Aric, Clairis 31st, 868 ID.
The PCs engage the bugbear & goblin forces at their barricade of the Haunted Pass. Mudgol uses a freezing spell to slow the enemy, while the robed goblin riding a hippogriff rains fire upon the party. Several PCs are taken out of the fight, including Mudgol, as the battle shifts to close melee combat. At one point, Slab is trapped behind the goblins' barricade and knocked out by a bugbear hereafter referred to as the Dwarfgrinder. The mounted sorcerer flees the battle not long into its duration, after unleashing some dangerous spells and seeing that the battle may have turned against its forces. Once the PCs finally fell their foes, they go through their belongings and take some of the crossbows and their coins. They also notice that the bugbears and goblins have painful looking, living scars on their backs from a recent lashing.
A strange, small shadow passes above the the PCs as they return to the Hud Horrn to warn the Eidolorn guard of a potential, imminent attack. The shadow belongs to the Wintersbreath man Weatherby, who claims to have escaped the Blooded Lash that are camped out about the Haunted Horrn further up the pass. He was traveling with two 'frost giant' companions, Nonce and Franny, who have been captured by the Lash. The bugbears and goblins are also supposedly working in tandem a group of humans that are exploring the ruined stronghold, and the PCs recognize these as the members of the Score that they are tracking. Slab and Luz heckle and threaten Plex Hosspotch, a smart aleck halfling who runs the Holdings outlet in town, but no good comes of it. The PCs are ordered by Sgt. Mastiff to travel north and meet the Lash, since he has confidence they can greatly reduce their number before ever arriving at the Hud Horrn. Meanwhile, the locally stationed Guard will settle in for a defense.
Tault, Malarous 1st, 868 ID.
It is decided that Mudgol will take to the sky in Weatherby's balloon to scout the area for enemy movements and possible back or side entrances to the Haunted Horrn. The diviner might be able to blast off any hippogriffs that threaten the balloon. The PCs meet the foreman of the Blowback Mine, Vigsyd, through the drunken gnoll Velpaw. He offers them work if they'll take it, and then when pressed, tells the PCs that the Blowback has old, abandoned tunnels that lead all through the mountain, to unknown destinations. There is one in particular, 'Tunnel D' which has been boarded up since the miners are superstitious of haunts and ghosts infiltrating the mine. Vigsyd claims this tunnel leads due north below the Haunted Pass, and the PCs decide they will follow it to hopefully find a secret entrance into the Haunted Horrn.
After a short time traveling through the seemingly endless underground passage, the party discovers a massive cavern at a branching in the corridor. They find that the ceiling is full of bats and the floor covered in pools of ammonia and droppings. Once they reach the far end of the cavern, they discover a shrine of bones, some giant creature that seems part bat, part bugbear. After stirring the shrine, they cause the bats to stir up in a fury, especially four very large ones that descend upon their next meal....
PCs: Langston, Luz, Ogeir, Slab, (Mudgol played as an NPC)
NPCs
Degger (halfling ale): A severely obese halfling, he's got mighty jowls, uneven sideburns of a thick brown, and yellowed, crooked teeth beneath his pug nose. He smells of bread and sugar much like his establishment. Degger is a renowned baker and the best 'chef' in the Hud Horrn.
Dwarfgrinder (bugbear male): An adversary that proved incredibly difficult to kill during the assault on the Haunted Pass blockade. The bugbear fought with great skill, avoiding many death blows while nearly slaying the dwarf Slab. The markings on his back revealed him to be a 'seasoned' warrior of the Blooded Lash tribe. He was finally brought low by the half-elf man at arms Fey'danor Beyd.
Vigsyd (dwarf male): A stout dwarf with a bald head and pinched face, he's got only a mustache above his heavily scarred chin. He has a hollowed horn slung across his chest and pick a hammer at his belt. He seems slightly hard of hearing and has a nervous twitch at the corners of his mouth. Visgyd is the foreman of the Blowback Mine in Hud Horrn, and leads the PCs to the mysterious 'Tunnel D', which he believes will lead them below the Vernal Wall to an area near the Haunted Horrn, that they may avoid traversing the Pass above.
Weatherby (human male): A tall, wiry, bespectacled man getting on in his years, with narrow wisps of hair surrounding the crown of his skull. He speaks very politely, and is an engineer of some ingenuity, piloting a 2-man balloon after escaping from the Blooded Lash that are camped around the Haunted Horrn in the Vernal Wall. He claims to be accompanied by two 'frost giants' from a cursed tribe in Wintersbreath, his native province.
Friday, February 4, 2011
Wednesday, January 19, 2011
Online Session 12 Notes (1/19/11)
Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.
PCs: Doorjamb
PCs: Doorjamb
Friday, January 7, 2011
Session 12 Notes (1/7/11)
Evalais (Saints' Day), Clairis 30th, 868 ID.
The PCs decide that they will in fact head off to the Hud Horrn and investigate the presence of several Score members rumored to be residing there. But first they make there was over to Hobfast to procure some supplies and speak with Captain Reckon about a small 'matter' residing in the village. They arrive to find that it's Saints' Day and most shops have closed, so they gather what supplies they can for the mountain hike, and then proceed to the barracks. They discuss their misgivings about Frynne Hosspotch, who tends the shrine, and Reckon promised to keep an eye on her, but when pressed to arrest her, the group decides now is not the proper time, afraid to get involved in a tangle with the Hosspotch clan.
So they head out on a trek through the Tooth Marsh, deciding to travel through the swamp instead of losing time by following the shoreline of the Well. After falling off course briefly, and a near run in with some lizardfolk that remain 'stealthed' to watch their passage, the PCs arrive at and ford Midge Creek, following the Vernal Wall to the north until they find the Haunted Pass. They travel up through the foothills and mountainside, avoiding a massive bear they encounter lounging just off the pass, and they reach the southernmost of the Twin Hammers, an Eidolorn Guard post, where they meet Lieutenant Rove. Rove gives them a brief whats what and asks them of news and their business. He has seen some of the PCs' quarry in town, but refers them to Sergeant Morn Mastiff.
