Monday, February 8, 2021

The Survivors of the Tel: A Charter

The patrons Under-Star are witness to the kind of thing that is hoped to be historic--the final signing of a public charter by its founding members, followed by a drink on the house celebrating the hopefully-historic occasion!

Having called together an impromptu meeting, the so-called Survivors of the Tel today laid out a sheet of hmela parchment, written out with a document chartering their new institution's mission, the obligations expected of members, and the means to become a member.

One by one they signed; the money promised in investment was counted out; the fees were paid to the local notary, to file the official notice and to copy out the charter; and lo! a new institution is born in the harbor-city of Cothon, open to anyone not yet devoted to another tavern than Cothon-Under-Star!


(from https://www.religiousleftlaw.com/2010/09/sufi-poetry1.html
This is what the charter would look like, physically)

(written by Jacob, whose characters are some of the "founding members" of the Survivors ...)

What are the Survivors about?

The Survivors of the Tel are an adventuring company. Their main goal is that of securing and exploring the various depths of the Tel al Safina. This is accomplished by reviewing and investigating the various goings-on in the Tel, as well as certain contract works.

Membership Benefits

  • Membership and housing in Cothon-Under-Star

  • Access to unique adventuring opportunities within the Tel

  • Access to shared resources and equipment

  • Allies to aid with spells such as Read Magic and Cure Light Wounds

  • Allies to draw upon for your own adventures

  • Additional resources for use in downtime activities such as relationships and researchers

Joining the Survivors of the Tel

In order to join the Survivors you must first adventure within the Tel, and confront some danger. Having returned to Cothon, seek out the Survivors in Cothon-Under-Star, and present to them your story.

Membership in the Survivors costs 75 gold per level per month. This fee can be waived with approval by the Voice through the donation of strange or unique equipment, or by spending the month performing downtime activities selected by the Body of the Survivors. It can also be paid by other Survivors, assuming one is willing.

You will be expected to share any strange or unique equipment with other members who have attained rank enough to warrant that benefit.

Occasionally you may be asked to perform certain downtime activities on behalf of the  Survivors, for everyone's benefit.

Advancement in the Survivors

The payment of your first month of dues, and entrance into the Survivors grants you the rank of Footpad.

Rank advancement is based upon contributions to the Survivors. These contributions can be done through coin, strange or unique items, or through significant downtime. Any advancement must be agreed upon with a simple majority by the Body of the Survivors.

Ranks

Footpad

This is the entry into the Survivors. Members of this rank are granted the basic benefits of membership in the Survivors.

  • Housing and membership in Cothon-Under-Star

  • The free and unlimited use of any equipment you personally donate to the Survivors

  • Access to the Survivors’ supply of standard adventuring equipment

  • Access to Magic Users within the Survivors

    • However, you must convince them to share their spells

  • Allies to draw upon for your own adventures

  • Invitations to join the Survivors in unique adventures

Runner

This rank indicates someone who has adventures with the Survivors, contributed to their success, and generally strengthened the Survivors of the Tel.

  • All previous benefits, plus

  • Rights to check out a maximum of one unique (non-magical) item for use in your adventures

  • Magic users in the Survivors are now expected to share their spells with you

    • You may still have to wait for an available downtime

  • Access to the Survivors’ resources for use in your own downtime activities, including relationships and researchers

Strong Arm

Members attaining the rank of Strong Arm have committed to the Survivors significant resources, bettering both themselves and the Survivors together.

  • All previous benefits, plus

  • Slightly reduced membership fee of 70 gold per level per month

  • Rights to check out an unlimited number of unique (non-magical) items for use in your own adventures

  • Rights to check out up to 2 magical items for use in your own adventures

    • Every 2 non-magical unique items counts as 1 magical item

Tactician

Nearly attaining full rights as the Body of the Survivors, Tacticians have dedicated much of their adventuring to the Survivors.

  • All previous benefits, plus

  • Reduced membership fee of 60 gold per level per month

  • Rights to request lower rank members to aid in downtime activities

    • Though it is expected that you work with them to find reasonable time

  • Rights to check out an unlimited number of magical items for use in your own adventures

  • Rights to utilize the Survivors’ gold to purchase equipment for the Survivors

Body of the Survivors

These are the leaders of the Survivors. They dedicate nearly all of their time and resources to the Survivors. To attain this rank, instead of simply donating or improving the Survivors, one must show themselves remarkable and unique in some way, earning their title.

  • All previous benefits, plus

  • Rights to utilize all the Survivors’ resources as they see fit with the expectation that what they do is ultimately to the benefit of the Survivors

  • Voting rights on changes to the Charter or other major Survivors activities

  • Access to view the full extent of the Survivors holdings and documents

Sage

A special rank for those who do not wish adventure or advancement. A Sage is one who dedicates themselves to the Survivors through research and knowledge. Becoming a Sage requires patronage of a member of the Body of the Survivors.

