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My online ASSH campaign has 2 forks in it. The first was started in Stonybrook, the second in Khromarium. This was mostly done so that if not all folks could make it me could choose one of the 2 forks to play in.
This is the journal for the Khromarium fork.
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Session Summary: 2015-11-15
Party Members:
- Spunkmaster Flasher (cleric)
- Stabby (placeholder character until he gets this one sorted out)- Spankos (monk)
- Thog (barbarian)
Forking to an adventure
Party is in Khromarium.
They go to the Silvery Eel Tavern. The place is bereft of customers at the moment. The innkeeper offers a reward to the party if they get rid of his rat problem. They take him up on it.
They proceed to go into the kitchen and investigate. They hear what is probably the sound of rats crawling around in the walls. Spankos finds a hole (happens to be the wall adjoining the common room), and proceeds to widen it with his dagger.
He notices that exceptional size of the hole before he begins. Easily the size of a large cat. As he gets it wide enough to stick his head in he notices the s***. From the size he would guess a small dog or large cat made it. It is also crimson colored. Spankos is able to stick his head in the hole while avoiding all of the rather large rat droppings.
Further investigation doesn’t find much so they head into the basement. A cursory check doesn’t find much beyond the crates and casks stored here. They contemplate ways to block the holes. While doing so they find a secret door under a flagstone.
Their initial, individual efforts don’t budget the iron door that appears to be rusted shut. Collectively they are able to pull it open. They continue forth down the cobweb filled spiral staircase down.
At the bottom they get to what appears to be a temple like area. A foul stench is coming from stairs to their south. A soapstone statue is north of them on a dais that is miraculously free of rat crap.
Spanky tears down the curtains east of the dais and discovers a secret door. On the other side is a room with a cage with floor to ceiling bars and on the far side of it a pentagram/magic circle is inscribed on the floor. In the cage looks to be the skeletal remains of a daemon. With a pork like head, protruding shoulder blades and tall (almost 9 foot tall) frame.
Spunky checks out the pentagram and sees a silver dagger in the center. He uses his flail to knock it out of the circle. Doing so causes the eyes of the skeleton to glow. In a female voice they hear, “You have failed, sorcerer. In your absence I have taken a new host, and soon I will have another.” Mocking laughter follows these words.
This briefly freaks folks out a bit.
Spanky decides to rip off a finger of the skeleton in response.
Spunky scoops up the dagger in a sack.
They return to the main room and rip down the rest of the ragged, moldy curtains. They find yet another secret door. Behind it is a room with a bed, desk, and bookcase. To either side are maroon curtains. Stabby steps in to check it out better. As he does so, 5 7 foot tall skeletons step from behind the curtains and attack.
The party does well to eliminate them all but not before one drops Spanky. Spunky decides to heal him after the battle. Thoggy takes a halberd that appears to be shiny and silvery as opposed to rusted and old.
They investigate the room and find a small alcove on the east side of the room. In it are 5 purple robes with tiny gemstones sewn into them in what appears to be a constellation. They take them.
Examination of the bookshelf finds a cedar box and a book. They open the box and Spanky decides to drink a chunky, green potion. Saving the rest for later.
Spunky checks out the book and finds out it is a prayer and ritual book for Aurorus, “The Shining One”. He is able to determine one ritual is a sacrifice. It is chained in front of a likeness of Aurorus and then she takes him, body and soul.
They decide to retreat to the tavern upstairs and recovery for the night.
Spanky goes to Xill and accuses him of not having rats but having daemons.
For getting accused of having daemons vs rats, and saying this in front of what few customers he has, Xill is pretty chilled. More like speechless.
He offers them a magic shield in addition to the treasure already promised. He lets them stay the night in his room.
Spanky heals himself before the settle down for the night.
Last edited by gizmomathboy (11/28/2016 1:10 pm)
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2016-02-13
The party healed up and proceeded back to the subbasement.
They rifle through some crates and casks, disturbing some giant rats. After handily defeating them they find 78gp, 54ep, and 80sp.
They then disturb more rats, kill them and find 34gp, 15 ep, 29sp.
The circular staircase is taken that goes down, down down. It is covered in rat crap and urine. Skulls and skeletons of humans and ape-men are here and there. Their layout suggest a panicked retreat up the stairs.
