Tuesday, February 2, 2021

Session #15: The Oil Barons

 A confluence of interests between certain adventurers at the Kantor Kabljauhof and Cothon-Under-Star led several such to gather at one of the lesser taverns between. The talk was of returning to the Weirding Caverns where certain individuals claimed to have seen terrible tree-like fungal monsters guarding a hoard of treasure--some of which must surely remain, despite what was already hauled out.

Whatever plan they hatched involved a great volume of oil, given their collective purchase of three man-drawn hand-carts, each of which were to carry two amphorae of lamp-oil ... Somewhere in the vicinity of 500 gold spent on oil alone!

Having acquired the huge amount of oil and secured the employment of Gan ad-Din and Warda the Rose, the party set out from the Gate of Mourners toward the Weirding Caverns:

  • Bartholomew Pettibone (magic-user 2)
    accompanied by Gan ad-Din
  • Heijo (magic-user 1)
  • Durham (fighter 4)
    accompanied by Pako (renyu)
  • Persephone (fighter 3)
    accompanied by Finbar (renyu) and Warda the Rose (likely lass)


The same party returned through the Gate of Mourners with but a single hand-cart (bearing a slumbering Durham), but holding their heads high (faces smudged with oil-smoke) and carrying backpacks weighted down with not a little silver and other valuables. They all smelled of burned-fungus and burned-oil to any who got too near before they were able to bathe at their respective taverns.

Regrouping to evaluate their lucre they counted out a handful of gems, several bejeweled valuables, a couple thousand silver coins, and a strange item resembling the war clubs of certain tribes--a metal rod with a handle, while the length of it is studded with jagged discs of strange greenish metal. Undoubtedly, naked flesh struck by it would be badly, though not deeply, cut up, and the force of the blow could certainly also do blunt damage.

Collecting their lesser shares, both Warda and Gan then continued on to enjoy their new wealth by carousing through the taverns of Cothon. Each remembers different aspects of the adventure to those sharing wine with them--Warda tells of Heijo's remarkable throwing-arm, of how he hurled a burning flask of oil right into the nest of tendrils at the top of one of the great fungal tree monsters in the depths of the Tel, and how the oil pooled there to burn the thing to its doom. Meanwhile, Gan speaks of how he and his employer, Bartholomew, were separately set upon in the dark by a pack of gigantic red-carapaced ilwraths, but how Bartholomew's sorcerous ways laid the creatures under an enchanted sleep, and were then easily dispatched.


The Lucre

  • 6 gems of varying value (1310 gold altogether; 1x10, 3x100, 2x500)
  • a helmet fashioned like the chitinous head of a klackon, with gems for "eyes" (3000 gp)
  • the panoply of a noble warrior, including a fine sword, shirt of silvered mail, silver-chased helm, etc. (3000 gp)
  • a belt of fine jild, supple, white, and studded with gold (400 gp)
  • from the corpse of a Klackon, a curious cloak of silken strands knotted in varying patterns and with intricately styled knots--shown to the Klackons Under-Star, they indicate that it is a short epic, woven into the form of a cloak (500 gp)
  • 2000 silver pieces
  • the disc-studded war club
(any piece of treasure that strikes one's fancy can be "bought out" of the pool by a character, and thus they will possess the item rather than it's value in liquid cash; no duplicates, obviously, so please comment below as to what you're "buying" if you do so)

The Experience
  • 8410 from gold
  • 1090 from fungal monsters x2 (500 + hp ea.)
  • 274 from giant "ilwrath" x5 (50 + hp ea.)
The Cut
  • 2443 xp per character
  • 2002 gold per character (200 gold each to Warda and Gan)
  • the strange war-club
As ever, written accounts of the adventure, or art, or anything representing the expedition for others, will garner a PC 100 xp per level and be posted to the blog

Sunday, January 31, 2021

Sesel Investigating the Weird

 (written by Jacob, and earning Sesel 100 xp per level, an account of last week's expedition)

Before we began our expedition we had a sudden, if not so surprising, meeting with the House al Rashid. For, the Survivors are, of course, the preeminent Adventuring Company Under-Star, and so of course the great Houses of Gadeed should show interest.


