Sunday, January 31, 2021

Sesel Investigating the Weird

 (written by Jacob, and earning Sesel 100 xp per level, an account of last week's expedition)

Before we began our expedition we had a sudden, if not so surprising, meeting with the House al Rashid. For, the Survivors are, of course, the preeminent Adventuring Company Under-Star, and so of course the great Houses of Gadeed should show interest.


Let me tell you, patrons, Gadeed is a world apart of Cothon, almost more strange to our experience with Cothon or even the Klakon spire, though more familiar at the same time. With it’s markets, and people moving about from place to place, but instead of merchants hawking wares, or adventuring types looking for work the market was full of formal conversations of politics, trials, and such strange and alien topics. The House al Rashid is a beautiful compound, gardens for entertaining, a wall and gate to protect their interests. I find myself wondering what it would take for the Survivors to have a place such as this to house our interests in Gadeed much as we have the Under-Star in Cothon. Though, I am confident many of our members would find the lack of you patrons, the drink and talk of adventurers quick lacking within those walls.


At any rate, following that meeting we did begin our adventures into the Tel once more, seeking the remains of Teucer’s adventuring company who was not so lucky as to be a Survivor.


Having spent some time previously in the Weirding Caves, Torkol was able to provide us with some information from their expedition. This proved to show us where we might go within the caves to try and find our target, as one of the markings was a cave where the ceiling was beyond light. However, upon entering, and reviewing the instructions provided by Gan, we did find another path that seemed to better fit the descriptions.


And so it was that we split off from the places Torkol had traveled. Following hints and possibilities from the instructions provided we delved deep into the Weirding caves. It was here that we found ourselves a rather large cave with the light of a fire burning and the chattering of ape-men.


Unfortunately we were unable to find any way to progress on our path other than through this cave. Not knowing enough about these ape-men myself, we decided to form up within our tunnel entrance and make some noise to draw them to us. They approached with hostility and aggression, and in a very large number.


Our understanding was that these were primitives, and their actions seemed to agree with these. We decided that, in order to progress, it would be a fight. Fortunately, Barbajagle and I were able to subdue a little over half of the beasts in a single blow. The beasts though, being of barbarous intellect, charged us anyway.


Between my allies and friends we were able to dispatch enough that the remaining fled into the darkness. In this cave we were able to harvest our sack of sagh mushrooms, having noted these from the account of Teucer’s adventure.


Exploring further we did finally come to our destination. The plant that did destroy Teucer and his comrades. The plant, according to the account, was merely “a growth of organic material and twisted reaching fronds”. This proved to be quite an understatement. The “growth” was roots and fronds covering the floor and walls of the short tuenn to a small cave which was positively infested with the things. However it was in these roots and fronds that we did detect our objective. The fronds, upon some quick investigations, seemed to react to our presence, pulling towards us slowly.


Being the brave, and well armed, adventurer I am, I volunteered to make my way into the den of the monstrosity. Despite my plate I was able to make my way carefully through the fronds and roots of the dark corridor leading up to our treasures.


Feeling rather like the fly investigating a venus trap plant I did carefully collect the treasure and items. The whole while the fronds slowly reaching towards me, and the massive hulking trunk of this creature leaning towards me as though to engulf and devour me as it did Tulcer and his men.


Having retrieved our target, I made my way out and back to the relative safety of the Weirding tunnels. We then made our way out, feeling lucky that the chnelh were either unable or unwilling to return, we absconded from the caves with our rewards. Thankful, as Torkol was, for the patrols on the Paulbearer’s way providing safe passage back to the city, and the strong drinks and soft beds of Cothon-Under-Star.


Monday, January 25, 2021

Session #14: In the Footsteps of Teucer

 Not himself so keen on adventure as his companions, nevertheless Gan of the Survivors of the Tel uncovered some information concerning the demise of a former alchemist-apprentice associated with Cothon-Under-Star--a demise that suggested a possible avenue for Gan's more adventurous fellow-Survivors.

The account of one torchbearer Kalb, written down by the scribes Under-Star some years ago, relates an expedition gone wrong, with Kalb's master Teucer Ultho leading his men-at-arms and torchbearers into the dark deeps of the Weirding Caves and ultimately coming to a fiery death in the face of great treasure ...

Taking up this account, the other, more adventurous, Survivors gathered after their successful venture on the ships of Telman, to plan their own expedition into the Weirding Caves; flush with success, they hoped to prove the old adage that "bold success engenders further success!"

But in the midst of their planning they were interrupted! A party of slaves wearing the sign of the House al Rashid entered the tavern Under-Star and asked for the "so-called" Survivors of the Tel, whom their mistress Zendaya al Rashid had "a great interest" in granting an audience to them ... Whatever negotiations ensued, it was well-noted that the Survivors agreed to follow the slaves and presumably to pass through the Gates of the Long Walls and thence to enter Gadeed itself to attend Zendaya in her own house; they returned later that afternoon whispering amongst themselves, clearly excited.

But, regardless of the results of their negotiations with Zendaya al Rashid, the Survivors maintained their own plans, and after hiring certain of their favorite hirelings, they were seen to set out from the Gate of Mourners to make their way around the east slope of the Tel al Safina seeking the Weirding Caves ...


  • Avin (magic-user 4)
    accompanied by Vlana the Bard (magic-user 2)
  • Sesel (fighter 4)
    accompanied by Barabajagal (psychic)
  • Ravna (magic-user 3)
    accompanied by Ix (thri-kreen 1)

The same party returned through the Gate of Mourners later in the afternoon, not much weighted down by treasure, but bearing a bloody sack ultimately revealed  at the Old Herm & Stone to be full of the apish hands of chnelh, worth 5 gp per hand.

Nevertheless, the light of success shone in their eyes, and though not willing to give away all the secrets they discovered, still they were happy to relate their success in following Kalb's account and in recovering the artefacts they had sought ...

The lack of hard coin dissuades the hirelings from any wish to wildly carouse, but neveretheless they relate a few details. Obviously, there was a battle against a large number of chnelh ape-men, easily won because of the weird psychical powers of Sesel and Barabajagal combined. Then, past the ape-colony, a corridor with a strange crystalline growth led to the juncture where grew a strange fleshy mushroom-thing, and that was where the final odd artefacts were discovered. The possibility of further exploration lay beyond the thing, but it was uncertain how best to cut away the roots and fronds of the thing that blocked the way ...


Treasure

  • 160 gp for 16 pairs of chnelh hands x5 gp ea.
  • 250 gp for a sackful of sagh fungus
  • 94 gp, 49 ep
  • a heavy metal hilts, flared at one end with a lens
  • an ornate sword, marked with runes

Experience
  • 528 xp from treasure
  • 452 xp from chnelh x16 (25 + hp ea.)
  • 117 xp from chenlh silverback x1 (100 + hp)
  • 300 xp to each character for exploration deep into the Weirding Caves (~approximately the 3rd level)

The Cut
  • 105 gp per character (50 gp to Vlana and Ix, 12 gp to Barabajagal)
  • 574 xp per character (287 to Vlana and Ix)
  • the items to be claimed

The Sailing Sesel

(written by Jacob, relating Sesel's experiences on the Hunt for the Akho, earning Sesel 100 xp per level)


Setting out North along the coast, for even though the islands are just North West of Cothon who in their right minds would sail direct and risk being lost out on the open sea, we made our way swiftly beyond that which we’ve previously travelled. Spirits were high, with a strong wind at our backs making our journey to the Horn. A point of the mainland that weary ships may rest a moment before either making their strike out towards the islands or in, along the coast.


