Saturday, August 21, 2021

The Wedding Feast of Sesel and Zaida al Rashid

[rules for participation are in bold immediately following the bullet-list of gifts]


The procession begins in the harbor of Cothon, at the great tavern Cothon-Under-Star which is housed under the immense shell of a mother whelk. Drums are beaten, and tamburs clashed, and men with two-handed longswords held aloft and flaming with pitch cry out, "Sesel, Voice of the Survivors! Come forth as one dead to your life before, but alive to the new life ahead of you!"

Sesel, Voice of the Survivors, comes forth from the tavern door, accompanied by his closest companions, and submits to the procession of men wearing the sign of the Banu al Rashid, who come bearing flaming swords and clashing timbrels. And the men announce to city, in the failing light of the evening, "This one is promised to Zaida al Rashid--and as was promised, so shall be done, and we take him now to Bayt al Rashid! All those who wish well to the bride and groom may join!"

And with a cry, and another clash, the procession sets out into the night, making a great tumult through the streets of Cothon. Such things are heard now and again--carousing for this reason, or that--but tonight holds an especial place for the barbarian-adventurers who have come to Cothon-Gadeed seeking riches in the underworld of the Tel al Safina, for Sesel is one of them, and many have adventured with him, and know of his recent accession to citizenship in Gadeed, Mother of Cities. And now this wedding to one of the great tribes of that very city, mistress of the Ten-Cities League! Is this not the very apotheosis of the barbarian's dreams of wealth and glory, a shining testament to the success-that-can-be?

As this is a public wedding, all those who hear are welcome to join the procession--which is to say, all those to whom Sesel is known have reason enough to join the festivities of the wedding-feast, to offer the bride and groom a fine gift for the start of their new life, and to feast and make merry. By nature of the public procession, the Processional Way between the Long Walls that connect Cothon to Gadeed are open to those who march alongside (where otherwise the gates are blocked to those who are not citizens, or who have no proper invitation by a citizen).

All of which is a long way of saying--readers of these chronicles, whose player-characters are active in the city, feel free to join in the celebrations!


The procession takes Sesel and his companions to the manor-complex of the al Rashids, a veritable palace built around a central courtyard in the midst of Gadeed, with rooftop gardens especially festooned for the nighttime celebrations with multicolored lamps of various shades, all hung with flowers of effervescent or delightfully-spiced bouquets (More traditionally, Zaida might have had a procession to Sesel's tribe-house; but the circumstances being what they are, and Sesel marrying into the Banu al Rashid, this is the nature of the night). Tables are set out with all manner of food--cheeses, skewers of the slow-roasted or fire-grilled meats of hma, hmela, or dejaja; whole fish baked in pastry, or fried in oil; grilled, smoked, or pickled ninenyelu and other fodder of the ocean; iced and cut fruits of all varieties; and wine, and beer, and palm-wine, and skooma, and liquors of all varieties!

A dais stands in the central court, upon which are set Sesel, groom and honor-guest, and his bride Zaida al Rashid, painted with henna even more extravagant and elegant than what she usually wears, dressed in the finest Klackon silks. These two preside, as "emir wa emira" for the night, lofty even above their highest ranked guests out of courtesy for the occasion.

Musicians play according to the whim of the emir wa emira, and dancers of the traditional dabke perform alternately with skillful belly-dancing by women and girls. A sword-dance is an indispensable tradition, in which two lines of dancers face off, with a belly-dancer between, and then exchange challenges of high- or folk-poetry for her affections, all of which ultimately coalesces into a mock dance-battle of men wielding walking sticks like swords. When sent aside by bride and groom, these musicians or dancers perform more privately throughout the gardens to delight guests here and there in the perfumed night.

All who come--great or small--must, of course, pay homage to the emir wa emira at least once during the night, and present to them a gift according to their means. From the lowly, a wreath of flowers is acceptable, or promise of first choice from next week's catch (from a fisherman, say). But for those of means, it is dishonorable to stint with a mean gift, especially for a wedding of such a tribe as al Rashid.

For instance, here are the gifts offered by several of the representatives of the other great tribes of Gadeed:

  • the merchant tribe Banu al Luz (not forgetting their debt) offer the first fruits of their harvest of tree-nuts and other fruit, to the total value of some 2500 gold; but the giver also points out that the botanists of his tribe would be happy to assist the couple in "reinvesting" some of that value into the soil itself, to produce new orchards ...
  • human servitor al Ghazali of the Bulrathi Banu Barraqi (of recent court fame) presents a pair of fine kyni-falcons, trained at the rookery in distant Nous--"Descendants of Aeon the Dread, a prince of the kyni race. May they serve you well in any hunt or venture."
  • Qiyrdun the Shipwright of Banu Munqidh gifts the happy couple a fine riverboat from the tribe's holdings, the Silver Qaqtla
  • Banu Urdos provides a promissory note of twenty head of hma and five of chlen-beasts
  • another merchant tribe, Banu Hanbal, gifts the couple with one silver key representing the metaphorical shackles of a majordomo slave, as well as five iron keys representing same for five laborers
  • Ishna of Banu al Dawr presents a fine wardrobe of Klackon silks and true-dyed textiles for the new Lady Zaida, valued at some 2000 dinars; a clever eye might notice that one of the wraps appears to be quite similar to a Klackon khipu
  • Adolin ibn Dalinar, accompanied by Teleb the Bowman, both of Banu al Khalid presents the arms, armor, and accoutrements to equip 10 men-at-arms, all of superior make from the well-known armorers of their own clan
  • Meridas of Banu al Saddiyas gives eighty-one head of fine hmela ("Seeing that the groom has no land or real wealth for mahr"), less the one that he brought to be sacrificed and roasted this very evening in celebration
  • Txach'achit of the Fifth House of the Attine Klackons of the Great Spire arrives in the later evening leading a pomp of pale-carapaced dores and their dark-carapaced escorts bearing  black dklakolel-chitin shields; these Klackons bring greetings on behalf of the entire Spire, and offer a boon of the service of a dore-architect--"Your human assistance with the cleansing of the Sixth House was unlooked for, but appreciated. Perhaps this can lay the groundwork for a new--a separate--Accord."

As to any gifts from player-characters--those who provide gifts at the feast will receive xp equal to the gp amount spent on such a gift, up to twice the level of the player-character. Such gifts as are commissioned, but require time to produce, will provide the xp assuming that the "receipt" is provided as the "gift" now, and the bride and groom receive it in full due when it is finished; also, though it is considered gauche in our society to declare volubly the "monetary value" of a gift, in this society of Cothon-Gadeed, the greater a gift's price/value, the greater the honor of the giver (and also, how else are the scribes to value it for xp??), so only be secretive with the value if you desire neither honor, nor xp.


But there is one gift that supersedes all others, and it is granted around midnight, after most gifts have already been given. Khusra al Arasqiy, the second Souffet herself is a guest (her counterpart, unfortunately, was detained elsewhere by City-business), and as the night draws on she approaches to offer both bride and groom horns of wine. But before they drink, she forestalls them, and says, "These cups hold not merely wine, but also obligation. I gift them to you, but you are free to take them up, and drink of both--OR pour them out, and let the wine and the land lie fallow, and I will furnish as gift the rest of the barrel of wine, and other such fruits. But if you drink and accept, the Iqta' of the North Cliffs is yours, with all its wants, and all its provisions. It is a gift; take it up, or not, as you will."

