XP & Resources


Chapter 1 - An Uneventful Beginning 
"Without work and a need to eat, you are hired by an unknown benefactor to escort supplies for Gundren Rockseeker from Neverwinter to the town of Phandalin. The Dwarf Entrepeneur was travelling a day prior with his own personal escort, a veteran knight named Sildar Hallwinter, and required the supplies to be delivered to Barthen's Provisions in Phandalin. Trouble ensues as you are attacked by Goblin raiders and discover that Sildar and Gundren were both captured in an ambush set for them along the road. You chivalrously charge off into the forest of the Storm Mountains in search of the wayward knight and his mercantile companion."
  • XP Gained: 200 XP
  • Downtime Accrued: 1 day
Chapter 2 - Loose Ends
"The Goblin trail leads you to Cragmaw Cave, a dark and gloomy pit where the Cragmaw Goblins have made their camp under the command of the brutal bugbear Warchief Klarg. Deciding to expunge the Storm Mountains from this Goblin filth, you begin to delve your way through the depths of the cave, slaying all in your path - even the enterprising goblin second-in command, Yeemick. You rescue Sildar, the veteran Knight, and he regales you of the past few days in captivity. Gundren has been taken to Cragmaw Keep as a nefarious villain, known only as the Black Spider, suspect the Rockseeker Brothers know the location of the mythical Wave Echo Cave which are said to contain the famed Lost Mines of Phandelver. Making a mental note to a greater foe, you continue through the cave to vanquish the bugbear Klarg. Pressing onto Phandalin, you arrive in a quaint town which appears to be ridden with rampaging orcs, vicious undead hags, and an unruly gang of bandits. Seems like you'll have your work cut out for you"
  • XP Gained: 400 XP
  • Downtime Accrued: 2 days
Chapter 3 - Duty & Virtue
"In a town full of people needing help and five dead Redbrand bandits by your hand on the street, you confront the Townmaster, Harbin Wester, to demand answers. The gluttonous man seems more focused on preserving his own life than helping those he's responsible for and urges you to leave the bandits alone, lest they become enraged and exact their vengeance upon the villagers. Deciding to do exactly the opposite, you storm through the ruins of Tresandor Manor at the western edge of town in search of blood. After encountering a deluge of bandits, you wade through the combat and encounter a mysterious creature called a Nothic. After engaging in a bloody bargain with the creature, you press on towards Glasstaff, the leader of the Redbrands and the man responsible for their heinous atrocities."
  • XP Gained: 300 XP
  • Downtime Accrued: 1 day
Chapter 4 - Blood From A Stone
"Prior to storming into Glasstaff's chambers, you stumble upon Mirna Drendar and her children. The widow of Thel Drendar, a local woodcarver, they have been held captive and subject to all sorts of atrocities and perversions under the stewardship of their hosts. Fueled by rage, you storm into Glasstaff's chambers to find a curiously calm and coy wizard who offers parley instead of blood. Glasstaff reveals himself as Iarno, a Lord's Alliance wizard sent to Phandalin to create and office in the town - you recall quickly that Sildar was en route to Phandalin in search of his missing wziard. Through a series of events, he ended up leading the local warband and decided the luxuries of a life of crime were better than those of his patron faction. As your negotiations begins to unravel due to Mazekk's frustrations, Iarno manages to escape the room and sends the Nothic to wayleigh you and guarantee his escape. You manage to best the creature and recover his journal but the wizard disappears into the forest of the Storm Mountains without a trace." 
  • XP Gained: 300 XP
  • Downtime Accrued: 0 day
Chapter 5 - New Friends, Old Problems
"With the town of Phandalin reveling in your victory against the Redbrands, you quickly find yourselves installed as de facto problem solvers for the entire town. With an absent and abject Townmaster, the townsfolk flock to you like petitioners to a gracious king. Your newly acquired squire, Tennnen Maldernen works with the help of Sildar to vet the requests and provide you the most profitable opportunities. Mazekk, Nipper, and Meraki sit and listen to the petitioners, the thought of gold on their mind.  

