Monday, April 18, 2022

Session #73: Search for the Missing Ship

[run by Joel, in answer to a call to adventure that he had developed, but the Scribes had failed to post in a timely way; this recap written by him--thanks, Joel! And per Joel, there is more to be discovered regarding what happened to this ship in the caves discovered during this expedition ...]


Our heroes gather at the Kantor to meet the Bounty Agent Duncan and hear his quest that he negotiates for the merchant guild and the river lords. A ship has been missing for a time, and the merchant guilds are asking for information as to what has happened to its ship and crew and for anyone to recover them if possible. The river lords are asking to find out what has stopped this ship from arriving in their lands, as river trading is an essential part of their economy. The party can be seen boarding the Saint Iskameen to sail upriver, their name and number follow:

Najm (magic-user 4)

followed by Mei (fighter 2)

Barlow (magic-user 1)

followed by Kogus (bulrathi) hired as a bodyguard

Heijo (magic-user 6)

They are later seen arriving back in the harbor, unmarked and bearing many fine fabrics and textiles. Rounds of ale are bought, tankards knock together and smiles appear on faces. Rumors say that it was the easiest money that an adventurer could hope to come. It seems the party was able to find the trading vessel and recover some of the cargo but how the ship got down in that cavern is still a mystery.


The Learning

  • 200xp for the exploration of level 1 (40% complete)

  • 600 xp for the exploration of level 1 (50% complete)

The Lucre

  • 800 gp, Finders fee & recovery fee of the fabric, textiles and lockbox

  • 1000 gp, Finder fee for merchant vessel

  • Kzin Campsite items

    • 5 wtsai swords, sleeping bags, waterskins

    • Recreational herbs

    • 2 ropes

    • Tinder box and flint

    • Torches (6)

  • 2 Fishing nets

The Cut

  • 200 xp per player character

100xp to hirelings

  • 450 gp per player character

225 to hirelings

  • Campsite items

  • Fishing nets


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



Friday, April 1, 2022

From Bartholomew's Journals: Halls of Ru'un

[written by Phil, player of Bartholomew Pettibone, about an expedition that occurred now some months ago--and earning Bart 100 xp per level]


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery



04 December 2021

Decks and Halls of Ru'un


It has been many months since we left Kilik (a klackon warrior), alone and hidden, deep in the bowels of the 6th House. The time had come for us to retrieve poor Kilik and remove her to a place of better comfort, and where friends could help assuage the pains of their loss. As such, I gathered to me a rather large party of barbarian adventurers (and hired hands), nine of us in total, and we embarked onto Arngier's boat (the name of which escapes me), and we traveled first to the Ocean's Throat Cave – to Fort Doghouse. There we were met with howls and much barking and yipping, as the renyu living in that place were excited to see their benefactor, Durham, once again. There was also much rejoicing to be reunited with Pako and Seven-Toes (who now accompanies Dehuada) – both former members of the Wasgo tribe.

From the Doghouse we made our way to the Green Doors, and once inside I introduced our newcomers (Lord Althis, Arngier, and Dehuada) to Raoden, who was busy studying with Bob. Once we had all embarked into Bob, I explained a bit about the use of the translation pads – that they were the means by which we could be secretly moved into the basement rooms of the sealed 6th House. Gan was sent through first, as Kilik was quite familiar with him, and we suspected he could help keep Kilik calm as we appeared. After Gan seemed to disintegrate in a bright flash of light, the newcomers became somewhat apprehensive about using the translation pads. I suspect that my giggling may have been a bit off-putting. And I suppose I did question (under my breath) if I was using the device correctly. After Avin, Hey-Jo, and Durham conceded to be translated through, the others decided to follow, and finally Raoden took over and sent me through.

I arrived instantly to the hidden basement of the 6th House to find everyone fine and hale, with Gan and Kilik in animated discussion. Kilik was somewhat aggrieved that we had left her here, alone, for so long and with no word, and it took Gan (using soothing words) to convince her of our apologies and concern for her safety. She was also seriously concerned that Gan and I had returned with so many additional strangers. It was a tremendous oversight of mine that we failed to bring mold beer and fungal treats for her enjoyment. I will make this up to Kilik soon – however, I fear that some of my future actions (to be noted later) have made me an unreliable associate to her (and that is putting it mildly).

After several minutes of confusing discussion with Kilik – apparently I had mixed up some of my earlier historical readings, she threw up her several arms in exasperation. Although Kilik did not advise it, she was willing to wait as we made an expedition under the wall of zortrium, and into the halls Kilik claimed lay beyond. So we climbed down into the pit the klackon workers had made, hunched ourselves down, and made our way through a low passage that soon opened up above us into a dark hollow.

