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Friday 11/7/2014 Session Report and XP/GOLD

This thread is replacing the one created by Freddy (sorry bub). Scroll down to below the description of events for a breakdown of xp and loot for those who attended. First off I'd like to apologize to Jesse, I stepped over a line I didn't intend to cross and I will never do that again. How I told the story and allowed events to unfold was in poor taste, and a simple interrogation scene would have worked just as well as what I came up with. I want all of you to know that this game should at all times be an exciting (if not enjoyable) experience, and you should feel like a hero (or anti-hero) while playing. Sexual depravity has no place in our story. That being said, Jesse was very fortunate last game to have his character rescued. He received a positive reaction roll after being captured, guaranteeing his survival for at least a day, and the group displayed exceptional wit and determination in finding him; for that (and unrelated to the other unspeakable thing) each player other than Jesse will receive an additional 1,000xp on-top of what was earned during the adventure. Jesse's reward is his character's life and share of the loot such as the eye-gems struck from the goblin's stone face; by all accounts he should have lost his Ka'Gron to the minions of the Palace that day. Well played. Now for a brief recap of what unfolded during this week's adventure. The group has grown apprehensive of the two vampire children hidden within the midst of Stilt-Town; the rope-maker is the most recent person to go missing, but the group has decided to delay action for another week... So the group departed town for the Palace with two new adventurers in their midst; Kyle and Syl. The adventurers made their way through the now familiar route of secret passageways filled with cobwebs, to the area where they initially encountered pirates and a guard owl. The place was empty of life and recent activity. They finally investigated the room guarded by giant rats only to discover that both the rats who were chained to the floor had starved to death weeks ago. Investigating the area further the adventurers turned up a stash of rum, and also found the southern end of the hallway leading to the south tower; it's door locked and chained from the outside. At about this time, the group noticed a large statue of a goblin's face set into the western wall of the hallway, its eyes consisting of a pair of highly valuable gems. Ka'Gron carefully poked at the face with a 10' pole which triggered the mouth of the face to open; unfortunately it was a 20' long tongue made of stone which whipped out and grabbed Ka'Gron. Most in the group attacked the tongue with their un-enchanted mundane weapons, which bounced ineffectually off the stone; however the quick thinking Kyle moved in to help pull Ka'Gron free. The statue was too strong for the both of them, and pulled Ka'Gron into its mouth; Kyle tried to wedge it open with his shield at the last moment, snapping the shield in half. The group further investigated the statue, and two of the party members swung their weapons true at the massive eye-gems of the face; knocking loose both and quickly evading the tongue which attacked in response. Disheartened by the loss of a long-time companion, the group pushed on to investigate the palace further in hopes of finding Ka'Gron. After the adventurers checked one of the rooms on the west side of the southern hallway they found a room that the goblins and or pirates had used to defecate and urinate in, and were surprised when the mounds of debris and waste popped up to reveal themselves as giant rats. Ondraedon cast "Speak with Animals" and quickly convinced the rats of the group's good intentions. Ondraedon questioned the rats and was able to determine that Ka'Gron might still be alive; held by men on the other side of the wall. The rats guided the group through their nest, to a more remote section of the palace, where dwelled more pirates (but of a different ship). The rats told the group that if their friend still lived he would have been taken prisoner, and thought he might be held in a particular room. When the group listened at the door they heard [redacted scene from "Deliverance"]. Events unfolded and the group cut down all but one of the pirates inside the room and freed Ka'Gron. They forced the pirate to show them the way out, but first made a deal with the rats to exchange the group's rum for the worthless shiny's that the rats had been hoarding. They left the rats with the opened bottles of rum, the sour liquid left in puddles that were quickly lapped up by the 40 or so giant rats. One of the treasures was a cursed scroll, which Syl read aloud; he quickly fell ill upon reading it, suffering from