Varony, Malarous 2nd, 868 ID
The surviving PCs have successfully fled the loss of the Hud Horrn, and they meet up with Lt. Hoary and various survivors (approximately 100) by the north bank of the Midge Creek, where Hoary begins to organize a fording of the shallows. Hoary sends Doorjamb off on a side trek, and the PCs form a perimeter while the refugees cross the Creek. Wafflar Drull approaches Langston after being rejected in accompanying Doorjamb to Tarndim. Once the PCs cross the Creek, camp is made on the far bank, and watches set.
Verne, Malarous 3rd, 868 ID
The priestess Bethrys Othen and her servant Everett Tasker ride to Hobfast in the escort of a dozen Eidolorn soldiers, as word of a stream of Tarndim refugees has made way (via runner) to Floivin Keep. Othen is appointed by Conniff himself to ensure that wounded refugees are looked after. Upon arrival, she meets with Captain Reckon while Everett takes the horses to be stabled. He needs her to immediately look in upon an injured dwarf, Odd Jon Stuckle, who came crawling into the village that morning with a nasty arrow wound. She heals him without much problem.
Meanwhile, the PCs and refugees en route from Hud Horrn encounter a strange orc fishing on the West bank of the Udders Well. He seems peaceful enough, so the PCs let him on his way. Lt. Hoary then asks them to head over to Cheeky's Hollow and evacuate Odd Jon and Vishlag. The archer Langston volunteers to go it alone, but Hoary orders Mudgol, Slab and Luz to go along. When they arrive at the Hollow, they find Vishlag the door guard dead with two ichor-stained, nasty arrows stuck in his chest. He has been dead for time enough that his eyes are glazing over, though no scavengers or crocs have picked over the body. The PCs search the Hollow but find no trace of Odd Jon aside from a gutted crocodile and the food samples he was preparing. They do find one more of the arrows within the central cave. They flee to Hobfast.
Upon arriving, they find Odd Jon at the village, speaking with Lt. Hoary who has just arrived and a priestess. The PCs are introduced to Bethrys Othen and her servant Everett. Odd Jon tells the PCs that the Vishlag had been assassinated by an unseen assailant in the Tooth Marsh. Though he was able to escape, he himself was shot while fleeing, but the poison upon the arrow did not seem to slow him. The reunion is interrupted shortly after when Captain Reckon and Lt. Hoary are summoned to convene with Grandmother Hosspotch. The PCs split up. Bethrys remains to tend to any more wounded among the refugees. Langston and Luz scout out the shrine to Crake, finding that the druid Frynne Hosspotch, whom they suspect works for the Score, is no longer in attendance. Mudgol and Slab wander off to trade some items and acquire some pearls with which to identify things they've acquired. Mudgol is hit upon by the jeweler Madame Tralla, before her husband angrily intervenes.
Later in the evening, all of the PCs convene at the Crimson Harpy for drinks. The innkeeper warns Mudgol that any of his foolish antics will not be tolerated, and the Undecided decides against getting himself violently inebriated. Not the case for Luz, Slab, Odd Jon and Langston, who drink until the piss is build up behind their eyes. Bethrys takes a table to herself, but is soon joined by the thankful and admiring mayor of Tarndim, Blake Bauerkroft who pays her many a compliment for her services with the refugees. After a few hours in their cups, Lt. Hoary and Captain Reckon arrive, stone faced, to find most of the troop drunk off their rockers. With the help of Wafflar Drull, Everett Tasker, Blake Bauerkroft and several men of Tarndim, the group is carried off stubbornly to the barracks. Bethrys and Everett remain in a complimentary room at the Harpy, Everett standing watch outside her door. Bethrys plans to hold a dawn service for all the fallen of Tarndim and Hud Horrn.
Essel, Malarous 4th, 868 ID
In the morning, Mudgol and Slab manage to wake up in time to attend Bethrys' service, along with about 200 other refugees and villagers. It turns out her memorial is technical but long winded, and many of the crowd drift off before she's finished, including several officers of the Eidolorn. Everett attempts to console his mistress, but even he gets a crack in. Eventually, the rest of the PCs awaken from their drunken haze. Odd Jon geysers vomit over the party, nailing Mudgol and several others, but they are all brought out for a debriefing with Reckon, Hoary and Blake Bauerkroft at the barracks. Hoary and Reckon, using the maps provided by the PCs from the Haunted Horrn, have determined that with the loss of Tarndim, Hud Horrn and (probably) Cedarway, that there is a strange triangulation happening in the Northwest quadrant of Floivin Province.
A small but skilled group is assembled to scout ahead to the Skunk Pass in the Vernal Wall, for fear of some greater force preparing to assault Floivin. The Score is believed to have organized and manipulated various humanoid tribes (Blooded Lash, Blood Eagles, Skull Collars) that they simultaneously attack several communities, throwing the now weakened Eidolorn guard off their balance. Captain Reckon promotes Lt. Hoary to the rank of Captain, and then Hoary promotes Langston to lieutenant and appoints him head of the task force, to assemble a group of 10 for the journey. Langston, Mudgol, Slab, Luz, and Odd Jon are joined by Bethrys and Everett, as well as Wafflar Drull, who is deputized by Langston as the first act of his newfound rank. They decided against recruiting the last two slots, but while doing some last minute shopping at the Swampers' Swap, Belgin Hosspotch announces to Slab that he will be accompanying them, as Grandmother has a vested interest in what's playing out.
The nine set out later in the morning, skirting the coast of the Well until they find safe crossing at the Midge Creek. En route, various slithering things shy away from them, afraid of throwing down, and it occurs to the PCs that they may have 'outgrown' several entries on the random encounter tables. Using Belgin Hosspotch's fancy spyglass heirloom, they trek straight to the north over the uneven terrain of the Skunk Ridge, until the evening sets in. They discover a pair of hills that are occupied by an enemy force, bugbears in fact, but after some scouting attempts (one of which nearly ended up in Slab getting shot by a crossbow bolt), Lt. Langston decides it best to avoid a confrontation. The group travels off, makes a blind camp well away from the humanoids' hills, and sets up watch.