Gan tossed up a grapple and a rope, made it fast, and we climbed quietly into a small room above. The thickness of zortrium that we climbed through was indeed astounding. The accounts by Kilik and others of the 6th House were not exaggerations – there is certainly enough zortrium present to make any single Great House richer than the entire League of Ten Cities! However, it is my educated opinion that the zortrium is not so much a vein of metal, but a protective shell surrounding a vast underground complex. What we found inside gave me pause to consider an intermixing of magic and technology found aboard Bob, within several crypts of the Necropolis, within the mines of the Denyan Isles, and inside the Tower Invincible. I believe a greater history lies all around us, and we are deeply ignorant of it.

We wandered through several curved halls, passing many closed doors to our left and right. A stair was located, leading up and down, and we decided to go up. As we attained the next level, we came immediately upon a strange circular room with several handle-like protrusions sticking out from the wall at intervals within – all at about waist height. The function of this room eludes us still.

It was observed by several of us that all of the doors we passed or opened were similar to what are aboard Bob, with touch-stone opening panels. However, it was also noted that there seemed to be no energy ensorceled into these panels, and they all required brute force to open them. We also saw signs where the klackon workers had explored in the past, and noted several locations where the walls, floor, and ceiling has been pocked, blackened, and pitted by what might have been high-energy blasts – such as what emanates from our staff weapons, and Lord Althis' fire-magic.

At one point, during our initial explorations, we heard noises that indicated several doors farther along the hallway were being forcibly opened. We feared discovery and concealed ourselves, hoping that who- or what-ever might pass us by. And indeed “it” did – a ru'un! We suspected the ru'un had been set upon a patrol (much like the one we encountered on the Denyan Islands), and we decided to follow it – at a good distance. I made my mark upon the walls as we progressed (BP--->) indicating our direction of travel.

We soon came upon doors that were alive with energy and functional, and that had upon them certain symbols that I had seen within the Tower Invincible. I was certain that these symbols were a warning of danger, particularly warning about “poisonous light”. At this point I made use of my newly acquired arcane knowledge – allowing me to ascertain the meaning of unfamiliar languages. Indeed, the symbols warned of entering past the doors without protective gear, and that we should limit our time within.

Lord Althis and Durham had both brought with them the special suits recovered from the Tower, and Gan had his protective armor. With protective gear on, those three entered beyond and found what seemed to be a congregational chamber, with personal lockers and shelves, and an additional three protective suits. No particular danger appeared to be within this room and the rest of us entered. Hey-Jo immediately began rummaging through the lockers and dumping contents into sacks and bags, while myself, Arngier, and Dehuada donned the three additional suits. Using my arcane sight I was able to decipher several more symbols and meanings near other doors. Some seemed only to be living quarters (with names and numbers nearby), one indicated that we were on “deck 7” (was this a buried ship?!), one appeared to be a type of “scriptorium”, and another warned of danger and something called “Propulsion Reactor”. These things must be discussed with Bob, perhaps they can be of help deciphering their significance.

We sent those who had no protective gear back out and away, while those of us protected by our suits entered into the “scriptorium” to investigate. Three strange desks, or pedestals were in the room, each with their own magic mirror worked into the tops – and along the wall were several other magic mirrors. We had seen a few others earlier, but all were black, dead, and inoperative. However, these inside the “scriptorium”, had some semblance of energy and life within – albeit very faint. I remarked that indicators showed energy levels for various systems, none of which I understood, but that I could tell most of which were very low and colored red. A schematic on one of the wall mirrors showed many “decks”, with all of the lower ones limned in red, and only a few of the uppermost gleaming green. Also, I spotted what appeared to be a long list of names and accompanying titles – many, many names – along with assigned duties, visible on another schematic. All of the names were blinking red. I fear that they may be the names of the original inhabitants/creators of this “Complex”, and that they may all now be dead. There were hundreds of names. Perhaps this was a fortress?

I attempted to interact with one of the mirrors on the scriptorium pedestals but was thwarted by the necessity of providing a correct shibboleth. Several times, when discussing items and events with Bob, their spirit has made mention that without the proper shibboleth, they could not answer or proceed further. I suspect that Erga Ta'Keon, and perhaps others, have imprinted a special shibboleth upon these devices, and without them, their voluminous knowledge is locked away from us.