At the bottom of the stairs they come to several dungeon cells. Looking in they are stuffed with skeletons. At the end of the hallway is a pile of trash.
Giant rats come out of the cells attacking the party as a giant daemon looking rat emerges from the rubbish.
The party deals with the rats and has trouble with the big rat. Thog is knocked down, Spanky steps up as does Stabby.
Spanky gets eviscerated, ripped in half by a tremendous blow.
Stabby and Spunky step in and eventually kill it.
A search in the rubbish finds 185gp, 78ep, 92sp. Along with a gold chain, and an opal set in silver on a thin chain.
Xill meets them in the kitchen, He shocked by the blood soaked appearance. He still stays true to his word. Giving them a 2,000gp pearl necklace and a +1 small shield. Spunky takes the shield.
The surviving party members each get 1,100XP.
On the following days business picks up at the Silvery Eel, and whenever the players stop by Xill buys their first round.
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Session_Summary:2016-03-20
Spunkmaster Flasher (Spunky) and his new adventuring companion, Vandall, take a job from a cleric to explore and map a lost temple. The commission is 50gp each to map into the second level. He will also buy any interesting items that might be returned.
Spunky and Vandall decide to hire some sell-swords: 2 swordsmen, 2 axemen, 2 bowmen, and a spear men.
They follow the directions given to them to the lost temple in the Lug wastelands.
They get to a low hill where the courtyard greets them. It is tiled in a weird, not symmetric pattern. There are trees growing in the southern half that breaks up the tiling as does brushes and scattered piles of leaves.
Vandall and the spearman warily cross the tiled courtyard and up the stairs. At the top is a large arched doorway. The doors are long gone, even the hinges are missing, only the holes in the stone is the only evidence to their existence.
They continue through the doorway along a short hallway that leads into a largish room. Little debris is scattered about. There are 2 doors on the right and left walls along with 2 more on the far wall. Also near that wall is a low dais, 6-12 inches high. On it is a pedestal with what look to be the remains of a statue. Possibly the feet. All of the doors seem to be missing their handles/levers/knobs but the hinges are mostly intact. They all look beaten up.
There is some graffitti scratched, drawn, or otherwise made on the walls. Mostly “f*** you”, “Korgoth was here” and similar.
This room looks cleanly scavenged with little of interest in it. Vandall listens at the door on the right side of the far wall. He discerns nothing. Kicking in the door he sees a narrow hallway proceeding northward and then angles to the northeast.
It ends in a room with a large set of double doors in the center of the wall on the left. On the walls to either side are long, narrow stone work tables. Near the right hand wall are 2 stone tables. On closer inspection there are some stains on them. It isn’t possible to determine if they are blood or not. Each table has a small, stone object that might be a headrest or something similar.
Vandall peers through the mistreated double door and there is a short hallway that ends in a large set of double doors.
That leads to room with 6 low, stone benches with a table or altar. Behind the table/altar is an exit. This leads into a hallway that looks more natural than the rough shod halls and rooms they’ve been in so far.
They follow the passageway until it opens into a largish room with exits to the north and east. Both roughly in the northeast corner of the room.
As Vandall proceeds farther into the room he hears the *twang* of trip line break. He is able to dodge the spear shot towards where he was. The spearmen behind him isn’t so lucky. He is skewered by a spear. The rest of the sell-swords are mildly put off by this but they stick to their agreement.
Further investigation suggests there isn’t a second trap.
The room is searched and mostly intact skeletons are found. As the party is checking out the bones 6 fire beetles come wandering down the north entrance to the room.
The party loses an axeman to the vicious bite of a beetle. Vandall takes a couple bites buy Spunky is able to keep him in the fight with a well timed cure.
The hired help is able to get in some critical hits and splatter some of them.
The party decides to cut out the glowing glands and use them for lighting. Maybe even sell to a wizard, alchemist, or other party that might be interested in them.
That is where we left them, deciding which way to go and what to do.
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Session_Summary:2016-04-03
They left off at the first room of the temple crypt.
Yoshimi, amazonian monk, chumpgated in.Thoggy chumpgated in as well.
After finishing off the fire beetles they tread further into the crypts. They come upon what was probably the nest of the fire beetles.
Further in they encounter 9 black centipedes. Vandall succumbs to a nasty, poisonous bite but Spunky is there to keep him from suffering too long. When only 3 are left they scurry off.
