Treasure Scales

Session #2: Experience & Loot
The Freezening

Good session everybody, still need a full summery of last session – but parts of this session are even more confusing and need to be laid out so that Roland knows what happened. As always recording of this session is on our Recorded Sessions page.

Session #3 will be March 16th.

EXPERIENCE

  • 1,200 XP – Human Rogue
  • 1,200 XP – Discovering the Skull Safe
  • 800 XP – Heroic Rescue

TOTAL XP = 3,000 XP / 3 = 1,000 XP each.

Note: You are level 2, level your character.

LOOT

  • Rogue Gear > Guards?
  • Rogue Whistle > Quinn?
  • Resurrection Potion > Used
  • Map of Lamashtu & Note > Quinn
  • Farmhouse Deed & Note > Quinn
  • Payments of 333 1/3 > City of Scale
  • Exotic Minerals Testing Kit > Quinn
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Session #1: Experience & Loot
Poor unfortunate souls.

Thanks for the great session everybody, if somebody would like to take on a summary for this session you can take a whack at the wheel of fortune. You can find the recording of this session on our Recorded Sessions page. Session #2 will be February 23rd.

EXPERIENCE

  • 600 XP – Cheetah
  • 800 XP – Gnoll x2
  • 600 XP – Cleric of Lamashtu
  • 600 XP – Saving McGlorious Emporium
  • 1000 XP – Sanctifying the tower of Desna

TOTAL XP = 3600 XP / 3 = 1200 XP each.

Note: We are doing “medium” experience growth in this setting.

LOOT

  • Perfect Cheetah Hide > Quinn
  • Firebug in a Bottle > McGlory
  • Gnoll Leather Armor x2 > Scale
  • Gnoll Spears x2 > Quinn
  • Gnoll Battleaxe x2 > Quinn
  • Citrine (35 gp) > Quinn
  • Jackal Mask > Scale
  • Unholy Symbol of Lamashtu > Broken
  • Ceremonial Dagger > Scale
  • Book of Lamashtu > Scale
  • Scroll of Spiritual Weapon > Quinn
  • Small Silver Plate (65 gp) > Quinn
  • Old Holy Symbol of Desna > Roland
  • 30 Gold > Unknown
  • 1000 Gold Debt to Scale > Melissa

Summary by Paul

This tale starts with a humble beginning where three adventurers, a Cleric of Desna named Roland, a wandering monk who calls himself “Scar”, and an ambitious Rogue/Cartographer known as Crystallos, gather together at the nearby Church of Desna to investigate an abandoned tower once used to worship the Goddess of Freedom. After serious planning using the ancient blueprints Crystallos was able to decipher, these brave adventurers travel forth, past the walls of Scale and into the great unknown of the wilderness.

They initially encounter a towering Half-Arc entrepreneur, named Gloreglock McGlory, who was mysteriously being assaulted by firebugs. With his cart set aflame, the party assists the young Half-Orc by disposing the majority of the firebugs and managing to capture one. As Scar was disposing the firebugs by hand, he noticed these insects seemed to be magically and not created by mother nature. Once the situation had been alleviated, Gloreglock welcomed the party to visit his new shop, “McGlory Hole.” After a long and awkward explanation, the store was renamed, “Gloreglock Emporium.” The adventurers and Gloreglock then parted ways.

The next morning, the party set forth in their adventurer to find this abandoned tower. As they went deeper into the wilds, it was Scar’s keen survival instincts which managed to lead them the correct path. Shortly into their travel, Scar and Crystallos notice they are being stalked by an enemy unknown. As the party prepares itself, a cheetah appeared from the high grass and pounced Scar, a man now at the brink of death. Thankfully due to Crystallos expert swordsmanship and Roland’s powerful holy magic, the beast was slain and Scar was able to make a full-recovery.

The party finally reached their destination and immediately upon arrival noticed that the tower was no more. Merely stone and debris was all that remained. Crystallos stealthily approached the remaining stone circle and spotted several Gnolls guarding the dilapidated entrance. After a brief discussion, Crystallos figured out they were worshippers of Lamashtu, the mother of the malformed. Once Roland learned of this, a fire, one that could only be extinguished by Gnoll blood, burned inside him. Armed with his morning star, Roland rushed forth into battle.

