Saturday, February 27, 2021

Cothon-Under-Star

Of the four so-called Great Taverns, Cothon-Under-Star has so far proved the most attractive to new wave of foreign adventurers come to make their fortune in the underworld of the Tel al Safina, not the least of which include the new adventuring company the Survivors of the Tel. As such, it will be the first to receive a little more in-depth description, pursuant to a recent productive discussion as to the way magic-users learn spells between the referee and certain players. So:


The Tavern

Easily the most distinctive of the four taverns, the common room of Cothon-Under-Star stands beneath the immense shell of a "Mother Whelk", a kind of titanic sea-beast rarely seen even in the days of the epic heroes of old. The points of this shell rise above the roofs all around it, and the whole structure stands overlooking the harbor, beckoning to sailors of every vessel called to port amidst the quays.

Situated in the west of the city, the tavern Under-Star is thus near to the Verdant Towers, a section of the city walls "manned" by the bacta-growing clan of the Xholda Klackons, and covered with the hanging gardens of their mysterious flowers and fungi. A strong mutual interest binds these Klackon bacta-growers with the Guild of Alchemists and Bacta-Makers which owns the tavern Under-Star, and the fruitful gardens are but a part of the supply of herbs, fungi, and essential oils that aid the alchemists in their mysterious works.

Such a close connection between the Guild of Alchemists and the Verdant Towers means that a portion of the tavern at Cothon-Under-Star is sectioned off for the use of Klackon clientele, serving them their own predilections in cuisine--sour and mold-topped beers, fungal salads poisonous to man, slime molds slurped up alongside jellied offals, and much else unsettling to human stomachs is served there, in the dim blue light of bioluminescing conks.

It is rumored that a tunnel connects the Verdant Towers to the workshops of the alchemists, to facilitate more direct communication and exchange between them--but who outside the Guild would know?

The bartenders of the tavern are one Althalos, a freedman who nevertheless stayed on to keep the inn after receiving manumission, and Tki'it, a Klackon from the Verdant Towers who attends to the needs of her own people.


The Workshops

Run as it is by the Guild of Alchemists, Cothon-Under-Star is adjoined to a court of structures of a more mundane sort than the Mother Whelk, which together constitute its alchemical workshops, apartments for resident-apprentices, slaves, and servants, and a library of accumulated formulae and other wisdom.

The workshops and laboratories are stocked with the various equipment of alchemists, i.e. alembics, calcinators, retorts, etc., as well as goodly supplies of common ingredients for the most popular of poultices and elixirs. At least one apprentice is always on hand for the production of bacta-poultices, a kind of healing salve sold widely to the public. Nobler and less common ingredients are kept in smaller amounts and in more secure vaults--as are the various formulae that give direction to their use.

Tavern-members are allowed some limited use of these workshops and supplies for their own purposes; meanwhile, journeymen of the Guild are allowed extensive purview of the facilities for their various experiments, wide-ranging pursuits, or entrepreneurial projects.

An alchemist using these facilities over the course of a week (Downtime: Alchemical Pursuits) would have ample resources for the testing of potions, elixirs, poisons, philters, etc. etc. This extends beyond the merely aqueous: the apparatus includes means of testing the hardness and properties of metals and alloys, and it is to the Guild of Alchemists that the Drovers' Guild sell the chitinous hides of their chlen-beasts (not to be confused with the chnelh ape men!) to be alchemically treated and formed into armor plate.

And too, for the ambitious, arrangements could certainly be made with Master Alchemist Aljadd for the use of a workshop for the development of one's own experimental elixirs, or other such projects.




The Library

Though predominantly a cache of immense alchemical knowledge, a repository of innumerable formulae--some thoroughly useful, some foolhardy, others foolish--nevertheless, the library Under-Star has accumulated knowledge beyond that simple purview over the years. Attached to one of the Great Taverns, it has been frequented by adventurers of old, no few of which were masters of arcane arts as well, who bequeathed some of their researches to the stacks; and too, the long association with the Klackons of the Verdant Towers has furnished opportunity for the gathering of information relating to their people.

As such those who use the library Under-Star for the purposes of non-magical research are especially able to delve into these topics:

  • alchemy, obviously
  • attendant to the above, information regarding certain beasts with glands, oils, or other alchemically useful parts
  • (local) Klackon language, culture, history, etc., some of in the form of Klackon "script" of elaborately knotted strands of silk (esp. the Xholda, but there is some information regarding the Attines)
  • architecture and the construction of defensive works (courtesy of the Klackons' interest in same)

But to those attuned to the sorcerous powers, perhaps more interesting is the collection of spellbooks left behind by their predecessors, sequestered away in a smaller cozier (more secure) chamber. Dues-paying tavern-members are allowed to peruse these works (though not to remove them!), to learn the spells therein for themselves as they will. All the books listed here are copies, and so convey no bonus as would the splendid original.


Three of the spellbooks are collaborations between Iocastus and his boon-companion Tk-etk-dsa, one of those rare Klackons possessed of arcane aptitude. The originals are all purported to have been constructed in the script of Tk-etk-dsa's people; what remain in the library Under-Star are but translations into the modern tongue:

Preparations for the Glorious Return to the Forest Eternal
This work is a collection of elegiac poems concerning the Forest of Hh-k'k-ssa, a place of final repose--or final reunion?--among certain Klackon peoples. The work is strongly melancholic in a way that might strike a human reader strangely--why should the final reunion of all Klackons in an eternal paradise be tinged with sorrow? The riddle is inexplicable; no Klackon could explain it satisfactorily. Nevertheless, the poetry, even translated, is hauntingly beautiful, and contained within its beauty are two efficacious rites of purification:
I. purify food and drink
III. cure disease

In the Mouth of Kazon, His Fastness
A meandering and narrative poem-description of the nature of Kazon the Unseen, a kind of demon-lord of certain Klackon legend-cycles. The demon's mouth is described as filled with many tongues, all in the form of a web, and the web is his fortress, and it is surrounded by the cloud of his killing-darkness, etc. When read, the dark imagery of the poem seems to writhe within one's mind, or in the back of one's sight, as if a piece of Kazon's dark sorcery were trapped within its meters ...
II. web
V. cloudkill

Changing Water: Part One
This book is a kaleidoscopic collection of metaphysical poems and meditations on the nature of self and one's place in the eternally backward-stretching chain of becoming that is one's genetic and cultural inheritance. Unlike the previous two works, it is not a piece of Klackon legendry, but an original work created by both Iocastus and Tk-etk-dsa. Unfortunately, it is only the first part of what was a multi-volume work, this introduction including the meditations necessary before attempting to "change the water" ... Further volumes were said to dive deep into abstruse philosophy that would nevertheless help the reader to pull aside the veils of time itself, or to see even unto the higher planes ...
III. water breathing
IV. neutralize poison


