Tuesday, October 26, 2021

Session #59: Home?

[a session run by Jacob, hence also written-up by him; also being the first session of the game in which the usual referee had no part, not even as a player--and seemingly quite a success!]


 Collecting at Cothon Under Star to begin planning their next foray into adventure, a group coalesces with the plan to visit the Facility. Ultimately sending a runner to the Bani Dawr, the Gadeed Great House who has an open contract to ‘clear’ the strange place that they might move in and begin researches. The members that initially left for the gates of Gadeed, uncertain of what might lay ahead:


  • Avin (Magic User 6)

    • Vlana (Magic User 4)

  • Lars (Magic User 4)

    • Kogus (Bulrathi)

  • Bart (Magic User 6)

    • Gan (Fighter 5)

  • Heijo (Magic User 5)

  • Mara (Magic User 3)


A short while later Arngeir went seeking around the taverns for adventuring companions, and ultimately connected with the Bani Dawr to join the others.

  • Arngeir (fighting-man)


The group returns late into the afternoon. And while they don’t seem nearly so encumbered with treasure, they are seen to head straight for the Survivors of the Tel, and Raoden in particular, and overheard having excited whispers, obviously having learned much about the Facility. Given the lack of actual coinage there was no carousing to speak of.


The Lucre

  • A set of bedding, including pillows of remarkable quality. The pillow even seems to have something of a memory of its own, temporarily retaining the imprint of anything set upon it for a short time. (~765 gp)

  • A single set of simple clothing (including boots) that at first glance seem unremarkable, being of plain greys and whites, with few frills. Until touched when it is immediately obvious these, like the sheets, are made using techniques unavailable to modern clothiers. Additionally it is made quickly evident (as during the drinking some beer was spilled on the cloths) that they somehow repel liquid. Though not magical, simply remarkable. (~1000gp)

  • Additionally found is a strange metal symbol with a needle stick out the center of the back, with accompanying plug for the needle. The symbol as seen below (~600gp)

  • As well as a palm-sized gem. Initially assumed to be a glass bead, being nearly transparent, when the party goes to speak with Raoden the gem begins to glow lightly.

The Learning

  • 2365 xp from treasure

  • 380 xp from “Renyu” Warriors x 4 (75 + hp ea.)

  • 200 xp for exploring several new floors of the Facility

The Cut

  • No coins, though each of the first three items could be ‘sold to the right buyer’

  • 458 xp to each player character

  • 229 xp to each Gan, Vlana, and Kogus

  • The palm-sized gem


Per usual, any player reports are worth 100 xp per level, and the three items may increase treasure received based on being sold to the right buyer, or bought out from the treasure for their listed ‘base’ price.



Saturday, October 23, 2021

Session #58: All He Surveys

[Though actually played quite recently, hence its §#, this expedition from Cothon, led by Sesel, set out only shortly after the wedding of Sesel and Zaida, in order to formally lay claim to and survey the coastal iqta' granted them by the Souffets. The delay was due in part to initial uncertainty by the referee as to what to do with an iqta', as well as to life circumstances; regardless, the initial survey has now been completed, and construction of the iqta's structures is under way!]


Granted by the Souffets the rights to an iqta' of land on the coastal headland north and east of the Dual-Cities and northeast as well from the slopes of the massive Tel al Safina, the former-barbarian Sesel and his newly-wed wife Zaida al Rashid wished to travel to their granted land, to survey the locale and observe where best to lay foundations or raise fences.

Rather than walk the long way around the Tel, Sesel and Zaida elected to hire Najm and his ship, Saint Iskameen, and crew, to ferry them up the coast, for the price of 25 dinars. They also went about hiring a small group of archers and footmen men-at-arms, and sent word to the Great Spire of the Klackons to meet their dore-architect at the coastal iqta'-site. And thus these (plus their men-at-arms) set forth on the Saint Iskameen north-east up the coast:

  • iqtadar Sesel (fighting-man 6)
    accompanied by Raoden (magic-user 4)
    and acting-hireling Najm (magic-user 4)
  • iqtadara Zaida al Rashid (fighting-woman 3)
    accompanied by Rand al Murashi (footman)


The company returned a couple days later, after the Klackon architect had finished his surveys, and Sesel and Zaida had paced out the land granted to them.

Najm reported to those at Fara's Hole-in-the-Wall that he accompanied the adventurous couple on a short adventure into a smaller and abandoned Klackon spire near the iqta', where they battled several many-legged oily-black "serpents", laid low easily in the end by Sesel's weirding mind-powers. In the depths of this old spire were strange ruined room which contained scattered remnants of a ru'un, near which Najm himself helped discover some tattered Klackon khipus. It wasn't much of an adventure compared to others that have been recorded here, but a few extra coins in one's pocket is nothing to curse at, as they say!


The Lucre

  • 220 dinars from 5 gems (1@100, 2@50, 2@10)
  • some old and tattered Klackon khipus and drawings of a ru'un on disintegrating silk-paper
The Learning
  • 220 xp from treasure
  • 823 xp from "snakipedes" x3 (250 + hp ea.)
  • 100 xp to Sesel and Zaida for exploring the first new area of their iqta'
The Cut
  • 105 dinars (gp) to Sesel (and Zaida)
    52 dinars each to Najm and Raoden
    11 dinars to Rand
  • 1143 xp to Sesel
    622 xp to Zaida
    572 xp ea. to Najm and Raoden
  • the khipus and drawings


Sesel or Raoden may provide a report or art to be published here to increase their xp by 100 per level



Thursday, October 21, 2021

Posted at the Taverns -- A Call to Adventure!

[an adventure proposal by Max, who plays Avin and June; he would like to run this session in the next few weeks, hopefully near to Halloween -- a provisional date of 6 November (a Saturday) may be best for this venture, if those interested are available for that evening]


As noted previously (in the post concerning the old ruins), a certain woman, of obviously foreign accents, has taken room in the Gatehouse of the Kantor Kabljauhof, expressing in her curious idiom great interest in the prospect of an expedition into the ruins of Tsur al Qadim.

And indeed, even as news of her presence has filtered out through the other taverns, there suddenly appear, nailed to the doors of the Four Great Taverns as well as the portals of many a lesser establishment, such notes as the one reproduced below, calling for boon companions on a venture into the old ruins:



The note is reproduced here, for those who find the text difficult to read:


A call to adventure:

I, Sylvaine Toussaint, Conferenciere and scholar, seek strong willed adventurers to assist my exploration of the old manor house of the lost Durst family, recently rediscovered in the ruins of Tsur al Qadim.

Pay will include treasure recovered from the house. I only request information found in the house of the Durst family, their allies, and a small black glass-like stone if found.

To the interested parties, seek me at the Kantor Kabljauhof.

