Thursday, September 30, 2021

From Bartholomew's Journals: Where Crows Dare Go!

[written by Phil, player of Bartholomew Pettibone, concerning both a caper in the Undercity, and a jaunt in the tombs of the Necropolis, and earning him 100 xp per level. Concerning the skull pilfered from the Klackons, the Scribes have updated the notes for Session #50 to include it in the lucre.]


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery




28 August 2021

Where Crows Dare Go!


Sesel and Zaida's pre-wedding fiesta was a smashing success! During the festivities, many of us wandered away from the main activities and engaged in somewhat lucrative efforts. I found myself pulled into an impromptu game of chance with some under-city dwellers, and was able to win back all that I had spent on fiesta preparations! I heard tell that others had similar experiences.


The wedding itself was indeed a remarkable event! Many representatives from various Great Houses were present, and the gifts lavished upon the happy couple were exceptional. Among the various marital spoils, Andolin (son of Dalinar al Khalid), and his arms-man, Teleb the Bowman, gifted the couple the means by which to outfit a retinue of warriors. As for myself, I supplied enough coin so that the newlyweds could procure those warriors, and pay their salaries for a full two-year period. Other gifts included: wardrobes, agricultural beasts, a fine riverboat (the Silver Qaqtla, by name), hunting falcons, a promise of architectural assistance (from the Klackons of the 5th House), amulets, expensive perfumes, aphrodisiacs, entertainment, and exquisite dinner-ware! Ah, the happy couple certainly has much to celebrate!


Afterward, a small group of us ventured into the under-city for a bit of a lark. However, while we were somewhat successful in acquiring baubles and smattering of experience, we met with a decidedly uncomfortable end. We all escaped without serious physical injury, but a number of our companions (my hireling Nuur, among them) were reduced to blithering idiots by some uncanny arcane, demonic mind-flaying! So, it fell upon the rest of us to find a way to bring their minds back to sanity. While others of us were busy with important projects, Gan was given over as custodian of this mission, and we awaited his success (or failure). It pains me greatly that I have lost one hireling to death (at the hands of Sakkra), and now poor Nuur's mind had been scrambled. Even Gan has suffered terribly under my hire and tutelage. Yet, he remains steadfast in his loyalty and assistance. Hopefully, these mishaps and stumbles are laid to rest, and we can move forward with greater plans!


Indeed! Gan was able to locate a healer, and our compatriots were returned to full mental capacity! Well, we believe them to be fully healed – but we shall see; Nuur still seemed to be somewhat shaken and ill at ease.


We then gathered around the tables at Cothon-Understar to decide on our next adventure. Which turned out to be a return to Dalan's tomb – in order to divest it of what Avin, Durham, Ravna, and Sesel declared were 'super-klackons'! After hearing of their earlier, harrowing encounters in that tomb, with those super-klackons, I was certain that we would perish. Gan shrugged his shoulders, and decided to 'bear' it.


Materials were purchased, especially amphorae of oil, and we made our way to the tomb – the Heroon of Dalan! Our merry fellowship for this caper consisted of Sesel, Avin the Dark, Ravna, Hey-Jo, Durham (and his boon companion Pako), Gan (Bearer of All Things), and myself. Gan seemed particularly glad to have Durham and Pako with us, once again. He claims that protecting the scholars, as he calls those of us experienced with the arcana, is most difficult – like trying to herd wild alkari fledglings! Our journey to the tomb was unhindered, and after arriving, we wasted no time in lighting our lanterns and entering. Sesel led the way.


Inside all was dark, dry, dusty, and quiet. We paid little heed to the artistic frescoes and reliefs upon the walls, but made our way quickly through to a certain doorway. Avin placed an orb into the socket, and the portal was unlocked. Farther in we came to a much larger chamber – massive – within which we approached an altar upon a raised dais. Again, upon that altar was a cupped receptacle, into which Avin placed another orb. The altar slid away, revealing a stairway in the floor, leading down into a deeper darkness, which we entered without trepidation.


