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

Weekend 1/2/2015 and 1/3/2015 Session Report and XP/GOLD

1420479121

Edited 1420481901
Going to do the session reports again for this week... may not be as detailed as last week, partly because there were 2 sessions and I have a cold/flu right now so thinking is not coming easy. I will create a separate entry under this topic for each day of questing... Friday 1/2: Participants: Ondraedon/Fred (Cleric), Ramkus/Rich (Cleric), Gorg/Kevin (Fighter), Lucien/Chris (Magic User), Thea/Amanda (Thief), Curtis/John (Magic User), Ka'Gron/Jesse (Fighter), Aurum/Blaze (Magic User), Finnegan/Blake (Cleric), Lilium/Dean (Magic User), Drugo/DrPastah (Thief), Imin/Norm (Fighter) and Dodo/Alex (Magic User). During the week Curtis/John practiced his flying spell around Stilt Town. There was a near encounter with 4 black dragons, but he was able to dive into the water and utilize his ring to breathe and stay safe. The group began with a trip to Strongmoor, many magic users have leveled and needed their spell books, and Ondraedon needed to have a hammer dent knocked out of Nekros helmet. Part of the party went to a Chaotic cult to obtain cleric spell. When they rejoined the group, we headed for the Wizard Tower. On the way we were met by a large number of men, their leader Throm (Marine Captain of the Kingdom of the Urchin Isles) attempted to force our party into service. Ramkus and Ondraedon, being Priests in the temple of Krotus, were able to persuade the Marine to allow us to continue on about our business. Upon arrival at the tower, we were directed to the purchase counter where we were served by a hamster (familiar), a spell was requested that they do not have in stock here. Lilium inquired about purchasing a Bag of Holding, at which the hamster, apparently having been asked many times for magical items lost his cool and tried to attack. The attack failed, but Lilium took a hamster pellet to the eye. We then stopped by a blacksmith and Ondraedon dropped off the helmet for repair. The next day we were able to pick up the helmet and return to the tower. The hamster was in a better mood, Curtis was able to purchase a spell and Lucien dropped off the Vampire Statue with the hamster for analysis (to be checked back on in about a week). We inquired at the dock about a captain for the ship, but none were seeking employment. After returning to Stilt Town, the group headed on to the palace. Immediately upon opening the left door, the group was attacked by 9 (1/2HD) Giant Rats. Unfortunately in this encounter, Drugo was hit multiple times and died. Ramkus took the corpse of Drugo to Anubis and was able to have him re-incarnated. Continuing on easterly down the hall, we came to the double doors and tried to open them using the passwords, we were successful with "asteroids" and "adoor". We proceeded on to the second floor. Our first encounter was 5 (1HD) Hobgoblins. They were no match for our group. We then encountered 4 (1HD) Skeletons, but Ramkus and Ondraedon are at such a level as these creatures are immediately destroyed. We continued on towards to the south. Passing the slime vault, we were met by 3 (3+1HD**) Carrion Crawlers. We lost initiative and were immediately attacked. Each creature getting 8 attacks (1 per tentacle), our group was in some trouble since these creatures were on the ceiling and not open to melee attack, it was up to our ranged fighters and our magic users. Many magic missiles were cast, but some of our party were paralyzed and swept up by the creatures for consumption. A shield was cast for the party to hide behind, but another magic user cast sleep and the creatures fell and were subject to coup de gras. The clerics used all their cure light wounds to end the paralysis for some of the party, but there were more that needed help. So the group opted to go back to the slime vault to rest. Pausing outside the door, a thief was able to hear voices inside. The door was crashed open and we went to work on 12 (1/2HD) Kobolds. We were able to defeat them, but the noise brought their leader crashing through the door between the lab and the vault. We were facing a (4+1HD) Ogre. This creature was slain, but Gorg took a serious hit by the club. The party now realized that the lab had been trashed during the week. There was glass and clay from the jars strewn all about. We also found that the Kobolds and Ogre had brought in 3 large trunks which were protected by explosive ruins. The party opted to rest and one of the clerics would meditate on "Speak With the Dead" so we could find out if there was a way to safely open the chests. After the rest, the remaining paralyzed party members were cured and we were able to get the word from the Ogre that opened the 3 chests, finding 12000 gold inside. At this time, the group decided it was time to deal with the (4HD**) Gelatinous Cube in the vault. We tied a rope around Ka'Gron (as a precaution), he proceeded into the vault room, broke some oil flasks upon the floor, then opened