Tuesday, April 27, 2021

Departure of the Immortal Dead

("ghostwritten" by Jacob, my thanks to him for his great help! 100 xp per level is awarded to a character of his choice for his assistance in compiling and embellishing these items)

Over the last 2 weeks pranks have been pulled, parties have been had, and the Immortal Klakons have once again moved to rest. During the first week, of pranks and shenanigans, several spooky surprises and shocking pranks occurred. Among them, three circulate amongst the taverns especially well, as they were perpetrated by several of the oft-gossiped adventurers who have been making their way in and about the Tel of late.



--Avin--

Our first story comes from Adolin ibn Dalinar, scion of House al Khalid. Having received an invitation from Avin, who had previously worked to woo him, to visit one of the smaller taverns, the Fancy Discovery, in Cothon.


As Adolin tells it, he accepted the invitation fully expecting a prank, because who sends invitations during the weeks of the Immortal Dead without planning something. Though, you wouldn’t know it from his reaction. He planned his route to the tavern ahead of time, taking busy, well lit streets. Unfortunately as he neared a cart of produce was upturned by another prank gone-wrong, forcing him to turn down a darkened alley. During that walk he mentions bravely fending off several Klakon ghosts, and definitely not being unnerved by them at all. Finally, just as he is confident he’s made it to the tavern in the clear 4 KzinTi Heroes burst from the darkness demanding all of his belongings!


The shock of it causing Adolin to turn white as a spirit! Being a talented dualist he naturally began reaching for his side sword, as Avin revealed herself, dismissing the illusion and doffing her excellent KzinTi disguise. And with the tension of the shock Adolin burst out laughing! Inviting Avin inside for some much needed drinks. Though he later explains, after visibly calming himself, that of course the reaction was practiced and entirely intentional.


(If results should be rolled, I rolled him a 13, assuming “high quality mask and costume means paying enough for a +3 - The stars stilled (stars aligned, but for stars that move normally) for your prank! The preparation, timing, and execution were perfect. So perfect that your target invites you to roll on the carousing table, but because it is with a friend it is at plus 4.)



--Durham--

Having heard from the perspective of a Great House, next we’ll hear how the Barbarians prank themselves! Eschewing more traditional jumps from around a corner, this story is relayed by the patrons of the Kantor Kabljauhof.


As a tavern, loud partying and celebration isn’t unusual. Especially with frequent adventurers coming through with their coins and treasures. So it wasn’t a strange thing for Durham to purchase a table. Though someone considering the invitations may have realized something was afoot, for Durham invited a rather unusual bunch: Vituria (V), a dancer in the Kantor; Gadhar, a rather serious hireling of the Lamp Lighters; and mother (Umm) Munqidh.


The group gets together at a table in the Kantor, set off slightly from the rest of the floor, though not so much as to be noticeable to anyone partaking of the nights activities. As the drinks begin to flow and everyone is enjoying themselves Durham proposes a toast! While the toast itself shall remain between the friends, the standard clinking of tankards, and explosive results there-in were the talk of the entire tavern for the rest of the night! For, Durham had prepared these drinks especially, and even coordinated with the tavern to set the table off enough so that the other patrons wouldn’t be bothered by the prank. 


Then, as the tankards collided, and the liquid within splashed out and mixed the substance expanded quickly into a frothy, foamy, mess. Shocking the guests into spilling more of their tankards, and causing even more foamy eruptions! While the mess was quite spectacular, and Durham was sure to have to spend some significant time cleaning, V offered to help clean up, and even to buy Durham a drink or two during the celebrations the following week.


(Result: 9 - Drinks are on me! It didn’t go exactly as planned, but everything turned out alright. Your target invites you to carouse, and offers to pay for the first round (no cost).)



--Sesel--

While most are in a state of celebration, life does go on. So our next story comes from the Poor Brothers, contracted by the Survivors to carry a fallen comrade up the mourners way to be entombed.


As the sun begins to sink below the horizon the Poor Brothers joined Sesel, fully clad in his plate armor in memory of his fallen friend Gan, as they carried his covered body up and out of the gate of the mourners. The rest is told by Agon Raffa, a captain amongst the Poor Brothers who was in attendance for the ceremony.


Agon explains that the walk up is slow, and often quiet. Though he had expected some conversation of Sesel, being the “Voice of the Survivors”, but he was unusually quiet. That is, until they began to reach the first copse of trees along the path of mourners. A copse the Poor Brothers have passed hundreds of times, and for which they give little consideration, as it is close enough to town that any bandits would be foolish to lay in wait here.


As they rounded the bend an ethereal spector, a soft blue glow bouncing off the silvery panoply  and lit faintly in red by the setting sun, rose up from the darkness of the trees! At the same time the smells of death and decay wafted about on the breeze. It was Itra the Swift! Come to claim the soul of Gan for himself in fire and flame! And not a moment later the sheet covering poor Gan was alight with fire.