  • No membership fees

  • Expected to perform research duties for their patron each downtime

  • No requisition rights, or other benefits from the Survivors

    • Though their patron can requisition on their behalf

-------------


Sunday, February 7, 2021

The Burning Night

A Foreign Festival

For week-ending 2/13

(one can skip the scribe's long-winded introduction and get to Durham's explanation below the picture)

It is not uncommon in Cothon, a city of foreign residents, metics, and barbarian adventurers, to see the innovation of new sacrifices, holy-days; or even the introduction of a foreign goddess as an idol in a newly-constructed shrine, far from her native home. The longing of a resident of Cothon for his patria, land of his fathers (or matria!--many are the tribes who trace the mother's line for inheritance), often leads to a desire to remember home through tradition or ritual.

For some--the Hansemenner in the Kantor Kabljauhof, for instance--those of the same homeland might build a "city-within-a-city" and maintain their own traditions like they would in their own land. Such traditions tend to stay insulated from Cothon-proper, and win little weight with fellow-residents.

But others without such a community, those alone or in pairs, but with friendships they have built in the city at large, might choose to recreate their received traditions in private gatherings, with those whom they know. Many such little festivals prove fleeting and ephemeral, even as the strangers and sailors from distant lands are wont to disappear as easily as they've come, but from their sparks, sometimes long-burning traditions are kindled.

Ever since stepping off the gangplanks of the Wind's Pleasure, Durham has been somewhat pensive, looking out across the grey expanse of Dirac's Sea north ... Though associated with the Kantor, nevertheless Durham has found himself without companions of his own homeland (for the north-men of the Kantor are not of Durham's people). Confiding somewhat in Telman of Tsipa, Durham tells of the land of his fathers--rolling hills, soughing pines, and frigid mountain lakes. Predators abound in the long-lasting winters there, and few are those wealthy enough to keep more than a handful of hmela against their fangs. For the poor, the meat of such is a delicacy (much better to eat of their milk and cheese for years, rather than slaughter the beast for a month of meat).

But there is one night when the poor and the rich alike partake in the rich meat, and especially in a particular dish of the offal, cooked together with oats and root vegetables in the animal's stomach. And much wine, or even brandt-wine is drunk then, and friends are honored, both past and present, and great pyres light the night ...



(this Festival was written up by Joel, on his own initiative, and so I am granting his character Durham 150 xp per level for "getting into the spirit of the thing"--thanks, Joel! The following is what he wrote up, with some minor editing by me)

The Burning Night

While taking up a residency at the Kantor. Durham is sometimes found staring out at the sea, often when the slipways near the Kantor are still and the water is reflective as a mirror. The scene reminds Durham of home and memories. One memory in particular is the burning night celebration.

A tradition from Durham's homeland, the burning night was originally used to sing songs and poems to the dead. The great poet Robert lamented that the souls of the dead should not actually have to be dead to hear the kind words of the living. So the tradition changed to celebrate the bond between two people.

A large stack of wood and straw would be built and set ablaze. People would stand in front of the fire with a wooden stick and read aloud a short poem that was carved onto the stick, then toss the stick into the fire. These poems were composed of 4 lines and typically honored a friend or family member. As time went on the tradition morphed to not only speak kind words, but also poems of light jest were made between friends.

The Burning Night's focus is on the player-characters' relationships to NPCs. As this event lasts but a single night, it may be taken advantage of in addition to a normal downtime action. (So in effect it acts as a second down time for those who participate.)

Each PC may donate an amount per below and then roll 2d6 to advance an existing relationship with an NPC or develop a new one

  • 25gp: helps to provide lumber and gets them 6 sticks to write a poem on and throw into the fire. On the burning night the player rolls 2d6 to advance a relationship of their choice.

  • 50gp: helps provide lumber and wine for the bonfire. On the burning night the player rolls 2d6+1 to advance a relationship of their choice.

  • 100 gp: helps provide lumber, wine and food. A traditional meal served is trout stuffed with herbs. On the burning night the player rolls 2d6+2 to advance a relationship of their choice.

  • 250 gp: helps provide lumber, wine, food and entertainment. On the burning night the player rolls 2d6+3 to advance a relationship of their choice.

Results of the relationship roll still work the same. 6 or less no advancement, 7+ relationship advances 1 tic. In the special case where the result is a 12+ the clock could advance 2 tics or the NPC feels a certain gratitude towards the player that they promise some gift or to aid the player in an endeavor (research, business, etc.)

The Burning Night is also a social event, and such is also a chance to cultivate a new relationships . If a player has no existing relationships or doesn't wish to advance any current relationship, they could develop a new one. In this case, the PC would still roll 2d6 (+ any bonus), but the result will determine the social status of the NPC with whom a relationship is cultivated (and will thus start the relationship at the first “tic”).

