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Welcome to the new Tekfactory Kingdoms of Kalamar page.
1 2 XP 3 4 5 6
Game report after the first night's play
Alright,
The plot to kill the pirate captain went fairly well, the Brotherhood got one prisoner to take in and try piracy,
and Ragnar got some justice.
The PCs found their way into a tavern in the port town of Haanex, and over a round of drinks tried to figure out
what to do next. Simultaneously the dwarf asked the barkeep about work, and the gladiator found a flyer calling
for adventurers. Apparently both were related to a job working for a Wizard named Veoden. Other things posted on
the tavern wall included wanted posters, and calls for lumberjacks next month in the logging camps, when the snow
melts and the river rises the north rivers flow with lumber.
Deciding to try their luck at the wizard's tower at sunset, the party went to the smithy to see if they could better
equip themselves. With some barter and many selfless donations the party was able to purchase 3 swords, 2 shields,
and two full sets of scale armor.
At sunset the Wizard Veoden invited the party into his leaning tower, and told them the story of a star that fell
in the Northern mountains one hundred years ago, he wants them to find it and bring him the precious Mithral it
is rumored to contain.
Before they could do that, they'd need to find the map of Walker Dairoo the only man to see the fallen star, and
return alive, he passed his map onto his kin, but with it came a strange curse, it was believed the map was buried
with Atuur Dairoo the last of the Dairoo line.
Veoden asked the party to find the map, and seek out the fallen star, Ragnar opposed the grave robbing on principle,
and Salzazar asked 200 gold for this first mission in addition to the promised price of 100 gold per pound of Mithral
to each survivor of the party upon their return. Veoden also mentioned his friend Arrowain went looking for the
star and has not returned, he fears the map may be the only key to finding his friend. He believes the Dairoo were
all buried in the Mausoleum in the center of the
graveyard west of town. Veoden has said he'd go himself but would not abandon his young adopted son.
The party went, scrambled over the 10 ft walls of the graveyard, found the mausoleum to be the final resting place
of the Baolo family, and the Dairoo clan buried nearby... Salzazar unearthed Atuur Dairoo's grave to find his coffin
locked and bound with iron chains.
Our intrepid blonde warrior woman believed there was great evil in the Baolo crypt, and stood watch over it as
the party prepared to open Atuur's coffin. As the coffin lid was rpied open Atuur's eye popped open wide, he chastized
the party for disturbing his slumber, and attacked. The party mercilessly hacked him to bits, and threw their swords
at him, until at last he stirred no more.
The map found in Atuur's clenched fist was old, yet had modern writing on it, presumably Atuur's own notes, all
written in Renaarian.
When the party returned to Veoden, himself a Renaarian originally from Geanavue, he would translate the script
for the party.
After burying Atuur's corpse, the party turned their will against the evil in the crypt, the lock opened almost
too easily, and the heavy oaken door quickly opened to reveal the undead skeletons of the Baolo clan. With horrible
efficiency swords and crossbows hacked bone, and claw to dust. The evil ended, Salzazar found numerous coins and
gems littering the floor and was quick to take them up, lest the party need them later.
Just before dawn the tired adventurers visited Veoden's tower once again, Ragnar insisted Veoden double their payment
for the hardships they had faced, then passed out on his couch while Veoden, Salzazar, the dwarf, and the Kalamaran
poured over the map for clues. Veoden said he'd get the 400 gp he owed the party from his strongbox, and pay them
shortly.
REPRINTING THE LIST FROM 11 DAYS AGO
The pirates had:
Arrows - No Specialty Arrows
Bolts - 5 Needle Bolts, Saadolos Poison (@1 hr sleep)
Daggers
Dueling Sword - Basically a 2-Handed Longsword
Light Crossbows
Short Swords
Short Bows
Belts
Boots
Cloaks
Leather Armor
Pants
Pouches
Sacks
Soft Leather Armor: +1AC, +9 MaxDEX, 0 Check, 5% Spell, 5lbs
Balls of Merfolk Musk (Bubbles water, drives off aquaitc life)
Bottles of Smotherblend (Fire Extinguishing foam mixture)
Flint & Steel
Hemp Rope
Hooded Lanterns
Rations (Salted fish & hard bread)
Waterskins
The Brotherhood of the Broken Chain took the pirate ship, sails, ship's boats, belaying pins, maps and papers in
the captains quarters for themselves, and set you ahore in the North end of the Bay. They also 'liberated' a bottle
of the Captain's wine for you...
If you want any other nick-nacks or brick-a-brack just ask me.
END REPRINT
Kevin got a set of thieve's picks from a pirate who proved a rotten thief before he became a pirate, there were
also bedrolls, backpacks, torches and many common items, but you had to ask me to approve it before I let you take
it...
Veoden gave the party two bedrolls and a canvas tent he used once upon a time when he was an adventurer, along
with the shovel, crowbar, and pickaxe he loaned them earlier.
You fought one Ghoul - Atuur Dairoo (CR 1 - 300), and 4 Skeletons - The Baolo Family (CR 1,1/3 - 400) , both were
EL 1 encounters, consequently worth 700 xp total to a first, second or third level party. I didn't have a sheet
for Chris' character and as such won't divide xp by 6, but by 5... or 140 xp each. (For those keeping score its
140 xp to a 6th level character as well.)
