Wednesday, March 31, 2021

Knowledge of the Zoq-Fot-Pik

In the depths of the Weirding Caverns, a rendezvous was recently held in the darkness, lit only by the dim red light of small coal-fires. What was known publicly is recapped here, while Bartholomew Pettibone has written about it here.

Four adventurers, the afore-mentioned Bart, plus Heijo, Persephone, and neophyte Dehuhada, ventured into the caverns, traversed the tunnels of the cave-worms, and there in the depths engaged in a kind of trade moot with a collection of the creatures calling themselves Zoq-Fot-Pik. These creatures appear to be some kind of alliance or symbiosis of three species: three foot tall creatures resembling rodents, with beaked faces, three eyes, and large upturned ears; shorter (but longer) creatures like pale grey salamanders with six limbs and a single great eye in the center of their brow; and fern-like fronded beings rooted in "pods" of a variety of type--these last the adventurers were heretofore uncertain if they are equal members, or more like tools, but it now seems they at least have their own personality.

For indeed, from the group of Zoq-Fot-Pik congregated at the moot-place, three stepped forth to engage in negotiations as the "face"--Ninn of the rodent-folk, Eyloya, clutching a bag of scrolls, from the salamanders, and the fern Redbranch in a "pod" with articulated flea-like legs. These had laid out blankets and cloaks and set what they wished to trade upon them, and thence engaged in trade with the adventurers. Amongst the objects traded were tokens, marked by the Zoq-Fot-Pik to be physical representations of promises of knowledge, which information follows hereafter:



Persephone's Questions
We have seen what the rodents and salamanders are interested in, but what about the ferns?
First, by way of orientation, the creatures always refer to themselves as "Zoq-Fot-Pik", so it was difficult at first to isolate the fern-beings in particular as subjects. Questions about, "Which of you are the Zoq?" only get answers like, "We are Zoq-Fot-Pik." It is to be noted that all conversation was mediated through Redbranch's translation, so this may be a quirk of that fact ... ultimately, it proved difficult to negotiate with the creatures concerning this, any more than recognizing what was already surmised, that the creatures greatly enjoyed odiferous foodstuffs.

Are there any creatures that the Zoq-Fot-Pik domesticate?
There are several, though the only one that has a readily translated name is the kurgha, and actually it is not domesticated, so much as "managed" in the way that rangers might manage the population of mowage in a park or forest for hunting. These carrion-scavengers are not hunted for food, but for their glands, which produce such a foul-smelling stink that even the Zoq-Fot-Pik find it unpleasant.

There may be others--it is hinted that there are herds of "giant" cave locusts--but the Zoq-Fot-Pik were less forthcoming concerning them.


Dehuhada's Question
How do the Zoq-Fot-Pik travel safely through the caverns and the underworld?
The "flippant" response is simply: there is always danger. But there are ways to mitigate the threat of death. First, there are certain "rules": know where you're going and the quickest route there, and go directly without distraction; go without light and with as little noise as possible (and as observed by the adventurers, the Zoq-Fot-Pik with their small size are skilled at hiding away in shadows behind speliothems down in the depths); use every advantage you have access to; always be prepared to flee, but also always be prepared to fight ("And do not underestimate our fighting abilities!")


Heijo's Question
What do you know of the Klackons, and of the Sixth House in particular?
We do some trade with the Attine Klackons, and also with the Mnor--for what do we care for the Klackons' odd sense of caste and who is "untouchable"?

But as to the Sixth House, they were certainly the most interesting to deal with, and the most willing to seek us out. They had a curiosity similar to yours. Because of their desire for knowledge, they were easy to trade with; unfortunately, we understand that they have come to an undesirable end, and so we have had little dealings with the Attines since. They are generally content to produce their own goods and their own arts, and they have little interest or curiosity in those of others.


Monday, March 29, 2021

From Bartholomew's Journals: Rendezvous in the Dark

(written by Phil, concerning a recent delve seeking the Zoq-Fot-Pik in the Weirding Caverns, and earning his character Bartholomew 100 xp per level; the scribes added a couple paragraph breaks by way of editing)

From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery

20 March 2021 – Rendezvous with the Zoq-Fot-pik


The Players: Hey-Jo, of the ink-stained hands, Persephone (accompanied by Finbar the Renyu, and Warda, the Rose), Bartholomew Pettibone, of the House Pettibone (Gan ad-Din, Bearer of All Things, remained behind in training) – and a new, lower level fighter, De'Hadida, an adventurer. I also requested that Bridne Murcada join us (a hireling).

We loaded up with extra 'gift' items for the Zoq, such as: fermented cabbage (kimchi sauerkraut, etc.), rotted cheese, lutefisk, and molded beer.

On our way through the halls of the Weirding Caves, while passing through the former ceremonial room of the ape-men, we observed that the large crystal which had been attached to the altar was gone. Where it had been located, but above it – hanging in the air – a floating, pinkish blob (about the size of small child) hovered in place. The crystal was gone, and this blob appeared to be in it's place. It slowly turned toward us, and we fled!

We were not followed, and so we continued on through the tunnels.

Finally, within the tunnels of the worms, we encountered our friends, the Zoq! We accompanied them to the rendezvous room.

The Zoq had prepared an area surrounded by low-banked fires, with blankets laid out in two lines. Upon the blankets on one side they had distributed various items that they felt might be of value to us, scrolls, maps, gems of various sizes and value, food items (I think?!), and other baubles – tokens representing knowledge for trade. As we entered into parley, I first asked if they had been able to recover the altar crystal, and if there had been any trouble during its extraction. If there had been, I stood prepared to offer medical assistance. I also asked if they knew what the hovering blob was, and if it was associated with the crystal, or its removal. It was explained that the pinkish floating blob was not connected to the crystal idol, but was a type of cavern denizen, and could be encountered randomly anywhere within the caverns. Concerning the crystal, they indicated it had been removed and destroyed. Somehow, I just don't believe that.

Redbranch”, the fern-frond, was our translator. Another of the Zoq, a salamander-ish creature with 2 legs and 4 arms, Aloyha, also talked with us. The rattish looking Zoq who talked with us was introduced as Nin. Aloyha seemed genuinely friendly and interested in much; however Nin seemed more shrewd and difficult to parley with. Redbranch was impossible to read.

The requested crystals were brought out and presented to Bartholomew. After handing the crystals over to Bartholomew, the items being displayed on the blankets, by the Zoq, were more forcefully indicated. It was finally understood that the Zoq expected us to lay out the items we had brought for trade on the unused blankets. We would then begin indicating which items from one side or the other represented what we agreed to as 'equal value'. The Zoq believed that this was a common custom among those who dwell outside, in the accursed sunlight and light airs! And so we entered into discussions of exchange.

Garum was certainly a favorite trade item. Lutefisk was acceptable, but seemed of low value. As a trade item, molded beer seemed humorous to them, especially Nin (virtually worthless, but maybe useful as a drinking gift). Rotted cabbage (kimchi) appeared to be somewhat more valuable than lutefisk, while the stinky cheese appeared slightly more desirable than the cabbage.