At the bottom of the stair we found ourselves in a chamber, on the floor of which was a circular opening and a narrow shaft that dropped deeper into the earth. Ravna was disturbed by the fact that the portal to this shaft was open; they claimed it had been sealed shut upon their earlier retreat from the super-klackon demons. As there seemed to be no sign of life or light coming from the bottom of the shaft, a rope was made secure and Durham was lowered down into the darkness.


Durham found the lower chamber empty and quiet. The rope, and his crumpled shield, both of which had been left behind during their harried withdrawal on the previous foray, were found in the chamber at the bottom – but there was no sign of defeated super-klackons. Nor was the body of poor Ix anywhere to be seen. And the truth came out. Ix had gone berserk last time, possibly enthralled by the super-klackons, and had battled Durham – both of whom had fallen down the shaft. Ix had been presumed dead. As had two of four super-klackons.


Durham returned up the rope, described the scene below, and we all decided to descend – quietly. A large double door leading into what the others called the sarcophagus chamber was found to be locked. As we contemplated our next moves, we all became aware of a low, distant, barely audible humming, coming from nowhere, and everywhere. It was almost imperceptible – akin to a deep-throated mosquito heard (or felt) just at the edge of perception. Undeterred, I retrieved my lock-picking instruments and deftly disarmed the door's locking mechanism. The hum persisted. After falling back from the door, and declaring it unlocked, I reached into and twisted the arcana around me, rendering myself invisible.


Avin quietly opened the door, just a bit, and peered inside. It was dark, and divining no signs of life, it was suggested that I enter (invisible) and scout the chamber. Which I did. The central character of the chamber was that it contained a wide, squat cylindrical pillar, covered in a myriad of lighted 'panels', surrounded by five large (very large!) sarcophagi, arranged like spokes extending from a hub. Each chest was connected to the central power hub by a thick cable, and had on their sides various 'magic mirrors' (similar to what we have encountered and used aboard Bob). Each of the mirror panels had various lighted script, all in green – except for one chest, which was red. The script seemed oddly familiar, almost like it might be related to Klackon, but perhaps only as a distant eons-removed relative. The face of each chest appeared to be of a crystal substance, and peering in, I saw nothing in those chests whose panels were green, but in the one showing red I discerned flaws and cracks in the crystal face, and what appeared to be a long dead and desiccated corpse. Finding little else, I reported back to my comrades, who all entered the room.


We had noticed (thanks to Gan and Pako) that there were faint ichor and drag marks upon the floor of the first chamber, that led into the sarcophagus room and ended at the chests. It appeared that three of the chests may have been 'used' at some point in the not too distant past. For what purpose, it is difficult to say. I have a notion that the chambers might be used for purposes of regeneration, healing, or restoration – and perhaps for suspending life for long passages of time. My friends explained that the super-klackons had emerged from these caskets, who had been certain that their life force had been suspended for perhaps many thousands of years!


We searched this room further, noting an odd rectangular, gray, metallic panel (quite large) adorning one wall, and a separate door on another wall. It was explained to me that in the room beyond lay many urns, each of which contained either a thick tarry substance, gems, coins, or odd bits of arcane materials. It was even thought that weapons might be found within. The tarry material, so it is thought, might be used to induce increased stamina and strength to those who feast on it. None of us were brave enough to test this hypothesis. Durham used his detection device and saw that, while nothing living lay in that chamber, it did contain much metal (coins we supposed). And he noted that the central hub in the sarcophagus chamber showed as one of the most intense power sources we have seen yet!


Ravna, Durham, Pako, Gan, and Hey-Jo entered the urn room and began pillaging. Sacks and packs were filled to capacity with odd coins and gems – and a few of the urns with tarry substance were also collected. As this was going on, Avin and Sesel began exploring the gray metallic wall panel. While the rest were busy with their various tasks, I decided to set about discovering how to uncouple the sarcophagi from the central power-hub, starting with the casket whose panels glowed red.


