Sunday, May 26, 2019

Sunday session #10 31/12/2213 to ca 1/2/2214 - Secret of the Moon Door #3 (lvl 5-8) - Dhargo Maath


Aeridnis' party joined by Vorstag & Finnris. Enter the Temple of the Moon, defeat giant viper and tcho-tchos, open moon door - Finnris grabbed by moon beast. Follow through the door and kill it. Cross the Isle of Screams on the Moon, on the way killing a second moon beast and freeing a riding-thing, to Dhargo Maath's mansion and tower. After initial fight with Maath in the tower entry hall, they negotiate Tyarna's release for the moongold key, plus the life of an Azura priest who annoyed Maath. Maath fireballs the priest, and returns the survivors to Earth.
1/2/2214 AR The party return to Quodeth with Tyarna and are rewarded by Duke Baerad Vorzin.


Tuesday, May 21, 2019

Tuesday session #13 21/9-5/102213 AR (lvl 7) Voor Darayn #2

1. (Bill) Vorstag Iceslider, the Frost Giant's Son, lvl 7 Goliath Ice Reaver of the Tjokren Glacier (g-m), Assassin Rogue-7
2. (Matt) Finnris, lvl 7 Dhari Outcast of the Narthan Highlanders (h-m), Slayer Barbarian-6>7

Related image21/9/2213 Finnris Vorstag & the guide Marus kill a pursuing serpentman scout & 3 dominated Lomari mercenaries. Head for Tiyerna.
22/9/2213 Beastmen attack jungle camp; 4 killed & 1 flee.
24/9/2213 Party returns to Tiyerna and meets with Glavas Rho.
1/10/2213 Party completes long rest, recruit adventurers Marek & Ayilda, rehire Marus.
2/10: Party departs Tiyerna again.
5/10/2213: Reach Voor Darayn again at dusk, Marek & Vorstag scout the lower city and kill a sepentman, flee its angry comrade.