the vault. The cube made a grab at him, but with some luck and a pull from the party on the rope, he was able to escape. Between the fire and a barrage of Magic Missiles, the cube was laid to rest. A cleric then cast Resist Fire and was able to avoid falling on his rear while retrieving the 6 +1 arrows from the vault. We continued south to a pair of doors, a thief listened at both with no sounds heard. We opened the door to the west and found 4 dwarf heads on display, with some empty bags hanging from the ceiling. The heads were collected respectfully so the party could return them to the dwarven colony for proper burial. Upon opening the door to the east, we came across the bodies of the dwarves and the guillotine that had been used to kill them. We collected the bodies and set fire to the torture device upon exiting the room. As we continued south, we were attacked from behind as we turned the corner to go east. We had been tracked by 3 (8HD) Lizards. Because the hallway was narrow, the encounter was limited to the party. Ondraedon and Ramkus stood between the group and the lizards, while Gorg (immediately behind them) was able to attack with his spear. A flurry of magic missiles was cast, and Lucien summoned a Large Spider to aid us in battle. The group survived, but we were battle worn and short on spells. So we opted to head back. On the way out 8 (1HD) Skeletons were destroyed by the clerics. Having left the palace for the night, the group encountered 3 (6HD) Giant Boars. Many were injured by these creatures, but they were eventually brought down. While stopping at the river for a break, the team spotted a Red Dragon flying overhead. As if that weren't enough, the group noticed that the rider of the dragon was a Balrog. We were in serious trouble and death was certain, but the dice were with us and the creatures merely flew off to the mountain area just around the palace. We stopped off at the Dwarven Colony and handed over the bodies of the dwarves we recovered in the temple. Ramkus explained where we found them so we were not accused of having done it. If any lawful fighters have trade and a need for it, John has a sword you may be interested in. Also, the group now has 2 javelins that we need to take to an Oracle for identification. They are magic items, but someone very powerful need to identify them. Reward: 6796 xp and 1502 gold for each of the 13 participants.
Saturday 1/3: Participants: Ondraedon/Fred (Cleric), Ramkus/Rich (Cleric), Curtis/John (Magic User), Ka'Gron/Jesse (Fighter), Aurum/Blaze (Magic User), Rolaf/hotkey25 (Fighter), Lorielle/James (Magic User), Lilium/Dean (Magic User), Drugo/DrPastah (Thief), Imin/Norm (Fighter) Some of our Elven Magic Users have mind melded amongst themselves to share spells. There is some risk in this, but it has worked well so far. The group quickly set out for the palace and made haste for the second floor. We went directly to the southern corner and entered the room immediately to the north after turning the corner. This door contained 6 sliding locks on the outside of the door. Inside the room were many carved glyphs of eyes, and there levitating over a silver pedestal in the center was a sword in the shape on an Ankh. Curtis entered the room and asked that the rest of the party remain outside. Detect magic was cast and the sword glowed as well as the door. At this point, Ramkus spiked the door open with a plethora of iron spikes. Curtis went to grab the sword, only to find it was an illusion/trap. As soon as his hand touched where the sword was, the door attempted to close, but was stopped by 2 of the spikes. Ondraedon (now wearing the brass helmet recovered from Nekros) noted that someone/something was now moving towards us. The party continued east down the large hall, but the noise was troublesome. So those with metal armor wrapped canvas around their boots. It was successful in muting most of the noise. We turned north up the first hall and entered the first room to the east. In this room we were easily able to defeat a (2HD) Green Slime. After it had been burned away, we were able to notice a secret passage. The group took the northeastern passage, but there was a trap which Ramkus and Ka'Gron fell through, into 3 (2HD) slimes. It was deep. The slimes ate through all of their armor, and their packs, both were able to save a magic mace, a magic shield and an amulet, but all else was lost (including clothing). Curtis commanded Ondraedon to cast Cure Disease on the green slime, which destroyed the creatures. We hauled Ramkus and Ka'Gron out of the pit, and headed back to Stilt Town so they could re-supply. Back in Stilt Town, Curtis requests the clerics load up on certain spells for the next adventure. After a rest, the party returns to the palace, but we head back down through the pool and take the crack/crevice down to the lower level. During our crawl we encounter 8 (1/2HD) Centipedes. There is no room for combat, but fortunately a magic user is able to successful cast Sleep on the creatures and we can