Having made our way here much faster than anticipated we were able to have a moment's rest. Including Rock making us some wonderful stews and prepared foods, as opposed to ship’s rations. It was a good omen, and as we set out the following morning spirits were high.


Our first day out there were sights of pirates some distance out engaged in their activities with another ship. Being the distance we were, and unable to progress quickly enough to provide any actual assistance to those on the other ship we collectively decided to leave the pirate hunting to Captain-General Zaytar, and instead passed by in mourning of the other ship watching the smoke rise to the sky.


As we progressed through the island chain, thankfully unbothered by the pirates, we were able to see something of the strange peoples who live here, the Neurogs. While having reverted to barbarism themselves, the places they inhabit were visible even from the ship, great ruins of ancient structures. The sailors spoke of stories and rumors that some few of these ancient structures had connections to great underground complexes, with defenses the like of which the barbarians could not surpass, and so buried deep underneath some of these may yet lay riches untold. Of course, we had our sights on the Akho, but certainly a thread to keep in mind.


On our fifth day, just before reaching our final resting point before the hunting grounds of the Akho, we were accosted. A slime-ing lump of sea-stuff, the sailors later called a Mu-og, oozed it’s way up onto the deck of the Wind’s Pleasure. Unfortunately, being on the Wandersail I was unable to provide any direct aid. The thing struck a sailor, turning his flesh red and dissolving it near instantly. To the horror of the others he was pulled in and devoured on the spot. With the clever thinking of my fellows on that ship, Avin and Durham, they created a sort of torch-pole that they were able to strike at the amorphous goop. After only a few such encounters with the fire poker it fled back to it’s watery depths.


So, with a much more solemn mood we made our way to the moot-beach on the island of Denya. A small fortification exists here to act as a way station for ships. The fortification presumably was originally intended to keep out the local Denyali. Fortunately for us, at some point along the line the locals decided they liked the visitors, bringing goods and tools they were unable to make. So the captain was able to strike some deal with them and we set up for one last fine meal and fire before we set out to the Akho.


The following morning we adventurers and ship leaders convened to make a hunting plan. Though the topic came up a few times that perhaps this discussion would have been better had in port, where resources were rather more abundant, we made do with what was at hand. We spent the next day cobbling together a sort of raft, using trees of the island traded for our beer. Attaching the branches of those trees to the sides of our two main vessels, slowing us but making our ships much less ship-shaped when seen from below.


Then, with spirits cautiously optimistic and tension high, we set out in search of the Akho. Captain Telman, having done some research on the beast’s hunting patterns, guided us to a straight where most ships befell the beast. Then, late afternoon the Akho struck!


As though a nightmare from childhood, a great surging of water pierced by it’s many tentacles it did rise up. Fortunately for us, the beast fell prey to our superior tactical minds, the surprise of it’s attack being executed on our decoy raft. With our various weapons we did rain death down upon the Akho, striking it with catapult, ballistae, and bow. I, myself, even struck a tentacle so true as to pin it to the wood of the raft. Delaying the beasts ability to flee to deeper waters, and allowing us a few extra moments.


Then, just as we prepared to skewer it with our harpoons it broke free of the raft. Bloodied and wounded it fled like a coward. Down into the deep dark depths, where we could not follow.


Hoping to lure it back out we struck the boughs of the trees from our ships and made our way further along the straight. Late into the evening we came upon a merchant vessel. Not wanting to be out on the water into the night we offered to escore them to the moot-beach in exchange for some of their beer. Having traded ours for our makeshift raft, it would be nice to give the men something to lift spirits after our unsuccessful brush with the Akho.


The merchant ship, though, proved too tempting a target for our quarry. As we made our way back it returned to feast on the presumably defenseless ship. Lucky for them, we were on hand and ready. While it did manage to devour an unfortunate few of the merchant’s sailors we did fell the beast.


Between all three ships we were able to drag the corpse back to the moot-beach, successful in our hunt! And though carving up the beast did reveal some interesting trinkets, we all knew there was greater treasure yet to be had.


The following morning, before the merchant set out, we offered a deal. Stay, share your beer, and wait a day for us, and help us haul our treasure and we will guard your path to Cothon.


Having just been saved from the Akho, they graciously agreed to wait. So we set out back to the straight. Avin volunteered to be our diving-man. Using a strange and magical item Captain Telman had that allowed him to breath underwater Avin was able to investigate several wrecks. After searching much of the day we discovered the wreck we were searching for, the Peregrine Kyni. Between it, and another vessel, we were able to bring back a good haul of treasure to be shared amongst all involved.


With riches in our holds, beer in our bellies, and the wind at our back we did make our way home. With our trip back even less eventful than before, spirits were high as we reached the shores of Cothon, and the wonderful beds of Cothon-Under-Star.



 

Durham's Log 5: The Hunt for the Akho

(written by Joel, relating Durham's experiences on the Hunt for the Akho, earning Durham 100 xp per level)

I sat in front of the Kantor as dawn broke. While I enjoyed the coreguyi game, that night I could only think of the experience I had gained from this new land and if it had steeled myself enough for the creature I signed up to face. The deadly Ahko.


I felt prepared as I had grown to a new level of skill in such a brief time. But there was much I did not know of this creature, only that it devoured a ship the size of the treasure galley Peregrine Kyni.


Pako had come to offer me some breakfast, and I thanked him for his thoughtful behavior. I ate and pondered if I should tell Pako what to do if I should not return. I shook the thought off quickly, while it might have been practical to do so it was not the mind set I wanted. I will return. I did however make a list of errands and chores to keep him busy while I was away and that if they were completed when I returned he would be rewarded.


As dawn gave way to the morning and others had arrived to answer the call to hunt the Ahko. Avin and Ravna I had met before in my previous adventures. Sesel, I never met before, he had the look of a season fighter with his plate armor.


The two ships that were commissioned for this task were the "wonder sail" and "winds pleasure" ; they were released from the dry dock and sliced into the water.


We divided the four of us into groups of two. Avin and I boarded the "winds pleasure" while Ravna and Sesel went to the "wonder sail". And our journey to the straits of Denya and Ahko was under weigh.


Our first and second day at sea were uneventful. On the third we did see pirates attacking a merchant ship, a council was quickly called to determine our course of action. I told the council that it is regrettable that we should pass and not provide aid, but it is better. We should engage the Ahko at full strength and if we engage these pirates we will surely lose some men and supplies even if we are the victor.


Others of the council spoke and the majority of us were in agreement to stick to our purpose and leave the pirates to be dealt with later.