Escape from Voor Darayn - by Matt
Marus crouched in the jungle, scanning the ruins of Voor Darayn for the adventurers he had guided to the stygian acropolis the previous day.  That familiar sinking feeling gnawed at his guts.  His thoughts turned to the group he had led to the cursed ruins.  The previous evening the Katagian Zerda had told Marus that he was going to take Cassandra to a waterfall, to read to her poetry.  The pair had not returned so the other three had gone to scout the ruins leaving Marus to hold the camp.  Adventurers, he thought to himself, why did I get mixed up with adventurers. 
Finely tuned survival instinct snapped his attention to a flash of light by the old stables under the ruins.  At first, he thought it sun reflecting on steel, but it was more of a glow than reflection.  Marus, a veteran of countless skirmishes, drew and arrow to his bow.  It was then he heard the unmistakable whooping warcry of the Narthan Highlander, the tribe Marus had fought for a bloody decade, and as fate would have it now his ally.  Marus sighed.
The barbarian was bounding through the undergrowth, heading away from the camp, whooping and laughing, the glow coming from something he was carrying.  Marus sighed again, he was starting to understand see why this Finnris was mocked for his sense of direction, he was running the wrong way and making quite a racket. 
"Bloody amateur," Marus said to himself.
Marus stood from cover, waving his trusty longbow above his head.  Seeing Marus, the barbarian whooped again and bounded through the undergrowth toward the ranger.  As he got closer, Marus could make out the other two behind him, the sneaky Goliath and the bronze priestess.  Finnris stopped just before the thicket that had concealed Marus.  Marus could see arrows sticking out of the barbarian, deadly serpent venom oozing from the wounds, yet the crazy Narthan who should have been dead from those wounds was beaming with pride and holding a dazzling spear aloft.  The Narthan whooped again.  Marus eyes widened in astonishment, the golden glow of Azura radiated from the weapon.  
"Katagian Ranger, have you ever seen it's like before?" said the grinning barbarian showing off the magnificent trophy.
Marus could only shake his head in surprise. 
"No, Dhari, I have not."
Much later, Marus stalked into the camp.   Finnris and Vorstag were arguing about the spear, again.  Surviving the Darayn jungle was a risky business, and the problems were piling up, yet these two squabbled.  Zerda and Cassandra had not yet returned, so Aeshma the priestess  had gone to look for them, now all three were missing.   Worse, Marus had just come across tracks of a serpent man, a fang-guard probably on their trail.
"Silence" Marus snarled at the two bickering adventurers.
Finnris and Vorstag glared at him.  Marus coolly met their gaze.
Marus could feel the tension between them.    
"There is something out there." He said carefully, sweat ran down his face as he inclined his head in the direction of the Voor Darayn ruins.
The adventurers crept into the bush like hunting cats, Vorstag despite his size, melted into the jungle like a shadow. 
Marus let out a sigh of relief and readied his bow. 
Serpentfolk are deadly opponents, particularly in the jungle.  But the trio made short work of the pursuers, a reptile and a group of red legion mercenaries under the serpents' control.  Maybe there was something more to these adventures than luck after all, thought the ranger.   
Their comrades missing, Finnris and Vorstag had decided to return to Tiyerna to resupply, and hopefully regroup with their comrades.  Marus agreed to guide them, it was the sensible choice.  Marus, knew the jungle well, using backwoods trails he managed to avoid the reptiles that were tracking them.
But just a day's travel from Tiyerna, they were under the knife again. 
It was a moonless night and Marus found himself surprised by Finnris when the barbarian spoke to him in High Atlantean, he was so shocked that he almost choked on the dried crocodile meat they were sharing.  It was then Beastmen attacked.  The Beastmen must have picked up their sent earlier, Marus knew from bitter experience how impossible it is to shake them once they have the scent of prey.  The skirmish started badly, a beastman curse-slinger froze Marus with sorcery.  Then hunters set upon him, savage flint tipped clubs rained on Marus but his armour saved him from the inferior weapons, and when his iron discipline kicked in and he shrugged of the curse, he felled the foes around him.  Vorstag slew many, a sole survivor of the hunting pack fled into the night. 
At Tiyerna, Marus bid Vorstag and Finnris farewell and good fortune.  He was happy to be alive, and with a fat purse of gold to hand, but most of all he was happy to say good bye to the adventurers who attracted no end of trouble.  Marus sought the comforts of the best tavern in Tiyerna.
Marus promised himself a week in the tavern and no more adventuring. 
"The price is a hundred gold, each way," Said Marus flatly.
A week had passed since Marus said goodbye to Finnris and Vorstag.  Like a bad penny they turned up again, they wanted to return to the ruins of Voor Darayn to search for their missing comrades and they wanted Marus to guide them.  The two quickly adventurers agreed to his price.
Damn, thought Marus, should have asked for more.
Vorstag giggled, handing over the gold.
"Please sir Marus, kindly sign this chit as proof of payment," the Goliath said in his strange aristocratic tenor. 
Well, at least we're going in with more muscle thought Marus as he eyed up the new recruits.  Vorstag and Finnris had been busy.  Ayilda, a Nimothan warrior, looked as deadly as she was beautiful and the Quodethi Marek like Vorstag was a member of the gang of cut throats that called themselves The Seven Knives. 
It did not take long to find trouble.  Marus cursed himself, he'd been distracted by Finnris again, this time the barbarian had been recounting an audience with Glavas Rho, and the strange tale of a sentient haunted iceberg. 
The viper was gigantic, with fangs like great daggers dripping with lethal venom.  How had he missed it?  The thing must be fifty feet long thought the ranger.  Vorstag moved in a blur, axes whirring he rushed in smote the beast and was behind Marus before Marus got off his first shot.  Ayilda charged, and all hell broke loose.  The giant snake crashed through the old stone of the well it had been hiding in, Ayilda wrapped tightly in scales, Finnris stabbing it and again Vorstag moved in at lightning speed, and it was dead.  The king of giant vipers hacked to death in moments.  The serpent's coils released Ayilda, and she fell into the Goliath's hungry arms.  Marus had never seen anything like it.
Marus stared up at the ruins of Voor Darayn for the second time.  Taking a deep breath, he looked at Ayilda and Finnris crouching in the jungle with him.  Crazy barbarians, he thought.  Vorstag and Marek had worked around the barracks at dusk.  They believed sentries were posted in the guard house and we're going to eliminate any guards.  Marus could not see them be he knew they were out there, somewhere.
Marus heard the crash, it sounded like pottery smashing.  Marus picked out Vorstag, a giant shadow in the doorway of the guard house.  Vorstag was so tall he could have easily knocked out a loose old roof tile.  Finnris tensed to charge.
"Wait, Narthan" ordered Marus. 
Finnris looked up at the ranger hotly but did not charge in.
Vorstag fled.  A serpent man lay dead on the cobblestones of the guard house doorway, and another chased the fleeing Vorstag.   

