Tuesday, May 1, 2012

Southwest Reaches Encounter Tables

Fangsea Surface (1 in 10/3 hrs; 2d12)

02. Dragon eel (d2)
03. Caller from the deeps (1)
04. Dinosaur, elasmosaurus (d4+4)
05. Orca (d6+5)
06. Sea cat (d8+4)
07. Seawolf (d10+1)
08. Large shark (d10+1)
09. Triton (d10+1)
10. Medium shark (d10+1)
11. Squid (d6+5)
12. Albatross (d2)
13. Seal (d10+4)
14. Otter (d12)
15. Porpoise school (d20)
16. Sea lion (d12)
17. Sahuagin (d4+4)
18. Flotsam ooze (1)
19. Cryptoclidus (1)
20. Huge shark (d10+1)
21. Jellyfish swarm (d12)
22. Dinosaur, ichtyosaur (d6)
23. Dinosaur, archelon (d2)
24. Dinosaur, plesiosaur (1)

Fangsea Depths (1 in 10/2 hrs; 4d12)

04. Old topaz dragon (1)
05. Aboleth mage (1)
06. Sea drake (1)
07. Colossal monstrous crab (1)
08. Dragon eel (d2)
09. Legendary shark (d5)
10. Dragon turtle (1)
11. Giant octopus (1)
12. Aboleth (d4)
13. Dinosauyr, icthyosaur (d6)
14. Sea tiger pod (5d4 plus 20% noncombatants)
15. Morkoth (1)
16. Orca (d6+5)
17. Large monstrous crab (d5)
18. Dire barracuda (d6)
19. Topaz dragon wyrmling (d5)
20. Dire eel (d2)
21. Anguillian team (d6 plus 1 dire eel)
22. Kuo-toa patrol (d3+1 plus 1 3rd-level whip)
23. Octopus (1)
24. Stingray (d8+4)
25. Aquatic elf (d3+1)
26. Small monstrous crab (d10+1)
27. Barracuda (d6)
28. Merfolk patrol (d10+10 plus 2 3rd-level lieutenants and 1 leader of d4+2 level)
29. Manta ray (d5)
30. Hippocampus (d8+4)
31. Medium monstrous crab (d10+1)
32. Vampiric ixitachitl pod (d2 plus d8+4 average ixitachitls and 1 2nd-level cleric)
33. Seawolf (d10+1)
34. Hammerclaw (d2)
35. Huge shark (d10+1)
36. Sirine (d6+2)
37. Jellyfish swarm (d12)
38. Kopru (d5)
39. Baleen whale (1)
40. Ramfish (d6)
41. Carcass crab (1)
42. Dire shark (d5)
43. Gargantuan monstrous crab (1)
44. Kraken (1)
45. Siege crab (1)
46. Drowned (d2)
47. Greater siege crab (1)
48. Very old topaz dragon (1)

Fish Flats (1 in 10/3 hrs; 2d12)

02. Old black dragon (1)
03. Mature adult black dragon (1)
04. Night twist (1)
05. Gargantuan monstrous crab (1)
06. Gray render (1)
07. Chuul (d5)
08. Shambling mound (1)
09. Young black dragon (d5)
10. Werecrocodile (d2)
11. Huge viper (1)
12. Shocker lizard (d10+1)
13. Lizardfolk (d2+1)
14. Crocodile (d6+5)
15. Dracotaur (d2+1)
16. Giant crocodile (d6+5)
17. Manticore (d6)
18. Brine ooze (1)
19. Huge monstrous crab (d5)
20. Dinosaur, archelon (d2)
21. Spirit naga (d4)
22. Crimson death (1)
23. Colossal monstrous crab (1)
24. Windghost (d5)

Misty Fangs (1 in 10/4 hrs; 2d12)

02. Fomorian (d5)
03. Roc (d2)
04. Legendary ape (d5)
05. Very young red dragon (d5)
06. Senmurv (d5)
07. Cloaked ape (5d4)
08. Yak folk herd (3d4 plus 1 leader of d5 levels and d2 humanoid slaves)
09. Wyvern (d6)
10. Stone giant (d5)
11. Juvenile red dragon (d5)
12. Ocularon (d2)

Scavengers' Vast (1 in 10/3 hrs; 2d12)

02. Adult gold dragon (1)
03. Dire hippopotamus (d2)
04. Brood keeper larva swarm (1)
05. Rakshasa (1)
06. Jackal lord (1)
07. Lion pride (d5+5)
08. Dire lion (d5+5)
09. Terror bird (d4+2)
10. Ankheg (d4)
11. Giant ant crew (d6+5 plus 1 soldier)
12. Baboon (10d4)
13. Gnoll hunting party (d4+1 plus d2 hyenas)
14. Fire beetle (d10+1)
15. Cheetah (d5)
16. Cockatrice flock (d8+5)
17. Rhinoceros (d12)
18. Ambush drake (d12)
19. Elephant herd (6d5)
20. Triceratops (d4+4)
21. Juvenile gold dragon (d5)
22. Red sundew (d5)
23. Windghost (d5)
24. Brood keeper (1)