Once arriving at the Hud Horrn, the PCs split up, with several heading to the Dungeoneer's Guild where they suspect the Score might have stayed or requisitioned equipment and a guide; and the rest heading straight to the Laughing Hand Lodge. They meet the Sergeant, and also an unconscious drunken gnoll miner named Velpaw, and Mudgol manages to nearly get barred from the Laughing Hand Lodge within minutes! Meanwhile, the inquiry at the Dungeoneer's Guild goes well. The proprietor, Haeromer, has had a run-in with Gremek and his three companions, and even sold them his last drafted map of the Haunted Horrn. He claims that they haven't been seen in weeks, and that a smaller party from Wintersbreath (just three men led by a 'Weatherby') have also recently departed to explore the fell place. The PCs also meet Fay'denor Bayd, an armored half-elf for hire, and they take him on for their expedition, paying handsomely for several days in advance.
After clearing their business with Mastiff, the PCs rest overnight at the Laughing Hand Lodge. The drunken gnoll Velpaw makes its way into one of their beds by accident, and retches upon the unfortunate Ogeir. The disgusted PCs make a stop for some supplies at the Hosspotch Holdings and then head out to follow the Haunted Pass. After a few hours of travel, they encounter a blockade of goblins, bugbears and hippogriffs, one of which is piloted by a familiar looking goblin. Battle ensues...
PCs: Langston, Luz, Mudghol, Ogeir, Slab
NPCs
Boyl (human male): A pasty, thin man nearly his elderly years, he wears spectacles, has only a few greasy hairs left on his skull. Boyl owns Boyl's Baubles in Hobfast, a shop that specializes in jewelry, charms, and other curiosities.
Fay’denor Bayd (half-elf male): A handsome half-elven man adorned in chain mail and a helm that accents his rich features. He wears a shield and sword and a symbol of Eleste on his tunic, the long sword superimposed over the stone tower. He has curly, dark blonde locks of hair that sweep out from his helm. He claims to be from afar, outside Floivin Province, but has spent some time at Littlewolf with his pure-blooded kin, and doesn't agree with it. Bayd is a mercenary for hire, an adventurer in the making who reveres Eleste.
Haeromer (human male): An elderly but otherwise fit man in his late 60s, Haeromer has oily black hair dyed and tied back by copper rings, and a thin white chin-beard. He wears fine leather with a large number of pockets. His left hand is severed at the wrist, covered in a steel hook. He wears numerous large, copper hoops in his ears. Haeromer runs the Dungeoneer's Guild in the Hud Horrn, and has encountered members of The Score. He has also survived a number of expeditions to the upper levels of the Haunted Horrn.
Lieutenant Rove (human male): A thin man with long, dark hair of graying black, his nose is blunt from being broken and he has suspicious eyes, the left cloudy from some ailment. Rove wields a shield and spear, and reports to Sergeant Morn Mastiff of the Eidolorn Guard. He is generally found at the Twin Hammers, the two stone watchtowers flanking the Hud Horrn.
Plex Hosspotch (halfling male): A wiry young halfling male wearing fine clothes, with a bone-carved pipe and a pair of emerald earrings. He leans on a cane and has a number of silver and copper finger rings adorned on his stubby fingers. He's in charge of Hosspotch Holdings in the Hud Horrn. His brother is Pluster, barkeep at the Laughing Hand Lodge.
Pluster Hosspotch (halfling male): A hurried and gaunt Halfling male barkeep wearing an apron and spectacles, he seems to be rather pale and sweaty. A pair of daggers is worn at his left side, and he’s got a ladle spoon in his right hand which he shakes as he’s speaking. He works the Laughing Hand Lodge. His brother is Plex of Hosspotch Holdings, also in the Hud Horrn.
Sergeant Morn Mastiff (human male): Morn is a tall, heavily built, brown-eyed man with numerous scars crossing his weather beaten cheeks and neck, with only a few hairs left on his scalp. He wears splint mail with some signs of rust, and the crescent of the Eidolorn guard. A long bow is slung over his shoulders, and a pair of hand axes are tucked in his belt. When he speaks, he wheezes and often coughs. Sgt. Mastiff is the authority in charge of Hud Horrn's trade and defenses.
Velpaw (gnoll male): A thuggish gnoll with yellowed brown fur and gleaming, narrow eyes, his tongue lolls about his mouth as if intoxicated, which he usually is. His fur is stained with soot and he wears a laborer’s uniform, with a hard helm strapped to his belt. Velpaw works at the Blowback Mine in Hud Horrn. He is rarely conscious after his shift.
The PCs decide that they will in fact head off to the Hud Horrn and investigate the presence of several Score members rumored to be residing there. But first they make there was over to Hobfast to procure some supplies and speak with Captain Reckon about a small 'matter' residing in the village. They arrive to find that it's Saints' Day and most shops have closed, so they gather what supplies they can for the mountain hike, and then proceed to the barracks. They discuss their misgivings about Frynne Hosspotch, who tends the shrine, and Reckon promised to keep an eye on her, but when pressed to arrest her, the group decides now is not the proper time, afraid to get involved in a tangle with the Hosspotch clan.
So they head out on a trek through the Tooth Marsh, deciding to travel through the swamp instead of losing time by following the shoreline of the Well. After falling off course briefly, and a near run in with some lizardfolk that remain 'stealthed' to watch their passage, the PCs arrive at and ford Midge Creek, following the Vernal Wall to the north until they find the Haunted Pass. They travel up through the foothills and mountainside, avoiding a massive bear they encounter lounging just off the pass, and they reach the southernmost of the Twin Hammers, an Eidolorn Guard post, where they meet Lieutenant Rove. Rove gives them a brief whats what and asks them of news and their business. He has seen some of the PCs' quarry in town, but refers them to Sergeant Morn Mastiff.
