Thursday, December 20, 2012

Session 42 (12/20/12)

Verne, Martenin 8th, 838 ID 

Ginkwrench awakens from a brush with illness in his stone home, to the sound of shouts and cries that resonate through the streets of Vettlar. He soon smells a draft of acrid smoke, so gears up and leaps outside, where a pair of his neighbors is pointing out at an air raid of crows dropping incendiary alchemical elixirs on the capital, without a great deal of accuracy. Perplexed, he leaps up the nearest wall to inquire what is going on with the local soldiers, who inform him that another pair of Vandrakki berserker tribes have arrived and a preliminary assault has started. The gnome is unaware of the fate of his companions at the Skrath Cairn, and takes a look for himself through an officer's spyglass, where he glimpses the newly arrived Low Crows and Saw-Teeth in conference with the other tribes. Grimly, he heads out to find Commander Estelbard, who is near the South gate, making preparations for its potential fall. Surprised that Ginkwrench is still within the city, he honors the gnome's offer for help and asks him to man a wall and turn away anyone attempting to scale it. Ginkwrench complies, and then begins to Tweet his online friends about the REAL inevitable apocalypse...of Vettlar.

Meanwhile, the survivors of the Cairn have teleported into the Armory square in Floivin Keep, where they are surrounded by anguished shouts of Last Eidolorn soldiers shocked at the presence of a bugbear in their midst (understandably so, some would say). By restraining him and Gruulsh himself claiming to be a prisoner, a violent confrontation is avoided, but upon meeting with Captain Lesper, the bugbear is ordered directly to the brig until further notice. A young recruit, Private Jexsin Rumpridge, takes notice of these individuals, and begins to follow them, not trusting their actions. At the prison, there is some confusion by the guards, but Gruulsh is admitted to a cell and fed. Luz leaves to speak with Commander Hoary, Baro's unconscious body slung over his shoulder. Mudgol and Rumpridge remain behind, the former getting into some trouble as he goes down to the kitchen to procure extra food for Gruulsh in his captivity. There he meets with Chef Gusta, the ogress who once worked the hydra hatchery in Tooth Marsh, and has been detained since the War for Floivin Province. Mudgol slips her a dagger and promises her he'll petition for her freedom, and she offers him mashed potatoes for the new inmate. Rumpridge looks on with great disdain...and later sneaks the weapon back from the prisoner. Mudgol is eventually kicked out of the Floivin prison, just like any other place he frequents.


Back on the walls of Vettlar, the attack begins. The Low Crows' pets intensity their 'bombardment', and Devil Paw firepot-hurlers join in the fray, dodging back under cover when the Fifth Eidolorn archers retaliate. Skull-Singer bone abominations and Long Elk mounts begin ramming the South Gate, while a few brave Devil Paws and Saw-Teeth begin to scale the walls elsewhere across the city. Preparing to turn them back, Ginkwrench is interrupted by Teven the Worm, who makes a proposition to get the gnome out of the city if he offers to help carry his valuables. Ginkwrench refuses, but Teven presses the issue, and the barbarian gets rowdy. Unfortunately, he's not quick enough, and Teven casts and alteration which transforms Ginkwrench into a dumb white stoat! Angered, the now incredibly moronic animal begins to trail the cackling magician, hoping to score some bites at this abuser. He follows off quietly in his new form through the snowy city streets, while the cries of the Wintersbreath civilians and soldiers escalate...


In Floivin Keep, Luz meets up with Commander Hoary, who he interrupts shaving and grooming himself. After a few minutes to don his uniform, he calls the half-orc and unconscious Baro into his office. Privates are sent to fetch Conniff, who shows up to heal Baro a bit, and then Hoary takes the initial report, grim at the news of Captain Langston's presumed demise and the looming assault on Vettlar (based on Baro's sighting of the approaching smoke trails that morning. He informs the PCs that he's going to once again alter the chain of command for Lt. Banghorn's former unit, and to fetch Mudgol. Rumpridge decides to tag along and 'listen in' on the ensuing meeting, since he still heavily suspects these heroes of suspicious deeds. While Luz goes to grab his fellow half-orc, Hoary manages to recruit Baro into the Last Eidolorn full-time, awarding him the rank of Sergeant. Much to his dismay, he also bestows this honor upon Mudgol due to the diviner's vast experience in the Floivin events, and decides that the squad will be led on a 2 for 3 vote of the three, instead of elevating one above the rest. Thus, the new hierarchy of command becomes:

