Sunday, March 31, 2019

Sunday session #6 13-23/M8 Abron/2213 Night of the Yellow Moon 1 (PC level 2-6)

13/8: Ahreb Gluor & Tayarna meet Aeridnis with news of the Tablet of Dareioth, held by Chief Gram One-Eye of the Stone Spears. Kalesh Gan recruits three agents of Mithra to find the missing Panjandrum's son Khado Jodel - his father Jor Thodel has given much to the Church of Mithra. Gan advises seeking out Lady Aeridnis. Aeridnis' new bodyguard Helmi hails from Morlun and offers to guide the joint expedition.
14/8: Leave Quodeth early, making excellent time Quodeth-Taarbo-Banutre-Pyriador-Morlun with aid of loyal pack ox.
21/8: Arrive at Morlun, find the Stone Spears massacred by the Golden Ones, rescue Blind Leena an old woman, avoid scavenging dire wolves & head east. Flee an abominable sloth that interrupts camp. It eats Aeridnis' tent and pillow.
22/8: Reach river and defeat 7 beastmen at a sacked merchant convoy; camp at remains of a Golden One camp.
Image result for Thule Beastman
23/8: Pressing on fast, avoid Redrock clanhold (owl reports a massacre) & reach Rethenna, hold of the Storm Eagles, that evening. Warn Chief Tariss and together defeat the Golden Ones led by the cult fanatic Zuria. Rescue ox from the cultists. Capture Panjandrum's missing son Khado Jodel, who speaks of the Night of the Yellow Moon. Monyat the Golden Prophet has already left Rethenna with a small band of followers, heading east for Ansumo.

PCs
1. (Judith) Aeshma lvl 6 Rogue-3/Fighter-1/Warlock-2
2. (Daphne) Aeridnis Vorzin lvl 4 Wizard 1>2/Fighter-2
3. (Georgia) Helmi Seravell lvl 2 Dharay Barbarian 1>2
4. (Elias) Hadeem lvl 2 Mithraic Paladin 1>2
5. (Ioli) Narvin lvl 2 Mithraic elderly Wizard 1>2




The King in Yellow

Night of the Yellow Moon - by Aeshma (Judith)

Kallesh Gan, Inquisitor of Mithra, summons Aeshma to give her a mission, introducing her to two other followers of Mithra: Hadim, the Holy Warrior and Narvin, the Wizard. We are tasked with investigating a cult known as the Golden Ones which Kallesh Gan believes may be affiliated with the Great Old Ones. In addition, the son of the panjandrum Jor Thodel, a youth named Khado Jodel, has apparently joined the cult and we are asked to retrieve him.
We are told that they are believed to be in the lands of the Ammur barbarians and that Lady Aeridnis (whom Aeshma has worked with previously) is planning an expedition to that area. Aeshma leads the way to the Tower of Black Flame where we meet with Lady Aeridnis and plan to travel together. She has hired a guide, the Dhari Hunter Helmi, who is from the Stone Spear tribe of the village of Morlun in that area. Aeridnis is following up a report brought to her by the spice merchant Ahreb Gluor that an ancient artefact known as the Tablet of Darieoth has been seen in the hands of Chief Gram One-Eye of the Stone Spears and has been given money with which to purchase it.
With a pack ox to carry tents and supplies, we leave Quodeth by the Mammoth Gate and over the next week travel to Morlun. Nearing the village the only sign of life we see is the crows circling overhead, then the wind changes and we are surrounded by unmistakable stench of decay. Hurrying forward we enter the village and find the site of a massacre. Dozens of corpses of the Stone Spear tribe lie between their ruined houses. Here and there are corpses dressed in yellow robes, some still wearing a thin golden torc.
Our experienced eyes conclude the slaughter occurred three days earlier and we split up to search the village. Helmi hears a low cry and enters a partially collapsed hut to find an old woman trapped and all but hidden under a fallen roof beam. Helmi recognises her as Blind Leena and it seems that she alone has survived the attack. She quickly relates that a group of yellow robed cultists led by their high priest Monyat came to Morlun in apparent friendship, drank and ate with the villagers and that night, when they were drunk, attacked them.
Several of the Stone Spears were seduced by Monyat’s words and decided to join the cult, amongst them Helmi’s mother. While Helmi finishes talking with Leena, Aeshma searches the yellow-robed corpses to see if one matches the picture we have of Khado Jodel, but he is not among the dead. What she does find is a pack of wolves taking advantage of the corpses to have an easy meal. Aeshma takes refuge on the roof of a mostly intact hut, ready to fight them, but Helmi suggests we just leave as the wolves are likely merely defending their kill.
Away from Morlun we easily find the cultists’ tracks – a group of a hundred or so cultists and a couple of ox sleds leave an obvious trail. That night as we camp we are awoken by the sound of something huge moving through the jungle and are forced to abandon our camp as a giant sloth ambles through the clearing, eating some of our supplies and crushing one of our tents.
Halfway through the next day we come to a river crossing partially blocked by the wreckage of three wagons. The corpses of the merchants and their oxen lie where they were killed. In the debris is a scrap of yellow cloth marked with one of the symbols of the King in Yellow. Before we can continue the search, Aeshma spots movement across the river, and climbs a rock to see a small band of Beastmen readying an ambush, so she decides to act first.
Their shaman falls first but her hunters do not survive much longer, the last of them falling beneath Helmi’s greatsword as it cowered on the ground. We go back to searching the wagons and find a cultist’s corpse wearing a magic amulet that tracks the movement of the stars – we give the amulet to Narvin. There is also some platinum and gems – easily portable wealth for a merchant – a gold ring and potions of healing and gaseous form.
The trail left by the cultists reveals that there are now about two hundred of them and they have a two day lead on us. Helmi tells us that their likely destination would be the small village of Red Rock, home to about fifty people. Given the disparity in numbers and the cultists’ tactics we decide that Red Rock has probably already been destroyed and try to work out where they will strike next. Between Helmi’s local knowledge and an Augury cast by Narvin we decide Rathenna is their likely destination, and so we bypass Red Rock and push forwards.
Aeridnis sends her owl familiar to scout Red Rock as we hurry to Rathenna. The owl reports what we expected: the village has been massacred, but it also got the sense of some terrible evil lurking in the dark caverns beneath the village. We decide that trying to stop Rathenna being destroyed is more important so continue on our way. Towards evening we reach Rathenna, only an hour behind the band of cultists who are setting up camp outside.
Being a member of the Stone Spear tribe, Helmi is familiar with several of the Storm Eagles who live in Rathenna, and we are directed to the house of Tariss, Chief of the Storm Eagles who is speaking with the cult priestess Zuria. We are told that Monyat, the cult’s leader, has gone ahead to Quodeth to make preparations for the upcoming Night of the Yellow Moon festival.
With Leena along with us we speak with Tariss and try to convince her of the threat posed by the cultists, warning her of their earlier actions destroying Morlun and Red Rock. Amidst conflicting arguments, Tariss orders both the party and the cultists to leave the village before nightfall.
Angered by a whispered taunt by Aeridnis as well as the frustration of her plans, Zuria orders the Cult attack. Aeridnis is surrounded by cultists but manages to dodge away from their blows. Aeshma strikes at Zuria with a mighty blow, leaving the priestess seriously injured. We notice that one of Zuria’s guards is Khado Jodel and knock him out rather than kill him. Within thirty seconds the cultists in Tariss’ house are killed so we go outside to support the Storm Eagles fighting the cult in the village.
After a messy, bloody fight we are victorious. In gratitude for our aid Tariss gives us the loot taken from the cultists’ corpses. We then interrogate Khado Jodel who tells us of a “messenger” left behind in Red Rock and of the upcoming Night of the Yellow Moon when the followers of the King in Yellow will be exalted and their enemies destroyed. Aeshma tells him that she once followed the King in Yellow, but has since turned away from his evil.
That evening we are the guests of the Storm Eagles. The following morning Aeshma returns to Quodeth with a somewhat cowed Khado Jodel. Aeridnis and the others will have to decide whether to return to Red Rock to fight the “messenger” or head immediately to Quodeth to confront Monyat. As Narvin’s amulet warns: the Night of the Yellow Moon is approaching…