~Sylvaine Toussaint


From Bartholomew's Journals: Of Deep Betrayals

[written by Phil, player of Bartholomew Pettibone, regarding a recent, rather eventful, expedition into the Ocean's Throat sea-caves, and earning Bart 100 xp per level]


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery



16 October 2021

Cavernous Treachery


Recently, I had accompanied Durham on a diplomatic mission into the Ocean's Throat Caverns. During the negotiations with the local sakkra tribe (the Selayah), on behalf of the Wasgo Renyu residing nearby, it became apparent that the Selayah might harbor animosity for both the pirates infesting the lower caverns, as well as the grey men and their masters, behind the Green Doors. With the intent of enjoining the Selayah to ally with us in confronting common enemies, and the promise of potentially lucrative plunder, I began to garner interest from several of my comrades in undertaking a new expedition into the caves. Our premier goal would be to initiate discussions with Kaa, the “boss” of the Selayah tribe, and to gain his trust and alliance. That was our plan, but as we all know, plans have a way of … unravelling.


In the smoke-filled common room of Cothon Understar – with the aromas of roasted meat, spiced puddings, heady beverages, and an odd assortment of fungal delights abounding – a veritable host of heroes raised their tankards and agreed to partake in this newest quest of our good fortunes. Durham, of course, would join, and with him came Pako (his faithful Renyu companion), and a rather brutish hireling – Kogus, also called “The Bodyguard” (large, very large, and very wide). Sesel, Raoden, and Dark Avin also agreed to undertake this mission, as it tied directly into our looming confrontation with the grey men and their masters. Hey-Jo found the idea of lucre, and the possibility of knocking a few heads, too tempting to overlook, and so promised their assistance as well. Another of our acquaintances, Althis of the Crag, had heard of the potential for raising capital, and so he promised his arcane arts to benefit our plan. With Gan (Bearer of All Things, and Protector of All Knowledge), and myself included, our company was ten strong. Perhaps one of the largest explorers group, at least in recent times, to enter the Ocean's Throat. Arngeir of the Green Gleam had also professed interest in accompanying us, but had to beg leave due to “unforeseen” necessities.


The plan was simple, and relied foremost on using our good friend Durham's recent influence with the Selayah sakkra to gain an audience with Kaa, their “boss”. We would then invite Kaa to personally join us for a raid on the hidden pirate encampment. We believed this might impress Kaa, providing him the opportunity to show us how great and strong he was, and for us to show Kaa the breadth of our powers as well. We mused that if he refused this offer, we might be able to use that to publicly impugn his strength – to shame him. Perhaps thence we could goad him into a personal one-on-one ritual combat with our champion for control over his domain, or at least possibly subdue him and demand that he provide us with information concerning the pirates and the grey men. This sounded somewhat crude and brutish, but after all, Kaa's “leadership” over the Selayah was based on a “might makes right” and “killer takes all”, kind of mentality. And if he joined us for the hunt, who knows, “something” might happen to Kaa while he was furiously engaged in melee. You just never know.


Our troupe of ten strong gathered supplies and headed north, out by the Fisherman's Gate. We marched boldly across the beaches of the migdol, under the watchful eyes of the Barcidae – fairly thumbing our noses at their recent shaming in the arena. The entrance to the Ocean's Throat, hidden in a copse of trees, was reached with no encounter. Our lanterns were lit, and we made haste delving into the darkness, down by way of the rough-hewn stairs in this semi-natural cavern.


No obstacles faced us on our journey. We made our way swiftly to the Selayah tribal warrens, and soon found ourselves in the presence of Kaa. Our coming did not displease Kaa, and he was excited that tribute had been brought to him. Or rather, that Durham had brought this group of “hairless man-apes” as slaves to be given over to him. Durham convinced Kaa to put those types of thoughts out of his mind, and instead invited the great Kaa to join us for a hunt. He explained that the invitation to show strength was the tribute that had been brought. After much deliberation, and haughty one-up-manship, Kaa finally agreed to accept the invitation – but only under the agreement that all territory cleared by this joint affair would fall under the direct control of Kaa, and all plunder would be his to dispense with. Hence, tribute would be paid, and Kaa would be satisfied.


Recalling that Avin wore a torc that automatically and constantly picked up spoken languages, and translated them quietly to their ears alone, I stepped up beside them and began speaking in Mr'shan. It was my hope that my words would not be understood by Kaa, or any of his warriors, but that I and my fellows might be able to have some clandestine conversation. My words were to the effect of: “Let us allow Kaa to believe that we agree to his terms. If he is killed in battle, so be it. If we are victorious against the pirates, and he is perhaps weakened, we could then challenge Kaa to a duel of submission. If he were physically bested, in front of his most trusted and robust chiefs, we might then have control over all of the Selayah warrens and territory.” My fellows agreed, and the sakkra were none the wiser of our treacherous purrings. The deal was struck, and Kaa, with ten of his strongest and most trusted chiefs, gathered their armaments and joined us in a hunt for pirates.


The pirate camp, of which most of us were well familiar, was attained without incident. The beach palisade on the southern beach, with its massive ballista, was found to be manned by what seemed to be at least eight to ten individuals. Luckily our party was not initially noted, and Durham and I, with a few of the sakkra chiefs, were able to quietly sneak close to this outpost without being discovered. With a well-timed incantation I was able to wrap the arcana around those behind the barrier. We heard the sounds of several bodies falling down into forced cataleptic slumber, followed by the immediate, surprised cry of at least one individual who was not affected. Fearing that further shouts of alarm might give us away, the sakkra quickly scaled the palisade, swarmed the poor fellow and extinguished his life, and the lives of everyone who had been manning the post. No alarm was sounded; however, this was our first taste of how singularly violent and murderous the sakkra could be.


Across the waters, on the far side of the massive cavern, we could make out what appeared to be a large work party, unloading a single vessel at anchor nearby. The Dark Wing – a vessel stoked in both infamy and terror – was that very vessel. Kaa was well pleased with the easy success of our initial surprise attack, and his warriors seemed to be enervated by a palpable blood lust. Instead of waiting for a plan of action to be developed, Kaa rallied his chiefs, and they all slipped into the water and began to swim stealthily across to where the party of twenty or more pirates were busy working. Our party watched, dumbfounded by Kaa's wildly inept mind, and opened the secret door in a nearby rock column that we knew led up to a passageway hewn into the cavern's ceiling. That hallway passed overhead, across the great bay of saltwater, to the far side of this massive cavern, leading to several chambers used for storage and into the pirate's feasting hall. Our plan was to allow the sakkra to attack and set up a diversion, while our group covertly crossed over from above, to engage the pirates unaware.


We made our way quickly up and across, and hastily looted what we could from the few rooms at the northern end of the passage, above where the pirates were working. As we looted, the sakkra emerged from the water and began harrying the work party on the northern beach. However, before we could make our way down to join the melee, a group of about ten pirates came running up and into the passage where we had gathered. Apparently they had been sent to man the arrow slits in the overhead corridor, in order to rain arrows down onto the marauding sakkra.


