Showing posts with label Barsoom. Show all posts
Showing posts with label Barsoom. Show all posts

Monday, February 12, 2024

Dubzaron Session 139: Escape from Barsoom

This session was played on 01/31/2024. 


PCS:

Chippette of the Mysteris (L1 Priestess, Lawful)
Daria (L9 Bladedancer, Lawful)
Proteus Beta (L3 Mage soothsayer, Neutral)
Reaver (L5 Barbarian Death Dealer, Neutral)
Rory (L5 Barbarian Death Dealer, Neutral)
Tulsa Doom (L1 Shaman Snake Handler, Netural)
Sheela (L1 Mage, Netural)

Hench
Proteus: Nonus (L4 Fighter), Pytho (L1 Geckoman)
Roray: Subatai the alien guy

Session Report

A group of PCs has been trapped on Barsoom for months on end. Some of them did some interesting downtime actions such as Reaver the Barbarian who became an ornithopter pilot for Helium's navy (air force?). But mostly the players didn't know what to do in downtime on Barsoom. Some mentioned they had no random encounter charts for exploration. Oops!

Turns out I was using the Fiend Folio random encounter charts but changing the appearance of most of the monsters do be more spacey and/or planetary romance. That'll come into play later since, as all Elite DMs know, good random encounter charts are the backbone of a great campaign.

So the party didn't have much of a plan for tonight except "we want to get off Barsoom". Hmm alright then. They got trapped here a while back when they came through a mechanically powered portal in a dungeon. They broke the engine by taking the crystals out because they are greedy. But it opened one last time and sucked them in from Dubzaron world to Barsoom (Mars). 

Recently they went off to capture the White Witch (yes, from Narnian fame) who was doing sacrifices to open the portal with Old Magic since the PCs messed up the mechanical functionality. It was touch and go capturing the White Witch (Proteus died and was cloned as Proteus Beta fr fr no cap) but she was languishing in Helium's dungeons for months thanks to the heroic PCs.

Dejah Thoris and the royal family of Helium thus was paying the PCs upkeep expenses, housing them in luxury in the crystal castle. 

The PCs spent a great deal of time at the beginning of the session trying to put their heads together on how they might escape Barsoom. Some of the details above were vaguely known to them or perhaps they forgot the specific elements of it since the time between Barsoom sessions was so long. It started to come back to them when they got permission to interrogate the White Witch.

She was quite rude and Reaver even had to go all Taming of the Shrew on her at one point. But before the guards could extricate the PCs from the dungeon for this breach of protocol they had learned the above and some extra info:

-White Witch is working for the goddess Issus herself
-the PCs knew where the temple of Issus was located and believed maybe they'd find some portal or means to open it there
-they could also open the portal they were already aware of about 30 miles from Helium if they sacrificed a Barsoomian (human like, not thark)

The PCs then had audience with Dejah Thoris and learned, were they to go to the Temple/City of Issus, they'd never be allowed back to Helium or any other Barsoomian city. Those of you who have read the books know this is taboo. Once you see Iss, you do not return! It is a final pilgrimage. 

PCs didn't want to risk having no Safe Zone to return to since they didn't even know what they were looking for at Iss. So the two neutral barbarian PCs figured why not just capture one of Helium's enemies and kill him to open the other portal. 

So that became the plan.

This all took way too long and could have been prepped by PCs before hand. But I must say the "worldbuilding" of it was fun since it was like playing trivia with the "John Carter" books where myself and the players brainstormed what we recalled from the stories to dovetail it into something gameable. This is probably similar to what 5e players of "Forgotten Realms" campaigns do when they are not railroaded. But it's more fun since the Appendix N stories are simply more interesting than the setting books or tie in novels of Forgotten Realms. 

During their talks with Dejah they learned that there were currently border disputes with the city of Zodenga. I used my patented random distance and direction decider system (found in THIS session report about Barsoom) to determine Zodenga was currently about 36 miles north of Helium. Zodenga, I decided, was a city walking on spider legs and always on the (slow) move. 

Oh lastly, all this roleplaying could have been for naught because I determined that the ritual spell to open the portal was on a scroll the PCs captured from the White Witch's library a while back. I ruled Proteus Beta could have been studying this the whole time since he did no other downtime actions. And he'd need to make an ACKS "Magic Research" check to see if he'd actually be able to pull it off in the first place even with the blood sacrifice.

