Loot and Experience for Session 3

Loot and Experience for Session 3

Experience:

– 46 Marauding Goblins – 725XP (Divided by 17)

– 12 Snoozing Goblins – 216XP (Divided by 5)

– 1 Napping Warg – 123 XP (Divided by 5)

– 7 Wargs in a Barrel – 1473XP (Divided by 17)

# of Party Members: 17

PC Share: 196XP

Items/Money:

– 512 Copper (Party Share)

– 25 Silver (Party Share)

– 496 Goblin Teeth

– 92 Goblin Ears

– 7 Warg Pelts

– Plain Silver Ring

– Plain Golden Ring

– Vial of Green Liquid

– Farmer Sigison’s Wares and Tools

# of Party Members: 3

Total GP Worth: 3GP, 5SP, 2CP (3XP)

PC Share: 7 SP, 170CP (1SP, 2CP spare)

PC Exp: 1XP

Summary of Residential Area Looting

Summary of Residential Area Looting

First, here’s an indication of which rooms on each level are occupied. N/S stands for north or south side of the hallway and the number counts from the electrical hoist westwards:

Level B1: N2, S3

Level B2: N3

Level MF: Already Explored

Level 1: S1, N2, N3

Level 2: N1, N3

Here is the treasure you recover from the unoccupied rooms:

– Unidentified Wand (B1:S2)

– Unidentified Potion, Purple (1:N4)

– 7 Silver Throne Design Cards (2:N2; 2:S1; 1:S3; 1:N4; B1:S4; B2:S3; B2:S2)

– 1 Op. Black Gemstone (likely Obsidian; 1:S3)

– 1 Transp. Red-brown Gemstone (B1:N4)

– 1 Op. Pale Blue Gemstone (2:S2)

– 1 Op. Pink Gemstone w. Green Marks (2:N2)

– 942GP, 334PP

PC Shares (Coin): 235GP, 83PP

Party Fund (Coin): 2GP, 2PP

PC Shares (XP): 653XP

Treasure Gained, Session 99 (3/9/16):

Treasure Gained, Session 99 (3/9/16):

375 gp

115 pp

2 Transp. Watery Gold Gemstones

2 Op. Pale Blue Gemstones

1 Op. Reddish Brown Gemstone

1 Transp. Yellow Green Gemstone

1 Transl. Apple Green Gemstone

1 Op. Crimson (Coral)

2 Op. Blue Gemstones

1 Op. Black Gemstone (Obsidian)

1 Transp. Rich Olive Green Gemstone

1 Transp. Clear Gemstone

1 Op. with Bands of Red and White (Sardonyx)

1 Transp. Golden Yellow

2 Solid Platinum Cones

2 Information Reliquaries (Immunological Studies of Island Fauna)

PC Coin Shares: 93GP, 28PP

Party Coin Share:  3GP, 3PP

PC XP Shares: 233XP

#treasure-gained

Book-keeping Notes, Session 99 (3/9/16):

Book-keeping Notes, Session 99 (3/9/16):

– We left off at 11:49am on the 2nd of Jourilden with the party looting the residential quarters in the Pathogen Facility. The party has been adventuring — with some rest — for ~178 turns (29 hours and 49 minutes).

– Contemplating the artificial nature of time: Finkleworm

– Wishing they had Loyalty Checks: The Automata

#exploration-bookkeeping

Quick Update Regarding Axel

Quick Update Regarding Axel

Antony Nicklin  and I have discussed what to do in upcoming sessions (as well as Axel’s fate) and made some decisions. The most relevant decision for the party is that Antony will be playing Derich in the near term, making that character a full PC.

Book-keeping Notes, Session 98 (3/2/16):

Book-keeping Notes, Session 98 (3/2/16):

– We left off at 8:20am on the 2nd of Jourilden with the party wrapping up their cleansing of the Pathogen area’s lower level. The party has been adventuring — with frequent short rests — 158 turns (26 hours and 20 minutes).

– Staring forlornly at a door that will not open: Axel

– Contemplating the artificial nature of time: Finkleworm

– Nursing a very tired sword-arm: Thorfus

– Simultaneously frustrated with the party and pleased with Edan: Kalgunn

#exploration-bookkeeping

SESSION 97 : 9AM 1st of Jourelden

SESSION 97 : 9AM 1st of Jourelden

We left off trying to come up with a plan to save Axel.

