Friday, August 11, 2023

Session #102: Mystery at Fort Bugeater

 Known players:

Sesel (Ftr 8)
Durham (Ftr 8)
Najm (MU 7)
Fa Min (Elm 3)


Hidden reserves:

Raoden (MU 6)
Heijo (MU 7)
Pako (Thf 5)
Mai (Ftr 3)
Demitrytus (Ftr 1)


With House Othmani taking a lead role in local politics, the threat of attack and mayhem from the Red Cloud has become a rather more serious issue. Case in point, the Souffets, recognizing a rising problem in the eastern forests – namely, the upstart K'Zin Eater of Bugs, and his eponymous Fort – recently advertised significant rewards for proven actions taken against Eater of Bugs. In response, citizen Sesel, and several of his barbarian compatriots, undertook an expedition to accomplish certain of those tasks. Interestingly, it was also noted that Durham, of the Ringing Anvil, was approached by a member of the Confraternity of Saint Inistas who asked a boon of him … to seek out and rescue a member of their order who mysteriously disappeared during the sacking of Iqta' al Zaytun, believed to be held captive by Eater of Bugs.

And so Sesel and Durham, accompanied by Najm (the Wyrm), and the mendicant Fa Min, girded themselves for combat, and were observed heading in the direction of Fort Bugeater, in hopes of glory and gold! In short order, Wasgo runners, known associates of Durham, returned breathless to the dual cities, and petitioned House Othmani to send warriors to garrison the local watch tower. Not long after that, Sesel's wife, Zaida al Rashid, was observed escorting the mad wizard, Bartholomew Pettibone into the upper city, and attending an audience with Lord General Dalinar of House Khalid. Within hours of their meeting, a small force of men-at-arms from House Othmani, together with a rather large contingent of seasoned warriors wearing the livery of House Khalid, departed in the direction of Fort Bugeater. Whispers immediately began making the rounds, wondering what might be in the works! Had the hornet's nest been kicked? Had war begun in earnest?!

Early the following day, Sesel and his compatriots returned to Cothon-Gadeed, and tales of their expedition began circulating throughout the common houses of the city. As well, conflicting rumors began to be gossiped and bantered about within the major and minor Houses of the political elite. Of particular note, Sesel claimed great deeds were accomplished, indeed, the pesky watch tower, as well as Fort Bugeater had been successfully assailed and commandeered! Both martial posts had been routed and control ceded to House Othmani and House Khalid – who now garrisoned said positions, respectively. As well, two bedraggled, and beaten individuals, who had apparently been held as prisoners by Eater of Bugs, were returned to the city. One of these was Sister Kyssa, the initiate from the Confraternity of St. Inistas, who was met with great joy after Durham's rescue.

But something seemed amiss. This small band of barbarians, who were claiming great deeds, appeared to be entirely unscathed … whole, hale, and hearty … oddly perky and unperturbed for coming fresh from some adventuresome skirmish or hard-fought battle. What was observed to be a small group of four barbarians, seen heading out to the environs of Fort Bugeater, were claiming to have infiltrated and conquered a well-fortified military structure, garrisoned by a force of what was believed to be well over 150 highly trained and equipped K'zin warriors, men, and giants! And curiously, unconfirmed rumors suggested that the watch tower and fort had been found abandoned, with eerie tales of piles of headless, burned bodies within the confines of the fort's walls; the severed heads being found weighted down within the river, below the fort.

While there was some small comfort in knowing that the fort and its supporting watch tower were now under local control (no matter the cause), there have also been questions raised. What happened to cause Eater of Bugs and his force to be routed? Were they actually routed? Are disease and plague running rampant? Perhaps a new, unknown enemy is on the prowl? Is there an expanding presence of undead from Tsur al'Qadim? Was Eater of Bugs recalled to Red Cloud's main war group in preparation for a new, major offensive? The mystery is on the lips of many. And with these questions swirling about, the Souffets have sent for citizen Sesel and his compatriots to bring themselves before their most imminent persons, to provide a full and accurate account of their expedition, answer pertinent questions, and to perhaps receive promised rewards.


The Learning (as of now):

2500 xp per main character
500 xp per minions


The Lucre

4 dinars (gp), 1298 dirhams (sp), and 606 fals (cp) each to Sesel, Durham, Fa Min, Najm, and Heijo
2 dinars (gp), 649 dirhams (sp), and 303 fals (cp) each to Raoden, Pako, Mei, and Demitrytus

5 50-gallon barrels of fine wine
8 50-gallon barrels of good ale
2 50-gallon barrels of hard cider
3 5-gallon casks of prime liquor

1 brick-ingot of chromium
2 brick-ingots of zortrium
6 brick-ingots of pure iron

1 large wall-map of the territory around Cothon-Gadeed, including south into al Zaytun



As always, players who write an in-character report, or produce maps or art representing the session may gain 100 xp per level.