While we were engrossed in our investigations, a ru'un came upon us. As we were trapped, with no escape at hand, we enjoined it in battle. Before it came upon us I was able to place an arcane bonding on Gan's sword, giving it the ability to strike harder and deeper, and Durham prepared Sunforger for melee. Dehuada, Arngier, and Althis worked one of the tables off its pedestal and laid it as a barrier across the entrance. When the ru'un made its appearance, Durham loosed Sunforger, and the mighty hammer flew directly into the great red eye of the beast. However, an energy field surrounded the ru'un, much like my shield belt does for me, and while the hammer struck true and cracked the red eye, much of its force was diminished by the energy field. Dehuada and Arngier attempted attacks, and they failed to penetrate the shield. I energized my own shield-belt, and drew “Striker”, preparing for the worst. Gan, I noticed, calmly stood his ground, eyeing the ru'un with studied determination, his blade was held steady by both hands and pointed at the red eye.

The beast struck out toward Arngier with one of its several limbs, and missed. I watched as Gan deliberately – and slowly – pressed the point of the Red Sword of Arslan against the energy field surrounding the ru'un. I could see the determination in his eyes, his muscles tensing, and then he suddenly lunged forward with all of his might and the sword pushed completely through the ru'un! As Gan pulled his sword free, we were assailed by the shrill sound of metal scraping on metal, with ichor and sparks of fire spilling from the gash he had produced. Althis leaped in, closing with the beast, and attempted to douse it with wine – unfortunately, this had no effect. My attacks with Striker also did little to no damage – alas, my weakness lies in the martial arts.

The fight went on, with Arngier slashing with his dark demon-wrought halberd, Gan continuing to study the beast and punching his sword clean through it in apparent weak spots, Durham attempting to douse the thing with oil (sadly ineffective as well), and Althis delivering more wine. Yet even as Gan and Arngier were delivering devastatingly crushing blows, the ru'un continued to fight on. Arngier was incapacitated and fell to the floor (paralyzed?), and Durham had most of his sense of feeling turned into prickly needles. We began to fear the ru'un could not be defeated, when a humanoid figure, clad all over in golden armor, entered the fray, coming from behind the door labeled “Propulsion Reactor”.

From this golden form came a booming voice, in several languages, that ordered us to cease our actions, and asking under what authority we had entered into this location. Having studied some of the old klackon writings, I answered that Erga Chondrias had sent us, and this seemed to halt the newcomer. But only for a moment. The original ru'un had stopped its attack after the Golden Man appeared; however, Gan kept his sword at guard, and continued to study the thing with his cold stare. After a moment, the Golden Man exclaimed that Chondrias held no sway here, and in its one hand a sword appeared (literally!), and in its other a smallish crossbow. Gan then pushed his sword through and into the original ru'un once again! Three times he had now impaled the thing, yet it remained functional! At once, I pulled the strange device Sesel had given me, pointed it at the ru'un, and depressed its touchstone. All semblance of life-force left the ru'un, and it settled onto the ground, inert.

However, the Golden Man advanced and pressed the attack anew! Althis was lightly damaged, Arngier remained limp upon the floor, and the rest of us threw ourselves against the Golden Man. Hearing the clamor of our fight, Avin, Hey-Jo, and the two renyu finally joined in our melee. In short order, and with judicious use of rope and bolas, Althis and Avin were able to render the Golden Man inert upon the floor. Hey-Jo attempted to drop the fellow into arcane slumber, but to no avail. However, once it had been dropped by the ropes and bolas, Durham and Gan pounded it senseless, and in so doing we realized that this was no man, but a cleverly created ru'un – a golem of sorts!

The power cell of the first ru'un was quickly removed, ensuring that it was “dead”. The head of that beast, with its red eye, was removed and placed within Avin's bag. As well, Durham began dismantling the Golden Man, and placing its pieces (head, arms, legs, etc.) into the bag.

We prepared to depart, certain that our presence had been noticed, and hearing that the Golden Man had called out for assistance. We feared that other ru'un might soon fall upon us. However, before leaving, Hey-Jo worked the touch-stones, and opened the “Propulsion Reactor” door – from whence the Golden Man had come. Inside we saw a room filled with machinery, many active magic mirrors, and several dozen small ru'un flitting all about – busy at various tasks. The ceiling was high and see-through, but opaque, and on that upper floor we could see the shadowy form of a taller, thin humanoid. The small ru'un did not seem to take note of us, and I reached into the arcane to meld my vision with what the tall, shadowy figure was focusing on.