Regent Velvedine > Gen. Morrow > Cmd. Hoary > Maj. Grizzlebeard > Sgts. Baro, Luz and Mudgol

Hearing the conversation, Private Rumpridge realizes that these suspicious soldiers actually belong to the unit of his uncle, Lt. Banghorn, who has been missing for some time. In fact, they even mention the poor fellow by name, as Mudgol presents his amputated member (used to scry the soldier) to Hoary, who immediately becomes disgusted and driven to drink, one again regretting the decision. Rumpridge speaks with Hoary after the PCs depart, and requests a transfer into their unit, which Hoary obliges while getting stupid drunk after the promotion of Mudgol. The private then chases the group down, Luz dismissively accepting him into the ranks to work under the diviner. The group then goes with a writ to the prison, to release Gruulsh, who is by this time getting on quite well with the guards, and is even granted audience with Zinsk...fielding his potential romantic interest in the ogress prisoner. Zinsk even assigns a rat to the bugbear.

Up North, furry-Ginkwrench tracks Teven back to his shop of curiosities, which the deformed dwarf has decided to abandon with his valuables. He gives up trying to acquire some muscle, and just finishes packing bags, one of which the stoat sneaks into to possibly get a better bite angle. The magician decides just to teleport all he can (including the hidden stowaway) to a nearby safe zone, and then hire help there to move the stuff to safety. After poofing into existence in this warmer, friendlier clime, the stoat races off to a nearby alley. He smells lots of good, dirty smells in this new, wrecked city, and scares off some rats down an alley, before consuming all the offal and leavings he can find there.


The PCs decide to use Royal Leathers as their official headquarters in Floivin Keep, designated such by Hoary, who will later assign them some staff based on their needs. Before retiring for the evening, Mudgol and Rumpridge go off to 'rent' or 'borrow' an expensive mirror, since the half-orc's is now sitting in the recently acquired home of Gruulsh in besieged Vettlar. They end up outside House Bader, which is still quite intact from the War, and a servant ushers Rumpridge (and not the vile, offensive Mudgol) inside, where Lady Bader flirts with the young man and is all too happy to lend him her most expensive viewing mirror. The two then carry the thing off to Royal Leathers, but not before passing a stoat in the alley. After seeing itself in the shiny surface, the creature becomes entranced, and sneaks off after the duo, even into the back door of their new headquarters. On a whim, Luz dickedly orders Rumpridge to scout out the Gnarlbottom Manor, which the young man does hesitantly. The rest of the PCs retire for the evening, including the stoat in a little niche in the wall. Eventually, the private returns, picks a lock upstairs, and retires in a room by himself.

Essel, Martenin 9th, 838 ID

The party awakens, and much to Mudgol's surprise, Ginkwrench is jumping up and down on Mudgol's sleeping cot, with hideously reeking breath. The half-orc goes to make some coffee for the gnome, hoping to fight this wretched halitosis, and Ginkwrench explains to the PCs that he had a very strange night which somehow led to his return to the Keep. After a quick evaluation of the Royal Leather's building and the lift down into the sewers, they determine their next move. Hoary had asked earlier that they return, since assignments are stacking up and he's not sure how effective the PCs can be right now returning to Vettlar. Mudgol decides to scry the fate of Captain Langston and possibly the archmage Spurr the Meticulous, whose fate is unknown. He discovers that Langston has been slain and devoured...and the party mourns, but there is no response in his attempt to discern the whereabouts of his former headmaster.