7 or less: NPC has a low status, they may be a beggar or lowly footman, but they have a wealth of knowledge about Cothan. They aren't able to directly help the player-character with any research/item/information but they are able to point the character to where or who could help them. They can definitely inform the character of local customs. If the character decides to further develop this relationship the NPC may be turned into a faithful servant or a loyal follower. They may not be the best thing to happen to the player-character, but the player-character is the best thing that has happened to the NPC.

8-10: NPC has a minor status, they maybe a likely lad (or lass) or a street vendor (lamp oil or clam cart). They don't have any major influence but they do have a few connections. They could help the player-character acquire simple items and they could be a source of rumor and gossip. If this relationship is developed they could become an adventuring companion.

11-12: NPC has major status, they might be an experience hireling or a store owner. They have influence or knowledge in a certain area (ex. They could help the player-character with learning a spell). If this relationship is developed they might make the player a business partner or could be hired at lower rate.

13+: NPC is an elite of Cothan, a person of great influence and wealth. They could be a guild member, a citizen, or even a noble patron. Whatever the player-character has done has piqued this person's interest, and the PC may have to do some extra work to gain the favor of such a powerful person but their foot is in the door so to speak. This person could help the player-character in a few areas.


Addendum: as the Referee, I will also grant 50 xp per character level for any PC who partakes and who also writes up a bit of verse to be thrown into the fire. The traditional type may be a four-line verse, per Durham, but I won't judge if you write a haiku, a few lines of blank verse, or even just a rhyming couplet ... either write it in the comments below, or send it to me to publish to the blog for your xp

Saturday, February 6, 2021

Certain Negotiations and Tying up Loose Threads

The so-called Survivors of the Tel, some of them returned from the hunt for the Denyan akho, found themselves called to an audience in the city of Gadeed. One Tlokel 'Abdalrashid and an entourage of fellow-servants came to the common room of Cothon-Under-Star seeking the "Survivors" and spoke with Sesel, Avin, and Ravna, summoning them to the Mother of Cities to speak with Tlokel's mistress, Zendaya al Rashid.

This was a week ago; the Survivors returned from their audience then, all agog but unwilling to spread what was spoken of amongst their compatriots before hashing the fallout for themselves. Having worked out their response to whatever was offered by House al Rashid, now Sesel, claiming to himself the title Voice of the Survivors and accompanied by Torkol make their way, summoned again by Tlokel, to House al Rashid in the city of Gadeed. Returning thence again, Sesel and Torkol bear the signs and tokens of the al Rashids, which may allow them and their associates to pass between the cities of Cothon and Gadeed freely, where before the way to Gadeed was barred ... The nature of their agreement is left to the Survivors to more fully relay ...

------

Meanwhile, a ferment of research and other activity has occurred since the last "update" of these chronicles ...

Torkol
Torkol has been involved with various negotiations with the 'keepers of Cothon-Under-Star to lessen the monthly "upkeep" costs, while at the same time developing the constitution or charter of a new organization. Over the last couple of weeks, it seems a breakthrough has been reached, perhaps with the further aid of the House al Rashid, details to be revealed later ...

Gan
Another of the Survivors, Gan has looked into certain items recovered previously; in particular, he has found that a certain "harness" of bandoliers and buckle, when activated, create a field of "protection" around the wearer, such that missiles are shrugged off, while slower melee attacks are sometimes effective. Also, he is able to translate the runic markings of the shield recovered during the akho-hunt as "I, Hlewgast, slew the warrior who bore this [shield]"--a shield +1 of a specific southern design that was clearly borne of old against the Tower of Gromollr across the north of Dirac's Sea, captured by the Gromollras warriors (and marked by them), and then reclaimed and regifted to the Duke of Uruskop (and then finally lost to the akho!).

Avin
Meanwhile, returning from the same hunt, Avin looked into certain metallic spheres recovered from one of the galleys. Certain identifying marks were obvious on both, but the more useful were the inscriptions on one of the two:  𐤀𐤂𐤏𐤋𐤀𐤋𐤎𐤉𐤐𐤌𐤇𐤉𐤁𐤀𐤍  which, with help from some of the more linguistically gifted sailors, Avin puzzled out to mean something like, "[I make] <the sword> (kingly)"--more useful! At least there was an inscription ... The studs on both spheres are depressible, and the pair of markings on the non-inscribed sphere changed when the stud were depressed, but, nothing otherwise occurred; perhaps in part because they were not directed at any object or person?
The inscription is old, and uses an ancient form of Old Misranite, which is distantly related to the current script of the Ten Cities' trade tongue spoken along the southern coast of Dirac's Sea. The object was found aboard the wreck of the Peregrine Kyni; perhaps someone familiar with its voyages might know something of the object? Or perhaps something similar might appear in texts in the libraries of one of the Taverns.
(the research result was "shaky", and the question as to the object's nature obviously remains open)

