Showing posts with label henchmen and hirelings. Show all posts
Showing posts with label henchmen and hirelings. Show all posts

Friday, March 4, 2011

Cleopos the Porter

Zero Level Human

STR: 13 (+1 to attack, damage, and open doors)
DEX: 13 (-1 AC, +1 missile, +1 initiative)
CON: 13 (+1 hp)
INT: 10 (literate)
WIS: 8 (-1 save vs. spells)
CHA: 9

Hit Points: 6
Armor Class: 8
Loyalty (estimated): 9

Employer: Grumble Brokenaxe (+1 Inspire Loyalty bonus)
Terms of Employment: 2 gold marks per week plus an additional +1 gold piece per day in hazardous conditions (as determined by employer)

Languages: Common

Carries: Backpack, 2 waterskin, 1 wineskin, 10 days trail rations, hand axe, bedroll, old non-magic shield, silver candelabra, 2 crystal decanters, 4 crystal glasses.
Encumbrance: @42 lbs.

Objects of questionable value: None

Fisk Laughingfool

Level 2 Human Fighter

STR: 14 (+1 to attack, damage, and open doors)
DEX: 16 (-2 AC, +2 missile, +1 initiative)
CON: 14 (+1 hp)
INT: 12 (literate)
WIS: 14 (+1 save vs. spells)
CHA: 13 (-1 reaction)

Hit Points: 12
Armor Class: 2 (4 surprised)

Special Traits/Abilities: Carpenter

Languages: Common

Weapons: Longsword, dagger, longbow
Armor: Chainmail & shield
Magic Items: None

Objects of questionable value: None

Experience: 5,176 (+5%)
Last Update: 04/09/11

Tuesday, February 8, 2011

Watchfires & Thrones Session #35

The hobgoblins have an agenda and the events on their itinerary occur depending on certain criteria. Unfortunately, the party doesn’t know what this agenda is or what criteria drive it. For example: if the hobgoblins in Stonehell had been eradicated before a certain date, the party would have arrived upriver and found things to be quiet, the hobgoblins still in the midst of preparing their assault on the Kinan-M’Nath. But the party took too long looking for the Redoubt’s backdoor and events moved ahead without their knowledge. So instead of a peaceful frontier fort and a bevy of unsuspecting hobgoblins, the party discovered that war has come to the frontier—and they’re smack dab in the middle of it.

When it comes to having different possibilities available, I’m not ashamed to borrow from published source material. The session’s adventure was just such a case. Perhaps tellingly, the players noted that this game felt different from the rest, largely because part of it was lifted wholesale from a module. Those of you familiar with Night’s Dark Terror will undoubtedly recognize certain events in both this session and the next.

The Society returned to town and began preparations for the next day’s trip upriver. Supplies were purchased, a porter was hired, and an extra fighting man brought into their ranks to help in the upcoming raid. Cleopos the Porter learned that his employer, Grumble, assumed that he possessed some form of superhuman strength as he was gradually laden with more and more supplies until it became nearly impossible for him to move, thus providing a valuable lesson about encumbrance. Luckily, the dwarf took pity on his two-legged pony and redistributed the burden.

In regards to party composition, it was deemed more cost-effective to hire another fighter, a young swordsman named Fisk, than to pay for either the raising of Rondo Fleagle or to use the bloodgem to resurrect him from the grave. Due to certain time limits, this was likely to be the party’s last chance to rescue the slain dwarf’s shade from the grim lands—unless they reconsider using the gem to return him to life. It looks like a trip to the dwarven capitol to return Rondo’s corpse to his familial crypt will indeed be in order.

On the following morning, the party assembled at the river dock to meet Ayvok Sulg, owner and captain of the Otter, a merchant riverboat. Sulg and his crew were hired to take the party upriver to Fort Wolf’s Head, from which they would foray onto Hob’s Hill in search of the Citadel of Iron Might and Furious Devotion. The party was somewhat taken aback by Sulg’s first mate, a towering lizardfolk named Kryhiss, but nevertheless got settled aboard the cramped riverboat. As the last of the provisions were loaded, the Otter cast off and the crew went to work rowing the loaded vessel upriver.