Our fourth day was also uneventful but on the dawn of the fifth day a sailor was attacked by a slime creature called a mowag. Avin was the first to notice and rang the alarm. Shouts of "MOWAG!" were heard and repeated as men rushed to grab shield and spear. I could see the creature's victim near the center of its mass, his features already melted away. The crew made a shield wall to protect themselves and stabbed at the creature with their spears. I took aim with my crossbow, my bolt hit but seemed to have little effect, I quickly changed my strategy. While the crew kept the mowag at bay I called for a spear and the aid of a fellow sailor, I pulled a touch out of my pack and tied it on with some rope. I heard cries of terror behind me, the mowag must have got another of the crew. I finished securing the torch and lit it at a nearby lantern. I called the crew to make way and open the shield wall. As they did I saw the mowag and plunged the torch into the creature. The mowag writhed in pain and quickly retreated over the side of the ship into the sea.


The encounter with the mowag left me worried, with only the day left until the straits of Denya, what plan did we have to fight the Akho? Based on rumor alone it must be a hundred times more fierce than the mowag. I decided to put my mind to the problem for the rest of the day. By nightfall we had arrived at our destination and made camp


A council was once again called by Telman. He opened the floor to any proposals for hunting the Ahko. So I stepped forth to present my plan.


I suggested that we make a decoy for the Ahko to attack and while it is occupied with the decoy we attack from either side. I still had a few questions like what exactly the Akho looked like? Did the creature have a pattern to its attack? 


A grizzled old sailor described the Akho. The creature had a multitude of tentacles, thin in profile like an oar of a ship and steel grey. It's body covered in grey scales encircling a giant red eye, its maw said to be mostly a blob of slime, melting anything unfortunate to come in contact with it.


Telman said that most attacks seemed to happen around noon at the eastern part of the straight.


The council agreed with my idea and decided to build a raft, big enough to match the hull of a merchant ship and we also decided to add spikes to the raft in hopes of entangling the tentacles of the Akho.


We traded with the local tribe, our wine for access to their lumber. It took a day to build our raft.


The next day we set sail, the Wonder sail led the way towing the raft behind it and the winds pleasure followed the raft. We used leftover branches to blur the silotte of our ships from below making the raft the clear target.


We cruised along the eastern straights, then suddenly a dark figure was spotted below the water between the wonder sail and the raft, it paused for a moment then moved towards the raft.


Grey tentacles raised out of the water wrapping around the raft. Soon after its steel grey body also rose out of the sea and a top it was a great red. I ran to the catapult, gauged the distance, adjusted for wind and fired. The rock flew through the sky and hit the beast with a thundering crack. Ballista and arrows followed. I shouted to the crew.


"Look and see! The beast bleeds! If it bleeds, then it can be killed! So steady your hands, draw your bows and aim true! For today we slay this sea DEVIL!


The wonder sail had now begun its attack on the Ahko. The beast cried out and began to struggle away from the raft. Not wanting the creature to getaway I helped load a harpoon into a ballista but a lass it was too late. For the Ahko broke away from the raft, shattering our decoy to pieces and dived down below. Only the blood stained water remained.


I sighed with mixed feelings, I was relieved that our encounter with the Ahko had gone well but the monster had escaped. I feared that the next meeting would not be in our favor.


We sailed back the way we came and saw a merchant ship, we hailed it. Their craft came alongside our vessel, we warned the captain of the Ahko and offered to be their escort. The merchant ship captain happily accepted our help. We sailed at their flank. As we were about to exit the eastern part of the straight the Ahko attacked once more going after the merchant ship. We engaged the beast in combat once more. Firing our arrows and ballista at it. The battle did not last a long as the first as a shot from the wonder sail struck the creature and landed a deadly blow. The life drain out of the Ahko, its tentacles went limp the terror of the Denya straights was slayed.


Cheers rang out from all the ships. We hooked our lines into our dead prey and brought the dead Ahko on to the beach. We shall inspect its corpse and begin the salvage of the ships that the Ahko attacked. Tonight shall be full of mead and merry.




Friday, January 22, 2021

From Bartholomew's Journals: A Legend is Born!

(Written by Phil, this account of Bartholomew's recent experiences in the Weirding Caverns will earn Bartholomew 100 xp per level)

From the Journals of Bartholomew Pettibone, of the House Pettibone


A Purveyor of Enchanting Sorcery


17 January 2021 – Gan ad-Din - a legend is born!


With good friends Hey-Jo and Persephone, a new companion (Torkul), and a couple of hirelings (Gan ad-Din and Stout), we returned to the Weirding Caves, intent on continuing our explorations. Down into the depths of the cavern system we crept: Finbar the Renyu leading with his keen senses, Gan, Stout, and Torkul farther behind. Persephone, Hey-Jo, and I brought up the rear.


As we explored, we made our way to a dimly lit culdesac with a pool of water in the center. In this room we encountered what appeared to be another adventuring group: 2 salamander-ish creatures, a rat-like beast, and a sentient plant in a pot – I think. By using another odd, plant-like, device we were somehow able to communicate. This device somehow translated our languages (in a rudimentary way) back and forth. This requirse further, future investigation.


Yep – the cavern mushrooms seemed to have worked wonders on us! We entered into a parley with these adventurers(?), offering them items in trade for knowledge. The first bit of knowledge they offered was to describe a rather weird, tall, stalk-like creature, with tentacles sprouting from it's top. They related that it was highly dangerous and evil, and explained to us where it could be found (in what we called the 'Giant Mushroom Room'). We termed this creature the 'whomping willow'. Their second offer was that they would lead us to a nest of sakkra, which they would like exterminated. If we defeated the sakkra they would allow our group to keep a small portion of the treasure. However, they refused to assist in any combat. Hmm. We declined, and amicably departed ways, having lost in trade only a days' worth of rations, a bottle of oil, and three torches.


On we tromped.


Almost aimlessly, we wandered down a new passage, where we ran headlong into a group of 'wild renyu' (creatures like Finbar and Paku). However, these renyu were apparently master-less and as such were quite unapproachable. We distracted them with a days-worth of rations, then backed away to safety. Ever get the feeling that 'rations' are the theme of this story?


So – back we tracked to the 'Giant Mushroom Room'. The aroma of old mildew and mold wafted over us. The room was massive: the ceiling and floor were invisible to us, as was the far side. We noted a narrow ledge wended around the room from our left, but did not descend. About halfway around the room, we found that the ledge ended at another passage, which opened to our left, heading farther east. Yet we still could not discern the floor of this massive room. Hey-Jo solved that puzzle easily, by pitching a lit torch over the ledge, intending to illuminate the floor.


And then our eyes beheld a horror that is almost impossible to imagine! Two of the tentacled beasts! They were real, but they appeared surreal and ferocious. Living monsters! There was also the scattered twinkling of piles of coins, gemstones and jewels! The flash of light from metallic bracers, goblets, tiaras – even armor! And bones. And rotting corpses. This did not look promising.


