Monday, December 30, 2013

Playtesting: [to be announced] ~ 12.22.13

Despite this being slated for mid-level PCs, we're doing it a little differently this time...and keeping the current line-up.  

Cast:
Bjorn Berber: Dwarf/2
Wilber Wifflelinks: Halfling/2
Garrett: Halfling/2
"Captain" James: Warrior/2
Morgren Pickbeard: Dwarf/2
Nallo Morningstrider: Elf/2
Eridan: Wizard/1
Terezi: Thief/1
Growlen: Thief/1
"Outlaw Lepus" aka Remus: Cleric/1
Toad: Thief/2
Wraif: Dwarven Chestmaker/0
Red: Locksmith/0

Sorry, details on this one need to remain redacted until such time as the adventure is published.  In the meantime I'll be sharing them privately with the table, the author, and the publisher.

[Spoiler: They all came out of today's session alive.]


Credits:
{TBD} - Michael Curtis / Goodman Games

Post-adventure math:
Bjorn: +17 XP
Wilber: +14 XP
Garrett: +14 XP, +3 Luck (stardust)
James: +17XP
Morgren: +14 XP
Nallo: +14 XP
Eridan: +14 XP
Terezi: +14 XP
Growlen: +14 XP, +1 Luck (stardust)
Lepus: +17 XP
Toad: +14 XP
Wraif: +14 XP
Red: +14 XP

PARTY LOOT:  2 sets chainmail / mace / handaxe / leather skirt / studded leather / flail / rolled maps of [tba] / copper scroll tube (containing 1 sheet of papyrus) / 5 gold ingots

PRE-CLAIMED LOOT: 
Bjorn: garnet nose ring
Bjorn: bronze helmet
Toad: arm portion of electrum statue

Friday, December 20, 2013

The Jeweler That Dealt in Stardust ~ 12.08.13

Full table of 8; includes two new recruits!

Cast:
Bjorn Berber: Dwarf/2
Wilber Wifflelinks: Halfling/2
Garrett: Halfling/2
(Captain) James: Warrior/2
Garrick: Wizard/2
Stieg: Warrior/2
Morgren Pickbeard: Dwarf/2
Nallo Morningstrider: Elf/2
Eridan: Wizard/1
Terezi: Thief/1
Growlen: Thief/1
Remus:  Outlaw/0
Ashir:  Elven Falconer/0
Omar:  Corn Farmer/0
Elric:  Fortune Teller/0
Rygar:  Cheesemaker/0
Grethian:  Animal Trainer/0
Udyr:  Gravedigger/0
Garen:  Jester/0
Rammas:  Guild Beggar/0
Zelian:  Astrologer/0

Alternate title for today: "We finally get to shop and sell stuff!!"

Indeed, for the first time since the veteran explorers set foot inside the chaos keep, they have the option to unload all the extra equipment acquired from adventuring (and from the demise of their 0-lvl kinsmen).  The stores in the city known to Paragon as Great Bell welcome them and give them a few coins for the odd kitch, such as robes embroidered with chaotic sigils.  Word travels rapidly amid the mercantile district as "Whisker", the rapier, is easily recognized, and a reward is bestowed upon the group for eradicating the threat of Savage Quenn along the coast.  They even find an alchemist well-versed in the methods of researching chaotic items prior to destroying them, and are able to offload the albatross-like Scales of Truloq and Black Pearl.  In the few days of downtime to follow, they procure a handful of additional healing poultices; the dwarves tour the local pub scene with an eye for quality (befriending a good number of locals); Nallo volunteers to work with the constabulary; Growlen Legbinder decided that healing is a bit passe and trains at the local thieves' guild (along with Terezi) instead; James (donning Captain Quenn's fancy coat) hires a boat from the wharf to take him up the coast to find Paragon, reuniting the party with the remaining rescuees on board; and Garrett uses the pipe weed he'd found so long ago as a method of client development, treating key merchants and pub owners in Great Bell to a relaxing smoke as he gives sales pitches on Dead Goblin Ale and possible distributorship.  

At the thieves' guild, Growlen and Terezi are looked after by Therati, the poor sap in charge of the new pledges.  The sole item remaining unsold is the crown retrieved from the Emerald Cobra: So few merchants are willing to part the gemstones from the crown, but none can provide a solid figure of worth, especially concerning the center gem.  Boss Ogo might be able to help -- he's a well-known fence jeweler that the thieves often have to go through.  Problem is, he hasn't been reachable for the better part of a month.  His shop and home are boarded up, but nobody's heard word of him leaving town, and even the "bad seeds" aren't fessing up to knowing anything about him.  Everyone seems content to leave him be, but this could really change the face of business for the thieves' guild as a whole.  Sure, they're happy to look into it -- how bad of a hazing ritual could it be? -- and they predictably find Bjorn & co. parked on barstools, regaling anyone who'll listed with their tales of adventure, or even just critiques on the house's booze offerings.  Eventually the party is gathered, with the addition of 10 new faces, eager to make their mark on the world too.

It's a moonless, rainy night, but the night watch is still on patrol.  The new thieves decide that since there's no way in from the ground floor, they should hop over the garden wall and try for a more secluded approach to breaking & entering.  It's a good plan, except for the trio of hound-sized, spider-like creatures that seem to materialize on top of them as soon as the back door is breached.  The small spiders in the garden are black, as they should be, but the large ones actually refract the torchlight.  Terezi is knocked out cold by a single creature dropping on her, which is summarily dispensed of by Morgren on the first attack of the night.  Growlen is pinned by one of these six-footed monsters, prone, as a carpet of tiny spiders slides down from the trees toward him, the large thing ripping off chunks of flesh open for them to enter.  He is saved by Eridan throwing up an illusionary wall of fire, which scatters the natural spiders long enough for the rest of the party to kill the large one.  The third fails to grab anyone, and is slashed by many a blade until Garen scores a great melee hit with his spear and earns the respect of the fighters in the group.  Terezi is recovered and brought back around with the aid of leftover healing putty.  Once healed, Growlen, in a cold rage, succeeds in obtaining 4 vials of venom from the creatures with nary a drop misplaced.  Ashir, the falconer, frees the crow from a web strung between trees before following the party into the building.

After ensuring they're alone inside (at least on this floor), a few take a seat at the table, some PCs go for the kitchen/pantry, a few guard the stairs, a few head for the closed door, and a few more go up the stairs.  Steig rummages for firewood and sets a fire under the "decorative" cauldron in the fireplace, effectively sealing off that method of passage -- for friend or foe.  The ones in the pantry easily find the trapdoor and about half of them head down the ladder.  [Judge's note: Screw you all for the 5-way party split. You deserved far worse than you got!] 

