Sunday, July 31, 2022

Session #84: The Lost Colony of the Nomoriah

 A year has passed since the cleansing of the Sixth House in the Great Spire of the Attine Klackons. At that time, one of the boons claimed by Durham of the Ringing Anvil was a tapestry-and-khipu "map" that seemed to suggest the location of a wondrous magical item, the Glorious Cloak of Eyes.

Well, a year was long enough for Durham to hold onto that map, and he recently decided to gather his friends together for an expedition into the caves of the Tel al Safina to attempt to follow the route described by the khipu-account--the Katabasis of Qatax the Blind. Having gathered the company together at his Ringing Anvil, he described the proposed adventure.

Bartholomew Pettibone, hearing the Klackon-focused object of the expedition, suggested hiring a Klackon interpreter, and was able to win the interest of Li-Rey, a dore philosopher of the Xholda Klackons who dwell in the city of Cothon itself. Meanwhile, sensing that the party was in need of a little extra muscle, Durham went to the Arwah al Safina and hired the solid Bulrathi bodyguard Kogus.

So mustered, the company went out by the Gate of Mourners and around the great slopes of the Tel ...

  • Durham (fighting-man 8)
    accompanied by Pako (renyu) and Kogus (Bulrathi 1)
  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 6) and Li-Rey (Klackon philosopher)
  • Heijo (magic-user 6)
  • Avin (magic-user 5)


Wait, was that Avin who accompanied the party venturing forth? The girl certainly seemed a fetching image of the once-tall and proud spellcasting warrior--and yet, for all their resemblance, she was only a girl, not the tall woman who once adventured regularly with the Survivors. Strange things are afoot, within and without the cities.

Well, the company returned, Kogus looking much worse for wear and muttering to himself strange things about fire and burning everything down. But for all that--the company returned well-laden with lucre and wondrous things! Durham was wearing a wondrous cloak--of many eyes!--and there was a beautifully crafted halberd, and gems and ancient Klackon cash galore. It'll be a fine day of counting back at the Ringing Anvil, much helped by pails of beer and mold-beer delivered from Cothon-Under-Star ...


The Lucre

  • 24 spits of iron and 40 smaller spits of bronze, worked with a little art to resemble knotted khipu-strands; Gan ad-Din can use a downtime to sell them to the Klackon antiquarian Chiriqtai for 4400 dinars (gp)
  • 15,000 electrum nufdinars (ep) of Tsurrian mint, holes punched through their middles and strung into cash-strings of 1000 each; electrum pieces are valued at half a dinar (2ep=1gp)
  • 6820 dinars from 24 gems (2@10, 4@50, 6@100, 12@500) -- the scribes imagine that Gan could probably up this with his contacts among the Piedrajoya Guild
  • 4 short swords and 2 swords
  • a silken cloak, worked with images of eyes of every species
  • a well-crafted pollaxe, also worked with the motif of eyes, Klackon eyes in particular
  • a slender wand of dark metal, about the length of a forearm, worked with signs like khipu knots
  • a metal flask containing a magical potion
The Learning
  • 18720 xp from treasure
  • 1065 xp from 4 feshenga (250 +hp ea.)
  • 6101 xp from 16 fungal Klackons (350 +hp ea.)
  • 1339 xp from 5 different fungal Klackons (250 +hp ea.)
  • 400 xp to each player-character for being the first to the Lost Colony of the Nomoriah
The Cut
  • 1105 dinars (gp) and 2727 nufdinars (ep) to each player-character
    750 dinars to Li-Rey
    550 dinars and 1364 nufdinars to Pako, Gan, and Kogus
  • 7206 xp to each player-character
    3603 xp to Gan and Kogus
  • 4 short swords and 2 swords
  • the Glorious Cloak of Eyes (magic)
  • the beautifully crafted pollaxe (magic)
  • the wand (magic)
  • the potion (magic)


Friday, July 29, 2022

Session #83: The Return of ... Avin?

[written by Jacob, who ran much of the session, while Max handled the final confrontation--thanks, guys! Minor edits by the Scribes]


Having met a few weeks prior, Sesel and Najm collect together several other compatriots from the Survivors and other barbarous adventurers about the taverns. The discussions at Cothon-Under-Star, as the group collects, may seem somewhat confusing, given recent other expeditions in which the members of the expedition indicated they were carrying Avin up to the Necropolis for burial. It would seem the group has gathered with the intent to revive Avin from her state, and return her to adventuring status. And with this goal in mind the following adventurers set forth, loaded to bear with all their weapons and tools they had at their disposal.


Barlow (Magic User 4)

Sesel (Fighter 8)

Bart (Magic User 8)

Gan (Fighter 6)

Durham (Fighter 8)

Pako

Heijo (Magic User 6)

Najm (Magic User 5)         May (Fighter 2)

Additionally joining the party, Sylvane (a magic-user) is seen to be walking with the group, obviously focused, and perhaps somewhat concerned about the upcoming expedition.

The band of adventurers set off to Gadeed, Sesel at their head guiding them out through the Pylaean Gates. Seen only a short time later returning to the city, a strange covered cart hauled behind the party. They then set off deeper into Cothon, towards the stairs down to the Medina al Tahat.

This portion of the adventure lasted much longer than the Gadeed visit, the group returning many hours later, all having obviously seen quite a beating but both in--and also having obviously consumed--good spirits! Behind them they continued to tow their strange cart back off to Gadeed. The only exception is that of Barlow, who seemed to have seen the brunt of the expedition--or perhaps he simply imbibed more of those spirits than the others--for he was draped atop the cart as they hauled it through the city.


The Lucre

  • 3 magical scrolls; one in particular has a golden leaf edging, silvery shining text, and a small golden string tied around it.

    • These are not spell-scrolls, but rather contain formulae a magic-user could learn from

  • A pair of swords

    • A simple, if perhaps somewhat dated in design, sword. Detected as magical and employed by May during the melee.