The plan was this: the bulk of our party would return to the farther entrance and begin pelting the evil creatures with missiles. While this was occurring, Barty would lower Gan down to scoop up treasure in bags. Can you believe the bravery and courage of Gan?! He fairly leaped at the idea of being lowered into that nasty mess in order to scoop treasure! Finbar would also stay to keep watch and assisted Barty. Is this how it all played out? Well, kind of – maybe.


Both creatures were initially distracted, and Gan was dropped down to begin scooping treasure. However, one creature surprised us by departing the melee through an unforeseen tunnel at the bottom of the room (directly below our intrepid attackers)!


Gan began scooping!


Torkul correctly guessed that it might be possible that the departing beast knew of a back-passage, so he and Stout guarded our exit. Brilliant maneuver! Indeed, the beast arrived near our exit through another tunnel. NO! But, because of Torkul's quick thinking, our group was not cut off, and he was prepared with oil and a torch. A fire was ablaze just as the beast arrived! We were saved, but brave Torkul took a lung-full of something, spores(?), emitted from the beast.


And Gan kept scooping!


Torkul was pulled back and was barely able to choke down a bottle of sakkra blood, offered by Persephone. And then he was gone: his eyes closed, his muscles locked, then went limp, and the bottle fell from his hand. But no! He roused – but was weakened to the point of needing assistance to amble. I fear that without Persephone's potion, Torkul would have perished a horrible, painful death.


And Gan continued scooping!


At the last, we retrieved Gan, with three bags of treasure. And then we made a hasty escape! I had tried to make Gan return up the rope after collecting two bags full – but Gan (that brave, brave fellow) refused, and returned with three bags full! We ran from the caverns like giggling children, gleefully escaping from an old man's vineyard after devouring his prized grapes! Our route through the tunnels and back to town was unhampered – and once returned, we drank deeply, and cheered the names of Torkul and Gan ad-Din! Without their heroic bravery, I'm afraid our corpses would be laying forever in that foul pit. But now we have LOOT!


Thursday, January 21, 2021

Torkol's Misadventures in the Weird

(Written by Jacob, this account of Torkol's recent experiences in the Weirding Caverns will earn Torkol 100 xp per level)

Not wanting to leave all the adventuring to my robust friend Sesel I decided to leave the relative safety of Cothon’s greatest tavern, that of Cothon-Under-Star. Before making my way I met up with Cothon’s newest patron, Bartholomew and his erstwhile companions Heijo and Persephone. After some deliberation we concluded to investigate the Weirding Caves, them having been recently and myself being quite curious having heard several stories of the place.


Our trip out was uneventful, thanks to the well patrolled path of the Pallbearers' Way. Unsure of our specific goals within the caves we opted for a fairly straightforward path, so as to make return easier. This led us quickly deep within the cave system. Before long we were confronted by a mismatched group of beings, obviously intelligent by their communication, but unable to communicate with us. After establishing that we were not there to invite conflict they brought out a strange potted plant that somehow mimicked both our speech, and that of the creatures. Through this interpreter we arranged for an exchange of information for goods, netting us some info on a nearby cave. Specifically that it contained “great evil”.


Not wanting to test ourselves against a ‘great evil’ just yet we backtracked to the upper levels of the caves, and explored some area that the previous adventure hadn't investigated. There we found a group of Renyu that Persephone’s companion Finbar indicated were ‘feral’. After tossing a ration to them served more to create conflict amongst tham than it did to lower tensions we decided to investigate elsewhere.


At this point I thought I had my bearings, and so decided we needed to investigate that room of the ‘great evil’ to see if we could locate the remains of a previous expedition. I’m still not sure at this point if we ever even got close, being unable to confirm any of the landmarks I was expecting.


Anyway, the room of ‘great evil’ ended up being a massive room in which our torch light didn’t reach ceiling nor floor, save for a single worked path along the wall from our side of the room to an exit on the other side. Before fully leaving this place we tossed a torch down to see what we could see. And lo and behold, two great mushnts (that’s Mushroom-Ent) lumbered about below. Fortunately for us, having seen no sparkle or shine this whole trip, we also spotted some treasure. Being the foo (cough) brave adventurers we are we organized a plan to distract the mushnts from one end while the extremely brave Gan ad-Din (no known relation to my friend Gan, of the Survivors) was lowered into the pit to shovel the treasure.


You may be thinking: “ah, and they reached up with the fronds on their heads and struck at you”. They did not, though try as they might we were simply too high up for them. While they were initially somewhat confused by our attacks, lumbering around in circles, eventually one of them fled the room by the only exit we could see. Thinking quickly, and using my knowledge of other such caverns from which the Survivors have investigated, I went with my (decidedly less enthusiastic) colleague Stout. He and I laid down oil on the path I calculated the creature to take, and lo it did. The fire held it at bay, but it did release a cloud of spores to assault us. I, being an honourable employer, pushed the rather solidly built Stout out of danger, but did inhale some myself.


That, I tell you, did not feel good in the slightest. However, still having enough strength to act, I lobbed a flask of oil on the beast, setting it aflame with the fire of the hall. Take that you beast, you’re not the only one who can throw around pain. At that, though, I began to weaken, the spores having clogged my airways. Stout hauled me back to our compatriots, and Persephony poured some vile, life saving, filth down my gullet. This allowed me to recover my breath, and just in time too. For it was that Gan had collected most of the valuables, and the mushnt in the pit was starting to notice him. So, at the heaving and hauling of Bartholomew and Finber, we absconded from the caves. And, again in thanks to the patrols providing safe passage back to our soft beds, strong drink, and all you wonderful patrons, we have Survived yet another adventure into the Tel.




Tuesday, January 19, 2021

Session #13: "A Great Evil"

Following the last expedition into the Weirding Caverns, a conversation in-earnest strikes up in the public room Under-Star, where the mother-of-pearl-sheen of the inside shell of the Mother Whelk shines back candlelight like the passing of the stars at night ... Bartholomew Pettibone and companion Heijo managed to find Torkol, one of the Surivors of the Tel, and also draw into their circle Persephone of the Kantor Kabljauhof ...

A kind of excitement animates the conversation, collating information disparately dis-covered by different expeditions: "Do you think the Old Pale Worm is the strange serpent we encountered?" "... There's something other than Klackons down in the Sixth House inside the Great Spire ..." &c.

Ultimately, Torkol admits to his curiosity about the Weirding Caverns, into which he and his companions have not yet delved, and so he suggests the gathered company continue the explorations into the caves begun last week ...

Altogether, the company agrees, and they are seen to make their way from Cothon-Under-Star, strengthened by hiring a couple of footmen from amongst the lesser taverns nearby, and thence make their way through the streets to the Gate of Mourners to make their way east unto and into the Tel al Safina ...


  • Bartholomew Pettibone (magic-user 1)
    accompanied by Gan ad Din (footman)
  • Heijo (magic-user 1)
  • Torkol (magic-user 1)
    accompanied by Stout of Auk (footman)
  • Persephone (fighter 2)
    accompanied by Finbar the renyu


The company returned later in the day, Gan hauling sacks heavy with treasure while Stout carried his master Torkol, wheezing, sweating, and pallid ...