Althis had been keeping a watch, and as the pirates approached in a rush, unaware of our presence, he engulfed them in a constricting mass of sticky webs – all but one! That fellow came up short of stumbling headlong into Althis' trap, and a number of us saw that he turned, intent on heading back the way he had come. Fearing that he would give away our position and surprise, members of our party skewered the poor lackey with several arrows. He fell dead, and no sound escaped his lips. Those caught tight in Althis' web were made to understand that if they uttered a sound, if they could not keep themselves quiet, they too would be killed immediately. However, we impressed upon them that if they submitted and remained quiet, they would be released unharmed. All remained quiet. Little did any of us quite understand the unique savagery of the sakkra, yet to be revealed.


Althis, Durham, Pako, and Kogus remained above, and began firing arrows and bolts down at the pirates who were caught up in the melee occurring on the beach. The sakkra had confronted the pirates on work duty, and had a rather large contingent pinned down in an alcove. Neither group seemed to have a clear advantage, and they mostly hurled taunts and insults at each other. While the sakkra were smaller in number, they had range with their javelins. The pirates, while outnumbering the sakkra more than two to one, and having a good defensive position, did not have the stomach for running headlong into a storm of well-aimed javelins. I suspect it was their hope that the sakkra would soon weary of their actions and slink away with what little prizes they had attained. After all, once the sakkra were out of ammunition, the pirates could easily hunt them down.


The rest of our group made our way down the stairs on this far side, and initiated a skirmish with about ten additional pirates who were firing missiles, ineffectively, at the sakkra from a different balcony-vantage point. Hey-Jo immediately pulled the arcana around them, and the entire group, save one, fell into a deep slumber. That remaining individual was mind-rushed by Sesel, and forced over the edge, to fall into the water below. At that moment, surprising everyone at hand, Althis unleashed a terrible force! A thin streak of white hot flame burst from his finger, streaking down from the upper corridor, and struck the ground near the center of the bulk of the pirates defending their alcove position. When that flame touched the ground, it exploded into a blinding ball of fire, killing many of their number, and wounding a good number more! As this was happening, Durham had loosed some well-aimed arrows that struck the captain of the pirates with some serious wounds. As we made our way through to where this frackas had been occurring, the pirate captain spied us, and being seriously wounded and fire-singed, must have feared that all was lost. She held her weapons high and called for a parlay.


The sakkra were not inclined to grant parlay; however, Durham came down and spoke calmly with Kaa, and convinced him that the pirates had been vanquished and no longer posed a threat. Besides, he noted, there were several more prisoners upstairs who needed to be dealt with. Durham begged this single boon from the Kaa, petitioning that these few prisoners, including the captain would be his day's reward, to do with as he willed. Kaa agreed, hissed several insults at the captain, then ordered his chieftains to go inside, to gather the other prisoners, and to prepare for a ritual celebration. The fate of the pirate captain and her minions was heatedly discussed among our group, and it was ultimately decided to spare them, allowing her and a goodly number of her mates to depart unhindered and unarmed (in a small-boat). Interestingly, ten of her fellows decided to “jump ship” and join our cause. While they seemed to fear the ferocious savagery of the sakkra, I suspect they had been awed by our strength and our apparent command over the lizardmen, and perhaps saw a new avenue for employment.


The sakkra took over the pirates' mess hall and began ritualistically executing the prisoners gathered from the web, dismembering and roasting them, and devouring them. Kaa boasted of his prowess and strength, his glorious command and execution of the battle, and insisted that we attend their celebration. We graciously declined, explaining to Kaa that there was still much treasure and stores to be accounted for and prepared for transport to his warren-halls. In truth, most of our company was appalled at the sakkra's murderous behavior, and we made a quick decision to put an end to Kaa's reign. It was at about this point when Gan mumbled something about seeing the sakkra eating the pirates gave credibility to his notion of eating bandits. I honestly don't know what's gotten into Gan lately.


While the sakkra were entertaining themselves, we set the pirate turncoats to work, reloading the Dark Wing with the cargo that they had recently unloaded. A few of our party took this time to prepare and ignite a massive bonfire. Once everything was loaded, and the fire was blazing, we stationed our new-found lackeys along the Dark Wing's railing – closest to the shore – each armed with bows and arrows. Althis, Hey-Jo, Pako, and Kogus also remained aboard, prepared with their own missile weapons. Durham then invited the Kaa out to continue his celebration of our victory at the bonfire, with wine and song and tales of grandeur! This offer was flatly declined, perhaps in anger and retribution for our refusing to join the sakkra's fiesta of horror and torment. With sakkra, it's hard to tell. The excuse given by Kaa was that the few surviving prisoners, and the loot, should now be carried to his warrens, and there distributed among his chieftains. Sesel used his control over the mind to send out a wash of goodwill that helped Durham further cajole and convince Kaa to refrain from that course of action and join us by the fire, instead. Kaa acquiesced; however, he also decreed that four of his chiefs should return to the Selayah warrens to bring back more sakkra to help carry lucre.


Kaa and the bulk of his chieftains joined Sesel and Durham, leaving the mess hall to gather on the beach, where the bonfire was blazing. The four lesser chiefs designated to return to the tribe continued to mill around the mess hall, arguing with each other and gathering baubles, while preparing to leave. As they were distracted, and everyone else was at the bonfire, I dropped the arcana around them and toppled them into slumber. At that same moment, Sesel used the full force of his mind control to utterly crush the life out of Kaa, while most of his retinue was laid low by arrows and bolts loosed by Althis, Hey-Jo, Pako, Kogus, and our new pirate friends. Only one sakkra chieftain was left standing. He stood in glazed-over astonishment and surprise, and as the word, “TREACHERY!”, was escaping its mouth in an ear-piercing shriek, Avin ran forward and impaled the lizard with his estoc, grinning while its life drained away.


It was about this time when Arngeir of the Green Gleam came gliding into the cavern room aboard their panga, pulling up to the beach and offering assistance in our expedition. They professed that they had intended to join us earlier, but their presence had been required for personal business back in Cothon. It is, after all, tax season.


Loading of the Dark Wing was nearing completion, and the bodies of the sakkra were wrapped in old sailcloth and stowed aboard. As Sesel and I watched this operation we chatted and recalled from an earlier excursion here that the pirates had kept prisoners of their own in a locked chamber just off of the main feasting hall. That chamber was located and the few wastrels who were incarcerated were released and provided with food and drink. They were certainly in a state of shock, especially after hearing and seeing what they could of the singular destruction of the pirates, and our subsequent slaying of the sakkra. They were concerned that they were being freed only to be slaughtered from behind. We were able to allay their fears, informing them that they were free to go their own merry way, or to join us aboard the Dark Wing, and that we would deliver them peaceably to Cothon.


As the pirate corpses were dealt with, disposed of in the bonfire, several of us recalled that a particular pirate – a wizard of renown – had not been accounted for in the skirmishing. Nor did any of us recall anyone attempting escape. Thus, we began searching the lower chambers for this wizard. Durham used his scanning device and noted two individuals close by, behind what appeared to be a secret door. Althis cast a dweomer of silence on a sling bullet and stood nearby to Avin as they attempted to use brute strength to force the portal open. However, some strange force must have been infused into the wood of this portal, and Avin was unable to even budge it. We suspected arcane powers at work, as the door appeared to be made of wood, and not in the best condition. A quick decision was made, and Arngeir wielded their exotic halberd, taken weeks earlier from the grasp of a defeated demon, and began smashing and hacking the door in an attempt to destroy it.