Havoc in Rethenna as the Golden Ones attack; Chief Tariss rallies the defence

Rethenna - Our Heroes Battling Dharay Cultists of the Golden Prophet

Death to the Golden Ones!


Tuesday, March 26, 2019

Tuesday session #6 31/7-10/8/2213 The Watchers of Meng 3/The Scent of Jasmine 1 (PC level 4-6)

Oola & her 3 guards eaten by behir trying to get the Eye of Meng.
Aeshma Finnris Vorstag & Zerda flee Meng with 12 rescued slaves.
10 days later Princess Jania Sedarnel asks for help finding her missing niece Metira...

PCs
1.(Matt) Finnris, lvl 5 Dhari Outcast of the Narthan Highlanders (h-m), Slayer Barbarian-5
2.(Judith) Aeshma, lvl 6 Kalayan Sacred Slayer of Mithra (h-f), Swashbuckler Rogue-3/Fighter-1/Warlock-1>2
3.(Bill) Vorstag Iceslider, the Frost Giant's Son, lvl 4 Goliath Ice Reaver of the Tjokren Glacier (g-m), Assassin Rogue-4 
4.(Jack) Zérda “The Defier” of House Saväschu, lvl 4 Atlantean Noble of Katagia (h-m), EK Fighter-4
5. (player absent) Cassandra, The Bearer of the Black Book, lvl 3 Quodethi (h-f) Sorceress-3

The Curse of Meng - by Aeshma (Judith)

After a much needed rest we feel slightly better, but are still worn down from our travails within the ziggurat. We cautiously head to the last door and open it to reveal a room full of standing corpses – 25 in total. A moment of panic eases as we realise they are supported by posts set into the floor. On one corpses Aeshma finds a scimitar of extraordinary quality, but despite searching, no other treasure is discovered.

Finnris’ barbarian instincts detect the slightest movement of air that suggests that there must be a secret passage or hatch in here somewhere but it takes a hour of searching to locate it. The tunnel it reveals looks like it ought to link up with the fire-painted corridor. We debate using Zerda’s cube to safely explore it, but not yet certain about how it would interact with floor-based traps we decide against risking it.

However, even as the rest of us are still being cautious, Zerda once again decides that reckless is his preferred tactic and walks to the bend in the corridor. No sooner has he confirmed that it does indeed link up with the fire corridor than the fire trap detonates. The standing corpses are blasted apart as the fire washes around us. Only Aeshma is able to find some cover and is spared the worst of the blast. Finnris and Zerda are both very severely injured and Vorstag is unconscious.

Oola, who had been at the back of the group, escapes damage and decides to go back and “convince” one of her surviving guards to descend on a rope to grab the gem as there appears to be no other way down into the ziggurat.

Aeshma calls on Mithra to heal Vorstag and we stagger back to the main room to hear Oola browbeat one of her guards into being lowered on a rope. Reflecting that in all the campfire stories she has ever heard that great treasures usually have equally great guardians, Aeshma urges her injured and staggering colleagues to take shelter in the sarcophagus room with the surviving slaves and be ready to slam the door.

Moments later a bloodcurdling scream quickly silenced by the unforgettable sound of tearing flesh is heard from below and a large snake-like creature erupts from the shaft in the centre of the room. We close the door and put our full weight against it so can only hear the melee that follows. A crackling blast against the door would suggest that the creature uses lightning as a weapon and the subsequent crunch of teeth on failing armour tells us that Oola and her guards are badly outmatched.

Only a few seconds later we hear the creature scuttle out of the ziggurat and hear distant cries of terror as the Degenerates discover just how far down the jungle food chain they really are. Taking advantage of the lull, Aeshma is lowered into the shaft and she is able to collect the giant emerald, the Eye of Meng, from where it fell before being swiftly pulled back upstairs. In the distance we can hear the creature’s roar of delight as it happens across the Degenerates’ village, so with the coast clear we decide to head in the opposite direction across the terrace where Finnris had been so badly mauled by the Phase Spiders.

As we pass beyond the circle of giant heads we discover that they are in truth the heads of immense buried statues that rise up out of the ground. They focus on Aeshma who is carrying the Eye but we are able to put some distance between us in the jungle. Unfortunately between the twilight of the approaching Long Night and our own weariness we get lost. Struggling to catch our breath, we hide the Eye in a bag up a tree and take refuge about 200 yards away in a dense thicket.

Only a few hours later we are woken by the sound of the stone behemoths crashing through the jungle, getting ever closer. A panicked boar-man bursts into our thicket – apparently his hiding place of choice – and is about to attack when Aeshma is able to distract him with several days’ of trail rations.

Not far away we hear the statues tearing apart a tree, presumably to retrieve the Eye, before returning to the ziggurat. The rest of the night passes without incident. The following day we try unsuccessfully to find the tree where we had hidden the escaped slave but end up getting even more lost. Several days later we stumble out of the jungle and get back to Ansumo.

With neither a captive Oola nor the Eye of Meng to show for our pains, we return to Quodeth. Zerda frees the rest of the slaves, and after selecting three to join his entourage – a musician, and two porters – helps the other to find employment. Vorstag reports to the Seven Knives on Oola’s death – they are unhappy but reflect that of the people they had sent after Oola, our group has been the only one to survive.

The following week we take a much needed rest to recover our strength. Zerda continues networking amongst the nobility while Vorstag presumably does the same on a more pedestrian level. Aeshma makes a contribution to the Temple of Mithra, and we do some shopping with the treasure taken from the ziggurat. Finnris purchases a fine dwarf-made greatsword (but lacks the brand to mark it as legitimately his); Aeshma buys an Orb of Regret while Zerda trades in his Katagian steel scimitar for a rapier/sabre of Atlantean make.