Basement first.  They found 3 bodies strung up from the rafters, completely encased in webbing.  Bjorn holds his torch up, hoping to sever the webbing stringing them up, and one of the forms is toast.  They then pull down the other two and pull off the webs, revealing bandaging with a continuous inscription dedicating them to "crawlers". Stricken with remorse for the taken life, Nallo actually takes the time to sever the bandages on one of the bodies -- and the whole time, there is a non-stop two-way stream of what appear to be tiny, black, natural spiders entering and exiting through the victim's mouth.  They finally stop entering as the bandages are damaged, but the ones coming out are unending.  Finally it is agreed that death would be kinder, and they end it for the two they've cut down.  As far as they can tell, none of the three match the description of Ogo, so a thorough body-rolling party is had, netting a small amount of coin and a mithril dagger hidden in a boot.  Bjorn looks around and immediately spots the different construction leading to a secret entrance to the sewers.  He peels a little of the lathe to make sure, and a rat on the other side taunts him.  Bjorn, formerly a rat-catcher, goes ballistic and the sewers are now plainly open to them (and anyone else trying to get in).  The basement extends in the opposite direction and is inspected to find a tall iron cage, currently empty, large enough for perhaps two people to stand upright inside, directly underneath a chute coming from the floor above.

1st floor: After a quick breather, Terezi goes to investigate the shopfront with Steig and James.  They find many goodies in the safe boxes behind the counter, and greed gets the better of them: The thief saves herself from the pit trap, but the two warriors slide fecklessly through the chute....and into the oubilette in the basement.  A couple of combined efforts breaks the locked iron door open.  At that point, everyone below the trapdoor shuffles back up out of the basement, some a little shame-faced.

2nd floor:  The first wave upstairs gets a bit of time to dig around the study that's already been tossed.  Not a single intact book remains.  Rubbish up here, all of it, declares Garrick.  As the others eventually catch up, they push open the double doors before them, and find a room pitched into darkness blacker than the moonless night outside -- but with a single red candle casting far more light than it should, melting atop the skull of a demonesque goat, all within a circle of some sort that's been carved into the floor.  Some of the new local recruits edge their way around the room, keeping to the shadows, and finding another set of doors on the other side.  This doesn't look like anything good can come from it, so Garrick spellburns for his first time as he summons an animal for assistance (and looks a bit weaker).  As a giant viper materializes in the shadows, Garrett pulls out a vial of holy water and hurls it perfectly onto the candle, extinguishing the flame.  The room actually gets a bit lighter, as the torchlight returns their surroundings into the state they'd gotten used to.  Many people (and the snake) are attempt to approach the candle, but cannot cross over the etchings in the floor.  Nallo shoots at the skull, knocking it outside the magic circle, and Omar notices something rattling inside it, so smashes the bones to the chagrin of others. Revealed is a literal fly in amber. The wizards immediately know that it's a phylactery of a minor demon, and Eridan pulls out the stone box found the prior week to safely house it.  Once secured, they whip open the next set of doors and find themselves in a room so dark that even their torches' light is diminished.  In the center of the chamber is a large violet crystal lit from within, with a strange column of swirling lights emanating above it....and a man's hand seems attached to it.  Attached to the man are four of those giant tick-spider-things. And there are hundreds of thousands of tiny black spiders shifting about the room in the supernatural darkness.  Remembering the bodies in the cellar, the party swarms at the five large targets -- including Ogo, since the other humans turned out so well.  The man turns and screams at the intruders, calling them heathens, and Steig concentrates on breaking Ogo's grasp on the crystal before he can do anything further, killing him almost instantly.  The whole party, including the viper, joins the fray.  Rammas is the sole casualty, done in by a Spider.  Rygar, Zelian, Remus, and James (with the mighty black flail) finish off the Spiders.  Eridan stops at the crystal, trying to study it before touching it.  It takes a while for the magnitude to sink in, but by the time the last foe is slain, he has put a large sack over the crystal, and is trying to move it off the pedestal.  Once he convinces Morgren that it is more valuable in pieces than as a whole, the smashing commences.  Nothing further of interest here, so they backtrack to the study and up the next round of stairs.

3rd floor:  The safehouse yields nothing people want to bother searching.  All the good stuff's behind doors, right?  [Little do they know...]  Growlen easily picks the lock of the door to Ogo's office.  Terezi searches the desk and finds an accurate set of scales (vs. the ones last used), a brace of silver throwing darts, a dagger, and a key ring with four keys: copper, silver, gold, and electrum.  They also detect a secret door opposite the fireplace and peel away the false panel to find a keyhole.  Bjorn, being by far the sturdiest of the crew, takes up the key ring and tries the silver key.  A trio of blades come up from the floor, catching him full on.  Gold key next.  Same result, slightly less damage (he must've seen it coming this time).  Electrum key next.  This time his HP is knocked down to single digits.  He pauses for a moment to apply some of the dwindling supply of healing putty, then tries the copper key in desperation.  The door slides open to a long narrow hall, with three doors along the opposite side [where the exterior wall should be, but they don't know this].  Growlen steps fully into his role and inspects the hallway before allowing anyone else to enter.  He even checks each individual door, and quite cleverly notes that none of the keyholes show any signs of wear.  Knowing this, he begins to tap on the adjacent wall, and finds a secret door, into which he inserts the copper key.  Ta-da!  Vault!  Well, what's left of it.  The only gems worth anything are in here [bummer about the storefront finds, guys], and there's a black velvet pouch sitting on a shelf, containing a glittering dust that looks a lot like the stuff created from smashing the crystal on the second floor.  After a considerable debate, Garrick gives in and pours out a handful, admiring what he will later keep as potential components for a new spell [and making the save, thus garnering him +1 Luck].  Eridan copies Garrick with the bag he's carrying, with similar results.  Wilber reasons his way in, seeing as how he is the party's lucky charm and all, and Eridan shares a touch.  [Wilber's nat 20 save = max +1, for a total of +4 Luck.]  The argument for using the stardust vs. hoarding it continues with no end in sight.  

Eventually the party makes their way back out, by way of the sewer exit to keep things on the down-low -- and some of them really had issues jumping over the garden wall in the first place.  The last thing they needed was to get stuck and get caught with all the loot in hand.  They know they're not going to be able to sell any of the gems in town, either, lest someone who knows Ogo turns them in...  In the meantime, they have reported back to the thieves' guild, where Terezi's and Growlen's first months' dues will be gratis in exchange for their services.  As a show of thanks to the rest of the party, Therati was able to hook them up with a finite amount of healing herbs -- for a price, of course, but very few were able to find them among the mercantile.