When a large enough hole was created, Althis tossed the magicked stone into the room, snuffing out all sound, and the ability to speak the words necessary to perform any arcane manifestations. Gan and Sesel each activated their singularly amazing helms, providing them the ability to perceive invisible opponents. Peering in, they reported that two individuals stood near the far wall of the room. Hey-Jo stepped near to the opening, and being outside the influence of the silence, they twisted the arcana into a spell of deep slumber. To our surprise, Gan and Sesel reported that only one of the invisible figures had slumped to the ground. The other remained standing, and appeared to be frantically grabbing at something at their waist. Recognizing that it was likely the wizard still standing, and she appeared to be reaching for a weapon of power, Gan and Sesel rushed forward, grasping the figure and easily pinning her, stifling any further altercations.


These two captives were trussed up tightly, gagged, and hauled aboard the Dark wing, to be returned to Cothon and handed over to the Hanse. We had heard rumor of a citizen of Gadeed being kidnapped by the pirates, and we suspected one of our captives might be her. We also believed that one might be a particular wizard who was of special interest to the authorities. We expected that at a minimum a goodly ransom for the former, and a lucrative bounty for the latter, might appropriately be owed us for our troubles. However, as these two remained invisible, we could not be sure about their identities, nor did we wish to remove their gags to question them, for fear of allowing a wizard to unleash their fury.


With everything loaded, and Arngeir on board to help command our prize, our skeleton crew was able to maneuver the Dark Wing through the cavern's western entrance, and out onto Dirac's Sea. We turned her bow south and west, toward Cothon, and within hours reached the entrance to the harbor. Authorities in several vessels made way from the city to intercept us, as the Dark Wing was easily identifiable and well known as a locally marauding vessel. However, it must have been readily apparent that we were overloaded and maneuvering poorly, and certainly not a serious threat. We were also flying a set of colors from our yardarms that Durham had seen fit to acquaint the Cothon authorities about months before. These flags proclaimed that we were friends under duress, not foes, and wished to parlay. Upon closing with us and positing questions, snippets of our heroics emerged, Durham was recognized, and the captains of the military vessels allowed us entrance to Cothon, to dock at the quays of the Hanse.


Our booty was unloaded and tallied, the Dark Wing was duly registered (details of this shall be forthcoming), the sakkra bodies were delivered to the alchemists, our pirate comrades were offered employment at Sesel's new iq'ta (or allowed to depart unhindered), and the two invisible hostages were delivered to the Hanse. All told, a very lucrative and rousing adventure – at the very least! The pirates who had been secretly operating out of the Ocean's Throat caves had been utterly vanquished, their lair and most recent cargoes had been seized and cleaned out, their most prized vessel (Dark Wing) had been claimed as our prize, and the leader of the troublesome Selayah sakkra (along with ten of his most stalwart chiefs) had been eliminated. Indeed, a rather raucous celebration ensued, beginning at the Kantor and continuing at the Understar – albeit not nearly as savage and murderous as that of the Selayah sakkra.


Durham vowed to return to the Selayah warrens soon enough, cowing them into submission. He hoped to win the freedom of a local sakkra priest from the unnecessary imprisonment Kaa had subjected him to. It had been determined that freeing the priest of G'Kar would be a worthy adventure for the near future! Perhaps it would atone for our treacherous behavior?


As a final note of import, one of the pirate hostages, delivered to the Hanse, was indeed revealed to be a citizen-member of one of Gadeed's great Houses – Hadisha, I believe. Word was that she had been kidnapped by the pirates months before, and was being compelled to assist them in some rather interesting research. Recent rumors also mentioned something about the crazy alchemist, Yramrag (recently brought to justice), corresponding with the pirate wizard (Vikonya?) about what lies behind the Green Doors – curiously, some of those missives were said to have been signed by Hadisha. I feel that it might be profitable and desirable to question her about that research; I will attempt to seek an audience with her, and fathom out what she may know. However, for now, I will return to Bob and pursue information concerning a specific item brought out of the tomb of Itra the Swift: a tumbaga ring shaped into a beaked head with three rubies set as its eyes – I suspect that it may have some connection to the colossi who guard the entrance to the Oracle.




Session #57: Prize of a Lifetime

After the diplomatic overtures last week from Durham, Bartholomew Pettibone, and Persephone to the Hsi-Hsiya Sakkra of the Ocean's Throat sea-caves, Bart's fertile mind was overflowing with ambitions and ideas of how best to turn things to their advantage--overflowing into the ears of his fellow Survivors of the Tel!

Agreeing with the perspicacity of his ideas, Avin, Heijo, and Sesel accompanied Bart to the Kantor Kabljauhof to meet with Durham to hash out plans for an expedition; and it just so happened that Lord Althis of the Crag and Arngeir of the Green Gleam happened to be looking for some adventure as well, and fell in with the company. (Arngeir actually had to call off to other business at this point, but was able to join the adventure later in the evening by good fortune)

Althis' impression of a
Sakkra warrior
Bart and Durham explained their successes and ambitions to those assembled; preparations were made; and the company set forth through the Fishermen's Gate, with an evil eye cast by Sesel at the Migdol of the Barcidae looming on the hill over the beach-path.

Hopes were high that some advantage could be turned from further diplomacy with the Kaa of the Sakkra; but none who ventured forth that day guessed just how far fortune would favor their enterprise!


  • Durham (fighting-man)
    accompanied by Pako (renyu)
    and Kogus the Bodyguard (Bulrathi 1)
  • Bartholomew Pettibone (magic-user)
    accompanied by Gan ad-Din (fighting-man)
  • Avin (magic-user)
  • Heijo (magic-user)
  • Althis (magic-user)
  • Sesel the Voice (fighting-man)
    accompanied by Raoden (magic-user)
  • and joining in the nick of time, Arngeir of the Green Gleam (fighting-man)


Some time after the company's departure, a ship hove into view of the coastwatchers of the Migdol and of the high walls of Cothon--a ship known to many in its infamy, black of ram and dark of sail, oars spread like the shadowed wings of a hunting kyni. The Darkwing was come to Cothon! Yet something was strange--too few oars straggled to rise and fall together, and the pirate-galley seemed only to limp along, not cut through the waves like the predator she was.

Nevertheless, alarums were raised, and a pair of lembi was quickly made ready, with peltasts eager for glory at the gunwales. Before the pirate ship had fully rounded the headland, the lembi sped forth, quickly intercepting the Darkwing--and that was how Captain Enki of Cothon was the first to hail Durham and the rest of the adventuring crew, commanding their prize.

