Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Wednesday, November 3, 2021

Plans for the Iqta' al Saahil al Shamaliy

[designed by Jacob, player of Sesel, iqtadar of the very Iqta', presented as artwork following the surveying-expedition recently embarked upon by himself and certain dependents, and earning Sesel 100 xp per level]

The orientation of this map is top=south, bottom=north, left=east, right=west; unconventional, and yet it is natural for the surveyor, as he disembarks at the shore, and thus looks up to the southern headland toward the planned iqta'. Also natural in that the natural heights are correspondingly at the top of the plans, which descend to the sea-level bottom of the plans.

The provisional designation of the iqta'--Iqta' al Saahil al Shamaliy--denotes it as the "Fief of the North Shores", and though it is currently noted as such in the relevant legal literature, it is noted as merely provisional until Sesel's adoption of some preferred nomenclature (or perhaps he likes the current appellation?).


At this hour of game time, these structures are at least partially finished (the survey having happened just after the wedding of Sesel and Zaida al Rashid toward the end of August). The pales enclosing the grounds stand, ready for the herd of hma and hmela, a dock stands ready under the cliffs for the Silver Qaqtla, and the civilian buildings are mostly complete, all looked over by the scaffolded skeleton of the tower approved in negotiation with the Souffets.

In the (near?) future, there will be a further post describing the iqta' in fuller detail, but let this suffice for now.



Thursday, September 30, 2021

Session #53: Dungeon in the Dunes

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


The Call to Adventure

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

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


The Dungeon in the Sands

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

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


  • Bartholomew Pettibone (magic-user 6)

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

  • Mara (magic-user 3)

  • Althis (magic-user 4)

Accompanied by al Rabb (renyu)

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

  • Najm (magic-user 4)




A sekeker, by Chris

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

A sekeker, by me




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

  • Bart spends 100 gp and earns 100 XP

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

  • Mara spends 300 gp and earns 300XP


The Lucre

  • The Emerald (6000gp)

  • Fine textile blankets (700gp)

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

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

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

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

The Learning

  • 1750 xp from treasure

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

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

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

The Cut

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

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

  • Chromium weapons

  • White Stones

  • Leather saddle


Any gold-valued item a party-member wishes to claim may be "bought out" by subtracting its value from their share of gold (up to and including their own funds, if necessary to equal its listed value); non-valued items must be meted out by the company's agreement, according to negotiations and what seems fair.

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




Session #52: Dr. Sontag's Return!

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


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

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

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

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

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

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

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

Doctor Sontag

But what happened?

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

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

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

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

And so he has returned!

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

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


The Lucre

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

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



Wednesday, September 29, 2021

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

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


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

Those setting forth on this expedition included:

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

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

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

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

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

The Lucre

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

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


Tuesday, August 17, 2021

Lars Ghar-Rider Art!

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

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

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


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


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


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

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

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

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

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

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


Tuesday, August 3, 2021

Return from the Unknown: Expedition #44 Recap *Updated with Art*

It has already been noted by certain residents of Cothon that those Survivors of the Tel who had ventured forth on some overseas adventure have already returned to the harbor--for Bartholomew Pettibone, who was one of that number, has delivered his liege-man's note to Istrid at the Kantor Kabljauhof, and given his own account of things at the great tavern Cothon-Under-Star. Returned, and yet without any sign of a ship or galley that might have carried them ... For they came in through the Gate of Fishermen, leading a handcart laden with the remains of monsters--of dreaded tentacular akhos!

Strangely, according to Bartholomew's tale, both Sesel and Durham had some part to play in the expedition, and yet both were clearly engaged in the city during the last weeks--Sesel, preparing for his suit for citizenship, and Durham in running the Ringing Anvil. Curiouser and curiouser! Heijo's presence, at least, is easily explained--quite sea-sick on the journey out, he was unable to participate in the first foray at the destination.