The session award for banding together for 'common need' instead of 'lets all get rich' is a further 100 xp each.
This includes the dwarf selling of the stuff he pocketed on the pirate ship for the party good, and everyone else
who chipped in on equipment, as well as the characters watching out for each other though they may not support
their comrades vigilante, or grave-robbing activities directly.
Carl gets 50 xp for his in-character action/development via group email.
Mark gets 50 xp for his in-character action/development via group email.
Mark gets 50 xp for his in-character action/development in-game.
Kevin gets 50 xp for his in-character action/development in-game, and email.
Neil yours is coming very soon... and I appreciate the effort you spent in
reading the setting material while still prepping your own game, you and
Jer got whacked early on from still fleshing out your characters when the
game started, while Carl, Kevin, Mark have been fleshing theirs out for
almost two weeks on the list, and via email. Bizarrely enough I have the
best sense of what Kevin and Mark's characters will and won't do, and the
best idea of where Neil's and Carl's come from, and are going, both sides
of a character are important.
Right now the tallies look like:
Carl 290
Jer 240
Kevin 290
Mark 340
Neil 240
Upon further reflection I may give more out later... unless something goes
terribly wrong you'll need to have you 2nd level versions of your
characters by the third session.
Carl, if your character comes across as well in game as he does in email
you'll be doing good.
Neil lets see you breathe some life into your death-machine.
Mark your lanyard costs 1 cp for an old boot lacing...
I'm putting the Dairoo map, and translated one with scale on it up on the
group tomorrow while I'm at work.
Good night, good game, we got three combats resolved with very little table chatter, and everyone helped shut that
down when it did start, not bad at all for a 4 hour session with party introduction, eating, and character creation.
Paul
Game report
after the second night's play
First off I'd like to say I was wrong, Fire Giants have charcoal
gray skin, not red.
Now onto the session
We left our heroes planning their expedition, and sleeping at the
home of their benefactor Veoden the Wizard. In the morning, the went
into the town and outfitted two fine horses, bought some clothes,
torches, tools, food and supplies. The Bard aquired a fine Fhokki
horn from a local artisan using two of the precious stones found in
the Baolo crypt. Following Veoden's advice Ragnar went to the
Thirsty Hound seeking Girion the Ranger, their fellowship complete,
the group journeyed North while the sun still shone. A pack of wild
dogs dogging their steps, but never showing themselves.
Before sunset that day they made camp not far from the valley of the
giant Mounds. Defenses were set, and a watch was established, only
the Dwarf noticed anything, and all he saw was a Hobgoblin walk up
to their crude palisade, stare at the dwarf, and wander on in the
night.
In the morning they found their camp surrounded by a low-lying mist,
they waited a few hours for the sun to warm the earth, and the mist
to dissapear before continuing on. As they journeyed to a wide and
shallow valley, they noticed the mists therin had not dissappated,
Girion said they never would, for he'd passed by here in high
afternoon, and late evening and always the fog persisted.
They walked the valley's outer edge looking for tracks, went into
the valley all holding onto a rope, their five foot visibility only
allowing them to see two other members of their party at a time.
They approached the first mound, walked its circumferance,noticed
the occasional patch of hewn stone beneath the packed earth, and
grass. They walked up the sides in a spiral, looking for some
entrance to the great mound.
They found nothing...
Crossing over to the second mound they noticed the damp earth
between the mounds was almost like a bog. The lowest point in the
misty valley was filled with mud.
On the second and third mounds they repeated their searches, on both
they found nothing. They went to center again, and began to dig at
the innermost side of the third mound. With great effort the
gladiator and dwarf cleared the mud off of a thirty foot wide
keystone, but found no entrance. At the outermost edge of the mound
and many feet of packed earth they found a similar keystone, but
again no entrance. They Climbed to the top of the mound, digging yet
another hole, this time in the center, and again they came to hewn
stone...
Darkness fell, and the party made camp for the night.
In the middle of the second watch the gladiator heard a great
sounds, like the beating of a drum, or some unimagineable heart. The
party awoke, they looked around, grabbed weapons, and donned their
armor, again they heard the great beating... coming from the center
of the mounds.
They made their way down towards the center, the bog was now knee
deep in water, and their earlier digging at the keystone was at
least an inch higher off the ground. The party tied a rope around
the half-elf who walked out into the center of the bog, water up to
his knees, and the great beating was heard again, the earth beneath
them shook, and the water was an inch or so higher on Salzazar's
legs. Slazazar retreated to the edge, they put a spear into the bog,
and tied it off with the rope, hoping to measure how far the ground
fell during the night. When they checked it in the morning the
ground had moved only an inch in total from the night before.
Two of the party members had believed that maybe some kind of
geological settling was occurring as the weight of the ancient
mounds brought the center of the valley even lower, then minutes
later, the outer edge of the valley would fall a little bit to
compensate. No one knew if it was because if the constant dampness
of the valley, or a mining accident below the mounds, all they knew
is it shifted a great deal at night, but amounted to only an inch or
so by morning.