The soul of Itra calling out to the Gan, the body raised up upon the cart wreathed in flame, and stepped down to meet with Itra, raising his arms to be taken. At which point the Survivors could no longer hold their amusement, Sesel dropping down and revealing himself as the spector, Gan removing the cloth and helm of armor revealing a head soaking went from water. Torkol walked over from the bush, and Raoden doffed Sesel’s helm. The whole group had a good laugh, drinking of the small barrel of wine Sesel and Torkol had carted out earlier in the evening.


This story relayed by Agon and Sesel, having met back up the following week for drinks and celebrations. The two continuing to exchange stories of Adventure, of mourning, heroes, monster, and excitement the whole night through!


(Results: Prank: 9 Carouse: 12)

From Bartholomew's Journals: A Prank!

(written by Phil, player of Bartholomew, concerning a recent expedition outside the Tel and thus earning Bart 100 xp per level)

From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery

17 April 2021 – The Best (worst?!) Prank Ever


The skies were leaden grey, and rain fell in cold, driving sheets. A rather large, motley group of veteran adventurers, myself included, huddled together at the walled gates connecting Cothon and Gadeed. We were trying to keep ourselves somewhat protected from the elements, and mostly failing. Being well acquainted, as members of the Survivors of the Tel, we made small talk as we waited, and we each voiced our opinions as to what might lie ahead. However, two of our group, a gaunt but scrappy fellow, and another – an enigma – were new to us. The scrappy fellow introduced himself as 'Kzin Friend'. While his appearance was rather disheveled and unkempt, it was clear that his mind was sharp, and that he was able to harness the fluid forces of the arcana. He thirsted for knowledge and unadulterated adventure. The other was a slim humanoid(?) of indeterminable … everything. Due to the outfit worn, the body and all features were literally covered and hidden, it was not possible to discern their visage, let alone much of their being. And this enigma was made even deeper because of the being's unwillingness (inability?) to speak. We did, at long last, determine that 'it' was called June.

We had answered a call put out by a secretive clan, calling themselves Bani Dawr, that somehow made its fastness between the walls of Cothon and Gadeed. They had posted a request throughout Cothon for 'seasoned adventurers' to undertake a mission of highly lucrative potential, but that they wished to keep somewhat hush-hush (so to speak). And we had decided to add this appointment to our portfolios.

Our group consisted of myself (sans Gan – he was otherwise preoccupied), Hey-Jo of the ink-stanied hands, Ravna, our good friend Durham (and the ever excellent Pako), our newly met comrades June and Kzin, and Kzin's hireling – a young likable fellow by the name of Zero. Our squad was eight strong, and as we waited and chatted, we slowly became aware that a ninth figure was among us. Unannounced, and quite stealthily, a young woman dressed in fighting leathers quietly (and in a friendly manner) made her presence known from the shadows. She was Ishna, of the Bani Dawr, and she asked us to follow her, as time was of the essence.

We were led through and past a warren of odd 'political cafes' that made their homes between the major city walls, and finally into a rather opulent and sizable 'house'. Within we were introduced to other Bani Dawr, and we entered into negotiations as to what our recompense might be, if we were to return alive. We are, as Durham pridefully noted, a rather experienced and well-trained party, and we felt that their offered reward was somewhat weak. As part of our deliberations, it was decided that the young Bani Dawr woman who led us here, Ishna, would join us. As discussions progressed, Kzin Friend interjected interesting ideas and questions from the sides, while stuffing his belt pouches with cold roasted meats and hunks of hard cheeses. These items had been brought out and had been laid out as table fare. As well, He and Heyjo unabashedly availed themselves of as much of the fine wines as were being offered as refreshment.

After all was finalized to our satisfaction, we were led down into what appeared to be a large, dank cellar. In this cellar we were shown a … device(?) … and it was explained that only those with a certain mindful bent were able to 'use' the device to transport themselves to a realm not of this world. The Bani Dawr had developed a drinkable serum that mimicked that mindfulness, and allowed anyone to fool the device – but only for a few hours – perhaps for as long as a day. A single vial of the serum was offered to each of us, and we were instructed on how to 'use' the device.

Being the most courageous of the group (and perhaps the most foolish), I immediately downed my serum, stepped up to the device, did as I had been instructed. And everything went dark.

I found myself alone, in complete darkness. This darkness was absolute and crushing – the darkness of total blindness. It was also eerily silent and still, and I had a brief panic, thinking I must be dead. But, I was thinking, and I was feeling, and I was breathing. I let go of that thought and returned to reality. I rummaged in my pack, retrieved my lantern and lit it. Now here was a pickle: the lantern illuminated the fact that I was indeed, alone. I was inside of an enclosure that I perceived to be a metal box of about three spear lengths wide, tall, and long. There was also no obvious entrance or exit, and I feared I might have somehow been entombed. Hmm.