I pushed my sight into theirs for a short time, seeing through their eyes. The vision was odd, most definitely different from what I have experienced through the eyes of ru'un, klackons, men, and k'zin. However I could tell that its focus was on a set of particular magic mirrors, and was in some way controlling, or assisting the numerous small ru'un complete their tasks. I suspect that the figure may have been either Chondrias, or Ta'Keon – or another of their kind.

At this point, we did indeed feel that it was time to depart. We had knowledge, we had pilfered a significant amount of material, and we were, all of us, alive. Fortunately, Arngier had only been temporarily incapacitated. We gathered all that we had, and fled quickly out to rejoin Kilik – and upon our retreat we were lucky enough to avoid and evade what was most likely a third large ru'un, come to investigate the loss of its two companions.

Once reunited with Kilik, Gan spoke to her of the fight with the first ru'un, using the klackon fighting technique he had been taught recently. Kilik was quite excited and congratulated Gan on his technique. However, try as we might, it was impossible to get Kilik to agree to accompany us to Sesel's Iqta. In the end, I was forced to lay Kilik into a deep, arcane slumber, relieve her of her weapons, and use the translation pad to send her and my comrades back to Bob. We also took the time to move a good portion of the zortrium ingots that had been “mined” by the klackons (and ingots of other metals) through the pad to Bob, under the direction of Durham. After everyone had been transported back to Bob, Raoden transported me back. The ingots were stored in the work-forge room, Kilik was provided a soft bed and secure quarters, and most of our party made their way back to Fort Doghouse. I suspect a feast was prepared there by the occupying Wasgo – in honor of Durham, Dehuada, Pako, and Seven-Toes, and that they eventually returned to Cothon-Gadeed upon Arngier's ship. However, Gan and I remained aboard Bob, within the pen. I have several months of study laid out before me, and wish not to be disturbed, and Gan has other, personal business to attend to.




Raoden's Histories Part III: Ancient Burial Rites

[written by Jacob, player of Raoden about an expedition in December, and earning him 100 xp per level]


Ancient Burial Rites and Procedures Part 1


During our most recent expedition we investigated a place within the Ocean’s Throat, haunted by strange wraiths that could drive a person mad at a mere contact! But this log is relating instead to histories, and indeed this place has significant histories. For this seems to be the resting place of ancient Denwa warriors.

Statues outside the tomb show us the great leaders of these warriors: Tahiru-Taya, soldier-General; Ismehana master-tradesmen turned King; and Zalkyrie, their Queen. We also see here murals of great battles and raids set upon the walls, all leading back to the main doors moving deeper into the structure.

Further investigations revealed through murals the processes by which these warriors were prepared for their long interment. They were carried, with honours, through the halls depicting battles and great victories, down to a step-well. Here they were purified in the waters, before ultimately making their way deeper into the fortress-tombs.

Alas, we did not investigate much further, and so this log will remain incomplete for the time being.



 



Developments with the Wasgo

Adventurer-tinkerer Durham has made no secret of his general appreciation for the renyu poeple, between his long association with his ever-loyal renyu-servant Pako and his spearheading the effort for freedom for and alliance with the Wasgo Tribe of renyu in the Ocean's Throat sea caves.

He has even called on the Wasgo to help garrison the one-time secret pirate fortress in those same caves, and named the place Fort Doghouse (whatever its historical name might once have been), to secure it against the interests of sakkra dwelling in the caves, as well as against the return of any pirates.

So it should be no surprise that he has now invested further in the Wasgo and the Doghouse fort:


Durham spends 3000 dinars on the Wasgo tribe. Mainly to help secure and grow Fort Dog House with some development for the tribe itself. The money is roughly split three ways; defence, infrastructure and education.

For defence Durham will hire men-at-arms (bowmen and spearmen) to help reinforce the garrison of Renyu there. As well as the purchasing of another ballista and lumber to construct another defensive platform on the other side of the cave. Durham would also like to hire Sslaan the Shen to be commander of Fort Doghouse for the time being, for who better to defend against pirates and sakkra than a seafaring sakkra warrior.

For infrastructure, Durham will hire fishermen and trappers. To help supply the fort with a source of fresh food by setting up crab traps, fishing nets and snares

For education Durham would like to hire a martial artist (perphas Bridne Murcada) to help train a few elite warriors to master their claw weapons through advanced hand to hand combat. Furthering his plan of developing a ninja unit of Wasgo warriors, numbering nine strong. Also sending a select few who wish to see if they can have magical power to Lord Althis of Crag keep.




