Session 3 Recap and HW
Session 3 Recap and HW
First, this is your warning, we covered a lot of ground so if you need to pee or get a cup of coffee, I’d do that before you start reading. Second, there will be some things revealed about The Rock that involves character knowledge vs. player knowledge. If you see the following “PK – blah blah blah – PK” this is a reveal that you know that your character either doesn’t know, or might know only under the right circumstances.
Our adventurers (PK- we are looking for a collective name for our “crew”, bring 4 or 5 nominations to the table for next time - PK) picked up in the dank and dreary dark of the first level of Luciferian/Luicferieum/Luciferum sewers. Upon our exchange with the previous Centipede goblins, enslaved by our local shroom dealer, we learned the location of the Slime goblins, and headed thusly down yonder sewer drain, whereupon we heard the clash of weapons, spied around a corner to see a mash of goblin throwdown between the remaining trash-armored Centipedes and the professionally yet cheaply equipped Slimes, complete with a “captain”. Now this was no LOTR swarming horde of goblins, more like a dozen dudes duking it out on the playground. The party kicked butt, thanks mostly to two dragonborn lightning attacks, and we innihilated the rest of the Centipede clan. After another room of trash barricades, one Slime ran through a hidden door, into a kitchen and into level two of the sewers never to return and one guy we left knocked out. Hush managed to find body parts used as stew and one perfect cinnamon roll baked by someone named Debbie (PK – Debbie is fact the young daughter to Sheila of Sheila’s Quality Buns – yes, no better gaming food than a Monster and some Little Debbie’s- PK). Hush, brilliantly disguised himself as a goblin captain and had our last goblin lead us to Slime HQ. He then sent half the goblins back to “help the others” thus dividing the goblin party. You know what happens when you split the party.
Upon interrogating the remaining three Slime gobos, we learn the location of their ‘King” and his “pet”, a gelatinous ooze in a pit, and Goblin Bob reveals that he had a run-in with Benny about three weeks ago, who tried to kill him. Bob also spills the beans about the equipment. The goblins are being supplied with fairly cheaply forged dwarven armor (shields and breastplates) and weapons (war picks). The dwarf involved is called DevArk. Bob also tells us that “the stranger” is paying the goblins for children snatching. This stranger is also called The Gray Man, and although Bob himself has never met him, the Slime King meets with him about every other day or so. Bob also seems to have one of the bombs on him that we first discovered on a Centipede. Apparently he stole it, and these are coming from the Topside goblins from the dump, who Bob calls the Tinker goblins. Tsapps convinces our Slimy captives to work for us instead of dying.
We find a room with a trapdoor, leading to a basement of an abandoned floor of a house. The room also has several cylindrical cages, covered in very tiny mesh and connected by glass tubes that we later found out are hatching cages whereby tiny baby goblin clutches are kept. Why? To feed the Slime King’s “pet”, as well as empty out a contraption that dropped a swarm of tiny goblin puppies on the party while the King’s captains dealt with us and he legged it down the nearest hallway. By the end of this room, the party killed the captains, defeated the swarm, reduced the cube to the size of a butter dish (and yes, we took that bad boy home and are taking nominations for names for it), and brought the Slime King into submission to work for us in return for him getting to gut Bob for being a blabbermouth. PK- Two out of three sewer goblin clans just got wiped out by our party. This will now leave a power gap within the sewer culture of The Rock. It essentially ends the turf war for the moment, but lets the Rat Clan free to expand. Consider consequences and solutions for this – PK.
Within this mini dungeon in the sewer, we found a few things. We found some dwarven runes that pointed us to find a bar of pure silver, hidden in a wall, with the royal family’s seal on it. Someone is hiding royal treasure in the walls. We looted the typical stuff off the goblins, found a ring of feather falling, a scroll of disguise self, a mithril chain shirt, some bows, some “goods” and more gold than goblins should have. Tsapps and I explored the house, found it had a tenant upstairs who we paid off to leave, and we bought the house. We can now add one (enter your party name here) HQ of our own, complete with nearby sewer entrance and a sewer shortcut to the dump so you can bypass rush hour foot traffic. We also collected a small cart from the goblins, Old Washburn’s prestidigitalized mobile food/potion/blackmarket/legit business cart, AND a mimic. If we sell off the gobo loot, convert some of the goods etc. we ended up with a bit over 400 gp each, and 450 influence points each.