Finding nothing in their nest they hole up for the night. About halfway through the night the 3 centipedes come back, hoping to recover in their filth. Swordsman1 falls to their bites but axe2 and the rest finish them off.
The next morning they continue their delving. A stuck door is found in a cavern. It opens into a well formed hallway. That hallway ends in another door. Vandall tries several ways to open it but is unsuccessful. Thoggy helps and they aren’t able to open it. Yoshimi and Spunky give it a try and fail as well.
Yoshimi tries to listen at the door to tell what might be happening on the other side. She can’t make out specifics but does hear the sound of feet shuffling around.
Vandall then gets the axe man to chop a hole near the base of the door. An archer is then asked to shoot an arrow through it. He lays down some feet back from the door and says he can’t see anything to hit.
The party gets the nesting material from the centipedes, stuff is in the whole and around the door, lights it, and goes back to the previous room.
The hallway fills with smoke and they wait for the fire to burn out. Some time later they decide to go back to the door. They avoid choking on the smoke.
When they check on the state of the door they see 3 orcs with crossbows. The battle is quick and the orcs fall. The party searches the room and finds some electrum on them (24), some copper, and a chest.
Vandall bravely walks up and opens it. He isn’t nimble enough to avoid the poisoned dart which paralyzes unlucky Vandall.
The party uses his paralyzed hand to dig through the mound of copper pieces. They try to get axe man to dig around to see if there is something more valuable. He looks at them, looks at Vandall, and looks at the chest as he kicks it over.
As the 100s of coppers scatter (1,500 in total), many gems are noticed as well. Ten are found.
The party gives the bulk of the copper to the help. They also decide to head back. Mostly to recover but also to get more appropriate mooks.
They are able to sell some of the still glowing glands to an apothecary for 1gp each (6 glands still glowing).
That is where we left off.
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Session_Summary:2016-04-03
The party went back to town to heal up a bit and get more mooks.
They have the gems appraised and the net value is 800gp. This gives everyone a total of 500 xp from last session ( 300xp before plus 200xp more because of the gems).
The archers are jettisoned and a total of 2 spearmen, 2 swordsmen, and 2 axe men are hired on. They surviving swordsman and axe man hire back on (those copper pieces add up). For the same price (1gp/man/day paid up front). They are quite happy with the bonus copper thrown their way.
The party is able to uneventfully get back to almost the room they left (burned door room). A new door has replaced it. However, it doesn’t look any more or less sturdy. It still takes several attempts to break it open. When it is, a volley of arrows peppers the mooks. They are savvy enough to charge into the room and attack the orcs. Short work is made of them. No treasure if found. The room is looked at closely. The door was barred with a wooden plank that was broken when the door was forced open.
The other door, out of the room, is equally tough to bust down. They follow it around a hallway to another door.
Vandall and a mook attempt to bash the door open. This time it wasn’t barred and they stumbling it a room with 8 orcs. They have tables and bunks positioned as cover for the arrows they unleash on the surprised men.
The party rushes in and take out some orcs. Vandall and Thoggy and an axeman go down. Spunkmaster Flash rushes in and vaults over the barrier just as the orc captain stammers out “We Surrender” in a very crude common.
The session was halted here.
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Thanks for sharing these, Joe! :D
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grodog wrote:
Thanks for sharing these, Joe! :D
I've got a few more still to come.
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Session_Summary:2016-04-03
The party went back to town to heal up a bit and get more mooks.
They have the gems appraised and the net value is 800gp. This gives everyone a total of 500 xp from last session ( 300xp before plus 200xp more because of the gems).
The archers are jettisoned and a total of 2 spearmen, 2 swordsmen, and 2 axe men are hired on. They surviving swordsman and axe man hire back on (those copper pieces add up). For the same price (1gp/man/day paid up front). They are quite happy with the bonus copper thrown their way.
The party is able to uneventfully get back to almost the room they left (burned door room). A new door has replaced it. However, it doesn’t look any more or less sturdy. It still takes several attempts to break it open. When it is, a volley of arrows peppers the mooks. They are savvy enough to charge into the room and attack the orcs. Short work is made of them. No treasure if found. The room is looked at closely. The door was barred with a wooden plank that was broken when the door was forced open.
The other door, out of the room, is equally tough to bust down. They follow it around a hallway to another door.
