Tuesday, January 19, 2021

Session #13: "A Great Evil"

Following the last expedition into the Weirding Caverns, a conversation in-earnest strikes up in the public room Under-Star, where the mother-of-pearl-sheen of the inside shell of the Mother Whelk shines back candlelight like the passing of the stars at night ... Bartholomew Pettibone and companion Heijo managed to find Torkol, one of the Surivors of the Tel, and also draw into their circle Persephone of the Kantor Kabljauhof ...

A kind of excitement animates the conversation, collating information disparately dis-covered by different expeditions: "Do you think the Old Pale Worm is the strange serpent we encountered?" "... There's something other than Klackons down in the Sixth House inside the Great Spire ..." &c.

Ultimately, Torkol admits to his curiosity about the Weirding Caverns, into which he and his companions have not yet delved, and so he suggests the gathered company continue the explorations into the caves begun last week ...

Altogether, the company agrees, and they are seen to make their way from Cothon-Under-Star, strengthened by hiring a couple of footmen from amongst the lesser taverns nearby, and thence make their way through the streets to the Gate of Mourners to make their way east unto and into the Tel al Safina ...


  • Bartholomew Pettibone (magic-user 1)
    accompanied by Gan ad Din (footman)
  • Heijo (magic-user 1)
  • Torkol (magic-user 1)
    accompanied by Stout of Auk (footman)
  • Persephone (fighter 2)
    accompanied by Finbar the renyu


The company returned later in the day, Gan hauling sacks heavy with treasure while Stout carried his master Torkol, wheezing, sweating, and pallid ...

Returning to the public room Under-Star, the company set Torkol up "comfortably" with cushions and made sure he could continue to breathe while they counted out the treasures they had retrieved from the Weirding Caverns ...

Claiming a verbal agreement that he was to receive an extra share, Stout of Auk took more than a typical "footman's" share and then went forth to enjoy the night; meanwhile, Gan ad-Din reveled in the sense of his own heroism and risk in recovering the treasure--"Without Gan, how would we enjoy the continued pouring of all these amphorae of wine??"

A kind of narrative can be pieced together between what Stout and Gan tell--delving in the Weirding Caverns, the party came to a dead-end occupied by another group of "adventurers" of rather smaller and stranger stature than their own party. Some kind of deal, knowledge for treasure, was offered, and it was partially successful in the revelation that "a Great Evil" dwelt in a nearby cavern.

Yeah, I drew this


After further negotiations broke down, further explorations ultimately ended up in the nearby cavern where "a Great Evil" resided, and this was revealed to be a pair of pallid walking fungal trees. Gan was able to collect treasure from the floor of their chamber, while others fought them off; but Torkol got a lungful of spores from one of them, hence his much weakened state ...


Treasure

  • 86 gp, 92 ep, 3595 sp
  • 1500 gp from gems x3 (500 ea.)
  • 900 gp from a pair of "divining rods" made of braided silver and electrum
  • 1000 gp from a set of damaged ceremonial armor
  • a mysterious metallic sphere the size of an eyeball with a black "lens" on one face and a small stud opposite
Experience
  • 3892 xp from treasure
  • 1090 xp from "Great Evil" x2 (500 + hp ea.)
  • 455 xp from renyu x4 (100 + hp ea.)
  • 100 xp to each character for interaction with the Zoq-Fot-Pik
The Cut
  • 194 gold to both Stout of Auk and Gan ad-Din (both are claiming "double footman-shares")
  • 876 gold to each player-character (Bartholomew, Heijo, Torkol, Persephone)
  • 1459 xp per player-character
  • the strange metal sphere

Player reports, illustrations, maps, etc. etc. sent to me will be posted to the blog and earn the player-character providing the in-character "report" 100 xp per level ...

Monday, January 18, 2021

From Bartholomew's Journals: Capers in the Caves

 (written by Phil, this report about a recent expedition to the Tel in which Bartholomew participated will earn that character 100 xp per level)

From the Journals of Bartholomew Pettibone, of the House Pettibone


A Purveyor of Enchanting Sorcery


11 January 2021 – a continuation of my capers and shenanigans in the harbor city of Cothon.


The esteemed Durham has shipped off quietly with a rather large force of sailors, marines, and raucous adventurers – literally – in search of some strange creature, or creatures, that have been affecting shipping. I have no great desire to be aboard ship again so soon, so I have remained at Cothon, and have sought new companions and adventures. And, wow – did we get some adventure!