Chronicles of Gan: Ch. 4 -- From Death to Life

[written by Phil, player of Gan ad-Din, who wrote this account of an expedition some time back--alas, I missed posting it at the time! And its mystery is already unraveled, as Bart has already returned, hale (and since disappeared again, to his own purposes!). But regardless, it is worth 100 xp per level to Gan as of it being posted here]


 The Chronicles of Gan

Bearer of All Things!


Chapter 4 – From Death to Life, In More Ways Than One




Bartholomew Pettibone has vanished. After a recent expedition, during which we secured a formidable and covert base of operations within the sea caves, Bartholomew and I were able to guide Bob back to it's original subterranean berth. Not long after that, he made mention of requiring specific supplies from Cothon-Gadeed, packed his haversack, and made his solitary way toward the city. However, it has now been several days since he departed, and there have been no indications of his well-being or knowledge of his whereabouts. I fear he may be lost. And I promise – I have NOT eaten him!

To take my mind off of Bartholomew's potential demise, I gathered with several of our acquaintances in an effort to assist them in what was expected to be a quick adventure. Najm had heard that a fellow named Doran, from the Facility, had been asking about him, and he was determined to return to meet with D, and to discuss options for bringing D across the Bani-Dawr threshhold. Several others of our companions were also keen on returning to that mind-bending arena, as we had recently seen the bodies of two of our former affiliates who had been killed there in the past (K'Zin Friend and Zero-Zed) apparently being “stored” in strange, glass-faced sarcophagi. A plan was made to retrieve their bodies, and to hopefully restore them to health and vigor.

It was early in the day, with the red sun glaring it's ruddy light upon the land, that we made contact with the Bani-Dawr, and they agreed to provide us passage to the Facility. Our company was large, and stacked with those trained in the arts of physical combat: myself, Najm the Fisherman (with his first mate, Mei), Hey-Jo of the Ink Stained Hands, Lord Althis (with three of his stalwart men-at-arms), our good friend Durham, and his most excellent renyu associate, Pako. After imbibing the juice provided by the Bani-Dawr, we were each transported (one by one) to the Facility – which Bartholomew has adamantly declared is naught more than a fever-dream brought on by some drug-induced sleep.

We arrived in the black of night, with a sky studded with dead, stationary stars, and I was inclined to believe Bart's assessment. We were inside a walled fortress, and seemingly alone. Enough light was present for us to note that we were in a gatehouse, and that the walls encircled a few buildings and a well. Several staff weapons (of the kind found here) lined the walls of the gatehouse, as well as a large green crystal (similar to what we had noted Doran wearing during our last visit), and a rather odd-looking wand. The wand was twisted in an “S”-shape, reminiscent of a snake, and it felt right to hold it as if it were a small hand-crossbow. Durham armed himself with one of the staff weapons, and Najm took the other. I packed away the snake-shaped wand, and Lord Althis pocketed the green crystal. Ah yes, there was also a wicked-looking blade – in appearance a very serrated short sword – in a partial harness/sheath. The metal looked remarkable durable, and Durham pronounced it as excellent workmanship. Hey-Jo armed themselves with that blade.

Stairs led up to the the top of the crenelated wall, where we found two odd watch-stations – on either side of the gate towers. Between those two stations was a plinth housing what appeared to be two touchstones. Far off in the distance we observed the twinkling of moving lights, and using Durham's far-sight tube, we were able to just discern a force of about 20 troops moving in formation toward the keep. We expected them to arrive in short order. Based on our previous excursions to this Facility, we expected that this force would be hostile.

The two stations were like thrones of a sort, but unlike any normal throne I have ever seen. Lord Althis sat in one (having a large magic-mirror situated in front of it), and it immediately became active, the mirror lighting up. The screen clearly showed Althis the distant hills and surroundings, and a cross-hairs that he was able to somehow move around the screen with his mind. Jutting out forward of that throne a thick pipe stuck straight out, over the wall. Althis noted several touchstones on the screen and pushed at one. The effect was startling – a ball of brilliant energy raced from the end of the pipe, out into the distant night, and exploded in a fantastical light-show, not far from the formation of troops heading toward our location. This, of course caused them to spread out and begin a more cautious approach to our position.

Hey-Jo sat on the other throne, which I find difficult to describe. The body was a cocoon-like mass of large spider webs, the head housed a large, flat, bluish crystal, and the arms ended in a strange black material that was soft enough to sink your fingers into (yet when released returned to their resting state). As Hey-Jo dropped onto the throne, the webbing closed around them, the crystal lit up, and Hey-Jo exclaimed that they could hear voices in their head! Not trusting the throne, Hey-Jo hastily exited its cushioned grip.