The Darkwing was duly escorted back into the harbor, and at Durham's behest she was docked at the quays of the Kantor in order to greet an entourage of Hansemänner who had gathered to greet their champion. They eyed the ten strange seamen skeleton-crewing the ship, but demurred to press them as pirates; meanwhile, crowds began to gather in the harbor and around the quays, eager to see the pirate-prize and to hear the heroics that had led to her capture.

While the hold full of pirated goods was offloaded to the docks to be inspected and inventoried, and while Durham stepped into a private room within the Gatehouse to speak with the Hansemänner at length, Bartholomew Pettibone and the other Survivors regaled the crowds with their tales over rounds and rounds of lagered ale at the Gatehouse--and at a number of other taverns all through the night!

The Scribes will let Bart's accounting stand in place of their own meager sketch of events, and so turn now instead to the inventory of lucre plundered from the pirates of the Ocean's Throat:


The Lucre

  • the Darkwing, a light galley
  • 4000 nufdinars (ep) and 7000 dirhams (sp)
  • 6450 dinars (gp) from gems (5@10, 6@50, 1@100, 8@500, 2@1000)
  • 700 dinars from decent linens and mismatched silver and brass wine services
  • 900 dinars from the sale of various "savage" Sakkra harnesses
Trade Goods
  • a case of fine ivory pieces (~2400 gp)
  • two cords of dark tiu-wood (~1000)
  • three bundles of rare furs (~1500)
  • 9 bundles of common furs (~1350)
  • 20 bags of common textiles (~500)
  • 10 barrels of ale, 40 sacks of hops (~200)
  • 5 barrels of salted fish, 5 barrels of salt-hma, and 10 barrels of stockfish (~400)
  • 40 ingots of copper, tin, and other common metals (~1000)
  • 5 "ingots" of treated chlen-hide (~200)
  • 3 crates of arms--bundles of arrows, spear-, mace-, and axe-heads, &c. (~675)
Bounties
  • 650 dinars for the bounty from 13 Sakkra bodies
  • 130 dinars for the bounty from 13 pirate bodies
  • 1000 dinar reward for the rescue of Hadisha
  • 1500 dinar bounty for the pirate-sorceress Viconyá,
and taken from the sorceress:
  • a pair of slender copper hoops
  • 2 flasks containing a thick green sludge
  • 2 Sakkra blood potions
  • 4 potions of pinkish liquid
  • a finely balanced scimitar, etched along its narrow blade with beautiful calligraphy
  • an excellently fitted linothorax, trimmed especially for a feminine figure (essentially leather armor)
  • her spellbooks
  • and a library of notes, correspondences, and texts

The Learning
  • 23255 xp from treasure recovered from the Underworld (not including bounties or reward)
  • 433 xp from Lady, pirate captain (400 + hp)
  • 220 xp from pirate lieutenant (200 +hp)
  • 424 xp from pirate sergeants x4 (100 + hp ea.)
  • 3494 xp from pirates x65 (50 + hp ea.)
  • 423 xp from Viconyá (400 +hp)
  • 438 xp from the Sakkra Kaa (400 + hp)
  • 1926 xp from Sakkra x12 (150 + hp ea.)

The Cut
  • 4373 xp per player-character
    2187 xp each to Kogus, Gan ad-Din, and Raoden
    100 xp/level to Althis for the Sakkra-art
  • 1333 dinars (gp), 471 nufdinars (ep), and 824 dirhams (sp) per player character
    667 dinars, 235 nufdinars, and 412 dirhams each to Kogus, Gan ad-Din, and Raoden
    (cash cuts do not include the value of any of the trade goods noted above)
  • the Darkwing
  • a pair of copper hoops
  • the calligraphic scimitar
  • 2 green sludge potions
  • 4 pinkish liquid potions
  • 2 Sakkra blood potions
  • linothorax armor
  • a number of spellbooks
  • Viconyá's library
  • a host of trade goods


As with certain other adventures, much of the plundered lucre will take time to inspect or dispose of. Already there is talk amongst the company of adventurers as to possibly returning stolen goods that can be identified to the owner before the goods were pirated, if they can be found, before selling off any surplus.

To wit, these items require further "looking into":

  • the spellbooks
  • the library of texts and correspondences
  • the trade goods--even if only to inventory and sell off, but definitely require time if attempts are made to locate the original owners
Items of especial interest may be "bought out" at their value by any player-character desiring them.

And, as ever, play reports, art, &c. concerning the adventure provided to the Scribes to be published here will earn the supplying player-character 100 xp per level.



Wednesday, October 20, 2021

Tsur al Qadim -- a Map

[Apologies for the formatting, the Scribes couldn't figure out how to include an image that 'embiggens' when selected]


The self-proclaimed Lords of the Crag Althis and Zet Frin have had interests in the ruins of Tsur al Qadim for some time now, ever since their clearing and securing of the fortress-crag adjacent to the formidable Tower Invincible. With a force of men-at-arms they hold the ancient fort that had once been a part of the citadel of Old Tsur, intimidating the bandits and beasts that roam the streets of the ruins like hungry dogs.

Long has it been overdue to provide them with a little more context for their holding, and to supply them with certain rumors promised of old--and to that end the Scribes (and referee) now produce a map of Old Tsurr, with the intent also to at last deliver the rumors to the lordly twain.

And indeed, other interests now seem to be burgeoning concerning the extensive ruins of the ancient city. A strange woman, cognomen Sylvaine, has taken rooms of the Gatehouse of the Kantor Kabljauhof and expressed to her fellow patrons there her great desire to brave the ruins in company of strong sword-arms and sorcerous minds ... no doubt details concerning her errand will be forthcoming soon!



click to 'embiggen'



Named Locations:

(From top left corner, working right and down)

the Pallbearers' Way
The east-west road leading from the Mourners' Gate of Cothon east to the Necropolis of the Tel, skirting the northern limits of Old Tsur's ruins; several processions can be seen on the road in the image above, including a chlen-drawn cart

Jebal Gutha
i.e. Mount Gutha, the source of a once-sacred spring whose waters ran through the center of the city. The spring was blocked up by Kzinti during the Man-Kzin Wars, and now water only flows during snowmelt, or during rainy weather

the Tower Invincible
Alone among all the ruins of Old Tsur, this tower stands still intact, protected even now by a magical barrier of force that prevents any attempt to approach the tower (or batter it with catapult-shot); it is from the dungeons beneath that the dreaded Elver Worms come forth once each generation to lay waste the countryside

Hastati Gate
The broken "Gate of Spearmen" is the most familiar landmark to the mourners who walk the Pallbearers' Way, other than Jebal Gutha looming over it. Though the gate is broken, the barbican remains in good order as an outpost of the Poor Brothers of the Dead