Once arriving at the Hud Horrn, the PCs split up, with several heading to the Dungeoneer's Guild where they suspect the Score might have stayed or requisitioned equipment and a guide; and the rest heading straight to the Laughing Hand Lodge. They meet the Sergeant, and also an unconscious drunken gnoll miner named Velpaw, and Mudgol manages to nearly get barred from the Laughing Hand Lodge within minutes! Meanwhile, the inquiry at the Dungeoneer's Guild goes well. The proprietor, Haeromer, has had a run-in with Gremek and his three companions, and even sold them his last drafted map of the Haunted Horrn. He claims that they haven't been seen in weeks, and that a smaller party from Wintersbreath (just three men led by a 'Weatherby') have also recently departed to explore the fell place. The PCs also meet Fay'denor Bayd, an armored half-elf for hire, and they take him on for their expedition, paying handsomely for several days in advance.
After clearing their business with Mastiff, the PCs rest overnight at the Laughing Hand Lodge. The drunken gnoll Velpaw makes its way into one of their beds by accident, and retches upon the unfortunate Ogeir. The disgusted PCs make a stop for some supplies at the Hosspotch Holdings and then head out to follow the Haunted Pass. After a few hours of travel, they encounter a blockade of goblins, bugbears and hippogriffs, one of which is piloted by a familiar looking goblin. Battle ensues...
PCs: Langston, Luz, Mudghol, Ogeir, Slab
NPCs
Boyl (human male): A pasty, thin man nearly his elderly years, he wears spectacles, has only a few greasy hairs left on his skull. Boyl owns Boyl's Baubles in Hobfast, a shop that specializes in jewelry, charms, and other curiosities.
Fay’denor Bayd (half-elf male): A handsome half-elven man adorned in chain mail and a helm that accents his rich features. He wears a shield and sword and a symbol of Eleste on his tunic, the long sword superimposed over the stone tower. He has curly, dark blonde locks of hair that sweep out from his helm. He claims to be from afar, outside Floivin Province, but has spent some time at Littlewolf with his pure-blooded kin, and doesn't agree with it. Bayd is a mercenary for hire, an adventurer in the making who reveres Eleste.
Haeromer (human male): An elderly but otherwise fit man in his late 60s, Haeromer has oily black hair dyed and tied back by copper rings, and a thin white chin-beard. He wears fine leather with a large number of pockets. His left hand is severed at the wrist, covered in a steel hook. He wears numerous large, copper hoops in his ears. Haeromer runs the Dungeoneer's Guild in the Hud Horrn, and has encountered members of The Score. He has also survived a number of expeditions to the upper levels of the Haunted Horrn.
Lieutenant Rove (human male): A thin man with long, dark hair of graying black, his nose is blunt from being broken and he has suspicious eyes, the left cloudy from some ailment. Rove wields a shield and spear, and reports to Sergeant Morn Mastiff of the Eidolorn Guard. He is generally found at the Twin Hammers, the two stone watchtowers flanking the Hud Horrn.
Plex Hosspotch (halfling male): A wiry young halfling male wearing fine clothes, with a bone-carved pipe and a pair of emerald earrings. He leans on a cane and has a number of silver and copper finger rings adorned on his stubby fingers. He's in charge of Hosspotch Holdings in the Hud Horrn. His brother is Pluster, barkeep at the Laughing Hand Lodge.
Pluster Hosspotch (halfling male): A hurried and gaunt Halfling male barkeep wearing an apron and spectacles, he seems to be rather pale and sweaty. A pair of daggers is worn at his left side, and he’s got a ladle spoon in his right hand which he shakes as he’s speaking. He works the Laughing Hand Lodge. His brother is Plex of Hosspotch Holdings, also in the Hud Horrn.
Sergeant Morn Mastiff (human male): Morn is a tall, heavily built, brown-eyed man with numerous scars crossing his weather beaten cheeks and neck, with only a few hairs left on his scalp. He wears splint mail with some signs of rust, and the crescent of the Eidolorn guard. A long bow is slung over his shoulders, and a pair of hand axes are tucked in his belt. When he speaks, he wheezes and often coughs. Sgt. Mastiff is the authority in charge of Hud Horrn's trade and defenses.
Velpaw (gnoll male): A thuggish gnoll with yellowed brown fur and gleaming, narrow eyes, his tongue lolls about his mouth as if intoxicated, which he usually is. His fur is stained with soot and he wears a laborer’s uniform, with a hard helm strapped to his belt. Velpaw works at the Blowback Mine in Hud Horrn. He is rarely conscious after his shift.
Tuesday, December 21, 2010
Online Session 11 Notes (12/17/10)
Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.
PCs: Doorjamb
NPCs
Blake Bauerkroft (human male): Nephew to the late Regent Reginald Bauerkroft, Blake is one of the few non-military mayors in Floivin Province, assigned to the small fishing village of Tarndim to conduct affairs there. He's become very upset at the passing of his uncle, and plans to leave Floivin Province for Carbadi. He's lightly bearded, with orange hair, and presumable in his mid to late 20s.
Fisslakk (troglodyte male): Claims to be the last of the Marrow Suckers clan, troglodyte raiders in the Skunk Ridge. He has come to Tarndim to seek asylum and warn the humans when his clan is poisoned to death by a cask of ale they found in the dwarven barrows north of Tarndim. Fisslakk has pale gray skin and greenish/black eyes, a long, scarred and chipped frill hanging down its back. It reeks of oil and carrion. Fisslakk carries a staff of bones and feathers which Doorjamb has perceived to be magical. He may possess some skill in sorcery.
Gregan Hosspotch (halfling male): An elderly halfling with wiry, gray/white hair, who walks on a cane. He sells alchemical supplies out of Swamper's Swap in the village of Hobfast.
Private Bleeb (human male): A young soldier in the Eidolorn Guard stationed at Tarndim. He's got a blondish bowl cut and a massive bottom lip which affects his speech abilities, and has difficulty stuttering and pronouncing certain sounds, especially the 'b'. He's handy with a crossbow but has little respect from his fellow soldiers or Blake Bauerkroft.