    • Another recovered from the monstrosity that attacked, slender and straight blade of fine steel with an ornate design, and a golden hilt. Detected as magical by Sylvane.

  • A large tower shield, 4’ tall and obviously heavier than any normal human could comfortably wield, but easily picked up by the handle with both hands (seemingly much lighter than its appearance), also recovered from the horrible creature and detected as magical by Sylvane.

  • A pair of dark metal brazier-sconces, crudely cut at what would presumably connect to a wall mount.

  • A pair of old (but not entirely destroyed) tapestries, rolled around 2 thin rods of the same dark metal as the brazier-sconces. Possible value if repaired and sold to the right buyer: 1500 dinars (both together). Note: these have obvious imagery of the Bayt al Fasad

    • The first depicts a bright scene of a sacrifice upon a raised platform, the onlooking robed cultists raising their arms in elation, as their sacrifice is accepted by the gods, the center of the tapestry showing a pillar of light ribbed in darkness.

    • The second a darker, much less successful scene. The cultists' heads hung low, a body being dragged from a ritual circle, ringed in an eerie green flame.

  • A pair of scrimshawed bones, symbols and drawings on the bones showing a series of small images, not unlike some of the ‘writing’ interpreted by Bart during the expedition via Read Languages. Possible value if sold to the right buyer: 500 dinars (together). Note: these do not have the Bayt al Fasad marking

  • A strangely finned head of some purplish monster (claimed by Najm)

  • 9 gems worth 480 dinars (3x10 gp, 3x50 gp, 3x100 gp)

  • 720 nisab (pp each worth 10 dinars)

  • Not the pair, just an example of scrimshaw
    2,808 dirhams (sp)

The Learning

  • 11,988 xp from treasure

  • 960 xp from the shades

  • 2900 xp from the horrible many-limbed monster

  • 445 xp from the weird sonic creature

The Cut

  •  96 nisabs (pp worth 10 gp), 64 dinars (gp), 375 dirhams (sp) to all player characters

    • 48 nisabs (pp), 32 dinars (gp), 187 dirhams (sp) to Gan, Pako, and May

  • 2238 xp to all player characters

    • 1119 xp to Gan, Pako, and May

  • The 3 magical scrolls (for learning)

  • The 2 magical swords

  • The magical shield

  • The 2 tapestries (and their black–metal mounts)

  • The 2 brazier-sconces

  • The 2 scrimshawed bones

  • The monster's finned head



Thursday, July 28, 2022

The Voice of the Miat


Have you ever tried to parse a foreign constitution? It's tough ...


Barbarians in the Dual-Cities of Cothon-Gadeed have the advantage that they can talk to actual citizens in the government of the Dual-Cities ... and yet, such citizens, who may vote for or against important measures or for/against the election of officers of the state may also not really understand what they do ...

What's easy enough to explain, though, is that the current two Souffets (Fadhlan and Khusra) will relinquish their office this November, while two others elected in the meantime will take their place. The Souffets are elected--so is this state democratic? It's a democracy of citizens (of Gadeed) ... mediated through the Miat--the Electors of Hundreds.

Officially, for all the barbarians running around in Cothon, only one has recently come into citizenship such that he can vote: Citizen Sesel. Unless another barbarian-adventurer advances to citizen in the next four months, Sesel will be the only one eligible to vote. But this is not to say that barbarians, denizens, and other plebeians have no voice in these affairs.

Indeed, the time for public debates has come.

The Souffets have the privilege of naming their preferred heirs ...

Meanwhile, the Bani-tribes are free to present their own candidates for the Souffet-ship, for those Houses that differ with the opinions of the current Souffets.

Finally, even the people of Gadeed are free to nominate their own choices for Souffet. Traditionally, of course, the people tend to align with one party or another--either the current Souffets, or the party of the Bani--but they are legally able to present their own candidates separate from either "ticket". The tradition of this tendency lies mostly in the fact that the people must support one or the other noble party, because their own candidates only very rarely win to office.

A Kzin bureaucrat? LOL


Candidates

  1. Othman al Goekiy
    nominated by sitting Souffet Fadhlan
    leader of a Banu-tribe (al Goekiy) with a large garrison of Gilman servant-warriors; outward-looking, with ideals to expand the territory of the Ten Cities League across the seas
  2. Urodas al Arasquiy
    nominated by sitting Souffet Khusra al Arasquiy
    scion of Banu al Arasquiy, a house/tribe with wide ranging trade relations, especially across Dirac's Sea; anti-Hanse in particular
  3. Bayzadis al Othmani
    nominated by the Bani (not related to Othman except by long degrees)
    an aridani from Banu Othmani. Her aridani (independent) status marks her as "politically free", while her descent from the Othmani gives her voice weight with the Knights Pylaea who guard the Long Walls; the Bani feel that this mix of obligations make her ideal for defending the Cities against the Red Cloud and his threats ...
  4. Dalinar al Khalid
    nominated by the People
    Abuakbar of a major Banu, former general of armies, recalled from his post because of political machinations, Dalinar is at once a commander well-seasoned in battle against the Kzinti (and the threat of the Red Cloud!) and yet poorly positioned for the politics of the Dual-Cities. The very fact that the populace clamor for him as Souffet is sufficient to condemn him from such office for those (nobles especially) who fear that he will effect a tyranny ...
Is it Dalinar, or the Souffets
who are so ineffectual?


Through the next three months (August, September, October), anyone is allowed to speak for or against these candidates. In November only citizens will be allowed to voice their final opinions. At the end of November, the electors of the Miat will cast their votes, and two new Souffets will be elected according to the votes of the Miat.

It is customary for rabble-rousers to hold feasts and stump-speeches to support their preferred candidates during this time. Though only citizens can vote--and then only electors of the Mia actually finalize such votes--it is still the case that many Bani-tribes gauge the political weathervanes according to the stump-popularity of various candidates among the barbarians and low-class citizens of Cothon.