The trip was quiet and pleasant despite the cramped conditions. As the party watched Blackpool fade in the distance, the land became wetter and stands of reeds and bulrushes began to appear. The water took a darker hue, becoming nearly ebony as the wetlands grew around them. Flocks of ducks soared overhead and the occasional twisted and stunted tree could be seen atop a hummock of dry land. The party began to nervously recall the tales of a giant turtle that was preying on boats and Kaldar took the opportunity to acquaint himself with the lizardfolk sailor to see what he could learn. He did gain some knowledge of Kryhiss’ homeland (“Murkmire,” the grey-green first mate said, sweeping a clawed finger across the rush-filled marsh around them) and that there was a turtle of enormous size attacking ships. But the scaly humanoid had a crew to direct and Kaldar wisely left him to his chores.

As night approached, Captain Sulg informed the party that they would be mooring for the night in a small swamp village with the unpleasant-sounding name of Scuttlehole. It was a necessary precaution since most sensible captains avoided traveling on the river after dark. The party had already observed one lumber drive passing them on the River Phol. These massive collections of stripped timber were poled downriver by the woodsmen of the Howling Wilderness, and Sulg had no desire to run into one of these drifting hazards in the dark of night.

Sulg suggested with much emphasis that the party remain onboard when the moored for the night. Scuttlehole was an unpleasant place, a rough swamp town which didn’t welcome unknown faces. In fact, Sulg explained, the local form of justice entailed the magistrate asking who was responsible for any crimes or disturbance. Whoever was implicated by the majority was summarily dragged to the woolly gator pit and tossed in with no trial or appeal.

As the Otter pulled into Scuttlehole’s “harbor” (nothing more than a collection of pilings driven into the riverbed), the adventurers got their first look at the place. Half the community was constructed on raised walkways that rose above both water and swamp. The buildings were green with mildew and moss, and the few trees along the bank were draped with hangman’s moss. A butcher was lethargically chopping the heads off of fish and casting the bodies into the river below, where the water frothed and roiled with blood. A pair of red lanterns dangled from a large two-story structure built over the river, and the laughter and commotion from within left little mystery as to what purpose it served. A few sputtering braziers produced a pungent smoke, keeping the worst of the mosquitoes and biting flies away. The party decided to give the settlement’s dubious accommodations a pass. Kryhiss and two other crewmen did depart on the Otter’s single skiff to visit town, however. The party posted a watch but other than the crewmembers returning around midnight, the evening passed without incident.

The next morning saw the Otter hoisting anchor and heading back upriver. Soon after the boat sailed out of sight of the swamp village, the Murkmire began to dry up and rolling hills and forest became visible along the banks of the river. The boat passed a ford in the river, easily crossing it with its 2’ draft. A walled town with the unsurprising name of Oldford stood on the eastern banks of the river near the crossing. Small children waved at the vessel as she passed while wagons, cattle and drovers paused partially submerged in the river at the ford to allow the boat right of way.

It was late afternoon when the River Phol widened and another lumber drive with its pole-men passed the Otter. Ahead was Snake Island, a long, narrow isle that sat almost 200’ from the eastern bank of the river. As was custom, Sulg turned the craft to pass through the channel that separated the island from shore in order best avoid any more lumber drives headed downriver. As they reached the midpoint of their trip through the channel, the Otter lurched suddenly and stopped, throwing its passengers and crew off-balance as it unexpectedly hit a submerged snag in the river. That obstacle was the least of their worries because a volley of arrows suddenly rained down on the boat from the eastern shore!

Emerging from the woods was a score of raiders. Some were stripped down to loincloths and bore wicked-looking knives in their teeth. Frothing at the mouth and with wild gleams in their eyes, these twelve dove into the river and began swimming towards the motionless boat. Eight more archers continued to rain arrows down on the ship, killing two crew members before the rest took cover amongst the crates and sacks strapped to the deck. The party bravely rose to their feet and began returning fire or to prepare to meet the boarders.

