Thursday, April 26, 2012

Session 32 (4/26/12)

Aric, Malarous 21st, 838 ID

After cleaning out the Skull Collar hideaway of the Score, the PCs are sent on their way, via a new lift the mercenary elites have built to replace the old, burnt one. Luz gets the bright idea to burn this latest lift, but the surviving Skull Collars retrieve it quickly. After exiting the Vernal Wall and heading East through the pass, they return to the remainder of the Wizards Elite that are corpse cleaning after the avalanche incident. Old Man Codge parts ways with the PCs, but not before attaining his share of the gold (which he plans to spread about the reconstruction of Livenoak before donating the rest to the Church of Eleste. Baro communicates with the Wizards Elite while the PCs decide to take back their wagon, removing the various horse and human parts remaining in it. Mudgol is granted a Private rank by Captain Langston. They dump Darkahn's corpse inside and head back towards Floivin Keep.

Once they pass Livenoak, which is now practically empty after the Third Eidolorn forces moved out to reclaim Littlewolf and Tarndim, they arrive at the northern Crown Pasture, where they encounter a frightened pigfarmer and a half dozen of his livestock. The farmer, one Lubbutz tells them that looters have taken his farm and 'evicted' him, and begs their help. The PCs reluctantly agree, due to their weakened state, but they can't help but do their duty. It turns out the Lubbutz farm has been requisitioned by a group of escaped convicts from the Floivin Penitentiary who are using it to hide loot while they plan out their next move. Slab decides to sneak around the side of the structure, while the rest approach the front of the building. Inside, the gnome barbarian Ginkwrench and the rest of Squidd Varmin's crew quickly become aware of their presence, and move out to meet them.

A brief combat ensues, in which Ginkwrench charges and knock Langston out in a single strike, and the werebear brothers Otto and Schmee and silent abomination Dull Nucket impart a show of force so mightily that the weakened PCs have no choice but to parlay. In doing so, they learn that Squidd and these 'men' (and woman) were all convicted of 'lesser' crimes and have no plans to return to custody, taking what loot they stole and leaving the Province A.S.A.P. The PCs decide wisely that this is one fight they can't handle, and depart after a failed attempt to recruit most of the gang. Ginkwrench does agree to follow them and then signs on, in exchange for a pardon of his vandalism of a public fountain in the Keep. They roll out for a few hours to Floivin Keep as it approaches midnight, and though a few of the guards at the Western gate seem to recognize Ginkwrench, the others claim he's a prisoner and are allowed to pass.

Upon returning to their barracks, the PCs discover a pickled phallus in a jar which has been left threateningly with a note attached, courtesy of the Score, on Langston's bunk. They inquire with the other soldiers, who are all sleeping, how it got there, but they don't seem to know. The letter claims that the PCs must cease their pursuit of the Score, or Lt. Banghorn will be murdered and his heart mailed to them next. After a verbal scuffle with the ignorant privates, one of which is named 'Longjohns', and another of which gets into a near confrontation with Baro, the PCs decide to head out to see the Commander, even in the middle of the night. Baro is sent off to Royal Leathers to case the joint and cool off, while the rest head out to see Morrow. They awaken the taxed and tired Commander in a stylish nightshirt, and he takes Langston aside to tell him he wants the PCs to mount an expedition to Wintersbreath with 20 men (total). They will be supplied and outfitted as needed, and the high number is needed due to the dangers of the trek.

The Captain agrees, then head backs to his bunk. Baro repairs the back door at Royal Leathers, and eventually Luz and Slab who up. Mudgol decided to stay at the nearest Inn that he hasn't been banned from, and Ginkwrench, after an early morning stroll seeks directions to the Royal Leathers. First he is accosted by a 'prostitute' who turns out to be a criminal. He quickly dispatches her, then has a run-in with a watchman named Gard. The suspicious gnome convinces Gard that he's en route to an underground arm wrestling competition, and the watchman seems excited. Eventually, after arriving and banging on the front door, Ginkwrench rejoins his new compaions.

Tault, Malarous 22nd, 838 ID

After a brief workout in an alleyway, which attracts several local children, Ginkwrench heads back inside the Leather shop where the others are appraising their haul. Mudgol and Langston eventually rejoin them, after Slab and Luz manage to sell all the masterwork goods, gems, and extraneous magical gear (from the Astral Plane githyanki) to the Last Eidolorn and local shopkeepers, taking an expected 20-25% loss on the guessed value (though Slab might have flubbed up a few rolls). They return with what might be the largest haul yet, Slab stopping to exchange some of the cash for pearls that Mudgol might identify the magical items. The half-orc identities the trinkets of Bread, Butter and Maythee Marrot, which turn out to be the girdle of the greatsponge (going to Luz), the quiver of aces (going to Langston) and the pipes of the fallen (which the PCs decide to hold for Doorjamb should he want them). Less impressively, he identifies a warhammer +2, ring of swimming and studded leather armor +1 (the last going to Slab, the first two being held for when they might prove useful). The PCs decide to rest once more, that Mudgol can identity the remaining items. There are also two arcane scrolls with Mudgol reads and holds on to, planning to share with Baro.