Credits:
"The Jeweler That Dealt in Stardust", Harley Stroh / Goodman Games

Post-adventure math

Bjornr: +15 XP
Wilber: +15 XP, +4 Luck (stardust)
Garrett: +15 XP
James: +15 XP, +1 Luck (RP)
Garrik: +15 XP, +1 Luck (stardust)
Steig: +15 XP
Morgren: +15 XP
Nallo: +15 XP
Eridan: +15 XP, +1 Luck (stardust)
Terzi: +15 XP
Growlen: +15 XP, +1 Luck (RP)
Remus: +15 XP
Ashir: +15 XP
Omar: +15 XP
Elric: +15 XP
Rygar: +15 XP
Grethian: +15 XP
Udyr: +15 XP
Garen: +15 XP
Zelian: +15 XP

PARTY LOOT:  3 PP / 30 GP / 115 SP / 25 CP / 3 rubies (50 GP each) / 4 diamonds (100GP each) / jewel-encrusted serpent-shaped dagger (150 GP) / 1 opal (10 GP) / 2 emeralds (25 GP each) / 1 large ruby (309 GP) / velvet pouch w/10 "gems" / amber phylactery / bag w/2 handfuls of stardust of Ygiiz 

PRE-CLAIMED LOOT: 
Morgren: mithril dagger
Steig: silver & ruby necklace / 2 handfuls of stardust of Ygiiz (keeping=components)
Eridan:  amber phylactery 

Thursday, December 19, 2013

Spellburning the candle at both ends...

In the spirit of cross-posting for the goodness of the cause: Go listen to the latest episode of Spellburn!  I love catching up with the J3 Judges and what they've been up to between shows, and if I wasn't already excited for the 2014 gaming season {which lasts year-round, of course}, I am now!

What have I been up to this month?
Not-so-gaming stuffs ~
-biweekly local client requirements (read: steady checks are a good thing)
-getting out the physical holiday mailings to friends/family/clients (closer to 200 than 250 this year - huzzah!)
-playing catch-up on late client missives and trying to clean the audit hurricane that hit my office {this really should be highest priority, yet here I am}

Gaming stuffs ~
-playing in two of the hubby's AD&D 1st Ed. games (1 weekly, 1 biweekly)
-working feverishly on getting ALL my 2013 DCC RPG game sessions chronicled
-updating the loot & XP rosters for the FLGS group
-making lists re: this campaign and checking them thrice, which leads to creating more lists
-lining up the next module to hit them with
-conferencing, researching, and rough-drafting on this new writing project**

**Yeah, there's probably a descriptor necessary if you're not on G+ or FB, or if you missed my week of updates...  Ernie Gygax could not contain his enthusiasm as he showed us the drafts for his Hobby Shop Dungeon adventure, which is slated to be printed by TSR in the near future.  (I'll admit it was pretty damn awesome to see his original notes and maps from 30-40 years ago.)  As the months drew on, the hubby was brought on board to create a key character in the HSD world and write about him...and they kept pitching it to me, as they need someone who can write a strong female character.  They finally gave me a couple key phrases to work with, and it's blossomed from there -- so I shall be writing for their Shieldmaiden, a cleric whom I see as a medieval battle sister.  =)  The Crossroads to Adventure books will tie in with the HSD and future modules.  This interview with Benoist Poire gives a pretty good run-down on the whole deal.  Despite my utter abundance of free time (HA!) I'm stoked to be on the project and my first text submission was a success.  Only *cough* *wheeze* -thousand words to go...

Okay, enough about D&D.  Back to DCC brain....more Spellburn!

Playtesting: Silent Nightfall ~ 11.10.13

We diverted from the campaign setting for a smidgen of playtesting.  After reading through it, I thought it best to assign one-shot, pre-generated PCs for this one.  It would've sucked if one of the hard-earned PCs bit the big one because of a yet-undiscovered unbalanced feature.  That's why we playtest these things, after all -- to find the bugs features!

We also scored three new suckers recruits today!

I've been holding off on this one because of spoilers, but now the adventure is out!  {CAVEAT:  If you have not yet seen this module, you may want to hold off on reading this review: I'm deviating from the normal recap format to review this session, paraphrasing from my official report to the author, vs. telling you a story about the gameplay.}

~~~~~

8 players/characters:
2nd level Thief, Dwarf, Cleric
3rd level Cleric, Dwarf, Wizard, Thief, Halfling
Tried to get an elf/more wizards into the mix, but to no avail.

Open table.  3 players new to DCC RPG.  Spent ~6 hrs in nonstop play.  

There are a lot of potential plot hooks, but I figured the easiest way to get them into the adventure for this one-shot was to lure them in with the grallistrix.  Took ~45 mins of RP to give them the closed-up town, feed them the nursery rhyme (by way of a little girl skipping down the stairs of the pub they broke into -- damn dwarves), throw them a brief encounter in town, and give them kids singing the other rhyme the next morning, leading to their brave "we'll get to the bottom of this" storming into the forest.

Saw weird animal behavior in the forest but they were intent on finding the owl-things.  Even after the makeshift molotov cocktail was dropped down into the shaft to gauge depth, the resident crawler was so far down that he didn't make it up before we had to stop for the night.  The other shaft-dweller...well, with 8 players, things were already going pretty "Albuquerque" so I skipped it in favor of trying to get to the story's climax.  

Ulibex, the fungus deity, was totally and utterly defeated.  The first person to approach the altar was a lawful cleric, who played it straight during the telepathy and said "NO" to the neutral demi-god (and netted himself a huge stat damage as a result of the link severing).  The cleric then warned everyone away and called upon his deity to eradicate this abominable creature posing as a god.  His roll was spectacular, so a column of light appeared, and the altar disappeared (having moved Ulibex to a different plane).  He later tried to heal someone, failed with his newfound +10 disapproval range (after Divine Aid), and immediately spent the time to burn down gold and pray/repent.

Way too many people seemed focused on collecting the molds for components throughout this place.  I started implementing spore damage as a basic penalty to try to get them to focus on the rest of the surroundings.

One character tried to communicate with the first grallistrix they saw, but then he brandished his weapon, which set everything off.  

The timing for the appearance of the backup gallistrix trios can be tricky.  This group dispatched the first sets so quickly, there was actually a round of nothing but the screeching younglings before the next wave approached.  Food of the Gods was cast to try to shut the owlings up (drowning one). 

Force Manipulation and Color Spray were used with great success, as were shield bashes coupled with mighty deeds.  The weather patterns of the forest above were irrevocably changed -- the resulting drought, hurricane winds, and an eclipse over the town would've been fun to play out in extended sessions.

One of the dwarves found the levers.  And pulled every single one.  At least once.  The grallistrix were torn about which direction to defend, with portcullises scraping on every level.

Further down, a dwarf hit the violet fungus with a blunt weapon, one of the thieves flipped the mattress off the brass bed, then Food of the Gods was cast upon this fungus which has evolved from a spoiled food.  The thief's urge to attack himself was not quelled until its demise, causing a lot of confusion.  Another cleric used a high result on Detect Magic to find the scrolls & journals before furniture was destroyed.

They hit the next "family room", never shut the kids up, and had to deal with 6 waves of backup trios -- who then had to deal with a dwarf 3x his normal size, and AC 20.  Even with a molotov thrown in, that took forever.  At least the party started tracking them to see which were the psychic hunters, and targeting them first.  There was a LOT of healing going on, between the two clerics.  One also used Lotus Stare to get one of the hunters to protect him, which worked until the other hunters turned on it.  This room alone took close to 1.5 hrs with the unending waves and psychic blasts every time a new trio came in...and tracking every 3rd round for each of those hunters.  Would recommend scaling back the reinforcements during future play, as it prevented us from getting to the primary goal: discovering why the gallistrix were here in the first place.

Sadly, we didn't get any wrap-up time due to the FLGS closing for the night...and there were "aww"s when we had to go.  That said, this has HUGE potential to be the central point for a campaign.  