Persephone questioned the Zoq about their customs and manners. She also professed an interest to know if the Zoq trained and used any particular beasts of burden within the caves. Or indeed, were there some creatures that provided a necessary function for the Zoq, aside from carrying property or individuals? Were there creatures we should attempt not to harm?

After the Zoq divulged much interesting information to Persephone (read: the DM said he would come up with information later), Bartholomew asked if any of the Zoq practiced or studied the arcane arts. Indeed, they said, yes, but of course! They also explained that there was one Altira bent'Nrway(?), a female human magic user of old, who passed among them long ago. This arcane agent was an adventurer who assisted the Zoq in hunting down and dispelling evils within the caverns. They further explained that through her they learned much of magic and spells. They also intimated that a time such as that which was, when Zoq and some enlightened humans worked together in common purpose, might yet be upon the world. They believed that perhaps it may come to be that we form an alliance as in old times, but that time is not now. For now trade will be allowed, and the development of the relationship might be re-evaluated in the future.

As our trades concluded, Aloyha provided Hey-Jo a personal token that could be used in the future for parley. It was also noted that Aloyha was keenly interested in boats, while the creatures like Nin clearly preferred edibles such as garum and stinky cheese. A boat? Perhaps it would be possible to bring a small boat into the caverns for Aloyha to enjoy at their leisure? I will investigate this. We were not able to determine what the frond-like units, like Redbranch, cared for. However, they all did seem interested in 'tech-type' items, especially the marble-sized orbs. We feigned not having any knowledge or experience of the strange orbs that they spoke of.

However, during our discussions, we learned that certain items which Bart hypothesized to be some form of communication device (in the electric fern room and above in the klackon 6th House), are indeed just such items – but so much more! We determined that it might be possible for us to provide the Zoq with more trade items, or favors, and in return they would teach us what they know of the 'communicators'.

After concluding our trades with the Zoq, and passing a few wine-skins around the camp, it was time to bid our new friends farewell. Thanks to questions posed by our new companion, De'Hadida. the Zoq were kind enough to show us a shortcut passage between this rendezvous chamber and ones far above, closer to the outside world. A rope and grapnel were necessary to use this shortcut, and while shorter access was granted to upper cavern chambers, using this route proved to be more strenuous and difficult. However, and perhaps more importantly, this new route helps to keep adventurers out of the region of the tunnel worms. After attaining the upper chambers, we set a date for a future rendezvous with our Zoq guides.

Before the Zoq could depart, we encountered a large group of what we determined to be sakkra approaching. The Zoq hid in the shadows. Warda and Hey-Jo together, wove an arcane pattern of raw energy in the air before them – like a choreographed dance – that dispersed an energy wave out into the darkness before us, to where the sakkra were detected. As this wave passed through their ranks, our foes all fell asleep.

We approached. There were definitely snake-headed sakkra, eight of them, and three harnessed creatures of another type (companions, slaves, captives, mercenaries?). After a short discussion of options, we ended their lives as they slumbered, looted the bodies, and made to depart. The Zoq watched us produce and star in this murderous show. I asked if they considered the sakkra 'evil', expecting them to say yes – since they seemed to think everything in these accursed caverns are evil. But they answered, “no, they are guardians who keep an evil at bay.” Then they all calmly waved good-bye and quietly disappeared into the darkness.

Our return to Cothon Under-star was uneventful. However, I must say, I am beginning to feel bad about killing so many sakkra. I think, perhaps, there is a common 'issue' that plagues both the sakkra and the Renyu, and if I can only convince them to work together for a short time, I think it is possible that together we can rid this area of a vile alchemist. And maybe I can atone for the slaughter I have been part of.


Sunday, March 28, 2021

News of Note: Pirates, Oracles, and Masquerades, oh my!

The city of Cothon is abuzz with activity and excitement! Preparations are everywhere underway for the upcoming masquerade of spirits--masks of many colors and varieties are hung at market stalls, along with cloaks of keshchal plumes, while strings of varicolored paper lanterns are hung from eaves and gables. Meanwhile, the city is astir with gossip, talk, and rumors--not least of which is the wild speculation following the return of a large party of adventurers earlier this week:

For indeed earlier this week, Durham of the Ringing Anvil had organized and led an expedition of fellow adventurers, including Sesel and Bartholomew of the Survivors of the Tel, among others, forth and into the sea caves of the Ocean's Throat, and returned thence through the Gate of Mourners on the southeastern side of the city--leading a troupe of oddly dressed characters, which included two bound and wild-eyed humans, and one very irate and heavily tied Kzin Hero. This party deposited some of its (ill?)-gained lucre at Cothon-Under-Star before heading back to the Kantor Kabljauhof. Word spread shortly thereafter that the three prisoners had been pirates--perhaps including a captain, even?--and that nine of the others had been prisoners, freed by the party's antics. Anything further is mere speculation, at least until full reports are made ... (and the recap posted in due time)


Zaytar's Campaign and the Colossian Oracle

The campaign contra-pirates has stalled of late, according to the word of the merchants coming through town. After some initial setbacks, it seemed the Hanse-fleet was finally able to deter the Luwian raiders and their allies from intercepting shipping--but any attempt to follow this up with actions against pirate bases-of-operation have only found the pirates already-fled to some other base ... At any concentration of force by the Hanse, the Luwians scatter and flee, slipping away over reefs and shallows in their lighter vessels; and meanwhile, wherever the Hanse fail to watch, the pirates strike.

(And no shortage of rumor, especially at the developments noted above, suggest that something more than luck keeps delivering the Luwians away from the vengeance of the Hanse's fleets!)

Suffice to say, the gains thusfar have been meager; and so Captain-General Zaytar has himself returned from campaigning with the announced intent to supplicate the priest-keepers of the Colossian Oracle. For indeed, it was bandied about even at the beginning of the campaign that it was ill luck to begin such an enterprise without first entreating the Oracle and hearing its verdict--is it auspicious? does something forbid it? what sacrifice is best offered for luck? etc.

And so now, the Captain-General is organizing a proper entourage at the Kantor Kabljauhof, and rich offerings as well, all with the intent to entreat the Oracle and hopefully to set the campaign on a proper tack for success. But the preparations must needs take some weeks, not least because of the imminent beginning of a certain masquerade-festival:


The Masquerade of the Immortal Dead

The first ghosts have been spotted already moving incorporeally through the city--strange ethereal insects that move through the cityscape of Cothon-Gadeed without impediment by walls or flesh, appearing and disappearing at random. Their passage will last another two weeks, and during this time, the populace of the Dual-Cities will engage in carousing, various pranks and jackanapes, and ultimately come together for the celebration of a holy-day commemorating the ancient defeat of the Immortal Columns of the Doulii Klackons by Dalan II.

These ethereal creatures are said to be the spirits of the Klackons slain in that ancient war, but being of the Immortal Columns, they were unable to truly die, and so are forced to march on campaign for all eternity (nevermind the fact that the creatures do not at all resemble Klackons, other than being insectile--but surely the Other World twists the spiritual forms of the dead?). Given the sentiment of this festival, commemorating an ancient defeat of Klackon enemies, the Xolda tend to make themselves scarce during this time (and Ix and the other Free Klackons are certainly impossible to find).