The party packed up, and encountered a rock gnome wandering south,
they talked to him about the sinking mounds, a hill giant shepherd
he had seen, and a fire giant band raiding from the south. The party
continued until they saw many tracks, and trampled grass... a while
lated they came upon a group of nomads grazing many of the their
younger goats, while an older one turned over a fire. The bard
approached the nomad patriarch and asked him about:
The Darkwoods;
He said don't go there
The the fire giants;
He said he's heard they are stealing cattle
The hill giant shepherd;
He said Olaf the hill giant is very kind, and eats many goats when
invited to dinner.
With that Ragnar not so subtly invited the party to dinner, their
host treated them to wine, plates of fruits and goat cheese while
they waited for rest of the meal to finish cooking. Upon leaving the
camp, Salzazar offered their host a modest gem for his hospitality,
and Ragnar pressed a few silver coins into the old man's hand.
On their way the party finally met Olaf, and talked to him about the
darkwoods, and the dark hills. Olaf told them they shouldn't go into
the woods, people see strange lights at night. He said there were
ogres and trolls in the hills, though not as many as they were in
his grandfather's time before death fell from the sky.
When asked if Olaf had ever seen anything bigger than he was around
here:
He said: "every now and then.. no"
He'd also heard a tribe of goblins lived in the mountains now, but
didn't know for sure. Leaving Olaf, the party continued on to the
edge of the Darkwoods, as had become his custom by now, Girion went
hunting in the wood before dark, and brought back much meat and
vegetables with his foraging.
During the night the dwarf saw the mysterious lights everyone had
talked about... they wandered off into the dark inner shadows of the
wood.
In the morning the party set off to find the Evil Obelisk, they
walked for hours in the trackless wood, until at last they came upon
the stark white obelisk in a clearing where no good thing grew. The
base of the obelisk was made of cruel faces of stone, and the upper
part smooth alabaster leading up to a golden ring, and outcroppings
at the top. Girion attempted to climb a nearby tree, Salzazar took
the hint, and climbed up to a point equal to the outcroppings and
shot an arrow through the obelisk. Upon the arrow was tied a fine
twine, and on the twine he tied a rope, the rope was puleld threough
the top of the obelisk and secured with a grappling hook so that he
and others might climb the thrity foot of smooth stone straight up
to the outcropping... at the top he noticed some soot, and that the
obelisk was some kind of chimney. Ragnar used a lantern to look into
the mouths of the obelsik, and saw the smooth basalt walls of the
chimney. Girion concerned himself with the tracks of some wild
humanoid that had danced about the spire within the week, yet left
no other trace of their passing.
After much exploring of the depths of the chimney, and testing of
the stone face of the evil obelisk, the party left the darkwood
vowing to bring down the obelisk some day.
For three days they journeyed west to the mountains, and the dark
hills, on the first they spoke to another rock gnome, the second
they hid from a party of fire giants, and on the third they saw many
bent trees, and heard a wolf howling for his kin as they approached
the center of the dark hills, and saw the crater where the star fell.
Now onto the XP:
Chris gets 25 XP for his IC action/development in game
Jer gets 25 XP for his IC action/development this/last game
Carl gets 25 XP for his IC action/development this/last game
Neil gets 25 XP for his IC action/development this/last game
Neil gets his 50 XP for overall character background.
(Though he's still too quiet - ahem)
Kevin gets 25 XP for his IC action/development this game
Scott gets 50 XP for his in-character action/development in game,
and attempting to climb the tree, when the stone seemed unclimbable,
playing the NPC and making my job oh-so much easier, al on a couple
paragraphs of info, a map, and a notecard. The ranger never would
have been as useful if I had to play him. I don't know what he'll
use the XP for but thanks.
Mark gets 5 xp for 'inviting the party to dinner' in-character
action/development in-game, and 5 more for paying for it afterward,
demonstrating he's not as much of a moocher as perhaps Veoden might
think by now.
Kevin gets 5 xp for rewarding the old man's hospitality, and being
the 'first' to do so.
Carl gets 5 XP for chipping in towards the horses/horn, even though
eventually it got bought with party funds a different way.
Chris 10 XP for lighting Salzazar's boots
Jer 10 XP for paranoid use of Detect Evil
Kevin-Mark 50 XP for all the wacky dig up the mound, defend the camp
with a palisade, pull down the obelisk, thinking you're putting into
this. It shows, and it makes the game, the website, and 3 AM game
reports worthwhile.
> Upon further reflection I may give more out later...
We're 10 days into the campaign, the characters are actively
exploring the world, talking to people from all over, remembering
languages and skills they have, they'd forgotten about. So I'm
giving out 250 xp, basically 250 XP for every day we're into the game
that you're out there doing something.
Chris gets the 100 XP for group cooperation that everyone else got
last session.
Like I mentioned to Chris everyone is eligible for 100 XP for
character background and a fully fleshed out personality. Some
people have already gotten that, and are now getting smaller
vignette awards for their actions in-character. Jer and Chris have a
full 75 left to go, Carl 25, and Neil 25.
> Right now the tallies look like:
Carl 290+25=315+250=565
Jer 240+35=275+250=525
Kevin 290+80=370+250=620
Mark 340+60=400+250=650
Neil 240+75=315+250=565
Chris 100+25+10+250=385
I wanted to give out more for the IC actions, but didn't think
widening the XP gap right now would be healthy for the game. I saw
an article in Dragon from an author who came up with a system for
rewarding non-combat actions I'll read it and see how things go.