PCs: Doorjamb
NPCs
Blake Bauerkroft (human male): Nephew to the late Regent Reginald Bauerkroft, Blake is one of the few non-military mayors in Floivin Province, assigned to the small fishing village of Tarndim to conduct affairs there. He's become very upset at the passing of his uncle, and plans to leave Floivin Province for Carbadi. He's lightly bearded, with orange hair, and presumable in his mid to late 20s.
Fisslakk (troglodyte male): Claims to be the last of the Marrow Suckers clan, troglodyte raiders in the Skunk Ridge. He has come to Tarndim to seek asylum and warn the humans when his clan is poisoned to death by a cask of ale they found in the dwarven barrows north of Tarndim. Fisslakk has pale gray skin and greenish/black eyes, a long, scarred and chipped frill hanging down its back. It reeks of oil and carrion. Fisslakk carries a staff of bones and feathers which Doorjamb has perceived to be magical. He may possess some skill in sorcery.
Gregan Hosspotch (halfling male): An elderly halfling with wiry, gray/white hair, who walks on a cane. He sells alchemical supplies out of Swamper's Swap in the village of Hobfast.
Private Bleeb (human male): A young soldier in the Eidolorn Guard stationed at Tarndim. He's got a blondish bowl cut and a massive bottom lip which affects his speech abilities, and has difficulty stuttering and pronouncing certain sounds, especially the 'b'. He's handy with a crossbow but has little respect from his fellow soldiers or Blake Bauerkroft.
Friday, December 10, 2010
Session 11 Notes (12/10/10)
Ivric, Clairis 29th, 868 ID.
The PCs decide that a morning excursion to the potential location of the hobgoblin 'Ironballs' would be for the wiser, and they request that the goblin fishermen remain at Cheeky's Hollow for the previous night, to lead them early the next day. They agree only to lead the PCs to the entrance of the old hydra's lair, which they call Murklyre's Maw, in which Ironballs might be hiding out, as they wish not to incriminate themselves. The PCs decide that they must also have the orc Vishlag along, to translate for the goblins. He begrudgingly agrees, still mourning the loss of his close friend and brother Dropy from the previous night. In the night, several crocodiles scout about the Hollow's entrance, frightening Vishlag on his watch, but they pass without conflict.
The PCs set out for a few hours to the west Vernal Wall, where their goblin guides lead them to a cavern ringed by 8 reptilian skulls. They explain this is the hideout of Ironballs, and then the PCs let them free. Inside, they discover a crude lift that leads down into a cavern network, which reeks foully of death and other stenches. There are clove/herbal necklaces hanging in the pit entrance, which the PCs put on to mask some of the stench of these caves. They creep through several tunnels until they hear the sounds of hacking and abrasive conversation. They discover a corridor penned off in which goats and sheep are kept, looking frightened and malnourished. They discover an ogre and goblin, both operating a small butcher's block in a cave near the goat pens, and they take them by surprise, demanding to be taken to their leader.
The ogress, one 'Gusta' agrees to go speak with Lt. Wogg, her leader, but when she leaves without escort, the PCs hear a wooden door being shut, then re-opened, and a horrid, hissing sound. A five headed hydra has been let loose upon them, and it turns out that Murklyre's Maw is a hydra hatchery, where the creatures are raised and sold by the Skull Collar clan. The goblin cook, Kmelk, wets himself and hides in the butcher's cave while the PCs fight the creature in an unending, grueling battle. Once Bulgoth makes note that the hydra's heads must be burned with acid or alchemist's fire, he uses up his supply, the PCs joining in with what few oil flask they have. Vishlag grips the party's lantern, threatened by Langston that if he fails he'll get an arrow in his back. Somehow, the PCs persist and survive the hydra!
After this, they head down the tunnel where Gusta had run to seek out her master, and discover a wooden, barricaded structure with a door in it, large enough for men or ogres, and presumably a hydra if the entire barricade is swung open. There are javelin holes in the barricade, and they are occupied, and the PCs can hear conversation beyond. Frustrated, they rifle through their possessions to see if they can burn it. They cannot, but it turns out the goblin Kmelk's kitchen has flint and tinder with which they could light the barricade. Once they threaten to set it alight, the bugbear Wogg comes out to parlay, angry that they've slain his pet/watchdog Slarsh the hydra. He agrees to give up information if the PCs will leave, but he will not relinquish the hobgoblin Ironballs, who is beyond the barricade.
The PCs learn of several Score members living in the Hud Horrn, one of which is supposedly a foreign priest named 'Gremek', and the leader of the mysterious organization. They also learn that Cheeky is being given asylum by Chizel, the half-giant war chief of the Skull Collar clan, somewhere in the east Vernal Wall, south of the pass through which the Great Westermarch threads en route to Toul Tabor. They leave the hatchery, and return to Cheeky's Hollow with the goblin Kmelk in tow (Wogg angrily told the PCs to take the failure along). After realizing how close they came to death, they ask Lt. Hoary to requisition supplies in Hobfast, which he goes off to do. He returns with alchemist's fire, acid, and other implements while the PCs decide their next move, which is to potentially investigate the Hud Horrn.
PCs: Langston, Luz, Ogeir, Slab
NPCs
Gusta (ogre female): Gusta is the resident chef, or rather 'butcher' of the Skull Collar clan activities in Murklyre's Maw, the hydra hatchery in the west Vernal Wall. She's of massive bosom, and slicked, greasy short hair that meshes well with the various ridges and warts on her cheeks and skull.
Kmelk (goblin male): An assistant cook and butcher who works under Gusta at Murklyre's Maw, he's just as pathetic as most other goblins, with russet/yellow skin and reddish eyes and a severe underbite. Kmelk is 'confiscated' by the PCs after Lt. Wogg of the Skull Collars no longer wants the failure around.
Slarsh (hydra): A five-headed hydra that gives the PCs a real rough time of it when they assault the Skull Collar's hydra hatchery. Slarsh is slain after a drawn out battle, thanks to Bulgoth's possession of several acid flasks and some alchemist's fire.