There is a great hurrah from the crowd. The mothers, cousins, &c. of al Rashid look on expectantly, seeing their hard bargaining with the Souffets so close to fruition. And the celebrations will continue into the next day, regardless of the couple's choice. It is assumed the outcome ... Zaida herself touches horn to lips, ready to drink, looking deeply into her groom's eyes ... but it is not the place the of scribes to ascribe choices to what is chronicled here, only to record, and so we will let Sesel respond as he will, while the festivities continue joyously around him. In either case, truly, great wealth is coming to him; and in both also, great cares and responsibilities!

But enough of such worries! Drink now, and be merry!



Wednesday, August 18, 2021

Declaration of a New Alliance

Following the recent expedition that saw the death of the "rogue alchemist", and the claim of the bounty on his life from the Kantor Kabljauhof, one barbarian-adventurer Durham, who had masterminded the expedition, was seen to be involved in a flurry of activity in town, of securing various supplies (of lumber, &c.) and provisions, and secreting them away.

Well, as the rumors circulate--Durham's comrades Dehuhada and Persephone were each seen with new renyu followers, and there was some talk that the alchemist had kept a retinue of the mangy creatures in his service--was Durham securing the alchemist's secret base for himself? Securing some new project-institution in town?--yet now the rumors are laid to rest by a proclamation published by Durham and distributed from his institution the Ringing Anvil, following his report of renyu revolution:

(written by Joel, player of Durham, with some slight edits by the Scribes; not worth any xp, as it represents the "building of an institution" of a tribe of renyu)


We, the undersigned heroes, have made an alliance with the free Renyu tribe of the Ocean's Throat, henceforth known as the Wasgo Tribe. We Heroes have offered the Wasgo protection and aid, in return the Wasgo have offered a pledge of military service and aid. Any hostile actions against us the undersigned OR the Wasgo tribe will invoke our mutual protection and/or retribution-on-behalf of the other.

Lord Durham, Wielder of Sunforger, Renyu Friend, Owner of the Ringing Anvil
Persephone, Master of Animals, Veteran Adventurer, Seasoned Fighter
Dehuhadu, Sellsword, Treasure Finder, Bounty Hunter
Mara, Healer, Wielder of the Arcane


Word through the taverns has it that each of the undersigned has laid down a portion of their own wealth to see this alliance through, and that Durham is hard at work helping the renyu in Ocean's Throat better fortify whatever place they hold within those caves ...


Maiden Voyage of Saint Iskameen and Najm's "Facility" Account

Earlier this week, Najm ibn Marwan was seen hard at work around the quays, "whipping" his hired sailors into shape, procuring provisions and supplies, and seeing to the release of his new-commissioned sailing-ship the Saint Iskameen from the works of the Guild of Shipwrights, easing her into her first embrace by Ocean's waves in the harbor-waters of Cothon.

Summoning his crew and giving them orders as to their places upon this new ship, Najm and his company then laded her down with the procured supplies, embarked onto her themselves, and saw her out from the safe waters of the harbor, beyond the breakwater, and onto the wild wides of Dirac's Sea. The intent was not to pursue any fishing or mercantile activity, but to put ship and crew through their paces, and to ensure that all work together as a united whole. Hence the expenditure in supplies, over and above what would be required for a simple fishing-voyage--400 dinars worth!--this as a downtime expense in pursuit of experience through "doing one's thing" (Najm being a fisherman by original skill, he is seeing to the training of his crew and ship as a fishing vessel).

--and rolling his dice, Najm gets a 10 on 2d6, meaning that he earns xp equal to the gold spent, a full 400 xp!--



But before this venture, Najm was seen to approach the headquarters of the Poor Brothers of the Dead, near to the Gate of Mourners, and there to seek out an acquaintance he's made there, one Julianna. This after the recent expedition he took part in, to "the Facility" ... and what follows is something like the account he gave to her of his adventure there (for 100 xp per Najm's level):


"You mentioned you were interested in some kind of 'storehouse' held by one of the great houses here, that some people have disappeared there, and that you are most curious about the place.

"Well, I have recently visited a strange place; I don't know if it is your interest, but the place certainly is most strange. I was seeking tutelage in the magical arts from one Bartholomew Pettibone of the Survivors of the Tel when I was drawn into a 'conspiracy' to return to a certain House of Gadeed and seek out adventure in the strange place they offer. It is quite different from the Tel al Safina, but instead some thing they hold to themselves, some secret, of which they only allow certain individuals access--or so I surmise.

"I considered myself lucky to fall into such a company, trusted with such adventure! The Processional Way is as beautiful as I have imagined, and the Houses of Gadeed ... but all that is nothing to the strangeness of our passage to this House's 'secret' place. It was a platform that would only accept one at a time. We each had to imbibe a potion of some kind for the platform to work; for those who did so, they disappeared! And when I drank, and stepped up, I found myself transported into a metal box with much noise of blacksmiths clanking.

"Eventually the noise subsided, and the walls flew away--indeed, just as I say! We found ourselves on the plateau above a canyon, looking at a face carved into a higher cliff, with great jeweled eyes. Its mouth opened into a cave-system.

"My comrades were all much confused, talking about a meadow and a forest, but I was quite excited to explore. Unfortunately my recollections beyond this point are hazy--I suspect this place is some kind of djinni-realm, and that my senses were addled--but we did advance up into the caves, and there both discovered a kind of prison, and dispatched some guards with a spell of sleep. (This dispatching would have been all quite easy, except that the blood of the guard my comrades killed twisted into a strange serpent that continued to fight and need further dispatching!)

"The prisoners spoke a barbarian tongue; unfortunately, despite his proclivities for interpretation, Bart could not fathom it, and no one had magic to better understand. These prisoners we freed, sending them to the rendezvous-of-return guarded by my hired-renyu al Rabb.

"From there, we continued working through the caves. There was an encounter with a sleeping pallid creature, which my comrades feared somewhat, but which proved easy to slay in its slumber--except for the same strange blood-magic! And there was an altar with a strange bone-white shortsword, taken up by Lars Fangripper. And a strange dagger, with a 'hilts' of white, and a 'blade' of dull grey--dull-edged, and -colored--but which when Bart took it up by the 'hilts' he fell asleep. And I too, following his example. And ultimately we discovered that the 'blade' was actually the handle--quite an amusing diversion!

"But ultimately the time limit allowed by our bibulations grew short, and we returned to the platform of our arrival, rendezvousing with the freed prisoners. Back out in the open, my comrades noted a 'hole in the sky' above us that was 'still there.'

"But time was short, and so we sent certain comrades ahead, and then tried to send the freed prisoners behind. But alas! the first person we sent through dissolved on the other side! We couldn't deliver these prisoners from their plight, because the deliverance was death! I felt terrible; I tried to convince my friends to allow me to remain behind to see to their safety, or to seek some other solution.

"Yet hard reality prevailed upon me; promising the prisoners we would return again, I departed by way of the platform, leaving them behind. I still don't know what to think regarding this turn of events (other than--perhaps it really is some djinni-illusion??). But what I do know is that if I should join another venture to this place, I feel we must seek the 'hole in the sky'--for surely whatever that may be, it matters more than a mere cave carved out in the face of a cliff.