Returning to the public room Under-Star, the company set Torkol up "comfortably" with cushions and made sure he could continue to breathe while they counted out the treasures they had retrieved from the Weirding Caverns ...

Claiming a verbal agreement that he was to receive an extra share, Stout of Auk took more than a typical "footman's" share and then went forth to enjoy the night; meanwhile, Gan ad-Din reveled in the sense of his own heroism and risk in recovering the treasure--"Without Gan, how would we enjoy the continued pouring of all these amphorae of wine??"

A kind of narrative can be pieced together between what Stout and Gan tell--delving in the Weirding Caverns, the party came to a dead-end occupied by another group of "adventurers" of rather smaller and stranger stature than their own party. Some kind of deal, knowledge for treasure, was offered, and it was partially successful in the revelation that "a Great Evil" dwelt in a nearby cavern.

Yeah, I drew this


After further negotiations broke down, further explorations ultimately ended up in the nearby cavern where "a Great Evil" resided, and this was revealed to be a pair of pallid walking fungal trees. Gan was able to collect treasure from the floor of their chamber, while others fought them off; but Torkol got a lungful of spores from one of them, hence his much weakened state ...


Treasure

  • 86 gp, 92 ep, 3595 sp
  • 1500 gp from gems x3 (500 ea.)
  • 900 gp from a pair of "divining rods" made of braided silver and electrum
  • 1000 gp from a set of damaged ceremonial armor
  • a mysterious metallic sphere the size of an eyeball with a black "lens" on one face and a small stud opposite
Experience
  • 3892 xp from treasure
  • 1090 xp from "Great Evil" x2 (500 + hp ea.)
  • 455 xp from renyu x4 (100 + hp ea.)
  • 100 xp to each character for interaction with the Zoq-Fot-Pik
The Cut
  • 194 gold to both Stout of Auk and Gan ad-Din (both are claiming "double footman-shares")
  • 876 gold to each player-character (Bartholomew, Heijo, Torkol, Persephone)
  • 1459 xp per player-character
  • the strange metal sphere

Player reports, illustrations, maps, etc. etc. sent to me will be posted to the blog and earn the player-character providing the in-character "report" 100 xp per level ...

Monday, January 18, 2021

From Bartholomew's Journals: Capers in the Caves

 (written by Phil, this report about a recent expedition to the Tel in which Bartholomew participated will earn that character 100 xp per level)

From the Journals of Bartholomew Pettibone, of the House Pettibone


A Purveyor of Enchanting Sorcery


11 January 2021 – a continuation of my capers and shenanigans in the harbor city of Cothon.


The esteemed Durham has shipped off quietly with a rather large force of sailors, marines, and raucous adventurers – literally – in search of some strange creature, or creatures, that have been affecting shipping. I have no great desire to be aboard ship again so soon, so I have remained at Cothon, and have sought new companions and adventures. And, wow – did we get some adventure!


But first – I spent a small amount of time settling myself into a new situation. I have taken up residence at the inn and tavern that has been built out of (or into?) a massively giant whelk shell. I have no other words to describe it. It's big. Really, really big. For the time being, I will associate myself with this 'faction' – they, at least, seem to have some cursory interest in alchemy and other arcane subjects.


It was at the inn, Cothon Under-Star, where I met new companions: Persephone who has knowledge of the immediate area (and also another one of those interesting dog-like servants) – and Hey-Jo, a rather quiet but humorous chappee! Hey-Jo is an odd chappee, with blotchy, stained skin (weird patches of indigo and crimson). I beleve While getting to know each other, over several rounds of ale, we gleaned from the locals that a certain troupe of 'ape-men' were harassing and marauding local miners, in an area a short distance to the north east of town. It was related to us that each 'paw' returned would earn us a minimum of 5 gp each. Hmm. With definite interest in collecting gold, we endeavored to learn more. After asking for more detailed information about these creatures and the whereabouts of this tribe of miscreants, we began to put together a slightly different picture.


The 'ape-men' are called the Chnelh, and it's possible that they may have some rudimentary civilizationand language. It is reported that they worship some strange crystalline object, and that they might actually have a language – they can definitely work together, use tools, and wield weapons. But they are thought of as 'crazed animals'. I'm not sold on that.


And so we set out. After an uneventful march, we arrived near the caverns where we had been advised the Chnelh could be found. A cold camp was erected in a hidden location and we set a watch schedule and began our observations. We were not disappointed. Early during out first evening we observed a large – VERY large – millipede-thing creep to a location near one of the two cave entrances we were watching, and hide itself as to make an ambush on cave dwellers moving in or out of the southern-most cavern. Later we observed a small troupe of Chnelh approach the caves, led by a small group of humans(?), but also leading a group of what appeared to be enslaved humans. As they reached the entrance (the more southwestern one) an encounter occurred in which their group lost a Chnelh to the creature before it was driven away. The group then entered that cave, and were not seen again.


Near dusk, a flock(?) of large flying reptiles exploded out of the more northern cave entrance. And of course, a group of at least six of them broke off and headed toward our encampment. We attempted to hide, but to no avail, and a squabble was on! Two of the foul beasts were dropped with my expert use of my arcane magic, and the rest pressed us. I was badly savaged by the largest of the beasts, and my fine companions dispatched it handily – causing the remaining few to escape in fright! Due to my severe damage, my companions and I made the quick decision to return to Cothon and seek medical assistance and rest.


After quaffing multiple pitchers of healing beverage (ale), and armed with new knowledge, items for general adventuring, and two hired hands, we set off to continue our reconnaissance mission to learn more about these Chnelh. Our hirelings were: Uthia of Tarth (a fine young fighting maiden – hired by Barty), and Warda the Rose (another fine fighting lass – hired by Persephone).


We entered the cavern system and soon noted a couple of odd, reptilian-like creatures – and we followed them. Down through passages, and behind a waterfall – good Finbar was our detective.


As silently as we had crept, it was not enough. From a side passage a duo of those same creatures emerged and with swift, deft moves they skewered good Uthia – in an instant her life was snuffed! In a panic my fingers twisted and the words were spoken, and the forces of arcana were unleashed upon our assailants. They dropped into a deep slumber. But not only those two, another of their kindred was in a nearby chamber (a guard chamber by it's looks), and it had also been affected by my spell.


We gathered them together, bound and gagged – but able to move, and we tethered them together using a long spear.


Our next thought was to escape. We made our way back through the caverns, and amazingly enough made our way to comparative safety. Persephone led us to a secret cave where a strange hermit was hiding out and living with a pack of renyu. We delivered two of our captives to this man before trotting our third back to town. We intended to parade our captive right up to the gentleman asking for information of their kind. Hahahaha!! But before we could enter the city, we were accosted by a local fisherman who explained that our captive was a sakkra, and that their kind were under a type of 'treaty protection'. Yes, of course. Am I now truly a kidnapper? Have I become scum? Have I submerged myself into madness?


But, no! Hey-Jo and I took our 'captive' out into the wilderness and released it, with a dagger. It was angry – very angry – and rightfully so. It croaked out a final, angry word to me, before ambling off into the bush, “Why?”.


That word will haunt me forever.


