Friday, May 14, 2021

Raodens' Histories Part II: Banu al Dawr

(written by Jacob, player of Raoden, and earning Raoden 100 xp per level; very loosely related to a recent expedition, mostly a kind of thematic linking of certain things discovered with the history of House al Dawr; concerning the named stream, Nahr al Alat, various identities have been proposed for it, all tributaries to the great north-flowing Nahr al Gawira, but given the forgotten location of the original iqta', it is unknown which is correct)

Our most recent adventure, while surely being one worthy of story, had little historical context. And so, instead of writing about the strange beast we fought and the ensuing battle I find my mind turning to some of my past studies. Perhaps it is our current situation, or perhaps merely coincidence, but I find myself considering the past of the Bani Dawr. And so I present the second installment of the Great Houses section of ‘The Secret History of the Tel alSafina’ (working title).

Bani Dawr

Before looking to the past of the Bani Dawr one must first consider their current state. For while they have been a Great House for some time, they are a younger house than most. The House is, perhaps, best known in polite circles for the art of it’s matron, Shallan alDawr; and it’s transfixing true-to-life appearance. Indeed, she has been known to draw, from memory, in near perfect detail a scene she has witnessed only once. Though perhaps more popular of her commissions are the characters, in which she draws someone as they seem themselves from within their very soul.

Regardless, it is not Shallan’s art for which I am interested. It is the other aspect of their business. The Bani Dawr are also known, through court rumors, to offer some form of protective service. Though the specific details elude me, suffice it to say many individuals who faced some harsher punishments from the other Great Houses, but who perhaps were less than wrong in their actions, seem to have vanished after certain meetings within the walls of the Bani Dawr avoiding whatever slavery or death the other Houses had in store.

While it is not known how the Bani Dawr manage this particular trick, nor how they select their contracts, perhaps it is done through some sort of Ancient devices. For that, readers, is how the Bani Dawr became a Great House, and the purpose for this chapter.

Many seasons past, back during another such surge of adventurers, a group of researchers from amongst the brightest of the Great Houses discovered a secret. While none of them had any significant titles, one, Helaran al Dawr, had enough influence to get a meeting with one of the Soufets. While the words of this meeting go unrecorded, the result remains the same. Helaran was granted a iqta’ for a small estate on the Nahr alAlat, a small river South of Gadeed.

Helaran and his band of researchers contracted a number of hirelings and adventures types to begin an expedition out to his selected location to begin construction. And again the histories have significant lack of information regarding the events here. Perhaps I shall find occasion to investigate this estate at some point, that I might enhance this history and bring out additional details.

Regardless, the estate was established, and while further than the iqta’ of the Barcidae, still maintained some level of regular communication with the city. It was, in these communications, that the Bani Dawr, now named for their land holdings, began to grow. For they spoke of devices and constructions that are scarcely seen today.

Trading caravans that met with the estate always returned with new and fantastical stories regarding the inhabitants. Some say they were guarded by large metal golems, others talk about magical swords, alight with fire, or strange metal arm-bludgeons. There were even rumors one of the researchers had been mutated; her skin turning a pale shade but with a strange design etched into it, her eyes unblinking and strange, her speed and movement far beyond any a human might manage.

Regardless of these rumors, the impact of them was well known. For they, upholding their iqta’ charter, did fight back a full-assault of the Void Bringer, a KzinTi band not unlike the Red Cloud of today, perhaps even it’s progenitor. The city hearing about the assault belatedly through a runner sent just before the attack.

Unfortunately, the estate was never heard from again. The runner, and a handful of others who were on assignment back in Gadeed at the time, the only surviving members of the Bani Dawr. However, the Void Bringer and his band were never heard from again, and so the Bani Dawr were awarded a full Gadeed title and land.