"But I still can't shake the memory of leaving those people, or the fact that the first of them to 'freedom' seemingly dissolved away ...

"Well, I know not if this is anything like what you're looking into, Julianna, but thanks for listening anyway. You can keep this bottle of wine."


Tuesday, August 17, 2021

Lars Ghar-Rider Art!

(plus an historical aside regarding the "novel" notion of riding an animal)

First, as "commissioned" by the company playing alongside Lars during the Quest for the Ghar, an image drawn by Joel of his character (Lars) leaping on the back of the armored river-dweller and gathering the spiritual strength of his ancestors in his hand, not for the normal purpose of healing, but instead for the purpose of slaying this last ghar that the company faced!

And indeed, as reported by his comrades, it was Lars' touch that slew the last of the ghars they faced while questing with the strangely-accented barbarian! (and observe how the creature has not only a terribly spiked club-tail with which to batter attackers from behind--but more terribly, three "mouths" extruded from its main maw on tentacular muscular structures that can reach out 10 or more feet)


Lars Ghar-Rider, by Joel (earning Lars 100 xp per level)


And then an historical aside, brought to mind by the curious idea of "riding" an animal; as certain of the barbarians engaged on the enterprise brought up the idea of placing a howdah upon the beast, rather than having it borne by slaves. Curious indeed! But a certain legend of the Immortal Columns of the Doulii Klackons at least corroborates the idea:


the Dlakolel "the Steeds of al Sarakun"
Those of learning may remember from ancient history that Dalan II. the Pure, the Great was the lord of ancient Tsurr who is said to have turned back the Immortal Columns of the Doulii Klackons. It was his phalanxes that held the line, and with the help of his Eyes, drove back the Immortal Klackons on the field, and turned them southward, whither only legends know.

Others may have heard of the dlakolel, the great flying beetle-like creatures that the Klackons cultivate in their Spires; creatures covered with shells of dead black, and bearing fur of such true-black color that it is highly valued as a lining for fur cloaks in the Klackon market (indeed, some say that the black shalk-beetles of the badlands that spew up burning acids when attacked are like miniature dlakolel).

Well, these items coincide certain legends that part of the terror of the Doulii advance was in their use of terrific, indeed gigantic! dlakolel, upon which their warriors perched during their advance from the Toxic Jungles on the border of Misr over all the lands from there until Dalan II. drove them from the walls of Tsurr. Great flying dlakolel, blacker than the shadows cast by their passage, spewing shalk-like fire from their gullets, and swarming with Doulii warriors crouched in howdahs or sedans upon the chitinous backs of the titanic beetles and either raining down darts and javelins, or leaping down to melee at the tops of even the most fortified cliffs or walls.

With the use of these great "steeds", the Doulii literally rained terror down upon the heads of their enemies, even as their endless legions and columns marched up in a never-ending horde from their homeland.

And yet--who can believe such tales? No Klackon now knows how to harness a dlakolel for such a task, let alone the beetle allowing it to happen. And no beast domesticated by humans could so be harnessed save perhaps the chlen--and what a laughable beast that would be, to ride into combat! Ponderously slow, temperamental to pain, liable to panic!--to mount oneself upon its back would be as effective as to ride into battle in a sedan borne by unarmed slaves.

Certainly only wizards or such could effect the use of such "steeds" as the Doulii dlakolel, and yet not any modern sorcerer has chosen to create same; how could these legends be anything other than fantastic propaganda? Wonderful tales? And yet ... much has recently been uncovered in the Tel al Safina (and elsewhere) that seems quite wondrous ...


The Hamdi Codex in Full

(tagged as a "map" because as a periplus the Hamdi Codex is a kind of "literary map", an account of [literally] "a sailing around" which can be used by a navigator to successfully follow in the wake of the voyage described ...)

After much research, many callouses to pen-hands, and much candle-wax spilt, this codex, purportedly written by the legendary hero Hamdi the Voyager himself in some kind of cypher, has finally been translated in full by the antiquarian team of Razo the Researcher and Hry Haya Yehat (an Alkari).

A periplus following a western voyage from Cothon (? or another great harbor on the southern shore of Dirac's Sea?), the account includes many mildly interesting navigational details, broken up by quite interesting "adventures" had by Hamdi and/or his crew. There are six such "adventures", the first three of which have been previously translated:

1) the island Dar Breni and the hidden fortress Haut of the Bren Grewind. Grewind was purported to be a kind of sorceress pirate-queen with a device to hide her mind from the sorcerers who hunted her.

2) the island of the Sakkan Kukun (under the subtitle Razo), central island of a line of sea-kings (the Sakkans). This main island held the sacred mountain-temple Bey Kor, where the gods were said to dwell, alight with a weird orange glow. Great medicine-men would bathe in the to cleanse themselves, and die shortly afterward leading lives of strict asceticism ...

3) the island of the wizard-lord Morwe and his daughter Altayra and their qumqum servitor Imfawr (the Eye of Morwe). A tempest almost wrecked Hamdi's galley Zourqa' there, and much adventure followed, including a descent into "Forbidden Caverns" with strange ru'un (there is some, *ahem* disagreement by the translators as to how metaphorical this may be), followed by Altayra's escape from her tyrannical father by joining Hamdi on his subsequent Voyages ...



The remaining three "adventures" have been puzzled out by Razo and Hry Haya after much consternation; alas, some of the final pages are damaged, and the language toward the end grows more complex as it describes ever stranger things. It is clear, too, that it breaks off in the middle of things--surely there is another codex to be found? Perhaps somewhere near this first was discovered?

4) a strange pinnacle, standing like a spire out of the middle of an unquiet sea. Strange mists lay upon the water far out in the middle of the sea, "... but I feared to seek them, because they were far out of sight of any land but this strange pillar, and to sail so far thus is to invite Death into your crew."
Nevertheless, anchors were dropped near the pinnacle, and a preliminary exploration was made of it with the ship's boat. They were wary, as the place seemed perfect for sro, and yet something worse seemed to dwell within; for there were old caves wending down into the heart of the rock-pillar, but the air in them smelt of death; and though many gemstones gleamed in the dark glass walls, something else moved in those caves, and at least one crewmen was lost to the unknown creature's depredations. Many teeth of dindin (large carnivorous fish) were found throughout, and rumors of dindin-wraiths were fashionable for weeks after we weighed anchor from that place.

5) off the coast of ancient Viisymel, where the Sakkra once held sway, there is an island temple-fortress. Going quickly through those waters (because the threat of the Yrojen hunter-Sakkra still haunted then), Hamdi and his crew nevertheless sailed near the temple-fortress. From local humans they gathered tales of ritual-sacrifice--of tribes required to give up their seven healthiest youths and maidens every year to be sent to the island labyrinth, there to face either a terrible serudla-like dragon, or to face the Yrogen-hunters in their prime.
But the galley Zourqa' could not come near enough the edifice of this terrible island-temple, as its corners were mounted by dreadful ballistae that hurled thunderbolts at anything that approached too close upon the waves--or anything that moved upon the blasted black stones of the shore underneath the temple's blooded steps!
And so Hamdi moved on without investigating the stepped-temples that rose like mountains upon the island's heights ...