Thursday, January 14, 2021

Session #12: Weirding Caverns Double Feature

Through the excitement still brimming in the streets during the closing days of the Coreguyi Games, one newcomer to the city Bartholomew Pettibone sought for a tavern in which to establish himself for a time securely, thence to strike out and make his fortune. Briefly considering the Confraternity of Issa the Baptist, it seemed he was turned off by the more religious character of the cloister, and he found himself ultimately paying for association under the shell of the Mother Whelk at Cothon-Under-Star.

From thence, he wished to gather a party for further investigations in the great Tel al Safina, but as the most adventuresome members of the Survivors of the Tel (also Under-Star) had already departed on the galleys of Telman of Tsipa, Bartholomew had to seek elsewhere for companions.

Ultimately, Bartholomew was able to secure the interest of Kantoner Persephone, and the two picked up a third accomplice for adventure in the person of one Heijo, a dyer and magic-user fresh off the boat in the harbor and ready to attain new wealth.

Following rumor that the Herm & Stone tavern was offering a bounty of 5 gold per hand of chnelh ape-man returned to the tavern from the Weirding Caverns, Heijo asked around about the chnelh--do they have any society? any culture? elders? To which most answers received were mere scoffs--the ape-men have no culture other than their strange obsession with their crystalline idols.

Armed with this sketchy intelligence, the three departed Cothon through the Gate of Mourners, reportedly to follow the road east past the Temenos and then to seek along the north-eastern slopes of the Tel to observe the Weirding Caverns there.


  • Bartholomew Pettibone (magic-user 1)
  • Heijo (magic-user 1)
  • Persephone (fighter 1)
    accompanied by her renyu companion Finbar


After the group failed to return that evening, let alone the next morning, talk in the tavern circled around their potential demise; were they victims of the chnelh? Did they stumble into the midst of a pack of gadhars? Perhaps they grew too bold at the sight of the Old Pale Worm's accumulated treasures, and end as the serudla's feast?

It was thus a great surprise when the party returned the next day, alive! though with Bartholomew savaged by some beast's serried teeth. Setting their injured companion in his room with strict admonishment to rest and recuperate, Heijo and Persephone then went out to seek further information, especially from the prospectors at the Herm & Stone. (Meanwhile, Bartholomew tippled enthusiastically at the bar, and regaled not a few fellow patrons with an account of a daring night-battle against flying six-eyed reptiles)

Over several days, Bartholomew's wounds were sufficiently healed; and Heijo felt secure with certain better information gotten at some difficulty from "hero-type" Akin the Beautiful at the Herm & Stone regarding what he claims might be a secretive cult within the caves. Hoping to use this new information to better ends than their last attempt, the three companions now also hired help from the local taverns:

  • Warda the Rose (likely lass), hired by Persephone
  • Uthia of Tarth (footwoman), hired by Bartholomew

The strengthened company then set out once more from the Gate of Mourners, presumably to follow the same route as before, hopefully to greater success.

And lo! come night, there was no morbid speculation as to their demise, for the company returned, though by circuitous route (they returned through the Gate of Fishermen, having traversed down the beach past the Dyers' Migdol), and missing one member--poor Uthia of Tarth was laid low in the depths of the Tel, and they were apparently unable to recover her body from the lair of the Sakkra where she had fallen.

Paid her "pittance" of 25 gold by Persephone after the lucre-less adventure, Warda went her way while the other companions set about wondering what to do with the strange clay pot they recovered, and wondering to themselves about the strange laws of the Dual-Cities--"What does it mean to be 'protected' by the Kantor Kabljauhof?"


Treasure

  • 12 flasks of viscous black liquid
  • a clay pot of infused sekeker wax
Experience
  • 900 from treasure
  • 961 from flying-reptiles x 6 (150 + hp ea.)
  • 611 from Sakkra x 11 (50 + hp ea.)
  • 200 xp to each character for discovering the Sakkra-lair in the Weirding Caverns
The Cut
  • 25 gold to Warda the Rose
  • 1024 xp to each character

You can comment on the post below or let me know some other way what characters intend to do for downtime for week-ending 1/16

Players who provide written accounts, maps, artwork, or anything representing what happened during the session, esp. from an in-character perspective, will earn the character 100 xp per level, and be posted here for others to see/

Tuesday, January 12, 2021

The Talk in the Taverns

The festivities following the Coreguyi Games are inescapable--wherever one goes throughout the harbor of Cothon, one cannot but see throngs in the taverns, cheering their neighborhood champions with endless rounds of wine, while in the tavern-corners barstool-gladiators go over and over the contests between the blooded warriors, gesticulating energetically as to which techniques they should have used to win victory faster, or to escape defeat.

Almost unbelievably, a fresh gladiator came out most famously victorious these Games: Elam al Kir defeated Mortu the Black in the final match, and despite the crowd's insistence that Mortu die, Elam was allowed to grant him mercy, and received the palm fronds and the golden laurels to the wild acclaim of the populace. Nevertheless, the crowd was granted the "joy" of surprise blood when Himar al Chlen was fully run through by Mortu's longsword, adding another notch to his "Blade of Death" as the stalwart old gladiator bled out before even any magic could staunch his mortal wound.

At the Heroön, tavern of the gladiators, Sesel, of the Survivors of the Tel, joined in the celebrations singing paeans to the victors and elegies for the fallen, and he was heard to improvise this short verse in memory of Itra the Swift, a warrior of old:

With his eye of truth and sword-sure hand
He did defeat his foes
With his great psionic powers planned
And struck to close
Itra did grow great and strong
But all great things
And every life both short and long
Does find it’s final Inn
Where rest his weary head and end
His long life goes

------

Eschewing the final celebrations after the Games, the two-galley expedition of Telman of Tsipa slipped quietly from the Kantor Kabljauhof's slipways, through the harbor to sail east and north across Dirac's Sea in seek of the Denyan Akho. Four adventurers from among those new-come to the city answered his call to adventure, hoping to win heaps of gold and excess of glory should they successfully destroy the beast disrupting trade from the east.

Meanwhile, also at the Kantor, Captain-General Zaytar's preparations for his campaign against the pirates of Dirac's Sea continue apace. Though he has yet to secure the public assistance of the Soufets of Cothon-Gadeed, nevertheless the talk is that Zaytar has recently come by certain useful information in his preparations, i.e. in the capture of a pirate from a hidden pirate-cove in the sea-caves north of Cothon ...

[concerning this, the referee has just ordered the Avalon Hill game Trireme, with the intent that when this anti-piracy campaign actually kicks off, it can be properly "wargamed out"]

------

Furthermore, by this time word has circulated through the city that the Herm & Stone tavern is offering a nominal bounty of 5 gold pieces per chnelh hand returned to the tavern from the Weirding Caverns. The chnelh are a kind of ape-man, described more like some kind of mandrill or baboon than other great apes: "roughly humanoid in shape, with long, sharp jaws and sharp teeth, a rudimentary nose, and large jewel-like round eyes beneath beetling brows."

