Session 26 Recap & Experience Points Awards
The wizard Greyndalf
returned to the House of Opposition in search of mystical inks, with which he
planned to scribe spells procured in Gibrodol’s library into his own book. He was in luck. The temple was well-stocked, and Gorldreth,
the dark acolyte of Morto, more than happy to assist. Properly equipped, he returned to the crystal
tower south of Admark to begin the painstaking transcription.
* *
* * *
Meanwhile, others of
the Wildcats had errands of their own.
Leaving the elven mage behind, they set off along the orchard path for
Admark. But there would be others along
that path today—others of questionable intent.
Several had warned
that the Leddle gang would covet the crystal tower. How they might try to acquire it remained
uncertain, however, until now. A small
detachment of their representatives met these Wildcats on the road to Admark,
and attempted a crude form of extortion.
“What do you want for the crystal tower,” their lieutenant queried, with
his men trying their best to intimidate the rag-tag adventuring company. “My employers are able to top any bid you may
have received.”
“We’ve been offered
five thousand gold pieces,” the sorcerer Onog matter-of-factly replied. “If you can top that, we’ll talk.”
The Leddle commander
seemed not to like the price. He paused,
and sized up the company he faced. “Five
thousand is a lot of gold,” the commanded offered. “But perhaps we should talk about this
further.”
“Your place,” the
sorcerer snapped. “An hour after
sunset.”
“You will come to
the Old Lordhouse?” the commander verified, seemingly taken aback. “We had assumed you would not.”
“Is there a reason
we shouldn’t?”
“No,” the Leddle man
confirmed. “We will see you tonight.”
*
* * * *
On reaching Admark,
the company returned to the Oribale Smithy.
The artisans there had done a masterful job of embedding the gnome
Schlemeel’s leather armor with metal studs.
Across the front, the pattern of the studs spelled “Wildcats” in gnomish
runes:
Delighted, the
company tipped the blacksmiths generously for the work, and promised to return
should future blacksmithing needs arise.
The ranger Unagi
then led the company to the northeast corner of the village, where rows of
fishermen’s huts dotted river bank behind a bustling square scattered with
merchants and fishmongers. Here a woman
cleaned and scaled the day’s catch, there a man sold panfish by the skein. The ranger had come in search of a rod,
however, and thus stopped only at an unmarked gear shop to purchase a 7-foot
fishing pole and a pair of nets.
It was on the way to
the shop, as the party worked its way through the crowded fishermen’s quarter,
that the ranger felt a clumsy hand tugging at his coinpurse. Instead of the ranger’s coins being snatched,
it was the ranger who snatched the thief.
Clutching him by a frail wrist, Unagi demanded an explanation.
The thief was a
human boy of seventeen years, but he spoke without a hint of shame—only regret
at his uneptitude. “I haven’t eaten in
four days,” he answered, leaving it at that.
“Well, why didn’t
you just say so?” the ranger scolded.
“Perhaps I should
have.”
The pick-pocket gave
the name Magrif Dissc, and said he’d come west from Balvin. The story didn’t quite add up. But the company had its own needs, and sudden
use for this unexpected captive.
“We’ll pay you a
handsome wage to perform a brief service for us,” Onog proclaimed. “Just a little scouting, nothing too
difficult. You’ll eat for a week, and
afford a room at the inn.”
“What kind of
scouting?” asked the thief, skepticism ringing in his words.
“Do you know the old
lordhouse in town?”
“Well, go take a
closer look. Exits. Traps.
Guards. That kind of stuff.”
“You gonna rob the
place?”
“No,” the half-orc
insisted. “Just need to be
prepared. We’ll meet you on the steps of
the Q’in temple at dusk. Give us your
report then, and you will be well-rewarded.”
The thief agreed to
the mission, and was set free to perform it.
He disappeared into the crowd, with the Wildcats wondering if they’d
ever see him again.