It is also widely known that the sorceress Mormaera Yrasi holds court at a symposion in her manor during this festival--a perfect time for the Mistress of the Azure Veil to hold her own masquerade, entertaining a variety of masked-grotesques in the guise of horrible insectoid-warriors, warriors in elaborate war-masks, etc.

For the next two weeks (ending 4/3 and 410), because of the ethereal goings-on and general carousing, only certain types of downtime will be possible. Carousing, of course, can be indulged in as normal, and social downtime can be pursued; but anything requiring study, concentration, careful work, etc. is impossible in the carneval-like atmosphere that now pervades the city.

Furthermore, there will be special downtime activities available during the next two weeks, to be detailed in a post specifically covering the Masquerade of the Immortal Dead ...


Friday, March 26, 2021

Durham's Log and Sketches of Klackons

 (written by Joel, concerning the recent delve into the Klackon Spire and earning his character Durham 100 xp per level)

Voyage into the 6th House

Our party gathered at Cothan-under-star, formed from a call to adventure by the Survivors of the Tel. Sesel gave some backstory and intelligence on the 6th House, informing us why it is feared among the other Klackon and what dangers the Survivors had encountered in their previous adventures.

We gathered out supplies for our expedition and set out through the gates of the fisherman. We arrived at the Great Spire and were greeted with much apprehension. To be fair I don't know how well I would receive nine armed individuals at my doorstep. Luckily we saw a familiar face in Zac-atchet.

"Ah, the pests from the basement are back" he said.

"Ah, Bartholomew, you have returned--and with company!"


We explained why we came and we were escorted to see the Princess of the fifth house and her court. We asked if they would allow us entry into the sixth house. They were dismissive, thinking us incapable of dealing with the dangers of the sixth house. So I gave a stirring speech, telling them our strength was greater than the sum of our parts. And that we were a cleansing light come to cast away the shadow that holds the sixth house. My speech was accepted by a massive clicking that came from the Klackon court.

The princess allowed us entry on conditions that we bring them any sixth house research to be destroyed, while any other spoils we could claim as our own.

We entered the sixth house and found a great many treasures as well as dangers. We encounter worm like parasites that took possession of the Klackon body but consumed the head. We also fought oversized beetle-wasp like insects. The treasures were too numerous to count, so I shall talk of the one that intrigued me the most, which would be the Barkodai codex and metal ingots. I have done research into the Barkodia, so it is nice to find writing and resources made by them to hopefully further my research.


A "worm-infested" Klackon warrior


However, the battle with the parasites was a struggle. Their acid spray is something I should think of a way to counter. I also shall seek martial training at the Kantor to improve my tactics in battle.


Sesel's Account: Cleansing the Sixth House

 (written by Jacob concerning the recent delve into the Klackon Spire and earning his character Sesel 100 xp per level)


With the dawn of our planned day, we began our preparations for the Sixth House. We collected Zendai al Rashid, [actually Zayda, Zendaya's niece ~the scribes] clad in armors and excited for adventure, to be our liaison with the Attines. We collected our allies and equipment, preparing ourselves for what we knew to be a fight with the monstrosities of the Sixth House.

And so we set out, heading up past the fish firmentors and dyers; up to the spire of the Attines.

We arrived without incident. All the better to remain fresh for the actual expedition. Greeted by some Klackon guards at the doors, we awaited an interpreter slave. After explaining our intent, and an escort being brought forth, we made our way to the Fifth House, seemingly responsible for the suppression of the Sixth and the monsters held within.

We held court with the princess of the Fifth House, explaining our plan and intent. Durham stepped up and persuaded them that we were capable adventurers indeed, they ultimately granted us access and right to the treasure held within; with the exception of anything that related to the infestation, which was to be publicly burned.

Now the true adventure begins! We set upon the Sixth House, intending to clear it from top to bottom. How optimistic we were.

The upper most floor we scouted fairly quickly, revealing it to have no creatures. Presumably our quarry festered below, deeper into the house. We went out searching a few rooms here for treasures, our secondary objective here, and recovered some.

As we investigated one such room we were finally able to test our mettle! The creatures, born of nightmares and inhabiting the fallen corpse of Klackon, made enough noise on their ascent of the steps that we were able to prepare ourselves. Laying in wait so that we might prevent them from retreating and bringing their entire force upon us.

As they approached our door we burst out, Ravna and I laying half of their gang of 9 low with a burst of psionic energies. Our allies struck out with a flurry of blows, while some moved around through the side rooms in a flanking maneuver.

They followed this barrage up with a spray of acid! Fortunately we were ready for such an occurrence and even though Zendai was gravely burned we were able to prevent further harm. Moving her back to take up my bow, our front line continued the exchange of blows as our friends burst out the side door and began harrying their flank.

First one strike, then another, these creatures armor stronger than some we’ve fought within the Tel. Slowly though, we could feel the tide turn. Durham, with some assistance from my Wall of Strokes, slipped past their line to try to gain some additional flanking. Unfortunately the creatures were ready and moved with him, preventing any bonuses, but continuing to disrupt their formation.

With their formation broken, their bodies wounded and weakening, they finally fell to our assault. Not a one managing to flee to safety.

Completing our investigations here we descended down, hoping to find more of our prey, and more of their treasure.

Following this stair we came upon a strange fungal growth. Perhaps placed here in defense of the stair, it burst out with spores as we approached. Fortunately we were able to withdraw before we were forced to discover the true effects of these spores. Ravna, having some experience with spores, stepped fourth. Having seen her past experience, I fully expected her to step into the things and breath deep in hopes for more godhood. But no! Instead she began concentrating, and a blurring and warping of the light began near the fungus before it suddenly burst alight! She was burning them, with her mind!

This dispatched the fungus in due course, and we continued our searching and investigations. We quickly found one of the things we had hoped to find, the strange metal the Attines of the Sixth House had been working in their forges. We retrieved 4 of these ingots, knowing we would be able to either use or sell them to great effect.

Exploring further we found a strange fungal room with large egg-like shapes. As we investigated skittering demons befell us from their hiding spots amongst the fungal growths on the walls. These creatures looked almost like a hand acting a spider, with four spindly legs and a tube-y proboscis sticking out the front. They moved erratically, and swiftly, across the wall and floor towards us, and leaping a great height for such small creatures to try to land on our faces!

I, myself, was one such target. The thing flying towards my face I moved swiftly to bat it aside. Following that up with a swift strike of the sword I cleaved the thing in two. And with that we relaxed, as we realized these things would not be so difficult to slay.

But wait! One did manage to land on Avin. Oh, but while Avin may be a magic user, a weakling she is not. She pulled the thing free in a swift motion, and it was summarily skewared. At the same time Durham brought his hammer down squashing the last.

With visions of these in mind we did continue to investigate the egg-things. Two of them were open, empty. The third, thanks to Durham’s ancient-tech, was confirmed to be occupied. Carefully we prepared ourselves. With a sure-arm Avin tossed a flask of flaming oil onto the thing.