The check was pretty hard. Like 14 or better on a d20 I think because hes only level 3. If I was running 1e I would have done this with a "Percentage to Know Spell" check.

He succeeded in the throw but this goes to show that you can't always prep things. We'd have needed to shift the PCs plan yet again and had a totally different session entirely if he'd have failed. Practice NoPrep so you can be light on your feet for things like this!

They then spent some time buying thoats (which was some more fun trivia about what they are like, what normal D&D mount they would be similar enough to for pricing etc) to ride off into the wastes north to their goal. Reaver was on his ornithopter.

I began using the AXIOMS article for hex stocking combined with the Appendix B from the 1e for what sort of terrain. The AXIOMS has stuff like "valuable terrain", "dangerous terrain" and such. This helped make the vancian style travelogue I was running not only have NPCs and monsters but also interesting terrain features and types that were unpredictable.

Alright onto the travel itself.

First monster was a sand creeper or something like that from Fiend Folio. The entry says it simply wants to kill Good things and you absolutely can not shake it by running since it has perfect tracking. So it was creeping on Chipette the "Lawful" Priestess before the Pcs decided to evade. Some hours later it was still following them so Reaver and Rory the barbarians set up an ambush and killed it in a surprise round. The thing has some good abilities and decent HD but two mid level barbarians with good equipment was too much for our creeper pal.

The party came across some valuable moss in one hex but didn't have the means to farm it for magic item creation (or to sell it) and had to leave it behind. 

There wasn't much else in the way of encounters but they did come across a 10 foot high pyramid obelisk with an ipad type thing on the front. Proteus Beta (iirc) was able to type in the pass code and get it open as it was a treasure cache fr fr no cap. Inside was a bunch of gold and a throwing disk that seemed pretty magical and powerful upon first look.

Some day or so later Sheela the ladymage bumped into a huge mushroom which expelled powder that made her sneeze uncontrollably. Forever. 

This is why it was easier that night when, camping, a tall SlenderMan in a red brimmed hat was able to sneak up behind Sheelaand put a blade to her throat. Reaver was awake but the bad guy was so sneaky it just didn't work out. Reaver was seemingly about to kill slenderman (despite it likely meaning Sheela would be dead) but he got a look into slenderman's eyes and was charmed. This guy seemed really great!

Reaver really played it up, talking to the slender fellow about how he's too thin and needs to hit the gym and he believes in him. Damn it feels good to be a bro!

This all happened because slenderman (actually a vampire) got surprised on the party but he also got a very positive reaction to them (not max but close). So I did some fancy footwork and abductive reasoning on why a vampire wouldn't just kill or capture one of them. He needed something. But what? His description was improvised as I was talking and I was imagining him as an edgy gen y high school dude ("I've studied the blade") so he needed something from the city of Zodenga.Since I memed up all this stupid stuff, he needed his bejeweled trenchcoat which was being held in the Zodenga museum of history. 

He couldn't go inside due to all the holy relics in there which being around caused him pain. But PCs could do it!

Since Reaver and Sheela were charmed they thought this was a fantastic idea. Since slenderman's reaction was so positive I had him agree to help the party get a sacrifice if they did this, as well. I figured he could have been following the pcs for a few hours and hearing them talk about their (dumb) plan.

So a session that started with a plan to have a Barsoom war skirmish with an ornithopter and thoats became a big dumb heist instead.

Reaver hovered way up in the clouds above the city while the rest of the party went inside the city. I made a reaction check if the guards would care about these non red-martian humans entering their city and they didn't. Did the same at the museum and the guards there didn't care. 

I can't really relate exactly what happened in the museum except it was slapstick and really stupid. 

Rory's henchman checked the display of the trenchcoat for traps. He's low level so of course he thought it wasn't trapped and of course he was wrong. Chipette (iirc) grabbed the trenchcoat and the whole museum rang with alarms. Daria stood in front of a guard to try and block his view or trip him up from chasing Chipette. Rory did the same. Sheela sneezed in someone's face at some point (???) and then ran outside. 

I was checking for reactions and iniative from guards around the museum. The place wasn't crawling and had about one guard per wing. The city was also mobilizing but Reaver dropped from the clouds to grab Sheela off the street when she ran outside. 

The wall guards noticed him but their reaction was Friendly so they thought it was just some kind of air show. Reaver flew with style to fool them and gave them a thumbs up or something.