Even with the acceptance by the Soufets into Gadeed, the Bani Dawr became extremely secretive within their compound. Perhaps due to rumors that one of the other Great Houses, jealous of the stories coming out of the estate, had somehow influenced the Void Bringer to turn his attentions towards the Nahr alAlat and the Dawr estate. Regardless, they never spoke of the location of their compound to anyone outside their house, and even though trade caravans had visited, they had been stopped at some way-station nearby, so the exact location of the Bani Dawr iqta’ remains a mystery.




From Bartholomew's Journals: The Green Doors (again)

(Written by Phil, player of Bartholomew Pettibone, concerning a recent expedition and earning Bart 100 xp per level)


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery



25 April 2021 – Behind The Green Doors (part 3)


The Masquerade of the Immortal Dead is passed, and as is usual for this time of year, sea-born storms have begun a steady assault on the land. The skies are almost continually clouded now, and cold rain falls in driving sheets as the storms assault the ancient city-state. A number of us who call ourselves the 'Survivors', and our good friend Durham of the Ringing Anvil, were gathered in the Under-star tavern, amiably chatting about the state of affairs in the city, while alternately downing rounds of ale and regaling each other with stories of our past deeds.


As a new round of drinks were brought to our table, a tall, striking man of middle-age, and well-dressed in the attire of a well-to-do man-at-arms, approached our group and inquired if we might be the legendary 'Survivors'. He was obviously out of his league – entreating with 'commoners' – and quite well-trained, He seemed used to being in a position of great command. While he tried to hide his association with the Great House of Khalid, his attempts were useless, as he could not help himself from being over-boastful. He also did not appear to be one to trifle with. However, he seemed to want to keep his identity and affiliations with one of the Great Houses somewhat secretive, so we played along with his amusing ruse.


He introduced himself as Teleb, of the House al Khalid, the right-hand man and former commander in league with Lord Dalinar al Khalid of the Great House Khalid. Teleb brought us a proposal from Lord Dalinar – he wished for us to attempt to gain an audience with a renegade Kzin named Red-Cloud, and to initiate some form of 'diplomatic' communications. Teleb seemed to be against this course of action, and obviously believed his superior was entering into folly – both by attempting to hire us (barbarians), and thinking that Red-Cloud could be reasoned with. After some heated discussions, Sesel dismissed Teleb with a counter proposal and a tentative acceptance of Lord Dalinar's request. I must say here that Teleb was wholly unimpressed with us, and seemed to regard us with contempt (being unclean barbarians). We reminded Teleb that it was his Lord, Dalinar al Khalid, who would make a final decision, and pointed out that, being a highly regarded former military general, he likely had a better understanding of our prowess and potential than did his foot soldier. We made it clear that it was certainly unwise to antagonize a potential ally. In the end, we accepted Lord Dalinar's proposal, provided the reward was increased by a fair amount, and sent Teleb away.


As Teleb departed, and we began chuckling and jibing amongst ourselves about his uppity-regal manner, a member of the city guard (in full, ceremonial garb and regalia) entered the Under-star establishment. Out of the pouring rain he appeared, bowed his way past Teleb as that other was departing, strode up to our gathering, and inquired if he were speaking to the 'Survivors of the Tel'. We seemed to be the group of the day around Cothon.


Sesel welcomed the guardsman, and answered that he was the speaker for our humble group, and asked how we may be of service. The guard, who did not appear terribly happy about his present task, retrieved a highly decorated scroll from his side pouch and handed it to Sesel. As he did this, his voice rang out clearly throughout the tavern as he intoned, 'To the Survivors of the Tel, I serve you this edict. You have been summoned to appear at the esteemed and just Court of the Moon, to answer for – evasion – of toll-taxes levied against you by the Most High House of the Barcedai'. It was obvious that the fellow serving the summons believed it was a farce, but a legally enforceable farce. After handing over the scroll, he was also dismissed, and Sesel read to us the contents of the summons.


Indeed, the Barcedai had accosted us lately, demanding a toll-tax, as we passed by their holdings outside of the Fisherman's Gate (a thing we and others had done countless times before). Apparently we had slighted them, by refusing their nonsense, and so now they were suing the 'Survivors' for a hefty and ludicrous sum of 10,000 gold sovereigns!