Wednesday, August 9, 2023

From Bart's Journals 34: A Romp Among the Waves

From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery




29 July 2023

A Romp Among The Waves


Just in the past few weeks, our good friend Durham was begged by Telman of Tsipa to lend him the use of the Darkwing, and then further, to join him on an extended “fishing” trip. Telman has apparently been somewhat morose and listless of late, and has been yearning to return to the high seas, to seek new adventures. Durham agreed to this proposition, and extended that same invitation to those of us who have adventured together in the past. Besides myself and Gan, our company was rounded-out with Heijo (of the ink-stained hands), the mendicant Fa Min (and their companion, Demitrytus), and the fremen spiritmaster, Lars.

I have had no prior contact with Telman, but since hearing tales from Durham and Sesel about the great ahko hunt, was excited to be introduced to this revered sea captain. I had no doubt that we could become fast friends and companions. In the great room of the Kantor, over beverages, and after recounting tales of past deeds, Telman finally explained that he had heard rumors of din-din (large, powerful, bony-headed fish) that were menacing local fishers and pearl-divers along the coast somewhere west of Cothon, yet perhaps not as far north as Ittiyqa. Telman wished to return to the waves, in a great ship (such as the renowned Darkwing), with a seasoned crew, to rid the reefs of those meddlesome beasts. To myself, Heijo, and Durham, much of his plans seemed lacking and weak; however, we ultimately agreed to sponsor and accompany this expedition – it certainly had merit!

Preparations were made, food stuffs of the highest quality (meats, cheeses, breads, spices, sweets, etc.), as well as casks of ales, fine wines, and liquors were taken on as larder. A crew of exceptional quality were rooted out and signed on. And modifications to the Darkwing were made: a ballista on the forward deck, and another on the poop. Durham's contacts at the Hanse noted that garum was often wanted in Baldeshum, and fine wines were generally well received in Ittiyqa. Therefore, a cargo was also brought aboard and stored below. We took on many barrels of the recommended items, stowing them well, with dreams of making some profit during this extended cruise, or at least to break even.

We finally gathered on a bright, yet chilly morning, at the quays beside the Hanse, dropped our lines, and set out the oars. In time with Gan's steady drum beat, the oars dipped and pulled, and we departed Cothon-Gadeed making for Baldeshum, to the north and west. The wind favored our departure, and it wasn't long before we were clear of the inner harbor. Our oars were shipped, and a full set of canvas was dressed upon the spars. And the Darkwing sprung across the waves like a kyni soars through the air! Foam rolled and shushed along our hull, and we cut a fine line to the north, and a bit west.

Gan took immediately to the helm, and we allowed him command of the crew and our course. We lamented not having Najm or Arngeir along, both being seasoned sailors. However, as the day was so glorious, a table was set out on the deck, and over beverages and snacks, we pressed Telman for more tales of great deeds, and for more in-depth information concerning din-din. He described them to us in great detail: being massive fish (often over 30 feet long!), with large bony heads, a body covered with scales like plate armor, and a razor-sharp beak. To get a better feel for their size, the Darkwing is but 65 feet long, stem to stern! He further described them as being highly territorial and aggressive, and somewhat of a schooling fish. As such, when we encountered them it may very well be in quantity, and would likely be “exciting”. Telman exclaimed that we should not have worries, as he was in possession of an “eye” that would allow him to gift us with the ability to temporarily breath water as if it were air. This was not going to be the easy fishing excursion Telman initially led us to believe it would be!

During a lull in our conversations, as Telman was fawning over his lady-friend, Durham took me aside and quietly noted that Telman was not behaving in his normal manner. Durham was also concerned about Telman's companion – whose name, I fear has slipped my mind. Durham was worried that Telman seemed curiously obsessed with this woman, who clung to him like a barnacle on an old hull. As well, Telman seemed to be wholly and continuously sauced – almost to the point of incoherence.

In the afternoon of our second day out, as the large island that hosts Baldeshum lifted into view to our north, the Darkwing was assailed by a large, gelatinous sea creature. It slowed our progress to a crawl, and began oozing onto the deck. Mayhem ensued, and Durham began shouting, “Muagh!” Several of our crew leaped to the attack. Lars and Demitrytus attempted to poke and slash this undulating mass of goo, with little effect. Their weapons took as much damage as they gave. Recalling that these creatures are known for their secretions of acid, I focused my mind, and with a deft flick of my wrist, sent a resonating ripple through the arcane. The entire muagh suddenly shook, then quickly shrank in upon itself, morphing and resolving into a completely different creature. I had managed to shift reality and alter the muagh's form and essence into a new state of being. It became, in all ways, a modestly sized, black-feathered, carrion bird, like those often found attending battlefields after an exceptionally bloody conflict. A crow. It impotently flew off into the distance, likely confused as to its sudden alteration!