Vandall and a mook attempt to bash the door open. This time it wasn’t barred and they stumbling it a room with 8 orcs. They have tables and bunks positioned as cover for the arrows they unleash on the surprised men.
The party rushes in and take out some orcs. Vandall and Thoggy and an axeman go down. Spunkmaster Flash rushes in and vaults over the barrier just as the orc captain stammers out “We Surrender” in a very crude common.
The session was halted here.
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Session_Summary:2016-07-31
They kill the orcs.
During watches a gelatinous cube oozes through the door and the mooks and Vandall kill it.
Digging through the cube’s innards they 17cp, 9 sp, 7ep, 2gp, 2pp, and 4 vials
They group finally loots the bodies of the orcs and find 16ep and 2gp. They also find a key ring with 3 keys on it.
They open the door that leads to a room with a bed and a chest. One of the keys open the chest. In it are 14 gems and 3 vials
When you get back to town you determine that the gems are worth 1,400gp.
For xp everyone gets 900xp
Spunky will take time to level up (2 weeks and 200gp cost)
So roughly 3,400 gp in loot for big costs.
Moghrabi is gonna try to learn unseen servant and identify. This will eat up 1,600gp. Learned both spells
Spunky will also learn a spell.
So 1,700gp will be burned for the big ticket items, so far.
Learning the vials.
Potion of extraordinary healing - Vandall takes posession
Poison (half dose), Yoshimi neutralizes poison
Wait a week
Potion of invisibility - Moghrabi takes posession
Potion of Fire Resistance - Spunky takes posession
Potion of Water Breathing - Yoshimi takes posession
Poison (half dose), Yoshimi neutralizes poison
150gp for splint for Vandall. Total spent: 1,850gp
Leaving 1,550gp (of the big stash of loot)
Moghrabi decides to learn detect magic and charm person.
So down to 550gp left in big stash.Spunky buys some chainmail for 75gp475gp left in big stash
Rested and healed and ready for next outing.
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Session_Summary:2016-11-06
On the way back into the dungeon the do a bit for exploring of the entryway area. They find and take the 9 robes found in the temple area.
Exploring the area they left of after the last time in the mooks dig through some 300gp, 5 pieces of jewelry.
Nine centipedes happen upon the party. They are killed but not before sword1 goes down. Spear1 falls but is revived with a drink of hearty mead.
They enter the lair of an owlbear. Axe1 goes down but then Thoggy cleaves owl from bear. They found 6,500cp and a piece of jewelry.
Axe2 kills a violet fungus but Yoshimi is needed to cure the disease caused by the touch of it to rot his flesh.
We leave off the session there.
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Session_Summary:2016-11-13
Picking up where we left off...
6 fire beetles are defeated but not until spear1 goes down.
They take the glands, 15 glands.
They head back to town.
Tallying up loot:
5,500 cp (after 500cp to survivors and 500cp to family of the fallen)
300 gp
1,700gp in jewelry after fees and handling
15 fire beetle glands, sell for 5gp each
Gross total: 2,110gp
XP for the last session and the current foray: 750xp each before taxes and title
Vandall rolled a 10 for hp for 2nd level
Thoggy rolled a 8 for hp for 2nd level
2 weeks plus 2 days pass
Need to use 400gp of party loot
So net gain to party treasue: 1,710 gp
Previous big stash was 475gp
Total is: 2,185gp
3 more sellswords are hired on
The dungeon area is further explored. find some empty stone coffins.The found a door that was barred (determined after hacking through the door). Then a voice booms as they enter the room:
"Deeper and deeper searched, the more arcane the knowledge perched."
Some backtracking is done and then 6 skeletons that were in alcoves come out the group. Axe2 is horribly rended then Spunky turns them all and then all the skeletons are killed. 5 gems are found.
The session is paused here.
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Session_Summary:2016-11-20
Picking up where we left off
The group takes a rightmost exit and follows the tunnel into a room with 5 ghouls.
Spear3 is knocked down in the initial melee. Spunky is able to turn 4 ghouls. Spear2 gets clawed and is paralyzed. The following round Spunky gets clawed and is paralyzed. (Note, I've made a house rule that once you save against a paralyzation attack from a specific creature your are immune to that specific creature's paralyzation attack for the duration of that encounter.)
The lone ghoul is taken down.