The party’s arrows were concentrated on a chainmail-clad figure who strode amongst the archers, encouraging them and ordering their fire. After thirty seconds of concentrated fire, this figure lay dead on the ground with six arrows piercing his body. The remaining archers looked uncertain for a moment, but continued their attack.

With most of the party’s attention on the archers and closing swimmers, one crewman almost went unnoticed as he rose to his feet and drew a curved dagger from his belt sash. Creeping towards where Baragkus and Kryhiss stood, he prepared to plunge the knife into the lizardman’s scaly back. Only the cry of a comrade alerted the first mate and the fighter to this treachery, allowing Kryhiss to escape the backstab with a mere grazing of the blade. Facing the angry Lizardman and the brawny Baragkus, the sinister sailor decided to throw himself overboard rather than risk their blades. Alas, he was prevented from fleeing by Baragkus and instead turned and ran towards the port side of the boat. As he prepared to dive over the side, Captain Sulg drew his own blade and killed the traitorous dog.

The last of the shoreline archers were laid low by the party, but not before Korlack suffered a grievous wound from one of their yard-long shafts. The magic-user fell into unconsciousness, leaving him defenseless as the mad-eyed swimmers reached the boat’s starboard side and began boarding. Lyrax ran forward to pour a healing elixir down his throat while Kaldar and the recently-hired Fisk stood on the gunwales and started beating back the borders. Closer to the stern, Baragkus, Kryhiss, Raijek, and Mars Markus held started cutting down boarders as the climbed from the water.
Raijek and BaragkusThe boarders, even in their mad rage, had no hope of winning the day and it wasn’t long before the last of their bloodied bodies splashed over the side of the boat to vanish beneath the river’s surface. The party stood victorious once again.

With the threat gone, the party took to examining the few corpses that remained aboard the Otter. The swimming mad men had nothing but knives and loincloths, but the traitorous sailor was another story. In addition to his well-made blade, a tattoo was discovered on his left forearm. Depicting either a crow or a raven, this piece of body art gave the Society the idea that what they had just battled was a Storm Crow ambush. Knowing that clandestine organization’s alliance with the hobgoblins, if the Crows were behind the attack, it could only be assumed that the hobgoblins knew they were coming. What this might mean to their planned assault remains to be seen.

Captain Sulg and his crew determined that the Otter had struck a series of strategically-placed logs hidden under the river’s surface. With night falling fast, the boat would be forced to wait until daylight to free itself and continue the trip upriver. The party took the opportunity to explore the riverbank and loot the slain ambushers. The chainmail-wearing leader was also found to have a bird tattoo, lending more evidence to their suspicions. In addition to the bodies, a trail was found that led to a small clearing that bore the signs of a recent campfire. Another trail led further north along the river, terminating at the water’s edge where three large canoes were concealed amongst the underbrush. This was obviously the way their attackers had arrived on the scene. And since the Otter move twice as fast as any canoe, their assailants must have been in place before they arrived. This led to some speculation as to what the crewmen who went ashore at Scuttlehole were doing…

The party returned with the canoes to find that Captain Sulg had established a camp on the shore of Snake Island, unloading some of the boat’s cargo to reduce its weight and lessen its draft. The party took the opportunity to explore part of Snake Island, a heavily overgrown and forested isle, but night came before they could venture too far from camp. They returned and spent a pensive but uneventful night on dry land.

The following morning saw the Otter freed and the trip continued upriver after the party stashed one of their newly-discovered canoes on Snake Island “just in case.” After another half day on the river, the Otter finally rounded a bend and the party caught their first glimpse of Hob’s Hill. This forested prominence rose above the western bank of the river, a good mile away from the other shore. The Otter pulled along the eastern bank to tie up to a piling near the shore and allow the Society to debark. Captain Sulg informed them that he’d likely be back this way in three or four days after he had concluded his business at one of the northern lumber camps. Giving the party instructions to follow a trail through the forest beyond the riverbank, he told them they’d reach Fort Wolf’s Head by sundown…if they hurried. With that, the Otter and her crew began to pull away and start upriver again.

