- Rig Bigny, Gnomish Beastmaster
- Flit, the bat familiar
- Clench, the
- Midnight, the Panther
- Faufe Yitaw, Dogwere (Badgerwere?)
- Rawf, Wardog familiar
- Aroof, Wardog familiar
- Caranthir, Human Leader of Men
- Rhea Trueheart, Elvish Nightblade
- Lucille "Luce" Burwood, Fighter
- Elenora Garrard, White Mage
- Gróin of Norston, Dwarven Sapper
- Zarc, Thrassian Gladiator
- Laurita Gomez, Priestess
- Llarm Paphyra, Elvish Polydoctorate
- The Metal Man, construct
- Loriel Straight Arrow, Elven Ranger
- Little Bandit, ferret
After taking down the Skittering Maw - aka Sharktapede - the party returned to their original path, through the (now empty) insect room. After spotting two lesser hellhounds and dispatching them easily, they discovered the stairs down, hidden behind a trapped hidden door; Loriel also found 57 gp worth of gems, which she pocketed. She shared the 600 gp she found, though.
The group continued down the stairs, leaving the rest of the fourth level unexplored. Barely 10 feet inside the fifth level, they spotted a group of five giant scorpions! The menacing beasts clacked their great claws, but Llarm read them a soothing bedtime story, placing them in an enchanted sleep. The fifth beast was quickly slain, and the sleeping monsters destroyed.
The ranger, constantly forgetting to check for traps, flung open a door and set off a trap - a 20' deep spiked pit trap! She fell, impaling herself on two spikes; the party sent Zarc the thrassian down to retrieve her, and did their best to heal her, but she still needed a week's bedrest. Moreover, the fall had damaged her lung, and she was no longer able to move as quickly or as long as the others.
Kicking open a door, Caranthir stared into the gaping maw of three tentacled monsters! The nasty carcass scavengers struck, missing Luce (for once!), but instantly paralyzing Caranthir. The lizardman charged with his two-handed spear, stabbing the creature with enough power that it exploded into a cloud of red mist! Luce and the lizardman struck at the other creatures, and soon, both were dead.
Healed up once again, the party moved on, soon meeting an adventuring party: though, unfortunately, a deceased one. It seems this party had set off a trap, and been rushed by a falling ceiling. Prying the rocks from their bodies, the party found a potion (of flying, as Rig discovered), a cloak (a displacement cloak, as Caranthir found), and a set of +1 chain mail. Continuing on, they found another party - living, this time. Luke "Cool" Hand, a 5th level thief, and expert at finding traps, was attempting to pick a locked door. His (also 5th level) comrades, Steve the Fighter and Bianca LePlait the a Bladedancer, egged him on, and generally didn't help at all. Finally, he gave up, rolling his eyes when the party just smashed the door in. He checked the room for traps, and found nothing, but did manage to find a secret door behind a rotting bookshelf. He swung the door open, and discovered a trap behind it - a maze of multi-colored tiles. After a moment's poking with a 10 foot pole, he nodded in satisfaction, and marked several tiles as safe to step on.
In the next room, the party awoke a mummy! The creature's hideous face paralyzed the bladedancer and fighter, as the thief left ("NOPE! NOPE! NOPE!"). Caranthir was also frozen in fear. The mummy shrugged off the attacks, slamming Zarc into a wall and bashing Luce. The lizard dropped, but a last-ditch acrobatics roll landed Rhea behind the creature; he struck at her in desperation, but missed, and was cut down. Zarc was healed up, and only needed a night's rest, but unfortunately, his manhood (lizardhood?) was lost. Gróin promised to pay for a spell to return him to, er, full function. Meanwhile, the treasure the mummy had collected was considerable! For his trouble, the thief asked for a treasure map and a scroll of arcane spells; the treasure map lead to a nearby treasure of 3,000 gp, and the scroll of spells contained ESP (2nd lvl), Fireball (3rd lvl), Web (2nd lvl), Magic Missile (1st lvl), Flesh to Stone* (6th lvl); together, enough to make Hand and his friends quite wealthy - which is really what they wanted all along. The party tested the potions, and found they had a Potion of Animal Control, a Potion of ESP, a Potion of Flying, a Potion of Clairaudience, and an unknown potion, as well as an unknown ring.
Meanwhile, the party spent a full day lugging the items out of the tower, another day resting, two days of travel back to Wallace, and finally a day of selling their fortunes. That means that it is Deug the 11th; the weather has turned cool, and it's only two and a half weeks until Wintermas! Loriel, meanwhile, needs two more days of bedrest.
- XP From Encounters:
- 5 giant scorpions (135 ea)
- 2 Lesser Hellhounds (65 ea)
- 3 Carcass Scavengers (135 ea)
- 1 Mummy (460 XP)
- 600 gp
- Chrysoprase (50 gp)
- Eye Agate (7 gp)
- 1,000 Electrum
- 2,000 Gold
- 2,000 Silver
- 1 rich fur coat worth 3,000gp
- 1 rich fur coat worth 4,000gp
- 1 rich fur cape worth 1,700gp
- 1 rich fur cape worth 700gp
- 1 roll of silk worth 400gp
- 2 crates of armor and weapons worth 550gp
- 2 crates of terra-cotta pottery worth 200gp
- 5 crates of fine porcelain worth 2500gp
- 50 small monster feathers worth 50gp
- 250 large monster feathers worth 1250gp
- 1 Greater Hellhound horn worth 28gp
- 1 set of engraved teeth worth 60gp
- 3 jars of spices worth 2400gp
- 69 gargoyle horns worth 552gp
- ivory jewelry worth 200 gp
- Alabaster jewelry worth 1200 gp
- 1 Alexandrite worth 500 gp
- 1 Amber worth 100 gp
- 1 Bloodstone worth 50 gp
- Bone jewelry worth 16 gp
- moonstone jewelry worth 2000 gp
- Total XP from encounters: 1670 XP
- Total XP from Treasure: 27056 XP
- XP per PC: 3380
- XP per Henchman: 1690
- Gold per PC: 5411
- Additional XP for Loriel: 57
- Additional gold for Loriel: 57
- New character starting XP: 12800 XP
Sorry for not posting the new character starting XP before; that has been rectified, as above. As a note, lest I forget, starting characters will also get 1d6*10 gp per level; for instance, a thief would start at level 5, and thus get 5d6*10 starting gold. Once the starting XP (not the "banked" XP, mind you, just the starting XP noted here) crosses 20,000 XP, new characters may start with 16,000 gp, and may trade starting gold for a chance of getting magical items, as laid out on page 253 of ACKS Core. New characters (of any level) may start play with a henchman of any class or level, as long as they pay gold equal to the henchman's experience. A henchman must start with at least 100 xp.