And so, the PCs meet up with the Commander for assignments, three of which are to be taken up in two days' time, after a more immediate mission he is preparing with Blake Bauerkroft. Luz is sent off to speak with Commander Vhelok, who is looking for a pair of heroes to accompany himself and Prelate Akstra on a mission to do away with some well-dressed, pistol wielding bandits that have been harrying supply lines between Toul Tabor and Floivin Province. Baro goes to speak with Monch Gnarlbottom, who is finally planning an expedition into the Sunken Forge on Greataxe Isle to hopefully acquire the 'haft' of the legendary relic used to slay the death titan Ulan Vhor in ages past. He is sending his own son, Ymurf, along with a dungeon delving expert and clergyman Conniff, who is quite interested in helping retrieve the weapon in case it's needed to defend the Empire.

Lastly, Mudgol is sent to find Flabbergast Manor and speak with Schnoo the Sorcerous, who has now decided to 'call in the favor' for his help in hooking the PCs up with magic enhancements on short notice. The half-orc fails to find the shifting magic academy of his own accord, but ends up speaking with Zinsk in the prison, who reveals to him its present location on the Eastern banks of the Well. Mudgol and Ginkwrench head out to speak with Schnoo and Mistlethroe, and the usual awkwardness ensues (though the chancellor is happy to meet another of his kind in the barbarian). Mistlethroe and several 'bodyguards' will be attempting to breach the githyanki citadel on the Astral plane where the missing magic tutors are being enslaved, and he needs two to join the stealth mission.

The PCs next meet to decide who will pursue which task (all of which begin two days' hence after some final preparations), and after careful consideration: Luz and Ginkwrench will help Vhelok deal with the flashy gunmen East of Floivin Province; Baro and Gruulsh will join Ymurf Gnarlbottom in cracking the Sunken Forge; and Mudgol and the bewildered Rumpridge will accompany Mistlethroe to the Astral Plane. But first, Hoary reveals a more immediate mission, the final liberation of Tarndim! The group is to join mayor Blake Bauerkroft and Strenne Knelrave (with her remaining Third Eidolorn peasant soldiers) in driving away the Blood Eagles, forever.

PCs: Baro, Ginkwrench, Gruulsh, Jexsin, Luz, Mudgol

Tuesday, December 18, 2012

Online Session 42 (12/18/12)

Here is the link to the transcript of AIM online session 42.

PC: Doorjamb

Tuesday, December 11, 2012

Online Session 41 (12/11/12)

Here is the link to the transcript of AIM online session 41.

PC: Doorjamb

NPCs

Berguk (bugbear male): A bugbear sentry stationed at the southern gatehouse in Hud Horrn. He wields a spiky looking pike, and is potentially an officer under Captain Thaznag. Seems a cautious sort, at least when he meets Doorjamb Grizzlebear in disguise.

Captain Thaznag (bugbear male): One of several high ranking officers in the Blooded Lash, Thaznag delights in branding his underlings with the warband's titular markings, and often struts about unarmored wielding a horrific pair of scourge whips. Encounters Doorjamb while he is disguised as the goblin 'Rood', and even manages to see through the illusion, but decides against messing with him since he knows the Score has several dwarves in its employ and falls for a bluff.

Thursday, November 29, 2012

Session 41 (11/29/12)

Verne, Martenin 8th, 838 ID 

Mudgol ultimately decides that, with more pressing missions, now is not the time to tackle the tracker Luorn Stride, and thus the party begins to equip itself further for the underwater rescue mission at Skrath Cairn. They purchase spears and ensure that they're all equipped to fight in the hostile terrain. Unfortunately, Ginkwrench the gnome takes ill, some sort of venereal pox (quite possibly caused by the local Vettlar nightlife he partakes of), and cannot make the journey. The rest of the group presses on bravely, climbing out of the city by way of the same rope ladder they used before. They briefly visit Phaegr Mult to procure some of his rafts once again, and find that he's sweating, disoriented and covered in red sores, which he claims come from his 'bodylice'. The PCs are not so convinced, and when they depart, several think they hear the sounds of lashing from within the odd fisherman's cottage...

