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	<updated>2026-06-15T14:03:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_151_My_sister_sends_her_regard%27s&amp;diff=4369</id>
		<title>Session 151 My sister sends her regard&#039;s</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_151_My_sister_sends_her_regard%27s&amp;diff=4369"/>
		<updated>2026-06-13T14:27:25Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Adventurer moved page Session151 to Session 151 My sister sends her regard&amp;#039;s without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 12 June 2026&lt;br /&gt;
| game_date = Late Afternoon / Evening&lt;br /&gt;
| synopsis = Session 151: The Descent of Level IV and the Hallway Ambush. The party ventured into the west shaft, executing a dangerous manual elevator descent that resulted in a catastrophic fall for Balmaris and a mechanical failure that nearly marooned the rest of the party. After hacking the lower level&#039;s database terminal, they uncovered ancient lore regarding Lexana and a dire warning about phase-shifted organisms. Seeking rest, a devastating coolant pipe rupture forced Durmen to make a heroic repair at the cost of his own health. Upon attempting to escape, the party found themselves blockaded by an automated police robot patrol. A desperate frontline breakout ended in tragedy when a brutal blow claimed the life of Durmen. The encounter concluded on a shocking cliffhanger when Lexanna herself materialized alongside the automated reinforcement grid.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 150 The Sakura Descent]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Catastrophic Drop and the Lift Anchor ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party attempting to descend into the newly exposed west shaft using a manual elevator system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The 100-Foot Plummet:&#039;&#039;&#039; As the party began their descent, Balmaris failed to properly secure his grip on the manual lift handle. He plummeted 100 feet down the vertical shaft, crashing directly into Nail on his way down. Balmaris slammed into the bottom of the pit, suffering a devastating 30 points of structural impact damage processed via the station&#039;s gravity grid tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core Counterweight:&#039;&#039;&#039; Despite the high-velocity impact of Balmaris hitting him mid-fall, Nail showcased incredible physical resolve. He managed to hold onto the handle, acting as a human anchor and preventing the rest of the lift mechanism from completely collapsing. &lt;br /&gt;
&lt;br /&gt;
=== The Corrupted Database and Centuries-Old Lore ===&lt;br /&gt;
[[File:session 151.png||thumb|Advancing into the ship]]&lt;br /&gt;
&lt;br /&gt;
After regrouping and healing, the party began investigating the strange, botanical state of the new floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Laser Security Grid:&#039;&#039;&#039; Attempting to test the security of the western door, Egon used a piece of the recently harvested Sakura root to poke through the frame. The trap triggered instantly, unleashing a beam of green lasers that incinerated the root and severely shocked and burned Egon for 20 points of damage. Undeterred, Egon successfully maintained his focus (passing a DC 10 Concentration check with a 21) and utilized a Green Key Card to bypass the locking mechanism and open the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Terminal Decryption:&#039;&#039;&#039; Durmen accessed the local databanks to scan the sector&#039;s history. The terminal logs revealed that Level 4 was completely corrupted by runaway plant life, but more shockingly, logged data showing that the elusive Lexana had been present on Level 1 centuries ago. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Phasnosh Translation:&#039;&#039;&#039; A critical reading of the scrambled terminal logs revealed a harrowing station alert: &#039;&#039;“… PHASE-SHIFTED ORGANISMS HAVE CONSUMED (NOSHED) THE … DO NOT INITIATE…”&#039;&#039;. The party realized that the legendary &amp;quot;Phasnosh&amp;quot; technology they had been tracking was a linguistic misunderstanding of corrupted data—the computer was actually warning them that Phase-Shifted creatures had literally eaten through the facility&#039;s localized infrastructure, a failure that immediately triggered the opening of the facility&#039;s volatile Froghemoth Incubation Cells.&lt;br /&gt;
&lt;br /&gt;
=== Ruptured Coolant and the Maximum Dose ===&lt;br /&gt;
&lt;br /&gt;
Desperate to recover their health pools, the party attempted to lock down a small room to take a short rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pipe Burst:&#039;&#039;&#039; Egon relocked the laser door to secure the perimeter. Two hours into their rest, an industrial coolant pipe suddenly ruptured, spraying the room with high-pressure toxic runoff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fatal Mending:&#039;&#039;&#039; Durmen stepped forward immediately to magically seal the breach using the &#039;&#039;Mending&#039;&#039; cantrip. While he successfully repaired the pipe, the tight quarters forced him to inhale a massive, lethal amount of the escaping coolant cloud, causing him to suffer the absolute maximum toxic damage possible.&lt;br /&gt;
&lt;br /&gt;
=== The Robot Blockade and the Death of Durmen ===&lt;br /&gt;
&lt;br /&gt;
Realizing the room was a hazard, the party attempted to use the elevator to flee back up the shaft, but the lift failed again. Aldran and Nail scaled to the top, with Aldran catching Egon mid-fall as the rest of the party scrambled up the bulkheads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gathering Swarm:&#039;&#039;&#039; Sneaking into the eastern room—a clean communal kitchen containing a single crate with a standard uniform and vats of dried oatmeal food—Durmen spotted a heavily armored Police Robot patrolling the hall. The party elected to wait them out, but an hour later, Egon perceived that the lone guard had multiplied into a full mechanical blockade outside the doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Ordered Shawarma?:&#039;&#039;&#039; Left with no choice but to fight their way out, Aldran busted open the door with a battle cry. Durmen stepped directly into the hallway and unleashed a devastating &#039;&#039;Lightning Bolt&#039;&#039; down the line of robots, noting that the electricity seemed to disrupt their systems far more than normal damage. Aldran followed up with two rapid melee strikes, but his steel weapon blunted uselessly against their heavy armor plating. Before the rest of the party could push into the bottleneck, a Police Robot retaliated, killing Durmen on the spot with a single, brutal blow.&lt;br /&gt;
&lt;br /&gt;
=== Unstable Vitality and the Sister&#039;s Regards ===&lt;br /&gt;
&lt;br /&gt;
As the frontline degenerated into a meatgrinder, Aldran&#039;s primal instincts took over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cosmic Siphon:&#039;&#039;&#039; Triggering his Unstable Backlash feature, Aldran&#039;s wild magic erupted into a flash of brilliant cosmic light. Siphoning pure vitality amidst the chaos, Aldran successfully channeled waves of protective temporary hit points (rolling sequential bursts of 2, 4, and 6) to keep himself standing against the automated onslaught that had just claimed Durmen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cliffhanger:&#039;&#039;&#039; Just as the party prepared to adapt to the robots&#039; armor, footsteps echoed from the eastern hallway. Materializing from the shadows alongside a fresh automated police guard stood Lexanna herself. Surveying the bloodied party and the fallen druid, she offered a cold, mocking smile: &#039;&#039;&amp;quot;Nice to see you boys. My sister sends her regards.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| treasure = Static-Discharge Glove, Cray-Cell Lantern, Suel Inertia-Belt, Gravity-Boots, Mercury-Grenade (All verified as corrupted Phase-Shifted variants altered by the facility&#039;s runaway biological life).&lt;br /&gt;
| key_npcs = Police Robot Patrol Grid, Lexanna (Present &amp;amp; Historical Log Entry).&lt;br /&gt;
| tasks = Survive the hallway ambush against Lexanna and her remaining automated robotic units. Recover or secure the body of Durmen Tredan. Investigate the newly opened Froghemoth Incubation Cells.&lt;br /&gt;
| rumors = Lexanna&#039;s explicit mention of her sister confirms a wider family cabal or a synchronized conspiracy directing the station&#039;s security protocols across multiple decks. }}&lt;br /&gt;
==== ⚠️ SESSION 152 STATUS CARRYOVER ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Aldran&#039;&#039;&#039; || Raging / Wild Surge Active || Currently siphoning radiant temporary HP from an active Backlash; weapons blunted against robot armor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Egon&#039;&#039;&#039; || Battered / Concentrating || Heavily scorched by green laser trap; successfully maintained concentration (rolled 21).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Low Resources || Spell slots heavily depleted after casting Mass Cure Wounds and Healing Word post-fall.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Durmen&#039;&#039;&#039; || Deceased || Killed in action by a Police Robot standard melee attack in the eastern hallway.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Party_Experience&amp;diff=4368</id>
		<title>Party Experience</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Party_Experience&amp;diff=4368"/>
		<updated>2026-06-13T14:26:59Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 151 My sister sends her regard&#039;s]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 6,200 XP — Base Party Award for bypassing the security grid of the west shaft, executing a high-stakes manual elevator ascent, navigating the corrupted terminal corridors, and mounting a desperate frontline breakout against the automated Police Robot blockades.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Navigate the West Shaft Security Grid (Completed); Retain Control of the Manual Lift Mechanism (Completed); Decrypt Level IV Historical Chronology (Completed).&amp;lt;br /&amp;gt;&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Survive the Hallway Ambush against Lexanna; Neutralize the Local Police Robot Patrol Grid; Investigate the Opened Froghemoth Incubation Cells; Recover/Resurrect Durmen Tredan.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Plummeting Anchor:&#039;&#039;&#039; Failed a crucial athletics check to secure the lift handle, suffering 30 points of high-velocity impact damage down the shaft. Recovered to cast a 5th-Level &#039;&#039;Mass Cure Wounds&#039;&#039; and a 3rd-Level &#039;&#039;Healing Word&#039;&#039; to keep the team standing under severe pressure.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 550&lt;br /&gt;
| &#039;&#039;&#039;The Core Counterweight:&#039;&#039;&#039; Acted as a physical anchor during the elevator collapse, absorbing the kinetic impact of Balmaris hitting him on the way down while successfully maintaining his grip on the lift handle to prevent a total party wipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;The Root Burner:&#039;&#039;&#039; Triggered a hostile security countermeasure that blasted him with green lasers for 20 damage. Successfully maintained concentration (rolling a 21) and subsequently bypassed the west door using the Green Key Cards. Safely caught by Aldran during a chaotic secondary lift failure.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 700&lt;br /&gt;
| &#039;&#039;&#039;The Final Log:&#039;&#039;&#039; Utilized data terminals to discover the centuries-old presence of Lexana on Level I. Sacrificed massive health pools after absorbing maximum toxic coolant damage while mending a ruptured pipe. Executed a final &#039;&#039;Lightning Bolt&#039;&#039; against the robot line before being felled by a brutal, fatal blow.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 650&lt;br /&gt;
| &#039;&#039;&#039;The Shawarma Breach:** Successfully executed an aerial interception to catch a falling Egon in the open shaft. Initiated the final room breakout with a devastating door breach, siphoning cosmic wild magic vitality to bolster his temporary hit points as his steel weapons blunted against the heavy armor plating.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 150 The Sakura Descent]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 6,800 XP — Base Party Award for surviving the Mezzanine ambush, neutralizing the Swaying Sakura boss, and reclaiming ancient technology from its uprooted core.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Neutralize the Swaying Sakura (Completed); Expose the Deck 4 Operational Elevator (Completed); Salvage the Phasnosh Technomagic Core (Completed).&amp;lt;br /&amp;gt;&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Return to the Upper Deck to Test the Red Key; Determine how to operate the Phasnosh Elevator; Escort George to the 3rd Level Garden.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 750&lt;br /&gt;
| &#039;&#039;&#039;The Uprooter:&#039;&#039;&#039; Consumed a Frost Giant potion to engage in a brutal wrestling match with the Sakura. Successfully shoved the 210 HP boss off the Mezzanine edge and burned a last-second &#039;&#039;Misty Step&#039;&#039; to escape its final, fatal grasp.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;(Absent / Non-combatant this session)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;(Held the rearguard / Managed logistics with George)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Steel Anchor:&#039;&#039;&#039; Endured a brutal surprise assault from metal-shredding branches and survived being repeatedly slammed into the steel deck plates before executing a clutch &#039;&#039;Misty Step&#039;&#039; to break the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Demolitionist:&#039;&#039;&#039; Unleashed a massive, fire-vulnerability-triggering spell barrage early on. Later triggered a spectacular critical fumble with a stray &#039;&#039;Guiding Bolt&#039;&#039; that completely shattered the structural glass floor to create a chaotic battlefield distraction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 148 The Verdant Sentinel]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
4,210 XP — Base Party Award for the peaceful resolution and recruitment of George the Shambling Mound, the defeat of the Titanic Tri-Flower Frond, and discovering the Cherry Blossom sector.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Overcome the Green Room Sentinel (Completed); Negotiate with the Shambling Gardener (Completed).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Locate the Emerald Green Door Key; Escort George to the 3rd Level Garden; Investigate the &amp;quot;Artificial Light&amp;quot; source.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;The Lumberjack:&#039;&#039;&#039; Provided the final heavy melee strikes needed to fell the Titanic Frond after the magical barrage, hacking through the main trunk with his axe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Defoliator:&#039;&#039;&#039; Unleashed a devastating elemental combo of &#039;&#039;Fireball&#039;&#039; and &#039;&#039;Lightning Bolt&#039;&#039; to neutralize the plant creature’s regenerative traits and successfully wilt it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;The Green Whisperer:&#039;&#039;&#039; Successfully used &#039;&#039;Speak with Plants&#039;&#039; to turn a potentially lethal Shambling Mound encounter into a social victory. Managed the party&#039;s botanical logistics.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;Diving Smite:&#039;&#039;&#039; Charged the Titanic Frond head-on, delivering a high-impact Divine Smite to draw its attention away from the snared George.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 550&lt;br /&gt;
| &#039;&#039;&#039;The Shredder:&#039;&#039;&#039; Despite the Mangled Arm penalty, maintained concentration on a &#039;&#039;Blade Barrier&#039;&#039; that dealt a massive 39 points of damage, effectively thinning the Frond&#039;s defenses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 147 The Tossing of the Salad]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
5,000 XP — Base Party Award for defeating the 4th wave of Vegepygmies, escaping the Entrance Level, and discovering the locations of the Orange Key Cards.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Escape the Spore-Network Ambush (Completed); Secure the Storage Room (Completed).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Track the moving Orange Key Card on Level III; Stabilize Balmaris’s mangled arm; Decipher the 14th Year Protocol.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Iron Will:&#039;&#039;&#039; Successfully rolled a 19 on a Death Save after taking a spear-crit to the chest. Led the &amp;quot;Float&amp;quot; down the elevator shaft while still at critical HP.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Decoder:&#039;&#039;&#039; Successfully hacked the sequence lock on the sliding doors and used &#039;&#039;Comprehend Languages&#039;&#039; to extract the Fireball Formula and the 14th Year Protocol logs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;Salad Tosser MVP:&#039;&#039;&#039; Landed a Natural 20 (83 Crit) with his quarterstaff to stun the pygmy leader. Kept the party alive with a 5th-level &#039;&#039;Mass Cure Wounds&#039;&#039; during the retreat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 300&lt;br /&gt;
| &#039;&#039;&#039;The Slip-Step:&#039;&#039;&#039; Used &#039;&#039;Misty Step&#039;&#039; to initiate the party’s escape from the North Room. Survived a Critical Fumble and a Riposte miss during the most intense part of the melee.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 350&lt;br /&gt;
| &#039;&#039;&#039;The Barrier:&#039;&#039;&#039; Wiped out 6 Vegepygmies with a single &#039;&#039;Blade Barrier&#039;&#039; cast. Managed the tactical retreat while suffering from a &amp;quot;Mangled Arm&amp;quot; critical injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 146 Jurassic Distraction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
4,000 XP - Total party award for surviving the massive Vegepygmy ambush and successfully barricading the Reactor Room. (800 XP base per player).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Survive the Main Level Ambush (Completed);&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Locate and rescue Nail and Balmaris; Recover within the Reactor Room; Find a way to bypass the mold-kin horde.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 850&lt;br /&gt;
| &#039;&#039;&#039;Meat Sack Savior:&#039;&#039;&#039; Despite a self-inflicted critical injury, successfully recovered and hauled a dying Durmen to safety while Raging.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| &#039;&#039;&#039;Tactical Illusionist:&#039;&#039;&#039; Effectively stalled the horde with the &amp;quot;Jurassic Distraction&amp;quot; and burned high-level slots (Ice Knife) to thin the pack. Sacrificed a dagger to seal the door.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| &#039;&#039;&#039;The Spore Shield:&#039;&#039;&#039; Held the hallway with Symbiotic Entity and provided critical mid-retreat healing. Executed the final door-slam kill to secure the room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;Presumed Captured:&#039;&#039;&#039; Awarded partial &amp;quot;survival&amp;quot; XP for the initial engagement before being separated.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;Presumed Captured:&#039;&#039;&#039; Awarded partial &amp;quot;survival&amp;quot; XP for the initial engagement before being separated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 145 Bad Kitties of the Barrier Peaks]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
3,500 XP - Total party award for neutralizing the Displacer Beast pack and managing critical fumbles/injuries under pressure. (700 XP base per player).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Neutralize local predators (Completed: 5/5 Displacer Beasts slain);&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Descend the elevator to the lower levels; Find a cure for Balmaris&#039; mangled arm.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Heavy Hitter: Secured two kills using Rage and Savage Attacker.&lt;br /&gt;
Wild Magic Surge: Successfully utilized retaliation force damage and summoned a tactical Flumph.&lt;br /&gt;
|-&lt;br /&gt;
| [[Poision Egon]]&lt;br /&gt;
| 700&lt;br /&gt;
| Tactical Support: Cast &#039;&#039;Protection from Poison&#039;&#039; and &#039;&#039;Confusion&#039;&#039;, neutralizing one beast.&lt;br /&gt;
Narrative Flavour: Provided the &amp;quot;Dolphin Orgy&amp;quot; analysis and performed the final &amp;quot;mooning.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 900&lt;br /&gt;
| Versatile Caster: Secured two kills, including the final beast with a 5th-level &#039;&#039;Magic Missile&#039;&#039;.&lt;br /&gt;
Preparation: Provided party buffs with &#039;&#039;Darkvision&#039;&#039; and &#039;&#039;Mage Armor&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 800&lt;br /&gt;
| Divine Wrath: Secured one kill with a 5th-level &#039;&#039;Inflict Wounds&#039;&#039;.&lt;br /&gt;
Battle Scarred: Continued fighting despite a massive critical hit and a mangled arm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 600&lt;br /&gt;
| Damage Sponge: Held the front line against initial attacks.&lt;br /&gt;
The Long Wait: Survived being stunned for 6 rounds without being downed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 144 The Golden Ticket to a Glowing Grave]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
4,500 XP - The party successfully negotiated the departure of Robo Dame, bypassed a potentially lethal security encounter with a Maintenance Droid, navigated the derelict recreational sector, and secured a high-clearance medical annex.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Investigate &amp;quot;[[Project Sentience]]&amp;quot; (Completed: Found 244 IE Videric Lore); &lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Identify the &amp;quot;Sparkling&amp;quot; toxin; Decrypt the L. Brightshore iPad.&lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Provided critical morale/comedic relief with the &amp;quot;Golden Ticket&amp;quot; song (500). &lt;br /&gt;
Found the Orange Keycard and &amp;quot;Beauty&amp;quot; paste (400). &lt;br /&gt;
Performed a successful medical diagnosis identifying the &amp;quot;Sparkling&amp;quot; spores as lethal radiation (600).&lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 1,300 &lt;br /&gt;
| Critical success! Safely manipulated the trapped skeletal remains/guard-summoning device without triggering an alarm (600). &lt;br /&gt;
Successfully salvaged parts from the Phasnosh pistol (400). &lt;br /&gt;
Coordinated the pinball looting (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 900 &lt;br /&gt;
| Performed an Arcana/Medicine investigation on the &amp;quot;Beauty Paste&amp;quot; (300). &lt;br /&gt;
Secured the Northeast door during the room sweep (300). &lt;br /&gt;
Assisted in the historical analysis of the Videric coins (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 800 &lt;br /&gt;
| Maintained defensive overwatch while the party looted the game room (400). &lt;br /&gt;
Provided tactical assessment of the voice-activated terminal in the Orange Room (400).&lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| First to observe the &amp;quot;sparkling&amp;quot; nature of the fungi while under physical duress (400). &lt;br /&gt;
Breached ancient gaming machines to recover historical currency (300). &lt;br /&gt;
Maintained the barricade during the initial room sweep (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 143 The Airlock Escape and the Gaseous Cloud]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
5,500 XP - The party navigated a spore-choked gauntlet, survived a lethal ambush by a Vegepygmy Chieftain and Berserk Android, and successfully executed a high-stakes retreat into a secured airlock. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
Track Lexana Brightshore; investigate the &amp;quot;Stabilized Anomaly&amp;quot;,&lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,400 &lt;br /&gt;
| Clutch casting of Gaseous Form on Nail to bypass the doorway blockage (600), utilized Symbiotic Entity and Halo of Spores to hold the line (400), and successfully navigated the retreat while maintaining necrotic pressure (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 1,200 &lt;br /&gt;
| Delivered the &amp;quot;Angry Strike&amp;quot; (Dirty 20) to sever the pygmy jamming the door (500), used Silent Image (Ankylosaurus) to panic 6 pygmies and buy time (400), and provided covering fire with Eldritch Blast (300). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,100 &lt;br /&gt;
| Utilized Channel Divinity: Preserve Life to heal the battered party for 35 HP (400), cast Protection from Poison to stabilize the rearguard (400), and assisted in pushing the vegepygmy remains from the airlock seal (300). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 800 &lt;br /&gt;
| Assisted in moving the unconscious pygmy off of Nail to clear the path (400), and utilized Magic Missiles to suppress the pursuing Pygmy Warriors (400). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 600 &lt;br /&gt;
| Survived a devastating Critical Hit and &amp;quot;Not that arm!&amp;quot; injury (300), successfully coordinated with Egon for a gaseous retreat while under extreme physical duress (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 142 The Robot Gauntlet and Egon&#039;s Tripping Jokes]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,000 XP - The party survived a massive, multi-front engagement against a Vegepygmy gang, aided a damaged Police Robot, and successfully utilized area-of-effect spells to force a stalemate. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Navigate the West corridor ambush; protect party members from lethal Vegepygmy spear attacks; contain the fungal and robotic threats. &lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Critical use of Entangle spells to freeze the multi-front battlefield including 12 targets (700), sprinted to keep pace with the pursuit droid resulting in 1 Exhaustion (300), and utilized Burning Hands for effective area damage (500). &lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,300 &lt;br /&gt;
| Successful critical bluff to avoid robot capture (400), survived a near-death experience involving multiple spear stabs and a rescue by Robo Dame (600), and provided combat fire support (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Essential use of Entangle and Chill Hand to halt the pygmy advance (400), and provided morale-boosting Christmas jokes while under the influence (400). Gained Inspiration (200). &lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 400 &lt;br /&gt;
| Successfully prioritized recovery and stabilization by taking a crucial rest in the dining room while the party engaged in combat (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 300 &lt;br /&gt;
| Provided strategic movement support and assisted in the initial navigation of the robot-controlled hallway (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 141 The Clone Revelation and The Droid&#039;s Collapse]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED &lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,500 XP - The party successfully stabilized the Robo Dame cyborg, extracted critical data regarding Lexana&#039;s origins as a Phasnosh clone, and secured high-tech armaments. &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Track Lexana Brightshore; investigate the &amp;quot;Stabilized Anomaly&amp;quot; data; survive the activation of Phasnosh purge protocols.&lt;br /&gt;
|- &lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Successfully passed the critical Arcana check on the VT100 Terminal to reveal Lexana&#039;s origins (700), utilized Mend to repair Robo Dame&#039;s exterior (400), and secured the Laser Pistol and Chronometer (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Neutralized the fleeing Vegepygmy with a Spiritual Hammer/Crossbow combination (400), spotted the hidden ID card on the cyborg (300), and provided tactical awareness during the terminal investigation (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Triggered the reactivation of Robo Dame by invoking Lexana&#039;s name (500), successfully navigated a medical trance, and utilized heightened senses to detect incoming hostiles from the East (500). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 900 &lt;br /&gt;
| Survived the Nurse Droid&#039;s brutal groin scan and curative injection (500), and successfully adapted to a state of euphoric echolocation blindness (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 700 &lt;br /&gt;
| Participated in the &amp;quot;Cyborg Sandwich&amp;quot; healing of Robo Dame (400), and utilized the brief respite to stabilize his condition following the previous combat (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 140 Axe, Syringe, and Sonic Blast: The Price of the Peak]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3,000 XP - The party successfully defeated the Vegepygmy ambush and survived the initial coordinated attack (Sonic Blast) from the two Police Robots.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Secure the chamber and locate the object needed to track Lexana. Survive the Police Robot ambush.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Received and survived the Android&#039;s bizarre curative injection (500), successfully cast Mend on &amp;quot;Robo Dame&amp;quot; (400), and utilized Ice Knife to exploit Vegepygmy vulnerability (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Maintained Bless concentration despite combat shock (300), utilized Flame Strike to counter Vegepygmy regeneration (500), and provided critical healing/support throughout the encounter (400).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Sustained critical friendly fire damage and continued combat (500), dealt continuous damage to the Vegepygmies (300), and general combat contribution (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 900&lt;br /&gt;
| Critically fumbled the Greataxe and struck Nail (0 XP for fumble, -500 penalty offset), landed a devastating critical hit on a Vegepygmy Raider (700), and successfully threw an incapacitated Vegepygmy into a Police Robot (700).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poision Egon]]&lt;br /&gt;
| 700&lt;br /&gt;
| Successfully cast Entangle to control enemies (300), utilized Inflict Wounds for decisive damage (400), and survived the robot&#039;s brutal crushing grapple (0 XP, future survival bonus applied).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the key events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 139 The Metal Peak&#039;s Embrace]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1,850 XP - The party successfully entered and navigated the first wing of the strange, metallic structure, defeated a high-level construct, and secured magical components (glowing diamond, various gems, a rectangular piece of onyx colored stained glass) necessary for deeper exploration. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue tracking Lexana Brightshore through the metallic maze to prevent her from recovering the mysterious Book of Gates. Determine the purpose of the strange dungeon and its technology.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Attempted to communicate with hostile Construct (200), successfully cast Mend to subdue the Construct (500), survived the paralyzing ray attack (300), and discovered the glowing diamond (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Ignored danger to confront the presumed Lexanna clone (300), successfully identified the non-magical nature of the attacks (300), applied Mass Healing Word under duress (200), and general combat contribution (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1,500&lt;br /&gt;
| Dealt decisive damage using Divine Smite, revealing the Construct&#039;s mechanical nature (800), sustained severe damage during melee combat (300), and general combat contribution (400).&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 0&lt;br /&gt;
| Aldran was not present for the key events of this session.&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 0&lt;br /&gt;
| Poison Egon was not present for the key events of this session.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the key events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 138 The Garrisons Respite]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,500 XP - The party successfully secured shelter with the wary fort guards, survived a magical ambush while crossing the Giants Valley, and transitioned the mission from pure survival to active reconnaissance and pursuit of Lexana Brightshore. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Infiltrate the mountains and locate the metallic structure seen in the vision. Gather intelligence on the movements of the Giant and Wizard in the area. Travel through the hostile Giant Valley.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| Key reconnaissance: spotted the Giant-like figure ahead (300), general exploration contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 300&lt;br /&gt;
| Enduring two levels of exhaustion (200), general survival contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| Successfully bluffing the fort guards to gain entrance (400), enduring exhaustion (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 400&lt;br /&gt;
| High awareness: spotted the following fort guards (300), stealth/navigation contribution across the valley (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 300&lt;br /&gt;
| Enduring cold and suffering from lack of gear (200), general exploration contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| High awareness: spotted the following guards (200), key roleplaying element showing anxiety over Delilah&#039;s harassment (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 137 Revenge of the Frost Giant]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,500 XP - The party successfully defended their camp against a highly aggressive and powerful Frost Giant, the vengeful mate of a previously defeated foe. They also survived an ambush by an unknown, magically powerful cloaked figure. This amount is awarded to each party member.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of [[Lexana Brightshore]] and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 600&lt;br /&gt;
| Pursued the Fey Eye spy (300), Coordinated attacks on the Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,300&lt;br /&gt;
| Took a Lightning Bolt meant for [[Leia]] (700 - &#039;&#039;&#039;Heroic Act&#039;&#039;&#039;), Butchered Yeti meat (300), Engaged Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| Attempted retaliation on Cloaked Figure (200), Gave the Albert Cloak to Leia (100), general combat contribution (100), recovered from spell fumble (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 500&lt;br /&gt;
| Spotting the initial Giant attack (200), Landed critical blows against Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 500&lt;br /&gt;
| Delivered critical damage to Giant (200), Butchered Yeti meat (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 800&lt;br /&gt;
| Cast Heal on Durmen (400 - &#039;&#039;&#039;Critical Healing&#039;&#039;&#039;), Cast Hunter&#039;s Mark (200), general combat contribution (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 136 Echoes of the Fallen Giant]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3,950 XP - The party navigated a brutal ambush against two formidable Yetis and a powerful Ice Devil, demonstrating courage and teamwork in a desperate fight for survival. This amount is awarded to each party member.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| Coordinated attacks against Ice Devil (200), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 500&lt;br /&gt;
| Fell in battle and revived (300), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| Revived Durmen with Mass Cure Wounds (500), successfully banished Ice Devil (400), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 600&lt;br /&gt;
| Landed sneak attack on Yeti (300), dealt damage to Ice Devil with arrows (200), engaged Yeti (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| Delivered final blow to Ice Devil (300), engaged Yeti with Halo of Spores (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| Part of valiant attack on Ice Devil (200), engaged Yetis (100), general combat contribution (100).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 135 The Chill of Despair]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 8000 XP - The party navigated a brutal ambush against two formidable yetis and a powerful Ice Devil, demonstrating courage and teamwork in a desperate fight for survival that tragically cost Durmen his life. They also dealt with the aftermath of their previous giant encounter and uncovered unsettling signs of being followed.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Part of valiant attack on Ice Devil (600), engaged Yetis (300), hit by Ice Devil spear (100), general combat contribution (300), securing Giant loot/buying eyeball (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Bought giant eyeball (100), dealt significant Magic Missile damage to Yeti (500), part of valiant attack on Ice Devil (400), engaged Yetis (300), fell in battle/sacrifice (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Attempted to banish Ice Devil twice (500), hit by Ice Devil spear (100), part of valiant attack on Ice Devil (600), engaged Yetis (300), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Landed sneak attack on Ice Devil (600), moved into position for attack (100), part of valiant attack on Ice Devil (500), engaged Yetis (300), attacked by Yeti (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Part of valiant attack on Ice Devil (700), engaged Yetis (400), hit by Ice Devil spear (100), general combat contribution (300), critically fumbled on summoned devil (100).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 134 Frozen Folly]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 5600 XP - The party navigated treacherous winter conditions, overcame the challenge of a disabled wagon, survived a devastating avalanche, and decisively defeated a frost giant and its dire wolf companions, securing valuable loot and continuing their journey north.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and encounters in the wilderness.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Lifted wagon back onto road (200), hit Giant with Eldritch Blast (400), charged into melee (300), engaged Dire Wolves (200), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Continued book studying (100), engaged in Firebolt and Magic Missile attacks against Giant (500), delivered final blow to Giant (300), engaged Dire Wolves (200), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Used healing spells to aid the party in combat (500), engaged Dire Wolves (300), general combat contribution (400), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Attempted to sneak around for backstab on Giant (400), landed Sneak Attack on Giant (300), engaged Dire Wolves with short bow (400), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Charged into melee (500), engaged Dire Wolves (400), general combat contribution (300), securing loot (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 133 The Sage, the Suitor, and the Smashed Blacksmith]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2250 XP - The party made significant progress by securing reliable transportation, gaining a valuable new ally in Lei, acquiring upgraded weaponry, and decisively resolving a confrontation with the local blacksmith, advancing their quest to discover the whereabouts of Lexana Brightshore and the mysterious book.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Discover the whereabouts of Lexana Brightshore and the mysterious book. Secure reliable transportation for continued travel.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 1000&lt;br /&gt;
| Diplomatic interaction with [[Borin]] (100), persuasive interaction with [[Berrick]] (100), decisive victory against Keelin (800).&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 700&lt;br /&gt;
| Deciphered [[Elder Theron]] &#039;s glyphs (300), charmed Lei and recruited her as an ally (300), active participation in town exploration (100).&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 700&lt;br /&gt;
| Noticed merchant guild carts (150), attempted to read Elder Theron &#039;s glyphs (150), healed Keelin after Aldran&#039;s fight (400).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 132 The sigils of the Silk Rose and Yellow Orbs]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 850 The party made a significant breakthrough, uncovering that Lexana Brightshore is alive and that both she and the sought-after book have passed through a mysterious, magically sealed door. Their investigation of the warehouse also revealed unsettling cargo bearing unfamiliar sigils, and a discovery within a marked crate hinted at something far more unusual being transported.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Discover the whereabouts of Lexana Brightshore and the mysterious book.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 365&lt;br /&gt;
| Old Woman (50), Raven (25), Deceived Guards (150) - took point on initial interaction, Talking Door (140).&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (55) - provided comic relief, Raven (25), Deceived Guards (150) - key in the deception, Talking Door (150).&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 395&lt;br /&gt;
| Old Woman (60) - focused on the crates and the rose sigil, Raven (25), Deceived Guards (150), Talking Door (160) - primary interaction, learned about &amp;quot;other portals,&amp;quot; briefly glimpsed something metallic inside the opened crate.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (50), Raven (35) - first to spot the unusual creature, Deceived Guards (150), Talking Door (145) - discerned faint glyphs.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (50), Raven (50) - neutralized the watcher, Deceived Guards (130) - less vocal, Talking Door (150) - noted the door&#039;s magical nature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 131 Whispers in the pass]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 700 The party successfully navigated the initial challenges of the mountain pass, arrived at [[Oakhaven]], gathered information about the caravans, and began investigating the ties back to the Merchant Guild of Lhynn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Investigate the unusual activity surrounding the late-night caravan in Oakhaven.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 2300&lt;br /&gt;
| Defeated the wraith in the temple, awesomely  navigated the treacherous cliffside path down the mountain.with style.&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 750&lt;br /&gt;
| Led questioning of the guard, experienced unsettling journey, participated in initial investigation.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 850&lt;br /&gt;
| Discreetly investigated the wagon, experienced unsettling journey, opened the warehouse, interacted with the elder.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 650&lt;br /&gt;
| Experienced unsettling journey, survived near-fatal fall, participated in initial investigation.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 200&lt;br /&gt;
| Experienced unsettling journey, casting water walk and sparing the party further risks of falls to an icy death, participated in initial investigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 130 Trials of Worth]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1220 The party navigated a series of magical trials designed to test their worthiness, including moral dilemmas, incorporeal healing, maze traversal, and dimensional travel, all while racing against the clock to attend a rare magic item auction.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 625&lt;br /&gt;
| Navigated maze, solved door puzzles, led investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 625&lt;br /&gt;
| Navigated maze, solved door puzzles, aided investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 625&lt;br /&gt;
| Healed spectral figure, investigated dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 625&lt;br /&gt;
| Healed spectral figure, aided investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 500&lt;br /&gt;
| Overcame moral quandary, began work to purify temple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 129 The Obsidian Flask]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2000 The party entered the [[Obsidian Flask]], navigating its social complexities and learning of a missing spellbook. They engaged in combat with a demonic patron, and then accepted a dangerous quest from the archmage [[Turgen Voxhall]] to retrieve the book, only to be trapped within a magical room.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 600&lt;br /&gt;
| Initiated and won combat, strong social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 575&lt;br /&gt;
| Paid entry, guild test, key information, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 525&lt;br /&gt;
| Guild test, social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 550&lt;br /&gt;
| Assisted in combat, social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 500&lt;br /&gt;
| Guard duty, social interaction, quest acceptance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 128 Belport]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1400 After deciphering ancient runes, navigating a magical portal, surviving a Sahuagin ambush, and successfully navigating the social complexities of Belport, the party secured lodging and accepted a new quest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Poison Egon&lt;br /&gt;
|500&lt;br /&gt;
|Deciphered and activated runestones, reactivated the portal under pressure.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen&lt;br /&gt;
|450&lt;br /&gt;
|Engaged in a complex roleplaying encounter with an old acquaintance, conducted research.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris&lt;br /&gt;
|375&lt;br /&gt;
|Provided a goodwill gesture of creating pure water.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|350&lt;br /&gt;
|Participated in combat and social encounters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 127 Lexana&#039;s Fall]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1250 After a series of stealthy maneuvers and a tense encounter with the villagers, the party clashed with the cunning sorceress Lexana Brightshore, ultimately defeating her (though not without loss) and recovered her hidden cache of magical items.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldran Stormheart]]&lt;br /&gt;
|575&lt;br /&gt;
|Showed initiative and cleverness by unmooring the boats and convincing the villagers to let them pass unmolested. Comedic relief - &amp;quot;Bravely&amp;quot; hacked at the magic mouth door.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|466&lt;br /&gt;
|Participated in combat with Lexana and explored the house, contributed to the overall party effort.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|520&lt;br /&gt;
|Engaged in combat with Lexana, was killed by her Ice Storm, but later resurrected by Poison Egon.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|650&lt;br /&gt;
|Took charge in Lexana&#039;s house, kicking down doors and pressing the action. Delivered the final blow to Lexana.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|775&lt;br /&gt;
|Provided crucial support with Inspiration and, most importantly, brought Durmen back from the dead! Animated Lexana as a zombie.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|Absent from the session or did not participate in significant actions.&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|250&lt;br /&gt;
|Participated in combat with Lexana, but was wounded and did not contribute as heavily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 126 Jailbreak]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1600 Escaping the jail and avoiding unnecessary bloodshed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|440&lt;br /&gt;
|Negotiating with Leon, conning Turgeon.repeatedly intimidating the guards, Halvor and securing Halvor&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|360&lt;br /&gt;
|Freeing the prisoners to be a distraction to distract the guards and significantly increasing the party&#039;s chances of escape&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|280&lt;br /&gt;
|Noticing the details in the jail logbook regarding Dame Yarla&#039;s apparent influence in getting prisoners released. &lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|120&lt;br /&gt;
|Scouting the exit.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|250&lt;br /&gt;
|Scouting ahead, picking locks, securing the guard and taking the tabards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 125]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 900 For escaping their cells and knocking out Constable Halvor. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|0&lt;br /&gt;
|1 Inspiration point for creative use of mend spell to splint Aldrans broken leg.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 124]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2800 Completing the quest to capture the Sea Ghost and defeat Myras cutthroats (but then released -1200XP) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|100&lt;br /&gt;
|Surviving the combat&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|500&lt;br /&gt;
|Healed Rickfire, negotiated with [[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]], healed party, participated in combat&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|400&lt;br /&gt;
|Retrieved coral key, participated in combat&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|800&lt;br /&gt;
|Participated in combat, acted as hostage&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|430&lt;br /&gt;
|Dying heroicially battling Myra/[[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]] and cinematically even if it wasn&#039;t intentional&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|300&lt;br /&gt;
|Participated in combat, wounded, healed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 123 Abandon Ship]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1877 Continuing to wear down Myras&#039;s Cutthroat&#039;s and somehow not getting wiped out in the process.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|500&lt;br /&gt;
|Barbarian rage, fighting on even when clearly outclassed (staying in character), lucky Flumph&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|500&lt;br /&gt;
|Leadership, healing of Poison Egon and Durmen, and strategic thinking&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|475&lt;br /&gt;
|Personal sacrifice and heroism&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|500&lt;br /&gt;
|Tactical brilliance, courage, and creative thinking for misty step&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|430&lt;br /&gt;
|Dying heroicially battling Myra/[[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]] and cinematically even if it wasn&#039;t intentional&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|300&lt;br /&gt;
|Resourcefulness in grabbing his severed arm and survival instinct&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 122]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2350XP Boarding the Sea Ghost, taking out some of Myras&#039;s Cutthroat&#039;s, injuring Bloody Helena and Fritof.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|525&lt;br /&gt;
|Aggressive tactics, including shoving Bloody Helena overboard, cleaving a sailor in two, and stomping on another&#039;s intestine, interposing himself between Poison Egon and Myra&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 330&lt;br /&gt;
| Healing Poison Egon, signaling Halvor&#039;s men, attacking Fritof&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 220&lt;br /&gt;
| Casting a firebolt and ice knife for great effect&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 255&lt;br /&gt;
| Straightforward but bold combat style and quick thinking, such as stomping out the fire and rushing to halt the pirate advance&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 230&lt;br /&gt;
| Clever use of the charm and spore spells&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|170&lt;br /&gt;
|Injuring Fritof and dying dramatically while trying to assist Balmaris&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 121]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1400 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|410&lt;br /&gt;
|Inspirational presence, boosting morale, combat prowess&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 410&lt;br /&gt;
| Excellent use of spell-casting, good use of cover &amp;amp; strategy, gaining an invitation to meet with Lexana Brightshore&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 230&lt;br /&gt;
| Leading the party through the treacherous bog, identifying potential dangers, helped locate hidden clues&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 220&lt;br /&gt;
| Survived a deadly encounter with an assassin, showcasing his resilience and luck.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 120]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |550XP Investigating the missing dwarves, Meeting Elder Theronk the Sage, Retrieving books from the mansio, Encountering the Dark Elf spirit&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
- Recover the books from the Alchemists Manor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|150&lt;br /&gt;
|Storing the bag of goblin heads and negotiating with Abe.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 100&lt;br /&gt;
| Guarding the library and assisting in retrieving the books.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 150&lt;br /&gt;
| Assisting Elder Theronk with recovering and mending the books. Using his knowledge to navigate the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 100&lt;br /&gt;
| Helping to transport the books and guarding the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 125&lt;br /&gt;
| Spotting the ships with the telescope and helping to transport the books.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 119]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 735XP, Identifying the magical nature of the swords, Navigating the treacherous terrain and avoiding potential ambushes, Dealing with the hostile giants and rescuing the wounded, Encountering the green dragon and navigating the town&#039;s gate guards, Resolving the conflict with the gnomes and dwarves, Interacting with [[Eira Shadowglow]] and [[Lexana Brightshore]], Rescuing the dwarven and gnome miners/jewelers&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Accepting the mission from Constable Halvor to capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|200&lt;br /&gt;
|Led the party through the giant&#039;s path, rescued the wounded, and interacted with the gnomes and dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 100&lt;br /&gt;
| Assisted in rescuing the wounded, and negotiated with the gate guards.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 250&lt;br /&gt;
| Evaluated the swords, participated in the journey, assisted in rescuing the wounded, and negotiated with Lexana.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 200&lt;br /&gt;
| Helped evaluate the swords,assisted in rescuing the wounded, and helped transport the party.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Egon&lt;br /&gt;
| 150&lt;br /&gt;
| Identified the green dragon, participated in the journey, and interacted with Eira Shadowglow.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 118]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |800XP Clearing level 1 of the mines, discovering theres a brisk trade in weapons between the pirates and hobgoblins that somehow ties back to Coregilia, finding the silk scroll and gemstones, trapping Rutgar and his group of goblins, rescuing Quinn and the other miners.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 150&lt;br /&gt;
| Healing Quinn and providing him with food/gear&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 150&lt;br /&gt;
| Spellcasting/deciphering Myra&#039;s conversation with Rutgar&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 225&lt;br /&gt;
| Discovering the entrance to another level, defeating the violet fungi, ambushing the goblins, finding the weapons cache&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 175&lt;br /&gt;
| Jamming the elevator gears&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 80&lt;br /&gt;
| Assisting Poison Egon/Durmen negotiating with Quinn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 117]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |460 Finally crossing the crevasse, interrupting the goblin and corsairs exchange at the docks, making it to the hidden harbor entrance &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
| 255&lt;br /&gt;
|Heroic action saving Ricfire from fall, comedic effects from repeated fails trying to climb up the cliff wall.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|170&lt;br /&gt;
|Good use of stealth, avoiding being spotted by the goblins, aiding party with climbing out of the&lt;br /&gt;
crevasse, aiding/healing gnomes&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 240&lt;br /&gt;
|Brutal group kill with Ice Knife spell, great attempts to climb up rope/help party out&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|255&lt;br /&gt;
| Exploration, treasure discovery, spell casting, monster control&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|230&lt;br /&gt;
|Charm spell  on hobgoblins, leaving Durmen to his fate&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|135&lt;br /&gt;
|Teamwork, near-death experience, rendering aid to Durmen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 116|Session 116]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |370XP Crossing the chasm of the ghouls and witnessing the landing of a small boat of sailors in a flooded tunnel leading to the discovery of a mysterious link between the sailors and the mine.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|335 &lt;br /&gt;
|Defeating the ghouls. Multiple critical hits on ghouls. Nice epic critical fail on the attack resulting in PTSD flashback. Comedic relief for attempting to toss Ricfire over the chasm.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|270&lt;br /&gt;
|Making it across the chasm, witnessing the sailors landing, noticing they are unloading crates on the dock, detecting the sounds of many footsteps approaching from a mine passage.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|504 &lt;br /&gt;
|Comedic relief for the spectular fails while trying to cross the chasm. Pulling Nail over the edge with him in dramatic fashion. Inspiration for calling on Divine help/for a miracle saving him from certain death as he falls into the chasm a second time. Good buffs on the party as the sailors approach their hiding locations.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|380&lt;br /&gt;
|Saving Aldrin&#039;s life. &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|220&lt;br /&gt;
|Making it across the chasm, fighting the ghoul and assisting Nail before being driven off by the approaching sailors.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 115 War Drums In The Mines]]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 114|Session 114]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |675 Helping the villagers put out the fires and starting to clean out the mines of goblins.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 113 Seriously, not another bar fight?]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |205 Surviving another bar fight, trying to minimize the damage (or legal troubles), learning about possibly shady business dealings occurring at the Empty Net&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |  Accepting the quest to return drowned sailor bodies from the deep. Assiting the dwarves with dealing with goblins in the mines.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|145&lt;br /&gt;
|Playing in character (even to party detriment), trying to persuade [[Anya]], interesting rage effects&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|135&lt;br /&gt;
|Avoiding killing blows, quick thinking with the charm Aldran spell&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|170&lt;br /&gt;
|Playing in character, trying really hard to avoid combat and finish the mend spell in spite of repeated interruptions. creative spell fumble&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|160&lt;br /&gt;
|Defending Durmen from two likely fatal attacks, defending Balmaris, avoiding killing blows&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|150&lt;br /&gt;
|Good use of spores to cover the party retreat and combat spells to defend party &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|125&lt;br /&gt;
|Distinguished combat skills with a sword, covering the party&#039;s retreat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 112 For want of a water breathing potion]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |450 Delivering the goods to Abe, gaining contacts in town, insight on the local thieves guild, meeting with the dwarves, accepting the quests&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |  Accepting the quest to return drowned sailor bodies from the deep. Assiting the dwarves with dealing with goblins in the mines.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Forming tribal bond with [[Hvitserk]], gaining 4 informers in the town&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|65&lt;br /&gt;
|Detecting the Dwarven tail, creative bribe and avoiding a fight&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|55&lt;br /&gt;
|Detecting the Dwarven tail, avoiding a fight  &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|45&lt;br /&gt;
|Discovering druid standing stones on the island &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 111 The basted barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 290 Exploring the haunted mansion, learning more about the sauhgin undwater cities and the sea gates used by the pirates from the East.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|55&lt;br /&gt;
|Saving Ricfire - again&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|60&lt;br /&gt;
|Reading the books, smooth talking the guards at the seamen&#039;s guild&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|45&lt;br /&gt;
|Battle stirges  &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|55&lt;br /&gt;
|Battle stirges, toying with [[Helga]] &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|45&lt;br /&gt;
|Dying - again this time with more style and flair... &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 110 Deer arent the only creatures who rut in the woods]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 316 Avoiding major bloodhshed in town, making their way to the haunted mansion&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Talking his way out of (or into?) a debate with Lord Solmor and impressing the house guard (lugi tossing)&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|50&lt;br /&gt;
|Saving Ricfire&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|50&lt;br /&gt;
|Creative use of mend to unstick the manor house doors&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|35&lt;br /&gt;
|Interesting use of druid charms on the wench&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|Dramatic death!&lt;br /&gt;
|60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 109 Nothing to see here, now move along]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 230 Fast talking their way past Constable Halvor, avoiding unnecessary bloodshed, discovering the location of the alchemists house.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 108 Killed by a flumph]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 145 Making it to [[Coregilia]], managing to avoid murdering all the patrons in [[the Snapping Line]] tavern&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|60&lt;br /&gt;
|Comic relief at the Market, interesting use of a flumph to kill his opponents&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|85&lt;br /&gt;
|Going above and beyond to heal a tavern full of people killed by the party&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|55&lt;br /&gt;
|Comic relief, working out a deal with Abe to fence the stolen booze&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|55&lt;br /&gt;
|Providing overwatch of the fight and keeping the party/patrons mostly in check&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|55&lt;br /&gt;
|Creative use of flatulence, trying to avoid bloodshed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 107 The Sea Hags treasure]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 145 Discovering the wreck of the Wanderlust and surviving the Sea Hag encounter&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while fighting the sea hag&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|25&lt;br /&gt;
|Obliterating the crab in one shot&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while exploring the Wanderlust&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while fighting the crabs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 106 Boating is for sailors]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 150 Recovering and repairing the boat&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|177&lt;br /&gt;
|Playing in character, making it to the boat, shark wrestling, sahuagin battle, tea bag CPR technique&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|135&lt;br /&gt;
|Saving Poison Egons life&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|150&lt;br /&gt;
|Making it to the boat, sahuagin battle&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|123&lt;br /&gt;
|Excellent banter and playing in character (enjoying breakfast)&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|145&lt;br /&gt;
|Creative use of a &amp;quot;druidic spell&amp;quot; excuse to keep Nail from exacting revenge on Poison Egon for stabbing him, dramatic death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 105 Crime doesn&#039;t pay]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |237 Surviving the tribunal and the subsequent shipwreck&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Playing in character&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 099 Blown away]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |3100  Avoiding death by dragon &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
| 200&lt;br /&gt;
|Av.&lt;br /&gt;
|-&lt;br /&gt;
| Gallandin&lt;br /&gt;
|350 &lt;br /&gt;
|Managing to learn the operation of the airship, critical hit on the dragon &amp;amp; highlord.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horin]]&lt;br /&gt;
|300 &lt;br /&gt;
|Returning flamestrike for flamestrike and critically hitting the dragon highlord&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|200 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|400&lt;br /&gt;
|Pulling a verbal rabbit out of the hat and convincing the dragon not to kill them off.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 098 Things are looking up]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1800  Meeting Eleanor and finding the airship&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
|150&lt;br /&gt;
|Good use of limited time scrounging for items needed to repair his bow.&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|200&lt;br /&gt;
|Figuring out to repair the airship while battling growing exhaustion and increasing difficulty after repeated failures&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|150&lt;br /&gt;
|Cleaning up Rimweck&#039;s mess and dealing with Eleanor&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|150&lt;br /&gt;
|Gaining insights from the old man at the coach house, detecting the glyphs over the windows and saving the party from significant injury had they gone that route&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|175&lt;br /&gt;
|Discovering something amiss the creature in the lake and oddities about the Owlbear rug/living room&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
| 200&lt;br /&gt;
|Excellent use of persuasion to convince Eleanor of the [[nobility]] and justness of the parties actions against the Baron.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 097 We shoulda formed a square...]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3107  Surviving the Red Company heavy brigade assault, learning of a potential schism between the Red Company, Rippers, and Baron&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
|375&lt;br /&gt;
|Excellent snapshot pinning the knight to the tree and playing in character even to the detriment of the party/himself.&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
| 200&lt;br /&gt;
|Lucky use of dragon breath to save himself from the knights&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|600&lt;br /&gt;
|Individual heroism, saving Ragnum and restoring him to health while riding up to him and avoiding the surrounding calvary &lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|100 &lt;br /&gt;
|Epic fail with the conjure barrage spell improved party morale!&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|100&lt;br /&gt;
|Epic fail with critical fumble and somehow not dying or being maimed. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 096 The last charge of the heavy brigade]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1370  Meeting up with the elven rangers, surviving Stirkirks suicide vest, advancing towards [[Grenvik]].&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|1100&lt;br /&gt;
|Creative use of a hidden elemental to disrupt the charge, casting an &amp;quot;angry&amp;quot; fireball&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|700&lt;br /&gt;
|Flamestrike against the calvary&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor &lt;br /&gt;
|400&lt;br /&gt;
|Calvary melee&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|400 &lt;br /&gt;
|Calvary melee&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 095 The army leaves for Grenvik]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1575 Prepping the army for its long awaited advance on [[Oleg Keep]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandin &lt;br /&gt;
|300&lt;br /&gt;
|Taking lead on establishing the defense of the town&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|450&lt;br /&gt;
|Attempting to purify the well, feeding the town, dealing with Alain&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor &lt;br /&gt;
|300&lt;br /&gt;
|Playing in character, scouting and finding the elven rangers&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|375&lt;br /&gt;
|Attempting to convince the party to choose an alternative approach to allowing the undead to defeat the Baron, playing in character&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum &lt;br /&gt;
| 500&lt;br /&gt;
|Defeating the undead hill giants, saving Rimweck and escaping the mines &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 094 Back in the saddle again]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3000XP Escaping the undead army, avoiding the effects of [[Whisper Mill]], and returning to [[Wanborne]] without losing any more civilians to rally the long awaited reinforcements from [[Knurl]].&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|600&lt;br /&gt;
|Creative use of fire to motivate the citizens to leave the tower without injuring them or being discovered.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|450&lt;br /&gt;
|Successfully navigating through the brush and hills with a wagon full of terrified civilians&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor&lt;br /&gt;
|450&lt;br /&gt;
|Good scouting and woodland lore skills&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|770&lt;br /&gt;
|Playing in character- noble leadership and self sacrifice to save the party. Amazing luck in leading away the undead and&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 093 Vellor and his gifts keep on giving]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2155XP Avoiding combat with Lord Vellor, learning more about Adious and Margaretes skillsets and intrigues, creatively opening up negotiations by the sword with Vellors army.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Lanelor       275     Keeping everyone on their toes with the professional indecisions, door repairs (crit), trying to get the party to stick to the plan&lt;br /&gt;
|-&lt;br /&gt;
|Horin  350     Playin in character, taunting the undead, charging into the frey as befitting a cleric of Clangeddin&lt;br /&gt;
|-&lt;br /&gt;
|Mourn 300    Excellent archery, keen perception, looking after the party interests, door repairs (crit)&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum 375    Retaining his composure around Vellor/avoiding combat, earning back one of the champions artifacts, good support to Horin.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 092 Breaking, entering, and nearly dying]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |840XP Discovering and recovering Adious and Margarete&#039;s stash of items, surviving the traps, making a noble stand in the tower.&lt;br /&gt;
|               2200XP Combat with the three demons&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Galinndan    200    Creative use of a lightening bolt to clear a room of poison gas&lt;br /&gt;
|-&lt;br /&gt;
|Horin    420    Holding the demon at bay&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor        500    A poor excuse for a thief but still getting away with the goods&lt;br /&gt;
|-&lt;br /&gt;
|Mourn  2   Spotting the dragon moving ahead of (fleeing?) the oncoming storm&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum       250   Saving Lanelor from being poisoned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 091 The return of the Bexley garrison]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2240XP - Defending and liberating the town from the Barons and Hobgoblin mercenary troops. Though the loss of the children robs you of the full joy of an otherwise splendid victory.&lt;br /&gt;
|-&lt;br /&gt;
|Galinndan  575    Doing his best to appease Margarete, awakening the kids, well placed fireball&lt;br /&gt;
|-&lt;br /&gt;
|Horin       420    Putting the children&#039;s interest first, trying to awaken the children, spectacularly roasting (crit) the haughty knight&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor    500    Making a great effort to convince the parents to bring their children to Galinndan, spotting the fading glyphs of the gate spell in the nick of time&lt;br /&gt;
|-&lt;br /&gt;
|Mourn      490   Spotting the returning patrol and alerting the party, excellent shooting + barrage (crit), identifying something (crit) is amiss with the murdered guards wounds&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum    475    Organizing plan to defend the town, getting some insight about Adious/Margerete&#039;s nature, trying to parlay with the noble before attacking first&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 090 The boys are back in Bexley]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2300XP Killing the envoy [[Sardume]] and making it look like someone else did it. Battling the hill giant. Returning the kidnapped children to [[Bexley]]. Discovering that some in Bexley are working with the Red Company slavers.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin 300XP Critical persuasion of the guards, staging the death of Sardume, dealing with Margarete.&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|250XP Coup-de-grasse on Sardume. Learning of the collaborators in Bexley who sold off the children into slavery.&lt;br /&gt;
|-&lt;br /&gt;
|Mourn &lt;br /&gt;
|275XP Use of stealth to gain critical hits on Sardume and the hill giant. Scouting of Bexley.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 087 Bodacious Bexley]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1700 - Making it to Bexley, learning more about the Barons buildup and threats to the realm.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandin &lt;br /&gt;
|350&lt;br /&gt;
|Percieving the residual energy of a gate spell may be the cause of Horins/Ragnums panic&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|700&lt;br /&gt;
|Taking charge while the dwarves are panicked by the creature at the mill, navigating the area around Whisper Mill&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 85 Party on]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2670 - Learning about the Red Companies trade route and favored goods, Insights about the growing demand for &amp;quot;[[Cardum]] Whisky&amp;quot; and perhaps why the Baron, Rippers, and demi-humans are fighting for the area around Oleg keep. Enabling the druid to reclaim the temple for Obad Hi.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|450&lt;br /&gt;
|Taking charge of the town, walking the perimiter. Learning more about the dragon and noticing the circling dragon in time to alert the town&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|510&lt;br /&gt;
|Dealing with the Druid Tumour and the Flan elders, working to restore the temple, buffing the party&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|450&lt;br /&gt;
|Taking charge of the elves, and discerning the race of the dragon rider&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|600&lt;br /&gt;