But first – I spent a small amount of time settling myself into a new situation. I have taken up residence at the inn and tavern that has been built out of (or into?) a massively giant whelk shell. I have no other words to describe it. It's big. Really, really big. For the time being, I will associate myself with this 'faction' – they, at least, seem to have some cursory interest in alchemy and other arcane subjects.


It was at the inn, Cothon Under-Star, where I met new companions: Persephone who has knowledge of the immediate area (and also another one of those interesting dog-like servants) – and Hey-Jo, a rather quiet but humorous chappee! Hey-Jo is an odd chappee, with blotchy, stained skin (weird patches of indigo and crimson). I beleve While getting to know each other, over several rounds of ale, we gleaned from the locals that a certain troupe of 'ape-men' were harassing and marauding local miners, in an area a short distance to the north east of town. It was related to us that each 'paw' returned would earn us a minimum of 5 gp each. Hmm. With definite interest in collecting gold, we endeavored to learn more. After asking for more detailed information about these creatures and the whereabouts of this tribe of miscreants, we began to put together a slightly different picture.


The 'ape-men' are called the Chnelh, and it's possible that they may have some rudimentary civilizationand language. It is reported that they worship some strange crystalline object, and that they might actually have a language – they can definitely work together, use tools, and wield weapons. But they are thought of as 'crazed animals'. I'm not sold on that.


And so we set out. After an uneventful march, we arrived near the caverns where we had been advised the Chnelh could be found. A cold camp was erected in a hidden location and we set a watch schedule and began our observations. We were not disappointed. Early during out first evening we observed a large – VERY large – millipede-thing creep to a location near one of the two cave entrances we were watching, and hide itself as to make an ambush on cave dwellers moving in or out of the southern-most cavern. Later we observed a small troupe of Chnelh approach the caves, led by a small group of humans(?), but also leading a group of what appeared to be enslaved humans. As they reached the entrance (the more southwestern one) an encounter occurred in which their group lost a Chnelh to the creature before it was driven away. The group then entered that cave, and were not seen again.


Near dusk, a flock(?) of large flying reptiles exploded out of the more northern cave entrance. And of course, a group of at least six of them broke off and headed toward our encampment. We attempted to hide, but to no avail, and a squabble was on! Two of the foul beasts were dropped with my expert use of my arcane magic, and the rest pressed us. I was badly savaged by the largest of the beasts, and my fine companions dispatched it handily – causing the remaining few to escape in fright! Due to my severe damage, my companions and I made the quick decision to return to Cothon and seek medical assistance and rest.


After quaffing multiple pitchers of healing beverage (ale), and armed with new knowledge, items for general adventuring, and two hired hands, we set off to continue our reconnaissance mission to learn more about these Chnelh. Our hirelings were: Uthia of Tarth (a fine young fighting maiden – hired by Barty), and Warda the Rose (another fine fighting lass – hired by Persephone).


We entered the cavern system and soon noted a couple of odd, reptilian-like creatures – and we followed them. Down through passages, and behind a waterfall – good Finbar was our detective.


As silently as we had crept, it was not enough. From a side passage a duo of those same creatures emerged and with swift, deft moves they skewered good Uthia – in an instant her life was snuffed! In a panic my fingers twisted and the words were spoken, and the forces of arcana were unleashed upon our assailants. They dropped into a deep slumber. But not only those two, another of their kindred was in a nearby chamber (a guard chamber by it's looks), and it had also been affected by my spell.


We gathered them together, bound and gagged – but able to move, and we tethered them together using a long spear.


Our next thought was to escape. We made our way back through the caverns, and amazingly enough made our way to comparative safety. Persephone led us to a secret cave where a strange hermit was hiding out and living with a pack of renyu. We delivered two of our captives to this man before trotting our third back to town. We intended to parade our captive right up to the gentleman asking for information of their kind. Hahahaha!! But before we could enter the city, we were accosted by a local fisherman who explained that our captive was a sakkra, and that their kind were under a type of 'treaty protection'. Yes, of course. Am I now truly a kidnapper? Have I become scum? Have I submerged myself into madness?