With a squelch and a squeal the thing popped open, attempting to escape the flames. Oil, however, is not so kind, and it quickly died in the flames. As they died down we realized this creature was not one of the fleshy demon-spiders from before. Instead it was a carapaced ant-like creature with a stinger on its back.

With our party weary from the fight, and loaded with the ingots, we decided we’d best return to rest and prepare for another assault.

And so it is that another adventure of the Survivors of the Tel comes to a conclusion. With our pockets refilled, and our swords quenched. Though the Sixth House remains as-yet fully uncleansed, we shall return and continue our systematic purification of the structure. For the monstrosities that dwell within must never see the light of day.



Wednesday, March 24, 2021

The Patina of History -- Durham's Green Door Research

In recent weeks Durham, adventurer-proprietor of the Ringing Anvil workshop, was engaged in the task of researching the signs and sigils--and writings?--observed on the Green Doors in the sea-caves of Ocean's Throat, and sketched out by himself and fellow adventurers on a not-too-distant expedition. This research was mostly conducted in the library of the Kantor Kabljauhof, taking advantage of his association with the tavern there, and with the fact that one of the library's primary subjects is foreign languages.

To end of translating the strange markings, Durham spent two long weeks poring over various tomes, grammars, and syllabaries, trying to match the markings to a known language, and thence to piece together what meaning might hide behind the strange markings ... 

First, a description of the topic of research:

As seen on the door, there were a number of images of men, seemingly smiths and shipwrights and perhaps scribes, etched into the strange green metal of the door as if at work on the construction of a great galley. Interspersed among these images were columns of signs, almost certainly writing--but not only a single system! On the one hand, if this is some kind of parallel text, it might prove useful for translations across; but on the other hand, it makes the initial research rather broad and disjointed, as one seeks not for just one script and language, but several.




For two weeks, Durham worked at this project, and though the progress was slow, he did at least make some headway. To wit:

Week Ending 3/6
The first week Durham actually began more broadly, asking around for legends of ancient smiths working strange green metals, or other unique alloys. This would prove useful later, though the fruits of legend would not immediately seem borne out.

For of course, many are the tales of legendary smiths. Anciently, Khalepsh (sometimes confusingly called "Khalepsh the Midwife") was said to have taught men how to smelt ore and wright it with a hammer when men had forgotten their skill. Too, there is a legend among humans that the Kzinti knew nothing of artisanry until the trickster-hero Iotok taught them how to smith metals into their deadly wtsai swords; the Kzinti, of course, deny this. Etc. etc.

But in view with his later research, this next legend stands out; its being told to Durham helped him recognize certain familiar names and thus narrow the later research:

There is a local legend about Hamdi the Voyager that he and some of his companions (including Altayra bint Morwe in at least one version) once went seeking the ancient Hall of Mn the Shipwright, who was said to have served a line of Sea-Kings, the greatest of which was Taharqu. The details vary, naturally--that Mn was lame; or lamed by the kings to keep him captive; that he built a wondrous ship of bronze for his masters, the kings--or that he built a ship of green for Taharqu alone; that his halls lay below the sea, and that Hamdi and his companions somehow were able to breathe beneath the waters. ...


Week Ending 3/13
With all these fables rolling around in his head, Durham made his way to the library of the Kantor to investigate the sketches of the etching themselves. His first goal would be to identify the scripts; beyond that, hopefully, to translate them!

Alas, it is not a simple task to translate ancient languages. Much time could have been spent (wasted?) perusing the stacks just to identify the system of writing--but this is where the background of the legendry helped narrow things down! Mentioning the legend of Mn and Taharqu in particular at some point, the librarian of the Kantor, one fine-skinned and golden-eyed Iselda was able to point out that Taharqu was among the great kings of what were the ancestors of the Denyali people, and that his kingdom spoke and wrote in the Old Misranite tongue. And indeed, some of the writings were thus identified as at least using that script; as to the other major samples of writing, they seemed to be written in Classical Tsurriya, an older version of the native tongue of Gadeed.

Unfortunately, translation proved beyond Durham with only a week's work--not helped by the fact that the sketches are not complete! On the other hand, he was able to identify the name of Taharqu in the Old Misranite script; and armed with this knowledge, he was able at least to find a general history of the old Sea Kings of the Denyan islands which included the account that Taharqu was known to have an invincible fleet because of a great galley that he commanded, clad in armor and impervious to weapons. It was said to have been built by Mn, and other fanciful qualities were ascribed to it--flight, descent into the depths, etc.--but even so, Taharqu (or a successor, its unclear) was defeated in a rebellion led by the king-governor of Tsurr.

Trying to trace the galley, which fell into that king-governor's hands is difficult ...

From Bartholomew's Journals: The Return of Aljadd

 (written by Phil, concerning the recent expedition to the Sixth House, and earning his character Bartholomew Pettibone 100 xp per level)

From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery

18 March 2021 – A foray into the 6th House, and the Return of Aljadd


The Players: Hey-Jo, of the ink-stained hands, Good Friend Durham (with Pako, his trusty Renyu companion), Sesel, a mindful man-at-arms, Avin the Mentalist (accompanied by Vlana, the Bard), Ravna of the Many Minds, Bartholomew Pettibone, of the House Pettibone (accompanied by loyal Gan ad-Din, Bearer of All Things) – and a member from the House al Rashid, Zaida (an NPC negotiator).

Sesel had recently approached the House al Rashid with interest in gaining a boon from them – to provide support for the Survivors in clearing the Klackon 6th House from the scourge that plagues it (and the rest of the Klackon population). After successfully gaining their confidence, and agreeing to allow one of their House members to accompany us, Sesel dragged us off into an excursion designed to infiltrate the Klackon 6th House.

Our first stop was at the Klackon court of the Princess of House N'Dorl (the Klackon 5th House). We determined it would be prudent to negotiate with, and petition the reigning Klackon House in order to gain 'legal', unfettered access to the sealed 6th House.

We talked with Zatch-atchit, a court attendant and adviser of House N'Dorl. We have had discussions with this august personage previously, and as they recalled our last meeting, they did not hesitate to usher us into the presence of their Princess. Off we were shuttled to have an audience with the Princess – once again! After making pleasant inquiries, Zatch also informed us that the Cothon Under-star chief alchemist, Aljadd (brought to them weeks before), was being kept safe, and as an honored 'hostage' of the House N'Dorl. It appeared to us that Ajadd was being indeed well cared for, but was not allowed to leave – nor was he being allowed to pursue his research into stopping the scourge of the 6th House. The Klackons are very strange, and direct in their desires.

During our initial discourse, the Princess made it clear that she did not intend to allow us entrance, mostly because she did not expect us to survive, and had no intention of risking the scourge being unleashed upon our failure. At her rebuke, Durham loudly exploded into a grand discourse, describing his and our combined efforts and successes in adventuring – all being faithfully translated to the gathered courtiers by Zatch. And when he finished, there was much clicking and clacking of courtier pincers and mandibles – a sure sign of acceptance and pleasure in his tale! After further negotiations, and promises made, the Princess decided that we actually might be able to help (a small amount) in eradicating the scourge. At the least we would be of some service, and so she allowed us access to the sealed section of the spire. We were escorted to the roof of the spire, and let in through the locked/sealed portals.

