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

Friday, March 9, 2012

Session 30 (3/9/12)

Evelais (Saints' Day), Malarous 20th, 838 IDAfter parting temporarily with Private Teckle, the PCs travel briefly to Halehusk to begin their search for Schnoo the Sorcerous in the Crown Pasture. They arrive to find a village somewhat deserted, with a few survivors having returned from the 'safety' of Floivin Keep to repair their homesteads and businesses. Mudgol asks around and gets a few hints from a farmer named Old Man Jilliver, whom he pays a chunk of silver. The PCs head off in search of the Bletch residence, passing Old Pager's Farm en route, where Mudgol and his earlier companions once did battle against the Skull Collars. At last they arrive at the run-down Bletch farmhouse, which is covered in herbs and trellises. They find an abandoned hound's shed and note that a steel post is buried in the front yard with two chains attached that are also buried in the dirt.

Mudgol and Slab approach the front door while Luz circles around back, the rest of the group waits by the road. The pair are unnerved when they find a scarecrow-like figure on a rocking chair on the front porch, but the door is soon answered by the widow Bletch herself, who they question about Schnoo's location. She points them in the proper direction, after selling them a small pot of tea to use as a bribe. She also informs Mudgol that he should allow one of his human companions to speak with the hermit, since he's a bit of a bigot towards everyone else. How the old lady can see Langston and Baro from the road isn't clear. Slab begins inquiring after curatives and antitoxins that the old woman might sell them, but Mudgol goes and botches it up by insulting her. On their way back to the road, they get the impression that the scarecrow with the pig's head is still watching them, but Luz discerned that it was not in fact magical...

Soon the PCs arrive at the overgrown two-story manor of Schnoo, and find a fat crow on the roof which constantly caws out 'E's not home' in a grating tone, and spits bird feed and corn kernels down on Langston when he approaches. Langston somehow manages to convince Schnoo to come to the door and answer, and endures the cracks at his companions. Once Schnoo learns that the half-orc on the road, Mudgol is a member of the Arkana Arkiva, he makes a deal with the PCs: if Mudgol quits the Arkiva, Schnoo will return and assist Mistlethroe. To everyone, or no one's surprise, Mudgol gives up his guild membership right there... Langston returns to ask a followup question and Schnoo informs him he can make his way back to the Arkiva without help. As they leave, they notice the fat crow familir, Peckerwouldn't following them for a bit.

They return to Halehusk in order to procure a wagon and horses, and Mudgol returns to ask Jilliver where they might find one. He points them out to Old Man Breel, a charismatic, obese and tall man constantly squinting his left eye, who eventually bargains with them for his wagon and two horses. By now, Jilliver has received more cash from Mudgol, enough to fix both his fence and shutters on his house. The PCs hit the road, Mudgol and Baro planning to exchange spells while Darkahn meditates to find himself another animal companion. En route, they pass a number of civilians heading back to Livenoak and Littlewolf, and a pack of wolves loose and running up and down the Great Westermarch, though there is no confrontation. Eventually, they arrive at the opening of the pass through the Vernal Wall, and find a troop of Wizards Elite and Fourth Eidolorn survivors clearing the rubble from the avalanche and retrieving their fallen companions' remains. The PCs decide to spend the camp here.

Aric, Malarous 21st, 838 ID

As the PCs prepare to traverse the pass, they decide to leave the wagon and horses behind to aid the Fourth Eidolorn troops in their task. One of the Wizards Elite warns them that an ornery old man wearing ragged splint mail and wielding a scythe was seen entering the pass before they arrived, and after traveling a few miles, they encounter the man, who introduces himself as Myron, the Last Defender of Livenoak. He seems quite suspicious at the presence of Luz, but nonetheless agrees to join the PCs in their assault on the Skull Collar mountain hideaway. They make their way towards the obscured entrance and up the stone steps to the lift platform, which they find is still missing after they set it on fire. Mudgol uses his clairvoyance to scout the top of the lift shaft, and notes that there are a good number of rough looking ogres and bugbears above, so it's decided that they will try and surpass the stone slab further up the mountain corridor.