While several of the PCs scour the Furrowers' Guild, producing a chalk map on slate that roughly outlines the caves beneath the Cairn, Baro decides to grab a chunk of quartz from a bin in the Furrowers' staging area, which draws varied responses from his companions. The wizard, unamused, then decides to climb the Cairn and make use of his spyglass once more. This time, it reveals a series of smoke columns somewhere nearby to the north, hidden behind the thin treeline. Baro assumes there are more berserkers marching to join the tribes already stationed outside Vettlar. Major Langston takes a look for himself, and then the PCs proceed back into the Cairn by route of the opening Luz made with magic on the previous visit. With the exception of Baro and Mudgol, who slip on the rope and take some damage, all make it down safely. They note some wet, slushy, muddy tracks that have been left around the central hub chamber since they first came into the place, and then begin to quaff their protection potions while Luz reads the scrolls of endure elements that will shield them from the icy water's damage. Langston plays a trick on Mudgol, first offering him a vial of liquor, which the half-orc drinks gleefully, soon to realize that he cannot breathe underwater...

After straightening that out, the group proceeds into the drowned subterranean mines, where they travel along the drowned shaft into the central area of Coldflood Quarry (marked on their slate map), which is empty save for drowned totes of ore and various implements. They begin to systematically scope out the surrounding tunnels, when they find a murky, submerged cavern opening where a severed dwarven head 'warms up' to Baro beneath the water. Soon they discover what likely produced such a horror, a fat and oily, disgusting amphibious beast who delightfully pursues his next meal at the party's expense! Fortunately, thanks to a key electrical blast and some coordinated melee, they are able to defeat the huge thing before it entirely consumes Luz (who was stuck in its maw). They search the area and find a silver ring on a dwarf miner's corpse, also several scrawny goblin bodies floating about the muck...

Next they find a dry corridor they can walk through, full of rough quartz crystals and titled Quartz Alley on their slate map, before finding a cavernous area that seems to have, at one point, been blocked off by wooden boards. Within they are greeted with sinister, cautionary whispers, and after a few rounds of duly mouthing off to whatever entity lies within, it appears, an incorporeal vision of horror, and begins to drain Baro of his very life! Realizing that the spirit can just disappear into the rock and reappear elsewhere to torment them, the PCs decide that this might not be the best battle for them to fight, so Baro must suck up his loss as they head back through Quartz Alley and continue to explore. They travel down a few 'finger' tunnels and find very little of use, though Hnarsh Hosspotch springs a falling snow trap after a brief altercation with Mudgol. They find a submerged area where the miners must have been building a lift recently to ferry up and down the oar (rather than taking the usual stairs) for increased productivity.


After this, the party at last discovers its elusive quarry, a dozen kuo-toa harpoonists who defend another are of the caverns marked as the Silver Drips on the slate map. The battle is brief but bloody, the expert javelineers fanatically dispatching the wizards with a few painful throws, while the wizards in return lob balls of fire, death and destruction upon them. Sadly, they've depleted much of the PCs' strength and attacks (not to mention Baro had already been hosed by the spectral presence in the haunted mine), and once 'backup' arrives in the form of fanatical kuo-toan aestetics and their sorcerous master, things begin to go south for our heroes. The monks have strange abilities to turn PCs against one another, and prove able hand to hand combatants, several of whom escape the evard's black tentacles. Due to a concentrated lightning strike and the toughness of these amphibious brawlers, Luz, Hnarsh, Baro and again Mudgol are taken out of the fight, and other PCs find themselves constantly having to revive the half-orc diviner. Seeing his followers take the fight hard to the PCs, the leader decides to run off, presumably to bring in the rest of his minions to finish our heroes...instead, Langston decides to sacrifice himself and hold off the remaining monks while Mudgol grabs anyone he can and teleports them to safety.

Sadly, only 4 of the 6 characters can be moved in this manner. After much debate and stubbornness, Mudgol follows his orders and teleports Luz, Gruulsh, Baro and himself to safety...consigning the unconscious halfling Hnarsh, and the brave Major to their fates...swallowed by a tide of amphibious fiends!

Meanwhile, the gnome Ginkwrench awakens in Vettlar to the sounds of war horns and much panic among the city denizens...where the bloody 'ell is everyone?!