Wogg (bugbear male): Burly and dangerous looking, Wogg is one of the officers of the Skull Collar clan, whose chief duty (under Chief Chizel) is to operate Murklyre's Maw, the clan's hydra hatchery in the west Vernal Wall. Wogg has the markings of the Blood Eagle clan on his chest, which he has mutilated in an attempt to obscure. Wogg parlays with the PCs after they kill his guard pet Slarsh and threaten to burn through the clan's quarters. Wogg is known to harbor the hobgoblin Ironballs, who once worked under the criminal Cheeky.
The PCs decide that a morning excursion to the potential location of the hobgoblin 'Ironballs' would be for the wiser, and they request that the goblin fishermen remain at Cheeky's Hollow for the previous night, to lead them early the next day. They agree only to lead the PCs to the entrance of the old hydra's lair, which they call Murklyre's Maw, in which Ironballs might be hiding out, as they wish not to incriminate themselves. The PCs decide that they must also have the orc Vishlag along, to translate for the goblins. He begrudgingly agrees, still mourning the loss of his close friend and brother Dropy from the previous night. In the night, several crocodiles scout about the Hollow's entrance, frightening Vishlag on his watch, but they pass without conflict.
The PCs set out for a few hours to the west Vernal Wall, where their goblin guides lead them to a cavern ringed by 8 reptilian skulls. They explain this is the hideout of Ironballs, and then the PCs let them free. Inside, they discover a crude lift that leads down into a cavern network, which reeks foully of death and other stenches. There are clove/herbal necklaces hanging in the pit entrance, which the PCs put on to mask some of the stench of these caves. They creep through several tunnels until they hear the sounds of hacking and abrasive conversation. They discover a corridor penned off in which goats and sheep are kept, looking frightened and malnourished. They discover an ogre and goblin, both operating a small butcher's block in a cave near the goat pens, and they take them by surprise, demanding to be taken to their leader.
The ogress, one 'Gusta' agrees to go speak with Lt. Wogg, her leader, but when she leaves without escort, the PCs hear a wooden door being shut, then re-opened, and a horrid, hissing sound. A five headed hydra has been let loose upon them, and it turns out that Murklyre's Maw is a hydra hatchery, where the creatures are raised and sold by the Skull Collar clan. The goblin cook, Kmelk, wets himself and hides in the butcher's cave while the PCs fight the creature in an unending, grueling battle. Once Bulgoth makes note that the hydra's heads must be burned with acid or alchemist's fire, he uses up his supply, the PCs joining in with what few oil flask they have. Vishlag grips the party's lantern, threatened by Langston that if he fails he'll get an arrow in his back. Somehow, the PCs persist and survive the hydra!
After this, they head down the tunnel where Gusta had run to seek out her master, and discover a wooden, barricaded structure with a door in it, large enough for men or ogres, and presumably a hydra if the entire barricade is swung open. There are javelin holes in the barricade, and they are occupied, and the PCs can hear conversation beyond. Frustrated, they rifle through their possessions to see if they can burn it. They cannot, but it turns out the goblin Kmelk's kitchen has flint and tinder with which they could light the barricade. Once they threaten to set it alight, the bugbear Wogg comes out to parlay, angry that they've slain his pet/watchdog Slarsh the hydra. He agrees to give up information if the PCs will leave, but he will not relinquish the hobgoblin Ironballs, who is beyond the barricade.
The PCs learn of several Score members living in the Hud Horrn, one of which is supposedly a foreign priest named 'Gremek', and the leader of the mysterious organization. They also learn that Cheeky is being given asylum by Chizel, the half-giant war chief of the Skull Collar clan, somewhere in the east Vernal Wall, south of the pass through which the Great Westermarch threads en route to Toul Tabor. They leave the hatchery, and return to Cheeky's Hollow with the goblin Kmelk in tow (Wogg angrily told the PCs to take the failure along). After realizing how close they came to death, they ask Lt. Hoary to requisition supplies in Hobfast, which he goes off to do. He returns with alchemist's fire, acid, and other implements while the PCs decide their next move, which is to potentially investigate the Hud Horrn.
PCs: Langston, Luz, Ogeir, Slab
NPCs
Gusta (ogre female): Gusta is the resident chef, or rather 'butcher' of the Skull Collar clan activities in Murklyre's Maw, the hydra hatchery in the west Vernal Wall. She's of massive bosom, and slicked, greasy short hair that meshes well with the various ridges and warts on her cheeks and skull.
Kmelk (goblin male): An assistant cook and butcher who works under Gusta at Murklyre's Maw, he's just as pathetic as most other goblins, with russet/yellow skin and reddish eyes and a severe underbite. Kmelk is 'confiscated' by the PCs after Lt. Wogg of the Skull Collars no longer wants the failure around.
Slarsh (hydra): A five-headed hydra that gives the PCs a real rough time of it when they assault the Skull Collar's hydra hatchery. Slarsh is slain after a drawn out battle, thanks to Bulgoth's possession of several acid flasks and some alchemist's fire.
Wogg (bugbear male): Burly and dangerous looking, Wogg is one of the officers of the Skull Collar clan, whose chief duty (under Chief Chizel) is to operate Murklyre's Maw, the clan's hydra hatchery in the west Vernal Wall. Wogg has the markings of the Blood Eagle clan on his chest, which he has mutilated in an attempt to obscure. Wogg parlays with the PCs after they kill his guard pet Slarsh and threaten to burn through the clan's quarters. Wogg is known to harbor the hobgoblin Ironballs, who once worked under the criminal Cheeky.
Friday, November 5, 2010
The Stride
This post will be used to maintain information on the current status and whereabouts of members of The Stride, the thieves' guild stationed in Belowtown, beneath Floivin Keep.
Anemone Hosspotch (halfling female)
Status: Slain in the War for Floivin Province.
Specialty: Spy, information broker.
Aslak (human male)
Status: Known to have been killed in Badash prison.
Specialty: Guild master.
Badle (human male)Status: Slain at Royal Leathers by unknown assailant.
Specialty: Royal Leathers clerk.
Daglum (dwarf male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Appraiser, locksmith.
Gardi (half-orc male)Status: Slain in Badash prison.