Ivric, Malarous 5th, 868 ID
In the morning, the recon force sets forth to the mouth of the Skunk Pass, which cuts through the Vernal Wall to the Shark Dunes beyond the Valley. Belgin spies a ghastly 'road sign' on the Western face of the mountains, and the party travels to find a group of human, dwarf and goblin skeletons and corpses strung up with rusted manacles and pitons, spread eagled. Disgusted, Bethrys, Everett and Slab cut down the humans and dwarves, and build a cairn for the victims out of the rocky debris strung about the pass. They proceed through the pass, and discover a fork. They travel West, and then uncover a horrific sight...several picket lines of skeletal figures that mark the beginning of a war camp. Apparently, an unknown force has moved into this side of the pass to hide and organize. The PCs make out men in dark armor, pens of shambling, quiet humanoids, a small tent village, and several skeletal-horse drawn sarcophagi of large size. They also spy a dark-skinned giant covered in pale bear furs, with a bone headdress, and two hands that end in bandages...
PCs: Bethrys, Langston, Luz, Mudgol, Slab
NPCs
Everett Tasker (human male): A well-spoken teenager with sandy blond hair, green eyes and clerical vestments. He also carries a fine longsword by his side. Everett is a glorified altar boy and servant of the Cathedral of Blades, who accompanies the priestess Bethrys Othen on her journeys.
Hethuh (orc male): An orc expatriate of Sothos Karr, he is encountered by the PCs, Lt. Hoary and the Hud Horrn refugees as they traveled the shoreline of the Well to Hobfast. Wears a wide brimmed hat, well maintained leather breeches and a red cloth vest, and speaks in a strange accent. Hethuh is a fisherman by trade, and hides out in the Tooth Marsh.
Madame Tralla (halfling female): Sells jewelry and gemstones at the Swampers' Swamp. She's a middle-aged halfling woman who wears gypsy-like, colorful raiments and bears a strange attraction to taller men of various races. She actually seemed to take a liking to the half-orc Mudgol, though whether this is a ruse to improve her sales or not is unknown. Despite this supposed preference for tall folk, Tralla is in fact married to an obese halfling merchant of the Hosspotch family, who also works out of the Swap and pays close attention to his wife's flirtation.
Millea the Unwed (human female): A soot-faced girl who escaped the Hud Horrn. Her father was a miner serving under Vigsyd, and he was not heard from again after the attack of the Blooded Lash. She's not unappealing for a teen brunette with a few warts, and Mudgol seems intent on bringing her on as his 'apprentice'.
Friday, April 22, 2011
Tuesday, April 19, 2011
Online Session 17 Notes (4/19/11)
Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.
PCs: Doorjamb
NPCs
Grugzlaz (bugbear male): A bugbear soldier of the Blood Eagle clan; part of the force that has apparently taken Tarndim. Seemed to communicate to a strangely garbed officer or chief he regarded as 'Lord'.
Pvt. Mercer (human male): An Eidolorn soldier stationed at Cedarway. Doorjamb came across his corpse while investigating the village as per Lt. Hoary's orders. Mercer had been stabbed numerous times, but slain by a pair of small crossbow bolts.
Wafflar Drull (human male): A survivor from the Hud Horrn, in his 30s with a drooping mustache, patchwork leather and padded armor, and a mattock for mining and fighting. Drull asked if he could accompany Doorjamb to the East after he separated from the main group of survivors en route to Hobfast, but he was turned down.
PCs: Doorjamb
NPCs
Grugzlaz (bugbear male): A bugbear soldier of the Blood Eagle clan; part of the force that has apparently taken Tarndim. Seemed to communicate to a strangely garbed officer or chief he regarded as 'Lord'.
Pvt. Mercer (human male): An Eidolorn soldier stationed at Cedarway. Doorjamb came across his corpse while investigating the village as per Lt. Hoary's orders. Mercer had been stabbed numerous times, but slain by a pair of small crossbow bolts.
Wafflar Drull (human male): A survivor from the Hud Horrn, in his 30s with a drooping mustache, patchwork leather and padded armor, and a mattock for mining and fighting. Drull asked if he could accompany Doorjamb to the East after he separated from the main group of survivors en route to Hobfast, but he was turned down.
