Wednesday, June 9, 2021

For Hire: The Arwah al Safina

(put together by Jacob, given his characters' investment in the institution to transform the Society of Lamplighters into the Arwah al Safina)

Public Charter

The Society of Lamplighters and Treasure-Bearers, while operating similarly to its previous charter, has fallen under new management. The Survivors of the Tel have expanded their operations and taken over the Society.

While the group remains the same, the methods of hiring and requirements to be met are changing, having seen little to no interest in the Society since its inception.

Unlike the original intent of the Society, to be torchbearers, the newly re-founded Arwah al-Safina, in honor of their founding just following the parade of Immortal Dead, are a society of hirelings who are skilled in either combat arts or magic, and whom grow and improve with the adventures they partake.

Recruiting a Hireling

Recruiting these hirelings is a slightly different process to what it once was. Under the previous Society, a share of treasure was to be dedicated to the organization, and the amount selected dictated which hirelings might be available. In the Arwah, all hirelings are equal, as they will all have training. Therefore there is no roll to hire from the Arwah. Instead a recruitment fee of 75gp is charged, and then you may select anyone from the list.

At the end of the expedition the hireling will receive gold as per normal classed hirlings, a 50% share of treasure.

Much like the original Society, there is an expectation that a diya (man-price) of 100 gold, or a full share of treasure (whichever is higher) is to be paid to the Arwah in the case that a hireling is permanently slain or otherwise maimed in such a way that they can no longer adventure.

Additionally, the Survivors will be reviewing any reports of cruel or harsh treatment of their members, the results of which may end any future possibility for a person to contract with the Arwah. Conversely, members of the Arwah are allowed to request joining adventurers themselves (due to such positive treatment that they wish to join you again), resulting in no hiring cost.

The two major benefits of hiring from the Arwah are:

1) All members are at +1 morale; meaning members are more willing to risk danger and less likely to flee from it compared to others.

2) Members of the Arwah have access to the equipment owned by the Survivors. As a result they will always come equipped with basic arms and armor, and certain other re-usable things can be requested (such as sacks, poles, crowbars, etc).


Arwah Equipment List

When recruiting a member of the Arwah you (or the Arwah member) may select items from this list (must be appropriate for the individual) for them to have equipped during the adventure. While they may share the use of these items, it is the hired Arwah’s discretion on if a request is reasonable or not.


Shields (Maximum: 6)

Swords (Maximum: 4)

Shortbow (Maximum: 4)

Lanterns (Maximum: 3)**

Oil (Maximum: 2 flasks)

Arrows (Maximum: 20 arrows per shortbow)

Bola (Maximum: 3, only taken by Pkunk)

Javelin (Maximum: 4, only taken by Pkunk)

Chain Armor (Maximum: 2)

Plate Armor (Maximum: 3)

Leather Armor (Maximum: 3)

Iron Rations (Maximum: 1 week per hireling)

Tinderbox (Maximum: 1 per adventure)

Waterskin (Maximum: 1 per hireling)

**The Arwah will always bring the following item, their most senior member carrying it. They are willing to use the item for the adventure, but will not lend it or explain how to create the effects. If this item is not returned from an adventure a charge of 100 gold, or a full share of treasure (whichever is higher) is expected to be paid.


The Ghost Lamp

This lamp is built to resemble a normal hooded lamp. However scrawled across its green-metal surface is the contract and original charter of the Arwah al-Safina. There are also a series of small nubs along the top and bottom rim of the lantern.

Unlike a standard lantern, this one is set up to allow for multiple shutters, as well as additives to the flames and oil.

The shutters allow for:

  • Normal open/close shutters

  • Semi-opaque fire-resistant cloth: creating a dim light, not enough to fight or search by, but enough to make out silhouettes and creatures, similar to a twilight effect

  • Mirroring: setup on the inside of ¾ of the lantern, it can act as a spotlight, removing any ambient/local light but causing the light to reach out to twice a lamp’s normal distance in one direction.