4 pieces of jewelry and 3 scrolls are found.
scroll Protection Scroll, Animals, yoshimi has
scroll 3-spell scroll (level 1–3), moghrabi has
continuous light (magician lv2)
flaming sphere (magician lv2)
write spell (magician lv1)
scroll 1-spell scroll (level 4–6), Spunky has
atonement (lv5 cleric)
They run into 2 vile smelling ghasts. Yoshimi goes negative but not enough to bleed out.
2,500gp, long sword +1 (yoshimi), 6 gems, and 4 pieces of jewelry of loot are found
Net wealth is 14,585gp
Everyone gets 3,000xp
1,300gp gets consumed in training costs (and 3 week to boot).
Net wealth: 13,285
Moghrabi rolls 3hp for level 2
Yoshimi rolls 6 hp for level 2
Spunky rolls 8 hp for level 3
Vandall rolls ? for level 3
Thoggy rolls 13 hp for level 3
Hand wave Moghrabi and Yoshimi getting the 1 xp needed for 3rd
Moghrabi rolls 2 hp for level 3
Yoshimi rolls 5 hp for level 3
600gp consumed in training
Net wealth: 12,685
The group decides to put half in common share: 6,685gp
Each member gets 1,200gp as a person share
A total of 5 weeks spent in town
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PC's in session: Vandall, Spunky, Thoggy, Yoshimi, Moghrabi (Moggy to me now :-)
Moghrabi takes 2,000gp out to try to learn Web and Knock, and 2 weeks Web is learned as well as Knock.
Spunky acquires: Cure Moderate, Hold Person, Weird War Hammer for his 2nd level spells upon gaining 3rd level.
They also get 4 new sellswords: Axe4/5, spear4/5.
They go through a high cavern room and several stalactites fall on the party. They right themselves and start crawling back up the walls. After about 10 fall (and badly hurting Yoshimi) the party rushes through the cavern into the next room.
They see a stone coffin on a raised platform/dais. A deep, unnatural chill is felt by all. They send spear5 across to the other side to see what happens. It stays silent.
They go past it and in the next room the fanciest skeleton any has ever seen with nice looking armor and the biggest sword gives them an evil grin. The sight of it causes all that face him to run screaming back to the main temple area.
Once they regroup they go back through a different branch. They run into 5 wights (as identified by Spunky once he sees them). Spear5 is clawed down. Vandall cleaves into one with his +1 sword. as does Thoggy (from the second row with his +1 halberd), quickly killing one. Moggy web ensnaring the 2 wights. Thoggy makes short work of them. Thoggy tries to attack one through the web but gets his weapon stuck. When he does make a hit they back out from his reach.
The group goes back to their rally point in the temple barracks area.
The night goes by uneventfully leading to the 2nd day in the dungeon.
The group makes their way back to the wights. They wights get the drop on them. Sword3 is killed by level drain.
Moggy webs the remaining 2. Thoggy makes quick work of them.
They find 1,000gp and 6 gems in the room.
They make their way back to the room with the skeleton and run screaming back to the temple.
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Great stuff!
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My notes for the room with the vampire:
just wants to sleep. Trusts the skeleton warrior to take care of things. Will summon him if disturbed. He has the undead to watch s*** for him.
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Further session notes, from: 2017-01-08
A new year. Woohoo.
The group goes down a different tunnel and runs into a yellow-brown jelly/blog thing. They eventually kill it and split it in half.
They go into a chamber with some piles of filth. Several grub/worm like things crawl out and try to burrow into the person they hit. Eventually they deal with them, burning off those that get embedded, and burning the victim as well.
As they finish up burning the second pile Yoshimi notices a large pillar/cylinder looking thing with 6 tentacles rushing towards her.
Moghrabi casts web across the tunnel. The thing stretches its tentacles at him. Three strike him. Moggy makes his save but the tentacles pull him into the web. The rest of group cuts tentacles as Moggy frees himself. Yoshimi does get hit with a tentacle, makes her save, and is able to get free of it.
The creature runs aways and the group decides to head back to town to rest up and recruit some more mooks.
Last edited by gizmomathboy (2/20/2017 4:07 pm)
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From: 2017-01-15
The group hangs out waiting for Spunky to get more bad ass (leveling up).
The party has been going to the mook market from the merchant quarter generally.
Spunky changes his chainmail for splint.