Althis showed Durham how he had “fired” the electric turret, and then returned downstairs in order to take stock of the inner keep. Upon his return he reported that the only thing of particular note was that the well was dry, and that a pile of what seemed to be small squid-like items lay on the bottom. In fact, he had been able to fetch one from the well and had returned with it for us to all examine.

Durham quickly figured out how to use the turreted throne more efficiently, and began tracking one of the creatures leading the oncoming force – waiting for them to come into range. Najm decided he might attempt to sit on the webbed throne, and his outcome was quite more spectacular than Hey-Jo's. His mind somehow melded into the crystal of the throne, and each of the squids from within the well (including the one Althis had retrieved) flew up into the air and began swirling around Najm's throne. Some spirit housed within the throne explained to Najm how to operate the flying squids, and how he could use them as an offensive weapon.

Hey-Jo tested and figured out how the touchstones on the central plinth functioned – one button briefly electrified the outer wall, while the other provided a large protective shield barrier that enclosed the entire walled keep. However, they were only briefly available after being activated, and seemed to require a good amount of time to “recharge”.

As the force came close on, we each opened fire. Arrows, quarrels, arcane magic, balls of electricity, and flying squids pelted all about the group of twenty. For our opponent's part, most were armed with functional staff weapons, and lighter balls of energy rained down upon us! The battle was truly on! In the end, one of Lord Althis' men had been seriously wounded, some of us had taken some damage, and the entire opposing force had been vanquished, save one – who ran away in a cowardly fashion.

One particular action of note occurred as our final enemy entered into melee combat with us, on top of the wall. This creature had seemed a “leader” of the others, was deathly white of skin, inhumanly fast and agile, and unbearably strong. At one point we had him pinned down, thanks to Lord Althis' arcane webs, and were able to persuade some information from him. But he escaped, scaled the wall, and was upon us in a flash. A short hand-to-hand combat ensued. As Hey-Jo swung their new serrate-edged short sword at the beast, I could swear I saw something flash. It may have only been the reflection of a staff weapon discharge upon the metal blade, but as the sword completed its arc, the head of the white-skinned horror fell cleanly away from its body.

With our way clear and unhindered, we made our way out of the fortress to stand below what can only be described as a hole in the sky, with vines growing out of it. A rope was sent up and secured (thanks to Najm and his flying squids), and we all made our way up and into the heavens. For some reason, Najm had seen fit to remove what seemed to be a large energy-crystal that powered the webbed throne, and he carried this with him.

When first entered, the heavens first appear as a cavernous, but enclosed shell of a massive arena. Tall, metallic, and regularly formed beams stretch and radiate out in several rows, connecting the floor and the very high ceiling. And at a close distance is what appears to be a wall with a few opaque windows (not clear enough to see through), and a single door. We used the magical touchstones located on the wall next to the door to open the portal, and enter the halls of what must be the gods!

The walls of the hall before us were smooth and metallic, and all was rather dark. I lit a lantern and bore it high for all to see. And on the floor, just within our lantern-light – laying face down – was Doran. Apparently he was dead, cold, and lifeless. He was wearing the same strange grey and black garb that we had located in this place previously, and it looked as if he had been trying to exit, but had not made his escape. We investigated his body, and found no sign of external damage – perhaps he had been poisoned. We decided to move him off to the side for now, and noted that Doran weighed considerably more than a person his size should – by a serious lot! Knowing how he had previously been able to attach and reattach portions of his anatomy, we surmised that perhaps Doran was not human, but was some lesser god, or perhaps a golem.

We found several rooms with odd items that made little sense to me, but seemed to excite the arcanists in our group. I showed Durham how to use the batteries from our staff weapons to power the translocation room, and we were able to make our way to the next level up, where I was certain the bodies of K'zin-Friend and Zero-Zed were being “warehoused”. Indeed we found our friends' bodies in their sarcophagi, within another massively cavernous room. This room housed hundreds upon hundreds of these sarcophagi, stretching into the dark distance, and was deathly cold – bone-chilling! In a separate room nearby we located mostly tables with articulated arms above them, and a large, strange tub-like sarcophagi.

I noted that in one of the rooms nearby, where a low humming was coming from, could be dangerous to us. It was in that room where Bartholomew had touched one of several half-domed structures, which then rendered him unable to cross back over the Bani-Dawr bridge, unable to return to Cothon-Gadeed. Several of us also concluded that some power must embody this place, and that for some reason it must be low or shut off. This was made obvious by the fact that several magic mirrors (similar to what Bob uses for communication) had been seen in several locations, but none were active. Althis made a discovery, pertaining to the large sarcophagus, and that sent us all back to the lower level, and into a room where he was certain a power source should be found.