The chnelh are said to have recently increased in population such that they have taken over portions of the Weirding Caverns, and are now disrupting the explorations of the prospectors of the Guild of Miners and Prospectors that is tied to the Herm & Stone tavern. They can wield primitive weapons like barbaric men, but their only known culture is the worship of strange pillars of crystal.

Akin the Beautiful and his comrades, Lakhmish min Aqqa and the Kzin Hero Chrr'ff-Hunter, associates all of the Herm & Stone, have set themselves up as a small company of adventurers intent on claiming much of this bounty for themselves, in opposition to the new appearance of "up-and-comers" in the other taverns throughout the Dual-Cities.

------

Finally, a note on a research project long-labored over: Master Aljadd of Cothon-Under-Star emerges from the back rooms of the tavern where alchemical work is done with a haunted look on his face.

For several weeks he has labored, dissecting and investigating the corpse of a creature recovered from inside the Spire of the Attine Klackons by an expedition some weeks ago ...

Though not intending to spread rumors too far, nevertheless the strange results of Aljadd's investigations provide grist for the rumor mill: the insectile creature that he dissected contains stingers filled with paralyzing venom in both of its forward striking-arms, venom that is especially potent against the particular biological systems of Klackons. Though humans and others may be affected by the paralyzing venom, Klackons are particularly susceptible and almost incapable of resisting it. And the creature's purpose beyond that seems clear in the fact that its abdomen contains a dagger-like ovipositor/stinger to deliver an egg into the body of whatever creature is paralyzed by its venomed attack ...

Turning to the Survivors of the Tel, who supplied the body that he has dissected, Aljadd offers further recompense if something more about this creature and the "plague of the 6th House" that it seems to represent can be recovered (yet the word gets around, and if others than the Survivors can do as he asks, surely he would pay them just as handsomely). In particular, he wishes to see the corpse of a Klackon fallen victim to the creature, or better yet, what might hatch out of the eggs the creature might implant (if possible to discover!).

Nevertheless, appreciative of the Survivor's initial success, Master Aljadd is able to supply a dose each of a potion of anti-paralyzant to Sesel, Avin, and Ravna. He claims that it will "denature" the muscle-locking venom, whatever that may mean, but in particular will "cure" paralyzation caused by the creature's stings.


Monday, January 11, 2021

Durham's Log 4: A Swim in the Dark

 (written by Durham's player, Joel, concerning a recent foray into the Sea Caves, and earning Durham 100 xp per level)

With the promise of coin from Zayta for more information of the pirate camp and bounty, should we capture a pirate alive. I went to recruit a small team to recon the area.

I ran into an egar new adventurer name Bartholomew. He is a magic user and a student of many languages. He is an eager soul with many clever ideas.

I also hired Bridne for her martial arts as insurance if we ran into a fight. My faithful renyu Pako was are guide.

We headed north to the caves, navigating our way to the camp. There was a small camp on the beach and further down the beach was a ship and another ship on the other side of the cave.

I crept up to investigate the camp and heard voices in conversation,. Several normal voice and one deep growling voice. I used my scanner to see eight lifeforms. I went back to my compatriots to report what I had found. Bartholomew suggested we keep watch on the camp while one of us investigated the ships. I volunteered.

Leaving Bartholomew and Bridne behind I crossed the channel that traveled down the sea cave to the beach on the other side of the sea cave. The ship I first saw was black with a hawk face with sides painted like wing where the oars came out. What a terrifying sight it must be when at full speed, oars imitating flapping wings. The second ship had a prominent ram on it shaped like a nautilus, tentacles waiting to impale a board side of a galley.

With a description of both ships I slipped back to my party. When I came to the sudden realization that I was not alone in the water. Whatever the creature was beneath me seemed to pay me no mind so I continued careful not to bring attention to myself.

Bartholomew and Bridne had been watching the camp, the pirates have been drinking and Bartholomew had pick out a suitable candidate for captur. We waited until he went to relieve himself then Bartholomew whispered a word and made a gesture with his hand and the mark fell down into deep sleep. Other members of the camp heard and called out to their friend. I knew they would come and investigate but I remember all the pranks I would pull on my brother by throwing my voice. I called upon those talents once again and gave my best performances of a drunkard with a mouth full of sand. The other pirates seemed convinced and returned to their drink.

Lifting our captive we slipped away from the camp then bound and gaged him. He soon woke. With a knife to his throat and snarling Pako, he accepted our request.

We made our way back only encountering a strange snake with large globe like eyes that slithered away. The rest of our trip was uneventful. Bartholomew had some questions about our procedure thinking it strange to walk our bounty in the open street. I guess they have no outlaws or criminals where he is from.

Zayta was please with our success placing a large bag of coin in front of us. We split our bounty separated ways. Pako and I retired to my usual booth at the Kantor. Where I met a lovely dancer by the name of Vituria.



Session #11: The Hunt for the Denyan Akho *Updated with the Return of the Intrepid Hunters!*

 While the excitement of the Coreguyi Games consumes the Dual-Cities, four adventurers make their way through the festivities in the streets to the Kantor Kabljauhof where two galleys--the Wind's Pleasure and the Wandersail--are ready to cast off into the harbor and out to the wider waters of Dirac's Sea, commanded by the young captain Telman of Tsipa.

They come answering Telman's call to adventure--to what end? To seek the dreaded akho that haunts the Straits of Denya, disrupting trade to and from the cities to the east. One of the Ten Cities' League's own ships, the treasure galley Peregrine Kyni, was even amongst its victims in recent months, and so the Kantor of the Hanse and the Soufets of the city have offered a joint bounty of 10,000 gold for the destruction of the beast, plus the freedom to recover and alienate any treasure from the beast's victims where they lie upon the sea floor.

Intrigued by this promise of gold and adventure, four of the recent newcome-adventurers answered the call, and join the crews of Telman's galleys as they slip out to sea early in the morning:


  • Sesel (fighting-man 3)
  • Avin (magic-user 3)
  • Durham (fighting-man 3)
  • Ravna (magic-user 2)


As to the results of this expedition, the city will have to wait to hear, for the Straits of Denya are a full week away under good sail ...

...

Three ships pulled into the harbor, two weeks after the Wind's Pleasure and the Wandersail set out to sea--those very two galleys, escorting the merchant ship Manafi'u, captained by Ishme Ea, a man grateful to the heroes of Telman's galleys who delivered his ship from the grip of the akho!

And what a haul of treasure they return with! The ironside carapace of the akho is displayed outside the Kantor, along with the steely cable-like tentacles cut from the beast, all strung up for the week to show off the success of the expedition. And much more was recovered--a collection of artefacts taken up from the wracks of ship in the Denyan Straits, pulled down by the monster, as well as numerous chests filled with coin from the cities of the east. Alas, the trade goods carried in the wracks' bellies were too badly rotted and waterlogged, but nevertheless there is no little lucre to be shared out to the heroes who accompanied the venture, and even to the common crewmen of the galleys.