~~~~~

Credits:
"Silent Nightfall", Daniel J. Bishop/Purple Duck Games

Again, definitely one-shot characters. No post-adventure math here.

Monday, November 25, 2013

Playtesting: Blood for the Serpent King ~ 11.24.13

Cast:
Bjorn Berber: Dwarf/2
Wilber Wifflelinks: Halfling/2
Garrett: Halfling/2
James the Warrior: Warrior/2
Garrick: Wizard/2
Stieg: Warrior/2
Morgren Pickbeard: Dwarf/2
Nallo Morningstrider: Elf/2
Eridan: Confidence Artist/0
Vriska: Gambler/0
Gaven: Dwarf/0
Terezi: Ropemaker/0
Growlen Legbinder: Healer/0
Dirk: Cobbler/0
Verin: Costermonger/0
Griss: Elven Navigator/0

Upon the crew's return from the Tower of the Black Pearl, they find another 8 of the rescuees from the Starless Sea are itching for something to do other than make sure Paragon doesn't float away. Although it's been uncountable years, Paragon recalls there being a large town - maybe even a city, by mortal standards - less than a day's sail south, on the western shores (i.e., different continent). The group would love to hit a store or three, so they rest for a bit, then off they go....deeper into the tropics....lots of mangrove trees here....and y'know, mangroves have a nasty habit of altering the waterline by expanding from their own territory. So Paragon stops where he approximates it should be a short walk through the wetlands and the remaining folks on board (now down to 10) stay on watch.

There's a lot of trudging through the swampland. A lot. And then --

[EPISODE REDACTED]
And then there was lots of cool stuff that I can't post publicly about.  You'll just have to wait for the upcoming release from Goodman Games, featuring an adventure from +Edgar Johnson...

The party emerges from a seemingly-endless underground tunnel by way of a slight incline, finally reaching fresh air on dry land. A nearby rock marks the entrance with a sigil in a language only deciphered by Bjorn's new "headgear". From the sight of smoke on the skyline, they're maybe half an hour from the city they were promised. They press forward, determined to count only their items for sale...and not the losses to their numbers.

Credits:
"Blood for the Serpent King", Edgar Johnson / Goodman Games

Post-adventure math

Bjorn Berber: +18 XP, +1 Luck
Wilber Wifflelinks: +18 XP, +1 Luck
Garrett: +18 XP
James the Warrior: +18 XP
Garrik: +18 XP
Steig: +18 XP
Morgren Pickbeard: +18 XP, +1 Luck
Nallo Morningstrider: +18 XP
Eridan: +16 XP
Gaven: +16 XP
Terzi: +16 XP
Growlen Legbinder: +16 XP, +1 Luck

PARTY LOOT: 55 GP / 175 SP / 9 gems / jewelry / 5 spears / 4 short bows / 5 holy symbols / 3 large valuable stones / obsidian dagger / feathered cape / crown with gems 

PRE-CLAIMED LOOT: 
Bjorn: bronze monocle circlet w/5 lenses

Thursday, November 21, 2013

Tower of the Black Pearl ~ 10.13.13

Cast:
Bjorn Berber: Dwarf/2
Wilber Wifflelinks: Halfling/2
James the Warrior: Warrior/2
Garrett: Halfling/2
Morgren Pickbeard: Dwarf/1
Nallo Morningstar: Elf/1

Picking up right where they off:  Of the 28 rescuees from the ziggurat on the starless sea, 2 are appointed to stay in Sagewood to run the Dead Goblin Brewery - Under New Management, and another 8 volunteer to remain on land with the goal of creating and reinforcing a trading path between Sagewood and Townsville (aka Home Base, aka The Village, aka Nobody Remembers Where They Live).

Descending the waterfall at the northwest edge of Dead Goblin Lake while aboard Paragon is uneventful...a little eerily so.  They find themselves drifting southward on the Empyrean Ocean, keeping the shoreline to the east just within sight.  They see a couple of pop-up establishments along the coast and pick one with an empty, rickety dock to ditch the sealegs for a bit.  (This may have been Paragon's suggestion.)