The additives change the appearance and function of the flame. Options:

  • Ghost-flame

  • A purple flame

  • A white flame

  • A red flame

  • A blue flame

  • A pink flame

  • A green flame

  • An orange flame

  • Golden sparks

  • A flash of flame, like the light spell for the purposes of blinding a creature


Membership List

Note: Anyone with Class (untrained) is unavailable at this time, they will need to undergo training prior to being available for hiring.

Name

Class

Equipment

Notes

Wahid the Wastrel

Fighter (untrained)

empty tankard

Likely hung over

Pseudolus Freedman

Fighter

spear and shield

Freed slave

Doctor Sontag

Magic-User

healing kit

Haunted, refuses to

fight

Tanit al Jamila

Magic-User

kindjal dagger, spell,

leather, shortbow

Flaunts her figure

Vudot Vudot

Magic-User

Charm Person,

leather, shortbow

Stentorious orator

Pkunk the Mystic

Alkari

6th sense

Will not wear armor

Offers aura readings

Kogus the

Bodyguard

Bulrathi

Macuahuitl, Arbalest

Always completes

contract


Other Arwah Services

These services are offered in-town, and as-is. No refunds, and if the Arwah member comes under any kind of danger you will be charged as per normal adventuring processes. Other services may be added later, depending on interest

  • For 100 gold Pkunk will read your aura and let you know the portents of your next month. By spending a downtime allowing him to read your luck or doom (and paying his fee), this foresight will allow you a reroll of one die in the next month, whether it be one you rolled, or which was rolled around you (i.e. a companion's saving throw, or an enemy's attack or save)

  • For 50 gold per hour Vudot Vudot will orate at an event for you (fees for legal oration must be negotiated on a case-by-case basis)

  • For 10 gold Doctor Sontang will look over a patient and provide basic medical assistance. For 100 he will act fully in his capacity, including accessing simple healing resources he has access to such as first level spells, potions, etc.

  • For 5 gold, or a full wine-flask of decent wine, Wahid will take you on a tour of the best local bars. You’ll also have to pay for his drinks during that time.

*Arwah members keep 10gp or 50% of money from these services used, whichever is more.


Joining the Arwah

Hirelings that wish to join the Arwah have no restrictions, one need only be interested in prolonging your survivability within the Tel to join. A person’s membership in the Arwah al-Safina consists of a handful of significant benefits.

First: If you are unskilled, untrained, or otherwise too focused on a single skill, you will be provided the training of your choice, either to Fighting shape, or in the ways of Magic. This will be done prior to you being listed on our membership chart.

Second: After undergoing training you will be added to the membership chart, used both as a method of contracting out hirelings to the various adventuring companies in Cothon, but also as a sort of rotating participation in the adventures of the Survivors; guaranteeing you at least some adventure and wealth from within the Tel.

Third: Unlike the free-hands and hangers-on scattered about the various taverns, you will have a dedicated support team of adventurers, bringing in new and powerful tools, weapons, and armors which may be lent to you on occasion (at the discretion of the Survivors), or used to improve your survivability within the Tel.

Fourth: Ultimately any members of the Arwah joining the Survivors will have priority, and higher potential for advancement within the Survivors should they choose to join.



Chronicles of Gan: Chapter 1

 (written by Phil, player of Gan ad-Din, concerning the semi-recent expedition under-Cothon, and earning Gan 100 xp per level)


The Chronicles of Gan

Bearer of All Things!


Chapter 1 – Into the Underbelly


Presently, my benefactor, Bartholomew Pettibone, of the House Pettibone, remains busy and focused on learning a certain ancient language, and the machinations of our recent finding. As he continues his studies, there has been little else for me to do. Noting my restlessness, he suggested that I might return with Sesel to Cothon, help procure supplies, and take some time for much needed relaxation. After gathering the items that Bartholomew had requested, I made the decision to take some time on my own to join new friends in a, hopefully, lucrative venture.

We decided to enter and explore the seedy, grimy underbelly of the main city – Sesel gained us our entrance, then set us loose.