Tuesday, March 29, 2011
Master Index of Encounter Tables
By Region
Alkinarre: Briarmourn, Dour Plateau, Dourdrain, Elemental Swamp, Greatsong Plain, Ivydunes, Kingkarst, The Jar, Ravenswaste, Silver Spires, Thrush Valley
Braul: Bearjaw Weald, Childer Forest, Cruel Tors, Freeman Flatlands
Carbadi: Bitter Bergs, Chamber Lake, Creepers' Lake, Crystal Arbor, Fall Marsh, Feather Ledge, Ribald Wood
Dashnear: Hoarforged Hills, The Godglass, Isle of the Toll, Shiverpeaks, Trybarrn Tundra
Durindesh: Flusterwood, Matha, The Mirrorwaste, The Oreblyte, Salt Rushes
Floivin Province (Vernal Valley): Crown Pasture, Frail Forest, Skunk Ridge, Tooth March, Udders Well, Vernal Wall
Hammerdark: Cindermaul, Drann, Drooker's Isle, Dylosh, Heaves, Stillwell Hills, Thornstead
Kettaryan Riverwilds: Bloodwelt Barrens, Dreadbore Dene, Indriccan Ocean, Kettar's Run, Lokk Breor/Lokk Trathok, The Rabidus, Rainscar Brakes
Melethesz: Knife Climb, Mosquito Wood, Nine Dales, Sabre Country, Shady Mountains, Westron Fen
Midlands: Hell's Well, Sallow Tarn, The Cloudsward, Wall of Eagles, Windy Moors
Mitruul: Graft Hills, Nestlebrush, Scrubb Desert, Spidersands, Vine Tarn
Neglyss: Farlund Arls, Frostribs, Frozenthorn Forest, Plains of Peryl, Storming Slough
Nobbish: Glowing Hills, Snath Plain, Ropers' Ridge, The Long North
Quelm: Clanking Hills, Dread-Dunes, The Pennants, Sirenya
Rothe: Lamay, Scythe, Sea of Chimes, Szandor
Sothos Karr: Dragons Steppe, Fox Knoll, Fyreklaw Barrens, Rim Forest, Sunkindle, The Lash
Southwest Reaches: Fangsea, Fish Flats, Misty Fangs, Scavengers' Vast, Tiger Reach
Thelos Retch: The Mash, Scorn Lake/Spider Lake, Teary Isles, The Web of Ever, The Wedge, Weepers' Lea
Torwyddya: The Cold Cauldron, Drachydis, Sealskull Cay, Trelljaur Taiga, Wildrime Barrens
Toul Tabor: Ardspear, Blue Barrens, Brass Lake, Dreaming Downs, Foggy Gorge, Grazelands, Palepool, Stararbor
Vandrokk: Nortwesters, Pinestead, Scurlwood
Vhorinyr: Harrowed Heights, The Bonefrost, White Fir Hills
Wintersbreath: Burrnock, Frogmarch, Rat Strand, Sharks Dunes, Weaponcrest, Wintersbreath
Alkinarre: Briarmourn, Dour Plateau, Dourdrain, Elemental Swamp, Greatsong Plain, Ivydunes, Kingkarst, The Jar, Ravenswaste, Silver Spires, Thrush Valley
Braul: Bearjaw Weald, Childer Forest, Cruel Tors, Freeman Flatlands
Carbadi: Bitter Bergs, Chamber Lake, Creepers' Lake, Crystal Arbor, Fall Marsh, Feather Ledge, Ribald Wood
Dashnear: Hoarforged Hills, The Godglass, Isle of the Toll, Shiverpeaks, Trybarrn Tundra
Durindesh: Flusterwood, Matha, The Mirrorwaste, The Oreblyte, Salt Rushes
Floivin Province (Vernal Valley): Crown Pasture, Frail Forest, Skunk Ridge, Tooth March, Udders Well, Vernal Wall
Hammerdark: Cindermaul, Drann, Drooker's Isle, Dylosh, Heaves, Stillwell Hills, Thornstead
Kettaryan Riverwilds: Bloodwelt Barrens, Dreadbore Dene, Indriccan Ocean, Kettar's Run, Lokk Breor/Lokk Trathok, The Rabidus, Rainscar Brakes
Melethesz: Knife Climb, Mosquito Wood, Nine Dales, Sabre Country, Shady Mountains, Westron Fen
Midlands: Hell's Well, Sallow Tarn, The Cloudsward, Wall of Eagles, Windy Moors
Mitruul: Graft Hills, Nestlebrush, Scrubb Desert, Spidersands, Vine Tarn
Neglyss: Farlund Arls, Frostribs, Frozenthorn Forest, Plains of Peryl, Storming Slough
Nobbish: Glowing Hills, Snath Plain, Ropers' Ridge, The Long North
Quelm: Clanking Hills, Dread-Dunes, The Pennants, Sirenya
Rothe: Lamay, Scythe, Sea of Chimes, Szandor
Sothos Karr: Dragons Steppe, Fox Knoll, Fyreklaw Barrens, Rim Forest, Sunkindle, The Lash
Southwest Reaches: Fangsea, Fish Flats, Misty Fangs, Scavengers' Vast, Tiger Reach
Thelos Retch: The Mash, Scorn Lake/Spider Lake, Teary Isles, The Web of Ever, The Wedge, Weepers' Lea
Torwyddya: The Cold Cauldron, Drachydis, Sealskull Cay, Trelljaur Taiga, Wildrime Barrens
Toul Tabor: Ardspear, Blue Barrens, Brass Lake, Dreaming Downs, Foggy Gorge, Grazelands, Palepool, Stararbor
Vandrokk: Nortwesters, Pinestead, Scurlwood
Vhorinyr: Harrowed Heights, The Bonefrost, White Fir Hills
Wintersbreath: Burrnock, Frogmarch, Rat Strand, Sharks Dunes, Weaponcrest, Wintersbreath
Monday, March 28, 2011
Vhorinyr Encounter Tables
Harrowed Heights (1 in 10/2 hrs; 2d6)
02. Blaspheme (d2)
03. Hulking corpse (d2)
04. Vampire spawn (d5)
05. Skin kite (d4+4)
06. Wolf pack (d10+6)
07. Skeleton patrol (human war, 2d10 plus 1 leader of 3rd-5th level)
08. Zombie plague (human commoner type, 3d10)
09. Wight (d10+1)
10. Necropolitan (d5)
11. Ghost (d4)
12. Wheep (d4)
The Bonefrost (1 in 10/3 hrs; 4d6)
04. Frost worm (1)
05. Tlalusk (d10)
06. Entombed (d2)
07. Frost giant gang (d5)
08. Frost salamander (d2)
09. Ice drake (d6)
10. Glyptodon (d4)
01. Snowflake ooze (1)
12. Branta (d8)
13. Frost folk family (d4+2 plus d2 winter wolves)
14. Uldra (d6)
15. Glacier dwarf patrol (d4+6 plus d4+1 2nd-level snow hunters and 1 leader of 3rd-6th level)
16. Yeti (d8+2)
17. Polar bear (d2)
18. Winter wolf (d5)
19. Remorhaz (1)
20. Dire rhinoceros (2d6)
21. Frost giant band (d4+5 plus 35% noncombatants plus 1 adept or cleric of 1st-2nd level)
22. Woolly mammoth (4d4)
23. Dire polar bear (d2)
24. Tundra landwyrm (d6)
White Fir Hills (1 in 10/2 hrs; 2d6)
02. Beholder (d6)
03. Bearhound (d2)
04. Ettin band (d5+5 plus d2 brown bears)
05. Troll (d4)
06. Wolf pack (d10+6)
07. Snow goblin gang (d6+3)
08. Ogre (d8)
09. Marzanna (1)
10. Icegaunt (d8)
11. Dire elk (1)
12. Ogre mage troupe (d2 plus d3+1 ogres)
Several of the entries can be found in the Frostburn accessory, Libris Mortis, Monster Manuals II, III or IV.