Binding and Loosing, Crannoc the Journeyman
What at first seems to be a workmanlike spellbook containing simple spells to bind and loose portals quickly reveals itself, even by casual perusal, to be the work of a uniquely touched intellect. The entire work is conceived as an erotic metaphor, the magic a means of seduction of a lock aloof, or of securing the faithfulness to oneself alone of an otherwise "loose" door. Whatever one feels about the aesthetic sensibility of the single-minded pursuit of these metaphors, the spells perform as advertised:
II. knock, wizard lock

Book of the Black Sleep
The original work was said to contain an additional, original spell, but unfortunately whoever copied the present volume did not see fit to include that rumored bit of arcane lore. As to its contents, the Book of the Black Sleep is almost more a book of art than anything, being a collection of phantasmagoric imagery, said to have been culled directly from the dark dreams of a victim of the black sleep. The current work is a series of woodcut copies of what were originally painted scenes; recurring motifs and symbols (as well as the copyist's notes) allow a magic-user to follow the logic of the spells within.
I. sleep, darkness
II. phantasmal force

The Act of Seeing, 
This codex is comprised mostly of incredibly detailed anatomical sketches of eyes and the muscles of the face surrounding them, their placement in the skull, and the connection of the optic nerves to the brain, all interspersed with notes as to the various functions of these organs. A careful reader will glean the development of a kind of argument, that with all of this particular knowledge one can learn to "see properly", either to see things unclouded by illusion--or by seeing things "by another guise" one is able to create in the world the reality of what one is seeing.
III. dispel magic
IV. polymorph other

The Ninety-Seven Steps, Pan al Khadaji
A kind of fechtbuch illustrating what at first seem like an impossible combination of fighting-stances and stance-changes all chained together. Perhaps geared more toward the martial or athletic type of sorcerer, nevertheless, the introduction promises that even those of less limber form will gain much from going through the exercises, learning to adapt their bodies to new possibilities, and through the "moving meditation" of the eponymous steps, learn to unlock the ability to move in ways that no mere mortal can--even seeming to be in more than one place at once!
II. mirror image, levitate
III. haste


Thursday, February 25, 2021

From Bartholomew's Journals: Unfriendly Fronds

 (written by Phil, player of Bartholomew, concerning a recent delve and earning the magic-user 100 xp per level)


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery

18 February 2021 – An electric tree?

While taking some libations at the inn recently, I met the captain (Ilasha by name) of a newly berthed cargo ship. Interested in their travels, I offered to purchase a drink and she accepted. From our discussionsI ended up purchasing an old, dusty scroll case she had come upon during her lengthy travels. It was definitely of high quality, and intricate in it's working and artistic design. The languages tooled upon it and that were apparent to my eyes were unlike any I had ever seen – which leads me to believe it is magical in nature, or at least protected by the same.

My old chum Hey-Jo and I joined with a new group of adventurers whom I have recently clanked tankards with. They call themselves the Survivors, and I have pledged, for the time, to join and assist their merry band!

Hey-Jo and Torkul both took a few moments to run their trained eyes and hands over the scroll I had purchased, and it was determined that indeed it was magical in nature, and contained the powerful inscriptions of at least three arcane rituals. One provides sight into other dimensions. A second allows the caster to easily locate precious metals and gems. And a third holds powerfully strong magic that instantly draws the water from a being – some form of withering. I feel relieved that my purchase has been fruitful, and beyond my wildest imaginings! This new knowledge was tucked safely away, with my belongings, and I will attempt later to copy these formulae into my own library without triggering their effects.

So, with hirelings and general goods procured, we trundled off to further explore the Weirding caves – searching to learn more about what others have called an 'electric tree'. We shall refer to it as the ET. Sesel, Hey-Jo, Ravna, Avin, and myself (accompanied by Barabajagel, Ix, Vlana, and the ever-dependable Gan!) departed the city via the Pallbearer's Way, heading north into the unknown. Again.

We attained the cavern entrance without encounter and delved quietly into the dark maw, with Sesel, Gan and myself leading the way, lanterns lit. Deep we marched, through known passages. As we neared the chamber where the ape-men had been seen previously, participating in some base ritual, angry howls and hooted challenges met us – we had been spotted! The play was afoot!

The hairy, musty beasts hooted and howled and stomped and screamed! I could swear that not a few of them catapulted feces in our direction! We did the same, all the time slowly advancing. But I must insist – we did NOT fling poo! It appeared to us that the creatures were delaying us as they were slowly fleeing through the back passage. Clearly they did not want to interact with us.

On their alter, within this ritual room, sat a pink crystal about the size of a large person's upper leg. Hey-Jo casually approached and dropped a sack over the crystal. As the crystalline structure was affixed to the base stone of the altar, and impossible to budge, the sack was removed, and we all stood back. We discussed at length among ourselves, and finally decided to leave the crystal be. Except – as we chatted Hey-Jo calmly approached, hammer in hand, and attempted to chip a small sliver off of the crystal, saying it would be good to have for identification later. The hammer struck ...

Time stood still. (The DM consulted his notes)

Barabajagel and Sesel both immediately sensed a new intellect touching their minds, but no physical entity could be noted. The rest of us continued oogling the pretty bauble, totally unaware.

We followed the passage the ape-men had escaped through, heading toward the northwest. Another vein of crystal was noted in this passage, and at a juncture with a short, southerly passage, we observed what appeared to be a tap-root growing into that vein. When we first observed this new crystal veil, Hey-Jo collected a few samples by chipping them off with a hammer. It was definitely of a different crystal type than what was on the altar, and also unidentifiable. It held no color and was about an arm's length above our heads. Sesel and his companions noted that a chamber, down this southerly passage, held the ET, and that we must advance with care.

As mentioned, a large root of this plant-ish thing appeared to grow out of the chamber, up the southerly passage, across the main passage, and into, or out of, the vein of crystalline material. Through experimentation, Hey-Jo noted that the fronds of the ET tended to be attracted to heat. I inspected the tap-root by placing my hand as close to the root as possible, without touching it, and sensed a slight warmth. Tempted, I tapped it lightly with my naked finger. Small buds immediately sprouted from the tuber and snaked toward me! I backed away quickly, staying out of it's reach. Fascinating!