|Brewing a perfect ale, insight on the trade routes, (crit) creatively goading the dragon,&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 084 Summer BBQ]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2100 Milestone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 083 The party breaks up]]&lt;br /&gt;
|- No Exp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[082 Everyone wants a]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |2500 Milestone - multiple insights about the [[Ivae Orr]] elves concerns, Barons growing army, and Red Company&#039;s control of the main north south trade road from Spinecastle all the way to Knurl.Session&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 083]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|200&lt;br /&gt;
|Finding out about the dragons fight with some drow. Plotting to turn the Red Company against the Rippers, learning of the Red Companies trade with Spinecastle and Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|400&lt;br /&gt;
|Healing the troops, Plotting to turn the Red Compnay against the Rippers, learning of the Red Companies trade with Spinecastle and Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|300&lt;br /&gt;
|Fighting his urge to kill [[Lannor]] and [[Lanuhel]], learning of the elves concerns, the Barons creation of an army&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|300&lt;br /&gt;
|Attempting to parlay with the elves despite Luthaists and Lannors growing saber rattling. learning of the elves concerns, the Barons creation of an army&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 081 Bad deals and bad doors]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|960&lt;br /&gt;
|Lockpicking, stealth, defeating two guards and running off Ellison&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|960&lt;br /&gt;
|Good use of cover, spells, defeating two guards and running off Ellison&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Kruger&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 080 Once more into the breach]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|1320&lt;br /&gt;
|Defeating the guards and breaching the coach-house.&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|1320&lt;br /&gt;
|Defeating the guards and breaching the coach-house.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Party_Experience&amp;diff=4367</id>
		<title>Party Experience</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Party_Experience&amp;diff=4367"/>
		<updated>2026-06-13T06:14:17Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 151: The Descent of Level IV and the Hallway Ambush]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 6,200 XP — Base Party Award for bypassing the security grid of the west shaft, executing a high-stakes manual elevator ascent, navigating the corrupted terminal corridors, and mounting a desperate frontline breakout against the automated Police Robot blockades.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Navigate the West Shaft Security Grid (Completed); Retain Control of the Manual Lift Mechanism (Completed); Decrypt Level IV Historical Chronology (Completed).&amp;lt;br /&amp;gt;&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Survive the Hallway Ambush against Lexanna; Neutralize the Local Police Robot Patrol Grid; Investigate the Opened Froghemoth Incubation Cells; Recover/Resurrect Durmen Tredan.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Plummeting Anchor:&#039;&#039;&#039; Failed a crucial athletics check to secure the lift handle, suffering 30 points of high-velocity impact damage down the shaft. Recovered to cast a 5th-Level &#039;&#039;Mass Cure Wounds&#039;&#039; and a 3rd-Level &#039;&#039;Healing Word&#039;&#039; to keep the team standing under severe pressure.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 550&lt;br /&gt;
| &#039;&#039;&#039;The Core Counterweight:&#039;&#039;&#039; Acted as a physical anchor during the elevator collapse, absorbing the kinetic impact of Balmaris hitting him on the way down while successfully maintaining his grip on the lift handle to prevent a total party wipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;The Root Burner:&#039;&#039;&#039; Triggered a hostile security countermeasure that blasted him with green lasers for 20 damage. Successfully maintained concentration (rolling a 21) and subsequently bypassed the west door using the Green Key Cards. Safely caught by Aldran during a chaotic secondary lift failure.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 700&lt;br /&gt;
| &#039;&#039;&#039;The Final Log:&#039;&#039;&#039; Utilized data terminals to discover the centuries-old presence of Lexana on Level I. Sacrificed massive health pools after absorbing maximum toxic coolant damage while mending a ruptured pipe. Executed a final &#039;&#039;Lightning Bolt&#039;&#039; against the robot line before being felled by a brutal, fatal blow.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 650&lt;br /&gt;
| &#039;&#039;&#039;The Shawarma Breach:** Successfully executed an aerial interception to catch a falling Egon in the open shaft. Initiated the final room breakout with a devastating door breach, siphoning cosmic wild magic vitality to bolster his temporary hit points as his steel weapons blunted against the heavy armor plating.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 150 The Sakura Descent]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 6,800 XP — Base Party Award for surviving the Mezzanine ambush, neutralizing the Swaying Sakura boss, and reclaiming ancient technology from its uprooted core.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Neutralize the Swaying Sakura (Completed); Expose the Deck 4 Operational Elevator (Completed); Salvage the Phasnosh Technomagic Core (Completed).&amp;lt;br /&amp;gt;&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Return to the Upper Deck to Test the Red Key; Determine how to operate the Phasnosh Elevator; Escort George to the 3rd Level Garden.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 750&lt;br /&gt;
| &#039;&#039;&#039;The Uprooter:&#039;&#039;&#039; Consumed a Frost Giant potion to engage in a brutal wrestling match with the Sakura. Successfully shoved the 210 HP boss off the Mezzanine edge and burned a last-second &#039;&#039;Misty Step&#039;&#039; to escape its final, fatal grasp.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;(Absent / Non-combatant this session)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;(Held the rearguard / Managed logistics with George)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Steel Anchor:&#039;&#039;&#039; Endured a brutal surprise assault from metal-shredding branches and survived being repeatedly slammed into the steel deck plates before executing a clutch &#039;&#039;Misty Step&#039;&#039; to break the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Demolitionist:&#039;&#039;&#039; Unleashed a massive, fire-vulnerability-triggering spell barrage early on. Later triggered a spectacular critical fumble with a stray &#039;&#039;Guiding Bolt&#039;&#039; that completely shattered the structural glass floor to create a chaotic battlefield distraction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 148 The Verdant Sentinel]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
4,210 XP — Base Party Award for the peaceful resolution and recruitment of George the Shambling Mound, the defeat of the Titanic Tri-Flower Frond, and discovering the Cherry Blossom sector.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Overcome the Green Room Sentinel (Completed); Negotiate with the Shambling Gardener (Completed).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Locate the Emerald Green Door Key; Escort George to the 3rd Level Garden; Investigate the &amp;quot;Artificial Light&amp;quot; source.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;The Lumberjack:&#039;&#039;&#039; Provided the final heavy melee strikes needed to fell the Titanic Frond after the magical barrage, hacking through the main trunk with his axe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Defoliator:&#039;&#039;&#039; Unleashed a devastating elemental combo of &#039;&#039;Fireball&#039;&#039; and &#039;&#039;Lightning Bolt&#039;&#039; to neutralize the plant creature’s regenerative traits and successfully wilt it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;The Green Whisperer:&#039;&#039;&#039; Successfully used &#039;&#039;Speak with Plants&#039;&#039; to turn a potentially lethal Shambling Mound encounter into a social victory. Managed the party&#039;s botanical logistics.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;Diving Smite:&#039;&#039;&#039; Charged the Titanic Frond head-on, delivering a high-impact Divine Smite to draw its attention away from the snared George.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 550&lt;br /&gt;
| &#039;&#039;&#039;The Shredder:&#039;&#039;&#039; Despite the Mangled Arm penalty, maintained concentration on a &#039;&#039;Blade Barrier&#039;&#039; that dealt a massive 39 points of damage, effectively thinning the Frond&#039;s defenses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 147 The Tossing of the Salad]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
5,000 XP — Base Party Award for defeating the 4th wave of Vegepygmies, escaping the Entrance Level, and discovering the locations of the Orange Key Cards.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Escape the Spore-Network Ambush (Completed); Secure the Storage Room (Completed).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Track the moving Orange Key Card on Level III; Stabilize Balmaris’s mangled arm; Decipher the 14th Year Protocol.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Iron Will:&#039;&#039;&#039; Successfully rolled a 19 on a Death Save after taking a spear-crit to the chest. Led the &amp;quot;Float&amp;quot; down the elevator shaft while still at critical HP.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Decoder:&#039;&#039;&#039; Successfully hacked the sequence lock on the sliding doors and used &#039;&#039;Comprehend Languages&#039;&#039; to extract the Fireball Formula and the 14th Year Protocol logs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;Salad Tosser MVP:&#039;&#039;&#039; Landed a Natural 20 (83 Crit) with his quarterstaff to stun the pygmy leader. Kept the party alive with a 5th-level &#039;&#039;Mass Cure Wounds&#039;&#039; during the retreat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 300&lt;br /&gt;
| &#039;&#039;&#039;The Slip-Step:&#039;&#039;&#039; Used &#039;&#039;Misty Step&#039;&#039; to initiate the party’s escape from the North Room. Survived a Critical Fumble and a Riposte miss during the most intense part of the melee.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 350&lt;br /&gt;
| &#039;&#039;&#039;The Barrier:&#039;&#039;&#039; Wiped out 6 Vegepygmies with a single &#039;&#039;Blade Barrier&#039;&#039; cast. Managed the tactical retreat while suffering from a &amp;quot;Mangled Arm&amp;quot; critical injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 146 Jurassic Distraction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
4,000 XP - Total party award for surviving the massive Vegepygmy ambush and successfully barricading the Reactor Room. (800 XP base per player).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Survive the Main Level Ambush (Completed);&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Locate and rescue Nail and Balmaris; Recover within the Reactor Room; Find a way to bypass the mold-kin horde.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 850&lt;br /&gt;
| &#039;&#039;&#039;Meat Sack Savior:&#039;&#039;&#039; Despite a self-inflicted critical injury, successfully recovered and hauled a dying Durmen to safety while Raging.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| &#039;&#039;&#039;Tactical Illusionist:&#039;&#039;&#039; Effectively stalled the horde with the &amp;quot;Jurassic Distraction&amp;quot; and burned high-level slots (Ice Knife) to thin the pack. Sacrificed a dagger to seal the door.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| &#039;&#039;&#039;The Spore Shield:&#039;&#039;&#039; Held the hallway with Symbiotic Entity and provided critical mid-retreat healing. Executed the final door-slam kill to secure the room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;Presumed Captured:&#039;&#039;&#039; Awarded partial &amp;quot;survival&amp;quot; XP for the initial engagement before being separated.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;Presumed Captured:&#039;&#039;&#039; Awarded partial &amp;quot;survival&amp;quot; XP for the initial engagement before being separated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 145 Bad Kitties of the Barrier Peaks]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
3,500 XP - Total party award for neutralizing the Displacer Beast pack and managing critical fumbles/injuries under pressure. (700 XP base per player).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Neutralize local predators (Completed: 5/5 Displacer Beasts slain);&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Descend the elevator to the lower levels; Find a cure for Balmaris&#039; mangled arm.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Heavy Hitter: Secured two kills using Rage and Savage Attacker.&lt;br /&gt;
Wild Magic Surge: Successfully utilized retaliation force damage and summoned a tactical Flumph.&lt;br /&gt;
|-&lt;br /&gt;
| [[Poision Egon]]&lt;br /&gt;
| 700&lt;br /&gt;
| Tactical Support: Cast &#039;&#039;Protection from Poison&#039;&#039; and &#039;&#039;Confusion&#039;&#039;, neutralizing one beast.&lt;br /&gt;
Narrative Flavour: Provided the &amp;quot;Dolphin Orgy&amp;quot; analysis and performed the final &amp;quot;mooning.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 900&lt;br /&gt;
| Versatile Caster: Secured two kills, including the final beast with a 5th-level &#039;&#039;Magic Missile&#039;&#039;.&lt;br /&gt;
Preparation: Provided party buffs with &#039;&#039;Darkvision&#039;&#039; and &#039;&#039;Mage Armor&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 800&lt;br /&gt;
| Divine Wrath: Secured one kill with a 5th-level &#039;&#039;Inflict Wounds&#039;&#039;.&lt;br /&gt;
Battle Scarred: Continued fighting despite a massive critical hit and a mangled arm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 600&lt;br /&gt;
| Damage Sponge: Held the front line against initial attacks.&lt;br /&gt;
The Long Wait: Survived being stunned for 6 rounds without being downed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 144 The Golden Ticket to a Glowing Grave]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
4,500 XP - The party successfully negotiated the departure of Robo Dame, bypassed a potentially lethal security encounter with a Maintenance Droid, navigated the derelict recreational sector, and secured a high-clearance medical annex.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Investigate &amp;quot;[[Project Sentience]]&amp;quot; (Completed: Found 244 IE Videric Lore); &lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Identify the &amp;quot;Sparkling&amp;quot; toxin; Decrypt the L. Brightshore iPad.&lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Provided critical morale/comedic relief with the &amp;quot;Golden Ticket&amp;quot; song (500). &lt;br /&gt;
Found the Orange Keycard and &amp;quot;Beauty&amp;quot; paste (400). &lt;br /&gt;
Performed a successful medical diagnosis identifying the &amp;quot;Sparkling&amp;quot; spores as lethal radiation (600).&lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 1,300 &lt;br /&gt;
| Critical success! Safely manipulated the trapped skeletal remains/guard-summoning device without triggering an alarm (600). &lt;br /&gt;
Successfully salvaged parts from the Phasnosh pistol (400). &lt;br /&gt;
Coordinated the pinball looting (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 900 &lt;br /&gt;
| Performed an Arcana/Medicine investigation on the &amp;quot;Beauty Paste&amp;quot; (300). &lt;br /&gt;
Secured the Northeast door during the room sweep (300). &lt;br /&gt;
Assisted in the historical analysis of the Videric coins (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 800 &lt;br /&gt;
| Maintained defensive overwatch while the party looted the game room (400). &lt;br /&gt;
Provided tactical assessment of the voice-activated terminal in the Orange Room (400).&lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| First to observe the &amp;quot;sparkling&amp;quot; nature of the fungi while under physical duress (400). &lt;br /&gt;
Breached ancient gaming machines to recover historical currency (300). &lt;br /&gt;
Maintained the barricade during the initial room sweep (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 143 The Airlock Escape and the Gaseous Cloud]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
5,500 XP - The party navigated a spore-choked gauntlet, survived a lethal ambush by a Vegepygmy Chieftain and Berserk Android, and successfully executed a high-stakes retreat into a secured airlock. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
Track Lexana Brightshore; investigate the &amp;quot;Stabilized Anomaly&amp;quot;,&lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,400 &lt;br /&gt;
| Clutch casting of Gaseous Form on Nail to bypass the doorway blockage (600), utilized Symbiotic Entity and Halo of Spores to hold the line (400), and successfully navigated the retreat while maintaining necrotic pressure (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 1,200 &lt;br /&gt;
| Delivered the &amp;quot;Angry Strike&amp;quot; (Dirty 20) to sever the pygmy jamming the door (500), used Silent Image (Ankylosaurus) to panic 6 pygmies and buy time (400), and provided covering fire with Eldritch Blast (300). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,100 &lt;br /&gt;
| Utilized Channel Divinity: Preserve Life to heal the battered party for 35 HP (400), cast Protection from Poison to stabilize the rearguard (400), and assisted in pushing the vegepygmy remains from the airlock seal (300). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 800 &lt;br /&gt;
| Assisted in moving the unconscious pygmy off of Nail to clear the path (400), and utilized Magic Missiles to suppress the pursuing Pygmy Warriors (400). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 600 &lt;br /&gt;
| Survived a devastating Critical Hit and &amp;quot;Not that arm!&amp;quot; injury (300), successfully coordinated with Egon for a gaseous retreat while under extreme physical duress (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 142 The Robot Gauntlet and Egon&#039;s Tripping Jokes]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,000 XP - The party survived a massive, multi-front engagement against a Vegepygmy gang, aided a damaged Police Robot, and successfully utilized area-of-effect spells to force a stalemate. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Navigate the West corridor ambush; protect party members from lethal Vegepygmy spear attacks; contain the fungal and robotic threats. &lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Critical use of Entangle spells to freeze the multi-front battlefield including 12 targets (700), sprinted to keep pace with the pursuit droid resulting in 1 Exhaustion (300), and utilized Burning Hands for effective area damage (500). &lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,300 &lt;br /&gt;
| Successful critical bluff to avoid robot capture (400), survived a near-death experience involving multiple spear stabs and a rescue by Robo Dame (600), and provided combat fire support (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Essential use of Entangle and Chill Hand to halt the pygmy advance (400), and provided morale-boosting Christmas jokes while under the influence (400). Gained Inspiration (200). &lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 400 &lt;br /&gt;
| Successfully prioritized recovery and stabilization by taking a crucial rest in the dining room while the party engaged in combat (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 300 &lt;br /&gt;
| Provided strategic movement support and assisted in the initial navigation of the robot-controlled hallway (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 141 The Clone Revelation and The Droid&#039;s Collapse]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED &lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,500 XP - The party successfully stabilized the Robo Dame cyborg, extracted critical data regarding Lexana&#039;s origins as a Phasnosh clone, and secured high-tech armaments. &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Track Lexana Brightshore; investigate the &amp;quot;Stabilized Anomaly&amp;quot; data; survive the activation of Phasnosh purge protocols.&lt;br /&gt;
|- &lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Successfully passed the critical Arcana check on the VT100 Terminal to reveal Lexana&#039;s origins (700), utilized Mend to repair Robo Dame&#039;s exterior (400), and secured the Laser Pistol and Chronometer (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Neutralized the fleeing Vegepygmy with a Spiritual Hammer/Crossbow combination (400), spotted the hidden ID card on the cyborg (300), and provided tactical awareness during the terminal investigation (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Triggered the reactivation of Robo Dame by invoking Lexana&#039;s name (500), successfully navigated a medical trance, and utilized heightened senses to detect incoming hostiles from the East (500). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 900 &lt;br /&gt;
| Survived the Nurse Droid&#039;s brutal groin scan and curative injection (500), and successfully adapted to a state of euphoric echolocation blindness (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 700 &lt;br /&gt;
| Participated in the &amp;quot;Cyborg Sandwich&amp;quot; healing of Robo Dame (400), and utilized the brief respite to stabilize his condition following the previous combat (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 140 Axe, Syringe, and Sonic Blast: The Price of the Peak]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3,000 XP - The party successfully defeated the Vegepygmy ambush and survived the initial coordinated attack (Sonic Blast) from the two Police Robots.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Secure the chamber and locate the object needed to track Lexana. Survive the Police Robot ambush.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Received and survived the Android&#039;s bizarre curative injection (500), successfully cast Mend on &amp;quot;Robo Dame&amp;quot; (400), and utilized Ice Knife to exploit Vegepygmy vulnerability (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Maintained Bless concentration despite combat shock (300), utilized Flame Strike to counter Vegepygmy regeneration (500), and provided critical healing/support throughout the encounter (400).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Sustained critical friendly fire damage and continued combat (500), dealt continuous damage to the Vegepygmies (300), and general combat contribution (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 900&lt;br /&gt;
| Critically fumbled the Greataxe and struck Nail (0 XP for fumble, -500 penalty offset), landed a devastating critical hit on a Vegepygmy Raider (700), and successfully threw an incapacitated Vegepygmy into a Police Robot (700).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poision Egon]]&lt;br /&gt;
| 700&lt;br /&gt;
| Successfully cast Entangle to control enemies (300), utilized Inflict Wounds for decisive damage (400), and survived the robot&#039;s brutal crushing grapple (0 XP, future survival bonus applied).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the key events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 139 The Metal Peak&#039;s Embrace]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1,850 XP - The party successfully entered and navigated the first wing of the strange, metallic structure, defeated a high-level construct, and secured magical components (glowing diamond, various gems, a rectangular piece of onyx colored stained glass) necessary for deeper exploration. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue tracking Lexana Brightshore through the metallic maze to prevent her from recovering the mysterious Book of Gates. Determine the purpose of the strange dungeon and its technology.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Attempted to communicate with hostile Construct (200), successfully cast Mend to subdue the Construct (500), survived the paralyzing ray attack (300), and discovered the glowing diamond (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Ignored danger to confront the presumed Lexanna clone (300), successfully identified the non-magical nature of the attacks (300), applied Mass Healing Word under duress (200), and general combat contribution (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1,500&lt;br /&gt;
| Dealt decisive damage using Divine Smite, revealing the Construct&#039;s mechanical nature (800), sustained severe damage during melee combat (300), and general combat contribution (400).&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 0&lt;br /&gt;
| Aldran was not present for the key events of this session.&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 0&lt;br /&gt;
| Poison Egon was not present for the key events of this session.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the key events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 138 The Garrisons Respite]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,500 XP - The party successfully secured shelter with the wary fort guards, survived a magical ambush while crossing the Giants Valley, and transitioned the mission from pure survival to active reconnaissance and pursuit of Lexana Brightshore. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Infiltrate the mountains and locate the metallic structure seen in the vision. Gather intelligence on the movements of the Giant and Wizard in the area. Travel through the hostile Giant Valley.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| Key reconnaissance: spotted the Giant-like figure ahead (300), general exploration contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 300&lt;br /&gt;
| Enduring two levels of exhaustion (200), general survival contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| Successfully bluffing the fort guards to gain entrance (400), enduring exhaustion (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 400&lt;br /&gt;
| High awareness: spotted the following fort guards (300), stealth/navigation contribution across the valley (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 300&lt;br /&gt;
| Enduring cold and suffering from lack of gear (200), general exploration contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| High awareness: spotted the following guards (200), key roleplaying element showing anxiety over Delilah&#039;s harassment (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 137 Revenge of the Frost Giant]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,500 XP - The party successfully defended their camp against a highly aggressive and powerful Frost Giant, the vengeful mate of a previously defeated foe. They also survived an ambush by an unknown, magically powerful cloaked figure. This amount is awarded to each party member.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of [[Lexana Brightshore]] and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 600&lt;br /&gt;
| Pursued the Fey Eye spy (300), Coordinated attacks on the Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,300&lt;br /&gt;
| Took a Lightning Bolt meant for [[Leia]] (700 - &#039;&#039;&#039;Heroic Act&#039;&#039;&#039;), Butchered Yeti meat (300), Engaged Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| Attempted retaliation on Cloaked Figure (200), Gave the Albert Cloak to Leia (100), general combat contribution (100), recovered from spell fumble (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 500&lt;br /&gt;
| Spotting the initial Giant attack (200), Landed critical blows against Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 500&lt;br /&gt;
| Delivered critical damage to Giant (200), Butchered Yeti meat (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 800&lt;br /&gt;
| Cast Heal on Durmen (400 - &#039;&#039;&#039;Critical Healing&#039;&#039;&#039;), Cast Hunter&#039;s Mark (200), general combat contribution (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 136 Echoes of the Fallen Giant]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3,950 XP - The party navigated a brutal ambush against two formidable Yetis and a powerful Ice Devil, demonstrating courage and teamwork in a desperate fight for survival. This amount is awarded to each party member.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| Coordinated attacks against Ice Devil (200), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 500&lt;br /&gt;
| Fell in battle and revived (300), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| Revived Durmen with Mass Cure Wounds (500), successfully banished Ice Devil (400), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 600&lt;br /&gt;
| Landed sneak attack on Yeti (300), dealt damage to Ice Devil with arrows (200), engaged Yeti (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| Delivered final blow to Ice Devil (300), engaged Yeti with Halo of Spores (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| Part of valiant attack on Ice Devil (200), engaged Yetis (100), general combat contribution (100).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 135 The Chill of Despair]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 8000 XP - The party navigated a brutal ambush against two formidable yetis and a powerful Ice Devil, demonstrating courage and teamwork in a desperate fight for survival that tragically cost Durmen his life. They also dealt with the aftermath of their previous giant encounter and uncovered unsettling signs of being followed.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Part of valiant attack on Ice Devil (600), engaged Yetis (300), hit by Ice Devil spear (100), general combat contribution (300), securing Giant loot/buying eyeball (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Bought giant eyeball (100), dealt significant Magic Missile damage to Yeti (500), part of valiant attack on Ice Devil (400), engaged Yetis (300), fell in battle/sacrifice (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Attempted to banish Ice Devil twice (500), hit by Ice Devil spear (100), part of valiant attack on Ice Devil (600), engaged Yetis (300), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Landed sneak attack on Ice Devil (600), moved into position for attack (100), part of valiant attack on Ice Devil (500), engaged Yetis (300), attacked by Yeti (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Part of valiant attack on Ice Devil (700), engaged Yetis (400), hit by Ice Devil spear (100), general combat contribution (300), critically fumbled on summoned devil (100).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 134 Frozen Folly]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 5600 XP - The party navigated treacherous winter conditions, overcame the challenge of a disabled wagon, survived a devastating avalanche, and decisively defeated a frost giant and its dire wolf companions, securing valuable loot and continuing their journey north.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and encounters in the wilderness.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Lifted wagon back onto road (200), hit Giant with Eldritch Blast (400), charged into melee (300), engaged Dire Wolves (200), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Continued book studying (100), engaged in Firebolt and Magic Missile attacks against Giant (500), delivered final blow to Giant (300), engaged Dire Wolves (200), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Used healing spells to aid the party in combat (500), engaged Dire Wolves (300), general combat contribution (400), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Attempted to sneak around for backstab on Giant (400), landed Sneak Attack on Giant (300), engaged Dire Wolves with short bow (400), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Charged into melee (500), engaged Dire Wolves (400), general combat contribution (300), securing loot (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 133 The Sage, the Suitor, and the Smashed Blacksmith]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2250 XP - The party made significant progress by securing reliable transportation, gaining a valuable new ally in Lei, acquiring upgraded weaponry, and decisively resolving a confrontation with the local blacksmith, advancing their quest to discover the whereabouts of Lexana Brightshore and the mysterious book.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Discover the whereabouts of Lexana Brightshore and the mysterious book. Secure reliable transportation for continued travel.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 1000&lt;br /&gt;
| Diplomatic interaction with [[Borin]] (100), persuasive interaction with [[Berrick]] (100), decisive victory against Keelin (800).&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 700&lt;br /&gt;
| Deciphered [[Elder Theron]] &#039;s glyphs (300), charmed Lei and recruited her as an ally (300), active participation in town exploration (100).&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 700&lt;br /&gt;
| Noticed merchant guild carts (150), attempted to read Elder Theron &#039;s glyphs (150), healed Keelin after Aldran&#039;s fight (400).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 132 The sigils of the Silk Rose and Yellow Orbs]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 850 The party made a significant breakthrough, uncovering that Lexana Brightshore is alive and that both she and the sought-after book have passed through a mysterious, magically sealed door. Their investigation of the warehouse also revealed unsettling cargo bearing unfamiliar sigils, and a discovery within a marked crate hinted at something far more unusual being transported.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Discover the whereabouts of Lexana Brightshore and the mysterious book.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 365&lt;br /&gt;
| Old Woman (50), Raven (25), Deceived Guards (150) - took point on initial interaction, Talking Door (140).&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (55) - provided comic relief, Raven (25), Deceived Guards (150) - key in the deception, Talking Door (150).&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 395&lt;br /&gt;
| Old Woman (60) - focused on the crates and the rose sigil, Raven (25), Deceived Guards (150), Talking Door (160) - primary interaction, learned about &amp;quot;other portals,&amp;quot; briefly glimpsed something metallic inside the opened crate.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (50), Raven (35) - first to spot the unusual creature, Deceived Guards (150), Talking Door (145) - discerned faint glyphs.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (50), Raven (50) - neutralized the watcher, Deceived Guards (130) - less vocal, Talking Door (150) - noted the door&#039;s magical nature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 131 Whispers in the pass]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 700 The party successfully navigated the initial challenges of the mountain pass, arrived at [[Oakhaven]], gathered information about the caravans, and began investigating the ties back to the Merchant Guild of Lhynn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Investigate the unusual activity surrounding the late-night caravan in Oakhaven.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 2300&lt;br /&gt;
| Defeated the wraith in the temple, awesomely  navigated the treacherous cliffside path down the mountain.with style.&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 750&lt;br /&gt;
| Led questioning of the guard, experienced unsettling journey, participated in initial investigation.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 850&lt;br /&gt;
| Discreetly investigated the wagon, experienced unsettling journey, opened the warehouse, interacted with the elder.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 650&lt;br /&gt;
| Experienced unsettling journey, survived near-fatal fall, participated in initial investigation.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 200&lt;br /&gt;
| Experienced unsettling journey, casting water walk and sparing the party further risks of falls to an icy death, participated in initial investigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 130 Trials of Worth]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1220 The party navigated a series of magical trials designed to test their worthiness, including moral dilemmas, incorporeal healing, maze traversal, and dimensional travel, all while racing against the clock to attend a rare magic item auction.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 625&lt;br /&gt;
| Navigated maze, solved door puzzles, led investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 625&lt;br /&gt;
| Navigated maze, solved door puzzles, aided investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 625&lt;br /&gt;
| Healed spectral figure, investigated dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 625&lt;br /&gt;
| Healed spectral figure, aided investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 500&lt;br /&gt;
| Overcame moral quandary, began work to purify temple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 129 The Obsidian Flask]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2000 The party entered the [[Obsidian Flask]], navigating its social complexities and learning of a missing spellbook. They engaged in combat with a demonic patron, and then accepted a dangerous quest from the archmage [[Turgen Voxhall]] to retrieve the book, only to be trapped within a magical room.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 600&lt;br /&gt;
| Initiated and won combat, strong social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 575&lt;br /&gt;
| Paid entry, guild test, key information, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 525&lt;br /&gt;
| Guild test, social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 550&lt;br /&gt;
| Assisted in combat, social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 500&lt;br /&gt;
| Guard duty, social interaction, quest acceptance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 128 Belport]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1400 After deciphering ancient runes, navigating a magical portal, surviving a Sahuagin ambush, and successfully navigating the social complexities of Belport, the party secured lodging and accepted a new quest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Poison Egon&lt;br /&gt;
|500&lt;br /&gt;
|Deciphered and activated runestones, reactivated the portal under pressure.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen&lt;br /&gt;
|450&lt;br /&gt;
|Engaged in a complex roleplaying encounter with an old acquaintance, conducted research.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris&lt;br /&gt;
|375&lt;br /&gt;
|Provided a goodwill gesture of creating pure water.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|350&lt;br /&gt;
|Participated in combat and social encounters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 127 Lexana&#039;s Fall]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1250 After a series of stealthy maneuvers and a tense encounter with the villagers, the party clashed with the cunning sorceress Lexana Brightshore, ultimately defeating her (though not without loss) and recovered her hidden cache of magical items.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldran Stormheart]]&lt;br /&gt;
|575&lt;br /&gt;
|Showed initiative and cleverness by unmooring the boats and convincing the villagers to let them pass unmolested. Comedic relief - &amp;quot;Bravely&amp;quot; hacked at the magic mouth door.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|466&lt;br /&gt;
|Participated in combat with Lexana and explored the house, contributed to the overall party effort.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|520&lt;br /&gt;
|Engaged in combat with Lexana, was killed by her Ice Storm, but later resurrected by Poison Egon.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|650&lt;br /&gt;
|Took charge in Lexana&#039;s house, kicking down doors and pressing the action. Delivered the final blow to Lexana.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|775&lt;br /&gt;
|Provided crucial support with Inspiration and, most importantly, brought Durmen back from the dead! Animated Lexana as a zombie.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|Absent from the session or did not participate in significant actions.&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|250&lt;br /&gt;
|Participated in combat with Lexana, but was wounded and did not contribute as heavily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 126 Jailbreak]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1600 Escaping the jail and avoiding unnecessary bloodshed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|440&lt;br /&gt;
|Negotiating with Leon, conning Turgeon.repeatedly intimidating the guards, Halvor and securing Halvor&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|360&lt;br /&gt;
|Freeing the prisoners to be a distraction to distract the guards and significantly increasing the party&#039;s chances of escape&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|280&lt;br /&gt;
|Noticing the details in the jail logbook regarding Dame Yarla&#039;s apparent influence in getting prisoners released. &lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|120&lt;br /&gt;
|Scouting the exit.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|250&lt;br /&gt;
|Scouting ahead, picking locks, securing the guard and taking the tabards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 125]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 900 For escaping their cells and knocking out Constable Halvor. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|0&lt;br /&gt;
|1 Inspiration point for creative use of mend spell to splint Aldrans broken leg.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 124]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2800 Completing the quest to capture the Sea Ghost and defeat Myras cutthroats (but then released -1200XP) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|100&lt;br /&gt;
|Surviving the combat&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|500&lt;br /&gt;
|Healed Rickfire, negotiated with [[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]], healed party, participated in combat&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|400&lt;br /&gt;
|Retrieved coral key, participated in combat&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|800&lt;br /&gt;
|Participated in combat, acted as hostage&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|430&lt;br /&gt;
|Dying heroicially battling Myra/[[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]] and cinematically even if it wasn&#039;t intentional&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|300&lt;br /&gt;
|Participated in combat, wounded, healed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 123 Abandon Ship]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1877 Continuing to wear down Myras&#039;s Cutthroat&#039;s and somehow not getting wiped out in the process.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|500&lt;br /&gt;
|Barbarian rage, fighting on even when clearly outclassed (staying in character), lucky Flumph&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|500&lt;br /&gt;
|Leadership, healing of Poison Egon and Durmen, and strategic thinking&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|475&lt;br /&gt;
|Personal sacrifice and heroism&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|500&lt;br /&gt;
|Tactical brilliance, courage, and creative thinking for misty step&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|430&lt;br /&gt;
|Dying heroicially battling Myra/[[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]] and cinematically even if it wasn&#039;t intentional&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|300&lt;br /&gt;
|Resourcefulness in grabbing his severed arm and survival instinct&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 122]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2350XP Boarding the Sea Ghost, taking out some of Myras&#039;s Cutthroat&#039;s, injuring Bloody Helena and Fritof.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|525&lt;br /&gt;
|Aggressive tactics, including shoving Bloody Helena overboard, cleaving a sailor in two, and stomping on another&#039;s intestine, interposing himself between Poison Egon and Myra&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 330&lt;br /&gt;
| Healing Poison Egon, signaling Halvor&#039;s men, attacking Fritof&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 220&lt;br /&gt;
| Casting a firebolt and ice knife for great effect&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 255&lt;br /&gt;
| Straightforward but bold combat style and quick thinking, such as stomping out the fire and rushing to halt the pirate advance&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 230&lt;br /&gt;
| Clever use of the charm and spore spells&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|170&lt;br /&gt;
|Injuring Fritof and dying dramatically while trying to assist Balmaris&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 121]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1400 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|410&lt;br /&gt;
|Inspirational presence, boosting morale, combat prowess&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 410&lt;br /&gt;
| Excellent use of spell-casting, good use of cover &amp;amp; strategy, gaining an invitation to meet with Lexana Brightshore&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 230&lt;br /&gt;
| Leading the party through the treacherous bog, identifying potential dangers, helped locate hidden clues&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 220&lt;br /&gt;
| Survived a deadly encounter with an assassin, showcasing his resilience and luck.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 120]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |550XP Investigating the missing dwarves, Meeting Elder Theronk the Sage, Retrieving books from the mansio, Encountering the Dark Elf spirit&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
- Recover the books from the Alchemists Manor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|150&lt;br /&gt;
|Storing the bag of goblin heads and negotiating with Abe.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 100&lt;br /&gt;
| Guarding the library and assisting in retrieving the books.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 150&lt;br /&gt;
| Assisting Elder Theronk with recovering and mending the books. Using his knowledge to navigate the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 100&lt;br /&gt;
| Helping to transport the books and guarding the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 125&lt;br /&gt;
| Spotting the ships with the telescope and helping to transport the books.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 119]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 735XP, Identifying the magical nature of the swords, Navigating the treacherous terrain and avoiding potential ambushes, Dealing with the hostile giants and rescuing the wounded, Encountering the green dragon and navigating the town&#039;s gate guards, Resolving the conflict with the gnomes and dwarves, Interacting with [[Eira Shadowglow]] and [[Lexana Brightshore]], Rescuing the dwarven and gnome miners/jewelers&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Accepting the mission from Constable Halvor to capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|200&lt;br /&gt;
|Led the party through the giant&#039;s path, rescued the wounded, and interacted with the gnomes and dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 100&lt;br /&gt;
| Assisted in rescuing the wounded, and negotiated with the gate guards.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 250&lt;br /&gt;
| Evaluated the swords, participated in the journey, assisted in rescuing the wounded, and negotiated with Lexana.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 200&lt;br /&gt;
| Helped evaluate the swords,assisted in rescuing the wounded, and helped transport the party.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Egon&lt;br /&gt;
| 150&lt;br /&gt;
| Identified the green dragon, participated in the journey, and interacted with Eira Shadowglow.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 118]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |800XP Clearing level 1 of the mines, discovering theres a brisk trade in weapons between the pirates and hobgoblins that somehow ties back to Coregilia, finding the silk scroll and gemstones, trapping Rutgar and his group of goblins, rescuing Quinn and the other miners.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 150&lt;br /&gt;
| Healing Quinn and providing him with food/gear&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 150&lt;br /&gt;
| Spellcasting/deciphering Myra&#039;s conversation with Rutgar&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 225&lt;br /&gt;
| Discovering the entrance to another level, defeating the violet fungi, ambushing the goblins, finding the weapons cache&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 175&lt;br /&gt;
| Jamming the elevator gears&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 80&lt;br /&gt;
| Assisting Poison Egon/Durmen negotiating with Quinn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 117]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |460 Finally crossing the crevasse, interrupting the goblin and corsairs exchange at the docks, making it to the hidden harbor entrance &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
| 255&lt;br /&gt;
|Heroic action saving Ricfire from fall, comedic effects from repeated fails trying to climb up the cliff wall.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|170&lt;br /&gt;
|Good use of stealth, avoiding being spotted by the goblins, aiding party with climbing out of the&lt;br /&gt;
crevasse, aiding/healing gnomes&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 240&lt;br /&gt;
|Brutal group kill with Ice Knife spell, great attempts to climb up rope/help party out&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|255&lt;br /&gt;
| Exploration, treasure discovery, spell casting, monster control&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|230&lt;br /&gt;
|Charm spell  on hobgoblins, leaving Durmen to his fate&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|135&lt;br /&gt;
|Teamwork, near-death experience, rendering aid to Durmen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 116|Session 116]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |370XP Crossing the chasm of the ghouls and witnessing the landing of a small boat of sailors in a flooded tunnel leading to the discovery of a mysterious link between the sailors and the mine.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|335 &lt;br /&gt;
|Defeating the ghouls. Multiple critical hits on ghouls. Nice epic critical fail on the attack resulting in PTSD flashback. Comedic relief for attempting to toss Ricfire over the chasm.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|270&lt;br /&gt;
|Making it across the chasm, witnessing the sailors landing, noticing they are unloading crates on the dock, detecting the sounds of many footsteps approaching from a mine passage.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|504 &lt;br /&gt;
|Comedic relief for the spectular fails while trying to cross the chasm. Pulling Nail over the edge with him in dramatic fashion. Inspiration for calling on Divine help/for a miracle saving him from certain death as he falls into the chasm a second time. Good buffs on the party as the sailors approach their hiding locations.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|380&lt;br /&gt;
|Saving Aldrin&#039;s life. &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|220&lt;br /&gt;
|Making it across the chasm, fighting the ghoul and assisting Nail before being driven off by the approaching sailors.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 115 War Drums In The Mines]]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 114|Session 114]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |675 Helping the villagers put out the fires and starting to clean out the mines of goblins.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 113 Seriously, not another bar fight?]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |205 Surviving another bar fight, trying to minimize the damage (or legal troubles), learning about possibly shady business dealings occurring at the Empty Net&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |  Accepting the quest to return drowned sailor bodies from the deep. Assiting the dwarves with dealing with goblins in the mines.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|145&lt;br /&gt;
|Playing in character (even to party detriment), trying to persuade [[Anya]], interesting rage effects&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|135&lt;br /&gt;
|Avoiding killing blows, quick thinking with the charm Aldran spell&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|170&lt;br /&gt;
|Playing in character, trying really hard to avoid combat and finish the mend spell in spite of repeated interruptions. creative spell fumble&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|160&lt;br /&gt;
|Defending Durmen from two likely fatal attacks, defending Balmaris, avoiding killing blows&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|150&lt;br /&gt;
|Good use of spores to cover the party retreat and combat spells to defend party &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|125&lt;br /&gt;
|Distinguished combat skills with a sword, covering the party&#039;s retreat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 112 For want of a water breathing potion]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |450 Delivering the goods to Abe, gaining contacts in town, insight on the local thieves guild, meeting with the dwarves, accepting the quests&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |  Accepting the quest to return drowned sailor bodies from the deep. Assiting the dwarves with dealing with goblins in the mines.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Forming tribal bond with [[Hvitserk]], gaining 4 informers in the town&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|65&lt;br /&gt;
|Detecting the Dwarven tail, creative bribe and avoiding a fight&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|55&lt;br /&gt;
|Detecting the Dwarven tail, avoiding a fight  &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|45&lt;br /&gt;
|Discovering druid standing stones on the island &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 111 The basted barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 290 Exploring the haunted mansion, learning more about the sauhgin undwater cities and the sea gates used by the pirates from the East.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|55&lt;br /&gt;
|Saving Ricfire - again&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|60&lt;br /&gt;
|Reading the books, smooth talking the guards at the seamen&#039;s guild&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|45&lt;br /&gt;
|Battle stirges  &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|55&lt;br /&gt;
|Battle stirges, toying with [[Helga]] &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|45&lt;br /&gt;
|Dying - again this time with more style and flair... &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 110 Deer arent the only creatures who rut in the woods]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 316 Avoiding major bloodhshed in town, making their way to the haunted mansion&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Talking his way out of (or into?) a debate with Lord Solmor and impressing the house guard (lugi tossing)&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|50&lt;br /&gt;
|Saving Ricfire&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|50&lt;br /&gt;
|Creative use of mend to unstick the manor house doors&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|35&lt;br /&gt;
|Interesting use of druid charms on the wench&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|Dramatic death!&lt;br /&gt;
|60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 109 Nothing to see here, now move along]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 230 Fast talking their way past Constable Halvor, avoiding unnecessary bloodshed, discovering the location of the alchemists house.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 108 Killed by a flumph]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 145 Making it to [[Coregilia]], managing to avoid murdering all the patrons in [[the Snapping Line]] tavern&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|60&lt;br /&gt;
|Comic relief at the Market, interesting use of a flumph to kill his opponents&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|85&lt;br /&gt;
|Going above and beyond to heal a tavern full of people killed by the party&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|55&lt;br /&gt;
|Comic relief, working out a deal with Abe to fence the stolen booze&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|55&lt;br /&gt;
|Providing overwatch of the fight and keeping the party/patrons mostly in check&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|55&lt;br /&gt;
|Creative use of flatulence, trying to avoid bloodshed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 107 The Sea Hags treasure]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 145 Discovering the wreck of the Wanderlust and surviving the Sea Hag encounter&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while fighting the sea hag&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|25&lt;br /&gt;
|Obliterating the crab in one shot&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while exploring the Wanderlust&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while fighting the crabs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 106 Boating is for sailors]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 150 Recovering and repairing the boat&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|177&lt;br /&gt;
|Playing in character, making it to the boat, shark wrestling, sahuagin battle, tea bag CPR technique&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|135&lt;br /&gt;
|Saving Poison Egons life&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|150&lt;br /&gt;
|Making it to the boat, sahuagin battle&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|123&lt;br /&gt;
|Excellent banter and playing in character (enjoying breakfast)&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|145&lt;br /&gt;
|Creative use of a &amp;quot;druidic spell&amp;quot; excuse to keep Nail from exacting revenge on Poison Egon for stabbing him, dramatic death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 105 Crime doesn&#039;t pay]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |237 Surviving the tribunal and the subsequent shipwreck&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Playing in character&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 099 Blown away]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |3100  Avoiding death by dragon &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
| 200&lt;br /&gt;
|Av.&lt;br /&gt;
|-&lt;br /&gt;
| Gallandin&lt;br /&gt;
|350 &lt;br /&gt;
|Managing to learn the operation of the airship, critical hit on the dragon &amp;amp; highlord.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horin]]&lt;br /&gt;
|300 &lt;br /&gt;
|Returning flamestrike for flamestrike and critically hitting the dragon highlord&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|200 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|400&lt;br /&gt;
|Pulling a verbal rabbit out of the hat and convincing the dragon not to kill them off.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 098 Things are looking up]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1800  Meeting Eleanor and finding the airship&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
|150&lt;br /&gt;
|Good use of limited time scrounging for items needed to repair his bow.&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|200&lt;br /&gt;
|Figuring out to repair the airship while battling growing exhaustion and increasing difficulty after repeated failures&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|150&lt;br /&gt;
|Cleaning up Rimweck&#039;s mess and dealing with Eleanor&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|150&lt;br /&gt;
|Gaining insights from the old man at the coach house, detecting the glyphs over the windows and saving the party from significant injury had they gone that route&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|175&lt;br /&gt;
|Discovering something amiss the creature in the lake and oddities about the Owlbear rug/living room&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
| 200&lt;br /&gt;
|Excellent use of persuasion to convince Eleanor of the [[nobility]] and justness of the parties actions against the Baron.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 097 We shoulda formed a square...]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3107  Surviving the Red Company heavy brigade assault, learning of a potential schism between the Red Company, Rippers, and Baron&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
|375&lt;br /&gt;
|Excellent snapshot pinning the knight to the tree and playing in character even to the detriment of the party/himself.&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
| 200&lt;br /&gt;
|Lucky use of dragon breath to save himself from the knights&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|600&lt;br /&gt;
|Individual heroism, saving Ragnum and restoring him to health while riding up to him and avoiding the surrounding calvary &lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|100 &lt;br /&gt;
|Epic fail with the conjure barrage spell improved party morale!&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|100&lt;br /&gt;
|Epic fail with critical fumble and somehow not dying or being maimed. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 096 The last charge of the heavy brigade]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1370  Meeting up with the elven rangers, surviving Stirkirks suicide vest, advancing towards [[Grenvik]].&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|1100&lt;br /&gt;
|Creative use of a hidden elemental to disrupt the charge, casting an &amp;quot;angry&amp;quot; fireball&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|700&lt;br /&gt;
|Flamestrike against the calvary&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor &lt;br /&gt;
|400&lt;br /&gt;
|Calvary melee&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|400 &lt;br /&gt;
|Calvary melee&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 095 The army leaves for Grenvik]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1575 Prepping the army for its long awaited advance on [[Oleg Keep]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandin &lt;br /&gt;
|300&lt;br /&gt;
|Taking lead on establishing the defense of the town&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|450&lt;br /&gt;
|Attempting to purify the well, feeding the town, dealing with Alain&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor &lt;br /&gt;
|300&lt;br /&gt;
|Playing in character, scouting and finding the elven rangers&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|375&lt;br /&gt;
|Attempting to convince the party to choose an alternative approach to allowing the undead to defeat the Baron, playing in character&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum &lt;br /&gt;
| 500&lt;br /&gt;
|Defeating the undead hill giants, saving Rimweck and escaping the mines &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 094 Back in the saddle again]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3000XP Escaping the undead army, avoiding the effects of [[Whisper Mill]], and returning to [[Wanborne]] without losing any more civilians to rally the long awaited reinforcements from [[Knurl]].&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|600&lt;br /&gt;
|Creative use of fire to motivate the citizens to leave the tower without injuring them or being discovered.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|450&lt;br /&gt;
|Successfully navigating through the brush and hills with a wagon full of terrified civilians&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor&lt;br /&gt;
|450&lt;br /&gt;
|Good scouting and woodland lore skills&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|770&lt;br /&gt;
|Playing in character- noble leadership and self sacrifice to save the party. Amazing luck in leading away the undead and&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 093 Vellor and his gifts keep on giving]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2155XP Avoiding combat with Lord Vellor, learning more about Adious and Margaretes skillsets and intrigues, creatively opening up negotiations by the sword with Vellors army.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Lanelor       275     Keeping everyone on their toes with the professional indecisions, door repairs (crit), trying to get the party to stick to the plan&lt;br /&gt;
|-&lt;br /&gt;
|Horin  350     Playin in character, taunting the undead, charging into the frey as befitting a cleric of Clangeddin&lt;br /&gt;
|-&lt;br /&gt;
|Mourn 300    Excellent archery, keen perception, looking after the party interests, door repairs (crit)&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum 375    Retaining his composure around Vellor/avoiding combat, earning back one of the champions artifacts, good support to Horin.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 092 Breaking, entering, and nearly dying]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |840XP Discovering and recovering Adious and Margarete&#039;s stash of items, surviving the traps, making a noble stand in the tower.&lt;br /&gt;
|               2200XP Combat with the three demons&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Galinndan    200    Creative use of a lightening bolt to clear a room of poison gas&lt;br /&gt;
|-&lt;br /&gt;
|Horin    420    Holding the demon at bay&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor        500    A poor excuse for a thief but still getting away with the goods&lt;br /&gt;
|-&lt;br /&gt;
|Mourn  2   Spotting the dragon moving ahead of (fleeing?) the oncoming storm&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum       250   Saving Lanelor from being poisoned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 091 The return of the Bexley garrison]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2240XP - Defending and liberating the town from the Barons and Hobgoblin mercenary troops. Though the loss of the children robs you of the full joy of an otherwise splendid victory.&lt;br /&gt;
|-&lt;br /&gt;
|Galinndan  575    Doing his best to appease Margarete, awakening the kids, well placed fireball&lt;br /&gt;
|-&lt;br /&gt;
|Horin       420    Putting the children&#039;s interest first, trying to awaken the children, spectacularly roasting (crit) the haughty knight&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor    500    Making a great effort to convince the parents to bring their children to Galinndan, spotting the fading glyphs of the gate spell in the nick of time&lt;br /&gt;
|-&lt;br /&gt;
|Mourn      490   Spotting the returning patrol and alerting the party, excellent shooting + barrage (crit), identifying something (crit) is amiss with the murdered guards wounds&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum    475    Organizing plan to defend the town, getting some insight about Adious/Margerete&#039;s nature, trying to parlay with the noble before attacking first&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 090 The boys are back in Bexley]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2300XP Killing the envoy [[Sardume]] and making it look like someone else did it. Battling the hill giant. Returning the kidnapped children to [[Bexley]]. Discovering that some in Bexley are working with the Red Company slavers.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin 300XP Critical persuasion of the guards, staging the death of Sardume, dealing with Margarete.&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|250XP Coup-de-grasse on Sardume. Learning of the collaborators in Bexley who sold off the children into slavery.&lt;br /&gt;
|-&lt;br /&gt;
|Mourn &lt;br /&gt;
|275XP Use of stealth to gain critical hits on Sardume and the hill giant. Scouting of Bexley.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 087 Bodacious Bexley]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1700 - Making it to Bexley, learning more about the Barons buildup and threats to the realm.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandin &lt;br /&gt;
|350&lt;br /&gt;
|Percieving the residual energy of a gate spell may be the cause of Horins/Ragnums panic&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|700&lt;br /&gt;
|Taking charge while the dwarves are panicked by the creature at the mill, navigating the area around Whisper Mill&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 85 Party on]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2670 - Learning about the Red Companies trade route and favored goods, Insights about the growing demand for &amp;quot;[[Cardum]] Whisky&amp;quot; and perhaps why the Baron, Rippers, and demi-humans are fighting for the area around Oleg keep. Enabling the druid to reclaim the temple for Obad Hi.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|450&lt;br /&gt;
|Taking charge of the town, walking the perimiter. Learning more about the dragon and noticing the circling dragon in time to alert the town&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|510&lt;br /&gt;
|Dealing with the Druid Tumour and the Flan elders, working to restore the temple, buffing the party&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|450&lt;br /&gt;
|Taking charge of the elves, and discerning the race of the dragon rider&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|600&lt;br /&gt;
|Brewing a perfect ale, insight on the trade routes, (crit) creatively goading the dragon,&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 084 Summer BBQ]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2100 Milestone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 083 The party breaks up]]&lt;br /&gt;
|- No Exp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[082 Everyone wants a]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |2500 Milestone - multiple insights about the [[Ivae Orr]] elves concerns, Barons growing army, and Red Company&#039;s control of the main north south trade road from Spinecastle all the way to Knurl.Session&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 083]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|200&lt;br /&gt;
|Finding out about the dragons fight with some drow. Plotting to turn the Red Company against the Rippers, learning of the Red Companies trade with Spinecastle and Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|400&lt;br /&gt;
|Healing the troops, Plotting to turn the Red Compnay against the Rippers, learning of the Red Companies trade with Spinecastle and Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|300&lt;br /&gt;
|Fighting his urge to kill [[Lannor]] and [[Lanuhel]], learning of the elves concerns, the Barons creation of an army&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|300&lt;br /&gt;
|Attempting to parlay with the elves despite Luthaists and Lannors growing saber rattling. learning of the elves concerns, the Barons creation of an army&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 081 Bad deals and bad doors]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|960&lt;br /&gt;
|Lockpicking, stealth, defeating two guards and running off Ellison&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|960&lt;br /&gt;
|Good use of cover, spells, defeating two guards and running off Ellison&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Kruger&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 080 Once more into the breach]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|1320&lt;br /&gt;
|Defeating the guards and breaching the coach-house.&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|1320&lt;br /&gt;
|Defeating the guards and breaching the coach-house.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_151_My_sister_sends_her_regard%27s&amp;diff=4366</id>
		<title>Session 151 My sister sends her regard&#039;s</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_151_My_sister_sends_her_regard%27s&amp;diff=4366"/>
		<updated>2026-06-13T06:08:13Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 12 June 2026&lt;br /&gt;
| game_date = Late Afternoon / Evening&lt;br /&gt;
| synopsis = Session 151: The Descent of Level IV and the Hallway Ambush. The party ventured into the west shaft, executing a dangerous manual elevator descent that resulted in a catastrophic fall for Balmaris and a mechanical failure that nearly marooned the rest of the party. After hacking the lower level&#039;s database terminal, they uncovered ancient lore regarding Lexana and a dire warning about phase-shifted organisms. Seeking rest, a devastating coolant pipe rupture forced Durmen to make a heroic repair at the cost of his own health. Upon attempting to escape, the party found themselves blockaded by an automated police robot patrol. A desperate frontline breakout ended in tragedy when a brutal blow claimed the life of Durmen. The encounter concluded on a shocking cliffhanger when Lexanna herself materialized alongside the automated reinforcement grid.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 150 The Sakura Descent]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Catastrophic Drop and the Lift Anchor ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party attempting to descend into the newly exposed west shaft using a manual elevator system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The 100-Foot Plummet:&#039;&#039;&#039; As the party began their descent, Balmaris failed to properly secure his grip on the manual lift handle. He plummeted 100 feet down the vertical shaft, crashing directly into Nail on his way down. Balmaris slammed into the bottom of the pit, suffering a devastating 30 points of structural impact damage processed via the station&#039;s gravity grid tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core Counterweight:&#039;&#039;&#039; Despite the high-velocity impact of Balmaris hitting him mid-fall, Nail showcased incredible physical resolve. He managed to hold onto the handle, acting as a human anchor and preventing the rest of the lift mechanism from completely collapsing. &lt;br /&gt;
&lt;br /&gt;
=== The Corrupted Database and Centuries-Old Lore ===&lt;br /&gt;
[[File:session 151.png||thumb|Advancing into the ship]]&lt;br /&gt;
&lt;br /&gt;
After regrouping and healing, the party began investigating the strange, botanical state of the new floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Laser Security Grid:&#039;&#039;&#039; Attempting to test the security of the western door, Egon used a piece of the recently harvested Sakura root to poke through the frame. The trap triggered instantly, unleashing a beam of green lasers that incinerated the root and severely shocked and burned Egon for 20 points of damage. Undeterred, Egon successfully maintained his focus (passing a DC 10 Concentration check with a 21) and utilized a Green Key Card to bypass the locking mechanism and open the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Terminal Decryption:&#039;&#039;&#039; Durmen accessed the local databanks to scan the sector&#039;s history. The terminal logs revealed that Level 4 was completely corrupted by runaway plant life, but more shockingly, logged data showing that the elusive Lexana had been present on Level 1 centuries ago. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Phasnosh Translation:&#039;&#039;&#039; A critical reading of the scrambled terminal logs revealed a harrowing station alert: &#039;&#039;“… PHASE-SHIFTED ORGANISMS HAVE CONSUMED (NOSHED) THE … DO NOT INITIATE…”&#039;&#039;. The party realized that the legendary &amp;quot;Phasnosh&amp;quot; technology they had been tracking was a linguistic misunderstanding of corrupted data—the computer was actually warning them that Phase-Shifted creatures had literally eaten through the facility&#039;s localized infrastructure, a failure that immediately triggered the opening of the facility&#039;s volatile Froghemoth Incubation Cells.&lt;br /&gt;
&lt;br /&gt;
=== Ruptured Coolant and the Maximum Dose ===&lt;br /&gt;
&lt;br /&gt;
Desperate to recover their health pools, the party attempted to lock down a small room to take a short rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pipe Burst:&#039;&#039;&#039; Egon relocked the laser door to secure the perimeter. Two hours into their rest, an industrial coolant pipe suddenly ruptured, spraying the room with high-pressure toxic runoff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fatal Mending:&#039;&#039;&#039; Durmen stepped forward immediately to magically seal the breach using the &#039;&#039;Mending&#039;&#039; cantrip. While he successfully repaired the pipe, the tight quarters forced him to inhale a massive, lethal amount of the escaping coolant cloud, causing him to suffer the absolute maximum toxic damage possible.&lt;br /&gt;