PCs: Baro, Gruulsh, Langston, Luz, Mudgol

Tuesday, November 20, 2012

Online Session 40 (11/20/12)

Here is the link to the transcript of AIM online session 40.

PC: Doorjamb

NPCs

Rek'Shon'Shar (human male): A muscular, bare-chested human, age probably late 30s or early 40s, with a bunch of scars on his lips and missing teeth. His hair is dark brown and greasy, like his gaze. He wears a wolfskin cloak, furry loincloth deluxe with a bunch of hidden pockets, and carries a long bone knife and a pair of short spears. Also covered in reddish tattoos that have faded through the years. He's got a pet horned owl, with some red-dyed feathers itself. Rek'Shon'Shar claims to be from some northern territory, and is encountered by Doorjamb in the Skunk Ridge, while he is hunting for information on the movements and status of the Empire's defenses...

Friday, November 9, 2012

Session 40 (11/9/12)

Tault, Martenin 6th, 838 ID  

Mudgol and Langston continue to poke around in Floivin Keep while the remainder of the PCs await their return to Vettlar. Jealous of his mens' sudden interest in property, Captain Langston seeks out a plot right at home in Floivin Keep. Discouraged by the costs of purchasing a floor in the city proper, he acquires a ruined and abandoned two-story building on the Norcourt, outside the East gate of the keep. It will require a few thousand gold to repair once a team can be ready (they're still busy with the city itself). Mudgol hangs out and causes trouble as usual, in particular by shining his scrying mirror unintentionally on a local peasant and his donkey. After a brief confrontation and hints of potential violence, the teamster storms off angrily. Up in Vettlar, Baro keeps himself busy with his spyglass, nervous that further berserker tribes might show up to join the three camped outside the gates. A distance check reveals that the Vandrakki are smart enough not to be within range of most of the city's few anti-siege weapons, or destructive magics. But Baro discovers that the Devil Paws come complete with fist weapons and smilodon pets, and the Long Elks wield strange polearms called sugliin similar to the one the PCs picked up off the snow goblin captain in Tretcher. At night, in Floivin Keep, Langston gets his service quarters upgraded, and now sleeps under the same roof as General Morrow, Commander Hoary, and Captain Lesper.

Varony, Martenin 7th, 838 ID

The PCs are reunited at Vettlar and get to planning their next step. Mudgol gets into yet another altercation, this time with a curious old hag who wants his scrying mirror (which he's brought to Vettlar to place in Gruulsh's new house), but the half-orc is saved by a passing Fifth Eidolorn soldier. The immediate plan of the party is to take the fight to the tribes camped outside the city, but Commander Estelbard reinforces the notion that he simply does not have enough men to spare, and that the party would be on their own, and require a distraction to draw off the other two tribes temporarily. The other option is to attempt to free the miners trapped in Skrath Cairn, and this one wins out, with the group attempting to procure some rafts to take them across the cove to the huge mound of stones hollowed out within. To do this, Luz and Hnarsh risk a jaunt outside the gates, using a rope ladder and then traveling out of sight of the tribes to the cottage of fisherman Phaegr Mult, who is still occupying his Pinewater-side cottage. He's an unusual dwarf, and to convince him to loan them his small, raggedy fleet of water craft, they trade him a few hours at Burdun's Brothel in the city, Luz giving him a heap of coins to spend. The half-orc waits behind in the cottage, while Hnarsh accompanies Mult back up the walls. Luz discovers a strange statuette hidden in Mult's home, an alien sea goddess with human torso, claws and face of a lobster and a spread of foul tentacles below her waist...

Once back together in the city, the PCs launch their plan, to take all Mult's rafts and hopefully use any extra space to transport surviving miners back to the safety of Vettlar. They cross the narrow waterway to the isle where the Cairn resides, and then set out about to search the Furrower's guild quarters, all of which are empty. The avalanche that the berserkers used to seal off the Cairn mine is too thick to penetrate even with the magic available, so Luz decides to use stone shape further up the mound and lower the party inside. Hnarsh is sent off to search the perimeter of the cavern complex for other entrances, while Baro remains watch outside. The berserkers don't appear to stir, or care, even though they can clearly spy the party on top of the Cairn. Once the party is inside, they discover that one cavern (leading to the mines proper below the river) is flooded with cold water, while the other chambers, including the central hub, are void of life. A dozen human and dwarven corpses are strewn neatly around the central area, impaled with ornate tridents and appear to have the look of surprise on their faces...Ginkwrench volunteers to dive into the cold water and feel his way along to see if there's another airy chamber in the mine with survivors, but he can only go so far into the mine shaft before his limited vision foils him. The PCs, unnerved, decide to turn back empty handed (though they found a copper spoon and a few coins).