Ayilda vs Giant Viper

Marus

Vorstag


Wednesday, May 15, 2019

Tuesday Session #12 17-21/9/2213 AR (lvl 6-8) Acropolis of Voor Darayn #1

1.(Judith) Aeshma, lvl 8 Kalayan Sacred Slayer of Mithra (h-f), Swashbuckler Rogue-4/Fighter-1/Warlock-2>3.
2.(Bill) Vorstag Iceslider, the Frost Giant's Son, lvl 7 Goliath Ice Reaver of the Tjokren Glacier (g-m), Assassin Rogue-7
3. (Matt) Finnris, lvl 6 Dhari Outcast of the Narthan Highlanders (h-m), Slayer Barbarian-6


Image result for bar-lgura17/9/2213: Visit the Guardian of the 9 Glavas Rho at Three Pillars Monastery, & do shopping at the Tiyerna market
18/9/2213: Head into the jungle with Marus the Katagian Ranger. Kill a giant crocodile menacing ankylosauri.
20/9/2213: Half a day from Voor Darayn, encounter bar-lgura & babau demons attacking 3 beastmen - kill the demons & send a wounded beastman on his way with word of the Demon Slayers. Reach Voor Darayn & camp in jungle.
21/9/2213: At dawn enter Voor Darayn, encountering serpentmen & dominated human cultists. Take the Spear of Azura from Ghast-ly charnel house.




Into the Jungle of Voor Darayn - by Judith (Aeshma)

In the morning we climb up to the Three Pillar Monastery and speak with the priest Glavas Rho. He is able to confirm a lot of the stories we have heard about Voor Darayn as well as the presence of demons in the jungles – including the Vrock which was foretold by Finnris’ visit to the Fortune-Teller in Quodeth. Before we leave Tiyerna, we commission a suit of black and red sails for Autumn Moon should we need to change her appearance at any point.

Led by Marus, the Katagian Ranger, we head into the jungle. We soon encounter a pair of ankylosauri fleeing a giant crocodile. We quickly kill the crocodile; Finnris takes several of its teeth as a trophy and that evening we dine on crocodile steaks.

Two days later we can see distant glimpses through the jungle of the limestone outcropping on which Voor Darayn is built. Passing through some overgrown ruins we see three beastmen running terrified through the jungle towards us, fleeing from the giant ape demon intent on pursuing them. Briefed by Glavas Rho we immediately recognise it as a Bar-Lgura and ready to attack. Before we can act, its companion, a horn-headed Babau, appears from the jungle next to Vorstag and attacks the rogue.

Vorstag pulls back from the demon and rushes to Finnris’ side, hoping that the Babau will attack the barbarian in preference, but the demon continues to focus its attacks Vorstag. Aeshma casts a spell to ward Finnris from the demons’ powers and ducks into the cover of heavy jungle to shoot at the demons from range as being directly attacked could break her concentration. Having been struck by her holy chakram, the Bar-Lgura leaps into the undergrowth in an attempt to find her.

Once they have teamed up to fight the Babau, Finnris and Vorstag are able to quickly destroy it and turn their attention to the Bar-Lgura. Two of the beastmen manage to escape into the jungle but the third is seriously wounded and unconscious. Once the Bar-Lgura is killed we speak with the surviving beastman once he revives with Marus translating our words into Urgan. The beastman is able to add little to what we already know. Rather than kill it outright, Aeshma argues that it should be released to return to its tribe to carry stories of the “Demon Slayers”.

A few hours later the jungle thins and we reach the slopes of Voor Darayn. With only an hour of daylight remaining we pull back into the jungle to rest until dawn. The next day we leave Marus in the jungle to wait for Zerda and Cassandra while the rest of us cautiously approach the first of the outlying buildings. An open plaza spreads across the base of the hill with a vine-covered statue of Asura at its centre. The statue’s outstretched hand looks like it once held a weapon, now long vanished. On the far side of the plaza, we can see a somnolent serpentman basking in the early morning sun.