02. Blaspheme (d2)
03. Hulking corpse (d2)
04. Vampire spawn (d5)
05. Skin kite (d4+4)
06. Wolf pack (d10+6)
07. Skeleton patrol (human war, 2d10 plus 1 leader of 3rd-5th level)
08. Zombie plague (human commoner type, 3d10)
09. Wight (d10+1)
10. Necropolitan (d5)
11. Ghost (d4)
12. Wheep (d4)
The Bonefrost (1 in 10/3 hrs; 4d6)
04. Frost worm (1)
05. Tlalusk (d10)
06. Entombed (d2)
07. Frost giant gang (d5)
08. Frost salamander (d2)
09. Ice drake (d6)
10. Glyptodon (d4)
01. Snowflake ooze (1)
12. Branta (d8)
13. Frost folk family (d4+2 plus d2 winter wolves)
14. Uldra (d6)
15. Glacier dwarf patrol (d4+6 plus d4+1 2nd-level snow hunters and 1 leader of 3rd-6th level)
16. Yeti (d8+2)
17. Polar bear (d2)
18. Winter wolf (d5)
19. Remorhaz (1)
20. Dire rhinoceros (2d6)
21. Frost giant band (d4+5 plus 35% noncombatants plus 1 adept or cleric of 1st-2nd level)
22. Woolly mammoth (4d4)
23. Dire polar bear (d2)
24. Tundra landwyrm (d6)
White Fir Hills (1 in 10/2 hrs; 2d6)
02. Beholder (d6)
03. Bearhound (d2)
04. Ettin band (d5+5 plus d2 brown bears)
05. Troll (d4)
06. Wolf pack (d10+6)
07. Snow goblin gang (d6+3)
08. Ogre (d8)
09. Marzanna (1)
10. Icegaunt (d8)
11. Dire elk (1)
12. Ogre mage troupe (d2 plus d3+1 ogres)
Several of the entries can be found in the Frostburn accessory, Libris Mortis, Monster Manuals II, III or IV.
Vandrokk Encounter Tables
Nortwesters (1 in 10/3 hrs; 2d6)
02. Adult white dragon (d2)
03. Frost giant gang (d5)
04. Ogre mage troupe (d2 plus d3+1 ogres)
05. Winter wolf (d5)
06. Asperi (d4)
07. Ogre (d8)
08. Yeti (d8+2)
09. Avalancher (d12)
10. Troll (d5)
11. White dragon clutch (d4+1 from age wyrmling to young adult; d5 to determine age)
12. Mountain troll (d2)
Pinestead (1 in 10/2 hrs; 2d6)
02. Werewolf lord (1)
03. Frost giant gang (d5)
04. Dire wolf pack (d4+4)
05. Werewolf troupe (d4+1 plus d4+4 wolves)
06. Brown bear (d2)
07. Wolverine (1)
08. Vandrakki patrol (d4+1 3rd level barbarians plus 1 5th level ranger)
09. Ogre (d8)
10. Dire wolverine (d2)
11. Dire bear (d2)
12. Grizzly mastodon (5d6)
Scurlwood (1 in 10/2 hrs; 2d6)
02. Frost giant gang (d5)
03. Dire elk herd (5d6)
04. Wendigo (1)
05. Vandrakki patrol (d4+1 3rd level barbarians plus 1 5th level ranger)
06. Brown bear (d2)
07. Wolverine (1)
08. Worg pack (d6+5)
09. Dire wolf pack (d4+4)
10. Werebear troupe (d3+1 plus d4 brown bears)
11. Dire bear (d2)
12. Firbolg (d8)
Several of the entries can be found in the Frostburn accessory, Monster Manuals II, III or IV.
02. Adult white dragon (d2)
03. Frost giant gang (d5)
04. Ogre mage troupe (d2 plus d3+1 ogres)
05. Winter wolf (d5)
06. Asperi (d4)
07. Ogre (d8)
08. Yeti (d8+2)
09. Avalancher (d12)
10. Troll (d5)
11. White dragon clutch (d4+1 from age wyrmling to young adult; d5 to determine age)
12. Mountain troll (d2)
Pinestead (1 in 10/2 hrs; 2d6)
02. Werewolf lord (1)
03. Frost giant gang (d5)
04. Dire wolf pack (d4+4)
05. Werewolf troupe (d4+1 plus d4+4 wolves)
06. Brown bear (d2)
07. Wolverine (1)
08. Vandrakki patrol (d4+1 3rd level barbarians plus 1 5th level ranger)
09. Ogre (d8)
10. Dire wolverine (d2)
11. Dire bear (d2)
12. Grizzly mastodon (5d6)
Scurlwood (1 in 10/2 hrs; 2d6)
02. Frost giant gang (d5)
03. Dire elk herd (5d6)
04. Wendigo (1)
05. Vandrakki patrol (d4+1 3rd level barbarians plus 1 5th level ranger)
06. Brown bear (d2)
07. Wolverine (1)
08. Worg pack (d6+5)
09. Dire wolf pack (d4+4)
10. Werebear troupe (d3+1 plus d4 brown bears)
11. Dire bear (d2)
12. Firbolg (d8)
Several of the entries can be found in the Frostburn accessory, Monster Manuals II, III or IV.