Chris knows he can't make up the 140 XP for the first game's undead,
but that won't mean much in a few games.
I might change the remembering XP to 25 per day which would make
everybody +150 higher, and simulate where I want everyone to be by
now.
> unless something goes terribly wrong
It did...
> you'll need to have you 2nd level versions of your
> characters by the third session.
You won't... but you might want to be thinking about them anyway.
> Carl, if your character comes across as well in game
> as he does in email you'll be doing good.
Nice to see he's still selfless in his deeds, but he's very quiet in
his words.
> Neil lets see you breathe some life into your death-machine.
Well he does whatever is asked of him, and I understand his actions,
decisions, as being aligned to his former life, but he still doesn't
have a voice.
> Good night, good game, we got three combats resolved
> with very little table chatter,
No combat, lots of table chatter, I blame myself a lot for the
chatter, next game we'll try to fix that.
Paul
Notes on some of the XP Awards we'll be using for the Game
.
>I
wanted to give out more for the IC actions, but didn't think
>widening the XP gap right now would be healthy for the game. I saw
>an article in Dragon from an author who came up with a system for
>rewarding non-combat actions I'll read it and see how things go.
I must have it at work, not at home, but I did go through my D20 modern
stuff, basically Farscape (AEG) and Spycraft (Also AEG) and while AEG has a standard mission length XP award you
multiply by the group level that isn't specific enough for me, and it doesn't reward individual initiative. I think
that was the OLD D20 Star Wars XP system actually, D&D already has a mechanism for providing the bulk of your
XP, its called killing stuff.
Spycraft went a little further and added a clever idea/action category. It has 3 reward levels for actions that
should be rewarded, 25 XP for something good, 50 XP for something excellent, and 100 XP for something Awesome.
To keep the rewards worthwhile at any level they are multiplied by the character's level. Thus a 6th level character
that comes up with a truly amazing/awesome idea/action in game is rewarded 600 XP.
They go further to reward the PCs for solving the clues that lead them to a
mission objective OR to another encounter. The rewards are 10 XP for simple clues, 25 XP for harder clues, and
50 XP for difficult clues. As before the rewards are multiplied by character level to keep them worthwhile for
higher level PCs.
One of the rewards mentioned in Spycraft was taking precautions to way to
avoid surveillance, well its not exactly surveillance, but I think Mark and
Kevin's palisade and caltrop chain precautions qualify. Its a 25 XP reward,
they give 50 XP for figuring out a clever way to avoid a fight through use
of wits, or formulating a clever plan to enter an enemy base. The best one
100 XP is for pulling a scam off on the villain, or getting a crook to go
legit.
I'm going to keep looking around for more methods, but I think these are a
decent starting point.
I'm also looking at using Star Wars D20's Encounter Levels, for non-combat encounters, which might only add 100
XP for something as easy as enlisting the aid of an NPC, talking to the great wizard etc... but what you want the
NPC to do isn't something he is dead set against, but has to be cajoled into. I'm thinking it would keep the A-to-B-to-C
parts of adventures from seeming like a waste of good hacking time. These Simple encounters again, multiply by
Party level to keep them interesting for higher level characters.
Encounters where you are intimidating, bluffing, or bribing a guard to look
the other way, or give up his prisoners, essentially defeating him as an
obstacle, without killing him, is supposed to get you the same XP as
killing him. That's in the DMG and D20 modern, but doesn't cover softer
uses of skills. Luke and Obi-Wan convincing Yoda to train Luke, Luke's DM certainly wouldn't say Yoda was defeated,
and wouldn't give Luke XP for beating a 20th level Jedi Master, but he might give Luke 100 XP times his character
level at the time of Empire.
Paul
Game report after the third night's play
The party approached the small hut, Salzazar went around back and
peered between two ill fitting boards. He saw an old man working in a
smithy, while beakers and an alembic boiled in the crude lab behind
him.
The party decided to wait until daybreak when the goblins guarding
the cave entrances, and ultimately guarding the smith and the great
evil would be at their weakest. Just after they settled in, a goblin
brought food to the smith, and almost spotted Salzazar hiding in the
brush near the hut.
During the night many of the warriors came out, women and children in
tow. The children played a kickball game with a ball of hides, and
one of the men mined the meteor as others kept guard, and two
foraging parties went looking for food.
At Dawn Salzazar and the others crept up onto the hillside above the
cave entrances, and surprised the goblin guards, killing them all
before any could raise the alarm. With the watch dispatched, two
groups of fighters guarded over the caves, while Salzazar and Eveir
the Paladin checked out the hut. Salzazar opened the lock after a few
moments, and tried to free Arrowain from his riveted shackles with
the hacksaw in his thieves tools. As Salzazar worked Arrowain told
him about the coin, and the powerful Wizard Daresh.
Almost on que, Evir's body flew from the doorway and the dark wizard
walked in. Salzazar quikly dropped his saw, and drew his shortsword,
he lunged at Daresh but some invisible field stopped his blade short.