In the early morning of the next day, Baldeshum stood just to our east, close at hand. As the wind had dropped, and we were becalmed, the sails were rolled up and the oars were once again set out. It took little time for our crew to row us in to the small port of Baldeshum, where we dropped anchor. Telman spoke with the harbor master and the levy master, and secured the removal, import, and sale of all of the garum we had taken on in Cothon. And for a tidy sum, I might add!

While in port, I used my arcane skills to place myself into a state of meditation, wherein I can pierce the veil of others' minds, and learn of their surface thoughts, intentions, and dreams. While I did this, Durham engaged Telman and his woman in conversation, asking pointed questions about how they met, how their relationship developed, what their future plans were, etc. During their conversation, I focused on their minds, and attempted to glean if Telman was under some compulsion, or if his mistress was with him under a less than honorable pretense. Telman's thoughts seemed stuffy, befuddled, but genuine – a strange combination. And indeed, his companion's thoughts revealed that she had stumbled upon a “magic eye”, and had inadvertently used it to induce an unnatural glamour upon Telman. I felt no malice in her intentions, and in fact she seemed truly sorry that their relationship was little more than an accidental arcane fantasy. Durham and I agreed not to immediately confront Telman or his companion with this information, as there did not appear to be any harm intended – at the moment. We simply felt that at this point in the voyage, it might be best not to upset or exacerbate an enchantment we did not fully understand.

We took on and filled out our basic stores and water, and on the following day stood out from Baldshum. Our intention was to head east toward Ittiyqa; however, the weather had other plans. The wind was steady and strong from the north, and biting cold, and we made our way out under oars. In no time, the wind had clocked around to the south and west, the direction we wanted to go, and began blowing a hard gale. Truly, a storm was roaring down upon us, so we set and reefed our sails, and pointed our bow north, to run with the winds coming from behind. As the storm continued to increase in intensity, we let out our anchors to drag behind us, to slow our northerly progress. North was where the wind was blowing us, but north was NOT our intended course!

In the dark, early morning hours of the next day, the wind shifted again, coming from a more favorable direction, but also strengthened. Gan and I felt comfortable in maintaining sails. We had the sea-anchors hauled in, and turned our course south and west to run toward our next port of call. Even under reduced sail, we were once again making excellent time for Ittiyqa!

The storm held its strength for over a day. Gan and I manned the helm and generally had a bang-up time feeling the Darkwing sing and creak as she was rushed along southward, toward Ittiyqa! While the ride was exhilarating, the storm began to take its toll upon our rigging and hull. Some flooding occurred, but proving to be of little consequence, was easily kept under control. By the afternoon of the following day the storm had blown itself out, and we were once again becalmed. Ittiyqa lay within sight, just to our west. Our sails were rolled up, the oars were laid out, and by late afternoon, Darkwing was resting safe at dock in Ittiyqa.

Telman again made deals to have our cargo sold, and to have repairs made to Darkwing. The numerous barrels of fine wine were unloaded and sold for a sizeable chest full of gold dinar, and the crew rejoiced at our good fortune. Indeed, this was turning out to be a lucrative voyage. That evening we dined and cavorted at one of the local wharf-side taverns, and queried the locals about din-din sightings or encounters. Our questioning paid off, and we were informed that folks in the fishing village south of Ittiyqa (by name of Isfax) had first-hand knowledge of these beasts.

The next day we pulled out from Ittiyqa, set sails (as the wind was from the north), and briskly made our way to Isfax, where we anchored overnight. In the morning, as the pearl-divers were heading out in their small boats, we intercepted one and Durham offered 50 gold dinar if they would guide us to where din-din were known to be prowling. His offer was readily accepted, and we took this diver, a proud and haughty young woman, aboard the Darkwing.

With fair winds, we made our course toward the east, toward the many reefs that line the coast. Toward din-din territory! However, prior to attaining our destination, Darkwing was once again assailed; this time by unknown sea creatures. Large crustacean-like creatures began attaching themselves below the waterline, and gnawing into Darkwing's wooden beams. Flooding began almost immediately, and a flurry of ordered chaos soon overwhelmed the Darkwing.

I quickly performed an arcane ritual upon myself, allowing me to breath water as air (as a safety contingency), and then ran below to find Telman. As had become his wont, he was drunk, and abed with his companion. Completely useless. I retrieved his “eye” of water breathing, and upon returning to the main deck, gave it over to Durham. Lars and Demitrytus stood before Durham, and after he bathed them in the eye's rays, they jumped overboard to engage these “boat-eaters”. While they initiated melee combat, I once again caused a ripple to resonate through the arcane, and altered one of the creatures into a crow. However, several more of these beasts remained. Lars and Demitrytus made short work of one, and Durham flooded the surrounding waters with a repellent made from eel distillate, after which the remaining beasts departed, perhaps sensing their impending doom. Soon thereafter we dropped anchor along the southern reef, and began making repairs.