Crag Keep
The internal remnants of the old citadel has been cleared and occupied by Lords Althis and Zet Frin. Though a superstructure once topped the crag-top, it was razed during the Man-Kzin wars and never rebuilt

al Qanat Stepwell
Once the city's main public bath, great halls are said to be carved into the sides of the huge stepwell, decorated with wondrous mosaics, and of course rumored still to be filled with forgotten treasures. Unfortunately, the stairs have long been neglected, and the waters are said to be cursed and to give off evil vapors

the Virgin Spring
Site of an ancient and dreadful crime against a maiden, and a terrible vengeance thereafter, the spring here was then transformed into a place of worship for a demi-goddess of maidens and childbirth. Stories of a water-maiden granting a magic sword to an ancient king-governor of Tsur are probably interpolations from foreign traditions, but they cling to the place nevertheless, even as the willows and nenuphars continue to grow around the clear waters

Khidron Gate
The gate overlooking the once fertile Khidron Valley, the fields and orchards of which were salted by merciless Kzinti raiders

Gutha Streambed
As noted concerning Jebal Gutha, this stream, once a source of clean water for the central city, has since dried up almost entirely. Water flows along the streambed only during snowmelt after the long winter, or during especially rainy seasons, though there are sections of the stream that retain standing water throughout most or all of the year

Bashan's Gate
The eponymous noble of this gate was renowned in song for his extravagant wealth, as well as his bow-strong arms and kyni-keen sight. He was the most famous castellan of the barbican, and so his name remains attached to it, even in its current fallen state. Inevitably, tales of Bashan's wealth also inspire tales of ancient hoards lost within

Takfarn's Tower
One of the two towers remaining of the city's inner walls, bearing the name of an ancient warrior-prince. It is generally agreed that the tower bears his name because his flayed body was displayed from its heights after his failed rebellion

Beb al Khanduq
This "Barbican of the Moat" is the other of the two towers remaining of the city's inner fortifications. It stands guard over the crumbling main bridge which is no longer necessary to cross the dry streambed of the Gutha

Siddighine Arena
The great arena built by ancient king-governor Siddig Tahir for the great games organized by himself and his nephews. Subsequent rulers expanded the arena, and the fighter- and beast-pits beneath the structure are known to be extensive

Wahat al Qamari
The so-called "Pool of the Moon" is a smaller stepwell than al Qanat, said to be even more beautiful than those opulent baths; at this point, no shortage of rumors tell that the waters remain pure, a wondrous mirror to the Fortress Moon on certain nights, and to hold miraculous magic--of wondrous healing? of transport to the Moon? &c.

the Hasmoneon
The Palace-Acropolis of Old Tsur, where its king-governors and their servants ran the business of the city (and later, empire). Originally a major shrine, while the citadel on Mount Gutha served as the royal palace, at some point the king-governors expanded and took residence in the Hasmoneon; then, by the time of the later Man-Kzin Wars, the governors had relocated again to an even finer palace, though the Hasmoneon remained the center of the maioral administration

Jebal Hatori
Or "Hill of the Stony Horror" because of how a certain formation of rock resembles the fabled hatori of the desert. Though far outside the range of the hatori, the rocks are nevertheless known to hide fearsome dnelu, and the heights to sometimes hold nests of gerednya, lri, or giriku, either in natural caves, or the abandoned outbuildings of the Palace Hasmonean.
The palace-complex remains extensive, even in ruin, and legends maintain that certain sections were so well guarded by sorcery or ru'un that even the ravaging Kzinti could not loot them; consequently, there may be areas within the complex that are untouched by tomb-raiders even to this day ...

Burgh al 'Ahmaq
Called the "Tower of the Fool" it is uncertain just how the epithet arose. Fanciful stories abound--the Tower of the Fool is a common subject for folktales told by peasants making fun of their pretentious  "betters" by having the nobles in the tale engage in ever more ridiculous forms of folly while questing for (or in) the tower. Perhaps indeed that's all there is to the name, in the end?



The Saga of Lars Ghar-Rider

[written by Wendy, player of Heijo, concerning the quest for the ghar some months ago, and earning Heijo 100 xp per level; it is meant to be sung to the tune of "O-zone numa numa yei" ... though the Scribes admit to scratching their heads in wonderment when trying to fit words to music without demonstration]


Saga of Lars Ghar-Rider

The second day, they’re on their way,

Lars, Heijo and Mara on the ferry first,

Watch the river serpent eat a ferry hand!

Terrorizing the working men,

The party tries to then defend.


The decision not to jump into the river was hard.

But there is no advantage to singly jumping into the river.

Lars poles furiously and helps get to the other side.

Leaper’s hackles rise and then cooler heads prevail and he also poles the barge across.

Mara hides.


Across the river they finally arrive and all the ferry men run and hide.

Back across the river with the net in tow

The gahr is caught and dragged ashore.

The fight is on, the gar surprised


From the net the magic flies and the bolts fly!

Lars astride the mighty beast

Hacks the neck!

The party fights bravely against the thrashing creature on the river bank!

More crossbow bolts and javelins –

With a mighty blow from Seventoes the creature fell

To the cheers of the ferry men.


After butchering and feasting and drinking, the journey continues to the haunted isle

Where the party meets the lord Tolwan and are well-met with feasting and gracious manners and tales are told and drinks are had, and a congenial evening is spent before the next days adventures.


On the beach, they bravely lured and killed yet another, but it seemed to be young, so they reset and tried again.

A larger one is called to the beach and Lars Gahr Rider Fang Ripper kills it with a mere touch!



Tuesday, October 19, 2021

SOLD! The Auction at the Anvil

[written and organized by Joel, player of Durham (and Lars), in part for the sale of the zortrium throne recovered from the Sixth House of the Attine-Klackons--but also for everyone's fun and profit!]


Results of the Auction

Item #1 Sahulen plumes

The golden Plumes caught the attention of the traveling Sonneteers wishing to add the feathers to their act. They opened with the starting bid. However, Mara decided she must have one to decorate her wizard’s hat, bidding 150 dinars for one plume. Such a price was too high for the Sonneteers but they were able to win the remaining two plumes for 150 dinars.

SOLD! Mara wins! 1 Sahulen Plume for 150 DInars

Gan earns 300 Dinars for the sale



Item #2 Misrian wine

Bart’s Misrian Wine earned high interest from the Confraternity of “Issa, opening the bid 700 Dinars for all three amphorae. Once again Mara swooped with a counter bid for one amphora and a bidding war ensued ultimately working out to 300 Dinar bid from Mara for one jar, the Confraternity offered 600 for the remainder. The auctioneer asked if anyone would bid 1000 dinars for the set, no hands were raised. Therefore the pot was split accordingly.

SOLD! Mara wins! 1 amphora of wine for 300 Dinars

Bart earns 900 Dinars for the sale of the wine



Item#3 Mysterious scroll

A scroll of unknown history and origin was brought for sale by Durham. Sesel opened the bidding and went as high as 375 dinars, Heijo countered with 450 dinars, but a firm bid of 750 dinars was made by Avin.

SOLD! Avin wins the scroll!

Durham earns 750 Dinars for the sale of the scroll



Item#4 “Talking” plant

The bidding opened for the rumored talking plant with a bidding frenzy between Avin, Mara, Heijo and Sesel. The bidding built to 400 dinars then 450 from Heijo. Finally silencing his opponents with a winning bid of 600 dinars the plant was won by Sesel.