6) far out at the edge of old Viisymel, a temple-city stands in the tide, washed by the eternally turning waters of Ocean. Legends differ as to its construction--carved out of a solid headland? built by successive moles and piles? or did the Demons themselves pluck the stuff out of the Broken Moon above and place it directly into the sea??
Yet more interesting than the sea-washed temple-city is the moon that hangs above it--the "Broken Moon", a curious kind of "mountain in the sky" much unlike the Fortress Moon's great circular shape ... and too, the Broken Moon never wavers from its place above the Sunken City, as the place was sometimes called (even then), unlike the Fortress Moon which orbits regularly over the face of the world ...
Local legends recorded by Hamdi of course describe contradictory reports: the Demons dwell there, just as they do in the Fortress Moon, causing madness as they will; or the Giants (or reptilian Naga-Sakkra) who built the city, watching over it even now; or one of the great sri-Kaas of the Viis was raised there by his heroes to sleep without dying, ready to return when Viisymel fades (or, Viisymel being long faded, a Yrogen hunter-leader, with the same mythic import of a sleeping-king)


Given a fine ship, a good navigator, an accurately recorded account, and the will to seek, these "places of adventure" would all be accessible "adventures" for a player to take up. None are close to Cothon, of course, and so a great deal of time would be spent seeking them out; yet no doubt such locales are just the sort of high danger/high reward kind of places that barbarian-adventurers thrive in!



Monday, August 16, 2021

From Bartholomew's Journals: the Legend of Lars Ghar-Rider

(written by Phil, player of Bartholomew Pettibone, regarding his experiences during the recent quest for the ghar, and earning Bart 100 xp per level)

From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery

10 August 2021

Hunting Ghar in the Iqta Tolwan


Upon returning from the Denyali Islands expedition, I have found that our good friend Sesel has somehow attained a position of 'citizenship' within the greater social construct of Cothon-Gadeed. And coupled with this new found citizenship, he has accelerated his affairs with the House al Rashid, joining them through marriage! And so a fine wedding ceremony and party have been planned. I have donated a full amphora of fine Misrian Shajr wine (best when drunk in the presence of S'ro!), and a cask of recently acquired skooma-liquor! Ah, what a fine, drunken debauchery shall ensue!

However, as the details of the festivities were still in the making, Gan and I sat at one of Gadeed's ubiquitous taverns, sharing ale and stories with a new acquaintance, one Lars, who fancies himself a Fangripper. Lars is a large fellow, with a brusque manner – his muscles well developed and formed – who dresses in odd furs and loin-clout. I gathered, through his claims and boasts, that he is something akin to a hunter-shaman, and has undertaken what he calls a 'vision-quest'. Apparently his gods, or ancestors, have stolen into his dreams of late, and have asked him to both prove himself worthy of their further investment, and to obtain and return a certain item to it's rightful place of honor.

While Lars was expounding upon how he envisioned this quest to play out, our good friend Hey-Jo joined us, as did several other rowdy ne'er-do-wells! The ale finally worked enough courage and folly into our befuddled minds, and we decided as a group to gather various equipment and stores, and to assist dear Lars in his quest to hunt river ghar in the nearby Iqta of Tolwan!

Our company was exceedingly large, but we expected that to hunt the ghar (successfully) we would need many well-honed adventurers. Lars was able to tempt a K'Zin hero (Leaper) who had recently shown prowess by defeating a Barcidae scum in the local arena, and a sakkra hunter, Slith the Seeker to join us. Seeker had talked with others about hunting ghar, and knew somewhat of these massive, armored beasts. Gan agreed to accompany us. As did Hey-Jo, Mara (a less experienced sorceress), Dehuada and a fellow called Seven-Toes. We gathered carts, amphorae of oil (in case we required a conflagration!), pole-arms, ropes, hammers, stakes, fresh fish for bait, digging tools, and several large, well-made nets (hoping we might be able to entangle our quarry).

Laden down with our equipment, we made our way out of the city via the 'western' Klackon Gate (after passing through a part of the city largely populated by the insect-like Klackons). The road was well-traveled, and by the end of the day we found ourselves at a place where the river narrowed, with a ferry present for facilitating cross-river traffic. As it was late in the day, we decided to make camp, and to cross the river in the morning. During the evening, after supping, we sat around our campfire making small talk, and were joined by a passing acquaintance who I had encountered long ago, in the caverns deep under the Klackon spire – Elfo! He graciously accepted our offer of having him join us, although he was highly skeptical of the outcome of our adventure. As the night grew darker, and the fire grew dim, I asked Lars, how his epithet came to be: was he a Fan-Gripper (one who grips a fan), or a Fang-Ripper (one who rips fangs, or uses fangs for ripping)? He stared blankly at me, and assured me that it was the latter. My attempt at humor went unnoticed.

In the morning we prepared to cross the river using the ferry. After negotiating an (un)fair price, half of our party (with the cart carrying nets) began the crossing, while the rest of us prepared for the second trip. About halfway across the river, the water near the ferry exploded into a frenzy, tentacles with tooth-filled mouths lashed out from a monstrous form, and one of the ferry-men was roughly plucked from the boat and dragged away in a swirling froth of blood – a ghar! Lars took the man's place and they quickly closed upon the far shore and safety. But – what now? As the ferry attained the shore, all of the ferry-workers and their foreman hastily debarked, moved quite a distance away from the shore, and refused to return – and who could blame them?

Using cross-bows, those of us on the near-side were able to send an end of rope to the far side. One of the nets was attached firmly to a corner of the ferry, and our rope (which stretched clear across the river) was attached to the net's other end. Lars, Mara, Seeker, and Leaper then began drawing and poling the ferry back to our side, letting the net trail off downstream, while those of us on the near-side (myself, Gan, Dehuada, and Seven-Toes) began retrieving the downstream, roped-end of the net. Hey-Jo stood guard with a cross-bow, while Elfo ran back and forth along the shore, slapping the water and hoping to lure the beast toward us. Thus we dragged the net across the river, in hopes of snagging the ghar.

The beast was indeed netted and pulled onto shore! It was monstrous, and wicked powerful! A full 15 feet long, composed of an armored head that could shoot out three different tentacled mouths (with vicious snapping jaws!), a flattened and plated, turtle-like body, and a clubbed tail that swung and thrashed ominously! It must have weighed close on to 5000 pounds. I initially attempted to reduce the beast to a deep slumber, using my connections with the arcane forces; however, the beast was too large and powerful for my arcane grasp to envelope it! We therefore began a merciless attack on the beast: swords slashing, cross-bows twanging, and pole-arms poking! At one point Lars was able to mount the creature, doing some goodly damage with a deep thrust of his sword, while I was knocked senseless by the thing's clubbed tail. I dare say that two such blows would have killed me outright. However, the killing blow came from Seven-Toes, as their sword was thrust deep into the soft part of the ghar, where head connects to body. The beast was defeated, one of our three nets had been destroyed in the scuffle, but we were yet hale and strong!

The carcass was drug farther away from shore, the ferry-men returned, and the ferry was retrieved. We butchered the beast and had a fine meal of roasted ghar meat – shared with the ferry-men, many of the local fishers, and several of the sand-grubbers who worked the area for the glass-blower's guild. It was a fine party! A deal was struck with the ferry foreman, for continued free passage for our band of adventurers, and he agreed to send some of his folk with Seven-Toes, back to town, with the beautiful and expensive top-shell of the ghar. The nacre that lines the inner side of that shell is exquisite and highly sought after – it will bring a fine pile of gold!

