Session 4 Recap & Experience Points Awards
Their path momentarily clear, the company dashed clear of
the zombies. Yet they would find no
relief in the way they chose: a dead-end cave, with only a few modest calcite
crystals for their trouble. And even
these crystals would yet exact a stiff toll—for in drawing near to remove them,
the dwarven warrior Jowdain was suddenly attacked by a quad-beaked cave worm.
This was a “grick,” according to the ranger Tay-Wen, a subterranean rock beast
known for surprising its victims and snapping its enameled jaws with alarming
power.
The grick itself proved but a minor nuisance, and was
swiftly dispatched by the company’s blades.
Yet this left the party with no way forward other than through the zombie
horde. To this end the mage Greyndalf
charged ahead, blasting the undead minions with spells of fire and
thunder.
With the zombies soon defeated, the company bounded down a
lengthy, winding staircase to an odd-shaped hall, where suddenly the cavern floor
gave way and rocks and gravel –but fortunately none of the party
members—plummeted to a hard floor some 50 feet below. Curious what else might have fallen into the
same pit previously, Gambol enchanted a skull he’d retrieved from one of the
fallen skeletons with a light spell
and tossed it to the bottom, the makeshift macabre lantern revealing the bones
of a small man or dwarf encased in chain mail.
Metal battle armor being difficult to come by in the Central Range, the
gnome Ossik deftly clambered down to retrieve it. After safely pulling Ossik back to the
surface, the group decided the dwarf Jowdain to be the most logical recipient
of the armor, which he promptly equipped.
Not far past this pit, the company came upon a second hidden
pit—this one much deeper, and better concealed.
Jowdain, walking point for his comrades, did not see it in time. Luckily, he fell only ten feet, landing on a
ledge before the full drop into the abyss.
Yet in the fall Jowdain’s trusty battle axe came free, and plunged the
distance into shadow. He would carry on
without it, the heavy martial weapon replaced unsatisfyingly with a woodsman’s
hatchet, borrowed from the wizard Greyndalf.
Having negotiated the pit traps with minimal casualties, the
group at last came upon a massive, water-carved vault at the base of the Mud
Cave. Dim light filtered down through
the cavern here, water trickled down the brown-black walls, and vegetation
sprung from pools and puddles all across the chamber: nightweed, and plenty of
it.
But that wasn’t all.
Also making their homes in the nightweed chamber were four massive,
fanged lizards and a fifth beast: a winged lizard bearing a triangular,
snake-like head. This was the stone
monster—undoubtedly the same as the courageous heroine Kerlinala had set out to
destroy so many years before. As the
creatures moved aggressively forward, the bard Sylvan Rao declared there could
be no escape. The beasts were too quick
and the distances too long to retreat: the party would succeed where
Kerlinala’s band had failed, or they too would perish in the dark depths of the
Mud Cave.
Even a giant lizard yet remains a lizard in mind, however,
and the fearsome enemies were soon divided.
Greyndalf’s illusion of scurrying rats drew two of the reptiles to a far
corner, before his sleep spell
rendered half unconscious. The remaining
foes snapped and chawed at the adventuring troupe, but the lizards managed to
inflict only minimal damage while the perilous stone monster proved ceaselessly
errant in its strikes. The beasts were
soon defeated in a quick and somewhat anti-climactic battle, leaving the
nightweed cone free for the taking.
Adventure Notes:
·
Zombie. After standing toe-to-toe with the several of
the shambling corpse monsters, the zombie is now a known foe. Slow and mindless, zombies are not
challenging targets (armor class 8). But
their sturdy build (about 20-25 hit points), relentlessness, and tendency to
travel in packs make zombies formidable enemies.
·
Lesser Grick. The adventuring company learned of the
fearsome beaked rock worm, the grick, in the worst possible way—targets of its
surprise attack in a dead-end underground passage—but fortunately lived to tell
about it. This was but a minor version
of the species, the ranger Tay-Wen Kiru informed you, vulnerable to your
unenchanted blades and featuring only vestigial tentacles—not the terrible
barbed appendages of its greater cousins.