And as we relax, word gets around that we have returned to Quodeth…

Prince Dredan Taroth

Jasmine in the Night


Following the perils of the Ziggurat of Meng it takes a week for us to recover our strength. While the rest of us have been either networking or shopping, Finnris has been getting bored so arranges a bout in the fighting pits between he and a couple of his allies – Aeshma and Vorstag – and a short-nosed bear. The odds are in our favour so Zerda places several bets on our behalf. Aeshma is badly mauled but the bear is killed seconds later by Finnris.

While in the crowd, Zerda is approached by a messenger from House Sedarnel, Leyaro, a cousin of Princess Jania, inviting us to call on her as soon as possible. Once Aeshma’s wounds have been bandaged, we oblige and are led to an impressively opulent palace only a few yards from the Palace of Golden Minotaurs where a couple of days earlier Zerda had met with the influential Prince Dredan Taroth, one of Queen Deyane’s councillors, in his quest to gain an audience with the young queen.

The Sedarnel palace is built on a similar scale to the Palace of Golden Minotaurs, decorated with numerous images of the Five-headed Dragon Tiamat, but shows the signs of a lack of investment in maintenance over recent years. When this disrepair is pointed out to Leyaro, he shrugs and notes that it’s not worth the expense “while the Sapphire Palace may soon be available”. Moments later he winces as if he has misspoken. As we go through the Palace we take note of our surroundings and discover that the House Guards’ equipment also looks dated and in need of replacement.

In a vaulted great hall we are welcomed by Princess Jania who explains that we have been invited so she can ask for our help in recovering her missing niece, the Lady Metira (who Zerda had been dancing with at a ball a couple of weeks earlier) who was kidnapped from her tower room the previous evening.

Zerda and Vorstag charm Princess Jania with their fine manners while Aeshma and especially Finnris are largely ignored. With the initial pleasantries out of the way, we are escorted to Metira’s room and have the chance to speak with her guard, Odero, and servant, Drannel. They tell us that Metira retired as usual last night, Drannel had taken down her ornate hair style and left the usual glass of brandy next to the bed. Metira had then barred the door from the inside as was her habit. The next morning, when there was no reply, the guards had to break down to door and found the window had been broken and Metira was missing.

We confirm that Metira’s room was at the top of a tower, about 50’ off the ground and that to climb up the outside of the tower to reach it would be extraordinarily difficult – Vorstag demonstrates the difficulty by falling from the tower to the garden below. Aeshma climbs to the pitched roof above, notes that it is very solidly constructed by spots that several roof tiles have been knocked out of place and into the gutter. Once he has climbed the rope that Aeshma let down, Vorstag examines them and determines that they have only very recently been moved.

Inside the room, the air is heavy with the scent of Jasmine – apparently Metira’s favourite fragrance – both from jasmine flowers around the room and a vial of perfume on her table. The large window has been broken, almost certainly from the outside if the glass on the floor is any guide, but going by the amount of damage whatever broke it was larger even than Vorstag.

Zerda speaks with Drennel and Odero to get an idea of what Metira had been doing over the previous few days. The maid servant notes that as she had helped Metira to change for bed, she had observed several bruises on Metira’s arms that she could not account for. Odero tells us of her movements: two days earlier she had visited the Quosa Bourse where she purchases her Jasmine perfume. Then yesterday she went to the Sark, Quodeth’s slum district, to the House of the Broken Gate where she would go to distribute alms to the city’s poor.

Once the house staff have been dismissed we discuss our findings – Vorstag going back to see Princess Jania to discuss them with her – and conclude that whatever kidnapped Metira was most likely a large flying creature. Finnris recalls hearing stories of Flying Apes and with a certain degree of concern we note how well that would seem to fit the facts. Princess Jania gives Vorstag 200gp and promises another 1000gp to rescue her niece.

It looks like our avenues of enquiry will mean that we will soon be visiting the Quosa Bourse and the House of the Broken Gate to see what they can tell us about the missing noblewoman...


Wednesday, March 20, 2019

Tuesday session #5 31/7/2213 The Watchers of Meng 2 - The Ziggurat of Meng (PC level 4-5)



Image result for 5e Mummy

Oola agrees to give Vorstag the slave girl Ffion if he helps her get the slaves safe to Cheir. Party spends around 6 hours in the upper level of the dungeon beneath the Pyramid of Meng - fight three Mummy-Priests of Meng, get choked by poison gas trap, negate spike trap, loot treasures including 5 signet rings, take what treasure's left from the black gloop, take the mummified high priest's Cube of Meng (Cube of Force & inactive Dimensional Vortex), avoid fire corridor, free Zerda from amber petrification trap, fight horde of 13 skeleton slaves. Lots of arguing with Oola.

PCs
1.(Matt) Finnris, lvl 5 Dhari Outcast of the Narthan Highlanders (h-m), Barbarian-4>5
2.(Judith) Aeshma, lvl 5 Kalayan Sacred Slayer (h-f), Rogue-3/Fighter-1/Warlock-1
3.(Bill) Vorstag Iceslider, the Frost Giant's Son, lvl 4 Goliath Ice Reaver of the Tjokren Glacier (g-m), Rogue-3>4 
4.(Jack) Zérda “The Defier” of House Saväschu, lvl 4 Atlantean Noble of Katagia (h-m), EK Fighter-3>4
5. (player absent) Cassandra, The Bearer of the Black Book, lvl 3 Quodethi (h-f) Sorceress-3

+ Oola.  3 guards & 12 slaves stay with Cassandra in the entry room, then in the cleared Mummy-priests chamber.


Into the Ziggurat of Meng - by Aeshma (Judith)

At the bottom of the descending tunnel the party and the escaped slaves find ourselves in a large room with several exits, most notably a wide shaft in the floor that drops about 100’ into a chamber far below where we can see a giant snake with an immense, glowing emerald held in its jaws – surely the fabled Eye of Meng. The smell of putrefaction comes from the shaft but we can’t see the source.

Outside we can hear a crowd of Degenerates gather and we hope we are correct in our supposition that this ancient ziggurat is taboo for them. Minutes later we hear the sound of ponderous flapping and the chatter of the Degenerates fades, as does the flapping and everything in very, very quiet.

We encourage the slaves to wait in the main antechamber with the guards while we start exploring the tunnels in the ziggurat. In a trio of storerooms we find dozens of jars sealed with black wax. On smashing them they reveal carefully packed human organs that look very recent, though are surely centuries old. Amongst the body parts we find 22 gems (100gp each) and a silver plated key.

Another room holds nine large upright mahogany coffins arrayed in a three by three grid. Between Aeshma’s Light spell and Zerda’s Prestidigitation, we can clean them up sufficiently to see the carving on them that depict humans showing the telltale signs of the Old Ones’ corruption: elongated fingers, tentacles, extra eyes or mouths. With a view to desecrating this unholy place we tip them over row by row.