As I pondered my situation, others of my fellows began to appear inside this enclosure, joining me. Soon we were all present, and somewhat annoyed. Nine of us in this tiny box. At least we were fairly certain we were not dead. In due course we began to hear noises outside of our prison: clankings, poundings, creakings, and bangings. But we felt no movement, nor vibration, while touching the walls. This went on for a short while and suddenly stopped. As we wondered at the new quiet, the top of our enclosure vanished, and the walls seemed to almost instantly drop into the ground!

We found ourselves in a very different place than where we had been moments before. We were not in Cothon, or Gadeed, any longer. In fact, based on the disturbing sky, which I refuse to describe here, we were likely NOT on the same plane as our beloved city-state! The air was stale, the sky was clear (with unmoving stars), and we were in a thicket of wood that opened not far away, to our front, onto a large open field. It was night, but when we left the cellar in Cothon it was surely no later than midday.

In the field before us stood a large, walled structure – a fortress keep. There was no noise to be heard. Not even bird or insect sound. As we discussed among ourselves a plan of action, Kzin scouted further and deeper into the woods behind us. Or, he said he did. It's difficult to explain. He said he began making his way quietly through the underbrush, being a wilderness tracker by trade, but somehow he found himself always standing within our planning group. And he said he had no recollection of being anywhere else within the woods. In fact, every time we attempted to search into the woods, we always found ourselves back near the transportation pad (TP, for lack of a better name for the 'device').

Durham stuck a tracer arrow into the ground near the TP, so that we could easily find our way back to the TP, and I used the arts of arcana to remove myself from sight. We spread out and approached the edge of the wood, keeping a close watch on the keep. We noted what appeared to be armed and armored guards walking the parapet. I began a slow reconnaissance of the clearing and keep, circling it at a normal strolling pace. As I completed my rounds, Ishna used her talents to make the sounds of a struggling person come from a distant location – the sounds of someone calling for help. We hoped that this would alert the guards, and perhaps a party might be sent out from the keep to investigate – allowing us to learn more about their kind and number.

This worked well, and two individuals sallied forth to investigate where Ishna had tossed her voice. Our group was then able to make a quick and stealthy dash to the walls of the keep, on the side opposite where our diversion was occurring. As the investigating party returned, I slipped behind them, invisible, and followed them inside the keep. Upon entering, the gates were closed, and the two individuals I followed continued further into the keep, while I remained in the gatehouse.

The inside gate guards were – odd. They appeared to be disheveled humans, dressed in rags, and strangely unemotional. They did not appear to be of the same stature as the guards upon the walls, or the two individuals I had followed in. Each of those guards had been encased in exceptional armor and carried unique metallic staves. It was as if the gate guards lacked any will of their own – no spark of life. But they were not undead – more akin to empty vessels. I decided to attempt what most would say was folly, and slowly removed the timber used to bar the gate. I expected that its apparently unaided movement would certainly cause an outcry. As I began lifting the bar, and removed it completely, it became obvious that the gate-slaves were rather incapable of higher thinking. As the gate bar seemed to slip from its braces by itself, one guard blandly watched with no interest or understanding of what was occurring. However, an awareness seemed to slowly dawn on the other, that something was amiss, and he began shambling toward the gate doors, ostensibly to replace the recalcitrant timber. As I nudged the door open, signaling my comrades to enter, I simply moved my invisible body to intercept and stay in between the gate-slave and the door. The perplexity on its face, being unable to move past an invisible object, was cause for giggles, and it completely ignored my quite visible companions!

The party entered, undetected except for the gate-slaves. The size of our party did finally trigger something in those guards, and they began to come to life with a ferocity aimed at us. We feared a raucous scene would evolve, but when Pako (the Renyu) was noticed, the gate-slaves stopped and fell into a posture that could only be described as reverence. I should mention here that the guards seen on the parapets, and one of the two that I followed into the keep, all wore massive helmets shaped like that of a long-snouted, sharp-eared dog. In other words, they might possibly be Renyu!

The gate-slaves returned to being unremarkable statues, and we quietly discussed our next course of action. There were three buildings within the walls of the keep, and a well. I again made a slow and quiet recon of the inner keep, strolling around the buildings, and making notes of interest. Even being invisible, it behooved me to be as stealthy as possible. We believed the buildings to be a storage shed to our left, a large animal stable to our right, and a large main house in the center. The well was in the far corner, away to our right.

We first investigated the storage shed, and found various crates and barrels, a few staves that looked like the ones the greater guards carried – but wooden, not metal – and a complete set of guard's armor. The armor was laid out in pieces on a workbench, and Durham said that someone must have been cleaning it. After a close inspection, he also noted that it was some of the most intricate and amazing metalwork he had lain eyes on. Some of the designs and symbols on the armor, and some of the crates, were familiar to me, but I could not quite recall why.