Down this southerly passage lay a chamber that appeared to be an almost perfect square. It's walls were stone, but hand-worked. What appeared to be a dais was built into a large alcove inserted into the western wall, and a strange metal plinth angled out of the floor near the dias, pointing slightly away from the dias. Upon the dais we could see various items strewn about, and what appeared to be a number of circular patterns engraved(?) into it's floor. The strange plant-like creature was large, and covered the floor, ceiling, and walls all about the southwest corner. There were so many of the fronds and tendrils from this creature that it appeared impossible to approach its central core, or to exit through the opposite passage. However, it just might, with some trouble, be possible to reach the dais, if one is very, very careful. And I am not. In the meantime, as I took stock of the square chamber, our friend Avin, back in the main passage, began alchemical construction of a small magnet.

Hey-Jo, determined to learn more, followed my earlier example and poked the root with a dagger. Bud-fronds wafted about, as before, attempting to reach Hey-Jo, but to no avail. Sesel, emboldened, poked the thing with his gloved finger, and the frond tried to wrap itself around his hand. Sesel withdrew.

Back at the chamber entrance, I pitched a lit flask of oil into the northeastern corner of the room, hoping that it would cause enough heat to tempt the creature, and blind its senses to us. A conflagration was easily started, but it was not enough, apparently, to seduce the beast. Yes its fronds were tempted by the heat of the flames, but it was not enough. Even so, brave (reckless?) Hey-Jo attempted to use the fire as a distraction and crept jauntily along the northwest wall, toward the dais, to see what baubles might be snatched! As Hey-Jo moved along the wall, their hand reached out and grabbed by accident, but securely, onto one of the fronds. It instantly began wrapping around their wrist! But Hey-Jo was able to twist free, and continued moving toward the dais. Seriously?! A rope was passed from Sesel to Bart, and thence on to Hey-Jo, and it was affixed around their waist. Thus tethered to our party, Hey-Jo attended the dais and scooped up what goodies that lay about. A few of the fronds flailed at Hey-Jo, missing, and Hey-Jo was able to remain out of their reach. But only for a while. A frond wrapped around one of Hey-Jo's legs and a scream of serious pain wailed from their mouth! Our stalwart chum was able to fight through the pain, grab more treasure, and struggled painfully back to safety with us. Ravna tended to Hey-Jo, weaving a healing pattern of arcane power in the air over the wounds, while speaking soothing words, and removed the damage done.

Avin abandoned the construction of her magnet, and used a meditative process that reduce her body heat – a trick I must investigate further. Thus altered, she found that the fronds ignored her presence! To the Dais she crept, slowly, and collected numerous items, returning to us unhindered.

As we began to retrace our steps back toward the ape-man ritual chamber, we heard what was certainly a large troupe of the beasts returning down the passage behind us, coming from the northwest. We waited and as they approached the entrance to the ET chamber, I pitched a lit flask of oil at the ET tendril crossing the corridor. At the same moment, Ravna cast a spell of intense darkness! We departed, leaving the ape-men and their odd masters calling and yelling threats in the darkness, at our retreating backs.

Our return to the city, and to our safe quarters at Cothon Under-Star, was without interruption. The scrolls (two of them) and an ornate purse-bag turned out to radiate magic. Through further investigation we learned that one scroll held very complicated magic describing three particularly interesting spells (Levitate, Dispell or Disbelieve, and Transmutation) – all, at this point, beyond my comprehension. The other, well, that was a different case, of sorts. As Torkul ran his eyes over it's glyphs, his countenance twisted into a grimace, and his hair literally stood out straight from his head in all directions, like stalks of dried straw. As this happened, the scroll and its case burst soundlessly into a cloud of vapor and was whisked away from his hands as if on a breeze. In the silence that followed, all that we heard was a single, hoarse, whispered word escaping the lips of good friend Torkul - “shit”.

Wednesday, February 24, 2021

The Society of Lamplighters and Treasure-Bearers

Following the public chartering of the Survivors of the Tel as a company bounden together in the common interest of delving the Tel al Safina for its lost treasures and ancient mysteries, there was something of an acme of interest in the idea of such an adventuring-society.

Over at the Herm & Stone, one Akin the Beautiful put together a small group, proclaiming themselves the Heroic Companions of Hrrl-ra. Their recent first foray into the Tel in imitation of the Survivors (and other, less-incorporated adventurers) met with violence, but not without lucre. Akin himself has been wounded for the week, while potential hireling Zaid-Zero was almost slain and is also laid low recuperating.

As to the fate of Zaid, and of other former hirelings--Uthia in particular, who was slain in the Weirding Caves and her body left behind, but also Mad Matho, whose right arm was melted and who no longer seeks to join any company--a similar "organizing impulse" has been heard amongst the various hangers-on and ne'er-do-wells amongst the taverns of Cothon whose services can be hired for a share of treasure.

To this end, a group of the lot have declared themselves The Society of Lamplighters and Treasure-Bearers, and they have drawn up an official charter for themselves detailing their responsibilities to those who employ them, and their employers' responsibilities toward themselves. Not all of the pool of hirelings have yet signed on to this "union", but those who have hope that their influence will either ultimately win everyone over, or at least influence future "wages", etc. for everyone.


The Lamplighters' Society

Recognizing that one of the main functions of a hireling for a group of adventurer is as a torchbearer, linkboy, lamplighter, etc., the Society has established itself as an adjunct of the Guild of Chandlers and Lamplighters whose main public-house is the lesser tavern The Hall of Nimhe, not far from the Confraternity of Issa. With this as their "base", the Society is easy to locate, and as they are explicitly seeking employment with adventuring companies or individuals, player-characters hiring from the Lamplighters go through a different hiring process than that for the disorganized hangers-on.