The party heads to the adventurer’s guild bar and grill. They hire a priest.
On the way to the mook market the group is approached by a prostitute, Barbara, asking for help. Vandall is the one she talks to.
The rest are skeptical but tag along. She explains that she works at a brothel that just asks for a cut but doesn’t pimp. A bouncer is pressuring her to work for a pimp. The house doesn’t care if there is a pimp they just want their cut.
When they get to the brotherl a guy propositions Yoshimi. She points out to the the gentleman that her gods are more about kicking ass than grabbing ass. Vandall then gets in a bit of fisticuffs with bouncer pressuring Barbara. The bouncer gets a shot in trying to overbear him. Vandall fails to dodge aside. He does however break free. They get up and Vandall proceeds to get the bouncer, Jafar, in a head lock and starts choking him. Jafar breaks free after a few rounds. This doesn’t stop Vandall from pummelling him into unconsciousness.
Vandall tries to awaking Jafar with a pitcher of water but fails to rouse him. Eventually he recovers and Vandall tells Jafar to leave Barabara alone or else he'll be back to finish the job.
They get to the mook market market in the upscale part of town. They generally have better armor and seem a bit more capable. They cost 3 gp per day.
They add to their cast of mooks:
* 1 spear man (spear_6)
* 2 axe men (axe_6, axe_7)
* 1 sword man (sword_4)
* 1 sword/crossbow guy wearing studded leather and shield
* yes, that's how many of each type they have gone through, for the most part
Give 100 XP go Vandall for beating up a bouncer for Barbara. 1 XP to spunk for pointing and laughing. 1 XP Yoshimi for not beating the crap out of everyone.
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From: 2017-02-19
While they are in the guild hall to pick up Trevor (the npc priest) they pick up Kellen as well.
Kellen, fire thief, rolls for level 2 hp: 5+1 (new party member)
They head back into the dungeon and got right back to the roper's room.
The party engages with the roper and eventually kill it.
Kellen takes the lead and finds a secret door that leads into a room.
There is a fireplace looking thing over a hole in the floor.
Spunky decides to take a crap down the hole, as he’s getting ready Vandall threatens to push him down the hole if he does. So, Vandall pushes Spunky down the hole. Spunky is able to keep from doing too much damage to himself.
Vandall looks down the hole and a face appears in the fireplace and says, “That’s something you don’t see everyday.”
This spooks Vandall and he falls into the hole.
Spunky is still has his pants about his ankles and Vandall falls onto him.
Kellen and the fireplace have a pleasant conversation.
The party climbs down and goes down the stairs.
They descend into a room with a door and badly battered table. Kellen finds a secret door that leads down a hallway to another secret door.
They take it into a larger hallway.
Kellen takes the lead and goes down a narrow hallway that leads to a room with 9 pieces of jewelry on pedestals inside glass display cases. They party follows things around and finds alcove with some graffiti in it: "dwarves are cheap skates" "orcs rule, cubes drool" "bob, where are you?"
Kellen then leads the group to a brass door. Opening the door they see polished stone columns with copper inlay in geometric designs. The walls have similar theme. In charcoal on wall to the left of the door as you are facing into the room, "Don't trust gatekeepers".
Moghrabi steps into the room and feels a “feeling like when he casts a spell and manipulates that force” in a more visceral and present way than the fleeting sensation when casting. Kellen searches the room and finds no secret doors nor traps. Talking with Moghrabi he can sort of feel that force if he concentrates.
Spunky can feel it but it’s more arcane than divine so it’s not as powerful or present for him.
We stopped the session there and will pick things up next session.
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From 2017-02-26
The group decides to head back up to the other level.
They kill a gray ooze.
They take out 18 ape-men. 139 ep found on their bodies.
They go into another cave and are jumped by 4 big apes. They announce their presence by throwing a stone down the passageway. After Thoggy gets surprise punched by one Spunky Holds 2 of them. They are eventually defeated. The party finds: 150gp and 12 gems and 4 potion vials
Kellen finds several secret doors and the party takes the the most direct route out.
They go back to town and identify the potions:
Potion of Water Breathing (Spunky)
Potion of Healing (Moghrabi)
Love Potion (Yoshimi)
Potion of Super-Speed (Thoggy)
Moghrabi does spell research: Spider Climb (51 rolled), Strengthen (82 rolled). So both learned.