In a fit of genius, we were able to entreat Pako to wear the armor, and after some tinkering by June, we were able to 'locate' the mysterious and large dog-headed helmet. As Pako was trying to describe to us how it felt to wear the armor, a fellow opened the shed door and burst in upon us. The jig was up.

The fellow was actually surprised, apparently astonished and incredulous that there were nine individuals in his storage shed. In a flash Heyjo spun arcana around the intruder, and he dropped quietly off into deep slumber. We quickly dragged him into the shed, closed the door (and posted a guard!), then trussed-up, gagged, and blindfolded our captive. Crisis averted. Or was it? Why do we always assume that others wish to cause us harm? Maybe the fellow would have been curious, but happy to see us, and would have welcomed us to his table? What if we could have opened up trade? But no, we immediately crossed a line.

Anyway, Pako described to us what he 'saw' through the eyes of the helmet, but it was difficult to understand – especially coming from the mind of a Renyu. So, I focused my attention and let my inner, clairvoyant eyes see through Pako's eyes. As we melded sight, and my focus cleared, I must say – Pako was certainly seeing some interesting things! Suffice it to say, this was not normal armor – and a story for a price. A hefty price.

We decided to continue our search of this keep, and attempted a ruse, using Pako dressed in the armor as my avatar – as I could see through his eyes. I had also realized that the language these others spoke was similar, but much more ancient-feeling, to one I spoke, and being invisible, I would follow close behind Pako and be his 'voice'. We thought that if we were noticed, and the encounter seemed sour, this ruse would allow us to possibly surprise our opponents.

Prepared for further shenanigans, we made our way to the other out-building, to the right as you enter through the gates. We encountered nothing, and found that, indeed, it was a stable for large beasts. After a close inspection, we also realized that these stables were absolutely clean. It appeared that nothing had ever been housed within any of the stalls. And we noticed that there was no dust, no signs of age or wear. Everything seemed to have been new-made, but oddly unfinished – void of the signs of being lived in or used.

After gaining entrance to the central, main building our luck ran foul. As we were searching the large foyer, two of the greater guards, armored and with weapons, walked in upon us. A parley was attempted, but our ruse failed. However, because I had shifted my clairvoyant eyes to one of our assailants, we were warned in time that they perceived us as foes. Two of my companions, Ravna and Heyjo, grasped the arcana and swiftly caused our two foes to become rigid as metal bars, unable to move, or to talk.

We took the time to strip each of them of their armor and staves, and dressed both Zero and Ishna in the armor. Durham and June had noted how the staves were activated, and we gave one to Zero, and the other to Pako. Durham then used his detector device to scan our surroundings. His results were odd, and totally unreliable. However, we were certain that at least one being was present within one of the side rooms, off of the main hall. Kzin Friend leaned in close to one of the doors in the hallway and confirmed that he heard movement, and what sounded like subdued conversation and perhaps two or three people eating.

We boldly entered that room and found the oddest of sights. Mechanical man-machines with twisted, melted, waxlike features. Two of them, sitting at table, going through the motions of supping, but mechanically, and without meaning. They appeared as puppets – grotesque life-sized puppets.

We set up to enter what we assumed to be a third chamber, a group of us from the machine-man room, and a group from the main entrance chamber. June maintained a guard at the main foyer door. In this adjoining chamber we roused from sleep three of the creatures that wear the armor of the dog-helmets. No, they are not men, they are massive, agile beasts. Their skin is tough and corded, and their fingers end in savage claws. And they are hostile. Our melee was intense, and included much firing of the searing staves on our part, and the blinding of two of the beasts (thanks to the astute aim of Zero and Ishna). However, the staff Ishna wielded became corrupt during an attempted discharge, and exploded violently in her hands, destroying itself and melting away large portions of the armor she wore, fusing the rest around her! Luckily she survived, but barely.

We threw much at these beasts. My attempt to wrap them in arcane slumber went as unnoticed as the breath of a kitten across a lake. That is to say, they were unaffected. Durham pummeled them, Pako raked them, Heyjo and Ravna pelted them with stones, and I tried to dowse them in flaming oil. June continued to guard the main door. These creatures were practically unstoppable. But we did finally overcome them, thanks to an interesting talent displayed by June. Suffice it to say, June ended the fray.

However, a series of unfortunate events befell both Kzin Friend, brave and bold as he was, and his retainer Zero. They perished at the hands of these beasts, ripped to shreds before our eyes. It was maddening. I fear I could have saved one of them, at least, had I been brave enough to rush through the battle and the blazing oil. I could have saved one of them. I called to Kzin to stay the course – to trust that help was on the way! But I did not go to him. I tried to overcome the final beast with the authority of command – and failed. I expected there would be time to attend to our recently fallen. But then, as that last monster fell to our blows, the oddest thing happened. The bodies, and all of the belongings, of both Kzin Friend and Zero, vanished. Except for the unnatural armor and staff from this place, that Zero had been using. We have no explanation for what happened to their bodies and their belongings, they simply vanished – gone.