With no way to approach him without being seen we sneak up the adjacent stair to the upper levels of Voor Darayn, each of us drinking a dose of antitoxin to protect us from snake venom. The steep karst cliffs are made of rotten limestone and even Aeshma thinks they are virtually unclimbable. We hear the sound of an approaching wagon and duck behind the nearest building. A group of robed and armoured Lomari cultists escorted by a serpentman are dragging a wagon loaded with corpses toward a solidly built mausoleum. The ground before the mausoleum is churned and bloody.

Halting outside they cautiously approach, clearly nervous. One opens the door and a bright light blazes from within. He reaches in and pulls out a glowing spear. From within the mausoleum we can hear scrabbling, hissing noises as whatever is in there is repelled by the bright light of the spear. One by one the corpses are thrown in, the spear replaced in the doorway and the heavy door closed behind it. The cultists drag the wagon back up the hill.

Finnris realises the glowing spear matches the descriptions he has read of the legendary Spear of Asura and we decide to try to grab it. Sneaking up towards the mausoleum we misjudge the early morning light and are silhouetted as we turn the corner near the mausoleum. The cultists and a pair of serpentmen are unfortunately still on guard and move to attack.

Vorstag opens the door to the mausoleum and we see what has been trapped inside: a pack of ghasts. He reaches down to grab the spear and the pack moves forwards, waiting for their opportunity. Vorstag is in a quandary: does he remain in the mausoleum and risk getting attacked by the ghasts, or step back putting himself into the line of fire of the serpentmen’s deadly poisoned arrows?

At the same time, Finnris has moved forwards to engage the cultists, but if the ghasts leave the mausoleum he will be surrounded. Seeing the amount of enemies arrayed against us Aeshma calls for a retreat, urging Vorstag to drop the Spear in the mausoleum doorway to stop the ghasts from leaving. He and Aeshma’s agility enables them to get ahead of the cultists, but Finnris decides to detour to the mausoleum in his retreat to grab the spear, trusting in his greater speed to keep him ahead of the armoured Lomari.

Unfortunately it turns out that the Lomari are not willing cultists, but a dominated Mithran priest and soldiers. The priest casts a Hold Person on Finnris, trapping him, setting him up to be captured or killed by the Lomari soldiers. Seeing no other alternative to save Finnris’ life, Aeshma throws her chakram at the priest, killing him and breaking the spell’s grasp on Finnris. Now released, the barbarian shrugs off the ineffectual blows of the Lomari and joins Aeshma and Vorstag as we all dash for the cover of the jungle.

As we catch our breath in the deep cover of the jungle we can only marvel at the craftsmanship of the mighty and blessed Atlantean War Spear and hope it will be a powerful weapon in our hands against the darkness that still infests Voor Darayn. For now all we can do is wait for Zerda and Cassandra to catch up with us before we renew our attack…



Monday, May 13, 2019

Soldiers of Thule 5e dnd

GENERIC

Militia Levy: AC 14 (Linen & Shield) HP 12 PB +2 CR 1/8 ST +1 DE+0 CO +1 IN +0 WI +0 CH +0 Spear ATT +3/d6+1

Experienced Guard: AC 15 (heavy scale) AC 17 scale & shield HP 23 (12+2d8+2) PB +2 CR 0.5 ST +2 DE +0 CO +1 IN +0 WI +1 CH +0 Sk: Perception +3 PP 13. Longsword or War Spear ATT +4/d8+2; Javelin ATT +4/d6+2. Glaive (2hw) ATT +4/d10+2 reach 10'

Experienced Guard Archer: AC 16 (medium scale)  HP 20 (11+2d8) PB +2 CR 0.5 ST +1 DE +2 CO +0 IN +0 WI +1 CH +0 Sk: Perception +3 PP 13.  Longbow ATT+4/d8+2; shortsword ATT +4/d6+2