Our group is pared down to 6 brave adventurers for this sojourn, and they head - predictably - for the Lonely Mermaid, the only building advertising healthy beverages.  The dwarves badmouth the local ale (of course) and James is one of the only party members tall enough to read the Wanted posters plastered around, most of which are for Captain Quenn, or Savage Quenn, or the former crew of the Black Mariah.  James asks the barkeep but is shrugged off with an "I don't want any trouble" look.  Rook, a drunken old pirate, shuffles up to explain and Bjorn buys him a drink.  Rook had met Quenn during shore leave once, and the nickname was no lie: "Quenn has been terrozing the coast for years.  Seems he sold the ship and split up the crew in order to keep their heads attached to their bodies, if you catch my drift." The narrative is interrupted by a large, foppishly-attired man entering the pub and asking for the owner of the magnificent ship.  There is a lot of muttering and shrugging - who owns whom, anyway? - and finally, "We're with the ship."  Much posturing from the merchant follows, then, "He's not for sale." They wait for him to walk by, and Rook continues to tell the group that it's said that Quenn and his crew is after the Black Pearl, as they could all lay low afterward and retire on what it's worth.  It's in a tower, one that only rises once every few years. Might be a wizard's tower, who knows. But Rook's been there, of course. He can give 'em directions from the dock, for a paltry fee of 10 gold and a percentage of the haul, including the Pearl. The large man interrupts once more, introducing himself as Brady, and declaring that "The Savage" has seized far too many of his own goods en route, and offers a reward for both the Pearl and proof of Quenn's demise.  He also seems far too fixated on Paragon: "That specimen could keep many a pirate at bay..."  The dwarves dismiss him and turn back to Rook -- and talk him down to 3 gold, plus a full pitcher of ale in exchange for a makeshift map.

Getting back out to the dock, the confirm that the Black Pearl is indeed on the list of items on Paragon's radar that should be collected or destroyed or ... something.  Morgren wonders again if they should change Paragon's appearance, or try to remove the runes, but Paragon claims that might be painful.  At least the directions they've been given are back into the Empyrean Sea so they don't have to leave him moored and at risk of theft.

Having a built-in crew aboard Paragon is useful, especially when having to row to a small platform five miles from shore in the middle of open water. Spotting a crude longboat on the other side of the tower, they try to swoop in quietly.  Paragon warns them as they disembark that their sense of time may become skewed, and, "Remember, in order to retrieve the Pearl, you must return alive." Real cheerleader here. The dwarves rush in to keep the pirates who were sleeping on their watch from raising an alarm.  One is killed almost immediately, one takes cover behind a keg of rum, and one shoots Garrett.  The third is hit so hard that he tumbles backward off the tower and lands halfway in his own boat.  It's pretty gruesome.  The last pirate is dealt with quickly, and the team takes a few moments to clear the scene.  Bjorn jumps to the other boat and sniffs to find gold, Morgren searches the bodies up top, and all are placed in the longboat, which is then moved to the other side and tied to Paragon.  Having a built-in crew for the purpose of collecting and stowing away founds items is handy too: Of course the keg of rum is coming with them!

Now that the area is cleared, they find the trapdoor covered with seaweed (which Wilber takes), and they have no idea how to open the door other than with brute force. 3 crowbars working together do the trick.  The iron ladder isn't too bad through gloves for Nallo.  They drop into a large, brightly-lit chamber filled with hundreds of candles of varying heights.  Wilber stands on tiptoes to read the giant tome set atop a pedestal in the center of the room.  It contains a never-ending list of names; some are identifiable as well-known heroes, some are crossed out.  He flips through long enough to find his own, ensure it doesn't have a line through it, and then definitively slams the massive book shut and declares the entire room to be left alone. (+1 Luck to Wilber.)

The only way out is a round, wide, wooden staircase leading down.  They take notice of the little ivory statues along the way, and ignore them until the last person is attacked from behind by the barbarian fetish.  A very long battle ensues...  Although only 4 small fetishes, their 8 HP damage resistance vs. non-magical weapons means that our heroes have to score a number of critical hits to breach the measly 2 HP max -- and Garrett and Nallo get quite a few, albeit late in the combat.  After Garrett's work with his short sword, the ivory barbarian is dubbed "sinister schrimshaw".  Bjorn gets so fed up with the panthers, he breaks out the iron coffer [found in the charnel ruins of Sailors] and traps one in it.  No longer threatened, the figure stills.  [Better hope that box doesn't open...]

Somehow, all of this is accomplished without falling through the 7-foot-wide gap in the stairs, and once all is quiet, they return to the candlelit room to secure a length of rope to the iron ladder and use it to descend to the next level.  Here they discover a trio of portals, with the room divided into three segments by elaborate sigils on the floor.  It doesn't take them long to realize that, of the dragons sculpted into the arches, only two have stones set into their eyes, and only one has a fresh pool of blood at its threshold. Bjorn wastes no time and sacrifices a point of his own [-1 Agil, temp] onto the same spot, under the dragon with pearls for eyes. He is rewarded by a shimmering pool of absolute blackness beyond, and in he goes.

As he emerges from the portal's exit, Bjorn barely has time to realize he's inside another underground passage before he is ambushed and very nearly dead.  The party on his heels is able to quickly assess the situation, and the 5 pirates lying in wait soon lie in repose.  The door to the side leads to a ceremonial chamber, which is hastily rummaged through.  Finding that they cannot open the secret door they found, they head back out and down the steps carved into the stone until they reach a dock ... at a waterfront ... of another underground sea.  No ziggurat is within sight, nor is far-off drumming heard.  Instead, they are greeted with a skeletal boatman in a skiff.  It extends a single hand; no word is uttered.  As there are 6 of them, Wilber hands over 12 copper pieces and they all climb aboard.  Neither the boatman nor the vessel budge.  Recalling the portal, Morgren places 1 copper piece in the bony hand, and proceeds to cut himself over it.  No reaction.  Finally, each character pitches in. In no particular order: Nallo, 1 CP; Bjorn, 4 GP; Garrett, 2 GP: James 2 GP.  When the sixth offering is complete, the hand turns over, dumping the proceeds into the water, and the craft begins to glide along.  At one point a bridge is noticed overhead as the passage narrows to 40 feet. It's not a long journey, and the skiff comes to a halt at another dock.

Back on solid ground, they are received by more pirates, including one with a particular refinement to his appearance. This one steps forward and proposes a truce. He barely gets a chance to utter the terms before the party gives an unequivocal "NO", by way of Bjorn knocking him unconscious with the first blow and beheading him ("as proof for the merchant") before even dealing with the rest of Quenn's crew.  Bjorn also swipes and stows the fancy rapier.

The giant iron gate before them is seen as a nuisance, and even the floor plate trap in front of it is dodged by all.  One glance at the numerous skeletons littering this room with no rhyme or reason, and they book it for the set of steps at the end. Nallo stops at the skeleton pinned to the wall on the stair's landing, as it's still wearing armor, unlike the ones below.  Wilber guesses at the spear trap and pinpoints the lock's weakest spot [nat 20] and, dislodging the "armor stand" from the wall, they don't even stay long enough to hear the iron gates swinging closed behind them.  The stairs open up onto a balcony overlooking the lake -- and there's the bridge they saw earlier. It's in bad shape, but by the grace of spent luck, all 6 make it over and into the natural cave without event.