The party paused to hide their two remaining canoes at the forest’s edge before heading down the trail. The forest was still, shadowy, and peaceful, and the party made good time along what was obviously a regularly traveled path. As night fell, the party heard the sound of a burbling stream ahead…and something less placid. Faintly, the sound of screams and clashing steel drifted through the still air and the woods to the east suddenly began to glow orange and red. Rushing down the path, the party broke through the trees to emerge in the midst of battle.
Goblin ambush prior to Sleep spell. The Otter deckplan is in foregroundOn the far side of a narrow river stood a frontier settlement ringed by a palisade of hewn trees and under attack by scores of orange- and green-skinned goblins. The settlement’s northern wall and barn were in flames and desperate defenders fired arrows down at their chanting attackers. From the underbrush around the party, ten goblins dressed in wolf pelts leaped to their feet and hurled spears at the new arrivals. Minor wounds were taken, but Korlack’s sleep spell quickly rendered the goblin attackers inert.Goblin ambush after sleep spellThe party pushed toward the wooden bridge that crossed the small river and terminated at a gatehouse. From atop the parapet of the wooden barbican came a warning cry. A man dressed in leathers pointed to the south and screamed for the party to get inside the wall. Looking down the riverbank, the party saw a dozen goblins riding the largest wolves they had ever seen. The goblin cavalry was headed their way with murder in their eyes.

The party dashed across the bridge and through the gate that opened to meet them. As a barrage of goblin spears slammed into the wooden walls of the gatehouse, the portal shut behind them, granting the weary travelers a moment of respite.

But it would soon become clear that they faced a long and dangerous night ahead…

Thursday, December 9, 2010

Watchfires & Thrones Session #30

I’ll be honest: I hit the wall about an hour before Sunday’s session wrapped-up and I’m still feeling a little crapped out when it comes to the creative fantasy bit. Let’s get this done, then.

Play resumed with the party standing at the T-intersection and Grumble investigating the sounds of SOMETHING coming down his branch of hallway. His infravision detected nothing; his ears barely heard the sound of trickling liquid coming from the gloom. He wisely rejoined the party and formed ranks just as three ghouls came clamoring into the light of the party’s torches.

Aieglos and Waren both called upon the power of their deities to repulse the unclean things, but failed to turn them away. This left them in the position to take the first of the ghouls’ blows and Waren fell to their paralytic claws. Aieglos suffered minor damage, but his elven blood was immune to the ghoulish pathogen. Despite these early injuries, my ghouls continue to fail miserably as threats and the party’s fighting men quickly dispatched the trio of hungry dead. Grumble threw Waren’s body into a mercenary’s carry and the band headed towards the surface to heal and strategize.

After they crossed the Pit of Inconvenience and before they reached the H Room, Anwar pleaded for the party to examine a closed door that they have passed several times. The desire to find a route that leads deeper into the dungeon and avoids the 10’ deep pit the party always needs to negotiate has been an ongoing concern for the sorcerer—he’s even made inquiries as to how much time and man-power would be required to excavate a passage around the pit.

Opening the door revealed an ancient living quarters. The decrepit bunks were caked with dust and the few footlockers that lay strewn around the floor showed signs of being looted in the dim past—except for one, that is. This suspiciously unopened container drew the party’s interest and Kubik the Thief was shuffled to the party’s front ranks to deal with the situation. A nearly half-hour process then began as the two hit point thief carefully made sure that the route to the box and the chest itself were trap-free. Only after he was sure no mantraps awaited the greedy did he pry open the rotted box. Inside were twenty chapbooks and a vial of dried ink. Although worth some gold to booksellers, one could only be disappointed after all the preliminary antics that led to the books’ discovery. About this time, Waren began to stir. The ghoul tetanus had worn off.