When they arrive at the slab, they note a dried blood trail. Obviously Chizel was not lying that there must be a dragon above, and sacrifices have been made here to feed it. Using Luz's magic for enhancment, five of the PCs combine their strength to budge the slab enough that they can pass it, and discover a huge pile of bones and charred corpses beyond. They make their way up and hear a serpentine breath echoing above, and eventually come to a circular ayrie chamber in which the young red dragon, Cindran rests on a pile of gold. The chamber is strewn with refuse and there is a fire lit from some uprooted timber, while several large openings to the East look down over the Skull Collar stronghold below. But first, they decide to parlay with the creature. Mudgol speaking in draconic saves them from an instant struggle, but eventually the PCs decide that the dragon's asking price to ignore them is too high, and so Darkahn, fueled by his hatred for the scalykind, initiates a battle. It's fairly brief. Cindran knocks out Baro with his breath weapon but the PCs' combined ranged spells and attacks prove too dangerous, so it decides to flee the chamber. But not before warning the Skull Collar remnant below...

The PCs gather up the dragon's hoard, including a pricey looking jeweled crown, and plan what to do next.

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

NPCs

Cindran (young red dragon):
An opportunist dragon who claims an ayrie in the dwarven ruins that make up the Skull Collar Hideaway. The mercenary humanoids feed it victims and cattle while it guards its treasure and has open access to the Hideaway courtyard and the Vernal Wall. Though it does seem open to parlay, the PCs end up fighting and driving off Cindran from its lair.

Lardy (thing): A scarecrow dressed in farmers' garb with a necrotic, rotten stuffed pig's head atop its hay-packed chest and limbs. The PCs encounter Larty when seeking information from old lady Bletch in the Crown Pasture. Luz determines that the pig-thing is not necromantic, but Slab and Mudgol had the strangest feeling it was constantly watching them.

Old Man Breel (human male):
A swarthy man of his 50s who constantly squints with his left eye. Breel is tall and wears the overalls popular with many farmer folk of the Crown Pasture, and weighs approximated 300 pounds with graying, brown hair. He speaks in a confident drawl, and drives a hard bargain when the PCs offer to purchase his wagon and horses, claiming that he must ask a high price to ensure he remains economically more sound than his peers in Halehusk. Some of the players accused Breel of possible war profiteering, but Langston decided against taking action.

Old Man Jilliver (human male):
A thin, scabby faced elderly farmer and handyman with flecks of messy white hair. He manages to bilk coin out of Mudgol to repair his fence and shutters in Halehusk, after accosting the PCs for considering looting burnt timbers from his neighbor's house (the McCotticutties) to construct a funeral pyre for Anemone, whose corpse is still being toted around by Slab.

Peckerwouldn't (crow male): An enormously obese crow that looks as if it can barely fly, the PCs determine quite quickly that this must be the familiar of Schnoo the Sorcerous, who lives in an overrun manor in the Crown Pasture. The crow is usually perched on Schnoo's rooftop, and will shower corn and bird-chow down on unwelcome visitors. It knows a few words 'He's Not Home' and repeats them constantly to the annoyance of everyone.

Tuesday, February 28, 2012

Online Session 29 (2/28/12)

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

PCs: Doorjamb

NPCs

Farmer Dalhus (human male):
A fairly nondescript man in his 30s with a brushy moustache and dark, unkempt hair. Wields a pitchfork and an emblem of the Third Eidolorn Guard on his right arm, otherwise is in cheap padded armor. He's a part of the Farmers' Army of Nobbish, serving under Lt. Strenna Knelrave in relief to Floivin Province. Stationed at Livenoak where he has a brief encounter with Doorjamb.
Grail 'Whistleblade' (elf male):
A silver-haired elf lad with pointed ears marching north with a sack slung over his shoulder. He wears a chain shirt and a tunic that seems to have been crafted from fish-scales, and he has a pair of dazzling sapphire earrings in his left. A rapier is slung from his belt on the right, implying that he might be left-handed. Doorjamb and Lusker encounter him on the Great Westermarch, where he's headed to Littlewolf for some enigmatic reason. Seems rather self-assured and well-spoken, not afraid of a tangle with some ogres, and gives as good as he gets in verbal insults. Claims to be from the east, Carbadi, and having moved around a lot in his years.