Let me tell you, patrons, Gadeed is a world apart of Cothon, almost more strange to our experience with Cothon or even the Klakon spire, though more familiar at the same time. With it’s markets, and people moving about from place to place, but instead of merchants hawking wares, or adventuring types looking for work the market was full of formal conversations of politics, trials, and such strange and alien topics. The House al Rashid is a beautiful compound, gardens for entertaining, a wall and gate to protect their interests. I find myself wondering what it would take for the Survivors to have a place such as this to house our interests in Gadeed much as we have the Under-Star in Cothon. Though, I am confident many of our members would find the lack of you patrons, the drink and talk of adventurers quick lacking within those walls.


At any rate, following that meeting we did begin our adventures into the Tel once more, seeking the remains of Teucer’s adventuring company who was not so lucky as to be a Survivor.


Having spent some time previously in the Weirding Caves, Torkol was able to provide us with some information from their expedition. This proved to show us where we might go within the caves to try and find our target, as one of the markings was a cave where the ceiling was beyond light. However, upon entering, and reviewing the instructions provided by Gan, we did find another path that seemed to better fit the descriptions.


And so it was that we split off from the places Torkol had traveled. Following hints and possibilities from the instructions provided we delved deep into the Weirding caves. It was here that we found ourselves a rather large cave with the light of a fire burning and the chattering of ape-men.


Unfortunately we were unable to find any way to progress on our path other than through this cave. Not knowing enough about these ape-men myself, we decided to form up within our tunnel entrance and make some noise to draw them to us. They approached with hostility and aggression, and in a very large number.


Our understanding was that these were primitives, and their actions seemed to agree with these. We decided that, in order to progress, it would be a fight. Fortunately, Barbajagle and I were able to subdue a little over half of the beasts in a single blow. The beasts though, being of barbarous intellect, charged us anyway.


Between my allies and friends we were able to dispatch enough that the remaining fled into the darkness. In this cave we were able to harvest our sack of sagh mushrooms, having noted these from the account of Teucer’s adventure.


Exploring further we did finally come to our destination. The plant that did destroy Teucer and his comrades. The plant, according to the account, was merely “a growth of organic material and twisted reaching fronds”. This proved to be quite an understatement. The “growth” was roots and fronds covering the floor and walls of the short tuenn to a small cave which was positively infested with the things. However it was in these roots and fronds that we did detect our objective. The fronds, upon some quick investigations, seemed to react to our presence, pulling towards us slowly.


Being the brave, and well armed, adventurer I am, I volunteered to make my way into the den of the monstrosity. Despite my plate I was able to make my way carefully through the fronds and roots of the dark corridor leading up to our treasures.


Feeling rather like the fly investigating a venus trap plant I did carefully collect the treasure and items. The whole while the fronds slowly reaching towards me, and the massive hulking trunk of this creature leaning towards me as though to engulf and devour me as it did Tulcer and his men.


Having retrieved our target, I made my way out and back to the relative safety of the Weirding tunnels. We then made our way out, feeling lucky that the chnelh were either unable or unwilling to return, we absconded from the caves with our rewards. Thankful, as Torkol was, for the patrols on the Paulbearer’s way providing safe passage back to the city, and the strong drinks and soft beds of Cothon-Under-Star.


Monday, January 25, 2021

Session #14: In the Footsteps of Teucer

 Not himself so keen on adventure as his companions, nevertheless Gan of the Survivors of the Tel uncovered some information concerning the demise of a former alchemist-apprentice associated with Cothon-Under-Star--a demise that suggested a possible avenue for Gan's more adventurous fellow-Survivors.

The account of one torchbearer Kalb, written down by the scribes Under-Star some years ago, relates an expedition gone wrong, with Kalb's master Teucer Ultho leading his men-at-arms and torchbearers into the dark deeps of the Weirding Caves and ultimately coming to a fiery death in the face of great treasure ...

Taking up this account, the other, more adventurous, Survivors gathered after their successful venture on the ships of Telman, to plan their own expedition into the Weirding Caves; flush with success, they hoped to prove the old adage that "bold success engenders further success!"

But in the midst of their planning they were interrupted! A party of slaves wearing the sign of the House al Rashid entered the tavern Under-Star and asked for the "so-called" Survivors of the Tel, whom their mistress Zendaya al Rashid had "a great interest" in granting an audience to them ... Whatever negotiations ensued, it was well-noted that the Survivors agreed to follow the slaves and presumably to pass through the Gates of the Long Walls and thence to enter Gadeed itself to attend Zendaya in her own house; they returned later that afternoon whispering amongst themselves, clearly excited.