This did bring up some procedural issues for players, not characters. DM laid down XP and gold division as such: WE have, at present, 7 active and 1 inactive player. XP will get divided up by active players. So if we earn 100xp, we divide by 7. He wants to keep everyone on the same page, so if our inactive player comes home in January etc. we’ll just drop him in the plot as a higher level PC. Loot – if you couldn’t make it to a game, and your character stayed home with the flu, your character will NOT be sharing in that day’s treasure or the risk in acquiring it. If, however, you kept your character “in the game” and ran the risk of someone else making decisions, rolling, and possibly getting you killed, even though you weren’t at the table, your PC was, and deserves the rewards that risk can bring.
Our DM left us with some homework: 1 – your shopping lists with y our gold – nobody cares if you buy 1000 feet or rope, but if you buy anything magical or that might be blackmarketed, living, contagious, illegal, unethical, or that might unbalance gameplay, just be prepared to chat with the DM about how available it was, or if you had to go through a special “process” to acquire it. 2 – We have firm foundations on who are characters have been as individuals with our backstories. We have all been formally bloodied in battle together now. This will naturally draw our PCs closer, but our DM wants us to have a think about who/how/why our party functions in terms of our relationships with each other. How do we build bridges and erode walls? Do any of us make money together, or art together, or trade stories about childhood? This is one of those where you get out as much or as little as you choose to put in without any kind of expectation. Nothing wrong with you developing a dungeon buddy, a business partner, a love interest, or a lone wolf enigma.
BTW – Level 3. Might want to update your sheets. ;-)
Our adventurers (PK- we are looking for a collective name for our “crew”, bring 4 or 5 nominations to the table for next time - PK) picked up in the dank and dreary dark of the first level of Luciferian/Luicferieum/Luciferum sewers. Upon our exchange with the previous Centipede goblins, enslaved by our local shroom dealer, we learned the location of the Slime goblins, and headed thusly down yonder sewer drain, whereupon we heard the clash of weapons, spied around a corner to see a mash of goblin throwdown between the remaining trash-armored Centipedes and the professionally yet cheaply equipped Slimes, complete with a “captain”. Now this was no LOTR swarming horde of goblins, more like a dozen dudes duking it out on the playground. The party kicked butt, thanks mostly to two dragonborn lightning attacks, and we innihilated the rest of the Centipede clan. After another room of trash barricades, one Slime ran through a hidden door, into a kitchen and into level two of the sewers never to return and one guy we left knocked out. Hush managed to find body parts used as stew and one perfect cinnamon roll baked by someone named Debbie (PK – Debbie is fact the young daughter to Sheila of Sheila’s Quality Buns – yes, no better gaming food than a Monster and some Little Debbie’s- PK). Hush, brilliantly disguised himself as a goblin captain and had our last goblin lead us to Slime HQ. He then sent half the goblins back to “help the others” thus dividing the goblin party. You know what happens when you split the party.
Upon interrogating the remaining three Slime gobos, we learn the location of their ‘King” and his “pet”, a gelatinous ooze in a pit, and Goblin Bob reveals that he had a run-in with Benny about three weeks ago, who tried to kill him. Bob also spills the beans about the equipment. The goblins are being supplied with fairly cheaply forged dwarven armor (shields and breastplates) and weapons (war picks). The dwarf involved is called DevArk. Bob also tells us that “the stranger” is paying the goblins for children snatching. This stranger is also called The Gray Man, and although Bob himself has never met him, the Slime King meets with him about every other day or so. Bob also seems to have one of the bombs on him that we first discovered on a Centipede. Apparently he stole it, and these are coming from the Topside goblins from the dump, who Bob calls the Tinker goblins. Tsapps convinces our Slimy captives to work for us instead of dying.