At some point during the night, our friend Elfo disappeared. He is a strange fellow, always appearing out of the ether, briefly assisting with some chore, then scampering away into the wilds. I suspect that Elfo is not truly human, not truly beast – perhaps a lost, wandering spirit.

On the following day we made our way across the river, and continued on to the Iqta of Tolwan. At the gate of his tower keep, we informed the guards that we sought an audience with their master, to beg his leave for us to hunt ghar upon his lands. Tolwan met with us, yet after hearing of our success the day before, he remained skeptical of our prowess. Nevertheless, he provided a meager feast, allowed us to stay the night, and gave us leave to hunt on his lands. He was gruff and scoffed at many of our stories, unbelieving, and removed himself from our presence quite early in the evening. Tolwan steadfastly refused to accept that we had actually dispatched a massive ghar on the previous day. We were determined to prove him wrong, and I was convinced that he was a cretin – one who cared not at all for learning, but who gained and remained in a position of power through sheer brutishness.

We had been informed by many of the locals that the ghar had taken up nesting on a well known, haunted island. They said that after the ghar had arrived, a strange drumming began to emanate from deep inside the island. Several ancient tombs were known to be located there, and the locals begged us not to set foot upon it's forsaken shores – fearing that we would surely perish. Either ghar would crush and eat us, or some nefarious undead creatures might steal our souls. We learned what we could, procured several abandoned small-boats, and made our way across the waters to the haunted island. Lars had done some morning meditations, and he was convinced that his vision-quest required him to set foot upon that distant piece of land.

Finally upon the island, we set up a small camp, off and away from the shore. Along what seemed to be a ghar-drag we dug out a large pit. A net was strung across the pit, and it was concealed with leaves and duff. Bait was laid out across the net, and a trail of fresh fish was scattered along what looked to be a ghar-drag through the underbrush. Another net was set up and concealed, ready to be dragged across and over the pit, if needed. As the pit was being dug, Mara noticed a triad of mer-type creatures swimming by. We all took a quick break to gaze at these lithe, supple creatures, and for a moment I felt that I should join them. A deep yearning was set up inside me, and I was compelled to throw myself into the deep waters and be with them forever! However, as I began to wade into the shallows, the sudden start from the cool waters (and Gan's hand squeezing hard upon my shoulder) brought me back to reality, and I hastily removed myself away from their insidious draw.

The pit was finished, the trap laid, and soon a ghar approached, following our trail of tasty morsels! It was about half the size and mass of the ghar we had previously dispatched, but still formidable. It was taken in the trap, and quickly dispatched, with but little effort. We dragged it's carcass to our camp, and prepared our trap once more.

Near nightfall another ghar lumbered toward our trap, it's three tentacular jaws shooting out and around, searching out and snatching the bait-fish from the ground. Into the trap it went, and once again a great battle was on! This ghar was large, similar in mass to the first we had encountered, and fought ferociously! While some in our group ended up with contusions, bruises, and bites, none were fatal, or terribly serious. Gan was able to sever one of the jawed mouth-tentacles, rendering it useless, while the final blow was delivered by Lars. Seeing that the ghar's strength was waning, and following his vision-quest dreams, he leaped upon the beast's back and thrust his hand upon it, while uttering words in a coarse language. The ghar, after being beaten, slashed, speared, and pelted with sling stones, shuddered once under his touch, then fell silent – dead. Lars had used his spirit magic to suck the final life force from the beast.

Lars could feel the thrumming of the island become stronger, and he told us all that he was determined to enter into the tombs, where the ghar must have made their lair. We left Hey-Jo and Mara at our camp, to watch over the two ghar carcasses, while the remainder of our party entered into the muddy tombs.

In the main chamber of the tomb we found refuse, bones, and detritus – nothing of importance – only the remnants of ghar habitation. However, as we were searching the room, Gan became startled, gasped in confusion, and pointed out a creature coming upon us from what once might have been a secret door. The thing appeared as ghastly as a man who had drowned weeks before, yet still walked! The stench that it carried was unbearable! It's eyes were dreadful to behold, and a deep feeling of hopelessness washed over us all. Even as despair overtook us, we were able to easily dispatch the wretched creature, and the feeling of imminent death washed away with it's passing.

We entered the passage it had emerged from, and after a short flight of stairs down, found ourselves in a room shaped like a large ship. And here, in this ship-shaped room, the strong thrumming/drumming sound could be heard and felt by each of us. A secret door was found by Seeker, and inscriptions were noted around it's edging. The runes told of a famed piratical ship captain that was entombed here, laid to rest with great treasure plundered from raids against the village people of the red forest, in the southeast. It was noted that the 'thundering headsman demon' was set to guard the tomb. We threw caution to the wind, and decided to defy the warnings and enter anyway. I was certain that some few of us might certainly perish.

Down we went, into a semi-flooded chamber. The demon did exist, and came forth upon us. It was invisible to our sight – yet it's essence was so foreboding and tangible, that we knew it had to be present. As we stood in the dark chamber, with our feet submerged in mucky liquid, Lars withdrew a handful of dirt from a pouch and flung it across the emptiness. The invisible demon was splattered with the stuff and we were able to discern it's vague shape. Not much, but it was enough to allow us to aim our attacks! Gan (with the Red Sword of Arslan) and I (wielding the Weird-Eye Knife) struck the demon many times – perhaps doing damage? It was impossible to know, as the blows felt somewhat solid, yet no blood or ichor issued from any wounds. The battle raged on. We felt that we were making progress, but it was difficult to tell! Dehuada dispensed holy water, which seemed to do nothing. Gan was struck once and took much damage (I feared that he might be lost). We certainly learned that fighting an invisible creature is difficult. With a final, forceful thrust of my Weird-Eye knife, the demon howled and screeched, and the sound swirled around us and echoed in the chamber in a way that sent chills running down our backs. And then the thrumming ended, and a blackened pole-arm dropped, splashing into the muck at my feet.

As I retrieved the fallen weapon (that the demon had been wielding) large, toothy-mawed worms began issuing forth from a reddish fungal mass growing on one of the chamber walls. The worms writhed menacingly, clinging to the moss, and focused their attention on Lars. I felt something pressing in upon my mind, and a cottony feeling filled my head.

However, Lars calmly sheathed his weapons, removed his armored cape, and cast a shield spell upon himself. The worms seemed to watch Lars, but did not attack him. He strode confidently toward the worms and passed through them and the red moss that they inhabited, untouched, and into a dark passage beyond. He descended a short flight of stairs and found himself in a final resting tomb, an old moldered body laid out upon a stone dais. A beautiful helm lay there as well, apparently this was the object of Lars' vision quest. He retrieved the helm but touched nothing else, and was able to leave unhindered and unharmed. The rest of us searched the upper and mid chambers while he was busy at his task, and when Lars returned we left.