Daresh extended her right hand towards the boiling coin in the
glowing fire, it flew to her hand, and landed with a violent hiss,
burning itself into her flesh. She screamed in agony. Salzazar asked
the still chained Arrowain to help him, Arrowain threw a molding
block at Daresh but missed. Daresh returned his attack with a bolt of
black energy that shot at him from the coin. Arrowain collapsed in a
heap.
Outside the others had noticed the attacking and screaming and were
running across the crater and up the embankment where their friends
stood engaged in battle. Others hurled missiles at Daresh from all
manner of bows, but all of them fell short of the mark. The first
hero to arrive was Girion who plunged a longsword in Daresh's back,
again she screamed, but them shot up into the heavens, and was
quickly out of bowshot.
<Flight is 90' per turn not 20'>
Salzazar and Evir attempted to ease Arrowain's pian, but he cationed
them not to touch him for fear they too would die. He told them the
coin must be destroyed, and that only the Alchemist Halaan knew the
secret to creating another coin. Only with another coin could they
defeat Daresh. He urged them to seek Veoden's assistance in finding
Halaan, and stop Daresh before she could learn to use the coin's full
power, otherwise she could enslave entire nations to her will.
Turning from the hut, the party returned to the caves, Girion built a
fire to smoke the goblins from inside, he added some of Arrowain's
components to the fire in hopes of making them more noxious. After a
few moments the fire was knocked over by coughing goblins, a jar of
red powder caused a big flash, and surprised both sides, as it
cleared,12 armed goblins rushed Vonomir, and Girion. Vonomir
remembered well his time in the arena, and slew many that passed by
him at the entranceway. Girion stayed at range and attempted to come
in slowly, attempting to grab the sword he'd laid down earlier, and
fought only with a dagger until he regained it.
The others ran to the aid of their comrades, and soon all but one of
the goblins was dead. The last one disarmed by Katarina's whip was
held for questioning. The party said they had slain Daresh, and tried
negotiating Kreek the goblin's life for mithral, and all the goblin's
gold. The other goblins said they'd miss Kreek greatly... Salzazar
let Kreek go as a gesture of good faith, and asked that they send out
the miner to help them remove the remaining ore from the meteor, and
they would leave them in peace. The miner came out, used Salzazar's
chalk to mark pieces of rock to be removed, and two of the party's
stronger fighters made short work of the meteor, producing a twenty
pound ball of ore that should bear a pound to pound and a half of
mithral.
Salzazar also asked for the key to the lock on the hut, the goblin's
agreed, the party took the alembic, the lock, key, and chains as well
as some small smith's tools and left the hill country.
They journeyed for three days unmolested until they came upon two
ogres camping, they were arguing over something involving the fire
they had built, and a squirming meal in a bag. As the party
approached them, one of the ogres noticed Salzazar getting close to
their camp, with one move he kicked sand onto their fire, and
darkened the woods such that even by the full light of Veshmo only
the two half elves, and dwarf could really see anything.
Katarina cast a light spell on a copper coin, and threw it close to
the ogres, the party engaged, Evir was injured, Girion nearly died,
and Vonovir was greatly wounded. In the end the party's
determination won out, and the ogres lay dead.
As the rest of the party inspected the ogre's corpses, Salzazar
checked the large squirming sack, as he untied it, he took a hard
punch in the jaw from a dwarf. Stiruck the merchant believed the
ogres were about to eat him. Salzazar said he thought he might have
been a bear, Stiruck said he thought he was going to be dinner,
though he's glad they both were wrong. Katarina said dwarves with
senses of humor were rare, and Stiruck ammended that's its better to
be rare, than well done.
 |
| Stiruck's caravan was set upon by bandits weeks ago, while
he escaped the bandits, he was later captured by the ogres. He was travelling with a group of dwarven merchants
headed from Zoa to Ardorr-Norr. |
The party fought;
4 goblins CR 1 - 300 xp (or 75 xp each)
12 goblins CR 3 - 900 xp (or 75 xp each)
The PCs got 100 xp each for remembering things from their past.
2,650 / 6 = 200 + 100 = 300
The party did not defeat Daresh, though she was injured and fled, she
achieved her objective. She has the coin.
The PCs did achieve their primary objective of obtaining the Mithral,
a complex objective 300 xp
And secondary objective of learning the whereabouts of Arrowain,
simple objective 100 xp
So everyone is up 700 xp over last game.
Kevin got an extra 50 xp for orchestrating the ambush that removed
the goblin guards before they could raise the alarm, and wake the
extra 12 guards sleeping in the barracks.
Scott got extra 50 xp for trying to smoke the goblins out, I'm sure
Girion will appreciate it...
Which leveled the entire party, then they fought the Ogres;
2 Ogres CR 4 - 1,350 xp (normally 600 xp each)
1,350 / 6 = 225
Mark and Jer's characters took a 300 xp missed a game session hit.
So the tallies look like;
Carl 565 + 925 = 1,490
Jer 525 + 625 = 1,150
Kevin 620 + 925 = 1,595
Mark 650 + 625 = 1,275
Neil 565 + 925 = 1,490
Chris 385 + 925 = 1,310
As I said the Hut contained an Alembic, its a device Alchemists use
for separating ingredients, and grants +2 to Alchemy rolls when
creating an item. It can be used to create 3 items before its
useless. This one has 2 more uses left, normal cost for an unused one
is 100 gp.