As for the lesser grick, you estimate its armor class around 14 and its
hit point maximum near 30.
·
Giant Lizard. Weighing several hundred pounds and stretching
a good three meters in length, these subterranean limbed reptiles are a
terrifying sight, what with their scales and razor-sharp teeth. But now having fought several of these beasts
in close combat, the company knows the giant lizard is not so fearsome—unintelligent,
with soft defenses (armor class 12), modest constitution (about 18-22 hit
points), and minimal offensive potency (a single bite attack for d8+2
damage). Yet perhaps there are more
dangerous versions to be found?
·
Winged Stone Lizard. Fables of the old Zind Desolation
tell of terrible winged lizards with a bite that freezes its prey in
stone. Sometimes mistaken for small
dragons—and perhaps they are related to dragons after all—these beasts are
seldom seen near civilized lands, driven to (or perhaps simply preferring)
dark, remote locations. In scarcity
their legend has metastasized—their size greatly magnified and their powers
unmatched. But you have no need of such
legends or tall tales; the winged stone lizard you faced was a wiry creature of
some fortitude (~ 32 hit points), no greater than four meters in length, and
with scales that gave no great protection (armor class 11). The creature being remarkably imprecise with
its strikes, you never did fully witness the monster’s petrification abilities—and
this, as you’d say, is certainly no complaint.
·
Nightweed.
Nightweed is s a rare plant that grows in caves, dungeons, and
other dim, subterranean locations. Its
distinctive red cone is thought to have considerable healing properties. As suggested by the Q’in priest Mata Vuvu,
you found a cluster of nightweed plants at the base of the Horl Mud Cave.
Experience Points
& Inspiration
DM’s experience award moderation note: In this campaign, experience
points are awarded for overcoming obstacles, solving problems, and achieving
goals. Although experience points are
typically awarded for defeating adversaries, note that (in this campaign) it is
not necessary to actually kill an adversary to earn those experience points if
the adversary can be defeated in another way.
Experience points are earned collectively and then divided among the
player-characters. In addition to
experience points, individual players can earn inspiration for creativity,
superior tactics, and especially strong role-playing.
This leg of the adventure being a protracted combat slog,
the party earned 825 experience points for defeating six zombies, one lesser
grick, four giant lizards, and one winged stone lizard in battle. This award is divided evenly among Greyndalf,
Gambol, Jowdain, and Ossik, with a fifth share divided between the non-player
characters along on the adventure (Tay-Wen and Sylvan). This amounts to 165 XP per character.
In addition, the party also earned experience for the
following accomplishments:
·
Finding a hidden gem in the wall across the stairs
out of the spider room (15 XP);
·
Recovering the calcite crystals from the grick’s
ambush (25 XP);
·
Retrieving the chain mail from the bottom of the
first pit trap (65 XP);
·
Successfully obtaining intelligence from a giant
lizard (30 XP);
·
Defeating the stone monster without a party
member being petrified (50 XP);
·
Recovering nightweed cone (125 XP)
These experience points (total of 310 XP) are divided among
the player-characters only, for a total of 77.5 XP apiece. Let’s go ahead and round that up to 78 XP
each.
As for inspiration, the adventure gods found the highlight
of Session 4 to have been the moment the cleric Gambol lifted the mage
Greyndalf onto his shoulders, enabling the elf’s mage hand spell to barely scrape the porous ceiling of a vaulted chamber
deep within the Mud Cave. Both
characters will receive inspiration awards for this impressive feat—but the
high oracle also warns that the gods frown upon those who hoard their
favors. (Inspiration awards may become
more scarce until some of the points already distributed have been exhausted.)
Final Session 4 totals:
·
Jowdain
acquitted himself well in battle and earned 243 experience points.
·
Gambol
pleased his deity and gained 243 experience points, along with a point of
inspiration.
·
Greyndalf
remained a cunning and resourceful adversary; he acquired 243 experience points
and one point of inspiration.
·
Ossik never
saw a risk he didn’t want to take. But
his luck held true, and he gained 243 XP.
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