First, the prospective employer offers a share of treasure to the Society, which will be added to the Society's coffers and used for the benefit of all of its members. The player-character then rolls a die according to the proffered share of treasure, following this table:

Dice Rolled

Share Offered

d3 (1-3)

quarter share

d6+1 (2-7)

half share

d4+3 (4-7)

full share

The dice will/may change in the future, depending on changes to the number of Society-members. At the moment there are seven "founding" members, and when one has obtained a die roll from the above table, one then cross-references it with the members'-table:

Die

Roll


Name


Class


Equipment


Notes

1

Wahid the Wastrel

beggar

empty tankard

likely hung over

2

Pseudolus Freedman

footman

spear and shield

freed slave

3

Doctor Sontag

physician

healing kit

haunted, refuses to fight


4


Tanit al Jamila

magic-user


kindjal dagger, spell


flaunts her figure


5


Vudot Vodot

magic-user


charm person


stentorious orator

6

Pkunk the Mystic

Alkari

6th sense

offers aura readings


7

Kogus the Bodyguard


Bulrathi


macuahuitl, arbalest


always completes contract

At the end of an expedition, the promised share of treasure must be paid to the Society, as well as a flat wage to the hireling according to their class:

  • beggars should receive 10 gold

  • footmen should receive 25 gold

  • skilled hirelings (i.e. a physician) should receive 50 gold

  • a classed character should receive 100 gold

As part of the impetus to create the Society was mutual assistance and insurance against poor treatment, hiring a member of the Lamplighters includes the expectation that a diya (man-price) of 100 gold, or a full share of treasure (whichever is higher) is to be paid to the Society if a member is maimed to the extent that they can no longer expedition (e.g. Mad Matho), or killed during the course of adventure. It is expected that bodies be returned to be given proper rites, unless dire circumstance prevents them being retrieved.

Cruel treatment of a member, or abandoning the body of one slain, will result in a player-character being unable to contract with the Society again; however, good treatment, such as a wage bonus, buying extra equipment, or other such gifts, etc. will result in the player-character receiving preferential treatment from the Society, including increased loyalty, and possibly a reduction in hiring-costs.


What are the advantages to hiring from the Society of Lamplighters?

1) All members are at +1 morale. This hasn't come up much in the game so far, but I do roll reactions/morale for hirelings asked to do dangerous things, and because of this +1, Society members are more willing to risk danger and less likely to flee from it compared to others

2) Though modest right now (an inconsequential institution), the Society of Lamplighters aims to use its coffers and clout to purchase its own store of arms, armor, and adventuring equipment with which to outfit its members; thus Society-members will come already "kitted out" rather than needing their employer's assistance

3) As an established institution in the Dual-City, a friendly relationship/good reputation with the Society of Lamplighters may open the possibility of employing them in ways other than the typical expedition or adventure. The possibilities are certainly nebulous at the moment, but could ultimately be of wide-ranging applications


Session #18: Teucer's Footsteps 2: Electric Tree Boogaloo

The newly chartered Survivors of the Tel gathered at their home-tavern, Cothon-Under-Star to plan another expedition into the Tel al Safina. One Bartholomew Pettibone, newest member of the group, also brought in his boon companion Heijo the sorcerous dyer.

After running through all of their "leads" into the Tel--such as Ravna's continued strange dreams of a waterfall and singing mushrooms in dark caves, or the mysterious goings-on in the Great Spire of the Attine Klackons--it was decided to follow up on an earlier expedition. For the treasure there was a sure thing, glimpsed by Sesel as it was covered by the fronds of a strange fleshy "tree"; the only problem was--how to get it out?

But surely if anyone could find a way, it would be such a group as left through the Gate of Mourners that morning, to follow the way east and north around the eastern slope of the Tel:


  • Sesel (fighter 4)
    accompanied by Barabajagal
  • Bartholomew Pettibone (magic-user 3)
    accompanied by Gan ad Din
  • Ravna (magic-user 4)
    accompanied by Ix
  • Avin (magic-user 4)
    accompanied by Vlana the Bard
  • Heijo (magic-user 2)

This large party was seen to return later that day, largely unscathed and carrying a variety of interesting treasure, including an antique shield, a beautifully worked bag, and a couple of loaded sacks. Heijo alone bore strange burnlike scars upon his flesh, but only the sharp of eye would have noticed them on his already dye-stained skin.

Returning Under-Star to count their gains, the party was seen to have also acquired a handful of gems, pieces of jewelry, and a pair of ornate copper-chased scroll cases. After valuing everything, the retainers all gladly collect their winnings and (given the haul) all proceed to go out and drink to their own (and their employers') success!

Remaining at Cothon-Under-Star, Barabajagal proceeds to taste of every fermented, moldered, and fungal thing the Klackons have to offer, and gains quite a taste for same--"Not like I didn't already enjoy the wonders of the fungal kingdom, but this mold-beer is marvelous! Sesel, you must try it!" In the midst of this revel, he tells of the lair of the chnelh and how the place is thick with sagh, that most wondrous ingredient of many a cup of "cosmic truth".

Meanwhile, Gan the Goldbearer drinks his way to the Kantor Kabljauhof and is there seen cavorting with the dancing girls and handing out handsome tips in his inebriation. He tells of a strange growth in the depths of the Tel, with fleshy roots and swaying fronds, and of the heroism of Heijo, who sneaked in to collect the treasure, but was burned by the weird fronds. When he had to retreat, it was Avin who gathered the remainder of their haul (though there was more left behind!)--and yet she seemed to have grown deathly cold, and moved as one dead. Gan wonders if she is not some kind of vampire? ... but as the evening wears on he is seen to keep the company of one Istrid in particular, one of the girls employed for entertainment at the Kantor.


The Lucre

  • 2010 gold from 6 gems (4x500, 1x10)
  • 600 gold from a black (onyx?) statuette of a creature that resembles a lithe but strangely animal Kzinrett or Mrrshan, sitting on its haunches
  • 1000 gold from a jewelled human (?) skull: its teeth are all silvered, a carbuncle is sconced in gold in its forehead, and the top of the skull has been trepanned and the rim chased with electrum
  • 800 gold from an art-work of a geode with pink corals set into it in a kind of diorama, perhaps depicting a cavern filled with coral-like columns? It might have been worth more, but several of the corals were broken sometime in the past
  • two slivers of crystal, one from the ape "idol", one from the "vein" on the cave wall
  • an antique shield with a patinaed bronze face; the boss includes a strange boxy device of glass and gold in the grip (i.e. behind the shield)
  • an odd half-circle of silver, its outer face chased with gold tines; it almost seems like a torc, but is too short to wear as such
  • a bag of black-dyed Klackon silk, meshed with finest platinum threads; the ring that draws the bag closed is a mysterious piece that seems to telescope itself open or closed; this bag would be worth quite a fortune, but it is also magical
  • a scroll containing several spells of intricate formula: levitate, disbelieve/dispel, and transmutation
  • a cursed scroll! Torkol, having read it, is the target of whatever effect it produced ...
The Learning
  • 800 xp from "getting around" the strange frond-thing
  • 1000 xp from 2 encounters with chnelh and their masters (neither was "decisively" resolved, but I am in the school of "judiciously avoiding an encounter = xp", so this is a partial award for the choices made)
The Cut
  • 872 gold per player-character (437 gold to Vlana and Ix, 88 gold to Gan and Barabajagal)
  • 1242 xp per player-character (621 to Vlana and Ix)
  • the crystal slivers
  • the shield
  • the "half" torc
  • the bag
  • the remaining spell-scroll

(as ever, players may "buy out" any gold-value item they find interesting for themselves, and any write-ups or other representations of what went down during the expedition and sent to me will be posted to the blog for 100 xp per player-character level)


Monday, February 22, 2021

Power in Knowledge ...