Unfortunately some of the coffins’ inhabitants take exception to this and three mummies emerge, each with a ceramic mask covering its face. One tries to paralyze Zerda with its inhuman gaze but the Atlantean’s determination proves more than sufficient to withstand it. Attacking them as they emerge, we manage to destroy the mummies, avoiding the peril of the rotting disease they can inflict. Most of our weapons are of limited effectiveness against such ancient undead, but Zerda’s Moonblade cuts into their ancient corpses. The remaining corpses are smashed, just to make certain, and in the resulting debris we find five gold rings (100gp each).

After the fight we catch our breath and speak with Oola. She tells us that she owed Kurtubal 5000gp and that her girlfriend Rien had been taken as surety against her defaulting on repayment. Just before she left Quodeth, she had been sent Rien’s little finger to remind her of how seriously they took the debt. Her plan had been to use what funds she had left to buy the slaves and take them to Cheir to sell for a quick profit as the people of Cheir were notoriously lazy and slaves were a sought-after commodity.

Shortly afterwards we move down a narrow corridor ending in a wooden door carved with a demonic face. Before we get there we set off a poison gas trap and stumble backwards to the antechamber, dragging Vorstag who has succumbed to the poison. The poison gas drifts after us, but Aeshma notices it seems heavier than air so urges the slaves into the room where we earlier fought the mummies. Zerda revives Vorstag with a healing potion and we barricade ourselves in the room, blocking any gaps around the door with damp rags. An hour later we cautiously open the door – despite a foul odour, the gas has dissipated.

Much more cautiously we return to the corridor, checking for traps as we go. We locate the poison gas trap trigger – a pressure plate on the floor – then beyond that a series of holes in the floor from which spikes could emerge. Using the heavy coffin lids as a bridge we make it to the door even as we hear the floor spikes stab into the mahogany.

While taking so much time searching for traps Aeshma notices the outline of a doorway on one wall, but it takes Zerda’s skill to locate the mechanism that opens the secret door. Beyond is a small room, ceiling painted to resemble the night sky, and holding a single heavy stone sarcophagus. Aeshma, Vorstag and Zerda manage to lever the lid to one side to reveal the decayed form of a human showing similar deformation to the earlier mummies. Clasped in his hands is a cube rippling with unearthly energy. Aeshma, being cautious, makes a plan to grab it while being ready for the corpse to attack, but Zerda, lacking that same caution, just grabs it anyway. Fortunately the corpse does not animate!

There is a tunnel leading away from this room decorated with fiery swirls and Aeshma believes there may be some kind of magical trap down there. Zerda, one his attention can be dragged away from his new toy, concurs adding that it is some kind of invocation magic and, after our experience with other traps, we decide against risking it and return to the main corridor.

The keyhole in the carved door at the end matches the key we found on one of the mummies’ corpses. The room beyond is filled with treasure: a combination of coins, gems, and odd art objects in dubious taste. Wary of more traps we use first a rope and grapple and then a quarterstaff to pull items from the room. Once they pass the threshold, most deliquesce, but a few survive. It take a while but with Zerda’s Prestidigitation to help us we clean and bag any treasure that doesn’t dissolve. We leave carrying 3 art objects (prosthetic limb, vase, and a painting) each worth 50gp, 660gp in gems and 1000gp in coins.

Still searching for stairs to take us deeper into the ziggurat we return to explore other tunnels and this time it is Zerda who sets off a trap: purple mist coalesces around him before hardening into an impenetrable shell while still allowing him to breathe. Vorstag decides to use brute force to crack open the shell but does a fair amount of damage to Zerda in the process.

We continue to a crossroads with corridors leading to a door, a portcullis and a crypt. We investigate the latter and find several bodies neatly laid out on shelves cut into the walls of the room. None carry any wealth nor do they animate. Vorstag singlehandedly raises the portcullis until it locks back into place in the ceiling and we go into the ossuary beyond. Seconds later the skeletons knit together and attack us, but they prove to be little match for us as Finnris smashes them down with powerful blows from his mace-axe. Oola seems to struggle with them and takes some injuries before they are destroyed. With no further signs of movement in the room we take a rest.

Total Loot:
Cube of Force (Zerda)

4510gp

Sunday, March 17, 2019

Sunday session #5 - 8-9/M7 Dumet 2213 AR - Cavern of Golden Tears 3 (end) - to 13/M8 Abron (PC level 3-5)

Madhor Kheb


PCs
1. (Daphne) Aeridnis Vorzin lvl 3, Atlantean Wizard-1/Fighter-2
2. (Matt) Falskaar lvl 3, Nimothan Soothsayer Fighter-1>3
3. (Luke) Caspian Morningstar lvl 3, Elf Corsair Rogue-1>3
4. (Judith) Aeshma lvl 5, Kalayan Golden Sea Corsair (h-f), Rogue-3/Fighter-1/>Warlock 1
5. (Chris) Droogar, Katagian Ranger-1 (dec'd)

Indisposed:
 (Joe) Talarni 'Wolf', Dhari Hunter Barbarian-2

NPCs
'Karen' Yhurgya, Beastman Shamaness & new girlfriend of Caspian >:)
Lizard-Bron
2 Cyclops Skeletons Tomb Guards (1 destroyed, 1 remaining)
Madhor Kheb, Dark Priest of Set, & his 3 guards (RIP)
6 dretch demons (RIP)
4 shadows (& temporary shadow-Ranger) (RIP)

Joined by Aeshma and a short-lived Katagian Ranger-turned-Freebooter. Kill Mador Kheb and his guards after short negotiation. Ranger shoots the mummy king, summoning a small horde of demons, runs off into a pack of shadows who slay him. Party defeats demons and shadows, retrieves the Scrolls of Moz, escapes via the waterfall, avoids the beastman war chief & his men, and returns triumphantly to Ghan Port and Quodeth laden with gold and scrolls (Yhurgya decides to return to her tribe). Aeridnis studies the scrolls with her cousin Tyarna, and they take them to the crotechety Grand Vizier Ibland Posk at the Sapphire Palace for transcription -  he now owes Aeridnis a favour.

13/M8 2213: 5 weeks later, in the Month of Twilight, the Spice Merchant Ahreb Gluor approaches Lady Aeridnis Vorzin with news...

Aeshma’s Flashback to Kal-Ni-Moz… by Judith

While hiding from the marauding Beastmen, Aeshma meets up with an Atlantean Ranger named Droogar and we soon spot Aeridnis and a few others entering a dark cave. As dusk falls Droogar and Aeshma are able to sneak past the sleeping Beastmen sentries and enter the cave. The not too distant sound of fighting confirms that we have indeed found the intrepid Lady Aeridnis…

We pass through a couple of caverns into a large chamber. In the far corner a trio of Serpent Cultists led by Mador Keb, their High Priest are trapped behind a magical barrier; a Beastwoman Shamaness is engaged in a ritual next to an unmoving Golden Mummy, an elf Ranger is next to her staring intently at a pair of giant cyclops skeletons even as he clutches an amulet; a Dhari barbarian lies semiconscious and badly wounded; and Lady Aeridnis stands next to Lizard-Bronn, staring at the Priest of Set.