Gan, with lantern lit, and stature tall, did enter first – followed by the Great Party. And the doors were closed and sealed behind us. We stood in the ring of lamplight, and listened to the disturbing silence that was like a weighted cloak surrounding us.

Off of the main entrance hall, we searched what appeared to be private chambers and and a small reception chamber for royalty. Sesel and others had been here previously, but still wanted to search the area for new, or previously unobserved items.

We found that two of the eastern doors were shut tight and blocked/barred from the other side. These doors were scored all about with massive scratchings upon them – like a beast had attempted to claw its way through. With Avin's strength, we finally broke through one of the doors; it had been hastily and partially blocked by massive, heavy ingots of a strange greenish metallic alloy. Sesel and Durham both noted that the ingots were of high value, and could be used to fashion remarkably excellent armor, shields, and weapons. Behind this door we found what appeared to be a personal library! It was searched by Avin, Hey-Jo, and Bart, while the remaining party stood watch outside the chamber.

The most valuable appearing of the various Klackon and human writings, books, and scrolls were quickly jammed into our bags.

While searching, Avin noticed a secret door, hidden behind several Klackon tapestry-scrolls that were hanging upon one of the walls. Avin reached out to open the door, but I placed my hand upon his and whispered, “do you think it wise to open, just yet?” There was giggled agreement, and so we entreated the rest of the party to join us. However, before attending to the door, Pako informed us that we were about to be interrupted by an outside force approaching the main entrance hall, coming up the western stairs!

Nine anti-klackons (Aks) entered! They were Klackons in body, but appeared to have had some weird worm-like beast grafted into them. The sight was disturbing. We quickly surmised that the scourge must be some parasite that, once attached to the host, took over its mind and bodily functions. Sesel informed us that it was his experience that the parasites could not truly infect humans – but that they could still kill us! We attempted to hide, and to take them by surprise, but failed. Psy-ops by Sesel and Ravna laid five of the AKs low, but four remained. One spewed acid upon our front line defenders – this was new! We took damage, Zaida especially so! But we gave as much back!

Avin, Gan, and I rushed around and burst forth through an adjoining room, in a flanking maneuver. I tossed a molotov oil flask that I had prepared, but owing to the poor light and not wanting to immolate my companions, I missed my target! However the flaming oil spread and blazed enough to cover the beasts' escape route. Avin literally threw himself upon one of the AKs! Ravna flung a sling bullet so hard that it punched completely through one of the AKs, spewing ichor and gore, and finally bouncing off the wall near me – all the way across the main hallway! Bolstered by their successes, I made a fine, direct hit upon the final AK left standing. My aim was superb, but my strength is such that the damage was almost less than negligible. I am not a fighter. In a second attempt, I again plunked it on the noggin with a well-aimed bullet – but still did almost less than nothing in damage. Then good friend Hey-Jo pounded that AK into oblivion! Squashed it like the bug that it was!

After the scene was cleaned, and our presence concealed, we opened and went through the secret door. Before us lay a long passage, with stairs leading down into darkness. We entered and descended. It was of my considered opinion that someone (a royal House member, or a trusted adviser?) had attempted to escape the AKs by barricading themselves in the upper library, and then further escaping through the secret door in the upper library.

At the bottom of this passage, another large 'library' room opened before us. However, the entrance was blocked by a spore-ejecting fungus. We backed away quickly, suffering no harm. Using their psy-ops, Avin was able to pass by the fungal fronds without being noticed or bothered, and began searching the library. Ravna also used their psy-ops to slowly, but precisely, burn the fungus out of existence. This room was searched, and goodies were claimed – several alchemical codices of the Barcedai were found (they are known to be great alchemical metallurgists)! And we noticed rooms off to the east and west.

To the east was a work-room with shelves (laden with fungus samples) and tables. Clearly this is where biological research and experiments occurred. On one table a largish, many-legged, beetle-like creature lay splayed open and rotting. Sesel noted that it appeared to be one of the creatures that sting their prey and lay 'eggs' inside Klackons (the sting was only paralytic to humans). On a separate table three 'eggs' were noted: two opened and desiccated, but one still closed, and appearing hale.

Durham used his detection device and determined that the egg was alive. While deciding what to do with the still closed 'egg', his device (and Pako) alerted us that strange, four-legged, globular beasts were skittering down from the ceiling toward us. One creature leaped down and landed upon Avin's head, striking with a long proboscis. They were not very hardy, and were easily dispatched – merely a nuisance. However, they were decidedly dangerous if not taken seriously – some form of brain-leeches?

We burned the still living egg. The creature inside popped out flailing, but continued to burn – and it was noted that it was of the same type as the beetle-like beast laying dissected on the other table. It was determined that the beetle-like creature from the large egg likely 'stung' their prey and inserted another form of 'egg' within their intended prey (Klackons), where it would develop into the parasitic worms that took control of their bodies. A decidedly horrendous fate for any Klackon! The room was searched, and loose items were collected.

Within the next chamber, further on to the east, we observed an artifact upon the floor that was very much like a single unit of what we observed on the dais in the room deep inside the Tel, where the electric fern existed. Hmm. A circle was on the floor, and to it were connected various wires and a box with controls of some sort (dials, knobs, levers). Faint lights were noted on the box, and it appeared to harbor some form of power. Durham used his detector and indeed, the device registered as similar to the apparatus located in the bowels of the Tel. I believe we have found some sort of 'communication' device – a connection between this room and that dais. Tests must be performed!

In the chamber off of the western side of the 'library' we found a fully stocked alchemical lab and workspace, and several more ingots of the greenish metal. Again, Durham and others claimed that the ingots were highly valuable. Here, we also discovered a stairway leading down and out of the farther western wall of this room.

We pulled together what loot we could, including four of the massive green-metal ingots (it took two of us each to carry a single ingot), and departed these foul chambers, making sure that all trace of our recent presence was erased. After reporting our findings to the Princess and her court (mostly – some secrets were kept!), we negotiated for the release of Aljadd, the alchemist. Further, owing to our initial success, and in order to continue our cleansing of the spire, we requested unrestricted access to the 6th House in the future. These things were agreed upon; we left with the N'Dorl's token, and Aljadd, and with all haste returned to Cothon Under-star.


Sesel's Account: Mindless Betrayal!

(written by Jacob concerning the recent expedition into the Necropolis, earning his character Sesel 100 xp per level)


Dear patrons, this adventure was nearly our last, and so I caution you during your adventures: question what you know, for those who you believe to be friendly may in fact be something else entirely.

On this particular evening we met with Durham, though a patron of one of the lesser of the four taverns, nevertheless he is an excellent adventurer, and a strong sword to have at your side. He also came to us with a plan for lucre, which we all agreed was necessary since last we adventured with Durham was also the last time we have a truly sizeable haul, the Akho.