All told, these adventurers all took at least some part in the expedition:

  • Raoden (magic-user 3)
  • Bartholomew Pettibone (magic-user 5)
    accompanied by Gan ad-Din (fighting-man 5)
  • Ravna (magic-user 5)
  • Heijo (magic-user 4)
  • Avin (magic-user 6)
  • Sesel (fighting-man 6)
  • Durham (fighting-man 6)
    accompanied by Pako (renyu)

Also aboard, though remaining mostly as on-watch:

  • Vlana the Bard (magic-user 3?)
  • Razo (magic-user 2)

Some details have already emerged, between Gan and Bart; the general thrust of the expedition was a voyage north along the chain of the Denyan Islands seeking a rumored treasure of "energy crystals" or some such sorcerery.

Arriving at their island-destination, the intrepid band elected to investigate the stony ruins of one of the nuraghes that dot the Denyan Islands, and discovered in its depths a strange complex defended by a terrible ru'un--the very one that ruined Gan's hand, and left him sickly and nearly dead!

In a desperate bid against the local Denyali tribe, Sakkra guardians, and even a mighty sro, the company managed to break into the complex, find what they sought, and escape again, all with only Gan as the major casualty--and fortunately, Gan is said to be on the mend, though he has not yet reappeared in town.

A self-portrait of Bart offering the sro fine Misrian wine, per his account
(and worth 100 xp per level, as noted below)


Meanwhile, on their return, the crew witnessed another vessel fight off three(!) akho, helped deliver survivors of the attack from the reddened seas, and then claimed the corpses of the creatures for themselves.

And so the company, returned to civilization, now divest themselves of certain of their plunder--while retaining others for their own purposes ...


The Lucre

  • 800 gold dinars from 16 Sakkra heads, turned in for the bounty
  • 3800 gp from jewelry from akho gullet (2000 for a pair of sapphire-eyed platinum earrings in the form of lithe six-legged ngekka of questing-legend; 1000 for a ghar-nacre bracelet set with amethysts; 800 for a ring of zortrium set with a sparkling green emerald)
  • 3 ingot-like sections of akho carapace (100 gp ea.)
  • 28 steely tentacles (15 gp ea.)
  • 7 vials of acidic fronds (50 gp ea.)
  • a barrelful of "poisonous" ore
  • two clay pots with envenomed wax
  • a magnificent helm shaped like a Sakkra with spiny crests
The Learning
  • 800 xp from Sakkra bounties
  • 1070 xp from akho carcasses
  • 3800 xp from the gullet-jewelry 
  • 1223 xp from Sakkra x22 (50 + hp ea.)
  • 538 xp from ru'un (500 + hp)
  • 270 xp from Denyali x5 (50 + hp ea.)
  • 278 xp from sro (250 + hp)
  • 443 xp from Denyali champion (400 + hp)
  • 278 xp from "undead" Sakkra (250 + hp)
  • 300 xp to certain characters for initial exploration of the island and nuraghe
The Cut
This expedition is being divided differently than typical, given that the entire expedition was spread across four sessions, three weeks, and an encounter played out via Discord. Therefore, I've "prorated" xp according to who partook during which session; and those aboard the ship for the return voyage will receive the payout from the akho carcasses.
  • 85 gold dinars and 7 silver dirhams to Sesel and Durham ea. from 12 Sakkra bounties claimed during the session they took part in
  • 785 gold dinars (gp) and 5 silver dirhams (sp) to Avin, Heijo, Raoden, Ravna, Bart, and Razo
    392 dinars (gp), 7 dirhams (sp), and 5 copper fals (cp) to Gan ad-Din and Vlana the Bard
  • 362 xp to Durham and Sesel ea.
  • 1171 xp to Avin and Heijo ea.
  • 1401 xp to Raoden
  • 610 xp to Gan ad-Din
  • 1579 xp to Ravna and Bart ea.
  • 348 xp to Vlana
  • 696 xp to Razo
  • the barrel of strange ore
  • the Sakkra-helm
  • two clay pots of poison-wax

Characters who wish to retain any parts of the akho carcasses can "buy them out" of the Lucre by spending their own gold. Regarding the carapace sections, one would be suitable for fashioning a shield, but a suit of armor would require all three.