The whole thing was very stupid. Ocean's 11 this was not.

But they got out of the city and back to slenderman who gave them a prisoner Zodenga soldier in trade for the trenchcoat. He also gave Reaver a magic ring as a gift of thanks of which I'm absolutely certain nothing bad could come of. Good rper Reaver popped it on since it came from his new best friend. 

The party trekked a few days south back to the sacrificial table and portal for this poor soldier.

There wasn't much in the way of difficult encounters on the way back but when they got back to the ruined city with the altar they came across 3 giant beetles that were eating the ruined buildings like fraggles. These were just stone giants but I changed how they looked. DCC taught me how to just change the look of monsters on the fly like this. You can even slightly change some of their abilities but keep the same relative difficult and treasure types etc when you get really good at it. For instance Slenderman is a vampire but I shifted some of his abilities to more align with the worldbuilding concept I had and was created for him. 

Reaver was able to trick the giant beetles into moving away from the part of the ruined city they needed by leaving a trail of like 100 gold pieces which the creatures were eating up as they went off in the distance.

Proteus Beta was then ready to do the ritual by killing the Zodenga soldier. The soldier in true "Fighting Man of Mars" fashion begged a blade in his hand before he was killed of which Rory (I think?) obliged before gutting him. Proteus opened up a portal back to Dubzaron world with the blood component on the chaotic altar.

Slenderman suddenly appeared and jumped through the portal (Deuces, players!) and the Party was like wtf. I then told them I'd randomly determine how many people could go through the portal before it would close. So based on the roll (minus one for quick Slenderman!) some PCs or their hench might remained trapped on Barsoom.

Sadly the dice were in the PCs favor and it stayed open for all of them. They were back in Dubzaron and traveled to Kyle OConner's city of Claymore Crossing to end the session. 

PC Class Grades
Chipette: E. Leaned into the diplomacy stuff with the White Witch and Dejah at the beginning; which is part of her ACKS template.
Daria: S. There wasn't much bladedancing going on.
Proteus Beta fr fr: S because there was no spellcasting. He may have been gun shy since Arcane spells can backfire on Barsoom.
Reaver and Rory both got E for setting an ambush and generally being bloodthirsty Neutral barbarians.
Tulsa Doom. S. Since he was a shaman who never communed or did anything that shamany that I could recall.
Sheela. S for no spellcasting as well.

DM Grade and Thoughts: B-. I felt I delivered well on all the random elements of this session but the heist was probably too easy. I feel there's probably something I missed there as far as problems or issues they could have seen. The slenderman stuff was well done since it can be difficult to have a monster/NPC challenge that isn't simply about combat. Also changing the monsters on the fly to be more Barsoomian worked well and gave good flavor I think.

Thursday, October 19, 2023

Dubzaron Session 132: Barsoom Bop


Adventured on 10/18/23 and returned to Helium (safe city) on 10/19/23. Need rest 10/20/23 and can take actions 10/21/23.

PCs:
Chipette of the Mysteries: L1 Priestess, Courtesan. Lawful. E.
Proteus: L7 Mage, Soothsayer, Neutral. E. RIP
Rory: L4 Barbarian, Death Dealer. Neutral. E.
Sheela: L1 Mage. Neutral.


Hench:
Proteus: Nonus L4 Fighter
Reaver: Subatite L2 Mage.

The Players were back to their party that was Lost On Barsoom (TM) about A MONTH ago. Barsoom, for those who don't know (and you should if you are reading a BROSR blog... shame on you...) is the weird Mars setting from Edgar Rice Burroughs' fantastic sword and planet tale which began with the book "A Princess of Mars".
The Princess of Mars' name is Dejah Thoris and here in the Dubzaron campaign she's yet to meet the main character of her titular book series: John Carter. Where is he? Probably still out fighting in the War of Northern Agression. 
Our campaign stories on Barsoom are thus a prequel in which we will out do George Lucas both in making a prequel and in ripping off Edgar Rice Burroughs. 
Dejah was still in morning, wearing all black and holding court less frequently in the crystal city of Helium because her sister Jejah Thoris (or whatever) was killed by the Marvins about a month back in session 127 "Lost on Barsoom". She wants justice against the Marvins. Not revenge because Dejah is a heroine not a neitchzien will-to-power revenge filled PC. 
It took a while for us to get this session going because the 3 of us at the virtual table who had read A Princess of Mars (shame on you, Rory) hadn't done so in years. Or a decade in one case. 

