Mordecai and Imperion return to the Penitentiary, where they offer a third hooker to the guards so that they can bring the other two to Zinsk. The guards oblige. Zinsk makes small talk while his rats creep around the 'guests', but makes no obvious advances towards them. He enjoys the cold meal despite his initial complaints, and soon the hookers are dismissed. Imperion wrestles with his inner demons for allowing such a strange perversion to transpire!

Zinsk tells the PCs that he'll lead them to 'The Hold' the following day, but he will legally require two escorts. It is at this time that the PCs realize Zinsk could probably leave the Penitentiary whenever he really feels like it. Eleste knows, the rats can come and go... The PCs return to the safehouse to sleep it off.

Evelais (Saint's Day), Clairis 23rd, 868 ID.

The city awakes to turmoil. The bells of the Cathedral of Blades ring loud, sweeping across the morning din. Rushing out into the street to a commotion of soldiers moving rapidly about, the PCs discover that the Regent has been found in his quarters that moment, a nearly desiccated corpse. Imperion thinks he spots a man in the street pointing his fingers at him as if aiming a gun. The people of the Keep are instructed to remain inside, and not panic. The PCs do not dally, choosing to gear up and head straight to the Penitentiary and retrieve Zinsk while the city is distracted elsewhere and are less likely to notice they're activities. They arrive, and Zinsk is led out of his cell, soon to transform into a large rat!

The PCs spot Lt. Banghorn and several guards heading to the Imperial Court, but when hailed, he seems distraught and uninterested in them. Imperion and Ogeir also notice a fancily mailed, fat dwarf, mounted, riding slowly to the Court, whom they suspect to be General Gurd Gnarlbottom, who in this time of emergency must take over command of the Keep until another Regent is elected back in Carbadi. Zinsk leads the PCs about the city, following a series of smells. Mudghol notes that each of his smells corresponds with an arcane symbol that only he and other members of the Arkana Arkiva can recognize. These are the symbols used to mark where and when the mysterious, porting Flabbergast Manor will appear. Zinsk stops at a fountain, and tells them to jump in, and not to wait too long, for 'Mistlethroe' awaits them. Imperion and Ogeir return Zinsk to the Penitentiary, while the other PCs are confronted by an elderly man who thinks they are stealing coins from the fountain. Once they return, all have jumped into the fountain and disappeared.

The party arrives in a gaudy, colorful parlor, somewhat wet from the fountain. They have been ported into Flabbergast Manor, where they are met by a gaudy, colorful gnome from Melethesz. Mistlethroe makes small talk about Zinsk, who he is familiar with and refers to as 'Grandfather'. He also speaks with Mudghol, a fellow member of the Arkiva, and warns him that a rogue Re Wizard named Maravhos Tha has been seen in the province, at the Hud Horrn settlement in the Vernal Wall. Mistlethroe offers them sugar sticks, and speaks with Mudghol about the possibility of training as a mystic theurge under the gnome should he so desire. He also speaks of the Dead Spot, a location under the Keep where the Flabbergast Manor can manifest itself in the tunnels. Soon, the Manor stops, and the PCs are let out into the Dead Spot...

PCs: Imperion, Mordecai, Mudghol, Lexxi, Ogeir

NPCs

Bread (human male): An incredibly broad shouldered man, standing well above 6' in height, with a great hammer hanging by his side and chain mail armor. He's got a scar slashed down his right cheek and green eyes, with tightly cropped hair. He dons a green cloak and an armband with a griffon symbol on it. Bread is one of two bondsmen working for the Talonsguard Bond Co. who arrives with an official writ signed by Regent Krispin Bowyerson of Nobbish, to extradite the criminal Fancy Nan from Floivin Penitentiary back to her home province.

Bulgoth (dwarf male): Filthy, drunken dwarf with a number of questionable vices and habits. He is first met by Mordecai at the Fiery Rat, giving him some information. Later on, Bulgoth is brought back to the PCs' safehouse after vomiting on the elf, and briefly hired as the safehouse guard, which lasts all of a few hours before he is fired by Imperion. Bulgoth seems to have a dark past concerning women, and may have committed some foul acts against them. He's got a bald scalp circled by gray, smelly hair and a very blunt nose. Bulgoth seems to favor spiked knuckles as his weapon of choice.