* *
* * *
When their shopping
trip concluded, the company returned to the tower south of town. There, Greyndalf concluded his spell
transcription and received an update on the day’s developments from his comrades. As dusk approached, the entire group set off
again—headed north to the House of Opposition.
Again, however, the
company was unable to reach the village without incident. This time, a pack of ghouls skulking through
the trees came upon the company. One
among them was a ghast—an especially dreadful ghoul variant marked by its foul,
poisonous odor. The ghouls charged the
party and closed quickly to a melee distance, and a desperate battle
ensued. The rogue Schlemeel caught
several within the arc of his burning
hands spell, while Onog blasted several others with a pair of minute meteors. Yet the company’s fighters struggled to hit
their marks, and soon Onog would fall to the ground, paralyzed, as a ghoul’s
fearsome claw tore into him. Only the
cleric Gambol’s lesser restoration
spell would prevent a second warrior, the Wildcats’ stout dwarf Jowdain, from a
similar fate as another ghoul’s claws ripped through his armor as well.
After the ghouls’
dangerous initial onslaught, however, the company soon wrested the upper
hand. Schlemeel struck from the shadows
and brought down one foe with a masterfully-executed backstab. Jowdain slashed another with his nighty axe,
Blackhandle, severely wounding and slowing
the undead monstrosity for the duration of the battle. And three party members would combine to
knock out the ghast with determined blows in short succession. With the ghouls now badly outnumbered, the
company hacked the remaining enemies to bits as the Gambol restored their
wounds through a prayer of healing.
Momentarily, Onog’s
numbness receded and the party continued to the House of Opposition, where they
expected the pickpocket Magrif Dissc to appear with intel on the Leddle gang’s
stronghold. Instead, only the same Leddle
gang captain would appear, flanked by the same four thuggish types as had
accompanied him before.
They approached to within fifty paces of the temple steps, before their commander spoke. “Looking for someone?” he asked, drawing ever nearer. With that, he reached into a burlap sack and pulled from it a severed head, then flung it toward the Widlcats with an underhand lob. It rolled to a stop at the company’s feet, and then the party instantly recognized it belonged to Magrif Dissc. “You dare send spies,” the Leddle spokesman pressed. “You see how we deal with spies.”
“He was just a boy,”
Unagi angrily replied. “Anyway he was no spy.”
“Oh, he wasn’t” the
commander mocked. “Well, “I don’t think
there will be any bidding on your tower now.”
Before the commander
could turn to leave, Unagi—furious at Dissc’s cold-blooded murder—produced a
vial of acid from his belt and threw the caustic liquid into the commander’s
face. The commander screamed in agony as
the acid burned into his pores; he brushed the acid away with his hands and shirt
sleeves, but the disfiguration was extreme and the scarring would be
permanent. Enraged, the commander drew
his blade and charged straight for the ranger.
His men
followed. But being fifty paces off,
they could not reach the scene before Gambol blocked their way with spike growth. Moments later, the cleric would conjure
massive plant vines to grab one of the approaching thugs and drag him through
the spikes, and then a second. Onog
blasted the other two thugs with Snollic’s
snowball swarm, while their commander stabbed futilely at Unagi. The party’s warriors ended the battle
mercifully, striking the crazed commander hard across the skull with the flat
of the blade. He fell unconscious, and
his one remaining subordinate surrendered—while three of their mates lay dead
in the dirt just yards from the temple steps.
It was then that
Mata Bolina emerged from the temple.
“What is the meaning of this!?” the Q’in priest exclaimed, angered at
the sight of bloodshed on his doorstep.
“These men attacked
us!” the thug prisoner shouted. “Threw
acid in my commander’s face.”
“After…” said the
mage Greyndalf, speaking for the party.
“Threw acid after what?”
“They killed this
boy,” Unagi clarified, when the prisoner made no effort to answer. The ranger pointed to Dissc’s severed head,
making sure the priest took notice.
“Killed him in cold blood.”
“Was a spy!” the
Leddle prisoner argued. “He was killed
for spying. You sent him!”