The Ogres had two large bronze shields, they have 9 hardness, and 14
hit points each. The Ogre swordsman had two bronze fullblades, also known as Ogre Greatswords, they also have 9
hardness, and 14 hit points. They do 2D8 damage, crit on 19-20/x2 and weigh 23 lbs each. A medium creature could
use this two handed after taking an exotic weapon feat for the
weapon. A medium creature can't use it one handed at all.
The Ogre with the swords had a gold belt with 3 ruby chips in the
shull shaped buckle. You'll have to get the belt appraised to know
what its worth.
The one with the club had 67 gp in his pouch, 27 of it the dwarf
claims is his, and it is minted in a different currency than the
rest. Also an ornate silver dagger with dwarven writing on the side,
also the dwarf's or so he says.
Additional notes - Bronze weapons and shields perform the same as iron or steel weapons do, but
have lower hardness, and hit points. As the metal is easier to work Bronze weapons/armor cost 35% less than steel
equivalents. You are more likely to find Bronze weapons/armor in the hands of warriors from primitive cultures.
The books only say how bronze weapons and armor are different, not shields so I made that up. Bronze Armor has
less AC than steel or iron armor does, but since wooden shields provide the same AC bonus as steel ones, I decided
Bronze shields should too.
Our Ogre friends traded in the standard Ogre feat of Weapon Focus for a Shield Proficiency. While
it raised their AC to 18, it took their Attack Bonus from +8 down to +7. I left the greatsword doing 2D6+7 instead
of 2D8+5. I think the shields kept them interesting since a 4 player party of 2nd level characters should have
been able to beat them, but be challenged, and our party is 7 strong right now, and fighter heavy.
If the goblins had been interested in a full on battle against the PCs, they might have sent the
rest of the warriors out the rear entrance, and caught you between them with 12 warriors on each side. When the
first barracks load of warriors dissappeared, they decided not to send a second force to suffer the same fate.
You make it back to Haanex with no difficulties, we'll pick it up next game with you in town, possibly
collecting your money from Veoden.
Paul
.
Well the party arrived in Haanex, recieved 150 gp each for the Mithral they brought back, and another
500 gp for the alchemical equipment they hauled back with them.
Veoden was distressed that his colleague Arrowain was dead, but more concerned that this Wizard Daresh had a coin
of power, and would no doubt use it to evil ends. He entreated the party to continue on to Zoa where Geolain the
Wizard would help them find Halaan.
Ragnar and the rest of the party booked passage on the Forsaken, a cargo ship out of Zoa hauling fine Tharggy cloth
back to the Southern city. They signed on for 10 gp each, and got the horses thrown in for free. After three days
of smooth sailing a Sea monster attacked the boat, the party dispatched it with little trouble before it reached
the ship. But as the sun set, the winds died, and so they woud remain for 3 days hence. On the second calm night,
Sahuagin attacked the ship, three of them climbed aboard, one of them knocked a female crewman unconscious, and
two others ambled onto the ship near the party. In a matter of moments they too were dispatched, only Salzazar
and Vonomir took grievous wounds and would need rest and care for a few days to regain their strength. After the
following night, and the party's attempy to tow the ship by rowing in the dingy, the winds returned. Only the next
days winds took them into the sights of hungry pirates, most of whom were dead before they were in boarding range.
And the pirate captain Vile followed his men just a moment later when Ragnar laid him open with a longsword.
All went extremely well until the party tried to decide how the pirate ship would be divided between them, and
Captain Pocatt. Though naval law awarded the prize to the Captian of the winning ship, Pocaat offered half the
value to the party. Salzazar and Ragnar thought he only deserved 10% at most since only one of the pirates ended
up being killed by one of the Forsaken's crewmen. And called openly to Pocatt's crew to come work for them. When
Katarina attempted to resolve the issue diplomatically her words were well recieved until Ragnar helped out by
trying to intimidate the captain on his own ship. Pocaat told Ragnar to get off his boat, and for the crew to shoot
him if tried to come aboard again. Naish the Dwarven Fighter, and Evir the Human Paladin stayed on the Forsaken
while Salzazar, Ragnar and Vonomir all went over to the new ship. Katarina said she'd join them once she negotiated
further with the captain. Pocaat gave her the name of a potential buyer in Zoa, and told her if she wanted to cut
him in on the price to send him whatever they thought was fair, he didn't forget their help with the pirates, shark-men,
or the sea serpent, but he'd not abide mutineers on his ship. He arranged for them to take fresh water and supplies
from his ship stores to make up whatever the pirate ship didn't have. There actually was not a lot of food on the
pirate ship, they were running out of food on the becalmed seas, and that's why they attacked a ship where the
crew outnumbered them two to one, instead of facing starvation.
All of the slaves below decks on the pirate ship were sailors by trade, and gladly offered to crew the ship back
to Zoa in exchange for their freedom. Katarina said she'd make fresh water for the journey, but quickly extra food
was brought aboard, and though one crewman said he could navigate, it was thought best by all to keep the two ships
together despite the faster speed of the newly captured Dragon's Breath.
