Session 12 Recap & Experience Points Awards


A slight murmur broke the repose of the Quilderran village and increased soon to a commotion.  A lone merchant’s wagon had come, pulled slowly by a lone horse and bearing the scars of recent battle.  It moved slowly through the nervous crowd, coming finally to a stop when hailed by the wizard Greyndalf, who stood at the head of his nameless adventuring company.  Momentarily the wagon’s driver confirmed the crowd’s widespread assumption: trogs had attacked a caravan along the forest road, and this was the sole survivor. 


The driver related this dire news as an oddly compelling figure approached—a middle-aged elven woman, her skin darkened with tattoo ink and her hair wild with dreadlocks.  This was none other than the Osinella Tiamala, hereditary matriarch of the Quilderran.  She approached with Pelifras, and on observing the battered wagon sized up the village’s peril straightaway.  “The trogs have never been so bold,” she declared, “as to openly strike a caravan on the forest road.”

Tiamala disclosed that her network of spies had reported the root of this uprising as one Kyzagone Rakke, an ambitious ogre mage warlord who’d installed himself in an old monastery ruin some distance to the southeast.  The local trog bands and pine goblin tribes had long been nuisances—but erratic and disorganized.  They’d posed a much more formidable threat since coming under Rakke’s influence—joining into larger war parties, attacking strategic and well-protected targets (like work camps, and now caravans) under distinct leadership.  This was a threat the Quilderran could no longer abide.

Still, Tiamala felt the Quilderran village was vulnerable, and that what warriors she had were needed there.  But “the ogre mage troubles us all,” she posited, and urged the adventuring company to undertake the journey into the eastern ruins.  The Osinella could offer little in the way of material support.  “But few secrets in this forest are long concealed from the Quilderran,” Tiamala disclosed.  “Those who travel with the eyes of the Quilderran see sharply indeed.”

The company readily agreed to this mission.  Yet, anticipating they might become the next victims of a trog ambush, the group first requested that the elves allow them a horse-drawn wagon loaded with combustibles.  This was promised for the morning, which left the group plenty of time to rest—and to track down the family of Kerlinala, the elven ranger whose dagger the company had found at the bottom of the Horl mud cave. 

Kerlinala’s next-of-kin was a young elven man called Gome Elhen, who ran a small gallery nestled in the southwest of the village.  His carvings of forest life were truly remarkable—and not only for their unmatched detail; a spoken command could bring the figurines to life for a time.  Like so many of the Quilderran, Elhen’s priorities seemed inscrutable to the adventuring troupe, his value system utterly foreign.  But the adventurers brought tidings of his long lost mother’s fate—she’d fallen in the mud cave, and the company had briefly recovered her precious dagger (before losing it themselves in the toxic waters of the Evilgrove).  This was sad, yet welcome information, for which Elhen rewarded the company with one of his wondrous carvings.

The company set out for the eastern ruins the following morning.  Tiamala’s spies had Rakke’s location down to the library within the old Wan Temple complex—a vine-choked ruin devoted to some forgotten god of beastly dog-like humanoids called “gnolls.”  Yet even Tiamala’s spies hadn’t found the exact location of the Wan Temple—only that it was somewhere southeast of Horl, beyond hills clogged with pine goblins.  So Tiamala suggested the company first visit Sil-Hurk, an eccentric ecclesiastic who keeps a shrine to the toxic god Salmoirak on a rocky hilltop south of Horl.  “He’ll know the way to Kyzagone Rakke,” Tiamala predicted.  “If you can get it out of him.”

As hoped, the Quilderran had supplied a wagon loaded with high-proof elven spirits, and pulled by a sturdy draft horse called Mister Marblebane.   It wasn’t long before the dwarf Jowdain revealed his uncommon interest in horses, quickly befriending the animal and assuming the duties as its primary caretaker on a journey that led slowly out of the Quilderran village and east-by-southeast along the shady forest road.  

Several hours into the expedition, several of the party members began to draw the sensation of eyes upon them.  Many eyes, stalking from the woods and on both sides of the road.  Nervously they continued, fingers inches from their sword handles and straining with peripheral vision—until finally the assault came.  Wolves!  More than a dozen of the fearsome beasts launched from the treelines to fall upon the surrounded wagon, snarling and ripping their claws at the beleaguered warriors.  The battle, however, would not endure for long.

“Hold!” boomed the cleric Gambol, in a voice enchanted by his speak with animals spell.  “Why do you attack us, wolves?”

Wolves attack because it’s in their very nature, of course.  But for these wolves, perhaps not.  The pack leader was a calculating sort, and this wagon smelled not of meat but of alcohol.  Also the cleric spoke of trogs—those fell creatures, increasingly common of late, which seem to defile the very land they travel with each rancorous step.  The trogs truly were a common enemy—and if this strange party of liquor merchants was determined to seek out trogs then surely it was best to let them pass.   “Many trog east of here,” the pack leader announced as the wolves drew back into the woods.  “You find them soon.”

The ranger Unagi sent his hawk familiar to scout the road ahead.  The hawk found nothing to report until just before night fell on the forest, when finally a swarm of dark figures came into view.  Unagi and the gnomish rogue Schlemeel moved ahead of the company for an advance look, and the wolfpack leader’s word proved true.  Trogs—more than a dozen strong, some accompanied by armored trog war dogs. 