Thursday, February 23, 2012

Military of the Eidolorn Empire Pt. I

The Chain of Command

The Eidolorn Emperor, currently Freth Borth (human male), holds the ultimate sway over the high up military decisions like outright declarations of war, peace agreements, assignment of regents and other governing figures throughout the seven provinces of the Empire, and the promotion of Eidolorn officers to the esteemed rank of general. While he (or she) does not often dally in the day to day affairs of each individual province outside of Carbadi, he is also granted authority to overturn the decisions of lesser lawmakers.

Regents are essentially veteran officers of the military, heroes or other authoritarian figures of note who are granted 'lease' to reign over one of the Second through Seventh provinces of the Empire (excluding Carbadi), until such a time as they decide to step down from service or are removed at the behest of the Emperor. If a regent has been drawn from the ranks of the military, and willing to shoulder responsibility for commanding both his/her soldiers and the day to day governance of domestic and trade laws, then he/she holds the rank of regent-general (or regent-admiral). At present, the following individuals hold this rank:

Floivin Province: Regent-General Gurd Gnarlbottom (dwarf male)
Melethesz: Regent-General Shann-hai Riggings (gnome female)
Nobbish: Regent Krispin Bowyerson (human male)
Rothe: Regent-Admiral Harriet Rhys, 'The Witch of the Waves' (human female)
Toul Tabor: Regent Dharmark 'Spellhammer' (human male)
Wintersbreath: Regent Brisby Balewhyte (glacier dwarf male)

Generals
are officers of esteem that are bestowed the highest rank in the Eidolorn military proper, whether through sheer years of honorable service or success in various campaigns of note which have furthered Imperial causes. In the case of Rothe's navy, the title is admiral. A general (or admiral) is served directly by a staff of commanders, non-combatant advisors and in general, attaches from the local clergy of Eleste and local mages' guild, if applicable, since both institutions can provide critical support to military personnel. Generals are in charge of rallying their troops for Imperial offenses, or coordinating the defense of their particular province. In times of heavy conflict, multiple generals will often take the field in unison, and travel beyond their assigned borders. Generals possess 3-5 golden stars on their uniforms. At present, the following officers hold the rank:

Carbadi: General Anglard Castac (human male) of the First Eidolorn
Floivin: Regent-General Gurd Gnarlbottom (dwarf male) of the Last Eidolorn
Melethesz: Regent-General Shann-hai Riggings (gnome female) of the Sixth Eidolorn
Nobbish: General Tolyn Wyr (human male) of the Third Eidolorn
Rothe: Regent-Admiral Harriet Rhys, 'Witch of the Waves' (human female) of the Second Eidolorn
Toul Tabor: General Sophosyne (minotaur male) of the Fourth Eidolorn
Wintersbreath: General Bree Bristow (human female) of the Fifth Eidolorn

Commanders
are officers of high rank who are generally assigned the control of the Eidolorn soldiers in a particularly large population area. Smaller towns and villages are often given over to the command of a captain or even lieutenant, but each city of the Empire is the domain of a particular commander who oversees its direct defense and hands down orders to lower ranked officers in the general vicinity. Most generals are primed from commander rank candidates, though a few are heroic outsiders. Commanders have 1 or 2 golden stars on their uniforms. At present, the following officers hold this rank:

First Eidolorn, Carbadi: Cmd. Barras Helthul (human male) of Inverfar; Cmd. Unyr Fyrf (half elf male) of Lammorth; Cmd. Caryal 'The Crimson Bride' (human female) of Lochba
Second Eidolorn, Rothe: Cmd. Zagali Yaz (hadozee male) of Grand Mooring
Third Eidolorn, Nobbish: Cmd. Coros Kell (human male) of Durmoral; Cmd. Durto Gamson (halfling male) of Scourie
Fourth Eidolorn, Toul Tabor: Cmd. Semar 'Lionpaw' Strayts (human male) of Delvesh; Cmd. Brygmog 'The Gutter' (half ogre female) of Faenak; Cmd. Asmalix (human male) of Olgest; Cmd. Vhelok (human male) of Tarair
Fifth Eidolorn, Wintersbreath: Cmd. Armon Estelbard (hunan male) of Vettlar
Sixth Eidolorn, Melethesz: Cmd. Ishas Ultar (human male) of Gargoun; Cmd. Vlodis 'Firefingers' (gnome male) of Haldur; Cmd. Qik Selosh (human male) of Tesleb
Last Eidolorn, Floivin: Cmd. Scott Morrow (human male) of Floivin Keep; Cmd. Madolan Roodeye (elf male), current status unknown.