Butter (human female): Tall and of strong build for a woman, Butter has her hair tied back into a pair of braids that dangle down her back. She has a cruel looking, barbed longbow slung across her back, and several quivers of clearly marked arrows about her person, with different colored fletching. Her green eyes and stern countenance look similar to those of her companion, Bread, but she is not unattractive. She is also working for the Talonsguard Bond Co. out of Toul Tabor.

Flake Falloway (dwarf male): The extremely bright orange-haired, bespectacled dwarf who is the proprietor and barkeep at the Fiery Rat tavern in Floivin Keep. Flake is a decent source of information and is always sparring with Tundra Wolf over the sign to the tavern, which is lit with burning pitch for 'effect' as patrons access the drinking hole.

Mistlethroe (gnome male):
A gnome of Melethesz, Mistlethroe is the bursar and receptionist of the Arkana Arkiva, usually found in the foyer of Flabbergast Manor in Floivin Keep. He bears a traditional turban of his home province atop his bald pate, with thick white nosehairs looped into a braid beneath his chubby chin. His eyes are bright blue with flecks of dancing flame, and his robes are cobbled from multi-colored patches. He has a bright red-orange hummingbird which he feeds small crackers. Mistlethroe seems to have the knowledge on how to 'jump' the Manor to specific locations, and must be one of the higher functionaries in the Arkana Arkiva, answering only to Spurr the Meticulous. He likes sugar candy sticks, and shares them with guests. He is also the mystic theurge prestige class trainer.

Mulky Hosspotch (halfling male): A chubby, wealthy halfling of the Hosspotch family who is known as a bit of a partygoer in Floivin Keep, usually found most hours at one of the local drinking holes like the Twin Lizard Tap. He's rather nondescript, but handsome for his weight. He hits on Lexxi when she and Mordecai are gathering information at the tap.

Randalf & Killiber (halfling males): A pair of halflings often found at the Fiery Rat. They claim to be environmentalists trying to round up funds to further their preservation acts and research in the Tooth Marsh. They do appear to be covered in some mud-stains, but they are otherwise rather average looking. Lexxi makes a sizable contribution to their research.

Spinster (human female):
A decrepit, elderly woman with thick white, straw-like hair who operates a weaving and sewing shop on Dreamer's Row, in the same building as the PCs' new safehouse. She speaks with a creaky voice and seems to have a displaced jaw, in addition to being impossibly thin, almost skeletal.

Tuesday, July 13, 2010

Session 4 / Online Session 4 Notes (7/12/10)

Essel, Clairis 14th, 868 ID.
After Doorjamb and Odd Jon lost themselves in the Frail Forest, they were assigned a guide by an elven woman named Shayla the Swineherd at Littlewolf. The guide, a halfling named Lexxi, was to escort them to Floivin Keep safely. After passing through Livenoak, the three are en route to Halehusk when they encounter a pair of ransacked, covered wagons burning to the east of the Westermarch road. Several corpses lie strewn about, two human males hacked to pieces, and a half-elven female who has been beheaded. It appears the caravan was carrying pickles and spices, judging by the residue left behind.

Ogeir the Hawk is called to the Cathedral of Blades in Floivin Keep. There, Bishop Brandler and others are mourning the loss of a minor acolyte, the halfling Pockny Hosspotch who followed Eleste at great castigation by his own people. Ogeir is ordered by Brandler to find and assist the monk Imperion of the Chaste Cloak in tracking down Pockny's slayers. Ogeir heads to Halehusk to track down the elven monk.

Imperion, meanwhile, has spent a day staking out Shalabarr Klasp with no real success, given a tent to sleep in on the outskirts of Halehusk. He meets with Captain Tarl Treadmyr, and asks him to perform a 'raid' on the Blind Vixen, since Imperion suspects it is a haven for criminals due to their earlier interaction there. Treadmyr refuses, citing the Vixen as a drinking hole favorite among the Guard, who are given discounts there. He tells Imperion that a dignitary from the Keep, one Attilan Vlad has gone missing from the Vixen just the prior day. Imperion goes to inquire about the disappearance at the Lone Wheel House, where he exchanges banter with a strange Braulish man named Baron Mordanc. Mordanc claims Vlad was inquiring about real estate and went to look at the Old Pager's Farm to the east.