The party left the dungeon and return to Blackpool to find a small celebration was underway in the town square. Tuns of ale had been broached , a boar was turning on a spit, and a small group of minstrels played on a simple platform. The townsfolk were imbibing with relish—a much different atmosphere than had been hanging over the town since the rumors of a Storm Crow agent being discovered. When inquiries were made as to why the town was celebrating, the answer came that Azix Tsam, the local gray-man merchant and one-time patron of the party, had recently fallen into some unexpected money and was spending a portion of his windfall to revive the Blackpoolians’ falling morale. Groans erupted around the table as the players realized that Tsam’s windfall was from the Ghost Beggars’ treasury , the one which they never discovered during their exploration of the bandit lair. Despite this ill-met news, the fighting men of the party availed themselves to the free viands and even heard a drunken tale of a giant turtle devouring boats in the Murkmire Marsh north of town. Super Mario jokes were made and you can bet that this will be the last time I try and slip an adventure seed to you bastards! You’re on your own from here on out…I hope you like Stonehell.

After a round of healing and rest at the Mad Manor, the party reorganized and headed back to the dungeon minus Waren. Aside from a brief, uneventful run-in with a mountain lion watching them from the gate house’s battlements, the party returned to the second level of the dungeon without incident and began their plan to investigate the locked door they encountered and to continue to search for a back entrance to the hobgoblin lair. Tick, tock. Tick, tock…

Finding the entrance chamber to the second level empty of hobgoblin sentries, the party retraced their footsteps only to run into six of the creatures lying in ambush in the south corridor. Armed with spears, swords, and arrows, the hobgoblins were arrayed in such a way as to allow all of them to attack the party. These were no stupid, blood-thirsty orcs. The hobgoblins displayed keen military minds, and had it not been for a well-timed sleep spell, the encounter might have turned bad for the party quickly. The party collected some loot and departed the area with alacrity. The mysterious locked door awaited them nearby.

The locked door proved to be a mixed bag. They knocked the door open, but only to discover the room was a dusty and deserted storeroom. A strangely pink salt lick coated one wall and when Anwar tasted the salt, a horrible sensation wracked his body, leaving him feeling as if something grabbed his soul and twisted. He came out of incident unharmed, but perplexed. Two bags were then filled with the substance, totaling nearly 40 lbs. of the pink crystals. Poisoning a water supply was mentioned as a possible strategy, but let’s leave that aside for now.

The party encountered a quartet of giant toads as they departed the salty storeroom and Rondo was nearly devoured by one of the beasts. If they believed in omens, the party might have turned back then…

After dispatching the toads, the party soon found themselves back at the T-intersection they had started the session at and we called it a day. I kid, but it won’t be the first time I’ve had a group of players start and end a session in the exact same place.

The party pressed on north from there and, after a turn in the corridor, came into a large angled room. A herringbone pattern decorated the floor and the vaulted ceiling rose above them to end in pointed arches. From the darkness ahead, arrows began to rain down upon them. Charging into the gloom, they found another half-dozen hobgoblins waiting for them. Once again they faced an organized group and several wounds were received just getting into position where they could fight their orange-skinned opponents. Anwar’s sleep spell was negated by a hobgoblin arrow and the melee broke out in full. The party won the day and began to pick up on some of their opponents’ tactics. Ranks were rearranged and both arrows and spears were added to the party’s armory.

Past the angled room, the party found a strangely balanced pair of rooms at a crossroads. To the east lay a octagonal room whose sole decoration was a 12’ tall obelisk covered in occult sigils. The air in the room was surprisingly fresh and the floor remarkably clean. Speculation was made that this might form part of the dungeon’s ventilation system.

To the west was another octagonal room, but rather than an obelisk, this room held a 6’ tall metal pole tipped with an flag-like iron arrow. Another passage exited the room to the north. As the room seemed to lead away from where the party expected to find the hobgoblin lair’s back door, the room was left alone for the time being, but further exploration of its mysteries is intended.

A bit further down the corridor, a small, somewhat triangular room was discovered. A carving of a three-lobed eye looked down upon a dusty altar that bore a trio of brass scrolls. Malcolm Reynolds leaned into the corridor to shout, “Trap!”, and the party bypassed the shrine.

Just down the hall, the band caught sight of a low fire burning beyond a large archway in the corridor’s eastern wall. Surrounding the fire were a handful of the crazed human descendants of Stonehell’s original prison population. Knowing these base men to be cannibals, the party charged into action…and found three more of the evil men positioned in places they couldn’t see. Battle began to rage.