Specialty: Interrogator, Belowtown guard.
Helis (elf male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Burglar.
Hoff (human male)
Status: Slain by Imperion and Mordecai in Belowtown, during a 'disagreement'. Blood debt paid when the rest of The Stride slew Imperion.
Specialty: Belowtown guard.
Ivellio Roodeye (elf male)
Status: Alive and at large, he was not in Belowtown during the Stride Massacre.
Specialty: Pickpocket.
Jullana (human female)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Burglar.
Khader (human male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.Specialty: Belowtown guard.
Lt. Banghorn (human male)
Status: Captain of the Last Eidolorn, stationed at Ettenhead.
Specialty: Spy, information broker, officer in the Eidolorn Guard. He's more of an 'honorary' member, trained by Aslak for covert operations in Floivin Province.
Luz (half-orc male)
Status: Slain in Tarndim after a heroic stint with the Last Eidolorn.
Specialty: Belowtown guard, healer.
Nikolai (human male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Stride Market fence.
Rannveig (human female)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Stride Market fence.
Slab (dwarf male)
Status: Slain in Tretcher after a heroic sting with the Last Eidolorn.
Specialty: Trapsmith.
Trifful (human male)
Status: Royal Leathers proprietor, currently hiding out in Hobfast.
Specialty: Armorer, shopkeeper.
Vay (human male)Status: Slain at Royal Leathers by unknown assailant.
Specialty: Royal Leathers clerk.
Zinsk (human male)
Status: Incarcerated at Floivin Penitentiary, apparently by choice.
Specialty: Unknown, but Zinsk is the retired old guild master of The Stride, a druid in addition to a rogue of some skill.
Anemone Hosspotch (halfling female)
Status: Slain in the War for Floivin Province.
Specialty: Spy, information broker.
Aslak (human male)
Status: Known to have been killed in Badash prison.
Specialty: Guild master.
Badle (human male)Status: Slain at Royal Leathers by unknown assailant.
Specialty: Royal Leathers clerk.
Daglum (dwarf male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Appraiser, locksmith.
Gardi (half-orc male)Status: Slain in Badash prison.
Specialty: Interrogator, Belowtown guard.
Helis (elf male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Burglar.
Hoff (human male)
Status: Slain by Imperion and Mordecai in Belowtown, during a 'disagreement'. Blood debt paid when the rest of The Stride slew Imperion.
Specialty: Belowtown guard.
Ivellio Roodeye (elf male)
Status: Alive and at large, he was not in Belowtown during the Stride Massacre.
Specialty: Pickpocket.
Jullana (human female)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Burglar.
Khader (human male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.Specialty: Belowtown guard.
Lt. Banghorn (human male)
Status: Captain of the Last Eidolorn, stationed at Ettenhead.
Specialty: Spy, information broker, officer in the Eidolorn Guard. He's more of an 'honorary' member, trained by Aslak for covert operations in Floivin Province.
Luz (half-orc male)
Status: Slain in Tarndim after a heroic stint with the Last Eidolorn.
Specialty: Belowtown guard, healer.
Nikolai (human male)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Stride Market fence.
Rannveig (human female)
Status: Slain during the Stride Massacre in Belowtown, by members of The Score.
Specialty: Stride Market fence.
Slab (dwarf male)
Status: Slain in Tretcher after a heroic sting with the Last Eidolorn.
Specialty: Trapsmith.
Trifful (human male)
Status: Royal Leathers proprietor, currently hiding out in Hobfast.
Specialty: Armorer, shopkeeper.
Vay (human male)Status: Slain at Royal Leathers by unknown assailant.
Specialty: Royal Leathers clerk.
Zinsk (human male)
Status: Incarcerated at Floivin Penitentiary, apparently by choice.
Specialty: Unknown, but Zinsk is the retired old guild master of The Stride, a druid in addition to a rogue of some skill.
Session 10 / Online Session 10 Notes (11/5/10)
Essel, Clairis 28th, 868 ID.
After the attack at Gnarlbottom Manor, Mudghol flees back to the headquarters, speaking nothing of the night's events to Bulgoth or any other. Lexxi flees Floivin Keep, after she decides they've gotten into enough trouble. Unfortunately, she's still got Trifful's pistol and several of the relics and magical goods the party was packing. Luz decides it best to hide out at Royal Leathers, where he is surprised by a knife at his back. Trifful has returned to his shop, and doesn't trust the half-orc, having not known what occurred in Belowtown. Luz explains, but Trifful pulls rank and orders him to gather up Slab and Anemone, plus his cat.
Private Langston is awakened in the early AM by an enraged Captain Kennel. There has been trouble at Gnarlbottom Manor, and Langston is to accompany the Captain to the scene. Once arriving, they find two unconscious men (Ymurf Gnarlbottom and Scorzus, the gate guard) and an enraged Monch Gnarlbottom, who describes the attackers. Kennel begins to track Mudghol and Luz through Floivin Keep. En route, the troops encounter a quintet of guards they don't recognize. When hailed, the guards instead attack. A savage melee ensues, but Kennel and some of his men are victorious. Wounded, he asks Langston to check one more report of a break-in at Royal Leathers. Langston leaves to stake out the place.
Meanwhile, Doorjamb is restless waiting at the Westermarch Concourse at Odd Jon's stall, so he wanders a bit, encountering Kalkan who mistakes the prospector for his charge: Bulgoth. Later, Doorjamb heads to the Armory Square to report troubles to the guard. He is given room and board for the night (Langston's bed, to be exact). Luz gathers up all the PCs from headquarters, including Bulgoth and Ogeir, and hurries them to Royal Leathers in small groups. En route, Ogeir and Mudghol are confronted by a soldier, Lt. Hoary, who has come to protect Mudghol from assassination until Doorjamb has arrived at the Keep. Ogeir has Hoary travel with the pair to Royal Leathers, where most of the group is assembled. Langston stakes out the shop from across the street, realizing there are men inside. Bulgoth notices him, and warns Slab and Ogeir, but no action is taken. Luz remains upstairs, a fugitive. At some point, they notice two more monocle wearing men in the street.