But, no! Hey-Jo and I took our 'captive' out into the wilderness and released it, with a dagger. It was angry – very angry – and rightfully so. It croaked out a final, angry word to me, before ambling off into the bush, “Why?”.


That word will haunt me forever.


Thursday, January 14, 2021

Session #12: Weirding Caverns Double Feature

Through the excitement still brimming in the streets during the closing days of the Coreguyi Games, one newcomer to the city Bartholomew Pettibone sought for a tavern in which to establish himself for a time securely, thence to strike out and make his fortune. Briefly considering the Confraternity of Issa the Baptist, it seemed he was turned off by the more religious character of the cloister, and he found himself ultimately paying for association under the shell of the Mother Whelk at Cothon-Under-Star.

From thence, he wished to gather a party for further investigations in the great Tel al Safina, but as the most adventuresome members of the Survivors of the Tel (also Under-Star) had already departed on the galleys of Telman of Tsipa, Bartholomew had to seek elsewhere for companions.

Ultimately, Bartholomew was able to secure the interest of Kantoner Persephone, and the two picked up a third accomplice for adventure in the person of one Heijo, a dyer and magic-user fresh off the boat in the harbor and ready to attain new wealth.

Following rumor that the Herm & Stone tavern was offering a bounty of 5 gold per hand of chnelh ape-man returned to the tavern from the Weirding Caverns, Heijo asked around about the chnelh--do they have any society? any culture? elders? To which most answers received were mere scoffs--the ape-men have no culture other than their strange obsession with their crystalline idols.

Armed with this sketchy intelligence, the three departed Cothon through the Gate of Mourners, reportedly to follow the road east past the Temenos and then to seek along the north-eastern slopes of the Tel to observe the Weirding Caverns there.


  • Bartholomew Pettibone (magic-user 1)
  • Heijo (magic-user 1)
  • Persephone (fighter 1)
    accompanied by her renyu companion Finbar


After the group failed to return that evening, let alone the next morning, talk in the tavern circled around their potential demise; were they victims of the chnelh? Did they stumble into the midst of a pack of gadhars? Perhaps they grew too bold at the sight of the Old Pale Worm's accumulated treasures, and end as the serudla's feast?

It was thus a great surprise when the party returned the next day, alive! though with Bartholomew savaged by some beast's serried teeth. Setting their injured companion in his room with strict admonishment to rest and recuperate, Heijo and Persephone then went out to seek further information, especially from the prospectors at the Herm & Stone. (Meanwhile, Bartholomew tippled enthusiastically at the bar, and regaled not a few fellow patrons with an account of a daring night-battle against flying six-eyed reptiles)

Over several days, Bartholomew's wounds were sufficiently healed; and Heijo felt secure with certain better information gotten at some difficulty from "hero-type" Akin the Beautiful at the Herm & Stone regarding what he claims might be a secretive cult within the caves. Hoping to use this new information to better ends than their last attempt, the three companions now also hired help from the local taverns:

  • Warda the Rose (likely lass), hired by Persephone
  • Uthia of Tarth (footwoman), hired by Bartholomew

The strengthened company then set out once more from the Gate of Mourners, presumably to follow the same route as before, hopefully to greater success.

And lo! come night, there was no morbid speculation as to their demise, for the company returned, though by circuitous route (they returned through the Gate of Fishermen, having traversed down the beach past the Dyers' Migdol), and missing one member--poor Uthia of Tarth was laid low in the depths of the Tel, and they were apparently unable to recover her body from the lair of the Sakkra where she had fallen.

Paid her "pittance" of 25 gold by Persephone after the lucre-less adventure, Warda went her way while the other companions set about wondering what to do with the strange clay pot they recovered, and wondering to themselves about the strange laws of the Dual-Cities--"What does it mean to be 'protected' by the Kantor Kabljauhof?"


Treasure

  • 12 flasks of viscous black liquid
  • a clay pot of infused sekeker wax
Experience
  • 900 from treasure
  • 961 from flying-reptiles x 6 (150 + hp ea.)
  • 611 from Sakkra x 11 (50 + hp ea.)
  • 200 xp to each character for discovering the Sakkra-lair in the Weirding Caverns
The Cut
  • 25 gold to Warda the Rose
  • 1024 xp to each character

You can comment on the post below or let me know some other way what characters intend to do for downtime for week-ending 1/16

Players who provide written accounts, maps, artwork, or anything representing what happened during the session, esp. from an in-character perspective, will earn the character 100 xp per level, and be posted here for others to see/

Tuesday, January 12, 2021

The Talk in the Taverns

The festivities following the Coreguyi Games are inescapable--wherever one goes throughout the harbor of Cothon, one cannot but see throngs in the taverns, cheering their neighborhood champions with endless rounds of wine, while in the tavern-corners barstool-gladiators go over and over the contests between the blooded warriors, gesticulating energetically as to which techniques they should have used to win victory faster, or to escape defeat.