Razo
Through a combined interest in their research into the Codex of Hamdi and mutual curiosity about the strange objects being brought forth from the Tel al Safina, Razo has formed a strong working relationship with the Alkari scholar-adventurer Hry-Haya Yehat. Having translated a first section of the codex, which book appears to be a periplus-account of (at least one of) Hamdi's Voyages, the two embark on an attempt to discern the contents of the next section.
Following his feting by Bren Grewind in her secret island fastness, Hamdi the Voyager and his crew continued on in the blue-painted Zourqa'. Passing another number of identifiable coastal and geographical features, the galley came to the island of the Sakkan Kukun, a kind of sea-king who had recently consolidated his victories and whose harbor-market was rich with lucre and spoils. In the mountains of the main island was said to be a strange temple, the Bey-Kor, or "House of the Mountain" in the local tongue. According to local beliefs, the gods dwelt there, and Kukun sent much of his new wealth into the temple in gratitude for his victories.
Hamdi was allowed to visit the temple, and even to enter the outer-sanctuary, a strange cave opening into the mountain's face, its opening flanked by curious metal pillars, with a "holy of holies" in the center into which only the highest priests were allowed. At the back of the cavern was a fissure in the rock, through which a yellow-orange glow glimmered; Hamdi was told that hermits of extreme belief sometimes entered there to commune with the gods, and emerged sickened, withered in body and denuded of hair, unable to eat until finally dying.
Unwilling to confirm this strange rumor, Hamdi returned to his ship, traded well in the market-harbor, and continued thence on his travels.
(there remain, of course, several more such entries to be researched in the codex)

Ravna
Ravna, alchemist, looked into both the strange clear vials recovered from the sunken ship, and the acidic fronds of the akho's underbelly. Her experiments with the vials indicated a strange drug that made men compliant to commands given them, but only under circumstances of calm. That is, for instance, a person given a dose in a goblet of wine in otherwise peaceful conditions would be rendered into a strange trancelike condition, receptible to others' commands; but a person bound and afraid for his life would seem immune to the same effects.
Meanwhile, the fronds of the akho retained their acidic nature; contained as they are in flasks or vials, it is conceivable that they could be hurled as missiles, the acids inside thus free on breaking to eat at whatever the target may. Otherwise, perhaps they have some more mundane use? Dissolving alchemical components, for instance? Ultimately, the use or value of the few such vials remains up to the company to determine.

Durham
Fellow of the hunt, Durham returns with somewhat of a rapport with Telman of Tsipa, captain-general of the hunt for the akho. He claims to have heard from Telman directly the reasoning for the hunt, even as he admits that Telman is not someone ready to befool himself by singing sea-shanties along with his crew. Telman refuses to confirm one way or the other that Zaytar set him up to hunt the Denyan akho in order to fail; as far as Telman is concerned, he was offered a hunt to get rid of a monster, he took it up honestly, and has now returned successful. Rumors of the older captain-general's jealousy and envy toward the younger man's successes nevertheless linger about the Kantor Kabljauhof.
Upon returning to the Dual-Cities and considering his new-won wealth, Durham ultimately set about purchasing a small dilapidated warehouse in the harbor-district with good frontage and plenty of room inside for various workbenches, and a yard for a forge. Attracting the service of one 'Annaz al Tashkili, an armorer, and his apprentices Badr and Kyrilos, Durham thus establishes his (as yet inconsequential) institution, The Ringing Anvil. Those wishing to commission weapons and armor are invited to begin putting in orders!

Persephone
Finally, Persephone did her best to research and/or ask around about the strange creatures that she and her companions encountered during a recent expedition--the Zok-Fot-Piq, as they called themselves. Alas, there was little evidence of such creatures anywhere in the library of the Kantor where Persephone began her search--nothing but a few cryptic references in old accounts of dealings with the metallurgists of the Barcidae, or the Miners and Prospectors of the old Herm & Stone. Led by that scrap, she returned to the tavern and was able to find Akin the Beautiful in his usual haunt; he proved as reticent with information as before until confronted with Persephone's "eyewitness" account, whereupon he opened up somewhat:
"So you have seen them! Strange that they would make an appearance so near the surface--aye, they're spirits of the deep world, kobolds who sometimes help prospectors they like--those who offer them the right sacrifices!--while they'll lead those they dislike into the depths to be lost forever. Some say that Lost Vrialta was lost that way, though I doubt such a warrior could be so deceived. The word is that they're partial to garum, if you can believe that. ... Anyway, sure, you could rent time in the library here at the Herm & Stone, but if you want easier access, I could rummage something up--all I ask in return is a bit of your intelligence on the Weirding Caverns, or a chance to join one of your expeditions."
(this is the result of a shaky success; the main avenues to further discovery are laid out by Akin, but other means to learn more are possible)

Bartholomew Pettibone and Heijo
Noted together at the moment merely for convenience, as they have mutually engaged in sharing of arcane and magical understandings, even as Bartholomew helped fellow-adventurer Torkol to understand the mysteries of sleep a week before. Bartholomew in particular has been noted by others for his keen interest in expanding his understanding of the mysterious forces of magic that pervade the world.