&lt;br /&gt;
=== The Robot Blockade and the Death of Durmen ===&lt;br /&gt;
&lt;br /&gt;
Realizing the room was a hazard, the party attempted to use the elevator to flee back up the shaft, but the lift failed again. Aldran and Nail scaled to the top, with Aldran catching Egon mid-fall as the rest of the party scrambled up the bulkheads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gathering Swarm:&#039;&#039;&#039; Sneaking into the eastern room—a clean communal kitchen containing a single crate with a standard uniform and vats of dried oatmeal food—Durmen spotted a heavily armored Police Robot patrolling the hall. The party elected to wait them out, but an hour later, Egon perceived that the lone guard had multiplied into a full mechanical blockade outside the doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Ordered Shawarma?:&#039;&#039;&#039; Left with no choice but to fight their way out, Aldran busted open the door with a battle cry. Durmen stepped directly into the hallway and unleashed a devastating &#039;&#039;Lightning Bolt&#039;&#039; down the line of robots, noting that the electricity seemed to disrupt their systems far more than normal damage. Aldran followed up with two rapid melee strikes, but his steel weapon blunted uselessly against their heavy armor plating. Before the rest of the party could push into the bottleneck, a Police Robot retaliated, killing Durmen on the spot with a single, brutal blow.&lt;br /&gt;
&lt;br /&gt;
=== Unstable Vitality and the Sister&#039;s Regards ===&lt;br /&gt;
&lt;br /&gt;
As the frontline degenerated into a meatgrinder, Aldran&#039;s primal instincts took over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cosmic Siphon:&#039;&#039;&#039; Triggering his Unstable Backlash feature, Aldran&#039;s wild magic erupted into a flash of brilliant cosmic light. Siphoning pure vitality amidst the chaos, Aldran successfully channeled waves of protective temporary hit points (rolling sequential bursts of 2, 4, and 6) to keep himself standing against the automated onslaught that had just claimed Durmen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cliffhanger:&#039;&#039;&#039; Just as the party prepared to adapt to the robots&#039; armor, footsteps echoed from the eastern hallway. Materializing from the shadows alongside a fresh automated police guard stood Lexanna herself. Surveying the bloodied party and the fallen druid, she offered a cold, mocking smile: &#039;&#039;&amp;quot;Nice to see you boys. My sister sends her regards.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| treasure = Static-Discharge Glove, Cray-Cell Lantern, Suel Inertia-Belt, Gravity-Boots, Mercury-Grenade (All verified as corrupted Phase-Shifted variants altered by the facility&#039;s runaway biological life).&lt;br /&gt;
| key_npcs = Police Robot Patrol Grid, Lexanna (Present &amp;amp; Historical Log Entry).&lt;br /&gt;
| tasks = Survive the hallway ambush against Lexanna and her remaining automated robotic units. Recover or secure the body of Durmen Tredan. Investigate the newly opened Froghemoth Incubation Cells.&lt;br /&gt;
| rumors = Lexanna&#039;s explicit mention of her sister confirms a wider family cabal or a synchronized conspiracy directing the station&#039;s security protocols across multiple decks. }}&lt;br /&gt;
==== ⚠️ SESSION 152 STATUS CARRYOVER ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Aldran&#039;&#039;&#039; || Raging / Wild Surge Active || Currently siphoning radiant temporary HP from an active Backlash; weapons blunted against robot armor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Egon&#039;&#039;&#039; || Battered / Concentrating || Heavily scorched by green laser trap; successfully maintained concentration (rolled 21).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Low Resources || Spell slots heavily depleted after casting Mass Cure Wounds and Healing Word post-fall.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Durmen&#039;&#039;&#039; || Deceased || Killed in action by a Police Robot standard melee attack in the eastern hallway.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_151_My_sister_sends_her_regard%27s&amp;diff=4365</id>
		<title>Session 151 My sister sends her regard&#039;s</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_151_My_sister_sends_her_regard%27s&amp;diff=4365"/>
		<updated>2026-06-13T06:05:43Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 12 June 2026&lt;br /&gt;
| game_date = Late Afternoon / Evening&lt;br /&gt;
| synopsis = Session 151: The Descent of Level IV and the Hallway Ambush. The party ventured into the west shaft, executing a dangerous manual elevator descent that resulted in a catastrophic fall for Balmaris and a mechanical failure that nearly marooned the rest of the party. After hacking the lower level&#039;s database terminal, they uncovered ancient lore regarding Lexana and a dire warning about phase-shifted organisms. Seeking rest, a devastating coolant pipe rupture forced Durmen to make a heroic repair at the cost of his own health. Upon attempting to escape, the party found themselves blockaded by an automated police robot patrol. A desperate frontline breakout ended in tragedy when a brutal blow claimed the life of Durmen. The encounter concluded on a shocking cliffhanger when Lexanna herself materialized alongside the automated reinforcement grid.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 150 The Sakura Descent]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Catastrophic Drop and the Lift Anchor ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party attempting to descend into the newly exposed west shaft using a manual elevator system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The 100-Foot Plummet:&#039;&#039;&#039; As the party began their descent, Balmaris failed to properly secure his grip on the manual lift handle. He plummeted 100 feet down the vertical shaft, crashing directly into Nail on his way down. Balmaris slammed into the bottom of the pit, suffering a devastating 30 points of structural impact damage processed via the station&#039;s gravity grid tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core Counterweight:&#039;&#039;&#039; Despite the high-velocity impact of Balmaris hitting him mid-fall, Nail showcased incredible physical resolve. He managed to hold onto the handle, acting as a human anchor and preventing the rest of the lift mechanism from completely collapsing. &lt;br /&gt;
&lt;br /&gt;
=== The Corrupted Database and Centuries-Old Lore ===&lt;br /&gt;
[[:File:session 151.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
After regrouping and healing, the party began investigating the strange, botanical state of the new floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Laser Security Grid:&#039;&#039;&#039; Attempting to test the security of the western door, Egon used a piece of the recently harvested Sakura root to poke through the frame. The trap triggered instantly, unleashing a beam of green lasers that incinerated the root and severely shocked and burned Egon for 20 points of damage. Undeterred, Egon successfully maintained his focus (passing a DC 10 Concentration check with a 21) and utilized a Green Key Card to bypass the locking mechanism and open the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Terminal Decryption:&#039;&#039;&#039; Durmen accessed the local databanks to scan the sector&#039;s history. The terminal logs revealed that Level 4 was completely corrupted by runaway plant life, but more shockingly, logged data showing that the elusive Lexana had been present on Level 1 centuries ago. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Phasnosh Translation:&#039;&#039;&#039; A critical reading of the scrambled terminal logs revealed a harrowing station alert: &#039;&#039;“… PHASE-SHIFTED ORGANISMS HAVE CONSUMED (NOSHED) THE … DO NOT INITIATE…”&#039;&#039;. The party realized that the legendary &amp;quot;Phasnosh&amp;quot; technology they had been tracking was a linguistic misunderstanding of corrupted data—the computer was actually warning them that Phase-Shifted creatures had literally eaten through the facility&#039;s localized infrastructure, a failure that immediately triggered the opening of the facility&#039;s volatile Froghemoth Incubation Cells.&lt;br /&gt;
&lt;br /&gt;
=== Ruptured Coolant and the Maximum Dose ===&lt;br /&gt;
&lt;br /&gt;
Desperate to recover their health pools, the party attempted to lock down a small room to take a short rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pipe Burst:&#039;&#039;&#039; Egon relocked the laser door to secure the perimeter. Two hours into their rest, an industrial coolant pipe suddenly ruptured, spraying the room with high-pressure toxic runoff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fatal Mending:&#039;&#039;&#039; Durmen stepped forward immediately to magically seal the breach using the &#039;&#039;Mending&#039;&#039; cantrip. While he successfully repaired the pipe, the tight quarters forced him to inhale a massive, lethal amount of the escaping coolant cloud, causing him to suffer the absolute maximum toxic damage possible.&lt;br /&gt;
&lt;br /&gt;
=== The Robot Blockade and the Death of Durmen ===&lt;br /&gt;
&lt;br /&gt;
Realizing the room was a hazard, the party attempted to use the elevator to flee back up the shaft, but the lift failed again. Aldran and Nail scaled to the top, with Aldran catching Egon mid-fall as the rest of the party scrambled up the bulkheads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gathering Swarm:&#039;&#039;&#039; Sneaking into the eastern room—a clean communal kitchen containing a single crate with a standard uniform and vats of dried oatmeal food—Durmen spotted a heavily armored Police Robot patrolling the hall. The party elected to wait them out, but an hour later, Egon perceived that the lone guard had multiplied into a full mechanical blockade outside the doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Ordered Shawarma?:&#039;&#039;&#039; Left with no choice but to fight their way out, Aldran busted open the door with a battle cry. Durmen stepped directly into the hallway and unleashed a devastating &#039;&#039;Lightning Bolt&#039;&#039; down the line of robots, noting that the electricity seemed to disrupt their systems far more than normal damage. Aldran followed up with two rapid melee strikes, but his steel weapon blunted uselessly against their heavy armor plating. Before the rest of the party could push into the bottleneck, a Police Robot retaliated, killing Durmen on the spot with a single, brutal blow.&lt;br /&gt;
&lt;br /&gt;
=== Unstable Vitality and the Sister&#039;s Regards ===&lt;br /&gt;
&lt;br /&gt;
As the frontline degenerated into a meatgrinder, Aldran&#039;s primal instincts took over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cosmic Siphon:&#039;&#039;&#039; Triggering his Unstable Backlash feature, Aldran&#039;s wild magic erupted into a flash of brilliant cosmic light. Siphoning pure vitality amidst the chaos, Aldran successfully channeled waves of protective temporary hit points (rolling sequential bursts of 2, 4, and 6) to keep himself standing against the automated onslaught that had just claimed Durmen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cliffhanger:&#039;&#039;&#039; Just as the party prepared to adapt to the robots&#039; armor, footsteps echoed from the eastern hallway. Materializing from the shadows alongside a fresh automated police guard stood Lexanna herself. Surveying the bloodied party and the fallen druid, she offered a cold, mocking smile: &#039;&#039;&amp;quot;Nice to see you boys. My sister sends her regards.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| treasure = Static-Discharge Glove, Cray-Cell Lantern, Suel Inertia-Belt, Gravity-Boots, Mercury-Grenade (All verified as corrupted Phase-Shifted variants altered by the facility&#039;s runaway biological life).&lt;br /&gt;
| key_npcs = Police Robot Patrol Grid, Lexanna (Present &amp;amp; Historical Log Entry).&lt;br /&gt;
| tasks = Survive the hallway ambush against Lexanna and her remaining automated robotic units. Recover or secure the body of Durmen Tredan. Investigate the newly opened Froghemoth Incubation Cells.&lt;br /&gt;
| rumors = Lexanna&#039;s explicit mention of her sister confirms a wider family cabal or a synchronized conspiracy directing the station&#039;s security protocols across multiple decks. }}&lt;br /&gt;
==== ⚠️ SESSION 152 STATUS CARRYOVER ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Aldran&#039;&#039;&#039; || Raging / Wild Surge Active || Currently siphoning radiant temporary HP from an active Backlash; weapons blunted against robot armor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Egon&#039;&#039;&#039; || Battered / Concentrating || Heavily scorched by green laser trap; successfully maintained concentration (rolled 21).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Low Resources || Spell slots heavily depleted after casting Mass Cure Wounds and Healing Word post-fall.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Durmen&#039;&#039;&#039; || Deceased || Killed in action by a Police Robot standard melee attack in the eastern hallway.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=File:Session_151.png&amp;diff=4364</id>
		<title>File:Session 151.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=File:Session_151.png&amp;diff=4364"/>
		<updated>2026-06-13T06:04:38Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_151_My_sister_sends_her_regard%27s&amp;diff=4363</id>
		<title>Session 151 My sister sends her regard&#039;s</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_151_My_sister_sends_her_regard%27s&amp;diff=4363"/>
		<updated>2026-06-13T06:00:04Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Created page with &amp;quot;{{Session | campaign = Echos of Lhynn | session_date = 12 June 2026 | game_date = Late Afternoon / Evening | synopsis = Session 151: The Descent of Level IV and the Hallway Ambush. The party ventured into the west shaft, executing a dangerous manual elevator descent that resulted in a catastrophic fall for Balmaris and a mechanical failure that nearly marooned the rest of the party. After hacking the lower level&amp;#039;s database terminal, they uncovered ancient lore regarding...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 12 June 2026&lt;br /&gt;
| game_date = Late Afternoon / Evening&lt;br /&gt;
| synopsis = Session 151: The Descent of Level IV and the Hallway Ambush. The party ventured into the west shaft, executing a dangerous manual elevator descent that resulted in a catastrophic fall for Balmaris and a mechanical failure that nearly marooned the rest of the party. After hacking the lower level&#039;s database terminal, they uncovered ancient lore regarding Lexana and a dire warning about phase-shifted organisms. Seeking rest, a devastating coolant pipe rupture forced Durmen to make a heroic repair at the cost of his own health. Upon attempting to escape, the party found themselves blockaded by an automated police robot patrol. A desperate frontline breakout ended in tragedy when a brutal blow claimed the life of Durmen. The encounter concluded on a shocking cliffhanger when Lexanna herself materialized alongside the automated reinforcement grid.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 150 The Sakura Descent]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Catastrophic Drop and the Lift Anchor ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party attempting to descend into the newly exposed west shaft using a manual elevator system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The 100-Foot Plummet:&#039;&#039;&#039; As the party began their descent, Balmaris failed to properly secure his grip on the manual lift handle. He plummeted 100 feet down the vertical shaft, crashing directly into Nail on his way down. Balmaris slammed into the bottom of the pit, suffering a devastating 30 points of structural impact damage processed via the station&#039;s gravity grid tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core Counterweight:&#039;&#039;&#039; Despite the high-velocity impact of Balmaris hitting him mid-fall, Nail showcased incredible physical resolve. He managed to hold onto the handle, acting as a human anchor and preventing the rest of the lift mechanism from completely collapsing. &lt;br /&gt;
&lt;br /&gt;
=== The Corrupted Database and Centuries-Old Lore ===&lt;br /&gt;
&lt;br /&gt;
After regrouping and healing, the party began investigating the strange, botanical state of the new floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Laser Security Grid:&#039;&#039;&#039; Attempting to test the security of the western door, Egon used a piece of the recently harvested Sakura root to poke through the frame. The trap triggered instantly, unleashing a beam of green lasers that incinerated the root and severely shocked and burned Egon for 20 points of damage. Undeterred, Egon successfully maintained his focus (passing a DC 10 Concentration check with a 21) and utilized a Green Key Card to bypass the locking mechanism and open the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Terminal Decryption:&#039;&#039;&#039; Durmen accessed the local databanks to scan the sector&#039;s history. The terminal logs revealed that Level 4 was completely corrupted by runaway plant life, but more shockingly, logged data showing that the elusive Lexana had been present on Level 1 centuries ago. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Phasnosh Translation:&#039;&#039;&#039; A critical reading of the scrambled terminal logs revealed a harrowing station alert: &#039;&#039;“… PHASE-SHIFTED ORGANISMS HAVE CONSUMED (NOSHED) THE … DO NOT INITIATE…”&#039;&#039;. The party realized that the legendary &amp;quot;Phasnosh&amp;quot; technology they had been tracking was a linguistic misunderstanding of corrupted data—the computer was actually warning them that Phase-Shifted creatures had literally eaten through the facility&#039;s localized infrastructure, a failure that immediately triggered the opening of the facility&#039;s volatile Froghemoth Incubation Cells.&lt;br /&gt;
&lt;br /&gt;
=== Ruptured Coolant and the Maximum Dose ===&lt;br /&gt;
&lt;br /&gt;
Desperate to recover their health pools, the party attempted to lock down a small room to take a short rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pipe Burst:&#039;&#039;&#039; Egon relocked the laser door to secure the perimeter. Two hours into their rest, an industrial coolant pipe suddenly ruptured, spraying the room with high-pressure toxic runoff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fatal Mending:&#039;&#039;&#039; Durmen stepped forward immediately to magically seal the breach using the &#039;&#039;Mending&#039;&#039; cantrip. While he successfully repaired the pipe, the tight quarters forced him to inhale a massive, lethal amount of the escaping coolant cloud, causing him to suffer the absolute maximum toxic damage possible.&lt;br /&gt;
&lt;br /&gt;
=== The Robot Blockade and the Death of Durmen ===&lt;br /&gt;
&lt;br /&gt;
Realizing the room was a hazard, the party attempted to use the elevator to flee back up the shaft, but the lift failed again. Aldran and Nail scaled to the top, with Aldran catching Egon mid-fall as the rest of the party scrambled up the bulkheads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gathering Swarm:&#039;&#039;&#039; Sneaking into the eastern room—a clean communal kitchen containing a single crate with a standard uniform and vats of dried oatmeal food—Durmen spotted a heavily armored Police Robot patrolling the hall. The party elected to wait them out, but an hour later, Egon perceived that the lone guard had multiplied into a full mechanical blockade outside the doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Ordered Shawarma?:&#039;&#039;&#039; Left with no choice but to fight their way out, Aldran busted open the door with a battle cry. Durmen stepped directly into the hallway and unleashed a devastating &#039;&#039;Lightning Bolt&#039;&#039; down the line of robots, noting that the electricity seemed to disrupt their systems far more than normal damage. Aldran followed up with two rapid melee strikes, but his steel weapon blunted uselessly against their heavy armor plating. Before the rest of the party could push into the bottleneck, a Police Robot retaliated, killing Durmen on the spot with a single, brutal blow.&lt;br /&gt;
&lt;br /&gt;
=== Unstable Vitality and the Sister&#039;s Regards ===&lt;br /&gt;
&lt;br /&gt;
As the frontline degenerated into a meatgrinder, Aldran&#039;s primal instincts took over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cosmic Siphon:&#039;&#039;&#039; Triggering his Unstable Backlash feature, Aldran&#039;s wild magic erupted into a flash of brilliant cosmic light. Siphoning pure vitality amidst the chaos, Aldran successfully channeled waves of protective temporary hit points (rolling sequential bursts of 2, 4, and 6) to keep himself standing against the automated onslaught that had just claimed Durmen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cliffhanger:&#039;&#039;&#039; Just as the party prepared to adapt to the robots&#039; armor, footsteps echoed from the eastern hallway. Materializing from the shadows alongside a fresh automated police guard stood Lexanna herself. Surveying the bloodied party and the fallen druid, she offered a cold, mocking smile: &#039;&#039;&amp;quot;Nice to see you boys. My sister sends her regards.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| treasure = Static-Discharge Glove, Cray-Cell Lantern, Suel Inertia-Belt, Gravity-Boots, Mercury-Grenade (All verified as corrupted Phase-Shifted variants altered by the facility&#039;s runaway biological life).&lt;br /&gt;
| key_npcs = Police Robot Patrol Grid, Lexanna (Present &amp;amp; Historical Log Entry).&lt;br /&gt;
| tasks = Survive the hallway ambush against Lexanna and her remaining automated robotic units. Recover or secure the body of Durmen Tredan. Investigate the newly opened Froghemoth Incubation Cells.&lt;br /&gt;
| rumors = Lexanna&#039;s explicit mention of her sister confirms a wider family cabal or a synchronized conspiracy directing the station&#039;s security protocols across multiple decks. }}&lt;br /&gt;
==== ⚠️ SESSION 152 STATUS CARRYOVER ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Aldran&#039;&#039;&#039; || Raging / Wild Surge Active || Currently siphoning radiant temporary HP from an active Backlash; weapons blunted against robot armor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Egon&#039;&#039;&#039; || Battered / Concentrating || Heavily scorched by green laser trap; successfully maintained concentration (rolled 21).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Low Resources || Spell slots heavily depleted after casting Mass Cure Wounds and Healing Word post-fall.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Durmen&#039;&#039;&#039; || Deceased || Killed in action by a Police Robot standard melee attack in the eastern hallway.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_151_Prep&amp;diff=4362</id>
		<title>Session 151 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_151_Prep&amp;diff=4362"/>
		<updated>2026-06-12T04:48:23Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship - Level 1]]&lt;br /&gt;
[[Crashed Spaceship - Level 3]]&lt;br /&gt;
&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Ascent to Level 1: The Broken Shaft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Observation Mezzanine / The Western Elevator Shaft (Drop Tube)[cite: 1]&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 150 The Sakura Descent]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and targeted the vertical escape routes out of the dense undergrowth.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing at the threshold of the Western Drop Tube[cite: 1]. The primary focus shifts entirely away from the botanical threats below and sharpens onto a grueling, vertical dungeon crawl straight up the elevator shaft toward the cold, militaristic environment of Level 1[cite: 1]. The challenge is mechanical and environmental: rigging a system to haul the massive, water-logged bulk of **George** upward, bypassing dead anti-gravity buffers[cite: 1], and surviving the ship&#039;s ancient automated defense grid as they near the command and residential decks.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
The vibrant, suffocating floral chambers give way to an industrial nightmare of pitch-black vertical space. The Western Drop Tube is a hollow cylinder of titanium-alloy plating stretching hundreds of feet into the upper sections of the ship[cite: 1]. The anti-gravity lift field is entirely dead[cite: 1], leaving only a backup emergency system of heavy, metallic grab handles that cycle rhythmically along a motorized track[cite: 1]. The air grows colder, sharper, and carries a distinct smell of burning insulation and long-dormant coolant systems. Far above, the flickering, harsh white light of Level 1 glints through structural safety grates.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; Heavily dependent on the party&#039;s ingenuity for this transition. While strong, his massive weight makes ascending a vertical shaft without a working lift platform highly hazardous. He requires anchoring or creative spell use to avoid a fatal plummet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automated Defense Grid (Level 1 Subsystems):&#039;&#039;&#039; An unfeeling network of localized security subroutines. Unlike the erratic botanical growth, this is a calculated, cold adversary utilizing automated turrets, forcefields, and venting systems to keep &amp;quot;unauthorized biological entities&amp;quot; from breaching the upper decks.&lt;br /&gt;
&lt;br /&gt;
== COMPLEX HAZARD: THE VERTICAL DROP TUBE ==&lt;br /&gt;
&#039;&#039;(Note: This encounter treats the entire vertical ascent as a moving, multi-layered puzzle/hazard where positioning and resource management are critical.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Shaft Mechanics !! style=&amp;quot;width:60%;&amp;quot; | Environmental &amp;amp; System Thresholds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;The Cycling Handles:&#039;&#039;&#039;&lt;br /&gt;
The backup mechanical track moves at a steady pace[cite: 1]. Climbing characters must succeed on a **DC 12 Athletics check** every 50 feet to maintain their grip without exhaustion[cite: 1]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George&#039;s Weight:&#039;&#039;&#039;&lt;br /&gt;
Any mechanical hoist rigged by the party requires a collective **DC 16 Strength check** or appropriate magical assistance (e.g., *Levitate*, *Enlarge/Reduce*) to keep from snapping ropes or slipping down the track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gravity Shear:&#039;&#039;&#039;&lt;br /&gt;
The localized gravity matrix flickers violently at irregular intervals[cite: 1], threatening to invert or drop anyone not anchored to the structural frame[cite: 1].&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;SHAFT DEFENSE SUBROUTINES&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Mechanical Hazard (Level 1 Security Liaison)&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **The Airflow Disruption:** At 100 feet up, the ship triggers an atmospheric purge. **DC 14 Strength Save** or be buffeted away from the track, falling to the next safety flange.&lt;br /&gt;
* **Laser Tripwire Grid:** At 150 feet up, a horizontal web of ruby-red defense lasers fires across the shaft. &lt;br /&gt;
* **Challenge Rating:** 6 (Group Puzzle/Combat Hazard)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;System Protocols:&#039;&#039;&#039;&lt;br /&gt;
* **Sensor Sweep:** Moving faster than 15 feet per round inside the shaft triggers localized automated defense responses from the upper bulkhead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* **Laser Grate Pulse:** +7 to hit, targets all creatures in a 10-foot vertical band. *Hit:* 22 (4d10) radiant damage.&lt;br /&gt;
* **Magnetic Brake Snap:** Forces the cycling grab handles to instantly lock and shudder[cite: 1]. Anyone holding on must make a **DC 15 Dexterity Save** or lose their grip[cite: 1].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
* Secure **George** using ropes, chains, or magical enhancements to ensure he isn&#039;t left behind or dropped back down to Deck 4 during the vertical transition.&lt;br /&gt;
* Scale the interior hull of the **Western Elevator Shaft** to reach the Level 1 airlock threshold[cite: 1].&lt;br /&gt;
* Manually override or hack the localized security junction box halfway up the shaft to disable the defensive laser arrays blocking access to the Level 1 corridors.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Static Frequency:&#039;&#039;&#039; As the party enters the lift tube, their ears ring with a high-pitched burst of static over the local intercom, followed by a cold, monotone announcement: *&amp;quot;Elevator malfunction. Level 3 containment protocols active. Upper transit restricted to military personnel.&amp;quot;*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Humming Bulkhead:&#039;&#039;&#039; A deep, low-frequency hum vibrates through the steel plates of the shaft, pulsing stronger the higher they climb, indicating a fully functional power grid active on Level 1.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mechanical Climb:&#039;&#039;&#039; Navigating the moving, cycling handles[cite: 1]. A blind leap or rapid grab across the track requires a precise roll: $10\% + (5\% \times (\text{Dexterity} - 6))$[cite: 1]. A failed roll results in a terrifying fall down the open interior shaft ($1d6$ bludgeoning damage per 10 feet fallen)[cite: 1].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mid-Shaft Splicing:&#039;&#039;&#039; Discovering a mangled maintenance access panel 100 feet up. A rogue character can pick the lock or splice the wires to temporarily reverse the cycling track, turning it into a makeshift lift for their heavy equipment and companions.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suloise Emergency Harnesses (3):&#039;&#039;&#039; Found in a rusted survival locker inside the lower shaft entry; wearing one grants advantage on checks made to climb, secure heavy loads, or resist falling in the tube.&lt;br /&gt;
* &#039;&#039;&#039;Technician&#039;s Toolkit:&#039;&#039;&#039; A set of advanced, heavy-duty tools clutched by a long-dead maintenance worker on a maintenance ledge; functions as masterwork thieves&#039; tools for interacting with high-tech systems.&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
* &#039;&#039;&#039;Cold and Metallic:&#039;&#039;&#039; Lean heavily into the transition of themes. Leave behind the wet, humid, organic descriptions of Level 3. The shaft should feel freezing, sterile, echoing, and entirely mechanical.&lt;br /&gt;
* &#039;&#039;&#039;Gritty Realism:&#039;&#039;&#039; The sheer physical toll of lifting armor, weapons, and a giant plant creature up hundreds of feet of dead space should cause immediate exhaustion on failed checks[cite: 1]. &lt;br /&gt;
* &#039;&#039;&#039;Bone-Breaking Falls:&#039;&#039;&#039; If a character loses their grip, describe the impact with the structural struts in brutal detail (shattered bones, snapping leather straps, concussive internal damage). This isn&#039;t a safe magical dungeon; it&#039;s a decaying piece of ancient military orbital hardware.&lt;br /&gt;
* &#039;&#039;&#039;The Weight of Ages:&#039;&#039;&#039; Every rivet and weld in the shaft should look built to survive an apocalypse. The technology isn&#039;t magical, but it is so advanced and ancient that it carries the heavy mythic weight of a lost empire.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters (The Vertical Shaft &amp;amp; Level 1 Threshold) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Monster Link !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [https://dndbeyond.com Radiation Hazard]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;COOLANT LEAK (RADIATION)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Effect:** Fractured conduits running parallel to the shaft vent invisible, glowing atomic energy.&lt;br /&gt;
* **Save:** **DC 15 Con Save**.&lt;br /&gt;
* **Failure:** 4d10 Radiant damage + **1 level of Exhaustion**.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [https://dndbeyond.com Rust Monster]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;RUST MONSTER VARIANT (SULOISE SCRAPPER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Lore:** An ancient, mutated variant that nests in the dark, dead recesses of elevator shafts, feeding on structural iron.&lt;br /&gt;
* **Lethality:** Clings to the track walls. It targets the party’s heavy iron armor and weapons mid-climb, corroding essential climbing gear on a successful touch attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [https://dndbeyond.com Animated Armor]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;CLEANING AUTOMATON&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Stats:** Use Animated Armor statistics.&lt;br /&gt;
* **Tactics:** Creeps along maintenance rails on the shaft walls. It views ropes and climbing pitons as &amp;quot;debris&amp;quot; and systematically moves to cut them with internal pneumatic shears.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [https://dndbeyond.com Intellect Devourer]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;CEREBRAL PARASITE&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Devour Intellect:** Target must succeed on a DC 12 Int save or have their Int score reduced to 0, becoming stunned mid-climb.&lt;br /&gt;
* **Body Thief:** Attempts to take control of an incapacitated climber, threatening to force them to let go of the ladder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [https://dndbeyond.com Shield Guardian]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (THE JANITOR)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Stats:** Use Shield Guardian stats, but replace its heavy fists with high-voltage Stun Batons.&lt;br /&gt;
* **Save:** **DC 15 Con Save** on a hit or be Stunned until the end of its next turn, dropping from the handles if not secured by a harness.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [https://dndbeyond.com Reverse Gravity]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL ZONE&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Damage:** A localized malfunction causes a violent, instantaneous 180-degree gravity shift inside a 30-foot section of the tube[cite: 1]. **5d6 falling damage** upward or downward as targets slam into crossbeams and emergency machinery[cite: 1].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Price of Progress:&#039;&#039;&#039; The steep physical cost of moving through a world built on forgotten tech, where simple vertical movement requires precision engineering and grueling labor.&lt;br /&gt;
* &#039;&#039;&#039;The Shift in Power:&#039;&#039;&#039; Leaving behind the primeval, feral law of the jungle decks and entering the cold, calculated, and defensive paradigm of the ancient ship&#039;s command centers.&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
With a final, desperate heave, the party reaches the top lip of the shaft and clears the final maintenance platform. Before you stands the massive, pressure-sealed blast doors of Level 1. Suddenly, a heavy hydraulic thud echoes through the metal beneath your feet. The mechanical grab handles inside the shaft lock up completely with a violent screech of shearing iron[cite: 1]. The dim crimson emergency lights snap off, replaced instantly by a blinding, sterile white illumination from the corridor ceiling. Across the threshold, a row of concealed defensive slits slides open, and the cold, whirring optical sensors of automated security turrets click into place, tracking your movement. A distorted, digital Suloise voice booms down the hall: *&amp;quot;Ascent unauthorized. Armed quarantine response engaged.&amp;quot;*&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_151_Prep&amp;diff=4361</id>
		<title>Session 151 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_151_Prep&amp;diff=4361"/>
		<updated>2026-06-12T04:47:05Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Created page with &amp;quot;Category:Echos of Lhynn Campaign Category:Session Prep Category:DM Info Crashed Spaceship - Level 1 Crashed Spaceship - Level 3  == The Setting and Scene == The Ascent to Level 1: The Broken Shaft  &amp;#039;&amp;#039;&amp;#039;Location:&amp;#039;&amp;#039;&amp;#039; Level III: Observation Mezzanine / The Western Elevator Shaft (Drop Tube)[cite: 1]  == Recapping the Tale == === Previous Session === Session 150 The Verdant Sentinel: Emerging from their secure rest, the party navigated the botanical an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship - Level 1]]&lt;br /&gt;
[[Crashed Spaceship - Level 3]]&lt;br /&gt;
&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Ascent to Level 1: The Broken Shaft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Observation Mezzanine / The Western Elevator Shaft (Drop Tube)[cite: 1]&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 150 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and targeted the vertical escape routes out of the dense undergrowth.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing at the threshold of the Western Drop Tube[cite: 1]. The primary focus shifts entirely away from the botanical threats below and sharpens onto a grueling, vertical dungeon crawl straight up the elevator shaft toward the cold, militaristic environment of Level 1[cite: 1]. The challenge is mechanical and environmental: rigging a system to haul the massive, water-logged bulk of **George** upward, bypassing dead anti-gravity buffers[cite: 1], and surviving the ship&#039;s ancient automated defense grid as they near the command and residential decks.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
The vibrant, suffocating floral chambers give way to an industrial nightmare of pitch-black vertical space. The Western Drop Tube is a hollow cylinder of titanium-alloy plating stretching hundreds of feet into the upper sections of the ship[cite: 1]. The anti-gravity lift field is entirely dead[cite: 1], leaving only a backup emergency system of heavy, metallic grab handles that cycle rhythmically along a motorized track[cite: 1]. The air grows colder, sharper, and carries a distinct smell of burning insulation and long-dormant coolant systems. Far above, the flickering, harsh white light of Level 1 glints through structural safety grates.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; Heavily dependent on the party&#039;s ingenuity for this transition. While strong, his massive weight makes ascending a vertical shaft without a working lift platform highly hazardous. He requires anchoring or creative spell use to avoid a fatal plummet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automated Defense Grid (Level 1 Subsystems):&#039;&#039;&#039; An unfeeling network of localized security subroutines. Unlike the erratic botanical growth, this is a calculated, cold adversary utilizing automated turrets, forcefields, and venting systems to keep &amp;quot;unauthorized biological entities&amp;quot; from breaching the upper decks.&lt;br /&gt;
&lt;br /&gt;
== COMPLEX HAZARD: THE VERTICAL DROP TUBE ==&lt;br /&gt;
&#039;&#039;(Note: This encounter treats the entire vertical ascent as a moving, multi-layered puzzle/hazard where positioning and resource management are critical.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Shaft Mechanics !! style=&amp;quot;width:60%;&amp;quot; | Environmental &amp;amp; System Thresholds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;The Cycling Handles:&#039;&#039;&#039;&lt;br /&gt;
The backup mechanical track moves at a steady pace[cite: 1]. Climbing characters must succeed on a **DC 12 Athletics check** every 50 feet to maintain their grip without exhaustion[cite: 1]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George&#039;s Weight:&#039;&#039;&#039;&lt;br /&gt;
Any mechanical hoist rigged by the party requires a collective **DC 16 Strength check** or appropriate magical assistance (e.g., *Levitate*, *Enlarge/Reduce*) to keep from snapping ropes or slipping down the track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gravity Shear:&#039;&#039;&#039;&lt;br /&gt;
The localized gravity matrix flickers violently at irregular intervals[cite: 1], threatening to invert or drop anyone not anchored to the structural frame[cite: 1].&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;SHAFT DEFENSE SUBROUTINES&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Mechanical Hazard (Level 1 Security Liaison)&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **The Airflow Disruption:** At 100 feet up, the ship triggers an atmospheric purge. **DC 14 Strength Save** or be buffeted away from the track, falling to the next safety flange.&lt;br /&gt;
* **Laser Tripwire Grid:** At 150 feet up, a horizontal web of ruby-red defense lasers fires across the shaft. &lt;br /&gt;
* **Challenge Rating:** 6 (Group Puzzle/Combat Hazard)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;System Protocols:&#039;&#039;&#039;&lt;br /&gt;
* **Sensor Sweep:** Moving faster than 15 feet per round inside the shaft triggers localized automated defense responses from the upper bulkhead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* **Laser Grate Pulse:** +7 to hit, targets all creatures in a 10-foot vertical band. *Hit:* 22 (4d10) radiant damage.&lt;br /&gt;
* **Magnetic Brake Snap:** Forces the cycling grab handles to instantly lock and shudder[cite: 1]. Anyone holding on must make a **DC 15 Dexterity Save** or lose their grip[cite: 1].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
* Secure **George** using ropes, chains, or magical enhancements to ensure he isn&#039;t left behind or dropped back down to Deck 4 during the vertical transition.&lt;br /&gt;
* Scale the interior hull of the **Western Elevator Shaft** to reach the Level 1 airlock threshold[cite: 1].&lt;br /&gt;
* Manually override or hack the localized security junction box halfway up the shaft to disable the defensive laser arrays blocking access to the Level 1 corridors.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Static Frequency:&#039;&#039;&#039; As the party enters the lift tube, their ears ring with a high-pitched burst of static over the local intercom, followed by a cold, monotone announcement: *&amp;quot;Elevator malfunction. Level 3 containment protocols active. Upper transit restricted to military personnel.&amp;quot;*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Humming Bulkhead:&#039;&#039;&#039; A deep, low-frequency hum vibrates through the steel plates of the shaft, pulsing stronger the higher they climb, indicating a fully functional power grid active on Level 1.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mechanical Climb:&#039;&#039;&#039; Navigating the moving, cycling handles[cite: 1]. A blind leap or rapid grab across the track requires a precise roll: $10\% + (5\% \times (\text{Dexterity} - 6))$[cite: 1]. A failed roll results in a terrifying fall down the open interior shaft ($1d6$ bludgeoning damage per 10 feet fallen)[cite: 1].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mid-Shaft Splicing:&#039;&#039;&#039; Discovering a mangled maintenance access panel 100 feet up. A rogue character can pick the lock or splice the wires to temporarily reverse the cycling track, turning it into a makeshift lift for their heavy equipment and companions.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suloise Emergency Harnesses (3):&#039;&#039;&#039; Found in a rusted survival locker inside the lower shaft entry; wearing one grants advantage on checks made to climb, secure heavy loads, or resist falling in the tube.&lt;br /&gt;
* &#039;&#039;&#039;Technician&#039;s Toolkit:&#039;&#039;&#039; A set of advanced, heavy-duty tools clutched by a long-dead maintenance worker on a maintenance ledge; functions as masterwork thieves&#039; tools for interacting with high-tech systems.&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
* &#039;&#039;&#039;Cold and Metallic:&#039;&#039;&#039; Lean heavily into the transition of themes. Leave behind the wet, humid, organic descriptions of Level 3. The shaft should feel freezing, sterile, echoing, and entirely mechanical.&lt;br /&gt;
* &#039;&#039;&#039;Gritty Realism:&#039;&#039;&#039; The sheer physical toll of lifting armor, weapons, and a giant plant creature up hundreds of feet of dead space should cause immediate exhaustion on failed checks[cite: 1]. &lt;br /&gt;
* &#039;&#039;&#039;Bone-Breaking Falls:&#039;&#039;&#039; If a character loses their grip, describe the impact with the structural struts in brutal detail (shattered bones, snapping leather straps, concussive internal damage). This isn&#039;t a safe magical dungeon; it&#039;s a decaying piece of ancient military orbital hardware.&lt;br /&gt;
* &#039;&#039;&#039;The Weight of Ages:&#039;&#039;&#039; Every rivet and weld in the shaft should look built to survive an apocalypse. The technology isn&#039;t magical, but it is so advanced and ancient that it carries the heavy mythic weight of a lost empire.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters (The Vertical Shaft &amp;amp; Level 1 Threshold) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Monster Link !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [https://dndbeyond.com Radiation Hazard]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;COOLANT LEAK (RADIATION)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Effect:** Fractured conduits running parallel to the shaft vent invisible, glowing atomic energy.&lt;br /&gt;
* **Save:** **DC 15 Con Save**.&lt;br /&gt;
* **Failure:** 4d10 Radiant damage + **1 level of Exhaustion**.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [https://dndbeyond.com Rust Monster]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;RUST MONSTER VARIANT (SULOISE SCRAPPER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Lore:** An ancient, mutated variant that nests in the dark, dead recesses of elevator shafts, feeding on structural iron.&lt;br /&gt;
* **Lethality:** Clings to the track walls. It targets the party’s heavy iron armor and weapons mid-climb, corroding essential climbing gear on a successful touch attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [https://dndbeyond.com Animated Armor]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;CLEANING AUTOMATON&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Stats:** Use Animated Armor statistics.&lt;br /&gt;
* **Tactics:** Creeps along maintenance rails on the shaft walls. It views ropes and climbing pitons as &amp;quot;debris&amp;quot; and systematically moves to cut them with internal pneumatic shears.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [https://dndbeyond.com Intellect Devourer]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;CEREBRAL PARASITE&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Devour Intellect:** Target must succeed on a DC 12 Int save or have their Int score reduced to 0, becoming stunned mid-climb.&lt;br /&gt;
* **Body Thief:** Attempts to take control of an incapacitated climber, threatening to force them to let go of the ladder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [https://dndbeyond.com Shield Guardian]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (THE JANITOR)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Stats:** Use Shield Guardian stats, but replace its heavy fists with high-voltage Stun Batons.&lt;br /&gt;
* **Save:** **DC 15 Con Save** on a hit or be Stunned until the end of its next turn, dropping from the handles if not secured by a harness.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [https://dndbeyond.com Reverse Gravity]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL ZONE&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* **Damage:** A localized malfunction causes a violent, instantaneous 180-degree gravity shift inside a 30-foot section of the tube[cite: 1]. **5d6 falling damage** upward or downward as targets slam into crossbeams and emergency machinery[cite: 1].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Price of Progress:&#039;&#039;&#039; The steep physical cost of moving through a world built on forgotten tech, where simple vertical movement requires precision engineering and grueling labor.&lt;br /&gt;
* &#039;&#039;&#039;The Shift in Power:&#039;&#039;&#039; Leaving behind the primeval, feral law of the jungle decks and entering the cold, calculated, and defensive paradigm of the ancient ship&#039;s command centers.&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
With a final, desperate heave, the party reaches the top lip of the shaft and clears the final maintenance platform. Before you stands the massive, pressure-sealed blast doors of Level 1. Suddenly, a heavy hydraulic thud echoes through the metal beneath your feet. The mechanical grab handles inside the shaft lock up completely with a violent screech of shearing iron[cite: 1]. The dim crimson emergency lights snap off, replaced instantly by a blinding, sterile white illumination from the corridor ceiling. Across the threshold, a row of concealed defensive slits slides open, and the cold, whirring optical sensors of automated security turrets click into place, tracking your movement. A distorted, digital Suloise voice booms down the hall: *&amp;quot;Ascent unauthorized. Armed quarantine response engaged.&amp;quot;*&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Party_Experience&amp;diff=4360</id>
		<title>Party Experience</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Party_Experience&amp;diff=4360"/>
		<updated>2026-06-12T04:31:41Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 150 The Sakura Descent]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 6,800 XP — Base Party Award for surviving the Mezzanine ambush, neutralizing the Swaying Sakura boss, and reclaiming ancient technology from its uprooted core.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Neutralize the Swaying Sakura (Completed); Expose the Deck 4 Operational Elevator (Completed); Salvage the Phasnosh Technomagic Core (Completed).&amp;lt;br /&amp;gt;&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Return to the Upper Deck to Test the Red Key; Determine how to operate the Phasnosh Elevator; Escort George to the 3rd Level Garden.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 750&lt;br /&gt;
| &#039;&#039;&#039;The Uprooter:&#039;&#039;&#039; Consumed a Frost Giant potion to engage in a brutal wrestling match with the Sakura. Successfully shoved the 210 HP boss off the Mezzanine edge and burned a last-second &#039;&#039;Misty Step&#039;&#039; to escape its final, fatal grasp.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;(Absent / Non-combatant this session)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;(Held the rearguard / Managed logistics with George)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Steel Anchor:&#039;&#039;&#039; Endured a brutal surprise assault from metal-shredding branches and survived being repeatedly slammed into the steel deck plates before executing a clutch &#039;&#039;Misty Step&#039;&#039; to break the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Demolitionist:&#039;&#039;&#039; Unleashed a massive, fire-vulnerability-triggering spell barrage early on. Later triggered a spectacular critical fumble with a stray &#039;&#039;Guiding Bolt&#039;&#039; that completely shattered the structural glass floor to create a chaotic battlefield distraction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 148 The Verdant Sentinel]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
4,210 XP — Base Party Award for the peaceful resolution and recruitment of George the Shambling Mound, the defeat of the Titanic Tri-Flower Frond, and discovering the Cherry Blossom sector.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Overcome the Green Room Sentinel (Completed); Negotiate with the Shambling Gardener (Completed).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Locate the Emerald Green Door Key; Escort George to the 3rd Level Garden; Investigate the &amp;quot;Artificial Light&amp;quot; source.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;The Lumberjack:&#039;&#039;&#039; Provided the final heavy melee strikes needed to fell the Titanic Frond after the magical barrage, hacking through the main trunk with his axe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Defoliator:&#039;&#039;&#039; Unleashed a devastating elemental combo of &#039;&#039;Fireball&#039;&#039; and &#039;&#039;Lightning Bolt&#039;&#039; to neutralize the plant creature’s regenerative traits and successfully wilt it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;The Green Whisperer:&#039;&#039;&#039; Successfully used &#039;&#039;Speak with Plants&#039;&#039; to turn a potentially lethal Shambling Mound encounter into a social victory. Managed the party&#039;s botanical logistics.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;Diving Smite:&#039;&#039;&#039; Charged the Titanic Frond head-on, delivering a high-impact Divine Smite to draw its attention away from the snared George.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 550&lt;br /&gt;
| &#039;&#039;&#039;The Shredder:&#039;&#039;&#039; Despite the Mangled Arm penalty, maintained concentration on a &#039;&#039;Blade Barrier&#039;&#039; that dealt a massive 39 points of damage, effectively thinning the Frond&#039;s defenses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 147 The Tossing of the Salad]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
5,000 XP — Base Party Award for defeating the 4th wave of Vegepygmies, escaping the Entrance Level, and discovering the locations of the Orange Key Cards.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Escape the Spore-Network Ambush (Completed); Secure the Storage Room (Completed).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Track the moving Orange Key Card on Level III; Stabilize Balmaris’s mangled arm; Decipher the 14th Year Protocol.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Iron Will:&#039;&#039;&#039; Successfully rolled a 19 on a Death Save after taking a spear-crit to the chest. Led the &amp;quot;Float&amp;quot; down the elevator shaft while still at critical HP.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Decoder:&#039;&#039;&#039; Successfully hacked the sequence lock on the sliding doors and used &#039;&#039;Comprehend Languages&#039;&#039; to extract the Fireball Formula and the 14th Year Protocol logs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;Salad Tosser MVP:&#039;&#039;&#039; Landed a Natural 20 (83 Crit) with his quarterstaff to stun the pygmy leader. Kept the party alive with a 5th-level &#039;&#039;Mass Cure Wounds&#039;&#039; during the retreat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 300&lt;br /&gt;
| &#039;&#039;&#039;The Slip-Step:&#039;&#039;&#039; Used &#039;&#039;Misty Step&#039;&#039; to initiate the party’s escape from the North Room. Survived a Critical Fumble and a Riposte miss during the most intense part of the melee.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 350&lt;br /&gt;
| &#039;&#039;&#039;The Barrier:&#039;&#039;&#039; Wiped out 6 Vegepygmies with a single &#039;&#039;Blade Barrier&#039;&#039; cast. Managed the tactical retreat while suffering from a &amp;quot;Mangled Arm&amp;quot; critical injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 146 Jurassic Distraction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
4,000 XP - Total party award for surviving the massive Vegepygmy ambush and successfully barricading the Reactor Room. (800 XP base per player).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Survive the Main Level Ambush (Completed);&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Locate and rescue Nail and Balmaris; Recover within the Reactor Room; Find a way to bypass the mold-kin horde.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 850&lt;br /&gt;
| &#039;&#039;&#039;Meat Sack Savior:&#039;&#039;&#039; Despite a self-inflicted critical injury, successfully recovered and hauled a dying Durmen to safety while Raging.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| &#039;&#039;&#039;Tactical Illusionist:&#039;&#039;&#039; Effectively stalled the horde with the &amp;quot;Jurassic Distraction&amp;quot; and burned high-level slots (Ice Knife) to thin the pack. Sacrificed a dagger to seal the door.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| &#039;&#039;&#039;The Spore Shield:&#039;&#039;&#039; Held the hallway with Symbiotic Entity and provided critical mid-retreat healing. Executed the final door-slam kill to secure the room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;Presumed Captured:&#039;&#039;&#039; Awarded partial &amp;quot;survival&amp;quot; XP for the initial engagement before being separated.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;Presumed Captured:&#039;&#039;&#039; Awarded partial &amp;quot;survival&amp;quot; XP for the initial engagement before being separated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 145 Bad Kitties of the Barrier Peaks]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
3,500 XP - Total party award for neutralizing the Displacer Beast pack and managing critical fumbles/injuries under pressure. (700 XP base per player).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Neutralize local predators (Completed: 5/5 Displacer Beasts slain);&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Descend the elevator to the lower levels; Find a cure for Balmaris&#039; mangled arm.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Heavy Hitter: Secured two kills using Rage and Savage Attacker.&lt;br /&gt;
Wild Magic Surge: Successfully utilized retaliation force damage and summoned a tactical Flumph.&lt;br /&gt;
|-&lt;br /&gt;
| [[Poision Egon]]&lt;br /&gt;
| 700&lt;br /&gt;
| Tactical Support: Cast &#039;&#039;Protection from Poison&#039;&#039; and &#039;&#039;Confusion&#039;&#039;, neutralizing one beast.&lt;br /&gt;
Narrative Flavour: Provided the &amp;quot;Dolphin Orgy&amp;quot; analysis and performed the final &amp;quot;mooning.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 900&lt;br /&gt;
| Versatile Caster: Secured two kills, including the final beast with a 5th-level &#039;&#039;Magic Missile&#039;&#039;.&lt;br /&gt;
Preparation: Provided party buffs with &#039;&#039;Darkvision&#039;&#039; and &#039;&#039;Mage Armor&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 800&lt;br /&gt;
| Divine Wrath: Secured one kill with a 5th-level &#039;&#039;Inflict Wounds&#039;&#039;.&lt;br /&gt;
Battle Scarred: Continued fighting despite a massive critical hit and a mangled arm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 600&lt;br /&gt;
| Damage Sponge: Held the front line against initial attacks.&lt;br /&gt;
The Long Wait: Survived being stunned for 6 rounds without being downed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 144 The Golden Ticket to a Glowing Grave]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
4,500 XP - The party successfully negotiated the departure of Robo Dame, bypassed a potentially lethal security encounter with a Maintenance Droid, navigated the derelict recreational sector, and secured a high-clearance medical annex.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Investigate &amp;quot;[[Project Sentience]]&amp;quot; (Completed: Found 244 IE Videric Lore); &lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Identify the &amp;quot;Sparkling&amp;quot; toxin; Decrypt the L. Brightshore iPad.&lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Provided critical morale/comedic relief with the &amp;quot;Golden Ticket&amp;quot; song (500). &lt;br /&gt;
Found the Orange Keycard and &amp;quot;Beauty&amp;quot; paste (400). &lt;br /&gt;
Performed a successful medical diagnosis identifying the &amp;quot;Sparkling&amp;quot; spores as lethal radiation (600).&lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 1,300 &lt;br /&gt;
| Critical success! Safely manipulated the trapped skeletal remains/guard-summoning device without triggering an alarm (600). &lt;br /&gt;
Successfully salvaged parts from the Phasnosh pistol (400). &lt;br /&gt;
Coordinated the pinball looting (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 900 &lt;br /&gt;
| Performed an Arcana/Medicine investigation on the &amp;quot;Beauty Paste&amp;quot; (300). &lt;br /&gt;
Secured the Northeast door during the room sweep (300). &lt;br /&gt;
Assisted in the historical analysis of the Videric coins (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 800 &lt;br /&gt;
| Maintained defensive overwatch while the party looted the game room (400). &lt;br /&gt;
Provided tactical assessment of the voice-activated terminal in the Orange Room (400).&lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| First to observe the &amp;quot;sparkling&amp;quot; nature of the fungi while under physical duress (400). &lt;br /&gt;
Breached ancient gaming machines to recover historical currency (300). &lt;br /&gt;
Maintained the barricade during the initial room sweep (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 143 The Airlock Escape and the Gaseous Cloud]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
5,500 XP - The party navigated a spore-choked gauntlet, survived a lethal ambush by a Vegepygmy Chieftain and Berserk Android, and successfully executed a high-stakes retreat into a secured airlock. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
Track Lexana Brightshore; investigate the &amp;quot;Stabilized Anomaly&amp;quot;,&lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,400 &lt;br /&gt;
| Clutch casting of Gaseous Form on Nail to bypass the doorway blockage (600), utilized Symbiotic Entity and Halo of Spores to hold the line (400), and successfully navigated the retreat while maintaining necrotic pressure (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 1,200 &lt;br /&gt;
| Delivered the &amp;quot;Angry Strike&amp;quot; (Dirty 20) to sever the pygmy jamming the door (500), used Silent Image (Ankylosaurus) to panic 6 pygmies and buy time (400), and provided covering fire with Eldritch Blast (300). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,100 &lt;br /&gt;
| Utilized Channel Divinity: Preserve Life to heal the battered party for 35 HP (400), cast Protection from Poison to stabilize the rearguard (400), and assisted in pushing the vegepygmy remains from the airlock seal (300). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 800 &lt;br /&gt;
| Assisted in moving the unconscious pygmy off of Nail to clear the path (400), and utilized Magic Missiles to suppress the pursuing Pygmy Warriors (400). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 600 &lt;br /&gt;
| Survived a devastating Critical Hit and &amp;quot;Not that arm!&amp;quot; injury (300), successfully coordinated with Egon for a gaseous retreat while under extreme physical duress (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 142 The Robot Gauntlet and Egon&#039;s Tripping Jokes]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,000 XP - The party survived a massive, multi-front engagement against a Vegepygmy gang, aided a damaged Police Robot, and successfully utilized area-of-effect spells to force a stalemate. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Navigate the West corridor ambush; protect party members from lethal Vegepygmy spear attacks; contain the fungal and robotic threats. &lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Critical use of Entangle spells to freeze the multi-front battlefield including 12 targets (700), sprinted to keep pace with the pursuit droid resulting in 1 Exhaustion (300), and utilized Burning Hands for effective area damage (500). &lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,300 &lt;br /&gt;
| Successful critical bluff to avoid robot capture (400), survived a near-death experience involving multiple spear stabs and a rescue by Robo Dame (600), and provided combat fire support (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Essential use of Entangle and Chill Hand to halt the pygmy advance (400), and provided morale-boosting Christmas jokes while under the influence (400). Gained Inspiration (200). &lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 400 &lt;br /&gt;
| Successfully prioritized recovery and stabilization by taking a crucial rest in the dining room while the party engaged in combat (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 300 &lt;br /&gt;
| Provided strategic movement support and assisted in the initial navigation of the robot-controlled hallway (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 141 The Clone Revelation and The Droid&#039;s Collapse]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED &lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,500 XP - The party successfully stabilized the Robo Dame cyborg, extracted critical data regarding Lexana&#039;s origins as a Phasnosh clone, and secured high-tech armaments. &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Track Lexana Brightshore; investigate the &amp;quot;Stabilized Anomaly&amp;quot; data; survive the activation of Phasnosh purge protocols.&lt;br /&gt;
|- &lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Successfully passed the critical Arcana check on the VT100 Terminal to reveal Lexana&#039;s origins (700), utilized Mend to repair Robo Dame&#039;s exterior (400), and secured the Laser Pistol and Chronometer (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Neutralized the fleeing Vegepygmy with a Spiritual Hammer/Crossbow combination (400), spotted the hidden ID card on the cyborg (300), and provided tactical awareness during the terminal investigation (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Triggered the reactivation of Robo Dame by invoking Lexana&#039;s name (500), successfully navigated a medical trance, and utilized heightened senses to detect incoming hostiles from the East (500). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 900 &lt;br /&gt;
| Survived the Nurse Droid&#039;s brutal groin scan and curative injection (500), and successfully adapted to a state of euphoric echolocation blindness (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 700 &lt;br /&gt;
| Participated in the &amp;quot;Cyborg Sandwich&amp;quot; healing of Robo Dame (400), and utilized the brief respite to stabilize his condition following the previous combat (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 140 Axe, Syringe, and Sonic Blast: The Price of the Peak]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3,000 XP - The party successfully defeated the Vegepygmy ambush and survived the initial coordinated attack (Sonic Blast) from the two Police Robots.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Secure the chamber and locate the object needed to track Lexana. Survive the Police Robot ambush.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Received and survived the Android&#039;s bizarre curative injection (500), successfully cast Mend on &amp;quot;Robo Dame&amp;quot; (400), and utilized Ice Knife to exploit Vegepygmy vulnerability (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Maintained Bless concentration despite combat shock (300), utilized Flame Strike to counter Vegepygmy regeneration (500), and provided critical healing/support throughout the encounter (400).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Sustained critical friendly fire damage and continued combat (500), dealt continuous damage to the Vegepygmies (300), and general combat contribution (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 900&lt;br /&gt;
| Critically fumbled the Greataxe and struck Nail (0 XP for fumble, -500 penalty offset), landed a devastating critical hit on a Vegepygmy Raider (700), and successfully threw an incapacitated Vegepygmy into a Police Robot (700).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poision Egon]]&lt;br /&gt;
| 700&lt;br /&gt;
| Successfully cast Entangle to control enemies (300), utilized Inflict Wounds for decisive damage (400), and survived the robot&#039;s brutal crushing grapple (0 XP, future survival bonus applied).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the key events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 139 The Metal Peak&#039;s Embrace]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1,850 XP - The party successfully entered and navigated the first wing of the strange, metallic structure, defeated a high-level construct, and secured magical components (glowing diamond, various gems, a rectangular piece of onyx colored stained glass) necessary for deeper exploration. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue tracking Lexana Brightshore through the metallic maze to prevent her from recovering the mysterious Book of Gates. Determine the purpose of the strange dungeon and its technology.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Attempted to communicate with hostile Construct (200), successfully cast Mend to subdue the Construct (500), survived the paralyzing ray attack (300), and discovered the glowing diamond (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Ignored danger to confront the presumed Lexanna clone (300), successfully identified the non-magical nature of the attacks (300), applied Mass Healing Word under duress (200), and general combat contribution (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1,500&lt;br /&gt;
| Dealt decisive damage using Divine Smite, revealing the Construct&#039;s mechanical nature (800), sustained severe damage during melee combat (300), and general combat contribution (400).&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 0&lt;br /&gt;
| Aldran was not present for the key events of this session.&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 0&lt;br /&gt;
| Poison Egon was not present for the key events of this session.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the key events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 138 The Garrisons Respite]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,500 XP - The party successfully secured shelter with the wary fort guards, survived a magical ambush while crossing the Giants Valley, and transitioned the mission from pure survival to active reconnaissance and pursuit of Lexana Brightshore. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Infiltrate the mountains and locate the metallic structure seen in the vision. Gather intelligence on the movements of the Giant and Wizard in the area. Travel through the hostile Giant Valley.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| Key reconnaissance: spotted the Giant-like figure ahead (300), general exploration contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 300&lt;br /&gt;
| Enduring two levels of exhaustion (200), general survival contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| Successfully bluffing the fort guards to gain entrance (400), enduring exhaustion (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 400&lt;br /&gt;
| High awareness: spotted the following fort guards (300), stealth/navigation contribution across the valley (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 300&lt;br /&gt;
| Enduring cold and suffering from lack of gear (200), general exploration contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| High awareness: spotted the following guards (200), key roleplaying element showing anxiety over Delilah&#039;s harassment (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 137 Revenge of the Frost Giant]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,500 XP - The party successfully defended their camp against a highly aggressive and powerful Frost Giant, the vengeful mate of a previously defeated foe. They also survived an ambush by an unknown, magically powerful cloaked figure. This amount is awarded to each party member.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of [[Lexana Brightshore]] and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 600&lt;br /&gt;
| Pursued the Fey Eye spy (300), Coordinated attacks on the Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,300&lt;br /&gt;
| Took a Lightning Bolt meant for [[Leia]] (700 - &#039;&#039;&#039;Heroic Act&#039;&#039;&#039;), Butchered Yeti meat (300), Engaged Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| Attempted retaliation on Cloaked Figure (200), Gave the Albert Cloak to Leia (100), general combat contribution (100), recovered from spell fumble (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 500&lt;br /&gt;
| Spotting the initial Giant attack (200), Landed critical blows against Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 500&lt;br /&gt;
| Delivered critical damage to Giant (200), Butchered Yeti meat (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 800&lt;br /&gt;
| Cast Heal on Durmen (400 - &#039;&#039;&#039;Critical Healing&#039;&#039;&#039;), Cast Hunter&#039;s Mark (200), general combat contribution (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 136 Echoes of the Fallen Giant]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3,950 XP - The party navigated a brutal ambush against two formidable Yetis and a powerful Ice Devil, demonstrating courage and teamwork in a desperate fight for survival. This amount is awarded to each party member.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| Coordinated attacks against Ice Devil (200), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 500&lt;br /&gt;
| Fell in battle and revived (300), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| Revived Durmen with Mass Cure Wounds (500), successfully banished Ice Devil (400), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 600&lt;br /&gt;
| Landed sneak attack on Yeti (300), dealt damage to Ice Devil with arrows (200), engaged Yeti (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| Delivered final blow to Ice Devil (300), engaged Yeti with Halo of Spores (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| Part of valiant attack on Ice Devil (200), engaged Yetis (100), general combat contribution (100).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 135 The Chill of Despair]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 8000 XP - The party navigated a brutal ambush against two formidable yetis and a powerful Ice Devil, demonstrating courage and teamwork in a desperate fight for survival that tragically cost Durmen his life. They also dealt with the aftermath of their previous giant encounter and uncovered unsettling signs of being followed.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Part of valiant attack on Ice Devil (600), engaged Yetis (300), hit by Ice Devil spear (100), general combat contribution (300), securing Giant loot/buying eyeball (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Bought giant eyeball (100), dealt significant Magic Missile damage to Yeti (500), part of valiant attack on Ice Devil (400), engaged Yetis (300), fell in battle/sacrifice (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Attempted to banish Ice Devil twice (500), hit by Ice Devil spear (100), part of valiant attack on Ice Devil (600), engaged Yetis (300), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Landed sneak attack on Ice Devil (600), moved into position for attack (100), part of valiant attack on Ice Devil (500), engaged Yetis (300), attacked by Yeti (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Part of valiant attack on Ice Devil (700), engaged Yetis (400), hit by Ice Devil spear (100), general combat contribution (300), critically fumbled on summoned devil (100).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 134 Frozen Folly]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 5600 XP - The party navigated treacherous winter conditions, overcame the challenge of a disabled wagon, survived a devastating avalanche, and decisively defeated a frost giant and its dire wolf companions, securing valuable loot and continuing their journey north.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and encounters in the wilderness.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Lifted wagon back onto road (200), hit Giant with Eldritch Blast (400), charged into melee (300), engaged Dire Wolves (200), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Continued book studying (100), engaged in Firebolt and Magic Missile attacks against Giant (500), delivered final blow to Giant (300), engaged Dire Wolves (200), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Used healing spells to aid the party in combat (500), engaged Dire Wolves (300), general combat contribution (400), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Attempted to sneak around for backstab on Giant (400), landed Sneak Attack on Giant (300), engaged Dire Wolves with short bow (400), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Charged into melee (500), engaged Dire Wolves (400), general combat contribution (300), securing loot (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 133 The Sage, the Suitor, and the Smashed Blacksmith]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2250 XP - The party made significant progress by securing reliable transportation, gaining a valuable new ally in Lei, acquiring upgraded weaponry, and decisively resolving a confrontation with the local blacksmith, advancing their quest to discover the whereabouts of Lexana Brightshore and the mysterious book.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Discover the whereabouts of Lexana Brightshore and the mysterious book. Secure reliable transportation for continued travel.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 1000&lt;br /&gt;
| Diplomatic interaction with [[Borin]] (100), persuasive interaction with [[Berrick]] (100), decisive victory against Keelin (800).&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 700&lt;br /&gt;
| Deciphered [[Elder Theron]] &#039;s glyphs (300), charmed Lei and recruited her as an ally (300), active participation in town exploration (100).&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 700&lt;br /&gt;