Majors are important 'hands on' officers in that they will often be given charge directly over a particular unit of soldiers primed for battle. As such, the rank is awarded to offers who have shown great martial or strategic prowess on the field, since majors are without exception expected to head their troops into battle situations. Most belong to either a cavalry or infantry specialization, though some few are experts in archery or siege weaponry. There are generally 2-3 majors for each commander, but their exact population fluctuates relative to the size of the actual muster of their respective provinces. Majors have 5 silver stars stars on their uniforms or emblems.

Captains
are officers who are given a specific assignment to a smaller population center like a town or village, though several will also be found in the larger cities. Generally they are soldiers who have proven themselves in the role of lieutenant and thus afforded more responsibility. They coordinate troops to defend their local areas, and often serve as chief constables and court justices for criminal acts committed under their jurisdiction. Like majors, the amount of captains found in any specific area of the Empire is relative to the size of population (both civilian and military). Floivin Province might have only a half dozen or so at any given time, but Toul Tabor and Melethesz might have two or three score active. Captains have 3-4 silver stars on their uniforms. It is important not to confuse a ship's captain with an Eidolorn captain. Sure, they might hold both positions on occasion (generally in the Rothe or Carbadi navies), but in general the former might be a civilian sailor granted some authority.

The rank of lieutenant is the most common among Eidolorn officers, for it is the easiest to attain. Soldiers and conscripts with particular skills or a propensity for leadership are very often drafted into this role, sometimes after as little as one important engagement. Their pay grade is substantially higher than that of private, and they are usually assigned to groups of 5-10 fellow troops on duty rosters. Some smaller communities throughout the Empire might have an officer of this rank in charge. Lesser populated provinces might have a score or so lieutenants active. Provinces like Carbadi and Toul Tabor have hundreds. Officers of this rank exchange any silver pips for a single silver star on their uniform, but can eventually earn a second.

Sergeant is a specialized rank assigned to certain individuals who show particular propensity for various skills or combat capabilities, but little leadership quality. It's often considered a means by which to filter out the more competent but unruly soldiers of private rank from the normal cycle of officer advancement. It could be that they had a criminal background, committed lewd or offensive acts that were not incredibly illegal while out in the field, or simply 'disliked' by their superior officers. Perhaps they smelled bad, or suffered from some pox they received from an excessive bout of whoring. Perhaps they are drunks or pipeweed addicts. Their pay is decent, but they are only rarely afforded any opportunity to advance beyond this rank. They often hold various specified titles. For example, drill sergeants oversee combat training; while staff sergeants are usually delegated towards cooking for the troops, stocking the local arsenals. Others often prove excellent heralds or couriers. Sergeants begin with four silver pips on their uniforms, but might be advanced to five.

The private is the standard, professional soldier of lowest rank in the Eidolorn Guard of any province. Once recruited, you are awarded this rank and possess the capacity to advance into either the sergeant (i.e. 'dead end') or lieutenant ranks. The private represents the bulk of the Eidolorn guard: the grunts who are fighting all the wars, guarding the streets and borders, or called in for emergency relief in a time of natural disaster. Some are cavalry, some archers, some infantry, some placed in specialist groups like cannonneers, scouts, and such. There are three pay grades for a private, commensurate with years of service, and rewarded with one silver pip each on their uniforms. Many soldiers never actually advance beyond this rank, and some are released back to civilians or conscript roles depending if they've fulfilled their local contract (amount of service varies by province).

Conscripts
are essentially militiamen that have trained with the local military and are called in conditionally to support the Eidolorn Guard in times of need, or serve as local police and guards if there is a low population of official soldiers in the area. But they are effectively civilians. They hold no rank, usually assigned to a particular local officers or soldiers, and receive slightly less pay than the average private, and only for the time served. In addition, they are very often left to arm themselves with whatever is on hand. Farming tools, cheap weapons, clubs, anything readily available. If resources allow, the Eidolorn might grant them leather armor, wooden shields or other forms of protection, but in general they are on their own. There are some cases where a province has held a longstanding unit of conscripts like the Farmers Army of Nobbish that serve extended hours, some year round.

Please note that these fantasy ranks DO NOT NECESSARILY CORRESPOND with normal rank orders in the U.S. or any other real world military.