Varony, Malarous 23rd, 838 ID

After another night's rest, Mudgol is able to finish his task, identifying a pair of hand axes +1 and a Nystul's marvelous ointment. Before preparing themselves to recruit for their expedition (Odd Jon and Pvt. Teckle will rejoin them, along with one assigned courier from Morrow, but the other 11 members are up in the air), they sell the ointment and hold the hand axes for whoever they might prove useful to. Afterwards, they purchase Mudgol a silver mirror scrying focus, through which he discerns that Banghorn is still alive by using the phallus! Location is unknown, but the crippled, castrated and toothless old soldier is being held up somewhere underground in a cell...

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

NPCs

Dull Nucket (flesh golem): A silent, lumbering monstrosity, one arm hanging lower than the other, 'Dull Nucket' is dressed up in overalls and a straw hat to resemble the local farmerfolk, though his size, disposition and disfigurement quickly reveal otherwise. He seems bound to Squidd Varmin and follows his commands with precision.

Farmer Lubbutz (human male): A portly and irritating pig farmer in the northern Crown Pasture, he enlists Captain Langston and the PCs to help free his farm from a band of rogues that have taken it. Strangely, he and his pigs were sent off and left unharmed, but he insists that justice be served. It turns out that these rogues were Squidd Varmin's gang, escapees from the Floivin Penitentiary who broke out during the chaos of the undead siege and looted whatever they could.

Misti the Impregnable (human female): A former serving wench from Floivin Keep, she was sent to the Penitentiary after 'cutting' her master after he attempted to 'fook' her. Misti is a lot more dangerous than one might think, wielding a trick blade in her broom and strapped with armor under her servant's uniform. She got her tag from the spiked belt around her waste, and as a warning to would be 'suitors'. These days Misti travels with Squidd after the breakout.

Otto (werebear male): A swarthy, heavily haired and burly individual who was detained, with his brother Schmee at Floivin Keep, only to break free during the siege. He and his sibling are also werebears who Squidd Varmin has 'hired on' as muscle. Aside from having helped Varmin carry loot around, they seem like perfectly friendly folks. Just don't piss them off...

 Pvt. Lunus 'Longjohns' Streck (human male): A soldier quartered in Captain Langston's barracks, has been known to team up with other low ranking troops to play dirty tricks on the newly instated archer/officer. Takes his nickname for the fact that he wears urine stained longjohns even in inappropriate seasons. In this he resembles the dungeon master.

Schmee (werebear male): Slightly oilier and older than Otto, Schmee is also about an inch shorter and less built. He's also a werebear, currently working for Squidd Varmin, and quick to temper, though otherwise a friendly and moral chap.

Squidd Varmin (human male): Adorned in a patchwork of random clothing he looted from the Keep on his way out, Squidd Varmin considers himself an 'idea man'. Unfortunately his ideas land him in a heap of trouble with the law, like when he operated a gambling ring for child fighters and the parents of Floivin complained to the guard. To live up to his name, he oils and fashions his beard into eight hairy tendrils. He is served faithfully by the silent servant 'Dull Nucket', and has become the ringleader for a small band of looters including Otto, Schmee, Misti and Milgrig Ginkwrench.

Watchman Gard (human male): A soldier who works the night shift in Floivin Keep, he is tall and stately and well armored but otherwise nondescript. He encounters Ginkwrench while he is looking for directions to Royal Leathers, and is convinced by the gnome's misdirections that he's heading towards an underground arm wrestling tournament.

Monday, April 16, 2012

Online Session 31 (4/16/12)

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

UPDATE: Something is wrong with the transcript link which seems to display the AOL code for the chat session. Anyone wanting the actual .html of the session just email me for a copy.

PCs:
Doorjamb

NPCs

Skremek Slaughtertree (orc male):
A disfigured orc with a cloudy eye, gray skin and a squashed nose, he wears thick ring mail, a heavy crossbow and greataxe. Skremek is more or less a smuggler who helps pass refugees or interested parties through the orc fortress Mimresh in the pass to the Fyreklaw Barrens, south of Floivin Province. Exorbitant fees can be paid for safe travel, but one must signal him during his watch (midnight and beyond). A gruff fellow who wheezes when he talks and has a rowdy sense of humor, Doorjamb and Sgt. Lusker encounter him on their mission to track potential Score members into Sothos Karr.

Friday, March 30, 2012

Session 31 (3/30/12)

Aric, Malarous 21st, 838 ID

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

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

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

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

PCs:
Darkahn, Langston, Luz, Mudgol, Slab

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

NPCs

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

Tuesday, March 20, 2012

Online Session 30 (3/20/12)

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

PCs:
Doorjamb

NPCs

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

Tuesday, March 13, 2012

Military of the Eidolorn Empire Pt. II

Muster and Armaments

The First Eidolorn Guard

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

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

The Second Eidolorn Guard

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

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

The Third Eidolorn Guard

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

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

The Fourth Eidolorn Guard

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

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

The Fifth Eidolorn Guard

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

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

The Sixth Eidolorn Guard

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

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

The Last Eidolorn Guard


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

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