The cables appeared to be detachable; however, they were securely connected, and in my haste to pull the plug (as they say), an arc of intense lightening jumped from the socket to my hand. I was immediately filled and covered with a sudden jolt that tensed every muscle in my body. My heart jumped and skipped, and my very bones seemed to suddenly ache! Even my teeth were pained. It lasted but a moment, and when it was over, I'm certain that I could smell burning hair and seared flesh – mine. And to my ears, all fell deathly silent. However, at the same moment the clanging of warning chimes began and each of the sarcophagi hissed and popped, as their lids lifted. A bone-chilling cold rushed out of those chests and filled the room, and inside could be seen padding, needles, tubes, and oddly lit dials and panels. But there were no bodies – except in the chest that glowed red. In it lay a long dead super-klackon, rotted, dried, and crumbling. Apparently, this sarcophagus had failed, perhaps hundreds, or even thousands, of years previous. I rummaged around the dead body, expecting to find jewelry, arms, or armor, but alas, found nothing. As a concession, I retrieved the skull of the dead warrior and placed it within my backpack.


Avin and Sesel had discovered that the large gray metallic panel could somehow be 'activated and operated' by someone having special psionic abilities. Sesel determined that it could be used to scry upon and hear the voices of individuals he was familiar with – the more familiar and friendly, the more clear the communication was – however, it seemed to be only a one way communication. Sesel could see and hear others, but they could not percieve his presence. Hmm. A magic mirror of the first order! Sesel was also able to concentrate on Ix, and though the images and audio were murky, broken, and diluted, they were able to tell that Ix lived! And Ix was accompanied by three of the super-klackons and another normal, but lighter-carapaced klackon. We thought it might be Txach'achit of the Fifth House, but it was not. They talked as if this lighter colored klackon might be a prisoner of theirs, and could be 'used' for returning … something? However, before more could be learned, the wall panel ceased functioning and all communication ceased.


While the others continued recovering all that they could from the urn room, Avin and I searched closely over the central power-hub and located what we were certain was a power-rod (or battery) inside a small pocket. Thinking that it might be able to be adapted to provide power to Bob, Avin prepared their special sack of deep pockets and deftly removed the battery, placing it within the sack. As it was removed from the hub, again the clanging of warning chimes echoed around us! All of the lights on the four operational chests dimmed to a faintness, then glowed brighter (but not as bright as before). And in very short order, each of the sarcophagi re-closed and sealed themselves, except for the one I had disconnected – all of it's lights had been extinguished upon being disconnected, and remained so.


We gathered all that we could carry, mustered ourselves back to the shaft and ropes, and began operations to haul our loot out and away. Avin, Pako, Gan, and Hey-Jo ascended, while the rest of us affixed sacks to ropes for them to haul out. As we were completing this task, Pako noted and alerted us to movement and noise in the upper chamber beyond. Whoever, or whatever, was out there seemed oblivious to our presence, and so Avin attempted to peer outside. To their bewilderment, Avin saw Razo, Raoden (who should have been aboard Bob), and two other ne'er-do-well hirelings they were acquainted with – all milling about randomly. Those fellows professed friendship and wonderment that they had found us, and began conversing (oddly) with Avin, who was not convinced they were who they claimed to be. Avin led them away and down another corridor, explaining that we had amassed a great treasure, and needed help ferrying it out of the tombs.


As Avin led those others away, the rest of us quietly made our way out and up the long stairs to the altar chamber. There, at the top of the stairs, we set up two of our amphorae of oil, preparing them as a fire-trap in case Avin required assistance during a retreat. Which, of course, came to pass! Avin discovered that those who claimed to be close friends were likely shape-shifting denizens of the tombs, escaped their clutches, and made a hasty retreat. As they climbed the stairs, Ravna and I dumped the oil and lit it on fire! A great conflagration arose, and as the orb was retrieved, and the altar slid back to cover the stairwell, we could hear the screams of the beasts trapped below. What would an adventure with Bartholomew Pettibone, of the House Pettibone, be – without FIRE!