On the morning of the next day we butchered the two remaining ghar and made our presence known to Tolwan again. We called him down out of his tower keep and rubbed his nose in our success. He was most pleased and amazed – becoming syrupy in tongue and obsequious in manner – professing that he never doubted that were heroes and warriors of legend! His feelings toward us had indeed softened, and he offered us any boon we might wish, even as far as giving over to us his lands, titles, slaves, and keep. I refused such ludicrous gifts (again, I believe this fellow is not all together … together), but I asked that if we called to him at any point in the future, he and his entire force of men-at-arms should assist us against whatever foes or tasks might be at hand. Tolwan readily agreed, bobbing his thick, dull-witted head, and continually bowing and scraping at our feet.

Tolwan also agreed to have his men assist us in carrying our great fortune of ghar carapaces and other sundry items back to town. From thence, we returned to Cothon-Gadeed and much carousing ensued! We celebrated the completion of a successful hunt, a lucrative excursion – and the birth of a new legend:


Lars, Ghar-Rider!


And now for the wedding!


Friday, August 13, 2021

Durham's Log 15: Revolution

(written by Joel, player of Durham, concerning the recent expedition into the sea caves of the Ocean's Throat, and earning Durham 100 xp per level)


Renyu Liberation!

I was waiting for Persephone at the Kantor for an adventure we both had talked about doing for sometime. While waiting for her arrival I met some new faces Mara (level-1 magic user) and Dehuhada (level - 4 fighter)

Persephone and I explained that we were after the bounty on Yramrag and gave a brief history of my interactions with him. I declared my main intent was to free noble Renyu from the grasp of a tyrant, for Pako had told me of their poor treatment. So we hatched our plan. Our party would come bearing tribute to Yramrag in the form of gold, wine and weapons for the Renyu to hunt the sakkra. After being invited in as honor guests, we would allow the women of our party to distract Yramrag with wine and conversation, after all he is just a man. Meanwhile the others and I would speak to the renyu and preaude them that they would be better off without their master. Then lead a Renyu force to capture the rogue alchemist and call it day. That was the plan.

We gathered the gifts to bring as tribute and hired the beautiful Tanit al Jamila to join us and purchased some garum to give to the Renyu tribe to aid in our persuasion. The first steps of our plan worked out as we had hoped. We made our way to Yramrag hideout, our "gifts” were accepted and we were treated as guests . Persephone, Mara and Tanit followed Yramrag into a corridor and behind a curtain to charm and distract Yramrag. While Dehuhada, Pako, Finbar and I began speaking with the renyu and handing out some of the Garum.

I started a conversation with some of the renyu tribe in their navitve tongue, I began to make some progress when a very large renyu interrupted me, calling me a trouble maker and if I continued rebellious rhetoric he would tell Yragram. I did snap back so as to not to look like a weakling in front of the rest of the tribe, knowing they may not follow me if I retreated at the first sign of a challenge. I learned the large renyu's name was Long-ear, Yramrag's chief among the Renyu. Seeing harsh words would only lead to conflict earlier than what we planned, I apologized and continued greeting the rest of the Renyu, slipping them vials of garum I bought for them. I showed off Pako's and Finbar's fine collars, healthy physique and leather armor to subtly demonstrate how well taken care of they could be under different leadership, our leadership to be exact.

Long-ear made another appearance this time with two other large renyu like him, Seven-toes and Scar. I whispered to one of the Renyu I was talking to asking what made them so much larger than the rest, he said Yragram gave them some potion to drink and it made them bigger and stronger.

Long-ear spoke calling me a troublemaker once more. I told him as the leader of the Renyu here he should care for all the Renyu, not just himself. Renyu started to gather some, even saying "call him out". Seeing my chance I pointed at Long-ear and challenged him to a duel. The Renyu tribe started to back up forming a circle around us. As our duel started Seven-toes went towards Yragram's quarters, Dehuhada went to Intercept. Scar threw Long-ear some kind of potion and Long-ear drank it down, his focus narrowing on me, his eyes becoming bloodshot. We engaged in battle together. I noticed that while I landed heavy blows Long-ear seemed like he did not feel them.

We seemed evenly matched then Pako threw me a potion he had stolen from Scar. I drank it down, feeling a rush of strength and energy, my body's pain fading and an intense focus landing on my opponent Long-ear. We traded blows again and again. Sunforger hit true in all these rounds. However, Long-ear was still standing and suddenly through the curtain came a large and terrifying creature, with grey skin and many folds of fat, giant eyes and beak for a mouth. Many renyu began to run around terrfified. I feared the worst, thinking that this whole adventure would fail and cost us our lives. But I knew I had to be a beacon of hope or it would all fail.

 So I yelled out "RENYU! UNITE … Unite and fight those who would deny you FREEDOM! ".

After this a few renyu went and dogpiled onto Scar, subduing him. And as I traded blows with Long-ear once more, I saw that Dehuhada and Mara had made Seven toes yield. Seeing the tide beginning to turn I gave a mighty shout calling for all Renyu to rise up, to throw off the yoke of Yragram the tyrant. After my call many renyu went to attack the grey monster, Dehuhada and Mara engaging it in combat as well. I landed another hit on Long-ear but still he stood, until suddenly a group of rentu piled on top of him subduing as well. I step forth to deliver a final blow, but the other members of the Renyu tribe begged me to spare Long-ear's life. So I granted their request.

Even now, in the heat of this revolution for the tribe, when many men would have chosen to slay someone who had oppressed them, the Renyu chose mercy over bloodshed. They are truly a noble race.

As I turned my eyes back towards the curtains, I saw the grey monster dead on the floor, the curtains on fire and the shadow of another grey monster behind the curtains and a horrible shout from Yragram "I WILL HAVE ORDER IN MY HOUSE! I WILL HAVE ORDER OR I WILL STRIKE YOU ALL WITH MY LIGHTNING BOLT!"

There was a silent pause, now was the deciding moment. Would we sue for peace or finish what we started?

I raised Sunforger high above my head and yelled.  "FOR FREEDOM". Pointing Sunforger's head at the grey monster, while I ran full speed, shield forward at Yramrag, willing to face the force of a lightning bolt. But fate favored me as the spell fizzled in Yragram's hand and I knocked him over. The others made short work of the other monster, it defences overwhelmed with tooth and claw.

The prisoner Yramrag pleaded for his life. "my genius, my knowledge, I could be useful, OH lord, just set me free, do not take me to the Kantor, please lord spare me"

I replied. "For your transgressions against the Kantor I might be convinced to spare you but for your treatment and enslavement of these noble renyu I judge your life forfeit." And I finished him.

So the noble renyu tribe free, we learned Yragram had some control over them with aid of his amulet. We learn of the tribe's name the Wasgo. The Alphas of the Renyu going their separate ways, Seven-toes accepting Dehuhada as his new master left with him, Long-ear and I made peace with each, he left to seek another renyu tribe he remembered, a few of the other Wasgo joined him and Scar became the new leader of the Wasgo tribe. We discover many other treasures that we divided among our party and I decided to stay another day to see what aid I could provide. Knowing that the pirates were nearby caused me much worry.




Thursday, August 12, 2021

Session #48: Quest for the Ghar

Some (foolish philosophers!) say the world is borne from each of its four corners on the back of a great chlen-beast, and that these tread together across the shell of the cosmic-ghar.

Well, the great shells that were borne into Cothon over the last couple days were certainly no cosmic shells, yet nevertheless, their values, and the tales of those who claimed them, were all quite stellar!