DARAY

Dhari Warrior (Sword Brother) CR 1/2 AC 15 (leather, shield, DEX) or AC 13 no shield HP 17 spd 30' ST +2 DE +2 CO +1 IN +0 WI +0 CH +0 Prof: Survival +2, Athletics +4. Multiattack: 2 melee attacks per attack action. Axe or Sword +4/d8+2 (6). Javelin +4/d6+2. Great Axe (AC 13) ATT +4/d12+2.
Dhari Champion: As Warrior, but 52 hp, AC 13, STR +3, ATT +5/d12+3 (9) (great axe)
These are the 'Men' of the Tribal warrior lodges, those who have completed the Rites of Manhood and having proven their courage and skill in battle, are accepted as full members of the Tribe. Youths, women, and other lessers typically use the MM Tribal Warrior stats. A few Dhari tribes accept female fighters known as Battle Maidens, either into the male lodges (rare), or into the all-female White Swan Lodge.

IMYSTRAHL

Elf Guard of ImystrahlAC 19 (chain cuirass & shield)/AC 17 no shield HP 20 PB+2 CR 0.5 ST +2 DE +2  CO +1 IN +1 WI +0 CH +0 Sk: Perception +2 PP 12. Longsword ATT +4/d8+2;  Longbow ATT +4/d8+2

QUODETH

Quodethi Royal Marine: AC 17 (scale coat & shield) HP 32 PB +2 CR 1 ST +2 DE +1 CO +1 IN +0 WI +1 CH +0 Sk: Athletics +4 PP 11. SA: 2 Attacks per Attack action with melee weapon. War Spear or Longsword ATT +4/d8+2; 2 javelins ATT +4/d6+2 range 30'/90'.

LOMAR

Soldier of Lomar: AC 17 (scale coat & shield) or AC 19 (bronze cuirass & shield) HP 32 PB +2 CR 1 ST +2 DE +1 CO +1 IN +0 WI +1 CH +0 Sk: Athletics +4 PP 11. SA: 2 Attacks per Attack action with melee weapon. Lomari have 10' reach with Lomari War Spear. War Spear ATT +4/d8+2; short sword ATT +4/d6+2.

MARG

Margish Merchant GuardAC 14 (Linen & Shield) HP 17 (12+d8+1) PB +2 CR 1/2 ST +2 DE+0 CO +1 IN +0 WI +0 CH +0 Spear or Mace ATT +4/d6+2, Pack Tactics - Advtg when ally adjacent

Margish Reaver: AC 14 (studded, DEX +2) HP 32 PB +2 ST +1 DE +2 CO +1 IN +0 WI +1 CH +0 SK: Intimidate +2 Perception +3 PP: 13 SA: 2 Attacks & Bonus Attack per attack action with melee weapon. Shortswords (2+1 = 3 attacks) ATT +4/d6+2

KAL-ZINAN

Kal-Zinan Dwarf SoldierAC 18 (iron mail & wooden shield) AC 16 no shield HP 21 (15+d8+2) PB +2 CR 0.5 ST +2 DE +0 CO +2 IN +0 WI +0 CH +0 Sk: Perception +2 PP 12. Steel +1 War Spear ATT +5/d8+3 or Steel +1 Great Axe +5/d12+3; 2xIron Javelin ATT +4/d6+2.

Kal-Zinan Dwarf ArbalesterAC 16 (iron mail) HP 20 (14+4+2) PB +2 CR 0.5 ST +1 DE +2 CO +2 IN +0 WI +1 CH +0 Sk: Perception +3 PP 13.  Dwarf Steel +1 Arbalest ATT+5 dam 9 (d12+3) FR 1; iron shortsword ATT +4/d6+2

Kal-Zinan Silver Shield Guard (Legionary)AC 20 (steel +1 mail & steel +1 shield) HP 52 PB +2 CR 2 ST +3 DE +0 CO +3 IN +0 WI+0 CH +0 Sk: Perception +2 PP 12. Steel +1 War Spear ATT +6/d8+4

Sunday, May 12, 2019

Sunday session #9 29/11 to 31/12 2213 - Secret of the Moon Door #2 (lvl 5)