| Noticed merchant guild carts (150), attempted to read Elder Theron &#039;s glyphs (150), healed Keelin after Aldran&#039;s fight (400).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 132 The sigils of the Silk Rose and Yellow Orbs]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 850 The party made a significant breakthrough, uncovering that Lexana Brightshore is alive and that both she and the sought-after book have passed through a mysterious, magically sealed door. Their investigation of the warehouse also revealed unsettling cargo bearing unfamiliar sigils, and a discovery within a marked crate hinted at something far more unusual being transported.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Discover the whereabouts of Lexana Brightshore and the mysterious book.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 365&lt;br /&gt;
| Old Woman (50), Raven (25), Deceived Guards (150) - took point on initial interaction, Talking Door (140).&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (55) - provided comic relief, Raven (25), Deceived Guards (150) - key in the deception, Talking Door (150).&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 395&lt;br /&gt;
| Old Woman (60) - focused on the crates and the rose sigil, Raven (25), Deceived Guards (150), Talking Door (160) - primary interaction, learned about &amp;quot;other portals,&amp;quot; briefly glimpsed something metallic inside the opened crate.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (50), Raven (35) - first to spot the unusual creature, Deceived Guards (150), Talking Door (145) - discerned faint glyphs.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (50), Raven (50) - neutralized the watcher, Deceived Guards (130) - less vocal, Talking Door (150) - noted the door&#039;s magical nature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 131 Whispers in the pass]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 700 The party successfully navigated the initial challenges of the mountain pass, arrived at [[Oakhaven]], gathered information about the caravans, and began investigating the ties back to the Merchant Guild of Lhynn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Investigate the unusual activity surrounding the late-night caravan in Oakhaven.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 2300&lt;br /&gt;
| Defeated the wraith in the temple, awesomely  navigated the treacherous cliffside path down the mountain.with style.&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 750&lt;br /&gt;
| Led questioning of the guard, experienced unsettling journey, participated in initial investigation.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 850&lt;br /&gt;
| Discreetly investigated the wagon, experienced unsettling journey, opened the warehouse, interacted with the elder.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 650&lt;br /&gt;
| Experienced unsettling journey, survived near-fatal fall, participated in initial investigation.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 200&lt;br /&gt;
| Experienced unsettling journey, casting water walk and sparing the party further risks of falls to an icy death, participated in initial investigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 130 Trials of Worth]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1220 The party navigated a series of magical trials designed to test their worthiness, including moral dilemmas, incorporeal healing, maze traversal, and dimensional travel, all while racing against the clock to attend a rare magic item auction.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 625&lt;br /&gt;
| Navigated maze, solved door puzzles, led investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 625&lt;br /&gt;
| Navigated maze, solved door puzzles, aided investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 625&lt;br /&gt;
| Healed spectral figure, investigated dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 625&lt;br /&gt;
| Healed spectral figure, aided investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 500&lt;br /&gt;
| Overcame moral quandary, began work to purify temple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 129 The Obsidian Flask]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2000 The party entered the [[Obsidian Flask]], navigating its social complexities and learning of a missing spellbook. They engaged in combat with a demonic patron, and then accepted a dangerous quest from the archmage [[Turgen Voxhall]] to retrieve the book, only to be trapped within a magical room.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 600&lt;br /&gt;
| Initiated and won combat, strong social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 575&lt;br /&gt;
| Paid entry, guild test, key information, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 525&lt;br /&gt;
| Guild test, social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 550&lt;br /&gt;
| Assisted in combat, social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 500&lt;br /&gt;
| Guard duty, social interaction, quest acceptance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 128 Belport]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1400 After deciphering ancient runes, navigating a magical portal, surviving a Sahuagin ambush, and successfully navigating the social complexities of Belport, the party secured lodging and accepted a new quest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Poison Egon&lt;br /&gt;
|500&lt;br /&gt;
|Deciphered and activated runestones, reactivated the portal under pressure.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen&lt;br /&gt;
|450&lt;br /&gt;
|Engaged in a complex roleplaying encounter with an old acquaintance, conducted research.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris&lt;br /&gt;
|375&lt;br /&gt;
|Provided a goodwill gesture of creating pure water.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|350&lt;br /&gt;
|Participated in combat and social encounters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 127 Lexana&#039;s Fall]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1250 After a series of stealthy maneuvers and a tense encounter with the villagers, the party clashed with the cunning sorceress Lexana Brightshore, ultimately defeating her (though not without loss) and recovered her hidden cache of magical items.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldran Stormheart]]&lt;br /&gt;
|575&lt;br /&gt;
|Showed initiative and cleverness by unmooring the boats and convincing the villagers to let them pass unmolested. Comedic relief - &amp;quot;Bravely&amp;quot; hacked at the magic mouth door.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|466&lt;br /&gt;
|Participated in combat with Lexana and explored the house, contributed to the overall party effort.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|520&lt;br /&gt;
|Engaged in combat with Lexana, was killed by her Ice Storm, but later resurrected by Poison Egon.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|650&lt;br /&gt;
|Took charge in Lexana&#039;s house, kicking down doors and pressing the action. Delivered the final blow to Lexana.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|775&lt;br /&gt;
|Provided crucial support with Inspiration and, most importantly, brought Durmen back from the dead! Animated Lexana as a zombie.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|Absent from the session or did not participate in significant actions.&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|250&lt;br /&gt;
|Participated in combat with Lexana, but was wounded and did not contribute as heavily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 126 Jailbreak]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1600 Escaping the jail and avoiding unnecessary bloodshed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|440&lt;br /&gt;
|Negotiating with Leon, conning Turgeon.repeatedly intimidating the guards, Halvor and securing Halvor&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|360&lt;br /&gt;
|Freeing the prisoners to be a distraction to distract the guards and significantly increasing the party&#039;s chances of escape&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|280&lt;br /&gt;
|Noticing the details in the jail logbook regarding Dame Yarla&#039;s apparent influence in getting prisoners released. &lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|120&lt;br /&gt;
|Scouting the exit.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|250&lt;br /&gt;
|Scouting ahead, picking locks, securing the guard and taking the tabards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 125]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 900 For escaping their cells and knocking out Constable Halvor. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|0&lt;br /&gt;
|1 Inspiration point for creative use of mend spell to splint Aldrans broken leg.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 124]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2800 Completing the quest to capture the Sea Ghost and defeat Myras cutthroats (but then released -1200XP) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|100&lt;br /&gt;
|Surviving the combat&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|500&lt;br /&gt;
|Healed Rickfire, negotiated with [[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]], healed party, participated in combat&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|400&lt;br /&gt;
|Retrieved coral key, participated in combat&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|800&lt;br /&gt;
|Participated in combat, acted as hostage&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|430&lt;br /&gt;
|Dying heroicially battling Myra/[[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]] and cinematically even if it wasn&#039;t intentional&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|300&lt;br /&gt;
|Participated in combat, wounded, healed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 123 Abandon Ship]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1877 Continuing to wear down Myras&#039;s Cutthroat&#039;s and somehow not getting wiped out in the process.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|500&lt;br /&gt;
|Barbarian rage, fighting on even when clearly outclassed (staying in character), lucky Flumph&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|500&lt;br /&gt;
|Leadership, healing of Poison Egon and Durmen, and strategic thinking&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|475&lt;br /&gt;
|Personal sacrifice and heroism&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|500&lt;br /&gt;
|Tactical brilliance, courage, and creative thinking for misty step&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|430&lt;br /&gt;
|Dying heroicially battling Myra/[[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]] and cinematically even if it wasn&#039;t intentional&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|300&lt;br /&gt;
|Resourcefulness in grabbing his severed arm and survival instinct&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 122]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2350XP Boarding the Sea Ghost, taking out some of Myras&#039;s Cutthroat&#039;s, injuring Bloody Helena and Fritof.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|525&lt;br /&gt;
|Aggressive tactics, including shoving Bloody Helena overboard, cleaving a sailor in two, and stomping on another&#039;s intestine, interposing himself between Poison Egon and Myra&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 330&lt;br /&gt;
| Healing Poison Egon, signaling Halvor&#039;s men, attacking Fritof&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 220&lt;br /&gt;
| Casting a firebolt and ice knife for great effect&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 255&lt;br /&gt;
| Straightforward but bold combat style and quick thinking, such as stomping out the fire and rushing to halt the pirate advance&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 230&lt;br /&gt;
| Clever use of the charm and spore spells&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|170&lt;br /&gt;
|Injuring Fritof and dying dramatically while trying to assist Balmaris&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 121]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1400 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|410&lt;br /&gt;
|Inspirational presence, boosting morale, combat prowess&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 410&lt;br /&gt;
| Excellent use of spell-casting, good use of cover &amp;amp; strategy, gaining an invitation to meet with Lexana Brightshore&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 230&lt;br /&gt;
| Leading the party through the treacherous bog, identifying potential dangers, helped locate hidden clues&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 220&lt;br /&gt;
| Survived a deadly encounter with an assassin, showcasing his resilience and luck.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 120]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |550XP Investigating the missing dwarves, Meeting Elder Theronk the Sage, Retrieving books from the mansio, Encountering the Dark Elf spirit&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
- Recover the books from the Alchemists Manor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|150&lt;br /&gt;
|Storing the bag of goblin heads and negotiating with Abe.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 100&lt;br /&gt;
| Guarding the library and assisting in retrieving the books.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 150&lt;br /&gt;
| Assisting Elder Theronk with recovering and mending the books. Using his knowledge to navigate the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 100&lt;br /&gt;
| Helping to transport the books and guarding the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 125&lt;br /&gt;
| Spotting the ships with the telescope and helping to transport the books.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 119]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 735XP, Identifying the magical nature of the swords, Navigating the treacherous terrain and avoiding potential ambushes, Dealing with the hostile giants and rescuing the wounded, Encountering the green dragon and navigating the town&#039;s gate guards, Resolving the conflict with the gnomes and dwarves, Interacting with [[Eira Shadowglow]] and [[Lexana Brightshore]], Rescuing the dwarven and gnome miners/jewelers&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Accepting the mission from Constable Halvor to capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|200&lt;br /&gt;
|Led the party through the giant&#039;s path, rescued the wounded, and interacted with the gnomes and dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 100&lt;br /&gt;
| Assisted in rescuing the wounded, and negotiated with the gate guards.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 250&lt;br /&gt;
| Evaluated the swords, participated in the journey, assisted in rescuing the wounded, and negotiated with Lexana.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 200&lt;br /&gt;
| Helped evaluate the swords,assisted in rescuing the wounded, and helped transport the party.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Egon&lt;br /&gt;
| 150&lt;br /&gt;
| Identified the green dragon, participated in the journey, and interacted with Eira Shadowglow.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 118]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |800XP Clearing level 1 of the mines, discovering theres a brisk trade in weapons between the pirates and hobgoblins that somehow ties back to Coregilia, finding the silk scroll and gemstones, trapping Rutgar and his group of goblins, rescuing Quinn and the other miners.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 150&lt;br /&gt;
| Healing Quinn and providing him with food/gear&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 150&lt;br /&gt;
| Spellcasting/deciphering Myra&#039;s conversation with Rutgar&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 225&lt;br /&gt;
| Discovering the entrance to another level, defeating the violet fungi, ambushing the goblins, finding the weapons cache&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 175&lt;br /&gt;
| Jamming the elevator gears&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 80&lt;br /&gt;
| Assisting Poison Egon/Durmen negotiating with Quinn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 117]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |460 Finally crossing the crevasse, interrupting the goblin and corsairs exchange at the docks, making it to the hidden harbor entrance &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
| 255&lt;br /&gt;
|Heroic action saving Ricfire from fall, comedic effects from repeated fails trying to climb up the cliff wall.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|170&lt;br /&gt;
|Good use of stealth, avoiding being spotted by the goblins, aiding party with climbing out of the&lt;br /&gt;
crevasse, aiding/healing gnomes&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 240&lt;br /&gt;
|Brutal group kill with Ice Knife spell, great attempts to climb up rope/help party out&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|255&lt;br /&gt;
| Exploration, treasure discovery, spell casting, monster control&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|230&lt;br /&gt;
|Charm spell  on hobgoblins, leaving Durmen to his fate&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|135&lt;br /&gt;
|Teamwork, near-death experience, rendering aid to Durmen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 116|Session 116]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |370XP Crossing the chasm of the ghouls and witnessing the landing of a small boat of sailors in a flooded tunnel leading to the discovery of a mysterious link between the sailors and the mine.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|335 &lt;br /&gt;
|Defeating the ghouls. Multiple critical hits on ghouls. Nice epic critical fail on the attack resulting in PTSD flashback. Comedic relief for attempting to toss Ricfire over the chasm.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|270&lt;br /&gt;
|Making it across the chasm, witnessing the sailors landing, noticing they are unloading crates on the dock, detecting the sounds of many footsteps approaching from a mine passage.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|504 &lt;br /&gt;
|Comedic relief for the spectular fails while trying to cross the chasm. Pulling Nail over the edge with him in dramatic fashion. Inspiration for calling on Divine help/for a miracle saving him from certain death as he falls into the chasm a second time. Good buffs on the party as the sailors approach their hiding locations.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|380&lt;br /&gt;
|Saving Aldrin&#039;s life. &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|220&lt;br /&gt;
|Making it across the chasm, fighting the ghoul and assisting Nail before being driven off by the approaching sailors.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 115 War Drums In The Mines]]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 114|Session 114]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |675 Helping the villagers put out the fires and starting to clean out the mines of goblins.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 113 Seriously, not another bar fight?]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |205 Surviving another bar fight, trying to minimize the damage (or legal troubles), learning about possibly shady business dealings occurring at the Empty Net&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |  Accepting the quest to return drowned sailor bodies from the deep. Assiting the dwarves with dealing with goblins in the mines.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|145&lt;br /&gt;
|Playing in character (even to party detriment), trying to persuade [[Anya]], interesting rage effects&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|135&lt;br /&gt;
|Avoiding killing blows, quick thinking with the charm Aldran spell&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|170&lt;br /&gt;
|Playing in character, trying really hard to avoid combat and finish the mend spell in spite of repeated interruptions. creative spell fumble&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|160&lt;br /&gt;
|Defending Durmen from two likely fatal attacks, defending Balmaris, avoiding killing blows&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|150&lt;br /&gt;
|Good use of spores to cover the party retreat and combat spells to defend party &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|125&lt;br /&gt;
|Distinguished combat skills with a sword, covering the party&#039;s retreat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 112 For want of a water breathing potion]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |450 Delivering the goods to Abe, gaining contacts in town, insight on the local thieves guild, meeting with the dwarves, accepting the quests&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |  Accepting the quest to return drowned sailor bodies from the deep. Assiting the dwarves with dealing with goblins in the mines.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Forming tribal bond with [[Hvitserk]], gaining 4 informers in the town&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|65&lt;br /&gt;
|Detecting the Dwarven tail, creative bribe and avoiding a fight&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|55&lt;br /&gt;
|Detecting the Dwarven tail, avoiding a fight  &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|45&lt;br /&gt;
|Discovering druid standing stones on the island &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 111 The basted barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 290 Exploring the haunted mansion, learning more about the sauhgin undwater cities and the sea gates used by the pirates from the East.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|55&lt;br /&gt;
|Saving Ricfire - again&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|60&lt;br /&gt;
|Reading the books, smooth talking the guards at the seamen&#039;s guild&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|45&lt;br /&gt;
|Battle stirges  &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|55&lt;br /&gt;
|Battle stirges, toying with [[Helga]] &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|45&lt;br /&gt;
|Dying - again this time with more style and flair... &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 110 Deer arent the only creatures who rut in the woods]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 316 Avoiding major bloodhshed in town, making their way to the haunted mansion&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Talking his way out of (or into?) a debate with Lord Solmor and impressing the house guard (lugi tossing)&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|50&lt;br /&gt;
|Saving Ricfire&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|50&lt;br /&gt;
|Creative use of mend to unstick the manor house doors&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|35&lt;br /&gt;
|Interesting use of druid charms on the wench&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|Dramatic death!&lt;br /&gt;
|60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 109 Nothing to see here, now move along]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 230 Fast talking their way past Constable Halvor, avoiding unnecessary bloodshed, discovering the location of the alchemists house.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 108 Killed by a flumph]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 145 Making it to [[Coregilia]], managing to avoid murdering all the patrons in [[the Snapping Line]] tavern&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|60&lt;br /&gt;
|Comic relief at the Market, interesting use of a flumph to kill his opponents&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|85&lt;br /&gt;
|Going above and beyond to heal a tavern full of people killed by the party&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|55&lt;br /&gt;
|Comic relief, working out a deal with Abe to fence the stolen booze&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|55&lt;br /&gt;
|Providing overwatch of the fight and keeping the party/patrons mostly in check&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|55&lt;br /&gt;
|Creative use of flatulence, trying to avoid bloodshed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 107 The Sea Hags treasure]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 145 Discovering the wreck of the Wanderlust and surviving the Sea Hag encounter&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while fighting the sea hag&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|25&lt;br /&gt;
|Obliterating the crab in one shot&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while exploring the Wanderlust&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while fighting the crabs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 106 Boating is for sailors]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 150 Recovering and repairing the boat&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|177&lt;br /&gt;
|Playing in character, making it to the boat, shark wrestling, sahuagin battle, tea bag CPR technique&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|135&lt;br /&gt;
|Saving Poison Egons life&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|150&lt;br /&gt;
|Making it to the boat, sahuagin battle&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|123&lt;br /&gt;
|Excellent banter and playing in character (enjoying breakfast)&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|145&lt;br /&gt;
|Creative use of a &amp;quot;druidic spell&amp;quot; excuse to keep Nail from exacting revenge on Poison Egon for stabbing him, dramatic death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 105 Crime doesn&#039;t pay]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |237 Surviving the tribunal and the subsequent shipwreck&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Playing in character&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 099 Blown away]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |3100  Avoiding death by dragon &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
| 200&lt;br /&gt;
|Av.&lt;br /&gt;
|-&lt;br /&gt;
| Gallandin&lt;br /&gt;
|350 &lt;br /&gt;
|Managing to learn the operation of the airship, critical hit on the dragon &amp;amp; highlord.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horin]]&lt;br /&gt;
|300 &lt;br /&gt;
|Returning flamestrike for flamestrike and critically hitting the dragon highlord&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|200 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|400&lt;br /&gt;
|Pulling a verbal rabbit out of the hat and convincing the dragon not to kill them off.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 098 Things are looking up]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1800  Meeting Eleanor and finding the airship&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
|150&lt;br /&gt;
|Good use of limited time scrounging for items needed to repair his bow.&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|200&lt;br /&gt;
|Figuring out to repair the airship while battling growing exhaustion and increasing difficulty after repeated failures&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|150&lt;br /&gt;
|Cleaning up Rimweck&#039;s mess and dealing with Eleanor&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|150&lt;br /&gt;
|Gaining insights from the old man at the coach house, detecting the glyphs over the windows and saving the party from significant injury had they gone that route&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|175&lt;br /&gt;
|Discovering something amiss the creature in the lake and oddities about the Owlbear rug/living room&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
| 200&lt;br /&gt;
|Excellent use of persuasion to convince Eleanor of the [[nobility]] and justness of the parties actions against the Baron.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 097 We shoulda formed a square...]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3107  Surviving the Red Company heavy brigade assault, learning of a potential schism between the Red Company, Rippers, and Baron&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
|375&lt;br /&gt;
|Excellent snapshot pinning the knight to the tree and playing in character even to the detriment of the party/himself.&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
| 200&lt;br /&gt;
|Lucky use of dragon breath to save himself from the knights&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|600&lt;br /&gt;
|Individual heroism, saving Ragnum and restoring him to health while riding up to him and avoiding the surrounding calvary &lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|100 &lt;br /&gt;
|Epic fail with the conjure barrage spell improved party morale!&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|100&lt;br /&gt;
|Epic fail with critical fumble and somehow not dying or being maimed. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 096 The last charge of the heavy brigade]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1370  Meeting up with the elven rangers, surviving Stirkirks suicide vest, advancing towards [[Grenvik]].&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|1100&lt;br /&gt;
|Creative use of a hidden elemental to disrupt the charge, casting an &amp;quot;angry&amp;quot; fireball&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|700&lt;br /&gt;
|Flamestrike against the calvary&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor &lt;br /&gt;
|400&lt;br /&gt;
|Calvary melee&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|400 &lt;br /&gt;
|Calvary melee&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 095 The army leaves for Grenvik]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1575 Prepping the army for its long awaited advance on [[Oleg Keep]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandin &lt;br /&gt;
|300&lt;br /&gt;
|Taking lead on establishing the defense of the town&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|450&lt;br /&gt;
|Attempting to purify the well, feeding the town, dealing with Alain&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor &lt;br /&gt;
|300&lt;br /&gt;
|Playing in character, scouting and finding the elven rangers&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|375&lt;br /&gt;
|Attempting to convince the party to choose an alternative approach to allowing the undead to defeat the Baron, playing in character&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum &lt;br /&gt;
| 500&lt;br /&gt;
|Defeating the undead hill giants, saving Rimweck and escaping the mines &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 094 Back in the saddle again]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3000XP Escaping the undead army, avoiding the effects of [[Whisper Mill]], and returning to [[Wanborne]] without losing any more civilians to rally the long awaited reinforcements from [[Knurl]].&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|600&lt;br /&gt;
|Creative use of fire to motivate the citizens to leave the tower without injuring them or being discovered.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|450&lt;br /&gt;
|Successfully navigating through the brush and hills with a wagon full of terrified civilians&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor&lt;br /&gt;
|450&lt;br /&gt;
|Good scouting and woodland lore skills&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|770&lt;br /&gt;
|Playing in character- noble leadership and self sacrifice to save the party. Amazing luck in leading away the undead and&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 093 Vellor and his gifts keep on giving]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2155XP Avoiding combat with Lord Vellor, learning more about Adious and Margaretes skillsets and intrigues, creatively opening up negotiations by the sword with Vellors army.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Lanelor       275     Keeping everyone on their toes with the professional indecisions, door repairs (crit), trying to get the party to stick to the plan&lt;br /&gt;
|-&lt;br /&gt;
|Horin  350     Playin in character, taunting the undead, charging into the frey as befitting a cleric of Clangeddin&lt;br /&gt;
|-&lt;br /&gt;
|Mourn 300    Excellent archery, keen perception, looking after the party interests, door repairs (crit)&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum 375    Retaining his composure around Vellor/avoiding combat, earning back one of the champions artifacts, good support to Horin.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 092 Breaking, entering, and nearly dying]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |840XP Discovering and recovering Adious and Margarete&#039;s stash of items, surviving the traps, making a noble stand in the tower.&lt;br /&gt;
|               2200XP Combat with the three demons&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Galinndan    200    Creative use of a lightening bolt to clear a room of poison gas&lt;br /&gt;
|-&lt;br /&gt;
|Horin    420    Holding the demon at bay&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor        500    A poor excuse for a thief but still getting away with the goods&lt;br /&gt;
|-&lt;br /&gt;
|Mourn  2   Spotting the dragon moving ahead of (fleeing?) the oncoming storm&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum       250   Saving Lanelor from being poisoned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 091 The return of the Bexley garrison]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2240XP - Defending and liberating the town from the Barons and Hobgoblin mercenary troops. Though the loss of the children robs you of the full joy of an otherwise splendid victory.&lt;br /&gt;
|-&lt;br /&gt;
|Galinndan  575    Doing his best to appease Margarete, awakening the kids, well placed fireball&lt;br /&gt;
|-&lt;br /&gt;
|Horin       420    Putting the children&#039;s interest first, trying to awaken the children, spectacularly roasting (crit) the haughty knight&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor    500    Making a great effort to convince the parents to bring their children to Galinndan, spotting the fading glyphs of the gate spell in the nick of time&lt;br /&gt;
|-&lt;br /&gt;
|Mourn      490   Spotting the returning patrol and alerting the party, excellent shooting + barrage (crit), identifying something (crit) is amiss with the murdered guards wounds&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum    475    Organizing plan to defend the town, getting some insight about Adious/Margerete&#039;s nature, trying to parlay with the noble before attacking first&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 090 The boys are back in Bexley]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2300XP Killing the envoy [[Sardume]] and making it look like someone else did it. Battling the hill giant. Returning the kidnapped children to [[Bexley]]. Discovering that some in Bexley are working with the Red Company slavers.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin 300XP Critical persuasion of the guards, staging the death of Sardume, dealing with Margarete.&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|250XP Coup-de-grasse on Sardume. Learning of the collaborators in Bexley who sold off the children into slavery.&lt;br /&gt;
|-&lt;br /&gt;
|Mourn &lt;br /&gt;
|275XP Use of stealth to gain critical hits on Sardume and the hill giant. Scouting of Bexley.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 087 Bodacious Bexley]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1700 - Making it to Bexley, learning more about the Barons buildup and threats to the realm.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandin &lt;br /&gt;
|350&lt;br /&gt;
|Percieving the residual energy of a gate spell may be the cause of Horins/Ragnums panic&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|700&lt;br /&gt;
|Taking charge while the dwarves are panicked by the creature at the mill, navigating the area around Whisper Mill&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 85 Party on]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2670 - Learning about the Red Companies trade route and favored goods, Insights about the growing demand for &amp;quot;[[Cardum]] Whisky&amp;quot; and perhaps why the Baron, Rippers, and demi-humans are fighting for the area around Oleg keep. Enabling the druid to reclaim the temple for Obad Hi.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|450&lt;br /&gt;
|Taking charge of the town, walking the perimiter. Learning more about the dragon and noticing the circling dragon in time to alert the town&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|510&lt;br /&gt;
|Dealing with the Druid Tumour and the Flan elders, working to restore the temple, buffing the party&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|450&lt;br /&gt;
|Taking charge of the elves, and discerning the race of the dragon rider&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|600&lt;br /&gt;
|Brewing a perfect ale, insight on the trade routes, (crit) creatively goading the dragon,&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 084 Summer BBQ]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2100 Milestone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 083 The party breaks up]]&lt;br /&gt;
|- No Exp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[082 Everyone wants a]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |2500 Milestone - multiple insights about the [[Ivae Orr]] elves concerns, Barons growing army, and Red Company&#039;s control of the main north south trade road from Spinecastle all the way to Knurl.Session&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 083]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|200&lt;br /&gt;
|Finding out about the dragons fight with some drow. Plotting to turn the Red Company against the Rippers, learning of the Red Companies trade with Spinecastle and Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|400&lt;br /&gt;
|Healing the troops, Plotting to turn the Red Compnay against the Rippers, learning of the Red Companies trade with Spinecastle and Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|300&lt;br /&gt;
|Fighting his urge to kill [[Lannor]] and [[Lanuhel]], learning of the elves concerns, the Barons creation of an army&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|300&lt;br /&gt;
|Attempting to parlay with the elves despite Luthaists and Lannors growing saber rattling. learning of the elves concerns, the Barons creation of an army&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 081 Bad deals and bad doors]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|960&lt;br /&gt;
|Lockpicking, stealth, defeating two guards and running off Ellison&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|960&lt;br /&gt;
|Good use of cover, spells, defeating two guards and running off Ellison&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Kruger&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 080 Once more into the breach]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|1320&lt;br /&gt;
|Defeating the guards and breaching the coach-house.&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|1320&lt;br /&gt;
|Defeating the guards and breaching the coach-house.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_150_The_Sakura_Descent&amp;diff=4359</id>
		<title>Session 150 The Sakura Descent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_150_The_Sakura_Descent&amp;diff=4359"/>
		<updated>2026-06-12T04:26:38Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 15 May 2026&lt;br /&gt;
| game_date = Midday / Afternoon&lt;br /&gt;
| synopsis = Session 150: The Sakura Descent. Following a tense recovery in the Deck 3 hallway, the party attempted to stealthily bypass a massive, predatory plant blocking the Mezzanine edge. After a failed approach triggered a lethal ambush, a chaotic slugfest erupted. Through a combination of giant strength, devastating elemental magic, and last-second teleportation spells, the party hurled the organism into the chasm below. After salvaging ancient technomagic from the tangled wreckage, they uncovered an operational elevator and elected to return to the deck above to test their keys.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 149 The Sakura Protocol]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Flawed Approach and the Shredding Roots ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party attempting to navigate the high ground of the Mezzanine to scout the predatory flora blocking their path.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Blown Stealth Check:&#039;&#039;&#039; Aldran and Nail attempted to creep silently along the industrial bulkhead to gain a better look at the massive organism. However, a failed stealth check alerted the tree, which lished out instantly with snake-like velocity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shredding Wave:&#039;&#039;&#039; Shaking violently, the tree swung shards of broken metal off its frame, shredding both frontliners. It immediately followed up by slamming its roots into the deck, tightly binding Nail and leaving him restrained.&lt;br /&gt;
&lt;br /&gt;
=== The Giant&#039;s Leverage ===&lt;br /&gt;
&lt;br /&gt;
With the party caught in a deadly bottleneck, Aldran executed a high-stakes tactical counter-offensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wild Surge:&#039;&#039;&#039; Aldran consumed a &#039;&#039;Potion of Frost Giant Strength&#039;&#039; to change his Strength score to 23 and entered a Wild Magic Rage. Rolling a teleportation surge, he instantly repositioned himself directly adjacent to the trunk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hand-to-Hand Wrestling Match:&#039;&#039;&#039; Armed with his greataxe, Aldran engaged in a brutal pushing match against the tree&#039;s trunk. Alternating heavy blows with pure physical leverage, he successfully slammed into the massive plant, shoving it back 5 feet toward the chasm edge while Balmaris kept Nail conscious with a timely &#039;&#039;Healing Word&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Shattered Glass and Misty Steps ===&lt;br /&gt;
&lt;br /&gt;
The confrontation reached a chaotic climax as stray magic compromised the structural integrity of the Mezzanine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stray Guiding Bolt:&#039;&#039;&#039; Balmaris attempted to turn the tide by unleashing a high-tier &#039;&#039;Guiding Bolt&#039;&#039;. The spell went wildly off-target, narrowly missing Nail, but the radiant energy completely shattered the reinforced glass observation flooring between the tree and the deck below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tactical Retreat:&#039;&#039;&#039; Taking immediate advantage of the smoke, shattered glass, and general distraction, Nail cast &#039;&#039;Misty Step&#039;&#039; to instantly break the tree&#039;s tight grapple and retreat out of the melee radius to safety.&lt;br /&gt;
&lt;br /&gt;
=== The 100-Foot Plunge ===&lt;br /&gt;
&lt;br /&gt;
Left alone at the ledge, Aldran delivered the final blow to the station&#039;s biological defense barrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uprooting the Sakura:&#039;&#039;&#039; Utilizing the residual power of his giant strength, Aldran delivered a steady, crushing push to the trunk, completely uprooting the Sakura&#039;s massive system and shoving it over the Mezzanine edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spiteful Snag:&#039;&#039;&#039; As the gargantuan tree toppled into the abyss to shatter on Deck 4 a full 100 feet below, it made one final, spiteful grapple, snagging Aldran&#039;s armor to drag him down into the chasm. Aldran burned his own &#039;&#039;Misty Step&#039;&#039; at the absolute last second, snapping back to the safety of the ledge as the plant plummeted.&lt;br /&gt;
&lt;br /&gt;
=== Salvaging the Core and the Route Upstairs ===&lt;br /&gt;
&lt;br /&gt;
With the tree now resting a full deck below, a gentle breeze smelling of fresh grass rose through the broken observation floor, giving the party a brief moment to catch their breath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tangled Salvage:&#039;&#039;&#039; The party began meticulously moving through and clearing out the uprooted, tangled mess of the tree&#039;s leftover root system. Tangled deep within the fibers, they discovered a handful of rare, high-tech magical items of Phasnosh origin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Exposed Shaft:&#039;&#039;&#039; Once satisfied that the area was thoroughly looted, the party noticed that the removal of the tree had fully exposed a hidden archway. Looking inside, they found an elevator shaft that still appeared to be operational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Going Up:&#039;&#039;&#039; Rather than descending immediately via the active lift, the party decided to regroup and return to the deck above so they could finally try out the red key they had previously acquired.&lt;br /&gt;
&lt;br /&gt;
| treasure = Static-Discharge Glove, Cray-Cell Lantern, Suel Inertia-Belt, Gravity-Boots, Mercury-Grenade (All salvaged from the uprooted root network).&lt;br /&gt;
| key_npcs = George, Egon.&lt;br /&gt;
| tasks = Return to the upper deck to test the Red Key. Determine how to safely navigate the newly exposed elevator shaft.&lt;br /&gt;
| rumors = The intentional placement of the Sakura over the elevator shaft suggests it was deliberately cultured to act as a living seal for the lower decks. }}&lt;br /&gt;
==== ⚠️ SESSION 151 STATUS CARRYOVER ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aldran&#039;&#039;&#039; || Exhausted / Raging || Frost Giant Strength active (1 hour remaining); spent a 2nd-level slot on Misty Step.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nail&#039;&#039;&#039; || Heavily Battered || Repeatedly slammed into the steel deck; spent a 2nd-level slot on Misty Step.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Shaken || Spells expended; unnerved by the near-miss with Guiding Bolt and the shattered floor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;George&#039;&#039;&#039; || Tactical Bottleneck || Still following; navigating around the newly created 100-foot gaping hole is a hazard.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_150_The_Sakura_Descent&amp;diff=4358</id>
		<title>Session 150 The Sakura Descent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_150_The_Sakura_Descent&amp;diff=4358"/>
		<updated>2026-06-12T04:19:08Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Adventurer moved page Session 150 to Session 150 The Sakura Descent without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 15 May 2026&lt;br /&gt;
| game_date = Midday / Afternoon&lt;br /&gt;
| synopsis = Session 150: The Sakura Descent. Following a tense recovery in the Deck 3 hallway, the party attempted to stealthily bypass a massive, predatory plant blocking the Mezzanine edge. After a failed approach triggered a lethal ambush, a chaotic slugfest erupted. Through a combination of giant strength, devastating elemental magic, and last-second teleportation spells, the party hurled the organism into the chasm below. After salvaging ancient technomagic from the wreckage, they uncovered an operational elevator and prepared to backtrack to test their newly acquired keys.&lt;br /&gt;
Continued from [[Session 149 The Sakura Protocol]] | summary =&lt;br /&gt;
=== The Flawed Approach and the Shredding Roots ===&lt;br /&gt;
The session began with the party attempting to navigate the high ground of the Mezzanine to scout the predatory flora blocking their path.&lt;br /&gt;
The Blown Stealth Check: Aldran and Nail attempted to creep silently along the industrial bulkhead to gain a better look at the massive organism. However, a failed stealth check alerted the tree, which lashed out instantly with snake-like velocity.&lt;br /&gt;
The Shredding Wave: Shaking violently, the tree swung shards of broken metal off its frame, shredding both frontliners. It immediately followed up by slamming its roots into the deck, tightly binding Nail and leaving him restrained.&lt;br /&gt;
=== The Giant&#039;s Leverage ===&lt;br /&gt;
With the party caught in a deadly bottleneck, Aldran executed a high-stakes tactical counter-offensive.&lt;br /&gt;
The Wild Surge: Aldran consumed a &#039;&#039;Potion of Frost Giant Strength&#039;&#039; to change his Strength score to 23 and entered a Wild Magic Rage. Rolling a teleportation surge, he instantly repositioned himself directly adjacent to the trunk.&lt;br /&gt;
The Hand-to-Hand Wrestling Match: Armed with his greataxe, Aldran engaged in a brutal pushing match against the tree&#039;s trunk. Alternating heavy blows with pure physical leverage, he successfully slammed into the massive plant, shoving it back 5 feet toward the chasm edge while Balmaris kept Nail conscious with a timely &#039;&#039;Healing Word&#039;&#039;.&lt;br /&gt;
=== Shattered Glass and Misty Steps ===&lt;br /&gt;
The confrontation reached a chaotic climax as stray magic compromised the structural integrity of the Mezzanine.&lt;br /&gt;
The Stray Guiding Bolt: Balmaris attempted to turn the tide by unleashing a high-tier &#039;&#039;Guiding Bolt&#039;&#039;. The spell went wildly off-target, narrowly missing Nail, but the radiant energy completely shattered the reinforced glass observation flooring between the tree and the deck below.&lt;br /&gt;
The Tactical Retreat: Taking immediate advantage of the smoke, shattered glass, and general distraction, Nail cast &#039;&#039;Misty Step&#039;&#039; to instantly break the tree&#039;s tight grapple and retreat out of the melee radius to safety.&lt;br /&gt;
=== The 100-Foot Plunge ===&lt;br /&gt;
Left alone at the ledge, Aldran delivered the final blow to the station&#039;s biological defense barrier.&lt;br /&gt;
Uprooting the Sakura: Utilizing the residual power of his giant strength, Aldran delivered a steady, crushing push to the trunk, completely uprooting the Sakura&#039;s massive system and shoving it over the Mezzanine edge.&lt;br /&gt;
The Spiteful Snag: As the gargantuan tree toppled into the abyss to shatter on Deck 4 a full 100 feet below, it made one final, spiteful grapple, snagging Aldran&#039;s armor to drag him down into the chasm. Aldran burned his own &#039;&#039;Misty Step&#039;&#039; at the absolute last second, snapping back to the safety of the ledge as the plant plummeted.&lt;br /&gt;
| treasure = Static-Discharge Glove, Cray-Cell Lantern, Suel Inertia-Belt, Gravity-Boots, Mercury-Grenade (All salvaged from the uprooted root network).&lt;br /&gt;
| key_npcs = George, Egon.&lt;br /&gt;
| tasks = Return to the upper deck to test the Red Key. Determine how to safely navigate the newly exposed elevator shaft.&lt;br /&gt;
| rumors = The intentional placement of the Sakura over the elevator shaft suggests it was deliberately cultured to act as a living seal for the lower decks. }}&lt;br /&gt;
==== ⚠️ SESSION 151 STATUS CARRYOVER ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aldran&#039;&#039;&#039; || Exhausted / Raging || Frost Giant Strength active (1 hour remaining); spent a 2nd-level slot on Misty Step.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nail&#039;&#039;&#039; || Heavily Battered || Repeatedly slammed into the steel deck; spent a 2nd-level slot on Misty Step.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Shaken || Spells expended; unnerved by the near-miss with Guiding Bolt and the shattered floor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;George&#039;&#039;&#039; || Tactical Bottleneck || Still following; navigating around the newly created 100-foot gaping hole is a hazard.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_150_The_Sakura_Descent&amp;diff=4357</id>
		<title>Session 150 The Sakura Descent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_150_The_Sakura_Descent&amp;diff=4357"/>
		<updated>2026-06-12T04:18:42Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Created page with &amp;quot;{{Session | campaign = Echos of Lhynn | session_date = 15 May 2026 | game_date = Midday / Afternoon | synopsis = Session 150: The Sakura Descent. Following a tense recovery in the Deck 3 hallway, the party attempted to stealthily bypass a massive, predatory plant blocking the Mezzanine edge. After a failed approach triggered a lethal ambush, a chaotic slugfest erupted. Through a combination of giant strength, devastating elemental magic, and last-second teleportation spe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 15 May 2026&lt;br /&gt;
| game_date = Midday / Afternoon&lt;br /&gt;
| synopsis = Session 150: The Sakura Descent. Following a tense recovery in the Deck 3 hallway, the party attempted to stealthily bypass a massive, predatory plant blocking the Mezzanine edge. After a failed approach triggered a lethal ambush, a chaotic slugfest erupted. Through a combination of giant strength, devastating elemental magic, and last-second teleportation spells, the party hurled the organism into the chasm below. After salvaging ancient technomagic from the wreckage, they uncovered an operational elevator and prepared to backtrack to test their newly acquired keys.&lt;br /&gt;
Continued from [[Session 149 The Sakura Protocol]] | summary =&lt;br /&gt;
=== The Flawed Approach and the Shredding Roots ===&lt;br /&gt;
The session began with the party attempting to navigate the high ground of the Mezzanine to scout the predatory flora blocking their path.&lt;br /&gt;
The Blown Stealth Check: Aldran and Nail attempted to creep silently along the industrial bulkhead to gain a better look at the massive organism. However, a failed stealth check alerted the tree, which lashed out instantly with snake-like velocity.&lt;br /&gt;
The Shredding Wave: Shaking violently, the tree swung shards of broken metal off its frame, shredding both frontliners. It immediately followed up by slamming its roots into the deck, tightly binding Nail and leaving him restrained.&lt;br /&gt;
=== The Giant&#039;s Leverage ===&lt;br /&gt;
With the party caught in a deadly bottleneck, Aldran executed a high-stakes tactical counter-offensive.&lt;br /&gt;
The Wild Surge: Aldran consumed a &#039;&#039;Potion of Frost Giant Strength&#039;&#039; to change his Strength score to 23 and entered a Wild Magic Rage. Rolling a teleportation surge, he instantly repositioned himself directly adjacent to the trunk.&lt;br /&gt;
The Hand-to-Hand Wrestling Match: Armed with his greataxe, Aldran engaged in a brutal pushing match against the tree&#039;s trunk. Alternating heavy blows with pure physical leverage, he successfully slammed into the massive plant, shoving it back 5 feet toward the chasm edge while Balmaris kept Nail conscious with a timely &#039;&#039;Healing Word&#039;&#039;.&lt;br /&gt;
=== Shattered Glass and Misty Steps ===&lt;br /&gt;
The confrontation reached a chaotic climax as stray magic compromised the structural integrity of the Mezzanine.&lt;br /&gt;
The Stray Guiding Bolt: Balmaris attempted to turn the tide by unleashing a high-tier &#039;&#039;Guiding Bolt&#039;&#039;. The spell went wildly off-target, narrowly missing Nail, but the radiant energy completely shattered the reinforced glass observation flooring between the tree and the deck below.&lt;br /&gt;
The Tactical Retreat: Taking immediate advantage of the smoke, shattered glass, and general distraction, Nail cast &#039;&#039;Misty Step&#039;&#039; to instantly break the tree&#039;s tight grapple and retreat out of the melee radius to safety.&lt;br /&gt;
=== The 100-Foot Plunge ===&lt;br /&gt;
Left alone at the ledge, Aldran delivered the final blow to the station&#039;s biological defense barrier.&lt;br /&gt;
Uprooting the Sakura: Utilizing the residual power of his giant strength, Aldran delivered a steady, crushing push to the trunk, completely uprooting the Sakura&#039;s massive system and shoving it over the Mezzanine edge.&lt;br /&gt;
The Spiteful Snag: As the gargantuan tree toppled into the abyss to shatter on Deck 4 a full 100 feet below, it made one final, spiteful grapple, snagging Aldran&#039;s armor to drag him down into the chasm. Aldran burned his own &#039;&#039;Misty Step&#039;&#039; at the absolute last second, snapping back to the safety of the ledge as the plant plummeted.&lt;br /&gt;
| treasure = Static-Discharge Glove, Cray-Cell Lantern, Suel Inertia-Belt, Gravity-Boots, Mercury-Grenade (All salvaged from the uprooted root network).&lt;br /&gt;
| key_npcs = George, Egon.&lt;br /&gt;
| tasks = Return to the upper deck to test the Red Key. Determine how to safely navigate the newly exposed elevator shaft.&lt;br /&gt;
| rumors = The intentional placement of the Sakura over the elevator shaft suggests it was deliberately cultured to act as a living seal for the lower decks. }}&lt;br /&gt;
==== ⚠️ SESSION 151 STATUS CARRYOVER ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aldran&#039;&#039;&#039; || Exhausted / Raging || Frost Giant Strength active (1 hour remaining); spent a 2nd-level slot on Misty Step.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nail&#039;&#039;&#039; || Heavily Battered || Repeatedly slammed into the steel deck; spent a 2nd-level slot on Misty Step.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Shaken || Spells expended; unnerved by the near-miss with Guiding Bolt and the shattered floor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;George&#039;&#039;&#039; || Tactical Bottleneck || Still following; navigating around the newly created 100-foot gaping hole is a hazard.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_150_Prep&amp;diff=4356</id>
		<title>Session 150 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_150_Prep&amp;diff=4356"/>
		<updated>2026-05-15T01:08:35Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session Prep/Display&lt;br /&gt;
&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_title = The Sakura Descent&lt;br /&gt;
| previous_session = [[Session 149 The Sakura Protocol]]&lt;br /&gt;
&lt;br /&gt;
| location = [[Crashed Spaceship - Level 3]] Level III: Biosphere / Reactant Room Hallway.&lt;br /&gt;
| scene_overview = The party stands battered in a sterile metal hallway overgrown with vines outside the Reactant Room. Durmen is heavily injured from a Water Elemental slam, and Nail is physically exhausted from the Aurumvorax melee. With the Green Key Card secured from a corpse in an acid pool, the path to the lower levels is open. To the west, an unsettling Sakura grove sways in a silent, predatory rhythm, appearing to &amp;quot;take notice&amp;quot; of the group.&lt;br /&gt;
| setting_details = Level III (The Southern Half) transitions into a graveyard of Suel culture with heavy industrial density. The environment features amber emergency lighting, &amp;quot;Ghost-Echoes&amp;quot; of Suloise nobility, and the stale scent of ancient spirits. It is a maze of entertainment halls and tactical simulators where the air is thick with the chill of centuries. Sporadic lighting casts long, rhythmic shadows across checkerboard floors and trashed lounges.&lt;br /&gt;
&lt;br /&gt;
| key_npcs =&lt;br /&gt;
&#039;&#039;&#039;George (Jo&#039;rge):&#039;&#039;&#039; (Status: &#039;&#039;&#039;Hydrated&#039;&#039;&#039;). A Shambling Mound seeking to return to his 3rd-level home garden. He warns of &amp;quot;poison water&amp;quot; below but has become a tactical liability in tight corridors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Egon:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Plant-Speaker&#039;&#039;&#039;). He has established a rapport with George and remains the primary negotiator for the station&#039;s flora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balmaris:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Inspired&#039;&#039;&#039;). He carries the Green Key Card and was awarded inspiration for using necromancy to retrieve it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durmen:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Heavily Injured&#039;&#039;&#039;). Near exhaustion, he identifies the &amp;quot;phasnosh controls&amp;quot; required to operate the seamless metal elevator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nail:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Exhausted&#039;&#039;&#039;). Battered by the Aurumvorax; his defensive resources are nearly spent.&lt;br /&gt;
&lt;br /&gt;
| combatants =&lt;br /&gt;
=== Phasnosh Duel-Construct (Steel Predator) ===&lt;br /&gt;
&#039;&#039;Large construct, AC 20, HP 150, Blindsight 60ft, Magic Resistance, Roar (Recharge 5-6).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Dormant in the Circle of Ordeal on Level III. It activates if the octagonal stage is breached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Behavior:&#039;&#039;&#039; Aggressive; designed for high-stakes martial testing.&lt;br /&gt;
&lt;br /&gt;
| player_goals =&lt;br /&gt;
&lt;br /&gt;
Activate the Phasnosh Elevator to descend.&lt;br /&gt;
&lt;br /&gt;
Escort George back to the 3rd-level garden.&lt;br /&gt;
&lt;br /&gt;
Investigate the link between the locket portrait and Lexana.&lt;br /&gt;
| hooks =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Unsettling Sway:&#039;&#039;&#039; The Sakura grove&#039;s undulations pause as if listening, suggesting the &amp;quot;Sakura Protocol&amp;quot; has evolved into active hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Unopened File:&#039;&#039;&#039; A flickering orange crystal offers holographic footage of Lexana arguing with a Phasnosh Commander.&lt;br /&gt;
&lt;br /&gt;
| key_events =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Descent:&#039;&#039;&#039; Using the Green Key Card to unlock the seamless lift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Theater Revelation:&#039;&#039;&#039; Finding a skeleton clutching a portrait of a woman who looks like a younger Lexana.&lt;br /&gt;
&lt;br /&gt;
| planned_events =&lt;br /&gt;
&lt;br /&gt;
If the party restores power in the Kinetic Atheneum, they take 2d10 necrotic damage as the machines siphon their life force.&lt;br /&gt;
&lt;br /&gt;
In the Main Cargo Bay, a dormant War-Forged activates if security runes are disturbed.&lt;br /&gt;
| clues_info =&lt;br /&gt;
&lt;br /&gt;
George warns that the water below is &amp;quot;not just angry, it&#039;s hungry&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A holographic loop in the theater shows the Invoked Devastation—a city consumed by white fire.&lt;br /&gt;
| treasure_rewards =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue-Ointment Wine&#039;&#039;&#039; (Potion of Greater Healing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suloise Steel Ingots&#039;&#039;&#039; (500 gp).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suloise Spice&#039;&#039;&#039; (1d10 Temp HP).&lt;br /&gt;
&lt;br /&gt;
| interludes = A moment of reflection in the Sleep-Cells, where &amp;quot;ghost-memories&amp;quot; of the ship’s final moments may overwhelm the party.&lt;br /&gt;
| potential_conflicts =&lt;br /&gt;
&lt;br /&gt;
George inadvertently blocking elevator doors during an emergency.&lt;br /&gt;
&lt;br /&gt;
The risk/reward of using Kinetic Generators at low HP.&lt;br /&gt;
| story_arcs_themes =&lt;br /&gt;
&lt;br /&gt;
The Graveyard of Perfection.&lt;br /&gt;
&lt;br /&gt;
Bio-Organic Infection vs. Cold Steel.&lt;br /&gt;
&lt;br /&gt;
The Hidden Lineage of Lexana.&lt;br /&gt;
&lt;br /&gt;
| cliffhanger = As the elevator doors hiss open on Level III, George stops dead. &amp;quot;The angry water... it found the stairs.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&#039;&#039;(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verticality:&#039;&#039;&#039; It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrain:&#039;&#039;&#039; The &amp;quot;Hallucinogenic Terrain&amp;quot; mist reaches the walkway, providing half-cover to the Sakura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethality:&#039;&#039;&#039; If a PC is grappled, the Sakura uses its next action to pull them off the walkway.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature starting its turn within 30 feet (including the walkway) must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vine:&#039;&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 dmg + &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; 40-foot radius. &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039; or 44 (8d10) slashing damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level III: Random Encounter &amp;amp; Ambiance Table ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roll &#039;&#039;&#039;1d12&#039;&#039;&#039; every 2 turns of exploration or 2 hours of resting in an unsecure area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! Roll !! Category !! Encounter / Trap !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || &#039;&#039;&#039;Trap / Peril&#039;&#039;&#039; || &#039;&#039;&#039;Suel Mind-Mold&#039;&#039;&#039; || DC 16 Wisdom Save. Failure causes &#039;&#039;&#039;Confusion&#039;&#039;&#039; as the PC relives the ship’s final moments.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || &#039;&#039;&#039;Ambiance&#039;&#039;&#039; || &#039;&#039;&#039;The Echoing Heartbeat&#039;&#039;&#039; || The metallic deck plates begin to vibrate with a low, rhythmic thrum. It sounds like a massive organic heart beating deep within the ship&#039;s processing core.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || &#039;&#039;&#039;Trap&#039;&#039;&#039; || &#039;&#039;&#039;Kinetic Leak&#039;&#039;&#039; || 2d10 Necrotic Damage. A glass sphere on a generator arcs, siphoning life force from nearby creatures.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || &#039;&#039;&#039;Combat&#039;&#039;&#039; || &#039;&#039;&#039;The &amp;quot;Hungry&amp;quot; Water&#039;&#039;&#039; || A Water Elemental or Ooze emerging from a floor drain, seeking &amp;quot;contaminants&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || &#039;&#039;&#039;Trap&#039;&#039;&#039; || &#039;&#039;&#039;Tactical Shock Trap&#039;&#039;&#039; || DC 16 Intelligence. Stepping on the wrong square of the Strategic Court triggers a 3d10 lightning discharge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || &#039;&#039;&#039;Combat&#039;&#039;&#039; || &#039;&#039;&#039;Aurumvorax Stalker&#039;&#039;&#039; || A lingering eight-legged predator seeking to scavenge the party’s metal gear.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;Trap&#039;&#039;&#039; || &#039;&#039;&#039;Electrified Wires&#039;&#039;&#039; || 4d8 Lightning Damage. Braided wires in the Circle of Ordeal arc with deadly blue static.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || &#039;&#039;&#039;Ambiance&#039;&#039;&#039; || &#039;&#039;&#039;Unseen Observers&#039;&#039;&#039; || The sensation of being watched intensifies. Several cameras on the ceiling swivel in unison to follow the most injured party member.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || &#039;&#039;&#039;Peril&#039;&#039;&#039; || &#039;&#039;&#039;Gas Leak (Halon)&#039;&#039;&#039; || Fire-suppression pipes burst, displacing oxygen and forcing players to hold their breath.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || &#039;&#039;&#039;Lore&#039;&#039;&#039; || &#039;&#039;&#039;Lexana’s Echo&#039;&#039;&#039; || A log-crystal flickers to life, showing Lexana arguing with a Phasnosh Commander.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;11&#039;&#039;&#039; || &#039;&#039;&#039;Trap&#039;&#039;&#039; || &#039;&#039;&#039;Corridor Compressor&#039;&#039;&#039; || DC 15 Perception to notice the walls subtly closing in (1 inch per minute). If a rest is attempted, the party wakes up in a space half the original width.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;12&#039;&#039;&#039; || &#039;&#039;&#039;Ambiance&#039;&#039;&#039; || &#039;&#039;&#039;Ghostly Gala&#039;&#039;&#039; || The scent of high-end perfume and expensive Suel tobacco fills the air. For a split second, the party sees the Officers&#039; Lounge fully restored and filled with laughing, translucent figures before it snaps back to a trashed ruin.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
&lt;br /&gt;
The Scent of Death: Emphasize that the &amp;quot;fresh&amp;quot; smell of Sakura petals on Level II is replaced here by the scent of ozone and the heavy, metallic smell of old blood.&lt;br /&gt;
&lt;br /&gt;
George&#039;s Size: Remind players that George occupies a 10ft x 10ft space. If they engage in combat in the tight corridors of Level III, George may provide total cover to enemies behind him or trap PCs in dead ends.&lt;br /&gt;
&lt;br /&gt;
Lexana’s Reaction: If the players show Lexana the portrait found in the theater, watch for her reaction—she should seem unnerved but familiar with the jewelry worn by the woman in the locket.&lt;br /&gt;
&lt;br /&gt;
Power Hunger: The ship is starving for energy. Describe the machines as &amp;quot;desperate&amp;quot;—the Kinetic Generators shouldn&#039;t just look like tools; they should look like predators waiting for a warm body to touch them.&lt;br /&gt;
&lt;br /&gt;
The Water&#039;s Intent: The &amp;quot;angry water&amp;quot; isn&#039;t just a flood; describe it as moving with purpose, pooling around the elevator as if waiting for the doors to open.&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_150_Prep&amp;diff=4355</id>
		<title>Session 150 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_150_Prep&amp;diff=4355"/>
		<updated>2026-05-15T01:05:16Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: add some simple but challenging traps or ambiance mind fucks to increase player parnoisa to random table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session Prep/Display&lt;br /&gt;
&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_title = The Sakura Descent&lt;br /&gt;
| previous_session = [[Session 149 The Sakura Protocol]]&lt;br /&gt;
&lt;br /&gt;
| location = [[Crashed Spaceship - Level 3]]Level III: Biosphere / Reactant Room Hallway.&lt;br /&gt;
| scene_overview = The party stands battered in a sterile metal hallway overgrown with vines outside the Reactant Room. Durmen is heavily injured from a Water Elemental slam, and Nail is physically exhausted from the Aurumvorax melee. With the Green Key Card secured from a corpse in an acid pool, the path to the lower levels is open. To the west, an unsettling Sakura grove sways in a silent, predatory rhythm, appearing to &amp;quot;take notice&amp;quot; of the group.&lt;br /&gt;
| setting_details = Level III (The Southern Half) transitions into a graveyard of Suel culture with heavy industrial density. The environment features amber emergency lighting, &amp;quot;Ghost-Echoes&amp;quot; of Suloise nobility, and the stale scent of ancient spirits. It is a maze of entertainment halls and tactical simulators where the air is thick with the chill of centuries. Sporadic lighting casts long, rhythmic shadows across checkerboard floors and trashed lounges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| key_npcs =&lt;br /&gt;
&#039;&#039;&#039;George (Jo&#039;rge):&#039;&#039;&#039; (Status: &#039;&#039;&#039;Hydrated&#039;&#039;&#039;). A Shambling Mound seeking to return to his 3rd-level home garden. He warns of &amp;quot;poison water&amp;quot; below but has become a tactical liability in tight corridors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Egon:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Plant-Speaker&#039;&#039;&#039;). He has established a rapport with George and remains the primary negotiator for the station&#039;s flora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balmaris:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Inspired&#039;&#039;&#039;). He carries the Green Key Card and was awarded inspiration for using necromancy to retrieve it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durmen:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Heavily Injured&#039;&#039;&#039;). Near exhaustion, he identifies the &amp;quot;phasnosh controls&amp;quot; required to operate the seamless metal elevator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nail:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Exhausted&#039;&#039;&#039;). Battered by the Aurumvorax; his defensive resources are nearly spent.&lt;br /&gt;
&lt;br /&gt;
| combatants =&lt;br /&gt;
=== Phasnosh Duel-Construct (Steel Predator) ===&lt;br /&gt;
&#039;&#039;Large construct, AC 20, HP 150, Blindsight 60ft, Magic Resistance, Roar (Recharge 5-6).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Dormant in the Circle of Ordeal on Level III. It activates if the octagonal stage is breached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Behavior:&#039;&#039;&#039; Aggressive; designed for high-stakes martial testing.&lt;br /&gt;
&lt;br /&gt;
*(Note: The active Boss Encounter parameters are detailed below the main session matrix.)*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| player_goals = Activate the Phasnosh Elevator to descend; Escort George back to the 3rd-level garden; Investigate the link between the locket portrait and Lexana.&lt;br /&gt;
| hooks = &#039;&#039;&#039;The Unsettling Sway:&#039;&#039;&#039; The Sakura grove&#039;s undulations pause as if listening, suggesting the &amp;quot;Sakura Protocol&amp;quot; has evolved into active hunting. &#039;&#039;&#039;The Unopened File:&#039;&#039;&#039; A flickering orange crystal offers holographic footage of Lexana arguing with a Phasnosh Commander.&lt;br /&gt;
&lt;br /&gt;
| key_events = &#039;&#039;&#039;The Descent:&#039;&#039;&#039; Using the Green Key Card to unlock the seamless lift. &#039;&#039;&#039;The Theater Revelation:&#039;&#039;&#039; Finding a skeleton clutching a portrait of a woman who looks like a younger Lexana.&lt;br /&gt;
&lt;br /&gt;
| planned_events = If the party restores power in the Kinetic Atheneum, they take 2d10 necrotic damage as the machines siphon their life force. In the Main Cargo Bay, a dormant War-Forged activates if security runes are disturbed.&lt;br /&gt;
| clues_info = George warns that the water below is &amp;quot;not just angry, it&#039;s hungry&amp;quot;. A holographic loop in the theater shows the Invoked Devastation—a city consumed by white fire.&lt;br /&gt;
| treasure_rewards = &#039;&#039;&#039;Blue-Ointment Wine&#039;&#039;&#039; (Potion of Greater Healing); &#039;&#039;&#039;Suloise Steel Ingots&#039;&#039;&#039; (500 gp); &#039;&#039;&#039;Suloise Spice&#039;&#039;&#039; (1d10 Temp HP).&lt;br /&gt;
&lt;br /&gt;
| interludes = A moment of reflection in the Sleep-Cells, where &amp;quot;ghost-memories&amp;quot; of the ship’s final moments may overwhelm the party.&lt;br /&gt;
| potential_conflicts = George inadvertently blocking elevator doors during an emergency; The risk/reward of using Kinetic Generators at low HP.&lt;br /&gt;
| story_arcs_themes = The Graveyard of Perfection; Bio-Organic Infection vs. Cold Steel; The Hidden Lineage of Lexana.&lt;br /&gt;
&lt;br /&gt;
| cliffhanger = As the elevator doors hiss open on Level III, George stops dead. &amp;quot;The angry water... it found the stairs.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&#039;&#039;(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Verticality:&#039;&#039;&#039; It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).&lt;br /&gt;
* &#039;&#039;&#039;Terrain:&#039;&#039;&#039; The &amp;quot;Hallucinogenic Terrain&amp;quot; mist reaches the walkway, providing half-cover to the Sakura.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; If a PC is grappled, the Sakura uses its next action to pull them off the walkway.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
* &#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
* &#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature starting its turn within 30 feet (including the walkway) must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
* &#039;&#039;&#039;Vine:&#039;&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 dmg + &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
* &#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; 40-foot radius. &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039; or 44 (8d10) slashing damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level III: Random Encounter Table (The Southern Sector) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roll &#039;&#039;&#039;1d10&#039;&#039;&#039; every 2 turns of exploration or 2 hours of resting in an unsecure area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! Roll !! Encounter !! Stats &amp;amp; Links !! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || &#039;&#039;&#039;Suel Mind-Mold&#039;&#039;&#039; || DC 16 Wisdom Save || Infestation in the Sleep-Cells; failure causes &#039;&#039;&#039;Confusion&#039;&#039;&#039; as the PC relives the ship’s final moments.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || &#039;&#039;&#039;Holographic Patrol&#039;&#039;&#039; || || Flickering Suloise warriors engaged in feats of impossible athleticism.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || &#039;&#039;&#039;Kinetic Leak&#039;&#039;&#039; || 2d10 Necrotic Damage || A glass sphere on a generator arcs, siphoning life force from nearby creatures.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || &#039;&#039;&#039;The &amp;quot;Hungry&amp;quot; Water&#039;&#039;&#039; || || A Water Elemental or Ooze emerging from a floor drain, seeking &amp;quot;contaminants&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || &#039;&#039;&#039;Tactical Shock Trap&#039;&#039;&#039; || DC 16 Intelligence || Stepping on the wrong square of the Strategic Court triggers a 3d10 lightning discharge.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || &#039;&#039;&#039;Aurumvorax Stalker&#039;&#039;&#039; || || A lingering eight-legged predator seeking to scavenge the party’s metal gear.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;Electrified Wires&#039;&#039;&#039; || 4d8 Lightning Damage || Braided wires in the Circle of Ordeal arc with deadly blue static.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || &#039;&#039;&#039;Skill-Tutor Glitch&#039;&#039;&#039; || DC 20 Dexterity || A cabinet activates; success grants a +1 bonus to the next Initiative roll.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || &#039;&#039;&#039;Gas Leak (Halon)&#039;&#039;&#039; || || Fire-suppression pipes burst, displacing oxygen and forcing players to hold their breath.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || &#039;&#039;&#039;Lexana’s Echo&#039;&#039;&#039; || || A log-crystal flickers to life, showing Lexana arguing with a Phasnosh Commander.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_150_Prep&amp;diff=4354</id>