But, regardless of the results of their negotiations with Zendaya al Rashid, the Survivors maintained their own plans, and after hiring certain of their favorite hirelings, they were seen to set out from the Gate of Mourners to make their way around the east slope of the Tel al Safina seeking the Weirding Caves ...


  • Avin (magic-user 4)
    accompanied by Vlana the Bard (magic-user 2)
  • Sesel (fighter 4)
    accompanied by Barabajagal (psychic)
  • Ravna (magic-user 3)
    accompanied by Ix (thri-kreen 1)

The same party returned through the Gate of Mourners later in the afternoon, not much weighted down by treasure, but bearing a bloody sack ultimately revealed  at the Old Herm & Stone to be full of the apish hands of chnelh, worth 5 gp per hand.

Nevertheless, the light of success shone in their eyes, and though not willing to give away all the secrets they discovered, still they were happy to relate their success in following Kalb's account and in recovering the artefacts they had sought ...

The lack of hard coin dissuades the hirelings from any wish to wildly carouse, but neveretheless they relate a few details. Obviously, there was a battle against a large number of chnelh ape-men, easily won because of the weird psychical powers of Sesel and Barabajagal combined. Then, past the ape-colony, a corridor with a strange crystalline growth led to the juncture where grew a strange fleshy mushroom-thing, and that was where the final odd artefacts were discovered. The possibility of further exploration lay beyond the thing, but it was uncertain how best to cut away the roots and fronds of the thing that blocked the way ...


Treasure

  • 160 gp for 16 pairs of chnelh hands x5 gp ea.
  • 250 gp for a sackful of sagh fungus
  • 94 gp, 49 ep
  • a heavy metal hilts, flared at one end with a lens
  • an ornate sword, marked with runes

Experience
  • 528 xp from treasure
  • 452 xp from chnelh x16 (25 + hp ea.)
  • 117 xp from chenlh silverback x1 (100 + hp)
  • 300 xp to each character for exploration deep into the Weirding Caves (~approximately the 3rd level)

The Cut
  • 105 gp per character (50 gp to Vlana and Ix, 12 gp to Barabajagal)
  • 574 xp per character (287 to Vlana and Ix)
  • the items to be claimed

The Sailing Sesel

(written by Jacob, relating Sesel's experiences on the Hunt for the Akho, earning Sesel 100 xp per level)


Setting out North along the coast, for even though the islands are just North West of Cothon who in their right minds would sail direct and risk being lost out on the open sea, we made our way swiftly beyond that which we’ve previously travelled. Spirits were high, with a strong wind at our backs making our journey to the Horn. A point of the mainland that weary ships may rest a moment before either making their strike out towards the islands or in, along the coast.


Having made our way here much faster than anticipated we were able to have a moment's rest. Including Rock making us some wonderful stews and prepared foods, as opposed to ship’s rations. It was a good omen, and as we set out the following morning spirits were high.


Our first day out there were sights of pirates some distance out engaged in their activities with another ship. Being the distance we were, and unable to progress quickly enough to provide any actual assistance to those on the other ship we collectively decided to leave the pirate hunting to Captain-General Zaytar, and instead passed by in mourning of the other ship watching the smoke rise to the sky.


As we progressed through the island chain, thankfully unbothered by the pirates, we were able to see something of the strange peoples who live here, the Neurogs. While having reverted to barbarism themselves, the places they inhabit were visible even from the ship, great ruins of ancient structures. The sailors spoke of stories and rumors that some few of these ancient structures had connections to great underground complexes, with defenses the like of which the barbarians could not surpass, and so buried deep underneath some of these may yet lay riches untold. Of course, we had our sights on the Akho, but certainly a thread to keep in mind.


On our fifth day, just before reaching our final resting point before the hunting grounds of the Akho, we were accosted. A slime-ing lump of sea-stuff, the sailors later called a Mu-og, oozed it’s way up onto the deck of the Wind’s Pleasure. Unfortunately, being on the Wandersail I was unable to provide any direct aid. The thing struck a sailor, turning his flesh red and dissolving it near instantly. To the horror of the others he was pulled in and devoured on the spot. With the clever thinking of my fellows on that ship, Avin and Durham, they created a sort of torch-pole that they were able to strike at the amorphous goop. After only a few such encounters with the fire poker it fled back to it’s watery depths.