On the following day, our pearl-diver guide informed us that this area likely held many beds of pearl-producing mollusks (of enormous size and danger), as well as din-din. The ability to breath water was once again bestowed on several of us: myself, Heijo, Gan, Durham, Lars, our guide … and Telman. Yes, Telman was finally rousted – however briefly – from his amorous and inebriated ways. This was accomplished by having his companion fall under an arcane compulsion to sleep, essentially relieving some of the enthrallment she had placed over the old sea captain. While Fa-min and Demitrytus remained aboard, keeping watch and manning a ballista, the bulk of our company dove to the bottom and began to search for the pearl-producing mollusks. In no time we were approached by a gigantic gellikite, threatening to crush and rend us with strong pincers and mandibles. As it approached, but still at a great distance, I lashed out with striker, and managed to obliterate the crab, but at fair cost to myself, as well.

To our surprise, the utter destruction of the gellikite drew in a small school of very large, and hungry, din-din! They were upon us quickly, snapping first at our guide, taking her life in an instant. Lars steadied himself upon the seabed and was able to drive a javelin deep through the eye of an approaching din-din, while Gan carved an enormous gash along the side of another, as it flashed by. Even underwater, the speed of his attacks were uncanny and unnatural. I attempted to manipulate the arcane once again, but my focus was disturbed, and my effort bore no fruit. However, the din-din responded as most animals will once harmed sufficiently, and as a single entity, their school turned tail, quickly departing our immediate area. The encounter was over, almost as soon as it had begun.

Sadly, we were not able to capture or kill any of the din-din. We gathered up the shredded corpse of our guide, and returned to the Darkwing. We completed some minor repairs, raised anchor, put on all sails, and made our way east, toward Cothon-Gadeed, toward home. As we sailed under favorable conditions, our guide's remains were carefully cleaned and laid upon the captain's berth, and I performed a ritual that knitted her wounds and returned life back to her mangled body. Although she would remain weak, and require several days of bed rest and recuperation, she was back among the living.

The weather continued to favor us, and before noon of the next day, we found ourselves returned to the inner harbor of Cothon-Gadeed, tied up safely to the docks of the Hanse. Our adventure had most certainly been exciting, profitable, and interesting. However, now the work of untangling Telman from his enchantment lay before us … or more rightly … Durham.


 [written by Phil, player of Bart, regarding a certain recent expedition aboard ship and earning Bart 100 xp per level]

The Hunt for Din-Din

 A song put together by Gan and his Chroniclers, sung to a rather familiar folk tune, and celebrating the action of a recent expedition aboard ship (and earning Gan 100 xp per level):


Just sit right back, and hear a tale,

A tale of a fateful trip.

It started in Cothon-Gadeed,

Aboard the Darkwing ship.


Upon the deck stood Durham tall,

And Telman, sodden drunk.

With garum, wine, and passengers

They made for Baldeshum.


The weather started getting rough,

The galley she was tossed!

If not for the fearless helmsman, Gan,

The Darkwing would be lost!


But the privateer made port on time,

The cargo turned much gold!

Repairs were made, and the crew rejoiced,

The hunt would soon turn bold!


With Bartholomew – a wizard fair,

And Heijo – hands most stained.

With Fa Min, Demitritus, and Lars

A din-din would be slain.


As Darkwing made the southern reef,

The ship, she was attacked.

Her hull was gnawed by giant crabs,

But her keel it would not crack!


Bart unleashed the arcane arts,

He turned some foes to crows.

As Lars jammed spears into their eyes

And squarely up their nose!


Eaters, muagh, and din-din large

Assailed this mighty crew.

But Durham, Telman, and the rest

Prevailed as heroes do!


The Darkwing headed home again,

East to Cothon-Gadeed.

And now she docks beside the Hanse,

All hail her mighty deeds!


Session #101: A Pleasure Cruise with Dindins

With a quick uptake on Telman of Tsipa's suggestion, Durham gathered together a company to venture forth with the Hanseatic hero on the decks of the Darkwing. Their mission? To hunt dindins that were said to be attacking fishermen and pearl divers in the bay to the west, somewhat between Cothon, Ittiyqa, and the island town of Baldashmun.

As part of their organization for this expedition, Telman helped the company select some fine garum and delicate wines destined for Ittiyqa and Baldashmun, to make a little extra cash (and allow the scribes to test the trading system in a certain ruleset again). The company was further surprised to find as they were boarding and stowing their gear that Mai'in Khoresha, Telman's pretty dancing-girl catch, was also boarding with all of her toiletries, and that she would continue to hang on Telman's arms throughout.