		<title>Session 150 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_150_Prep&amp;diff=4354"/>
		<updated>2026-05-15T00:54:55Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session Prep/Display&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_title = The Sakura Descent&lt;br /&gt;
| previous_session = [[Session 149 The Sakura Protocol]]&lt;br /&gt;
| location = [[Crashed Spaceship - Level 3]]Level III: Biosphere / Reactant Room Hallway.&lt;br /&gt;
| scene_overview = The party stands battered in a sterile metal hallway overgrown with vines outside the Reactant Room. Durmen is heavily injured from a Water Elemental slam, and Nail is physically exhausted from the Aurumvorax melee. With the Green Key Card secured from a corpse in an acid pool, the path to the lower levels is open. To the west, an unsettling Sakura grove sways in a silent, predatory rhythm, appearing to &amp;quot;take notice&amp;quot; of the group.&lt;br /&gt;
| setting_details = Level III (The Southern Half) transitions into a graveyard of Suel culture with heavy industrial density. The environment features amber emergency lighting, &amp;quot;Ghost-Echoes&amp;quot; of Suloise nobility, and the stale scent of ancient spirits. It is a maze of entertainment halls and tactical simulators where the air is thick with the chill of centuries. Sporadic lighting casts long, rhythmic shadows across checkerboard floors and trashed lounges.&lt;br /&gt;
&lt;br /&gt;
| key_npcs =&lt;br /&gt;
&#039;&#039;&#039;George (Jo&#039;rge):&#039;&#039;&#039; (Status: &#039;&#039;&#039;Hydrated&#039;&#039;&#039;). A Shambling Mound seeking to return to his 3rd-level home garden. He warns of &amp;quot;poison water&amp;quot; below but has become a tactical liability in tight corridors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Egon:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Plant-Speaker&#039;&#039;&#039;). He has established a rapport with George and remains the primary negotiator for the station&#039;s flora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balmaris:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Inspired&#039;&#039;&#039;). He carries the Green Key Card and was awarded inspiration for using necromancy to retrieve it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durmen:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Heavily Injured&#039;&#039;&#039;). Near exhaustion, he identifies the &amp;quot;phasnosh controls&amp;quot; required to operate the seamless metal elevator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nail:&#039;&#039;&#039; (Status: &#039;&#039;&#039;Exhausted&#039;&#039;&#039;). Battered by the Aurumvorax; his defensive resources are nearly spent.&lt;br /&gt;
&lt;br /&gt;
| combatants =&lt;br /&gt;
=== Phasnosh Duel-Construct (Steel Predator) ===&lt;br /&gt;
&#039;&#039;Large construct, AC 20, HP 150, Blindsight 60ft, Magic Resistance, Roar (Recharge 5-6).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Dormant in the Circle of Ordeal on Level III. It activates if the octagonal stage is breached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Behavior:&#039;&#039;&#039; Aggressive; designed for high-stakes martial testing.&lt;br /&gt;
&lt;br /&gt;
| player_goals = Activate the Phasnosh Elevator to descend; Escort George back to the 3rd-level garden; Investigate the link between the locket portrait and Lexana.&lt;br /&gt;
| hooks = &#039;&#039;&#039;The Unsettling Sway:&#039;&#039;&#039; The Sakura grove&#039;s undulations pause as if listening, suggesting the &amp;quot;Sakura Protocol&amp;quot; has evolved into active hunting. &#039;&#039;&#039;The Unopened File:&#039;&#039;&#039; A flickering orange crystal offers holographic footage of Lexana arguing with a Phasnosh Commander.&lt;br /&gt;
&lt;br /&gt;
| key_events = &#039;&#039;&#039;The Descent:&#039;&#039;&#039; Using the Green Key Card to unlock the seamless lift. &#039;&#039;&#039;The Theater Revelation:&#039;&#039;&#039; Finding a skeleton clutching a portrait of a woman who looks like a younger Lexana.&lt;br /&gt;
| planned_events = If the party restores power in the Kinetic Atheneum, they take 2d10 necrotic damage as the machines siphon their life force. In the Main Cargo Bay, a dormant War-Forged activates if security runes are disturbed.&lt;br /&gt;
| clues_info = George warns that the water below is &amp;quot;not just angry, it&#039;s hungry&amp;quot;. A holographic loop in the theater shows the Invoked Devastation—a city consumed by white fire.&lt;br /&gt;
| treasure_rewards = &#039;&#039;&#039;Blue-Ointment Wine&#039;&#039;&#039; (Potion of Greater Healing); &#039;&#039;&#039;Suloise Steel Ingots&#039;&#039;&#039; (500 gp); &#039;&#039;&#039;Suloise Spice&#039;&#039;&#039; (1d10 Temp HP).&lt;br /&gt;
| interludes = A moment of reflection in the Sleep-Cells, where &amp;quot;ghost-memories&amp;quot; of the ship’s final moments may overwhelm the party.&lt;br /&gt;
| potential_conflicts = George inadvertently blocking elevator doors during an emergency; The risk/reward of using Kinetic Generators at low HP.&lt;br /&gt;
| story_arcs_themes = The Graveyard of Perfection; Bio-Organic Infection vs. Cold Steel; The Hidden Lineage of Lexana.&lt;br /&gt;
| cliffhanger = As the elevator doors hiss open on Level III, George stops dead. &amp;quot;The angry water... it found the stairs.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Level III: Random Encounter Table (The Southern Sector) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roll &#039;&#039;&#039;1d10&#039;&#039;&#039; every 2 turns of exploration or 2 hours of resting in an unsecure area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! Roll !! Encounter !! Stats &amp;amp; Links !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || &#039;&#039;&#039;Suel Mind-Mold&#039;&#039;&#039; || DC 16 Wisdom Save || Infestation in the Sleep-Cells; failure causes &#039;&#039;&#039;Confusion&#039;&#039;&#039; as the PC relives the ship’s final moments.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || &#039;&#039;&#039;Holographic Patrol&#039;&#039;&#039; || || Flickering Suloise warriors engaged in feats of impossible athleticism.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || &#039;&#039;&#039;Kinetic Leak&#039;&#039;&#039; || 2d10 Necrotic Damage || A glass sphere on a generator arcs, siphoning life force from nearby creatures.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || &#039;&#039;&#039;The &amp;quot;Hungry&amp;quot; Water&#039;&#039;&#039; || || A Water Elemental or Ooze emerging from a floor drain, seeking &amp;quot;contaminants&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || &#039;&#039;&#039;Tactical Shock Trap&#039;&#039;&#039; || DC 16 Intelligence || Stepping on the wrong square of the Strategic Court triggers a 3d10 lightning discharge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || &#039;&#039;&#039;Aurumvorax Stalker&#039;&#039;&#039; || || A lingering eight-legged predator seeking to scavenge the party’s metal gear.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;Electrified Wires&#039;&#039;&#039; || 4d8 Lightning Damage || Braided wires in the Circle of Ordeal arc with deadly blue static.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || &#039;&#039;&#039;Skill-Tutor Glitch&#039;&#039;&#039; || DC 20 Dexterity || A cabinet activates; success grants a +1 bonus to the next Initiative roll.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || &#039;&#039;&#039;Gas Leak (Halon)&#039;&#039;&#039; || || Fire-suppression pipes burst, displacing oxygen and forcing players to hold their breath.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || &#039;&#039;&#039;Lexana’s Echo&#039;&#039;&#039; || || A log-crystal flickers to life, showing Lexana arguing with a Phasnosh Commander.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_150_Prep&amp;diff=4353</id>
		<title>Session 150 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_150_Prep&amp;diff=4353"/>
		<updated>2026-05-15T00:49:16Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Created page with &amp;quot;{{Special:Whatlinkshere/{{PAGENAME}}}} Category:Echos of Lhynn Campaign Category:Session Prep Category:DM Info  == Recapping the Tale == === Previous Session === The party navigated the deadly &amp;quot;Sakura Protocol&amp;quot; on Level II. They deactivated a hostile security robot through a critical logic failure and survived an ambush by a Water Elemental in a room filled with acid. Balmaris used necromancy to compel a corpse to swim through the acid to retrieve a vital Gre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
The party navigated the deadly &amp;quot;Sakura Protocol&amp;quot; on Level II. They deactivated a hostile security robot through a critical logic failure and survived an ambush by a Water Elemental in a room filled with acid. Balmaris used necromancy to compel a corpse to swim through the acid to retrieve a vital Green Key Card. Finally, they narrowly escaped a pair of Aurumvorax that had them pinned in a doorway due to George&#039;s massive size.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The party stands battered and breathing heavily in a sterile metal hallway overgrown with vines. To the west, the unsettling Sakura grove sways in a silent, predatory rhythm. With the Green Key Card in hand, the path to the lower levels and George’s home is finally open, but the &amp;quot;angry water&amp;quot; and automated defenses of the Phasnosh era still loom ahead.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
Level III (The Southern Half) transitions from botanical overgrowth to a heavy, industrial density. It is a graveyard of Suel culture, featuring amber emergency lighting, &amp;quot;Ghost-Echoes&amp;quot; of Suloise [[nobility]], and the stale scent of ancient spirits in trashed lounges. The environment is defined by cold metal, flickering holographic projections of the Invoked Devastation, and dormant mechanical skill-tutors.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
George (Jo&#039;rge/Borgee): A displaced Shambling Mound seeking to return to his home garden. He warns of &amp;quot;poison water&amp;quot; below but is becoming a tactical liability in tight corridors.&lt;br /&gt;
&lt;br /&gt;
The Janitor Bot: A heavy mechanical robot currently powered down after a catastrophic logic failure during its attempt to &amp;quot;cleanse&amp;quot; the party.&lt;br /&gt;
&lt;br /&gt;
The Phasnosh Duel-Construct: A Steel Predator guarding the Circle of Ordeal, bristling with glass lenses and dormant weaponry.&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
Activate the Phasnosh Elevator using the &amp;quot;phasnosh controls&amp;quot; discovered by Durmen.&lt;br /&gt;
&lt;br /&gt;
Escort George safely back to the 3rd-level garden while navigating &amp;quot;angry water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Investigate the mysterious connection between the portrait found in the Holographic Theater and Lexana.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sakura Protocol&amp;quot; remains active; the station AI may deploy more aggressive measures to &amp;quot;cleanse&amp;quot; the contaminants.&lt;br /&gt;
&lt;br /&gt;
A flickering orange crystal (Lexana’s Log-Crystal) offers a chance to witness her historical arguments with a Phasnosh Commander.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
The Descent: Using the seamless metal plate lift to reach the recreation and disciplinary sector of Level III.&lt;br /&gt;
&lt;br /&gt;
The Theater Revelation: Discovering the skeleton clutching a portrait that looks remarkably like a younger Lexana.&lt;br /&gt;
&lt;br /&gt;
=== Planned Events ===&lt;br /&gt;
&lt;br /&gt;
George&#039;s Utility: A scene where George assists with a botanical puzzle or obstacle to justify his presence before the final trek.&lt;br /&gt;
&lt;br /&gt;
The Kinetic Jump-start: The party may need to use the Kinetic Atheneum to restore power to the Vapour Vault, requiring a sacrifice of life force.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Challenges ===&lt;br /&gt;
&lt;br /&gt;
Suel Mind-Mold: Infesting the Sleep-Cells and causing &amp;quot;ghost-memories&amp;quot; on a failed Wisdom save.&lt;br /&gt;
&lt;br /&gt;
The Circle of Ordeal: Navigating an electrified stage with wire ropes that deal 4d8 lightning damage.&lt;br /&gt;
&lt;br /&gt;
The Strategic Court: A 6x6 tactical grid filled with shock traps and holographic opponents.&lt;br /&gt;
&lt;br /&gt;
=== Clues and Info ===&lt;br /&gt;
&lt;br /&gt;
The Invoked Devastation: A holographic loop in the theater showing a city consumed by white fire.&lt;br /&gt;
&lt;br /&gt;
Technical Logs: Durmen&#039;s transcription of the Fireball formula from station energy logs.&lt;br /&gt;
&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
Blue-Ointment Wine: Found in the Officers&#039; Lounge; acts as a Potion of Greater Healing but causes intense cold.&lt;br /&gt;
&lt;br /&gt;
Suloise Steel Ingots: Located in the Main Cargo Bay, worth 500 gp.&lt;br /&gt;
&lt;br /&gt;
Iron Sorcery Artifacts: Potential recovery of a Vibro-Shank, Mercury-Fire Grenades, or a Static-Discharge Glove.&lt;br /&gt;
&lt;br /&gt;
== Interludes and Shadows ==&lt;br /&gt;
=== Interludes ===&lt;br /&gt;
&lt;br /&gt;
A Moment of Respite: A potential short rest in the storage room or kitchenette, perhaps using Suloise Spice to grant temporary hit points.&lt;br /&gt;
&lt;br /&gt;
=== Potential Conflicts ===&lt;br /&gt;
&lt;br /&gt;
Tactical Liability: George inadvertently blocking doorways or exits during high-stakes combat encounters.&lt;br /&gt;
&lt;br /&gt;
The War-Forged: The dormant Iron Golem in the Cargo Bay activating if security runes are disturbed.&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
&lt;br /&gt;
The Green Key Card is now the primary objective for George&#039;s escort.&lt;br /&gt;
&lt;br /&gt;
Emphasize the &amp;quot;Iron Sorcery&amp;quot; aesthetic—the blend of high-tech Phasnosh mechanics and ancient Suel nobility.&lt;br /&gt;
&lt;br /&gt;
Durmen and Nail are heavily injured; emphasize the scarcity of safe rest spots.&lt;br /&gt;
&lt;br /&gt;
== The Larger World ===&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
The Phasnosh Legacy: The obsession with martial perfection and the eerie preservation of a culture long dead.&lt;br /&gt;
&lt;br /&gt;
The Biological vs. The Mechanical: The ongoing conflict between the station&#039;s &amp;quot;Sakura Protocol&amp;quot; and the organic &amp;quot;contaminants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ===&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
As the elevator doors hiss open on Level III, the party sees the flickering holographic city burning in the distance, and George whispers, &amp;quot;The water... it&#039;s not just angry. It&#039;s hungry.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4352</id>
		<title>Session 149 The Sakura Protocol</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4352"/>
		<updated>2026-05-15T00:34:50Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 1 May 2026&lt;br /&gt;
| game_date = Morning / Midday&lt;br /&gt;
| synopsis = Session 149: The Sakura Protocol. After resting in the storage cache, the party ventured further into the biosphere&#039;s perimeter. The day was marked by a series of lethal industrial hazards, including an automated security bot programmed to &amp;quot;cleanse biologic infections&amp;quot; and a predatory water elemental guarding a pool of acid. After recovering a vital keycard via necromancy and narrowly surviving an ambush by a pair of Aurumvorax, the party retreated to the hallway to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 148 The Verdant Sentinel]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Elevator and the Poison Water ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party investigating the seamless metal plate on the storage room floor.&lt;br /&gt;
&lt;br /&gt;
The Hidden Lift: Durmen identified the plate as a &amp;quot;Phasnosh&amp;quot; controlled elevator, though the activation sequence remained elusive. Deciding to press on, Egon consulted George regarding the path ahead.&lt;br /&gt;
&lt;br /&gt;
The Shaman&#039;s Warning: George described the lower reaches of the station as containing &amp;quot;poison water, angry water, bad water,&amp;quot; suggesting hazardous liquid runoff or sentient aquatic threats in the facility&#039;s drainage systems.&lt;br /&gt;
&lt;br /&gt;
=== The Sakura Protocol ===&lt;br /&gt;
&lt;br /&gt;
Continuing counter-clockwise, the party&#039;s movement triggered the station&#039;s automated defense systems.&lt;br /&gt;
&lt;br /&gt;
The Pollen Trap: A massive spore pod exploded as the party passed, showering them in irritants. Egon reacted instantly, utilizing a &#039;&#039;Blight&#039;&#039; spell to wither the offending plant life in a single burst of necrotic energy.&lt;br /&gt;
&lt;br /&gt;
The Janitor Bot: Attempting to bypass a door marked &amp;quot;Danger: Reactant Room,&amp;quot; Egon and Durmen tripped a flashing alarm. A heavy security robot emerged, booming &amp;quot;Protocol Active.&amp;quot; Durmen used &#039;&#039;Comprehend Languages&#039;&#039; to translate the machine&#039;s directive: &amp;quot;Clean the biologic infection.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Critical Shutdown: As the robot prepared to &amp;quot;cleanse&amp;quot; the party, Durmen attempted a desperate persuasion. In a stroke of luck, the robot suffered a catastrophic logic failure (Critical Fail on Charisma check) and abruptly powered down, allowing the party entry.&lt;br /&gt;
&lt;br /&gt;
=== The Acid Pool and the Floating Key ===&lt;br /&gt;
&lt;br /&gt;
The Reactant Room contained a large pool filled with highly acidic water and a floating corpse.&lt;br /&gt;
&lt;br /&gt;
[[File:water elemental battle.png||thumb|Water Elemental]]&lt;br /&gt;
&lt;br /&gt;
The Elemental Ambush: As Durmen approached the water, a Water Elemental lunged from the pool, slamming into him with enough force to nearly drag him into the acid. Durmen responded with a point-blank &#039;&#039;Lightning Bolt&#039;&#039;, but the creature held firm until Balmaris intervened.&lt;br /&gt;
&lt;br /&gt;
Steam and Spirit: Balmaris unleashed a &#039;&#039;Flame Strike&#039;&#039;, instantly vaporizing the elemental into a cloud of scalding steam. To retrieve a keycard visible on the floating body, Balmaris utilized &#039;&#039;Raise Dead&#039;&#039; (necromancy) to compel the corpse to paddle itself to the edge, securing the green-clearance access.&lt;br /&gt;
&lt;br /&gt;
=== Ambush of the Golden Gorgers ===&lt;br /&gt;
&lt;br /&gt;
The party moved north into a secondary chamber, only to be caught in a deadly bottleneck.&lt;br /&gt;
&lt;br /&gt;
The Aurumvorax Trap: A pair of Aurumvorax (eight-legged, gold-eating predators) attacked with vicious speed. The encounter turned claustrophobic as George, the Shambling Mound, inadvertently blocked the only exit, trapping the party inside with the monsters.&lt;br /&gt;
&lt;br /&gt;
The Acidic End: Durmen cast &#039;&#039;Mage Armor&#039;&#039; to survive the scramble past George&#039;s bulk. Once the party cleared the doorway, Egon delivered a massive strike to the pursuing Aurumvorax, knocking the creature into the nearby acid pool. The beast thrashed briefly before dissolving into an oily film.&lt;br /&gt;
&lt;br /&gt;
| treasure = Red Key Card (Recovered from the pool corpse).&lt;br /&gt;
| key_npcs = The Janitor Bot (Inactive), George.&lt;br /&gt;
| tasks = Determine how to operate the Phasnosh Elevator. Find a use for the Green Key Card. &lt;br /&gt;
| rumors = &amp;quot;Angry water&amp;quot; suggests the presence of more elementals or perhaps a central hive-mind within the station&#039;s filtration system. }}&lt;br /&gt;
&lt;br /&gt;
==== ⚠️ SESSION 150 STATUS CARRYOVER ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Durmen&#039;&#039;&#039; || Heavily Injured || Took massive damage from the Water Elemental slam; near exhaustion.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egon&#039;&#039;&#039; || Wary || Used high-level Blight/Shillelagh; monitoring the &amp;quot;Sakura Protocol&amp;quot; alerts.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Inspired || Awarded for the creative use of necromancy to bridge the acid pool.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nail&#039;&#039;&#039; || Exhausted || Battered by the Aurumvorax melee; out of breath.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;George&#039;&#039;&#039; || Apologetic || Still following; his size is becoming a tactical liability in tight corridors.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=File:Water_elemental_battle.png&amp;diff=4351</id>
		<title>File:Water elemental battle.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=File:Water_elemental_battle.png&amp;diff=4351"/>
		<updated>2026-05-15T00:33:16Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4350</id>
		<title>Session 149 The Sakura Protocol</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4350"/>
		<updated>2026-05-15T00:28:53Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 1 May 2026&lt;br /&gt;
| game_date = Morning / Midday&lt;br /&gt;
| synopsis = Session 149: The Sakura Protocol. After resting in the storage cache, the party ventured further into the biosphere&#039;s perimeter. The day was marked by a series of lethal industrial hazards, including an automated security bot programmed to &amp;quot;cleanse biologic infections&amp;quot; and a predatory water elemental guarding a pool of acid. After recovering a vital keycard via necromancy and narrowly surviving an ambush by a pair of Aurumvorax, the party retreated to the hallway to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 148 The Verdant Sentinel]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Elevator and the Poison Water ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party investigating the seamless metal plate on the storage room floor.&lt;br /&gt;
&lt;br /&gt;
The Hidden Lift: Durmen identified the plate as a &amp;quot;Phasnosh&amp;quot; controlled elevator, though the activation sequence remained elusive. Deciding to press on, Egon consulted George regarding the path ahead.&lt;br /&gt;
&lt;br /&gt;
The Shaman&#039;s Warning: George described the lower reaches of the station as containing &amp;quot;poison water, angry water, bad water,&amp;quot; suggesting hazardous liquid runoff or sentient aquatic threats in the facility&#039;s drainage systems.&lt;br /&gt;
&lt;br /&gt;
=== The Sakura Protocol ===&lt;br /&gt;
&lt;br /&gt;
Continuing counter-clockwise, the party&#039;s movement triggered the station&#039;s automated defense systems.&lt;br /&gt;
&lt;br /&gt;
The Pollen Trap: A massive spore pod exploded as the party passed, showering them in irritants. Egon reacted instantly, utilizing a &#039;&#039;Blight&#039;&#039; spell to wither the offending plant life in a single burst of necrotic energy.&lt;br /&gt;
&lt;br /&gt;
The Janitor Bot: Attempting to bypass a door marked &amp;quot;Danger: Reactant Room,&amp;quot; Egon and Durmen tripped a flashing alarm. A heavy security robot emerged, booming &amp;quot;Protocol Active.&amp;quot; Durmen used &#039;&#039;Comprehend Languages&#039;&#039; to translate the machine&#039;s directive: &amp;quot;Clean the biologic infection.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Critical Shutdown: As the robot prepared to &amp;quot;cleanse&amp;quot; the party, Durmen attempted a desperate persuasion. In a stroke of luck, the robot suffered a catastrophic logic failure (Critical Fail on Charisma check) and abruptly powered down, allowing the party entry.&lt;br /&gt;
&lt;br /&gt;
=== The Acid Pool and the Floating Key ===&lt;br /&gt;
&lt;br /&gt;
The Reactant Room contained a large pool filled with highly acidic water and a floating corpse.&lt;br /&gt;
&lt;br /&gt;
The Elemental Ambush: As Durmen approached the water, a Water Elemental lunged from the pool, slamming into him with enough force to nearly drag him into the acid. Durmen responded with a point-blank &#039;&#039;Lightning Bolt&#039;&#039;, but the creature held firm until Balmaris intervened.&lt;br /&gt;
&lt;br /&gt;
Steam and Spirit: Balmaris unleashed a &#039;&#039;Flame Strike&#039;&#039;, instantly vaporizing the elemental into a cloud of scalding steam. To retrieve a keycard visible on the floating body, Balmaris utilized &#039;&#039;Raise Dead&#039;&#039; (necromancy) to compel the corpse to paddle itself to the edge, securing the green-clearance access.&lt;br /&gt;
&lt;br /&gt;
=== Ambush of the Golden Gorgers ===&lt;br /&gt;
&lt;br /&gt;
The party moved north into a secondary chamber, only to be caught in a deadly bottleneck.&lt;br /&gt;
&lt;br /&gt;
The Aurumvorax Trap: A pair of Aurumvorax (eight-legged, gold-eating predators) attacked with vicious speed. The encounter turned claustrophobic as George, the Shambling Mound, inadvertently blocked the only exit, trapping the party inside with the monsters.&lt;br /&gt;
&lt;br /&gt;
The Acidic End: Durmen cast &#039;&#039;Mage Armor&#039;&#039; to survive the scramble past George&#039;s bulk. Once the party cleared the doorway, Egon delivered a massive strike to the pursuing Aurumvorax, knocking the creature into the nearby acid pool. The beast thrashed briefly before dissolving into an oily film.&lt;br /&gt;
&lt;br /&gt;
| treasure = Red Key Card (Recovered from the pool corpse).&lt;br /&gt;
| key_npcs = The Janitor Bot (Inactive), George.&lt;br /&gt;
| tasks = Determine how to operate the Phasnosh Elevator. Find a use for the Green Key Card. &lt;br /&gt;
| rumors = &amp;quot;Angry water&amp;quot; suggests the presence of more elementals or perhaps a central hive-mind within the station&#039;s filtration system. }}&lt;br /&gt;
&lt;br /&gt;
==== ⚠️ SESSION 150 STATUS CARRYOVER ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Durmen&#039;&#039;&#039; || Heavily Injured || Took massive damage from the Water Elemental slam; near exhaustion.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egon&#039;&#039;&#039; || Wary || Used high-level Blight/Shillelagh; monitoring the &amp;quot;Sakura Protocol&amp;quot; alerts.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Inspired || Awarded for the creative use of necromancy to bridge the acid pool.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nail&#039;&#039;&#039; || Exhausted || Battered by the Aurumvorax melee; out of breath.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;George&#039;&#039;&#039; || Apologetic || Still following; his size is becoming a tactical liability in tight corridors.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Party_Experience&amp;diff=4349</id>
		<title>Party Experience</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Party_Experience&amp;diff=4349"/>
		<updated>2026-05-15T00:26:50Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 149 The Sakura Protocol]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
5,200 XP — Base Party Award for neutralizing the Sakura Protocol security bot, defeating the Acid Pool Elemental, and surviving the Aurumvorax ambush.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Retrieve the Red Key Card (Completed); Bypass the &amp;quot;Cleanse&amp;quot; Protocol (Completed).&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Determine the Phasnosh Elevator activation sequence; Locate the Emerald Green Door Key; Escort George to the 3rd Level.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 350&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Rearguard:&#039;&#039;&#039; Managed to navigate the bottleneck created by George&#039;s bulk while keeping the Aurumvorax at bay.&lt;br /&gt;
[[Durmen]]&lt;br /&gt;
600&lt;br /&gt;
&#039;&#039;&#039;The Logic Bomb:&#039;&#039;&#039; Translated the robot&#039;s directives and induced a critical system shutdown via a catastrophic logic failure. Survived a near-fatal slam from the Water Elemental.&lt;br /&gt;
-&lt;br /&gt;
[[Egon]]&lt;br /&gt;
550&lt;br /&gt;
&#039;&#039;&#039;The Defiler:&#039;&#039;&#039; Instantly withered a spore-trap using &#039;&#039;Blight&#039;&#039;. Knocked an Aurumvorax into the acid pool to end the encounter.&lt;br /&gt;
-&lt;br /&gt;
[[Nail]]&lt;br /&gt;
300&lt;br /&gt;
&#039;&#039;&#039;The Gritty Stand:&#039;&#039;&#039; Held the line against the vicious Aurumvorax bites despite being trapped in the doorway.&lt;br /&gt;
-&lt;br /&gt;
[[Balmaris]]&lt;br /&gt;
650&lt;br /&gt;
&#039;&#039;&#039;The Soul-Fisher:&#039;&#039;&#039; Earned an Inspiration point for using necromancy to compel a corpse to swim through acid and retrieve the Red Key Card. Vaporized an elemental with &#039;&#039;Flame Strike&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 148 The Verdant Sentinel]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
4,210 XP — Base Party Award for the peaceful resolution and recruitment of George the Shambling Mound, the defeat of the Titanic Tri-Flower Frond, and discovering the Cherry Blossom sector.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Overcome the Green Room Sentinel (Completed); Negotiate with the Shambling Gardener (Completed).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Locate the Emerald Green Door Key; Escort George to the 3rd Level Garden; Investigate the &amp;quot;Artificial Light&amp;quot; source.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;The Lumberjack:&#039;&#039;&#039; Provided the final heavy melee strikes needed to fell the Titanic Frond after the magical barrage, hacking through the main trunk with his axe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Defoliator:&#039;&#039;&#039; Unleashed a devastating elemental combo of &#039;&#039;Fireball&#039;&#039; and &#039;&#039;Lightning Bolt&#039;&#039; to neutralize the plant creature’s regenerative traits and successfully wilt it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;The Green Whisperer:&#039;&#039;&#039; Successfully used &#039;&#039;Speak with Plants&#039;&#039; to turn a potentially lethal Shambling Mound encounter into a social victory. Managed the party&#039;s botanical logistics.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;Diving Smite:&#039;&#039;&#039; Charged the Titanic Frond head-on, delivering a high-impact Divine Smite to draw its attention away from the snared George.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 550&lt;br /&gt;
| &#039;&#039;&#039;The Shredder:&#039;&#039;&#039; Despite the Mangled Arm penalty, maintained concentration on a &#039;&#039;Blade Barrier&#039;&#039; that dealt a massive 39 points of damage, effectively thinning the Frond&#039;s defenses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 147 The Tossing of the Salad]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
5,000 XP — Base Party Award for defeating the 4th wave of Vegepygmies, escaping the Entrance Level, and discovering the locations of the Orange Key Cards.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(S)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Escape the Spore-Network Ambush (Completed); Secure the Storage Room (Completed).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Track the moving Orange Key Card on Level III; Stabilize Balmaris’s mangled arm; Decipher the 14th Year Protocol.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL BONUS XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 500&lt;br /&gt;
| &#039;&#039;&#039;The Iron Will:&#039;&#039;&#039; Successfully rolled a 19 on a Death Save after taking a spear-crit to the chest. Led the &amp;quot;Float&amp;quot; down the elevator shaft while still at critical HP.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 450&lt;br /&gt;
| &#039;&#039;&#039;The Decoder:&#039;&#039;&#039; Successfully hacked the sequence lock on the sliding doors and used &#039;&#039;Comprehend Languages&#039;&#039; to extract the Fireball Formula and the 14th Year Protocol logs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| &#039;&#039;&#039;Salad Tosser MVP:&#039;&#039;&#039; Landed a Natural 20 (83 Crit) with his quarterstaff to stun the pygmy leader. Kept the party alive with a 5th-level &#039;&#039;Mass Cure Wounds&#039;&#039; during the retreat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 300&lt;br /&gt;
| &#039;&#039;&#039;The Slip-Step:&#039;&#039;&#039; Used &#039;&#039;Misty Step&#039;&#039; to initiate the party’s escape from the North Room. Survived a Critical Fumble and a Riposte miss during the most intense part of the melee.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 350&lt;br /&gt;
| &#039;&#039;&#039;The Barrier:&#039;&#039;&#039; Wiped out 6 Vegepygmies with a single &#039;&#039;Blade Barrier&#039;&#039; cast. Managed the tactical retreat while suffering from a &amp;quot;Mangled Arm&amp;quot; critical injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 146 Jurassic Distraction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
4,000 XP - Total party award for surviving the massive Vegepygmy ambush and successfully barricading the Reactor Room. (800 XP base per player).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Survive the Main Level Ambush (Completed);&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Locate and rescue Nail and Balmaris; Recover within the Reactor Room; Find a way to bypass the mold-kin horde.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 850&lt;br /&gt;
| &#039;&#039;&#039;Meat Sack Savior:&#039;&#039;&#039; Despite a self-inflicted critical injury, successfully recovered and hauled a dying Durmen to safety while Raging.&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| &#039;&#039;&#039;Tactical Illusionist:&#039;&#039;&#039; Effectively stalled the horde with the &amp;quot;Jurassic Distraction&amp;quot; and burned high-level slots (Ice Knife) to thin the pack. Sacrificed a dagger to seal the door.&lt;br /&gt;
|-&lt;br /&gt;
| [[Egon]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| &#039;&#039;&#039;The Spore Shield:&#039;&#039;&#039; Held the hallway with Symbiotic Entity and provided critical mid-retreat healing. Executed the final door-slam kill to secure the room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;Presumed Captured:&#039;&#039;&#039; Awarded partial &amp;quot;survival&amp;quot; XP for the initial engagement before being separated.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 400&lt;br /&gt;
| &#039;&#039;&#039;Presumed Captured:&#039;&#039;&#039; Awarded partial &amp;quot;survival&amp;quot; XP for the initial engagement before being separated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 145 Bad Kitties of the Barrier Peaks]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
3,500 XP - Total party award for neutralizing the Displacer Beast pack and managing critical fumbles/injuries under pressure. (700 XP base per player).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Neutralize local predators (Completed: 5/5 Displacer Beasts slain);&lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Descend the elevator to the lower levels; Find a cure for Balmaris&#039; mangled arm.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Heavy Hitter: Secured two kills using Rage and Savage Attacker.&lt;br /&gt;
Wild Magic Surge: Successfully utilized retaliation force damage and summoned a tactical Flumph.&lt;br /&gt;
|-&lt;br /&gt;
| [[Poision Egon]]&lt;br /&gt;
| 700&lt;br /&gt;
| Tactical Support: Cast &#039;&#039;Protection from Poison&#039;&#039; and &#039;&#039;Confusion&#039;&#039;, neutralizing one beast.&lt;br /&gt;
Narrative Flavour: Provided the &amp;quot;Dolphin Orgy&amp;quot; analysis and performed the final &amp;quot;mooning.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 900&lt;br /&gt;
| Versatile Caster: Secured two kills, including the final beast with a 5th-level &#039;&#039;Magic Missile&#039;&#039;.&lt;br /&gt;
Preparation: Provided party buffs with &#039;&#039;Darkvision&#039;&#039; and &#039;&#039;Mage Armor&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 800&lt;br /&gt;
| Divine Wrath: Secured one kill with a 5th-level &#039;&#039;Inflict Wounds&#039;&#039;.&lt;br /&gt;
Battle Scarred: Continued fighting despite a massive critical hit and a mangled arm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 600&lt;br /&gt;
| Damage Sponge: Held the front line against initial attacks.&lt;br /&gt;
The Long Wait: Survived being stunned for 6 rounds without being downed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 144 The Golden Ticket to a Glowing Grave]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
4,500 XP - The party successfully negotiated the departure of Robo Dame, bypassed a potentially lethal security encounter with a Maintenance Droid, navigated the derelict recreational sector, and secured a high-clearance medical annex.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Quest Update:&#039;&#039;&#039; Investigate &amp;quot;[[Project Sentience]]&amp;quot; (Completed: Found 244 IE Videric Lore); &lt;br /&gt;
&#039;&#039;&#039;Ongoing:&#039;&#039;&#039; Identify the &amp;quot;Sparkling&amp;quot; toxin; Decrypt the L. Brightshore iPad.&lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Provided critical morale/comedic relief with the &amp;quot;Golden Ticket&amp;quot; song (500). &lt;br /&gt;
Found the Orange Keycard and &amp;quot;Beauty&amp;quot; paste (400). &lt;br /&gt;
Performed a successful medical diagnosis identifying the &amp;quot;Sparkling&amp;quot; spores as lethal radiation (600).&lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 1,300 &lt;br /&gt;
| Critical success! Safely manipulated the trapped skeletal remains/guard-summoning device without triggering an alarm (600). &lt;br /&gt;
Successfully salvaged parts from the Phasnosh pistol (400). &lt;br /&gt;
Coordinated the pinball looting (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 900 &lt;br /&gt;
| Performed an Arcana/Medicine investigation on the &amp;quot;Beauty Paste&amp;quot; (300). &lt;br /&gt;
Secured the Northeast door during the room sweep (300). &lt;br /&gt;
Assisted in the historical analysis of the Videric coins (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 800 &lt;br /&gt;
| Maintained defensive overwatch while the party looted the game room (400). &lt;br /&gt;
Provided tactical assessment of the voice-activated terminal in the Orange Room (400).&lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| First to observe the &amp;quot;sparkling&amp;quot; nature of the fungi while under physical duress (400). &lt;br /&gt;
Breached ancient gaming machines to recover historical currency (300). &lt;br /&gt;
Maintained the barricade during the initial room sweep (300).&lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 143 The Airlock Escape and the Gaseous Cloud]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
5,500 XP - The party navigated a spore-choked gauntlet, survived a lethal ambush by a Vegepygmy Chieftain and Berserk Android, and successfully executed a high-stakes retreat into a secured airlock. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
Track Lexana Brightshore; investigate the &amp;quot;Stabilized Anomaly&amp;quot;,&lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,400 &lt;br /&gt;
| Clutch casting of Gaseous Form on Nail to bypass the doorway blockage (600), utilized Symbiotic Entity and Halo of Spores to hold the line (400), and successfully navigated the retreat while maintaining necrotic pressure (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 1,200 &lt;br /&gt;
| Delivered the &amp;quot;Angry Strike&amp;quot; (Dirty 20) to sever the pygmy jamming the door (500), used Silent Image (Ankylosaurus) to panic 6 pygmies and buy time (400), and provided covering fire with Eldritch Blast (300). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,100 &lt;br /&gt;
| Utilized Channel Divinity: Preserve Life to heal the battered party for 35 HP (400), cast Protection from Poison to stabilize the rearguard (400), and assisted in pushing the vegepygmy remains from the airlock seal (300). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 800 &lt;br /&gt;
| Assisted in moving the unconscious pygmy off of Nail to clear the path (400), and utilized Magic Missiles to suppress the pursuing Pygmy Warriors (400). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 600 &lt;br /&gt;
| Survived a devastating Critical Hit and &amp;quot;Not that arm!&amp;quot; injury (300), successfully coordinated with Egon for a gaseous retreat while under extreme physical duress (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 142 The Robot Gauntlet and Egon&#039;s Tripping Jokes]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,000 XP - The party survived a massive, multi-front engagement against a Vegepygmy gang, aided a damaged Police Robot, and successfully utilized area-of-effect spells to force a stalemate. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Navigate the West corridor ambush; protect party members from lethal Vegepygmy spear attacks; contain the fungal and robotic threats. &lt;br /&gt;
|-&lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Critical use of Entangle spells to freeze the multi-front battlefield including 12 targets (700), sprinted to keep pace with the pursuit droid resulting in 1 Exhaustion (300), and utilized Burning Hands for effective area damage (500). &lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,300 &lt;br /&gt;
| Successful critical bluff to avoid robot capture (400), survived a near-death experience involving multiple spear stabs and a rescue by Robo Dame (600), and provided combat fire support (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Essential use of Entangle and Chill Hand to halt the pygmy advance (400), and provided morale-boosting Christmas jokes while under the influence (400). Gained Inspiration (200). &lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 400 &lt;br /&gt;
| Successfully prioritized recovery and stabilization by taking a crucial rest in the dining room while the party engaged in combat (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 300 &lt;br /&gt;
| Provided strategic movement support and assisted in the initial navigation of the robot-controlled hallway (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 141 The Clone Revelation and The Droid&#039;s Collapse]] &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED &lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,500 XP - The party successfully stabilized the Robo Dame cyborg, extracted critical data regarding Lexana&#039;s origins as a Phasnosh clone, and secured high-tech armaments. &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s) &lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Track Lexana Brightshore; investigate the &amp;quot;Stabilized Anomaly&amp;quot; data; survive the activation of Phasnosh purge protocols.&lt;br /&gt;
|- &lt;br /&gt;
! NAME &lt;br /&gt;
! INDIVIDUAL ACTION XP &lt;br /&gt;
! NOTES &lt;br /&gt;
|- &lt;br /&gt;
| [[Durmen]] &lt;br /&gt;
| 1,500 &lt;br /&gt;
| Successfully passed the critical Arcana check on the VT100 Terminal to reveal Lexana&#039;s origins (700), utilized Mend to repair Robo Dame&#039;s exterior (400), and secured the Laser Pistol and Chronometer (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Balmaris]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Neutralized the fleeing Vegepygmy with a Spiritual Hammer/Crossbow combination (400), spotted the hidden ID card on the cyborg (300), and provided tactical awareness during the terminal investigation (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Poision Egon]] &lt;br /&gt;
| 1,000 &lt;br /&gt;
| Triggered the reactivation of Robo Dame by invoking Lexana&#039;s name (500), successfully navigated a medical trance, and utilized heightened senses to detect incoming hostiles from the East (500). &lt;br /&gt;
|- &lt;br /&gt;
| [[Aldran]] &lt;br /&gt;
| 900 &lt;br /&gt;
| Survived the Nurse Droid&#039;s brutal groin scan and curative injection (500), and successfully adapted to a state of euphoric echolocation blindness (400). &lt;br /&gt;
|- &lt;br /&gt;
| [[Nail]] &lt;br /&gt;
| 700 &lt;br /&gt;
| Participated in the &amp;quot;Cyborg Sandwich&amp;quot; healing of Robo Dame (400), and utilized the brief respite to stabilize his condition following the previous combat (300). &lt;br /&gt;
|- &lt;br /&gt;
| [[Ricfire]] &lt;br /&gt;
| 0 &lt;br /&gt;
| Ricfire was not present for the events of this session. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 140 Axe, Syringe, and Sonic Blast: The Price of the Peak]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ENCOUNTER XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3,000 XP - The party successfully defeated the Vegepygmy ambush and survived the initial coordinated attack (Sonic Blast) from the two Police Robots.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Secure the chamber and locate the object needed to track Lexana. Survive the Police Robot ambush.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Received and survived the Android&#039;s bizarre curative injection (500), successfully cast Mend on &amp;quot;Robo Dame&amp;quot; (400), and utilized Ice Knife to exploit Vegepygmy vulnerability (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Maintained Bless concentration despite combat shock (300), utilized Flame Strike to counter Vegepygmy regeneration (500), and provided critical healing/support throughout the encounter (400).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Sustained critical friendly fire damage and continued combat (500), dealt continuous damage to the Vegepygmies (300), and general combat contribution (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 900&lt;br /&gt;
| Critically fumbled the Greataxe and struck Nail (0 XP for fumble, -500 penalty offset), landed a devastating critical hit on a Vegepygmy Raider (700), and successfully threw an incapacitated Vegepygmy into a Police Robot (700).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poision Egon]]&lt;br /&gt;
| 700&lt;br /&gt;
| Successfully cast Entangle to control enemies (300), utilized Inflict Wounds for decisive damage (400), and survived the robot&#039;s brutal crushing grapple (0 XP, future survival bonus applied).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the key events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 139 The Metal Peak&#039;s Embrace]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1,850 XP - The party successfully entered and navigated the first wing of the strange, metallic structure, defeated a high-level construct, and secured magical components (glowing diamond, various gems, a rectangular piece of onyx colored stained glass) necessary for deeper exploration. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue tracking Lexana Brightshore through the metallic maze to prevent her from recovering the mysterious Book of Gates. Determine the purpose of the strange dungeon and its technology.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| Attempted to communicate with hostile Construct (200), successfully cast Mend to subdue the Construct (500), survived the paralyzing ray attack (300), and discovered the glowing diamond (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| Ignored danger to confront the presumed Lexanna clone (300), successfully identified the non-magical nature of the attacks (300), applied Mass Healing Word under duress (200), and general combat contribution (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1,500&lt;br /&gt;
| Dealt decisive damage using Divine Smite, revealing the Construct&#039;s mechanical nature (800), sustained severe damage during melee combat (300), and general combat contribution (400).&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 0&lt;br /&gt;
| Aldran was not present for the key events of this session.&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 0&lt;br /&gt;
| Poison Egon was not present for the key events of this session.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 0&lt;br /&gt;
| Ricfire was not present for the key events of this session.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 138 The Garrisons Respite]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,500 XP - The party successfully secured shelter with the wary fort guards, survived a magical ambush while crossing the Giants Valley, and transitioned the mission from pure survival to active reconnaissance and pursuit of Lexana Brightshore. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Infiltrate the mountains and locate the metallic structure seen in the vision. Gather intelligence on the movements of the Giant and Wizard in the area. Travel through the hostile Giant Valley.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| Key reconnaissance: spotted the Giant-like figure ahead (300), general exploration contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 300&lt;br /&gt;
| Enduring two levels of exhaustion (200), general survival contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| Successfully bluffing the fort guards to gain entrance (400), enduring exhaustion (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 400&lt;br /&gt;
| High awareness: spotted the following fort guards (300), stealth/navigation contribution across the valley (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 300&lt;br /&gt;
| Enduring cold and suffering from lack of gear (200), general exploration contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| High awareness: spotted the following guards (200), key roleplaying element showing anxiety over Delilah&#039;s harassment (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 137 Revenge of the Frost Giant]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,500 XP - The party successfully defended their camp against a highly aggressive and powerful Frost Giant, the vengeful mate of a previously defeated foe. They also survived an ambush by an unknown, magically powerful cloaked figure. This amount is awarded to each party member.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of [[Lexana Brightshore]] and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 600&lt;br /&gt;
| Pursued the Fey Eye spy (300), Coordinated attacks on the Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1,300&lt;br /&gt;
| Took a Lightning Bolt meant for [[Leia]] (700 - &#039;&#039;&#039;Heroic Act&#039;&#039;&#039;), Butchered Yeti meat (300), Engaged Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 500&lt;br /&gt;
| Attempted retaliation on Cloaked Figure (200), Gave the Albert Cloak to Leia (100), general combat contribution (100), recovered from spell fumble (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 500&lt;br /&gt;
| Spotting the initial Giant attack (200), Landed critical blows against Giant (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 500&lt;br /&gt;
| Delivered critical damage to Giant (200), Butchered Yeti meat (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 800&lt;br /&gt;
| Cast Heal on Durmen (400 - &#039;&#039;&#039;Critical Healing&#039;&#039;&#039;), Cast Hunter&#039;s Mark (200), general combat contribution (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 136 Echoes of the Fallen Giant]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3,950 XP - The party navigated a brutal ambush against two formidable Yetis and a powerful Ice Devil, demonstrating courage and teamwork in a desperate fight for survival. This amount is awarded to each party member.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | QUEST(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 400&lt;br /&gt;
| Coordinated attacks against Ice Devil (200), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 500&lt;br /&gt;
| Fell in battle and revived (300), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| Revived Durmen with Mass Cure Wounds (500), successfully banished Ice Devil (400), engaged Yeti (100), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 600&lt;br /&gt;
| Landed sneak attack on Yeti (300), dealt damage to Ice Devil with arrows (200), engaged Yeti (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Egon]]&lt;br /&gt;
| 600&lt;br /&gt;
| Delivered final blow to Ice Devil (300), engaged Yeti with Halo of Spores (200), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 400&lt;br /&gt;
| Part of valiant attack on Ice Devil (200), engaged Yetis (100), general combat contribution (100).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 135 The Chill of Despair]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 8000 XP - The party navigated a brutal ambush against two formidable yetis and a powerful Ice Devil, demonstrating courage and teamwork in a desperate fight for survival that tragically cost Durmen his life. They also dealt with the aftermath of their previous giant encounter and uncovered unsettling signs of being followed.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and dangerous encounters in the wilderness, facing escalating threats and the consequences of their pursuit.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Part of valiant attack on Ice Devil (600), engaged Yetis (300), hit by Ice Devil spear (100), general combat contribution (300), securing Giant loot/buying eyeball (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Bought giant eyeball (100), dealt significant Magic Missile damage to Yeti (500), part of valiant attack on Ice Devil (400), engaged Yetis (300), fell in battle/sacrifice (300).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Attempted to banish Ice Devil twice (500), hit by Ice Devil spear (100), part of valiant attack on Ice Devil (600), engaged Yetis (300), general combat contribution (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Landed sneak attack on Ice Devil (600), moved into position for attack (100), part of valiant attack on Ice Devil (500), engaged Yetis (300), attacked by Yeti (100).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1600&lt;br /&gt;
| Part of valiant attack on Ice Devil (700), engaged Yetis (400), hit by Ice Devil spear (100), general combat contribution (300), critically fumbled on summoned devil (100).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 134 Frozen Folly]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 5600 XP - The party navigated treacherous winter conditions, overcame the challenge of a disabled wagon, survived a devastating avalanche, and decisively defeated a frost giant and its dire wolf companions, securing valuable loot and continuing their journey north.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Continue journeying north to discover the whereabouts of Lexana Brightshore and the mysterious book. Survive hazardous weather and encounters in the wilderness.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldran]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Lifted wagon back onto road (200), hit Giant with Eldritch Blast (400), charged into melee (300), engaged Dire Wolves (200), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Durmen]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Continued book studying (100), engaged in Firebolt and Magic Missile attacks against Giant (500), delivered final blow to Giant (300), engaged Dire Wolves (200), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Balmaris]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Used healing spells to aid the party in combat (500), engaged Dire Wolves (300), general combat contribution (400), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricfire]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Attempted to sneak around for backstab on Giant (400), landed Sneak Attack on Giant (300), engaged Dire Wolves with short bow (400), general combat contribution (100), securing loot (200).&lt;br /&gt;
|-&lt;br /&gt;
| [[Nail]]&lt;br /&gt;
| 1400&lt;br /&gt;
| Charged into melee (500), engaged Dire Wolves (400), general combat contribution (300), securing loot (200).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 133 The Sage, the Suitor, and the Smashed Blacksmith]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP AWARDED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2250 XP - The party made significant progress by securing reliable transportation, gaining a valuable new ally in Lei, acquiring upgraded weaponry, and decisively resolving a confrontation with the local blacksmith, advancing their quest to discover the whereabouts of Lexana Brightshore and the mysterious book.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Discover the whereabouts of Lexana Brightshore and the mysterious book. Secure reliable transportation for continued travel.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! INDIVIDUAL ACTION XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 1000&lt;br /&gt;
| Diplomatic interaction with [[Borin]] (100), persuasive interaction with [[Berrick]] (100), decisive victory against Keelin (800).&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 700&lt;br /&gt;
| Deciphered [[Elder Theron]] &#039;s glyphs (300), charmed Lei and recruited her as an ally (300), active participation in town exploration (100).&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 700&lt;br /&gt;
| Noticed merchant guild carts (150), attempted to read Elder Theron &#039;s glyphs (150), healed Keelin after Aldran&#039;s fight (400).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 132 The sigils of the Silk Rose and Yellow Orbs]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 850 The party made a significant breakthrough, uncovering that Lexana Brightshore is alive and that both she and the sought-after book have passed through a mysterious, magically sealed door. Their investigation of the warehouse also revealed unsettling cargo bearing unfamiliar sigils, and a discovery within a marked crate hinted at something far more unusual being transported.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Discover the whereabouts of Lexana Brightshore and the mysterious book.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 365&lt;br /&gt;
| Old Woman (50), Raven (25), Deceived Guards (150) - took point on initial interaction, Talking Door (140).&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (55) - provided comic relief, Raven (25), Deceived Guards (150) - key in the deception, Talking Door (150).&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 395&lt;br /&gt;
| Old Woman (60) - focused on the crates and the rose sigil, Raven (25), Deceived Guards (150), Talking Door (160) - primary interaction, learned about &amp;quot;other portals,&amp;quot; briefly glimpsed something metallic inside the opened crate.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (50), Raven (35) - first to spot the unusual creature, Deceived Guards (150), Talking Door (145) - discerned faint glyphs.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 380&lt;br /&gt;
| Old Woman (50), Raven (50) - neutralized the watcher, Deceived Guards (130) - less vocal, Talking Door (150) - noted the door&#039;s magical nature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 131 Whispers in the pass]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 700 The party successfully navigated the initial challenges of the mountain pass, arrived at [[Oakhaven]], gathered information about the caravans, and began investigating the ties back to the Merchant Guild of Lhynn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Investigate the unusual activity surrounding the late-night caravan in Oakhaven.&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 2300&lt;br /&gt;
| Defeated the wraith in the temple, awesomely  navigated the treacherous cliffside path down the mountain.with style.&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 750&lt;br /&gt;
| Led questioning of the guard, experienced unsettling journey, participated in initial investigation.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 850&lt;br /&gt;
| Discreetly investigated the wagon, experienced unsettling journey, opened the warehouse, interacted with the elder.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 650&lt;br /&gt;
| Experienced unsettling journey, survived near-fatal fall, participated in initial investigation.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 200&lt;br /&gt;
| Experienced unsettling journey, casting water walk and sparing the party further risks of falls to an icy death, participated in initial investigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 130 Trials of Worth]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1220 The party navigated a series of magical trials designed to test their worthiness, including moral dilemmas, incorporeal healing, maze traversal, and dimensional travel, all while racing against the clock to attend a rare magic item auction.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 625&lt;br /&gt;
| Navigated maze, solved door puzzles, led investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 625&lt;br /&gt;
| Navigated maze, solved door puzzles, aided investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 625&lt;br /&gt;
| Healed spectral figure, investigated dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 625&lt;br /&gt;
| Healed spectral figure, aided investigation into dimensional doorway.&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 500&lt;br /&gt;
| Overcame moral quandary, began work to purify temple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 129 The Obsidian Flask]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | MILESTONE XP &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2000 The party entered the [[Obsidian Flask]], navigating its social complexities and learning of a missing spellbook. They engaged in combat with a demonic patron, and then accepted a dangerous quest from the archmage [[Turgen Voxhall]] to retrieve the book, only to be trapped within a magical room.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! XP&lt;br /&gt;
! NOTES&lt;br /&gt;
|-&lt;br /&gt;
| Aldran&lt;br /&gt;
| 600&lt;br /&gt;
| Initiated and won combat, strong social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Durmen&lt;br /&gt;
| 575&lt;br /&gt;
| Paid entry, guild test, key information, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Balmaris&lt;br /&gt;
| 525&lt;br /&gt;
| Guild test, social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Poison Egon&lt;br /&gt;
| 550&lt;br /&gt;
| Assisted in combat, social interaction, quest acceptance.&lt;br /&gt;
|-&lt;br /&gt;
| Nail&lt;br /&gt;
| 500&lt;br /&gt;
| Guard duty, social interaction, quest acceptance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 128 Belport]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1400 After deciphering ancient runes, navigating a magical portal, surviving a Sahuagin ambush, and successfully navigating the social complexities of Belport, the party secured lodging and accepted a new quest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Poison Egon&lt;br /&gt;
|500&lt;br /&gt;
|Deciphered and activated runestones, reactivated the portal under pressure.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen&lt;br /&gt;
|450&lt;br /&gt;
|Engaged in a complex roleplaying encounter with an old acquaintance, conducted research.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris&lt;br /&gt;
|375&lt;br /&gt;
|Provided a goodwill gesture of creating pure water.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|350&lt;br /&gt;
|Participated in combat and social encounters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 127 Lexana&#039;s Fall]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1250 After a series of stealthy maneuvers and a tense encounter with the villagers, the party clashed with the cunning sorceress Lexana Brightshore, ultimately defeating her (though not without loss) and recovered her hidden cache of magical items.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldran Stormheart]]&lt;br /&gt;
|575&lt;br /&gt;
|Showed initiative and cleverness by unmooring the boats and convincing the villagers to let them pass unmolested. Comedic relief - &amp;quot;Bravely&amp;quot; hacked at the magic mouth door.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|466&lt;br /&gt;
|Participated in combat with Lexana and explored the house, contributed to the overall party effort.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|520&lt;br /&gt;
|Engaged in combat with Lexana, was killed by her Ice Storm, but later resurrected by Poison Egon.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|650&lt;br /&gt;
|Took charge in Lexana&#039;s house, kicking down doors and pressing the action. Delivered the final blow to Lexana.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|775&lt;br /&gt;
|Provided crucial support with Inspiration and, most importantly, brought Durmen back from the dead! Animated Lexana as a zombie.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|Absent from the session or did not participate in significant actions.&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|250&lt;br /&gt;
|Participated in combat with Lexana, but was wounded and did not contribute as heavily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 126 Jailbreak]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 1600 Escaping the jail and avoiding unnecessary bloodshed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|440&lt;br /&gt;
|Negotiating with Leon, conning Turgeon.repeatedly intimidating the guards, Halvor and securing Halvor&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|360&lt;br /&gt;
|Freeing the prisoners to be a distraction to distract the guards and significantly increasing the party&#039;s chances of escape&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|280&lt;br /&gt;
|Noticing the details in the jail logbook regarding Dame Yarla&#039;s apparent influence in getting prisoners released. &lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|120&lt;br /&gt;
|Scouting the exit.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|250&lt;br /&gt;
|Scouting ahead, picking locks, securing the guard and taking the tabards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 125]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 900 For escaping their cells and knocking out Constable Halvor. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|0&lt;br /&gt;
|1 Inspiration point for creative use of mend spell to splint Aldrans broken leg.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 124]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2800 Completing the quest to capture the Sea Ghost and defeat Myras cutthroats (but then released -1200XP) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|100&lt;br /&gt;
|Surviving the combat&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|500&lt;br /&gt;
|Healed Rickfire, negotiated with [[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]], healed party, participated in combat&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|400&lt;br /&gt;
|Retrieved coral key, participated in combat&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|800&lt;br /&gt;
|Participated in combat, acted as hostage&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|430&lt;br /&gt;
|Dying heroicially battling Myra/[[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]] and cinematically even if it wasn&#039;t intentional&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|300&lt;br /&gt;
|Participated in combat, wounded, healed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 123 Abandon Ship]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1877 Continuing to wear down Myras&#039;s Cutthroat&#039;s and somehow not getting wiped out in the process.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|500&lt;br /&gt;
|Barbarian rage, fighting on even when clearly outclassed (staying in character), lucky Flumph&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|500&lt;br /&gt;
|Leadership, healing of Poison Egon and Durmen, and strategic thinking&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|475&lt;br /&gt;
|Personal sacrifice and heroism&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|500&lt;br /&gt;
|Tactical brilliance, courage, and creative thinking for misty step&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|430&lt;br /&gt;
|Dying heroicially battling Myra/[[Sigurd Sigurd &amp;quot;Snake Eyes&amp;quot;]] and cinematically even if it wasn&#039;t intentional&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|300&lt;br /&gt;
|Resourcefulness in grabbing his severed arm and survival instinct&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 122]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2350XP Boarding the Sea Ghost, taking out some of Myras&#039;s Cutthroat&#039;s, injuring Bloody Helena and Fritof.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|525&lt;br /&gt;
|Aggressive tactics, including shoving Bloody Helena overboard, cleaving a sailor in two, and stomping on another&#039;s intestine, interposing himself between Poison Egon and Myra&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 330&lt;br /&gt;
| Healing Poison Egon, signaling Halvor&#039;s men, attacking Fritof&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 220&lt;br /&gt;
| Casting a firebolt and ice knife for great effect&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 255&lt;br /&gt;
| Straightforward but bold combat style and quick thinking, such as stomping out the fire and rushing to halt the pirate advance&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 230&lt;br /&gt;
| Clever use of the charm and spore spells&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|170&lt;br /&gt;
|Injuring Fritof and dying dramatically while trying to assist Balmaris&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 121]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1400 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|410&lt;br /&gt;
|Inspirational presence, boosting morale, combat prowess&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 410&lt;br /&gt;
| Excellent use of spell-casting, good use of cover &amp;amp; strategy, gaining an invitation to meet with Lexana Brightshore&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 230&lt;br /&gt;
| Leading the party through the treacherous bog, identifying potential dangers, helped locate hidden clues&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 220&lt;br /&gt;
| Survived a deadly encounter with an assassin, showcasing his resilience and luck.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 120]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |550XP Investigating the missing dwarves, Meeting Elder Theronk the Sage, Retrieving books from the mansio, Encountering the Dark Elf spirit&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | - Capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed for Constable Halvor&lt;br /&gt;
- Recover the books from the Alchemists Manor&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|150&lt;br /&gt;
|Storing the bag of goblin heads and negotiating with Abe.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 100&lt;br /&gt;
| Guarding the library and assisting in retrieving the books.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 150&lt;br /&gt;
| Assisting Elder Theronk with recovering and mending the books. Using his knowledge to navigate the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 100&lt;br /&gt;
| Helping to transport the books and guarding the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 125&lt;br /&gt;
| Spotting the ships with the telescope and helping to transport the books.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 119]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 735XP, Identifying the magical nature of the swords, Navigating the treacherous terrain and avoiding potential ambushes, Dealing with the hostile giants and rescuing the wounded, Encountering the green dragon and navigating the town&#039;s gate guards, Resolving the conflict with the gnomes and dwarves, Interacting with [[Eira Shadowglow]] and [[Lexana Brightshore]], Rescuing the dwarven and gnome miners/jewelers&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Accepting the mission from Constable Halvor to capture or kill Myra and bring in the Sea Ghost for 100GP or 1/2 that if shes killed&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|200&lt;br /&gt;
|Led the party through the giant&#039;s path, rescued the wounded, and interacted with the gnomes and dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 100&lt;br /&gt;
| Assisted in rescuing the wounded, and negotiated with the gate guards.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 250&lt;br /&gt;
| Evaluated the swords, participated in the journey, assisted in rescuing the wounded, and negotiated with Lexana.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 200&lt;br /&gt;
| Helped evaluate the swords,assisted in rescuing the wounded, and helped transport the party.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Egon&lt;br /&gt;
| 150&lt;br /&gt;
| Identified the green dragon, participated in the journey, and interacted with Eira Shadowglow.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 118]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |800XP Clearing level 1 of the mines, discovering theres a brisk trade in weapons between the pirates and hobgoblins that somehow ties back to Coregilia, finding the silk scroll and gemstones, trapping Rutgar and his group of goblins, rescuing Quinn and the other miners.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
| 150&lt;br /&gt;
| Healing Quinn and providing him with food/gear&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 150&lt;br /&gt;
| Spellcasting/deciphering Myra&#039;s conversation with Rutgar&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
| 225&lt;br /&gt;
| Discovering the entrance to another level, defeating the violet fungi, ambushing the goblins, finding the weapons cache&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
| 175&lt;br /&gt;
| Jamming the elevator gears&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
| 80&lt;br /&gt;
| Assisting Poison Egon/Durmen negotiating with Quinn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 117]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |460 Finally crossing the crevasse, interrupting the goblin and corsairs exchange at the docks, making it to the hidden harbor entrance &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
| 255&lt;br /&gt;
|Heroic action saving Ricfire from fall, comedic effects from repeated fails trying to climb up the cliff wall.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|170&lt;br /&gt;
|Good use of stealth, avoiding being spotted by the goblins, aiding party with climbing out of the&lt;br /&gt;
crevasse, aiding/healing gnomes&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
| 240&lt;br /&gt;
|Brutal group kill with Ice Knife spell, great attempts to climb up rope/help party out&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|255&lt;br /&gt;
| Exploration, treasure discovery, spell casting, monster control&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|230&lt;br /&gt;
|Charm spell  on hobgoblins, leaving Durmen to his fate&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|135&lt;br /&gt;
|Teamwork, near-death experience, rendering aid to Durmen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 116|Session 116]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |370XP Crossing the chasm of the ghouls and witnessing the landing of a small boat of sailors in a flooded tunnel leading to the discovery of a mysterious link between the sailors and the mine.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Investigate the Dwarven silver mines and root out the hobgoblins who took it over.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|335 &lt;br /&gt;
|Defeating the ghouls. Multiple critical hits on ghouls. Nice epic critical fail on the attack resulting in PTSD flashback. Comedic relief for attempting to toss Ricfire over the chasm.&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|270&lt;br /&gt;
|Making it across the chasm, witnessing the sailors landing, noticing they are unloading crates on the dock, detecting the sounds of many footsteps approaching from a mine passage.&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|504 &lt;br /&gt;
|Comedic relief for the spectular fails while trying to cross the chasm. Pulling Nail over the edge with him in dramatic fashion. Inspiration for calling on Divine help/for a miracle saving him from certain death as he falls into the chasm a second time. Good buffs on the party as the sailors approach their hiding locations.&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|380&lt;br /&gt;
|Saving Aldrin&#039;s life. &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|220&lt;br /&gt;
|Making it across the chasm, fighting the ghoul and assisting Nail before being driven off by the approaching sailors.&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 115 War Drums In The Mines]]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 114|Session 114]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |675 Helping the villagers put out the fires and starting to clean out the mines of goblins.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 113 Seriously, not another bar fight?]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |205 Surviving another bar fight, trying to minimize the damage (or legal troubles), learning about possibly shady business dealings occurring at the Empty Net&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |  Accepting the quest to return drowned sailor bodies from the deep. Assiting the dwarves with dealing with goblins in the mines.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|145&lt;br /&gt;
|Playing in character (even to party detriment), trying to persuade [[Anya]], interesting rage effects&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|135&lt;br /&gt;
|Avoiding killing blows, quick thinking with the charm Aldran spell&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|170&lt;br /&gt;
|Playing in character, trying really hard to avoid combat and finish the mend spell in spite of repeated interruptions. creative spell fumble&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|160&lt;br /&gt;