Player-characters should feel free to investigate these candidates, speak for or against them, and even attempt to persuade Bani-tribes toward other candidates, as far as the player-characters wish to engage! Write stump speeches--whip up mob frenzies--hold feasts and only feed those who agree with you--do your best to become the Political Machine if that's what you want to do! You've got three months to play that game ...



Winter is Coming

Those who are keen to the change of seasons will have already noted the general cooling, and the increase in winds, rains, and storms over the waters of Dirac’s Sea. In truth, the southern coast of the Sea of Dirac is well-placed to maintain mild temperatures even as the long winter sets in, and it will never get cold in the area of the Dual-Cities—snow is a thing that few inhabitants have ever seen, unless they are foreigners from the north, or those who have gone far up into the southwestern highlands and mountains. The growing season around Cothon-Gadeed and others of the Ten Cities League—and elsewhere on the coast—lasts throughout the solar year, and though certain crops fair less well in the cool and wet, others thrive, meaning that winter will not have extreme effects in the cities.

Elsewhere in the world, of course, winter means something quite different. Twelve months of cold, storms, and snow are only survivable by those who look ahead and set aside large stores of food; and who are able to trade goods and wealth for extra food stores. Unfortunately, the change in weather makes passage over Dirac’s Sea dangerous, as great storms sweep through continually between the northern and southern continents, and so only bold sea captains are willing to risk their ships for the potentially huge rewards of running supplies to the snow-beleaguered north.

In the course of normal winters, what this means for Cothon-Gadeed is a general increase in prices, as the demand for grains and food from foreign ports increase. Unfortunately, this winter the cities are facing extra pressures—chiefly, the destruction wreaked by the Red Cloud and his Kzinti Heroes and tribal auxiliaries. With the razing of Al Zaytun, the destruction of the orchards and vinyards and pastures that had made the land prosperous, the Dual Cities will be facing increased demand in their own walls, as well as from distant ports.



What this means for player-characters based in the Dual-Cities:

Inflation

This would normally occur in winter regardless, but because of the Red Cloud and his ravages, winter inflation will be exacerbated this season. As of this post, all items listed in arms, armor, or adventuring gear lists must be purchased at twice the listed rate. This increase will last until noted otherwise; the winter season will last at least into next June (2023).


Ocean Storms and Bad Weather

During winter, only the bold or desperate travel by sea, especially in galleys like those favored by the Ten Cities League, which are easily swamped or broken by stormy seas. The high-castled cogs and sailing ships of the north fare better in such weather, but even they are at risk during the winter storm season. This doesn’t mean that travel by sea is impossible, but player-characters who wish to travel by sea during the next eleven months will be at higher risk of running into storms.

There have been several adventures in which boat-owning characters facilitated travel to or from the adventure location (or an adjacent location); such ferrying will now incur a small risk of running into a storm, as the weather can be quite unpredictable. If that medium of transport is used, there will now be a roll for bad weather, which may either force the boat back, swamp it, or perhaps even see it wracked against cliffs or rocks.

Similarly, overland travel is affected by the increase in rains. Roads that are normally dry and easy to traverse can become churned mud, making travel more difficult. Not impossible, by any means, but journeys overland will be at a slower pace than was possible before. It hasn’t been the case that player-characters have embarked on any really long journeys overland, but if anyone did so now, the trek would be affected by the inclement weather.



Monday, July 18, 2022

From Bartholomew's Journals: Alkaris, Sakkra, Erghas, oh my!

 [written by Phil, player of Bartholomew Pettibone, and earning his character 100 xp per level]


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery



9 July 2022

Alkari, Sakkra, and Erghas – Oh My!


Plans are in motion. Plans within plans – mixed in with a generous helping of extra plans. But the sharing of those plans, and the rewards they might render, are for another time. In this telling, we must discuss the Alkari of the northern sea cliffs, and their ongoing confrontations with a certain Sakkra cave-clan.


Through various conduits, Sesel and the Survivors had recently been contacted by a tribe of Alkari that dwell in the caves of the sea cliffs, a fair distance north of Cothon-Gadeed. They requested a boon from the Survivors – they confessed the need for help in stopping continued violent incursions into their home-caves, initiated by the Sakkra. By way of explanation, the Alkari noted that they suspected something, or someone, was either pushing the Sakkra out of their own home-caves, or was allied with them, forcing continued skirmishes with the Alkari. And of course, being friendly with the Alkari, we agreed to investigate and assist. After all, that is what heroes do!


Sesel used his party-barge to fetch Gan (Bearer of All Things and Manager of All Necromancers), Heijo (of the Ink-Stained Hands), and Barlow the Cursed from Cothon-Gadeed, and deliver them to his iqta. Those individuals were then transported (via the translation pad maintained at the Iqta al Saahil al Shamaliy) to Bob, within Bob Hall, to meet up with myself, Raoden, and Vlana the Bard.


After discussing our potential course of action, we set out, moving north just off the coast, keeping Bob at a steady depth of approximately 20 feet below the surface of the sea. Without undue misfortune it did not take long before we found ourselves at the base of the daunting northern cliffs. Alkari flyers could be observed flapping and soaring far above our heads – making sorties farther out to sea, and often returning with fish. Their voices could be heard above the sound of waves – clicking/clacking/hissing. We were met here by an Alkari guard, and were guided up to their lofty abodes with great fanfare. I say “guided” – but in effect we ascended via massive rope-ladders to the dizzying heights above, while our winged guides soared and floated on the constant, uplifting sea-breezes that abound at this location.


We met with what I will note as the “Aerie Council” – a group of seven very distinct and well-adorned Alkari – some of their most wise citizens. I came to understand that they call their sea-cave abode “Caer Saval”, and their high mistress, an Alkari with unique and interesting plumage, was introduced as Ashara. A feast and celebration were held in our honor, their woes and tribulations were explained, and serious side-discussions were had (mostly on the topic of Hamdi the Explorer). The company was pleasant, interesting, and friendly, and we dined on various Alkari dishes, especially smoked fish and gellikite, and I provided an amphora of fine Mysriyan shajra wine.