Friday, February 5, 2021

Durham's Log Entry 6: Fungus and Fire

 (written by Joel concerning a recent foray into the Weirding Caves, earning his character Durham 100 xp per level)

I met with friends at a nearby tavern. They told me of the adventures they had while I was absent from Cothon. They showed me a strange object, metal sphere with a lens and stud opposite of each other. It reminded me of my scanner in some aspects. I pulled out my scanner to compare them visually, there wasn't much to compare so I used my scanner. I was able to have it ping for metal and a new setting. I'm unsure what this new setting is but it seems to have something to do with this lost technology found within the Tel and surrounding area. I advised that the object be placed in sunlight to charge and to experiment with it. I recommend to press the stud in a dark room to see if emits light or to point the lens where footprints or handprints might be seen. However, my theories on this mystery object have yet to be proven.


Bartholomew told me about a cavern he and his companions encountered in his latest adventure, he told me that it was not only the place where aquire the sphere but treasure as well. But not all the treasure.


Our goal was simple, we recover the rest of the treasure. The problem was the giant pair of fungus creatures that made the part of the cavern their home. Fire had proven effective in warding off the beast in their last encounter but that was only a flask of oil. So we decided three small carts packed with lamp oil would be enough. With carts loaded and our hireling gathered we set out through the gate of the mourners.


We had an uneventful journey to the mouth of the caverns, before we entered we prepared our carts. Each cart had two large clay pots, staw and a few regular flasks of oil for good measure.


We enter the cavern and proceed to a lower chamber with additional pathways out, one of which leads to the large chamber where our prey was to be. The party's hope was to trap both creatures in the tunnel that connects the two chambers. One oil cart would be placed at each end of the tunnel.


We were about to set our trap, when Finbar warned us of something approaching, we decided to hide in the far end of the chamber and hood our lamps. We could hear movement ahead, so I pulled out my scanner and set it to lifeforms. Five blips were on my scanner and the inspected our carts then continued on but left one behind. Line up my crossbow with the direction of the blip and gave the signal to Bartholomew to unhood his lantern. He did revealing a spider-like creature. I squeezed the trigger but I missed, luckily Heijo fired a shot from her sling and dispatched the foul thing in one hit. None of the other spiders returned.


We returned to our task and set our trap. Bartholomew and Gan stayed below to light the inner corridor cart while the rest of us returned to the upper pathway that lead to the cliff edge that half circled the large chamber the fungus giants were in. Once up there we could not see or hear anything. So I began to make noise like a wounded animal. Soon a rumble came from the other side of the chamber. Shoted to Bartholomew and Gan to make some noise to attract them to their position. They did, one of the giants stretched their legs forward covering a good amount of ground. Gan and Bartholomew retreat into the corridor as planned with a fungus giant in pursuit. Soon after a bright light from the cavern way illuminated the main chamber. I was faced with a quick decision. Should I wait to see if the other fungus follows it's companion with the potential of trapping both or secure their separation now. I choose the latter. Handing a rigged oil flask to Persephone we launch our attack on the cart below almost simultaneously. Her throw landed perfectly lighting the cart ablaze then my bolt pieced into the clay pot sealing off the main chamber from the corridor. The second fungus was clearly visible now we each fired a round into the creature and when Heijo's turn came she launched the perfect shot onto the beast's head the oil pooled perfectly on to it's cupped head. The giant stumbled for a bit but its fate was sealed. Pako and I started making our way to the other side of the chamber where Heijo had set up a rope.


I climbed down followed by trusty Pako. I pulled out my scanner to perform a sweep of the floor and handed Pako a large sac to gather any treasure we found. We found some coins, jewels and another strange object.


In the middle of the chamber was a giant pit, I lit another torch and threw in down. The torch flew down into the abyss of darkness, creating a ring of light against the pit walls. Before the torch went out of sight it did briefly reveal a level below the pit which could probably be reached if one were to climb down but I also caught a glimpse of more fungus monsters on the level.


Once our treasure was gathered, we tied it to the end of our rope, we climbed up then pulled our riches up. We return to the rest of the party and I gave Heijo her rope and grappling hook back.


We explored further into the caverns, for sometime eventually finding a pathway behind some flow stone where some ape men were hidden. I suddenly was overcome with sleep and fell into an unwakeable slumber. My noble friend returned me to my home, I'll have to reward them in the future.





Thursday, February 4, 2021

Session #16: The Monkeys' Paws

 New adventurers continue to be drawn to Cothon-Gadeed, Mother of Cities, lured by the call of the great wealth rumored to lie within the depths of the ancient Tel al Safina for those bold enough to risk its dangers.