Old, wise Grandmother (Zelma) carried our lantern. I and my new companions, Nazm (and his hireling, Salah – a beggar from the streets above), and Lars Fangripper (with his hireling, Abu – another beggar from our fair streets of Cothon) made our way west from what once must have been a central market place, but now lay buried deep under the streets of Cothon. A labyrinth of dank, musty catacombs, shrouded in darkness, radiated in many directions from that central hub.

It smelled bad as we continued deeper into these ancient catacombs. The aroma of death was faint, but pervasive, and clouded the still air throughout. The Underbelly is an odd place. It is a maze of greater and lesser worked thoroughfares and corridors, leading to 'nodes' and 'districts'. Smaller, more natural appearing tunnels branch off at random, leading to who knows what. Interestingly, there are 'residents' to be found down here, randomly dispersed, attempting to eke out a meager living in this dangerous community. Everything is hidden in shadows, and all is wet and muddy, with scum-encrusted puddles everywhere. It is the storm season, after all, and water was leaching and dripping down from the city above. It is unnerving quiet down here.

At intervals there are old structures in various states of decay; sometimes these block the passages, sometimes they are set apart. They appear to be mostly basement, or sub-basement chambers, long forgotten and lost to the main city above. Perhaps it is possible to attain passage between the city above, and some of these lost basement chambers. My benefactor may be interested in this information – he seems to be interested in, shall we say, covert avenues and subterfuge.

We soon stumbled upon a larger chamber with numerous dead bodies in various states of decomposition within. Some with arrows in them. It appeared that a fight must have occurred here. We investigated closer.

Many of the bodies had similar markings upon them – a pair of crossed scimitars – perhaps indicating they were of a certain brotherhood or organization. I will report this to my benefactor, and to Sesel as well, it might be of interest to them. For the most part, we found only a jumbled mess of dead, decaying bodies, generally in two groups (enemies?). However, from a separate pile of bodies, deeper inside this chamber, a nest of 6-legged creatures (five of them at least) – beaked and with three eyes – watched us warily. They did not approach us, and we wisely decided to retreat and leave them to their meal of decayed corpses.

On we traveled, through passages old and ruined. The musty, dank smell overwhelmed us throughout. The faint sounds of what might be a party (carousing) came drifting to our ears – perhaps people ahead? Not far down the avenue we traveled, a rudimentary blockage came into the view in the light of our lantern light. It appeared to be a palisade wall, crudely and hastily erected. Ages of smoke stained the ceiling here, and along with the sounds of carousing came a faint glow that could be seen flickering from beyond the blockage.

After hooding our lantern and allowing our eyes to adjust to the dim light, we approached the crude wall and initiated a parlay with the ones beyond. The rag-tag group of fellows who we chatted with seemed less than friendly – and especially untrustworthy. In fact, after introducing ourselves, they attempted to belittle and dismiss us by making disparaging comments about our appearance. How rude. The only item of note to be gleaned was that they awaited the return of their leader, Ferat, who had left them here many days previous. They were unwilling to invite us to their fire and to share food, wine, and stories. Cowards, perhaps. We soon ended our parlay – they were not entirely welcoming nor hostile – and we retreated back up the tunnels to explore further.

In a side tunnel we encountered two very large crustacean-creatures. As we surveyed their lair we spotted odd clumps of what appeared to be melted metals, accompanied by some oozy glop. I pitched a copper coin into the ooze, and it was slowly devoured. Not good – as I was basically wearing a full set of metallic armor! We immediately surmised that some material must be present here, or used by the creatures, to melt metals. I noted slight movement in one of the pools and, quite reflexively, let loose a bolt of energy from my staff, enveloping one creature and blasting off a large chunk of its carapace! The battle was on!

Both creatures emerged from their rest, and each spewed a vile metal-dissolving liquid – at me – but missed! I, knowing that these things must surely melt metal, and me wearing plate armor, quickly retreated and took up a more defensive position. As a group we fell back into the tunnel, hoping to force them to come at us singly. They came forward, undeterred. Lars was attacked, giant claws snicking and snapping in rapid succession! Before our eyes he was ripped to shreds, falling limp to the ground, his blood and gore littering the passage floor! Using an oil-flask bomb, Nazm loosed an attack upon the foul thing – and I enveloped it in yet another energy bolt. The first beast was defeated! Abu and Wise Grandmother pulled Lars away from the melee, and administered a healing balm from his pack.