They return the rafts to a very (sexually) satisfied Phaegr Mult, and then inquire about the situation at the Cairn. Mult seems nervous and deceptive with his answers, but eventually reveals that when he was plying the sea with the Roys on the West Coast, he encountered a strange serpent-like buccaneer who told he and the other dwarves many strange tales, one of which involved an evil, aquatic race called the kuo-toa who maintain a presence in the vast Underdark below the continent of Thault. They worship a goddess much like the one of the statue he procured from a human miner friend. Mult later shares his fears that the kuo-toa must have a network of lairs somewhere beneath Vettlar, and that the miners of Skrath Cairn might have dug a little too deep. That the Cairn itself might have originally been placed where it was by frost giants to keep out this potential threat, and that the berserkers might have unwittingly done the city a service by trapping the miners inside (though Mult has stayed outside the gates to watch for survivors). After this reveal, the PCs go back to Vettlar to plan, while Mult stays behind and says he'll join them there later.

Langston decides it might be worth it to find magical assistance which the party can use for a better rescue attempt, but then gets some dissent from Gruulsh, who thinks its a useless endeavor and that the party should press on to either fight the berserkers or travel to find the generals. Langston remains firm, and the group concedes to acquire some supplies for the effort. Mudgol manages to offend the rather racist 'sage' Teven the Worm within short order, but Langston convinces the ugly dwarf to provide water breathing potions. In addition, loot is exchanged for cash and distribute to the PCs. Thanks to Teven and Brother Baylor (of the Twin Tabernacles), the party has enough protection to attempt the dive through the mine. They hit the hay and plan to depart the following day.

Verne, Martenin 8th, 838 ID

While preparing to depart, the PCs decide to make use of Mudgol's scrying spell. The previous day's use had revealed that 'Polk' was a pile of ashes inhabiting the corner of a burnt out structure in Floivin Keep, but today they decide to track down the man 'hunting' the half-orc, Luorn Stride. Despite only having second hand information, Mudgol finds the dangerous tracker out in the Frogmarch somewhere near the old ruins they had recently visited...and the party concocts a plan to teleport to the man, surprise him and hopefully end his particular threat, though the diviner is not convinced he should use the spell up for the day when there are other pressing matters.

PCs: Baro, Ginkwrench, Gruulsh, Langston, Luz, Mudgol 

NPCs 

Phaegr Mult (dwarf male): A fishy scent seems to surround this gruff, square-jawed dwarf, swathed in thick furs and a leather vest. His brown-gray hair is tied back in a top-knot, and he’s got at least three wicked looking knives in scabbards on his belt. Most notable though, is the ‘mock beard’ he has made for himself out of fishing hooks, each piecing the skin of his jaw and jiggling when he speaks in a hoarse growl. Mult's a skilled local fisherman who claims to have had a past sailing out of Castle Roy as a merchant and adventurer.

Thursday, November 8, 2012

Player Housing

Wintersbreath

The following is a sample of a PC-purchased bungelow in Vettlar, capital of Wintersbreath.

Addresses of PC-purchased bungelows:

Ginkwrench: 12 Seal Street
Gruulsh: 18 Rafflek's Row
Luz: 2 Cutter's Row (SE corner lot)

Note that each bungelow comes equipped with a pair of cots, copper-sided washbasin, central hearth, additional cooking fireplace, and a pair of complementary chamberpots for new residents. The remainder of the furnishings (including those pictured on the sample) must be purchased by the PCs. There's also an annual provincial tax of 15gp for owning property within the city walls, and voluntary contributions to the city guard are welcome.