Much discussion ensued, and we were lucky enough to have a representative of another great house (al Rashid) present to help provide insight and ideas. Here is the catch: we are 'barbarians', and as such cannot represent ourselves at the Court of the Moon – only citizens have that right. So, we must either hire an advocate (likely to happen), choose a 'trial by combat' in the arena, pay the absurd fine, or hand ourselves over to the Barcedai as indentured servants (slaves). A course of action was decided upon, including potentially stalling in court while we investigated several avenues of corruption associated with the Barcedai (to use as bargaining leverage against them), before accepting a trial by combat. We also considered several clandestine, but friendly 'raids' against the Barcedai stronghold and their businesses – light, political harassment. After all, we are 'barbarians'.


With our general business concluded, our little study-group broke apart, with most of us heading out to various, individual engagements. However, Ravna and I, with our good friend Durham, decided to hike ourselves back to the Weirding caves, in order to glean more information about the 'Green Doors'. Gan joined us, as did Pako, and Ix (a klackon hireling, friendly with Ravna). We were not to be disappointed in our adventure. And I must say, some of the information we gleaned is both exciting and perhaps 'empire changing'! Some of what we learned I will not write here, for public consumption, and I have leaned upon my fellows to keep our learning close to our vests.


As we entered, we found the caverns quiet, dank, and dark – as always – and with Pako's keen senses we had no difficulty arriving to the Green Doors. The musky, not unpleasant, aroma of the erotic vampires lingered. Aside from the doors being closed, we noted no obvious, recent disturbances. During our previous sojourn here, we had left in a great hurry, being pursued by a strange, floating, many-armed creature. I was certain we had left the doors open, but as I mentioned, we found them closed upon our return.


Expecting more 'vampires', we impregnated face-cloths with foul smelling garum, and wrapped them around our faces to deaden the scent of those foul beasts. Durham and I availed ourselves to continue further studies of the glyphs, sigils, and runes framing and on the massive panels of the Green Doors. Ix, after consult with Ravna, attempted to open the doors using force and determination, as the doors refused to open when Durham laid his hands upon them.


We gathered many new rubbings, etchings, and copies of the runes about the door. Durham looked for direct story-lines attributed to Taharqu, while I searched for more pointed information relating to the construction of a specific watercraft associated with Taharqu. We were not initially successful, but did come away with increased information.


Ix was able to slide the doors open, wide enough for us to pass through with little difficulty. The entrance chamber was as we left it, strewn with detritus and rotted corpses left by the vampires. However, happily, there were no signs of those wretched foes. Our small group searched through the mess, piling the refuse in a corner, and cleaning the room as best we could. Initially, Gan and I inspected the doors and their close surroundings in order to determine how they might be worked open and closed. Unfortunately, our research on that was unsuccessful. Afterward, he and I maintained a watch on the only other exit, a hallway that led off to the east and west, out of the northern side of the chamber.


It was not long before Pako alerted us that creatures were approaching down the hallway. Gan took a peek around the corner. As well, Durham used his detecting device and was able to discern that three living beings were moving toward us. As they came into view, I recognized them as creatures I had seen with Sakkra in the past. They were human in basic shape, their skin a uniform grey color, and only as tall as young children. Their heads were almost comically large, and their eyes were massive, dark pools as black as obsidian. They each had short swords slung on baldrics, and wore odd-looking harnesses. Something about them seemed very much out of the ordinary.


Having seen us, the three grey men stopped, looked briefly at each other, then one began to depart quickly back the way they had come. The other two remained where they were, staring at us. I made a hasty decision, and wrapped the arcane ether around them, attempting to drop them into slumber, rendering them harmless. However, they were mostly able to shrug off my arcane attack – fortunately the retreating grey man crumpled to the floor in a deep sleep, but the remaining two immediately defended themselves.