  • Bartholomew Pettibone (magic-user 9)
    accompanied by Gan ad'Din (fighting-man 7)
  • Durham (fighting-man 8)
    accompanied by Lars Ghar-rider (magic-user 5)
  • Fa Min (elementalist 3)
    accompanied by Demitrytus (fighting-man 1)
  • Heijo (magic-user 6)
  • Telman of Tsipa (fighting-man 6)
    accompanied by Mai'in Khoresha (dancing girl)

The group returned ten days later after what they tell as quite a voyage for such a comparatively short trip. After selling their garum in Baldashmun, the ship was caught by a squall just out of port which drove them north several days before the wind finally shifted and allowed them to tack southwest and make Ittiyqa. Offloading the wine there, they continued south to the village of Isfax, where they picked up the fisherwoman Muneera as a kind of guide. This Muneera was able to guide the ship to a length of reefs that is both rich in the large katru shellfish that provide pearls, but also in the deadly-toothed dindins, great bone-armored predator fishes. And lo! A number appeared, the very quarry the company had set out to hunt--yet after a sharp battle, the dindins fled, leaving the party injured and Muneera's body in literal tatters.

Bart made sure to preserve what he could of Muneera, and on their return to Cothon, he was able to revive her with certain rites that he has learned, so that she may eventually return to her village with her life, even if still badly scarred.

Two accounts are available, one in song by Gan ad-Din and the Chroniclers, the other by Bartholomew Pettibone which goes into greater detail.

Bart's charts for the voyage

the Lucre

  • 2507 dinars (gp) in net profits from trade goods sold in Baldashmun and Ittiyqa

the Learning

  • 2507 from net profits
  • 322 xp from x1 mu'agh (300 + hp)
  • 162 xp from x1 krua (150 + hp)
  • 1073 xp from x5 "boat-eaters" (200 + hp ea.)
  • 463 xp from x3 large dindins (800 + hp ea., but halved because the encounter was cut short)
  • 300 xp to each character for exploration

the Cut

  • 314 dinars each to Bart, Durham, Fa Min, and Heijo
    characters may apportion to retainers as they desire, but the original agreement for cargo was between those four
  • 1432 xp each to Bart, Durham, Fa Min, and Heijo
    716 xp each to Gan, Lars, and Demitrytus


As always, players may write up or draw an in-character report or depiction of events during this expedition for 100 xp per level.


Thursday, July 27, 2023

Return to Adventure!

 Durham, master of the Ringing Anvil, has not only been inducted into the Hanse himself, but he has also been spending long nights at the Kantor Kabljauhof feasting his friends and acquaintances there--and most particularly, one Telman of Tsipa, commander of the Hanse's forces against the Luwian Pirates over the last years.

This pair, Durham and Telman, first became friends first during the Hunt for the Denyan Akho on an adventure that seems so long ago now. Then, not long after, the Hanse had spun up its campaign contra-pirates to deal with piratical troubles in the east of Dirac's Sea, and Telman had been selected as a promising candidate to lead this great venture. Some say he was picked over and above even Captain-General Zaytar! But surely Zaytar had a hand in recommending Telman to the powers-that-be among the Hanse.

Nevertheless, Telman sailed away to oversee the campaign--and ultimately to great successes, such that he returned a conquering hero just before the winter really set in. And, now that winter's icy claws are finally retracting again, her cold breath retreating from the land, Telman must look east, to the final vanquishing of the Luwians this next year-cycle ...

------

But ... Durham has noticed that Telman seems somewhat listless at present. Even on his return in triumph, he was not wonted to speak overlong of the battles at sea in which he led the Hanseatic galleys to victory, or the island forts his armies stormed, or of the cities his men laid waste, their citizens sold into slavery at the public markets to finance the Hanse's war.

He has taken much to drink, and especially to the attentions of the dancing girls of the Kantor--one in particular, the new girl Mai'in Khoresha, especially catching his eye--and he seems to have also taken up a habit of other substances.

But on certain nights, when Telman is less bleary and sharper eyed, and drink is flowing well and the craic, as he says, is good, Telman will call Durham over. 'Let us go hunting again, my friend!' he cries. 'Like when we tracked down that Denyan beast, and you and your fellows proved so bold and resourceful. There is no akho that I know of currently threatening shipping--but let us run up the coast a ways toward Ittiyqa. I have heard that a pack of dindins are threatening the fishing boats of the villages south there, and in the straits between the city and the island harbor!