Xebec similar to Azura's Star

29/11: 'Enhanced' Interrogation of Turjak Bom by the Azuran Priest-Inquisitor Fr. Arcturus establishes that Turjak was working for Dhargo Maath, a Wizard of the Black Circle in Thran. Sgt Sgrasko questions Bom's Lomari lover Deema, a Lion Priestess of Nergal. Duke Baerad Vorzin is sending an expedition to rescue Tyarna Vorzin - or exact revenge on her killer.
30/11: The Vorzin fast Xebec Azura's Star under Captain Pharn leaves Quodeth with a squad of Vorzin House Guard, Clerics & Wizards, bound for Katagia and the Temple of the Moon near Lake Haal. Turjak Bom is brought along as captive, his hands crippled.
14/12: Azura's Star encounters a storm east of Katagia, blowing from SW.
15/12: As the weather clears, Azura's Star encounters a giant sea crocodile attacking a Daray fishing boat damaged by the storm. The giant croc is killed by the Ammuran Sgt Sgrasko after it has killed most of the crew; a Daray fisher-girl is rescued.
17/12: Azura's Star reaches Katagia, dropping off the fisher-girl. Sgrasko gives her 10gp to help with the loss of her brothers and cousins.
18/12: Aeridnis Vorzin has an audience with Danoch Sarsane, Lord Protector of Katagia. He assigns her a Katagian Ranger, Leira, to assist her in her expedition through the Narthan lands to the Temple of the Moon. Expedition purchases a wagon (35gp + 5gp pilllows) and two draft oxen (30gp each).
19/12: Expedition leaves Katagia heading north; Turjak Bom in the wagon is harshly treated.
25/12: Expedition reaches the Shrine of the Widest Sky, the great Narthan barbarian temple of Mitra and recruits a Narthan priestess (& Guardian of the Nine), Amaria, to the expedition. She turns out to have a great hatred of the Black Circle and their agents. Turjak Bom is even more harshly treated.
28/12: A Wyvern attacks the caravan while the men are strung out, and despite a spirited defence, it carries off one of the Vorzin house guards to devour.
31/12: On New Year's Eve 2213 AR, the expedition reaches the edge of the Moonwood on the shores of Lake Haal. Leira & two guards remain with the wagon on the road while the others enter the woods a mile or so from the track. Nearing the Temple, while passing through a swamp they encounter an elven druidess, Faisa Ilyalni, fleeing a band of horrid Tcho-Tchos and their giant spiders. In the battle the elf druidess is nearly killed by a fireballfrom Fr Arcturus; both spiders and most of the Tcho-Tchos are slaughtered, but a Tcho-Tcho archer and their Lama escapes, while one of his summoned Nightgaunts carries off Sergeant Sgrasko from a ruined tower; the second man lost to winged demons.

Dramatis Personae
Vorzin Sergeant Sgrasko of Ammurath (PC) - RIP, killed by tcho-tcho nightgaunt
Fr. Arcturus (PC), Cleric-Investigator of Azura & Guardian of the Nine
Vorzin Sergeant Astoclos
Vorzin Corporals Corvin & Darthae
8 7 Vorzin House Guard Troopers (2 with wagon, 5 others in wood) - 1 RIP 28/12 snatched by wyvern
Leira, Katagian Ranger, guided the party to the Moonwood (with wagon)
Amaria of White Griffon clan, Narthan Priestess of the Widest Sky
Faisa Iyalni, Elf Druidess 'rescued' from the Tcho-Tchos, despite being fireballed by Fr. Arcturus

Prisoners
Turjak Bom, Black Circle agent and Vorzin captive, hands broken
Deema, Lion Priestess of Lomar, Turjak Bom's lover, left in Vorzin cells.

Players Absent
Vorzin Lt L Cypher (PC)
Lady Aeridnis Vorzin (PC)
Abron, Prelate Cleric of Azura (PC)
Lizard-Bron!

Transcribed communication from Dhargo Maath of Thran to Turjak Bom found by Vorzin guards searching his villa:

Our allies failed to find the key when they carried
off the sage. My divinations suggest your friend
Plooth may have it. I am sending new assets to rectify
that oversight. They will bring the key to your house.
Unfortunately I cannot have them simply bring me
the key, so you must do so once you have it in your
possession. Send a report when you know your travel
arrangements—I will meet you at the Moon-Door.