The next day they came across another vessel, this time another Renaarian Cargo ship like the Forsaken though her
sails were in tatters, her ship's boat caved in, and the captain the only visible crewman alive was lashed to the
wheel, he briefly saw the ships approaching him, and wave them off to leave. Evir, and Naish travelled to the Dragon's
Breath to be with their companions. Pocaat kept the Forsaken far away as he suspected it to be a plague ship. Salzazar,
Ragnar, and Evir all boarded the dingy and made their way over to the side of the drifting Hyperion.
EPs:
Helping the GM move 500
Sea Monster EL 5 (1,800 divided 6 ways = 300)
Sahuagin EL 6 (2,700 divided 6 ways = 450)
Pirates EL 10 (10,800 divided 15 ways = 720)
7 Days Remembering = 175
Katarina's 2 Dealings with Pocaat despite one or more fighters threatening him and his ship 600
Towing the Ship with the Dingy (Ragnar/Salzazar) during the becalmed seas 50
Jer not making yet another game session -300
The Dragon's Breath was when new a 10,000 gp ship in Pocaat's opinion. The Captain's cabin had a local map, a Navigator's
toolkit, and a spyglass in it. The ship's stores also have Rustproofing Oil, and Waterproofing Oil, the crew quarters
have 12 sea chests in them 9 filled with dirty clothes.
I'd detail the galley but its really just a stove with some pots and pans right behind the bow of ther ship. The
cook had basic grease to cook meals in, and salt, but that was it.
So the tallies look like;
Carl 1,490+2,145 = 3,635
Jer 1,150+1,345 = 2,495
Kevin 1,595+2,195 = 3,790
Mark 1,275+2,195 = 3,470
Neil 1,490+2,145 = 3,635
Chris 1,310+2,245 = 3,555
Did you:
Find Geolain... No
Find Halaan... No
Make a Coin... No
Stop Daresh... No
Get Closer to finding your Enslavers... No
So you aren't any closer to your personal goals, or party goals tonight. While its true that having your own ship
might help you get to the west, and ultimately defeat the slavers, this one won't get you there tonight, and won't
help you with the short term goal of defeating Daresh. In Fact alienating Pocaat might have stopped your short
term goals quickly.
Kevin, although you can make up a new character in just a few minutes I really doubt that motivates Salzazar to
nonchalantly walk onto what's quite possibly a plague ship. The Paladin can and likely will do it with no risk
of harming herself. I realize Salzazar took precautions, but its just seems a little risky when you don't have
to expose yourself.
Paul
Well our intrepid adventurers boarded the bloody vessel, it turns out the
ship was plagued with evil, instead of disease.
Evir and Salzazar were the first ones to battle, while Ragnar was caught in
the dingy as it overturned, and a pair of Lacedon 'sea ghouls' attacked him.
Evir, and Salzazar had their hands full with Zombies of the ship's crew.
A hundred feet away Katarina, Vonomir, and Naish could only watch as their companions were viciously attacked.
Saraab, late of the Forsaken, told the
wheelman to make for the Hyperion as the crew ran below decks to man their oars. Our heroes rained down volleys
from their crossbows upon the undead, as the ship struggled to get underway.
All told the heroes prevailed, and the undead were dispatched. Captain Wein was moved over to the Serpent's Breath,
and given proper care.
Searching the ship, they found numerous glyphs, a body packed in salt, and an Evil cleric setup in the Captain's
quarters. After a short fight with some skeletons, and a spectral hand, the party entered the cabin in force, two
swinging down through the windows, and others charging straight down the hallway, within seconds the Cleric Varin
was dispatched, and his evil altar toppled. Inside the room were 1,121 gp, almost a score of gems, and a handful
of potions.
Ragnar stayed aboard the hulk as the others prepared to tow the bloody mess back to Zoa, with full sail and oar
they made port in the same time it took the Forsaken with nothing to tow at all. When in port the Forsaken made
for the high docks and the city market, the other ships tied off at the low dock and were boarded by the portmaster
to check their cargo, and were given the basic rundown of the city's laws.
The party gave captain Wein 500 gp to get his ship back in shape, split the
rest of the booty among its members, and for the most part set out to find the Wizard Geolain. Ragnar had other
business in town, and didn't come back until later. At Geolain's tower our heroes tasted real food for the first
time in weeks, as they sat in the wizard's drawing room. Geolain said he could find Halaan, but the party would
need to do something for him first. The Sentinels of the True Way have a large cache of books they will be burning
two days hence in a ceremony that is part of a recruiting event. The books must be rescued before then, and brought
back to him for safekeeping.
When Salzazar asked the wizard why he didn't do this himself, Geolain said it would be illegal either way, but
walking down the street, and laying waste
to the Sentinels with magic would open him up to problems with the city watch, and have Sentinels from all over
the country surrounding his tower in a matter of weeks. Geolain wants to see everyone at dusk tomorrow, you have
one day in town to prepare and get your affairs in order.
Last things:
The party left their potions with Geolain to be identified
Ragnar returned to the ship after buying some new armor.
Naish wants to seek out some Dwarves in town
The party wants to see Commodore Taagert about selling their ship
The party talked about paying Pocaat some of that money if the ship sold
The party talked about paying their crew something, besides freeing them
It will take a few days for Captain Wein to get his ship ready to travel, then
he is off to Kalamar's capitol city Bet Kalamar, this takes him South by the
Jungle, the cape, and into Kalamar, it will take him over two weeks to get
there.