With the battle over, some of us turned to assisting Ishna out of the melted armor that encased her and prevented movement. Others in the group continued exploring. After listening at what appeared to be the final door to explore behind, and hearing nothing, Heyjo opened the portal. This turned out to be an almost fatal decision, as an unearthly creature that had been lurking within was released. It was tall, and thin, with skin like old dry leather wrapped tightly around the carcass of a long dead beast left in the desert sun to dry. It's eyes were glaring orbs of unseeing death, and its hair was long, white, and greasy. It rushed out and rapidly lashed Heyjo across the face with an open palm. Its speed was uncanny, and it appeared to have unnatural slits running down its hands, from middle finger to the heel of the palm.

To be truthful, the encounter with this beast seemed hopeless to me. I fear I was ineffective at attacking it, and provided little to no actual assistance in defeating this foe. But again, thanks to June, and their indescribable abilities, the haggish creature was destroyed. And by destroyed I mean exactly that – not killed – but destroyed. We found that its wounds would rapidly heal, and the only way to abolish the foul wretch was with flask upon flask of burning, searing oil.

We searched the room it had been inhabiting and among trinkets and baubles found a single, curious 'glove' in a small box, tucked under a mattress. Finding very little else of any real value we departed, and allowed June to go haywire with the wall guards. The few left walking the walls were easily subdued, and we then set our minds to investigate one of the oddest sights yet.

Not far above the peak of the roof of the main building, we noted a 'hole' in the sky. Yes, a hole in the sky, out of which a twisted mass of vines appeared to be growing. It was close enough to the roof that June was able to jump up, latch onto, then climb up the vines, and through the hole. However, after arriving in an upper space, June realized that the vines would likely not hold for another to attempt the same climb.

After quick investigation, June was able to affix a rope to a nearby metal pillar, and toss it down for others to use. While Durham climbed up to help investigate, I ran off to watch over the prisoner we had left in the storage shed. Heyjo, Ravna, Ishna, and Pako remained in the main keep yard as guards. Once again we committed the fatal sin of most adventuring groups – we split up.

Durham later described the upper chamber as like a domed cage, with a metal floor, and many, regularly-spaced metal pillars. At height, the pillars branched off and the branches joined and intertwined, joining each other and forming a lattice-like ceiling. But it was far above, and dark, and difficult to make out clearly. At one location, along the wall, they found an opaque window – appearing to be fogged over from time and age – from which gleamed a faint golden light. But Durham said they could see nothing inside and could find no entrance to that area. In fact they could not find any exit, other than the hole they climbed up through.

We finally gathered, and removed ourselves back to the TP, dragging with us the prisoner from the shed. We expected that our travel potions would be wearing off soon, and we did not relish being stuck in this disturbing 'reality' for much longer. We expected that we could just hold on to our prisoner and then work the TP device, and he would travel to the Bani Dawr cellar with his handler. However, that did not prove to be the case. I was the first to try, and while I held tight to the prisoner, I arrived back in the cellars of the Bani Dawr quite alone. After the others arrived, we briefed the Bani Dawr on the particulars of our encounters. As we related our adventures, I noticed that Ishna and Heyjo maintained a quiet, clandestine conversation in a corner of the room.

We were finally 'gifted' our reward, perfunctorily thanked, then summarily dismissed and escorted back through the wall into Cothon. Heyjo and I were joined by Gan at the tavern and we filled our innards with fine wines, roasted meat, and cheesy breads. As the night reached its height, and patronage was at its peak, I loudly called the whole tavern to stand quiet and bear witness to the most important toast of the masquerade season! I also called to the barkeep to provide beverage of choice – CHOICE, MIND YOU! – to everyone in the room. As the cheers of “Bart, Bart, Bart!” rang out, then faded, I stood atop the table and loudly (and eloquently) toasted the special and singular bravery AND foolishness of Kzin Friend – who, during this time of the Masquerade of the Immortal Dead, we played the ultimate prank upon – allowing him to think that we would save him in his final moments, and then not. “LONG LIVE KZIN FRIEND!”

It was the best of pranks, it was the worst of pranks! But I think he would have approved. And the tavern roof nearly caved in upon the hollerings and belchings of “BRAVO! BRAVO! LONG LIVE KZIN FRIEND! BRAVO!”

(the final prank, naturally, pertaining to the recent Advent of the Immortal Dead, during which time the expedition took place ...
~the Scribes)

Downtime: Alchemical Pursuits

Long has this lingered as a "draft", intended to be published, but inchoate in form. The Scribes have recently put it together coherently, for your perusal:


Concerning alchemy as a skill, what is meant is not so much, as the country rube might think it, the distillation of magic spells into a spell one can merely imbibe; but rather, the distillation of various natural properties of a plant, root, stone, or animal, into a sympathetically useful poultice, elixir, or other drug.