Oathring of the Wreccae

One of the items returned from the seabed during the hunt for the Denyan akho was a great silver arm-ring, generally in the possession of Ravna of the Survivors of the Tel. Having identified something of the strange philters retrieved during the same expedition, she turned her attentions to research the ring. First, with the help of Torkol and Gan, inscriptions around the ring were identified as a series of solemn oaths in an old northern tongue, but imbued with a power to bend the will's of men. Armed with this knowledge, Ravna was then able to roust up some old legends of the north from the sailors frequenting the harbor-side taverns. To wit:

One of the grimmer and more famous of the oath-ring cycles involves Scarred-Wala, whose single-minded quest ultimately led to the doom of himself and all his companions. The tales of his early heroism are many--a warrior who inspired awe and respect, and could have been a great king of the Solamnite tribes he walked amongst. But a twist of fate on one of his voyages brought him to a glimpse of the Greyjewel, a weirdstone so wondrous as said to contain a psychic impression of Magician himself.

Knowing he must have it, Wala returned to his tribes and worked in secret to forge an oath-ring of power; and when it was finished, he had six of his finest companions swear great oaths on it, and so bent their minds to his will, and with them as captains, he gathered a great host of Solamnite sea-reivers (wreccae in that tongue) to fall on the great city Sark-on-Solwe, where the Greyjewel was then purported to be, on the famous Street of Gems.

A bloodbath ensued as the city was put to sword and fire, but the Greyjewel was nowhere to be found. Thus began Wala's long doom-quest in seek of it, chasing after every scrap of rumor, squandering the lives of his friends and boon companions until, as it is said, he died alone, crushed by the falling timbers of his rotting ship as dwelt under it on a beach.

But the ring had passed out of the story before then, along with all his companions; and word is that such an one had recently resurfaced somewhere in the East. It certainly could have been on one of the vessels embraced by the Denyan akho, perhaps carried by another would-be hero who perished to the sea ...


------


The Eye of Morwe and the Hamdi Codex
A Happy Coincidence

Two separate research projects came together in an unexpected way as Razo's continued work deciphering the periplus of the ancient Voyager (with the help of Hry-Haya Yehat, of course) suddenly helped shed some light on the strange eye-like orb that Gan was experimenting with, attempting to divine its purpose.

Though the current section is incompletely deciphered (Razo rolled a shaky 8 for research), its description involves Hamdi and his crew befouled by a tempest and run aground on the island of the strange wizard Morwe where he dwelt with his daughter Altayra and their servant Imfawr. A reference to the salvation of one of Hamdi's crewmen, drowned in the storm but returned to life mystically by Altayra's use of "her father's eye" might have gone by unremarked, as a part of an already fantastical story, except that Hry-Haya indicated a tradition among his own people that Altayra had come with Hamdi on the return-voyage, carrying copies of her father's spellbooks, and that she had ventured with an Alkari companion (whose life she had also saved) into the Tel al Safina, and there battled ancient fungal horrors, amongst other adventures.

At talk over wine in the common room later, Gan hears this and suddenly leaps up to go and retrieve the orb--excited by the sudden possibility lit in his mind. He calls for Althalos to go and slaughter a djeja-bird for him, and to bring it hence, and when the bird's body is brought in, its throat slit skillfully by the innkeeper (somewhat perturbed to be slaughtering an egg-laying bird for nothing!), Gan stands over the body, points the orb's iris at it, and presses the stud--and the bird leaps up in a flurry of feathers, cackling mad to be surrounded by people!

The episode is the talk of Cothon-Under-Star for the rest of the week, and certainly makes the rounds to the other taverns that same night ...


------


Bartholomew and Ilasha

It has been just over a week since a group of merchant vessels came in from the east, escorted by Hanseatic ships, with word about the campaign against the pirates among their other wares. One of their number was Captain Ilasha, whose ship carried alongside its break-bulk goods a smaller selection of wares the captain intended to sell separately for her private enrichment.

Among those items was a scroll case and scroll, purported by the captain to be of magical origin, and which immediately caught the eye of Bartholomew Pettibone, newest member of the now-public Survivors of the Tel. Immediately evincing interest, Bartholomew ultimately purchased the scroll from her on the promise of it being arcane, and invited her to supper and ale at the tavern, if she would regale him with just how she came into possession of it.

She agreed, and later that evening the two were seen supping together at Cothon-Under-Star. This is the tale she told, in short:

"Well, Bar-tolmai, know that in my country, which lies to the east, is a river, al Nahr al Tur. It bends around an ancient motte within which lies a mysterious and dangerous underworld, much as I understand the Tel al Safina here to be. That mound--we call it Beit al Nadhir, House of the Doom, and there are riches in its depths, but also ru'un and other such dangers.

"Bayn the White, Karagoth, al عador, and Chhrr Poliorketes are just a few of the names of those who delved seeking glory, and never returned.

"Even I have set foot across that threshold of darkness, as you do now in that Tel. I ... found that my mettle was not equal to the strangenesses within. Better for me the open air, the swell of the sea, and the taste of salt on the air--with the sun shining. I do not envy the dead their place in the dust.

"As to the scroll--as I said, I have worked with wizards before, and I think I can recognize something of their work. I dis-covered it within the Beit--whoever carried it in was not so lucky to carry it out--and though I know not the magic, I know it is of some value!"

... Several days later, convening with his associates before a further adventure, a read magic spell was cast over the scroll, and it was found to hold the formulae for three spells, of strange and intricate nature: seeing other planes, locate gold and gems, and withering.


------


Shining Avin's Sword

Having deciphered the strange script on one of the two eye-like spheres recovered from the seabed on the hunt for the akho, Avin of the Survivors set about attempting to divine its use. Fortuitously, the inscribed verse suggested something about "shining weapons" and so Avin aimed the "iris" of the orb at her sword and pressed the stud opposite. Nothing seemed to change, and frustrated, she set the orb aside and went about other business.

But later, when drawing her sword for a bit of practice to keep in form, it seemed to Avin that the blade "cut" through the air cleaner than it ever had, and fairly sang in her hand as she went through her practice cuts. And indeed, thumbing the edge, the already keen blade seemed somehow finer, though she had not put it to a whetstone for some time.