So another handful of newcomers appear on the scene: Althis and Zet Frin, a pair of magic-users from another land, and their sometime companion, a nameless fighting-person who didn't always seem completely present.

Asking around for rumors of the Tel, the two also set about hiring to themselves a pair from among the ne'er-do-wells who lurk throughout the taverns, waiting for just such an opportunity to make a little extra gold. Zet Frin hired Slith Sly, who has appeared once before in these chronicles, and oft-hired Warda the Rose, flush with the excitement of returning from a successful expedition only the day before.

Fortunately, Warda was able to provide more direct intelligence of the Tel, offering the location of a large "colony" of chnelh, the ape-men whose hands are bountied at 5 gold per hand by the Herm & Stone tavern. Given her first-hand experience, it was decided to pursue that avenue to lucre, and thus the party set out through the Gate of Mourners to follow the road south and east, past the ruins of Tsurr al Qadim, and around the valley of the Colossian Temenos, seeking the Weirding Caverns:


  • Zet Frin (magic-user 1)
    accompanied by Slith Sly (Sakkra 1)
  • Althis (magic-user 1)
    accompanied by Warda the Rose (likely lass)
  • a nameless warrior (fighter 1)

The small party returned through the gate bearing two bloody sacks and a third filled with something else. At the Old Herm & Stone they sold off one sackful of bloodied chnelh hands for a not-unreasonable sum, sold off a sackful of fungal sagh at Cothon-Under-Star for more, and then, not yet established as associates of any of the Four Taverns, gathered at one of the lesser drinking-holes to count out their shares.

Collecting their shares, neither hireling can afford to paint the town red, but Warda does relate something of the adventure over a krater of wine: following her memory, she led her employers into the Weirding Caves, behind a striking stone formation within one of the caverns, and ultimately they discovered the self-same colony of chnelh as she had seen the day before, still engaged in their strange ritualistic orgy. A judicious use of stealth and shadows allowed her and her employers to come out victorious against the host of ape-men and their strange human leaders ...


The Lucre

  • a sackful of sagh (250 gp)
  • a sackful of chnelh hands x56 (280 gp)
  • another bloody sack (yet to be revealed)
  • 4 gems (570 gp; 2x10, 1x50, 1x500)
  • an assortment of crystal trinkets of no obvious value
  • 3000 copper pieces, 129 silver, 27 electrum
  • two sets of linothorax armor, one masterfully crafted
  • a set of scrolls, clearly containing a magic-user's abstruse code for his own arcane formulae--the use of read magic would be required to parse the formulae
  • a small metallic sphere, with an iris on one side and a stud opposite
  • a small strange metallic box
(any character who wishes may retain a "dose" of sagh without altering the monetary result, or "buy out" more, or any of the gems, by reducing an equivalent amount from their take of liquid cash)

The Experience
  • 1156 xp for treasure
  • 321 xp for "cult leaders" x2 (150 + hp ea.)
  • 1521 xp for chnelh x28 (50 + hp ea.)
The Cut
  • 345 gold to each player-character
  • 86 gold to Slith Sly, 35 gold to Warda
  • 999 xp to each player-character
  • the masterful linothorax
  • the set of scrolls
  • the odd sphere-device
  • the strange metal box

Written, drawn, etc. play reports, or something representing what occurred during this expedition sent to me will earn the relevant player-character 100 xp per level, and will be posted to the blog for others to read

Wednesday, February 3, 2021

From Bartholomew's Journals: Hey-Jo's Perfect Pitch

 (written by Phil concerning Bartholomew's most recent adventure, and earning Bartholomew 100 xp per level)

From the Journals of Bartholomew Pettibone, of the House Pettibone


A Purveyor of Enchanting Sorcery


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


After our last delving into the Weirding Caves, we returned healthy and wealthy to Cothon Under-Star. Our 'archaeological' findings were equitably distributed among our party members, and tankards of ale were raised to our great success!


Within our pilfered wares was a small, metallic, spherical object. Very interesting. Our good friend and chum Hey-Jo attempted to identify the item through arcane means. Little progress was made, but we did determine that it was of similar make as Durham's 'detection device'. However, neither his detector or the 'eye' appeared to possess a magical aura. Hey-Jo packed the 'eye' away, and we discussed with Durham and Persephone how we might dispatch the foul 'evil-anemone-trees' down in the Weirding Caves.


And so we decided on an arsonists adventure! Hirelings were procured; Persephone and Durham each brought an erstwhile companion, and of course I HAD to bring my old chum Gan ad-Din in on our new escapade – such a fine and stalwart fellow! And Paku and Finbar, the brave and sneaky Renyu joined us. We loaded up on many new adventuring items, as well as three hand carts, loaded with more oil than any sane person would ever procure in a lifetime of cooking. Aside from several dozen flasks of oil, this included six large clay amphorae of oil – a total of 60 gallons – hahahaha! And off we went, back to the caves, for fire and fury! On our journey, Gan noted that all his life he aspired only to be the best water-bearer in all the great world – and now he will instead be known as 'chief of all treasure and oil bearers'! His grin was wide and white – a very fine and stalwart fellow, indeed!