And, as always, those who provide in-character reports or artwork, etc., regarding the events of the expedition can earn 100 xp per level for the corresponding player-character.



Wednesday, July 28, 2021

A Broader Map

 ... of the Balad 'Round Cothon


(created by Jacob based on a pencil sketch by me--worthy, according to the scribes, of 50 xp per level to one character; one may notice that the iqta' al Zaytun, recent battlefield between Kzin-raider the Red Cloud and the human defenders, is not on this map, but is located a fair way south and east)

Presenting more a sense of the country (balad) around the harbor-half of the Dual-Cities, great Cothon--and stretching north enough to show the first few of the long northwest-strung chain of the Denyan Islands--this map may not be properly to scale, and yet it gives proper place to various locales north and around the Cities.

Composed mainly by the sailor-cartographer Bassil, but with the assistance of the land-walking adventurer Sesel (one Voice of the Survivors), it was perhaps meant for sale by the map-maker--and yet, an overlong session of collaboration over wine allowed sharp-eyed patrons Under-Star to make their own versions, thence easily made available to the public at large. Those in the city are well enough aware of the general features, of course, but more than a few barbarians, new-come to Cothon, may indeed benefit from the orientation provided by this map should they venture beyond the confines of Cothon and the Tel al Safina.




Certain locales' legends are difficult to read in the medium of these chronicles; therefore, the scribes supply a brief periplus, or "sailing 'round", starting from the harbor of Cothon:

Sailing west along the coast from the Cothon, the first great river mouth and its broad estuary is known as the Roads. If a storm should blow up suddenly, or if the winds should deaden, and a ship need wait in hospitable waters until a good wind blows, the broad waters of the Roads are where she waits.

The Roads of course, are only a part of the broader Gana Delta, the mouths of the Garden River that flow multiply into Dirac's Sea. Sailing west from the Roads, one will pass the many mouths of the Delta, like the infinitely dividing necks and heads of the great qaqtla upon which the demigod Bism reclined after his labors. The banks and islands of the Delta are thick with rich farms, and with deposits of sand and clay that the Lightermen carry on their barges to the kilns of the Brickmakers and Glassblowers. It is along this delta that the iqta' of Tolwan lies, disturbed by the presence of armored ghars, which Lars Fang-Ripper wishes to hunt in a kind of vision-quest.

A great headland rises west of the Delta, its high cliffs battered by the sea's waves, while on the landward side a road winds its serpentine way up the inland slopes. Alkari tribes dwell in caves overlooking the waters, said to worship sro and to find it taboo to set foot upon the deck of a ship, according to strange ancient religion.

As the headland falls away west and north, the walls of Ittiyqa rise on the coastal plain, the Sister-City of Cothon. She has no seaward harbor, but a great canal, cut through the earth and set with huge locks, connects sea to the freshwater lake. The great fortress al Tsakhrata stands in the midst of this lake upon an island-rock. The city's hinterlands fill the plains west and south.

North of Ittiyqa, Tel Akhar, the Other Mount, rises out of the sea. A great tower overlooks a natural harbor on its western shore, in which many a galley, srygantaholc, and birling lay wait the changing of the office of the winds, or bringing on water from the pure stream beneath the tower. Though the Denyali islanders rarely make their way so far from their islands, still one may find haunted stone nuraghes such as dot their island homes. Furthermore, it is said that a coven of witches and sorceresses--possibly maeras, but most usually described in story as shape-changing kdaptists--make their lair in the mist-cloaked woods of the island, spinning weird dooms, singing sailors to their fates, and of course guarding a treasure worthy of any king.