But then they see the sarcophagus. And of course, it must be opened. Despite the huge dragon carved atop the lid. All but Nallo show off their strength until it's dislodged. And, of course, there are shiny things that gold-sniffing dwarves just can't leave alone. The crown looks like it's worth dying over, apparently. Just to make sure its owner doesn't try to wake up, Bjorn swings his battleaxe and separates the crown-wearing head from the rest of its body.  [The resulting Patron Bond spell is failed, and Bjorn takes -3 Agil.] He reels back as he's hit with a sudden palsy, but Wilber sees the crown -- and just has to have it for Vinnie, the skull with faintly glowing eyes that he still wears above his own head. [Wilber does not fail the Patron Bond spell. Wilber's gonna be a funky little halfling by the end of this campaign.] Garrett spies the sparkling red stones amidst the sarcophagus, just the right size to fit into those dragon eyes back down in the portal room.  Meanwhile, Morgren scopes out an escape route and finds a secret tunnel a little way in, and stands near the lever he finds, ready to get his party out of the cave.  Joining up, they tumble in through the back wall of the ceremonial chamber, and back to the main hallway of the pearl-eyed dragon's portal.  The large sigil carved into the floor is the perfect place for James to bleed for the cause and get them back [-1 Str].

Well, there's a dragon portal with emeralds in its eye sockets. Let's try that! (They're green, by the way.) Garrett makes the attempt [-1 Sta], but there is no discernible effect.  No shimmering blackness, no lit-up emeralds, no nothin'.  The short folks work with James to get the rubies inserted into the empty sockets, and Nallo bleeds to open this portal [-1 Str]. Walking through, they find themselves on a wide platform flanked with braziers, with deep steps descending into a water-filled room below. At the far end is a statue of a snarling dragon....with an enormous black pearl in its mouth. The fact that the statue sits on a level below the base of the room, and the water, stymies most of them, especially when they notice the multitude of small snakes writhing within the water.  But wait! They have this leftover explosive stuff (TNT) from their task of demolishing the gicastor's dam. That eliminates most of Wilber's obstacles, and he sloughs through, with a rope tied to his waist so his party can keep hold of him in case the bottom turns out to be deceptively deep. It's slow going for the little dude. Once across, he scrambles up the statue, and it takes a couple of tries but he does manage to slip the Pearl free. And then - predictably - all hell breaks loose. The rope is useful in getting Wilber back, and although he avoids the water crushing him against the dragon statue, one of the small snakes manages to sink its fangs in on his return. Noting the floor-carved sigil on the large platform on the dry side, Wilber lets his wound drip and gets them back [-1 Agil] to the portal room. With an increased sense of urgency, the 2 tall people help the dwarves and halflings to retrieve all the stones from the portals' dragon frames, and they begin hauling themselves up the rope to the iron ladder. They express worry - briefly - about the candles in here, but the concept of this being a magic tower, and this room obviously full of protective magicks because the tower has been underwater for who knows how long, and that settles it: The only objective at this point is get out and detach from the tower before the whole thing goes under again, and pulls their ship with it.

Brady awaits them at the dock upon their return to the home of the Lonely Mermaid. Nobody likes him much, but Wilber - feeling properly big for his little britches tonight, after all he's been through - takes point on the negotiations. The merchant certainly doesn't want the head of Savage Quenn, but he's more than happy to pay 50 GP for that damned rapier.  Finally, it's worked out that he'll pay each of them 15 GP for their trouble...but there's no way they're going to trust him on his valuation of the rapier ("after all, it has a name") nor of the measly 250GP for the Black Pearl. Even Paragon, who doesn't necessarily want to hold on to these things, knows that's not a fair estimate on the Pearl. He is certain there are others within a short distance who know its true value, and perhaps they can see about a couple of those other "black" issues along the way...

The idea of a black emerald still makes Bjorn twitch.


Credits:
"Tower of the Black Pearl", Harley Stroh / Goodman Games

Post-adventure math

Bjorn Berber: +15 Luck
Wilber Wifflelinks: +15 Luck, +1 Luck
James the Warrior: +15 Luck
Garrett: +15 Luck
Morgren: +15 Luck
Nallo:+15 Luck

PARTY LOOT: 
ivory statue fragments / jewelry (61 GP) / 5 hammered gold vessels (125 GP) / hammered gold bowl (25 GP) / chainmail / dagger / chainmail +1 / 2 emeralds (130 GP) / 2 pearls (100 GP) / 2 rubies (160 GP) / Black Pearl

PRE-CLAIMED LOOT: 
Bjorn: jewelry (6 GP) / ivory panther fetish / "Whisker" (rapier +1)
Wilber: golden crown (50 GP)
Morgren: jewelry (9 GP)

Saturday, November 16, 2013

Michael Curtis* broke my calendar.

*Because everything is Michael Curtis's fault, right? Harley wouldn't lead me astray on this point, would he?


I could've sworn I'd first gotten my feet wet just a little over a year ago, around Oct'12... Not so.

Commemorating here:
Jen's first DCC RPG game: July 14, 2012

Holy talking cows.

Feels like I finally got my feet under me in the past couple of months -- particularly, post-Gen Con.  So many important moments were encapsulated within a mere 6 days, and I truly believe I was meant to sit at the feet of the masters.

Even more "official" DCC RPG goodness:  I am officially The Acolyte.  Judge Jim & co. at Spellburn said so.

The subsequent chatter on G+ led to the demand of (a) a better title {High Priestess = ACHEIVED} and (b) a red robe to go with it.  Within 3 hours of finally getting to listen to episode #13 to confirm the fuss**, I was gifted with a voluminous red cloak.  Serendipity rules my life, people.

** I wish I could pretend I didn't react stupidly when I heard it.

Before anyone [else] asks:  It wouldn't fit in the luggage so it's staying with some friends in CA for a bit.  I suspect it'll be hotter than Hades during Gen Con, but we all suffer for our art at some point, right?

On the heels of this declaration, two gentlemen asked if I'd mind running playtest sessions of their upcoming publications.  This works perfectly considering my recent travel, so last week my FLGS group -- which included 3 new players converts -- ran through a good portion of Silent Nightfall, which just came out a couple days ago.  Enjoy!  The other is slated for next weekend...

I'm still floored.  Really didn't think I'd been running that long.  I think I need a drink...then time to prep the next session!

