Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Wednesday 10/29/2014 Session Report and XP/GOLD

***See bottom of this post for XP and GOLD info. YOU MAY NOT LEVEL MORE THAN ONCE PER ADVENTURE. *** During the previous week Thea realized it was strange that the peaked thatch roof couldn't be seen from inside the warehouse, and she discovered a concealed trap door in the ceiling. Up there she discovered additional floor space, some rat droppings, empty crates covered with thick layers of dust and cobwebs, and a chest containing a forgotten stash of treasure. During this time Borbo continued his physical transformation into that of a werewolf, taking on a lean but muscular appearance in all aspects of his body, with deep-set eyes and taught, prominent, facial muscles. Eventually his lawful sword, the Borblade, spoke up and said, "Borbo, you look a bit under the weather. You appear to be suffering a bad case of lycanthropy. In fact I sense the chaotic spirit of the beast within you now. Fear not, for as long as I am in your possession I will keep the beast at bay; your body and soul will stay pure and unsullied by the spirit." After some discussion, the group decided to embark on a mission to find the missing children and more importantly the pirate's treasure. They followed the treasure map in reverse to the pirate's cove, across the mountains of Baalor island. After over a day of travel on the secret trail, they arrived at the cove and discovered a pirate ship moored to the side of the cave's cliffside. The group snuck past the lazy lookouts on the ship and dispatched a small group of pirates camped in front of a door to a series of caves at the back of the cove. They made their way into a series of caves and carved passages and found the children being held prisoner. Then they fought off nearly 70 or more pirates in several battles of skill and bravery; emerging bloodied but victorious in the end. They discovered some more treasures in the chest, an altar to Loki, and took control of the pirate's ship. The group freed the children and took them to Stilt Town to care for them while the group rested and recovered; eventually planning on taking them to Strongmoor. ------------------------------------------------------- Total Monster XP: 7,750 Total Gold XP: 39,876 (includes the gold value of magic items and pirate ship) Total Gold: 16,876 (after selling gems and jewelry) Personal Loot: +2 Mithril Armor , this metal armor is lightweight and allows the wearer to move as if wearing leather armor. Still can't be worn by Thieves though. +1 Chaotic Sword , a +1 sword aligned with chaos; no other notable abilities, intelligence, or ego. Group Loot: "The Vile Eel" Barbarian Trader: A large merchant vessel that was converted for use as a pirate ship. Valued at 20,000gp Tactical Movement Rate: 300' per round at full sail. Travel Speed: 60 miles per day (sailed) Crew: Requires 20 sailors to operate at full capacity. Cargo Capacity: 15 Tons (300,000cm) or space, food, and water for 40 additional passengers. Draw: 10'-15' Hull Points: 180 Sail Points: 90 Fitted with a rotatable ballista mounted on the Sterncastle (rear). Can shoot ballista bolts for 2d6 damage, which are able to damage ship hulls. Can shoot large flasks of oil, which will spread across 10 square feet on impact. The following player characters participated on the adventure (PLEASE HELP ME CORRECT ANY MISTAKES) Kaizer Ramkus Ka'Gron Lucien Thea Ondraedon Gorg Durus Vesryn Lansar I'm not entirely sure who left near the end, so here is the gold and xp listed for each person: Donnie: 210g 4s, 366xp Ramkus: 363g, 775xp Someone else who left: 363g, 775xp Everybody Else who made it to the end of the adventure: 2,277g 2s, 6,532xp 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.
Sadly one of the children was killed when we were pinned in by the pirates. We will definitely need to go back and clean out that villainous nest! But on a brighter note... we own a pirate ship now! Our new theme song: <a href="https://www.youtube.com/watch?v=i8ju_10NkGY" rel="nofollow">https://www.youtube.com/watch?v=i8ju_10NkGY</a>
That is fantastic news! I was worried that we would get stuck in that cave for the week, situation did seem dire there after the pirate ship began firing on us and the only visible exit lit on fire. Next week can't come fast enough. Everyone have a great Halloween!
So, GM... are you going to post the XP and gold earned? Need to contemplate spells for our next round of action. Close to lvl 5, hoping to get those 2 extra spell slots and start thinking about saving up to get that lvl 3 spell book!
Yeah, I want to but I didn't have the time last night, and tonight is Halloween and tomorrow is a wedding. I think all I need is a list of everyone who played; I can't get into roll20 from work.
Wow, everyone was very quiet on here over the weekend... well I have some questions now about the pirate ship: Are we going to approach the ferryman about operating the ship for us? If he can; Can he now take us to the pirate cove and drop us off? Can he take us to Strongmoor (so we don't have to wait a week for a ship to come in)? Would Stilt Town improve if the Ferryman is able to travel to Strongmoor freely? Can he give us a discount on ferry rides to the island since we are basically going to give him free use of the ship? Can we pay him to train us to operate the ship? Do we need to obtain additional workers to protect the ship? Did we thoroughly search the ship (we found a chest and another treasure map, but is there more)?
He acted like it had its own map, so probably, and that chest was in the attic of the stilt town base. We won't have to pay for the ferry because we bought his business out so he works for us now, though we should pay him for teaching us how to sail.
The ship will add a whole slew of issues that I need to resolve. It will probably require a crew of about 10 or 20 people to make any long distance trip, but I'll make a separate post to detail what the ship looks like, the layout, how much it can hold, the crew required, etc. Learning to sail is not a skill you guys possess. You could learn the basics from week to week and possibly learn how to sail smaller four-person craft, but becoming proficient as sailing the larger vessels like the pirate ship is more of a trade; you would have to spend 6 months uninterrupted by adventuring to become proficient enough to sail on the open sea. If any of you would like to do this, let me know; you can most likely find a trading vessel and depart from the group for awhile. You will have to make at least one survive adversity check, but after 6 months of in-game time you be able to return as a sailor.
Hi DM! I was wondering if the gold and xp was published yet for last Wednesday the pirate cove massacre and yachting excursion....Borbo and Lucien were there for all of it. Probably can't play this Friday but looking forward to next session after that...Thanks.
Loot and xp posted. I think Lansar may have been the one who left around the same time as Ramkus before the pirates last stand.
700 something short of level five, damn it.
1415371508