So there was some back and forth about what should be in Helium. What Barsoom is like. How the world is laid out geographically. And we went round and round about this for 5 or 10 minutes until I made some fast ZERO PREP STYLE rulings. 

This is OUR Barsoom, gentlemen. It's laid out how we like. And thus I spoke that, if the PCs travelled or searched for hooks we would use Appendix B (DMG appendix for random wilderness terrain) or ACKS rumormongering rules.

The PCs wanted justice against the Marvins as well. And the prize that might come from making this happen, of course. There was some arguing with me that they "could have been" doing this or that the last month. The problem was none of this logged this month of "could have should have" actions in their downtime channels. I gave them some leeway on this by letting them retcon that they searched for henchmen during that month. Should I have been more of a stickler about 1:1 Jeffrogaxian Time and it's requirements for use, dear reader?

Allowing a search for henchmen let me add in some weird space opera style henchman classes from the ACKS setting book "Barbarians of Kanahu" that could be found. 

We had a new player join the table as well so he needed a new PC and I allowed him to choose from these weird classes if he wanted, also. But he chose a mage instead. Which is fine but, as we'll get to later, I decided on some house rules where Arcane casting can backfire on the caster because Arcane magic is simply dangerous on Barsoom. It does have a payoff so stay tuned!

Chipette had apparently spent the last month becoming besties (or BFFs) with Dejah Thoris and Chipette was able to secure information about the last known location the Helium navy and royalty have for the Marvins. Chipette also secured a flying airship to take the Party to the location for recon and/or takedown.

So with my running Barsoom with NO PREP and the PCs needing a POI for an established threat, how did I create this hook and location? Well first I realized the things that mattered to the PCs and the campaign were as follows:
1. Which direction are the Marvins?
2. How far away?
3. What's known about the place we think they are in?

Also: 4. What's on the way there? could have been something the PCs might ask but they didn't so I could just let the random travel to the POI decide as we went.

So I answered "which direction are the Marvins" by rolling a d8 for which direction on a compass. The answer was "East". Then "how far away" I like the PCs roll on this fast chart I made while they talked about nonsense:
"It is X Y where X is 2d6 and Y is (d6): 
1-3. miles
4-5. hexes (which are 6 miles each)
6. mega hex (which are 36 miles each)" Well they rolled like 7 mega hexes so the Marvins were actually 256 miles away (lol, lmao).

This was actually the point where the party was like "oh no we need an air ship or we'll never get there." They secured it.

But now we get onto the milieu of the POI the Marvins were seen at and what they might be up to. It was at this point I used my memory of the John Carter series, some dumb space opera scifi concepts I made up on the spot, and taking suggestions from the PCs to come up with the following list of points of interest for us to roll on:

1. Temple of Issus
2. Burrow of the Ants
3. Obelisk of the Chessman
4. The Burnt Glass Plateau

5. Tarzans House
6. Abandoned Air-Shipyard
7. Cold North
8. Ornithopter Tower

Now tell me you wouldn't want to adventure in ALL those locations. If you say "well Dubs those sound boring I'd prefer to adventure in the Caves of Chaos for the 75th time" then perhaps you should consider another hobby. 

Well the party rolled 1 on a d8 so in full on John Carter of Mars fashion the dice decided that the bad guy was at the Temple of Issus 254 miles to the due east. The players helped me devise how an air ship might work by us using the ACKS rules for regular sea vessels and just doubling their overland wilderness travel movement as per ACKS rules. Flying things can go "as the crow flies" avoiding hills and hollers so that equates to double wilderness travel movement. So despite the Temple of Issus being almost 300 miles away, the party could get there in just about a day. Amazing!

But I didn't know anything about the terrain from prep because prep is for geeks. I broke out Appendix B, the random wilderness generator, in the 1e DMG and got to work. I decided, to save time and because the air ship was moving so fast, the PCs would only get a sense of what each 36 mile hex terrain was in general. Not every single 6 mile normal hex. I also, rather than making a wilderness check for each 6 mile hex (or 42 checks) I'd just assume 1 encounter hit per mega hex. 

Me and a player figured "only flyers could do any damage to the airship" or "be a threat" but then I realized THARKS have those mega plasma rifles which can shoot miles. So if tharks came up as a random encounter the party might have a bad time. 