Military of the Eidolorn Empire Pt. II
will focus in on the musters of each Province and the armaments used by varying troop types and soldiers.

Friday, February 17, 2012

Session 29 (2/17/12)

Ivric, Malarous 19th, 838 ID

The PCs are given a few hours to roam about and help survivors of the Floivin Keep massacre, while the newly formed hierarchy of the Last Eidolorn and the Fourth Eidolorn remnants plan out a strategy to protect and begin reconstruction of the Keep. Most of the PCs help the city folk out of burning homes, and then bring their fallen friends to the designated burial queue. Odd Jon Stuckle begins a long process of mourning for the fallen Ryit Silverhand, after Slab looks over her belongings (and Luz ransacks the fallen githyanki mercenary Skrel). Meanwhile, a new face, Baros Hellinger has entered the Keep at the request of Prepostero of the Wizards Elite, to track and investigate the mysterious 'Score' who caused the avalanche at Westermarch Pass. He is instructed to assist the Last Eidolorn task force in this pursuit if possible. Luz and Slab are up to no good, breaking into the intact manor of Monch Gnarlbottom and then offering it to the local residents as a shelter for the injured. They are prevented from who knows what by a local man named Tuder who doesn't trust them.

At the war meeting two hours later, the promotions from the war are confirmed and then other rewards given. The PCs are enforced with masterwork weapons and armor where applicable, and given their back pay, or in the case of Darkahn Gradak, a smaller monetary offering. Blake Bauerkroft, Cmd. Scott Morrow, Cmd. Vhelok, Maj. Hoary, Cpts. Lesper and Krennyk, Lt. Teckle, Mistlethroe, Conniff and the PCs then turn towards planning the further defense of the realm. There are approximately 115 Last Eidolorn soldiers and 160 conscripts that survived the war against the undead and humanoid masses, and Major Hoary will lead a bulwark of troops to defend the area West of the Keep and prepare for the retaking of Hobfast from the Blooded Lash tribesmen that have gathered there. Meanwhile, Vhelok and the 130 or so surviving Fourth soldiers will lay out a framework for rebuilding the damaged portions of the Keep, and serving in its direct defense, with small detachments sent East to Halehusk. Langston is placed in charge of the PCs unit and tasked with continuing to hunt the Score, to which end they are joined by the wizard Baro. Conniff sets up a clinic at the Cathedral of Blades to attend the emotionally and physically wounded. Prelate Akstra of the Fourth will handle the many burials, while the wizards Prepostero, Ultremis and Mistlethroe will ensure that the Westermarch Pass is cleared of the treacherous rubble.

Later in the meeting, a Flood Watchman named Barr arrives and informs the group that the precious charge of the Flood Watch, the Hand of the Broken One, has been stolen from the Kings Grotto in the Floivin sewer. A massive formation of a strange obsidian, the Hand was a heavily kept secret known only to the former power structure of the province (Regent Bauerkroft, Spurr the Meticulous, Bishop Brandler, Cmd. Doolan and possibly Regent-General Gurd Gnarlbottom). Even Morrow was not aware of the relic's existence. Barr claims it was stolen by a ghostlike figure and a team of undead who were able to lift the Hand in unison without tire, but not until most of the Flood Watch were slain and desiccated. Baro and Conniff realize that the 'Broken One' must correspond to the death titan Ulan Vhor, a 'living' demigod who once terrorized much of Western Thault until defeated at the hands of the ancient Dwarven Kings in pre-Imperial times. The titan was defeated and petrified by an artifact known as the Axe of the Dwarven Lords, one of the few weapons capable of harming him, and following that his head, left hand and right arm were shattered off the rest of his body in the Harrowed Heights to the North.