Mudghol, Mordecai and Tundra Wolf return to Floivin Keep after the loss of their friends, and seek out Lt. Banghorn at the Fiery Rat. Banghorn is nowhere to be found, so Mudghol and Mordecai order drinks and ramble on. They inquire about the Rat using names on the list they found at Cheeky's Hollow, and one dwarf responds to the name 'Scroundel', claiming there is a half-elf named 'Scoundrel' who often hangs out at the Market Center peddling black market wares to those in the know. Mordecai and Mudghol head to the Market with Tundra Wolf in tow, where they meet a strange man selling musical boxes. Mordecai buys a box, and the man, who may or may not be familiar, gives them a cryptic message that they should be off to find their companion. The three leave for Halehusk, and they meet Ogeir the Hawk on the road to the village.

The paths of the PCs collide in Halehusk. Doorjamb, Odd Jon and Lexxi meet up with Imperion, the elven monk, and after reporting to Captain Treadmyr, he orders them all to lead Imperion to the burned caravan they found up north. He also orders Imperion to remove Mudghol from the village, as he has been spotted on the road and is not welcome. All of the PCs meet and exchange words. Tundra Wolf and the halfling Lexxi become heated over the death of Pockney Hosspotch: to one a generous friend, the other a pariah. The group travels together to the ruined caravan, and return to the muddy area where Lexxi lost the tracks earlier. They find some discarded boots, but even with Tundra Wolf and Lexxi tracking together, they lose site beyond the mud. The PCs scout the area, Imperion getting up in a tree, and decide to pay a visit to the nearest farm, that of Will and Winnetta Smoletti, a pair of elderly farmers. Doorjamb buys a pair of pigs from the couple.

On the road back to Halehusk, the party encounters a frightening apparition that asks them for directions to the Keep. Upon sighting the heavily armored specter, armed with a bastard sword, they all become weak and nearly frozen. Lexxi gives him directions, and the spook moves on, after giving the PCs a dire warning that they should collect their families and loved ones and vacate Floivin Province. Feeling he should warn the city, Ogeir makes haste back to Floivin Keep where he meets with Captain Kennel and several city guards, who do not believe his story. Ogeir decides to head over to the Cathedral of Blades briefly before leaving to meet back up with the party. Meanwhile, the group has returned to Halehusk and ignores Captain Tarl Treadmyr's warning about a brawler that had earlier engaged his men at the Blind Vixen. Instead, they follow Mordanc's lead and head straight to the East to find Old Pager's Farm.

They stealthily approach the farm, but not before a disguised goblin scout can scream warning to the Skull Collar warband, who have taken over the premises of Old Pager's Farm. A massive battle ensues, against a number of wolf riders, archers and infantry of the warband. Several of the enemy escape, including Krogmek, a bugbear archer and a number of other goblins. The PCs slay Dvagol, a hobgoblin, and Doorjamb claims his magic longsword. A few PCs fall unconscious, but there are no deaths, with the exception of Lexxi's pet badger. Tundra Wolf also slays Rugalar, a worg who was leading the wolf riders. After the battle, and the goblins have fled, the PCs explore the Farm. They find a hidden, earthen dungeon beneath the Farm where Attican Vlad, the stableboy Pinyon from Halehusk, and a strange goblin are being held captive. They also find some treasure, including a bizarre magical backpack.

Attican Vlad reveals that he was tricked by Baron Mordanc into coming here, and then was kidnapped, to be held for ransom or tortured by the Skull Collar warband, who seem to work with Mordanc. Pinyon mentions that he was kidnapped for overhearing a conversation between Mordanc and Shalabarr Klasp. He knows that Klasp has been hiding in a place called 'The Hold' within Floivin Keep itself, possibly with other members of The Score. The goblin expresses an interest in leaving, and heads straight for the road as soon as the PCs allow it. Ogeir the Hawk finally arrives, having missed the entire battle.

Doorjamb Grizzlebeard and Odd Jon Stuckle part ways with the group, heading for the Keep, where Odd Jon plans to initiate a business venture. They thank Lexxi and tell her she'll no longer be needed. For the moment, she remains with the rest of the PCs.

PCs:
Doorjamb, Imperion, Lexxi, Mordecai, Mudghol, Ogeir

NPCs

Attican Vlad (human male): A portly, healthy looking man with wisps of white hair over a short forehead and pronounced nose. Attican wears wine-stained robes of shining blue with copper trim. He's a respected aide to Regent Bauerkroft in both social and tactical affairs. Vlad was kidnapped by the Skull Collar goblin warband and then freed by the PCs at Old Pager's Farm.