During the feasting and early, congenial dinner-talk, we were introduced to two wards of the Alkari, both of Denyali descent. It was explained that these young Denyali were being harbored by the Alkari for protection, while their kingdom was being reclaimed and restored. The young woman gave her name as Mwaxanare, and she held that the young man who accompanied her was her brother, Na. She described herself as a princess of the original Denyali ruling class. Mwaxanare presented herself with a modicum of haughtiness, and it became apparent that she was quite proud (and vocal) of the “fact” that she and her family are in direct blood-relation to Hamdi. She claims to be a scion. I am also a scion. Scions can be found a dozen for a fals. And interestingly, she was quite forward in offering that the Survivors might be of service to her – and that we would be rewarded well for our loyalty and assistance to “her” cause. This was diplomatically tabled for a later discussion, as the Alkari's request had primacy, and seemed dire.


But speaking of Hamdi – a plethora of new historical information was gleaned. Interestingly, they noted that a major reason the Alkari must not leave or be forced from Caer Saval is because they await Hamdi's inevitable return. The Alkari appear to have a special relationship with, and reverence for Hamdi. Because of this, we had Nassr sent up from Bob, so that the elders and their attendants could lay their eyes upon that brassy bird once again. It was glorious to see them in such a state of excitement!


The Alkari claim that throughout the ages Hamdi has returned to them several times, and at each appearance he comes bearing a different visage. And with different companions. One companion, from his most recent visit (actually observed by one of their most elder sages!), was a young woman having long, flowing, fire-red hair – by name of “Hannah-Ise”. It was related that she had replaced Altyra, who had apparently perished during the intervening years. Hannah-Ise, as far as I am aware, is unknown to both casual and serious readers of Hamdi's historical explorations and adventures – and may be heretofore completely unknown even to the most learned! I inquired as to how they know that it is Hamdi who returns, and not some charlatan or unworthy impostor. After hushed whispers in the clicking/clacking/hissing tongue of the Alkari, I was only told that Hamdi would speak his words, and he would be known. I spoke well into the night with the elder who had known Hamdi the Recent, describing my interest in his life, deeds, companions, and explorations. We seemed to have a common bond of reverence for Hamdi, and while much more was shared (too much to relate here), I am certain that much was not.


In the morning we were provided a group of Alkari to be guides, and made our way to where skirmishes with the Sakkra had occurred most recently. It was our hope and plan to seek an audience with those reptilian folk, and inquire as to their reasons for making war upon their flying brothers and sisters. We hoped that perhaps a simple solution could be found, and an agreement reached, that might provide peace between these two phylogenetic tribes.


A parley was accepted, and we were finally brought before their Kaa, a female named Sa'hha. I must note that the single reason that our audience was granted, so soon and without difficulty, was because Sesel activated his helmet in the presence of the first Sakkra patrol we met. It covered his head with the appearance of a hooded reptile, much like Gan's covers his in the visage of a Renyu. At this point the Sakkra believed that Sesel was an agent, leading a delegation from the Ergah Keersus, who the Sakkra are in league with, and whose abode is apparently in the Denyali isles. Sesel and the rest of us immediately picked up on the opportunity, and played along with this self-made ruse – much to our advantage.


We learned that the Sakkra are apparently in league with the Ergahs, in general, and were concerned that they had done something to raise the ire of the Ergahs – else why would they have been so cruel to them? We observed among ourselves that there seemed to be a chasm growing between the Sakkra and the Ergahs, and so claimed to Sa'hha that indeed, we had come from Ergah Keersus to maintain the old ways. We would fight alongside the Sakkra, as Keersus' guard, and help them win back their breeding grounds.


And there lay the reason for the Sakkra to be intruding upon and quarreling with the Alkari. The Sakkra had generally been in league with the Ergahs, but recently their behaviors and motives had apparently changed, and the Sakkra were being used in a cruel way. Their breeding grounds had been over-run with “vampires” and the Sakkra were in a frenzied retreat. They needed new accommodations and new territory. We seized upon this opportunity to drive that wedge deeper – as we have no love for the Ergahs.


We were provided a guard of twenty of the Kaa's best warriors, and we made for their breeding chamber – to rescue as many eggs as possible, and to assess what the full extent of the danger was. And how we might eliminate it. We learned that

the “vampires” are a many-legged, spindly creature, that attaches itself onto the back of a Sakkra, injecting it with some form of poison that allows it to take over control of that Sakkra's body. The vampires are covered in a hardened armor, and move quite fast – and when attached to the Sakkra they make a formidable, “Super-Sakkra”! While a Sakkra was being used as a host, we were not certain if that meant that they had been killed, or perhaps were in a coerced state, and had the ability to be returned to their normal selves after being rid of the vampire. We built our plan of action on the hope that they could be revived and returned to their normal state. As such, we took pains to only target the vampires – when it was an option.


But things got weird.


Upon arriving at the entrance to the breeding chamber, we were met by a group of seven of these Super-Sakkra. Though they approached in a benign manner, we were not fooled. Sesel immediately pushed his psyche out into the void and attempted to lay them low. Most of the host Sakkra suddenly dropped, limp, to the ground. However, some of the vampires from those hosts simply detached themselves and began advancing! In a furious flash of weapons (here the Sakkra warrior guard proved quite useful!) and arcane spells, the vampires were eradicated, and the surviving hosts were dragged away to safety.


Some of my companions began retrieving eggs, while others began advancing on a newly arrived group of Super-Sakkra – pelting them with arrows and such. Meanwhile I dipped into the arcana and wove three spells, first extending the perceptions of my mind, then providing added sharpness and intensity to my blade, and finally dropping out of sight, into invisibility.