Seeing our arrival, the latter starts and tries to negotiate with Aeridnis, suggesting that we split the gold and pool our resources to escape the Beastmen. Then he sees Aeshma and pales in fury as he recognises the Corsair who years earlier frustrated his ambitions and sold him into slavery. As it becomes clear that Aeridnis has no intention of trusting him, Mador Keb attacks her as soon as the magical barrier falls.

He summons spectral serpents that writhe around the Atlantean, biting her while Aeshma, Droogar, Falskaar, Caspian and Caspian’s controlled giant skeletons attack Mador Keb and his minions. Aeridnis’ Magic Missile spell is enough to break the priest’s concentration and cause his spell to fail while the cultists are crushed beneath the skeletons’ fists.

A few minutes later the Shamaness, Yurgya, finishes her ritual and declares the Mummy’s demon summoning ability has been blocked by her magic. Apparently distrusting her assertion, Droogar moves to strike at the Mummy only to be blocked by Aeshma and then by Bronn who, at Aeridnis’ order, grabbed the Ranger’s hand in his teeth.

We try to convince Droogar that as the magical Mummy is apparently immobilised and not doing anything to us – thanks to Yurgya’s ritual – the wisest course of action id to leave well alone. We break off as much of the gold as we can carry and continue searching the caves. The cavern beyond, slightly raised up from the Mummy’s cave, was where the cultists had made their camp and we find their bedrolls and supplies.

From a high ledge, Droogar finds he has a line of sight down onto the Mummy and shoots it with his bow. Yurgya’s screams in frustration as black, greasy smoke coalesces into six small, grinning demonic forms. Battle ensues as the demons nearly destroy one of Caspian’s skeleton warriors before they are themselves defeated.

Angered by this unnecessary demonic threat to her beloved Caspian, Yurgya attacks Droogar and tries to enspell him, but the Atlantean’s strength of will proves too strong. Instead she rushes towards him and Droogar retreats into the next cavern – a dark, shadowy cavern cut in half by an underwater stream. Yurgya declines to follow – the Shamaness had already sensed the evil lurking in the dark.

In the centre of the cavern, Droogar stumbles to a halt as shadowy figures fade into existence to surround him, the unearthly chill of their hands drawing away his strength and life energy. He tries to escape but it is already too late as one of them plunges her ghostly hand into his head.

Caspian rushes around to where he presumes the cavern’s other entrance lies, his two giant skeletons dutifully following him, while Falskaar steps up to the fight. The warrior is joined by Aeshma and Aeridnis, seated in Bronn’s saddle, while Yurgya looks down on Droogar’s fading body with an expression of grim satisfaction.

With some difficulty given our weapons are of limited effectiveness against the shadows, the four shadows are defeated, but not before they manage to destroy one of Caspian’s giant skeleton warriors. As she charges the last shadow, Aeridnis’ sword blazes with golden light and proves far more effective against this dark creatures than any of our other weapons. Even as the last shadow is destroyed, she reads the name “Dawn Fire” emblazoned on the blade in elegant High Atlantean characters. Above us we can sense the twisted remnants of Droogar’s spirit that the shadows’ darkness had warped into something as inhuman as themselves, waiting to take form to attack us.

Having gone back to collect the still semi-conscious Wolf, we support him between us as we wade down the underground stream into another cavern in which we find five statues of grim-faced wizards, each holding a stone-carved scroll tube. Aeridnis bids her crow familiar to open the scroll tubes and he reveals scrolls etched onto fine copper. As we marvel at the ancient scrolls, the spirit of Droogar swoops from the darkness to defend the scrolls, now bound by the same magic as the ancient Mozar wizards had used on his shadowy undead killers.

Once again “Dawn Fire” blazes in Aeridnis’ hand and Droogar’s captured spirit is released to its rightful rest. She then carefully packs the scrolls as we prepare to follow the stream out of the caves as we believe it is the source of a small waterfall that we had seen earlier.

With the noise of Falskaar’s heavy armour hidden by the roar of the waterfall we are able to slip past the waiting Beastmen and eventually make our way back to the waiting boat. We are in time to make our rendezvous with Captain Abal Bak of the Stern Maiden and enjoy an uneventful return to Quodeth. The gold taken from the cavern, while not overly pure, is still very valuable and easily sold. Aeridnis takes the scrolls to her family as useful in their own right, not to mention their value as a bargaining chip…

Aeshma in her new bronze cuirass bought with loot from the Cavern of Golden Tears

Thursday, March 14, 2019

Excerpts from the Scribe of Zérda, of House Saväschu (translated from Elvish) 30/7/2213

Zerda 'the Defier' Account (Tuesday sessions 1-3) by Jack



It is a strange day as I travel upriver towards the Jungle of Zaal. Initially, I only planned to be in Quodeth for a short time, but day by day I find myself compelled to stay, and see what impact an Atlantean noble – an exiled noble at that – can have in such a land of extremes. Extreme in wealth as much as poverty, extreme in corruption as much as nobility.
And extreme is perhaps an adequate description of the company I find myself keeping. I have allied myself with a group that most definitely are not typical Quodethians: a Kalayan pirate, with some command of secretive, dark magics, and an equally dark and dour demeanour; a Dhari Barbarian with much less hair than any Dhari I have read about, and as blunt with language as the weapons he carries; an enchanting Quodethi sorceress named Cassandra, who constantly clutches a mystical black book – of which she only recently, it appears, has actually learned to read from; and strangest of all, a seven-foot tall Giantkin with a blueish hue and ice white hair, surprisingly sneaky for his size, and nowhere near as strong.
Where does this leave a charming, scimitar-wielding Atlantean from Katagia, you ask? So far, I have been through sewers, nearly being eaten – VERY nearly being eaten – by a large many-tentacled maw, whilst trying to heroically save Finnris, our scarcely-haired Barbarian companion. Thank Ishtar for the Temple of Dawn and Dusk, or else I would still be hobbling on a broken ankle to this day!
We have also discovered that the male bard at our local tavern, Lyanarus, is NOT actually a bard OR a male. She is, in fact, a female cat burglar and resident of Clouds, a local brothel, using her position to gain access to wealthy client’s homes in order to case them and later loot. We were tasked to bring Lyanarus to the Seven Knives, a group of thieves and mercenaries that are altogether unsavoury, but seem to keep a semblance of order in this part of the city – and a group Vorstag, our young Giantkin, has been keen to join. Speaking to an underboss named Randall, I personally made assurances before accepting the contract that Lyanarus/Leanna was to be given a free choice to join, and will be allowed to walk away free if they refuse the invitation. Leaning on my noble roots, I not only got myself and Finnris an audience with “Fern”, the working name of Leanna, but also befriended Lady Valeria, the mistress of the House, and a lady of influence – a worthy ally. I struck a bargain with Leanna: to be our informer, and eyes on the streets of Quodeth. Unfortunately, this was short-lived, for Vorstag appears to have a mouth ALMOST as large as his seven-foot form, telling the Seven Knives the truth about Leanna at the earliest opportunity. As our pirate compatriot Aeshma may say, “loose lips sink ships”. Even so, this act certainly furthered Vorstag’s personal goals, as he has now become a member of the Seven Knives himself. Perhaps this is a blessing in disguise. But the Seven Knives are fractured, and one rival of Randall’s kidnapped Leanna. Fortunately, Finnris and I’s “Rich Merchant and Crazed Madman” act worked like a charm, and we soon freed the Arcane Trickster Leanna, and brought her safely to Randall. We may soon establish a reputation.
Before travelling upriver this morning, we witnessed an impressive display from Finnris in the fighting pits. He managed to get himself a fight with an Atlantean Myrmidon from my home of Katagia, named Valash, and made short work of this much more trained opponent. Dhari can certainly take a hit or two! I since regret putting 1 gold on Valash, unbeknownst to the others, but 14 gold on Finnris makes up for hedging my bets. Valash is no doubt skilled, and perhaps I can employ his skills in future, as a kind of bodyguard and free man rather than slave. I, unlike many noble purists, abhor slavery. It was then that the Seven Knives approached our band of misfits with a new job – 1000 gold for the return of a renegade slaver named Oola, last seen in Ansumo, where we now are headed.
The long journey via boat has given me time to reflect, hence this writing. I am thankful for the employ of my manservant Filagree. He awaits us back in Quodeth, guarding my vast supply of tomes, and keeping eyes open for the spice merchant Ahreb Gluor, who is rumoured to have recently come across an arcane item – something I can resist little more than books! But most of all, I am thankful for a chance meeting with a fortune teller in the bazaar. Though I am usually sceptical of these soothsayers, this one has given me purpose and direction. Slipping away from the rest of the group, I got a private reading. Aside from the usual tentacled nightmares predicted in all of our futures “should we not act and save Thule blah blah blah” – interestingly, she saw the young Queen Deyane in my future. Apparently, she is as yet unmarried, but is currently being courted by the Grand Vizier – whom, according to the fortune teller, is shrouded in this same aura of evil as the tentacles. Young, single, beautiful, no doubt intelligent – THIS is a person I need to meet.

