Session 11 Recap & Experience Points Awards
The tremors came quickly, and grew more violent. The demon Xtomchyzkatl was slain, and the
spells lifted on the ancient Vault of Konykos—and now the very earth moved to
reclaim this excavation. For the company,
deep in the belly of this doomed subterranean redoubt, there could be no delay
at all.
The group proceeded first through the glowing blue door that
Ipplie Amie had taken, and came quickly upon the glass-encased pedestal that
had undoubtedly held Konykos’ greatest treasure. The “Arcanband,” the demon had called
it—surely this had been what drew Amie to the place. A single pane had been smashed, and the case
sat empty now. There was no sign of the
treacherous rogue. And now came still
more tremors, with the first shards of rock plunging dangerously from the
ceiling.
Amie may have taken the Arcanband, but this was not all the wealth
Konykos had stashed here. A magic
keyhole, opened with a key the party retrieved from Xtomchyzkatl’s gruesome remains,
revealed a gap in the chamber wall that held three metal lockboxes. The gnome Schlemeel opened one of these with
his lockpicks, the dwarf Jowdain bashed another with his axe, and the elf
Greyndalf employed his acid splash
cantrip to erase a magical rune that protected the third. Even without the Arcanband, it was a handsome
prize, with a wand of lightning and a
bag of holding amid hundreds of
precious coins and other treasures.
But would the company live to enjoy it? With the most violent shock yet, another
sharp fragment of rock whistled down, crashing into the druid Yalla and
inflicting a mild, yet ominous, wound.
Another falling shard would strike one of her companions just moments
later, and then another, and another, and another after that.
Hastily pressing forward amid the tremors, the party reached
a dead end—but one with a most curious feature.
An earthen plinth rose several feet from the ground here, and on it a
large crystal. Looking into it, the
inspecting adventurers saw the blanket of foreboding vegetation that had
concealed this place: the gnarled black trees of the Evilgrove. In unison, the group placed their hands upon
the crystal, and in a moment they were gone.
The group reappeared moments later in the shadow of tall
healthy pines, beside glistening streams of pure mountain water. But the company recognized the distinctive
ridgelines to the north and east: this was still the Shadow Valley. And the hale green trees by which they now
stood had been the Evilgrove. With the
curse lifted, this healthy grove would demand a new name. Just then, the avatar of the Deva Osinella
fluttered past, and rejuvenated the party members with a whisper of her divine
elven magic. Then she, like the
Evilgrove and the dark chamber of horrors beneath it, was gone.
It was but a moment’s repose, however. For as soon as the Deva’s avatar departed,
the company heard distant drums beating from the southeast. Looking to the ridge, the company saw them: a
great host of pine goblins, carrying banners and battle flags and armed with
spears and bows, clambering overland to the Shadow Valley.
What had drawn the pine goblins, the party would learn soon
enough. The Quilderran scout leader,
Pelifras, was here with his men. What
was left of them, anyway. One of the elven
scouts signaled to the adventuring company, and they fled together through the
northwest pass toward the Quilderran village.
Pelifras planned to sneak back to the village through the
forest, traveling only at night and using the thick vegetation for added
cover. He expected to make only a few
miles per night—thus taking several days of intense, stealth travel. But the travelers were attacked only hours
into its journey by a crew of trogs, who charged frenetically from behind a
lazy stream. Yet another of Pelifras’
scouts fell in this encounter, but the trogs retreated after the company killed
the trog leader and the cleric Gambol issued an ultimatum to the survivors in
an intimidating, enchanted voice.
Having beaten back the trog assault, the company continued
onward with Pelifras and the remnants of his patrol. They conversed mainly with Pelifras’ healer,
the cleric Sanlou (of Cygnival), who explained that a great pillar of green
light had risen the previous night from the Shadow Valley into the
heavens. Just as Pelifras’ scouts had
gone to investigate, so had many of the local trog bands—as well as, evidently,
the formidable pine goblin tribe to the southeast. A number of Pelifras’ troopers had fallen in
encounters with these trogs, and those who remained sought only to make their
way safely back home.
The beleaguered party reached the Quilderran village the
following day. There, unlike human
towns, they found a rather disorganized collection of huts, lean-tos, yurts,
and other semi-permanent structures loosely scattered around an elevated
citadel, consisting of many platforms and catwalks erected around the trunks
and branches of an impressive central grove.
Before parting ways, Pelifras assigned one of his surviving scouts,
young Kolla, to serve as a guide for the company.
The party soon rested, and endeavored to examine the
treasures recovered from the Vault of Konykos.
A bottle of glowing yellow liquid was soon discovered to be a magical potion of heroism, before Greyndalf
turned to decipher a set of magic scrolls.