Our travel to the caves was free of interruption. Into the caves we went – quick and quiet as a wink. We had prepared two carts of oil as giant molotov cocktails, and left the third alone – as a back-up. We crept through the caverns, squeakily, and with trepidation, until we were in the vicinity of the 'pit-room' – the lair of the evil anemone-trees (EATs). Finbar reported that the two EATs were still present.


As we began to set the carts up for conflagration, our preparations were disturbed by a group of 'creatures' passing through the caverns. Luckily our Renyu companions detected the approach of the intruders before they burst upon us. We hooded our lanterns and hid, hoping they would pass us by. Four did, but one remained. Augh! The best laid bonfires always have their carts upset!


With no other options available, I unhooded my lantern in order to illuminate the thing. It turned out that our interloper was naught but a weird, large spider – odd to behold, perhaps poisonous, but still, just a spider. Hey-Jo dispatched the single loiterer quickly with a well placed sling bullet!


That one well placed bullet should have been seen as an omen. Hey-Jo will make an even more spectacular splash in the games to come! But, I get ahead of myself. Back to the main task!


The party then split. Gan and I remained in the lower chamber with the two 'molotov carts' of oil. Each cart contained two oil amphorae, about twenty gallons of oil. We quietly wheeled one cart about one quarter of the way down the final, lower entrance passage. And then waited for our good friend Finbar to return with word from above.


Above, the larger portion of our party parked their cart of two oil amphorae on the ledge above, at the entrance to the 'pit-room'. Hey-Jo and Durham crept the ledge to the far, eastern, side and prepared a grapple and rope for later descent to the 'pit-room' floor. Finbar was then sent back down to alert me and Gan that everyone was prepared. Gan and I then quietly wheeled the final 'molotov cart' out to the end of the tunnel where the EATs dwell. Nothing disturbed us, it was eerily quiet, and in the EATs 'pit-room' we saw … nothing. The beasts were gone. Or hidden.


Gan and I quietly crept back to the first wagon and sent Finbar back to the party above – Finbar was our 'runner' for this part of the adventure. We waited below for word from the rest of our party. It came soon enough. We first noted faint light and muffled shouts coming from down the corridor, from the direction of the 'pit-room'. Presumably our upper party was starting the diversion. Suddenly Finbar returned and barked that Durham wished us to move into the 'pit-room' and make noise, to call the EATs out. Oh sure, yeah, right! We'll just rush on down into that pit of doom and let those giant, monstrous, man-eating trees clobber our brains out – sure! Why not?! And so we did. And so one did!


One of the massive, fifteen-foot-tall EATs lumbered toward Gan and I – much more quickly than we expected! We scampered back up the lower passage – bravely – screaming like frightened children all the way! A second creature had made it's appearance as well.


Gan and I reached the upper wagon, took a moment to light a second torch, and waited. At the first sight of one of the creatures lumbering up the lower passage, I pitched a lit flask of oil at the creature, and watched as the EAT easily deflected it. I have the worst luck with throwing oil flasks! Even as my throw missed, the flask still burst and sprayed the EAT with gobs of flaming oil. All was not lost! Gan and I then dumped our wagon of oil and lit it. And the blaze was on! And Gan stood affixed – staring with wide eyes at the spreading, blazing oil – exclaiming that he had never before seen so much oil – wasted! Hahahahahaha!! Old Gan, such a funny, funny guy! Always a font of comic relief when you need it the most! I had to physically pull him back around the corner, out of the lower passage, and out of harm's way.


In the meantime, after seeing the flaring of bright fires from within the lower passage (when Gan and I lit our oil), the main group of our party began an assault that they later called, 'death from above'. With his crossbow, good Durham shot at the amphorae in the 'molotov cart' down below, in the entrance of the lower passage (hoping to break them). At the same time, wild and dye-stained Hey-Jo tossed a lit flask of oil at that same 'molotov cart' (intending to break amphorae and help start another conflagration). Persephone attacked the second creature, while her hireling, Warda, tossed a rock at the 'molotov cart' in hopes to help break the amphorae of oil. The blaze was successfully started, but physical attacks upon the EATs appeared to be fruitless.


Gan and I retreated apace to watch over the blaze that now filled both ends of the lower passage. One EAT was trapped within the lower exit passage, with conflagrations in front of and behind it. Hopefully that EAT was being slow-roasted and suffocated. Above, and out of our earshot and sight, the rest of the party continued their assault on the secondary EAT, remaining in the pit. And the retelling of their exploits was epic!