With blind luck, and my heavy status (literally), the source of power was indeed located. And as the ladies of luck must have been not just smiling – but dancing! – among us, it appeared that the power crystal Najm was carrying fit neatly into a slot, and when inserted, energy burst throughout the entire construct. Suddenly magic mirrors everywhere came to life, the halls became lighted from panels set regularly along the ceiling, and the hum coming from upstairs became stronger.

Back in the upper level, after further talk and inspection of the sarcophagi, a disembodied spirit began speaking to us, in a very mechanical, yet non-hostile way. If I were pressed, I would say that it is the spirit of some female arcanist who had perhaps died while protecting this Facility. She informed us that she was “Facility 47”. And asked who was speaking to her. We answered, each in turn, and as we did she noted that we had each been “registered”. After some time getting used to her voice, and her many odd vocal inflections, we realized that we could query her about the surroundings and items found within, much like Bob was able to impart knowledge on to us. Much was learned in a short time!

While we were having discussions with F47, an odd buzzing, as of thousands of bees, could be heard moving down the hall outside our location. I knew that sound, and related to my friends that we encountered the approaching “being” previously, and had been informed to RUN!!! However, this time, we were trapped. As the beast, or swarm of beasts, entered our room, we made ready to fight as best we could. However, the thing did not seem interested in us. While it moved along every surface of the room we inhabited, it never touched any of our party. And interestingly, every surface it moved along or across became clean and appreciably tidier. We were informed by F47 that the beast would not cleanse those organic entities which are “registered”.

We learned much from F47 in short order; however, as time began to run short on our traveling potions, we made a few monumental decisions. The sarcophagi holding K'zin Friend and Zero-Zed were akin to stasis chambers. F47 informed us that they had been installed to those “pods” at the instant of death. We learned how the pods were opened, how to extract the bodies without harm, and we quickly administered elixers of sakkra blood to each of them. Only twelve or so of the remaining pods, out of the hundreds housed in this cavern, appeared to be operational, and containing bodies. Lord Althis and Hey-Jo looked among them all and found a more distinguished gentleman wearing more elite garb. They extracted him from his pod, and also gave him an elixer of sakkra blood. Each of our former comrades, as well as the distinguished fellow, sputtered to life, and looked upon us with bewilderment in their eyes. I suspect it may take quite some time for them to come to grips with being dead, and then brought back to life. I have a difficult time believing it myself.

With our fellows rescued, a few of us returned to Daron and carried his heavy body into the room housing the single large, ornate sarcophagus. We laid him upon one of the tables, and Lord Althis removed his clothing – ostensibly to keep as his own – and we discovered that Doran's skin was smooth, without any showing of manhood, body hair, toenails, or nipples. Indeed, Doran must be some form of golem! We left his body there, upon the table.

We gathered everyone together, and after a cursory search of the lower rooms, prepared to leave. We decided to remove the power crystal that Najm had installed, and which must be keeping F47 viable. Our reasoning was to not leave F47 under power, for others to abuse. There was debate among the group as to the wisdom of this, but F47 refused to take part, offering no judgment or advice. In the end, removal was decided on. Najm and I were able to release the pocket where the crystal had been, but found that it had been drained of all color. It was removed, and the pocket closed, and the Facility remained completely functional. Apparently the power of the crystal had been drawn into F47, and for some amount of time, she will be able to roam the realm of the living – yet constrained to this warren of rooms in a dead sky. With time running short, we returned to the Bani-Dawr, and were able to relate some of this information to them, before begging leave. They were thankful that we had returned one of their retainers (the distinguished fellow), and we needed to make haste to deliver our friends K'zin Friend and Zero-Zed, to rest and recuperation.