If, rather than sailing west to Nous or other cities of the Ten Cities League, one chose to sail north and east, the lookout at the prow would call out at sight of the Denyan Islands. Just north of this map lies the Denyan Strait, through which flows most sea-traffic between Cothon and the eastern Cities and the Nomehs of Misr. It was there that the Denyan Akho was slain by certain heroes; and it is east and north of here that most of the Hanse's campaign against the Luwian Pirates is being prosecuted. The islands are inhabited by the dark-skinned Denyali, whose ancestors built (or at least venerated) the ancient stone structures found throughout the islands and known as nuraghes, most of which are purported to be both haunted, and filled with fabulous treasures.

Following the island chain back south and east, one sails up to the Horn, along the southern coast of which is a fine beach for anchoring and resting the arms of the oarsmen. South along the coast not far from there, the long valley of al Aghadrein, the "Two Towers", cuts into the headland, filled with fine farmland and overlooked by its eponymous castles. A rash of attacks by Sakkra have recently broken out against the people there, and the Souffets are offering a bounty of 50 gold dinars per head of any Sakkra killed in defense of al Aghadrein.

Continuing south and west back toward Cothon, to complete the circle of the periplus, one would pass a number of sea-caves, some cut into the walls well above the waves, others cut out by the waves themselves. Those further north (and further up the cliff walls) are inhabited by the Gao tribe of Alkari, who gather chiefly around their fortress-monastery Kir Tsabbal, carved into the rock of the cliff-face itself. They too are under attack by Sakkra raiders. Inland from there rise a number of lesser Klackon spires overlooked by the great Attine-Spire, as well as various old human-ruins; and farther southwest along the headland, sea-level caves cut deep into the headland--the so-called Ocean's Throat.

From there, one sails south, past the Migdol of the Dyers and Fish-Fermenters, and then west to arrive again in the great harbor of Cothon ...


Thursday, June 17, 2021

Lars Fangripper's Second Report

(written by Joel, player of Fangripper, and earning him 100 xp per level; the report combines encounters from two different expeditions, one into the Necropolis of the Tel, the other into Cothon-Under-City)

Fang-Ripper report 2


Grey-man

Small in stature, stands only four or five feet tall at most. Pale grey skin, large head, large black eyes with small slits for nostrils and a mouth.

While this creature is not physically dominant, it has the ability to control and confuse minds, something I have witnessed first hand. Turning allies into mad berserks in an instant. The grey-man also seemed equipped with a bandolier and some strange object that looks like a sword hilt.

Despite these creatures being found in the depths of the Tel, they seem unprepared for combat themselves and can be easily defeated by blade or bow.


by Joel


Giant green ape/chnelh

I encountered this creature along with the grey-man, it seemed to act as some bodyguard for them. Tall and with a large build this monster stands like a human but it's overall body has an ape form. It's skin had two colors, green parts which seem to take little or no damage from weapons and red parts which were the weak points. When I skinned this creature with the help of the Confraternity it had possessed two separate hides, one containing the green skin and the inner hide was red. It is unknown to me if this creature has a natural second skin or if it grey-man masters have something to do with it.

This ape man possessed a basic intelligence since it was armed with a sword and it seemed to understand our questions when we captured it but didn't speak or give a clear response.


by me


Sewer crab

I met this monster in the Undercity of Cothan. It's main body is flat and is roughly five feet in diameter Sporting a number of legs and two pincer claws. It has a hard exoskeleton making it formidable in combat. I am unsure how it attacks its victims, whether by ambush or brute force but we did find torn clothing. These sewer crabs eat metal as well as flesh and are able to shoot a damaging spray from their mouths.

They build nest in the ground to lay in and treasure can be found there. We were able to find a jewel that the beast passed after it ate some sort of jewelry. They also live in groups as we found three nests together but only two crabs were present.



Wednesday, June 9, 2021

Session #38: Cothon-Under-City

[written by Jacob, who ran this session (21 May), developing an area of adventure quite different from the Tel al Safina; those interested in continuing adventures here, or returning to "the Facility" will have to go to him!]