Harried, mentally worn out, and smelling of oily smoke residue, we decided the best course at this moment would be to return victorious and whole to Cothon-Understar. And so we did. Once safely there we began to take account of our pilfering, relaxed with some fine Misrian wine, and regaled those patrons who were present with our splendid deeds! We had sacks of loot, a new, highly concentrated power supply for Bob (hopefully), and new knowledge to ponder. What of Ix, who was presumed dead, but who seemed to be quite alive and now enthralled to this new order of super-klackons? Curiouser and curiouser.


Session #53: Dungeon in the Dunes

 [written by Joel, who ran this adventure--thanks Joel!]


The Call to Adventure

Many things pass in the mother city that are not given much attention. And at first glance the old man with his walking staff is no exception. But when he places an emerald the size of an egg on the tavern bar everyone takes notice. Pulling back the hood of his robes reveals long copper colored hair, the unmistakable mark of the Fremen. His eyes are glossy and completely white, blinded by old age, his skin tan and wrinkled.

He seeks adventurers looking to enter a place buried beneath the sand dunes near the Garden River to retrieve an artifact. Offering the large emerald as payment and a Fremen blessing to aid in the quest. Adventurers will face tests of courage, strength and wisdom, in order to retrieve the artifact. So assemble your party, go and seek out the old shaman camped outside the city!


The Dungeon in the Sands

Many had been wondering who would take on the adventure of the Shaman Kynes. The answer has finally come as a group of adventurers meets the old man at his campsite outside the city. There Kynes gave them a description of the stone he seeks, ten inches long with three sides. He has had visions where the stone is, underground, moving sand, trials of of courage, strength and wisdom. After a blessing from the shaman and preparations in the city, the party was seen leaving the western gate guided by Lars Fangripper, the Infamous Ghar-Rider.

an image of Frith, the spirit-guardian bequeathed to Najm
by Chris


  • Bartholomew Pettibone (magic-user 6)

Accompanied by Gan ad-din (fighting-man 5)

  • Mara (magic-user 3)

  • Althis (magic-user 4)

Accompanied by al Rabb (renyu)

  • Arngeir of the Green Sheen (fighting-man 4)

  • Najm (magic-user 4)




A sekeker, by Chris

The party was later seen at the castle of lqta’al Tolowani where a great feast was held to celebrate success and the noble honor of our heroes. Certain details of the adventure came to be heard: a dungeon of moving sand that tested the party, a summoning of spirit guides, noble warriors laid to rest and a giant worm! The dungeon in the dunes no longer exists after collapsing into the sand. However, a new opening now sits in its place and a terrible screech can be heard sometimes. Kynes will also be staying in the area for a little while before his visions take him on another quest.

A sekeker, by me




This adventure did end with a carousing at Iqta’al Tolowani, players may spend up to 100 gp per level to earn additional xp. Below is what has been recorded so far.

  • Bart spends 100 gp and earns 100 XP

  • Najm spends 500 gp and earns 400 XP (he overspent out of magnanimity)

  • Mara spends 300 gp and earns 300XP


The Lucre

  • The Emerald (6000gp)

  • Fine textile blankets (700gp)

  • Trade goods: furs, beads, etc. (1050 gp)

  • The cache of Chromium weapons:
    6 Mek’leth swords (1d6+1 dmg)
    2 Khopesh swords (1d8+1 dmg)
    1 Bat’leth (1d8 dmg, +1 to AC)

  • White stones (27 in all):
    7 high quality
    9 medium quality
    11 low quality

  • Leather saddle (could be sold via finding the right buyer or kept for other interest)

The Learning

  • 1750 xp from treasure

  • 189 xp from Sekekers x 7 (25 ea. + hp)

  • 448 xp from Sandmen x 7 (50 ea. + hp)

  • 424 xp from Guardian x1 (400 ea. + hp)

The Cut

  • 1290 Gold per player
    650 gold for Gan and Al Rabb

  • 468 XP per player
    235 XP for Gan and Al Rabb
    100 xp per level each to Althis and Najm, for the art

  • Chromium weapons

  • White Stones

  • Leather saddle


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 #52: Dr. Sontag's Return!