The grey men stood perfectly still, and their eyes, even as impossibly large as they were, widened further. A moment later I found myself leaning against the wall, sweating, with my head feeling like all the recent sea-storms were swirling inside of it. Durham was in a frothing rage, attacking Ravna, and Ravna was defending with all of her might – and losing! Pako was repeatedly imposing himself between Durham and Ravna, trying to defuse Durham's odd berserker rage without causing harm.


After Durham was quieted, and the rest of us were nursed back to the here-and-now, Ravna explained what had happened. The grey men are apparently telepathic to some degree, and were able to shut our mind's down – all except Ravna and Pako. Luckily, the grey men were not that sturdy, and Ravna was able to distract them with her superior mental abilities. Pako, recognizing that Durham was not himself, nipped him on the shoulder, hoping to break him from his trance. It worked – but not quite as expected. It was at that point that Durham flew into a rage, attacking our aggressors. The grey mentalists were easily subdued, but Durham raged on, and attacked Ravna. You know the rest.


Having had his mind completely ravaged three times now, here at the site of the Green Doors, Durham declared that he was fit to leave, and never return. I must say, at that moment I heartily agreed. However, he made one final sweep of the area with his detection device, and we were rewarded with a potential finding that I cannot fully write about here. To be brief – near to our location was an amount of metal that was almost inconceivable, and an apparent energy source that was stronger than all of the lightning from a century of sea-storms!


Pako stealthily trundled down the hall to make a quick investigation and returned post haste, unharmed and with very interesting information. He had come into a very massive chamber, with two exits to it's north, and an apparent egress in the southern portion to the oceans beyond – a large part of the chamber was filled with seawater sloshing in and out. There was also a dizzying array of metal cages and structures (Pako could not reliably describe them). As well, there was the floating, tentacled beast that had chased us out of the caverns during our previous excursion.


I reached within the arcane realm and was able to link my sight with Pako, and then I made him vanish from our sight – adding increased stealth to his unique abilities. Pako then returned to that large chamber to make a more thorough investigation – and with me able to observe all that Pako saw.


The chamber was large, the beast was indeed present and patrolling, and within the water was something I cannot fully describe. However, it is of my opinion that the source of metal and energy that Durham discovered lay there, before Pako, submerged. I beheld it through Pako's eyes, and I am convinced that we must arrange a more concerted effort to secure this location and it's holdings!


As the four-limbed, floating beast seemed to be taking notice of Pako, he departed, unseen or detected, and returned to us. We gathered all we could find that appeared to be of value, and made our way out of the caves. Upon returning to Cothon Under-star, I immediately searched out Hey-Jo, explained all that had transpired that day, and then sent a written missive to Sesel, via Gan. Based on this new information, there is much that needs to be discussed and planned. Perhaps the 'Survivors' might soon become a singular force to be reckoned with.


Thursday, May 13, 2021

Sessions #34 and #34.5: Swallowed by Earth and Sea

Whatever it was that Bartholomew Pettibone reported to Sesel and the other Survivors of the Tel, the following week saw an agitation of excitement amongst that company as they made preparations for their next expedition. Like the atmosphere outside, pregnant with storms and lightning, the air inside the tavern of Cothon-Under-Star was alight with energy.

Finally, all the preparations were complete, and the Survivors gathered in the common room. Some of their member were to set out on whatever goal Bart had revealed; meanwhile, Torkol, Gan, and Razo would remain in town to be representatives of the Survivors available should the Courts need to contact them.