Conniff, the most scholarly man at the meeting, further speculates of a northern fanatic and zealot of the old Shann race, known as Tomas the Unspared, Tomas the Condemned who has purportedly long since worshiped the fallen titan, and whose Seven Lords of Syn, or Seven Generals lie at the heart of many stories that were used to frighten dwarven children during the Gnarlbottoms' reign in Floivin Province. He knows that many years later, the dwarven hero Anvyl Bellowbroth wielded the Axe himself when fighting the White Dragon Woe during the Second War of Expansion of the Eidolorn Empire. Commander Morrow, who himself had been kept unawares of the Hand's existence as it was guarded beneath the Keep all these centuries, assigns further research to Langston's team as they track the Score. Late in the meeting, a Lt. Strenna Knelrave arrives with an advance scout from the Third Eidolorn of Nobbish. Her farmer conscripts have taken up at Livenoak for the time being, after she was prompted to assist in the struggle by none other than Doorjamb Grizzlebeard. She apologizes for being late to the fray, but they moved as quickly as possible. Major Hoary decides that the Third Eidolorn shall remain at Livenoak while they wait for Doorjamb's report on Littlewolf, Cedarway and the giants at Ettenhead.

Mudgol is taken aside by Mistlethroe near the close of the meeting and reminded of the pressing need to rescue the Arkana Arkiva staff enslaved by the githyanki. He also beseeches Mudgol to track down Schnoo the Sorcerous, a former headmaster of the institution, and beg the old man to return to service while Spurr the Meticulous remains missing in Wintersbreath. Mudgol is warned that the old coot is quite the bigot and eccentric. Meanwhile, the PCs decide to split up and do some further investigation. Of great importance, the captured half-ogre Chief Chizel has offered some information in return for his life being spared, and the bugbear Lt. Wogg wishes to speak with the PCs also. When they arrive at the Floivin penitentiary, they leave Mudgol to negotiate with Wogg, who offers to defect over to the PCs and join the 'winning team'. Chizel tells the PCs that at least six of the Score, including 'Flaming' Fack, Bread & Butter, Fancy Nan and the red wizard, are holed up in the Skull Collar compound in the Eastern Vernal Valley near the Pass, with the criminal Cheeky. He gives them tactical advice and warns them of a red dragon named Cindran who also resides in the upper reaches of the stronghold, in return for being able to get some coin and supplies and flee south to Sothos Karr, as the Collars will never take him back after his failure in the war. It is determined that Lt. Wogg, the monster trainer be allowed to join the PCs due to his 'negotiation' skills, but to be kept under a watchful eye. Lt. Teckler is ordered to march him outside the city in manacles and await the PCs.

Then Flood Watchman Barr takes our heroes down to the sewers where they find the dead bodies of other guards carefully picked over, and a chamber full of strange dwarven (and one elf) statues with gemstones. Mudgol and Baro sense great necromantic evil in the Hand's former storage chamber, and Barr tells them that prolonged exposure to the relic can result in disease and death. Darkahn determines that roughly 20 undead moved through the area, and it must have taken a good number of them to physically carry out the object. The PCs briefly consider pursuing the undead and their phantom master, but Langston decides against it, that trailing the refugee Score to the Skull Collar stronghold is a safer course of action. Later, the PCs split up for the evening before bed. Luz and Slab spy out the Gnarlbottom manor and discover that the nobles have returned to their residence with a new pair of young mercenaries guarding the front gate. Langston goes for a drink at the remains of the Fiery Rat tavern, where he encounters Odd Jon deep in his cups over Ryit Silverhand, and the two part, since Stuckle will be remaining at the Keep in his new role of Staff Sergeant. Meanwhile, Baro investigates further into the legacy of the lost Axe of the Dwarven Lords, and is prompted by a local to visit Dronn Bellowbroth, the local blacksmith and descendant of Anvyl, who then steers the wizard to speak with none other than Monch Gnarlbottom, expert local historian on dwarvenkind...

Evelais (Saints' Day), Malarous 20th, 838 ID

Before marching out to follow Langston's plan (and visit Schnoo the Sorcerous as a favor to the Arkana Arkiva), Luz and Slab go to investigate the leatherworkers' shop which once served as the front for The Stride. They bring Anenome's remains along with them. Once finding the shop fully cleaned out, they decide to cut the chains and head down the lift to the Belowtown are and the Undermarket, which they also find picked nearly clean, with a few thieving implements left in the Stride's war room. There is no sign of Trifful, the proprietor of Royal Leathers and current 'official' high-up of the Stride. Meanwhile, Baro and Langston seek audience with the noble Monch Gnarlbottom, who first accosts them about his manor being used as a hospice for the wounded without his permission the previous day, but then, for a whopping 300 gold gives them more information about the legend of Bellowbroth and the Axe of the Dwarven Lords.