We find a room with a trapdoor, leading to a basement of an abandoned floor of a house. The room also has several cylindrical cages, covered in very tiny mesh and connected by glass tubes that we later found out are hatching cages whereby tiny baby goblin clutches are kept. Why? To feed the Slime King’s “pet”, as well as empty out a contraption that dropped a swarm of tiny goblin puppies on the party while the King’s captains dealt with us and he legged it down the nearest hallway. By the end of this room, the party killed the captains, defeated the swarm, reduced the cube to the size of a butter dish (and yes, we took that bad boy home and are taking nominations for names for it), and brought the Slime King into submission to work for us in return for him getting to gut Bob for being a blabbermouth. PK- Two out of three sewer goblin clans just got wiped out by our party. This will now leave a power gap within the sewer culture of The Rock. It essentially ends the turf war for the moment, but lets the Rat Clan free to expand. Consider consequences and solutions for this – PK.
Within this mini dungeon in the sewer, we found a few things. We found some dwarven runes that pointed us to find a bar of pure silver, hidden in a wall, with the royal family’s seal on it. Someone is hiding royal treasure in the walls. We looted the typical stuff off the goblins, found a ring of feather falling, a scroll of disguise self, a mithril chain shirt, some bows, some “goods” and more gold than goblins should have. Tsapps and I explored the house, found it had a tenant upstairs who we paid off to leave, and we bought the house. We can now add one (enter your party name here) HQ of our own, complete with nearby sewer entrance and a sewer shortcut to the dump so you can bypass rush hour foot traffic. We also collected a small cart from the goblins, Old Washburn’s prestidigitalized mobile food/potion/blackmarket/legit business cart, AND a mimic. If we sell off the gobo loot, convert some of the goods etc. we ended up with a bit over 400 gp each, and 450 influence points each.
This did bring up some procedural issues for players, not characters. DM laid down XP and gold division as such: WE have, at present, 7 active and 1 inactive player. XP will get divided up by active players. So if we earn 100xp, we divide by 7. He wants to keep everyone on the same page, so if our inactive player comes home in January etc. we’ll just drop him in the plot as a higher level PC. Loot – if you couldn’t make it to a game, and your character stayed home with the flu, your character will NOT be sharing in that day’s treasure or the risk in acquiring it. If, however, you kept your character “in the game” and ran the risk of someone else making decisions, rolling, and possibly getting you killed, even though you weren’t at the table, your PC was, and deserves the rewards that risk can bring.
Our DM left us with some homework: 1 – your shopping lists with y our gold – nobody cares if you buy 1000 feet or rope, but if you buy anything magical or that might be blackmarketed, living, contagious, illegal, unethical, or that might unbalance gameplay, just be prepared to chat with the DM about how available it was, or if you had to go through a special “process” to acquire it. 2 – We have firm foundations on who are characters have been as individuals with our backstories. We have all been formally bloodied in battle together now. This will naturally draw our PCs closer, but our DM wants us to have a think about who/how/why our party functions in terms of our relationships with each other. How do we build bridges and erode walls? Do any of us make money together, or art together, or trade stories about childhood? This is one of those where you get out as much or as little as you choose to put in without any kind of expectation. Nothing wrong with you developing a dungeon buddy, a business partner, a love interest, or a lone wolf enigma.
BTW – Level 3. Might want to update your sheets. ;-)
Last edited by LaraCooper on Sat Nov 11, 2017 11:16 pm; edited 2 times in total
LaraCooper- Posts : 24
Join date : 2017-11-02
Re: Session 3 Recap and HW
If I left anything out, accidentally, feel free to tag it on.
Good game!
Good game!
LaraCooper- Posts : 24
Join date : 2017-11-02
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