As Roland and Scar battled the Gnolls outside the perimeter, Crystallos slyly snuck her way into the remains of the tower and began to explore its inner-depths. She found a young woman, who appeared to be a Priestess of Lamashtu, giving birth in a fountain of water. After heavy dialogue, the Priestess darkened the room with foul magics. Crystallos attempted to disarm the Priestess without killing her, for she did not want to harm the child being birthed. The Priestess was indifferent to the situation, neither caring for herself or the child, and strained herself to use dark magic and harm our heroine. As the room had been smothered of light, soon too did Crystallos fall into a state of darkness.

After Roland and Scar defeated the Gnolls in a gruesome battle leaving our nameless wander in a critical condition, the two bravely began their descent into the remains of the tower. Noticing the darkness was a creation of magic, Roland summoned forth his deity to cast out the shadows, brightening the room with a holy light. As our heroes noticed the grim and dark situation, they rushed forth to aid their friend. Roland tended to the wounds of Crystallos while Scar incapacitated the Priestess, who had finished giving birth. As the adrenaline from combat began to fade, they notice the horrific site around them – the room was full of blood and fetuses of the unborn.

Once they had recovered, it was decided to eliminate the Priestess and her hellspawn (unbeknownst to the party was both the mother and child were Tiefling). After physically and spiritually cleansing the remains of the tower, the party took the Priestess’ journal, a crude map and a holy symbol of Desna which went to Roland. As the party returned back to Scales, they found a wandering patrol of guardsmen. Due to a fumbling of words and the revealing of the Lamashtu journal, Crystallos was then incarcerated on the grounds of bringing unholy artifacts into the city. After appealing to the court system, Crystallos was sent free with a 1,000 gold debt to be paid. Our adventurers then retired at the burnt house which Crystallos called home and began to plan their next journey……

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Session #0: Characters
A summery of our first session.

Melissa put together our first session summery, drawing up some bullet points about what we talked about in regards to the city of Scale. I’d like everybody to make their own character page on this portal, even if it’s something small to start. I’ll be working on some lore, and also a page about house rules. If there is specific lore you might be interested in comment below.

About the city of Scale

  • Scale was settled on a non-typical landmass. If you picture a stalactite that has fallen from the sky (pointy end first of course) that is sticking out of a large river, the city of Scale resides on top. Where and how the landmass was formed is unknown. There are spines that are along the base of the mass and there are still signs of wooden ladders left behind by the first explorers that scaled the landmass, prior to the founding of the city.
  • All of the buildings of the city are made of the sturdy stone carved from the landmass, as this is the only materials (other than Ore) that can readily found.
  • Recently (in Elvin terms) a group of Druids have arrived in Scale and taken over an impoverished area of the city. They have grown many large trees in a central grove, and are attempting to further grow the ecosystem of the area so more plants and trees may one day grow, despite a complete lack of soil.
  • Most of the people that call Scale home are Humans and Dwarves. In addition there are merchants and other traders that may rent homes or dwellings during the trade seasons. While the city has a strong guard, it also has a seedy underbelly.
  • One of the signs that you are in Scale is the fact that all of the doors have their handles in the middle of the door. The handles are also carved or crafted in a way to announce the owner. So a Temple of the gods may have a holy symbol inspired handle / knocker on the door. Even without markings, the quality of the metal of the handle may give you a clue to the importance of the person that resides or works there.
  • Due to urbanization and dangerous predators many people have left their homes and dwellings behind for cities. This leaves behind many ruins and undiscovered plunder and wealth. With most people in cities feeling well defended, many seek to go and reclaim these lost treasures. Often you will find a group of treasure hunters in the employ of the city / government to gather trinkets, powerful equipment and magic for the city.
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Character Session
A Monk, Rogue, and Cleric walk into a bar...

Thanks everybody for coming to our preliminary session. I’ve invited everybody so they should be connected here soon, I believe you should be able to put your characters up here somehow. You can find the mp3 of our session here.

I mentioned better sheets, these are the best I’ve found.

Our first actual session is tentatively January 26th.

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