It seems the orb has somehow caused Avin's sword to strike at +1 to hit! (but not to damage)

Armed with this knowledge, and the fact that the orbs were found as a pair and on the Peregrine Kyni treasure galley, sunk as it came from the east, Avin is able to roust up possibly helpful rumors concerning their identity. There was word that a pair of Eyes were included in the tribute sent from one of the lesser cities to the east, one of those protected by the Decapolis; in the mountains near that city stands a ziggurat or temple said to have once contained a kind of "gate" to the Fortress Moon, and that the pair of Eyes were recovered by a sortie there, and that the use of one made weapons majestic, while the other made men mad. ...


Tuesday, February 16, 2021

A Concatenation of 'Burning Night' Verse

 As noted recently, part of the rumors working throughout the harbor-town of Cothon is the introduction of the foreign festival the Burning Night several nights hence. Introduced by player-character Durham, in reference to the festivals of his distant northern homeland, the lighting of a great bonfire, the reciting of verse, and the bringing-together of a kind of communal feast, seemed all to have brought together a good number of newcomers to the city, as well as more than a few "natives" (that is, those who live in Cothon, citizen or not).




Let this be a record of contributions:

Bartholomew Pettibone, immediately fired by the idea, promises to spend 250 gold to buy aromatic woods to add to the fire, as well as commissioning the cooks at Cothon-Under-Star to provide savory pasties and roasted vegetables. Tossing his runestick into the fire, he recited (50 xp per level as of 2/13):
Gan ad-Din stands tall and lean
His fighting countenance mean!
Aspiring to bear gear and water
Gan ad-Din bears oil and treasure!

Durham, meanwhile, securing enough buy-in, also spends 250 gold, in addition to spending his week (i.e. "downtime") ensuring that the event comes together properly, buying up enough firewood and foodstuffs to provide for a number of guests. On the night itself, he seen well-lumined by the brilliant pyre, deep in conversation with Telman of Tsipa of recent fame, trying to convince the young captain of his ideas for a swift new boat. It was noted that the conversation came to a good end, but for Durham's protestations that his new friend should be wary venturing forth against the pirates with Captain-General Zaytar, citing rumors that the akho-hunt was a pretext for Telman's death. The young captain was last seen around dawn, going to join the crews of his two ships as they prepared to depart the slipways.

The remainder of those "adventurers" interested in the festival include those of the newly chartered Survivors of the Tel Under-Star.

Avin set aside 250 gold from her personal funds to provide fine wine, and kept a portion aside for her own use, mostly supplied to young fighting-man Adolin ibn Dalinar, scion of the House al Khalid. Rumors swirl that Avin is attempting to woo the young sword-hand (and many scoff that such a barbarian with such little gold couldn't possibly win him! absolutely not ...) Whatever the final import of their conversation, Adolin is known to have let slip his father's ambitions to go to put an end to Kzinti warrior-Hero the Red Cloud.

Fellow Survivors Sesel and Torkol both spent the minimum of 25 gold to supply a few half-logs for the fire, and cut a couple runesticks from each. Sesel was seen to cavort with "cosmic-psychic" Barabajagal (of the hireling-pool), perhaps partaking of his "cup of cosmic-truth" or psycho-active sagh-fungus to seek the melting of truth "all-into-all". Before sequestering himself into a "psychic trance", Sesel offered this verse to Barabajagal (50 xp per level as of 2/13 to Sesel):
Deep of mind and clear of thought
We seek the great beyond
And through our journey's perils fraught
Nothing shall break our bond

At the same time, Torkol was seen with Tlokel, chief-servant of House al Rashid, sent to the Burning Night to cement the relationship between the House and the Survivors. Tlokel seemed vaguely embarrassed to be amongst the foreign goings-on; despite being a slave, he put on airs as if he were superior to the barbarians participating, and deigned not to talk to others than the Survivors. But he was happy to receive a bit of verse from Torkol, to pass on to his mistress, Zendaya al Rashid: (50 xp per level as of 2/13 to Torkol):
Though some traditions are barbaric
And our meeting only recent
Together we surpass the generic
And become transcendent

------

(if anyone was missed as of 2/13, let the scribes know by 2/20, and this post can be updated)

Saturday, February 13, 2021

Durham's Log Entry 7: Through a Door Darkly

 (written by Joel, earning his character Durham 100 xp per level for his accounting of his most recent expedition)

Durham's log, entry 7

Memory of my last adventure is a bit incomplete, I only seem to recall certain parts, but I will recount what I can.

My companions and I gathered once more to plan an adventure. A new face was among us, his name was Althis. He is a capable magic-user with a clever mind and swift action.

We talked about many things and made some future plans. They asked if I had made any progress on the war club. I told them that the green metal seemed familiar, like a door I encountered in the caves near the ocean's throat, so we made plans to investigate.

We gathered many provisions and hired a few others to assist us. Bartholomew hired Gan ad-Din as usual, it wouldn't be an adventure if Bartholomew and Gan weren't together. Persephone hired Warda who was understandably nervous given our destination. I hired a new fellow Gadhar, a mysterious hooded man. I also went to the Kantor to buy some sakkra blood potions as a precaution, when I returned to the party they inquired as to the price I paid. I told them of my discount because of my association with the Kantor, then they asked me to proxy a purchase for them. So I returned once more to buy more potions, the clerk gave me an odd look but continued with my purchase.

So we set forth to the sea caves, the ever faithful Pako helped guide us to our destination. Along the way we encountered Gilakite and a new monster I haven't seen before, a humanoid fishman, still even stranger was its rotting flesh. Pako warned us not to look into their eyes. There were about eight of them but since they were in our path we had to engage them. We were able to draw out the Gilakite to fight them as well while we hit them with whatever we throw, sling or shoot. All the creatures' morale broke after a few exchanges and we were able to pass through.

As we neared our destination, our party stopped and prepared, for I had warned them of a strange presence at these door, something would come over and play with your feelings. I approached first, standing a good length away, a faint musky smell came from the doorway. I scanned the doors, I detected 3 lifeforms behind it, and noted strange writing on these doors, as well as a pictograph of blacksmithing. I returned to the party and told them of my findings, Bartholomew was next to approach the door hoping to decipher the marking on the door, he was unable to discover its meaning at present, further study is required to unravel the meaning. I asked Gadhar to cast detect evil to see if he could feel ill intent from the creatures behind the door, he did. Making whatever was behind that door our enemy.