an accelerated deadly disease. The pirate lead the group eastward down the narrow hallway, passing by a raucous sounding room with its door shut, and passing through a red velvet curtain to emerge in a luxuriously appointed hallway completely lined with crimson velvet drapes upon the walls. The group hurried along at as fast a pace as possible to try and save their friend, finally arriving at a set of double doors leading westward out of the red hallway. They passed through the doors with no issue, and found themselves in the main hallway leading directly to the entrance/exit to the west. Halfway through the corridor their dear friend Syl expired from the disease, thick blood running from his eyes, nose, mouth, and ears (and a few other unmentionable orifices). Finally the group emerged outside the palace, and Ka'Gron struck down the pitiful pirate in bloody vengeance. The group opened the doors leading to Anubis and called out for his aid; Ramkus was restored to life. ************************************************************************************************ NOTE: The group had 10 gems that weren't rolled on, so I rolled for those and included the gold value. Total Monster XP: 800xp Total Gold XP: 28,040xp Total Gold: 25,540 gold Personal Loot: Polymorph Self Potion (Disintegrated) Cursed Scroll Potion of Giant Control +2 Magic Spear Other Scroll? (Were there two scrolls that were found or just one?) Group Loot: Nautical Charts of the Urchin Isles (+1 to direction checks while sailing in that region) Ondraedon, Thea, Gorg, Ramkus, Kyle, Syl will each get 3,649 gold after selling the jewels to the dwarves, and will also receive 4,120 + 1,000xp from this adventure. Ka'Gron will receive 3,649 gold as his share, and 4,120 xp. Each hireling (cooks, porters, torch bearers) that accompanied you will take 2% of the gold from their employer's share of the loot. Each level 0 mercenary will take 10% of the gold from their employer's share of the loot, and if you don't have a companion you may try to recruit them; you may also level them by sharing your xp to turn them into henchmen. Each level 1 or higher henchman will take 1/2 the gold from their employer's share of the loot; and you may allocate any amount of your xp to them. Each companion will take 1/2 the gold from their controlling player's share of the loot, and you must share 1/2 of the earned xp with them as well.
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Edited 1415900929
Kevin the Barbarian
Pro
Sheet Author
API Scripter
I forget, did you already post some of this XP/gold? I just don't want to double-add anything. I could've sworn it was Syl who read the cursed scroll. Obviously, my memory is failing me all around...
I think it was Syl actually. I haven't posted any of the xp or gold; Freddy made another thread the day after talking about some stuff and I hadn't posted anything yet. I use the forums here to communicate important information to you guys, and you will nearly always find what you are looking for in the first post of a thread. Feel free to create your own posts here, but I'll routinely go through and delete entire threads so that only the board doesn't get too cluttered and hard to find information in.
There were 2 scrolls found, but we only identified one. I left the second one off because I thought I had misheard... OK ya'll help me decide which Level 3 spell I bring this week: Cure Disease: A spell which cures any form of disease. The spell is the only method to rid a character of a disease from a curse, for example. Or Remove Curse: A spell to remove any one curse or evil sending. Note that using this spell on a “cursed sword”, for example, would make the weapon an ordinary sword, not some form of enchanted blade. Range: Adjacent to the object. Wish I could carry more level 3 spells with me... hard to choose between; Continual Light, Cure Disease, Remove Curse, Speak with the Dead, and Striking.
You can do stuff with those spells throughout the week before the adventure though. My personal favorite is the continual light on the halfling prank; makes them glow like the dickens, and also makes it impossible to hide (in the shadows).
I think I will be adding Ranger as a playable class when the group loses their next long-term character. I'll post a full write-up on how the class will operate in Planet Eris.
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Kevin the Barbarian
Pro
Sheet Author
API Scripter
Since disease seems to be able to kill faster than curse, from what we've seen so far, my vote is Cure Disease.
I am glad we retrofitted last adventures events. Also, Ramkus called upon Anubis and Syl was brought back from the other side. I still got a rez left lol! Also, now that I am finally lvl 4 I can go buy my lvl 2 spell book which I am pretty pumped about.