From the onset it was clear that Rondo and Baragkus, now at the front of the party, were in for the worst of it. Quickly surrounded, Rondo was being assailed on all sides and his blood rained onto floor in rivulets. With Aieglos’ prayers gone for the day, only scrolls remained to heal the wounded dwarf and the tide of battle was not allowing the elf time to move into position and ready the holy writs. Somewhere, perhaps in the Scrolls of Skelos, it is written that “when the magic-user has to draw a weapon and join in the battle and enemies are fought with a hand-held arrow, things have gone bad.”

The melee continued and the initiative dice continued to thwart the party. In fact, I don’t think they won initiative once during the entire session. Although superior to their enemies, the party had to endure a round of berserker attacks before they could return the favor and Rondo was suffering from this. Just before the last of Stonehell’s grim men fell under the party’s weapons, Rondo was slain and slumped to the cold flagstone floor. Silence fell over the party as they looked down on the body of their longtime comrade-in -arms.

We ended the session there.

Monday, November 8, 2010

Dirk Sodbuster, Hireling

Dirk spent his whole life as a simple farmer. Now, wracked by disease and sensing his end approaches, Dirk seeks to have one glorious adventure after seventy-seven years of tilling the soil. Even in his fading years, Dirk remains perceptive of falsehoods, white lies, and has a knack for spotting overlooked details.

Rolf Sheepminder, Hireling

This laconic shepherd lost his flock to wolves. With no money to replace them and limited options, he's taken to hiring himself out as a torch-bearer and pack mule to adventurers. Rolf saves his wages and avoids strong drink.

Sunday, July 4, 2010

The Muleskinners: Ahm and Yazil


Ahm (on the left)
0 level human
Alignment: ?

STR: 11
DEX: 12
CON: 4
INT: 12
WIS: 13
CHA: 12

Hit points: 2
THACO: 20
Save: NM
Attacks: 1 (camel whip or rock)
Dam: 1d2 or 1d3

Ahm has worked the caravan trail for more that fifty summers and knows the trade route called "The Lizard's Tongue" like the backs of his wrinkled, leather-tough hands. From Qatrata to Dhaah Qal'at to Tarkah to the great city of Alrah, Ahm has traveled the roads many times. He has even been to Saltpool and, on one memorable occasion, Ilkmaar. He's survived sandstorms, desert bandits, and thirst in his travels, and had hoped to retire to a quiet life in a comfortable home, surrounded by many grandchildren. Unfortunately, the one casualty of his many miles on the road was his marriage. He now lives amongst the tents of Rhuun and continues to hire out his services at an age when many of his fellow pack handlers have long since retired.

Fast approaching his seventieth summer, it is unlikely that Ahm has much time left in this world. His body constantly aches and, in the mornings, he regularly coughs up bloody phlegm, leading him to suspect that he has the Wasting Sickness. With his end looming, Ahm seeks to earn the money to buy himself a quality tomb in the Valley of Ghi, the burial grounds of the rich located just outside of Rhuun.

Yazil (on the right)
0 level human
Alignment: ?

STR: 12
DEX: 11
CON: 10
INT: 6
WIS: 13
CHA: 8

Hit points: 4
THACO: 20
Save: NM
Attacks: 1 (camel whip or knife)
Dam: 1d2 or 1d3

Yazil learned the caravan trade from Ahm and he couldn't have hoped for a better mentor. In better days, Ahm promised to leave his business to the young man, but after his marriage failed, what regular clients the old man had began to hire less bitter, more agreeable muleskinners. Ahm was forced to start over and, despite Wazil's help, never rebuilt a successful business. Nevertheless, Yazil has remained loyal to his friend and mentor and continues to work for him when the rare business opportunity presents itself.

Yazil is concerned for Ahm's health and has resigned himself that there is nothing to be done for the old man except help him realize his final wish. To this end, Yazil has been squirreling away what coin he can to contribute the old muleskinner's final resting place.

Monday, April 26, 2010

Rynn (Malbane's Dog)

Guard Dog

Hit Dice: 2
Armor Class: 6
Hit Points: 7
THACO 18

#AT: 1
Dam: 2d4
Loyalty: 7
Morale: 11