Session 5 Recap & Experience Points Awards
Resting in the heart of the Mud Cave after defeating the
stone monster and recovering the prized nightweed cones, the adventuring
company took stock of their surroundings.
Amid the vines and dark slicks of water trickling down the walls,
several members quickly spotted a gleaming elven blade at the edge of a small
puddle. Remarkably undamaged despite
untold years in this dank cavern, Greyndalf carefully retrieved the dagger and
translated the elven runes etched into the steel. “Kerlinala of the Quilderran,” the imprint
read, no doubt identifying its previous owner.
How the weapon had fallen here was a mystery lost to the ages—but,
Greyndalf declared, the group would do well to see the dagger returned to the hands
of Kerlinala’s people.
On securing their
find, the group huddled to plot its egress from the Mud Cave when suddenly a
crack opened in the high ceiling, dropping clods of soggy underbrush to the
depths below: sod, ferns, bushes, vines—and the diminutive form of the gnome
Schlemeel, who’d no doubt gone picking through the woods and trampled on just
the right spot. By some great fortune,
the gnome landed atop a tangle of soft vegetation. He avoided injury in the fall, being only
dazed—perhaps as much bewildered by his sudden new predicament as by the plunge
itself. But the dwarf Jowdain quickly
dragged the gnome to his feet, and after a brief exchange of pleasantries, it
was decided that Schlemeel would accompany the group on its march to the surface.
That march was rudely interrupted after just a short
distance, however, when several more zombies and a pair of flesh-eating ghouls
intercepted the group just as they’d ascended a flight of nearby stairs. The cleric Gambol stepped forward and
banished several of the creatures by invoking the holy name of Cygnival—but the
remainder of the dreadful assailants, including one of the fearsome ghouls,
surged forward undeterred.
The company hadn’t planned on venturing much further anyway,
having previously noticed a soft ceiling in this region, accessible by a jagged
cavern wall replete with ledges and hand-holds.
Indeed Jowdain had already scaled much of the distance, intending soon
to drop a rope and pull his comrades to safety.
But with two undead foes still upon them, the rest of the party would need
to fight their way out.
The battle began inauspiciously, with the undead avoiding
the worst of Greyndalf’s powerful burning
hands spell and the ghoul then dealing a withering slash to Gambol that
brought him within a hair of the afterlife.
But the ghoul did not paralyze the cleric, as such monsters’ attacks are
known to do. The cleric survived the blow—and
then, with a little help from his (dare I say) friends, fled to safety up
Jowdain’s rope. Another of Greyndalf’s
magical attacks then brought down the zombie, and the battle finally ended when
the gnomish rogue Ossik delivered a vicious (and uncommonly proficient) dagger
strike that cut clean through the ghoul’s rancid neck.
Following the battle, Ossik retrieved a well-preserved
scroll case from the ghoul’s back, before the company scampered to the surface
along the impromptu exit Jowdain’s rope represented. Opening the case, the group recognized the
scroll as bearing a pair of magic spells, indecipherable without the benefit of
a properly-invoked read magic
incantation. That evening, though it may
have escaped his mention, the mage Greyndalf drew upon his talents of that
persuasion and identified the spells as Disguise
Self and Knock.
The adventurers there found themselves in the light woods
just southwest of Horl, with the sun dipping below the horizon. In their packs was an ample supply of the
nightweed cone Mata Vuvu needed at the House of Opposition. But the party had breached the Mud Cave,
which the local warlord Soo-Kiru Kiru had sealed off years ago. There could be no telling what manner of
welcome the Lord Soo-Kiru might have in store of the group, were they to simply
march across the town bridge into Horl.
So the company waited for the sun to complete its descent, and made its
way a surreptitiously to the halls of Mata Vuvu.
There, without hesitation the Q’in priest set to work on the
curative. Quickly he ground the red
cones into a powder and spread the same at the feet of Tawnica Morze—now barely
recognizable with the trog rot much advanced upon her. But the affliction proved no match for the
elder cleric, whose vigorous chants and dances summarily purged every last
trace of the contagion from Morze’s body.
And still the drama
had not ended at the House of Opposition.
Not long after, the main doors swung open and none other than Mulder
Vroso, with his familiar guffaw, trudged in.
After exchanging barbs with Mata Vuvu, the bombast woodsman revealed
that he too had been tainted with the trog rot, and hoped the notorious crew
who’d breached the Mud Cave had returned with nightweed cone to spare. He offered information in trade—a secret
treasure vault within the gnarled black trees of the shadow valley, west though
the wood of the Quilderran. This was
enough for the company, though Vuvu’s ever unpredictable acolyte, Litaan Rigo,
sweetened the pot by lifting for the party a potion of defense Vroso had supposedly plundered from some pine
goblin foe three seasons prior.
The gnome Ossik did the talking with Ipplie Amie, and found
the meeting tense but efficient. From
Vroso, the company knew the location of the treasure vault, but nothing of the
wards. Amie, it appeared, knew the wards
but not the location. Amie also
evidently lacked the muscle to cope with what he called “the enchanteds,”
supposedly a pair of animated statutes invulnerable to non-magic weapons. He’d evidently divulged his purpose to the
dwarf Carmore and the Issa brothers, undoubtedly in search of the latter
commodity, and now his secret was out.
Not much liking his options, Amie accepted Ossik’s terms: an even share
of the treasure and a bare promise of security.
The company set off at noon the next morning. A legion of Soo-Kiru Kiru’s finest had taken
an interest in the party, yet not seen fit to approach—only look on, and
attempt mildly to intimidate, from afar.