It has been about a month since Lars Fangripper put out a call for fellow barbarian-adventurers to join him in a grand hunt, a "vision quest" put to him by his mystical ancestors, and to seek out the bounty offered on the great river ghars that troubled the land of the Iqta' al Tolwani. Finally, his calls were answered, and by a veritably motley crew! After expressing interest in the quest, one Bartholomew Pettibone was able to help Lars gather everyone together at the great tavern Cothon-Under-Star, and there plan just how they would seek--and claim!--the proffered bounty.

After long discussions on possible techniques, and the inclusion of the Kzin Hero Seeker-for-Relics (famed for his recent victory in the Coreguyi Arena), as well as the chameleonic hunter Slith Sly in their number, the company thence set out west--quite a different direction from any expedition yet--and so made their way through the Klackon side of Cothon and out the Klackon Gate, to then follow the "Western" Road south along the right bank of the Gana Delta.

The members were as follows:

  • Lars Fangripper (magic-user 3)
    accompanied by Slith Sly (Sakkra)
  • Bartholomew Pettibone (magic-user 5)
    accompanied by Gan ad-Din (fighting-man 4)
  • Mara (magic-user 2)
  • Heijo (magic-user 3)
  • Dehuhada (fighting-man 4)
    accompanied by Seven-Toes (renyu)
  • Seeker-for-Relics (Kzin 2)
  • and with a brief guest-appearance by Elfo (? magic-user ?)

Knowing their goal (the Iqta' al Tolwani) lay at least two days' travel southwest, and then northwest, it was no surprise to the regulars Under-Star that the intrepid company had not returned by the first evening. But what was exciting was the appearance, two days later, of a great ghar shell borne to the Klackon Gate by river-panga, and escorted into town by Seven-Toes in company of Bolor the Ferryman, who had negotiated for such transport for a mere 100 dinars!

And what tales he told with his payout!--of a great battle on the shores of the river, between heroes and ghar--and the ghar is a great armored monster, clad in the huge shell you see here, but armed with a long clubbed tail, and worse! with three mouths at the ends of long tentacles that issue from its armored mouth to snap and grab at its prey with razor-sharp beaks! And with much twanging of crossbow, and hewing of pollaxe, this beast was laid low, a barbecue set on the beach, and many mouths fed, while here now the shell is to be held Under-Star for the heroes' return.

But it would be another couple days before any further word came of the company's fate ... in the meantime, and impressionistic drawing of the evening approach to the lonely castle of the Iqta' al Tolowani, with a ghar swimming up through the river in the bottom right corner. The islands and broad water at top imply nearness to the sea, but such is the illusion cast by the broad waters of the Delta ...


The great sun sets behind Tolwan's tower

But indeed, two days hence, the company returned, borne on the boats of iqtadar Tolwan himself, and bearing with them not just two further great ghar shells, nacre shining from within, but also strange tokens of the "haunted" island on which they had sought their quarry.

While Bart was happily spinning yarns about the legend of Lars (postponing meetings with gemcutters, apparently), while Lars obsessed over the strange red helm he had found, and the others seeing to the sale of the ghar-shells, Seeker took his share to the Herm & Stone and spun his own tale of the expedition's happenings:

"Tolwan, weak and dejected because of his weakness, saw not our strength, but allowed us to traipse over his lands as if we were better--and we were! And so we went to the so-called 'haunted' island where the ghars laired, and there my companions dug out pits in their apish obsession with 'tricks and traps'. But when the hour came, and the ghar was before us, Lars proved himself leonine--he leaped on the back of the female, and with his own soft monkey-nails killed the beast! A fine ape to show 'scream and leap', if any is! I  After that we descended into the tombs of the isle, and battled a great demon! Again with their tricks, the apes all threw dust or water at the invisible fiend, but I stood against it, halberd-to-wtsai!"

And reproduced here, for the interest of those following such things, is a trace of the company's short travels:


Anyway, hereafter follows the haul:

The Lucre

  • 2000 dinars (gp), 2000 dirhams (sp), 1000 fals (cp)
  • 3000 dinars from ghar shells x3 (1@1400, 1@1200, 1@400)
  • 175 dinars from 2 gems (1@100, 1@75)
  • a strange red helm
  • a halberd forged of an unknown dark metal (alloy?)
The Learning
  • 5385 xp from treasure
  • 1306 xp from ghars x3 (400 + hp ea.)
  • 164 xp from tsoggu (150 + hp)
  • 497 xp from qumqum (450 + hp)
  • 100 xp to each character for explorations along the Gana Delta
The Cut
  • 708 dinars to each player-character and Seeker
    356 dinars to Gan ad-Din, Elfo, and Slith Sly
    69 dinars to Seven-Toes
  • 1470 xp to each player-Character
    735 xp to Seeker, Gan ad-Din, Elfo, and Slith Sly
  • the helm
  • and the halberd
Any gold-valued item a party-member wishes to claim may be "bought out" by subtracting its value from their share of gold (up to and including their own funds, if necessary to equal its listed value); non-valued items must be meted out by the company's agreement, according to negotiations and what seems fair.

And as always, any write-ups, artwork, etc. representing the expedition from an in-character point-of-view will earn the corresponding player-character 100 xp per level.


Session #47: "That's No Meadow!" *UPDATED with sale of "coins"*

(written by Jacob, who ran this session in "the Facility", an area developed by him)

*update of earned wealth at the bottom*

Seeking a tutor to further his knowledge of charms and prayers, Najm found himself in Cothon-Under-Star speaking with Bartholomew Pettibone and Hay-Jo. After a few moments coming to an arrangement for mutual sharing of spells, Lars Fangripper wanders into the tavern. The group recalled that it has been some time since the previous expedition to the Facility, and began making plans. Perhaps reminded by their recent expedition to the Denyan Islands, a group of scholars and fisherman does not a strong front line make, and so the group set about hiring a number of individuals, including one Citizen Sesel (hired as a classed hireling) who found himself rather desperate for a break from his recent projects and work.

And so the group set out to Gadeed, granted entrance by Sesel, to meet with the Bani Dawr and investigate further into the Facility.

  • Bartholomew (Magic User 5)

    • Tumu the Assassin (Fighter 1)

  • Najm (Magic User 4)

    • al Rabb (Renyu)

  • Hay-jo (Magic User 4)

    • Manto Manlius (Footman)

  • Lars Fangripper (Magic User 3)

    • Sesel (Fighter 6)


The group returned a few hours later, and while they didn’t seem to have any major wounds Najm was none-the-less obviously somewhat distressed.

Tumu took his new found coin and made a night of it in the taverns, between flowing wine, and laughter at a night well spent, something of a story unfolds as to their adventure.

It would seem that their adventure was fraught with oddities, even from the very beginning nothing was as they expected. Indeed, they arrived at the Facility expecting a forest and grassy meadow with an unguarded fortress. What stared them down when they arrived instead was a massive face with glowing red eyes! And then as they slayed their first foe the blood that sprouted fourth from the wound congealed into a snake that struck at Bart! Then they found a dagger, Tumu struggling to get his story out with a straight face, that knocked Bart to the floor just for picking it up. With ensuing hilarity as Najm joined him passed out!

Tumu wraps up his story recalling a truly bizarre sight at the end of a ‘village’ made of ‘structures’ where the hostages they rescued seemed to have lived. He describes the place like a dream, for what they were experiencing made about as much sense, bits of incomplete buildings, mismatched architecture, a jagged stone structure (like an inverted cave) with a door. By the end, he was indeed ready for a strong drink!