'Let us take your pirate-prize, the Darkwing, swift over the waves! Come, Durham, what say you? Gather up some of your companions, and let us hunt the sea waves like of old, against monsters that threaten human life. For old times' sake, let's sail, Durham! What say you?'


map section, for reference


Pako the Upstart and Durham the Dealmaker

 While the scribes have taken a hiatus from their writing due to a suggestion from the oracle. Durham and Pako have been pursuing things of their own interest. 


Many people of Cothan would say Pako has developed or grown over the past months, while still the loyal companion of Durham. However, he no longer carries himself as a humble servant with his head down in a bow. Now he walks like an officer of a noble house, head high, ears pointed up. Pako no longer looks the part of the humble servant either with his shimmering gray cloak and jet black leather armor decorated the Dlakolel mandibles and chitin, Zat-gun on his belt, two dagger like weapons called “Sai” and a fair length of Klackon silk rope.  


Pako is still seen doing his everyday errands for Durham and the Ringing Anvil but often he is accompanied by one or two of the Wasgo elite, a group of Renyu Pako has taken great interest in. It is reported he has taken to training the Wasgo elite in the art of stealth, practicing this “ninjutsu” as Pako calls it. Rumors surround Pako and the Wasgo elite: some say they're part of a guild of thieves, while others say they are involved in something going on around Fort Bugeater. 


Most evenings Pako is training with the Wasgo elite. However, there was one occasion where Pako was at a local tavern and a few patrons had a few words to say about Renyu that were very unpleasant. Before Durham could intercede on Pako’s behalf, two sai went flying, one hitting the bullseye of a dart board and the other landing just above the head one of the foul mouthed men. Pako locked eyes with the man, retrieved his weapon from his would be victim with a growl, then left. Durham pulled the other sai from the dart board and followed his friend.  That incident has labeled Pako an upstart in some social circles and stirred the embers of the anti-renyu sentiment that started months ago. 


It is uncertain what will become of this rogue character Pako has become, but one thing is certain, he is more his own than the pet many thought before. 




Meanwhile, Durham has been making the most of his Hannsman membership and status as wealthy adventurer and business holder. During the day Durham is often seen walking the markets eyeing what materials merchants may have to sell, as well as the blacksmith markets and the guild halls and conducting business at the Ringing Anvil in order to build strong business relations. 


In the evening Durham is at one of the taverns of Cothan, usually the Kantor, building up his relationship with the Hanse. Buying rounds of drinks to win the hearts of the sailors and marines there, swapping stories with his friend Telman of Tsipa or hosting feasts to make new friends and strengthen bonds (with members of the Kantor and Hanse alike).


As for the Ringing Anvil, Durham hired a sage and merchant at the beginning of the year.  Since then rumors are that they are researching into the  "Blue Armor" like that which Sesel wears--how it is made and securing the material necessary to make it for themselves.



[written up by Joel, player of Durham and Pako]

Tuesday, July 18, 2023

Renyu Reconnaissance

What Pako Saw!

Earlier in the year, Durham sent Pako, and a squad of the Wasgo Elite to conduct covert recon of Fort Bugeater and the surrounding area. In general, they were to stay hidden, gather information, and not engage in conflict. They were ordered to concentrate on the following efforts:

  1. Determining patrol timing/sizes/make-up/etc along the trails around the area of the fort.

  2. To set traps along the trails and making some general harassing actions.

  3. Learn what, if any, supplies or materials are being moved into and/or out of the fort.

After several weeks of loitering and sneaking about the surrounding area of Fort Bugeater, Pako returned to the Ringing Anvil and made the following detailed report to Durham (and Durham cried):


Concerning the Watch Tower:

To begin with, the watch tower, which had been destroyed, has been solidly rebuilt and re-garrisoned. Recall that the watch tower has a lower, stone structure (about 10 feet high), and the main watch platform is at an elevation of about 30 feet (and is made of stout timbers). There are three ladders leading between the ground and the lower stone structure to the upper platform. There is a cleared area surrounding the tower, out to about 100 feet. In the cleared area there are three equally spaced, stout poles, about 20 feet tall, containing what appears to be highly combustible material packed in metal baskets clustered about their tops. These poles form a triangle around the tower, and are about equal distant from each other, and equally distant from the tower and the edge of the clearing. Pako noted 2 ballistae present: one on the roof of the lower structure, and one on the upper platform.

At all times, there appears to be at least 12 individuals stationed at the watch tower. There never seems to be more than 3 K'Zin included in that squad, and they tend to act as officers, with one clearly being the “Top-Cat”. There are always 5 individuals performing watch-duty on the upper platform. The garrison is rotated out once every week to 10 days, and as they are rotated out, there is usually a day or two when the tower is “double garrisoned”.