dispatch them. Out of the crevice, the party turns both thumbs on the Gargoyle status and make haste across the floor to the secret entrance. Once inside the group miss the turn for the sarcophagus area we had previously visited and had to backtrack. We passed through the Sarcophagus room (with the scale and the feather). Curtis cast Protection from Undead (10' rad) and Ondraedon cast Protection from Chaos on himself, we then proceeded on to the next chamber where we encountered 4 (5+1HD**) Mummies. Ondraedon was able to roll to turn the mummies and they were frozen on place. The Magic Users were easily able to destroy the first 2 mummies with a flurry of Magic Missiles. The party tried to attack the third mummy with melee, but it failed and the Magic Users again had to take it out. The 4th mummy was also destroyed without an attack. We collected 8 jewels from the mummies, and Curtis was able to get us into another room. This room held the sarcophagi for the 4 mummies. They were made of Platinum, Gold and Jewels. With some effort, we were able to get all 4 into Curtis Bag of Holding. Our Elves were then able to find a secret door from this room, we were able to open it and found a chest made of Platinum and Jade. The chest was also placed into the Bag of Holding (which now slowed the party and took two people to carry). Inside the chest were 10 2D6 Healing Elixirs and 4 Miracle Max pills. We exited the tomb and gathered back at the Gargoyle statue, but we were not alone. Our noise had attracted a (5HD***) Spider. Since we were in the 20x20x20 hallway, Curtis took a chance and let a Fireball fly to a point 20' beyond the spider. It worked, the spider was fried and we were unharmed. We made our way back to Stilt Town, then on to Strongmoor to sell these significant items. Reward (for each of the 10 adventurers) 34102 xp and 32940 gold (yes that's 34000 xp for each individual!)
And now some questions... If I buy a scroll, and am at a level to use it, can I carry it with me and read it when I need it instead of memorizing it? Will it burn away if I do that? I bought Commune (A spell which puts the Cleric in touch with the powers "above" and asks for help in the form of answers to three questions. Veracity and knowledge should be near total.) What 3 questions should I ask? FYI: John has taught us that the cleric/magic user can cast Continual Light on a hooded lantern, so we can use that instead of torches. Continual Light gives us 60' visibility instead of 30' from torches. If anyone is interested in having this done, please post it here and mark off the gold for the lantern during the next session, I welcome any donations, but do not expect any payment for this service as it benefits the group. We will still need to carry some torches as a precaution!
Never should you not have a ready source of flames and burning. Torches serve a sacred duty in the lives of adventurers, and that is to be used to set other things on fire in either our defense, our offense, or our general *sometimes great* amusement and frivolity.
1420510438

Edited 1420510503
Amanda the Amazon
Sheet Author
So....John just took everyone on Saturday to where all the treasure was that he knew about. Should we just give up the adventure because there is nothing left in the dungeon except for some stupid vampires (who won't give good xp) along with all their wandering monsters?
Lets go visit the tree of woe. Or we could explore the areas around Amon Sin.
We saw the dragon fly to the NW of the island (fire mountain area) So there's that option. The Tree sounds like it may be fun. If we go for overland adventures it would be wise to decide early so Steve can get and review the notes before hand. Also Amanda, there's far more Treasure to find in the dungeon.
Exploring the areas around Amon Sin might require me to make an overland travel map for the area, although I could just wing it. I need to come up with a mini-adventure/dungeon for Amon Sin, the Tree of Woe etc.
Probably found the significant treasures on lvl 1-2 and maybe 3rd. Are we sure there is not a 4th or higher level in the Palace? I gotta believe the vampires have treasure. Overland is still pretty scary (ref Red Dragon riding Balrog). Didn't the Dwarves have a quest for party? Why don't we use the ship to reach the island?
John, you crack me up. Should start the Cult of Burnation dedicated to the amusement and frivolty of setting shit on fire.
Well let's find out through Commune... I cast Commune and ask the following: 1 - Is Xylarthan still held by Lilium's Charm spell? 2 - Is there more to be gained by continuing on the lower floors of the palace? 3 - Where can we find an oracle to tell us about the javelins?
I don't really want to play in a dungeon where one person knows where everything is and it becomes the Curtis/Kyle show. We still need to cure poor Borbo (there was a module for that). There are other areas of the island that hopefully Curtis/Kyle haven't been to and if they have, there is a whole world that hopefully they haven't been to.