Lars was returned to health, thanks to the quick application of the potion by Abu. As we continued to retreat, the second beast pressed on. Nazm tossed a net and entangled the thing, slowing its advance, and briefly thwarting its attacks. I doused it with a bolt of cold energy, and again a large chunk of carapace was washed away! Lars, having been returned to vigor, and infuriated, rushed to the creature and began slashing, smashing, and hacking with his sword. His attacks, though feeble (due to his recent drubbing), did succeed in chopping off pieces of the beast! It spit again, and a glob of its wasting goop fell upon me – directly to the chest – causing certain weakening damage to my armor! Salah knocked a chip off of the thing with a tossed stone. The creature was visibly wavering, and it seemed that the battle might end in our favor.

Suddenly, and completely out of character, Wise Grandmother ran forward shrieking insanely! She began wildly smacking the creature with her gnarled, twisted cane. It was astonishing and comical to watch – the shriveled old, toothless hag, no taller than my waist, her arms the appearance of old dried twigs, was flailing wildly at the creature. Her gnarled cane clicked and clacked off the beast in a rapid tattoo, but with no effect whatsoever.

The massive crab turned its attention to Wise Grandmother, and she was quickly sliced and diced by the beast's enormous claws. Certainly she could not survive such abuse! Without doubt, we feared she must perish from this onslaught, but NO! Old Wise Grandmother, wobbly and absolutely delirious, maintained her composure and continued to rap against the shell of the giant crab rapidly (but ineffectually). I let loose another blast from my staff, timing it to hit at the same time Wise Grandmother hit it – success! And the creature exploded! I congratulated Wise Grandmother on her most excellent and wondrous skills in dispatching the foul beast! We composed ourselves, then searched for treasure! Several loose gems were found in the pool – one especially beautiful ruby – ah, my beloved Istrid would swoon at the sight of it! We also collected flasks of the creatures' metal eating spittle; Ravna, the alchemist, might find this a useful liquid to exploit.

As we departed this place of crabs, another of their ilk appeared and attacked. Using the inert body of one of the defeated beasts, the passage was blocked by Lars, and we retreated, post-haste!

Battered and bruised, we immediately returned to the relatively fresh air of Cothon, above. I provided Wise Grandmother with a pouch of 50 gold coins, and thanked her profusely for her assistance. I instructed her to go home, and to rest. From there I sought out the Kantor and purchased two flasks of healing liquor, and then sought out and asked my old friend Musa, the Hook (also a beggar from the streets of Cothon), if he would like to join us on an adventure. He readily accepted!

Nazm dismissed Salah, and also hired someone anew. Amusingly, he first approached Old Zelma; she had already changed her attire, and with her new-found wealth was carousing in a more upper-class establishment. Her attire and bearing had changed so much in that short time that Nazm didn't recognize her! However, she politely, and wisely declined his offer. Nazm ended up hiring a free Renyu, by name of al Rabb. I like Renyu, they are intelligent and wise. Lars also dismissed his bondsman, and hired a grim, dour-looking fellow named Stark (I am not entirely convinced that Stark is trustworthy).

After resting, and with renewed provisions and fresh companions, we returned to the Underbelly and began exploring to the north.

We came upon a massive structure – part of the tunnel, but not – that seemed made of old, ancient stone, yet appearing recent in construction. Perhaps un-aged, somehow. There was an obvious, open entrance into it, and so, we decided to investigate. Rabb went forth to test the airs with his Renyu senses. Nothing seemed odd, and we approached the opening, where passages disappeared into darkness to the left and to the right. Written crudely on the wall at the entrance was a singular word – DEATH. Curious. A warning? It appeared to be written in blood; a large amount of blood. Curiouser. Inside we could see that thick streaks of blood lay smeared down the hall, in either direction, as if mutilated bodies had been dragged away. Too curiouser, by far! We departed, to seek more benign adventures.