Tiger Reach (1 in 10/2 hrs; 2d12)

02. Malastor (1)
03. Adult green dragon (1)
04. Julajimus (1)
05. Couatl (d6)
06. Dire tiger (d2)
07. Dinosaur, megaraptor (d4+2)
08. Quaraphon (d6)
09. Tiger (1)
10. Assassin vine (d4)
11. Leopard (d2)
12. Monitor lizard (1)
13. Thri-kreen (d6+4)
14. Constrictor snake (1)
15. Ape (d5)
16. Dinosaur, deinonychus (d4+2)
17. Lhosk pack (d4+1 plus one 3rd-level ranger)
18. Weretiger (d2)
19. Needledooth swarm (d8)
20. Yuan-ti trupe (d12+1 purebloods, d4 halfbloods and d3+1 abominations)
21. Legendary tiger (d2)
22. Forest sloth (d5)
23. Spinosaurus (d2)
24. Mature adult green dragon (1)

Several of the entries can be found in the Sandstorm accessory, Stormwrack, Eberron Campaign Setting, Fiend Folio, and Monster Manuals II, III and V.

Nobbish Encounter Tables

Glowing Hills (2 in 10/2 hrs; 2d12)

02. Greenvise (d8)
03. Athach (d4)
04. Beholder (d6)
05. Displacer beast (d5+5)
06. Ogre (d8)
07. Giant praying mantis (1)
08. Hippogriff (d6+6)
09. Wasp swarm (1)
10. Wolf (d10+6)
11. Eagle (d2)
12. Dwarf (d4)
13. Gnome (d4)
14. Weasel (1)
15. Giant ant crew (d6+5 plus 1 soldier)
16. Crested felldrake (4d4)
17. Death dog (d8+4)
18. Dire weasel (d2)
19. Horned felldrake (4d4)
20. Giant wasp (d5)
21. Troll (d4)
22. Crystalline troll (d5)
23. Galeb duhr (d5)
24. Fomorian (d5)

Snath Plain (1 in 10/3 hrs; 2d12)

02. Megatherium (d8)
03. Legendary eagle (d2)
04. Terror bird (d4+2)
05. Cockatrice (d5)
06. Ankheg (d4)
07. Worg (d6+5)
08. Blink dog (d10+6)
09. Howler wasp raiding wing (d12+4)
10. Horse, light herd (6d5)
11. Blood hawk (3d4)
12. Shifter (d4)
13. Dog (d8+4)
14. Goblin (d6+3)
15. Kenku (d12)
16. Riding dog (d8+4)
17. Varag hunting pack (d3+1)
18. Dire weasel (d2)
19. Wasp swarm (1)
20. Giant praying mantis (1)
21. Locust swarm cloud (d6+1 swarms)
22. Dire snake (1)
23. Legendary wolf (d4+4)
24. Triceratops (d4+4) 

Ropers' Ridge (2 in 10/3 hrs; 2d12)

02. Greenvise (d8)
03. Megatherium (d8)
04. Ettin (d4)
05. Terror bird (d4+2)
06. Displacer beast (d5+5)
07. Giant wasp (d5)
08. Ogre (d8)
09. Redcap band (d3=1:7, 2:9, 3:11)
10. Hippogriff (d6+6)
11. Varag hunting pack (d3+1)
12. Wolf (d10+6)
13. Blood hawk (3d4)
14. Giant ant crew (d6+5 plus 1 soldier)
15. Dwarf (d4)
16. Bugbear (d4)
17. Dire weasel (d2)
18. Giant praying mantis (1)
19. Horned felldrake (4d4)
20. Yak folk (herd (3d4 plus 1 leader level d5 and d2 humanoid slaves per yak folk)
21. Giant stag beetle (d10+1)
22. Varag driving brigade (1 pack leader and d4+4 varags)
23. Crystalline troll (d5)
24. Juvenile bronze dragon (d5)

The Long North (1 in 10/3 hrs; 2d12)

02. Old fang dragon (1)
03. Mature adult white dragon (d2)
04. Mountain troll (d2)
05. Stone giant (d5)
06. Juvenile white dragon (d5)
07. Young crystal dragon (d5)
08. Walking wall (1)
09. Giant eagle (d8+4)
10. Horned felldrake (4d4)
11. Bugbear (d4)
12. Crested felldrake (4d4)
13. Dwarf (d4)
14. Eagle (d2)
15. Wolverine (1)
16. Bright naga (d4)
17. Very young fang dragon (d5)
18. Asperi (d4)
19. Yak folk (herd (3d4 plus 1 leader level d5 and d2 humanoid slaves per yak folk)
20. Avalancher (d12)
21. Crystalline troll (d5)
22. Yrthak (d4)
23. Cloud giant (d4)
24. Young adult silver dragon (d5)

Several of the entries can be found in the Draconomicon accessory, Fiend Folio, Miniatures Handbook, Monster Manuals II, III or IV.