[Again, again, profuse scrapings and bowings by the Scribes. They're trying to catch up with the chronicles. Also, the notes toward the end of this session are sketchy, so the Scribes welcome corrections or additions to the record.]


It has been some time since one Doctor Sontag, of the hireling-company the Arwah al Safina, was left as a hostage with the Mnor Klackons of the Necropolis of the Tel.

Well, a party finally set forth to rescue him from this no-doubt dire situation! Organized by Arngeir, who had been on the first foray; Arngeir who strode into the tavern in wondrous new plate armor of a green sheen, great frog-mouthed helm under his arm, all bearing the maker's mark of the Ringing Anvil.

But as a preliminary to venturing again to seek the Mnor and to deal with them, Bartholomew, Althis, and Heijo sought out more information on the Klackons, and so secured an interview with a dore-philosopher, one Li-Rei, a friend of Cothon-Under-Star. The lecture on Klackon society can be distilled thus: princesses are fertile females, and the nominal leaders of their societies; dores are the pale-carapaced males, typically more delicately built, and who serve as poets, philosophers, artists, &c; and the drones are the non-breeding females, dark-carapaced, who serve as the crafters, workers, and sword-arms of their society. (It should be noted that this social organization is perhaps specific to the local Klackons, the Xolda and the Attines)

As for the mnor, they are outcasts, bandits, dacoits--disbarred from Klackon society for various crimes, they lurk at the edges, feeding on the castoffs, engaging in occasional banditry, and generally being offensive to the sensibilities of the Xolda and Attines.

The company setting forth on the expedition, after Li-Rei's lectures, was as follows:

  • Althis (magic-user)
  • Bartholomew Pettibone (magic-user)
    accompanied by Gan ad-Din (fighting man)
  • Lars Ghar-Rider (magic-user)
  • Heijo (magic-user)
  • Arngeir (fighting man)
Althis self-portrait, by Chris

And with them on their return? Doctor Sontag! He has been restored to human society, and happily drinks in the fruits of civilization once again, after his long sojourn among the Mnor:

Doctor Sontag

But what happened?

Eager to rejoin human society, Doctor Sontag's tale is a somewhat confused saga of treating injuries, infections, and malignant fungal growths on the members of the colony of Mnor, but certain details stand out. He was "exchanged" as a hostage to guarantee the delivery of a message to the Survivors of the Tel ... and then remained with the Mnor, uncertain of the fate of the "quest" his former employers had been given, treating their injuries.

The leader, Znor, a drone with only three arms and wearing a scimitar of glittering edge and magnificent hilts, often spoke with the Doctor, and they struck up a rapport. Sontag knew that he was not a prisoner, exactly, but a guest--and yet at the same time, he could not leave, and so he has spent many months in the dusty darkness of the tombs, studying the Mnor and their ailments, always afraid of the strange creatures said to roam the crypts.

Znor spoke of strange insectoid giants that wielded lightning bolts; Kzinti sorceresses who took the form of human women for uncertain (no doubt nefarious) designs; the dread serudla slithering through the darkness; and strange beings, like human children, but with huge dark eyes and grey skin; and much beyond ...

Then finally, his hopes were answered. Human torchlight shone through the outer guard rooms, and the current company appeared! Negotiations ensued between the group and Znor, and ultimately an agreement was struck with the help of Lars Ghar-Rider and his strange red-fronded helm. Znor would send an envoy to new-minded iqtadar Sesel's Iqta' al Saahil al Shamaliy, while Doctor Sontag would go free.

And so he has returned!

A visual expedition-report, by Chris, earning Althis 100 xp per level

There were further adventures, as the company pressed deeper into the crypts, seeking the mysterious Aegis of the Demon Queen, but they lost their way passages and found something else instead, something Lars shudders to remember, and which Bart happily declares was burned away with copious oil and fire. But any further details will have to come from their own accounts, as Doctor Sontag's tales take center place at the tavern that night.