Freddy: Commune will have to wait to adjudicate ingame, but keep thinking up questions. These are fully answered, and are NOT limited to yes/no answers. Amanda: John is only experienced with a small fraction of the Palace. The previous group only made a few expeditions below 3rd dungeon level, and he was merely taking you guys to a treasure you missed when you initially explored that room. You guys had stopped exploring and decided to go back to town after opening up the sarcophagus and a few canopic jars in the room. John: In the future, just to prevent any loss of that "sense of exploration" that drives this game, if you reach a familiar part of the dungeon from your prior visit here, you should not dictate interactions and should instead relay limited information about where treasure might be located or that the group should be cautious for traps. No specifics or details, and definitely no using knowledge of what awaits the party to "game" the system. This does not disallow you from saying, "Hey guys, when my adventure group was here last we saw treasure in this location but were attacked and unable to retrieve it." You should always make something up about what drove you off so that the other players aren't clued in about what threats and obstacles they might be facing. That being said, the Palace is a gigantic place. I was with John on most of his adventures there, and I can honestly say you guys have covered just about everything he covered now. There are probably a few places on 3rd floor and 1st floor that you guys haven't gotten to yet, but there is probably at least another 3 to 6 months of content to explore in the Palace. Bringing up the subject of Borbo again, I've just realized that both Ondraeden and Ramkis are able to direct their temple brothers to cure Borbo (and anyone else) of Lycanthropy without having to perform any quests. You guys currently have the following leads of interest: Magic map with magic writing that has been deciphered. Leads to a spot marked in the middle of the sea, and a spell has been written into the scroll (the effects of which you do not completely understand) which will do something to move water. You've seen the red dragon fly over the mountain range in the middle of the island. When you first arrived, and anytime you care to look, you have seen that goblins inhabit the swamps that cover the northern part of the island, and there appears to be a fortification at the bottom of a lone mountain that occasionally spews fire that is located north of the swamps. You've seen the dead forest of bare-limbed trees to the northwest of the mountains, and have heard it was haunted by the villagers. The dwarves have mentioned how they have encountered minions of the Vampire Queen in the "Old City", the abandoned section of their city that has yet to be resettled. These areas of interest might lead you to an adventure, although I may or may not be prepared to run it. You should also note that just because you say you want to go looking for adventure in far and distant lands, doesn't mean you will find it. Visiting the city of Amon Sin could be a complete waste of time without a good lead or a reason to go there.
I brought in Curtis with Steve's blessing understanding that I'd know several areas that hadn't been explored by the main group and threats you'd be facing. I didn't want to lord this knowledge or make it not fun for first timers. By your posts and response it's obvious that that's happened, so for that I'll apologize and hope that you wont feel that the dungeon is empty of things to learn and do (it's not.) Since I also don't want to hold the game hostage and prevent other people enjoying the setting I'll go ahead and move on. I hope Steve continues to make an enjoyable story and world for you guys to be a part of.
Ack. John, I didn't mean to come across as not wanting to play with you - your characters crack me up. My gaming personality type is Explorer so I like to explore every nook and cranny of a map. I didn't realize that you only knew up to a certain point - I just assumed that you knew the whole place (totally making an ass out of me :) ). Please don't move on. *Curtis looks down to see a large Fighting woman attached to his leg as he tries to walk off.* *Kyle looks down to see a small Halfling wearing a pirate hat attached to his leg as he tries to walk off. A large owl has also landed on his shoulder, digging in her talons. That white spot may or may not be owl poop.*
Yeah man, don't go! (But if you don't wanna come back Ka'Gron would like your gold and belongings)
Yeah don't move on John! We all like adventuring with you. Amanda is right, you have let a bit of prior knowledge into the game but just don't say anything when you see something familiar. No need to break up the Party! Its like Tom Petty says: "Just play dumb; whatever you know..."
Are we just playing Friday or tonight also?
Stay John, we need you. Jesse and I would be slime without you.... or on fire and slime. Either way dead. Super dead. Also you saved us from the Slug! And you brought Jesse back from the dead. And you still have 1 wish left!
Hey that reminds me... no one answered this: If I buy a scroll, and am at a level to use it, can I carry it with me and read it when I need it instead of memorizing it? Will it burn away if I do that?
Yes. Reading directly from the scroll burns the scroll. I'll answer the commune questions in-game. It will take a day to perform the spell and it requires an intricate ritual. You can use it nearly every month (but not always every month), and you can visit your temple and do the greater form of the spell to get more questions answered once per year. Answers will come to you with crystal clarity, full understanding, and leaving no ambiguity or uncertainty. Also you should reconsider your questions; for example: how do you think oracles answer questions? They ask the gods...