But getting an audience with Her Majesty will not be easy. Fortunately, the Lady Valeria has proved her worth true. She arranged an invitation to a Ball at the Karoth estate – a breeding ground of wealth and power. Through my usual guile and networking, I have met one Metira, of House Sedarnel, a house which has direct connections to the Queen. There is a long road of manoeuvring and carousing ahead in the city, but for now I must focus on the task at hand. For the rest of the journey, I will be experimenting with an old Elvish tome dipped in the arcane arts. I believe I have mastered a way to shock opponents with just a touch, and a way to magically shield myself from blows at just the right moment. Only time will tell, and time is something we will have a lot of in the Jungle of Zaal…

Deyane Hazeda, Queen of Quodeth

Tuesday, March 12, 2019

Tuesday session #4 29-31/7/2213 The Watchers of Meng 1 - Cannibals of Meng (PC level 3-4)

29/7/2213 Finnris wins his first pit fight at the House of the Fallen Star.
30/7/2213 Party travels upriver and into the Jungle of Zaal.
31/7/2213 Party encounters Hag, escaped slave, Oola, phase spiders, & the Degenerates of Meng. Kill 3 spiders & 15 Degenerates, free Oola's remaining slaves (12) & guards (3), and head into the Pyramid of Meng.

PCs
1.(Matt) Finnris, lvl 4 Dhari Outcast of the Narthan Highlanders (h-m), Barbarian-4
2.(Judith) Aeshma, lvl 4 Kalayan Golden Sea Corsair (h-f), Rogue-3/Fighter-1
3.(Bill) Vorstag Iceslider, the Frost Giant's Son, lvl 3 Goliath Ice Reaver of the Tjokren Glacier (g-m), Rogue-3 
4.(Jack) Zérda “The Defier” of House Saväschu, lvl 3 Atlantean Noble of Katagia (h-m), Fighter-3 EK
5. (James, fortnightly) Cassandra, The Bearer of the Black Book, lvl 3 Quodethi (h-f) Sorceress-3

NPCs
Kurturbal, a 7 Knives Underboss & Moneylender in Quodeth, friend of Randall
Valash, Pit Fighter Myrmidon owned by Bronak the Bald
Fat Gillan, 7 Knives Contact at the Red Tiger Inn, Ansulmo.
Old Ran - Green Hag of the Jungle of Zaal, with pet minotaur.
Oola, Mistress of the Whip - Renegade Slaver
Gungus, a middle aged male slave, with brand on left cheek
Ffion, a slave girl rescued by Vorstag from the Cannibal Degenerates


Ruins of Meng
Oola, Mistress of the Whip

The Cannibals of Meng - by Aeshma (Judith)

While the rest of us had been resting for a week, it transpires that Finnris has made an arrangement to appear in a Pit Fight at Urgak’s with a winner’s purse of 50gp. His opponent is to be the slave Myrmidon Valash owned by Bronnak the Bald. As neither is particularly well known, we’re offered evens should we wish to place a bet on our comrade. Finnris outlasts his opponent, finally taking him down with a pair of powerful strikes, and in the process earning us a fair amount of money.

Randall finds us at Urgak’s and checks we are willing to take on the job he’s offered us, to go after the Slaver Oola who has absconded owing thousands in gold to Kurtubal the Seven Knives’ money lender. We are offered 1000gp to return her - alive. Once we agree, Randall arranges transport to Ansumo where the most recent sighting of Oola reported her taking a slave coffle into the jungle.

It’s afternoon when we disembark from the barge, make some enquiries (including meeting up with Fat Gillan, Vorstag’s Seven Knives contact) and confirm that Oola had headed into the jungle with six guards and twenty-four chained slaves with the stated intention of taking them to Cheir to sell and so pay off the debt.

Zerda and Aeshma both recall hearing stories about the Jungle of Zaal through which they must pass: once the centre of an ancient possibly inhuman realm who were enemies of the serpentmen. Zerda remembered that it was called Meng and that a jewel called the Eye of Meng remains hidden deep in the jungle.

We decide that Oola will probably take a direct route through the jungle to reach the town of Rathenna where she will be able to pick up the ancient trackway to Cheir – a faster option that hacking her way through the dense jungle.

With Finnris in the lead we head off. Once beyond the cultivated area surrounding Ansumo and into the deep jungle we start seeing vine-covered structures and statues – the remnants of a long ago kingdom. We notice a recurring motif on the carvings: tall, cyclops-like figures with a single horn smashing down much smaller serpentmen beneath their feet.

Late in the second day, when we think we ought to be catching up with the slower-moving party of slavers, we instead come upon a clearing in which is a large hut lit by witchlights. Outside the hut stands a powerfully built minotaur who is soon joined by an impossibly aged green skinned woman. She negotiates for a bribe for her advice, but is soon disappointed at our inability to pay. Instead we offer her small but interesting objects that we have found on our travels.

