Session 13 Recap & Experience Points Awards (revised)
Despair gripped the gnome Schlemeel only briefly as the
first dark, shriveled lines of the trog rot etched their way across his
skin. The company had solved this
affliction once before—or, at least, the priest Mata Vuvu had done so, with
nightweed cone the adventurers had supplied him. That the infection should happen here was
doubly fortuitous, as two hard days of travel had brought the company
practically to Vuvu’s doorstep in Horl.
So a brief detour was decided—first the House of Opposition to take the
cure for Schlemeel’s trog rot, then onward to seek the counsel of Sil-Hurk,
servant of the toxic god Salomirak, somewhere in the eastern hills.
The party struck eastward, and soon came upon a solitary barbarian
warrior who called himself Nomak. He was
friendly enough, and shortly revealed his intention also to find his way to
Sil-Hurk’s shrine, making for a natural alliance. Together, the group continued along the forest
road to Horl—coming into view of the town bridge by noon.
As the company approached, however, a small troupe of the
warlord Soo-Kiru’s men strode out to meet them.
Their blonde captain the company had seen before. His name was unknown, but his bearing was
eminently familiar. Suspicious. Not hostile, but he could be. He came straight to his point.
“You are the men who defied the Lord Soo-Kiru,” the captain
declared. “You had some business in the
Mud Cave.”
Stepping to the fore, the mage Greyndalf made clear the
arbitrariness of Soo-Kiru Kiru’s prohibition, a peculiar strain of argument to
which the captain showed no interest. A
decision had been made, evidently, and he was simply here to report it. “Five hundred gold pieces,” the captain
declared, and all would be made well.
The company could pay, and return to Horl unmolested. Or they could decide not to pay, come what
will. The captain turned, and marched back
with his men to Horl.
Putting aside the question of whether to meet Soo-Kiru’s
price eventually, the company decided for its present purposes that the group’s
newest members—those who had not participated in the Mud Cave excursion—ought
to enjoy safe entry into town. And so
they did, escorting Schlemeel to the House of Opposition where they prevailed
upon Mata Vuvu to once again exorcise the scourge of trog rot from a
companion’s withering flesh.
It was here in Horl that the druid Yala bowed out of the
company, trading the looming dangers of the southern forest for a cheap room at
Iriard’s Roadhouse. But just as Yalla
stepped out, the half-orc sorcerer Onog offered his services to the company and
was soon afoot with his new companions as they traveled southeast into the
wilds.
Within just a few miles, the party came across a pair of
hungry, vicious brown bears that attacked without hesitation. The cleric Gambol attempted to mollify the
beasts with his speak with animals
spell, but it was no productive use.
Something wicked tainted these bears, who saw in the travelers only meat
and prey. And yet the bears were
scarcely the predator in this encounter.
Rather it was the adventuring company—well-rested and fully-stocked with
arrows and spells—that mercilessly dispatched the animals and then dined on
their meat.
One of the bears, badly wounded by the company’s blades and
magics, scampered into the forest before it fell. The company followed its blood trail to that
most predictable of lairs—a shallow rock cave, littered with the bones and
debris of the bears’ past prety. A brief
search produced a modest scatter of coins and gemstones, all that remained of victims
long since devoured.
Just beyond the cave to the east, the company spotted a
light trail beaten into the underbrush.
This was not a known path to Horl, or to any settlement of men or elves
or other peoples of goodwill. For
precisely this reason, the company opted to follow this track—and shortly came into
earshot of its ordinary navigators. The rumble
of war drums echoed in the distance, and the beat was one the company had heard
before: in the Shadow Valley, as a great host of pine goblins scampered over a
ridge.
The party’s mages enchanted the rogue Schlemeel and the
sorcerer Onog with invisibility spells,
and they set off cautiously to investigate the distant drums. Moving quietly through thickets and brush,
the pair emerged from trees several hundred yards to the south upon a palisade
of fresh-cut timbers. The small fort
encircled many dozens of pine goblin warriors and several thatched
fortifications—most notably a tower, from which several pine goblin archers
stood watch, and a small stable of some kind.
The unseen scouts sketched a crude map.
Then they circled back to inform their comrades.
Adventure Notes:
·
Corrupted Bears. Seldom in your travels have you
encountered wildlife so vicious as the bloodthirsty brown bears (AC 13, ~ 40
HP) that attacked you south of Horl.
Lady luck was fortunately on your side that hour, and the party survived
the encounter with nary a scratch. Even
the monstrous wolfpack that surrounded you in the western reaches had not been
so inimical. It’s been said the mere
presence of a great evil can taint the very earth on which it dwells, along
with the nearby flora and fauna. But
pine goblins? Perhaps there is more than
meets the eye.
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 fought two corrupted brown bears in this session,
and is awarded 1,100 experience points for defeating these foes.
In addition, the party earned experience points for the
following accomplishments:
- · Successful interaction with Nomak, the lone barbarian wanderer, 25 XP;
- · Successful interaction with Soo-Kiru Kiru’s aggressive guard captain, 75 XP;
- · Reaching Mata Vuvu and obtaining the cure for Schlemeel’s trog rot, 250 XP;
- · Successful administrative encounter at Iriard’s Road House, 25 XP;
- · Successfully scouting the pine goblin palisade, 250XP;

The adventure gods frowned upon the dungeonmaster this
session, who was unable to get his proverbial shit together and probably forget
at least half of what occurred before sitting down to write the recap. In a poor attempt at compensation, the party
is awarded two points of inspiration and may choose amongst themselves which
characters to be assigned those points.
Final Session 11 totals:
·
Jowdain
acquitted himself well in battle, garnering 301 XP.
·
Gambol
pleased his deity and is rewarded with 301 XP.
· Greyndalf remained a cunning and resourceful
(and mostly naked) adversary, earning 301 XP.
·
Schlemeel
still don’t give a f*k, but he did pick up 301 XP.
·
Yalla was
one with nature, and nature was one with her.
Should the party require the services of a battle-tested druid in the
future, seek her out at Iriard’s Road House.
·
Unagi looked
fresh as ever and gained 550 XP.
·
Onog
the sorcerer got 301 XP.
·
Nomak
the barbarian got 301 XP.
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