SOLD! Sesel wins the plant!



Item#5 Kantor tidal almanac & reef charts

It was a close contest between Najm and Sesel for the prized information. Sesel had thought he had won with a bid of 350 dinars only to be beaten by the determined Najm for 400 dinars.

SOLD! Najm wins the almanac & charts



Item #6 Palanquin

The palanquin built for two only attracted little attention from a few special parties. Zaida al Rashid and Baun Hanbal challenged each other for the palanquin. What Baun may have started with an opening bid of 300 Dinars, Zaida finished with a winning bid of 450 dinars.

SOLD! Zaida wins the Palanquin!



Item#7 Psilocybin spoon pipe & case

Tanit al Jamlia seemed interested in the pipe and began the bidding, going as high as 625 dinars, but Zaida flexed the wealth of her great house once more with a final bid of 750 dinars.

SOLD! Zaida wins the Pipe!



Item #8 Baliset

The nine string instrument caught mild interest from the Sonneteers who opened at 500 dinars.  Little did they know it was Durham’s favorite instrument he used to play at parties, during the lake races of his homeland. He must have it. Shouting the winning bid of 750 dinars.

SOLD! Durham wins the Baliset!



Item#9 Alchemy starter set

While Barabajagal had a great desire for the alchemy set, he must have been confused on exactly how an auction works, as one does not usually offer lower and lower bids (he rolled really bad). The auctioneer ignored him and awarded the alchemy set to Mara for 900 dinars

SOLD! Mara wins the Alchemy set!



Item#10 Herm & stone map

The well dressed Hlaf opened the bidding at 750 dinars, only to be immediately countered by Sesel’s winning bid of 1150 dinars.

SOLD! Sesel wins the map!



Item #11 Confraternity Alkari Amulet

Sesel opened the bidding at 1000 dinars but was overtaken by a 2000 Dinar bid from Lars Ghar-rider.

SOLD! Lars wins the Amulet



Item #12 Spitfire

While Bart began the bidding on the new weapon with1550 Dinar bid, the mysterious merchant known only as "the Collector” did not wish to let Spitfire go to anyone but himself, so with a winning bid of 2250 dinars he claimed his prize.

SOLD! The Collector wins Spitfire!

2250 Dinars goes to pay employees of the Ringing Anvil



Item #13 Map to the lair of the old pale worm

A treasure map being sold by the Heroic Companions of Hrrl-ra, it surprisingly received little interest from adventurers. Perhaps they are too afraid of the Serudla. But what has Arngeir to fear in his full-plate zortrium armor and black halberd by his side,it is rumored to once belong to a demon. Arngeir steals the bid away for 1600 dinars.

SOLD! Arngeir wins the Map!

Arngeir: 1600



Item #14 Zortrium Estoc & Parrying Dagger

The zortrium weapons gained no real interest. Karakt'katax, a fighting drone from the Fifth House seemed like the only one to bid on the set of weapons until Zaida joined in, ultimately winning with a bid of 2000 dinars.

SOLD! Zaida Wins the estoc & dagger!



Item #15 Obsidian Feshenga and black serpent ring

This exotic item was highly contested by many. Arngeir opened the bidding at 3000 dinars, Sesel raised to 3500 dinars, Lars and Heijo both declared 4000 dinars; but with a murderous gaze at her opponents Avin bid 5000 dinars. The auctioneer cried out 5000 going once... twice...

SOLD! Avin Wins the Feshenga & the ring!



Item#16 Zortrium throne

Now for the main event. The throne is placed on the stage a murmur goes through the crowd and the auctioneer gavel claps bring silence.

The starting bid is 7500 dinars--who will start us off?” says the auctioneer. A klackon hand raises first, “ the Klackons of the Xholda, bid 8000 dinars. Another voice cries out this time from a human in fine robes, “The Guild-Piedrejoya, bid 9000 dinars!” A man standing next to a palanquin responds “His royal highness, Prince Lu Kang, offers 10,000 dinars.” Then a yowl is heard and standing up from the crowd is a Kzinret. She roars out “11,000!” The foreign man known as the “Collector” sees the Kzinret make her bid and while he has been raising his hand to be recognized by the auctioneer, he seems to slump in his chair unwilling to bid further.

The representative from the Piedrejoya Guild shouts “12,000” with a look of determination on his face. It is also at this time a group from the noble house Barcidae lower their hands and walk away, not wishing to continue further. Before anyone can respond to the guildsman's bid, he says “Actually, make it 13,000 dinars." The mysterious Kzinret cries “14,000!” The Piedrejoya-man responds with a bid of 16,000 dinars. Notably the hands of the klackons and the prince are no longer being raised. “19,000” shouts the Kzinret, eyes locked on the merchant for a response. The man's eyes narrow, a moment passes, then he breaks his gaze away in defeat.

SOLD! the Mysterious Independent Kzinret Win the Zortrium throne!

Our heroes earn 19,000 dinars from the sale.



Session #56: Enemy of My Enemy?

It has been two months since the declaration, by a group of barbarians led by Durham of the Ringing Anvil, of a kind of alliance with the Wasago Tribe of renyu in the Ocean's Throat sea-caves. Shortly after that declaration, Durham is known to have run supplies to the renyu to ensure their security against the Sakkra and pirates said to also haunt those caves; now he has heard reports from his loyal companion Pako and from Finbar, that the Wasago are in need of further supplies, and so he proceeded to attempt to gather a company to himself for just such an expedition.

Only Persephone (another signatory to the alliance) and Bartholomew Pettibone answered the call, but it was deemed sufficient that they only hire a few extra hands, and then depart for the caves, as this was not meant to be any great foray against a serudla or some other horror of the Underworld. No indeed, though Durham did hope to engage in some diplomacy, perhaps to make common cause with the Sakkra--and so Ly Mantok and Slith Sly were both hired, while Durham also engaged with some of the Sakkra at the Kantor Kabljauhof in hopes of finding additional help.

Two Sakkra presented themselves: Kalon, a follower of the prophet Zh'kar the Blind; and Sslaan, a seafaring warrior of the Shen-tribe.

Kalon was impressed with Bart's recollection of the legends of Zh'kar, who was enlightened while imprisoned in an ancient castle in a distant land that had been a meeting place of many kingdoms and peoples. Imprisoned and tortured, Zh'kar's eyes were gouged out, but losing mere physical sight granted him even greater spiritual sight, and thus was he enlightened. Or so the legends go.

"Perhaps not all humans are such ignorant apes ..." Kalon was heard to murmur over a mug of ale. (Durham, meanwhile, had only heard of a quite different human prophet, Saint Siskos the Messenger, who had also been castellan of a great fortress meeting-place ... strange sometimes, how so many legends come to resemble each other ...)

Because Sslaan was of a rather more martial character, and the group was hoping for diplomacy, they elected to also hire Kalon, who harbored his own hopes of enlightening the Sakkra of the sea-caves--the Hsi-Hsiya, as they are apparently called.