Further down the passage we were following we began to feel odd and tingly all over – cold and chilling. Darkness began to press in upon us, literally. Our lantern seemed to become weaker and gave off only a wan light. We could distantly see a faint glow ahead of us, perhaps some torch-lit cells, but could not tell. We halted and shuttered our lantern, allowing Rabb and myself to use our enhanced senses to see what might lie ahead.

Immediately, Lars and Musa were grasped from out of the dark by freezing cold hands! Musa quickly and fully unshuttered our lamp, and the shadowy hands retreated into the darkness. We hastily departed back the way we had come, escaping an evil that certainly lay further within. However, in that brief moment of absolute darkness, I had observed that at the end of that passage lay a series of cells (appearing as jail cells) – some with crumpled, decayed bodies inside. I believe it was wise not to tamper further. Musa, having heard tales of ghosts and haunted shades, refused to return.

At length we arrived at an actual, active tavern, complete with signpost outside – a cat, sitting, licking a raised paw. Inside were patrons, seeming to be enjoying the fare and entertainment, and a very odd looking barkeep; his eyes were red – too red. He also had other features that seemed out of place, and abnormal for a human – but that I cannot rightly recall enough to describe.

We entered, guardedly, and were warmly greeted by this red-eyed fellow. We inquired about, and were told that this was the 'Lonely Cat' – the best tavern in all of Underbelly! He boasted of a local brew, and we accepted his hospitality. While Nazm and Lars made small-talk with the odd barkeep, and as we were being served, I took in our surroundings and noted that the patrons, clustered in small groups and all heavily armed, seemed almost oblivious to us – not even taking notice of each other. And then I realized that there actually was no entertainment. No bard, no dancers, no minstrel – and it seemed oddly quiet, subdued, for a tavern. But the local beer was good – refreshing even. After two pints, and feeling curiously emboldened, we thanked the fine fellow and departed. I must report, that he was not over-boastful concerning his beer. I even purchased a quantity to carry with me for later; it was invigorating and relaxing. However, I fear that three tankards may have laid me low, into a deep, restful slumber – an easy mark for thugs and ne'er-do-wells. Anyway, we made a pleasant departure, thankful for his hospitality, and followed his directions and tip to what might be an interesting place for further exploration.

Not far away, another break in the quarried wall revealed an ancient basement room beyond. Of course, we investigated. The breach had definitely been made from without to within. It appeared the wall had been fired at from the outside – with an intense energy – char marks on the outside were readily visible. But not on the inside. And most of the rubble lay within the room. Inside, and as we searched through the mess, Musa stumbled upon a mechanism that opened a concealed door to an even deeper sub-basement room below. The stench of death and decay that wafted up was intense and overwhelming. In our lantern light we saw a couple of corpses and various items of furniture – all in various states of decay. Using a rope provided and secured by Nazm, I climbed down to investigate. While scouting the room, I called for Lars to join me. I asked if he might use his hunter/tracker skills to determine what might have been the cause of these peoples' death. Within the room there appeared to be little of value, and Lars believed that the people had simply perished naturally (perhaps from starvation and lack of water). However, while searching, we did uncover the remains of a rotted chest that contained a king's ransom! Among other items, we found a diamond the size of a fist – ah, Istrid my love, that one diamond would shine and sparkle and illuminate your features like a goddess!

However, as Lars and I marveled at this magnificent stone, rats began emerging (in overwhelming numbers) from various small tunnels bored into the walls. Yes, rats. Many, many rats. Too many rats! In our haste to search the room for valuables, we missed the obvious signs of rat hordes! Lars mashed one, but then realizing it was a lost cause, began climbing our rope to safety. While giving voice and alarm to our compatriots above, I splashed flaming oil upon the advancing front of gnashing fur! Lars, though nipped and bitten in several locations, continued his escape up the rope. I tossed more oil on the flames, setting several more rats afire, and giving Lars time to retreat unhindered. The rats swarmed me, but the armor I wore was virtually impenetrable to their teeth and claws. After brushing many dozens from my body, I was able to climb to safety after Lars. Finding all calm above, we collected our wits and our baubles, and decided to leave. We headed directly back to Cothon, exhausted and shaken to our core – but with stories grand and glorious, and wealth of great store!