Almost unbelievably, a fresh gladiator came out most famously victorious these Games: Elam al Kir defeated Mortu the Black in the final match, and despite the crowd's insistence that Mortu die, Elam was allowed to grant him mercy, and received the palm fronds and the golden laurels to the wild acclaim of the populace. Nevertheless, the crowd was granted the "joy" of surprise blood when Himar al Chlen was fully run through by Mortu's longsword, adding another notch to his "Blade of Death" as the stalwart old gladiator bled out before even any magic could staunch his mortal wound.

At the Heroön, tavern of the gladiators, Sesel, of the Survivors of the Tel, joined in the celebrations singing paeans to the victors and elegies for the fallen, and he was heard to improvise this short verse in memory of Itra the Swift, a warrior of old:

With his eye of truth and sword-sure hand
He did defeat his foes
With his great psionic powers planned
And struck to close
Itra did grow great and strong
But all great things
And every life both short and long
Does find it’s final Inn
Where rest his weary head and end
His long life goes

------

Eschewing the final celebrations after the Games, the two-galley expedition of Telman of Tsipa slipped quietly from the Kantor Kabljauhof's slipways, through the harbor to sail east and north across Dirac's Sea in seek of the Denyan Akho. Four adventurers from among those new-come to the city answered his call to adventure, hoping to win heaps of gold and excess of glory should they successfully destroy the beast disrupting trade from the east.

Meanwhile, also at the Kantor, Captain-General Zaytar's preparations for his campaign against the pirates of Dirac's Sea continue apace. Though he has yet to secure the public assistance of the Soufets of Cothon-Gadeed, nevertheless the talk is that Zaytar has recently come by certain useful information in his preparations, i.e. in the capture of a pirate from a hidden pirate-cove in the sea-caves north of Cothon ...

[concerning this, the referee has just ordered the Avalon Hill game Trireme, with the intent that when this anti-piracy campaign actually kicks off, it can be properly "wargamed out"]

------

Furthermore, by this time word has circulated through the city that the Herm & Stone tavern is offering a nominal bounty of 5 gold pieces per chnelh hand returned to the tavern from the Weirding Caverns. The chnelh are a kind of ape-man, described more like some kind of mandrill or baboon than other great apes: "roughly humanoid in shape, with long, sharp jaws and sharp teeth, a rudimentary nose, and large jewel-like round eyes beneath beetling brows."

The chnelh are said to have recently increased in population such that they have taken over portions of the Weirding Caverns, and are now disrupting the explorations of the prospectors of the Guild of Miners and Prospectors that is tied to the Herm & Stone tavern. They can wield primitive weapons like barbaric men, but their only known culture is the worship of strange pillars of crystal.

Akin the Beautiful and his comrades, Lakhmish min Aqqa and the Kzin Hero Chrr'ff-Hunter, associates all of the Herm & Stone, have set themselves up as a small company of adventurers intent on claiming much of this bounty for themselves, in opposition to the new appearance of "up-and-comers" in the other taverns throughout the Dual-Cities.

------

Finally, a note on a research project long-labored over: Master Aljadd of Cothon-Under-Star emerges from the back rooms of the tavern where alchemical work is done with a haunted look on his face.

For several weeks he has labored, dissecting and investigating the corpse of a creature recovered from inside the Spire of the Attine Klackons by an expedition some weeks ago ...

Though not intending to spread rumors too far, nevertheless the strange results of Aljadd's investigations provide grist for the rumor mill: the insectile creature that he dissected contains stingers filled with paralyzing venom in both of its forward striking-arms, venom that is especially potent against the particular biological systems of Klackons. Though humans and others may be affected by the paralyzing venom, Klackons are particularly susceptible and almost incapable of resisting it. And the creature's purpose beyond that seems clear in the fact that its abdomen contains a dagger-like ovipositor/stinger to deliver an egg into the body of whatever creature is paralyzed by its venomed attack ...