It seemed to me a missed opportunity if we came all this way and did not open the door so I urged my friends that the ten of us prepare for battle. Althis knocked on the doors and they began to slide open. As they did we backed away from the door, the musky odor increasing. At first we could only see two of our opponents, they slim wearing these fine veils, their teeth looked sharpen. At third finally appeared, they didn't seem intelligent they seem to just keep coming towards you they were hit by a barrage of sleeping spells and fell down to the ground. I went to approach one and that is where my memory blanks.

I do not recall the rest of the adventure. My friends say nothing else happened… nothing!

We inspected the area behind the doors and found some bodies that creatures have been feasting on. There were also workbenches with tools and some strange metal. We then collected our treasure and left.

I shall have to rest today and perhaps find a healer in these lands, not just to heal wounds I suffered but to check over my mental health as well.



Friday, February 12, 2021

From Bartholomew's Journals: In Search of the Unknown Door

 (written by Phil, earning his character Bartholomew Pettibone 100 xp per level for his account of his most recent expedition)

From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery

07 February 2021 – In search of a green door.

My wealth and local knowledge continue to grow. Our last adventure certainly proved fruitful, and I believe that I can now sweep my worries of solvency away. For the time being.

In previous weeks, I have spent time teaching my fellow arcane tricksters the art of inducing sleep upon lesser beings. As such, it has precluded my research into both new spells, as well as local languages and customs. However, during this last week I have been able to finally seclude myself long enough to learn a new spell for myself. I have developed new hand movements and chantings that allow me to stitch together broken skin, staunch heavy (and light) bleeding, repair damage to internal organs and tissues, and knit broken or shattered bones (Cure Light Wounds). I suspect this new knowledge will be quite handy during any future 'outings'!

But now to the task! Persephone, Durham, Hey-Jo, and I have clanked tankards of ale with a new adventurer – Althis – another fellow who has some experience with the arcane arts. In chatting and drinking and eating, we talked over what we have learned about the strange 'tech' spheres and the odd-looking 'war-club' artifact found during our recent escapades.

While carousing, we decided to return to the ocean caves where Durham has, in the past, noted a doorway made of similar materials as our 'tech' items. A 'Green Door' of some import. We immediately decided to investigate that doorway in more detail. And so, we gathered items, hired recruits, and trundled off – hopefully not to our doom! Persephone had also learned that the odd group of adventurers we had met weeks ago (camped in the caverns, near the EATs), might be eternal mine denizens scholars call 'kobolds'. She was told that they were especially fond of foul-smelling and decomposing organic materials for nutrition, and could sometimes be bribed with offerings of such. So she purchased a few vials of garum (fermented rotted fish squeezings) to take along. Just in case.

I must say here that I once again hired the fine companion and hard worker, Gan ad-Din, to assist in our new escapade. How could I not offer him right of first refusal? He readily accepted, and I believe he may be enjoying his new-found stature among his peers. What a happy and companionable fellow!

Town was left behind via the Fisherman's gate, and we headed north toward the ocean caverns. Up the stairs cut into the sea cliffs we climbed, to a thicket having a specific, notable stone marker. It was there that the particular cavern we required opened into the dark depths below! Lanterns were lit and into the cavern's maw we delved! Althis carried one lantern, and my old chum Gan carried another.

Passing through a larger chamber, where ocean water intrudes, Althis and Hey-Jo noted several decomposed bodies, as well as what appeared to be a rather large crustacean, lurking in the nearby depths! Using grapples, they were able to hook and haul ashore two bodies, covered in expensive raiments. However – other bodies in the depths appeared to be moving! Althis and Hey-Jo attempted to snag one of those moving corpses, thinking it only a mirage of water refraction. Success! Except, the movements were real – and willful! The snagged 'mer-zombie', we shall call them MZ's, began swimming up toward us, and at least seven others followed! Before the first MZ could reach shore, Althis gained the attention of the giant crab and lured it out in hopes to force a conflict between the crab and the MZ's. Our Renyu companions insisted that we should not lock gazes with the MZ's, but could not reliably articulate as to why. Certainly good advice, but this was going to make it difficult to engage with confidence.

The MZ's advanced, the crab advanced – and then those two foes engaged each other! Some of our party joined the attack on the side of the crab using missile weapons, while Gan and I remained in the background to provide light and cheery advice! The crab claws clicked and snicked! The party pelted the MZ's with projectiles, and from the MZ's a putrid, foul stench emanated – Ugh!

The MZ's were significantly more durable than first glance would have us believe. It took much more effort than we expected to dispatch even one of the foul MZ's. It would be an untruth to say that noting their strength was not demoralizing, but my fine companions pressed our attack! One MZ was finally dispatched (using a combination of arrows, sling bullets, and massive rocks dropped from higher elevation), while another was being shredded into mouthpiece sized chunks by the crab. Durham tossed a flask of burning oil at another MZ – FIRE! Certainly these beasts were soaking wet, being fresh from the sea, and so difficult to burn, but they did burn! That, at least was heartening! Another oil flask was pitched by Althis, turning another MZ into a walking torch. The MZ being shredded by the crab was completely eradicated, and at that point all of the beasts (including the crab) began retreating back into the water. Believing this to be a route, Hey-Jo and I pitched lit oil flasks behind them, trying to block their escape. However, our attempts were not successful; the crab and MZ's retreated back into the water to hide and wait for less 'feisty' prey.

Onward we trekked, through uneven, natural caverns, until arriving at a branching artery off to our left. Paku, the renyu, indicated the 'Green Door' was down that passage. Before moving down that passage to directly investigate the door, Durham related to us, from previous experience here, that some odd magic tended to invade the minds of those approaching the door – something that resulted in loss of mental control. Seriously?! Well, these things are to be expected, and as adventurers we must cope with these natural and unnatural oddities. We stiffened our lips, pulled up our big-boy pants, and devised a most excellent plan!

I deposited most of my belongings at the entrance of this passage, with Gan to watch over them. A rope was affixed around my waist and my companions kept hold of the other end. While they remained farther back, I slowly approached the door, holding my sword and a lantern, and my wits! The doors loomed before me, large, green, perhaps metallic, and with strange runes raised all about. A double door. As I closed the distance to about 15 feet from the doors I noticed a singular, musky aroma – not entirely unpleasant. Suddenly my faculties melted away and completely disappeared. I fell senseless – into the darkness of oblivion.

