Session 16 Recap & Experience Points Awards
The venerable stairways and boardwalks rumbled and
creaked. A dire wind blew across the
nameless hill as seven nervous adventurers made their way down. They enjoyed a moment’s respite as a mystic
fog lingered above them, obscuring their descent from their homicidal ogrillion
pursuers.
The party used the opportunity to ignite a small grease fire in their wake. Down another level, the gnome Schlemeel
rigged a simple trip hazard that the elf Greyndalf concealed with a humble
illusion. They soon heard above them the
angry shouts of the ogrillions struggling to beat out the grease fire, and
descended still another platform where they placed a third trap—on this one
removing a segment of wooden railing and conniving to pull an unfortunate chaser
through the resulting gap.
But the company did not linger to watch their handiwork in
action. So they did not see as the lead
ogrillion tumbled fantastically over the tripwire (and took four points of
damage). And they did not behold the
same unfortunate ogrillion’s astonishment as he plunged from the boardwalk,
crashing through pine branches and rocky hillside (for nine points of
damage). The latter misfortune delayed
the pursuit several more minutes as the wayward ogrillion’s comrades retrieved
him; meanwhile the party members took up defensive positions at the edge of the
forest clearing around the base of the jagged hill.
Eventually the harried ogrillions reached the lowest rung of
the boardwalk and the first of their number emerged cautiously into the
clearing. But the company’s arrows sent
him fleeing back up the steps, and the cover of the first wooden landing.
By way of counterattack, the warrior Jowdain and Nomak turned
their war axes on two of the main posts undergirding the platform. Though they could not come close to actually
chopping through those supports, the necessity of preventing this drew the
ogrillions out and the party’s fighters charged swiftly up the steps to engage
them.
The orgillions proved formidable foes almost instantly. One of them hurled a dreadful javelin at the
Gambol, its acicular tip ripping into the Cygnival man with great force and
bringing the cleric to the very edge of death.
But the party slowly gained the upper-hand in the savage battle, until the
mage Greyndalf rocked the hillside with a scorching fireball blast.
With the ogrillion pursuers dispatched, the company took
shelter in the nearby woods for rest and recovery. “There are more up there,” the sorcerer Onog
warned, having briefly met the Galjenkito chieftain Mizlokk and laid eyes on a
much larger force above. But to return
prematurely, in the company’s weakened condition, would amount to suicide.
Later that evening, the gnome Schlemeel heard the rolling
rumble of horse hooves as he stood watch over the makeshift camp. Soon the horsemen came into view—four human
knights in fine metallic armor. The
gnome hailed them as they approached, and their leader raised the faceguard on
his steel helm to bark his interrogatories.
Schlemeel tried his best to relate the condition of the
clergyman Sil-Hurk, his hilltop shrine, and its occupation by marauding
ogrillions. But the knight captain grew
quickly impatient with the rogue, and expressed hopes that the gnome’s
companions—the half-orc sorcerer Onog and the elven wizard Greyndalf—might prove
more efficient communicators as they stepped from the tree-line to greet the
armored riders.
It being thoroughly explained that the shrine be now in the
hands of powerful ogre-men more numerous than even the mages’ company of seven,
the lead knight dismounted at last revealed his intentions. “So it is true,” he uttered. “Word had come to the manorhouse of a great
terror upon the mount of Sil-Hurk. So we
rode through the night to reach it.
Markos Gramartini of the Gramartini Rangers, at your service.”
The conversation turned soon to tactics, as Greyndalf
proposed various ideas for exploiting cover, surprise, and features of the
local terrain. But these were not the methods
of the Gramartini Rangers. “We must
fight them fair and square on an open field of combat,” Markos Gramartini
declared. “We will not strike like
cowards from the shadows.”
“My company is no stranger to battle,” the mage warned. “And only at great difficulty did we overcome
these ogrillions. Those who remain at
the shrine may be tougher still.”
But no word of caution could hope to prevail against the
cavalier’s bravado. “They will be no
match for my armor,” Markos Gramartini insisted, knocking a hard knuckle on his
polished steel breastplate. “Or that of
my men.”
The Gramartini Rangers did nonetheless agree to delay their
ascent until the following day’s nightfall, on account of Greyndalf’s limitation. The Rangers passed the time by practicing
with their swords, until the tense placidity of the camp was broken by an
ogrillion’s hurled rock.
The rock landed some distance from the treeline, but close
enough to see that some message was tied to the stone. So the company retrieved it, and saw—scrawled
in orcish on some torn scrap of paper, the question “Teg do Okak Aga?”
Onog promplty translated the question as “what do you want?”
and a bizarre negotiation ensued, with the ranger Unagi directing his familiar,
the hawk Tupac Shabird, to deliver the company’s own message—one demanding
surrender of the Shrine and their hostage—to Mizlokk’s remaining band. In delivering the message, however, the hawk spied
through an open pane high on the shrine’s wooden walls that one ogrillion
studied magic from the pages of an arcane text.
The ogrillions did not take long to give their answer: “Der
iak Nad” ::: “We will leave at nightfall,” delivered in the same manner as
their opening message had been.
The company had dealt with the likes of Mizlokk before, and
grown slow to trust. It occurred to
Greyndalf that the significant advantage the party held over the ogrillions was
the general impassability of the hillside other than on the wooden boardwalk—a
structure that forced the foes through a series of difficult bottlenecks,
should they attempt to approach the company.
Allowing the ogrillions to approach at nightfall—even if under the
auspices of their departure—risked forfeiting this advantage and potentially
facing the daunting Galjenkito force on terms more aligned with Markos
Gramartini’s ignorant conceptions. The
company would attack them now.