Turning to the Survivors of the Tel, who supplied the body that he has dissected, Aljadd offers further recompense if something more about this creature and the "plague of the 6th House" that it seems to represent can be recovered (yet the word gets around, and if others than the Survivors can do as he asks, surely he would pay them just as handsomely). In particular, he wishes to see the corpse of a Klackon fallen victim to the creature, or better yet, what might hatch out of the eggs the creature might implant (if possible to discover!).

Nevertheless, appreciative of the Survivor's initial success, Master Aljadd is able to supply a dose each of a potion of anti-paralyzant to Sesel, Avin, and Ravna. He claims that it will "denature" the muscle-locking venom, whatever that may mean, but in particular will "cure" paralyzation caused by the creature's stings.


Monday, January 11, 2021

Durham's Log 4: A Swim in the Dark

 (written by Durham's player, Joel, concerning a recent foray into the Sea Caves, and earning Durham 100 xp per level)

With the promise of coin from Zayta for more information of the pirate camp and bounty, should we capture a pirate alive. I went to recruit a small team to recon the area.

I ran into an egar new adventurer name Bartholomew. He is a magic user and a student of many languages. He is an eager soul with many clever ideas.

I also hired Bridne for her martial arts as insurance if we ran into a fight. My faithful renyu Pako was are guide.

We headed north to the caves, navigating our way to the camp. There was a small camp on the beach and further down the beach was a ship and another ship on the other side of the cave.

I crept up to investigate the camp and heard voices in conversation,. Several normal voice and one deep growling voice. I used my scanner to see eight lifeforms. I went back to my compatriots to report what I had found. Bartholomew suggested we keep watch on the camp while one of us investigated the ships. I volunteered.

Leaving Bartholomew and Bridne behind I crossed the channel that traveled down the sea cave to the beach on the other side of the sea cave. The ship I first saw was black with a hawk face with sides painted like wing where the oars came out. What a terrifying sight it must be when at full speed, oars imitating flapping wings. The second ship had a prominent ram on it shaped like a nautilus, tentacles waiting to impale a board side of a galley.

With a description of both ships I slipped back to my party. When I came to the sudden realization that I was not alone in the water. Whatever the creature was beneath me seemed to pay me no mind so I continued careful not to bring attention to myself.

Bartholomew and Bridne had been watching the camp, the pirates have been drinking and Bartholomew had pick out a suitable candidate for captur. We waited until he went to relieve himself then Bartholomew whispered a word and made a gesture with his hand and the mark fell down into deep sleep. Other members of the camp heard and called out to their friend. I knew they would come and investigate but I remember all the pranks I would pull on my brother by throwing my voice. I called upon those talents once again and gave my best performances of a drunkard with a mouth full of sand. The other pirates seemed convinced and returned to their drink.

Lifting our captive we slipped away from the camp then bound and gaged him. He soon woke. With a knife to his throat and snarling Pako, he accepted our request.

We made our way back only encountering a strange snake with large globe like eyes that slithered away. The rest of our trip was uneventful. Bartholomew had some questions about our procedure thinking it strange to walk our bounty in the open street. I guess they have no outlaws or criminals where he is from.

Zayta was please with our success placing a large bag of coin in front of us. We split our bounty separated ways. Pako and I retired to my usual booth at the Kantor. Where I met a lovely dancer by the name of Vituria.



Session #11: The Hunt for the Denyan Akho *Updated with the Return of the Intrepid Hunters!*

 While the excitement of the Coreguyi Games consumes the Dual-Cities, four adventurers make their way through the festivities in the streets to the Kantor Kabljauhof where two galleys--the Wind's Pleasure and the Wandersail--are ready to cast off into the harbor and out to the wider waters of Dirac's Sea, commanded by the young captain Telman of Tsipa.

They come answering Telman's call to adventure--to what end? To seek the dreaded akho that haunts the Straits of Denya, disrupting trade to and from the cities to the east. One of the Ten Cities' League's own ships, the treasure galley Peregrine Kyni, was even amongst its victims in recent months, and so the Kantor of the Hanse and the Soufets of the city have offered a joint bounty of 10,000 gold for the destruction of the beast, plus the freedom to recover and alienate any treasure from the beast's victims where they lie upon the sea floor.