She first points us in the right direction to intercept Oola’s party, then warns us of several hazards: the apparently chivalrous Great Ape; scattered tribes of beastmen; the webbed lairs of Giant Spiders; and even the Giant Sloth. She finally describes a group of devolved human cannibals known as the Degenerates.

We leave, following her directions, and within an hour we know we are back on track when an injured middle-aged slave careens down the track towards us wailing about the others getting captured by savages who want to eat them and take them inside a great ziggurat to be sacrificed to a demon. He declines to accompany us back to the ziggurat so we leave him some supplies and hide him up a tree.

Minutes later we hear a woman shouting out a challenge to her foes and see Oola standing on a fallen column, greataxe held ready, confronting a crowd of the cannibal Degenerates. Vorstag charges in, decapitating his victim in a blur of axe blades, and the rest of us follow. Oola proves to be a formidable fighter and soon the Degenerates are killed. Aeshma is the only one injured when she recklessly let one of them get too close. Oola says there are perhaps a hundred Degenerates in the area…

Degenerate of Meng
Not far back down the trail the jungle opens out into a vast clearing filled with scattered ruins at the centre of which is a large, squat ziggurat. Around the ziggurat, about 1000’ apart are huge stone heads carved in the same design as we had seen on the earlier statues, a one-horned cyclops. The heads are 10’ wide and 15’ high.

We approach cautiously, Aeshma and Vorstag hidden by the undergrowth, but the others in the open. At the edge of a stone platform three spiders appear out of nowhere and attack Finnris who is in the lead. Within seconds he is covered in bite marks and staggering from their poison. The rest of us hurry to his aid and the spiders are killed before they can try to finish off the ailing Dhari. While we clean and bandage Finnris’ wounds, Vorstag tries to remove the poison glands from the spiders for future use, but is confounded when they fade back into the aether. Amongst the spiders’ previous victims we find scattered gold: about 100gp in total.

Ffion, slave girl rescued by Vorstag from the Degenerates of Meng.
Near the base of the ziggurat about fifteen slaves and a couple of surviving guards are held in a pen while two groups of Degenerates consider which to eat first. We are pushed to act when a slave girl is dragged from the pen to provide lunch. Vorstag rushes in and cuts down her two attackers while the others are killed before the other group can get close enough to help them.

Cassandra’s magic blasts most of that group and the remainder are quickly killed. Taking advantage of the confusion of the melee, one of the imprisoned guards climbs the wall of the slave pen and dashes for the ziggurat in the belief he can shelter in its tunnels.

As we consider our options we can hear the sounds of other bands of the Degenerates in the surrounding jungle and conclude that if we try to escape with the slaves they will be able to easily run us down. Deciding it’s the best of bad options, we resolve to enter the ziggurat and hope the tunnels will stop us being mobbed by the Degenerates should they gather to attack in numbers...



Thursday, March 7, 2019

Ships of the Kalayan Sea - by Judith

Tartane

Also see 
When we combine all the above evidence we find that under favorable wind conditions, ancient vessels averaged between 4 and 6 knots over open water, and 3 to 4 knots while working through islands or along coasts. Before a favorable wind, a (whole) fleet could log between two and three knots.With unfavorable winds, a fleet usually could do no better than 1 to 1½ knots.

Ships of the Kalayan Sea 

The unique characteristics of the Kalayan Sea control the types of ships that commonly ply its waters: protected by mountains, it is usually much calmer than the Glimmerstar Sea, Boreal Sea or the Sea of Mists. Also because of the surrounding mountains, winds are less reliable and tend to frequently veer or die away altogether.
Warships
Oared galleys are a common sight, varying from the light weight, single banked Liburnians with thirty rowers to the prestige heavy Quinquereme galleys with three hundred rowers that are the flagships of city states. Depending on the design of the ship, rowers may be arranged in from one to three banks with up to three rowers at each oar on the largest galleys. City states with a preference for using slave oarsmen (such as Marg) tend to prefer using single banked galleys as they require less skill to row though are far less efficient and manoeuvrable than the equivalent two or three banked galley.
Biremes and Triremes are far and away the most common designs, preferably rowed by free oarsmen with only a single rower on each oar. Some states try to encourage citizens to enrol as oarsmen by presenting a term of service in their fleet as an alternative to judicial punishment for an offence or non-payment of taxes.
The numbers of oarsmen on a galley means that they must stay close to land as they cannot carry supplies for more than a couple of days at sea. In addition the lowest bank of oars are close to sea level making them less seaworthy in rough weather. This is exacerbated in some designs, particularly favoured by the Lomari Navy, that place fighting castles on the superstructure making the galley top heavy and even less seaworthy. Lomar’s navy prefers to try to make use of its superb marines and their favoured tactic is to go alongside an opponent to board them.
Depending on size, a galley will have one or two masts carrying square sails. These are very efficient when the wind is behind the ship, but otherwise the galley will need to rely on its oars. Galleys avoid the more versatile lateen rig as it tends to make a ship heel – a bad idea given the lowest bank of a galley’s oars are typically only 3’ above the waterline.
Merchant Ships
For bulk cargoes the most common merchant ship on the Kalayan Sea is the Xebec (pro. zeebeck), a two or three masted lateen rigged ship. It is generally quite beamy with a low freeboard making for easy loading and unloading of cargo. The lateen rig enables it to sail into the wind by tacking and the simplicity of the sail plan means that even the largest Xebec needs only about twenty-five sailors to manage it. In light winds most Xebecs are at high risk from Corsair galleys. Margish merchant ships often carry numbers of slave rowers as well as sailors and fit their Xebecs with oar locks for long sweeps – slaves are a cheap and plentiful commodity in Marg making this a financially viable proposition.
The smaller counterpart of the Xebec is the Tartane: usually single masted and lateen rigged. They are ubiquitous as coastal traders and fishing boats. Two people can easily handle a small Tartane and it’s rare for even the larger ones to carry more than ten men.
High value cargoes are often carried on a Dromon: a ship originally of Katagian design merging aspects of galleys and Xebecs, though faster and more seaworthy than a Margish Xebec. A Dromon uses the familiar Xebec rig, but has a higher freeboard to allow for a single bank of oars so, in addition to the sailors, she also carries about eighty rowers who can double as marines should the need arise. Katagia developed the Dromon as a warship to carry artillery to launch Katagian Fire at other ships. The Dromon has a more streamlined hull than a Xebec but lacks a galley’s ram.