The Lucre

  • 600 dinars (gp) from a silver brooch with a kyni-falcon motif
  • 110 dinars from a finely crafted but bent tumbaga dagger 
  • 90 dinars from the monetary value of a service of six broken electrum goblets
  • a sekeker-wax impression of a kyni talon, taken by Bart
The Learning
  • 800 xp from treasure
  • 3356 xp for mnor x32 (100 + hp ea.); granted that took place
  • 111 xp from a strange floating pod (100 + hp)
The Cut
  • 145 dinars (gp), 4 dirhams (sp), and 5 fals (cp) to each player-character
    72 dinars and 7 dirhams to Gan ad-Din
  • 853 xp per each other player-character
    100 xp / level additional xp to Althis, for the art
    427 xp to Gan ad-Din
  • the wax claw-impression

As always, other art or write-ups sent to the Scribes will be published to the chronicle to earn the submitting player-character 100 xp per level. Valued items desired by a player-character may be "bought out" by paying their gp value to the fellow characters.



Session #51: "Bless the Maker and the Coming and Going of Him ..."

[Once again, profuse apologies for so tardily adding this expedition to the chronicle]

Returning to Cothon-town from his camp on the lands of the Iqta' al Tolwan (allowed thus by the iqtadar), Lars Ghar-Rider sought companions to accompany him on another venture into the island tombs where he had earned his new cognomen. Arngeir and Persephone answered his call, and Arngeir suggested traveling to the iqta' by boat, rather than taking the road.

The company thus setting forth from the harbor in a pair of pangas:

  • Lars Ghar-Rider (magic-user 4)
    accompanied by Slith Sly (Sakkra 1)
  • Arngeir (fighting man 4)
  • Persephone (fighting woman 4)
    accompanied by loyal Finbar and eager Boots (both renyu)

They returned in the boats of Tolwan, bearing on the deck the shell of a final ghar that had not been slain last time, as well as a number of wing-cases taken from flying worm-creatures that someone called gerednya, and claimed were valuable to alchemists.

Lars seemed lost in thought, murmuring some barbaric prayer, and speaking to himself of worms and the "red forest"; meanwhile Persephone and Arngeir saw to the selling of their gains and the counting out of dinars.

Before setting out, Arngeir had sounded out the possibility of commissioning a ship from Guild of Shipwrights with his winnings from previous ventures, backed by Lars' promise to assist if necessary. This was done, and so the ship will soon be ready to slide into the waters of the harbor and the estuary of the Roads.

The Lucre

  • 2000 gold dinars of an old but still legal mint
  • 1200 dinars (gp) from 6 pairs of gerednya wing-cases, sold to the Guild of Alchemists
  • 250 dinars from a fine gem set into an unfortunately rusted helm
  • 800 dinars from a nacreous ghar-shell
  • a small metal orb, resembling an eye in size and with an iris-like lens--similar to other such devices found on other expeditions
The Learning
  • 4250 xp from treasure
  • 1475 xp from gerednya x9 (150 +hp ea.)
  • 423 xp from one ghar (400 + hp)
The Cut
  • 1214 dinars (gp), 3 dirhams (sp) per player-character
    607 dinars to Slith Sly
  • 2049 xp to each player-character
    1025 xp to Slith Sly
  • the strange "eye"

As always, characters who wish to "buy out" any valued item may do so, and it is up to the company how to divide non-valued items. Art or write-ups provided to the Scribes will be published to the blog and earn the corresponding player-character 100 xp per level.



Wednesday, September 29, 2021

Session #50: Demon Klackons? (w/art!)

[As noted on the previous entry into the chronicles, this expedition took place some weeks earlier; the Scribes abase themselves in apology]


Gathering at Cothon-Under-Star, a group of barbarians and one citizen Sesel discussed their next possible venture. It was ultimately decided that, though they have other pressing interests, they would go to the Necropolis of the Tel, to seek in Dalan's Heroön for whatever had become of their erstwhile hireling Ix, the Free Klackon warrior, whom they had formerly lost among the tombs.