The company set out, first dropping by the Ringing Anvil--for after all, Durham had been on the last expedition, and it would only be appropriate to include him in this next adventure. But he demurred, claiming uneasiness with the prospect of approaching the Green Doors yet again--too often, he had found himself the victim of weird pyschical attacks in their presence! Therefore, without Durham, the party of the Survivors set out through the Gate of Mourners, seeking to avoid the Migdol of the Barcidae even as thunder rolled in the sky above:

  • Avin (magic-user 5)
    accompanied by Vlana the Bard (magic-user 3)
  • Bartholomew Pettibone (magic-user 5)
    accompanied by Gan ad-Din (fighting-man 1)
  • Ravna (magic-user 5)
    accompanied by Ix (Klackon 2)
  • Sesel (fighting-man 5)
    accompanied by Raoden (magic-user 1)


When the great red sun had set, and the dark wings of night settled over the world, and the greenish light of the Fortress Moon shone fitfully from behind the rolling stormclouds, the company had not yet been seen to return to Cothon. Their quarters were empty the next morning; and the next evening and night, too, they remained unaccounted for.

Rarely have adventurers not returned to the city on the very day that they set out to invade the underworld of the Tel al Safina; after several days, the company was presumed dead or lost, and talk circled around what would become of the Survivors, given their recent legal troubles, and the loss of at least half their members. Banu al Rashid, noble patrons of the mercenary company, continued aiding Torkol and the others in developing their court defense, but even as the weather remained grey and drear, so the attitude of the Rashids seemed muted.

Then, after a week had passed with no word, a pair of figures appeared on the Pallbearers' Way--Sesel, much bruised and limping, and accompanied by Bart, both dusty and foot-weary! Escorted into town by a pair of the Poor Brothers of the Dead in their brown armor, the two made their way to Cothon-Under-Star to assure their comrades of their survival--theire mere survival! For the company had met with great difficulties and terrible enemies--one in particular, which seemed like a living column of armor, armed with a pair of evil eyes.

They secured a passel of supplies to be borne back to their still-injured comrades where Avin had been left to guard their camp. While Bart made ready to return, Sesel inquired after the suit by the Barcidae, and hearing that the trial was to be on the morrow, he elected to remain behind as the Voice and face of the Survivors, while Bart set out again to return to the injured remainder of the party. Poor Brothers escorted Bart as far as they were able, but then had to return to their patrols of the Pallbearers' Way; meanwhile, Sesel was called into Gadeed to meet with his noble patrons and finalize their strategy for the morrow's arguments ...


The Lucre

  • nothing has yet been returned to the city!
The Learning
  • 656 xp for ru'un x1 (500 + hp + special)
  • 360 xp for "mnggal al akhdar" (300 + hp + special)
  • 300 xp to each player-character for traversing the labyrinthine Sea Caves

The Cut

  • 554 xp per player-character
    277 xp to Vlana, Ix, Gan, and Raoden
  • additional gold or xp will be awarded according to any lucre returned to town and sold
Write-ups, art, &c. provided from the perspective of a player-character will earn said character 100 xp per level and be posted here, per usual

Session #33: Through the Dzor-Way

While the Survivors of the Tel were beset by legal troubles, a different group of barbarian foreigners sought into the underworld of the Tel al Safina seeking their own gold and glory. Not organized under any one banner, this smaller party intended to follow up on their adventure some weeks prior, by sneaking back into the giants' lair in the caves near the Colossian Oracle.

Included amongst their number was Persephone, sometime companion of the Survivors, fellow Kantor-associate of adventurer-tinkerer Durham; after the previous expedition, she devoted some time investigating the giant creatures that they had encountered, the dzor, which were also depicted on columns outside the chambers of the Oracle:

Dzor-column by the Oracle

According to these investigations, Persephone learned that it is a unique point of pride of the Forbinii priesthood, those who maintain the Oracle, that they have somehow managed to subdue to their will a tribe of dzor, which are otherwise incommunicative and untrainable by men, and they use these creatures as a kind of temple-guard for the Oracle. Ten or so feet tall, the dzor certainly make terrifying guards ...