Session #38: Cothon-Under-City

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

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

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

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


  • Najm ibn Marwan (Magic-User 1)

    • Sahla (Beggar)

  • Gan ad-Din (Fighter 2)

    • Old Zelma / “Wise Grandmother” (Beggar)


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

  • Lars Fangripper (Magic-User 1)

    • Abu Kuruku (Beggar)



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



Sketches by Najm, providing 100xp per level



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


  • Najm ibn Marwan (Magic-User 1)

    • al Rabb (free Renyu)

  • Gan ad-Din (Fighter 2)

    • Musa “the Hook” (beggar)

  • Lars Fangripper (Magic-User 1)

    • Stark the Wandsman (Fighter 1)


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


The Lucre

  • 1 Crab claw (claimed by Lars)

  • 2 flasks of Crab sludge

  • ½ flask of expended Crab sludge

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

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

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

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

    • Ornate silver brooch with an unrecognizable house symbol

    • Gold pendant with several sparkly red gems inset into it


Experienced Earned

  • 40,110 from treasure

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

  • 100 xp to each character for exploring previously unknown districts


The Cut

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

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

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

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


Session #37: Hostage Exchange

[This expedition set out only a little more recently than those just published (21 May) ... the scribes are working to get caught up]

Having been rather unfocused in the past, the group of newcome barbarian fighting-men whom Persephone has fallen in with elected instead to seek out more particular rumors during this week. Rather than merely strike out into the unknown, they hoped to find some specific direction.

And lo! they were successful in seeking out a more particular goal. For, seeking out the Survivors of the Tel at their headquarter-tavern of Cothon-Under-Star, the group was able to meet with Sesel, Voice of the Survivors. Being engaged in a fine mess of various interests for the Survivors, Sesel had heard of a bounty proffered by the Attine Klackons of the Spire, but was unable to personally see to it, and so he was more than glad to pass the word along to neophytes, in exchange for a percentage of the final reward.

And what was this offered bounty? The 4th House of the Attines was looking for help recovering one of their princely dores from the clutches of a group of renegade Klackon mnors. For this unfortunate dore's return alive to the 4th House, 2500 gold dinars was offered. Sesel offered to help conduct the group to the Spire of the Klackons, showing his token from Banu al Rashid for entrance, and claiming business with the 5th House of his own interest.

The company agreed; purchasing a second panga boat because of their increased number (including the pair hired from the Arwah al Safina), they cast off from the beach outside the Gate of Fishermen and rowed up the coast past the Dyers' Migdol. The beautiful sorceress-apprentice Tanit sat almost in Sesel's lap, hoping to charm the benefactor of the Arwah ...

  • Dehuhada (fighting-man 1)
  • "Meathead" Chad (fighting-man 1)
  • Arngeir (fighting-man 1)
    accompanied by Doctor Sontag (magic-user 1)
  • Stavros (fighting-man 1)
  • Persephone (fighting-woman 4)
    accompanied by Finbar (renyu) and Tanit al Jameela (magic-user 1)

The company returned by the same two pangas, minus the presence of Doctor Sontag, their pockets weighed down each with the hard cash of the awarded bounty. Without need to count any recovered treasure, the party quickly broke up to go their separate ways, each returning to his chosen lesser guesthouse.

Tanit and Sesel, meanwhile, returned to the great tavern Cothon-Under-Star, and there Sesel questioned her at length as to what happened during the expedition--where was Sontag??

After tying the pangas up at a point along the coast that allowed ingress to the headland above, the company of course traveled to the Spire. After brief negotiations, they departed thence seeking the Necropolis in the Colossian Temenos, guided by a Klackon of the 4th House (Tanit couldn't remember her name). They entered the necropolis in the southwest by the Cenotaph--at mention of which Sesel suppressed a shudder of memory--and were led through the maze of crypts there by their Klackon-guide, who seemed to be following scent and pheromones.