We won't be using Barker's rules, but our own (presented below the image), but to help introduce the subject:

"An alchemist can recognise chemical compounds (such as poisons, elixirs, etc.). He can also make chemical substances if deemed possible by the referee. His success is governed by his level of experience and by the Chances of Spells Working Table (cf. Sec. 434). ..." (Empire of the Petal Throne, M.A.R. Barker, 1975, p.15)

Poisons and their antidotes, venoms and their antivenins, are the obvious use of such a skill, and the alchemists peddling antivenins for sekeker poisoning are legion; so too, the healing properties of bacta and of Sakkra-blood have been capitalized on by different guilds and by the Hanse to create a healing-product to be sold at scale for various ailments.

But there are, of course, other uses: take some essence of tsu'uru, preserved properly in neutral spirits, and with certain other additives (some efficacious, some to offset the bitterness), a dose can be created that allows a person to resist the psychical assaults of a psionic; treated another way, according to a different formula, the same essence can be used to create a drug that causes incessant hallucinations, capitalizing on the tsu'uru's powerful hallucinatory nature.

Despite the (limited) understanding of the unlearned thinking it necessary, knowledge of the magical arts is actually unnecessary for the practice of alchemy, as the art does not specifically reproduce any magical effect (not to be confused with the fact that magical intelligence readily lends itself to mastering the alchemical processes!). Anyone with the skill, regardless of magical skill, may attempt an alchemical experiment.


To wit:
An alchemist--ideally a player-character of such skill, but perhaps instead a hired specialist--proposes a project for the development of an alchemical product, be it an imbibed potion, a poultice, an inhaled substance, etc.

The proposal must distinctly include the special ingredients to be used, and the effect expected to be derived from such ingredients.
For instance, Tsa Xiit Qaa, Klackon journeydore alchemist, is hired by the Heroic Company to develop a special chemical agent from the glands of an aqa'a worm taken from the winding tunnels of the Weirding Caves, knowing that the creatures seem to "burrow" through stone, and hoping for something that would be useful in "corroding" stone.
So Tsa's proposal to the referee might be as follows: "I take the aqa'a glands and attempt to isolate the corrosive digestive acids that help the creature break through stone, with the intent of creating a kind of potion or chemical that is similarly able to break down stone--a dose of which might conceivably 'melt' a hole through a thing stone wall or door."

The connection between the ingredient and the effect must be justified, however tenuous the justification (and there are myriad such spurious justifications in the history of alchemy, many of which proved too tenuous ...). But once established as an hypothesis, the alchemist then begins work combining and recombining ingredients, agents, and reagents.

Though the simplest of tools can technically be used in such work--a fire and a clay pot can cook something up--specialized tools are indisputably useful. Likewise formulae--sure, anyone given enough experimentation can cook something useful out of narpine bark, but starting with a formula will significantly shorten the period of trial and error, and undoubtedly improve the final product. Additional sympathetic ingredients (to be included in the initial proposal if included!) can aid in the process, as does subtlety in the arcane arts, which grant a kind of secret knowledge of the workings of the world.

Distilled, a kind of formula for the rules concerning the downtime activity of alchemy can be derived:

  1. propose to the referee the effect of a special ingredient when distilled alchemically; remember to justify the connection

  2. consider one's resources: receive a +1 cumulative bonus (to the following die roll), from the use of an established formula, the use of a stocked workshop, the presence of a skilled assistant, the process being previously performed by the alchemist, the use of certain exotic or expensive additives, any appropriate attribute at 15+, &c. as the referee allows

  3. spend a minimum of 50 gp per dose to be created, though the actual cost is to be determined by negotiation with the referee and depending on the perceived "power" of the drug

  4. roll 2d6, plus bonuses above; add a further +1 per half of the player-character's magic-user levels:
    snake-eyes (unmodified 2) - always a failure, regardless of bonuses
    3-5 - the gold and ingredients went to a failed experiment. Roll at +1 on your next attempt with the same proposed ingredients and effect
    6-9 - the basic theory is right, and you produced one dose, but your methods need improvement; roll on the complications table below
    (IF cumulative bonuses would automatically bump one up past this category, an unmodified 7 on the dice indicates something went wrong in the process, roll per complications anyway)
    10-12 - everything went right; assuming you had enough ingredients and spent enough money, you can create 1 dose of your concoction per character level (magic-user), or half that otherwise



Die 

Roll


Alchemical Complications

1

Disaster! Something went very wrong, and your ingredients and work are ruined

2

What is that smell? Save v. poison as you catch a whiff of evil gases, or touch

something that can leach through skin; save or you are sickened for the 1d3

weeks, making all rolls at -1 (downtime or adventure)

3

Burned! The crucible was hotter than you realized, your next adventure is at

-1d3 hp

4

Subpar additives … Perhaps the seller cut them with something inert, this

potion functions at only half its intended effect

5

An effective combination--contrary to above, whatever was added acts as a

catalyst, or whatever, and the potion is half-again as strong

6

Everything actually went right, you were worried about nothing

7

Strange reactions--the ingredients didn't mix as you foresaw, and now you have

a potion with an effect rather different than intended (referee's discretion)