|Defending Durmen from two likely fatal attacks, defending Balmaris, avoiding killing blows&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|150&lt;br /&gt;
|Good use of spores to cover the party retreat and combat spells to defend party &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|125&lt;br /&gt;
|Distinguished combat skills with a sword, covering the party&#039;s retreat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; |  [[Session 112 For want of a water breathing potion]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |450 Delivering the goods to Abe, gaining contacts in town, insight on the local thieves guild, meeting with the dwarves, accepting the quests&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;QUEST(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |  Accepting the quest to return drowned sailor bodies from the deep. Assiting the dwarves with dealing with goblins in the mines.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Forming tribal bond with [[Hvitserk]], gaining 4 informers in the town&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|65&lt;br /&gt;
|Detecting the Dwarven tail, creative bribe and avoiding a fight&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|55&lt;br /&gt;
|Detecting the Dwarven tail, avoiding a fight  &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|45&lt;br /&gt;
|Discovering druid standing stones on the island &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 111 The basted barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 290 Exploring the haunted mansion, learning more about the sauhgin undwater cities and the sea gates used by the pirates from the East.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|55&lt;br /&gt;
|Saving Ricfire - again&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|60&lt;br /&gt;
|Reading the books, smooth talking the guards at the seamen&#039;s guild&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|45&lt;br /&gt;
|Battle stirges  &lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|55&lt;br /&gt;
|Battle stirges, toying with [[Helga]] &lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|45&lt;br /&gt;
|Dying - again this time with more style and flair... &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 110 Deer arent the only creatures who rut in the woods]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 316 Avoiding major bloodhshed in town, making their way to the haunted mansion&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Talking his way out of (or into?) a debate with Lord Solmor and impressing the house guard (lugi tossing)&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|50&lt;br /&gt;
|Saving Ricfire&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|50&lt;br /&gt;
|Creative use of mend to unstick the manor house doors&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|35&lt;br /&gt;
|Interesting use of druid charms on the wench&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|Dramatic death!&lt;br /&gt;
|60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 109 Nothing to see here, now move along]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 230 Fast talking their way past Constable Halvor, avoiding unnecessary bloodshed, discovering the location of the alchemists house.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ricfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 108 Killed by a flumph]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 145 Making it to [[Coregilia]], managing to avoid murdering all the patrons in [[the Snapping Line]] tavern&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|60&lt;br /&gt;
|Comic relief at the Market, interesting use of a flumph to kill his opponents&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|85&lt;br /&gt;
|Going above and beyond to heal a tavern full of people killed by the party&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|55&lt;br /&gt;
|Comic relief, working out a deal with Abe to fence the stolen booze&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|55&lt;br /&gt;
|Providing overwatch of the fight and keeping the party/patrons mostly in check&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raynoff&lt;br /&gt;
|55&lt;br /&gt;
|Creative use of flatulence, trying to avoid bloodshed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 107 The Sea Hags treasure]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 145 Discovering the wreck of the Wanderlust and surviving the Sea Hag encounter&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while fighting the sea hag&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|25&lt;br /&gt;
|Obliterating the crab in one shot&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while exploring the Wanderlust&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|15&lt;br /&gt;
|Comic relief, good combat while fighting the crabs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 106 Boating is for sailors]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 150 Recovering and repairing the boat&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|177&lt;br /&gt;
|Playing in character, making it to the boat, shark wrestling, sahuagin battle, tea bag CPR technique&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|135&lt;br /&gt;
|Saving Poison Egons life&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|150&lt;br /&gt;
|Making it to the boat, sahuagin battle&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|123&lt;br /&gt;
|Excellent banter and playing in character (enjoying breakfast)&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|145&lt;br /&gt;
|Creative use of a &amp;quot;druidic spell&amp;quot; excuse to keep Nail from exacting revenge on Poison Egon for stabbing him, dramatic death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 105 Crime doesn&#039;t pay]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |237 Surviving the tribunal and the subsequent shipwreck&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Aldran Stormheart&lt;br /&gt;
|75&lt;br /&gt;
|Playing in character&lt;br /&gt;
|-&lt;br /&gt;
|Balmaris Dullostii&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Durmen Tredan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Poison Poison Egon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 099 Blown away]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |3100  Avoiding death by dragon &lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
| 200&lt;br /&gt;
|Av.&lt;br /&gt;
|-&lt;br /&gt;
| Gallandin&lt;br /&gt;
|350 &lt;br /&gt;
|Managing to learn the operation of the airship, critical hit on the dragon &amp;amp; highlord.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horin]]&lt;br /&gt;
|300 &lt;br /&gt;
|Returning flamestrike for flamestrike and critically hitting the dragon highlord&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|200 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|400&lt;br /&gt;
|Pulling a verbal rabbit out of the hat and convincing the dragon not to kill them off.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 098 Things are looking up]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1800  Meeting Eleanor and finding the airship&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
|150&lt;br /&gt;
|Good use of limited time scrounging for items needed to repair his bow.&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|200&lt;br /&gt;
|Figuring out to repair the airship while battling growing exhaustion and increasing difficulty after repeated failures&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|150&lt;br /&gt;
|Cleaning up Rimweck&#039;s mess and dealing with Eleanor&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|150&lt;br /&gt;
|Gaining insights from the old man at the coach house, detecting the glyphs over the windows and saving the party from significant injury had they gone that route&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|175&lt;br /&gt;
|Discovering something amiss the creature in the lake and oddities about the Owlbear rug/living room&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
| 200&lt;br /&gt;
|Excellent use of persuasion to convince Eleanor of the [[nobility]] and justness of the parties actions against the Baron.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 097 We shoulda formed a square...]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3107  Surviving the Red Company heavy brigade assault, learning of a potential schism between the Red Company, Rippers, and Baron&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Faerel&lt;br /&gt;
|375&lt;br /&gt;
|Excellent snapshot pinning the knight to the tree and playing in character even to the detriment of the party/himself.&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
| 200&lt;br /&gt;
|Lucky use of dragon breath to save himself from the knights&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor&lt;br /&gt;
|600&lt;br /&gt;
|Individual heroism, saving Ragnum and restoring him to health while riding up to him and avoiding the surrounding calvary &lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|100 &lt;br /&gt;
|Epic fail with the conjure barrage spell improved party morale!&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|100&lt;br /&gt;
|Epic fail with critical fumble and somehow not dying or being maimed. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 096 The last charge of the heavy brigade]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1370  Meeting up with the elven rangers, surviving Stirkirks suicide vest, advancing towards [[Grenvik]].&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|1100&lt;br /&gt;
|Creative use of a hidden elemental to disrupt the charge, casting an &amp;quot;angry&amp;quot; fireball&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|700&lt;br /&gt;
|Flamestrike against the calvary&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor &lt;br /&gt;
|400&lt;br /&gt;
|Calvary melee&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|400 &lt;br /&gt;
|Calvary melee&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 095 The army leaves for Grenvik]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1575 Prepping the army for its long awaited advance on [[Oleg Keep]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandin &lt;br /&gt;
|300&lt;br /&gt;
|Taking lead on establishing the defense of the town&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|450&lt;br /&gt;
|Attempting to purify the well, feeding the town, dealing with Alain&lt;br /&gt;
|-&lt;br /&gt;
|Lanalor &lt;br /&gt;
|300&lt;br /&gt;
|Playing in character, scouting and finding the elven rangers&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|375&lt;br /&gt;
|Attempting to convince the party to choose an alternative approach to allowing the undead to defeat the Baron, playing in character&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum &lt;br /&gt;
| 500&lt;br /&gt;
|Defeating the undead hill giants, saving Rimweck and escaping the mines &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 094 Back in the saddle again]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 3000XP Escaping the undead army, avoiding the effects of [[Whisper Mill]], and returning to [[Wanborne]] without losing any more civilians to rally the long awaited reinforcements from [[Knurl]].&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gallandin&lt;br /&gt;
|600&lt;br /&gt;
|Creative use of fire to motivate the citizens to leave the tower without injuring them or being discovered.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|450&lt;br /&gt;
|Successfully navigating through the brush and hills with a wagon full of terrified civilians&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor&lt;br /&gt;
|450&lt;br /&gt;
|Good scouting and woodland lore skills&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|770&lt;br /&gt;
|Playing in character- noble leadership and self sacrifice to save the party. Amazing luck in leading away the undead and&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 093 Vellor and his gifts keep on giving]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2155XP Avoiding combat with Lord Vellor, learning more about Adious and Margaretes skillsets and intrigues, creatively opening up negotiations by the sword with Vellors army.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Lanelor       275     Keeping everyone on their toes with the professional indecisions, door repairs (crit), trying to get the party to stick to the plan&lt;br /&gt;
|-&lt;br /&gt;
|Horin  350     Playin in character, taunting the undead, charging into the frey as befitting a cleric of Clangeddin&lt;br /&gt;
|-&lt;br /&gt;
|Mourn 300    Excellent archery, keen perception, looking after the party interests, door repairs (crit)&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum 375    Retaining his composure around Vellor/avoiding combat, earning back one of the champions artifacts, good support to Horin.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 092 Breaking, entering, and nearly dying]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |840XP Discovering and recovering Adious and Margarete&#039;s stash of items, surviving the traps, making a noble stand in the tower.&lt;br /&gt;
|               2200XP Combat with the three demons&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Galinndan    200    Creative use of a lightening bolt to clear a room of poison gas&lt;br /&gt;
|-&lt;br /&gt;
|Horin    420    Holding the demon at bay&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor        500    A poor excuse for a thief but still getting away with the goods&lt;br /&gt;
|-&lt;br /&gt;
|Mourn  2   Spotting the dragon moving ahead of (fleeing?) the oncoming storm&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum       250   Saving Lanelor from being poisoned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 091 The return of the Bexley garrison]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2240XP - Defending and liberating the town from the Barons and Hobgoblin mercenary troops. Though the loss of the children robs you of the full joy of an otherwise splendid victory.&lt;br /&gt;
|-&lt;br /&gt;
|Galinndan  575    Doing his best to appease Margarete, awakening the kids, well placed fireball&lt;br /&gt;
|-&lt;br /&gt;
|Horin       420    Putting the children&#039;s interest first, trying to awaken the children, spectacularly roasting (crit) the haughty knight&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor    500    Making a great effort to convince the parents to bring their children to Galinndan, spotting the fading glyphs of the gate spell in the nick of time&lt;br /&gt;
|-&lt;br /&gt;
|Mourn      490   Spotting the returning patrol and alerting the party, excellent shooting + barrage (crit), identifying something (crit) is amiss with the murdered guards wounds&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum    475    Organizing plan to defend the town, getting some insight about Adious/Margerete&#039;s nature, trying to parlay with the noble before attacking first&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 090 The boys are back in Bexley]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2300XP Killing the envoy [[Sardume]] and making it look like someone else did it. Battling the hill giant. Returning the kidnapped children to [[Bexley]]. Discovering that some in Bexley are working with the Red Company slavers.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin 300XP Critical persuasion of the guards, staging the death of Sardume, dealing with Margarete.&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|250XP Coup-de-grasse on Sardume. Learning of the collaborators in Bexley who sold off the children into slavery.&lt;br /&gt;
|-&lt;br /&gt;
|Mourn &lt;br /&gt;
|275XP Use of stealth to gain critical hits on Sardume and the hill giant. Scouting of Bexley.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 087 Bodacious Bexley]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |1700 - Making it to Bexley, learning more about the Barons buildup and threats to the realm.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandin &lt;br /&gt;
|350&lt;br /&gt;
|Percieving the residual energy of a gate spell may be the cause of Horins/Ragnums panic&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lanelor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|700&lt;br /&gt;
|Taking charge while the dwarves are panicked by the creature at the mill, navigating the area around Whisper Mill&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 85 Party on]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2670 - Learning about the Red Companies trade route and favored goods, Insights about the growing demand for &amp;quot;[[Cardum]] Whisky&amp;quot; and perhaps why the Baron, Rippers, and demi-humans are fighting for the area around Oleg keep. Enabling the druid to reclaim the temple for Obad Hi.&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|450&lt;br /&gt;
|Taking charge of the town, walking the perimiter. Learning more about the dragon and noticing the circling dragon in time to alert the town&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|510&lt;br /&gt;
|Dealing with the Druid Tumour and the Flan elders, working to restore the temple, buffing the party&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|450&lt;br /&gt;
|Taking charge of the elves, and discerning the race of the dragon rider&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|600&lt;br /&gt;
|Brewing a perfect ale, insight on the trade routes, (crit) creatively goading the dragon,&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 084 Summer BBQ]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |MILESTONE XP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2100 Milestone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 083 The party breaks up]]&lt;br /&gt;
|- No Exp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[082 Everyone wants a]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |2500 Milestone - multiple insights about the [[Ivae Orr]] elves concerns, Barons growing army, and Red Company&#039;s control of the main north south trade road from Spinecastle all the way to Knurl.Session&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 083]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|200&lt;br /&gt;
|Finding out about the dragons fight with some drow. Plotting to turn the Red Company against the Rippers, learning of the Red Companies trade with Spinecastle and Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|400&lt;br /&gt;
|Healing the troops, Plotting to turn the Red Compnay against the Rippers, learning of the Red Companies trade with Spinecastle and Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|300&lt;br /&gt;
|Fighting his urge to kill [[Lannor]] and [[Lanuhel]], learning of the elves concerns, the Barons creation of an army&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|300&lt;br /&gt;
|Attempting to parlay with the elves despite Luthaists and Lannors growing saber rattling. learning of the elves concerns, the Barons creation of an army&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 081 Bad deals and bad doors]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Gallandrin&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Horin&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|960&lt;br /&gt;
|Lockpicking, stealth, defeating two guards and running off Ellison&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|960&lt;br /&gt;
|Good use of cover, spells, defeating two guards and running off Ellison&lt;br /&gt;
|-&lt;br /&gt;
|Ragnum&lt;br /&gt;
|750&lt;br /&gt;
|MIlestone - learning about Baron Dunthmores deal with the Rippers&lt;br /&gt;
|-&lt;br /&gt;
|Kruger&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;mw-collapsible-header&amp;quot; | [[Session 080 Once more into the breach]]&lt;br /&gt;
|-&lt;br /&gt;
!NAME&lt;br /&gt;
!XP&lt;br /&gt;
!NOTES &lt;br /&gt;
|-&lt;br /&gt;
|Luthaist&lt;br /&gt;
|1320&lt;br /&gt;
|Defeating the guards and breaching the coach-house.&lt;br /&gt;
|-&lt;br /&gt;
|Mourn&lt;br /&gt;
|1320&lt;br /&gt;
|Defeating the guards and breaching the coach-house.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4348</id>
		<title>Session 149 The Sakura Protocol</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4348"/>
		<updated>2026-05-15T00:22:17Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Adventurer moved page Session 149 to Session 149 The Sakura Protocol without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 1 May 2026&lt;br /&gt;
| game_date = Morning / Midday&lt;br /&gt;
| synopsis = Session 149: The Sakura Protocol. After resting in the storage cache, the party ventured further into the biosphere&#039;s perimeter. The day was marked by a series of lethal industrial hazards, including an automated security bot programmed to &amp;quot;cleanse biologic infections&amp;quot; and a predatory water elemental guarding a pool of acid. After recovering a vital keycard via necromancy and narrowly surviving an ambush by a pair of Aurumvorax, the party retreated to the hallway to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 148 The Verdant Sentinel]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Elevator and the Poison Water ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party investigating the seamless metal plate on the storage room floor.&lt;br /&gt;
&lt;br /&gt;
The Hidden Lift: Durmen identified the plate as a &amp;quot;Phasnosh&amp;quot; controlled elevator, though the activation sequence remained elusive. Deciding to press on, Egon consulted George regarding the path ahead.&lt;br /&gt;
&lt;br /&gt;
The Shaman&#039;s Warning: George described the lower reaches of the station as containing &amp;quot;poison water, angry water, bad water,&amp;quot; suggesting hazardous liquid runoff or sentient aquatic threats in the facility&#039;s drainage systems.&lt;br /&gt;
&lt;br /&gt;
=== The Sakura Protocol ===&lt;br /&gt;
&lt;br /&gt;
Continuing counter-clockwise, the party&#039;s movement triggered the station&#039;s automated defense systems.&lt;br /&gt;
&lt;br /&gt;
The Pollen Trap: A massive spore pod exploded as the party passed, showering them in irritants. Egon reacted instantly, utilizing a &#039;&#039;Blight&#039;&#039; spell to wither the offending plant life in a single burst of necrotic energy.&lt;br /&gt;
&lt;br /&gt;
The Janitor Bot: Attempting to bypass a door marked &amp;quot;Danger: Reactant Room,&amp;quot; Egon and Durmen tripped a flashing alarm. A heavy security robot emerged, booming &amp;quot;Protocol Active.&amp;quot; Durmen used &#039;&#039;Comprehend Languages&#039;&#039; to translate the machine&#039;s directive: &amp;quot;Clean the biologic infection.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Critical Shutdown: As the robot prepared to &amp;quot;cleanse&amp;quot; the party, Durmen attempted a desperate persuasion. In a stroke of luck, the robot suffered a catastrophic logic failure (Critical Fail on Charisma check) and abruptly powered down, allowing the party entry.&lt;br /&gt;
&lt;br /&gt;
=== The Acid Pool and the Floating Key ===&lt;br /&gt;
&lt;br /&gt;
The Reactant Room contained a large pool filled with highly acidic water and a floating corpse.&lt;br /&gt;
&lt;br /&gt;
The Elemental Ambush: As Durmen approached the water, a Water Elemental lunged from the pool, slamming into him with enough force to nearly drag him into the acid. Durmen responded with a point-blank &#039;&#039;Lightning Bolt&#039;&#039;, but the creature held firm until Balmaris intervened.&lt;br /&gt;
&lt;br /&gt;
Steam and Spirit: Balmaris unleashed a &#039;&#039;Flame Strike&#039;&#039;, instantly vaporizing the elemental into a cloud of scalding steam. To retrieve a keycard visible on the floating body, Balmaris utilized &#039;&#039;Raise Dead&#039;&#039; (or similar necromancy) to compel the corpse to paddle itself to the edge, securing the red-clearance access.&lt;br /&gt;
&lt;br /&gt;
=== Ambush of the Golden Gorgers ===&lt;br /&gt;
&lt;br /&gt;
The party moved north into a secondary chamber, only to be caught in a deadly bottleneck.&lt;br /&gt;
&lt;br /&gt;
The Aurumvorax Trap: A pair of Aurumvorax (eight-legged, gold-eating predators) attacked with vicious speed. The encounter turned claustrophobic as George, the Shambling Mound, inadvertently blocked the only exit, trapping the party inside with the monsters.&lt;br /&gt;
&lt;br /&gt;
The Acidic End: Durmen cast &#039;&#039;Mage Armor&#039;&#039; to survive the scramble past George&#039;s bulk. Once the party cleared the doorway, Egon delivered a massive strike to the pursuing Aurumvorax, knocking the creature into the nearby acid pool. The beast thrashed briefly before dissolving into an oily film.&lt;br /&gt;
&lt;br /&gt;
| treasure = Red Key Card (Recovered from the pool corpse).&lt;br /&gt;
| key_npcs = The Janitor Bot (Inactive), George.&lt;br /&gt;
| tasks = Determine how to operate the Phasnosh Elevator. Find a use for the Red Key Card. Locate the Emerald Green Door Key.&lt;br /&gt;
| rumors = &amp;quot;Angry water&amp;quot; suggests the presence of more elementals or perhaps a central hive-mind within the station&#039;s filtration system. }}&lt;br /&gt;
&lt;br /&gt;
==== ⚠️ SESSION 150 STATUS CARRYOVER ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Durmen&#039;&#039;&#039; || Heavily Injured || Took massive damage from the Water Elemental slam; near exhaustion.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egon&#039;&#039;&#039; || Wary || Used high-level Blight/Shillelagh; monitoring the &amp;quot;Sakura Protocol&amp;quot; alerts.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Inspired || Awarded for the creative use of necromancy to bridge the acid pool.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nail&#039;&#039;&#039; || Exhausted || Battered by the Aurumvorax melee; out of breath.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;George&#039;&#039;&#039; || Apologetic || Still following; his size is becoming a tactical liability in tight corridors.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4347</id>
		<title>Session 149 The Sakura Protocol</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4347"/>
		<updated>2026-05-15T00:21:49Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
| campaign = Echos of Lhynn&lt;br /&gt;
| session_date = 1 May 2026&lt;br /&gt;
| game_date = Morning / Midday&lt;br /&gt;
| synopsis = Session 149: The Sakura Protocol. After resting in the storage cache, the party ventured further into the biosphere&#039;s perimeter. The day was marked by a series of lethal industrial hazards, including an automated security bot programmed to &amp;quot;cleanse biologic infections&amp;quot; and a predatory water elemental guarding a pool of acid. After recovering a vital keycard via necromancy and narrowly surviving an ambush by a pair of Aurumvorax, the party retreated to the hallway to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Continued from [[Session 148 The Verdant Sentinel]] | summary =&lt;br /&gt;
&lt;br /&gt;
=== The Elevator and the Poison Water ===&lt;br /&gt;
&lt;br /&gt;
The session began with the party investigating the seamless metal plate on the storage room floor.&lt;br /&gt;
&lt;br /&gt;
The Hidden Lift: Durmen identified the plate as a &amp;quot;Phasnosh&amp;quot; controlled elevator, though the activation sequence remained elusive. Deciding to press on, Egon consulted George regarding the path ahead.&lt;br /&gt;
&lt;br /&gt;
The Shaman&#039;s Warning: George described the lower reaches of the station as containing &amp;quot;poison water, angry water, bad water,&amp;quot; suggesting hazardous liquid runoff or sentient aquatic threats in the facility&#039;s drainage systems.&lt;br /&gt;
&lt;br /&gt;
=== The Sakura Protocol ===&lt;br /&gt;
&lt;br /&gt;
Continuing counter-clockwise, the party&#039;s movement triggered the station&#039;s automated defense systems.&lt;br /&gt;
&lt;br /&gt;
The Pollen Trap: A massive spore pod exploded as the party passed, showering them in irritants. Egon reacted instantly, utilizing a &#039;&#039;Blight&#039;&#039; spell to wither the offending plant life in a single burst of necrotic energy.&lt;br /&gt;
&lt;br /&gt;
The Janitor Bot: Attempting to bypass a door marked &amp;quot;Danger: Reactant Room,&amp;quot; Egon and Durmen tripped a flashing alarm. A heavy security robot emerged, booming &amp;quot;Protocol Active.&amp;quot; Durmen used &#039;&#039;Comprehend Languages&#039;&#039; to translate the machine&#039;s directive: &amp;quot;Clean the biologic infection.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Critical Shutdown: As the robot prepared to &amp;quot;cleanse&amp;quot; the party, Durmen attempted a desperate persuasion. In a stroke of luck, the robot suffered a catastrophic logic failure (Critical Fail on Charisma check) and abruptly powered down, allowing the party entry.&lt;br /&gt;
&lt;br /&gt;
=== The Acid Pool and the Floating Key ===&lt;br /&gt;
&lt;br /&gt;
The Reactant Room contained a large pool filled with highly acidic water and a floating corpse.&lt;br /&gt;
&lt;br /&gt;
The Elemental Ambush: As Durmen approached the water, a Water Elemental lunged from the pool, slamming into him with enough force to nearly drag him into the acid. Durmen responded with a point-blank &#039;&#039;Lightning Bolt&#039;&#039;, but the creature held firm until Balmaris intervened.&lt;br /&gt;
&lt;br /&gt;
Steam and Spirit: Balmaris unleashed a &#039;&#039;Flame Strike&#039;&#039;, instantly vaporizing the elemental into a cloud of scalding steam. To retrieve a keycard visible on the floating body, Balmaris utilized &#039;&#039;Raise Dead&#039;&#039; (or similar necromancy) to compel the corpse to paddle itself to the edge, securing the red-clearance access.&lt;br /&gt;
&lt;br /&gt;
=== Ambush of the Golden Gorgers ===&lt;br /&gt;
&lt;br /&gt;
The party moved north into a secondary chamber, only to be caught in a deadly bottleneck.&lt;br /&gt;
&lt;br /&gt;
The Aurumvorax Trap: A pair of Aurumvorax (eight-legged, gold-eating predators) attacked with vicious speed. The encounter turned claustrophobic as George, the Shambling Mound, inadvertently blocked the only exit, trapping the party inside with the monsters.&lt;br /&gt;
&lt;br /&gt;
The Acidic End: Durmen cast &#039;&#039;Mage Armor&#039;&#039; to survive the scramble past George&#039;s bulk. Once the party cleared the doorway, Egon delivered a massive strike to the pursuing Aurumvorax, knocking the creature into the nearby acid pool. The beast thrashed briefly before dissolving into an oily film.&lt;br /&gt;
&lt;br /&gt;
| treasure = Red Key Card (Recovered from the pool corpse).&lt;br /&gt;
| key_npcs = The Janitor Bot (Inactive), George.&lt;br /&gt;
| tasks = Determine how to operate the Phasnosh Elevator. Find a use for the Red Key Card. Locate the Emerald Green Door Key.&lt;br /&gt;
| rumors = &amp;quot;Angry water&amp;quot; suggests the presence of more elementals or perhaps a central hive-mind within the station&#039;s filtration system. }}&lt;br /&gt;
&lt;br /&gt;
==== ⚠️ SESSION 150 STATUS CARRYOVER ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Condition/Effect !! Duration/Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Durmen&#039;&#039;&#039; || Heavily Injured || Took massive damage from the Water Elemental slam; near exhaustion.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egon&#039;&#039;&#039; || Wary || Used high-level Blight/Shillelagh; monitoring the &amp;quot;Sakura Protocol&amp;quot; alerts.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balmaris&#039;&#039;&#039; || Inspired || Awarded for the creative use of necromancy to bridge the acid pool.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nail&#039;&#039;&#039; || Exhausted || Battered by the Aurumvorax melee; out of breath.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;George&#039;&#039;&#039; || Apologetic || Still following; his size is becoming a tactical liability in tight corridors.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4346</id>
		<title>Session 149 The Sakura Protocol</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4346"/>
		<updated>2026-05-15T00:21:20Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party searches the storage room. A large metal plate on the floor is seamless with only a very small fingernail with crack running around it. Party determines it&#039;s an elevator, but can&#039;t figure out how to operate it.&lt;br /&gt;
Durmen finds phasnosh controls on the elevator.&lt;br /&gt;
&lt;br /&gt;
The party exits the storage room.&lt;br /&gt;
&lt;br /&gt;
Poison Egon talks to George to determine what&#039;s outside this level, George says &amp;quot;there&#039;s poison water below, angry water, bad water &amp;quot;&lt;br /&gt;
&lt;br /&gt;
They continue counterclockwise around the biosphere level below&lt;br /&gt;
The floor here is somewhat overgrown along with the wall, as the part approaches a large sport explodes showering the party with some kind of plant pollen. Egon reacts quickly with a spel,  kills a plants for with a Blight Spell in one shot.&lt;br /&gt;
Continuing along the walkway party encounters instead of doors, but is unable to enter because it requires a red key. Durmen says theres a sign saying danger &amp;quot;reactant room&amp;quot;,&lt;br /&gt;
a voice booms out over an unseen speaker system &amp;quot;protocol active &amp;quot;after was Egon and Durmen set off a flashing light/alarm after they attempt to open the door&lt;br /&gt;
&lt;br /&gt;
The door slides open, a heavy, mechanical robot exits and immediately attacks Egon and Durmen. Ego cast and tangled on the robot. Durmen cast comprehend languages as the robot is speaking in an unfamiliar tongue. &amp;quot;Clean the biologic infection&amp;quot; Balmaris asks which biologic?&lt;br /&gt;
Sakura Protocol Active - all contaminants must be rod. Dermot attempt to persuade the robot not to clean the biologic as they are not an infection. The robot shuts down ( after feeling opposed charisma check/critical fail ) Durmen then enters the room&lt;br /&gt;
There&#039;s a large pool inside, and he goes to take a closer look water elemental attacks and tries to drag him into the water Durmen lightning bolts the creature. Hurmen barely avoids being pulled in to the pool by the LMAO. The impact of the water hit him heart and hurts him badly.&lt;br /&gt;
&lt;br /&gt;
Balmaris we&#039;ve been off working at some other plants, quickly steps into the doorway and casts flame strike, immediatly turning the elemental into the cloud of steam. At the far end of the pool is a floating human awake body. The water itself is acidic and they have no way to get to it on the body as a key card.&lt;br /&gt;
Balmaris gains an inspiration point raising the dead crewmember to get them out of the pool and recover the key card.&lt;br /&gt;
&lt;br /&gt;
Party moves North to investigate another room where they are attacked by a pair of Aurumvorax. George has followed the party into the room and is unfortunately blocking the door, preventing the party from a rapid escape. The Aurumvorax attacks viciously, it&#039;s severely injuring the party. They make their way around George, who is slowly trying to get out of the room. German is trapped behind and cast major armor to protect himself as he finally makes his way past George and through the doorway followed Aurumvorax, Poison Egon it&#039;s the creature hard enough to knock it into a swimming pool of acid. Where it thrashes about briefly before turning into an oily stain on the surface.&lt;br /&gt;
&lt;br /&gt;
Party makes their way back out into the hallway and breathing heavily takes a moment to gather their breath and figure out their next move&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4345</id>
		<title>Session 149 The Sakura Protocol</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_The_Sakura_Protocol&amp;diff=4345"/>
		<updated>2026-05-15T00:14:34Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Created page with &amp;quot;The party searches the storage room. A large metal plate on the floor is seamless with only a very small fingernail with crack running around it. Party determines it&amp;#039;s an elevator, but can&amp;#039;t figure out how to operate it. Durmen finds phasnosh controls on the elevator.  The party exits the storage room.  Poison Egon talks to George to determine what&amp;#039;s outside this level, George says &amp;quot;there&amp;#039;s poison water below, angry water, bad water &amp;quot;  They continue counterclockwise arou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party searches the storage room. A large metal plate on the floor is seamless with only a very small fingernail with crack running around it. Party determines it&#039;s an elevator, but can&#039;t figure out how to operate it.&lt;br /&gt;
Durmen finds phasnosh controls on the elevator.&lt;br /&gt;
&lt;br /&gt;
The party exits the storage room.&lt;br /&gt;
&lt;br /&gt;
Poison Egon talks to George to determine what&#039;s outside this level, George says &amp;quot;there&#039;s poison water below, angry water, bad water &amp;quot;&lt;br /&gt;
&lt;br /&gt;
They continue counterclockwise around the biosphere level below&lt;br /&gt;
The floor here is somewhat overgrown along with the wall, as the part approaches a large sport explodes showering the party with some kind of plant pollen. Egon reacts quickly with a spel,  kills a plants for with a Blight Spell in one shot.&lt;br /&gt;
Continuing along the walkway party encounters instead of doors, but is unable to enter because it requires a red key. Durmen says theres a sign saying danger &amp;quot;reactant room&amp;quot;,&lt;br /&gt;
a voice booms out over an unseen speaker system &amp;quot;protocol active &amp;quot;after was Egon and Durmen set off a flashing light/alarm after they attempt to open the door&lt;br /&gt;
&lt;br /&gt;
The door slides open, a heavy, mechanical robot exits and immediately attacks Egon and Durmen. Ego cast and tangled on the robot. Durmen cast comprehend languages as the robot is speaking in an unfamiliar tongue. &amp;quot;Clean the biologic infection&amp;quot; Balmaris asks which biologic?&lt;br /&gt;
Sakura Protocol Active - all contaminants must be rod. Dermot attempt to persuade the robot not to clean the biologic as they are not an infection. The robot shuts down ( after feeling opposed charisma check/critical fail ) Durmen then enters the room&lt;br /&gt;
There&#039;s a large pool inside, and he goes to take a closer look water elemental attacks and tries to drag him into the water Durmen lightning bolts the creature. Hurmen barely avoids being pulled in to the pool by the LMAO. The impact of the water hit him heart and hurts him badly.&lt;br /&gt;
&lt;br /&gt;
Balmaris we&#039;ve been off working at some other plants, quickly steps into the doorway and casts flame strike, immediatly turning the elemental into the cloud of steam. At the far end of the pool is a floating human awake body. The water itself is acidic and they have no way to get to it on the body as a key card.&lt;br /&gt;
Balmaris gains an inspiration point raising the dead crewmember to get them out of the pool and recover the key card.&lt;br /&gt;
&lt;br /&gt;
Party moves North to investigate another room where they are attacked by Au Omni box. I know George has followed the party into the room and his unfortunately blocking the door, preventing the party from a rapid escape.&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4344</id>
		<title>Session 149 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4344"/>
		<updated>2026-05-02T00:16:35Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship - Level 3]]&lt;br /&gt;
[[Crashed Spaceship - Level 4]]&lt;br /&gt;
&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Sakura Protocol: The Mezzanine Breach&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Observation Mezzanine / The Overgrown Southern Gallery&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and sighted a bizarre cherry-blossom grove leaking through the floorplates of Level 3.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing on a curved steel mezzanine overlooking the Deck 4 Botanical Bay. To the Interior, the air is choked with pink mist from the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; below. To the Exterior, the heavy blast doors leading to the ship&#039;s recreational wing (Arcade, Lounge, etc.) are choked with mutated thorns. The pressure is twofold: escorting &#039;&#039;&#039;George&#039;&#039;&#039; across the dangerous vines and finding the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; held by a skeleton at the tree&#039;s base on the deck below.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
High-tech circular walkways completely reclaimed by mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has shifted; the entire mezzanine is now a &amp;quot;Techno-Organic&amp;quot; jungle. To the center, the shaft overlooks the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; (Deck 4) which pulses in time to a rhythmic floor vibration. Emergency lights flicker red, and the scent of ozone mixes with a cloying, hallucinogenic cherry blossom fragrance.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; Currently hydrated. He recognizes the Overgrown Mezzanine as &amp;quot;home territory&amp;quot; but is fearful of the sterile rooms behind the blast doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Janitor (Maintenance Droid):&#039;&#039;&#039; A relentless construct on the walkway programmed to &amp;quot;weed&amp;quot; the mezzanine—this includes the party and George.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swaying Sakura:&#039;&#039;&#039; Dominates the Deck 4 Grove below. Its vines are long enough to strike players on the Level 3 Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&#039;&#039;(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Verticality:&#039;&#039;&#039; It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).&lt;br /&gt;
* &#039;&#039;&#039;Terrain:&#039;&#039;&#039; The &amp;quot;Hallucinogenic Terrain&amp;quot; mist reaches the walkway, providing half-cover to the Sakura.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; If a PC is grappled, the Sakura uses its next action to pull them off the walkway.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
* &#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
* &#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature starting its turn within 30 feet (including the walkway) must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
* &#039;&#039;&#039;Vine:&#039;&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 dmg + &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
* &#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; 40-foot radius. &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039; or 44 (8d10) slashing damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
Retrieve the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; from Chief Botanist Ishikawa&#039;s remains on Deck 4 to unlock the Mezzanine Terminals.&lt;br /&gt;
&lt;br /&gt;
Tear through the vines to access the &#039;&#039;&#039;Officers&#039; Lounge&#039;&#039;&#039; and &#039;&#039;&#039;Holographic Theater&#039;&#039;&#039; to find the &#039;&#039;&#039;Locket&#039;&#039;&#039; and Lexana&#039;s Log-Crystal.&lt;br /&gt;
&lt;br /&gt;
Investigate the source of the &amp;quot;Artificial Light&amp;quot; (leaking fusion core) visible from the Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corrupted Intercom:&#039;&#039;&#039; A female voice repeats: &amp;quot;Welcome to Level 3. The Sakura Protocol is currently... MANDATORY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Southern Clamor:&#039;&#039;&#039; Faint sounds of rhythmic music and metallic clinking (Arcade tokens) emanate from behind the vine-choked doors of the Southern Wing.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Descent:&#039;&#039;&#039; Navigating the overgrown walkway while the Sakura attempts to pull PCs into the pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Terminal:&#039;&#039;&#039; Turning the key in the Mezzanine terminal stops the Sakura&#039;s swaying; all petals suddenly point at the party as the &amp;quot;Security Slicers&amp;quot; activate.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Green Door Key:&#039;&#039;&#039; Found on Deck 4, used to clear Level 3 lockouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suloise Fire-Tubes (2):&#039;&#039;&#039; Found in a security locker (Laser Pistols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lexana’s Locket:&#039;&#039;&#039; Found in the Holographic Theater; contains a portrait linking her to Suel Royalty.&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
* &#039;&#039;&#039;Industrial vs Botanical:&#039;&#039;&#039; Describe the walkway as a battle between steel and vine.&lt;br /&gt;
* &#039;&#039;&#039;Gritty Realism:&#039;&#039;&#039; The &#039;&#039;&#039;Sleep-Cells&#039;&#039;&#039; in the southern wing are the only safe place to rest once cleared of Mind-Mold.&lt;br /&gt;
* &#039;&#039;&#039;Bone-Breaking Combat:&#039;&#039;&#039; When the Sakura or a monster scores a Critical Hit, describe the wound in graphic,-inspired detail (shattered ribs, severed leather straps, internal bruising). This emphasizes the &amp;quot;Fragility of the Flesh.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Weight of Ages:&#039;&#039;&#039; Treat the crashed ship not as a &amp;quot;dungeon,&amp;quot; but as a fallen kingdom. Every piece of Suloise tech should feel like a &amp;quot;Relic of a Lost Age.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Fatigue of the Journey:&#039;&#039;&#039; Every time a PC fails a save against a Hazard (Radiation/Gas), describe the mental exhaustion. The Barrier Peaks are &amp;quot;Life-Sapping&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters (The Overgrown Mezzanine) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Monster Link !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [https://dndbeyond.com Radiation Hazard]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;RADIATION LEAK&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Ruptured coolant lines vent invisible energy.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Failure:&#039;&#039;&#039; 4d10 Radiant damage + &#039;&#039;&#039;1 level of Exhaustion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [https://dndbeyond.com Aurumvorax]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;AURUMVORAX (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; The &amp;quot;Golden Gorger.&amp;quot; An 8-legged badger-like beast with a ravenous hunger for precious metals.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Sensing the party&#039;s metal gear, it ambushes from the vines. On a hit, it grapples (DC 16 Strength) and rakes for 4d6 damage per round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [https://dndbeyond.com Froghemoth]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;FROGHEMOTH (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; [https://www.aidedd.org/dnd/monstres.php?vo=froghemoth 161 HP, AC 14].&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Reaches from the lower deck with 20ft tentacles to pull PCs into its maw.&lt;br /&gt;
* &#039;&#039;&#039;Shock Sickness:&#039;&#039;&#039; Lightning damage slows it, mimicking the &#039;&#039;slow&#039;&#039; spell.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [https://dndbeyond.com Gas Spore]&lt;br /&gt;
| &#039;&#039;&#039;GAS SPORE (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; These floating fungi look nearly identical to Beholder Observers.&lt;br /&gt;
* &#039;&#039;&#039;Death Burst:&#039;&#039;&#039; Explodes on death. 20ft radius, &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or be infected.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Infected targets die in 1d12+Con hours unless the disease is removed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [https://dndbeyond.com Intellect Devourer]&lt;br /&gt;
| &#039;&#039;&#039;CEREBRAL PARASITE&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Devour Intellect:&#039;&#039;&#039; Target must succeed on a DC 12 Int save or have their Int score reduced to 0, becoming stunned.&lt;br /&gt;
* &#039;&#039;&#039;Body Thief:&#039;&#039;&#039; Initiates an Int contest with an incapacitated humanoid to take control of their body.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [https://dndbeyond.com Lurker Above]&lt;br /&gt;
| &#039;&#039;&#039;LURKER ABOVE (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Ambush:&#039;&#039;&#039; Disguised as a ceiling panel or overgrown vent.&lt;br /&gt;
* &#039;&#039;&#039;Smother:&#039;&#039;&#039; Target is grappled, restrained, and begins suffocating.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| [https://dndbeyond.com Stinking Cloud]&lt;br /&gt;
| &#039;&#039;&#039;ATMOSPHERIC SCRUBBERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Malfunctioning vents release cryo-gas. &#039;&#039;&#039;DC 12 Con Save&#039;&#039;&#039; or lose action.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| [https://dndbeyond.com Shield Guardian]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (THE JANITOR)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; Use Shield Guardian stats but replace fist with Stun Baton.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con&#039;&#039;&#039; or Stunned until end of next turn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9&lt;br /&gt;
| [https://dndbeyond.com Reverse Gravity]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL TRAP&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Sudden 180-degree shift. &#039;&#039;&#039;5d6 falling damage&#039;&#039;&#039; as targets hit the ceiling.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| [https://dndbeyond.com Vegepygmy Chief]&lt;br /&gt;
| &#039;&#039;&#039;VEGEPYGMY CHIEF (MOLD-OFFICER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Actions:&#039;&#039;&#039; Makes two Claw attacks (+4 to hit, 5 dmg).&lt;br /&gt;
* &#039;&#039;&#039;Spores:&#039;&#039;&#039; 15ft cloud; DC 12 Con save or poisoned for 9 (2d8) poison damage per turn.&lt;br /&gt;
* &#039;&#039;&#039;Gear:&#039;&#039;&#039; Scavenged &#039;&#039;&#039;Suloise Fire-Tube&#039;&#039;&#039; (2d6 Radiant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Temptation of the Unknown:&#039;&#039;&#039; The lure of high-tech rewards vs. the fragility of the flesh in the 630 CY Flanaess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automation vs. Life:&#039;&#039;&#039; The conflict between the station&#039;s rigid security protocols (The Janitor) and the chaotic growth of the botanical specimens (The Sakura Protocol).&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
The elevator behind the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; tree dings—a sharp, mechanical sound that cuts through the howling petal storm. The doors hiss open without a button being pressed. The lift is empty, illuminated by a steady, cold white light. A distorted, digital Suloise voice speaks through the deck&#039;s intercom: &amp;quot;Going down, General?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Ivae_Orr_Campaign&amp;diff=4343</id>
		<title>Ivae Orr Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Ivae_Orr_Campaign&amp;diff=4343"/>
		<updated>2026-05-01T05:21:23Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Introduction&#039;&#039;&#039; ===&lt;br /&gt;
This adventure is set near the [[Ivae Orr]] forest, an area rife with criminal and political intrigue. The purpose of the adventure is to introduce the players to major NPCs and issues of the realm they have just been granted. As in real life, all is not as it seems or clear-cut when it comes to deciding how to run a kingdom. There are subplots involving each of the groups the players will interact with that should result in multiple moral quandaries for the party to resolve. Remember, ACTIONS LEAD TO REACTIONS; there is a strong emphasis on character interaction, and events at the &amp;quot;national&amp;quot; (aka realm or strategic) level occurring in the background will be intersecting with the players&#039; choices. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Dungeon Master&#039;s Background&#039;&#039;&#039; ===&lt;br /&gt;
This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.&lt;br /&gt;
&lt;br /&gt;
[[Baron Eddard Dunthmore]] is the players&#039; primary nemesis. A 14th-level cavalier and Captain of a mercenary company of heavy infantry, he took [[Oleg Keep]] in the tumultuous years after the Greyhawk Wars on behalf of Duke Grenell of [[Doi:North Province|North Province]] and intends to retain title to it. He has played the three major warring powers (Nyrond, North Province, and the loose coalition of humanoid tribes holding most of Bone March) against each other for the past 10 years while slowly consolidating his hold on the area surrounding the keep. [[Doi:Duke Grenell|Duke Grenell]] and [[Doi:Count Dunstan|Count Dunstan]] have both tried to leverage Dunthmore&#039;s geographic position to their advantage, as the Keep straddles a wide pass between the [[Ivae Orr Forest]] and the old North Road connecting the region&#039;s silver and iron mines both to the [[County of Knurl]] and North Province. &lt;br /&gt;
&lt;br /&gt;
The former silver and iron mines of the northern half of the [[Doi:Blemu Hills|Blemu Hills]] are held by the hobgoblin Ripper tribe, who are intent on securing better resources (arable lands + slaves to work them) to sustain their growing tribe. The lowlands of Bone March have been the traditional agrarian home of the Flan people for millennia, and the area is dotted with many small villages ripe for the picking. The tribe has a loose alliance with Dunthmore and initiated a series of attacks against the villages not under Dunthmore&#039;s control. Dunthmore, for his part, then follows up with harassing attacks to drive off the humanoids, garnering goodwill from the populace who would rather serve a human than a humanoid liege. In parallel, Dunthmore allows brigand activity orchestrated by the local thieves&#039; guild (also sanctioned by Dunthmore) to rob merchant convoys moving wool and whiskey through the region. A percentage of the profits are then split between Dunthmore and the hobgoblins. &lt;br /&gt;
&lt;br /&gt;
Count Dunstan has suspected Dunthmore&#039;s treachery for years but has been unable to prove it and convince the population their benefactor is really the one behind their misery. Dunthmore&#039;s and the hobgoblins&#039; alliance has never been great, and now the hobgoblins have decided to move aggressively into the lower March. Dunstan&#039;s forces are capable of defeating the hobgoblins, but they are spread thin and he knows the other humanoid tribes would likely follow their advance, leading to Knurl&#039;s forces being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
As the last rightful ruler of Bone March, Count Dunstan has decided to bestow minor [[nobility]] status as [[Knights of the March]] and grant the players title to [[Oleg Keep]] as a reward for their service. By doing so, he buys time to gather his forces and those of the Dwarves of Clan Darzog to reinforce the defense of [[Knurl]] and potentially unseat Dunthmore from the keep, provided the players can capture it. With his northern flank secure, Dunstan will have powerful allies (the PCs) to launch a counter-offensive. If the PCs fail, the humanoids solidify control over the Blemu Hills and end up right on the border of Knurl.&lt;br /&gt;
&lt;br /&gt;
=== Rumors ===&lt;br /&gt;
There are many [[rumors]] circulating about current (and past) events that have an impact on the various factions the PCs will be interacting with. In some cases, the rumors reflect elements of the greater campaign setting and can affect how NPCs act if not perturbed by the PCs&#039; actions. Refer to the [[timeline]] section for additional information.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
[[Wilderness Encounters|Wilderness - Blemu Hills]]&lt;br /&gt;
== Prominent Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Business ===&lt;br /&gt;
&lt;br /&gt;
* Greysmere Covenant&lt;br /&gt;
* Osgood Smithy&lt;br /&gt;
* Taggin&#039;s General Store&lt;br /&gt;
&lt;br /&gt;
=== Temples &amp;amp; Religious Sites ===&lt;br /&gt;
&lt;br /&gt;
* Ruined Temple of Obad-Hai&lt;br /&gt;
* Barad Rusay&lt;br /&gt;
&lt;br /&gt;
=== Residences ===&lt;br /&gt;
&lt;br /&gt;
* Dourstone Residence&lt;br /&gt;
* Gansworth Residence&lt;br /&gt;
&lt;br /&gt;
=== Coach Houses, Inns &amp;amp; Taverns ===&lt;br /&gt;
&lt;br /&gt;
* [[Green Witch Coach House]]&lt;br /&gt;
* [[Brighams Coach House]]&lt;br /&gt;
* Hungry Gar&lt;br /&gt;
* Lazare&#039;s House&lt;br /&gt;
* Midnight Salute&lt;br /&gt;
&lt;br /&gt;
=== Other Notable Sites ===&lt;br /&gt;
* Bronzewood Lodge&lt;br /&gt;
* Twilight Monastery&lt;br /&gt;
&lt;br /&gt;
=== Notoriety &amp;amp; Black Points ===&lt;br /&gt;
The PCs will be interacting with various individuals and factions who have a vested interest in seeing that events go the way they planned. The PCs&#039; actions will be noticed and, as situations permit, be responded to directly or indirectly. Keep track of the PCs&#039; [[Notoriety]] as the campaign progresses because it will act as a trigger event to aid in making decisions on behalf of the larger factions. Generally speaking, a localized disruption by the PCs—say attacking or even killing 1-2 low or mid-level NPCs associated with the Ripper Clan, Dunthmore&#039;s insurrection, or the criminal underground in a routine encounter—will not necessarily result in a heavy-handed response from the organization. However, if they discern what could be considered a systemic &amp;quot;house cleaning&amp;quot; or major disruptions to their plans, it will be noticed and investigated, potentially in force.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Goal of the Adventure&#039;&#039;&#039; ===&lt;br /&gt;
Capture [[Oleg Keep]] and prevent the Rippers from invading the low country.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beginning the Adventure&#039;&#039;&#039; ===&lt;br /&gt;
The adventure begins with the PCs, having been granted their titles as Knight Protectors, directed by the Count to march a company of 50 infantry north to take Oleg Keep.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Chronology of Events&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Planned Adversary Activities&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Allied Activities&lt;br /&gt;
|-&lt;br /&gt;
|CY 618&lt;br /&gt;
|Undead army under a cleric of Nerull advances towards Knurl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CY 618&lt;br /&gt;
|Logeth Hold falls &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CY 619&lt;br /&gt;
|[[Ruusk Keep]] falls to treachery&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|CY 619&lt;br /&gt;
|Darzog Hold falls&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|Baron Diesku sends a party of adventurers to aid Knurl&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Battle of Talvor&#039;s Manor - undead routed&lt;br /&gt;
|-&lt;br /&gt;
|CY 620&lt;br /&gt;
|&lt;br /&gt;
|CY 620&lt;br /&gt;
|Ivae Orr and [[Darzog Clan]] reinforce Knurl&lt;br /&gt;
|-&lt;br /&gt;
|CY 620&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Darzog mines recovered by a party of adventurers&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Quest to the demi-plane (Vellor&#039;s Prison) campaign&lt;br /&gt;
|-&lt;br /&gt;
|CY 621&lt;br /&gt;
|Rippers establish raiding camp at [[Wanborne]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|CY 621&lt;br /&gt;
|Dunstan grants titles and land around Oleg Keep to PCs&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|CY 621&lt;br /&gt;
|PCs destroy the Ripper raiding party at Wanborne&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Capture the harvest; supplies leave via wagon to Ripper Mines&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Fireseek CY 621&lt;br /&gt;
|Rippers move towards Knurl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CY 622&lt;br /&gt;
&lt;br /&gt;
|Rippers hold the lowlands&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Ivae Orr Campaign Act 1|Act 1]]: The Lay of the Land==&lt;br /&gt;
&lt;br /&gt;
==[[Ivae Orr Campaign Act 2|Act 2]]: Good Business with Bad People==&lt;br /&gt;
&lt;br /&gt;
==[[Ivae Orr Campaign Act 3|Act 3]]: Confronting the Baron==&lt;br /&gt;
&lt;br /&gt;
==[[Ivae Orr Campaign Act 4|Act 4]]: Retaking the Keep==&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
[[Category:Settlement]]&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
[[Knights of the March]]&lt;br /&gt;
&lt;br /&gt;
==Major Personalities==&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Ivae_Orr_Campaign&amp;diff=4342</id>
		<title>Ivae Orr Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Ivae_Orr_Campaign&amp;diff=4342"/>
		<updated>2026-05-01T05:17:02Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Introduction&#039;&#039;&#039; ===&lt;br /&gt;
This adventure is set near the [[Ivae Orr]] forest, and area rife with criminal and political intrigue. The purpose of the adventure is to introduce the players to major NPC&#039;s and issues of the realm they have jest been granted. As in real life all is not as it seems or clear cut when it comes to deciding how to run a kingdom. Thera are subplots involving each of the groups the players will interact with that should result in multiple moral quandaries for the party to resolve. Remember, ACTIONS LEAD TO REACTIONS, there is a strong emphasis on character interaction, and events at the &amp;quot;national&amp;quot; aka realm or strategic level occurring in the background will be intersecting with the players choices. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Dungeon Masters Background&#039;&#039;&#039; ===&lt;br /&gt;
This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.&lt;br /&gt;
&lt;br /&gt;
[[Baron Eddard Dunthmore]] is the players primary nemesis. A 14th level cavalier and Captain of a mercenary company of heavy infantry he took [[Oleg Keep]] in the tumultuous years after the Greyhawk Wars on behalf of Duke Grennel of [[Doi:North Province|North Province]] and intends to retain title to it. He has played the the three major warring powers (Nyrond, North Province, and the loose coalition of humanoid tribes holding most of Bone March) against each other for the past 10 years while slowly consolidating his hold on the area surrounding the keep. [[Doi:Duke Grennel|Duke Grenell]] and [[Doi:Count Dunstan|Count Dunstan]] have both tried to leverage Dunthmores geographic position to their advantage as the Keep straddles a wide pass between the [[Ivae Orr Forest]] and the and the old North Road connecting the regions silver and iron mines both to the [[County of Knurl]] and North Province. &lt;br /&gt;
&lt;br /&gt;
The former silver and iron mines of the northern half of the [[Doi:Blemu Hills|Blemu Hills]] are held by the hobgoblin Ripper tribe who are intent on securing better resources (arable lands + slave to work them) to sustain their growing tribe. The lowlands of Bone March have been the traditional agrarian home of the Flan people for millennia and the area is dotted with many small villages ripe for the picking. The tribe has a loose alliance with Dunthmore and initiated a series of attacks against the villages not under Dunthmore&#039;s control. Dunthmore for his part - then follows up with harassing attacks to drive off the humanoids and garnering good will from the populace who would rather serve a human than humanoid liege. In parallel Dunthmore allows brigand activity orchestrated by the local thieves guild (also sanctioned by Dunthmore) to rob merchant convoys moving wool and whiskey through the region. A percentage of the profits are then split between Dunthmore and the hobgoblins. &lt;br /&gt;
&lt;br /&gt;
Count Dunstan has suspected Dunthmores treachery for years but has been unable to prove it and convince the population their benefactor is really the one behind their misery. Dunthmore&#039;s and the hobgoblin alliance has never been great and and now the hobgoblins have decided to move aggressively into the lower March. Dunstans forces are capable of defeating the hobgoblins but they are spread thin and he knows the other humanoid tribes would likely follow their advance leading to Knurls forces being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
As the last rightful ruler of Bone March, Count Dunstan has decided to bestow minor [[nobility]] status as [[Knights of the March]] and grant the players title to [[Oleg Keep]] as a reward for their service. By doing so he buys time gather his forces and those of the Dwarves of Clan Darzog to reinforce the defense of [[Knurl]] and potentially unseat Dunthmore from the keep providing the players can capture it. With his northern flank secure and powerful allies (the PC&#039;s) to launch a counter-offensive from. If the PC&#039;s fail the humanoids solidify control over the Blemu Hills and end up right on the border of Knurl.&lt;br /&gt;
&lt;br /&gt;
=== Rumors ===&lt;br /&gt;
There are many [[rumors]] circulating about current (and past) events that have an impact on the various factions the PC&#039;s will be interacting with. In some cases the rumors reflect elements of the greater campaign setting and can affect how NPC&#039;s act if not perturbed by the PC&#039;s action. Refer to the [[timeline]] section for additional information.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
[[Wilderness Encounters|Wilderness - Blemu Hills]]&lt;br /&gt;
== Prominent Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Business ===&lt;br /&gt;
&lt;br /&gt;
* Greysmere Covenant&lt;br /&gt;
* Osgood Smithy&lt;br /&gt;
* Taggin&#039;s General Store&lt;br /&gt;
&lt;br /&gt;
=== Temples &amp;amp; Religious Sites ===&lt;br /&gt;
&lt;br /&gt;
* Ruined Templed of Obad-Hai&lt;br /&gt;
* Barad Rusay&lt;br /&gt;
&lt;br /&gt;
=== Residences ===&lt;br /&gt;
&lt;br /&gt;
* Dourstone Residence&lt;br /&gt;
* Gansworth Residence&lt;br /&gt;
&lt;br /&gt;
=== Coach Houses, Inns &amp;amp; Taverns ===&lt;br /&gt;
&lt;br /&gt;
* [[Green Witch Coach House]]&lt;br /&gt;
* [[Brighams Coach House]]&lt;br /&gt;
* Hungry Gar&lt;br /&gt;
* Lazare´s House&lt;br /&gt;
* Midnight Salute&lt;br /&gt;
&lt;br /&gt;
=== Other Notable Sites ===&lt;br /&gt;
* Bronzewood Lodge&lt;br /&gt;
* Twilight Monastery&lt;br /&gt;
&lt;br /&gt;
=== Notoriety &amp;amp; Black Points ===&lt;br /&gt;
The PC&#039;s will be interacting with various individuals and factions who have a vested interest in seeing that events go the way they planned. The PC&#039;s actions will be noticed and as situation permits be responded to directly or indirectly. Keep track of the PC&#039;s [[Notoriety]] as the campaign progresses because it will act as a trigger event to aid in making decisions on behalf of the larger factions. Generally speaking a localized disruption by the PC&#039;s say attacking or even killing 1-2 low or mid level NPC&#039;s associated with the Ripper Clan or Dunthmore&#039;s insurrection or criminal underground in a routine encounter will not necessarily result in a heavy handed response from the organization. However if they discern what could be considered a systemic house cleaning or major disruptions to their plans will be noticed and investigated, potentially in force.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Goal of the Adventure&#039;&#039;&#039; ===&lt;br /&gt;
Capture [[Oleg Keep]], prevent the Rippers from invading the low country.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beginning the Adventure&#039;&#039;&#039; ===&lt;br /&gt;
The adventure begins with the PC&#039;s having been granted their titles as Knight Protectors are directed by the Count to march a company of 50 infantry north to take Oleg Keep.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Chronology of Events&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Planned Adversary Activities&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Allied Activities&lt;br /&gt;
|-&lt;br /&gt;
|CY 618&lt;br /&gt;
|Undead army under a cleric of Nerull advances towards Knurl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CY 618&lt;br /&gt;
|Logeth Hold falls &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CY619&lt;br /&gt;
|[[Ruusk Keep]] falls to treachery&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CY 619&lt;br /&gt;
|Darzog Hold falls&lt;br /&gt;
|&lt;br /&gt;
|Baron Diesku sends a party of adventures to aid Knurl&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Battle of Talvors Manor - undead routed&lt;br /&gt;
|-&lt;br /&gt;
|CY620&lt;br /&gt;
|&lt;br /&gt;
|CY620&lt;br /&gt;
|Ivae Orr and [[Darzog Clan]] reinforce Knurl&lt;br /&gt;
|-&lt;br /&gt;
|CY 620&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Dargoz mines recovered by a party of adventurers&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Quest to the demi-plane (Vellors Prison) campaign&lt;br /&gt;
|-&lt;br /&gt;
|CY 621&lt;br /&gt;
|Rippers establish raiding camp at [[Wanborne]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|CY 621&lt;br /&gt;
|Dunstan grants tiles and land around Oleg Keep to PC&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|CY 621&lt;br /&gt;
|PC&#039;s destroy the Ripper raiding party at Wanborne&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Capture the harvest, supplies leave via wagon to Ripper Mines&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fireseek CY 621&lt;br /&gt;
|Rippers move towards&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CY 622&lt;br /&gt;
|Rippers hold the lowlands&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Ivae Orr Campaign Act 1|Act 1]] The lay of the land==&lt;br /&gt;
&lt;br /&gt;
==[[Ivae Orr Campaign Act 2|Act 2]] Good business with bad people==&lt;br /&gt;
&lt;br /&gt;
==[[Ivae Orr Campaign Act 3|Act 3]] Confronting the Baron ==&lt;br /&gt;
&lt;br /&gt;
==[[Ivae Orr Campaign Act 4|Act 4]] Retaking the Keep ==&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&lt;br /&gt;
[[Category:Settlement]]&lt;br /&gt;
&lt;br /&gt;
==Organizations ==&lt;br /&gt;
[[Knights of the March]]&lt;br /&gt;
&lt;br /&gt;
==MajorPersonalities==&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Echos_of_Lhynn_Campaign&amp;diff=4341</id>
		<title>Echos of Lhynn Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Echos_of_Lhynn_Campaign&amp;diff=4341"/>
		<updated>2026-05-01T05:16:03Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Introduction&#039;&#039;&#039;===&lt;br /&gt;
This adventure is set within the rugged frontier of the &#039;&#039;&#039;Barrier Peaks&#039;&#039;&#039; and the shadowed history of the western &#039;&#039;&#039;Flanaess&#039;&#039;&#039;. Set in &#039;&#039;&#039;630 CY&#039;&#039;&#039;, the campaign follows the party&#039;s investigation into the fragmented legacy of the &#039;&#039;&#039;Suel Imperium&#039;&#039;&#039; and the mysterious meddling of &#039;&#039;&#039;Lexana Brightshore&#039;&#039;&#039; in the war-torn &#039;&#039;&#039;Bone March&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The purpose of this adventure is to immerse the players in a high-grit, techno-organic mystery where the lines between ancient sorcery and forgotten technology—often referred to as &#039;&#039;&#039;&amp;quot;Iron Sorcery&amp;quot;&#039;&#039;&#039;—have blurred. As the party navigates the derelict remains of a vessel lost to time, they must uncover the truth of the &#039;&#039;&#039;Sakura Protocol&#039;&#039;&#039; and the true identity of an exile whose origins may lie further afield than the world of Oerth itself.&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Echos_of_Lhynn_Campaign&amp;diff=4340</id>
		<title>Echos of Lhynn Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Echos_of_Lhynn_Campaign&amp;diff=4340"/>
		<updated>2026-05-01T05:13:05Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Echos of Lhynn Campaign]]&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4339</id>
		<title>Session 149 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4339"/>
		<updated>2026-05-01T05:11:53Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship - Level 3]]&lt;br /&gt;
[[Crashed Spaceship - Level 4]]&lt;br /&gt;
&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Sakura Protocol: The Mezzanine Breach&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Observation Mezzanine / The Overgrown Southern Gallery&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and sighted a bizarre cherry-blossom grove leaking through the floorplates of Level 3.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing on a curved steel mezzanine overlooking the Deck 4 Botanical Bay. To the Interior, the air is choked with pink mist from the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; below. To the Exterior, the heavy blast doors leading to the ship&#039;s recreational wing (Arcade, Lounge, etc.) are choked with mutated thorns. The pressure is twofold: escorting &#039;&#039;&#039;George&#039;&#039;&#039; across the dangerous vines and finding the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; held by a skeleton at the tree&#039;s base on the deck below.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
High-tech circular walkways completely reclaimed by mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has shifted; the entire mezzanine is now a &amp;quot;Techno-Organic&amp;quot; jungle. To the center, the shaft overlooks the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; (Deck 4) which pulses in time to a rhythmic floor vibration. Emergency lights flicker red, and the scent of ozone mixes with a cloying, hallucinogenic cherry blossom fragrance.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; Currently hydrated. He recognizes the Overgrown Mezzanine as &amp;quot;home territory&amp;quot; but is fearful of the sterile rooms behind the blast doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Janitor (Maintenance Droid):&#039;&#039;&#039; A relentless construct on the walkway programmed to &amp;quot;weed&amp;quot; the mezzanine—this includes the party and George.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swaying Sakura:&#039;&#039;&#039; Dominates the Deck 4 Grove below. Its vines are long enough to strike players on the Level 3 Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&#039;&#039;(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Verticality:&#039;&#039;&#039; It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).&lt;br /&gt;
* &#039;&#039;&#039;Terrain:&#039;&#039;&#039; The &amp;quot;Hallucinogenic Terrain&amp;quot; mist reaches the walkway, providing half-cover to the Sakura.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; If a PC is grappled, the Sakura uses its next action to pull them off the walkway.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
* &#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
* &#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature starting its turn within 30 feet (including the walkway) must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
* &#039;&#039;&#039;Vine:&#039;&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 dmg + &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
* &#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; 40-foot radius. &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039; or 44 (8d10) slashing damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
Retrieve the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; from Chief Botanist Ishikawa&#039;s remains on Deck 4 to unlock the Mezzanine Terminals.&lt;br /&gt;
&lt;br /&gt;
Tear through the vines to access the &#039;&#039;&#039;Officers&#039; Lounge&#039;&#039;&#039; and &#039;&#039;&#039;Holographic Theater&#039;&#039;&#039; to find the &#039;&#039;&#039;Locket&#039;&#039;&#039; and Lexana&#039;s Log-Crystal.&lt;br /&gt;
&lt;br /&gt;
Investigate the source of the &amp;quot;Artificial Light&amp;quot; (leaking fusion core) visible from the Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corrupted Intercom:&#039;&#039;&#039; A female voice repeats: &amp;quot;Welcome to Level 3. The Sakura Protocol is currently... MANDATORY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Southern Clamor:&#039;&#039;&#039; Faint sounds of rhythmic music and metallic clinking (Arcade tokens) emanate from behind the vine-choked doors of the Southern Wing.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Descent:&#039;&#039;&#039; Navigating the overgrown walkway while the Sakura attempts to pull PCs into the pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Terminal:&#039;&#039;&#039; Turning the key in the Mezzanine terminal stops the Sakura&#039;s swaying; all petals suddenly point at the party as the &amp;quot;Security Slicers&amp;quot; activate.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Green Door Key:&#039;&#039;&#039; Found on Deck 4, used to clear Level 3 lockouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suloise Fire-Tubes (2):&#039;&#039;&#039; Found in a security locker (Laser Pistols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lexana’s Locket:&#039;&#039;&#039; Found in the Holographic Theater; contains a portrait linking her to Suel Royalty.&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
* &#039;&#039;&#039;Industrial vs Botanical:&#039;&#039;&#039; Describe the walkway as a battle between steel and vine.&lt;br /&gt;
* &#039;&#039;&#039;Gritty Realism:&#039;&#039;&#039; The &#039;&#039;&#039;Sleep-Cells&#039;&#039;&#039; in the southern wing are the only safe place to rest once cleared of Mind-Mold.&lt;br /&gt;
=== Random Encounters (The Overgrown Mezzanine) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Monster Link !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [https://dndbeyond.com Radiation Hazard]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;RADIATION LEAK&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Ruptured coolant lines vent invisible energy.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Failure:&#039;&#039;&#039; 4d10 Radiant damage + &#039;&#039;&#039;1 level of Exhaustion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [https://dndbeyond.com Aurumvorax]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;AURUMVORAX (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; The &amp;quot;Golden Gorger.&amp;quot; An 8-legged badger-like beast with a ravenous hunger for precious metals.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Sensing the party&#039;s metal gear, it ambushes from the vines. On a hit, it grapples (DC 16 Strength) and rakes for 4d6 damage per round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [https://dndbeyond.com Froghemoth]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;FROGHEMOTH (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; [https://www.aidedd.org/dnd/monstres.php?vo=froghemoth 161 HP, AC 14].&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Reaches from the lower deck with 20ft tentacles to pull PCs into its maw.&lt;br /&gt;