Intrigued by this promise of gold and adventure, four of the recent newcome-adventurers answered the call, and join the crews of Telman's galleys as they slip out to sea early in the morning:


  • Sesel (fighting-man 3)
  • Avin (magic-user 3)
  • Durham (fighting-man 3)
  • Ravna (magic-user 2)


As to the results of this expedition, the city will have to wait to hear, for the Straits of Denya are a full week away under good sail ...

...

Three ships pulled into the harbor, two weeks after the Wind's Pleasure and the Wandersail set out to sea--those very two galleys, escorting the merchant ship Manafi'u, captained by Ishme Ea, a man grateful to the heroes of Telman's galleys who delivered his ship from the grip of the akho!

And what a haul of treasure they return with! The ironside carapace of the akho is displayed outside the Kantor, along with the steely cable-like tentacles cut from the beast, all strung up for the week to show off the success of the expedition. And much more was recovered--a collection of artefacts taken up from the wracks of ship in the Denyan Straits, pulled down by the monster, as well as numerous chests filled with coin from the cities of the east. Alas, the trade goods carried in the wracks' bellies were too badly rotted and waterlogged, but nevertheless there is no little lucre to be shared out to the heroes who accompanied the venture, and even to the common crewmen of the galleys.

The story of the expedition is fairly straightforward, as told by many an oarsman who went along--partway out, they observed a raiding vessel crewed by Sakkra attacking another merchantman, but felt unsure that they could deal with it while maintaining their own strength to attack the akho. Further on, a gelatinous muagh climbed its way into one ship and claimed two crewmen before being driven off by fire. At the moot-beach of Denya, agreements were reached with the Denyali tribesfolk to use their lumber for the creation of a decoy-raft. This plan worked almost perfectly, as the akho attacked the raft, while the ballistae and catapults of the two galleys hammered the monster from afar. But the beast slipped under the waters before its demise, and only resurfaced later to attack the Manafi'u, at which point it was finally slain by catapult shot, and the riches of its underwater grave looted by the long-breathing Avin.

More detail can surely be heard at the Kantor from Durham's version of events, while Sesel at Cothon-Under-Star gives his own accounting.

But as to the haul ...


Treasure

  • 5173 gp per character share (including actual coin, value of gems, value of akho parts, &c.)
  • silver torc
  • pair of eyeball-sized metal orbs, both with a black "lens" on one side and stud opposite
  • scrollcase containing scroll
  • gilt warhammer head
  • strange plate armor of non-metal blue-black carapace parts
  • ornate shield boss
  • ring
  • metal cylinder containing 11 vials of a mysterious clear liquid
  • a shirt of mail

Experience

  • 5173 xp per character (treasure)
  • 162.5 for 1/2 muagh (300 + hp / 2)
  • 427.5 for 1/2 akho (800 + hp / 2)
  • 200 xp to each character for an expedition into "the world beyond"

The Cut

  • 5173 gp per character
  • 5520 xp per character
  • Telman claims the shirt of mail; the other items are all already accounted for per character claims

Friday, January 8, 2021

The Coreguyi Games

The Pyre is lit!

Even as the pink fingers of dawn just reach over the eastern horizon, the red-orange glow of the Heroes' Pyre shines forth over the walls of the great Coreguyi Arena, as the effigies of heroes laid low of old are once again laid on the bier and sent with the rising flames to join the transcendent halls of the honored dead. The secret rites of the fighting-societies have been conducted all through the night; now with the lighting of the pyres, a fanfare of trumpets from the high walls of the Arena announce the beginning of the Coreguyi Games and the public participation in the funereal remembrance of heroic ancecstors.

From their guildhalls, the various fighting-societies gather and make their processions through the streets of the Dual-Cities to the Arena, clashing swords and spears against their shields, carrying aloft the colors of their society, marching to the beat of drums, to the blare of trumpets, or even to the fifing pipes.

Herds of hmela will be slaughtered this morning and during the following week, and roasted in the public houses and temples, the best cuts taken by nobles and priests, but the rest of the meat shared out to the common people in public feasts and liturgies. And wine will flow in at these liturgies, and then in even greater abundance afterwards in private symposia.