8

New insight--going through the process helped you understand your hypothesis

better, roll at +1 next time you attempt the same project

9

Eureka! Inspiration strikes for a new use for the ingredients used--a different

kind of potion, a different combination … roll at +1 if you attempt it in future

10

Happy accident--your process and ingredients actually produced one more

potion than you would originally have created


Saturday, April 24, 2021

Burnishing History -- the Green Doors Continued

A month has passed since emerged the last rumor of Durham's progress in his research concerning the curious Green Doors. The Advent and Masquerade of the Immortal Dead (and the ethereal, insectile creatures passing through the city) did somewhat to impede such research--and yet, the assistance of one Bartholomew Pettibone, "Purveyor of Sorceries and Enchantments" and also translator, interpreter, and native speaker of the Misranite tongue, certainly did no small part in advancing said research.

Now, as the wonderment (and confusion) surrounding the "ghosts" of the Immortal Dead begin to subside, talk resumes concerning those interests and preoccupations that held the attention of the taverners of the Dual-Cities before the strange times and rites. And foremost amongst those, for those of the Kantor Kabljauhof, concerned the Green Doors ...



As mentioned, Durham was able to secure the aid of Bartholomew in researching the writings sketched out by the adventurers on that erstwhile expedition. What appeared to be parallel texts in various tongues seem certainly resolved into partial parallels, along with later interpolations. Bartholomew's easy fluency with his native tongue, though imperfect in reading Old Misranite, nevertheless proved helpful; but surprisingly, his knowledge of a less well-known tongue, Qnoliya, sprang into focus. For a section of the sketched designs clearly included a section in that very tongue, though unfortunately poorly copied, as they were copied by an eye unfamiliar to the intricacies of that ancient trade-language.

"... so in these halls Mn, masterwright,
master of signs, master of spells,
made well my incomparable galley,
singing closed its rivets, enchanting lungs
within it, whale-like, to breathe against the depths,
spinning silk of ilwrath subtly through its armor ...
... armor inlaid ...
as the armor of the Rock, powered ...
...
swift as lightning, green as the storm,
I piloted my ship, destroyed my enemies
with the basilisks of its ballistae
... burned Meluhha ...
Maqan too, and Baan, burned beneath
my gaze ..."
(translated from Old Misranite by Bartholomew)

The royal name of Taharqu seems attached to these lines, though broken by the copy. Meanwhile, the parallel Qnoliya confirms uncertain translations, and seems indeed a reiteration of the deeds of Taharqu in the (at the time) more widespread trade tongue. The place-names--Meluhha, Maqan, and Baan--are antiquated, and would require further research.

Meanwhile, the texts in the Classical Tsurriya continue to prove difficult to work through, even with the aid of Iselda the librarian fetching primers and grammars--unfortunately, working through snatches of a language with a poor understanding of its grammar or vocabulary just is very difficult. Nevertheless, a kind of summary presents itself:

"I Ehssarbu, begotten of Esshardu ... laid low the nuraghes of Denwa ... took up the [forts] under Gebl Qarb ... seized the [covered] places, seized the [jar? vessel?] ... Taharqu was split, his bones spread, his body cracked for wild renyu, and I made his places mine ..."

------

Further research into the sketches made by adventurers during that fateful expedition could certainly yield clearer results; but at the same time, both Durham and Bartholomew are both certain that fuller copies must be made before any deep progress is to be made. There just isn't enough material in the jotted notes--be it haste, or unfamiliarity that limits the sketches--to make full sense of whatever "monumental" text is presented on the face of the Green Doors.


Tuesday, April 20, 2021

Hirelings Revisited

After only a few short months, the landscape of hiring prospective men-at-arms or fellow adventurers--or even a beggar or two--to fill out the ranks of an adventuring party has changed drastically. Uthia of Tarth was slain, and seemingly Zero Zaid as well; others have established themselves as loyal retainers of specific adventurers, as have Gan and Warda; and a group of potential hirelings even organized themselves into a formal society, the Society of Lamplighters, though little has come of it yet.

But this is the way of adventurers and their hangers-on--always changing, always the new replacing the old. Well, with the last two weeks of festival, a new crop of prospective hirelings have appeared amongst the lesser taverns, drawn by rumors of the wealth and success that certain of the company have managed to accumulate in the employ of the Survivors, of the Crag Keep, or of Durham of the Ringing Anvil.

