SESSION 27: TAKING STOCK
The party don't know how my they have and they feverously search the bodies and cut the ears from their opponents. They find an average of 2gp per orc, 6 falchions, 6 sets of orc ears and one more set of serviceable studded leather armour.
Total loot as follows:
- 753gp in gold and jewelry
- 1 set of half plate armour
- 3 sets of chainmail armour
- 2 set of studded leather armour
- 4 long swords
- 8 falchions
- 9 sets of orc ears
- 1 magic great axe
- 1 magic rope
- 1 magic scroll
- 1 magic potion
Party statistics are as follows:
- Halee, 9hp out of 9hp. 1 healing potion left (from the first expedition). 1 vial of Antitoxen (purchased at character creation)
- Ansic, 6hp out of 16hp.
- Risandor, 9hp out of 9hp. No spells or inspire courage left.
- Thomas, 13hp out of 13hp.
- Uthalin, -7hp out of 14hp. Unconscious.
- Dedrik, -9hp out of 12hp. Unconscious.
- Ghislain, -8hp out of 12hp. Unconscious.
- Lorah, -4hp out of 12hp. Unconscious.
- Penn, -1hp out of 12hp. Unconscious.
- Cord, dead.
I'm struggling to keep track of consumables together with everything else. As a simplifying measure I think the go might be, unless anyone strongly objects, to just allow the party to have 6 consumables which anyone can use at any time. The only exceptions to this would be character oriented powers, such as spells, rage and inspire courage, and potions of healing or similar (eg the vial of antitoxin). I'm not keeping track of ammunition such as arrows or bolts.
As far as I can work out for the moment remaining party consumables are:
- 1 lot of caltrops
- 2 tanglefoot bags
- 1 acid flask
- 2 lots of oil
And for the sake of clarity, I haven't been too concerned about the light effects in the dungeon (ie I've just let everyone see). In a game over the net, using some graphics etc, it's too difficult to keep track, show shadows etc. However, night outside is a different matter. This party, with all its humans, will be at a distinct disadvantage at night compared to some other humanoids and creatures and they will take advantage of it. Also the random encounter tables are different. Twice as likely to hit a random encounter and the monsters encountered are monsters who typically have a tactical advantage at night (hence why they hunt at night).
Experience from the last couple of fights as follows:
- 2 x Matriarch @135xp each
- 5 x orc warrior from Session 26 @ 135xp each
- 1 x Magor (he ran twice I'm counting that as defeated and xp awarded) @ 600xp
- 1 x Uffe @ 800xp
- 1 x Matriarch who also ran twice, @ 135xp
- 1 x Raakel @ 135xp
Total xp = 2516.
The xp will be divided amongst surviving members including the men at arms will receive a ½ share of experience (should any of them survive). For example, if the five remaining characters go back alone it's 503xp each. If the four men at arms make it back it's 419 each (and 210 for each man at arms). If one man at arms makes it back it's 457 each (229 for the man at arms).
Character experience before this fight as follows:
- Halee 1,256
- Ansic 1,256
- Risandor 1,076
- Uthalin 1,076
- Thomas 1,076
- Men at arms 0
- Cord – dead – doesn't matter anymore.
A simplified graphic representing what the party have achieved so far (in terms of kills) is provided below. I think I still need to work on how to best show these type of trophies graphics but the assignment of individual kills understates the role of some party members. I think when I get a few more moments, I need to combine this with some type of party deeds section to record the special events which have gone on. It might be as simple as a log in a row or some rows below the graphic.
If you want a little DM advice on what to do in regards of either stay or go, I'd go.
So far you've experienced 4 runs to and from the caves. One of those had an encounter with a monster (ie the wolves). The other with an NPC who you're not sure if they are on your side or not yet.
I reckon, if I were you, that's probably a 1 in 4 chance that you might run into something bad on the way home. If you wait till night the odds will likely become worse, like double the chance or running into something bad and, as mentioned above, the bad thing will probably see better in the dark then most of you do.
If you stay, well I try to play the orcs to their intelligence level. So they are bestial and quite reactive (hence the quick counter attack when you surprised them) but also do have some intelligence. I do roll against their intelligence from time to time to see if they do something ‘smart'. Sometimes they do, sometimes they don't. Sometimes even a dumb thing will probably be very deadly against a ¾ dead party.
You could guess at how many of them are left but it would be a guess. Also you don't really know what other resources they have or if in deed they are in an alliance with any other tribe in the complex. Jeez imagine if they had an alliance with the bugbear or bugbears against the hobgoblins. Hahahaha. I'm not saying they do by the way but what I am saying is that you don't know.
Get to the Keep before dark. It's probably your best bet.
DEW
P.S. I'll update the party graphic on the weekend.