This reconnaissance had come at a cost, however—for the trogs quickly spotted the ranger and the rogue, and charged forward in pursuit.  Unagi and Schlemeel clambered up nearby trees in search of refuge as the balance of the adventuring company advanced up the forest road to meet the charging trogs. 

Within moments, the trogs surrounded the bases of Ugagi’s and Schlemeel’s trees.  As they began climbing, Unagi readied his longbow and unleashed the first arrow into the trog horde below.  Schlemeel jabbed anxiously at the first approaching trog, and watched his companions draw ever closer. 

Unsatisfied with his odds of holding off the climbing trogs, Schlemeel then formulated a daring escape.  He would tie his rope to an arrow, shoot the arrow into the approaching wagon—then zip-line down the rope to safety.  Unfortunately, the brilliance of the plan was foiled by execution, as Schlemeel lost his balance and fell from the tree into the mob of vicious trogs.  He was soon overwhelmed, wounded, and on brink of death when at last the balance of the adventuring company arrived.  Grendalf’s well-placed thunderwave spell cleared trogs away from Schlemeel, healing word from the druid Yalla restored him to consciousness, and a sanctuary spell from Gambol kept the gnome mystically safe.

Meanwhile, the battle thundered on.  Unagi fought off the climbing trogs with his sword as they nipped at his heels.   The dwarf Jowdain, enraged at the danger the trogs presented to his equine friend Mister Marblebane, charged forward and tore into the nearest enemies with his mighty enchanted axe, Blackhandle.  As the trog casualties mounted, Yalla called on her spike growth spell to beleaguer the trogs ever further—and Greyndalf then blasted the trog leader with a hail of magic missiles. 

With their leader fallen and the tide of the battle having turned steeply against them, most of the few remaining trogs summoned the rage to continue the fight—yet to little avail against the company’s skilled warriors.  But not the last trog.  Broken by the manifest helplessness, he thrust down his weapon and surrendered in his broken orcish cant.

On a brief interrogation, the trog revealed that three large groups of trog warriors were operating in the area.  They served Kyzagone Rakke, the trog confirmed.  “He’s the true power in these forests.”  But there was little else of value to learn from this trog, and the company had gained little from having shown mercy to a trog raider once before.  So neither the trog nor the pious Gambol ever saw it coming, when Jowdain snuck up from behind and decapitated the hapless prisoner.

The warriors wiped the trog blood from their weapons and picked through the detritus of the many fallen foes, before the company slowly reassembled.  In the flickering torchlight, Schlemeel checked his wounds—principally reduced through magical healing, but these were trog blades.  With a deep breath, he prayed to Sol that the rot had not taken hold.  And then he looked…

Adventure Notes:

·       Osinella Tiamala.  The self-effacing matriarch of the Quilderran tribe, Osinella Tiamala sought you out in the village and urged your assistance in meeting the threat of Kyzagone Rakke—an ogre mage warlord based out of a temple ruin southeast of Horl.  Though the Quilderran have few warriors (apparently, just Pelifras and his handful of mostly inexperienced scouts), Tiamala suggests the Quilderran have many spies and informants that enable her to keep the village safe through the strength of intelligence, rather than arms.

·       Sil-Hurk.  Osinella Tiamala recommended that you visit the hilltop shrine of Sil-Hurk, a venerable cleric to the toxic god Salomirak, south of Horl.  You wonder what kind of being could long exist in isolation there, in a foreboding wilderness on the edge of the pine goblin realms. 

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 war chief, three trog leaders, and 16 trogs in battle this session, as well as two trog war dogs.  The company is awarded 2,220 experience points for defeating these foes.  In addition, the party faced an attack by eleven wolves and a wolfpack leader; the party was able to “win” this encounter by using a speak with animals spell and then persuading the pack leader to abandon the assault.  The party is thus awarded the full 700 experience points for that encounter as well, for a total of 2,920 XP.


In addition, the party earned experience points for the following accomplishments:

  • ·      Successful interaction with Gom Elhan, 75 XP;
  • ·      Successful interaction with Osinella Tiamala, 75 XP;
  • ·      Persuading the Quilderran to provide a horse & wagon, 50 XP;
  • ·      Rescuing Schlemeel from (what appeared to be) certain doom, 125 XP;
  • ·      Gathering useful intelligence from the surrendered trog, 50 XP;


This total (3,295 XP) is divided evenly among the six current player characters, for an even 549.17 XP apiece.  We will round that up to 550 XP apiece. 

The adventure gods smiled down on Jowdain this session, appreciating his instant loyalty and compassion for an old draft horse that had somehow come into elven possession.  As it was his protective instinct for the horse that inspired Jowdain in his battle with the trogs, so shall Jowdain be empowered to inspire another on some future battlefield. 

Schlemeel’s attempt to zipline down from the treetops was, ah, not as successful.  But as is often said this time of year, it’s the thought that counts. 

Final Session 11 totals:

  • ·      Jowdain acquitted himself well in battle, garnering 550 XP and one point of inspiration.

  • ·      Gambol pleased his deity and is rewarded with 550 XP.

  •         Greyndalf remained a cunning and resourceful (and mostly naked) adversary, earning 550 XP.

  •        Schlemeel still don’t give a f*k, but he picked up 550 XP and one point of inspiration.

  • ·      Yalla was one with nature, and nature was one with her.  Or something.  She gets 550 XP.

  • ·      Unagi looked fresh as ever and gained 550 XP.







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