While the skirmish continued, I used stealth and the cover of invisibility to move closer to the newly arrived group of Super-Sakkra. Upon closer approach, I began focusing my mind on one of theirs. I also noted that another group of their kin had arrived in a separate passage, and were laying quietly in wait. An ambush appeared to be in the making. They were drawing our force in, by staying just inside our range, while slowly retreating. It was apparent, even without melding with their thoughts, that the vampires had no care about the lives of their hosts. As my concentration and focus became more narrow, one mind from the mass suddenly stood out distinctly. From their thoughts I immediately learned that we were indeed being drawn in for an ambush, and that they were waiting for the “Ergah” to bring the “weapon”. In their mind I could clearly see that this weapon was like a bracelet, and that when worn and fired, it let loose an intense, deadly, sweeping ray of energy, much like a ru'un. We needed to flee, or be cut down.


I returned to my companions and informed them of the ambush that was about to be sprung upon us. We quickly gathering as many eggs and wounded Sakkra as possible, and then hastily returned to report our success, and failure, to the Kaa. She gracefully recognized that we had done more than had been expected, and could not hide her relief to at least see so many eggs saved. We maintained the ruse of being from Ergah Keersus, and arranged for tribute owed to the Ergah be delivered to us. Sesel also bade the Kaa understand that Ergah Keersus expected the wise Sa'hha should cease hostilites against their cousins the Alkari, as they too were also under the protection and rule of Keersus. Together, united, Keersus, the Sakkra, and the Alkari would put an end to the rebel Ergahs, and the Sakkra would stand as the prime guard of Keersus' dominion!


We returned to the Alkari and provided them with a similar ultimatum – however, we did not play a ruse with them. We only reported that the Sakkra were being used and harried by a cruel master, who they were trying to supplant, and that their attacks against the Alkari had been forced through a need for survival. We asked them to not attack the Sakkra, and relayed that we had extracted a similar promise from Sa'hha and her folk toward the Alkari. We noted that if we could unite, we would become more formidable, and this would hasten the inevitable downfall of the malevolent overlords – providing the Sakkra with freedom, and the Alkari with assurances of peace. A shaky agreement was reached, and we took our leave.


I am excited about our contact with the Alkari, and hope that our return to their domain is swift. While I will be pleased to learn more of Hamdi, I will also revel in the knowledge that we are sticking it to the Ergahs!

Session #82: Raising Bob II?

Just this last weekend, attentive patrons at Cothon-Under-Star might have heard Gan explaining to Heijo that Gan's employer Bart had a new scheme to engage upon--the discovery and retrieval of a sunken ship! How were they going to do this? Unknown! But Bart and Raoden were intent upon the idea, and Gan was about to set out to join them in Bob Hall, if Heijo wished to join.

Heijo answered in the affirmative, and so this was the company for the expedition:

  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Raoden (magic-user 5)
  • Heijo (magic-user 6)
    accompanied by Vlana the Bard (magic-user 3) 

Gan and Heijo later returned to Cothon without any material gain--a common thread to many recent expeditions, alas!--and cursing the Ergas and their minions and designs. Apparently the sunken ship had been located--a sistership to Bob, apparently!--but it was being watched by oddly desiccated Sakkra and other creatures in league with the Ergas. Given their limited resources, the company decided not to press the issue, but to return at a later date ...


The Learning

  • 496 xp from three "suit-monsters" (150 +hp ea.)
  • 300 xp to each player-character for exploration of the shipwreck location
The Cut
  • 465 xp per player-character
    233 xp each to Gan and Vlana


Session #81: Of Alkari and Sakkra

 It has been some time since the denouement of the Sixth House affair, at the end of which the Alkari of the northern sea-cliffs approached the Survivors of the Tel seeking some help from the barbarian-adventurers in their own affairs.

It has been some time, but not forgotten; and finally, Citizen Sesel and his comrades have responded by seeking out the Alkari to see what help they might desire. To this end, Sesel came down to Cothon in his coastal vessel the Silver Qaqtla, picked up his comrades, and thence set forth for the strange cliffside abode of the north-coastal Alkari.

The Alkari north of the city have been intensively active these last few months, even such that it is common rumor in the fishermens' and seamen's taverns that something is afoot there, and in the Denyan Isles north and east as the sea-currents go. The best attested rumors suggest that the Sakkra in the sea-caves are swarming forth again--despite it being "too soon" for another generation to swarm forth!--but there are other rumors, say that the Alkari will finally push their weak claim to the Denyan Islands, and that the Ten Cities' League better be prepared to fight a campaign against the Alkari, just as the Hanse fights against the Luwian Pirates.

With that backdrop in mind, a certain company set out north on the decks of the Silver Qaqtla:

  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Barlow (magic-user 4)
    accompanied by Vlana the Bard (magic-user 3)
  • Heijo (magic-user 6)
  • Sesel (fighting-man 8)
    accompanied by Raoden (magic-user 5)

This expedition lasted longer than many another, and the company did not return to Cothon for several days. When they returned, the adventurers bore little in the way of lucre, other than some baubles gifted them by their Alkari hosts, and a prayer flag for them to display when they wish to visit again with the Alkari of Kheir al Sabal, the cliffside monastery overlooking Dirac's Sea. They spoke of continued strife between Sakkra and Alkari in the caves riddling the headland, and of a harrowing skirmish in the depths of the caverns against strange creatures--what seemed to be long-legged ilwraths attached to the backs of weak-looking Sakkra.

These apparent parasites seemed to be in league in some way with the Ergas who claim rulership over much that lies beneath the Tel ... another sign perhaps of the underworld overlords' growing designs ...