So, with a much more solemn mood we made our way to the moot-beach on the island of Denya. A small fortification exists here to act as a way station for ships. The fortification presumably was originally intended to keep out the local Denyali. Fortunately for us, at some point along the line the locals decided they liked the visitors, bringing goods and tools they were unable to make. So the captain was able to strike some deal with them and we set up for one last fine meal and fire before we set out to the Akho.


The following morning we adventurers and ship leaders convened to make a hunting plan. Though the topic came up a few times that perhaps this discussion would have been better had in port, where resources were rather more abundant, we made do with what was at hand. We spent the next day cobbling together a sort of raft, using trees of the island traded for our beer. Attaching the branches of those trees to the sides of our two main vessels, slowing us but making our ships much less ship-shaped when seen from below.


Then, with spirits cautiously optimistic and tension high, we set out in search of the Akho. Captain Telman, having done some research on the beast’s hunting patterns, guided us to a straight where most ships befell the beast. Then, late afternoon the Akho struck!


As though a nightmare from childhood, a great surging of water pierced by it’s many tentacles it did rise up. Fortunately for us, the beast fell prey to our superior tactical minds, the surprise of it’s attack being executed on our decoy raft. With our various weapons we did rain death down upon the Akho, striking it with catapult, ballistae, and bow. I, myself, even struck a tentacle so true as to pin it to the wood of the raft. Delaying the beasts ability to flee to deeper waters, and allowing us a few extra moments.


Then, just as we prepared to skewer it with our harpoons it broke free of the raft. Bloodied and wounded it fled like a coward. Down into the deep dark depths, where we could not follow.


Hoping to lure it back out we struck the boughs of the trees from our ships and made our way further along the straight. Late into the evening we came upon a merchant vessel. Not wanting to be out on the water into the night we offered to escore them to the moot-beach in exchange for some of their beer. Having traded ours for our makeshift raft, it would be nice to give the men something to lift spirits after our unsuccessful brush with the Akho.


The merchant ship, though, proved too tempting a target for our quarry. As we made our way back it returned to feast on the presumably defenseless ship. Lucky for them, we were on hand and ready. While it did manage to devour an unfortunate few of the merchant’s sailors we did fell the beast.


Between all three ships we were able to drag the corpse back to the moot-beach, successful in our hunt! And though carving up the beast did reveal some interesting trinkets, we all knew there was greater treasure yet to be had.


The following morning, before the merchant set out, we offered a deal. Stay, share your beer, and wait a day for us, and help us haul our treasure and we will guard your path to Cothon.


Having just been saved from the Akho, they graciously agreed to wait. So we set out back to the straight. Avin volunteered to be our diving-man. Using a strange and magical item Captain Telman had that allowed him to breath underwater Avin was able to investigate several wrecks. After searching much of the day we discovered the wreck we were searching for, the Peregrine Kyni. Between it, and another vessel, we were able to bring back a good haul of treasure to be shared amongst all involved.


With riches in our holds, beer in our bellies, and the wind at our back we did make our way home. With our trip back even less eventful than before, spirits were high as we reached the shores of Cothon, and the wonderful beds of Cothon-Under-Star.



 

Durham's Log 5: The Hunt for the Akho

(written by Joel, relating Durham's experiences on the Hunt for the Akho, earning Durham 100 xp per level)

I sat in front of the Kantor as dawn broke. While I enjoyed the coreguyi game, that night I could only think of the experience I had gained from this new land and if it had steeled myself enough for the creature I signed up to face. The deadly Ahko.


I felt prepared as I had grown to a new level of skill in such a brief time. But there was much I did not know of this creature, only that it devoured a ship the size of the treasure galley Peregrine Kyni.


Pako had come to offer me some breakfast, and I thanked him for his thoughtful behavior. I ate and pondered if I should tell Pako what to do if I should not return. I shook the thought off quickly, while it might have been practical to do so it was not the mind set I wanted. I will return. I did however make a list of errands and chores to keep him busy while I was away and that if they were completed when I returned he would be rewarded.


As dawn gave way to the morning and others had arrived to answer the call to hunt the Ahko. Avin and Ravna I had met before in my previous adventures. Sesel, I never met before, he had the look of a season fighter with his plate armor.


The two ships that were commissioned for this task were the "wonder sail" and "winds pleasure" ; they were released from the dry dock and sliced into the water.


We divided the four of us into groups of two. Avin and I boarded the "winds pleasure" while Ravna and Sesel went to the "wonder sail". And our journey to the straits of Denya and Ahko was under weigh.