While on this excursion, a strange thing occurred. I note it as strange, even among all of the oddities I have previously described, because it was particular to me, I believe. While we had been in an intense discussion about how to operate some of the items within the Facility, thoughts began “clearing” in my head, as if thick, dark cobwebs were falling away into nothing. Behind them lay information about what I can only describe as a previous lifetime. What I can only believe are memories of a bygone life seemed to trickle into the nooks and crannies of my thoughts. They did not seem hostile, and they only appeared to show to me a younger life – my younger life – which I had not contemplated for a very long time … or never? As there seemed no malice associated with this effect, I allowed it to continue to unravel. In fact, as these thoughts swirled and danced inside, spilling memories from my unconscious to my conscious mind, I realized that before showing up on the docks of Gadeed, disheveled and bereft of belongings, I had a blank life. I mean there was nothing before – I never thought of “before”, and it just didn't matter. I was – I am – happy and content in the arms of my dearest Istrid. As far as I, or anyone else knew, I just sprang to life as an “old water bearer”, right on the spot, and nothing of me existed “before”. But memories were flooding in, and I was becoming aware of where I originally hailed from, the history of my exalted “family”, what my previous profession had been, and the reason why these memories had been “erased”.





A Call Already Answered: Up a River

[Joel wrote this as a Call to Adventure, but we Scribes were in the throes of our troubles; we post it now for completeness, to be recalled when the recap is written]


The Missing Merchant


With the ghar gone, the land along the Ghana River grows bountiful, able to produce enough goods for trade. Many iqtadareen (lords) eagerly await ships of trade from the river. However, the first of these ships has not arrived and its whereabouts are unknown. So a bounty agent by the name of Duncan has been hired to negotiate with adventurer-barbarians on behalf of both parties, the merchant traders and the river lords. Both parties wish to find out the fate of the ship and to find out if anything threatens the riverine trade route.

Duncan has interviewed the people most familiar with the area: the ship was last seen headed down the Ghana River but no one has seen it in the delta. Many locals fear it may have been taken at the dunes at the delta's head as there is a new cavern there that was not there before. And of course rumors abound of misfortune and danger to all who approach this place, but Duncan has yet to confirm if any of it is true.


So the call has gone out to all the taverns of Cothan--now who will answer??


[the call was answered; the seeking was done ... the Scribes now only await a report as to the success or failure of the deeds ...]

Thursday, March 31, 2022

Session #72: Mr. Glass

[run by Max, recap written by him, with minor edits by the Scribes--thanks, Max!]


A group gathered around Durham to follow up on claiming the Durst family’s glass shop and forge (per a former expedition into the ruins of Tsur al Qadim).


Durham, fighter 7

  • Pako, renyu

Najm, magic-user 5

  • Alianor Drake, fighter 1

Heijo, magic-user 6


After conferring with Slyvaine and purchasing a few items, the party left from the Gate of the Mourners to head to Tsur al Qadim. They returned, Heijo with a few holes, by the same route. They were seen heading back to Sylvaine (where she has taken up long term at the Kantor Kabljauhof) and were overheard talking about a large undead creature stalking the ruins [a massive tsoggu? a dreaded vorodla?? ~the Scribes]


The Lucre

  • Amber (100 gp)

  • Alexandrite (600 gp)

  • Deep Green Spinel (70 gp)

  • Golden Yellow Topaz (400 gp)

  • Golden Yellow Topaz (600 gp)

  • Rhodochrosite (8 gp)

  • Tourmaline (130 gp)

  • Violet Garnet (600 gp)

  • Zircon (50 gp)

  • Quiver of 10 Obsidian Bolts

  • 5 spell scrolls (identified by Sylvaine)

  • 7 piles of glass

  • 1 pile of stained glass

  • 8 glass prisms

The Learning (3299 xp)

  • 2558 xp from treasure

  • 650 xp from Stained Glass Guardian (39 + hp)

  • 51 xp from Glass Guardians, Soulless (13 + hp)

  • 40 xp from Glass Guardian (7+ hp)

The Cut

  • 1100 xp to each player-character
    550 xp to Alianor Drake

  • 639 dinars (gp), 5 dirhams (sp) per player-character
    319 dinars (gp), 7 dirhams (sp), 5 fals (cp) to Pako and Alianor

  • Quiver of 10 Obsidian Bolts (critical hits on a 19 or 20, and shatter on a 1)

  • Scroll of Disguise Self

  • Scroll of Color Spray

  • Scroll of See Invisibility

  • Scroll of Hide from Animals

  • Scroll of Summon Monster II

  • 7 piles of glass

  • 1 pile of stained glass

  • 8 glass prisms

  • Potion of Greater Healing (Jointly purchased from Sylvaine by the player-characters for 200 gp each and by the end, not used)


As always, items without explicit value may be divvied by the company however is deemed fair, or may attempt to be sold "to the right buyer" with the use of downtime to increase shares of treasure (and xp). Explicitly valued items may be "bought out" at their gp-value by any player-character especially desiring them. And reports, drawings, etc. provided by player-characters to be published to this chronicle will earn the corresponding character 100 xp per level.