Reporting these findings to her comrades, Persephone and the party made ready to return to the Temenos by acquiring several handcarts and filling them with the roasted meat of three hma, along with great casks of dark wine, hoping that even if the dzor were unable to speak intelligibly, perhaps at least they would understand the wordless language of gift-offerings. And so they set forth along the Pallbearers' Way, braving the incessant rain:

  • Lars Fangripper (magic-user 1)
    accompanied by Stark the Wandsman (fighting-man 1)
  • Arngeir (fighting-man 1)
  • Persephone (fighting-woman 4)
    accompanied by Finbar (renyu)

The group returned by the same road, carts emptied of meat, but loaded down with quite different freight, including certain ingots, a strange insectoid carapace, and the corpse of a weird humanoid warrior. Fangripper wore new scars upon his barbarian hide, and Persephone too was injured. This curious "caravan" made its way through the streets into the harbor district and there feted Durham in his workshop, the Ringing Anvil.

An agreement was struck, such that Durham would hold onto certain items--ingots of a familiar but still strange metal, in particular--while the common metals were to be sold at fair price. Fangripper, meanwhile, haled the corpse of the warrior creature to the Confraternity of Issa, hoping that the beastmasters there might know something about it, or at least be able to discover something more enlightening about its nature. The creature's appearance prompted much curiosity--generally human-like, it was thickly muscled, its face reddish-purple with great black eyes, while its body was covered with a thick skin of dark green hue, cut in places by the adventurers' weapons and encrusted there with a dried ichor of yellowish color ...


The Lucre

  • three ingots of a strange green metal
  • three smaller ingots of copper and tin (500 gp)
  • swords and harness of the defeated creatures (60 gp)
  • the armored thoracic carapace
  • corpse of the bestial humanoid (taken to the Confraternity)

The Learning

  • 159 xp from "greyling" (150 + hp)
  • 326 xp from the warrior (300 + hp)
  • 560 xp from treasure
The Cut
  • 160 gp to each player-character
    80 gp to Stark
  • 348 xp to each player-character
    175 xp to Stark
  • the green ingots
  • the carapace
  • anything sold "to the right buyer" would increase both gold and xp earned

The scribes' notes for this session are spotty, they would welcome any corrections.

Also, of course, any write-ups or art, etc., are worth 100 xp per level to the player-character providing such

Session #32: Served!?

Storm clouds rolled in from the east of Dirac's Sea, covering the Denyan Islands and sending rain slanting down the streets of Cothon, wind howling through the dark air as if presaging some dire news. Many in the harbor city looked to the Kantor Kabljauhof and Captain-General Zaytar's mustering of Hanseatic galley-crews for his planned feting of the Colossian Oracle; but for one group of residents, the presaged evil came from a different avenue:

Gathered at their tavern-base, Cothon-Under-Star, the barbarian-adventurer Survivors of the Tel and their sometime-companion Durham were interrupted in the midst of their ale-drinking and planning their next expedition by the appearance of a man in the garb of a lesser official from Gadeed, Mother of Cities. As he pulled down his rain-soaked cowl and peered through the tavern, he called out for the Survivors of the Tel. When Sesel, the "Voice" of the company, stepped forward, he was rewarded with a scroll from the hands of the official, and a request that he acknowledge that, "The Survivors of the Tel have received a summons to the Court of the Moon, where the Barciade are suing them for taxes owed and diya for injury to their honor."

Glancing at the scroll, which did indeed contain such a summons, Sesel nodded and gave verbal acknowledgment, and the bored official swept once more out into the rain, leaving the Survivors to their own devices to figure out how to respond to this legal attack on their company. The group retired to a private wine-chamber in the back of the tavern to discuss their response; over the next week, rumors would fly widely that they had been accompanied by a member of their patron-house, Banu al Rashid, given how adroitly they would ultimately respond in court.

But regardless, as the company finished this initial business, it was left to Sesel, as Voice of the Survivors, to work with the House al Rashid in developing a counter-argument against the Barcidae.