Edited 1415371809
Sweet lvl 5, but I don't have enough gp to get the lvl 3 spell book so I don't need to visit Strongmoor (except to return the children). But seeing as Cure Disease and Remove Curse are in the lvl 3 spells, I hope to have enough to get it very soon!
1415374203
Kevin the Barbarian
Pro
Sheet Author
API Scripter
How much shiney holy man want? Dead kid make Gorg sad, want want to help holy man.
Ondraedon is high enough in level now to diagnose that Gorg is suffering from a shrinking curse.
Does that include the treasure that I found in the rafters of our warehouse?
1415378142

Edited 1415380426
Amanda the Amazon
Sheet Author
Then it behooves Gorg to help him buy his next spellbook! Question: Do your companions go to your heir designate when you die (like your treasure)?
Short a lot... 2249 + expenses this week. Maybe there will be a reward for the return of the children, or we could strike a deal with one of the lawful temples that I will return X number of kids in the name of their god in exchange for the book (plus a donation from me for their consideration). How many children were there in all? Gorg wasn't the only one cursed... who is our short, bald companion? I can probably only cure one a day, so that would mean waiting around. And yes the gold amount listed above is the total I sent that includes the chest in our HQ.
1415384089
Kevin the Barbarian
Pro
Sheet Author
API Scripter
Gorg can pay that.
Thank you Gorg/Kevin. I will accept your loan, but would like to try to negotiate to see if we can reduce that amount first. The entire burden shouldn't fall on you, even though you have a direct interest in my obtaining the spell book.
1415388576
Kevin the Barbarian
Pro
Sheet Author
API Scripter
Honestly it just puts a good dent in his reserves. He hasn't been hiring anyone, so has extra. He is also looking to donate a lot to Kronus anyway and he would see this as a way to do that.