The story of the expedition is fairly straightforward, as told by many an oarsman who went along--partway out, they observed a raiding vessel crewed by Sakkra attacking another merchantman, but felt unsure that they could deal with it while maintaining their own strength to attack the akho. Further on, a gelatinous muagh climbed its way into one ship and claimed two crewmen before being driven off by fire. At the moot-beach of Denya, agreements were reached with the Denyali tribesfolk to use their lumber for the creation of a decoy-raft. This plan worked almost perfectly, as the akho attacked the raft, while the ballistae and catapults of the two galleys hammered the monster from afar. But the beast slipped under the waters before its demise, and only resurfaced later to attack the Manafi'u, at which point it was finally slain by catapult shot, and the riches of its underwater grave looted by the long-breathing Avin.

More detail can surely be heard at the Kantor from Durham's version of events, while Sesel at Cothon-Under-Star gives his own accounting.

But as to the haul ...


Treasure

  • 5173 gp per character share (including actual coin, value of gems, value of akho parts, &c.)
  • silver torc
  • pair of eyeball-sized metal orbs, both with a black "lens" on one side and stud opposite
  • scrollcase containing scroll
  • gilt warhammer head
  • strange plate armor of non-metal blue-black carapace parts
  • ornate shield boss
  • ring
  • metal cylinder containing 11 vials of a mysterious clear liquid
  • a shirt of mail

Experience

  • 5173 xp per character (treasure)
  • 162.5 for 1/2 muagh (300 + hp / 2)
  • 427.5 for 1/2 akho (800 + hp / 2)
  • 200 xp to each character for an expedition into "the world beyond"

The Cut

  • 5173 gp per character
  • 5520 xp per character
  • Telman claims the shirt of mail; the other items are all already accounted for per character claims

Friday, January 8, 2021

The Coreguyi Games

The Pyre is lit!

Even as the pink fingers of dawn just reach over the eastern horizon, the red-orange glow of the Heroes' Pyre shines forth over the walls of the great Coreguyi Arena, as the effigies of heroes laid low of old are once again laid on the bier and sent with the rising flames to join the transcendent halls of the honored dead. The secret rites of the fighting-societies have been conducted all through the night; now with the lighting of the pyres, a fanfare of trumpets from the high walls of the Arena announce the beginning of the Coreguyi Games and the public participation in the funereal remembrance of heroic ancecstors.

From their guildhalls, the various fighting-societies gather and make their processions through the streets of the Dual-Cities to the Arena, clashing swords and spears against their shields, carrying aloft the colors of their society, marching to the beat of drums, to the blare of trumpets, or even to the fifing pipes.

Herds of hmela will be slaughtered this morning and during the following week, and roasted in the public houses and temples, the best cuts taken by nobles and priests, but the rest of the meat shared out to the common people in public feasts and liturgies. And wine will flow in at these liturgies, and then in even greater abundance afterwards in private symposia.

At the Arena itself, every day will bring a new slate of athletic and gladiatorial contests. Footraces, boxing, archery, wrestling, and even rhetorical and poetical competitions will take up the morning, open to anyone willing to compete for the prize of a palm frond and a silver torc. Then the afternoon will be filled with the bloodsport of the fighting-societies: gadhars, zrne, chnelh and other beasts will be hunted through the arena, whetting the crowd's appetites, and then the gladiators, famous veterans and newcomers alike will pair off.

Such warriors as Grond the Grim, Himar al Chlen, Theriax the Peltast and even the fighting-woman Shalla the Aridani will all shed blood for the enjoyment of the populace--and some in the crowd will secretly hope for another tragedy like the last Games, when the infamous and cruel Mortu the Black refused mercy for the beloved veteran Wulfherr the Barbarian, and slew him despite the cries of, "Let him go!" from the seats above.




 

Taking part in the festivities of the Games requires spending a character's downtime for the week--the various feasts and symposia, and attending the Arena to watch the Games themselves, not to mention the late night benders through the taverns with gladiators and athletes, victorious and defeated--all of this precludes and productivity on other projects during the week. (those not partaking in the Games are free to spend their downtimes as they wish, of course)

To fully partake in the Games, a character may spend up to 100 gp per level; he or she will gain an equivalent amount of xp (barring certain outcomes below), and then roll 2d6 and cross reference the result with the occurrences on the table below.

Any who have spent at least 100 gold on the Long Wake in the weeks prior to this will add +1 per 100 gold to the results of their 2d6 roll (and thus may avoid the worst outcomes, while possibly rolling higher than a "12")



2d6

Roll


The Coreguyi Games



2

Whether  you indulged in too much wine during the festivities, or that one street 

vendor's falafel gave you food poisoning, you spent most of the Games with the 

flux; gain no xp 



3

Competing  in one of the non-gladiatorial contests--a footrace, boxing match, 

etc.--nevertheless turned out poorly. Not only did you lose, but suffer an injury, 

temporarily weakened by -1 HD (minimum hp 1) on your next expedition



4

Your support for one particular gladiator earns you the enmity of his rival's 

supporters, and things got heated. You now have a Rival in the city, and must roll a d20; if it's over your CHA, the argument got physical, suffer 1-4 hp damage


5

Not everyone can win--the gladiator you wagered on was defeated, and now you're out 10-200 gold (1d20 x 10 gp)



6

Your enjoyment of the Games was interrupted by a group of Issites who invaded 

the Arena near you and loudly decried the Games as sinfully violent, and abhorrent evidence of the evils of slavery; earn only ½ xp from this event, but you may approach the Issites to initiate a new relationship with their leader


7

From a good seat you get a full view of the various competitions and gladiatorial 

contests and thoroughly enjoy the Games!


8

Luck guided your gold when betting, and your man won through to take up the 

palm frond of victory--and you win 10-200 gold (1d20 x 10 gp)



9

A spared gladiator notes your gesture of the "sheathed thumb" in particular when defeated, and makes a point of finding you out in the crowd afterward to make your acquaintance; this opens a new friendly relationship with the fighting-man



10

To the skilled, victory! Competing in a footrace, archery shoot, or perhaps even a 

contest of oration and poetry, you actually beat out your competitors and receive a palm frond and a silver torc fashioned like a wreath of laurel (worth 250 gold)



11

At one of the many public liturgies (feasts) offered by citizens and those of means 

during the festival, you prove to be an interesting dinner-companion; this opens a new relationship with a citizen of Gadeed, or some other personage



12

After the Games you find yourself at the Heroön, tavern of the gladiators, 

celebrating with paeans to the victors and elegies for the dead. Gain xp equal to 1.5 times the gold you spent (or, if feeling loquacious, earn double xp if you actually write up a bit of verse!)



13

You found yourself part of the procession of a fighting-society as it marches 

through the streets and ultimately enters the Arena, led by a lictor and musicians; invited to join the society during the "melee", you acquit yourself well, and receive a splendid weapon or piece of armor from the society in gratitude


14

Part of your gold is spent purchasing a beast for the "hunts", or outfitting a slave or squire to take part in the combats; if they survive, their service is yours



15

Not only did you win a prize in one of the various competitions (as 10 above), but your victory was so commanding or graceful that it earned you the notice of a 

potential Patron, thus opening a special relationship clock



Let me know in the comments down below, on Discord, or by email the results of your character's carousing