Thursday, October 10, 2013

Attack of the Frawgs ~ 09.29.13

[Heads-up to anyone looking for a faithful play-through of this adventure: This is not the recap you are looking for. Starting locale & quest origination have been heavily altered from those put forth in the module.]

Cast:

Bjorn Berber: Dwarf/1
Wilber Wifflelinks: Halfling/1
Gathos: Guard/0
Seth: Alchemist/0
Bob: Farmer/0
Avallone: Elven Sage/0
Bubba Gump: Dwarven Stonemason/0
Jimmy: Confidence Artist/0
Sylvus: Elven Glassblower/0
Scroto: Halfling Chicken Butcher/0
Stieg: Warrior/1
Garrick: Wizard/1
James the Warrior: Warrior/1
Garrett: Halfling/1
Nallo Morningstar: Elf/1
Morgren Pickbeard: Dwarf/1


When we last saw our intrepid band of heroes, they were adrift on the dragon-prowed Viking-esque longship on open water along with 28 rescuees and not a lot of room. Enough time passes to rest a bit (regaining 1 HP), and their day is broken by the cries of two figures falling from the sky. The figurehead unfurls its wings, catching them effortlessly. He slides them gently to his deck, and they hear a baritone, "I believe these belong to you?" 


It is revealed that, after returning the captives to The Village, Steig and Garrik had rushed back to the abandoned keep to help the fledgling adventurers thwart more Chaos. They'd whipped through the pestilence-ridden badlands, the way they'd come before, as the ground began to slip out from under their feet, coinciding with the collapse of the cavern and destruction of the underground ziggurat. Reasons/physics unknown, the ship had found a way out...and has now rescued these two from the same collapse.


Yeah. So. Not a lot of magic items found so far, but they've got a magic boat.


There are a lot of questions following these revelations: Not only is the ship sentient, but it talks. Many answers are enigmatic or rhetoric, but the party is able to ascertain its name - Paragon - and that they share many desires (one of which being the repair of the sigils along his side, which were not always that sickly green). In fact, the party has already had dealings with some of the objects Paragon is interested in, such as the black star stone (which sends Wilber into a fit of pining for the poor pretty dead lady Ivrian) and the black lotus. He also seeks the black corruption, the black pearl, the Black Mariah, and the black emerald (which really hurt Bjorn's brain). No information is given right away as to why he seeks any of this things. He is also kind enough to add that he can get them home from here, but it will not be a short journey. On the way, perhaps some of their black-themed goals will collide. It should also be noted that the new party members (i.e., rescuees from the ziggurat) were in a bit of disarray regarding their plane of existence, after the magnitude of events they'd just survived. They were assured that they were still in the land of the same crappy gods the villagers were used to.


With a little help from the "slave galley" [read: the table put some of the rescued villagers not represented by players today on the oars], Paragon smoothly takes them in a northwesterly direction and forks west/southwest, continuing on for about two hours.  The passage begins to narrow, and when it is a mere 200 ft across, leading to a dam. It looks to be of natural creation...but huge, even for a beaver dam. Instead of branches, entire tree trunks stick out.  There's a small trickle on one end, emptying into a vast lake, but it is otherwise pretty solid.  Consulting with Paragon, they decide to moor on one side to explore the dam and possible alternative routes. 


They head south along a rough trail that seems to follow the lake's shore toward a wisp of smoke curling up to the sky. Unfortunately, Stieg is not too observant, and stumbles right into the jaws of a trap! The party helps him out, and it is judged to be a little bigger than a normal bear trap, having been tethered with rope to nearby trees. Further inspection reveals the initials "T.N." branded into the metal. Wilber scavenges the rope, remembering that he has none. A short trek and no traps later, they come to a tree with a ribbon tied around its base. Looking up, a small wooden platform has been constructed within the branches some 70 feet up. Garrett attempts to climb up, but falls and is greatly hurt. Saving face for halfling pride, Wilber scampers up without an issue and surveys the landscape about him, getting a good scope of the mountain range and the sizable lake nestled within. He also spots the form of something floating on the surface to the north, around the other side of the dam. Wilber descends without incident and they proceed along the path, veering east toward the waterwheel house. The sign on the door, "Dead Goblin Brewery; no trespassing" emits murmurs of reverence from nearly everyone. As it is locked, they respectfully leave it be, as it "looks like a business," and they continue toward the signs of civilization to the west.


Once in Sagewood, the group descends on the local businesses. First, the pub -- of course! The Brave Trapper Inn's owner, Rosano, explains that trapping is the primary way of life for most of Sagewood's residents. Well, that, and Bloomfield's brewery (he points to a quiet man sitting alone in the corner), named after the lake. Upon hearing their plight, he is wary but blunt with the dwarves: "It's not our dam, but it'd be nice if you didn't scare all the gicastors away." Gicastors are, apparently, something akin to a bear mated with a beaver -- explaining both the dam and the size of the traps. A large, burly man pushes his way to the bar about then, asking if Rosano's heard anything from his brother, Sturnen, who was due home from his round of checking the traps this morning. As he leaves disappointedly, Rosano belatedly introduces him as Torfist Nurge, and the initials from the trap make sense (and nobody volunteers the information about having sprung his trap in error). There are, however, jokes about the Fulthon Mountains being "Fulthon Prison" thrown about while the dwarves decide to haul back a total of 6 travel-size kegs of the beer.


Now for the inevitable shopping: Gathos does a little trading with the armorer and incurs a debt to James the Warrior for the balance of the cost. Seth seeks out a fellow alchemist, where he hands over his herbs and the resident alchemist adds a pinch of something to enhance a portion of it, creating a small amount of healing poultice. At the party's request, the alchemist scribbles a note to take to the owner of the general store....who promptly overcharges them for the sticks of dynamite, as he fears there will be no further business in the town if people can pass through the lake by boat once the dam is eradicated.  


Paragon is awfully patient, and ferries them from bank to bank. They decide to check out the object floating on the north end of the lake before demolishing the dam....and they arrive to find a humanoid form face-down in the water with two giant freshwater crabs, each with 4-foot-long claws, tearing at it in a feeding frenzy. Wilber slings a rock over and misses. Stieg rushes in and artfully separates both claws from one of the crabs, and declares them dinner. Nallo uses his spiffy mithril sword and kills the other. From the gear on the human body, they deduce that this is the missing trapper, and Morgan and Nallo heft it up and carry it back to the boat to take it back to Sagewood. While they're off delivering the good news, the others start a good ol' fashioned crab bake on the shore, and the rescued villagers still awaiting on Paragon enjoy the first good meal they've had in weeks. When everyone regroups, they decide to blow the dam on the sturdier side, and everyone makes their luck checks to keep their feet on the shore. Everyone boards and Paragon begins to glide southward across the lake, dodging a rocky island in the middle. A creature that must be a gicastor lies upon the rocks, dying, one side of its body charred and bloody -- an obvious casualty of the TNT. Oops. Moving on. 