Being new to the city, Najm ibn Marwan, a fisherman by trade and recently deciding to begin his foray into adventuring, made his way through the various taverns and adventuring places seeking his fortune. Little did he know what might be in store.

Ultimately he found himself at Cothon-Under-Star speaking to Sesel, who spoke of goings on in the Under City of Cothon [or, Taht Medina ~the Scribes]. Sesel himself spends much of his downtime in what he calls the ‘market square’ of the place. Though honestly it’s just a collection of rock and rubble that Sesel explains from his mind's eye “here is where you’d see the fountain, and over there the vendor stalls”. Either way, stories of ghosts, maybe some pirates, hopefully adventure, and maybe even some treasure, were shared in relation to the expansive ruins of the Under City.

Gan, having returned to Cothon with Sesel from their rather long-term triage camp after his recent hike up to the Spire of the Attines, found himself yearning for some adventure of his own. And so the two hired some beggars and set forth through the entrance provided by Sesel:


  • Najm ibn Marwan (Magic-User 1)

    • Sahla (Beggar)

  • Gan ad-Din (Fighter 2)

    • Old Zelma / “Wise Grandmother” (Beggar)


After a short while exploring the city they were joined by:

  • Lars Fangripper (Magic-User 1)

    • Abu Kuruku (Beggar)



The group returned a few hours later looking haggard and wounded, though obviously holding themselves high with success. They paid out to their companions, Old Zelma promptly taking her rather large sack of coins paid by Gan out to the fanciest tavern she knew and telling stories of how she single handedly slayed a horrible crab-creature that spits globs of acidic brown goop (the crab creature pictured below).



Sketches by Najm, providing 100xp per level



The group, having gotten some healing potions and resting the night, collected themselves up for one more foray into the Under City, in hopes of finding further success. Hiring a handful of different hirelings, though Old Zelma was initially found and declined to join them having gotten enough coin from Gan for the time being. So, setting out as a group:


  • Najm ibn Marwan (Magic-User 1)

    • al Rabb (free Renyu)

  • Gan ad-Din (Fighter 2)

    • Musa “the Hook” (beggar)

  • Lars Fangripper (Magic-User 1)

    • Stark the Wandsman (Fighter 1)


The group returned only a short time later, perhaps slightly jumpier than they were when they first entered, though Najm and Gan both had grins on their faces. After receiving his cut, Stark makes a straight shot for drinks. Between his rapid drinks he tells a story of the party being swallowed up by darkness, fingers of inky black reaching out towards them; and then of finding, of all the things one might find in these dark and dank tunnels under the city, an altogether unnerving tavern with a ghost-man (or maybe a mole-man?) all white skin and red eyes. Before long he finds himself in something of a brawl though, and passes out drunk and bruised shortly after.


The Lucre

  • 1 Crab claw (claimed by Lars)

  • 2 flasks of Crab sludge

  • ½ flask of expended Crab sludge

  • 5 ‘simple’ gems (total of 2,610 gp)

  • To get the full value of any of these items one must Find the Right Buyer (two separate weeks, one for the fiery gem, another for the set with the diamond; though a remarkable success may provide a way to sell all of them)

    • 1 well cut fiery red gem, while not magical does draw the eye and would almost certainly be recognizable

    • Large, well cut diamond that was found with the brooch and pendant, and would certainly be recognizable

    • Ornate silver brooch with an unrecognizable house symbol

    • Gold pendant with several sparkly red gems inset into it


Experienced Earned

  • 40,110 from treasure

  • 284 from the crab creatures x2 (125 + hp ea)

  • 100 xp to each character for exploring previously unknown districts


The Cut

  • 12,555 xp per character (3,928 to Stark)

    • Note: XP is capped at 1 less than your next-next level. For example, a level 1 Magic User is capped at 4,999 XP (1 XP below level 3)

  • 694 gp 33 sp per player character
    435 gp to Stark
    87 gp to al Rabb
    5 gp to Musa
    (note: previous beggars were paid mid-session, so their pay was not deducted from the treasure)