But they were soon avoided, and ere long the adventurers had exchanged
the uneasy ambience of the austere logging town for the rush of the montane
river and the chirps and creaks of enveloping woodland.
Eschewing the rough hewn trail along the west bank for the
cover and concealment of the east, the party made its way north several miles
to the Compass Rapid without incident—only to find the channels had grown
deeper and the currents much heavier upstream.
This forced a pair of perilous crossings under the watchful eyes of two
hungry black bears. This ordeal left the
dwarf Jowdain a shivering mess. But the
crystal mountain water only seemed to energize the elf Greyndalf, who called
forth a mage hand to carry a helpful
rope to his vertically limited colleague, then led the group to the trailhead
at the edge of the dense pines and into the heart of the Quilderran Forest.
Adventure Notes:
·
Ghoul. The fearsome, flesh-eating ghoul plagues the
nightmares of children throughout the realms—but very few ever stand
face-to-face with this abomination.
Fewer still survive such encounters, for the ghoul’s jagged, icy claws
strike with furious power and more often than not still their victims with
cruel paralysis. But you have stared
down the ghoul and lived to tell—even felling one of the foul haunts upon your
flight from the Mud Cave. The beast is
strong, agile, and devastating (causing 2d4+2 damage on a successful claw
strike, plus inflicting paralysis on a failed DC 10 Constitution save). The ghoul is also a more challenging target
(AC 12) than its mindless cousin, the zombie, yet equally bloodthirsty and
fearless.
·
The Quilderran. A tribe of wood
elves known as the Quilderran can be found in the deep woods northwesterly from
Horl—indeed, it is these elves from which the forest draws its common
name. The Quilderran are deeply
distrusted in Horl, though this appears largely a product of prejudice based on
the elves’ decentralized, tribal organization, matriarchal tendencies, and
incongruent social mores. The acolyte
Liataan Rigo shared his notes on the tribe with you, for what they are worth.
·
Stone lizard’s head. You left the head of the vanquished
stone lizard with Mata Vuvu in Horl.
Vuvu and his acolyte, Litaan Rigo, promised to study the head and report
their findings to you. Vuvu only seems
interested in exploring its potential healing capacities—but some of the
greatest discoveries have occurred “by accident,” so they say.
·
Potion of Defense. According to Litaan Rigo, this navy
blue potion turns the imbiber’s skin as hard as steel (granting an AC bonus of
+5) for about an hour.
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.
Five undead monsters (two ghouls and three zombies) attacked
the party on its flight from the Mud Cave.
Though the company only destroyed two of these foes, the cleric Gambol
turned the remaining three and thereby created the necessary opening for the party’s
escape. Thus, the party effectively
defeated all five of the monsters, and therefore receives the full experience
value of the encounter. This totals 650
experience points, to be divided among Greyndalf, Gambol, Jowdain, Ossik, and
Schlemeel, with a sixth share divided between the non-player characters along
on the adventure (Tay-Wen and Sylvan). This
totals 108.33 per share, which the DM will round up to 109 XP per character.
In addition, the party also earned experience for the
following accomplishments:
·
Escaping the Mud Cave (125 XP);
·
Completing Chapter 1 (by delivering the
nightweed to Mata Vuvu, enabling Tawnica Morze to be healed (1,200 XP);
·
Receiving the totem of safe passage from Tawnica
Morze (100 XP);
·
Recovering the spell scroll (25 XP);
·
Healing Mulder Vroso in exchange for directions
to the treasure vault (50 XP);
·
Securing Mata Vuvu’s agreement to study the
stone lizard head (35 XP);
·
Persuading Ipplie Amie to accompany you to the
treasure vault (50 XP);
·
Reaching the Quilderran Forest trailhead (25 XP)
The 1,200 XP award for completing Chapter 1 will be
apportioned to characters commensurate with the extent of their participation
in the events of Chapter 1. Thus, full
shares of are awarded to Jowdain, Gambol, and Greyndalf. Ossik was not present for the initial battle
at Camp Dorliff, but joined thereafter, and thus is awarded 5/6 of a full
share. Schlemeel entered only after the
stone monster was defeated and the nightweed cone recovered; he will receive a
token 1/6 of a full share. Since the DM
is satisfied with approximate calculations, these 1,200 XP are divided as
follows: 300 XP each to Jowdain, Gambol, and Greyndalf, 250 XP to Ossik, and 50
XP to Schlemeel.
The remaining 410 experience points are divided among the
player-characters only, for a total of 82 XP apiece.
The gnome rogue Schlemeel made a notable effort to impress
his newfound colleagues by attempting to go Mulan
on a limestone cavern wall armed with nothing but a standard bow &
arrow. As to be expected, the bowshot
pinged harmlessly off the rock, triggering no avalanche but perhaps that of
embarrassment in the chastened newcomer.
But the gamble did impressively mark Schlemeel as one unafraid to risk
his companions’ very lives—or perhaps transformation into anguished,
flesh-eating corpse monsters—for the glory of spectacular, if surpassingly
improbable, victory. And that, as they
say, is entertainment inspiration.
Final Session 5 totals:
·
Jowdain
acquitted himself well in battle (well, spelunking) and earned 491 experience
points.
·
Gambol
pleased his deity and gained 491 experience points.
·
Greyndalf
remained a cunning and resourceful adversary, acquiring 491 experience points.
·
Ossik never
saw a risk he didn’t want to take. But
his luck held true, and he gained 441 XP.
·
Schlemeel
might actually be Yiddish for ‘honey badger,’ because Schlemeel don’t give
a f*k. But he did earn 241 XP and one
point of inspiration.
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