In comes two farmer's both who have troubles with their fields. One claims her cows are being killed and feasted upon by a swarm of bloodthirsty Stirges. The other says that in the ravine that splits their land a massive gelatinous puddle of yellow muck has come alive and killed her workers. With the promise of 75 gp, you set off to the farm. Your plan, use the small potbellied pig you purchased from the local butcher as bait for the Stirges and lure them into the ooze, forcing the creatures to erase one another. Unfortunately, you didn't expect the crass and burly Half-Orc Mazekk to not only name the swine but develop an affection for the creature. Your plan rapidly descends into anarchy as the Stirges quickly kill a lone farmhand before turning their blood lust upon you. With the new named "Chopper" running wildly towards the hulking ooze and the Stirges swarming the group, you manage to muddle your way through the combat and vanquish the beasts. 

On the trek home, you are stopped by a massive troll. The self proclaimed King of the Bridge, Hector, stops you and demands 100 gp to pass. Battered and bruises, you begrudgingly produce the sum, Mazekk takes note of this Troll and commits to ending his reign." 
  • XP Gained: 250 XP
  • Downtime Accrued: 1 day
Chapter 6 - It's In The Bones
"It begins as a quiet night in Phandalin. With a small reprieve from the seemingly endless amount of petitioners, you take to the streets in the warm summer night in an effort to relax. You've been joined by Olo Silver, a Bladesinger most recently recruited by Sildar to your cause. Another mysterious figure, Kaeru, manifests out of nowhere and begins to loiter near you - always within eyesight. These two newcomers are a thankful sight when the trap is sprung. With only a moment of notice thanks to the watchful eyes of Aethulian and his hawk familiar, Actaeon, you spot three orc assassins slinking towards you on the roof. Their first strike drops Yarrik and Aethulian but you manage to rally quickly and force the attackers back.

Despite your best efforts, these invaders prove difficult to defeat and begin to slowly retake the advantage. Suddenly, when all hope seems to be lost, Sildar Hallwinter followed by a cohort of soldiers from the Lords' Alliance arrive and quickly dispatch the veiled assassins. They are followed by the War Leader of the orc warband, his cohort, and a particularly disgruntled ogre. Another bloody conflict ensues with many of the Lords' Alliance soldiers falling to the wrath of the ogre. Through grit and determination, Sildar and you are able to turn the tides of the conflict and save Phandalin - the cost is great. The eastern edge of the city was hit hard and the citizens reel from the brutal assault. Many questions remains. Why did the orcs attack? Where is Tennen? Who was killed in the attack? Why did their assassins target you specifically?  And most importantly, what is coming next?"
  • XP Gained: 650 XP
  • Downtime Accrued: 5 days
Chapter 7 - Simple Tactics
"After some deliberation, you decide to investigate the Fist of Scarwood, a remnant of the Phandalin fortifications from back before the Orc invasion hundreds of years before. It had been in service in the recent past but decommissioned by the Lord of Neverwinter, the troops recalled. No further activity had been reported from the tower in the past few months but the locals suspected that some countryfolk may have moved in. A small group including Nipper and Yarrick decide to go looking for the missing Tennen while the rest foray off to the Fist. You arrive at the tower and encounter a strange old man. He identifies himself as the caretaker to the Fist of Scarwood but assures you the tower is all locked up and there's nothing to see. A keen eyes catches the glamour surrounding this man which rapidly dissolves and reveals the face of your new enemy: a succubus; and she's not happy with being exposed. Through some quick thinking and some well-timed spells you capture the succubus, only to have the over eager Kaeru drive a knife into her skull, claiming some planar law he must abide to.

The interior of the tower is a macabre display. Turns out the country folk that had moved in were used as chattel in a grotesque summoning ritual. A Warlock of the Fiend named Arietta Graves, had recently taken up residence in the tower and imprisoned the former residents. Over the past six months, she had slowly been torturing and murdering the men, women, and children within as part of her ritual to summon a particularly foul demon named Kothradin, Lord of Blood. You conveniently arrived at the climax of her ritual and were able to stop the summoning with only moments to spare. Kothradin was banished back into the depth of the demon planes and Arietta Graves' life was ended by Olo's rapier plunged deep into her chest. Alive but not unscathed, you finish the climb to the top of the tower and conduct the now seemingly mundane task of reconnaissance on the Orc War Camp. Sildar and a contingent of scouts from the Lords' Alliance arrive shortly after to relieve you and update you on the excursion to the Redwen Ferry Crossing."
  • XP Gained: 800 XP
  • Downtime Accrued: 1 day
Chapter 8 - Breaking the Unbroken
"The time has come to expel Xolkug the Unbroken and his filthy orcs from the Sword Mountains. With the Lords' Alliance army mustering in the Hotenaw Cradle, your covertly insert yourself into the orc war camp of Krogar Grul. Mazekk Tibbett impersonates a Grim Ax warrior and rouses a brawl between the rival Stone Snake clan. Meanwhile, Nipper of Heels sneaks into the camp and releases a pack of ravenous hyenas. Chaos ensues with the only end being Oogrim the Wise, a Stone Snake Captain, arriving to stamp out the brawl with brutal and deadly force.