Those setting forth on this expedition included:

  • Bartholomew Pettibone (magic-user)
    accompanied by loyal Bearer-of-All-Things Gan ad-Din (fighting man)
  • Heijo (magic-user)
  • Durham (fighting-man)
    accompanied by renyu-servant Pako (renyu)
  • Avin (magic-user)
  • Voice of the Survivors Sesel (fighting-man)
  • Ravna (magic-user)

The company returned laden with heavy sacks and backpacks that jingled heavily as they walked, and a light was in their eyes, though they also seemed somewhat shaken, as well as smudged with the residue of thick oilsmoke.

They returned quickly to Cothon-Under-Star from which they had set out, and rumors soon abounded that they had ransacked a motherlode of a treasure hoard--perhaps that of the terrifying serudla-dragon said to dwell in the tombs? But no, something far stranger--they had come away from the tombs--or prison?--of some kind of demon-klackons of old--and, save for the treaure, the prison-tombs were empty!

A vision of the demon-klackons inscribed on the tomb-walls
by Joel, earning his character Durham 100 xp per level

Nor was any sign of Ix's body discovered ...

The Lucre

  • 13,000 coins of ancient Klackon mint, strung together on 1000-coin cash-strings; their value seems to be about half a dinar each (i.e. 1 ep or 5 sp), but they are not legal tender in Cothon-Gadeed and must either be changed (at a cost of 10% total value) or sold
  • 12,600 dinars (gp) worth of gems (16 jade pieces @100 ea; 15 pieces of ghar nacre @150 ea;10 large star garnets @500 ea; and 5 fire opals @750 ea)
  • 4000 dinars worth of small hepatizon ("black bronze") ingots (20@200 gp)
  • 6 small sacks' worth of preserved "ingredients" of uncertain value or efficacy (think witches' stuff, like newts' eyes, belladonna, &c.); some items suggest flora of the distant "Toxic Jungle" to the north east; it would require a downtime to inventory and evaluate this materiel
  • 2 curiously carved urns of a strange black tar, plus 5 flasks of the same tar
  • the desiccated skull of an ancient Klackon
The Learning
  • 23,100 xp from treasure
  • 1359 xp from tsu'uru x5 (250 +hp ea.)
The Cut
  • 2553 dinars (gp), 8 dirhams (sp) per player-character
    1277 dinars to Gan ad-Din
  • 4077 xp per player-character
    2038 xp to Gan ad-Din
  • the coins remain to be dealt with
  • 6 sacks of arcane "ingredients"
  • various containers of mysterious black tar
  • the Klackon skull

As always, characters can "buy out" any valued item they wish from the gold total, and otherwise make claims on the remaining non-valued items. Any further art, or written adventure recaps provided to the Scribes will be published to the blog and earn the corresponding player-character 100 xp per level.


Wednesday, September 22, 2021

Session #49: Horror and Madness in the Undercity

[the Scribes must apologize for their hiatus of a lunar month or so; the new tax codes have required a greater deal of attention than expected, and so these chronicles of deeds have languished in the meantime; this entry is tardy several weeks!]

All the talk in the Dual-Cities of Cothon-Gadeed in recent weeks has revolved around the recent wedding feast of Zaida al Rashid and the former-barbarian Sesel, Voice of the Survivors. Not unprecedented--especially not since Sesel's grant of citizenship by the Souffets of Gadeed--nevertheless, it was a great public feast, and a reminder for all the foreign-residents and barbarians living in Cothon that perhaps they could indeed scrape together enough gold and influence to raise their own stature!

Nevertheless, life has continued, especially for the other barbarian-adventurers in Cothon, including Sesel's boon-companions and fellow Survivors of the Tel. Indeed, such were the adventurers who descended into the Undercity, following Sesel and something that he found when wandering the catacombs alone to get away briefly from the excitement of his pre-marriage party.