  • Gold earned can be increased by "finding the right buyer" for those items; xp is already accounted for


Sunday, May 9, 2021

Update from the Scribes and Lars Fangripper's First Report

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

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

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

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

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


Fang-Ripper monster report #1


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


Sekekers

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

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




Kurgha

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




Friday, April 16, 2021

Sessions #29 and #29.5: The Opening of Crag Keep

Rumor has circulated for several weeks that a pair of adventurers, along with a number of hired swords--or crossbows, rather, as the case may be--had been engaged in the ruins of Tsur al Qadim securing for themselves the remnants of one of the ancient fortresses. Perhaps even the Tower Invincible itself?--but surely not that Tower, surrounded as it is by a strange field of force!

And indeed, in the midst of the Advent of the Immortal Dead, close before this weeks Masquerade of same, the rumors were confirmed: Warda the Rose, erstwhile likely lass and now a magic-user in her own right, recently came through the city of Cothon seeking a variety of artisans, craftsmen, etc., seeking to hire them for the refit and repair of an ancient castle. Which fortress? "The Crag Keep," she responds to such inquiries, "newly claimed by my teacher, Althis, and Zet-Frin, his boon-companion. If you know of anyone wishing to sell in a new marketplace, or to rent space in its great armory or brewery, the pair are willing to negotiate."

A semblance of the story falls out as Warda goes about town hiring the right men to refit the place. The adventurers were twain:

  • Althis (magic-user 2)
    accompanied by his magical apprentice Warda the Rose (magic-user 1)
  • Zet Frin (magic-user 2)
    accompanied by Mrrshan scout Harrava Rrl (Mrrshan 1)
  • a squad of 6 mercenary crossbowmen

Having secured the first level of a keep built into a high stony crag in the midst of Old Tsur, and setting the majority of their two dozen men-at-arms to continue to defend the place from attack, be it from within or without, the two adventurers led a smaller group up a spiral stair in the western section of the fortress to explore and clear out the upper levels.

(drawings by Chris, player of Althis, earning Althis 100 xp per level)

Some of the Klackons observed outside the fortress earlier--potential threats from without?

As Warda relates, the second floor seemed widely devoid of creatures, outside of a colony of feathered, six-legged creatures that had left behind a number of corpses all variously gnawed, but all most especially having had their eyes gouged out. The crossbowmen identified them as 'ulasta, the lesser eaters of eyes:


The third level, meanwhile, contained a colony of much more dangerous creatures, called gerednyá by some--grey worm-like things with long proboscises, veined membranous wings, and long venomous stings at the ends of their tails. Dealing with the creatures proved their nastiness, but the solid tactical thinking and leadership of Althis and Zet Frin carried the day, and the entire nest was killed or driven off: 


There was another encounter--a creature dwelling hidden in the walls, intending to leap out at unsuspecting victims, but whose lair was discerned by keen-scented Harrava, and then laid low by a mixture of sorceries from the magicians.

As noted at the outset, a number of facilities were cleared and seized in the course of securing the fortress, most especially an armory-forge, an internal market-square, and a brewery, amongst the other facilities necessary to a castle (kitchen, barracks, fighting-floors, etc.). Not a small amount of treasure was likewise taken, one of Warda's duties being to sell that which her employers wish to sell--including, among other things, the wing-cases of the gerednyá to the Guild of Alchemists in Cothon.