In the morning, Langston returns to Armory Square to file his report, and finds a dwarf sleeping in his bunk. The two make friends, and Langston decides to stick with Doorjamb when he learns the dwarf is to meet Mudghol at the west gates today. Ogeir, Langston, Mudghol and Hoary travel to the gates, where they meet a reunion of Doorjamb and Odd Jon Stuckle. Doorjamb is sad to inform his friend that he must close his business for awhile, since Luorn and Parodee might try to get at Mudghol through him. The group travels to the basement of Vondort, thinking it a safer hideout than Royal Leathers. When Langston realizes he's with one of the suspects (Mudghol), he remains with the group, especially after Lt. Hoary pulls rank over him. The courier Polk arrives, and the PCs think he must have The Score trailing him. In fact, he delivers a nondescript letter containing a threat to back down, and a full set of human teeth (supposedly belonging to Lt. Banghorn).
They send Polk out, and decide to gather once more at Royal Leathers. All the PCs and Stride survivors (with the exception of the missing elf, Ivellio) debate over what steps need to be taken. They decide the best course of action is to report all of the troubles directly to Captain Kennel, instead of searching Belowtown. They seal up the Lift as well as they can, and leave in two groups to Armory Square. Captain Kennel begins to interrogate Mudghol violently, while the other PCs watch. Mudghol plays stupid, but then the second group, including Luz arrive, and Luz comes clean about his activities. Kennel becomes extremely angry, demanding the PCs tell him everything that is going on. He learns of The Score's activities and the fall of The Stride.
Since Luz has come clean, and none of the Gnarlbottoms were actually killed, Kennel hatches a plan. He decides the PCs have been hiding out too much, and must take the fight to The Score. Lt. Hoary and Langston are assigned to Banghorn's unit, Hoary to share command with Ogeir the Hawk. With the exception of Anemone and Trifful, all the others are deputized, including Bulgoth, who is wanted himself! The unit is also to find a new headquarters, outside Floivin Keep. They debate either the Old Pager's Farm or Cheeky's Hollow, with the latter winning out, so they grab some supplies and trek to the Tooth Marsh. Anemone and Trifful decide to try their luck under the protection of Grandmother Hosspotch in Hobfast. As for Luz, he is to be 'executed' at Floivin Penitentiary, but much to the dismay of Monch and family, it will not be public. Luz spends a few hours at the Penitentiary speaking to the enigmatic Zinsk, then one of the Royal Leathers clerks is dressed up as his corpse, and Luz as a soldier. He makes it out of the Penitentiary without Ymurf noticing his disguise, and then he escapes Floivin Keep.
Once they arrive at Cheeky's Hollow, they find it empty aside from two orc squatters: Vishlag and Dropy, who they enlist, after interrogating them about Ironballs and Cheeky. The orcs do not know, but they do know Ironballs is somewhere in the Tooth Marsh. Luz has little idea where exactly the other PCs have wound up, so he travels to Hobfast, where he meets some halfling mercenary guards and Captain Reckon. Reckon leads Luz to Cheeky's Hollow, where they are confronted by the latest 'door guards', Vishlag and Dropy. Luz and Reckon kill Dropy outright, not realizing he's peaceful, and Vishlag is overcome with grief, while the PCs come out to sort everything through. Reckon is told of his brother's orders (Kennel), and tells the PCs he wants constant updates if they are to use the Hollow as a lair. The PCs develop a plan to track Ironballs to his source, through other denizens of the Marsh.
Late in the evening, a pair of goblins arrive with gifts of fish to trade with the orcs. They are threatened by the PCs to locate Ironballs, and they happen to know where he might be, the abandoned lair of a hydra, deeper in the Marsh. Langston, Ogeir, Luz, Mudghol, Bulgoth and Slab will trek to the Marsh to find the hobgoblin. Lt. Hoary, Odd Jon and Doorjamb remain behind. Hoary has other plans for his old prospector friend.
BlackOps, 'Horn Division: Captain Kennel (overseer), Lt. Banghorn (missing, officer), Lt. Hoary (officer), Lt. Ogeir (officer), Mudghol (Arkana Arkiva attache), Pvt. Langston, Pvt. Doorjamb, Pvt. Jon Stuckle, Pvt. Slab, Pvt. Bulgoth, Vishlag.
PCs: Doorjamb, Langston, Luz, Mudghol, Ogeir, Slab
NPCs
Lamontain (human male): A fairly fresh Eidolorn guard recruit, Lamontain is pasty and seems constantly nervous and unsure of himself. He can't be more than 20 years old, and is very hesitant to do anything important, making him a walking target for his direct superior, Captain Kennel.
Trifful (human male): A middle aged, bossy human male with auburn hair who wears his leather goods with pride. Trifful is the proprietor of Royal Leathers, and somewhat of a higher up in The Stride. With the uncertainty of Aslak's fate, Trifful takes command of what remains of the Stride (Luz, Slab and Anemone).
After the attack at Gnarlbottom Manor, Mudghol flees back to the headquarters, speaking nothing of the night's events to Bulgoth or any other. Lexxi flees Floivin Keep, after she decides they've gotten into enough trouble. Unfortunately, she's still got Trifful's pistol and several of the relics and magical goods the party was packing. Luz decides it best to hide out at Royal Leathers, where he is surprised by a knife at his back. Trifful has returned to his shop, and doesn't trust the half-orc, having not known what occurred in Belowtown. Luz explains, but Trifful pulls rank and orders him to gather up Slab and Anemone, plus his cat.
Private Langston is awakened in the early AM by an enraged Captain Kennel. There has been trouble at Gnarlbottom Manor, and Langston is to accompany the Captain to the scene. Once arriving, they find two unconscious men (Ymurf Gnarlbottom and Scorzus, the gate guard) and an enraged Monch Gnarlbottom, who describes the attackers. Kennel begins to track Mudghol and Luz through Floivin Keep. En route, the troops encounter a quintet of guards they don't recognize. When hailed, the guards instead attack. A savage melee ensues, but Kennel and some of his men are victorious. Wounded, he asks Langston to check one more report of a break-in at Royal Leathers. Langston leaves to stake out the place.