Sothos Karr Encounter Tables
Dragons Steppe (1 in 10/2 hrs; 2d6)
02. Adult copper dragon (d2)
03. Wasteland troll (d3+1)
04. Skullcrusher ogre gang (d6+3)
05. Phase spider (d5)
06. Dire puma (d2)
07. Hobgoblin gang (d6+3)
08. Giant sawp swarm (d4+1)
09. Displacer beast pride (2d3+4)
10. Wyvern flight (d4+2)
11. Behir (d2)
12. Copper dragon clutch (d4+1 ranging from wyrmling to young adult; d5 to determine age)
Fox Knoll (1 in 10/2 hrs; 2d6)
02. Athach (d4)
03. Griffon (d2)
04. Ogre (d8)
05. Dire weasel (d2)
06. Giant bee buzz (d4+1)
07. Dwarf team (d3+1)
08. Wolf pack (d10+6
09. Bugbear gang (d3+1)
10. Redcap (d6, results are 1:1, 2:3, 3:5, 4:7, 5:9, 6:11)
11. Bulette (d2)
12. Hill giant gang (d5)
Fyreklaw Barrens (1 in 10/3 hrs; 2d6)
02. Adult bronze dragon (d2)
03. Athach (d4)
04. Chimera (1)
05. Giant wasp swarm (d4+1)
06. Dire hawk (d2)
07. Orc squad (d10+10 plus 2 3rd level sergeants and 1 leader of 3rd-6th level)
08. Hippogriff flight (d6+6)
09. Ogre (d8)
10. Wasteland troll (d3+1)
11. Bronze dragon clutch (d4+1 ranging from wyrmling to young adult; d5 to determine age)
12. Hill landwyrm (d6)
Rim Forest (2 in 10/2 hrs; 2d6)
02. Treant (1)
03. Aranea (d6)
04. Giant stag beetle (d10+1)
05. Centaur troupe (2d6+6 and 1 leader of 2nd-5th level)
06. Dire badger (d5)
07. Wolf pack (d10+6)
08. Black bear (d2)
09. Giant owl (d5)
10. Dryad (1)
11. Centaur company (d4+4)
12. Owlbear (d8)
Sunkindle (1 in 10/3 hrs; 4d6)
04. Cloud ray (d2)
05. Sunwyrm (1)
06. Colossal monstrous scorpion (1)
07. Brass dragon clutch (d4+1 ranging from wyrming to young adult; d5 age category)
08. Giant banded lizard (1)
09. Lamia (d4)
10. Diprodoton (d2)
11. Dire vulture (4d5)
12. Large monstrous scorpion (d5)
13. Camel herd (5d6)
14. Bhuka (d4+1)
15. Porcupine cactus (4d6)
16. Sand hunter (4d4)
17. Tumbling mound (d4+4)
18. Giant ant lion (1)
19. Zezir (d8)
20. Huge monstrous scorpion (d5)
21. Dunewinder (1)
22. Sand giant gang (d4+1)
23. Adult brass dragon (d2)
24. Desert landwyrm (1)
The Lash (2 in 10/2 hrs; 2d6)
02. Triceratops herd (d4+4)
03. Ambush drake (3d4)
04. Cockatrice (d12+1)
05. Ankheg (d4)
06. Orc squad (d10+10 plus 2 3rd level sergeants and 1 leader of 3rd-6th level)
07. Orc gang (d3+1)
08. Blink dog pack (d10+6)
09. Bison herd (5d6)
10. Locust swarm (1)
11. Terror bird pack (d4+2)
12. Plains landwyrm (d6)
Several of the entries can be found in the Sandstorm accessory, or the Draconomicon.
02. Adult copper dragon (d2)
03. Wasteland troll (d3+1)
04. Skullcrusher ogre gang (d6+3)
05. Phase spider (d5)
06. Dire puma (d2)
07. Hobgoblin gang (d6+3)
08. Giant sawp swarm (d4+1)
09. Displacer beast pride (2d3+4)
10. Wyvern flight (d4+2)
11. Behir (d2)
12. Copper dragon clutch (d4+1 ranging from wyrmling to young adult; d5 to determine age)
Fox Knoll (1 in 10/2 hrs; 2d6)
02. Athach (d4)
03. Griffon (d2)
04. Ogre (d8)
05. Dire weasel (d2)
06. Giant bee buzz (d4+1)
07. Dwarf team (d3+1)
08. Wolf pack (d10+6
09. Bugbear gang (d3+1)
10. Redcap (d6, results are 1:1, 2:3, 3:5, 4:7, 5:9, 6:11)
11. Bulette (d2)
12. Hill giant gang (d5)
Fyreklaw Barrens (1 in 10/3 hrs; 2d6)
02. Adult bronze dragon (d2)
03. Athach (d4)
04. Chimera (1)
05. Giant wasp swarm (d4+1)
06. Dire hawk (d2)
07. Orc squad (d10+10 plus 2 3rd level sergeants and 1 leader of 3rd-6th level)
08. Hippogriff flight (d6+6)
09. Ogre (d8)
10. Wasteland troll (d3+1)
11. Bronze dragon clutch (d4+1 ranging from wyrmling to young adult; d5 to determine age)
12. Hill landwyrm (d6)
Rim Forest (2 in 10/2 hrs; 2d6)
02. Treant (1)
03. Aranea (d6)
04. Giant stag beetle (d10+1)
05. Centaur troupe (2d6+6 and 1 leader of 2nd-5th level)
06. Dire badger (d5)
07. Wolf pack (d10+6)
08. Black bear (d2)
09. Giant owl (d5)
10. Dryad (1)
11. Centaur company (d4+4)
12. Owlbear (d8)
Sunkindle (1 in 10/3 hrs; 4d6)
04. Cloud ray (d2)
05. Sunwyrm (1)
06. Colossal monstrous scorpion (1)
07. Brass dragon clutch (d4+1 ranging from wyrming to young adult; d5 age category)
08. Giant banded lizard (1)
09. Lamia (d4)
10. Diprodoton (d2)
11. Dire vulture (4d5)
12. Large monstrous scorpion (d5)
13. Camel herd (5d6)
14. Bhuka (d4+1)
15. Porcupine cactus (4d6)
16. Sand hunter (4d4)
17. Tumbling mound (d4+4)
18. Giant ant lion (1)
19. Zezir (d8)
20. Huge monstrous scorpion (d5)
21. Dunewinder (1)
22. Sand giant gang (d4+1)
23. Adult brass dragon (d2)
24. Desert landwyrm (1)
The Lash (2 in 10/2 hrs; 2d6)
02. Triceratops herd (d4+4)
03. Ambush drake (3d4)
04. Cockatrice (d12+1)
05. Ankheg (d4)
06. Orc squad (d10+10 plus 2 3rd level sergeants and 1 leader of 3rd-6th level)
07. Orc gang (d3+1)
08. Blink dog pack (d10+6)
09. Bison herd (5d6)
10. Locust swarm (1)
11. Terror bird pack (d4+2)
12. Plains landwyrm (d6)
Several of the entries can be found in the Sandstorm accessory, or the Draconomicon.