Prospective employers will note that the influx of new gold to the city has inflated the costs of finding a hireling, but that the interests of certain adventurers in "picking out of a pool of like-classed hirelings" has suggested a new way to spend money to cajole these ne'er-do-wells into working for oneself:


Gold Spent

Dice Rolled

3 gp

d6

7 gp

d10

13 gp

d20

30 gp

d30

60 gp

d20+10

75 gp

pick out 4 hirelings, roll 1d4

120 gp

any hireling of your choice


It should also be noted that as the shuffle of buying drinks to find a prospective-hireling's whereabouts has become a kind of ritual in town, so there is a different process in hiring someone with whom a character has had a previous association (e.g. gone on an expedition together; the Scribes keep track of such things).

If there is a character one has had association with whom the player-character specifically wishes to hire, they may choose to pay for a round of carousing (probably 100 gp, except for the few characters on the list already of higher level) and thereby learn that character's favorite hangouts, such that they can be found again in the future without the rigmarole of the table above. Thereafter, that player-character may seek out that prospective-hireling for any future session; the potential hireling is still free to refuse, if there is reason (dislike the proposed expedition, bad blood between them and party members, &c.).

As has always been the case, hirelings are to be paid per class at the end of an expedition (this gold is theirs; the gold spent as above was spent procuring their services):

  • beggars are to be paid 5 gp
  • footmen, likely youths, and specialists are to be paid 25 gp or a 10% share of treasure at the end of an expedition
  • classed characters are to be paid a 50% share of treasure at the end of an expedition
    (a share defined as an adventurer-share, so a footman should be paid 10% of what a player-character is paid)

Further rules concerning the class of the hireling are covered under the original post.


Die

Roll


Name


Class


Equipment


Notes

1

Old Zelma

beggar

gnarled cane

she's as gnarled as her cane

2

Hasan ibn Hama

footman

crossbow

a professional man-at-arms

3

Musa "the Hook"

beggar

hook hand

missing his right hand

4

Tarjan Shieldbearer

likely lad

pavise shield

loyal squire

5

Abu Kuruku

beggar

trained kuruku

giggles madly with his kuruku

6

Manto Manlius

footman

mail and sword

former gladiator

7

Theria the Thief

spy

cloak & dagger

skilled spy/tracker

8

Nausica of Wadi Rihha

likely lass

healing kit

speaks a Klackon dialect

9

Stout of Auk

footman

mace

stoutly built

10

'Alia Ukht al Sikin

magic-user

crysknife

addicted to spice

11

Barabajagal

psychic

extra senses

beware his "cosmic cup"

12

Kalil al Kitabi

likely lad

pen knife

knows a great deal of trivia

13

Bridne Murcada

likely lass

hands & feet

trained martial artist

14

Jahira the Eremite

magic-user

club & leather

speaks with animals

15

Stark the Wandsman

fighter

mail, sword,

shield

grim-faced and dour

16

Ishna

magic-user

leather, dagger

servitor of the Bani Dawr

17

'Umar al Assad

scholar

staff

mild-mannered but tough

18

Ly Mantok

Sakkra

scimitar,  shield

disgraced smuggler

19

Tumu the Assassin

fighter

poisoned sword

trained assassin/spy

20

al Rabb

free renyu

short sword

skilled tracker and thief

21

Hlaf the Kheshchal

fighter

axe & shield

always immaculately dressed

22

Nuur of Nous

psychic

psionic blast

prematurely grey hair

23

Hry-Haya Yehat

Alkari

bolas

keen interest in artefacts

24

the Grey Gadhar

magic-user

sword "Flicker"

mysterious hooded type

25

Slith Sly

Sakkra

javelins &

shield

chameleonic hunter

26

Harrava Rrl

Mrrshan

claws & longbow

skilled spy/tracker, hates Riit

27

Maer Ysarla

magic-user

or fighter

mail & sword

or sword & spell

silver-skinned and point-eared

28

"Ix" Xixachxit

Thri-Kreen

magic estoc

"Tuck"

fights with four arms

29

Riit Rakir

Kzin

claws & wtsai

won't work with Alkari

or Mrrshans

30

Muttsok of Samrakan

Bulrathi

claw & club

loves collecting "beautiful"

things


Two final items of note: training and retaining:


Concerning training, it has been established by precedent that likely youths, specialists, and footmen can be trained by classed player-characters, if an interest is taken in their further development. A player-character taking a likely youth under their wing can train them up into their own class with the use of a week of downtime. Depending on the circumstances, the youth may thence be taken on as a retainer, or set free to develop as they will.

A specialist or footman, meanwhile, requires more time; already set somewhat in their ways (and skills), such a character requires at least three weeks of downtime training, initiated by at least one week successfully led by a player-character mentor.


Meanwhile, it has become established practice that certain favored hirelings can be indefinitely retained by their employing player-character. Gan and Warda being the most obvious, though Vlana the Bard, by joining the Survivors of the Tel, may fall somewhat into this category. This practice is not to be strictly delineated; it is, after all, a rather personal relationship or contract, developed between employer and retainer out of established rapport.

Nevertheless, it bears mention as a possibility, for those considering such a prospect of permanently retaining one amongst the numbers of hirelings ...