So it was that, without further delay, the company charged
back up the steps to the Shrine of Sil-Hurk with the Gramartini Rangers,
naturally, at the vanguard. When they
reached the top, they found four ogrillion fighters waiting for them, with
Mizlokk and another ogrillion spellcaster—the shaman Ryyu—in the rear.
Now the ogrillions would exploit a tactical advantage, as
the party’s fighters struggled to move past each other on the narrow stairways
leading to the final platform—highlighted by Schlemeel’s failed effort to
handspring his way over his comrades. But
the battle was joined nonetheless, and within moments the first of the
Gramartini Rangers had fallen. At that,
the raging captain Markos Gramartini sunk his blade deep into an ogrillion badly
weakened by the party’s attacks. “You
see!” the cavalier boasted. “Do you see
that!?”
Greyndalf, meanwhile, had employed a spider climb spell to maneuver himself to the flank, from there he
unleased a gust of wind that howled
across the face of the shrine—trapping several Galjenkito reinforcements inside
the structure and denying them the use of their deadly javelins. Soon the blows mounted on a second ogrillion,
and the Ranger captain again landed the final strike. “That’s two!” shouted Markos Gramartini. “That’s two I’ve killed!”
Moments later, as the dwarf Jowdain bashed an ogrillion foe
with his magical axe Blackhandle, he
felt the sudden sting of metal ripping across his back. One of the Gramartini Rangers, his mind
enchanted by Mizlokk’s machinations, had come to serve the enemy. Now Mizlokk unleashed a hail of magic missiles at the approaching
company, as Ryyu called forth a mess of vines to entangle the ranger Unagi.
Carefully pulling a narrow wisp of polished grey wood from
his pack, Greyndalf—still at the orgillion spellcasters’ flank, extended his
arm and aimed the wand of lightning
the company and found deep in the Vault of Konykos. With the stern utterance of its command word,
a shock of blinding white energy surged forward and inflicted its withering
damage on the two ogrillion magic users.
With the blast, the company seemed finally to have taken control in the
battle for the Shrine of Sil-Hurk.
Or, perhaps not. Mizlokk
clung to a far post and Ryyu took the healing of his god, Scaöl, as the first
of the ogrillion reinforcements pushed through the continuing wind gust and
forward into battle.
Adventure Notes:
·
Gramartini Rangers. The company first heard the name
“Gramartini” from an escaped debt slave hiding in the Old Druid’s Hut west of
Horl. He’d spoken of a “Gramartini
Farmstead,” headed by a “Lady Gramartini” and worked by fellow debt slaves, and
patrolled by the grandiloquent “Gramartini Rangers.” This setting—here, at the base of the defiled
Shrine of Sil-Hurk, was hardly the place the company would have expected for
its first meeting with the Gramartini Rangers and their vainglorious captain,
Markos Gramartini. But they are here
now, and to good effect!
·
Staff of Katchmyal. The fallen Encrod cleric Katchmyal
rewarded your promise to pass along tidings of the ancient vampire Tombasson
with her enchanted wooden staff. A day’s
experimentation revealed the weapon to feature a modest enchantment (+1 weapon),
coupled with the ability to function as a flame
blade once per day.
·
Mizlokk. You have come to face the
Galjenkito chieftain Mizlokk, and found him to wield magical spellcasting
abilities in addition to his legendary strength. He was unwise to have divided his force—an
error for which he has already paid and for which he may endure a steeper toll
yet.
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 company defeated a force of six ogrillions at the base
of the Shrine of Sil-Hurk in this session, earning 1,500 XP to be divided among
the seven player characters. This equals
214.29 each, rounded up to 215 XP per character.
After the Gramartini Rangers arrived, the party initiated
another battle with ogrillions, in which three have fallen so far. These 750 XP are divided among the seven PCs
and the three remaining Gramartini Rangers, for an easy 75 XP apiece.
The company is also awarded experience for the following
accomplishments:
- · Using small fire to delay ogrillion pursuit, 100 XP
- · Tripwire snare, concealed by illusion, injures ogrillion: 75 XP;
- · Concealed removed railing snare injures ogrillion and delays pursuit; 125 XP
- · Successful interactions with Markos Gramartini; 200 XP;
- · Not falling for Mizlokk’s negotiation ploy; 125 XP.
This portion of experience points is divided among the
player characters only, with a half-share to Nomak (who is more-or-less an NPC
at this point). This comes out to 48.08
per half-share, which we can round up to 50 XP—meaning 50 XP for Nomak gets and
100 XP for each of the other PCs.
The adventure gods observed much compelling play in this
particular occasion, a list that undoubtedly begins with the splendid
accommodations and fine Väsen ale. But
Greyndalf’s subtle manipulation of the bombastic Markos Gramartini has put him
and his men at the forefront of a fierce and desperate fight against the
Galjenkito occupiers that rages on even still.
To the practical rewards of this device, the gods now add one point of
inspiration.
Final Session 16 totals:
·
Jowdain
acquitted himself well in battle, garnering 390 XP.
·
Gambol
pleased his deity and is rewarded with 390 XP.
· Greyndalf remained a cunning and
resourceful (and mostly naked) adversary, earning 390 XP and one point of
inspiration.
·
Schlemeel
still don’t give a f*k, but he picked up 390 XP.
·
Onog played
it cold as ice, and acquired 390 XP.
·
Unagi looked
fresh as ever and gained 390 XP.
·
Nomak
contained his rage, and is enhanced by 340 XP.
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