It's been said by prep addicts that rolling Appendix B at the table would make for a bad session. That the players would be bored bored bored. Well I can tell you that's wrong wrong wrong. 

It really didn't take that long and the main issue we had with time running short for session 132 was the lack of preparation the party had made by not doing any downtime on di1scord and coming to the session with rules worldbuilding questions for me. In our campaign they could have used downtime to figure out where the marvins were and even submitted an idea of what they might be up to and what the POI they were located in might look like. I enjoyed making the hook with my players like outlined above but the fact is this, along with figuring out airship stats (something else players could have done without me in downtime), and hiring hench (something else the players could have done without me in downtime) took up more time than Appendix B.

Why aren't the fake D&D geeks screaming on tw11ter about Players not doing THEIR prep or helping the campaign with milieu? Why do they raise their tiny e-fists in fake indignation at DMs for the sin of making them wait a minute or two for random rolls in session? For not generating reems of maps before the session starts?

Well, the main reason is D&D geeks often have less than charitable attitude to their poor overworked DMs. And as has been discussed on ROLLIN BONES podcast, some D&D geeks have this concept of the DM or D&D as another form of on demand entertainment. 

My players ARE charitable and are NOT geeks. They didn't do as much of this sort of downtime stuff likely due to them being men with lives to live. And I think some were a bit confounded by what they COULD do on Barsoom for a month. Gun shy? 

Back to the session report. Rather than list every thing they saw as they flew across Barsoom in a flying airship (I know you're jealous of this session) I'll just list what each 36 mile hex had and what was seen there AND give you a theater of the mind map of BROSR Barsoom as prep for your next session there. You're welcome:

Mega Hex 1: Wasteland of blasted gold and orange sands. Encountered 4 Wyverns on patrol. No Lair. Party evaded successfully despite Wyverns giving chase. Barsoom wyverns shoot poison barbs from wings and don't have a stinger.

Mega Hex 2: Wasteland gives way to weirding hills covered with giant mushrooms. Encountered a warband of Tharks patrolling. Neutral reaction and chose not to fire on the Helium airship.

Mega Hex 3: Mushroom hills continue. Single narrow mountain juts miles into the sky with a wyvern lair. 6 wyverns leave their lair to run off the helium airship. What riches might their lair hold?

Mega Hex 4: The hills give way to swaying lands of Endor (California giant redwood) forest of massive trees with lavender leaves. "Are there ewoks down there?" one player asked. Maybe.

Mega Hex 5: Endor forest continues.

Mega Hex 6: Endor forest gives way to scrublands of lavender and orange moss. Tiny mushroms dot the flat landscape. Strange 6 legged lizards are seen below grazing on the scrublands.

Mega Hex 7: Mossy scrub continues. The airship picks up and follows a dry riverbed towards the Temple of Issus. Below are seen caribou looking herd creatures with 6 legs and antlers that shine with spotlights that point here and there.

Mega Hex 8: The Temple of Issus is here. The dry riverbed looks to have some water. A rarity on dry Barsoom! They must be close to the temple of Issus, the goddess of water and plenty. 

Now you know what is due east of Helium for nigh on 300 miles. It took about 15 minutes to generate, not counting time spent with the Party pondering how to handle what they saw, running evasion checks, and making jokes.

Approaching the location of the Temple of Issus at about 3 miles away Captain Sinep Gib of the "Tejah's Heart" circled the ship so the PCs could see what was at the point of interest they came all this way to see.

It was primarily a massive circular gash on the ground some 3 to 5 miles across. The river was flowing into it and cascading into it. In front of this was a 60 feet tall black pyramid twinkling with lights and jutted with balconies and walkways. The pyramid was moving slowly around the hole in the ground because it was being carried by hundreds of slaves! These were from Helium and Captain Sinep Gib was quite angry about this. These marvins must be brought to justice!

As they approached they saw the top of the pyramid was flat with a sacrificial altar. Some crazy lady in white robes was doing a ritual and had apparently killed a Helium prisoner atop the altar. 10 of the little marvin creatures were around her jumping around and cheering for her ritual. 

The PCs discussed their play while I got a drink. When I returned their plan was to fly within 210 yards so Subatite could pop off a Sleep spell. They figured all the marvins would sleep and they would then capture the sorceress lady and interogate her for information about this whole marvin thing, and how to get home to the Dubzaron world.