Apparently the weapon was to be passed to Anvyl's two sons, Renn and Orwyl, but after their incessant bickering, the old hero decided it was best to let the legend pass into dust, and so he had the Axe sundered, the haft given to Renn and the blades of the head to Orwyl. These days, it is rumored that the haft lies with Renn's remains on the Greataxe Isle, somewhere in the crypt called the Sunken Forge, purported to be heavily trapped and under Eidolorn guard. The head was originally with Orwyl's remains in the Dwarf Lord's Rest in the southern Vernal Wall, but according to Monch it was pilfered by a famous rogue called Dalen Dourmug. The theft was never quite proven, and the scoundrel was later lost while investigating the tragic collapse of the Crowslode mine to the north, across the Skunk Ridge region. Monch believes that, since the rogue kept all his goods with him, possibly stored in some magical apparatus, that the head of the Axe might be found to this day with Dourmug's remains. Monch also pleads with Baro and Cpt. Langston that if the Axe itself, or any artifacts of his kind are found in their travels, that he would pay quite handsomely for them.

Outside the East gates, Darkahn and Mudgol meet up with Private Teckle and Lt. Wogg, who have been waiting for them all night apparently. Teckle challenges the half-elf to a friendly archery competition and gets his arse promptly kicked in, while Mudgol tends to the bugbear he got sprung from prison. Wogg begs the half-orc to free him from his cuffs and let him take a piss by the Wellside, which Mudgol agrees to, at the last minute casting a clairvoyance spell to keep an 'eye' on the urinating goblinoid. Well, no surprise, Wogg decided to flee with the masterwork spear that Mudgol gave him, but doesn't get far before being brought down by arrows from the alert Darkhan and a number of magic missiles. The rest of the PCs arrive with Captain Langston to discover what has happened, and Mudgol is scolded and punched in the face by the vexed officer. However, others like Luz and Lt. Teckle, who were not thrilled about having the chatty bugbear along for the ride, are quite content with the results. The PCs prepare to travel over to Halehusk and perform Mistlethroe's task before heading off to the Skull Collar hideout.

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

NPCs

Captain Krennyk (dwarf male):
A stout dwarf with graying hair and beard, and a pair of large blue eyes that always seem to be staring at you, even when you get a brief glance at him. Lenyrd Krennyk, alongside Langston and Lesper is one of the minor Last Eidolorn officers of note who is promoted to the rank of 'Captain' after the battle for the Keep. The PCs first meet him at the war meeting.

Captain Lesper (human female):
A mailed human female with a shorn left ear, close cut dirty blonde hair and a scar running diagonally across her face. She wields a bastard sword and a belt of daggers slung over her shoulder. Lesper, alongside Langston and Lenyrd Krennyk, is one of the minor Last Eidolorn officers of note who is promoted to the rank of 'Captain' after the battle for the Keep. The PCs first meet her at the war meeting.

Dronn Bellowbroth (dwarf male):
A solid mass of sweat and pulsing, muscular veins, this black-bearded, balding dwarf has a faded blue rune on his flat forehead and a pair of dark, guarded eyes set in a thick skull. His apron is stained in beer, blood and soot; his boots covered in ash. Dronn is descended from the legendary dwarven hero Anvyl Bellowbroth, and he works as a smith of some repute in Floivin Keep. When Baro approaches Dronn to inquire about the Axe of the Dwarven Lords, he is referred to Monch Gnarlbottom, a noble and geneologist specialized in the history of Floivin Province and the dwarves of all Thault...who the PCs have met before.

Flood Watchman Barr (human male):
A well built man in his late 20s, with closely shaved black hair and goatee, Barr is a survivor of the Flood Watch who warns the PCs and officers of the Last Eidolorn that most of his peers were slain by undead in the sewers, and that a precious and dangerous relic known as the 'Hand of the Broken One' was stolen from the bowels of the Keep. A highly classified secret. Barr later brings the PCs down to investigate the King's Grotto area of the sewers to which they were previously not allowed access.

Tuder (human male):
A human commoner who gives Slab and Luz some trouble as they set out to turn the Gnarlbottom city manor into a hospice for the wounded after the battle for the Keep, which may or may not have manifest from the PCs' 'genuine' concerns for their fellow citizens. He's in his late 30s, with a mop of scraggly brown hair and weathered features.