At the Arena itself, every day will bring a new slate of athletic and gladiatorial contests. Footraces, boxing, archery, wrestling, and even rhetorical and poetical competitions will take up the morning, open to anyone willing to compete for the prize of a palm frond and a silver torc. Then the afternoon will be filled with the bloodsport of the fighting-societies: gadhars, zrne, chnelh and other beasts will be hunted through the arena, whetting the crowd's appetites, and then the gladiators, famous veterans and newcomers alike will pair off.

Such warriors as Grond the Grim, Himar al Chlen, Theriax the Peltast and even the fighting-woman Shalla the Aridani will all shed blood for the enjoyment of the populace--and some in the crowd will secretly hope for another tragedy like the last Games, when the infamous and cruel Mortu the Black refused mercy for the beloved veteran Wulfherr the Barbarian, and slew him despite the cries of, "Let him go!" from the seats above.




 

Taking part in the festivities of the Games requires spending a character's downtime for the week--the various feasts and symposia, and attending the Arena to watch the Games themselves, not to mention the late night benders through the taverns with gladiators and athletes, victorious and defeated--all of this precludes and productivity on other projects during the week. (those not partaking in the Games are free to spend their downtimes as they wish, of course)

To fully partake in the Games, a character may spend up to 100 gp per level; he or she will gain an equivalent amount of xp (barring certain outcomes below), and then roll 2d6 and cross reference the result with the occurrences on the table below.

Any who have spent at least 100 gold on the Long Wake in the weeks prior to this will add +1 per 100 gold to the results of their 2d6 roll (and thus may avoid the worst outcomes, while possibly rolling higher than a "12")



2d6

Roll


The Coreguyi Games



2

Whether  you indulged in too much wine during the festivities, or that one street 

vendor's falafel gave you food poisoning, you spent most of the Games with the 

flux; gain no xp 



3

Competing  in one of the non-gladiatorial contests--a footrace, boxing match, 

etc.--nevertheless turned out poorly. Not only did you lose, but suffer an injury, 

temporarily weakened by -1 HD (minimum hp 1) on your next expedition



4

Your support for one particular gladiator earns you the enmity of his rival's 

supporters, and things got heated. You now have a Rival in the city, and must roll a d20; if it's over your CHA, the argument got physical, suffer 1-4 hp damage


5

Not everyone can win--the gladiator you wagered on was defeated, and now you're out 10-200 gold (1d20 x 10 gp)



6

Your enjoyment of the Games was interrupted by a group of Issites who invaded 

the Arena near you and loudly decried the Games as sinfully violent, and abhorrent evidence of the evils of slavery; earn only ½ xp from this event, but you may approach the Issites to initiate a new relationship with their leader


7

From a good seat you get a full view of the various competitions and gladiatorial 

contests and thoroughly enjoy the Games!


8

Luck guided your gold when betting, and your man won through to take up the 

palm frond of victory--and you win 10-200 gold (1d20 x 10 gp)



9

A spared gladiator notes your gesture of the "sheathed thumb" in particular when defeated, and makes a point of finding you out in the crowd afterward to make your acquaintance; this opens a new friendly relationship with the fighting-man



10

To the skilled, victory! Competing in a footrace, archery shoot, or perhaps even a 

contest of oration and poetry, you actually beat out your competitors and receive a palm frond and a silver torc fashioned like a wreath of laurel (worth 250 gold)



11

At one of the many public liturgies (feasts) offered by citizens and those of means 

during the festival, you prove to be an interesting dinner-companion; this opens a new relationship with a citizen of Gadeed, or some other personage



12

After the Games you find yourself at the Heroön, tavern of the gladiators, 

celebrating with paeans to the victors and elegies for the dead. Gain xp equal to 1.5 times the gold you spent (or, if feeling loquacious, earn double xp if you actually write up a bit of verse!)



13

You found yourself part of the procession of a fighting-society as it marches 

through the streets and ultimately enters the Arena, led by a lictor and musicians; invited to join the society during the "melee", you acquit yourself well, and receive a splendid weapon or piece of armor from the society in gratitude


14

Part of your gold is spent purchasing a beast for the "hunts", or outfitting a slave or squire to take part in the combats; if they survive, their service is yours



15

Not only did you win a prize in one of the various competitions (as 10 above), but your victory was so commanding or graceful that it earned you the notice of a 

potential Patron, thus opening a special relationship clock



Let me know in the comments down below, on Discord, or by email the results of your character's carousing