This report is getting long so I'll just lay out the hits of the combat. I checked Reaction from the bad guys as the PCs flew closer and Jadis the White Witch (from Narnia) got angry quickly upon their approach. She tossed fireballs at the ship but that didn't really do enough damage to stop its approach. When they were close enough Subatite put like 3 of the marvins to sleep with his first Sleep spell. And 7 more later. Sleeping them all.

Jadis popped off a Hold Monster spell and paralyzed Captain Sinep Gib, Subatite, and 1 of the marines. She tried to target Proteus but even with the higher level Hold Monster spell it can only target folks with 4 HD or lower. Proteus is 7th level.


Now is when things got bad for the group. Jadis popped off an Invisibility 10' spell to make it look like herself, her fighting man bodyguard, and all the marvins ran away. The PCs didn't notice because they kept talking about how they were ducking to avoid spells and the marvins lazer pistols. So Proteus polymorphed self into a dragon but upon casting it he hit the low chance I made (5%) of arcane spells backfiring when cast on Barsoom. I took the rules for Spellsinging misfires from the ACKS "Heroic Fantasy Handbook". Turns out Proteus "stared into the Logos of creation" and, after failing his Save Vs Spells, became feebleminded. Cue up jokes of stupid dragons and gifs in the chat room.

Rory jumped on Proteus' back, anyway, to fly down and "check things out" down by the apparently abandoned altar. Jadis popped out of Invisibility and shot them both with a fireball. Rory survived by his mount Proteus the dragon didn't Proteus was at 0 HP but fell 70' taking 11 more. I halved the fall damage because Barsoom has lower gravity.

Rory, on the other hand, was able to go full John Carter spring jump mode off of Proteus's back and in Jadis's face and start beating her down. She disengaged from the combat and let her bodyguard fight Rory but the barbarian was the stronger hand and took the fighting man down. At one point Jadis shot off a desperate Cone of Cold at Rory hitting her own people but Rory stood tall with 3 hp left. 

When the ship got close enough the marines rappelled down onto the pyramid from the airship and Jadis surrendered. Chipette intimidated her into giving herself up and telling all she knew. Her reasons were nuts:

"We needed a unicorn horn from dubzaron so we could turn on the ozone destroyer because Issus told us to!"
"But you'd die too?"
"I would become one with the atmosphere and this new atmosphere would bring the holy rains back to Barsoom and my spirit would flow into the planet for eternity!"
"Ok... why sacrifice people?"
"To open the portal to Dubzaron and hunt for unicorns of course."

Ok that's a stupid plan but it all lined up with our previous seeds and hooks. At this point it was late so we did some housekeeping stuff:
-Captain Sinep Gib demanded all the marvins destroyed. Deep in the pyramid breeding pits of black slop was found from which they were crawling. Chipette objected but Rory and Sinep voted her down.
-Proteus's body was checked. He rolled a really bad Mortal Wounds check and the ship and party had no healers. He's dead. Did his items break from the fall?
-Lots of treasure in the pyramid! See below.
-Fly home and send ships back to pick up the rescued slaves of Helium.

I let the players roll up the random treasure and, besides the magic ring Jadis was wearing, there were no magic items in the pyramid.

We ended there but what other adventures might we have on Barsoom? Inside the giant hole in the ground appeared to be a dark city on a lake. A lake on dry Barsoom?! Is this where Issus lives? Dare they return to claim it? Dare they explore the endor forests to recruit ewoks? Dare they cast another arcane spell? 

Find out next time! 

Treasure:1,000 gp, 5,000 ep, 6,000 gp.  2 zircons worth 75gp each, 1 tiger eye worth 25gp, 1 sunset amethyst with the image of sol inside worth 750 gp. 1 Alabaster Jadis statue (the white queen) worth 700 gp, 1 wrought gold tiara worth 600 gp, 1 ivory lapel pin worth 400 gp, 1 porcelain music box worth 700 gp. Total GP Value: 3,325 gp

XP For Kills: 1380
XP For GP: 11,925 (Sinep Gib asking for an equal treasure cut to PCs which he will share with his Marines. With 2 charismatic PCs in the party he's convinced to not get in the running for the Magic Ring)
XP for Magic Items: 6,250
XP Pool: 19,555

Cuts: 10 (1 for marine platoon and 1 for Sinep Gib)
PC Cut: 3,911 xp
Hench Cut: 1,956 xp







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