They soon ended up in a chamber filled with the scent of rot and mold, choked with strange fungal growths--and guarded by a number of dark-carapaced Klackons! A desperate melee ensued; both Arngeir and Stavros earned victory through the hurts they withstood, while Tanit herself blinded one of the mnor by casting her light magic into its eyes. These guards ultimately fled deeper into their warren--but when the company gave chase, they found themselves surrounded by twice as many again!

When all seemed lost, one of the mnor stepped forward to parley ("I don't recall the name--they're all the same, just weird clicks and whistles," Tanit declares). Well, after some back and forth, it was finally revealed that the mnor had kidnapped the dore because they wished to reproduce for themselves--and they were willing to return him to the 4th House if the present company would deliver a message to the Survivors of the Tel!

"What they wanted was for you to help them break into the Sixth House and negotiate with the creatures there," Tanit explained. "They've heard that they're parasites, which means they need hosts--which, so they think, means they need a constant crop of new Klackons." Flipping her hair out of her face she laughed and shrugged. "Well, they wanted a guarantee that we'd deliver the message, so that fool Sontag volunteered. He said he wanted to help avoid more bloodshed."

After this report to Sesel, Tanit continued drinking, spending half of her share on rounds Under-Star. When more sensible individuals began to retire, she was seen to still be drinking deep, just as deep in conversation with a pale-carapaced dore who happened to be in the tavern that night (through the interpretations of the barkeeps, of course) ...


The Lucre

  • the proffered reward of 2500 gold dinars
    (and 250 paid to the Survivors of the Tel for brokering the expedition)
The Learning
  • 2500 from gold
  • 1134 xp from Mnor x10 (100 + hp ea.)
  • 173 xp from negotiations with a Mnor leader (150 + hp)
The Cut
  • 416 gold per player-character
    208 gold each to Tanit and Sontag (Sontag's share being held by the Arwah until his return; and if he does not, a diya of 416 gold must be paid by this party to the Arwah)
  • 761 xp per player-character
    381 xp each to Tanit and Sontag

Durham's Log Entry 12: Super Klackons

 (written by Joel, player of Durham, concerning a recent delve into the Necropolis and earning Durham 100 xp per level)

It has been some time since I have put pen to paper to write of my adventures. The Ringing Anvil has occupied more of my time. I was finally able to bring to market items of my own design, the sale did not go as well as hoped but it was a learning experience. The utility belt being the most popular item gives me insight to what consumers are seeking. But business is not poor by any means, we have received two commissions. A specialized helm for Bartholomew and a splendid lantern commission by the Survivors.

Speaking of the Survivors, I was a witness to the Barcidae suit against them as they were served their papers from the court of the moon. I count myself lucky in that I was un-named in the lawsuit, but my understanding is that my membership with the Kantor offers me some protection. However, I will tread cautiously as it seems that the Barcidae are on the warpath and I wish to not cause any more trouble for my friend or myself.

I did do a small expedition to the Ocean's throat but I do not wish to go into any details. For it was another adventure where I lost control of my mental faculties and I do not enjoy re-telling those stories.

My most recent adventure to the necropolis however is a story worth telling. Our party departed through the gate of the mourners and was joined by other members of the Survivors along the road. We went to finish our search for treasure in Dalan's tomb. Most of the trip was uneventful with my ever faithful Pako scouting the way. Sesel having made a map of what was previously explored made navigation swift as well.

We were soon where we left off in a chamber with two large doors with klackons on it but we also knew of a secret door here as well. We explored the secret passage for a few moments but Ix seem very determined to proceed back to the main chamber through the Klackon inscribed doors, seeking to understand the history and secrets of his/her ancestors.

But these doors were sealed by some magic, so a spell scroll with the incantation to unlock the door was read and the door opened.