Meanwhile, Doorjamb is restless waiting at the Westermarch Concourse at Odd Jon's stall, so he wanders a bit, encountering Kalkan who mistakes the prospector for his charge: Bulgoth. Later, Doorjamb heads to the Armory Square to report troubles to the guard. He is given room and board for the night (Langston's bed, to be exact). Luz gathers up all the PCs from headquarters, including Bulgoth and Ogeir, and hurries them to Royal Leathers in small groups. En route, Ogeir and Mudghol are confronted by a soldier, Lt. Hoary, who has come to protect Mudghol from assassination until Doorjamb has arrived at the Keep. Ogeir has Hoary travel with the pair to Royal Leathers, where most of the group is assembled. Langston stakes out the shop from across the street, realizing there are men inside. Bulgoth notices him, and warns Slab and Ogeir, but no action is taken. Luz remains upstairs, a fugitive. At some point, they notice two more monocle wearing men in the street.
In the morning, Langston returns to Armory Square to file his report, and finds a dwarf sleeping in his bunk. The two make friends, and Langston decides to stick with Doorjamb when he learns the dwarf is to meet Mudghol at the west gates today. Ogeir, Langston, Mudghol and Hoary travel to the gates, where they meet a reunion of Doorjamb and Odd Jon Stuckle. Doorjamb is sad to inform his friend that he must close his business for awhile, since Luorn and Parodee might try to get at Mudghol through him. The group travels to the basement of Vondort, thinking it a safer hideout than Royal Leathers. When Langston realizes he's with one of the suspects (Mudghol), he remains with the group, especially after Lt. Hoary pulls rank over him. The courier Polk arrives, and the PCs think he must have The Score trailing him. In fact, he delivers a nondescript letter containing a threat to back down, and a full set of human teeth (supposedly belonging to Lt. Banghorn).
They send Polk out, and decide to gather once more at Royal Leathers. All the PCs and Stride survivors (with the exception of the missing elf, Ivellio) debate over what steps need to be taken. They decide the best course of action is to report all of the troubles directly to Captain Kennel, instead of searching Belowtown. They seal up the Lift as well as they can, and leave in two groups to Armory Square. Captain Kennel begins to interrogate Mudghol violently, while the other PCs watch. Mudghol plays stupid, but then the second group, including Luz arrive, and Luz comes clean about his activities. Kennel becomes extremely angry, demanding the PCs tell him everything that is going on. He learns of The Score's activities and the fall of The Stride.
Since Luz has come clean, and none of the Gnarlbottoms were actually killed, Kennel hatches a plan. He decides the PCs have been hiding out too much, and must take the fight to The Score. Lt. Hoary and Langston are assigned to Banghorn's unit, Hoary to share command with Ogeir the Hawk. With the exception of Anemone and Trifful, all the others are deputized, including Bulgoth, who is wanted himself! The unit is also to find a new headquarters, outside Floivin Keep. They debate either the Old Pager's Farm or Cheeky's Hollow, with the latter winning out, so they grab some supplies and trek to the Tooth Marsh. Anemone and Trifful decide to try their luck under the protection of Grandmother Hosspotch in Hobfast. As for Luz, he is to be 'executed' at Floivin Penitentiary, but much to the dismay of Monch and family, it will not be public. Luz spends a few hours at the Penitentiary speaking to the enigmatic Zinsk, then one of the Royal Leathers clerks is dressed up as his corpse, and Luz as a soldier. He makes it out of the Penitentiary without Ymurf noticing his disguise, and then he escapes Floivin Keep.
Once they arrive at Cheeky's Hollow, they find it empty aside from two orc squatters: Vishlag and Dropy, who they enlist, after interrogating them about Ironballs and Cheeky. The orcs do not know, but they do know Ironballs is somewhere in the Tooth Marsh. Luz has little idea where exactly the other PCs have wound up, so he travels to Hobfast, where he meets some halfling mercenary guards and Captain Reckon. Reckon leads Luz to Cheeky's Hollow, where they are confronted by the latest 'door guards', Vishlag and Dropy. Luz and Reckon kill Dropy outright, not realizing he's peaceful, and Vishlag is overcome with grief, while the PCs come out to sort everything through. Reckon is told of his brother's orders (Kennel), and tells the PCs he wants constant updates if they are to use the Hollow as a lair. The PCs develop a plan to track Ironballs to his source, through other denizens of the Marsh.
Late in the evening, a pair of goblins arrive with gifts of fish to trade with the orcs. They are threatened by the PCs to locate Ironballs, and they happen to know where he might be, the abandoned lair of a hydra, deeper in the Marsh. Langston, Ogeir, Luz, Mudghol, Bulgoth and Slab will trek to the Marsh to find the hobgoblin. Lt. Hoary, Odd Jon and Doorjamb remain behind. Hoary has other plans for his old prospector friend.
BlackOps, 'Horn Division: Captain Kennel (overseer), Lt. Banghorn (missing, officer), Lt. Hoary (officer), Lt. Ogeir (officer), Mudghol (Arkana Arkiva attache), Pvt. Langston, Pvt. Doorjamb, Pvt. Jon Stuckle, Pvt. Slab, Pvt. Bulgoth, Vishlag.
PCs: Doorjamb, Langston, Luz, Mudghol, Ogeir, Slab
NPCs
Lamontain (human male): A fairly fresh Eidolorn guard recruit, Lamontain is pasty and seems constantly nervous and unsure of himself. He can't be more than 20 years old, and is very hesitant to do anything important, making him a walking target for his direct superior, Captain Kennel.
Trifful (human male): A middle aged, bossy human male with auburn hair who wears his leather goods with pride. Trifful is the proprietor of Royal Leathers, and somewhat of a higher up in The Stride. With the uncertainty of Aslak's fate, Trifful takes command of what remains of the Stride (Luz, Slab and Anemone).
Labels:
campaign diary,
npcs,
online session 10,
session 10
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