The Lucre

  • 450 dinars (gp) from minor baubles gifted by the Alkari in appreciation
  • a prayer flag granted to the Survivors to fly or display if they wish to visit or parley
  • a carcass of one of the parasites
The Learning
  • 7292 xp from 19 Sakkra-parasites (400 +hp ea.)
  • 2747 xp from 19 Sakkra hosts (150 +hp ea.)
  • 1700 xp from 17 freed Sakkra slaves
  • 300 xp to each player-character for negotiations with Alkari and Sakkra
The Cut
  • 81 dinars (gp) and 8 dirhams (sp) per player-character
    40 dinars and 9 dirhams each to Gan ad-Din, Vlana, and Raoden
  • 3235 xp per player-character
    1617 xp each to Gan ad-Din, Vlana, and Raoden
  • the carcass of one of the strange parasites
  • the prayer flag


Session #80: An Empty Crypt

 Following the latest expedition into the Necropolis of the Tel, Bartholomew and Co. were interested in poking around the tomb of Goroborg, whom they assumed (rightly) was a Bulrathi scion of the Banu al Barraqi (known colloquially as the Barcidae). They had, per force, a purely historical interest--nothing to do with tomb-robbing, no sir!

Those interested gathered at the Kantor Kabljauhof. There was also discussion that perhaps they would venture into Tsur al Qadim and the ruins there, to confront the restless dead that are said now to walk there in such strength?

Either way, their path lay again through the Mourners' Gate and out onto the Pallbearers' Way, out east toward the Tel al Safina. And so they went:

Goroborg and a human warrior

  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Heijo (magic-user 6)
  • Durham (fighting-man 8)
    accompanied by Pako (renyu)

They returned richer only with information, though accompanied by a traumatized would-be adventurer whose companions seemed to have been murdered by bandits from Tsur al Qadim.

They report that the "new" Green Doors where a pair of ru'un were destroyed just two weeks before had already been reclaimed by the Ergas and their strange underworld minions, hard at work reinforcing them again. Also, apparently they ran into a passel of Klackons, and claimed to them that their purpose in the tomb was the interment of poor Avin, who indeed has not been seen now for many months.

Lastly, they also indicate that Goroborg's tomb was indeed quite interesting historically, and not necessarily interesting for tombrobbers--the upper chamber being merely a false tomb, the true tomb beneath being guarded by some sort of monstrous lifeform ... of which the party has no notion, for they felt ill equipped to handle it.


The Learning
  • 1641 xp from 10 Klackons (150 +hp ea.)
  • 200 xp to each player-character for uncovering Goroborg's true tomb
The Cut
  • 747 xp to each player-character
    373 xp to Gan ad-Din

Sunday, July 17, 2022

Session #79: Agog, A Grog!

 It has been an age and a day since the auction at the Ringing Anvil. It is therefore not unreasonable that one may forget that it was Citizen Sesel who won the "talking plant" presented as part of the auction. Fortunately, Sesel has not forgotten his purchase, and has since claimed that his "purchase" was really an individual of the elusive Zoq-Fot-Pik kobolds, and that he intended to return it to its peoples.

To that end, of course, Sesel must needs gather a company, and so one was rightly gathered at the great tavern of Cothon-Under-Star, under the nacreously shining interior of the vast shell that stands as that tavern's roof. Such were those gathered:

the "talking plant"

  • Sesel (fighting-man 8)
    accompanied by Raoden (magic-user 5)
  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Durham (fighting-man 8)
    accompanied by Pako (renyu)
  • Heijo (magic-user 6)

Out through the Mourners' Gate they went, seeking the Weirding Caverns where the Zoq-Fot-Pik are said to dwell, on the eastern side of the Tel al Safina and deep beneath. Hiking around the curve of the Tel's huge slopes, they disappeared from view of even the most distant Poor Brothers of the Dead ... only to eventually return at the end of the day, somewhat weathered but bearing packs no doubt laden with treasures!

To Cothon-Under-Star they returned, as so often, and there laid out their gains. The treasures are rumored to be many, but most conspicuously was a strange dark helmet, a kind of huge black and gleaming sallet which was cause for no little excitement among the adventuring-barbarians. Nevertheless, just what it is will of course be subject to the researches of those who recovered it ...

As to the fiend that held these treasures within its lair, Sesel was heard to mutter that it seemed rather ... phallic ... in its shape, much in the way that certain sea-peoples are said to inhabit rather obscene-seeming towers beneath the ocean. But surely that is all fantasy and the stuff of overworked artists!

And the Zoq-Fot-Pik? The company returned without Sesel's "talking plant"--hopefully that means something was arranged. Or perhaps it was all some odd ruse? Nevertheless, there was a fair haul recovered this expedition, to whit:


The Lucre

  • a piece of pink coral carved in the shape of a group of Zoq-Fot-Pik (1300 dinars)
  • 1130 dinars (gp) from 24 semi-precious stones: 5 @ 30, 7 @ 40, 2 @ 50, 10 @ 60
  • 12300 dinars from 12 gemstones: 3 @ 1000, 4 @ 1200, 5 @ 900
  • a scroll of 5 spells (TBD)
  • a MAP
  • a strange black sallet-helm
  • a pair of strange metallic boots
  • 600 mithqals (at 5 dinars ea., this is 3000 dinars!)
The Learning
  • 17730 xp from treasure
  • 437 xp for the "cone-creature" (400 + hp)
  • 200 xp per player-character for exploring new caves
The Cut
  • 109 mithqals (x5gp), 2678 dinars (gp) per player-character
    56 mithqals, 1339 dinars to Raoden, Gan, and Pako
  • 4742 xp per player-character
    2371 xp to Raoden and Gan
  • the black helmet
  • the spell scroll
  • the map scroll
  • a pair of strange boots


From Bartholomew's Journals: An Aegis for the Ages

 [written by Phil, player of Bartholomew, concerning a recent expedition into the Necropolis and earning Bart 100 xp per level]


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery




19 June 2022

An Aegis for the Ages


It was a pleasant, sunny morning. After a quick meet-up, and stocking up on a few necessary adventuring items, a group of us began a jaunty trek toward the Necropolis. Rumors within the dual cities are rife these days, with the two most upon peoples' minds being potential war with Red Cloud and his K'Zin/human war mongrels, and a rash of otherworldly “beings” issuing out of the Tsur al Qadim (off to the south and east of the cities). As we passed through the Gate of Mourners, we made a stop and chatted amicably with the Poor Brothers, offering them several silvered daggers in hopes that they might help in the struggle against those weird creatures coming out of the haunted ruins.