Inside we found a large rectangular chamber, with many urns along the wall. Ix ran inside excitedly. A passage was open to our left, she followed the urns along the wall and continued through to the next chamber.

Ix was quite excited, claiming these were the remains of her ancestors. Chittering to herself in Klackon, moving her head back and forth and twitching her antenna. Ix seem intent on looking for a hidden door. Yet as soon as we entered the next chamber Ix returned back to the first chamber this time focused on the ground and revealing a door in the floor.

We lifted the door out of its place, like a manhole cover to a sewer. The hole went into the ground, we estimated the hole to go a hundred feet deep, so we joined two ropes to get down. As I made my descent the walls had cravings, depicting large klackons in battle with Dalan's army. These klackons look different than the ones I had seen early, more demon like in their face.

When I reached the bottom it was dark, but Pako seemed alerted to something. The room was round and contained a set of large doors.

"YES!" Ix said. "Here is where the great one's are." And before we could step forward to investigate a light show through the edges of the doors. Something was happening on the other side. Sesel asked the party to stay their hands from any threatening movements. While our setting was quite ominous, they had a connection to Ix and perhaps diplomacy could be a solution.

We enter through the great doors, find five sarcophagus, three had opened with large Klackon rising out of them, the other two remained closed with red alien writing glowing on the bottom.

We began to parley with these super klackons through a device Avin had, in hindsight Avin might have not been the best person to lead the negotiations.

As we talked we learned that they had been asleep in these sarcophagi for a long perhaps five thousand years or more, they even mentioned a time when gold was not the commonly traded currency. However, one thing was clear, they believe Klackons and humans coexistence impossible. While we would normally engage in combat, we had allowed them to arm themselves and given their robust build and advanced weaponry we decided that a direct approach would be our disadvantage. So we decided to play along and be their slaves, offering to guide them out of this place.

We lead them to our rope having most of our party ascend first leaving Avin and Sesel with the three large klackons. Two of them began to climb the rope and when they neared the top we sprung our trap. For we had devised a plan to cut the rope to eliminate their number. We had come to the conclusion that these Klackons would be no allies of the dual-city's, more likely they would turn the free klackons against mankind and raise the city to the ground.

We let our enemy fall to their death, while Pako and I readied another length of rope to retrieve Sesel and Avin. However, when our enemy crash into the ground we were surprised to see them rise back to their feet. These super klackons were super tough.

Ix became angry at our choice to cut the rope and engaged me in combat. There was no time to debate loyalties with Ix and  I had friends below outnumbered with no way of escape. I ordered Pako to attach the rope quickly to my belt, then I tucked my head underneath my shield and ramed Ix with all my weight, forcing her down the hole with me as well.

We fell down into the pit, I grabbed the rope hoping to catch myself but the rope burned my hand, but it gave me enough time to reposition my shield allowing it to take the brute force of the landing. A loud pang went off in the chamber as I hit the floor. I rolled away from the fall as my damaged shield slipped from my arm and skipped away into the darkness. I centered on the rope and began to climb, when suddenly all was dark. Someone up above had cast darkness to aid in Avin and Sesel escape. When we were all gathered at the top we did have one more among our number. One of the super klackons was up here with us, Sesel had dominated its mind. Using the last of his control over it, he commanded the Klackon to take its own life. It did.

There was a moment of silence, then a voice could be heard echoing from the open trap door.

"Go and run! But know that the true master are coming."

We brought up what remain of the rope and sealed the trap door again. We were able to retrieve the armament and belt from dead Klackon and luckily enough they had allow us to ferry some of their treasure up before we sprung our trap.

The road home seemed longer than normal, but that is the way when a life is lost in an adventure. I did not know Ix well but I know she was a friend of the Survivors. And I have sympathy for their loss.

We agree to let Sesel handle any questions asked of the party and give explanation to the arrival of Avin. I was too tired to drink and carouse with friends, so I retired to bed. But one thought stayed with me before sleep took me. It was during our parley with the klackons. They seemed confused and surprised that we came by rope. Their comments between them were brief but they spoke as if they had another means of escape.