Our first and second day at sea were uneventful. On the third we did see pirates attacking a merchant ship, a council was quickly called to determine our course of action. I told the council that it is regrettable that we should pass and not provide aid, but it is better. We should engage the Ahko at full strength and if we engage these pirates we will surely lose some men and supplies even if we are the victor.


Others of the council spoke and the majority of us were in agreement to stick to our purpose and leave the pirates to be dealt with later.


Our fourth day was also uneventful but on the dawn of the fifth day a sailor was attacked by a slime creature called a mowag. Avin was the first to notice and rang the alarm. Shouts of "MOWAG!" were heard and repeated as men rushed to grab shield and spear. I could see the creature's victim near the center of its mass, his features already melted away. The crew made a shield wall to protect themselves and stabbed at the creature with their spears. I took aim with my crossbow, my bolt hit but seemed to have little effect, I quickly changed my strategy. While the crew kept the mowag at bay I called for a spear and the aid of a fellow sailor, I pulled a touch out of my pack and tied it on with some rope. I heard cries of terror behind me, the mowag must have got another of the crew. I finished securing the torch and lit it at a nearby lantern. I called the crew to make way and open the shield wall. As they did I saw the mowag and plunged the torch into the creature. The mowag writhed in pain and quickly retreated over the side of the ship into the sea.


The encounter with the mowag left me worried, with only the day left until the straits of Denya, what plan did we have to fight the Akho? Based on rumor alone it must be a hundred times more fierce than the mowag. I decided to put my mind to the problem for the rest of the day. By nightfall we had arrived at our destination and made camp


A council was once again called by Telman. He opened the floor to any proposals for hunting the Ahko. So I stepped forth to present my plan.


I suggested that we make a decoy for the Ahko to attack and while it is occupied with the decoy we attack from either side. I still had a few questions like what exactly the Akho looked like? Did the creature have a pattern to its attack? 


A grizzled old sailor described the Akho. The creature had a multitude of tentacles, thin in profile like an oar of a ship and steel grey. It's body covered in grey scales encircling a giant red eye, its maw said to be mostly a blob of slime, melting anything unfortunate to come in contact with it.


Telman said that most attacks seemed to happen around noon at the eastern part of the straight.


The council agreed with my idea and decided to build a raft, big enough to match the hull of a merchant ship and we also decided to add spikes to the raft in hopes of entangling the tentacles of the Akho.


We traded with the local tribe, our wine for access to their lumber. It took a day to build our raft.


The next day we set sail, the Wonder sail led the way towing the raft behind it and the winds pleasure followed the raft. We used leftover branches to blur the silotte of our ships from below making the raft the clear target.


We cruised along the eastern straights, then suddenly a dark figure was spotted below the water between the wonder sail and the raft, it paused for a moment then moved towards the raft.


Grey tentacles raised out of the water wrapping around the raft. Soon after its steel grey body also rose out of the sea and a top it was a great red. I ran to the catapult, gauged the distance, adjusted for wind and fired. The rock flew through the sky and hit the beast with a thundering crack. Ballista and arrows followed. I shouted to the crew.


"Look and see! The beast bleeds! If it bleeds, then it can be killed! So steady your hands, draw your bows and aim true! For today we slay this sea DEVIL!


The wonder sail had now begun its attack on the Ahko. The beast cried out and began to struggle away from the raft. Not wanting the creature to getaway I helped load a harpoon into a ballista but a lass it was too late. For the Ahko broke away from the raft, shattering our decoy to pieces and dived down below. Only the blood stained water remained.


I sighed with mixed feelings, I was relieved that our encounter with the Ahko had gone well but the monster had escaped. I feared that the next meeting would not be in our favor.


We sailed back the way we came and saw a merchant ship, we hailed it. Their craft came alongside our vessel, we warned the captain of the Ahko and offered to be their escort. The merchant ship captain happily accepted our help. We sailed at their flank. As we were about to exit the eastern part of the straight the Ahko attacked once more going after the merchant ship. We engaged the beast in combat once more. Firing our arrows and ballista at it. The battle did not last a long as the first as a shot from the wonder sail struck the creature and landed a deadly blow. The life drain out of the Ahko, its tentacles went limp the terror of the Denya straights was slayed.