Yet the mage found he was unable to read
magic, his powers suddenly failing him in the exposed light of day. There could be no question as to the cause of
this condition: the accursed sigil Greyndalf had seen on a book he’d found in
Konykos’ lair.
Kolla led the group to the chapel of Cygnival, where the
curse bewildered the local acolyte.
Unable to decipher its origins, let alone absolve the condition, the
acolyte recommended the wizard seek out the High Oracle in Q’in—the great
ancient city far to the west. Kolla
found it odd that the acolyte would direct the mage to an oracle of a different
faith (Q’in being the center of the di-theist faith). But Gambol, himself a cleric of Cygnival, explained
that the centaur god is unlikely to bestow his favors upon non-adherents—and
thus the acolyte wisely directed Greyndalf to the more universal deities of the
Q’in di-theisms.
The company next traded with the sole passing merchant in
the Quilderran village. His stock was
meager, and featured little that drew the party’s interest. But he did expect a larger caravan through
within the next week. The merchant also
knew the story behind the elven toe ring the company discovered on a skeletal
foot in Konykos’ morgue: that a western branch of Quilderran use those toe
rings to hold the spirits of evil men at bay—and punish the removal of such
rings by death.
Finally, like all great adventuring troupes, the company
located the elves’ answer to a tavern—an arboreal biergarten of sorts, nestled
in perhaps the diviest nook of the treetops.
Only the proprietor was present, and though superficially friendly he barely
concealed his contempt for the party’s unfamiliarity with Quilderran ways—going
so far as to suggest that the Quilderran merely laze about in their forest
village, not bothering to utilize the various huts and shelters the party had
come across in its ascent to the elven home.
There was some truth to this, of course—but only some, and further
explanation was hardly forthcoming.
The barkeeper had heard the name of Ipplie Amie, though—and
recalled hearing it from the lips of one Tawnica Morze. But he could confirm only that Morze was a
resident of the village, pleading ignorance on asking where specifically she
might be found.
As the sun dipped beneath the horizon and darkness crept
over the Quilderran village, the company gathered to plan its next move. Q’in beckoned.
And pine goblin drums echoed across the valleys.
Adventure Notes:
·
Bag of Holding. Among the most useful items to
adventurer types are these magical bags, which can hold up to 500 lbs. and 64
cubic feet of mass, yet weigh precisely 15 lbs. at all times. Only items that can pass through the bag’s
(2-foot diameter) opening may be placed in the bag, however.
·
Pine Goblins. The company has long heard of the fearsome
pine goblins. Now, the company has
observed them, albeit from afar. Unlike
trogs, or (by reputation) really and of the humanoid races, the pine goblins
appeared orderly and tactical in their movements. Most carried spears and bows, but they also
carried battle flags and marched to actual drum beats. Though not nearly as individually fearsome as
the larger and more powerful trogs, you suspect the pine goblins may actually be
the more dangerous foe, given their superior organization and (apparently)
greater intelligence.
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 an adversary need not
necessarily be killed to earn those 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, players can
earn inspiration for creativity, superior tactics, and especially strong
role-playing.
The party faced a trog leader and 14 trogs in battle this
session, fighting them along with Pelifras and six of his scouts—one of whom
perished in the battle. The company is
awarded 50% of these 1,050 experience points, or 525 XP. These are then divided between Jowdain,
Greyndalf, Gambol, Schlemeel, Yalla, and Unagi, for a total of 88 XP per
character.
In addition, the party earned experience points for the
following accomplishments:
·
Using acid
splash to defeat the rune trap on Konykos’ lock box, 60 XP;
·
Completing the Evilgrove/Vault of Konykos
adventure, 2,500 XP
·
Reaching the Quilderran village, 100 XP;
·
Learning the story of the elven toe rings, 100
XP;
·
Effective interactions with Quilderran acolyte,
barkeeper, merchant, 150 XP.
This total (2,910 XP) is divided evenly among the six
current player characters, for an even 485 XP apiece.
In the midst of the trog battle, the cleric Gambol invoked
his thaumaturgy spell to address the
company’s foes with supernatural depth of voice. Their leader already fallen, and now facing
hopeless odds in a fight against magical enemies, the trogs quickly abandoned
their assault and fled into the deep woods.
Cygnival looked approvingly upon this display of strength mixed with
mercy, and awards an inspiration.
Final Session 11 totals:
·
Jowdain
acquitted himself well in battle, garnering 573 XP.
·
Gambol
pleased his deity and is rewarded with 573 XP and one point of inspiration.
· Greyndalf remained a cunning and
resourceful (and mostly naked) adversary, earning 573 XP.
·
Schlemeel
still don’t give a f*k, but he picked up 573 XP.
·
Yalla was
one with nature, and nature was one with her.
Or something. She gets 573 XP.
·
Unagi looked
fresh again and gained 573 XP.
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