Baron Mordanc (human male): An exiled Braulish land baron who is currently seeking out opportunities in Floivin Province. He's haughty, arrogant, and according to the former stable boy Pinyon, has some connections to Shalabarr Klasp. Attilan Vlad, aide to the Regent, was tricked by Mordanc and later kidnapped by the Skull Collar goblins at Old Pager's farm. Mordanc has only been seen in person by Imperion, who spoke to him at the Lone Wheel House. Mordanc is an elegant, pale-skinned man with a deep-set brow. He wears a monocle over his left, brown-red eye and a tall hat. His teeth are crooked and chest-hair bristles out of a fashionable, frilly white tunic, which he wears over a suit of fine leather armor and boots. Mordanc carries a pair of sabers and a pistol, with a waterhorn slung over his arm that contains a sweet smelling wine. When he speaks, he has a notable gap where several of his upper teeth have been knocked out.

Bishop Brandler (human male): Brandler wears a white cowl across his face, and a flowing cloak branded with the symbol of Eleste in ornate silver on the back. Beneath the garment lies the chink of mail. Beyond the mask, his eyebrows are high and impossible arches of white, from which he stares intently with deep gray eyes. At his side hangs a mace of obsidian hung from a polished femur. Brandler is the high priest at the Church of Eleste in Floivin Keep, and all the local clergy and paladins answer directly to him.

Captain Kennel (dwarf male):
Kennel is the dog trainer and an officer in the Eidolorn guard stationed at Floivin Keep. He is a suspicious and pragmatic sort with a tight brown/black beard, and prefers to dress in thick leathers. Kennel wields a whistle, crossbow and whip and is always accompanied by at least two cruel looking mastiffs.

Connif (human male): A nervous, balding tall man who utters to himself while he performs various chores. He's got a long, slim nose and spectacles. Connif carries about a humble staff of oak, with several of the twigs still attached. It is presumed that he's a functionary of the Church of Eleste, where he is usually found managing several tasks. 


Dvagol (hobgoblin male): Dvagol was a hobgoblin soldier and boss of the Skull Collar warband, possibly the top boss. He fought fiercely with a magical longsword, but was slain by Doorjamb Grizzlebeard and Odd Jon Stuckle at the assault on Old Pager's Farm. Doorjamb was awarded the longsword by the other PCs.

Ko'karri (goblin male): A shriveled, pale grayish goblin with light green, creepy eyes, one of which seems not to function. He wears a robe of violet and black, and his mane of greasy dark gray hair hangs limply at his back. The goblin speaks not a word of Common, and was freed by the PCs at Old Pager's Farm, after being taken prisoner by the Skull Collar goblin warband. The goblins motives are unknown, but he is obviously en route to somewhere important.

Krogmek (bugbear male): An archer with a thick cloak, Krogmek is one of the bosses of the Skull Collar warband. He was present at the battle of Old Pager's Farm against the PCs, but fled after being heavily wounded. His current whereabouts are unknown. Krogmek is skilled with a longbow.

Rugalar (worg male): Rugalar was a grayish-black worg and a boss of the Skull Collar warband. He enjoyed speaking common to mock and taunt his enemies, and was presumably in charge of the wolf riders within the band. Rugalar was slain by Tundra Wolf during the assault on Old Pager's Farm conducted by the PCs.

Tarl Treadmyr (human male): Tarl Treadmyr is a captain of the Eidolorn Guard, currently serving as the constable of the village Halehusk. He's a fairly handsome middle-aged man with a reddish moustache. He wears a pointed steel helm and a gleaming, polished suit of chain mail. He wields a halberd, with a shield and battleaxe strapped to his back. Tarl is rather 'lax' in his duty, usually attempting to avoid conflicts with undesirables or set his underlings out to take care of them. He's got a deal going with Frestha at the Blind Vixen tavern, in which he and his men get discounts on drinks if they let her do any extraneous business.

Will Smoletti (human male):
An elderly farmer on the Crown Pasture, he lives with his deaf and mute wife Winnetta and the two raise and sell pigs and cows in addition to crops.

Winnetta Smoletti (human female): An elderly, crippled woman who lives with her husband Will at the Smalotti farmstead in Crown Pasture. She's deaf and mute, but a skilled farmer and cook, among other things...