Concerning Patrols and Mapping:

Pako and his team made an extensive map, of good quality, of the trail system that is being patrolled, and their relation to the river, the watch tower and Fort Bugeater. Durham has this map in his possession (I just haven't actually made one). In general, there are 5 paths leading to and from the watch tower area.

  1. There is the little used trail that is situated north – south, from the main road to the watch tower. It is roughly a mile in length (takes a human about half an hour to walk at a normal pace), due to the terrain. This trail, in particular, was never observed to be patrolled. All other trails show signs of constant, continued use.

  2. There is a short trail between the tower and the river (to the west of the tower). Pako estimated it would take a human about 5 to 10 minutes to walk this trail, one way, at a leisurely pace. At random times a group of 3 or 4 garrison troops go down to the river, for various reasons (washing, fishing, obtaining water, etc.). The troopers going to the river are usually gone for a few hours.

  3. There are 2 trails that, at first glance lead off to the northeast and southeast of the tower. These trails basically connect to form an extensive loop, winding along ridges and covering a fair bit of territory around the eastern flank of the tower, and of the fort. Pako estimated it would take a human about 4 hours to walk this loop. There are two other trails that lead off of this loop, that Pako's squad did not explore, one leading off to the northeast (to destinations unknown), and the other leading off toward the west. Because of the western trail's location and direction, Pako “suspects” it leads to Fort Bugeater, approaching it from a northern direction.

  4. There is a final trail that lies in a generally north – south orientation, and this trail leads directly to the confluence of a stream that flows from the northeast to the southwest into the main river. Recall that the river flows north to south in this area. This end of this trail is also at the foot of the rocky cliffs that make up the southeastern facing wall of Fort Bugeater. Basically, the course of the stream here falls along the rocky cliff base that makes up the southeastern wall of the fort.

  5. While scouting, Pako's spies set a number of traps to harass the Bugeater patrols. Upon later examination, most all of the traps had been tripped, but none of them seem to have produced any damage, or caused harm. And oddly, none of them were destroyed or dismantled … they were simply tripped and left alone.

As for patrols, Pako's squad has noted that there always seems to be a squad of at least 12 individuals, of a similar make-up as the watch tower garrison, moving along the trails. The renyu noted that there were usually 3 – 5 K'Zin present in these patrols. The patrols move randomly along the trail system, covering the loop trail, and the trail leading directly between the tower and the fort. The patrols move at a slow pace, and in a quiet, stealthy manner. The men of the patrol generally move along the main path, while the K'Zin tend to range ahead and to the sides as covert point guards, and they are difficult to discern. Several times, Pako's hidden renyu were almost walked over, unsuspected by both renyu and K'Zin! However, Pako's renyu are convinced that they were never spotted. Pako estimates that it takes the patrol about a day to move from the fort to the tower, and it takes another day to cover the loop trail in the eastern sector. While out on the trails, the patrol was never observed to camp out or build a cook fire. They always ended up either at the watch tower, or at Fort Bugeater.

Of special note, the patrol squads, the watch tower, and Fort Bugeater use a system of horn blasts to communicate basic intelligence among themselves. The system is not complicated, but the renyu are convinced that the “code” changes once in a while. Pako feels certain that particular blasts indicate:

  1. “Danger is nearby” or “danger is being investigated”

  2. Another indicates “danger has been engaged” or “Holy crap, we're in serious trouble!”

  3. While a third indicates “all clear”.

There seem to be other combinations of blasts, but Pako could not discern their meanings. However, Pako believes that, even when the code changes, he can tell with high certainty those three codes in particular.


Concerning Fort Bugeater and Supplies:

Pako is concerned. Very concerned.

A fairly detailed map of the Fort and its close surroundings were mapped. Durham has this map in his possession (see below).

Of particular interest the renyu noted the following:

  1. The fort is garrisoned at all times with at least 100 individuals.

  2. All of the garrison at the fort and the watch tower appear to be in good physical condition, well equipped, well trained, and have high morale. These folks, while being commanded by K'Zin, do not exhibit typical K'Zin clannish behavior. Everyone works together in a cooperative manner.

  3. The garrison seems to be comprised of about 60 humans, and at least 40 K'Zin … hardened K'Zin.

  4. Of the K'Zin, there are definitely 3 individuals who command more respect and fear, and they are easily identifiable. (One is certainly “Bugeater”, another has been called “Tracker”, and the third has been identified as “Mweep-Boss”.)

  5. Of the humans there are 2 who are given as much respect as the K'Zin leaders. And one has been observed to “manipulate the arcane” in fiery displays that rival Heijo, Lord Althis, and Bart.