* &#039;&#039;&#039;Shock Sickness:&#039;&#039;&#039; Lightning damage slows it, mimicking the &#039;&#039;slow&#039;&#039; spell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [https://dndbeyond.com Gas Spore]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GAS SPORE (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; These floating fungi look nearly identical to Beholder Observers.&lt;br /&gt;
* &#039;&#039;&#039;Death Burst:&#039;&#039;&#039; Explodes on death. 20ft radius, &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or be infected.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Infected targets die in 1d12+Con hours unless the disease is removed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [https://dndbeyond.com Intellect Devourer]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;CEREBRAL PARASITE&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Devour Intellect:&#039;&#039;&#039; Target must succeed on a DC 12 Int save or have their Int score reduced to 0, becoming stunned.&lt;br /&gt;
* &#039;&#039;&#039;Body Thief:&#039;&#039;&#039; Initiates an Int contest with an incapacitated humanoid to take control of their body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [https://dndbeyond.com Lurker Above]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;LURKER ABOVE (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Ambush:&#039;&#039;&#039; Disguised as a ceiling panel or overgrown vent.&lt;br /&gt;
* &#039;&#039;&#039;Smother:&#039;&#039;&#039; Target is grappled, restrained, and begins suffocating.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| [https://dndbeyond.com Stinking Cloud]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;ATMOSPHERIC SCRUBBERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Malfunctioning vents release cryo-gas. &#039;&#039;&#039;DC 12 Con Save&#039;&#039;&#039; or lose action.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| [https://dndbeyond.com Shield Guardian]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (THE JANITOR)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; Use Shield Guardian stats but replace fist with Stun Baton.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con&#039;&#039;&#039; or Stunned until end of next turn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9&lt;br /&gt;
| [https://dndbeyond.com Reverse Gravity]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL TRAP&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Sudden 180-degree shift. &#039;&#039;&#039;5d6 falling damage&#039;&#039;&#039; as targets hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| [https://dndbeyond.com Vegepygmy Chief]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;VEGEPYGMY CHIEF (MOLD-OFFICER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Actions:&#039;&#039;&#039; Makes two Claw attacks (+4 to hit, 5 dmg).&lt;br /&gt;
* &#039;&#039;&#039;Spores:&#039;&#039;&#039; 15ft cloud; DC 12 Con save or poisoned for 9 (2d8) poison damage per turn.&lt;br /&gt;
* &#039;&#039;&#039;Gear:&#039;&#039;&#039; Scavenged &#039;&#039;&#039;Suloise Fire-Tube&#039;&#039;&#039; (2d6 Radiant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Temptation of the Unknown:&#039;&#039;&#039; The lure of high-tech rewards vs. the fragility of the flesh in the 630 CY Flanaess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automation vs. Life:&#039;&#039;&#039; The conflict between the station&#039;s rigid security protocols (The Janitor) and the chaotic growth of the botanical specimens (The Sakura Protocol).&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
The elevator behind the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; tree dings—a sharp, mechanical sound that cuts through the howling petal storm. The doors hiss open without a button being pressed. The lift is empty, illuminated by a steady, cold white light. A distorted, digital Suloise voice speaks through the deck&#039;s intercom: &amp;quot;Going down, General?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4338</id>
		<title>Session 149 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4338"/>
		<updated>2026-05-01T05:04:54Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: /* Random Encounters (The Overgrown Mezzanine) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship - Level 3]]&lt;br /&gt;
[[Crashed Spaceship - Level 4]]&lt;br /&gt;
&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Sakura Protocol: The Mezzanine Breach&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Observation Mezzanine / The Overgrown Southern Gallery&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and sighted a bizarre cherry-blossom grove leaking through the floorplates of Level 3.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing on a curved steel mezzanine overlooking the Deck 4 Botanical Bay. To the Interior, the air is choked with pink mist from the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; below. To the Exterior, the heavy blast doors leading to the ship&#039;s recreational wing (Arcade, Lounge, etc.) are choked with mutated thorns. The pressure is twofold: escorting &#039;&#039;&#039;George&#039;&#039;&#039; across the dangerous vines and finding the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; held by a skeleton at the tree&#039;s base on the deck below.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
High-tech circular walkways completely reclaimed by mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has shifted; the entire mezzanine is now a &amp;quot;Techno-Organic&amp;quot; jungle. To the center, the shaft overlooks the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; (Deck 4) which pulses in time to a rhythmic floor vibration. Emergency lights flicker red, and the scent of ozone mixes with a cloying, hallucinogenic cherry blossom fragrance.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; Currently hydrated. He recognizes the Overgrown Mezzanine as &amp;quot;home territory&amp;quot; but is fearful of the sterile rooms behind the blast doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Janitor (Maintenance Droid):&#039;&#039;&#039; A relentless construct on the walkway programmed to &amp;quot;weed&amp;quot; the mezzanine—this includes the party and George.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swaying Sakura:&#039;&#039;&#039; Dominates the Deck 4 Grove below. Its vines are long enough to strike players on the Level 3 Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&#039;&#039;(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Verticality:&#039;&#039;&#039; It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).&lt;br /&gt;
* &#039;&#039;&#039;Terrain:&#039;&#039;&#039; The &amp;quot;Hallucinogenic Terrain&amp;quot; mist reaches the walkway, providing half-cover to the Sakura.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; If a PC is grappled, the Sakura uses its next action to pull them off the walkway.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
* &#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
* &#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature starting its turn within 30 feet (including the walkway) must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
* &#039;&#039;&#039;Vine:&#039;&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 dmg + &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
* &#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; 40-foot radius. &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039; or 44 (8d10) slashing damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
Retrieve the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; from Chief Botanist Ishikawa&#039;s remains on Deck 4 to unlock the Mezzanine Terminals.&lt;br /&gt;
&lt;br /&gt;
Tear through the vines to access the &#039;&#039;&#039;Officers&#039; Lounge&#039;&#039;&#039; and &#039;&#039;&#039;Holographic Theater&#039;&#039;&#039; to find the &#039;&#039;&#039;Locket&#039;&#039;&#039; and Lexana&#039;s Log-Crystal.&lt;br /&gt;
&lt;br /&gt;
Investigate the source of the &amp;quot;Artificial Light&amp;quot; (leaking fusion core) visible from the Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corrupted Intercom:&#039;&#039;&#039; A female voice repeats: &amp;quot;Welcome to Level 3. The Sakura Protocol is currently... MANDATORY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Southern Clamor:&#039;&#039;&#039; Faint sounds of rhythmic music and metallic clinking (Arcade tokens) emanate from behind the vine-choked doors of the Southern Wing.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Descent:&#039;&#039;&#039; Navigating the overgrown walkway while the Sakura attempts to pull PCs into the pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Terminal:&#039;&#039;&#039; Turning the key in the Mezzanine terminal stops the Sakura&#039;s swaying; all petals suddenly point at the party as the &amp;quot;Security Slicers&amp;quot; activate.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Green Door Key:&#039;&#039;&#039; Found on Deck 4, used to clear Level 3 lockouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suloise Fire-Tubes (2):&#039;&#039;&#039; Found in a security locker (Laser Pistols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lexana’s Locket:&#039;&#039;&#039; Found in the Holographic Theater; contains a portrait linking her to Suel Royalty.&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
* &#039;&#039;&#039;Industrial vs Botanical:&#039;&#039;&#039; Describe the walkway as a battle between steel and vine.&lt;br /&gt;
* &#039;&#039;&#039;Gritty Realism:&#039;&#039;&#039; The &#039;&#039;&#039;Sleep-Cells&#039;&#039;&#039; in the southern wing are the only safe place to rest once cleared of Mind-Mold.&lt;br /&gt;
=== Random Encounters (The Overgrown Mezzanine) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Monster Link !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [https://dndbeyond.com Radiation Hazard]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;RADIATION LEAK&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Ruptured coolant lines vent invisible energy.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Failure:&#039;&#039;&#039; 4d10 Radiant damage + &#039;&#039;&#039;1 level of Exhaustion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [https://dndbeyond.com Aurumvorax]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;AURUMVORAX (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; The &amp;quot;Golden Gorger.&amp;quot; An 8-legged badger-like beast with a ravenous hunger for precious metals.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Sensing the party&#039;s metal gear, it ambushes from the vines. On a hit, it grapples (DC 16 Strength) and rakes for 4d6 damage per round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [https://dndbeyond.com Froghemoth]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;FROGHEMOTH (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; [https://www.aidedd.org/dnd/monstres.php?vo=froghemoth 161 HP, AC 14].&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Reaches from the lower deck with 20ft tentacles to pull PCs into its maw.&lt;br /&gt;
* &#039;&#039;&#039;Shock Sickness:&#039;&#039;&#039; Lightning damage slows it, mimicking the &#039;&#039;slow&#039;&#039; spell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [https://dndbeyond.com Gas Spore]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GAS SPORE (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; These floating fungi look nearly identical to Beholder Observers.&lt;br /&gt;
* &#039;&#039;&#039;Death Burst:&#039;&#039;&#039; Explodes on death. 20ft radius, &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or be infected.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Infected targets die in 1d12+Con hours unless the disease is removed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [https://dndbeyond.com Intellect Devourer]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;CEREBRAL PARASITE&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Devour Intellect:&#039;&#039;&#039; Target must succeed on a DC 12 Int save or have their Int score reduced to 0, becoming stunned.&lt;br /&gt;
* &#039;&#039;&#039;Body Thief:&#039;&#039;&#039; Initiates an Int contest with an incapacitated humanoid to take control of their body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [https://dndbeyond.com Lurker Above]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;LURKER ABOVE (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Ambush:&#039;&#039;&#039; Disguised as a ceiling panel or overgrown vent.&lt;br /&gt;
* &#039;&#039;&#039;Smother:&#039;&#039;&#039; Target is grappled, restrained, and begins suffocating.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| [https://dndbeyond.com Stinking Cloud]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;ATMOSPHERIC SCRUBBERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Malfunctioning vents release cryo-gas. &#039;&#039;&#039;DC 12 Con Save&#039;&#039;&#039; or lose action.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| [https://dndbeyond.com Shield Guardian]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (THE JANITOR)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; Use Shield Guardian stats but replace fist with Stun Baton.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con&#039;&#039;&#039; or Stunned until end of next turn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9&lt;br /&gt;
| [https://dndbeyond.com Reverse Gravity]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL TRAP&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Sudden 180-degree shift. &#039;&#039;&#039;5d6 falling damage&#039;&#039;&#039; as targets hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| [https://dndbeyond.com Vegepygmy Chief]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;VEGEPYGMY CHIEF (MOLD-OFFICER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Actions:&#039;&#039;&#039; Makes two Claw attacks (+4 to hit, 5 dmg).&lt;br /&gt;
* &#039;&#039;&#039;Spores:&#039;&#039;&#039; 15ft cloud; DC 12 Con save or poisoned for 9 (2d8) poison damage per turn.&lt;br /&gt;
* &#039;&#039;&#039;Gear:&#039;&#039;&#039; Scavenged &#039;&#039;&#039;Suloise Fire-Tube&#039;&#039;&#039; (2d6 Radiant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Temptation of the Unknown:&#039;&#039;&#039; The lure of high-tech rewards vs. the fragility of the flesh in the 630 CY Flanaess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automation vs. Life:&#039;&#039;&#039; The conflict between the station&#039;s rigid security protocols (The Janitor) and the chaotic growth of the botanical specimens (The Sakura Protocol).&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
The elevator behind the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; tree dings—a sharp, mechanical sound that cuts through the howling petal storm. The doors hiss open without a button being pressed. The lift is empty, illuminated by a steady, cold white light. A distorted, digital Suloise voice speaks through the deck&#039;s intercom: &amp;quot;Going down, General?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4337</id>
		<title>Session 149 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4337"/>
		<updated>2026-05-01T05:00:52Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: /* Random Encounters (The Overgrown Mezzanine) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship - Level 3]]&lt;br /&gt;
[[Crashed Spaceship - Level 4]]&lt;br /&gt;
&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Sakura Protocol: The Mezzanine Breach&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Observation Mezzanine / The Overgrown Southern Gallery&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and sighted a bizarre cherry-blossom grove leaking through the floorplates of Level 3.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing on a curved steel mezzanine overlooking the Deck 4 Botanical Bay. To the Interior, the air is choked with pink mist from the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; below. To the Exterior, the heavy blast doors leading to the ship&#039;s recreational wing (Arcade, Lounge, etc.) are choked with mutated thorns. The pressure is twofold: escorting &#039;&#039;&#039;George&#039;&#039;&#039; across the dangerous vines and finding the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; held by a skeleton at the tree&#039;s base on the deck below.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
High-tech circular walkways completely reclaimed by mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has shifted; the entire mezzanine is now a &amp;quot;Techno-Organic&amp;quot; jungle. To the center, the shaft overlooks the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; (Deck 4) which pulses in time to a rhythmic floor vibration. Emergency lights flicker red, and the scent of ozone mixes with a cloying, hallucinogenic cherry blossom fragrance.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; Currently hydrated. He recognizes the Overgrown Mezzanine as &amp;quot;home territory&amp;quot; but is fearful of the sterile rooms behind the blast doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Janitor (Maintenance Droid):&#039;&#039;&#039; A relentless construct on the walkway programmed to &amp;quot;weed&amp;quot; the mezzanine—this includes the party and George.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swaying Sakura:&#039;&#039;&#039; Dominates the Deck 4 Grove below. Its vines are long enough to strike players on the Level 3 Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&#039;&#039;(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Verticality:&#039;&#039;&#039; It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).&lt;br /&gt;
* &#039;&#039;&#039;Terrain:&#039;&#039;&#039; The &amp;quot;Hallucinogenic Terrain&amp;quot; mist reaches the walkway, providing half-cover to the Sakura.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; If a PC is grappled, the Sakura uses its next action to pull them off the walkway.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
* &#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
* &#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature starting its turn within 30 feet (including the walkway) must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
* &#039;&#039;&#039;Vine:&#039;&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 dmg + &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
* &#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; 40-foot radius. &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039; or 44 (8d10) slashing damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
Retrieve the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; from Chief Botanist Ishikawa&#039;s remains on Deck 4 to unlock the Mezzanine Terminals.&lt;br /&gt;
&lt;br /&gt;
Tear through the vines to access the &#039;&#039;&#039;Officers&#039; Lounge&#039;&#039;&#039; and &#039;&#039;&#039;Holographic Theater&#039;&#039;&#039; to find the &#039;&#039;&#039;Locket&#039;&#039;&#039; and Lexana&#039;s Log-Crystal.&lt;br /&gt;
&lt;br /&gt;
Investigate the source of the &amp;quot;Artificial Light&amp;quot; (leaking fusion core) visible from the Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corrupted Intercom:&#039;&#039;&#039; A female voice repeats: &amp;quot;Welcome to Level 3. The Sakura Protocol is currently... MANDATORY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Southern Clamor:&#039;&#039;&#039; Faint sounds of rhythmic music and metallic clinking (Arcade tokens) emanate from behind the vine-choked doors of the Southern Wing.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Descent:&#039;&#039;&#039; Navigating the overgrown walkway while the Sakura attempts to pull PCs into the pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Terminal:&#039;&#039;&#039; Turning the key in the Mezzanine terminal stops the Sakura&#039;s swaying; all petals suddenly point at the party as the &amp;quot;Security Slicers&amp;quot; activate.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Green Door Key:&#039;&#039;&#039; Found on Deck 4, used to clear Level 3 lockouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suloise Fire-Tubes (2):&#039;&#039;&#039; Found in a security locker (Laser Pistols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lexana’s Locket:&#039;&#039;&#039; Found in the Holographic Theater; contains a portrait linking her to Suel Royalty.&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
* &#039;&#039;&#039;Industrial vs Botanical:&#039;&#039;&#039; Describe the walkway as a battle between steel and vine.&lt;br /&gt;
* &#039;&#039;&#039;Gritty Realism:&#039;&#039;&#039; The &#039;&#039;&#039;Sleep-Cells&#039;&#039;&#039; in the southern wing are the only safe place to rest once cleared of Mind-Mold.&lt;br /&gt;
=== Random Encounters (The Overgrown Mezzanine) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Monster Link !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [https://dndbeyond.com Radiation Hazard]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;RADIATION LEAK&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Ruptured coolant lines from the fusion core vent invisible energy.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Failure:&#039;&#039;&#039; 4d10 Radiant damage + &#039;&#039;&#039;1 level of Exhaustion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [https://dndbeyond.com Aurumvorax]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;AURUMVORAX (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; The &amp;quot;Golden Gorger.&amp;quot; An 8-legged badger-like beast with a ravenous hunger for precious metals.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Sensing the party&#039;s metal gear, it ambushes from the vines. On a hit, it grapples (DC 16 Strength) and rakes for 4d6 damage per round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [https://dndbeyond.com Froghemoth]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;FROGHEMOTH (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; An 18-foot alien amphibian with tentacle limbs and a retractable eye-stalk.&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Reaches up from the garden below to pull PCs off the mezzanine. Lighting damage slows it; Fire causes it to go into a frenzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [https://dndbeyond.com Gas Spore]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GAS SPORE (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; These floating, fungus-filled bladders look identical to a Beholder Observer (DC 15 Perception to notice).&lt;br /&gt;
* &#039;&#039;&#039;Death Burst:&#039;&#039;&#039; If struck, it explodes. 20ft radius, &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or be infected.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Infected targets die in 1d4+1 hours as new spores sprout from the host.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [https://dndbeyond.com Intellect Devourer]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;CEREBRAL PARASITE&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Targets character with highest INT. On success, takes total control of body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [https://dndbeyond.com Lurker Above]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;LURKER ABOVE (Original S3 Encounter)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Ambush:&#039;&#039;&#039; Disguised as a ceiling panel or overgrown vent.&lt;br /&gt;
* &#039;&#039;&#039;Smother:&#039;&#039;&#039; Target is grappled, restrained, and begins suffocating.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| [https://dndbeyond.com Stinking Cloud]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;ATMOSPHERIC SCRUBBERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Malfunctioning vents release cryo-gas. &#039;&#039;&#039;DC 12 Con Save&#039;&#039;&#039; or lose action.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| [https://dndbeyond.com Shield Guardian]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (THE JANITOR)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; Use Shield Guardian stats but replace fist with Stun Baton.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con&#039;&#039;&#039; or Stunned until end of next turn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9&lt;br /&gt;
| [https://dndbeyond.com Reverse Gravity]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL TRAP&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Sudden 180-degree shift. &#039;&#039;&#039;5d6 falling damage&#039;&#039;&#039; as targets hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| [https://dndbeyond.com Vegepygmy Chief]&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;VEGEPYGMY CHIEF (MOLD-OFFICER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Gear:&#039;&#039;&#039; Scavenged &#039;&#039;&#039;Suloise Fire-Tube&#039;&#039;&#039; (Laser Pistol).&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Fire-Tube (+4 to hit, 40/120 range, &#039;&#039;&#039;2d6 Radiant&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Temptation of the Unknown:&#039;&#039;&#039; The lure of high-tech rewards vs. the fragility of the flesh in the 630 CY Flanaess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automation vs. Life:&#039;&#039;&#039; The conflict between the station&#039;s rigid security protocols (The Janitor) and the chaotic growth of the botanical specimens (The Sakura Protocol).&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
The elevator behind the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; tree dings—a sharp, mechanical sound that cuts through the howling petal storm. The doors hiss open without a button being pressed. The lift is empty, illuminated by a steady, cold white light. A distorted, digital Suloise voice speaks through the deck&#039;s intercom: &amp;quot;Going down, General?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4336</id>
		<title>Session 149 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4336"/>
		<updated>2026-05-01T04:50:57Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship - Level 3]]&lt;br /&gt;
[[Crashed Spaceship - Level 4]]&lt;br /&gt;
&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Sakura Protocol: The Mezzanine Breach&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Observation Mezzanine / The Overgrown Southern Gallery&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and sighted a bizarre cherry-blossom grove leaking through the floorplates of Level 3.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing on a curved steel mezzanine overlooking the Deck 4 Botanical Bay. To the Interior, the air is choked with pink mist from the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; below. To the Exterior, the heavy blast doors leading to the ship&#039;s recreational wing (Arcade, Lounge, etc.) are choked with mutated thorns. The pressure is twofold: escorting &#039;&#039;&#039;George&#039;&#039;&#039; across the dangerous vines and finding the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; held by a skeleton at the tree&#039;s base on the deck below.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
High-tech circular walkways completely reclaimed by mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has shifted; the entire mezzanine is now a &amp;quot;Techno-Organic&amp;quot; jungle. To the center, the shaft overlooks the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; (Deck 4) which pulses in time to a rhythmic floor vibration. Emergency lights flicker red, and the scent of ozone mixes with a cloying, hallucinogenic cherry blossom fragrance.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; Currently hydrated. He recognizes the Overgrown Mezzanine as &amp;quot;home territory&amp;quot; but is fearful of the sterile rooms behind the blast doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Janitor (Maintenance Droid):&#039;&#039;&#039; A relentless construct on the walkway programmed to &amp;quot;weed&amp;quot; the mezzanine—this includes the party and George.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swaying Sakura:&#039;&#039;&#039; Dominates the Deck 4 Grove below. Its vines are long enough to strike players on the Level 3 Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&#039;&#039;(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Verticality:&#039;&#039;&#039; It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).&lt;br /&gt;
* &#039;&#039;&#039;Terrain:&#039;&#039;&#039; The &amp;quot;Hallucinogenic Terrain&amp;quot; mist reaches the walkway, providing half-cover to the Sakura.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; If a PC is grappled, the Sakura uses its next action to pull them off the walkway.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
* &#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
* &#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature starting its turn within 30 feet (including the walkway) must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
* &#039;&#039;&#039;Vine:&#039;&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 dmg + &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
* &#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; 40-foot radius. &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039; or 44 (8d10) slashing damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
Retrieve the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; from Chief Botanist Ishikawa&#039;s remains on Deck 4 to unlock the Mezzanine Terminals.&lt;br /&gt;
&lt;br /&gt;
Tear through the vines to access the &#039;&#039;&#039;Officers&#039; Lounge&#039;&#039;&#039; and &#039;&#039;&#039;Holographic Theater&#039;&#039;&#039; to find the &#039;&#039;&#039;Locket&#039;&#039;&#039; and Lexana&#039;s Log-Crystal.&lt;br /&gt;
&lt;br /&gt;
Investigate the source of the &amp;quot;Artificial Light&amp;quot; (leaking fusion core) visible from the Mezzanine.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corrupted Intercom:&#039;&#039;&#039; A female voice repeats: &amp;quot;Welcome to Level 3. The Sakura Protocol is currently... MANDATORY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Southern Clamor:&#039;&#039;&#039; Faint sounds of rhythmic music and metallic clinking (Arcade tokens) emanate from behind the vine-choked doors of the Southern Wing.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Descent:&#039;&#039;&#039; Navigating the overgrown walkway while the Sakura attempts to pull PCs into the pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Terminal:&#039;&#039;&#039; Turning the key in the Mezzanine terminal stops the Sakura&#039;s swaying; all petals suddenly point at the party as the &amp;quot;Security Slicers&amp;quot; activate.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Green Door Key:&#039;&#039;&#039; Found on Deck 4, used to clear Level 3 lockouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suloise Fire-Tubes (2):&#039;&#039;&#039; Found in a security locker (Laser Pistols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lexana’s Locket:&#039;&#039;&#039; Found in the Holographic Theater; contains a portrait linking her to Suel Royalty.&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
* &#039;&#039;&#039;Industrial vs Botanical:&#039;&#039;&#039; Describe the walkway as a battle between steel and vine.&lt;br /&gt;
* &#039;&#039;&#039;Gritty Realism:&#039;&#039;&#039; The &#039;&#039;&#039;Sleep-Cells&#039;&#039;&#039; in the southern wing are the only safe place to rest once cleared of Mind-Mold.&lt;br /&gt;
=== Random Encounters (The Overgrown Mezzanine) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Visual !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [[File:Radiation_Hazard.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;RADIATION LEAK&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; A ruptured coolant line from the fusion core below vents invisible energy onto the walkway. &lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; Each creature in the area must make a &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Failure:&#039;&#039;&#039; 4d10 Radiant damage and &#039;&#039;&#039;1 level of Exhaustion&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Success:&#039;&#039;&#039; Half damage and no exhaustion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [[File:Wolf_Sheep_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;WOLF-IN-SHEEP&#039;S-CLOTHING&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 14 | HP 102 | Speed 10ft&lt;br /&gt;
* &#039;&#039;&#039;Ambush:&#039;&#039;&#039; This mutated predator uses the pink mist as cover. It has advantage on attacks against surprised targets.&lt;br /&gt;
* &#039;&#039;&#039;Actions:&#039;&#039;&#039; 3 Tentacles (+7 to hit, 15ft reach, 11 dmg, &#039;&#039;&#039;Grapple DC 15&#039;&#039;&#039;) and 1 Bite (+7, 17 dmg).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [[File:Security_Drones.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;SECURITY SLICERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Automated disc-shaped drones move in a fixed, high-speed patrol circuit along the mezzanine railing. &lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; +7 to hit, &#039;&#039;&#039;2d10 Slashing damage&#039;&#039;&#039;. Any creature hit must make a &#039;&#039;&#039;DC 13 Strength Save&#039;&#039;&#039; or be knocked toward the 40ft drop into the Sakura Grove.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [[File:GasSpore_Square.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;GAS SPORE CLUSTER (1d6)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 5 | HP 1 | Fly 10ft&lt;br /&gt;
* &#039;&#039;&#039;The Hazard:&#039;&#039;&#039; These translucent, floating bladders resemble Suloise observer drones but are biological. &lt;br /&gt;
* &#039;&#039;&#039;Death Burst:&#039;&#039;&#039; Explodes on death. 20ft radius, &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or die in 1d4+1 hours as spores sprout from the host (sprouts 2d4 spores).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [[File:Intellect_Devourer.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;CEREBRAL PARASITE (Intellect Devourer)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 12 | HP 21 | Speed 40ft&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Targets character with highest INT (Durmen/Egon).&lt;br /&gt;
* &#039;&#039;&#039;Body Thief:&#039;&#039;&#039; Int contest vs incapacitated humanoid. On success, takes total control of body. It knows how to operate Suloise terminals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [[File:TriFlower_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;ELITE TRI-FLOWER FROND&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Multi-Stage CC:&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;Orange Pollen:&#039;&#039;&#039; Sleep (DC 12 Con).&lt;br /&gt;
# &#039;&#039;&#039;Yellow Acid:&#039;&#039;&#039; 2d6 Acid dmg.&lt;br /&gt;
# &#039;&#039;&#039;Red Tendrils:&#039;&#039;&#039; Grapple + 2d6+2 Sap (Heals plant).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| [[File:Atmospheric_Scrubber.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;ATMOSPHERIC SCRUBBERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Malfunctioning vents release concentrated cryo-gas. &lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Identical to &#039;&#039;Stinking Cloud&#039;&#039; spell. &#039;&#039;&#039;DC 12 Con Save&#039;&#039;&#039; or become &#039;&#039;&#039;Poisoned/Nauseated&#039;&#039;&#039; (lose action).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| [[File:PoliceBot_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (THE JANITOR)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 18 | HP 85 | Speed 30ft&lt;br /&gt;
* &#039;&#039;&#039;Stun Baton:&#039;&#039;&#039; +8 to hit, 8 bludgeoning + 4 lightning.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con&#039;&#039;&#039; or Stunned until end of next turn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9&lt;br /&gt;
| [[File:Gravity_Trap.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL TRAP&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Sudden 180° shift in gravity plates.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; &#039;&#039;&#039;5d6 falling damage&#039;&#039;&#039; as targets hit the ceiling.&lt;br /&gt;
* &#039;&#039;&#039;Hazard:&#039;&#039;&#039; Targets are entangled in ceiling-mounted cabling and vines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| [[File:VegepygmyChief_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;VEGEPYGMY CHIEF (MOLD-OFFICER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 14 | HP 55 | Speed 20ft&lt;br /&gt;
* &#039;&#039;&#039;Gear:&#039;&#039;&#039; Armed with a scavenged &#039;&#039;&#039;Suloise Fire-Tube&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Fire-Tube (+4 to hit, 40/120 range, &#039;&#039;&#039;2d6 Radiant&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Temptation of the Unknown:&#039;&#039;&#039; The lure of high-tech rewards vs. the fragility of the flesh in the 630 CY Flanaess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automation vs. Life:&#039;&#039;&#039; The conflict between the station&#039;s rigid security protocols (The Janitor) and the chaotic growth of the botanical specimens (The Sakura Protocol).&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
The elevator behind the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; tree dings—a sharp, mechanical sound that cuts through the howling petal storm. The doors hiss open without a button being pressed. The lift is empty, illuminated by a steady, cold white light. A distorted, digital Suloise voice speaks through the deck&#039;s intercom: &amp;quot;Going down, General?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4335</id>
		<title>Crashed Spaceship - Level 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4335"/>
		<updated>2026-05-01T04:42:50Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Level 3: The Crew &amp;amp; Utility Deck (DM Overview) ==&lt;br /&gt;
This deck was originally designed as the social and logistical heart of the vessel, intended to maintain the morale and physical readiness of the Suloise crew during their long-term exile. Architects of the &#039;&#039;&#039;Phasnosh&#039;&#039;&#039; integrated various amenities here, from high-speed tactical simulators to cryo-stabilized cargo caches. In its current state, however, the deck is a fractured environment. The outer ring of rooms remains relatively preserved in a state of sterile decay, smelling of copper, stale brine, and ancient dust. Here, the &amp;quot;Iron Sorcery&amp;quot; of the Suel persists in the form of flickering holographic games, automated gantry claws, and semi-functional security sensors.&lt;br /&gt;
&lt;br /&gt;
Conversely, the inner mezzanine and central gallery have undergone a radical transformation known as the &#039;&#039;&#039;Sakura Protocol&#039;&#039;&#039;. A massive breach in the deck-plates has allowed mutated botanical specimens from the Level 4 labs to migrate upward. This has created a &amp;quot;Techno-Organic&amp;quot; jungle where heavy, bio-mechanical vines crawl over steel bulkheads, and the rhythmic thrumming of the ship’s failing fusion core is mimicked by the swaying of alien flora. &lt;br /&gt;
&lt;br /&gt;
=== Dungeon Master Guidance ===&lt;br /&gt;
* &#039;&#039;&#039;Atmosphere:&#039;&#039;&#039; The ambiance on this deck should emphasize &#039;&#039;&#039;claustrophobia&#039;&#039;&#039; and &#039;&#039;&#039;unpredictability&#039;&#039;&#039;. The transition from the sterile &amp;quot;Suel Crew&amp;quot; areas to the &amp;quot;Sakura Overgrowth&amp;quot; should be jarring. While in the industrial sectors, use sharp, mechanical sounds and ozone smells; in the overgrown sections, emphasize the heavy scent of cherry blossoms, the pulsing of bioluminescent sap, and the unsettling &amp;quot;breathing&amp;quot; of the mutated vines.&lt;br /&gt;
* &#039;&#039;&#039;The Sakura Influence:&#039;&#039;&#039; The botanical life here is not merely &amp;quot;growing&amp;quot;—it is fueled by leaking radiation and liquid data-streams. The plants should be described as having &amp;quot;veins&amp;quot; that resemble copper wiring and &amp;quot;leaves&amp;quot; that possess a metallic sheen.&lt;br /&gt;
* &#039;&#039;&#039;Suloise Blood:&#039;&#039;&#039; Any creature with &#039;&#039;&#039;Suloise blood&#039;&#039;&#039; (or those carrying high-level keycards) will find that the vines move more slowly in their presence, a lingering remnant of the ship&#039;s original bio-security programming.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 Inter-Deck Navigation ===&lt;br /&gt;
* &#039;&#039;&#039;To Level 2:&#039;&#039;&#039; Access is maintained via the central lift-shafts, though several are choked with mutated thorns.&lt;br /&gt;
* &#039;&#039;&#039;To Level 4:&#039;&#039;&#039; The Mezzanine overlooks the Level 4 Garden Grove. Physical descent requires navigating the &#039;&#039;&#039;Overgrown Mezzanine&#039;&#039;&#039; or utilizing the emergency gravity-chutes located near the &#039;&#039;&#039;Strategic Court&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Level 3: The Observation Walkway ==&lt;br /&gt;
&lt;br /&gt;
This section of Deck 3 is a curved, reinforced steel gallery that circles the ship&#039;s central core. To the interior, a massive crystalline window looks down into the vertical shaft of Deck 4, where the botanical labs have run rampant.&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE OVERGROWN MEZZANINE&lt;br /&gt;
| dialog = The sterile, metallic walkway is no longer clear. Thick, rope-like vines have burst through the ventilation grates, weaving a treacherous carpet over the steel floor-plates. To your left, a panoramic window of reinforced Suel crystal offers a staggering view: the entire center of the deck below has been converted into a massive botanical bay. Dominating that lower garden is a gargantuan cherry blossom tree, its pink petals shimmering with a bioluminescent glow that pulses in time with the ship&#039;s dying heartbeat.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Overgrowth:&#039;&#039;&#039; The vines are mutated and sensitive to vibration. Moving faster than half-speed requires a &#039;&#039;&#039;DC 14 Stealth&#039;&#039;&#039; or &#039;&#039;&#039;Acrobatics&#039;&#039;&#039; check to avoid being tripped (Prone).&lt;br /&gt;
* &#039;&#039;&#039;The View Below:&#039;&#039;&#039; PCs can clearly see the &#039;&#039;&#039;Swaying Sakura&#039;&#039;&#039; on Deck 4 from here. A &#039;&#039;&#039;DC 16 Perception&#039;&#039;&#039; check reveals the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; glinting on a skeletal figure near the base of the tree.&lt;br /&gt;
* &#039;&#039;&#039;George&#039;s Reaction:&#039;&#039;&#039; George becomes highly agitated here, patting the crystal window and letting out a low hum. He recognizes the &amp;quot;Artificial Light&amp;quot; (the fusion core) glowing deep within the garden below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE BOTANICAL LOCKOUT TERMINAL&lt;br /&gt;
| dialog = At the end of the curving walkway stands a high-security bulkhead marked with a fading green emblem. A small terminal remains active, its dark screen displaying a rhythmic, scrolling data-stream in Ancient Suloise. A heavy scent of cherry blossoms and ozone leaks through the door&#039;s seal.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Terminal:&#039;&#039;&#039; Requires a &#039;&#039;&#039;Translation Slate&#039;&#039;&#039; to read. It displays: &amp;quot;SAKURA PROTOCOL: ACTIVE. BIOMASS OVERFLOW DETECTED. EMERGENCY VENTING DISABLED.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Lock:&#039;&#039;&#039; The door is sealed tight. It features a unique, circular indentation designed to fit the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Intercom:&#039;&#039;&#039; If the terminal is touched, a distorted female voice crackles through the hallway: &amp;quot;Welcome to Level 3. Please do not feed the specimens. The Sakura Protocol is... mandatory.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE HYDRO-FONT&lt;br /&gt;
| dialog = The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Liquid:&#039;&#039;&#039; This is Suloise Rejuvenation Fluid that has soured over centuries. Any creature entering the water takes 4d10 acid damage per round.&lt;br /&gt;
* &#039;&#039;&#039;The Sentry:&#039;&#039;&#039; If the pool is disturbed, a &#039;&#039;&#039;Water Elemental Myrmidon&#039;&#039;&#039; rises. It is programmed to drown &amp;quot;unauthorized swimmers.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Prize:&#039;&#039;&#039; The skeleton wears a &#039;&#039;&#039;Medallion of Rank&#039;&#039;&#039;. If recovered, it grants &amp;quot;Clearance Level 2,&amp;quot; allowing the party to bypass the electrified traps in the Fighting Ring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE VAPOUR VAULT&lt;br /&gt;
| dialog = As the metallic iris-door cycles open, a wall of freezing, cerulean mist pours into the hallway. The room beyond is obscured by this heavy, roiling gas, which clings to the floor in thick blankets. Massive, rectangular crates of a dull, grey alloy are stacked in orderly rows, though the frost covering them makes their markings illegible. A low, rhythmic thrumming vibrates through the floorplates, and the temperature here is cold enough to crack leather.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Gas:&#039;&#039;&#039; The blue mist is a Cryo-Stabilizer. Torchlight is reduced to a 5-foot radius.&lt;br /&gt;
* &#039;&#039;&#039;The Hazard:&#039;&#039;&#039; Any creature starting its turn here must make a &#039;&#039;&#039;DC 17 Con Save&#039;&#039;&#039; or take 3d6 cold damage and have their movement speed halved.&lt;br /&gt;
* &#039;&#039;&#039;The Guardians:&#039;&#039;&#039; Two &#039;&#039;&#039;Invisible Stalkers&#039;&#039;&#039; (Suloise Aero-Assassins) haunt the mist. They prioritize targets carrying open flames or light sources.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE STEEL CACHES&lt;br /&gt;
| dialog = This vast, vaulted chamber serves as a storehouse. A complex network of iron rails is bolted to the ceiling, from which several multi-jointed mechanical claws hang motionless. Hundreds of crates are organized in tiers, many of them burst open as if by internal pressure. Scattered across the deck are strange artifacts: jagged metal shards, crystalline tubes containing swirling mercury, and heavy canisters marked with the jagged sun-heraldry of the Suel.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Logic Puzzle:&#039;&#039;&#039; The mechanical claws are active but &amp;quot;blind.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Gantry:&#039;&#039;&#039; Any PC moving more than 15 feet per turn triggers the &#039;&#039;&#039;Automated Loader&#039;&#039;&#039;. It attempts to &amp;quot;stow&amp;quot; the PC. Treat as a Grapple (+10) followed by being hoisted 30 feet into the air and dropped into a disposal chute (6d6 falling damage).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE SLEEP-CELLS&lt;br /&gt;
| dialog = A narrow, sterile corridor leads to a series of cramped alcoves. Each contains a pair of stark, metal bunk-frames. There is a haunting lack of comfort here—no wood, no cloth, only cold surfaces and thin, grey padding. Several lockers have been wrenched from the walls, their contents strewn about: stiff, high-collared uniforms and small, hand-held devices that emit a faint, dying amber glow.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Infestation:&#039;&#039;&#039; The rooms are infested with &#039;&#039;&#039;Suel Mind-Mold&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Trap:&#039;&#039;&#039; Anyone searching a locker must make a &#039;&#039;&#039;DC 16 Wisdom Save&#039;&#039;&#039;. Failure results in a &#039;&#039;&#039;Confusion&#039;&#039;&#039; spell effect as the PC is overwhelmed by &amp;quot;ghost-memories&amp;quot; of the ship’s final, catastrophic moments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE KINETIC ATHENEUM&lt;br /&gt;
| dialog = This room contains several rows of bizarre, stationary apparatuses. Constructed of brass and iron, they feature circular foot-pedals and heavy, leaden flywheels. Large glass spheres are mounted to the front of each machine. The walls are covered in flickering, translucent tapestries—holographic projections—showing Suloise warriors engaged in feats of impossible athleticism.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kinetic Generators:&#039;&#039;&#039; These machines jump-start the ship&#039;s ancient batteries.&lt;br /&gt;
* &#039;&#039;&#039;The Interaction:&#039;&#039;&#039; A PC with &#039;&#039;&#039;Str 15+&#039;&#039;&#039; can operate a machine. Doing so for 3 rounds restores power to the Vapour Vault lights but deals 2d10 necrotic damage to the PC as the machine siphons their life force.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name =  THE CIRCLE OF ORDEAL&lt;br /&gt;
| dialog = This wide auditorium is dominated by a raised, octagonal stage. Taut, braided wires form a perimeter around the platform, shimmering with a deadly, blue static discharge. Tiers of metal benches rise toward the ceiling in a grim theater of combat. Hovering silently above the center of the ring is a large, metallic sphere bristling with glass lenses and dormant weaponry.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Combatant:&#039;&#039;&#039; Stepping onto the stage activates a &#039;&#039;&#039;Steel Predator&#039;&#039;&#039; (re-flavored as a Phasnosh Duel-Construct).&lt;br /&gt;
* &#039;&#039;&#039;The Boundary:&#039;&#039;&#039; The wire ropes are &#039;&#039;&#039;Electrified&#039;&#039;&#039;. Any creature touching them takes 4d8 lightning damage and must make a &#039;&#039;&#039;DC 18 Strength Save&#039;&#039;&#039; or be thrown back into the center of the ring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Southern Half of Level 3 ===&lt;br /&gt;
&lt;br /&gt;
The southern half of this deck serves as the primary recreation and disciplinary sector for the crew. Unlike the sterile command tiers or the overgrown botanical mezzanine to the north, this area retains a heavy, industrial density. It is a maze of entertainment halls and tactical simulators where the Suloise crew once honed their skills and distracted themselves from their long exile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon Master Note:&#039;&#039;&#039; While the northern sector is choked with the &#039;&#039;&#039;Sakura Protocol&#039;&#039;&#039;, the Southern Half is defined by &amp;quot;Ghost-Echoes&amp;quot;—flickering holograms, the mechanical hum of dormant skill-tutors, and the stale scent of ancient spirits in the lounge. This area should feel like a graveyard of Suel culture. The lighting here is sporadic, with amber emergency strips casting long, rhythmic shadows across the checkerboard floors and trashed lounges. &lt;br /&gt;
&lt;br /&gt;
Use this sector to emphasize the &#039;&#039;&#039;Phasnosh&#039;&#039;&#039; obsession with martial perfection and the eerie preservation of Suel nobility before their ship became a derelict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE STRATEGIC COURT&lt;br /&gt;
| dialog = The floor of this square chamber is composed of a striking checkerboard pattern in various muted colors. The grid is exactly six squares by six. Overhead, a specialized light-emitter casts a dim, vertical beam onto each square. The walls are lined with empty weapon racks, and the air carries a faint, lingering scent of burnt ozone.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Grid:&#039;&#039;&#039; This is a &#039;&#039;&#039;Tactical Simulation Floor&#039;&#039;&#039;. If a creature stands on a square, a holographic &amp;quot;opponent&amp;quot; (a Suel soldier) flickers into existence.&lt;br /&gt;
* &#039;&#039;&#039;The Puzzle:&#039;&#039;&#039; Moving across the board triggers a high-speed game of strategy. A creature must succeed on a &#039;&#039;&#039;DC 16 Intelligence (Investigation)&#039;&#039;&#039; check to navigate the grid without triggering a &#039;&#039;&#039;Shock Trap&#039;&#039;&#039; (3d10 lightning damage).&lt;br /&gt;
* &#039;&#039;&#039;Kitchenette Access:&#039;&#039;&#039; A sliding steel door in the north wall leads to the galley.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE CREW KITCHENETTE&lt;br /&gt;
| dialog = Attached to the tactical room is a compact galley. Unlike a tavern kitchen in the Great Kingdom, there are no hearths or wood-stoves. Instead, metallic surfaces feature recessed heating plates and dispensers that once provided nutrient-slurry. Metal trays and silver utensils lie scattered across the floor, long since tarnished by time.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Dispensers:&#039;&#039;&#039; Most are dry, but one dispenses a viscous, grey liquid. It is still edible but requires a &#039;&#039;&#039;DC 14 Constitution Save&#039;&#039;&#039; to avoid being &#039;&#039;&#039;Poisoned&#039;&#039;&#039; for 1 hour due to its extreme age.&lt;br /&gt;
* &#039;&#039;&#039;Scavenge:&#039;&#039;&#039; Tucked into a cooling unit is a pressurized canister of &#039;&#039;&#039;Suloise Spice&#039;&#039;&#039;. If used in a meal during a Long Rest, it grants 1d10 temporary hit points to those who eat it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE OFFICERS&#039; LOUNGE&lt;br /&gt;
| dialog = This wide lounge was once a place of respite, now reduced to a trashed ruin. Circular tables have been overturned, and the &amp;quot;Furniture&amp;quot;—made of a strange, molded grey substance—has been shredded as if by claws. Shattered glass from Suloise spirit-bottles litters the deck, and a long bar of brushed steel stands dented and empty at the far end.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Destruction:&#039;&#039;&#039; A &#039;&#039;&#039;DC 15 Survival&#039;&#039;&#039; check reveals the damage was caused by a large, multi-limbed construct or beast long ago.&lt;br /&gt;
* &#039;&#039;&#039;Hidden Stash:&#039;&#039;&#039; Behind the bar is a single, sealed bottle of &#039;&#039;&#039;Blue-Ointment Wine&#039;&#039;&#039;. It acts as a &#039;&#039;&#039;Potion of Greater Healing&#039;&#039;&#039; but causes a feeling of intense cold when consumed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE HOLOGRAPHIC THEATER&lt;br /&gt;
| dialog = Tiers of plush, high-backed seats face a sunken circular pit in the center of the room. Half of the seats are occupied by skeletal remains, many still wearing the fine silks of Suloise nobility. A flickering, ghostly image repeats in the center of the pit: a high-altitude view of a city being consumed by white fire, played back in a silent, agonizing loop.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Projection:&#039;&#039;&#039; This is a recording of the &#039;&#039;&#039;Invoked Devastation&#039;&#039;&#039;. Watching the full cycle (3 minutes) requires a &#039;&#039;&#039;DC 16 Wisdom Save&#039;&#039;&#039; or the PC takes 3d6 psychic damage from the sheer horror of the event.&lt;br /&gt;
* &#039;&#039;&#039;The Audience:&#039;&#039;&#039; One of the skeletons clutches a &#039;&#039;&#039;Clearance Level 2&#039;&#039;&#039; keycard and a small locket containing a miniature portrait of a woman who looks remarkably like a younger **Lexana**.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE ARCADE OF TRIALS&lt;br /&gt;
| dialog = This narrow hall is packed with light-emitting machines. Four upright cabinets stand against the wall, their glass screens dark and cracked. Three low tables nearby feature embedded grids of light and bags of heavy, metallic tokens. The room feels cramped, designed for the distraction of a crew far from home.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Cabinets:&#039;&#039;&#039; These are &amp;quot;Skill-Tutors.&amp;quot; A PC can attempt a &#039;&#039;&#039;DC 20 Dexterity (Sleight of Hand)&#039;&#039;&#039; check to play a dead game. Success grants them a +1 bonus to their next Initiative roll as their reflexes are &amp;quot;calibrated.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Tokens:&#039;&#039;&#039; The metallic tokens are made of &#039;&#039;&#039;Electrum&#039;&#039;&#039; and are stamped with the face of a Suel Emperor. There are 250 tokens in total (worth 125 gp).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE MAIN CARGO BAY&lt;br /&gt;
| dialog = A massive cavern of a room, the air here is stale and dusty. Over fifteen large crates are scattered haphazardly across the floor, some stacked precariously, others smashed open. Heavy magnetic tracks on the ceiling indicate where a gantry once moved these massive weights. In the shadows at the back of the room, a large, bulky shape remains motionless.&lt;br /&gt;
| notes = &lt;br /&gt;
* &#039;&#039;&#039;The Crates:&#039;&#039;&#039; Most contain mundane supplies (fibrous cloth, dried rations). However, two crates contain &#039;&#039;&#039;Suloise Steel Ingots&#039;&#039;&#039;—highly prized by smiths in the Great Kingdom (worth 500 gp total).&lt;br /&gt;
* &#039;&#039;&#039;The Lurker:&#039;&#039;&#039; The bulky shape is a dormant &#039;&#039;&#039;Phasnosh War-Forged&#039;&#039;&#039; (use &#039;&#039;&#039;Iron Golem&#039;&#039;&#039; stats but reduced to 100 HP due to age). It activates if any crate marked with a &amp;quot;Security&amp;quot; rune is opened.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Suloise Salvage &amp;amp; Strange Artifacts ==&lt;br /&gt;
The following items can be recovered from the Main Cargo Bay or throughout Level 3. These represent the &amp;quot;Iron Sorcery&amp;quot; of the Phasnosh/Suel era—techno-arcana that is often misunderstood by the inhabitants of the 630 CY Flanaess.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! d10 !! Artifact Name !! Description &amp;amp; Mechanics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Vibro-Shank&#039;&#039;&#039; || A dagger hilt with a jagged, crystalline blade. When gripped, it hums at a frequency that bypasses non-magical armor. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; +1 Dagger; ignores resistance to piercing damage. On a Natural 1, the crystal shatters, dealing 2d6 force damage to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 2 || &#039;&#039;&#039;Cray-Cell Lantern&#039;&#039;&#039; || A heavy metal cylinder that emits a 30ft cone of &amp;quot;Black-Light.&amp;quot; &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Reveals invisible creatures and secret doors within the cone. User must succeed on a &#039;&#039;&#039;DC 13 Con Save&#039;&#039;&#039; every hour or suffer &amp;quot;Suel Sickness&amp;quot; (disadvantage on Strength checks for 24 hours).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 3 || &#039;&#039;&#039;Suel Inertia-Belt&#039;&#039;&#039; || A thick belt of overlapping metal plates. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; As a reaction to being moved or falling, the user sets their weight to 500 lbs for 1 round. Grants resistance to bludgeoning damage but reduces speed to 0. (3 charges, recharges at a Kinetic Generator).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 4 || &#039;&#039;&#039;Phasnosh Mind-Link&#039;&#039;&#039; || A copper band that feels warm to the touch. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Allows the wearer to cast &#039;&#039;Detect Thoughts&#039;&#039; (DC 15) but only on constructs or creatures with Suloise blood. If used on others, the wearer takes 2d6 psychic damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || &#039;&#039;&#039;Mercury-Fire Grenade&#039;&#039;&#039; || A glass orb filled with swirling silver liquid. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Range 30/60. Explodes in a 10ft radius. Targets take &#039;&#039;&#039;4d6 Fire and 4d6 Cold damage&#039;&#039;&#039; (DC 16 Dex save for half). This is chemical fire and cannot be doused with water.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 6 || &#039;&#039;&#039;Auto-Suture Syringe&#039;&#039;&#039; || A brass tool with a wicked, automated needle. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Contains 3 doses. As an action, heals 4d8+10 HP, but the target is &#039;&#039;&#039;Poisoned&#039;&#039;&#039; for 1 hour as the alien chemicals knit the flesh too crudely.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 7 || &#039;&#039;&#039;Static-Discharge Glove&#039;&#039;&#039; || A heavy gauntlet of insulated leather and copper wire. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Successful melee touch attack deals &#039;&#039;&#039;3d8 Lightning damage&#039;&#039;&#039; and the target is &#039;&#039;&#039;Stunned&#039;&#039;&#039; until the start of its next turn. (1 charge; recharges in the Vapour Vault).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 8 || &#039;&#039;&#039;Translation Slate&#039;&#039;&#039; || A flat piece of dark glass that &amp;quot;listens.&amp;quot; &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Translates any spoken language into Ancient Suloise. It always uses &amp;quot;Imperial&amp;quot; terminology (e.g., translating &amp;quot;King&amp;quot; as &amp;quot;Usurper&amp;quot; or &amp;quot;Subject&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 9 || &#039;&#039;&#039;Gravity-Boots&#039;&#039;&#039; || Lead-soled boots with blue glowing filigree. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Allows the wearer to cast &#039;&#039;Levitate&#039;&#039; (self only) for 10 minutes per day. Movement is jerky and requires a &#039;&#039;&#039;DC 12 Acrobatics&#039;&#039;&#039; check to avoid falling prone on landing.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 10 || &#039;&#039;&#039;Lexana’s Log-Crystal&#039;&#039;&#039; || A flickering orange crystal. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Provides 10-12 minutes of holographic footage of Lexana arguing with a Phasnosh Commander. Grants advantage on History checks regarding the Phasnosh for 48 hours.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cargo Bay Inventory ==&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = CARGO BAY CONTENTS&lt;br /&gt;
| dialog = Scattered among the heavy tracks and dust-laden floor are fifteen reinforced crates. Some are marked with the red sun of the Suel, while others bear the jagged, geometric runes associated with Phasnosh logistics. The air is heavy with the scent of old grease and ozone.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Crates:&#039;&#039;&#039; Roll on the Salvage Table above for every three crates searched.&lt;br /&gt;
* &#039;&#039;&#039;Hazardous Materials:&#039;&#039;&#039; Two crates are leaking a glowing green fluid. Any PC within 5 feet must make a &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or take 2d6 Radiant damage.&lt;br /&gt;
* &#039;&#039;&#039;Structural Integrity:&#039;&#039;&#039; The ceiling gantry is unstable. Loud noises or fireballs in this room have a 25% chance of causing a structural collapse (4d10 bludgeoning damage, DC 15 Dex save for half).&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4334</id>
		<title>Session 149 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4334"/>
		<updated>2026-05-01T04:28:49Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship - Level 3]]&lt;br /&gt;
&lt;br /&gt;
[[Crashed Spaceship - Level 4]]&lt;br /&gt;
&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Sakura Protocol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Botanical Labs / The Western Cherry Blossom Sector&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and sighted a bizarre cherry-blossom grove to the west.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing in the smoking mulch of the Tri-Flower Frond. To the West, the air carries the scent of cherry blossoms and ozone. The immediate pressure is twofold: the moral obligation to escort the hydrated Shambling Mound, &#039;&#039;&#039;George&#039;&#039;&#039;, back to his home garden, and the tactical necessity of finding the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; to bypass the facility&#039;s security lockouts.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
High-tech corridors overgrown with mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has given way to a striking new visual. To the west, a massive tree with an appearance identical to a Japanese Cherry Blossom sways in an unsettling motion as though listening to music. Emergency lights flicker red, casting &amp;quot;Grimdark&amp;quot; shadows, and the &amp;quot;Artificial Source of Light&amp;quot; George mentioned hums with a low-frequency vibration.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; An allied botanical creature. He is currently &amp;quot;Hydrated&amp;quot; but his mood is volatile near the &amp;quot;Artificial Light&amp;quot; or contaminated coolant leaks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Janitor (Maintenance Droid):&#039;&#039;&#039; A relentless construct programmed to &amp;quot;dispose of biological waste&amp;quot; (the party).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swaying Sakura:&#039;&#039;&#039; A gargantuan, semi-sentient botanical guardian that dominates the Western Grove.&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Positioning:&#039;&#039;&#039; It has 0 speed but 20ft reach. It dominates the Western Grove center.&lt;br /&gt;
* &#039;&#039;&#039;Terrain:&#039;&#039;&#039; The area is &amp;quot;Hallucinogenic Terrain&amp;quot;—the pink mist provides half-cover (+2 AC/Dex saves) to the Sakura.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Focus on grappling with Vines first, then triggering Petal Storm to shred those caught in its reach.&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
* &#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
* &#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
* &#039;&#039;&#039;Senses:&#039;&#039;&#039; Tremorsense 120 ft., Passive Perception 13&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Telepathy 60 ft.&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13 (10,000 XP)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Legendary Resistance (3/Day):&#039;&#039;&#039; If the Sakura fails a saving throw, it can choose to succeed instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature that starts its turn within 30 feet must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed until the start of its next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
* &#039;&#039;&#039;Vine:&#039;&#039;&#039; &#039;&#039;Melee Weapon Attack:&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 (3d6 + 5) bludgeoning damage, and the target is &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
* &#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; Whirls razor petals in a 40-foot radius. Each creature must make a &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039;, taking 44 (8d10) slashing damage on a failure, or half on success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY ACTIONS&#039;&#039;&#039;&lt;br /&gt;
The Sakura can take 3 legendary actions, choosing from the options below:&lt;br /&gt;
* &#039;&#039;&#039;Vine Lash:&#039;&#039;&#039; Makes one Vine attack.&lt;br /&gt;
* &#039;&#039;&#039;Pollen Puff (Costs 2 Actions):&#039;&#039;&#039; One creature within 30ft must make a DC 17 Con Save or be &#039;&#039;&#039;Poisoned&#039;&#039;&#039; for 1 minute.&lt;br /&gt;
* &#039;&#039;&#039;Root Pulse (Costs 2 Actions):&#039;&#039;&#039; Ground within 20ft shakes. Creatures must succeed on a DC 17 Strength save or be knocked &#039;&#039;&#039;Prone&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
Locate the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; to access the deeper garden levels.&lt;br /&gt;
&lt;br /&gt;
Successfully escort &#039;&#039;&#039;George&#039;&#039;&#039; back to the 3rd Level gardens.&lt;br /&gt;
&lt;br /&gt;
Investigate the &#039;&#039;&#039;Cherry Blossom anomaly&#039;&#039;&#039; and the source of the &amp;quot;Artificial Light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corrupted Intercom:&#039;&#039;&#039; A distorted female voice repeats: &amp;quot;Welcome to Level 3. Please do not feed the specimens. The Sakura Protocol is currently... ACTIVE.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Musical Sway:&#039;&#039;&#039; The Sakura tree moves in time to a corrupted audio file—a rhythmic vibration that pulses through the floor plates.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Lock:&#039;&#039;&#039; Discovering the body of Chief Botanist Ishikawa; retrieving the key triggers a localized &#039;&#039;&#039;Radiation Leak&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Threshold:&#039;&#039;&#039; Attempting to move George through narrow security doors while being hunted by automated defenses.&lt;br /&gt;
&lt;br /&gt;
=== Planned Events ===&lt;br /&gt;
&lt;br /&gt;
When the Emerald Key is turned, the Sakura Tree stops its rhythmic swaying; every petal in the room turns to point toward the party like a compass needle before the attack begins.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Challenges ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Encounters:&#039;&#039;&#039; Navigating a sector where gravity, radiation, and mutated predators (like the Wolf-in-Sheep&#039;s-Clothing) intersect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource Management:&#039;&#039;&#039; The party is &amp;quot;glass-cannon&amp;quot; status; deciding when to push and when to retreat is vital.&lt;br /&gt;
&lt;br /&gt;
=== Clues and Info ===&lt;br /&gt;
&lt;br /&gt;
Botanical samples suggest these plants are being &amp;quot;fed&amp;quot; a mixture of nutrient-rich slurry and liquid data-streams.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Artificial Light&amp;quot; George mentioned is actually a leaking, unshielded fusion core.&lt;br /&gt;
&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; (Essential progression item).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Pistols&#039;&#039;&#039; (2) found in a high-security locker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Botanical Samples&#039;&#039;&#039; (Value: 500gp to an alchemist or researcher).&lt;br /&gt;
&lt;br /&gt;
== Interludes and Shadows ==&lt;br /&gt;
=== Interludes ===&lt;br /&gt;
&lt;br /&gt;
George stops at a cracked pipe, patting it affectionately and letting out a low, vibrating hum that causes nearby vines to temporarily retract.&lt;br /&gt;
&lt;br /&gt;
=== Potential Conflicts ===&lt;br /&gt;
&lt;br /&gt;
A disagreement on whether to prioritize George&#039;s &amp;quot;home&amp;quot; or the facility&#039;s data logs.&lt;br /&gt;
&lt;br /&gt;
 George going berserk if he comes into contact with the &amp;quot;black water&amp;quot; (contaminated coolant).&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
&lt;br /&gt;
Emphasize the techno-organic horror: describe monsters as &amp;quot;genetically modified&amp;quot; or &amp;quot;mutated by reactor coolant&amp;quot; rather than magical.&lt;br /&gt;
&lt;br /&gt;
Use red emergency lighting and digital status voices to maintain the &amp;quot;Barrier Peaks&amp;quot; atmosphere.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
== Session 149: Level 3 Garden Encounters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Visual !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [[File:Radiation_Hazard.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;RADIATION LEAK&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Each creature in the area must make a &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Failure:&#039;&#039;&#039; 4d10 Radiant damage + 1 level of Exhaustion.&lt;br /&gt;
* &#039;&#039;&#039;Success:&#039;&#039;&#039; Half damage and no exhaustion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [[File:Wolf_Sheep_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;WOLF-IN-SHEEP&#039;S-CLOTHING&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 14 | HP 102 | Speed 10ft&lt;br /&gt;
* &#039;&#039;&#039;Ambush:&#039;&#039;&#039; Advantage on attacks against surprised targets.&lt;br /&gt;
* &#039;&#039;&#039;Actions:&#039;&#039;&#039; 3 Tentacles (+7 to hit, 15ft reach, 11 dmg, Grapple DC 15) and 1 Bite (+7, 17 dmg).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [[File:Security_Drones.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;SECURITY SLICERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Automated drones move in a fixed path. &lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Any creature in the path takes &#039;&#039;&#039;4d4 Slashing damage&#039;&#039;&#039; (No Save).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [[File:GasSpore_Square.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;GAS SPORE CLUSTER (1d6)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 5 | HP 1 | Fly 10ft&lt;br /&gt;
* &#039;&#039;&#039;Death Burst:&#039;&#039;&#039; Explodes on death. 20ft radius, &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or die in 1d4+1 hours (sprouts 2d4 spores).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [[File:Intellect_Devourer.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;INTELLECT DEVOURER&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 12 | HP 21 | Speed 40ft&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Targets character with highest INT (Durmen/Egon).&lt;br /&gt;
* &#039;&#039;&#039;Body Thief:&#039;&#039;&#039; Int contest vs incapacitated humanoid. On success, takes total control of body.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [[File:TriFlower_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;ELITE TRI-FLOWER FROND&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Multi-Stage CC:&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;Orange Pollen:&#039;&#039;&#039; Sleep (DC 12 Con).&lt;br /&gt;
# &#039;&#039;&#039;Yellow Acid:&#039;&#039; 2d6 Acid dmg.&lt;br /&gt;
# &#039;&#039;&#039;Red Tendrils:&#039;&#039;&#039; Grapple + 2d6+2 Sap (Heals plant).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| [[File:Atmospheric_Scrubber.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;ATMOSPHERIC SCRUBBERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Malfunctioning vents release gas. &lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Identical to &#039;&#039;Stinking Cloud&#039;&#039; spell. DC 12 Con Save or become &#039;&#039;&#039;Poisoned/Nauseated&#039;&#039;&#039; (lose action).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| [[File:PoliceBot_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (ENFORCER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 18 | HP 85 | Speed 30ft&lt;br /&gt;
* &#039;&#039;&#039;Stun Baton:&#039;&#039;&#039; +8 to hit, 8 bludgeoning + 4 lightning.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con&#039;&#039;&#039; or Stunned until end of next turn.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9&lt;br /&gt;
| [[File:Gravity_Trap.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL TRAP&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Sudden 180° shift in gravity.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; &#039;&#039;&#039;5d6 falling damage&#039;&#039;&#039; as targets hit the ceiling.&lt;br /&gt;
* &#039;&#039;&#039;Hazard:&#039;&#039;&#039; Targets are entangled in ceiling-mounted cabling/vines.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| [[File:VegepygmyChief_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;VEGEPYGMY CHIEF&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 14 | HP 55 | Speed 20ft&lt;br /&gt;
* &#039;&#039;&#039;Gear:&#039;&#039;&#039; Armed with scavenged &#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Laser Pistol (+4 to hit, 40/120 range, &#039;&#039;&#039;2d6 Radiant&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Temptation of the Unknown:&#039;&#039;&#039; The lure of high-tech rewards vs. the fragility of the flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automation vs. Life:&#039;&#039;&#039; The conflict between the station&#039;s rigid security protocols and the chaotic growth of the botanical specimens.&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
The elevator behind the Sakura tree dings. The doors hiss open without a button being pressed. The lift is empty, but a voice speaks: &amp;quot;Going down, General?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4333</id>
		<title>Crashed Spaceship - Level 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4333"/>
		<updated>2026-05-01T04:27:41Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: Adventurer moved page Crashed Spaceship to Crashed Spaceship - Level 3 without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Level 3: The Crew &amp;amp; Utility Deck ==&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE HYDRO-FONT&lt;br /&gt;
| dialog = The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Liquid:&#039;&#039;&#039; This is Suloise Rejuvenation Fluid that has soured over centuries. Any creature entering the water takes 4d10 acid damage per round.&lt;br /&gt;
* &#039;&#039;&#039;The Sentry:&#039;&#039;&#039; If the pool is disturbed, a &#039;&#039;&#039;Water Elemental Myrmidon&#039;&#039;&#039; rises. It is programmed to drown &amp;quot;unauthorized swimmers.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Prize:&#039;&#039;&#039; The skeleton wears a &#039;&#039;&#039;Medallion of Rank&#039;&#039;&#039;. If recovered, it grants &amp;quot;Clearance Level 2,&amp;quot; allowing the party to bypass the electrified traps in the Fighting Ring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE VAPOUR VAULT&lt;br /&gt;
| dialog = As the metallic iris-door cycles open, a wall of freezing, cerulean mist pours into the hallway. The room beyond is obscured by this heavy, roiling gas, which clings to the floor in thick blankets. Massive, rectangular crates of a dull, grey alloy are stacked in orderly rows, though the frost covering them makes their markings illegible. A low, rhythmic thrumming vibrates through the floorplates, and the temperature here is cold enough to crack leather.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Gas:&#039;&#039;&#039; The blue mist is a Cryo-Stabilizer. Torchlight is reduced to a 5-foot radius.&lt;br /&gt;