After some option discussion with Kalgunn, the remain Starchy Boys decide to write their counter-offer and show it to Axel’s captors:

“To the foolishly ignorant and arrogant blunderer in command of the forces currently holding hostage the Starchie Boy known as Axel Rhomkel ; we have within our power not only to keep you entombed in darkness forever but to irrevocably destroy the ancient dwarven power source for all the ancient dwarven weapon research facilities. This one act would not only seal your doom, it will also render the portal transport network useless forever. It is now your task to understand that if any further harm to Axel Rhomkhul be it further aging, physical assault, mental manipulation or death, will force our hand. We will destroy the ancient dwarven power source leaving you and yours entombed where you are. There is no version of the future where you leave your prison without our largesse. Here is your only option : surrender all Paskeys and Portal Stones to Axel Rhomkhul along with one magical item from each of your lieutenants and your most preferred personal magical items. You will also turn over all control circlets to Axel. Lastly, you will dismantle all desynch devices under your control and stage the entire mechanisms in the Botany portal chamber. Once Axel and all required items are collected in the Botany portal chamber, you and only you will stand in attendance in the room directly north of the portal room with the door propped open. You will be interviewed at this time, be it known that we have an ancient artifact that will alert us if you dissemble, and will have an opportunity to present your case for mercy. Of you at found lacking in sincerity, veracity or faithfulness the fate already outlined is yours. If however, you are better than our established opinion of you, your group will find freedom to return to the eastern jungle at a time of our choosing. Signed with all sincerity, the Starchie Boys.”

Upon opening the portal,an undying was waiting with a sign telling us that, “Negotiations will recommence in one hour at the BioForge. To indicate good faith, your comrade will be returned at that time.”

Which prompted us to shut down the portal and check the other engineering portal for fear of being flanked.

Luckily – we were not and that portal had not been used for years (according to the repair automaton.)

With heavy hearts we decide not to comply their demands, and retry the Botany Facility an hour where a message confirms that we’ve hit an impasse – powering the Bioforge would give them an avenue of escape which we could not risk.

After some drinks in memory of Axel – we move to clean out the rest of Pathogen lab.

Edan, Thorfus and Chuck head into the Pathogen lab leaving the rest of the hirelings behind in order to limit the chance of mass infections.

Upon entering they notice that the “grabber bots” aren’t responding to Thorfus’ commands – not just the 7 de-charged – but we assume the other remaining ones.

Although the mechanical monkey Thorfus brought along were able move the “grabber bots” but were unable to lower the elevator. So the team decides then to go to the pathologist’s office to see if they can get the elevator to work remotely.

They manage to get the elevator work, but discover that the remaining infected have destroyed the remaining bots, and when the unpowered ones were lowered they were summarily destroyed. So Thorfus decides to lock down the lower levels until further notice.

After some deliberation – it’s decided to try to clear the lower area by using a combination of spells and creative monkey use. But before that Edan has to rest for some time in order to cast the correct spells.

So Thorfus has the mechanical monkey to lure the more “intelligent” infected away so that Edan can cast his WEB to block them from swarming back.

With the webs in place, after Chuck and Edan “shadow step” into range and back. With Edan manning the elevator, Thorfus and the mechanical monkees manage to get the Grabber Bots back to their charging bays.

After the web dissipate – they use the “grabber bots” to help them eliminate the remaining infected – Boney first – then the necronic – again – and again – and again (for hours) until Edan mentions that they’ve been regenerating. After a collective face palm, the necronic and remaning spore infected are left below so that the can be dispatched later.

Bonus is that Thorfus has mastered box axe and sword thanks to the repetative slaughter of the necronic infected.

Herbology

Herbology

Whilst magic and clerical powers are widespread and generally vastly more effective, it has not prevented the use of Herbology, a branch of Alchemy which focuses purely on the use of plants to create various concoctions.

Alenostan flora is sturdy and fairly varied, and many plants have properties that are useful in brewing potions and salves. Several have even been noted to have benefited from locations of ambient magic, and though rare, allow the creation of more powerful brews.

There are a number of Herbology masters throughout Alenostr, and even a few basic texts for the aspiring brewer.

Player Knowledge

From Cressida Urdjadottir, the players have learned the main herbal ingredients of a Healing Salve.

Tara’zen

– A large mushroom that resembles a round shell. Often found in damp, dark environments. It’s spores have a light numbing effect.

Rastaren

-A pale yellow herb that appears much like the spines of a hedgehog. Has a slightly spicy aroma, and is known to help reduce scarring when applied to wounds.

Parac

– A fungal plant that grows on trees at high altitude. Dark green in colour, it resembles small domes of scales. Has minor infection prevention properties.

Nordra

– A small, fruit bearing tree, whose leaves when dried and crushed can be used to promote the clotting of blood. Can be found occasionally in forested areas. Nordra Berries are often used in the creation of wines.

Ceran

– A red, apple like fruit that grows on shrub-like bushes. Has a warm taste.

Arcasa Nut

A small reddish brown nut that can be collected from the pines of the Arcasa tree, a coniferous tree often found near flowing water.

Loot and Experience for Session 2

Loot and Experience for Session 2

Experience:

– 1 Unfortunate Giant Eagle, 51XP

– 5 Betrayed Goblins, 72XP

– The Loyalities of Puk, 20XP

# of Party Members: 5

PC Share: 29XP

Items/Money:

– 120 Goblin Teeth

– Reward for Locating Goblin Camp, 90GP

– One Pot of Healing Salve (10 Uses)

– 10 Goblin Ears, 10CP

– 5 Goblin Brains (Traded for 2 Potions of Goblin Control)

– Message Delivery, 8SP

# of Party Members: 3

Total GP: 90 GP, 8 SP, 10CP

PC Share: 30 GP, 2 SP, 3CP (2SP, 1CP spare)

PC Exp: 30XP