From the gate, we made our way to the Necropolis, via the Pallbearers Way. Our walk was unhindered, and we made good time. Joining myself and Gan (Bearer of All Things, and Manager of All Necromancers - BATMAN), was Heijo (of the ink stained hands), our good friends Durham (an exceptional metallurgist) and Pako (a renyu of exceptional character), Lord Althis of Crag Keep and his hireling, Slith Sly (a fine sakkra if ever there was one!), Barlow (a fellow barbarian), and Arngier of the Green Gleam.


Along our course Durham and I made small talk concerning the new armor his assistant, Najm (not the fisherman), helped me research, design, and fabricate. It is of a unique and peculiar make – consisting of a tightly woven mesh-fabric of fine zortrium threads sandwiched between two thin layers of strengthened, yet supple, worked leather. The result is a light armor, flexible, strong and quite protective. It should provide me with increased protection, while allowing me to move quietly, easily, and unhindered – a bonus when attempting to weave into and draw from the fabric of the arcane.


My personal suit covers my chest, abdomen, thighs, and shoulders – with matching greaves for my lower legs, and vambraces for my lower arms. The pieces are all a dull, flat greyish-black in color, with a slightly raised, embossed crow (wings spread) on the chest. The leather where the crow design has been imprinted has also been kneaded and rubbed thoroughly with thin silver foil – impregnating the leather deeply with silver, giving the image a shadowy, watery appearance. I am pleased with the results, and thanked Durham very much for his assistance in manufacturing this splendid suit of protection.


Upon arriving at the Necropolis, we entered into the western catacombs, and made our way into the darkness. As we walked through the somber passages, we lit torches and placed them in the sconces found along the walls. Our hope was that if in desperate need, the torches would light our escape! Also, it just helps to keep things lighter. Pun intended. As always, the catacombs were quiet, and our noses were assaulted with the scent of old and recent decay.


We passed the crypt of Goroborg (likely a repugnant old Barcidae), and peripherally investigated a nest of sekeker, but in general managed to keep our heading south and west. As we neared Hamdi's crypt, I explained to Lord Althis that it had already been thoroughly ransacked and looted (unfortunately), and so would provide nothing of value (foreshadowing here!). So we passed Hamdi by, and found ourselves in uncharted territory. Here we began to move more cautiously, down a long, straight, narrow passage, while taking time to study and map our meanderings.


The hallway turned twice (once south, then again to the west), and we found ourselves in a large – very large – two-level chamber. And when I say “very large”, I mean gargantuan. The light from our lanterns were unable to illuminate the entire chamber. We found the upper level to be like a gallery that surrounded and somewhat overhung a lower, flat-floored area. Numerous long-unused fire-circles were noted all along the upper gallery, and on the walls were old, ragged K'Zin war banners. A large case of stairs was hewn into the eastern wall, allowing a wide and easily traversed connection between the upper gallery and the lower floor.


In essence this appeared to be a step-pool fit for giants – or a crude, underground amphitheater. The lower floor also had remnants of old fire circles, and numerous banners along the walls. As we circled the perimeter of this amphitheater we spied no other egress on the upper floor, but did locate a single corridor on the far western wall of the lower level. This egress appeared to lead farther west, and of course, piqued our interest. On either side of the corridor's opening were pillars, tall spikes solidly affixed to the ground, stacked with skulls. Many skulls. All K'Zin skulls. At the entrance to the corridor, the ground appeared to be stained with ages of spilled blood. And I have to say, the entire chamber smelled strongly of the musk associated with the K'Zin – stale piss, old grass, mixed with the armpit stench of a chnelh in heat – you understand.


On the walls in many places were writings and pictographs. Close inspection revealed most of the writing to be orderly K'Zin, with various graffiti scattered here and there, sometimes obscuring the text beneath. The pictographs indicated that most of the writings were about great K'Zin warriors and their deeds, the glorious liberation that Red Cloud was bringing – so on and so forth. ((Hmmm. More Red Cloud. This is getting serious.))


I pulled a scroll from my pack, unrolled it, and began scanning what appeared to be barely glowing characters or words, seemingly writhing and twisting, burrowing in and out of the vellum. I focused my eyes on the moving glyphs, while simultaneously meditating on the vast arcane. The vellum crumbled into dust and fell out of my hands. My mind snapped and my eyes went in and out of focus, rapidly, my vision crossed then uncrossed, and then everything cleared. I felt slightly dizzy, but it passed almost immediately. Now when I passed my eyes across the pictographs and writings circumscribing the corridor entrance, I could clearly understand their meaning. My spell would not last long, so I began dictating what I was reading.


Indeed, the stories were about K'Zin being victorious over the other races. But the stories did not seem to match known histories very well. They spoke of particular historical figures, known battles and events, but always claimed victory for the K'Zin. We know this is false – else we would not be here.


We shone our lanterns down the hallway, but it extended beyond our vision. Torches were lit and pitched far down the corridor, hoping to provide enough light to see where it might lead. With the added, extended reach of the torchlight, we discerned that the hallway abruptly ended, about 100 feet away, in a closed double door of very similar make to our own familiar “Green Doors” of Bob Hall. Althis, on a hunch, also examined the far eastern wall of the lower chamber, opposite the entrance to this western corridor. He returned and related that the wall had been variously and randomly scarred, melted, and pitted – as if some massive sword of intense heat had cleft long cuts, a thumb's-thickness deep, into the rock. I began to suspect ru'un.