At about the time that I lost 'control', Hey-Jo noticed that my behavior had abruptly changed, and cast a sleep spell upon me! I dropped into the arcane slumber. Using the rope affixed around my waist, Althis and Warda dragged me back to the main party, out of range of the effects form the green doors. The party noted that I did not appear injured, or in distress of any kind, so they shook me awake. I remained slightly groggy, and somewhat 'carnally aroused', but able to maintain my composure.

Durham pulled out his divining device and attempted to learn what he could about the door. Apparently at least three life-forms were detected on the other side of the green door, and the entire area around the door (and within the entrance passage) appeared to emanate a resonance similar to the other tech-type items we have previously observed.

The group helped to prepare me to venture unto the door once again, so that I might scribe into my book the runes that I saw on those panels. We assumed, from mine and Durham's experiences here, that some 'magical' aroma filled the area nearest the door. Perhaps it was that which caused us to lose our faculties. We packed my nostrils with wax, and wrapped a wetted rag around my face and mouth. This task was accomplished, and I had no further difficulty returning to the vicinity of the doors. I was able to return to the group unharmed, and with what I believe to be very good copies of the runes, but none the wiser as to what meaning they convey.

We chatted a bit, gathering our intelligence, and finally decided to steel ourselves, and try to open the door. A message, of general good greetings and well-met fellowship, was written (in several languages). Althis then moved forward and slipped it under the door. Well, he tried, anyway. He found the door tight to it's jam, not even a hair could pass under, and the task was impossible. So he did what we are all normally accustomed to do, and began knocking upon the door.

Musical 'singing' began to emanate from the doors as they began to slowly slide open to either side, into the rock walls! Aaaahhh! Althis crumpled the note, pitched it inside the increasingly widening crack, and scuttled back toward the main party.

Two humanoid figures emerged, a male and a female, each clad in diaphanous, erotic clothing, and slowly advanced upon us. Brave Althis noted corpses littering the floor of the room within, and a third, shadowy figure also moving toward us. They continued forward silently, but with intent gazes locked upon us, even as we attempted verbal greetings. Their movement was decidedly creepy – hostile.

In his retreat, Althis cast a sleep spell, and one of the creatures dropped upon the cavern floor. At that sight, Hey-Jo and I unleashed our remaining sleep spells on the other two, dropping them. We all stood agog! It seemed too simple. Durham began dispatching the nearest creature, but unfortunately, as he approached the thing his senses flew away, as did those of his hireling. It was amusing, but horrible at the same time. Their most libidinous desires were unleashed! Persephone retrieved her garum (recall – intended for a separate use!) and we all rubbed a bit of the wretched stuff between our upper lips and noses. Then we sprinkled garum throughout the cavern and adjoining room – and on the creatures as they slept – in hopes of stifling the musky aroma that was testing our sensibilities. Durham's hireling quickly broke free of his desires, but Durham was not so lucky. In his drugged stupor, Durham was intent on releasing his libido upon one of the sleeping creatures. Understand, dear reader, that Durham does not normally indulge in narcophilia. However, the influence of the creature's 'aroma' appears to be such that while affected one wants only one thing, and that is to erotically couple with the creatures. Even if they are asleep. If the creatures are not physically present, or are unseen, then it appears the effect of their 'aroma' is to induce the hapless to have desirable encounters with those around them. In effect the victims become helpless, and are then easily dispatched by the creatures. Anyway, I digress. Before Durham could begin 'abusing' the nearest creature, and certainly awaken it, his hireling tackled him. Thus he put Durham under a locked grappling embrace and kept him from interacting with the slumbering creature.

As I mentioned, we determined that these creatures lured victims into their lair, by somehow removing their inhibitions and increasing their sex drive. Through an aromatic emanation from scent glands? Possibly.

Literally, we had stumbled onto a sex-dungeon!

Each creature was dispatched and their heads removed. We prepared ourselves by rubbing more garum into our nostrils (aauugh! Such a foul, fetid stench!), then slowly entered and searched the room beyond.

Numerous corpses littered the chamber, and we noted various workman benches – a few with odd materials upon them. A passage led out of the room, and away into darkness, on the opposite side of where we entered. We picked up materials, and what appeared to be tools, from some benches, and looted the corpses. We are, after all, scoundrels!

Several of the corpses had sigils or badges upon their clothing that indicated they might be associated with the Barcidae, a local noble house of some import. But most appeared to be pirates or unlucky adventurers.

As we were engrossed in looting the graveyard chamber, a bizarre dungeon denizen crept upon us! And we ran like frightened children! Althis pulled one of the green doors closed, while the rest of us passed through the opening left. Althis and Persephone then pulled the other door closed, hopefully sealing the beast within. I was engrossed in examining the clothing sigils when the beast burst upon us, and all I truly recall is my companions pulling and pushing me in a frightened route! I cannot even provide an accurate description of the intruding beast. All I recall is someone screaming, 'Tentacles!', and then I was being rushed out the door.

Back past the MZ's we fled, but our path was blocked by the giant crab – and it was crabby! Oil flasks were produced by each and every one of us, tossed, and lit to produce a wall of flames between us and the crab. To our delight the beast remained at bay, and we escaped an almost certain doom. We recalled how it so easily shredded one of the MZ – and we knew how difficult it was for us to dispatch but one MZ! The crab would surely have dragged one or more of us to a watery grave. We continued out of the caverns and, without encounter, returned safely back to Cothon.

After toasting and roasting my dear comrades, pouring a deluge of praise, honor, and ale upon stalwart Gan and the rest of our amazing company, I made my departure. I paid my monthly boarding fees, then headed to my private quarters, where I proceeded to sleep the sleep of babes. I intended to teach myself a new spell, and I needed a good night's rest.

Years ago, I had overheard the arcane preceptors, back in my homeland, discuss a means within our arcane arts of manipulating the very air around us, in such a way as to bend light. The resultant effect was to render the master undetectable by the naked eye. They postulated that if light were to be twisted, curved, and bent around the caster, it would thus create the illusion of invisibility – but invisibility nonetheless!

My goal for this meditation cycle would be to concentrate, focusing my reach into the dimensionless arcane realm. I will seek to knit the very fabric of air that surrounds us all into a cloak invisibility. But I must start small, perhaps with a grain of rice on the first day. Yes. Then a coin. On the third day I will push to make a pillow invisible. I can do this! Each day a larger and more massive item, until I can easily and quickly wrap myself in a cocoon of bent light, becoming invisible! Indeed, if I am to continue with this life of chaotic adventuring, and wanton skullduggery, then what better arcane defenses to arm myself with than: the ability to lay my foes into slumber, quickly repair minor physical damages, and to make myself unseen? I will become an enigma.