Meanwhile, certain others of the company felt themselves itching to get out of the city and address things more directly--enemies that could be met directly with sword and spell, rather than the intricacies of politics and law:

  • Bartholomew Pettibone (magic-user 5)
    accompanied by Gan ad-Din (fighter 1)
  • Ravna (magic-user 4)
    accompanied by Ix (Klackon 2)
  • Durham (fighting-man 5)
    accompanied by Pako (renyu)


Wishing to avoid further entanglements with the Barcidae, masters of the Migdol of the Dyers that overlooks the coast to the north of Cothon, the party made their way through the city to the Gate of Mourners and thence along the road to the Necropolis in order to enter the Tel al Safina. It was surmised that they may have been taking the long way 'round to the sea-caves, given that Durham and Bart were discussing the mysterious Green Doors therein as they departed Cothon-Under-Star.

They returned with Ravna somewhat worse for wear, Durham looking shaken and emotionally drained, and Bartholomew agitated with excitement--such that immediately they returned to the tavern, he left the dividing of lucre to his companions while he sought for Sesel.

Ix exchanged a short conversation in Klackon with some of the insectile creatures on their side of the tavern, which ultimately, through Tki'it and Althalos the Klackon and human bartenders, made its way around to the human patrons--they had indeed sought the sea caves and the Green Doors, they had followed up on an earlier group's success in penetrating the portal, and had done battle with a group of small grey creatures inside. Moreover, they had discovered something of great interest, but what it was, Ix could not easily describe, and the rest of the party were little interested in elucidating any further. It would be left to later expeditions for more to be revealed ...


The Lucre

  • a small ceramic jar containing dark paste like kohl (similar to a substance found previously)
  • a bottle holding an unknown liquid
  • a gilded chlen-headed mace, clearly a kind of rod of office (500 gp)
  • a black cloak, lined with the black fur of a dlakolel; it is ruined, but the fur is worth 300 gp
  • a jeweled gold ring (110 gp)
  • a vial of blood collected from one of the "greylings"
  • further notes on the Green Doors
The Learning
  • 910 xp from treasure
  • 482 xp from "greylings" x3 (150 xp + hp ea.)
The Cut
  • 464 xp per player-character
    232 xp to Ix and Gan
  • 227 gp, 5 sp per player-character
    113 gp, 7 sp to Ix and Gan
  • the vial of "greyling" blood
  • the other two "potions"
  • the notes in Bart's and Durham's journals/sketchbooks
Art, write-ups, etc. are perforce worth an additional 100 xp per level

Sunday, May 9, 2021

Update from the Scribes and Lars Fangripper's First Report

It has been just over a week since the last update to this chronicle of the deeds and goings-on in Cothon-Gadeed and the nearby underworld of the Tel al Safina, and all the heroes and would-be-heroes who strive for glory within its depths.

Unfortunately, the scribes who compile the chronicle have been quite busy with other work recently: reports to be written for the Soufets, accountings to be done at the docks, seeing to the proper education of apprentice scribes, busywork, etc. etc.

This note is appended in hopes that interested parties do not fret too much!--as soon as they are able, the scribes will turn to accounts of the most recent three adventurous expeditions into the Tel (#32, #33, and #34/34.5), as well as producing a description of Captain-General Zaytar's procession to the Colossian Oracle, the outrageous suit by the Barcidae against the Survivors of the Tel, a new development concerning the Guild of Lamplighters, and other interesting news current in Cothon-Gadeed.

The scribes implore: please only be patient, dear readers!

In the meantime, here, at least, is newcomer Lars Fangripper's account of the monsters encountered during an expedition into the Necropolis some weeks ago (drawn and written by Joel, earning Fangripper 100 xp per level):


Fang-Ripper monster report #1


I am Lars Fang-Ripper and I am on a pilgrimage to collect and record monsters I encounter. 


Sekekers

Possum-like creatures that have poison quills on their backs. They live, hunt and kill in a

large colony. I do not know how powerful or the effects of their poison. 




Kurgha

A strange looking creature the size of a large dog, it has six legs, three eyes, a long rat tail, a break at the end of its snout and a long flicking tongue. It has oily skin that carried a horrible smell. Nothing about this beast seem particularly useful. However, I think you could get a moderate amount of coin for the head as trophy mounted on a wall.