Braul Encounter Tables

Bearjaw Weald (1 in 10/2 hours; 2d12)

02. Mature adult green dragon (d2)
03. Werewolf lord pack (d2 lords plus d4 werewolves plus d4 wolves)
04. Firbolg (d8)
05. Greenvise (d8)
06. Treant grove (d3+4)
07. Briarvex (d2)
08. Dire boar (d4+4)
09. Wood woad (d4+2)
10. Centaur (d4+4)
11. Nycter (d5)
12. Worg (d6+5)
13. Krenshar (d5+5)
14. Dire badger (d5)
15. Spriggan (3d4)
16. Dire wolf (d4+4)
17. Forest troll (d8)
18. Aranea (d4+2)
19. Werebear (d4)
20  Battlebriar, warbound impaler (1)
21. Mastodon (d6)
22. Monstrous spider, colossal (1)
23. Grizzly mastodon (1)
24. Battlebriar (1)

Childer Forest (2 in 10/2 hours; 2d12)

02. Oaken defender (1)
03. Greenvise (d8)
04. Shimmerling swarm (d8)
05. Glaistig (1)
06. Thorn (d5)
07. Dryad grove (d4+3)
08. Worg (d6+5)
09. Bloodsilk spider clutch (d5+3)
10. Sprite (d4)
11. Krenshar (d5+5)
12. Goblin, forestkith family (d4+2)
13. Elf (d3+1)
14. Forest gnome (d4)
15. Pseudodragon (d5)
16. Petal (d6)
17. Satyr (d5)
18. Boar (d4+4)
19. Spriggan (3d4)
20. Spider eater (1)
21. Bearhound (d2)
22. Legendary bear (d2)
23. Verdant prince (1)
24. Grizzly mastodon (1)

Cruel Tors (2 in 10/2 hrs; 2d12)

02. Moonbeast (1)
03. Tundra landwyrm (d6)
04. Skybleeder (d10)
05. Sporebat (3d6)
06. Athach (d4)
07. Ettin (d4)
08. Ogre scout (d4)
09. Giant stag beetle (d10+1)
10. Ogre (d8)
11. Goatfolk, ibixian brawl (d5)
12. Wolf (d10+6)
13. Crested felldrake (4d4)
14. Giant ant crew (d6+5 plus 1 soldier)
15. Dire weasel (d2)
16. Ogre band (d4+4)
17. Griffon (d5+5)
18. Troll (d5)
19. Legendary eagle (d2)
20. Crystalline troll (d5)
21. Ogre tempest unit (1 tempest, 2 battle priests, 4 orcs)
22. Hill giant dire wereboar (d4)
23. Grizzly mastodon herd (6d5)
24. Windghost (d5)

Freeman Flatlands (2 in 10/2 hrs; 2d12)

02. Sporebat (3d6)
03. Gorgon (d4)
04. Legendary eagle (d2)
05. Dragonnel (d20)
06. Cockatrice (d5)
07. Giant praying mantis (1)
08. Goatfolk, ibixian brawl (d5)
09. Bison (6d5)
10. Howler wasp raiding wing (d12+4)
11. Wolf (d10+6)
12. Goblin (d6+3)
13. Dog (d8+4)
14. Kenku (d12)
15. Riding dog (d8+4)
16. Horse, light herd (6d5)
17. Worg (d6+5)
18. Dire weasel (d2)
19. Locust swarm cloud (d6+1 swarms)
20. Giant wasp (d5)
21. Giant stag beetle (d10+1)
22. Ambush drake (d12)
23. Bulette (d2)
24. Triceratops (d4+4)

Several of the entries can be found in the Draconomicon accessory, Fiend Folio, Miniatures Handbook, Monster Manuals II, III or IV.

Thursday, April 26, 2012

Session 32 (4/26/12)

Aric, Malarous 21st, 838 ID

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

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

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

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

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

Tault, Malarous 22nd, 838 ID

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

Varony, Malarous 23rd, 838 ID

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

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

NPCs

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

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

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

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

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

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

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

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

Monday, April 16, 2012

Online Session 31 (4/16/12)

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

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

PCs:
Doorjamb

NPCs

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