The southwest exit turns out to be a waterfall. Paragon comes to a halt beforehand, and says that the Black Corruption is very near. He could ensure safety on the way down, but getting back to the lake would require a long roundabout voyage, so they agree to stop before the rushing of the falls. A little careful exploration on dry land takes them down a muddy, winding path, in which some tracks have been made: some booted, some with large bony feet and webbed toes. They follow these to a cavern set in behind the waterfall, which requires a little cautious climbing. At the opening, their welcoming committee consists of a greenish-gray humanoid with an unrealistically large head and bulging eyes, wearing a leather vest and holding a club with sharpened sea shells fastened to the end. It emits some sort of croaking musical sound. Well, this is new -- and not right. Garrick (predictably) fails to summon an animal for aid. No worries; the rest of the crew piles onto it and it is almost immediately dispatched. Another similarly-outfitted creature emerges from the cavern behind, and its deafening croak affects 5 of the party, but it too is killed as quickly as it appears. Stieg laments: If only they'd saved some of the crab, they could've had a great Creole dish! 


Pushing deeper into the cave and expecting to find more of seashell-mace-wielding frogmen, they're a little surprised to find, instead, what appear to be the relative teenagers of the group...guarding Mama. And Mama's in the process of dropping eggs. EWW. Gathos, Bob, and Bjorn rush in, but Bob the Farmer is taken off guard and killed in battle. Mama Frog chucks a spear square into Bjorn, but he's tough. Then she gives off a deafening croak, affecting half the party, but that's as far as the amphibians' advantage took them. As soon as all are dead, Jimmy begins looting, and finds a pair of leather pouches. The first satchel is ornately embroidered with a kraken, and contains what appears to be a long sliver of bone. There are 3 loops to hold such objects, 2 of which are empty. The other pouch is embossed with the Dead Goblin Brewery logo and contains a key. This causes no end of suspicion. Morgren squishes all the eggs that Mama Frog spawned. Back out to the cave entrance, Bjorn manages to snag Torfist's meager possessions before Morgren insists on hauling him (and Bob's body) back to Sagewood for proper burials. 


Paragon feels their time here is not finished, and thus does not argue about turning back for the town side of the lake. However, as they are en route, Seth catches a glimpse of movement on the west shore, so the oarsmen help to get closer. Disembarking, the party is greeted by the sight of another frogman-like-creature bent over the body of another -- and the ground is positively treacherous. It's not just been covered with black sludge; the entire shoreline here looks to have been turned to sludge. The crew is almost graceful in their attack, careful not to touch the black stuff but determined to kill the abomination. In their hasty post-mortem search, they find a pouch containing a dagger and another long, white, slender piece of bone.


They pull in near the waterwheel house. The door's still locked. James nudges around the barrels in front and has to deal with a large rat who's been making his nest there. Well, that gives a real feel of neglect to the area: Who lets rats get that close to the beer? Using their newly acquired key, they open the door to a heavenly smell for the dwarves. As they start in, a gaunt, crazed man leaps at them and begins attacking, yelling about evil spirits. He is quickly subdued and restrained, while Scroto runs upstairs to investigate the beer-making facility. On a hunch, he starts searching the box filters, and finds traces of black sludge on one. Sure enough, another one of those bone shards has been secured to the bottom of a filter with three nails. Geeno, the new captive, comes to much sooner than expected, and explains that he's been locked in here for four days. (Wilber immediately gives him some rations.) The last thing Geeno recalls is Bloomfield telling him to take cover because creatures were approaching. This cements the suspicion among the party. The traveling kegs of beer are dumped for fear of contamination. When they return to the Brave Trapper Inn, they recommend Rosano do the same for any kegs received in the past week (which thrills the barkeep to no end). They also ask about Bloomfield, who - no surprise - hasn't been seen since the group's first visit to Sagewood. They go so far as to get directions to his residence. Farkus the Swineherd, the next door neighbor, corroborates the brewmaster's disappearance, and the party takes pleasure in tossing Bloomfield's house, where the only notable find is a duplicate pouch & key to the waterwheel house. 


Next they visit the town's elders and explain the issue, and declare that they are taking over the brewery -- after all, they have Geeno's experience and expertise, and they can work on distributing it through the existing trade routes. (2 of the previous rescuees volunteer to stay and help man the works.) One of the elders offers to buy the shards for 35 GP apiece. Still on the alert for corruption, Bjorn runs back to Paragon to ask if this is a good idea. At this point, Paragon is able to impart more knowledge on the found pieces: They are scales of a forgotten sea goddess, Truloq -- obviously chaotic, based on the sludge. If left in fresh water, such as the Dead Goblin Lake, one of them could pollute the entire ecosystem within a year. When asked if he should (or could) sell them, Paragon made it plain that he would feel safer with them on board, where he could potentially guard them from the wrong hands. Bjorn asked if he should trust the elder asking, and Paragon merely suggested that he keep an eye on this individual. Once returned, this netted a "Not just no, but fuck no" in way of bargaining by Bjorn. At this point, it was generally agreed that they'd head out and down the waterfall as soon as some brewing business was finalized with Geeno and the volunteers...



Credits:
"Attack of the Frawgs", Stephen Newton / Thick Skull Adventures

Post-adventure math

Bjorn Berber: +15 XP
Wilber Wifflelinks: +15 XP, +1 Luck
Gathos: +15 XP
Seth: +15 XP
Avallone: +15 XP
Bubba Gump: +15 XP
Jimmy: +15 XP
Sylvus:  +15 XP
Scroto: +15 XP
Steig: +15 XP
Garrik: +15 XP
James the Warrior: +15 XP
Garrett: +15 XP
Morgren Pickbeard: +15 XP
Nallo Morningstar:  +15 XP, +1 Luck

PARTY LOOT: 
leather satchel embroidered with kraken, contains 3 Scales of Truloq
dagger
2 small leather pouches with Dead Goblin Brewing emblem
2 leather vests

PRE-CLAIMED LOOT: 
Wilber: 2 "seashell maces"  / 20 ft. rope
Bjorn: hide armor / shortbow / knife
Jimmy: spear