Wein wants to know for sure if you are selling your ship, he'd like to hire
some of your crew, but won't take them out from under you. He'll need 18 people to run the Hyperion.
Three of your crew are off the ship when you get back, they are in town telling their family they are alive, or
sending messages to family in other cities to the same effect.
XP for last game
5 Zombies (5 x CR 1/2 = EL 3 900 XP)
2 Lacedons (2 x CR 1 = EL 2 600 XP)
4 Skeletons (4 x CR 1/3 = EL 2 600 XP, it should really be 400 XP)
1 5th level Evil cleric (CD 5 - 1,800 XP)
3,900 XP / 6 PCs = 650 XP each
.
7 x 25 XP for memories each = 175 XP
.
everybody goes up 925 XP
.
Ragnar took on a CR 2 Armor Salesman all by his lonesome with no one else present, took all the
risk, could have died etc... he gets 925 + 600 = 1,525 XP.
.
So it looks like this;
Carl 3,635 + 925 = 4,560
Jer 2,495 + 925 = 3,420
Kevin 3,790 + 925 = 4,715
Mark 3,470 + 1,525 = 4,995
Neil 3,635 + 925 = 4,560
Chris 3,555 + 925 = 4,480
Paul
Alright game 6, the PCs meet Geolain yet again, Ragnar who was missing from the first meeting,
channels Salzazar as he asks why they need to do
Geolain's thugging for him before he will help him. He say that he would
help them, but it would take time to find their information, (time he could
be spending to stop the Sentinels himself) after a while they digress, and
wander off to find Driscall at the Blind Beggar Inn.
Driscall claims his name is Helmitt, and at the soonest opportunity takes off out the back door
after Salzazar had started cleaning his fingernails with his dagger. Sal and Ragnar wander all over the inn looking
for him, and some of the inns patrons get up to leave, Naish and Vonomir attempt to stop them, but they are soon
joined by more people from outside who are waiting on them. All of them wander off to Driscall's house, as Katarina
shadows them down the street.
Salzazar wanders around Driscall's house and hear the angry Sentinels in the basement, through
a crack in the foundation. He then scales the walls of Driscall's house, he and Naish break in to the bedroom where
Driscall is packing for an unexpected trip. They march him downstairs and out the front, and after Driscall tells
them about the books in the cellar they let him go. The Sentinels fill out the first floor of the house, and the
guards stay in the cellar, three more Sentinels walk down the street, but are intercepted the party, two brandish
rapiers, but a woman in back shoots with a crossbow. When her comrades are killed, she flees down the alley
Wound up like a top, the PCs start to grind through the 4 dwarves, half-orc, and various humans they find in and
out of Driscall's house... the last guard parley's for his life, and promises there will be more items at the rally
in the market tomorrow, great artifacts he claims... The PCs get all they can from him, and tie him up while the
others drag bodies into the house, and clean up the bloody cobblestones outside.
Driscall was defeated, but lived
Tealia was defeated, but lives
Suetin surrendered, but lives
4 Guards - 1/2 CR x 4
2 Rogues - 1/2 CR x 2
4 Dwarves - 1/2 CR x 4
Tealia - 1 CR
Driscall - 1/2 CR
Half-Orc - 1 CR
3 Humans - 1/2 CR x 3
1/2 CR x 14, 1 CR x 2
Driscall = 1/2 CR = 150 XP / 6
Tealia + Rogues = 2 CR = 600 XP / 6
Dwarves = 2 CR = 600 XP / 6
Half-Orc = 1 CR = 300 XP / 6
Humans = 2 CR = 600 XP / 6 (really ought to be 450 / 6)
Guards = 2 CR = 600 XP / 6
25 + 100 + 100 + 50 + 100 + 100 = 475
Everyone got 25 XP for remembering
So it looks like this;
Carl 4,560 + 500 = 4,960
Jer 3,420 + 500 = 3.920
Kevin 4,715 + 500 = 5,215
Mark 4,995 + 500 = 5,495
Neil 4,560 + 500 = 5,060
Chris 4,480 + 500 = 4,980
Nobody got 4th level again this week... remember getting Geolain's aid is
only part of the goal of finding Halaan, but once you find him you get a
pretty sweet XP award for completing that goal.
As I mentioned to Carl once last week, you can easly sell the boat in Zoa,
you won't likely find a buyer with 10,000 gp in Haanex when you return
there. There probably won't be a buyer in the Jungle, and although the
Serpent's Breath is faster, you'll need to take on a little more crew, work
out real pay deals with all of them, hire a better navigator, and take on
supplies for however long the trip is. These are things you'll need to
consider before you embark for the jungle.
This isn't GM nudging, just laying out realities your characters are aware
of...
Also Captain Wein is heading South around the jungle towards Kalamar once his ship is ready... he's already weeks
late with his cargo, and might be
convinced to take a few days charter to drop you in the jungle, and wait
until you are ready and bring you back.
Paul
Kingdoms
of Kalamar is a registered trademark of Kenzer & Company. © 2003 Kenzer & Company. www.kenzerco.com
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