Cheers rang out from all the ships. We hooked our lines into our dead prey and brought the dead Ahko on to the beach. We shall inspect its corpse and begin the salvage of the ships that the Ahko attacked. Tonight shall be full of mead and merry.




Friday, January 22, 2021

From Bartholomew's Journals: A Legend is Born!

(Written by Phil, this account of Bartholomew's recent experiences in the Weirding Caverns will earn Bartholomew 100 xp per level)

From the Journals of Bartholomew Pettibone, of the House Pettibone


A Purveyor of Enchanting Sorcery


17 January 2021 – Gan ad-Din - a legend is born!


With good friends Hey-Jo and Persephone, a new companion (Torkul), and a couple of hirelings (Gan ad-Din and Stout), we returned to the Weirding Caves, intent on continuing our explorations. Down into the depths of the cavern system we crept: Finbar the Renyu leading with his keen senses, Gan, Stout, and Torkul farther behind. Persephone, Hey-Jo, and I brought up the rear.


As we explored, we made our way to a dimly lit culdesac with a pool of water in the center. In this room we encountered what appeared to be another adventuring group: 2 salamander-ish creatures, a rat-like beast, and a sentient plant in a pot – I think. By using another odd, plant-like, device we were somehow able to communicate. This device somehow translated our languages (in a rudimentary way) back and forth. This requirse further, future investigation.


Yep – the cavern mushrooms seemed to have worked wonders on us! We entered into a parley with these adventurers(?), offering them items in trade for knowledge. The first bit of knowledge they offered was to describe a rather weird, tall, stalk-like creature, with tentacles sprouting from it's top. They related that it was highly dangerous and evil, and explained to us where it could be found (in what we called the 'Giant Mushroom Room'). We termed this creature the 'whomping willow'. Their second offer was that they would lead us to a nest of sakkra, which they would like exterminated. If we defeated the sakkra they would allow our group to keep a small portion of the treasure. However, they refused to assist in any combat. Hmm. We declined, and amicably departed ways, having lost in trade only a days' worth of rations, a bottle of oil, and three torches.


On we tromped.


Almost aimlessly, we wandered down a new passage, where we ran headlong into a group of 'wild renyu' (creatures like Finbar and Paku). However, these renyu were apparently master-less and as such were quite unapproachable. We distracted them with a days-worth of rations, then backed away to safety. Ever get the feeling that 'rations' are the theme of this story?


So – back we tracked to the 'Giant Mushroom Room'. The aroma of old mildew and mold wafted over us. The room was massive: the ceiling and floor were invisible to us, as was the far side. We noted a narrow ledge wended around the room from our left, but did not descend. About halfway around the room, we found that the ledge ended at another passage, which opened to our left, heading farther east. Yet we still could not discern the floor of this massive room. Hey-Jo solved that puzzle easily, by pitching a lit torch over the ledge, intending to illuminate the floor.


And then our eyes beheld a horror that is almost impossible to imagine! Two of the tentacled beasts! They were real, but they appeared surreal and ferocious. Living monsters! There was also the scattered twinkling of piles of coins, gemstones and jewels! The flash of light from metallic bracers, goblets, tiaras – even armor! And bones. And rotting corpses. This did not look promising.


The plan was this: the bulk of our party would return to the farther entrance and begin pelting the evil creatures with missiles. While this was occurring, Barty would lower Gan down to scoop up treasure in bags. Can you believe the bravery and courage of Gan?! He fairly leaped at the idea of being lowered into that nasty mess in order to scoop treasure! Finbar would also stay to keep watch and assisted Barty. Is this how it all played out? Well, kind of – maybe.


Both creatures were initially distracted, and Gan was dropped down to begin scooping treasure. However, one creature surprised us by departing the melee through an unforeseen tunnel at the bottom of the room (directly below our intrepid attackers)!


Gan began scooping!


Torkul correctly guessed that it might be possible that the departing beast knew of a back-passage, so he and Stout guarded our exit. Brilliant maneuver! Indeed, the beast arrived near our exit through another tunnel. NO! But, because of Torkul's quick thinking, our group was not cut off, and he was prepared with oil and a torch. A fire was ablaze just as the beast arrived! We were saved, but brave Torkul took a lung-full of something, spores(?), emitted from the beast.


And Gan kept scooping!


Torkul was pulled back and was barely able to choke down a bottle of sakkra blood, offered by Persephone. And then he was gone: his eyes closed, his muscles locked, then went limp, and the bottle fell from his hand. But no! He roused – but was weakened to the point of needing assistance to amble. I fear that without Persephone's potion, Torkul would have perished a horrible, painful death.