The Lucre

  • A fine necklace of ancient design (1400 gp)

  • A small pouch of coins

    • Though, upon inspection, these ‘coins’ are unlike any modern coinage. Instead they are small (approximately ping pong ball sized) glass spheres, each with a gem set in the center. All told, there are 20 of these spheres,with several being of the larger denomination. These could be sold simply as gems for 3,000 gp, but perhaps by ‘finding the right buyer’ for the whole collection one could collect a far greater value.

  • A strange upside-down dagger with a very dull ‘blade’ and square, milk-white ‘hilt’

  • An ornate short sword whose blade is sharp, but of a glossy bone-white color. There is engraved writing on the blade itself in an unfamiliar language.


The Learning

  • 48 xp from cultists x5 (5+hp each)

  • 70 xp from blood-snakes x2 (25+hp each)

  • 883 xp from the white skinned creature (850+hp)

  • 7500 xp from treasure

  • 200 xp each character for exploration

    • An additional 200 xp to some characters for last-minute explorations


The Cut

  • 245 dinars (gp) to Bart, Najm, Hey-Jo, and Lars

  • 35 dinars (gp) to al Rabb and Manto

  • 175 dinars (gp) to Tumu and Sesel

    • Further treasure to be split depending on how the spheres are sold

  • The strange dagger

  • The ornate sword

  • 2175 xp to  Bart, Najm, Hey-Jo, and Lars

    • An additional 200 xp to Bart, Najm, and Hey-Jo

  • 1087 xp to Tumu and Sesel


Added to the Cut through Gan ad-Din finding the right buyer for the bag of "coins" or "gems" recovered from the Facility:

  • 1576 dianrs (gp) and 4 dirhams (sp) to Bart, Najm, Heijo, and Lars
  • 793 dinars (gp) and 2 dirhams (sp) to Tumu, Sesel, and Gan ad-Din
  • 157 dinars each to al Rabb and Manto Manlius


Wednesday, August 11, 2021

Session #46: Who Let the Dogs Out??

 The bounty on the "rogue alchemist" of the Ocean's Throat sea-caves has been claimed! His body, devoid of life, was delivered to the Kantor Kabljauhof just a week ago, and though Captain-General Zaytar had hoped for his live-capture, nevertheless he paid out most of the proclaimed 2000 gold dinar bounty.

This is out it came about:

Harboring quiet hopes of delivering Pako's and Finbar's fellow renyu, said to be serving the "rogue alchemist", Durham of the Ringing Anvil gathered together certain fellow adventurers in the common room of the Gatehouse-tavern of the Kantor--including especially Persephone, mistress of Finbar. Outlining his plan of an excursion into the Ocean's Throat to claim the bounty and free the renyu, Durham was able to gather this crew under his banner (including the fresh-off-the-boat adventurer Mara):

  • Durham (fighting-man 6)
    accompanied by Pako (renyu)
  • Mara (magic-user 1)
  • Dehuhada (fighting-man 4)
  • Persephone (fighting-woman 5)
    accompanied by Finbar (renyu) and
    Tanit al Jamila (magic-user 2)

The company set out through the Fishermen's Gate toward the sea caves, scorning the tower of the Migdol of the Dyers looming on the headland over the north-going beach. Climbing up the far headland by the old jack-knife stair, they disappeared at the top into the caves that riddle the midst of the headland.

Most of the company returned later that day, bearing the body of an inkvine-scarred man, hair prematurely white--undoubtedly the "rogue alchemist"! Both Persephone and Dehuhada were followed by new renyu servants--the latter warrior by a great "alpha" renyu he called familiarly Seven-Toes--and yet neither Durham nor his loyal renyu-servant Pako were anywhere in sight!

"Do not worry," the company assured those who asked; "Durham remained behind to see to certain interests." Meanwhile, they sought satisfaction of Zaytar's bounty at the Kantor, as well as seeing to the sale of other claimed plunder.

Some details came out in the interim: the company advanced into the sea-caves, as intended. They proceeded quickly through the dark passages below, where the movement of the distant surf creates the soughing noise as if of Ocean's breathing, following Durham's recall and Pako's sure guidance. Arriving at the alchemist's underground lab, they called up to the renyu above (as illustrated below)--and once above, orchestrated a full-scale rebellion of the renyu tribe heretofore held in service to the rogue alchemist!

by the referee, plus some illegible notes

Durham returned to town sometime later, a light in his eyes, and working through a flurry of orders for lumber, food provisions, and other supplies.

Tanit al Jamila was able to explain somewhat as she caroused the taverns with her share of the expedition's plunder: Durham is deadset on fortifying renyu tribe where they were dwelling, formerly under the mastery of Yramrag the Rogue Alchemist. He is working to secure an agreement with the Wasgo, as the tribe is called. And how did this come about? Well, *sighing* (and here, Tanit reclines such to show off her figure through her sheer black gown), the group hired her with the intent to seduce the old wizard, presuming him lonely with his simple servitors.

Alas! He was too enraptured by his own "genius", and went on and on and on about his staggering intellectual achievements--but fortunately for the company, this allowed Durham, Dehuhada, and Pako and Finbar space to muster a kind of revolutionary spirit in the other renyu. This led on the one hand to challenges to combat by certain "alpha" renyu, and on the other hand to the revelation of Yramrag's ogre-like thunru'u eye-eating creatures. But eh! All that is just parry, riposte, and all that nonsense. Why don't you buy me another drink?


The Lucre

  • 1500 dinars from the Kantor's bounty
  • in chests, various coinage, both local and foreign:
    8000 copper fals
    1000 silver dirhams
    5000 gold dinars
  • also 750 dinars' worth from 7 gems (1@25, 1@75, 4@100, 1@250)
  • an amulet, rather like a narpine-cone, formerly worn by Yramrag
  • a curious cuirass of bluish alloys
  • four spellbooks
  • a library of notes, predominantly alchemical, but also experiments in heredity and radical surgery
  • a trove of private correspondences
  • a veritable hoard of alchemical ingredients, valued altogether at some 5000 dinars

The Learning

  • 1500 xp from the bounty
  • 10930 from treasure
  • 375 xp from Yramrag (350 + hp)
  • 680 xp from "alpha" renyu x3 (200 + hp ea.)
  • 330 xp from renyu x3 (100 + hp ea.)
  • 537 xp from thunru'u x2 (250 + hp ea.)

The Cut

  • 2428 dinars (gp), 8 dirhams (sp), 8 fals (cp) to Durham
    1428 dinars to Tanit
    2857 dinars, 4 dirhams, 7 fals to Dehuhada, Persephone, and Mara
  • 3588 xp to each player-character
    1794 xp to Tanit al Jamila
  • narpine-cone amulet (Persephone)
  • curious cuirass (Dehuhada)
  • four spellbooks (Mara)
  • library of notes
  • private correspondences


Characters may "buy out" any gem or item with a dinar- (gold piece)-value by a corresponding reduction in their own Cut, first come first served; non-valued items are subject to negotiation (though this was mostly worked out in-session).

As always, in-character reports, artwork, etc. representing what occurred during the expedition is worth 100 xp per level to the corresponding player-character.