I dipped my fingers into the arcane and began weaving a small orb of power. My finished product was a virtually invisible floating eye, and what this eye peered at, I saw clearly in my mind. I was also able to move and direct it, down the corridor, with but small mental effort. My morale dropped as I learned through this far-sight that just before the double doors were two alcoves, one on either side of the hall, flanking the portal. And standing in those alcoves were two large, very familiar types of statues – ru'uns! However, they did not seem to be active, be aware of my arcane eye, or did not perceive it as a threat. Hopefully they would remain inanimate.


I moved the eye to the door itself and noted similar pictographs and writings all along its outside edge. I have no knowledge of what the actual language was, but I understood what I was seeing. The writings and pictographs found here wholly contradicted the K'Zin victories found outside the hallway, and conformed to what I knew of as our historical past. These tales were of other races (human/sakkra/bulrathis/etc.) banding together and being victorious over a K'Zin incursion. And there was much in the way to suggest that the K'Zin got wiped hard!


The stories, in brief, related how Dalan IV, in an ancient time, used the “Aegis of the Demon Queen” to lay low a mighty force of the K'Zin. The words told that afterward, during victorious revels and much heated debate, it had been reluctantly decided that the Aegis should be laid to rest, protected and forgotten, hopefully forever. The coalition of allied races had deemed that the Aegis was too destructive for any one creature, nation, or culture to wield. Finally, the words spoke of very bad tidings to anyone who misused (or over-used?) the Aegis. A curse of some kind was intimated – either natural or supernatural, I could not discern.


We entreated Slith Sly to stealthily investigate in person – I was not altogether certain that the two statues were ru'un, even though they had that appearance. Slith agreed, and proceeded toward the doors waiting beyond, craftily blending into the walls as he moved. Indeed, they were ru'un, lurking in an inactive state. The ru'un became agitated with Slith's approach, stepped into the corridor, and began loosing intense beams of concentrated light toward us. Slith darted and ducked out of the way, quickly exiting the corridor, diving to the side, and escaping harm. The rest of us had sequestered ourselves at the edges of the entrance, and the fire from the ru'un simply passed us by, posing no immediate threat, while carving new gouges and pits into the far wall that Lord Althis had earlier examined. We felt that we might be safe, unless the ru'un moved and advanced on our position. To our wonder, when targets were no longer presented, the ru'un stopped firing, but remained in place, in an “on-guard” state, facing our direction.


These ru'un seemed to be much more dangerous than many we have encountered before. Each of their arms ended in a pod that emitted intense bursts of focused fire. Seeing how the power of their energy blasts had no difficulty carving shallow troughs in solid stone, we saw little hope of overcoming them. And then Lord Althis came up with a plan.


Five of us returned back the way we had originally come, and entered Hamdi's crypt. We removed the lid that acted as the cover-stone to his sarcophagus, and formed a crude method of carrying it – as a shield, and aegis. Three individuals would be able to carry this massive shield, clumsily, but hopefully to effect. Our stone aegis was at least four times thicker than the deepest gouges the ru'un blasts were making in the stone wall. Hamdi, even in death, was still present in our adventures!


As we returned with our own prized aegis – again, thanks to Hamdi – we encountered the two female K'Zinti shapeshifters, S'rra, and Darya, who maintain a rather, shall we say, exotic abode here in the catacombs. They made inquiries into what we were doing in their domain, ransacking crypts. We explained what we believed to have found, and our plans, and we asked them to join in our endeavor. They … accepted. Well, they made it known they would not hinder us … yet. They have no love for Red Cloud and the war-crazed minds of male K'Zin.


Upon our return to the corridor in question, Hamdi's aegis was hefted into position, held, and maneuvered by Gan, Arngier, and Slith. The rest of us formed up behind, and our wall moved slowly, but steadily forward. The ru'un opened fire.


The battle was intense, and not without serious injury, and almost permanent loss. At various moments, Arngier and Slith were both laid low unto death, barely surviving with the aid of blood potions quickly administered. Gan and I also took significant damage. Case in point: I was caught full in the face with a most “illuminating” blast of fire-light – I fear my hair may never be the same. In the end, it took many strong and studied blade strokes by Arngier, Gan, and myself – spear-thrusts by Lord Althis and Slith – as well as a handful of well-placed flaming oil flasks provided by Heijo to attain victory. The ru'un finally lay in a heap of smoking, sputtering, reeking ruin. The K'Zinti females were impressed.


Gan was the first to plod down the hallway, since his armor provided unique protections, and removed the poisonous power-packs of each ru'un, stuffing them into Heijo's bag of holding. Then Durham, Heijo, Arngier, and Barlow joined him and began removing the arms of those constructs – they may prove useful in the future. When this was all accomplished everyone returned back to the entrance of the corridor, while Althis and I remained at the doors. When all were safely out of the way, I pulled out a tiny silver hammer and a small block of fine-grained wood – focused my mind into the arcane – and then struck the wood with the hammer. A barely audible “bong” occurred, and the doors began to slowly, creakily, slide apart, rescinding into slots in the walls.


The doors opened to reveal another massive chamber, with a raised dais on the far western side. Behind the dais was a large metallic-looking screen – what lay behind it, at this distance and lighting, we could not tell. But between the door and the dais, blocking our path, were perhaps 50 or more golden-hued, man-like ru'un, all standing inert and at attention.


More occurred here, my friends, but I will lay off the telling of my story at this point. Nothing more was gained, other than knowledge, and we eventually returned safely, but sadly to Cothon-Gadeed. We had intended to crack a few crypts open and make away with several bags of valuable antiques and baubles, but alas, that was not the end result. Yet, we adventured, we learned much, we tested new powers, and we returned alive and with tales of ingenuity and valor to spread.


For my part, I sent word to Lord General Dalinar of the House Khalid, requesting a private meeting with me and Sesel. It appears that the Aegis of the Demon Queen is within our grasp, but may exceed our ability to possess and wield (successfully). However, given the right people, patronages, and finances – which perhaps the General can provide – I believe it may be possible to retrieve the Aegis, and use it to thwart the Red Cloud, and the wild, rebellious K'Zin he leads. We shall see.