So:

  • Durham (fighting-man)
    accompanied by Pako (renyu)
  • Bartholomew Pettibone (magic-user)
    accompanied by Slith Sly (Sakkra 1) and Ly Mantok (Sakkra 1)
  • Persephone (fighting-woman)
    accompanied by Finbar (renyu)
  • Kalon (Sakkra holy-man)


They had departed by way of the Fishermen's Gate with Durham's cart loaded with wrapped stockfish, jerkey, rounds of cheese, hardtack, and other foodstuffs; they returned by the same way, but with an empty cart and missing Kalon, the servant of Zh'kar.

No jingling sacks were in their hands, but Durham did carry an ornately scrimshawed javelin--clearly some kind of ceremonial, rather than effectual, weapon.

At the Kantor, fears of Kalon's demise were quieted--no indeed, he was not lost, but chose to remain amongst the Hsi-Hsiya, to work toward their enlightenment. And the javelin was a token, granted by the Kaa of the Hsi-Hsiya, who arrogated to himself the imperial title of the ancient Viis dominions.

But there was also talk of a strange episode, almost out of place in the otherwise simple adventure--Pako talked of a strange "Palace in the Mists" that had taken on a legendary quality amongst the Wasago-renyu:

They regard it as a kind of "Jabal al Tiyn al Tawila", or "Bilad al Chumetl wa Ghee" (the Mountain of Tall Figs, or the Country of Yogurt and Butter). They hunt and take from it only certain things--Alkari are hunted there, and a number of medicinal and psychoactive roots, leaves, or flowers. They claim there is some kind of ru'un amongst the gardens of the palace that always drives them off whenever it sees them.

They knew about it before, but have only turned to it recently, as Yramrag (when he was still alive and mastering them) had commanded them to avoid the place until he could better understand it--its secrets and its risks ...


The Lucre

  • Durham's javelin from the Kaa
The Learning
  • 964 xp from Sakkra-guards x9 (100 + hp ea.)
  • 300 xp to ea. player-character for discovering the "Palace in the Mists"
The Cut
  • 621 xp to Durham, Bart, and Persephone
    311 xp to Slith and Mantok
  • the javelin-token



Najm-Under-City and the Saint Iskameen

[written by me for Najm, regarding the recent expedition into Medina al Taht for 100 xp per level, as well as terms for hiring Najm's ship for short-term journeys--the terms below the (pre)ambling account]


The Preamble
I write here a draft of terms for the hire of my company and crew, the Confraternity of Saint Iskameen and my dhow, the Saint Iskameen, by those who frequent the harbor town of Cothon, or Mother-City Gadeed, with those barbarian-vagabonds with whom I am in frequent company most especially in mind.

It has been almost a month now since my jaunt up the coast, northeast, to see to my uncles and cousins in al Agadrein, and to show them the success I have come by (and my failures there, 'Issa knows); and even longer since I hired the ship to Sesel of the Survivors, to carry him to his new lands and the survey of his iqta'. And these things contributed to my thoughts now, but it was in conversation with Arngeir of the Green Gleam on a recent excursion into Medina al Taht that this conception really began to ferment.

Now, I was one of those who voiced interest in returning to the city-below when I fell in with the rowdy company at the Gatehouse, with the shouts and smells of the Souk al Samak mixing with the scents and conversation inside the tavern. I had--have--certain unfinished business "below", business that now necessitates my hire of sword-arms to protect my person and my ship, and which I would gladly have put behind me. Hence my vote to descend, and to present swords point-first to certain rough men who dwell in the forgotten vaults below the city-streets.

I suggested also to Durham of the Ringing Anvil, who is followed by a loyal renyu-servant, that we might negotiate common cause with the free renyu with whom I have had friendly run ins before--I have heard that Durham is a patron of some kind of enclave of renyu, and wondered if those below might fare better with that group than their current situation.

Anyway, we did all eventually descend into the city below; myself and hired-help Hry-Haya (an Alkari sage), Durham and Pako, the half-handed Gan ad-Din, uncanny sorceress Avin, and the quiet fighting-man Arngeir of the Green Gleam, in fine zortrium plate armor.

Despite my initial role in the direction of the expedition, I confess that I became distracted in the final clinch. The bandits whom I had hoped to see chastised--the gang of the crossed-swords--turned out to be more difficult a group than I had expected, associated as they were with certain monsters of men, veritable giants whose wounds healed miraculously. I, a humble fisherman, had little hope to stand against them toe-to-toe, and so I let Gan and Durham, experienced fighting-men both, take the lead.

Indeed, as those two led the main foray against the encampment of the crossed-swords, Arngeir and I stood watch at our party's escape route, ready to rush in if need be, or help clear the way in an emergency, and we fell to discussing the possibility of future joint ventures. You see, he is now the master of his own sailing vessel, and like me, is a scion of a clan of fishermen! Though he is far more learned than I, and too a doughty warrior, whereas I remain but a humble fisher.

Unfortunately, so excited was I in the prospects of expanding the Confraternity to a second ship so soon--if Arngeir is amenable, of course!--that I was quite surprised when a horrid abomination came shambling out of the darkness toward us, stinking of rotted flesh, feet slapping wetly as it came toward us. A tsoggu! I warned Arngeir to avoid its gaze, and we set to fight it, when a second appeared out of the shadows. Hry-Haya's quick thinking and magical talents created an illusion of us fleeing into the main encampment area, but only one of the wretched tsoggu followed after; and it was only after the arrival of our comrades out of the commotion that caused that we were able to dispatch the monster that had initially attacked us.

And what strange successes our comrades had made! Gan and Avin had distracted the entire gang with a swaggering performance by Gan, and the sorcerous strength of Avin--equally marvelous as the hulking giants of the bandit-gang; and while Avin arm-wrestled a giant, Durham and Pako had sneaked around and discovered a hidden entrance to some lower court of infamy--which will require another day of adventure to investigate. We also took a prisoner of one of the brutes, and retrieved an additional dose of some drug used by this gang, and which the alchemists of the Survivors of the Tel are already researching for me.

But as to the original purpose of this preamble, the terms for the hire of my ship:


Hiring the Saint Iskameen
The Saint Iskameen is a dhow, a small single-masted sailing ship with a hold that can carry 10,000# of goods--rather more capacity than I have yet had the good fortune to require!

As this is only a first draft (to be posted at Fara's Hole-in-the-Wall for perusal by those interested) I have not yet determined prices for much, but I much intend to expand the services offered by the Confraternity of Saint Iskameen as our possibilities expand.

For a short jaunt up the coast of no more than three days' travel (i.e. to Sesel's Iqta', or to the Roads)
        25 dinars flat, or
        5 dinars per head for parties numbering more than five

For a week's travel or more
        5 dinars per day, or
        1 dinar per day per head for parties numbering more than five

Calculated for all travel days in bad weather, running before a storm, or encountering pirates or hostile sea-creatures
        double the normal rate, calculated on a day-by-day basis