 Using the bloodshed as a distraction you move deeper into the camp. Nipper of Heels uses his stealth and invisibility to move up and down the tents and light fires in the camp, causing some of the remaining orcs to leave their War Chief to deal with the blazing fire. Then you strike. Yarrik Tyrnan casts Hold Person just in time as you crash into the enemy. Despite his ferocity and prowess as a warrior, the synergy of your well executed attack costs the War Chief his life. Dogrel and Hassak, his Blood Captains are killed and Kurdan the Boneseer is struck down as he tries to flee. You quickly behead Xolkug and brandish his head to the charging orcs. Their War Chief's death causes their lines to break and Ser Jadar Pime's Lancers smash through their flanks causing the entire horde to break and retreat. With the orcs fleeing, Torgad Seafist and Sildar Hallwinter enter Krogar Grul to congratulate you on your victory and present Mazekk Tibbett with a writ of membership to the Lords' Alliance.
  • XP Gained: 500 XP
  • Downtime Accrued: 10 days
Chapter 9 - Ruins of Frozen Ruination
"With Mazekk Tibbett and his pet pig, Chopper, departing for Waterdeep to begin his training under Torgad Seafist in the Lords' Alliance, there is a sullen celebration in farewell to the departure of this comrade. While celebrating in the Stonehill Inn, the proprietor, Toblen Stonehill, begins to gab about the area and how much it has improved since your arrival. In his rambles he mentions the ruined city of Thundertree to the north which has been plagued in a variety of issues ranging from ravenous plant infestations, zombies, dragon sightings, and most recently the arrival of Fey. Reidroth, a local druid and self-declared warden of the area, has been trying to garner support for his efforts with little luck. With the prospect for more gold and the looming pressure of boredom about to set in as you await the return of Sildar's scouting expedition to Cragmaw Castle, you venture off. Yarrik Tyrnan in particular is eager to delve into the Fey presence circulating around the ruins. 

The journey becomes quite eventful as your evening's rest is interrupted by the wandering troll and old acquaintance, Hector. The troll tries to steal one of your horses as a midnight snack but is promptly attacked by an outraged and somewhat reckless Kaeru Pertronic. Hector puts up a good fight but a lethal shot from Aethulian Quel'alin fells him, ending his reign of extortion in the region. In the morning you continue on with your now ramshackle cart to Thundertree. Yarrik sends his newly conjured sprite, Poot-Poot, to investigate the area while they explore their immediate surroundings. As Poot-Poot identifies some somber music coming from a glade in the center of the town, you are attacked by a small host of Twig Blights. Sensing inter-planar activity nearby, Kaeru Pertronic dashes off again to confront this evil, with a vague understanding of the power he is about to confront. He is immediately slammed by a raging ice storm by one of the passive spellcaster lackeys as the true foe emerges. Alderoc the White Mage of Winter comes forwards, seeking Yarrik's life. The group soon realizes they are outmatched as the spellslinger casually brushes off their attacks. They manage to kill one of his apprentices but soon see the deck is stacked in his favour. Suddenly a fur-clad figure emerges from a nearby thicket and summons a colossal earth elemental to fight by his side. Reidroth the Druid slams Alderoc with a hailstorm of magic and causes the mage to reluctantly flee.
  • XP Gained: 450 XP
  • Downtime Accrued: 1 day

Total Experience Points
Total Downtime
3,850 XP
23 days

Experience Points
Level
Proficiency Bonus
0
1
+2
300
2
+2
900
3
+2
2,700
4
+2
6,500
5
+3
14,000
6
+3
23,000
7
+3
34,000
8
+3
48,000
9
+4
64,000
10
+4
85,000
11
+4
100,000
12
+4
120,000
13
+5
140,000
14
+5
165,000
15
+5
195,000
16
+5
225,000
17
+6
265,000
18
+6
305,000
19
+6
355,000
20
+6

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