The Lucre

  • 1000 cp, 1000 sp, 2100 ep, 300 gp
  • silver fireplace guard decorated as ranks of phalangites (700 gp)
  • bronze singing bowl (200 gp)
  • silvered harp strings (100 gp)
  • cache of classically notated music (600 gp)
  • "tortoise" shell lyre-body (100 gp)
  • a number of iron, copper, and tin ingots (1200 gp)
  • assortment of finely detailed tin soldiers (200 gp)
  • a fair collection of copper, silver, and lapis lazuli jewelry, claimed from the lair of the dnelu (600 gp)
  • 11 pairs of gerednyá wing-cases (1100 gp)
  • a shield decorated like the plumes of a kheshchal bird, which could double as the body of a harp
  • a curious metal stake with springs and a clapper attached to the upper/blunt end
The Learning
  • 6260 xp from treasure
  • 890 xp from 'ulasta x16 (50 + hp ea.)
  • 1826 xp from gerednyá x11 (150 + hp ea.)
  • 219 xp from dnelu x1 (200 + hp)

The Cut

  • 2086 gp to each player-character
    1043 gp each to Warda and Harrava Rrl
  • 4597 xp to each player-character
    2299 xp each to Warda and Harrava Rrl
  • the shield
  • the odd stake-device
  • the Crag Keep!


Sunday, April 11, 2021

The Mark of the Ringing Anvil

In the neighborhood of the fishmongers outside the gates of the Kantor Kabljauhof, it is not strange that the streets are variously noisome, as the calls of the fishmongers and other hawkers echo down the alleyways, and the hammering of the Hanse's shipwrights rat-a-tat from the Kantor's slipways. But a new sound has been added to the consistent noise--the singing of the hammer and iron from the smithy and armoury of The Ringing Anvil.

After a month of excited work, proprietor Durham and his employed journeyman armourer 'Annaz al Tashkili have produced an inventory of various items for sale to the public of Cothon-Gadeed, though more particularly to the foreign adventurer-class that has recently sprung up again amongst the various taverns (all items sold on a first-come-first-serve basis):


Ringing Anvil items


Muagh pole 

A light source and a poking stick in one, always handy for an adventurer or their hireling. Comes with 6 torches. 

Damage: bayonet 1d6, torch 1d4

Tags: melee, two-handed

Cost: 7 gp

Quantity: 12


Utility belt 

A custom leather belt with modular attachments (pockets, hooks, loops, etc.), built for adventurers to help organize their gear, helping the player by giving them quick access to the items on the belt. 

Durham has a utility belt on display, to showcase this item, it has rope, small hammer, pouch for iron spikes, 4 sakkra blood potions, hand axe and scanner.

Mechanics : the player is able to perform an additional simple action related to the items on their utility belt. For example, you could give a few extra healing potions in the heat of battle to a bloody companion or set up a climbing rope quickly or what else the DM deems reasonable given the setup of the player's utility belt. 

Cost: 100 gp

Quantity : 3

by Joel

Vringalu armor

A hybrid armor of chain mail and fine leather made from the wings of the flying serpent; the Vringalu. The set contains tassels, greaves, bracers and pauldrons. 

built for adventurers, this armor set gives an AC of 5[14] but its main goal is to look good. The character will look like a professional and successful mercenary. The wearer might be able to enter an elite establishment with little or no question, gain an audience a nobleman or negotiate a higher price for their services.

Cost: 500 gp

Quantity : 1

by Joel


Batranoban marker arrows

Arrows fletched with the bright green crest of the batranoban. These distinct arrows can help signal allies and mark targets. An enemy hit with the arrow will be "marked" (+1 to hit for missile attacks only) for the next 3 rounds, allowing others within line of sight to better focus on that enemy with a ranged attack. 

These arrows can also be used to leave markers in a dungeon or perhaps warn allies over a great distance. 

Cost : 10 gp per arrow 

Quantity : 72


Drinking horns

A pair of Tsi'il drinking horns, rimmed and tipped with silver, each set has its own unique art set into the rim. One depicting a mowage hunt, another with decorative style knots and the last with a landscape. 

This is a great gift to start cultivating relationships. Gift this to someone you haven't been formally introduced to yet and propose a toast, roll 2d6(+reaction bonus). On 7+ roll your relationship advances to associates, on a 6 or lower you just establish an acquaintance with the person. 

Cost: 50gp

Quantity: 3 sets; mowage set, knot set, landscape set.