During the fight above, Hey-Jo pitched a perfectly aimed flask of lit oil – a shot that hit squarely and firmly within the very top center of the creature. That anatomical location on the EAT was like a wide, shallow bowl. Instead of burning oil running down and off of the EAT, the oil pooled and lit-up it's crown of whipping fronds like a giant torch! It was bright. It was mesmerizing. It was a beautiful sight – but it smelled horrible!


And lo! While Gan and I maintained our watch on the lower passage, four of the spider-beasts came upon us! Again, lucky for us our good Renyu friend Finbar noted the spiders' approach and gave us slight initial warning of their presence. My fingers moved and I uttered the words that would bring the arcane forces into focus. It took but a moment, and as my words fell silent, and my fingers stopped moving, all of the spiders dropped into a deep slumber. Gan and I dispatched them, post-haste, and continued to wait. And watch. And tend our fires.


The EAT with its crown on fire (within the 'pit-room') finally burned to a crisp. Yay! There was much rejoicing. And so Durham and Paku went down the rope into the pit to glean the goodies! They were joined by Persephone and her hireling, Warda. Hey-Jo, and Durham's hireling remained on the ledge above to keep a watch.


While gathering loot, Durham tossed another torch down the main, lower pit. He related to us that as he watched the torch drop through one level, he briefly glimpsed several other EATs within a lower chamber, before the torch continued to drop further down the pit into the darkness of oblivion.


Wth their bags full, Durham, Paku, Persephone, and Warda returned to Hey-Jo. They all then gathered up Gan and myself. We left the final two oil amphorae on the ledge of the 'pit-room', and then made our way to the western 'pool-room' – where the strange salamander creatures and their rat-like friend had been dwelling during our previous adventures. Persephone had a hankering to chat with those interesting folks once more. But they were gone; only the faint trace of an old fire ring remained as evidence of their encampment. So we continued to explore the caves further east of the pit room.


Further on we entered another large open room, similar to the 'pit-room'. However this one was more natural, had no deep pit at it's center, and had a beautiful and quite large flow-stone formation in its northern section. The formation was spectacular, with interesting passages that wove between columns of melted rock. These columns reached floor to ceiling and could almost be described as looking like a giant spider web made from stone. I gave this room the appellation of 'flow-room'. Two passages exited the 'flow-room'. One was to the north (hidden behind the mass of beautiful flow-stone). The alternate exit angled away to the southeast. After a brief exploration we learned that the southeast passage connected to familiar, upper passages, and outside!


We retreated back to the 'flow-room', intent on investigating the more narrow, hidden, northern passage. Not far inside that passage, Finbar stopped us and noted that Chnelh (ape-men) were ahead – he could divine them from their aroma. We hooded our lanterns and shuffled slowly and quietly down through darkness, hand in hand, led by brave Finbar. Soon we noted faint torchlight ahead, and could hear the muffled and echoed hoots and grunts of what must be a sizable group of Chnelh. As we approached the entrance to a very large, natural room within the cavern system, Finbar stopped us again and noted that humans were also present with the Chnelh. Hmmm.


We crept along the western perimeter of the great, cavernous room, quietly and with care, remaining in the darker shadows and using the several natural stone formations (stalagmites) as cover. And then we laid eyes upon them. A lot of them. Many of them. At first glance, I was certain there were many hundreds – if not thousands! But then, my excitement waned, I calmed myself, and my senses returned – there were clearly not more than about twenty-five Chnelh. The ape-men were gathered around a large fire that had been set in the northeast bulge of this large cavern room (we will call it the 'cathedral'). And in the wall of that area of the room a rough-hewn dais had been carved into the stone. Or perhaps it was a natural alcove that had been roughly worked? Something within that alcove glittered with the firelight – perhaps a large crystal or crystalline formation? Or perhaps that alcove was akin to a massively giant crystalline geode!


We were then astounded to see that two humans were upon that dais, and the Chnelh appeared to be in the process of worshiping them – or the crystal(s)? Perhaps they were the 'masters' leading them in some form of religious ceremony? Clearly the 'masters' appeared to be leaders of some kind. This scene was a bit much for our timid crew, so we made the wise decision to slowly and quietly extricate ourselves from a potentially BAD situation. However, with this new knowledge, perhaps we can learn more about these interesting Chnelh, and their 'masters'. Food for thought!


On our return back to town, Durham became uncommonly groggy, and fell into a deep, deep slumber! Luckily we still had the remaining hand cart, used earlier for transporting oil amphorae, in our possession. We tenderly tucked our good and brave (but tired) friend, Durham, into the cart, wrapped him in blankets, and took turns trundling him back to Cothon Under-Star. Our return was uneventful, and after depositing good Durham safely to his rooms, I treated Gan and the rest of our wild bunch to a round of top-shelf spirits. And we let the stories commence!


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