Tuesday, March 22, 2011
Humanoid Tribes of Floivin Province
Blood Eagles
Of the three major goblinoid tribes in Floivin Province, the Blood Eagles are the smallest, with the highest concentration of bugbears. In fact, other races within the tribe are generally slaves or non-combatants. The tribe is named for its preferred method of torture and execution, a painful procedure in which the victim's ribs are cut and broken to resemble wings, the lungs are pulled out, and the salt is poured on the open wounds. The Blood Eagles are the only local goblinoid tribe in which the females fight alongside the males. Though their activities are generally limited to the north Vernal Wall and the Sharks' Dunes through the gap north of Skunk Ridge, they often have a vested interest in claiming unprotected mines in the Province. The Blood Eagles despise the other tribes, but several expatriates have been known to defect due to the strength and size of their rivals.
Leadership: Lord Lhaaz (bugbear, deceased), Grugzlaz (half-ogre, deceased), Bolthar Zuug (ogre magi, deceased)
Population: 300 (96% bugbear, 2% goblin, 1% hobgoblin, 1% ogre)
Allies: Unknown
Enemies: Blooded Lash, Marrow Suckers, Skull Collars
Standard: Crude, crimson eagle engraved into chest
Blooded Lash
The Blooded Lash were originally refugees of Sothos Karr, named for the central plains region of that realm, who long ago forced a rebellion and escaped into mountains east of the Dimnesse. Through the decades, they have worked their way further north through the western Vernal Wall and gradually laid claim to the upper levels of the Haunted Horrn, in which they remain. Heavy recruitment practices have ensured that the tribe remains strong, though not so numerous as the Skull Collars. As a symbol of their past, the Blooded Lash are ritually whipped by their superiors to ensure loyalty and discipline, and in battle, they rarely back down unless ordered, fighting to the death for the tribe's interests. They have since learned to train hippogriffs as mounts, companions and combatants, and maintain a strict hierarchy of leadership.
Leadership: Warlord Ultroon (bugbear), Captain Thaznag (bugbear), Captain Frackas (goblin), Dwarfgrinder (bugbear, deceased)
Population: 600 (37% goblin, 20% bugbear, 18% hobgoblin, 10% ogre, 7% hippogriff, 5% half-ogre, 3% troll)
Allies: The Score
Enemies: Blood Eagles, Eidolorn Guard, Skull Collars
Standard: Crossed scourges
Cleft Eye
The Cleft Eye is a small clan of kobolds living beneath Floivin Keep in the 'Vermin Vaults' area of the Sewers that channel the Udders through the city. Unlike most of the humanoid tribes in the region, the kobolds are tolerated by the Eidolorn Guard. Occasional clashes are inevitable, with the Flood Watch guard giving more than they get, but the late Regent Bauerkroft decreed that the clan should not be massacred, as their presence helps prevent intruders from poking their noses around in areas they shouldn't be. The Eidolorn apparently has its secrets. In the end, this works out for the kobolds, though they suffer occasional incursions from thieves and explorers who manage to find their way below the Keep, they have a high turnover rate and well defined parameters in which to plot their defenses, as well as access to foodstuffs and muscle from the dire rats they breed.
Leadership: Chief Ch'rass (wererat)
Population: 200 (96% kobold, 3% dire rat, 1% wererat)
Allies: None
Enemies: Eidolorn Guard, The Stride
Standard: Eye shorn in two by blade
Ettenhead Ogres
The precise organization of the Ettenhead giants is unknown, as they tend to keep to themselves in the ruins at Ettenhead and muster themselves only in defense of its crumbled walls. They are rumored to protect an obscured subterranean passage which leads to a hidden realm beneath the northeast Vernal Wall, but no one in recent memory has ever seen it. It is unknown whether or not they're an actual tribe or a loose grouping of giant-kin families, but the average strength and size of the members ensure that few would bother to try learning more. Their leader is known simply as 'The Titan of the Glen', but he (or she) has never been seen by the Eidolorn Guard who hold vigil over the ruins.