After some negotiations with one of the houses of Gadeed, for information on how to access the treasure Durham had in mind, we made our way out along our favored path, the Paulberer’s Way. We bumped into some of them on our way, and I just want to take a moment to appreciate their efforts in keeping the road to the Temenos, Oracle, and Necropolis. If not for them, I am certain we would have a much more difficult time weaving more stories for you all.

Reaching the entrance to the dungeon we intended to investigate and explore, we attempted to follow my friend Torkol’s instruction, as he had previously visited this place. Unfortunately, it seems his memory betrays him, as his instructions led us to an unexpected and unfamiliar room. At that point we back tracked and began mapping anew; though traveling in the opposite direction, hoping that perhaps the end of his notes were superior to the beginning.

To our luck, they were, and we quickly made our way to the secret barring our path. After some quick discussion Avin provided the tools for our solution, and the secret passage revealed itself. However, it did not open onto the trove of treasure we expected, but to stairs down to another level.

This is where the true tale begins. For here, after some short exploration, we found ourselves in an exceptionally large chamber, with grand warrior statues holding up the ceiling, a massive dias topped with an altar and lightly garnished in treasure. We took a moment to collect up the treasures here, but as we did some strange grey creatures, with large black eyes, approached us from another passage.

Now, these creatures seemed familiar to us, as indeed we met similar looking creatures on our very first experience within the Tel alSafina. They provided us aid there, in reasonable exchange, and so when they requested a portion of treasure to adventure with us we agreed.

There were signs, they communicated differently, and while alien to us, even these seemed to lack the mannerisms and expressions one generally associated with a being. But we were distracted, perhaps too focused on the lack of treasures we expected to be present.

And so it was that we continued exploring, these strange grey creatures covering our flank. Only a few short rooms later we found an interesting construction. The builders and designers here put in steps to bring the floor down below the previous, and painted in water so as to appear as though one is walking down to the sea floor.

Held within this chamber we found what we had been seeking: inside an odd looking pool of water was at least some of the riches we expected. However, the coins inside the pool did not reflect the light of our lantern as we might expect, and having experienced an array of oddities within the Tel, we became immediately suspicious.

So, working with Durham, who has been designing a similar weapon, we lashed a torch to a spear and performed tests on the water. Ultimately, the only relevant test was to put the torch into that ‘water’ at which point it rose up and out of its container forming a vaguely humanoid shape.

Our swords and arrows seemed to annoy it, splashing bits of it away, though very slowly. Durham had a larger club-like weapon that seemed to be more effective, causing far larger splashes of water to be pulled away from the creature. Meanwhile it struck at us, Avin taking the brunt of the attacks, and protecting herself through a strange magical emanation that created far more Avins in the room than I believe any of us were quite comfortable with.

And so the time came, where we had whittled the water-weird down, that the little grey monsters assaulted our collective, and unprotected, back-side. In one fell swing they took down my ally and friend Barabajagle. Fortunately, being the responsible adventurer I am, I had some life-saving bacta poultice, made here in Cothon-Under-Star, that I applied immediately, saving Barabajagle from the mortal blow.

Seeing that Avin and Durham had the water-weird handled I imposed myself between Barabajagle and the graylings, while attempting to lay them low as Barabajagle and I had countless others. However these things seemed to be mindless and unfeeling. For even as my psionic assault did nothing, so did Ravna’s spell, and even Ix’s assault of blades only seemed to stagger it for a moment before returning to the assault unbothered and unbleeding.

The battle raged, water-weird on one side, graylings on the other. Blows thrown and received all around, water raining around us from splashes there and grunts of frustration as we seemed unable to affect these strange grey creatures.

Finally, the water-weird was felled. At nearly the same moment Ix pierced one of the graylings down the center, and in so doing broke the enchantment upon it, causing it to lose the grayling appearance and instead be revealed to be a writhing mass of ropey tentacles. This one collapsing to the ground, dead.

We can defeat them!

With those losses to the enemy we were able to fully reform our ranks and our moral was renewed. We came at them blades, shields, clubs and arrows. It took significant effort, these constructs were hearty indeed! The battle raged, stretching from minute to minute. The strange things striking us hard, especially against Avin with her leather armor, though after Avin engaged her force-shield she was far better protected against their assault. Then, just as we were wearing, our resources starting to dwindle, the battle broke. Over the course of just a few moments all remaining tentacle-rope constructs were felled. Ix dealing several fatal blows.

As the adrenalin of battle began to subside we all began to feel the exhaustion of an extended fight. Not wanting to leave without our goal, we collected the treasures from the not-pool. Though we did so with renewed haste, as the water-stuff, splashed all over the room, began to move and collect as though reforming.

Ravna and Durham both attempted to collect some of this strange not-water, but even after storing it within a secure vial and water flask, it seems to burst itself free and return to the main mass of it.

Regardless, having collected treasures and being exhausted from battle, we made our way out to return to Cothon, and the security, soft beds, and especially the strong drinks of Under-Star!



Monday, March 22, 2021

Session #25: Weirding Rendezvous

Though Bartholomew and his good friend Heijo were distracted by the recent excitement of the expedition into the Great Spire of the Klackons and delve into the Sixth House, one Persephone, renyu-trainer and Kantor-associate, had not forgotten the agreed-on rendezvous with the Zoq-Fot-Pik in the Weirding Caverns.

To that end, she rousted her companions from that expedition--Bart and Heijo--and prepared once again to journey into the depths of the earth in seek of the strange beings. None of the company had been idle in the intervening weeks, but had collected an assortment of items they thought might be of interest to the creatures. To wit: Heijo had acquired an assortment of texts and books, mostly of a general sort, but also including recent bits of news and errata; while Bartholomew and Persephone had both focused more on the seeming culinary interests of the beings, acquiring Klackon mold-beer, moldy cheese, and fermented cabbage from Cothon-Under-Star, and lutefisk and garum from the Kantor. (perhaps maggot cheese would be a future trade-good?)

Though Gan ad Din, bearer-of-all-things, was unavailable for the delve--engaged as he is in martial training to become a fighting-man--the search for hirelings also rousted up a new foreigner-adventurer looking for gold and glory in the Tel al Safina--the fighting-man Dehuhada who had just come up from the quays! With the company rounded out by this and certain other additions, they set out through the Gate of Mourners:

  • Bartholomew (magic-user 4)
    accompanied by Bridne Murcada (likely lass)
  • Heijo (magic-user 3)
  • Dehuhada (fighting-man 1)
  • Persephone (fighting-woman 4)
    accompanied by Finbar (renyu) and Warda the Rose (magic-user 1)


The party returned, relieved of their stinkier goods (much to Finbar's disappointment), and bearing new and different scrolls, as well as a handful of gems and stone tokens with odd markings--it seemed their planned "moot" had been a success. They also bore a sword and the harness of a warrior--though one of slighter stature than a man--with unknown markings and insignia, said to have been taken from a grey-skinned being.