  6. There is particular concern from the renyu due to at least 2 massively HUGE humans. These are thuggish creatures of extraordinary size (perhaps 20 ft tall at the shoulders), having ferocious rage and temperament, and emitting a foul odor (renyu could easily pick up their odor from a fair distance). These unnatural beasts do not tend to accompany patrols, but stay close to the fort. They seem to be aloof to all but the 2 identifiable men and 3 K'Zin commanders. Only 2 of these brutes were noted ... but, are there? ... all men-things look the same to Renyu. They wear armor (leathers of some such), and one wields a massive hammer, while the other a heavy metallic staff (sharply pointed on one end). Their reach is considerable.

  7. The various troops are well outfitted, wearing either chain or leather armor, and carrying shields. Various types of hand weapons were observed: hammers, battle axes, long swords, dirks, K'Zin wt'sai, etc. Also, Pako's renyu observed the garrison members training in firing drills, using slings. They were good.

  8. The fort is basically a triangular affair, situated upon a promontory overlooking the river to the west, an open cleared field to the north, and the forested/scrub stream area to the southeast-ish. The western, river-side cliffs are about 60 feet high (from river level to top of the fort's wall). The southeastern cliff wall is about 40 feet high (from stream level to top of the fort's wall). The northern wall (which has a recessed entrance at it's center) is about 10 feet high. At each of the three major corners there are massive mounds of rock that form “towers”. Upon the flat tops of each tower are 2 ballistae (similar to those of the watch tower), protected behind short, crenelated walls.

  9. In the open field there are two evenly spaced rows of stakes, running east – west. The stakes are about 2 feet tall, and have long wispy material (roughly 2 to 3 feet long) affixed to their tops. This material is seen to flutter about, even with the lightest of breezes. From what the renyu have seen of the men in sling practice, they believe these to be “range” (close and medium), and “windage” indicators.

  10. There is a contraption of 5 separate chains/ropes/logs that run across the river to individual dead-man mounds (which are on the bank opposite the fort). These lines can be raised and lowered in the water to block and interfere with river passage. These lines are manipulated by a block and tackle system, from within the confines of the fort. There is always a patrol-sized group of about 12 troops stationed on the dead-man side of the river, protecting that side of the contraption.

  11. In the open field, north of the northern wall, are 5 unnaturally situated mounds. One central mound, and 4 that are equally spaced, at cardinal points north, west, south, and east of the central mound. The mounds are about 15 feet in diameter, about 5 feet tall at their center, and are covered in scrubby grasses – they do not appear to be recently made, or even disturbed. Oddly, the renyu spies note that these mounds are never approached by anyone from the fort – they are given a wide berth.

  12. Two special occurrences were noted by the renyu, concerning “supplies” being delivered to the fort. The first involved a small caravan of 4 covered wagons, with human merchants/guards, delivering material to the fort. This caravan was fairly well guarded. The renyu thought that the main merchant was familiar and has been seen in Cothon-Gadeed, but he could not be identified. However, Pako and others are certain that if they saw the man again, they would recognize him. The renyu also report that the aroma of freshly butchered meat, and newly forged and oiled metals could be smelled as the caravan passed near their positions. The second occurrence was a “visit” by none other than Red Cloud, a retinue of at least 20 battle-hardened K'Zin warriors … and a human. The renyu observed this group enter the fort with great fanfare and respect, stay briefly over a 2 day period, then depart, heading in an east by southeast direction – in the general direction of Cothon-Gadeed. Red Cloud (or who they took to be Red Cloud) was quite large for a K'Zin, as were most of his retinue. The renyu agreed that if they were to be forced into an encounter with Red Cloud, even by himself, they would (as a group) retreat before him. He was formidable in appearance and stature. Interestingly, the human seemed to be almost an equal (if only slightly subservient) to Red Cloud. The appearance of Red Cloud elicited great joy and excitement from the garrison at the fort, and boosted morale significantly. Eater of Bugs greeted Red Cloud as a younger brother might greet a respected, elder brother – the two appeared to be long-time “friends”, sharing a mutual respect.

Thus ends Pako's report.


A crude map of Fort Bugeater follows.

Key:

  1. Greenish area is lightly wooded, with signs of some cutting of trees.

  2. Orange area is the level cobble/beach on the western shore of the river, where the dead-man mounds are located.

  3. Grey-ish blobs appear to be intensely burned patches of ground.

  4. Heavy, dark arrows indicate direction of river and stream flow.

  5. Red squares indicate massive lean-to structures used by the brutish giants.

  6. Dotted lines across the river indicate the river-travel blocking chains.

  7. Irregular hatch-marked areas are the main walls of Fort Bugeater.

  8. Squares with red hatching are the ballistae mound/towers.

  9. Irregular slashed areas indicate natural cliffs.

  10. Yellow circles indicate the undisturbed “mounds”.

  11. Items within the confines of the fort indicate various buildings or large wall tents.




[written up by Phil, who has been helping with the Red Cloud material]