Leadership: The Titan of the Glen
Population: Approx. 100 (at Ettenhead), beyond that unknown (79% ogre, 9% hill giant, 5% troll, 3% half-ogre, 2% half-giant, 1% athach, 1% ettin)
Allies: Unknown
Enemies: Eidolorn Guard
Standard: None
Marrow Suckers
According to the late sorcerer Fisslakk, who it turns out was not such a bad bloke, the Marrow Suckers clan were all slain after consuming poisonous liquors they found in a dwarven tomb in Skunk Ridge. But considering the relatively small numbers of dead that were observed, it's not clear whether he was referring to his own family within the greater tribe, or the entire troglodyte clan. In either case, it can only serve as a benefit to the Floivin Province residents in the long run, because the creatures were notorious for vandalizing dwarven ruins, and abducting, torturing and even devouring slaves. A lair is purported to exist somewhere within the treacherous death trap known as the Crowslode, and if a remnant of the Marrow Suckers still exists, its likely that they've still got prisoners remaining some grisly end.
Leadership: Unknown
Population: Unknown (96% troglodytes, 2% rust monsters, 1% dwarves, 1% humans)
Allies: None
Enemies: Blood Eagles, Gnarlbottom Clan, Eidolorn Guard
Standard: Bone with forked serpent tongue wrapped about it
Pinewater Maulers
More of a loosely organized gang than an actual tribe, the Pinewater Maulers are what the kobolds of the Frail Forest have dubbed themselves. They are rarely encountered in groups of more than a dozen, but they've been known to waylay and trouble travelers in the Forest, and to take up small fishing and hunting encampments along the east bank of the Pinewater (thus their name). It is unknown whether they have any relation to the Cleft Eye clan living beneath Floivin Keep, but on occasion there will be humans and elves in their midst. These are generally rogue or brigand elements trying to make some headway in the Province, or Roodeyes and Reddenbalms trying to harass one another, but only rarely would the major elven families of Littlewolf go to such an extreme. Supposedly there is a central figure, a 'Mouse the Murderous' who organizes the Pinewater Maulers into raids, but his or her level of direct interaction is unknown. Still, for being such a minor threat to the Floivin population, centuries of attempts by the elves and the Eidolorn Guard have been unable to completely stamp them out.
Leadership: Mouse the Murderous
Population: Unknown (96% kobolds, 2% humans, 1% elves, 1% half-elves)
Allies: None
Enemies: Eidolorn Guard, Reddenbalms, Roodeyes
Standard: None
Skull Collars
The largest and most mercenary of the three goblinoid tribes inhabiting the Province, the Skull Collars are also the most diverse, with their fingers in a number of interests. They maintain a hydra hatchery in the Tooth Marsh, a number of hideouts in the east Vernal Wall, and bands can often be found in the employ of various factions, or simply terrorizing farms and locals in the Crown Pasture or Frail Forest. They derive their name from the practice of affixing the skulls of their fallen opponents to a necklace or harness, the more the better. The Skull Collars are known to sell themselves to the highest biddest, regardless of the race of that bidder, and look past their inbred racial enmities to the betterment of their tribe. Thus, they can strangely be found in the occasional employ of dwarves and men. They've got at least one major stronghold located in the eastern Vernal Valley, overlooking the Great Westermarch pass through the mountains to Toul Tabor belong, and many other scattered shelters.
Leadership: Warchief Chizel (half-giant), Lt. Wogg (bugbear), Chef Gusta (ogre), Dvagol (hobgoblin, deceased), Gortjik (hobgoblin, expatriate, deceased), Krogmek (bugbear, deceased), Maggit (goblin, deceased), Rugalar (worg, deceased)
Population: 1200 (37% goblin, 20% hobgoblin, 18% bugbear, 10% worg, 7% ogre, 5% half-ogre, 3% half-giant)
Allies: The Score
Enemies: Blood Eagles, Blooded Lash, Eidolorn Guard
Standard: Necklace of skulls
Of the three major goblinoid tribes in Floivin Province, the Blood Eagles are the smallest, with the highest concentration of bugbears. In fact, other races within the tribe are generally slaves or non-combatants. The tribe is named for its preferred method of torture and execution, a painful procedure in which the victim's ribs are cut and broken to resemble wings, the lungs are pulled out, and the salt is poured on the open wounds. The Blood Eagles are the only local goblinoid tribe in which the females fight alongside the males. Though their activities are generally limited to the north Vernal Wall and the Sharks' Dunes through the gap north of Skunk Ridge, they often have a vested interest in claiming unprotected mines in the Province. The Blood Eagles despise the other tribes, but several expatriates have been known to defect due to the strength and size of their rivals.
Leadership: Lord Lhaaz (bugbear, deceased), Grugzlaz (half-ogre, deceased), Bolthar Zuug (ogre magi, deceased)
Population: 300 (96% bugbear, 2% goblin, 1% hobgoblin, 1% ogre)
Allies: Unknown
Enemies: Blooded Lash, Marrow Suckers, Skull Collars
Standard: Crude, crimson eagle engraved into chest
Blooded Lash
The Blooded Lash were originally refugees of Sothos Karr, named for the central plains region of that realm, who long ago forced a rebellion and escaped into mountains east of the Dimnesse. Through the decades, they have worked their way further north through the western Vernal Wall and gradually laid claim to the upper levels of the Haunted Horrn, in which they remain. Heavy recruitment practices have ensured that the tribe remains strong, though not so numerous as the Skull Collars. As a symbol of their past, the Blooded Lash are ritually whipped by their superiors to ensure loyalty and discipline, and in battle, they rarely back down unless ordered, fighting to the death for the tribe's interests. They have since learned to train hippogriffs as mounts, companions and combatants, and maintain a strict hierarchy of leadership.