Dehuhada, new to the city and to the life of adventuring, eagerly listened to others' tales in the taverns as the party evaluated what they had learned, and what they had acquired. Then, on receiving a share of the cash from sale of the gems, Warda offered to take him on a tour of the taverns, and they regaled patrons elsewhere of their deeds in the caves (in between Warda's musing that certainly now she would be able to attract the dour swordsman Stark!)

Other than their negotiations with the Zoq-Fot-Pik--small creatures, apparently an alliance, or symbiotic culture of three different species?--Warda was most eager to tell of how she, with her new-learned arcane powers, assisted Heijo in laying low a large group of Sakkra in the caves with a spell of sleep, thence to dispatch them easily.


The Lucre

  • 3100 gp from gems x7 (1@50, 3@100, 1@250, 1@500, 1@2000)
  • 31 gp
  • two scrolls purported by Eyloya to contain formulae for minor spells
  • one scroll said by same to contain a spell ready to cast
  • 4 stone tokens representing the knowledge offered by the Zoq-Fot-Pik
  • 1 stone scratched with the particular sign of Eyloya
  • chunks of cavern crystal (for Bartholomew)
  • 125 gp from an assortment of Sakkra weaponry, mostly sold at half-price
  • the curious harness of the grey creature
The Learning
  • 3256 xp from treasure
  • 256 xp from Sakkra x8 (50 + hp ea.)
  • 480 xp from greys x3 (150 + hp ea.)
The Cut
  • 708 gp, 5 sp. 5 cp per player-character
    350 gp, 7 sp, 7 cp to Warda
    71 gp to Bridne
  • 998 xp per player-character
    499 xp to Warda
  • a Sakkra bow and 16 poisoned arrows to Dehuhada
  • chunks of cavern crystal to Bartholomew
  • the formula scrolls
  • the spell scroll
  • a favor token to Heijo
  • the curious harness
  • the knowledge tokens, the information associated with them, told by the Zoq-Fot-Pik, to be written up by the scribes subsequently


Write-ups, art, etc. from a character perspective provided to me will be published to the blog and earn the corresponding player-character 100 xp per level.


Session #24: Secrets of the Sixth House

A company of adventurers assembled last week at the tavern of Cothon-Under-Star to organize themselves for an expedition into the Great Spire of the Klackons on the northern slopes of the Tel al Safina. Long planned by Sesel, the Voice of the Survivors, the plan was further abetted by the aid of the noble Beni al Rashid (House al Rashid), whose representative Zayda arrived with a coat of mail and with a sword girded at her hip, ready to join as an adventurer.

Sesel gathered the company in a private hall in the back of the tavern to go over his and his companions' intelligence and to have a kind of "war council" to discuss their plans in more detail--the particulars, of course, are known only to those who were present. But plenty was already known publicly, so that rumor swirled through the common-room as fast as wine could flow--it was known that they wished to venture into the so-called Sixth House in the Spire, which was reputed to be "haunted" by some kind of evil; and moreover, master-alchemist Aljadd and his apprentices and servants were being held by another clan or house inside the spire--perhaps the company would seek to rescue him as well? 

Ultimately, the company emerged with the set of purpose in their faces, and with a jaunty "farewell!" to the taverners and their patrons, the party set out northeast through the Gate of Fishermen to seek the Spire:

  • Sesel (fighting-man 5)
  • Avin (magic-user 4)
    accompanied by Vlana the Bard (magic-user 2)
  • Ravna (magic-user 4)
  • Durham (fighting-man 5)
    accompanied by Pako (renyu)
  • Bartholomew (magic-user 4)
    accompanied by Gan ad Din (fighting-man-in-training)
  • Heijo (magic-user 3)
  • Zayda al Rashid (fighting-woman 2)

This sizable company returned to the city with even more companions--Aljadd and his entourage, delivered from political-hostagery amongst the Attine Klackons! And too, they were borne down by the four oxhide ingots they carried, composed of a strange greenish alloy, as well as whatever Avin carried in her darkly ornate, silken bag.

But almost as soon as they swept into the tavern, flushed with success, Aljadd ushered his deliverers once more into a private wine-hall. Sharp-eared patrons were able to glean certain details as the party passed through: Aljadd had been forbidden from continuing his research into the "haunting" of the Sixth House; the Klackons of the other Houses had burned a number of books and artefacts to prevent the spread of the evil; but the company had been allowed to keep a number of things (ingots included) as "spoils of war".

As whatever further discussions began to wrap up, and the company broke apart to evaluate their gains and divvy up shares, a few more details came out. Cords of knotted silk were touted as tokens from the so-called Fifth-House, to enable the party to return--as Vlana explains to some fellow patrons over dark wine, the group had negotiated a deal with that House to enter and cleanse the haunted one. Bartholomew had helped to provide an "in" with his rapport with a translator-attendant of that court; meanwhile, Durham helped ensure the success of the negotiations with an heroic boast of his and his companions prowess and abilities. A number of "undead" Klackons were indeed dispatched, but much of the expedition actually consisted in exploring and getting the lay of the manor, so to speak, to enable better success next time--because, of course, there remains much more to do to cleanse the Sixth House!


The Lucre

  • a handful of silver tiaras, antennae clips, and lapis lazuli carapace gems (900 gp altogether)
  • several bottles of various perfumes and musks, particularly of Tel Bani al Ramaad (180 gp)
  • 235 gp from 8 gems (1@10, 3@25, 4@50)
  • 2000 gp from an assortment of physically valuable human books (i.e. illuminated or goldleaf pages, gilt leather covers, etc.); their topics vary between philosophy, epic, and natural history
  • a codex from the Barcidae dealing with advanced metallurgical techniques
  • a number of Klackon strand-books of unknown value
  • 1300 gp from"raw" silk strands for new books x13 (100 per length)
  • 4 oxhide ingots of a strange (but familiar) greenish metal alloy
The Learning
  • 4615 xp from treasure (not including the Klackon books or ingots)
  • 1507 xp from "newborns" x9 (150 + hp ea.)
  • 138 xp from brainsuckers x5 (25 + hp ea.)
  • 200 xp to each character for exploring deeper under the Sixth House
The Cut
  • 576 gp, 8 sp, 5 cp per player-character and Zayda (the latter as share to the Beni al Rashid, who will also be interested in further developments re: the Klackon "books")
    288 gp, 4 sp, 4 cp each to Vlana and Gan ad Din
  • 1243 xp per player-character
    622 xp to Vlana and Zayda
  • the metallurgical codex
  • the four ingots
(anyone wishing to retain something as-is, rather than as cash, may simply buy it out of the pool using their own gold)

The Klackon Strand-Books
To determine the nature and value of these "written" works, they will have to be dealt with in one of several ways (and I'll write a separate post with xp, gp, and details once determined):
  1. Torkol, as an interpreter of the Klackon tongue, can spend downtime researching them; this has the advantage of complete privacy for the party as to the exact nature of the books, and then only those that are deemed saleable can be revealed, while the others remain to the party for their own designs, but it will require some time on Torkol's part;

  2. Someone in the party can use the "downtime activity" of finding the right buyer to essentially find someone like Torkol who can help interpret the books, for a fee; the advantage to this is that Torkol will be freed from having to spend his own downtime to interpret them--but of course, it will mean trusting the person found, as well as risking complication;

  3. Or, the party could turn the books over to the Klackon patrons at Cothon-Under-Star; with Torkol's guidance, the nature and value of the books can be quickly established (without requiring downtime from Torkol), but, of course, such knowledge would then be public knowledge

  4. Perhaps someone in the party has a better idea? Propose it to the company!



Session #23: In the Eye of the Heroön (plus Durham's account)

Now almost two weeks hence, a number of the Survivors of the Tel were seen to depart their tavern-base at Cothon-Under-Star and make their way down into the harbor to Fahra's Hole-in-the-Wall to meet up with fellow-adventurer Durham, about halfway to his own tavern-base at the Kantor Kabljauhof. He had piqued their interest by suggesting a return to the Heroön of Dalan in the necropolis, and that he had some information relevant to such a delve.

