Treasure Gained, Session 112 (6/09/16):

Treasure Gained, Session 112 (6/09/16):

– Info Reliquary from pedestal (Dome Room, Agmar’s Folly)

– 7 Metallic cylinders with adjustable valves (Breathing Apparatus)

– 3 Metal staves tipped with two tines

– 4 Scrag (Marine Troll) Hides

– 4 Coral Saddles

– 24GP

Character Shares: 4 GP/XP Each*; 4GP for Party Fund

* Be sure to give your henchmen their percentage

Book-keeping Notes, Session 112 (6/09/16):

Book-keeping Notes, Session 112 (6/09/16):

We will pickup next session at 2:50PM on the 25th of Jourilden with the party having rested, bandaged up the wounded, and looted the monsters on the beach of Agmar’s Folly’s hidden cove.

– He is the Champion, My Friends: Carchus of the Sand Sharks

– They kept on fighting till the End: Edan, Master of Lightning and Ronan, Heir to Perseus

– Certainly Not Champions: The dead sailors and especially poor Weswynelle, whose adventuring career is probably finished

#exploration-bookkeeping 

Treasure Gained, Session 111 (6/01/16):

Treasure Gained, Session 111 (6/01/16):

– 2453GP, 3197SP, 1408CP

– Lumps of Melted Precious Metals (Approx. 200GP Value)

– 16 Shortbow

– 104 Arrows

– 80 Shortsword

– 151 Daggers

– 154 Days of Dried Rations

– 5 Casks of Wine

– Crate filled with Bolts of Fine Cloth

– Chest filled with Silver Utensils and Cups

– Chest with Fancy Lock

– Small Scrap of Fine Crimson Cloth

– Arrow with Crimson Fletching

PC Treasure Shares: 490GP, 639SP, 281CP*

Party Share: 3GP, 2SP, 3CP

PC XP Shares: 523XP*

* Be sure to give your henchmen their share of your reward.

#treasure-gained

Book-keeping Notes, Session 111 (6/02/16):

Book-keeping Notes, Session 111 (6/02/16):

– We concluded at 10:20 AM on the 25th of Jourilden with the party examining the grounded wreck of Midmark’s experimental ship.

– Ready for Shark Week (or a Troma Movie): Chuq & the zombie sharks

– Ready to Vigorously Defend his IP: Kalgunn (Using Edan as Proxy)

– Conspicuously Absent: Alaine Grell (Or Is He?? DUM dum DUMMM!)

– Conspicuously Present: Carchus, Champion of the Sand Sharks

#exploration-bookkeeping

Rule Clarification: Underwater Movement & Vision

Rule Clarification: Underwater Movement & Vision

Last session there was some discussion of how much distance could be covered swimming with the Manta Ray Cloak. Based on the DMG rules, here is a quick summary:

1. Underwater movement is measured as in dungeons (i.e., feet rather than yards), so 18″ movement means a maximum of 180’/rnd.

2. That comes out to 1800’/turn, or 600 yards/turn.

3. While a full turn of rest each hour doesn’t make sense while swimming in this way, I think periods of less strenuous activity equal to a turn of rest over the course of the entire hour makes sense. That means movement is 3000 yards/hour, or 1.7 miles/hour.

Since the Midmark ships will arrive near Grell’s hidden cove at around 2pm, that leaves four hours for Chuq to check things out before dusk. In that time, he can swim just under 7 miles (meaning the ships can anchor about 2.5 miles out from the cove).

Another quick point: Per the DMG, maximum vision distance underwater is 100′ (decreasing 10′ per 10′ of depth — i.e., at 30′ depth you can see 70′).

Rule Clarification: Monk Unarmed Underwater

Rule Clarification: Monk Unarmed Underwater

With the identification of the Cloak of the Manta Ray, this will become an issue very shortly. Here is the ruling, followed by the rationale:

– Monks only can attempt unarmed strikes underwater, although they will suffer all the other usual underwater combat penalties, including those regarding initiative and weapon restrictions (DMG 56). However, they cannot use their special striking abilities (stun, instant death, etc.).

Rationale: Generally, punches are worthless underwater. Monks, though, tap into uncanny forces when making their unarmed strikes. Above the waves, this translates into stunning and killing blows; underwater, it just means the strikes land and do damage despite the water resistance.

#rules-clarification 

Book-keeping Notes, Session 110 (5/25/16):

Book-keeping Notes, Session 110 (5/25/16):

– We concluded after dusk on the 24th of Jourilden while at sea on the Bitter Horse. Captain Evenwod has informed the group that you will be arriving in the vicinity of Grell’s base sometime in the afternoon of the 25th of Jourilden.

– Played by Ray and capable of becoming ray: Chuq Norris

– A Trans-Spatial Dynamo (which makes Kalgunn nervous): Edan

– Ready to Call Down Lightning and Shift the Mountains: Canis

– Sort of Offended there is a Horse ship but no Turtle ship (despite the latter’s obvious advantage in swimming): Penn the turtle

– Chuq’s Skullcap and Edan’s Sword: Helpful tools or possessed artifacts bent on destroying the party and world domination?

#exploration-bookkeeping

Treasure Gained, Session 110 (5/25/16):

Treasure Gained, Session 110 (5/25/16):

– Cloak of the Manta Ray: 2000XP

– Ancient Dwarven Armor: 8000GP/XP

PC Treasure Shares: 1600GP*

PC XP Shares: 2000XP*

* For those with new henchmen, there is no need to award shares to them (they didn’t meet up with the party until setting sail).

#treasure-gained

New Henchmen, Session 109 (5/18/16)

New Henchmen, Session 109 (5/18/16)

Full character sheets for the three new henchmen are available both in the Google Drive folder and on Roll20. Additional equipment can be purchased for them in Desric’s neighborhood (Orsebet, Tylic, etc.) at book prices.