Leadership: Warlord Ultroon (bugbear), Captain Thaznag (bugbear), Captain Frackas (goblin), Dwarfgrinder (bugbear, deceased)
Population: 600 (37% goblin, 20% bugbear, 18% hobgoblin, 10% ogre, 7% hippogriff, 5% half-ogre, 3% troll)
Allies: The Score
Enemies: Blood Eagles, Eidolorn Guard, Skull Collars
Standard: Crossed scourges
Cleft Eye
The Cleft Eye is a small clan of kobolds living beneath Floivin Keep in the 'Vermin Vaults' area of the Sewers that channel the Udders through the city. Unlike most of the humanoid tribes in the region, the kobolds are tolerated by the Eidolorn Guard. Occasional clashes are inevitable, with the Flood Watch guard giving more than they get, but the late Regent Bauerkroft decreed that the clan should not be massacred, as their presence helps prevent intruders from poking their noses around in areas they shouldn't be. The Eidolorn apparently has its secrets. In the end, this works out for the kobolds, though they suffer occasional incursions from thieves and explorers who manage to find their way below the Keep, they have a high turnover rate and well defined parameters in which to plot their defenses, as well as access to foodstuffs and muscle from the dire rats they breed.
Leadership: Chief Ch'rass (wererat)
Population: 200 (96% kobold, 3% dire rat, 1% wererat)
Allies: None
Enemies: Eidolorn Guard, The Stride
Standard: Eye shorn in two by blade
Ettenhead Ogres
The precise organization of the Ettenhead giants is unknown, as they tend to keep to themselves in the ruins at Ettenhead and muster themselves only in defense of its crumbled walls. They are rumored to protect an obscured subterranean passage which leads to a hidden realm beneath the northeast Vernal Wall, but no one in recent memory has ever seen it. It is unknown whether or not they're an actual tribe or a loose grouping of giant-kin families, but the average strength and size of the members ensure that few would bother to try learning more. Their leader is known simply as 'The Titan of the Glen', but he (or she) has never been seen by the Eidolorn Guard who hold vigil over the ruins.
Leadership: The Titan of the Glen
Population: Approx. 100 (at Ettenhead), beyond that unknown (79% ogre, 9% hill giant, 5% troll, 3% half-ogre, 2% half-giant, 1% athach, 1% ettin)
Allies: Unknown
Enemies: Eidolorn Guard
Standard: None
Marrow Suckers
According to the late sorcerer Fisslakk, who it turns out was not such a bad bloke, the Marrow Suckers clan were all slain after consuming poisonous liquors they found in a dwarven tomb in Skunk Ridge. But considering the relatively small numbers of dead that were observed, it's not clear whether he was referring to his own family within the greater tribe, or the entire troglodyte clan. In either case, it can only serve as a benefit to the Floivin Province residents in the long run, because the creatures were notorious for vandalizing dwarven ruins, and abducting, torturing and even devouring slaves. A lair is purported to exist somewhere within the treacherous death trap known as the Crowslode, and if a remnant of the Marrow Suckers still exists, its likely that they've still got prisoners remaining some grisly end.
Leadership: Unknown
Population: Unknown (96% troglodytes, 2% rust monsters, 1% dwarves, 1% humans)
Allies: None
Enemies: Blood Eagles, Gnarlbottom Clan, Eidolorn Guard
Standard: Bone with forked serpent tongue wrapped about it
Pinewater Maulers
More of a loosely organized gang than an actual tribe, the Pinewater Maulers are what the kobolds of the Frail Forest have dubbed themselves. They are rarely encountered in groups of more than a dozen, but they've been known to waylay and trouble travelers in the Forest, and to take up small fishing and hunting encampments along the east bank of the Pinewater (thus their name). It is unknown whether they have any relation to the Cleft Eye clan living beneath Floivin Keep, but on occasion there will be humans and elves in their midst. These are generally rogue or brigand elements trying to make some headway in the Province, or Roodeyes and Reddenbalms trying to harass one another, but only rarely would the major elven families of Littlewolf go to such an extreme. Supposedly there is a central figure, a 'Mouse the Murderous' who organizes the Pinewater Maulers into raids, but his or her level of direct interaction is unknown. Still, for being such a minor threat to the Floivin population, centuries of attempts by the elves and the Eidolorn Guard have been unable to completely stamp them out.
Leadership: Mouse the Murderous
Population: Unknown (96% kobolds, 2% humans, 1% elves, 1% half-elves)
Allies: None
Enemies: Eidolorn Guard, Reddenbalms, Roodeyes
Standard: None
Skull Collars
The largest and most mercenary of the three goblinoid tribes inhabiting the Province, the Skull Collars are also the most diverse, with their fingers in a number of interests. They maintain a hydra hatchery in the Tooth Marsh, a number of hideouts in the east Vernal Wall, and bands can often be found in the employ of various factions, or simply terrorizing farms and locals in the Crown Pasture or Frail Forest. They derive their name from the practice of affixing the skulls of their fallen opponents to a necklace or harness, the more the better. The Skull Collars are known to sell themselves to the highest biddest, regardless of the race of that bidder, and look past their inbred racial enmities to the betterment of their tribe. Thus, they can strangely be found in the occasional employ of dwarves and men. They've got at least one major stronghold located in the eastern Vernal Valley, overlooking the Great Westermarch pass through the mountains to Toul Tabor belong, and many other scattered shelters.
Leadership: Warchief Chizel (half-giant), Lt. Wogg (bugbear), Chef Gusta (ogre), Dvagol (hobgoblin, deceased), Gortjik (hobgoblin, expatriate, deceased), Krogmek (bugbear, deceased), Maggit (goblin, deceased), Rugalar (worg, deceased)
Population: 1200 (37% goblin, 20% hobgoblin, 18% bugbear, 10% worg, 7% ogre, 5% half-ogre, 3% half-giant)
Allies: The Score
Enemies: Blood Eagles, Blooded Lash, Eidolorn Guard
Standard: Necklace of skulls
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