Tuesday, March 5, 2019

Tuesday session #3 17-29/7/2213 Beyond the Shadow of a Dream (PC level 2-4)

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Randall of the Bazaar Quarter, 7 Knives Underboss
PCs
1. (Matt) Finnris, Dhari h-m lvl 4 Barbarian-3>4
2. (Judith) Aeshma, Kalayan h-f lvl 3 Rogue-2/Fighter-1
3. (Bill) Vorstag Iceslider, goliath-m lvl 3 Ice Reaver Rogue-2>3
4. (Jack) Zérda “The Defier” of House Saväschu, Atlantean Noble of Katagia (h-m) lvl 2 Fighter-2


17/7 Finnris with Meg. Lyanarus 2nd performance at the Seal Inn, stirring.
18/7 Lyanarus 3rd performance, melancholy. PCs rescue him/her from Kyan's thugs.
19/7 Lyanarus kidnapped, party meets fortune teller, Lyana rescued from Kyan's cellar, majestic performance.
29/7 Randall tells Vorstag about Oola, a wanted fugitive - 1000gp to bring her back alive. Finnris has crafted a potion of healing, while Zerda gets friendly with Lady Valeria of Clouds, attended a ball at the Karoth Estate, and dances with Metira Sedarnel.



'Mysterious Men and Maidens' - by Aeshma (Judith)



After our fight with the sewer monster we relax for a couple of days. Vorstag buys himself some better armour; Finnris gets himself patched up while Zerda’s leg injury necessitates a visit to the Temple of Asura where it is cured.
The elusive bard Lyanarus returns to the tavern to do another performance and is again followed by Vorstag to see where he goes. Once again he loses the tail by ducking into an alley. Vorstag goes to speak with the Seven Knives patron, Randall, to share his conclusion that Lyanarus must be an Arcane Trickster, surely the only way he can disappear so completely. Lyanarus is apparently a suspect in a number of burglaries carried out against merchants who have paid protection dues to the Seven Knives and want something for their money.
Randall warns that a thuggish rival of his named Kayan will be sending some of his men after Lyanarus and asks Vorstag to intercept them, but not kill them. The following evening we watch Lyanarus again, then all of us follow him: Aeshma and Vorstag first, followed a little way back by the noisier Zerda and Finnris. Not far from the tavern he is intercepted by three rogues wearing Seven Knives colours.
We knock out two of the rogues and Aeshma kills the third as he attempts to escape. She tries to hide the body down the sewer but the grating in jammed so she has to content herself with hiding it under some debris in an alley. Meanwhile Vorstag is just in time to stop Finnris from probably killing one of the unconscious rogues.
We speak with the rogues who confirm they were sent by Kayan to grab Lyanarus who, it transpires, was on his way to Clouds, a high-end brothel. Eventually we end up escorting him there and meet the Madam, Lady Valeria, who Zerda charms with his nobility and urbanity.
Zerda finds out that Lyanarus had been a regular visitor spending time with one of her newer girls called Fern. After some thought she notes that although Lyanarus always claimed that Fern was his favourite, she had never seen them together. We soon realise that Fern and Lyanrus are the same – Fern visits her wealthy merchant clients at home and uses the opportunity to case the houses.
Fern returns to the brothel and after some initial conversation where Finnris believes there is something oddly eldritch about her, Zerda arranges to spend time with her. He reveals that he knows she’s living a double life and tries to recruit her as an informant. She tells him that the spice merchant Ahreb Gluor (whose daughter was rescued by Lady Aeridnis and Finnris from the Tower of Black Flame) has recently recovered as unknown arcane item from the Amur barbarians.
The following afternoon we’re invited to speak with Randall as Fern/Lyanarus has been kidnapped. On the way Zerda, Finnris and Vorstag get their fortunes told by a gypsy in the bazaar. We hear both good and bad news but a recurring theme is danger during the Long Night and the encroaching power of the Old Ones. Finnris’ mysterious tarot card bearing his image is apparently a warning about Hastur, the King in Yellow, while Zerda is told that Quodeth’s Vizier is connected with Great Cthulhu.
Randall gives us the address of the house where Kayan is holding Lyanarus and offers us 20 gold peacocks each to rescue him/her. We follow Randall’s associate to the house and decide to con our way in: Zerda pretends to be a terrified rich merchant being pursued by Finnris’ mad berserker. It works and we manage to knock out the door keeper. We find no-one else and nothing of value on the ground floor so decide to check the cellar.
Finnris discovers a rigged wine-rack hides a hidden trapdoor in the floor. We descend to an apparently uninhabited room, but Zerda gets the feeling we are not alone. Guessing someone might be hiding under the bed – the only piece of furniture – Vorstag leaps on the bed and an invisible Lyanarus tries to escape only to be talked into reappearing by Vorstag who says that Randall wishes to offer her a job.
Somewhat unwillingly Lyanarus accepts Randall’s job offer. A week passes and Randall contacts us again saying he has another job he would like us to undertake…
_________________________

Postscript - Finnris

Finnris is practically living in Urgak of   Katagia's training camp or Ludgia in the Katagian tongue.  Training with the fighters, drinking with Megara and Urgak.  Finnris works on his arena performance skills as much as his stamina and reflexes.  His shorn hair (part of the exile ritual along with the near death beating and being cast naked into the wilderness) has growing out now, and he styles it Mohawk fashion, closely shaving beard and head around the Mohawk.  His stage presence developing, he experiments with war paint and discusses with his comrades and tutors a suitable fighting name for the arena, he also enquires of Urgak about getting a pit fight... Finris also asks around about tatoo artists of repute or even mystical reputation.

Urgak is happy to arrange a fight for Finnris, as Finnris is unknown in the pit suggests starting him off easy with a match vs a lone slave fighter of moderate experience. Rival pit trainer Bronak the Bald has recently arrived in Quodeth with his entourage and should be happy to supply an opponent for a match at Uttikal's pit. Urgak will look to negotiate a ca 50gp purse for Finnris.
A couple days later Urgak has two offers for Finnris - Valesh the Myrmidon (heavy armour fighter) for 50 gold, or Korth the Nimothan (barbarian warrior) for 20 gold.
Urgak reckons Finnris can - probably - handle either of them, though Valesh's scale coat & shield give good defence.

The old fortune teller in Quodeth Bazaar knows a good tattooist, she says - it's around 5gp per tattoo depending on size.

Excellent, Gypsie Woman! I will seek out the tattooist you recommend. I will commission representation of the challenges faced starting with the tentacled sewer monster (leg) and the former master of the Tower of the Black Flame (arm).

Urgak, you have my thanks, I would be honoured if you would arrange competition with the Myrmidon. I have heard tales of these warriors and I am intrigued and excitied to test myself against one.

Urgak agrees ...Finnris can invite his companions to the House of the Fallen Star.

The bald, moustachio'd & very tattooed tattooist inspects Fnnris's hide & considers... Full 4-colour/full arm/leg tattoos will be 5gp each, so 10gp total.

Urgak gives some advice: "Now, Valesh is skilled with the longsword. He likes to hold back his full fury until he sees his opening - draw him in, but do not go reckless until *after* he has attacked with his full strength... If wounded, he will try to take a moment to gain his second wind... If you can take him down then, your victory will be easier."


RURITAIN AND THE ASPTOOTHS

Ruler: Queen Matilda (from 2221 AR), formerly King Ozzar . The coastal city of Ruritain, one of the first settlements built by the Atlantea...