And Gan continued scooping!


At the last, we retrieved Gan, with three bags of treasure. And then we made a hasty escape! I had tried to make Gan return up the rope after collecting two bags full – but Gan (that brave, brave fellow) refused, and returned with three bags full! We ran from the caverns like giggling children, gleefully escaping from an old man's vineyard after devouring his prized grapes! Our route through the tunnels and back to town was unhampered – and once returned, we drank deeply, and cheered the names of Torkul and Gan ad-Din! Without their heroic bravery, I'm afraid our corpses would be laying forever in that foul pit. But now we have LOOT!


Thursday, January 21, 2021

Torkol's Misadventures in the Weird

(Written by Jacob, this account of Torkol's recent experiences in the Weirding Caverns will earn Torkol 100 xp per level)

Not wanting to leave all the adventuring to my robust friend Sesel I decided to leave the relative safety of Cothon’s greatest tavern, that of Cothon-Under-Star. Before making my way I met up with Cothon’s newest patron, Bartholomew and his erstwhile companions Heijo and Persephone. After some deliberation we concluded to investigate the Weirding Caves, them having been recently and myself being quite curious having heard several stories of the place.


Our trip out was uneventful, thanks to the well patrolled path of the Pallbearers' Way. Unsure of our specific goals within the caves we opted for a fairly straightforward path, so as to make return easier. This led us quickly deep within the cave system. Before long we were confronted by a mismatched group of beings, obviously intelligent by their communication, but unable to communicate with us. After establishing that we were not there to invite conflict they brought out a strange potted plant that somehow mimicked both our speech, and that of the creatures. Through this interpreter we arranged for an exchange of information for goods, netting us some info on a nearby cave. Specifically that it contained “great evil”.


Not wanting to test ourselves against a ‘great evil’ just yet we backtracked to the upper levels of the caves, and explored some area that the previous adventure hadn't investigated. There we found a group of Renyu that Persephone’s companion Finbar indicated were ‘feral’. After tossing a ration to them served more to create conflict amongst tham than it did to lower tensions we decided to investigate elsewhere.


At this point I thought I had my bearings, and so decided we needed to investigate that room of the ‘great evil’ to see if we could locate the remains of a previous expedition. I’m still not sure at this point if we ever even got close, being unable to confirm any of the landmarks I was expecting.


Anyway, the room of ‘great evil’ ended up being a massive room in which our torch light didn’t reach ceiling nor floor, save for a single worked path along the wall from our side of the room to an exit on the other side. Before fully leaving this place we tossed a torch down to see what we could see. And lo and behold, two great mushnts (that’s Mushroom-Ent) lumbered about below. Fortunately for us, having seen no sparkle or shine this whole trip, we also spotted some treasure. Being the foo (cough) brave adventurers we are we organized a plan to distract the mushnts from one end while the extremely brave Gan ad-Din (no known relation to my friend Gan, of the Survivors) was lowered into the pit to shovel the treasure.


You may be thinking: “ah, and they reached up with the fronds on their heads and struck at you”. They did not, though try as they might we were simply too high up for them. While they were initially somewhat confused by our attacks, lumbering around in circles, eventually one of them fled the room by the only exit we could see. Thinking quickly, and using my knowledge of other such caverns from which the Survivors have investigated, I went with my (decidedly less enthusiastic) colleague Stout. He and I laid down oil on the path I calculated the creature to take, and lo it did. The fire held it at bay, but it did release a cloud of spores to assault us. I, being an honourable employer, pushed the rather solidly built Stout out of danger, but did inhale some myself.


That, I tell you, did not feel good in the slightest. However, still having enough strength to act, I lobbed a flask of oil on the beast, setting it aflame with the fire of the hall. Take that you beast, you’re not the only one who can throw around pain. At that, though, I began to weaken, the spores having clogged my airways. Stout hauled me back to our compatriots, and Persephony poured some vile, life saving, filth down my gullet. This allowed me to recover my breath, and just in time too. For it was that Gan had collected most of the valuables, and the mushnt in the pit was starting to notice him. So, at the heaving and hauling of Bartholomew and Finber, we absconded from the caves. And, again in thanks to the patrols providing safe passage back to our soft beds, strong drink, and all you wonderful patrons, we have Survived yet another adventure into the Tel.