“We sent him to look
for traps,” Greyndal calmly retorted, his words directed to the priest. “Just traps.
Anyway, this had to be done.
These man would have taken the tower.”
“It’s forfeit
already!” the prisoner taunted. “For
your spying, now for your killing.” But
his words only seemed to dispel the Q’in priest’s doubts.
“So it had to be
done,” Mata Bolina confirmed to the mage. “An
unpleasant task, but a necessary one.
What are your intentions with these men?”
The mage explained
that the Wildcats intended to interrogate the unconscious commander, and would
take him back to the crystal tower to see it done. The other man they had no use for.
“I will see after him,” Mata Bolina offered. “The temple has accommodations for prisoners. But I cannot allow you to take this other man. The gods find no sin in unavoidable bloodshed, yet that which is unnecessary cannot be forgiven.”
“I will see after him,” Mata Bolina offered. “The temple has accommodations for prisoners. But I cannot allow you to take this other man. The gods find no sin in unavoidable bloodshed, yet that which is unnecessary cannot be forgiven.”
“Then I assure you
he will be given a chance to live,” the mage declared.
The promise
satisfied the Q’in priest. As the
Wildcats saw about improvising a travois for their captive, Mata Vuvu led his
own prisoner into the temple, and presumably down into its dark dungeons of its own.
Adventure Notes
Spell Transcription. As
the wizard Greyndalf demonstrates in this session, a wizard may transcribe new
spells found on scrolls, in spellbooks, etc. into his or her own
spellbook. The transcription, however,
must be performed under “laboratory” conditions—and thus is generally not
possible during wilderness or dungeon explorations (hence, attempts to
transcribe a spell under adverse conditions will carry a significant chance of
failure, which will vary depending on the degree of adversity). The fine inks necessary for transcription are
available in most villages and towns at a cost or ~50gp per spell level, but
must be used shortly after acquisition.
Ghast. The
Wildcats had previously encountered common ghouls in the Horl mud cave, as well
as the variant “Maze Ghouls” in the Doom Ramps of the Betrayed. The company met yet another variant in this
session: the “ghast.” The ghast
resembles the common ghoul in vitality (32-40 hit points) and possesses the
same, fearsome paralyzing strike. But
the ghast attacks with greater skill (+3 bonus to hit) and emits a poisonous
stench (affected creatures suffer disadvantage on all attack rolls and ability
checks). The ghast also resists certain
spells and spell effects—and can spread that resistance to allied ghouls.
Experience Points & Inspiration
Combat/Encounters
The company defeated
five ghouls, one ghast, four “Leddle thugs” and one “Leddle commander” in
battle this session. These victories
total 5,100 experience points, for an even 850 XP per character.
Interactions/Role-Playing/Quest
progress
In another
role-playing heavy session, the company accumulated 150 XP for successfully
managing their initial interaction with the Leddle gang, 250 XP for their
extremely successful handling of Magrif Dissc’s attempted theft, and another
150 XP for successfully managing the conversation with Mata Bolina after
killing three men on his doorstep. These
awards total 550 XP, so we will go ahead and round that up to 600 XP—making an
even 100 XP per character.
Inspiration
The adventure gods
aren’t much on antiquated clichés, like “the clothes make the man.” But then a reckless gnome dons a custom suit
of studded leather with “Wildcats” spelled across the front in armored plating,
and they have to reconsider. And while
they’re thinking about it, maybe some beast-loving ranger who’s named after a
fish and carries a pet bird comes by and splashes a cup of acid in their
faces. Strange times, man.
Final Session 25 totals:
- Jowdain acquitted himself well in not battle, garnering 950 XP.
- Gambol pleased his deity and is rewarded with 950 XP.
- Greyndalf remained a cunning and resourceful (and still reasonably naked) adversary, earning 950 XP.
- Schlemeel still don’t give a f*k, but he picked up 950 XP and one point of inspiration.
- Onog played it cold as ice, and acquired 950 XP.
- Unagi looked fresh as ever and gained 950 XP and a point of inspiration.
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