* &#039;&#039;&#039;The Hazard:&#039;&#039;&#039; Any creature starting its turn here must make a &#039;&#039;&#039;DC 17 Con Save&#039;&#039;&#039; or take 3d6 cold damage and have their movement speed halved.&lt;br /&gt;
* &#039;&#039;&#039;The Guardians:&#039;&#039;&#039; Two &#039;&#039;&#039;Invisible Stalkers&#039;&#039;&#039; (Suloise Aero-Assassins) haunt the mist. They prioritize targets carrying open flames or light sources.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE STEEL CACHES&lt;br /&gt;
| dialog = This vast, vaulted chamber serves as a storehouse. A complex network of iron rails is bolted to the ceiling, from which several multi-jointed mechanical claws hang motionless. Hundreds of crates are organized in tiers, many of them burst open as if by internal pressure. Scattered across the deck are strange artifacts: jagged metal shards, crystalline tubes containing swirling mercury, and heavy canisters marked with the jagged sun-heraldry of the Suel.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Logic Puzzle:&#039;&#039;&#039; The mechanical claws are active but &amp;quot;blind.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Gantry:&#039;&#039;&#039; Any PC moving more than 15 feet per turn triggers the &#039;&#039;&#039;Automated Loader&#039;&#039;&#039;. It attempts to &amp;quot;stow&amp;quot; the PC. Treat as a Grapple (+10) followed by being hoisted 30 feet into the air and dropped into a disposal chute (6d6 falling damage).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE SLEEP-CELLS&lt;br /&gt;
| dialog = A narrow, sterile corridor leads to a series of cramped alcoves. Each contains a pair of stark, metal bunk-frames. There is a haunting lack of comfort here—no wood, no cloth, only cold surfaces and thin, grey padding. Several lockers have been wrenched from the walls, their contents strewn about: stiff, high-collared uniforms and small, hand-held devices that emit a faint, dying amber glow.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Infestation:&#039;&#039;&#039; The rooms are infested with &#039;&#039;&#039;Suel Mind-Mold&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Trap:&#039;&#039;&#039; Anyone searching a locker must make a &#039;&#039;&#039;DC 16 Wisdom Save&#039;&#039;&#039;. Failure results in a &#039;&#039;&#039;Confusion&#039;&#039;&#039; spell effect as the PC is overwhelmed by &amp;quot;ghost-memories&amp;quot; of the ship’s final, catastrophic moments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE KINETIC ATHENEUM&lt;br /&gt;
| dialog = This room contains several rows of bizarre, stationary apparatuses. Constructed of brass and iron, they feature circular foot-pedals and heavy, leaden flywheels. Large glass spheres are mounted to the front of each machine. The walls are covered in flickering, translucent tapestries—holographic projections—showing Suloise warriors engaged in feats of impossible athleticism.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kinetic Generators:&#039;&#039;&#039; These machines jump-start the ship&#039;s ancient batteries.&lt;br /&gt;
* &#039;&#039;&#039;The Interaction:&#039;&#039;&#039; A PC with &#039;&#039;&#039;Str 15+&#039;&#039;&#039; can operate a machine. Doing so for 3 rounds restores power to the Vapour Vault lights but deals 2d10 necrotic damage to the PC as the machine siphons their life force.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name =  THE CIRCLE OF ORDEAL&lt;br /&gt;
| dialog = This wide auditorium is dominated by a raised, octagonal stage. Taut, braided wires form a perimeter around the platform, shimmering with a deadly, blue static discharge. Tiers of metal benches rise toward the ceiling in a grim theater of combat. Hovering silently above the center of the ring is a large, metallic sphere bristling with glass lenses and dormant weaponry.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Combatant:&#039;&#039;&#039; Stepping onto the stage activates a &#039;&#039;&#039;Steel Predator&#039;&#039;&#039; (re-flavored as a Phasnosh Duel-Construct).&lt;br /&gt;
* &#039;&#039;&#039;The Boundary:&#039;&#039;&#039; The wire ropes are &#039;&#039;&#039;Electrified&#039;&#039;&#039;. Any creature touching them takes 4d8 lightning damage and must make a &#039;&#039;&#039;DC 18 Strength Save&#039;&#039;&#039; or be thrown back into the center of the ring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The southern half of this deck is mostly game and recreation areas, smaller rooms to keep the crew entertained.&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE STRATEGIC COURT&lt;br /&gt;
| dialog = The floor of this square chamber is composed of a striking checkerboard pattern in various muted colors. The grid is exactly six squares by six. Overhead, a specialized light-emitter casts a dim, vertical beam onto each square. The walls are lined with empty weapon racks, and the air carries a faint, lingering scent of burnt ozone.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Grid:&#039;&#039;&#039; This is a &#039;&#039;&#039;Tactical Simulation Floor&#039;&#039;&#039;. If a creature stands on a square, a holographic &amp;quot;opponent&amp;quot; (a Suel soldier) flickers into existence.&lt;br /&gt;
* &#039;&#039;&#039;The Puzzle:&#039;&#039;&#039; Moving across the board triggers a high-speed game of strategy. A creature must succeed on a &#039;&#039;&#039;DC 16 Intelligence (Investigation)&#039;&#039;&#039; check to navigate the grid without triggering a &#039;&#039;&#039;Shock Trap&#039;&#039;&#039; (3d10 lightning damage).&lt;br /&gt;
* &#039;&#039;&#039;Kitchenette Access:&#039;&#039;&#039; A sliding steel door in the north wall leads to the galley.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE CREW KITCHENETTE&lt;br /&gt;
| dialog = Attached to the tactical room is a compact galley. Unlike a tavern kitchen in the Great Kingdom, there are no hearths or wood-stoves. Instead, metallic surfaces feature recessed heating plates and dispensers that once provided nutrient-slurry. Metal trays and silver utensils lie scattered across the floor, long since tarnished by time.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Dispensers:&#039;&#039;&#039; Most are dry, but one dispenses a viscous, grey liquid. It is still edible but requires a &#039;&#039;&#039;DC 14 Constitution Save&#039;&#039;&#039; to avoid being &#039;&#039;&#039;Poisoned&#039;&#039;&#039; for 1 hour due to its extreme age.&lt;br /&gt;
* &#039;&#039;&#039;Scavenge:&#039;&#039;&#039; Tucked into a cooling unit is a pressurized canister of &#039;&#039;&#039;Suloise Spice&#039;&#039;&#039;. If used in a meal during a Long Rest, it grants 1d10 temporary hit points to those who eat it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE OFFICERS&#039; LOUNGE&lt;br /&gt;
| dialog = This wide lounge was once a place of respite, now reduced to a trashed ruin. Circular tables have been overturned, and the &amp;quot;Furniture&amp;quot;—made of a strange, molded grey substance—has been shredded as if by claws. Shattered glass from Suloise spirit-bottles litters the deck, and a long bar of brushed steel stands dented and empty at the far end.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Destruction:&#039;&#039;&#039; A &#039;&#039;&#039;DC 15 Survival&#039;&#039;&#039; check reveals the damage was caused by a large, multi-limbed construct or beast long ago.&lt;br /&gt;
* &#039;&#039;&#039;Hidden Stash:&#039;&#039;&#039; Behind the bar is a single, sealed bottle of &#039;&#039;&#039;Blue-Ointment Wine&#039;&#039;&#039;. It acts as a &#039;&#039;&#039;Potion of Greater Healing&#039;&#039;&#039; but causes a feeling of intense cold when consumed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE HOLOGRAPHIC THEATER&lt;br /&gt;
| dialog = Tiers of plush, high-backed seats face a sunken circular pit in the center of the room. Half of the seats are occupied by skeletal remains, many still wearing the fine silks of Suloise nobility. A flickering, ghostly image repeats in the center of the pit: a high-altitude view of a city being consumed by white fire, played back in a silent, agonizing loop.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Projection:&#039;&#039;&#039; This is a recording of the &#039;&#039;&#039;Invoked Devastation&#039;&#039;&#039;. Watching the full cycle (3 minutes) requires a &#039;&#039;&#039;DC 16 Wisdom Save&#039;&#039;&#039; or the PC takes 3d6 psychic damage from the sheer horror of the event.&lt;br /&gt;
* &#039;&#039;&#039;The Audience:&#039;&#039;&#039; One of the skeletons clutches a &#039;&#039;&#039;Clearance Level 2&#039;&#039;&#039; keycard and a small locket containing a miniature portrait of a woman who looks remarkably like a younger **Lexana**.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE ARCADE OF TRIALS&lt;br /&gt;
| dialog = This narrow hall is packed with light-emitting machines. Four upright cabinets stand against the wall, their glass screens dark and cracked. Three low tables nearby feature embedded grids of light and bags of heavy, metallic tokens. The room feels cramped, designed for the distraction of a crew far from home.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Cabinets:&#039;&#039;&#039; These are &amp;quot;Skill-Tutors.&amp;quot; A PC can attempt a &#039;&#039;&#039;DC 20 Dexterity (Sleight of Hand)&#039;&#039;&#039; check to play a dead game. Success grants them a +1 bonus to their next Initiative roll as their reflexes are &amp;quot;calibrated.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Tokens:&#039;&#039;&#039; The metallic tokens are made of &#039;&#039;&#039;Electrum&#039;&#039;&#039; and are stamped with the face of a Suel Emperor. There are 250 tokens in total (worth 125 gp).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE MAIN CARGO BAY&lt;br /&gt;
| dialog = A massive cavern of a room, the air here is stale and dusty. Over fifteen large crates are scattered haphazardly across the floor, some stacked precariously, others smashed open. Heavy magnetic tracks on the ceiling indicate where a gantry once moved these massive weights. In the shadows at the back of the room, a large, bulky shape remains motionless.&lt;br /&gt;
| notes = &lt;br /&gt;
* &#039;&#039;&#039;The Crates:&#039;&#039;&#039; Most contain mundane supplies (fibrous cloth, dried rations). However, two crates contain &#039;&#039;&#039;Suloise Steel Ingots&#039;&#039;&#039;—highly prized by smiths in the Great Kingdom (worth 500 gp total).&lt;br /&gt;
* &#039;&#039;&#039;The Lurker:&#039;&#039;&#039; The bulky shape is a dormant &#039;&#039;&#039;Phasnosh War-Forged&#039;&#039;&#039; (use &#039;&#039;&#039;Iron Golem&#039;&#039;&#039; stats but reduced to 100 HP due to age). It activates if any crate marked with a &amp;quot;Security&amp;quot; rune is opened.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Suloise Salvage &amp;amp; Strange Artifacts ==&lt;br /&gt;
The following items can be recovered from the Main Cargo Bay or throughout Level 3. These represent the &amp;quot;Iron Sorcery&amp;quot; of the Phasnosh/Suel era—techno-arcana that is often misunderstood by the inhabitants of the 630 CY Flanaess.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! d10 !! Artifact Name !! Description &amp;amp; Mechanics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Vibro-Shank&#039;&#039;&#039; || A dagger hilt with a jagged, crystalline blade. When gripped, it hums at a frequency that bypasses non-magical armor. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; +1 Dagger; ignores resistance to piercing damage. On a Natural 1, the crystal shatters, dealing 2d6 force damage to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 2 || &#039;&#039;&#039;Cray-Cell Lantern&#039;&#039;&#039; || A heavy metal cylinder that emits a 30ft cone of &amp;quot;Black-Light.&amp;quot; &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Reveals invisible creatures and secret doors within the cone. User must succeed on a &#039;&#039;&#039;DC 13 Con Save&#039;&#039;&#039; every hour or suffer &amp;quot;Suel Sickness&amp;quot; (disadvantage on Strength checks for 24 hours).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 3 || &#039;&#039;&#039;Suel Inertia-Belt&#039;&#039;&#039; || A thick belt of overlapping metal plates. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; As a reaction to being moved or falling, the user sets their weight to 500 lbs for 1 round. Grants resistance to bludgeoning damage but reduces speed to 0. (3 charges, recharges at a Kinetic Generator).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 4 || &#039;&#039;&#039;Phasnosh Mind-Link&#039;&#039;&#039; || A copper band that feels warm to the touch. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Allows the wearer to cast &#039;&#039;Detect Thoughts&#039;&#039; (DC 15) but only on constructs or creatures with Suloise blood. If used on others, the wearer takes 2d6 psychic damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || &#039;&#039;&#039;Mercury-Fire Grenade&#039;&#039;&#039; || A glass orb filled with swirling silver liquid. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Range 30/60. Explodes in a 10ft radius. Targets take &#039;&#039;&#039;4d6 Fire and 4d6 Cold damage&#039;&#039;&#039; (DC 16 Dex save for half). This is chemical fire and cannot be doused with water.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 6 || &#039;&#039;&#039;Auto-Suture Syringe&#039;&#039;&#039; || A brass tool with a wicked, automated needle. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Contains 3 doses. As an action, heals 4d8+10 HP, but the target is &#039;&#039;&#039;Poisoned&#039;&#039;&#039; for 1 hour as the alien chemicals knit the flesh too crudely.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 7 || &#039;&#039;&#039;Static-Discharge Glove&#039;&#039;&#039; || A heavy gauntlet of insulated leather and copper wire. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Successful melee touch attack deals &#039;&#039;&#039;3d8 Lightning damage&#039;&#039;&#039; and the target is &#039;&#039;&#039;Stunned&#039;&#039;&#039; until the start of its next turn. (1 charge; recharges in the Vapour Vault).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 8 || &#039;&#039;&#039;Translation Slate&#039;&#039;&#039; || A flat piece of dark glass that &amp;quot;listens.&amp;quot; &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Translates any spoken language into Ancient Suloise. It always uses &amp;quot;Imperial&amp;quot; terminology (e.g., translating &amp;quot;King&amp;quot; as &amp;quot;Usurper&amp;quot; or &amp;quot;Subject&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 9 || &#039;&#039;&#039;Gravity-Boots&#039;&#039;&#039; || Lead-soled boots with blue glowing filigree. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Allows the wearer to cast &#039;&#039;Levitate&#039;&#039; (self only) for 10 minutes per day. Movement is jerky and requires a &#039;&#039;&#039;DC 12 Acrobatics&#039;&#039;&#039; check to avoid falling prone on landing.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 10 || &#039;&#039;&#039;Lexana’s Log-Crystal&#039;&#039;&#039; || A flickering orange crystal. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Provides 10-12 minutes of holographic footage of Lexana arguing with a Phasnosh Commander. Grants advantage on History checks regarding the Phasnosh for 48 hours.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cargo Bay Inventory ==&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = CARGO BAY CONTENTS&lt;br /&gt;
| dialog = Scattered among the heavy tracks and dust-laden floor are fifteen reinforced crates. Some are marked with the red sun of the Suel, while others bear the jagged, geometric runes associated with Phasnosh logistics. The air is heavy with the scent of old grease and ozone.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Crates:&#039;&#039;&#039; Roll on the Salvage Table above for every three crates searched.&lt;br /&gt;
* &#039;&#039;&#039;Hazardous Materials:&#039;&#039;&#039; Two crates are leaking a glowing green fluid. Any PC within 5 feet must make a &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or take 2d6 Radiant damage.&lt;br /&gt;
* &#039;&#039;&#039;Structural Integrity:&#039;&#039;&#039; The ceiling gantry is unstable. Loud noises or fireballs in this room have a 25% chance of causing a structural collapse (4d10 bludgeoning damage, DC 15 Dex save for half).&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4332</id>
		<title>Crashed Spaceship - Level 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4332"/>
		<updated>2026-05-01T04:27:09Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Level 3: The Crew &amp;amp; Utility Deck ==&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE HYDRO-FONT&lt;br /&gt;
| dialog = The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Liquid:&#039;&#039;&#039; This is Suloise Rejuvenation Fluid that has soured over centuries. Any creature entering the water takes 4d10 acid damage per round.&lt;br /&gt;
* &#039;&#039;&#039;The Sentry:&#039;&#039;&#039; If the pool is disturbed, a &#039;&#039;&#039;Water Elemental Myrmidon&#039;&#039;&#039; rises. It is programmed to drown &amp;quot;unauthorized swimmers.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Prize:&#039;&#039;&#039; The skeleton wears a &#039;&#039;&#039;Medallion of Rank&#039;&#039;&#039;. If recovered, it grants &amp;quot;Clearance Level 2,&amp;quot; allowing the party to bypass the electrified traps in the Fighting Ring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE VAPOUR VAULT&lt;br /&gt;
| dialog = As the metallic iris-door cycles open, a wall of freezing, cerulean mist pours into the hallway. The room beyond is obscured by this heavy, roiling gas, which clings to the floor in thick blankets. Massive, rectangular crates of a dull, grey alloy are stacked in orderly rows, though the frost covering them makes their markings illegible. A low, rhythmic thrumming vibrates through the floorplates, and the temperature here is cold enough to crack leather.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Gas:&#039;&#039;&#039; The blue mist is a Cryo-Stabilizer. Torchlight is reduced to a 5-foot radius.&lt;br /&gt;
* &#039;&#039;&#039;The Hazard:&#039;&#039;&#039; Any creature starting its turn here must make a &#039;&#039;&#039;DC 17 Con Save&#039;&#039;&#039; or take 3d6 cold damage and have their movement speed halved.&lt;br /&gt;
* &#039;&#039;&#039;The Guardians:&#039;&#039;&#039; Two &#039;&#039;&#039;Invisible Stalkers&#039;&#039;&#039; (Suloise Aero-Assassins) haunt the mist. They prioritize targets carrying open flames or light sources.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE STEEL CACHES&lt;br /&gt;
| dialog = This vast, vaulted chamber serves as a storehouse. A complex network of iron rails is bolted to the ceiling, from which several multi-jointed mechanical claws hang motionless. Hundreds of crates are organized in tiers, many of them burst open as if by internal pressure. Scattered across the deck are strange artifacts: jagged metal shards, crystalline tubes containing swirling mercury, and heavy canisters marked with the jagged sun-heraldry of the Suel.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Logic Puzzle:&#039;&#039;&#039; The mechanical claws are active but &amp;quot;blind.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Gantry:&#039;&#039;&#039; Any PC moving more than 15 feet per turn triggers the &#039;&#039;&#039;Automated Loader&#039;&#039;&#039;. It attempts to &amp;quot;stow&amp;quot; the PC. Treat as a Grapple (+10) followed by being hoisted 30 feet into the air and dropped into a disposal chute (6d6 falling damage).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE SLEEP-CELLS&lt;br /&gt;
| dialog = A narrow, sterile corridor leads to a series of cramped alcoves. Each contains a pair of stark, metal bunk-frames. There is a haunting lack of comfort here—no wood, no cloth, only cold surfaces and thin, grey padding. Several lockers have been wrenched from the walls, their contents strewn about: stiff, high-collared uniforms and small, hand-held devices that emit a faint, dying amber glow.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Infestation:&#039;&#039;&#039; The rooms are infested with &#039;&#039;&#039;Suel Mind-Mold&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Trap:&#039;&#039;&#039; Anyone searching a locker must make a &#039;&#039;&#039;DC 16 Wisdom Save&#039;&#039;&#039;. Failure results in a &#039;&#039;&#039;Confusion&#039;&#039;&#039; spell effect as the PC is overwhelmed by &amp;quot;ghost-memories&amp;quot; of the ship’s final, catastrophic moments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE KINETIC ATHENEUM&lt;br /&gt;
| dialog = This room contains several rows of bizarre, stationary apparatuses. Constructed of brass and iron, they feature circular foot-pedals and heavy, leaden flywheels. Large glass spheres are mounted to the front of each machine. The walls are covered in flickering, translucent tapestries—holographic projections—showing Suloise warriors engaged in feats of impossible athleticism.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kinetic Generators:&#039;&#039;&#039; These machines jump-start the ship&#039;s ancient batteries.&lt;br /&gt;
* &#039;&#039;&#039;The Interaction:&#039;&#039;&#039; A PC with &#039;&#039;&#039;Str 15+&#039;&#039;&#039; can operate a machine. Doing so for 3 rounds restores power to the Vapour Vault lights but deals 2d10 necrotic damage to the PC as the machine siphons their life force.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name =  THE CIRCLE OF ORDEAL&lt;br /&gt;
| dialog = This wide auditorium is dominated by a raised, octagonal stage. Taut, braided wires form a perimeter around the platform, shimmering with a deadly, blue static discharge. Tiers of metal benches rise toward the ceiling in a grim theater of combat. Hovering silently above the center of the ring is a large, metallic sphere bristling with glass lenses and dormant weaponry.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Combatant:&#039;&#039;&#039; Stepping onto the stage activates a &#039;&#039;&#039;Steel Predator&#039;&#039;&#039; (re-flavored as a Phasnosh Duel-Construct).&lt;br /&gt;
* &#039;&#039;&#039;The Boundary:&#039;&#039;&#039; The wire ropes are &#039;&#039;&#039;Electrified&#039;&#039;&#039;. Any creature touching them takes 4d8 lightning damage and must make a &#039;&#039;&#039;DC 18 Strength Save&#039;&#039;&#039; or be thrown back into the center of the ring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The southern half of this deck is mostly game and recreation areas, smaller rooms to keep the crew entertained.&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE STRATEGIC COURT&lt;br /&gt;
| dialog = The floor of this square chamber is composed of a striking checkerboard pattern in various muted colors. The grid is exactly six squares by six. Overhead, a specialized light-emitter casts a dim, vertical beam onto each square. The walls are lined with empty weapon racks, and the air carries a faint, lingering scent of burnt ozone.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Grid:&#039;&#039;&#039; This is a &#039;&#039;&#039;Tactical Simulation Floor&#039;&#039;&#039;. If a creature stands on a square, a holographic &amp;quot;opponent&amp;quot; (a Suel soldier) flickers into existence.&lt;br /&gt;
* &#039;&#039;&#039;The Puzzle:&#039;&#039;&#039; Moving across the board triggers a high-speed game of strategy. A creature must succeed on a &#039;&#039;&#039;DC 16 Intelligence (Investigation)&#039;&#039;&#039; check to navigate the grid without triggering a &#039;&#039;&#039;Shock Trap&#039;&#039;&#039; (3d10 lightning damage).&lt;br /&gt;
* &#039;&#039;&#039;Kitchenette Access:&#039;&#039;&#039; A sliding steel door in the north wall leads to the galley.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE CREW KITCHENETTE&lt;br /&gt;
| dialog = Attached to the tactical room is a compact galley. Unlike a tavern kitchen in the Great Kingdom, there are no hearths or wood-stoves. Instead, metallic surfaces feature recessed heating plates and dispensers that once provided nutrient-slurry. Metal trays and silver utensils lie scattered across the floor, long since tarnished by time.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Dispensers:&#039;&#039;&#039; Most are dry, but one dispenses a viscous, grey liquid. It is still edible but requires a &#039;&#039;&#039;DC 14 Constitution Save&#039;&#039;&#039; to avoid being &#039;&#039;&#039;Poisoned&#039;&#039;&#039; for 1 hour due to its extreme age.&lt;br /&gt;
* &#039;&#039;&#039;Scavenge:&#039;&#039;&#039; Tucked into a cooling unit is a pressurized canister of &#039;&#039;&#039;Suloise Spice&#039;&#039;&#039;. If used in a meal during a Long Rest, it grants 1d10 temporary hit points to those who eat it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE OFFICERS&#039; LOUNGE&lt;br /&gt;
| dialog = This wide lounge was once a place of respite, now reduced to a trashed ruin. Circular tables have been overturned, and the &amp;quot;Furniture&amp;quot;—made of a strange, molded grey substance—has been shredded as if by claws. Shattered glass from Suloise spirit-bottles litters the deck, and a long bar of brushed steel stands dented and empty at the far end.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Destruction:&#039;&#039;&#039; A &#039;&#039;&#039;DC 15 Survival&#039;&#039;&#039; check reveals the damage was caused by a large, multi-limbed construct or beast long ago.&lt;br /&gt;
* &#039;&#039;&#039;Hidden Stash:&#039;&#039;&#039; Behind the bar is a single, sealed bottle of &#039;&#039;&#039;Blue-Ointment Wine&#039;&#039;&#039;. It acts as a &#039;&#039;&#039;Potion of Greater Healing&#039;&#039;&#039; but causes a feeling of intense cold when consumed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE HOLOGRAPHIC THEATER&lt;br /&gt;
| dialog = Tiers of plush, high-backed seats face a sunken circular pit in the center of the room. Half of the seats are occupied by skeletal remains, many still wearing the fine silks of Suloise nobility. A flickering, ghostly image repeats in the center of the pit: a high-altitude view of a city being consumed by white fire, played back in a silent, agonizing loop.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Projection:&#039;&#039;&#039; This is a recording of the &#039;&#039;&#039;Invoked Devastation&#039;&#039;&#039;. Watching the full cycle (3 minutes) requires a &#039;&#039;&#039;DC 16 Wisdom Save&#039;&#039;&#039; or the PC takes 3d6 psychic damage from the sheer horror of the event.&lt;br /&gt;
* &#039;&#039;&#039;The Audience:&#039;&#039;&#039; One of the skeletons clutches a &#039;&#039;&#039;Clearance Level 2&#039;&#039;&#039; keycard and a small locket containing a miniature portrait of a woman who looks remarkably like a younger **Lexana**.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = THE ARCADE OF TRIALS&lt;br /&gt;
| dialog = This narrow hall is packed with light-emitting machines. Four upright cabinets stand against the wall, their glass screens dark and cracked. Three low tables nearby feature embedded grids of light and bags of heavy, metallic tokens. The room feels cramped, designed for the distraction of a crew far from home.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Cabinets:&#039;&#039;&#039; These are &amp;quot;Skill-Tutors.&amp;quot; A PC can attempt a &#039;&#039;&#039;DC 20 Dexterity (Sleight of Hand)&#039;&#039;&#039; check to play a dead game. Success grants them a +1 bonus to their next Initiative roll as their reflexes are &amp;quot;calibrated.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Tokens:&#039;&#039;&#039; The metallic tokens are made of &#039;&#039;&#039;Electrum&#039;&#039;&#039; and are stamped with the face of a Suel Emperor. There are 250 tokens in total (worth 125 gp).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE MAIN CARGO BAY&lt;br /&gt;
| dialog = A massive cavern of a room, the air here is stale and dusty. Over fifteen large crates are scattered haphazardly across the floor, some stacked precariously, others smashed open. Heavy magnetic tracks on the ceiling indicate where a gantry once moved these massive weights. In the shadows at the back of the room, a large, bulky shape remains motionless.&lt;br /&gt;
| notes = &lt;br /&gt;
* &#039;&#039;&#039;The Crates:&#039;&#039;&#039; Most contain mundane supplies (fibrous cloth, dried rations). However, two crates contain &#039;&#039;&#039;Suloise Steel Ingots&#039;&#039;&#039;—highly prized by smiths in the Great Kingdom (worth 500 gp total).&lt;br /&gt;
* &#039;&#039;&#039;The Lurker:&#039;&#039;&#039; The bulky shape is a dormant &#039;&#039;&#039;Phasnosh War-Forged&#039;&#039;&#039; (use &#039;&#039;&#039;Iron Golem&#039;&#039;&#039; stats but reduced to 100 HP due to age). It activates if any crate marked with a &amp;quot;Security&amp;quot; rune is opened.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Suloise Salvage &amp;amp; Strange Artifacts ==&lt;br /&gt;
The following items can be recovered from the Main Cargo Bay or throughout Level 3. These represent the &amp;quot;Iron Sorcery&amp;quot; of the Phasnosh/Suel era—techno-arcana that is often misunderstood by the inhabitants of the 630 CY Flanaess.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! d10 !! Artifact Name !! Description &amp;amp; Mechanics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Vibro-Shank&#039;&#039;&#039; || A dagger hilt with a jagged, crystalline blade. When gripped, it hums at a frequency that bypasses non-magical armor. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; +1 Dagger; ignores resistance to piercing damage. On a Natural 1, the crystal shatters, dealing 2d6 force damage to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 2 || &#039;&#039;&#039;Cray-Cell Lantern&#039;&#039;&#039; || A heavy metal cylinder that emits a 30ft cone of &amp;quot;Black-Light.&amp;quot; &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Reveals invisible creatures and secret doors within the cone. User must succeed on a &#039;&#039;&#039;DC 13 Con Save&#039;&#039;&#039; every hour or suffer &amp;quot;Suel Sickness&amp;quot; (disadvantage on Strength checks for 24 hours).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 3 || &#039;&#039;&#039;Suel Inertia-Belt&#039;&#039;&#039; || A thick belt of overlapping metal plates. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; As a reaction to being moved or falling, the user sets their weight to 500 lbs for 1 round. Grants resistance to bludgeoning damage but reduces speed to 0. (3 charges, recharges at a Kinetic Generator).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 4 || &#039;&#039;&#039;Phasnosh Mind-Link&#039;&#039;&#039; || A copper band that feels warm to the touch. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Allows the wearer to cast &#039;&#039;Detect Thoughts&#039;&#039; (DC 15) but only on constructs or creatures with Suloise blood. If used on others, the wearer takes 2d6 psychic damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || &#039;&#039;&#039;Mercury-Fire Grenade&#039;&#039;&#039; || A glass orb filled with swirling silver liquid. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Range 30/60. Explodes in a 10ft radius. Targets take &#039;&#039;&#039;4d6 Fire and 4d6 Cold damage&#039;&#039;&#039; (DC 16 Dex save for half). This is chemical fire and cannot be doused with water.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 6 || &#039;&#039;&#039;Auto-Suture Syringe&#039;&#039;&#039; || A brass tool with a wicked, automated needle. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Contains 3 doses. As an action, heals 4d8+10 HP, but the target is &#039;&#039;&#039;Poisoned&#039;&#039;&#039; for 1 hour as the alien chemicals knit the flesh too crudely.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 7 || &#039;&#039;&#039;Static-Discharge Glove&#039;&#039;&#039; || A heavy gauntlet of insulated leather and copper wire. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Successful melee touch attack deals &#039;&#039;&#039;3d8 Lightning damage&#039;&#039;&#039; and the target is &#039;&#039;&#039;Stunned&#039;&#039;&#039; until the start of its next turn. (1 charge; recharges in the Vapour Vault).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 8 || &#039;&#039;&#039;Translation Slate&#039;&#039;&#039; || A flat piece of dark glass that &amp;quot;listens.&amp;quot; &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Translates any spoken language into Ancient Suloise. It always uses &amp;quot;Imperial&amp;quot; terminology (e.g., translating &amp;quot;King&amp;quot; as &amp;quot;Usurper&amp;quot; or &amp;quot;Subject&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 9 || &#039;&#039;&#039;Gravity-Boots&#039;&#039;&#039; || Lead-soled boots with blue glowing filigree. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Allows the wearer to cast &#039;&#039;Levitate&#039;&#039; (self only) for 10 minutes per day. Movement is jerky and requires a &#039;&#039;&#039;DC 12 Acrobatics&#039;&#039;&#039; check to avoid falling prone on landing.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 10 || &#039;&#039;&#039;Lexana’s Log-Crystal&#039;&#039;&#039; || A flickering orange crystal. &#039;&#039;&#039;Mechanics:&#039;&#039;&#039; Provides 10-12 minutes of holographic footage of Lexana arguing with a Phasnosh Commander. Grants advantage on History checks regarding the Phasnosh for 48 hours.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cargo Bay Inventory ==&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = CARGO BAY CONTENTS&lt;br /&gt;
| dialog = Scattered among the heavy tracks and dust-laden floor are fifteen reinforced crates. Some are marked with the red sun of the Suel, while others bear the jagged, geometric runes associated with Phasnosh logistics. The air is heavy with the scent of old grease and ozone.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Crates:&#039;&#039;&#039; Roll on the Salvage Table above for every three crates searched.&lt;br /&gt;
* &#039;&#039;&#039;Hazardous Materials:&#039;&#039;&#039; Two crates are leaking a glowing green fluid. Any PC within 5 feet must make a &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or take 2d6 Radiant damage.&lt;br /&gt;
* &#039;&#039;&#039;Structural Integrity:&#039;&#039;&#039; The ceiling gantry is unstable. Loud noises or fireballs in this room have a 25% chance of causing a structural collapse (4d10 bludgeoning damage, DC 15 Dex save for half).&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4331</id>
		<title>Crashed Spaceship - Level 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4331"/>
		<updated>2026-05-01T04:16:43Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Level 3: The Crew &amp;amp; Utility Deck ==&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE HYDRO-FONT&lt;br /&gt;
| dialog = The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Liquid:&#039;&#039;&#039; This is Suloise Rejuvenation Fluid that has soured over centuries. Any creature entering the water takes 4d10 acid damage per round.&lt;br /&gt;
* &#039;&#039;&#039;The Sentry:&#039;&#039;&#039; If the pool is disturbed, a &#039;&#039;&#039;Water Elemental Myrmidon&#039;&#039;&#039; rises. It is programmed to drown &amp;quot;unauthorized swimmers.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Prize:&#039;&#039;&#039; The skeleton wears a &#039;&#039;&#039;Medallion of Rank&#039;&#039;&#039;. If recovered, it grants &amp;quot;Clearance Level 2,&amp;quot; allowing the party to bypass the electrified traps in the Fighting Ring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE VAPOUR VAULT&lt;br /&gt;
| dialog = As the metallic iris-door cycles open, a wall of freezing, cerulean mist pours into the hallway. The room beyond is obscured by this heavy, roiling gas, which clings to the floor in thick blankets. Massive, rectangular crates of a dull, grey alloy are stacked in orderly rows, though the frost covering them makes their markings illegible. A low, rhythmic thrumming vibrates through the floorplates, and the temperature here is cold enough to crack leather.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Gas:&#039;&#039;&#039; The blue mist is a Cryo-Stabilizer. Torchlight is reduced to a 5-foot radius.&lt;br /&gt;
* &#039;&#039;&#039;The Hazard:&#039;&#039;&#039; Any creature starting its turn here must make a &#039;&#039;&#039;DC 17 Con Save&#039;&#039;&#039; or take 3d6 cold damage and have their movement speed halved.&lt;br /&gt;
* &#039;&#039;&#039;The Guardians:&#039;&#039;&#039; Two &#039;&#039;&#039;Invisible Stalkers&#039;&#039;&#039; (Suloise Aero-Assassins) haunt the mist. They prioritize targets carrying open flames or light sources.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE STEEL CACHES&lt;br /&gt;
| dialog = This vast, vaulted chamber serves as a storehouse. A complex network of iron rails is bolted to the ceiling, from which several multi-jointed mechanical claws hang motionless. Hundreds of crates are organized in tiers, many of them burst open as if by internal pressure. Scattered across the deck are strange artifacts: jagged metal shards, crystalline tubes containing swirling mercury, and heavy canisters marked with the jagged sun-heraldry of the Suel.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Logic Puzzle:&#039;&#039;&#039; The mechanical claws are active but &amp;quot;blind.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;The Gantry:&#039;&#039;&#039; Any PC moving more than 15 feet per turn triggers the &#039;&#039;&#039;Automated Loader&#039;&#039;&#039;. It attempts to &amp;quot;stow&amp;quot; the PC. Treat as a Grapple (+10) followed by being hoisted 30 feet into the air and dropped into a disposal chute (6d6 falling damage).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE SLEEP-CELLS&lt;br /&gt;
| dialog = A narrow, sterile corridor leads to a series of cramped alcoves. Each contains a pair of stark, metal bunk-frames. There is a haunting lack of comfort here—no wood, no cloth, only cold surfaces and thin, grey padding. Several lockers have been wrenched from the walls, their contents strewn about: stiff, high-collared uniforms and small, hand-held devices that emit a faint, dying amber glow.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Infestation:&#039;&#039;&#039; The rooms are infested with &#039;&#039;&#039;Suel Mind-Mold&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Trap:&#039;&#039;&#039; Anyone searching a locker must make a &#039;&#039;&#039;DC 16 Wisdom Save&#039;&#039;&#039;. Failure results in a &#039;&#039;&#039;Confusion&#039;&#039;&#039; spell effect as the PC is overwhelmed by &amp;quot;ghost-memories&amp;quot; of the ship’s final, catastrophic moments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = THE KINETIC ATHENEUM&lt;br /&gt;
| dialog = This room contains several rows of bizarre, stationary apparatuses. Constructed of brass and iron, they feature circular foot-pedals and heavy, leaden flywheels. Large glass spheres are mounted to the front of each machine. The walls are covered in flickering, translucent tapestries—holographic projections—showing Suloise warriors engaged in feats of impossible athleticism.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kinetic Generators:&#039;&#039;&#039; These machines jump-start the ship&#039;s ancient batteries.&lt;br /&gt;
* &#039;&#039;&#039;The Interaction:&#039;&#039;&#039; A PC with &#039;&#039;&#039;Str 15+&#039;&#039;&#039; can operate a machine. Doing so for 3 rounds restores power to the Vapour Vault lights but deals 2d10 necrotic damage to the PC as the machine siphons their life force.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name =  THE CIRCLE OF ORDEAL&lt;br /&gt;
| dialog = This wide auditorium is dominated by a raised, octagonal stage. Taut, braided wires form a perimeter around the platform, shimmering with a deadly, blue static discharge. Tiers of metal benches rise toward the ceiling in a grim theater of combat. Hovering silently above the center of the ring is a large, metallic sphere bristling with glass lenses and dormant weaponry.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Combatant:&#039;&#039;&#039; Stepping onto the stage activates a &#039;&#039;&#039;Steel Predator&#039;&#039;&#039; (re-flavored as a Phasnosh Duel-Construct).&lt;br /&gt;
* &#039;&#039;&#039;The Boundary:&#039;&#039;&#039; The wire ropes are &#039;&#039;&#039;Electrified&#039;&#039;&#039;. Any creature touching them takes 4d8 lightning damage and must make a &#039;&#039;&#039;DC 18 Strength Save&#039;&#039;&#039; or be thrown back into the center of the ring.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4330</id>
		<title>Session 149 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_149_Prep&amp;diff=4330"/>
		<updated>2026-05-01T04:10:28Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Echos of Lhynn Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Crashed Spaceship]]&lt;br /&gt;
== The Setting and Scene ==&lt;br /&gt;
The Sakura Protocol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Level III: Botanical Labs / The Western Cherry Blossom Sector&lt;br /&gt;
&lt;br /&gt;
== Recapping the Tale ==&lt;br /&gt;
=== Previous Session ===&lt;br /&gt;
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the &amp;quot;Green Room&amp;quot; and sighted a bizarre cherry-blossom grove to the west.&lt;br /&gt;
&lt;br /&gt;
== Scene Overview ==&lt;br /&gt;
The session opens with the party standing in the smoking mulch of the Tri-Flower Frond. To the West, the air carries the scent of cherry blossoms and ozone. The immediate pressure is twofold: the moral obligation to escort the hydrated Shambling Mound, &#039;&#039;&#039;George&#039;&#039;&#039;, back to his home garden, and the tactical necessity of finding the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; to bypass the facility&#039;s security lockouts.&lt;br /&gt;
&lt;br /&gt;
== Setting Details ==&lt;br /&gt;
High-tech corridors overgrown with mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has given way to a striking new visual. To the west, a massive tree with an appearance identical to a Japanese Cherry Blossom sways in an unsettling motion as though listening to music. Emergency lights flicker red, casting &amp;quot;Grimdark&amp;quot; shadows, and the &amp;quot;Artificial Source of Light&amp;quot; George mentioned hums with a low-frequency vibration.&lt;br /&gt;
&lt;br /&gt;
== Notable Personages ==&lt;br /&gt;
=== Key NPCs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George (Shambling Mound):&#039;&#039;&#039; An allied botanical creature. He is currently &amp;quot;Hydrated&amp;quot; but his mood is volatile near the &amp;quot;Artificial Light&amp;quot; or contaminated coolant leaks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Janitor (Maintenance Droid):&#039;&#039;&#039; A relentless construct programmed to &amp;quot;dispose of biological waste&amp;quot; (the party).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swaying Sakura:&#039;&#039;&#039; A gargantuan, semi-sentient botanical guardian that dominates the Western Grove.&lt;br /&gt;
&lt;br /&gt;
== BOSS ENCOUNTER: THE SWAYING SAKURA ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Guardian Visual !! style=&amp;quot;width:60%;&amp;quot; | Legendary Statblock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | &lt;br /&gt;
[[File:SwayingSakura_Boss.jpg|center|450px]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Notes for the GM:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Positioning:&#039;&#039;&#039; It has 0 speed but 20ft reach. It dominates the Western Grove center.&lt;br /&gt;
* &#039;&#039;&#039;Terrain:&#039;&#039;&#039; The area is &amp;quot;Hallucinogenic Terrain&amp;quot;—the pink mist provides half-cover (+2 AC/Dex saves) to the Sakura.&lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Focus on grappling with Vines first, then triggering Petal Storm to shred those caught in its reach.&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;THE SWAYING SAKURA&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Huge Plant (Legendary), Neutral Evil&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 16 (Natural Armor)&lt;br /&gt;
* &#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 210 (20d12 + 80)&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Con +9, Wis +8, Cha +9&lt;br /&gt;
* &#039;&#039;&#039;Damage Vulnerabilities:&#039;&#039;&#039; Fire&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistances:&#039;&#039;&#039; Bludgeoning, Piercing&lt;br /&gt;
* &#039;&#039;&#039;Senses:&#039;&#039;&#039; Tremorsense 120 ft., Passive Perception 13&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Telepathy 60 ft.&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; 13 (10,000 XP)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Legendary Resistance (3/Day):&#039;&#039;&#039; If the Sakura fails a saving throw, it can choose to succeed instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Fragrance:&#039;&#039;&#039; Any creature that starts its turn within 30 feet must succeed on a &#039;&#039;&#039;DC 17 Wisdom save&#039;&#039;&#039; or be charmed until the start of its next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multiattack:&#039;&#039;&#039; Makes three Vine attacks.&lt;br /&gt;
* &#039;&#039;&#039;Vine:&#039;&#039;&#039; &#039;&#039;Melee Weapon Attack:&#039;&#039; +10 to hit, reach 20 ft. &#039;&#039;Hit:&#039;&#039; 15 (3d6 + 5) bludgeoning damage, and the target is &#039;&#039;&#039;Grappled&#039;&#039;&#039; (escape DC 17).&lt;br /&gt;
* &#039;&#039;&#039;Petal Storm (Recharge 6):&#039;&#039;&#039; Whirls razor petals in a 40-foot radius. Each creature must make a &#039;&#039;&#039;DC 17 Dex Save&#039;&#039;&#039;, taking 44 (8d10) slashing damage on a failure, or half on success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY ACTIONS&#039;&#039;&#039;&lt;br /&gt;
The Sakura can take 3 legendary actions, choosing from the options below:&lt;br /&gt;
* &#039;&#039;&#039;Vine Lash:&#039;&#039;&#039; Makes one Vine attack.&lt;br /&gt;
* &#039;&#039;&#039;Pollen Puff (Costs 2 Actions):&#039;&#039;&#039; One creature within 30ft must make a DC 17 Con Save or be &#039;&#039;&#039;Poisoned&#039;&#039;&#039; for 1 minute.&lt;br /&gt;
* &#039;&#039;&#039;Root Pulse (Costs 2 Actions):&#039;&#039;&#039; Ground within 20ft shakes. Creatures must succeed on a DC 17 Strength save or be knocked &#039;&#039;&#039;Prone&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Player&#039;s Path ==&lt;br /&gt;
=== Player Goals ===&lt;br /&gt;
&lt;br /&gt;
Locate the &#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; to access the deeper garden levels.&lt;br /&gt;
&lt;br /&gt;
Successfully escort &#039;&#039;&#039;George&#039;&#039;&#039; back to the 3rd Level gardens.&lt;br /&gt;
&lt;br /&gt;
Investigate the &#039;&#039;&#039;Cherry Blossom anomaly&#039;&#039;&#039; and the source of the &amp;quot;Artificial Light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Adventure Unfolds ==&lt;br /&gt;
=== Adventure Hooks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corrupted Intercom:&#039;&#039;&#039; A distorted female voice repeats: &amp;quot;Welcome to Level 3. Please do not feed the specimens. The Sakura Protocol is currently... ACTIVE.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Musical Sway:&#039;&#039;&#039; The Sakura tree moves in time to a corrupted audio file—a rhythmic vibration that pulses through the floor plates.&lt;br /&gt;
&lt;br /&gt;
=== Key Events ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Lock:&#039;&#039;&#039; Discovering the body of Chief Botanist Ishikawa; retrieving the key triggers a localized &#039;&#039;&#039;Radiation Leak&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Threshold:&#039;&#039;&#039; Attempting to move George through narrow security doors while being hunted by automated defenses.&lt;br /&gt;
&lt;br /&gt;
=== Planned Events ===&lt;br /&gt;
&lt;br /&gt;
When the Emerald Key is turned, the Sakura Tree stops its rhythmic swaying; every petal in the room turns to point toward the party like a compass needle before the attack begins.&lt;br /&gt;
&lt;br /&gt;
== Perils and Rewards ==&lt;br /&gt;
=== Challenges ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Encounters:&#039;&#039;&#039; Navigating a sector where gravity, radiation, and mutated predators (like the Wolf-in-Sheep&#039;s-Clothing) intersect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource Management:&#039;&#039;&#039; The party is &amp;quot;glass-cannon&amp;quot; status; deciding when to push and when to retreat is vital.&lt;br /&gt;
&lt;br /&gt;
=== Clues and Info ===&lt;br /&gt;
&lt;br /&gt;
Botanical samples suggest these plants are being &amp;quot;fed&amp;quot; a mixture of nutrient-rich slurry and liquid data-streams.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Artificial Light&amp;quot; George mentioned is actually a leaking, unshielded fusion core.&lt;br /&gt;
&lt;br /&gt;
=== Treasure and Rewards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Green Door Key&#039;&#039;&#039; (Essential progression item).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Pistols&#039;&#039;&#039; (2) found in a high-security locker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Botanical Samples&#039;&#039;&#039; (Value: 500gp to an alchemist or researcher).&lt;br /&gt;
&lt;br /&gt;
== Interludes and Shadows ==&lt;br /&gt;
=== Interludes ===&lt;br /&gt;
&lt;br /&gt;
George stops at a cracked pipe, patting it affectionately and letting out a low, vibrating hum that causes nearby vines to temporarily retract.&lt;br /&gt;
&lt;br /&gt;
=== Potential Conflicts ===&lt;br /&gt;
&lt;br /&gt;
A disagreement on whether to prioritize George&#039;s &amp;quot;home&amp;quot; or the facility&#039;s data logs.&lt;br /&gt;
&lt;br /&gt;
 George going berserk if he comes into contact with the &amp;quot;black water&amp;quot; (contaminated coolant).&lt;br /&gt;
&lt;br /&gt;
== DM&#039;s Guidance ==&lt;br /&gt;
=== Notes and Reminders ===&lt;br /&gt;
&lt;br /&gt;
Emphasize the techno-organic horror: describe monsters as &amp;quot;genetically modified&amp;quot; or &amp;quot;mutated by reactor coolant&amp;quot; rather than magical.&lt;br /&gt;
&lt;br /&gt;
Use red emergency lighting and digital status voices to maintain the &amp;quot;Barrier Peaks&amp;quot; atmosphere.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
== Session 149: Level 3 Garden Encounters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5%;&amp;quot; | Roll !! style=&amp;quot;width:25%;&amp;quot; | Visual !! style=&amp;quot;width:70%;&amp;quot; | Encounter Details &amp;amp; Statblocks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| [[File:Radiation_Hazard.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;RADIATION LEAK&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Each creature in the area must make a &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Failure:&#039;&#039;&#039; 4d10 Radiant damage + 1 level of Exhaustion.&lt;br /&gt;
* &#039;&#039;&#039;Success:&#039;&#039;&#039; Half damage and no exhaustion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [[File:Wolf_Sheep_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;WOLF-IN-SHEEP&#039;S-CLOTHING&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 14 | HP 102 | Speed 10ft&lt;br /&gt;
* &#039;&#039;&#039;Ambush:&#039;&#039;&#039; Advantage on attacks against surprised targets.&lt;br /&gt;
* &#039;&#039;&#039;Actions:&#039;&#039;&#039; 3 Tentacles (+7 to hit, 15ft reach, 11 dmg, Grapple DC 15) and 1 Bite (+7, 17 dmg).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| [[File:Security_Drones.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;SECURITY SLICERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Automated drones move in a fixed path. &lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Any creature in the path takes &#039;&#039;&#039;4d4 Slashing damage&#039;&#039;&#039; (No Save).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| [[File:GasSpore_Square.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;GAS SPORE CLUSTER (1d6)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 5 | HP 1 | Fly 10ft&lt;br /&gt;
* &#039;&#039;&#039;Death Burst:&#039;&#039;&#039; Explodes on death. 20ft radius, &#039;&#039;&#039;DC 15 Con Save&#039;&#039;&#039; or die in 1d4+1 hours (sprouts 2d4 spores).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| [[File:Intellect_Devourer.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;INTELLECT DEVOURER&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 12 | HP 21 | Speed 40ft&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Targets character with highest INT (Durmen/Egon).&lt;br /&gt;
* &#039;&#039;&#039;Body Thief:&#039;&#039;&#039; Int contest vs incapacitated humanoid. On success, takes total control of body.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
| [[File:TriFlower_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;ELITE TRI-FLOWER FROND&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Multi-Stage CC:&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;Orange Pollen:&#039;&#039;&#039; Sleep (DC 12 Con).&lt;br /&gt;
# &#039;&#039;&#039;Yellow Acid:&#039;&#039; 2d6 Acid dmg.&lt;br /&gt;
# &#039;&#039;&#039;Red Tendrils:&#039;&#039;&#039; Grapple + 2d6+2 Sap (Heals plant).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| [[File:Atmospheric_Scrubber.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;ATMOSPHERIC SCRUBBERS&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Malfunctioning vents release gas. &lt;br /&gt;
* &#039;&#039;&#039;Lethality:&#039;&#039;&#039; Identical to &#039;&#039;Stinking Cloud&#039;&#039; spell. DC 12 Con Save or become &#039;&#039;&#039;Poisoned/Nauseated&#039;&#039;&#039; (lose action).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| [[File:PoliceBot_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;POLICE BOT (ENFORCER)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 18 | HP 85 | Speed 30ft&lt;br /&gt;
* &#039;&#039;&#039;Stun Baton:&#039;&#039;&#039; +8 to hit, 8 bludgeoning + 4 lightning.&lt;br /&gt;
* &#039;&#039;&#039;Save:&#039;&#039;&#039; &#039;&#039;&#039;DC 15 Con&#039;&#039;&#039; or Stunned until end of next turn.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9&lt;br /&gt;
| [[File:Gravity_Trap.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;GRAVITY REVERSAL TRAP&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Sudden 180° shift in gravity.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; &#039;&#039;&#039;5d6 falling damage&#039;&#039;&#039; as targets hit the ceiling.&lt;br /&gt;
* &#039;&#039;&#039;Hazard:&#039;&#039;&#039; Targets are entangled in ceiling-mounted cabling/vines.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| [[File:VegepygmyChief_Individual.jpg|center|200px]]&lt;br /&gt;
| &#039;&#039;&#039;VEGEPYGMY CHIEF&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Stats:&#039;&#039;&#039; AC 14 | HP 55 | Speed 20ft&lt;br /&gt;
* &#039;&#039;&#039;Gear:&#039;&#039;&#039; Armed with scavenged &#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Laser Pistol (+4 to hit, 40/120 range, &#039;&#039;&#039;2d6 Radiant&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Larger World ==&lt;br /&gt;
=== Story Arcs and Themes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Temptation of the Unknown:&#039;&#039;&#039; The lure of high-tech rewards vs. the fragility of the flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automation vs. Life:&#039;&#039;&#039; The conflict between the station&#039;s rigid security protocols and the chaotic growth of the botanical specimens.&lt;br /&gt;
&lt;br /&gt;
== The Next Chapter ==&lt;br /&gt;
=== Cliffhanger ===&lt;br /&gt;
The elevator behind the Sakura tree dings. The doors hiss open without a button being pressed. The lift is empty, but a voice speaks: &amp;quot;Going down, General?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4329</id>
		<title>Crashed Spaceship - Level 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4329"/>
		<updated>2026-05-01T04:08:05Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Level 3: Crew &amp;amp; Utility Deck ==&lt;br /&gt;
&lt;br /&gt;
The third deck of the derelict Suel vessel serves as the heart of the ship&#039;s daily operations. Unlike the upper command tiers, this level is cramped, functional, and carries a palpable sense of ancient, industrial decay.&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| name = The Hydro-Font (Room 3-A)&lt;br /&gt;
| dialog = The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acidic Fluid:&#039;&#039;&#039; The water has soured over centuries. Any creature entering the liquid takes 4d10 acid damage per round.&lt;br /&gt;
* &#039;&#039;&#039;The Sentry:&#039;&#039;&#039; Disturbing the pool triggers a Suloise Guardian (Water Elemental Myrmidon).&lt;br /&gt;
* &#039;&#039;&#039;Salvage:&#039;&#039;&#039; A DC 18 Athletics check allows a diver to retrieve a silver keycard (&#039;&#039;&#039;Clearance Level 2&#039;&#039;&#039;) from the skeleton at the bottom.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| name = The Vapour Vault (Room 3-B)&lt;br /&gt;
| dialog = As the metallic iris-door cycles open, a wall of freezing, cerulean mist pours into the hallway. The room beyond is obscured by this heavy, roiling gas, which clings to the floor in thick blankets. Massive, rectangular crates are stacked in orderly rows, though the frost covering them makes their markings illegible.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Stabilizer:&#039;&#039;&#039; The blue gas reduces visibility and torchlight to a 5-foot radius.&lt;br /&gt;
* &#039;&#039;&#039;Environmental Hazard:&#039;&#039;&#039; DC 17 Con Save or take 3d6 cold damage and have movement speed halved at the start of each turn.&lt;br /&gt;
* &#039;&#039;&#039;Guardians:&#039;&#039;&#039; Two Invisible Stalkers (Aero-Assassins) haunt the mist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| name = The Steel Caches (Room 3-C)&lt;br /&gt;
| dialog = This vast, vaulted chamber serves as a storehouse. A complex network of iron rails is bolted to the ceiling, from which several multi-jointed mechanical claws hang motionless. Hundreds of crates are organized in tiers, many of them burst open as if by internal pressure.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Automated Gantry:&#039;&#039;&#039; Moving more than 15 feet in a turn triggers the loader claws (+10 to hit, Grappled). Victims are hoisted 30 feet and dropped (6d6 falling damage).&lt;br /&gt;
* &#039;&#039;&#039;Loot:&#039;&#039;&#039; One crate contains 6 Beads of Force, labeled in Ancient Suloise as &amp;quot;Siege Pellets.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Logic Puzzle:&#039;&#039;&#039; The claws can be deactivated if a PC uses Ancient Suloise to command the ship&#039;s terminal (DC 20 Intelligence/History).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| name = The Sleep-Cells (Room 3-D)&lt;br /&gt;
| dialog = A narrow, sterile corridor leads to a series of cramped alcoves. Each contains a pair of stark, metal bunk-frames. There is a haunting lack of comfort here—no wood, no cloth, only cold surfaces and thin, grey padding.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind-Mold:&#039;&#039;&#039; The lockers are infested with psychic spores. DC 16 Wisdom Save or be affected by a Confusion spell for 1 minute.&lt;br /&gt;
* &#039;&#039;&#039;Phasnosh Relic:&#039;&#039;&#039; One locker contains a Translation Slate.&lt;br /&gt;
* &#039;&#039;&#039;Lore:&#039;&#039;&#039; The uniforms bear the crest of the &#039;&#039;&#039;House of Rhola&#039;&#039;&#039;, a prominent Suel noble house before the Cataclysm.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| name = The Kinetic Atheneum (Room 3-E)&lt;br /&gt;
| dialog = This room contains several rows of bizarre, stationary apparatuses. Constructed of brass and iron, they feature circular foot-pedals and heavy, leaden flywheels. Large glass spheres are mounted to the front of each machine.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Siphon:&#039;&#039;&#039; Operating a machine for 3 rounds restores power to the deck&#039;s lighting but deals 2d10 necrotic damage to the user.&lt;br /&gt;
* &#039;&#039;&#039;Athletic Training:&#039;&#039;&#039; Successful operation (DC 15 Athletics) grants the user Access Rank 1 on the ship&#039;s sensors for 1 hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| name = The Circle of Ordeal (Room 3-F)&lt;br /&gt;
| dialog = This wide auditorium is dominated by a raised, octagonal stage. Taut, braided wires form a perimeter around the platform, shimmering with a deadly, blue static discharge. Tiers of metal benches rise toward the ceiling in a grim theater of combat.&lt;br /&gt;
| notes = &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Duel-Construct:&#039;&#039;&#039; Stepping onto the stage activates a Steel Predator (Phasnosh War-Hound).&lt;br /&gt;
* &#039;&#039;&#039;Electrified Perimeter:&#039;&#039;&#039; The wire ropes deal 4d8 lightning damage and knock targets back 10 feet toward the center of the ring on a failed DC 18 Strength Save.&lt;br /&gt;
* &#039;&#039;&#039;Audience:&#039;&#039;&#039; Faint, spectral &amp;quot;Ghost-Echoes&amp;quot; of Suel officers appear in the bleachers when a fight begins.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4328</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4328"/>
		<updated>2026-05-01T04:01:46Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template replicates the style of a 5th Edition D&amp;amp;D adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight: bold; margin-bottom: 5px;&amp;quot;&amp;gt;Usage&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Include just once at the top of the page the following two lines:&lt;br /&gt;
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:CAMPAIGN NAME]]&lt;br /&gt;
&lt;br /&gt;
* Note that if you don&#039;t you&#039;ll see the what links here repeated for every {{Location}} instead of just once for the page as desired.&lt;br /&gt;
&lt;br /&gt;
From this point forward simply use the {{Location}} template with the parameters identified below for each portion of text you want to read aloud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Code to Copy ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name   = &lt;br /&gt;
| dialog = &lt;br /&gt;
| notes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;margin: 10px 10px 5px 10px; color: #333;&amp;quot;&amp;gt;{{{name}}}&amp;lt;/h4&amp;gt;&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{dialog|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid #ddd; padding: 15px; margin: 0 10px 10px 10px; background-color: #f9f9f9; color: #333; line-height: 1.4em;&amp;quot;&amp;gt;{{{dialog}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 10px 10px 10px; padding-top: 10px; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight: bold; margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height: 1.4em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{{notes}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialog&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialog&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of a 5th Edition D&amp;amp;D adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Font information sourced from: 5th Edition D&amp;amp;D core rulebooks and official publications.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4327</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4327"/>
		<updated>2026-05-01T03:56:09Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template replicates the style of a 5th Edition D&amp;amp;D adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight: bold; margin-bottom: 5px;&amp;quot;&amp;gt;Usage&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Include just once at the top of the page the following two lines:&lt;br /&gt;
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:CAMPAIGN NAME]]&lt;br /&gt;
&lt;br /&gt;
* Note that if you don&#039;t you&#039;ll see the what links here repeated for every {{Location}} instead of just once for the page as desired.&lt;br /&gt;
&lt;br /&gt;
From this point forward simply use the {{Location}} template with the parameters identified below for each portion of text you want to read aloud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Code to Copy ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name   = &lt;br /&gt;
| dialog = &lt;br /&gt;
| notes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;margin: 10px 10px 5px 10px; color: #333;&amp;quot;&amp;gt;{{{name}}}&amp;lt;/h4&amp;gt;&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{dialog|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid #ddd; padding: 15px; margin: 0 10px 10px 10px; background-color: #f9f9f9; color: #333; line-height: 1.4em;&amp;quot;&amp;gt;{{{dialog}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 10px 10px 10px; padding-top: 10px; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight: bold; margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height: 1.4em;&amp;quot;&amp;gt;{{{notes}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialog&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialog&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of a 5th Edition D&amp;amp;D adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Font information sourced from: 5th Edition D&amp;amp;D core rulebooks and official publications.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4326</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4326"/>
		<updated>2026-05-01T03:54:17Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template replicates the style of a 5th Edition D&amp;amp;D adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight: bold; margin-bottom: 5px;&amp;quot;&amp;gt;Usage&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Include just once at the top of the page the following two lines:&lt;br /&gt;
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:CAMPAIGN NAME]]&lt;br /&gt;
&lt;br /&gt;
* Note that if you don&#039;t you&#039;ll see the what links here repeated for every {{Location}} instead of just once for the page as desired.&lt;br /&gt;
&lt;br /&gt;
From this point forward simply use the {{Location}} template with the parameters identified below for each portion of text you want to read aloud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialog = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;margin: 10px 10px 5px 10px; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
{{{name}}}&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialog|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid #ddd; padding: 15px; margin: 0 10px 10px 10px; background-color: #f9f9f9; color: #333; line-height: 1.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{{{dialog}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 10px 10px 10px; padding-top: 10px; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight: bold; margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height: 1.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{{{notes}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialog&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialog&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of a 5th Edition D&amp;amp;D adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Font information sourced from: 5th Edition D&amp;amp;D core rulebooks and official publications.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4325</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4325"/>
		<updated>2026-05-01T03:52:35Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template replicates the style of a 5th Edition D&amp;amp;D adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight: bold; margin-bottom: 5px;&amp;quot;&amp;gt;Usage&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Include just once at the top of the page the following two lines:&lt;br /&gt;
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:CAMPAIGN NAME]]&lt;br /&gt;
&lt;br /&gt;
* Note that if you don&#039;t you&#039;ll see the what links here repeated for every {{Location}} instead of just once for the page as desired.&lt;br /&gt;
&lt;br /&gt;
From this point forward simply use the {{Location}} template with the parameters identified below for each portion of text you want to read aloud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialog = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;margin: 10px 10px 5px 10px; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
{{{name}}}&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialog|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid #ddd; padding: 15px; margin: 0 10px 10px 10px; background-color: #f9f9f9; color: #333; line-height: 1.4em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialog}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 10px 10px 10px; padding-top: 10px; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight: bold; margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;line-height: 1.4em;&amp;quot;&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialog&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialog&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of a 5th Edition D&amp;amp;D adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Font information sourced from: 5th Edition D&amp;amp;D core rulebooks and official publications.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4322</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4322"/>
		<updated>2026-05-01T03:40:05Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Location Template Usage ==&lt;br /&gt;
* &#039;&#039;&#039;Compact Edition:&#039;&#039;&#039; Minimized padding (3-5px) for high-density information.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Supports bullets and double-enter paragraph breaks.&lt;br /&gt;
&lt;br /&gt;
=== Code to Copy ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name   = &lt;br /&gt;
| dialog = &lt;br /&gt;
| notes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;dnd-location-block&amp;quot; style=&amp;quot;margin-bottom: 10px; font-family: &#039;Segoe UI&#039;, sans-serif; border: 1px solid #ccc; border-radius: 3px; overflow: hidden;&amp;quot;&amp;gt;&lt;br /&gt;
  {{#if:{{{name|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-header&amp;quot; style=&amp;quot;background: #58180D; color: white; padding: 2px 8px; font-variant: small-caps; font-weight: bold; font-size: 0.95em; letter-spacing: 0.5px;&amp;quot;&amp;gt;&lt;br /&gt;
      {{{name}}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  {{#if:{{{dialog|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-dialog&amp;quot; style=&amp;quot;padding: 4px 8px; margin: 0; background-color: {{{color|#fdf1dc}}}; color: #333; font-style: italic; line-height: 1.3em; font-family: &#039;Georgia&#039;, serif; border-bottom: 1px solid #eee;&amp;quot;&amp;gt;&lt;br /&gt;
      {{{dialog}}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  {{#if:{{{notes|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-notes&amp;quot; style=&amp;quot;padding: 4px 8px; background: white;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;font-family: &#039;Segoe UI&#039;, sans-serif; font-weight: bold; color: #58180D; border-bottom: 1px solid #eee; margin-bottom: 3px; text-transform: uppercase; font-size: 0.7em; letter-spacing: 0.5px;&amp;quot;&amp;gt;DM Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;line-height: 1.3em; color: #222;&amp;quot;&amp;gt;&lt;br /&gt;
{{{notes}}}&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4321</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4321"/>
		<updated>2026-05-01T03:38:06Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Location Template Usage ==&lt;br /&gt;
* &#039;&#039;&#039;Dialog:&#039;&#039;&#039; Player-facing text. Shaded parchment with a 3px sidebar.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; DM info. Supports bullets and breaks.&lt;br /&gt;
&lt;br /&gt;
=== Code to Copy ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| name   = &lt;br /&gt;
| dialog = &lt;br /&gt;
| notes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;dnd-location-block&amp;quot; style=&amp;quot;margin-bottom: 15px; font-family: &#039;Segoe UI&#039;, sans-serif; border: 1px solid #ddd; border-radius: 4px; overflow: hidden; box-shadow: 1px 1px 2px rgba(0,0,0,0.05);&amp;quot;&amp;gt;&lt;br /&gt;
  {{#if:{{{name|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-header&amp;quot; style=&amp;quot;background: #58180D; color: white; padding: 4px 12px; font-variant: small-caps; font-weight: bold; font-size: 1.05em; letter-spacing: 0.5px;&amp;quot;&amp;gt;&lt;br /&gt;
      {{{name}}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  {{#if:{{{dialog|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-dialog&amp;quot; style=&amp;quot;border-left: 3px solid #58180D; padding: 10px 15px; margin: 0; background-color: {{{color|#fdf1dc}}}; color: #333; font-style: italic; line-height: 1.4em; font-family: &#039;Georgia&#039;, serif; border-bottom: 1px solid #eee;&amp;quot;&amp;gt;&lt;br /&gt;
      {{{dialog}}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  {{#if:{{{notes|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-notes&amp;quot; style=&amp;quot;padding: 10px 15px; background: white;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;font-family: &#039;Segoe UI&#039;, sans-serif; font-weight: bold; color: #58180D; border-bottom: 1px solid #eee; margin-bottom: 8px; text-transform: uppercase; font-size: 0.75em; letter-spacing: 1px;&amp;quot;&amp;gt;Dungeon Master Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;line-height: 1.5em; color: #222;&amp;quot;&amp;gt;&lt;br /&gt;
{{{notes}}}&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4320</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4320"/>
		<updated>2026-05-01T03:34:31Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Location Template Usage ==&lt;br /&gt;
* &#039;&#039;&#039;Dialog:&#039;&#039;&#039; Player-facing text. Shaded parchment.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; DM info. Supports bullets and breaks.&lt;br /&gt;
&lt;br /&gt;
=== Code to Copy ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name   = &lt;br /&gt;
| dialog = &lt;br /&gt;
| notes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;dnd-location-block&amp;quot; style=&amp;quot;margin-bottom: 15px; font-family: &#039;Segoe UI&#039;, sans-serif; border: 1px solid #ddd; border-radius: 4px; overflow: hidden;&amp;quot;&amp;gt;&lt;br /&gt;
  {{#if:{{{name|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-header&amp;quot; style=&amp;quot;background: #58180D; color: white; padding: 3px 12px; font-variant: small-caps; font-weight: bold; font-size: 1em; letter-spacing: 0.5px;&amp;quot;&amp;gt;&lt;br /&gt;
      {{{name}}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  {{#if:{{{dialog|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-dialog&amp;quot; style=&amp;quot;padding: 10px 12px; margin: 0; background-color: {{{color|#fdf1dc}}}; color: #333; font-style: italic; line-height: 1.4em; font-family: &#039;Georgia&#039;, serif; border-bottom: 1px solid #ddd;&amp;quot;&amp;gt;&lt;br /&gt;
      {{{dialog}}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  {{#if:{{{notes|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-notes&amp;quot; style=&amp;quot;padding: 8px 12px; background: white;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;font-family: &#039;Segoe UI&#039;, sans-serif; font-weight: bold; color: #58180D; border-bottom: 1px solid #eee; margin-bottom: 5px; text-transform: uppercase; font-size: 0.7em; letter-spacing: 1px;&amp;quot;&amp;gt;Dungeon Master Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;line-height: 1.5em; color: #222;&amp;quot;&amp;gt;&lt;br /&gt;
{{{notes}}}&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4319</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=4319"/>
		<updated>2026-05-01T03:33:00Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Location Template Usage ==&lt;br /&gt;
* &#039;&#039;&#039;Dialog:&#039;&#039;&#039; Parchment shaded box for player reading.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Clean white box for DM info. Supports bullets and line breaks.&lt;br /&gt;
&lt;br /&gt;
=== Code to Copy ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name   = &lt;br /&gt;
| dialog = &lt;br /&gt;
| notes  = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;dnd-location-block&amp;quot; style=&amp;quot;margin-bottom: 15px; font-family: &#039;Segoe UI&#039;, sans-serif; border: 1px solid #ddd; border-radius: 4px; overflow: hidden; box-shadow: 1px 1px 3px rgba(0,0,0,0.1);&amp;quot;&amp;gt;&lt;br /&gt;
  {{#if:{{{name|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;dnd-header&amp;quot; style=&amp;quot;background: #58180D; color: white; padding: 4px 12px; font-variant: small-caps; font-weight: bold; font-size: 1.05em; letter-spacing: 0.5px;&amp;quot;&amp;gt;&lt;br /&gt;
      {{{name}}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4318</id>
		<title>Crashed Spaceship - Level 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Crashed_Spaceship_-_Level_3&amp;diff=4318"/>
		<updated>2026-05-01T03:31:52Z</updated>

		<summary type="html">&lt;p&gt;Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{BASEPAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
&lt;br /&gt;
== Level 3: Crew &amp;amp; Utility Deck ==&lt;br /&gt;
The third deck of the derelict Suel vessel serves as the heart of the ship&#039;s daily operations. Unlike the upper command tiers, this level is cramped, functional, and carries a palpable sense of ancient, industrial decay. The architecture is a blend of Phasnosh engineering and Suloise &amp;quot;Iron Sorcery.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
&lt;br /&gt;
| name = The Hydro-Font (Room 3-A)&lt;br /&gt;
| dialog = The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white.&lt;br /&gt;
| notes = &lt;br /&gt;
**Acidic Fluid:** The water has soured over centuries. Any creature entering the liquid takes 4d10 acid damage per round.&lt;br /&gt;
&lt;br /&gt;
**The Sentry:** Disturbing the pool triggers a Suloise Guardian (Water Elemental Myrmidon). It is programmed to drown unauthorized swimmers.&lt;br /&gt;
&lt;br /&gt;
**Salvage:** A DC 18 Athletics check allows a diver to retrieve a silver keycard (Clearance Level 2) from the skeleton at the bottom.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adventurer</name></author>
	</entry>
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