This adventure occurred some weeks ago, but only now have the rumors begun to turn from the wedding, and return to circulating the exploits of the Survivors and others:

  • Bartholomew Pettibone (magic-user 5)
    accompanied by Nuur of Nous (psychic)
  • Heijo (magic-user 4)
  • Sesel (fighting-man 6)
    accompanied by Raoden (magic-user 3)
  • Avin (magic-user 6)
  • Durham (fighting-man 6)
    accompanied by Pako (renyu)
  • Ravna (magic-user 5)


The company emerged from the Undercity some hours later, smelling of a strange mix of fishy garum, beer, and something musky, with emotions high--some so strung out that they seemed to stare wildly about with wide white eyes, unable to form their thoughts into coherent words. These last three--Heijo, Nuur, and Raoden, even after hours had passed at the tavern of Cothon-Under-Star, were still seen to be incoherently mumbling, watched over by Bart and others. Meanwhile, the ever-loyal Gan ad-Din was sent forth on yet another errand--to find a cure for this strange madness!

But what had happened? Durham had actually emerged somewhat before the rest of the company, and while he calmed his nerves with wine (for he was clearly agitated, and also curiously smelling of garum), his renyu-servant Pako spared a few details for curious fellow-patrons:

"Followed Sesel under city--into dungeon. Heard Klackons behind and hid. Then were kurgha ahead, very bad smell, very bad. Killed with magic. After that, smelled doors like Green Doors. Durham not like, me not like. People wear garum, I like that. Then we kill vampires. Durham want go home after that, and here we are."

Unfortunately, whatever transpired to drive Heijo, Raoden, and Nuur to invalid madness happened after Durham's and Pako's return, and Nuur and Raoden were both too incoherent to relate anything more. Perhaps an adventurer will present the tale in their own words in due time!


The Lucre

  • a jeweled and brocaded bowcase, depicting a scene from the epic of Faramars, (1000 dinars, i.e. gp)
  • still held in the bowcase, 11 arrows of hard dark tiu-wood, with smoky black obsidian heads (100 gp ea., for 1100 dinars altogether)
  • a wondrous wreath of deliberately patinaed bronze laurels, along with finely wrought sahulen plumes of tumbaga; unfortunately, the metals are badly bent, which reduces the total value from what it could otherwise be (3500 dinars, unless repaired)
  • several fragments of once valuable books, scrolls, and scroll cases--covers inlaid with nacreous ghar-shell, the pages all rotted away, and the gilt-and-jewelled ends of scroll cases, and a crumpled scroll of gold foil, its etchings long since lost, &c. &c. (5000 dinars)
  • a bizarre and ornamental--knife?--the quillions of outreaching arms, four to either side; the "blade" strangely twining tentacles; at the center of the hilts, a face, alien and grinning; and the pommel a composite of gems, one blue, with a sliver of green to one side, and a crescent of red outside that (6000 dinars)
  • another of the metallic orb-like "eyes"; this one is inscribed in a strange language seemingly composed of various "points" and "commas"
  • a thin circular sheet of green metal (clearly zortrium), quite old, and yet still polished to a mirror-like sheen on one side; the back is inscribed in a spiral pattern with indecipherable logograms proceeding to (or from?) the center; it was clearly once set into some kind of frame that has since broken (or rotted?) away (unknown value; perhaps the right buyer would pay a fortune for such a thing?)
  • three muskily-scented humanoid heads, cut off by the adventurers

The Learning
  • 16,600 xp from treasure (can be increased by finding the right buyer and/or repairing certain items for increased value)
  • 927 xp from kurgha x17 (50 + hp ea.)
  • 652 xp from vampires x3 (200 + hp ea.)
  • 878 xp from hli'ir x2 (400 + hp ea.)
  • 100 xp to ea. character for exploring an unknown section of the Undercity

The Cut
  • 2371 dinars (gp) and 2 dirhams (sp) to ea. player-character
    1185 dinars, 7 dirhams to Nuur and Raoden
  • 3509 xp to each player-character
    1755 xp to Nuur and Raoden each
  • the "eye"
  • the strange mirror-like object of zortrium
  • the three vampire-heads


As always, anything that a player-character wishes to retain for personal use may be "bought out" of the lucre with that character's own funds. Anything sold to the right buyer for a higher price than listed will increase xp and gold cuts commensurate with the increase.

And reports, art, etc., regarding the events of this expedition are worth 100 xp per level to the player-character furnishing such a thing in-character