Despite calling the meeting, Durham was late; but when he arrived, he did so accompanied by Hasan Abdul Munqidh and several other slaves of the Beni Munqidh. This Hasan explained to the gathered Survivors that his masters were long associated with the fleet-tradition of the city, and with the Guild of Shipwrights and Oarsmen, and so knew something of the mysteries of the cult of Dalan. Rounds of ale were passed around, and Hasan pointed out that "of course, it would be unwise to loot the shrine," as the Oarsmen still maintain the cult of Dalan, and would not look kindly on such rank banditry. But he was able to elucidate certain information to the party regarding the cult and the necropolis--in return, naturally, for promise from the group of some kind of compensation.

Undeterred from adventure, the party nevertheless set out from the Gate of Mourners to seek the necropolis in the Colossian Temenos in the valley on the southeast of the Tel al Safina. Undoubtedly they went to experience the place spiritually, and to liberate only unrelated treasures from the underworld:

  • Avin (magic-user 4)
    accompanied by Vlana the Bard (magic-user 2)
  • Sesel (fighting-man 4)
    accompanied by Barabajagal (wunderman)
  • Ravna (magic-user 4)
    accompanied by Ix (Thri-Kreen 2)
  • Durham (fighting-man 4)
    accompanied by Pako (renyu)


The party returned, somewhat worse for wear. Barabajagal looked pale, and blood crusted his tunic; others in the party too, bore signs of injury, and yet they went about with a new glint in their eyes, as if they had faced some real danger, and come through despite.

Amongst the party, Ix in particular seemed excited, chittering in her own tongue incomprehensibly to the rest of the party; when she had collected her initial share of the seemingly small haul of treasure, she departed quickly to rejoin her people; Torkol, another Survivor and patron at Cothon-Under-Star was able to tell his companions that she was chittering something about "blooding her sword" and the "halls of the warriors."

And because I want to showcase Joel's artwork for the recap, I am also reproducing his play report here (for which Durham receives 100 xp per level); Jacob's, from Sesel, will follow shortly:


The Flowing One

Durham's log, entry 9

In need of gold I had the idea of going back to Dalan's tomb. I heard tales that the Survivors of the Tel had explored the same area a time ago, so I invited them to the Kantor for a drink to hear my proposal.

I told the Survivors of my adventure into the tomb and the alter that we found needing some round object to act as a key, the eye of Dalan. My theory is that a treasure lies beyond, if we can acquire the key. The Survivors agreed. So I sent a message to a friend I made at the Coreguyi games; Amalla Umm al Munqidh.

She did not make an appearance herself but a representative did come with an entourage. They were part of the guild of oarsmen and shipwrights. I ordered them a round of the famous Hanseatic lager while we talked.

The representative tells me of the cult of Dalan, who currently holds the eye. Once upon a time they were the dominant force of the guild, however their number has dwindled down, currently making them a minor influence in the guild. It is know they have wealth but refuse to share with the rest of the house. With the promise of giving their house a gift, they advise that we not make our intentions know to the cult of Dalan and that even a round eye sized object may work as a key.

Our party left Cothan via the gate of mourners and followed the pallbearers' way. We found our way to the necropolis and entered. It took us a while to navigate for what we certain was the way to our destination seemed to be unfamiliar so we backtracked and began again eventually running into four small grey human-like creatures armed with swords. They did not appear to be hostile and offered their assistants for a share in our treasure. We agreed and pushed forward.

We then came upon an altar that was covered in a liquid bubble. We approached closer and poked it with a spear. The liquid shielding the altar began to move, developing a torso. We engaged in combat and as we did the grey creatures turned against us and attacked us as well.

We eventually were eventually victorious, however we did suffer injuries. The grey creatures turned out to be illusions and were actually some kind of creature resembling a mass of rope like tentacles. We gathered the altar's treasure and headed home, hoping to return for a greater prize.


Durham, self portrait



The Lucre

  • 20 platinum, 800 gold, 4000 sp
  • 230 gp from gems x5 (2@100, 3@10)
  • four silver-and-gilt officers' maces, more ceremonial than effective, all with the head of a kyni-falcon, and bearing insignia of Dalan II. (2000 gp altogether)
  • the dark silver head of a polearm, fashioned in the shape of a betranoban, its long beak and crest both able to be used as a piercing blade or as a boat-hook (500 gp)
  • a large collection of ancient and foreign coinage, valued around 8600 gp, but would require the services of a money-changer at a fee of 10% of value, to change into legal tender
  • an aspis-type shield, faced with bronze and painted with a platter-shaped crustacean (magic)
  • a small metallic orb with an iris on one side, and a stud on the other
  • an illuminated scroll in an ornate oar-like scrollcase, The Glorious Deeds of Qon al Nakimbri, covering said deeds and the barbarian warlord's loyal service to Dalan II., and his installation as the guard at the gates to the land of the dead
  • a gold arrowhead, curious in that it doesn't have a socket to attach to a shaft; it registers on the "mystery" setting on Durhma's device
The Learning
  • 18730 xp from treasure
  • 540 xp from "flowing one" x1 (500 + hp)
  • 1379 xp from tsu'uru x5 (250 + hp ea.)
  • 200 xp to each character for exploring another lower level of the crypts

The Cut
  • 4 pp, 626 gp, 800 sp to each player-character
    2 pp 313 gp, 400 sp to Vlana and Ix
    400 gp to Barabajagal
    this cut does not include the value of the coinage, that must be liquidated separately
  • 5362 xp to each player-character
    2581 xp to Vlana and Ix
  • the shield
  • the orb
  • the book
  • the arrowhead

The Numismatic Nightmare
As to the collection of various coinage retrieved from the necropolis, as mentioned above, its liquidation into useable currency would involve a money-changer and a fee at 10% of its value. This value has already been figured into the xp awards, just not in cash. The exact division of this collection is left to the players to determine, though undoubtedly the hirelings associated with the adventure have some interest in its alienation.

The money-changer is noted, but perhaps there are other ways the players wish to use it? I leave it to the company to decide--or if they wish to divide it up equitably, and then deal with it individually, as each character sees fit? Just let me know



Write-ups, art, etc. provided to me to be published here will net an additional 100 xp per level for the corresponding player-character.