Amaria, Narthan Priestess of the Widest Sky, & Guardian of the Nine (Cleric-5)
Leira, Katagian Ranger, Atlantean (Rgr-1/Ftr-3)

Faisa Iyalni, Elf Witch (Druid-4) of the Moonwood

Abominable Tcho-Tcho

Thursday, May 9, 2019

LOMAR

Home to a proud and warlike people, the city-state of Lomar dominates the southern coast of the Kalayan Sea. Lomar’s warriors guard rich fields and rice paddies stretching for more than fifty miles across the western end of the Ghan peninsula, and its sleek dromonds patrol the waters for three days’ sail in all directions. Within the city walls, noble commanders practice their martial skills constantly, reigning over an elite class of free warriors who in turn control a large but docile population of slaves and servants. Monuments tower over each of the public squares in the city, commemorating more than two hundred years of military supremacy. While the celebration of military triumph and the martial virtues lies at the center of Lomar’s public life, the city is more than a simple armed camp. Lomar is an important center of commerce, a gateway through which the tribes and settlers of the southern Kalayan highlands are linked to the great trade routes of the Inner Sea. Lomari merchants compete with traders from Quodeth, Ikath, and Droum for control of the valuable gold and ivory trades in the central Kalayan, and the city’s artisans produce exceptional woodwork and metalwork. Perhaps most importantly, Lomar is a city of laws. Most other cities in Thule are hopelessly corrupt and inefficient, but Lomari pride themselves on their honorable dealings and upright ways.

THE CITY OF INVADERS The story of Lomar begins thirty years after the sea took Atlantis. In 1939 AR, a wandering tribe of seafarers descended from the survivors of Lemuria attacked the old Atlantean haven of Katagia. The defenses of Katagia proved too strong for the Lemurians to overcome, but rather than return to the sea with the rest of the fleet, a charismatic warlord named Zosheer Loh decided to lead a large band inland to found a kingdom of his own in Thule’s wilderness. For years the band migrated through Dhar Mesh, Phoor, and the southern coastlands of the Kalayan Sea before settling down in a fertile river valley at the west end of the Ghan Peninsula. here they founded a city in 1980 AR, and named it in honor of Zosheer Loh, who had died only a year before their wanderings ended. In the 223 years since its founding, Lomar has grown into a major power. A little more than a century ago, Lomar fought a bitter war against the city of Hurhun and laid it in ruins. Fifty years ago, Lomar’s legions landed before Droum’s walls and defeated the armies of that city, imposing a ruinous tribute as the price of peace. Within the last twenty years, Lomari centurions have led the city’s legions to less conclusive battles against Ikath, Marg, and Quodeth, and it is only a matter of time before the Imperator orders Zosheer’s Bell sounded once again to call the legions to war.

CITY DESCRIPTION Lomar is a well-fortified city that stands a short distance inland from the Kalayan Sea on the banks of the Yissu River. The riverfront serves as the city’s port, since the open waters of the Kalayan are only eight miles to the west. High walls surround a semi-circular city laid out like half of a gigantic wagon wheel, the main streets forming the “spokes” that meet in the great Triumph Square. he Imperator’s Palace (more a fortress than a palace, really) stands on a hill just to the east, overlooking both the square and the river. he Blue Pelican: A large inn and taproom located in Lomar’s river district, the Blue Pelican is named for a local variety of ishing bird with striking blue plumage. Many foreigners arriving in Lomar by sea take rooms here. It’s not cheap, but it is clean and safe, which is more than can be said of similar establishments in many other cities. he proprietor is an old Lomari man named Bahdurbo, who is a servant of the Magh family and runs the Blue Pelican for his masters. Tower of Zosheer: he central citadel of Lomar contains a great golden bell in a high tower, visible from just about everywhere in the city. By tradition, the bell is struck to announce that Lomar is going to war and to celebrate reports of victory by Lomar’s armies. A famous prophecy predicts that Lomar will fall within the year if the bell should ever be lost or broken, so guards stand watch by Zosheer’s Bell around the clock. Triumph Square: Eleven great avenues lead from Lomar’s gates to Triumph Square, the central plaza of the city. his vast stone square is a good ive hundred yards wide, and its perimeter is lined with scores of monuments to great Lomari champions, generals, and imperators. City law prohibits the establishment of any permanent place of business in the square, but many vendors set up tents or carts every day, making Triumph Square a busy marketplace from sunup to sundown. Wohdwa Palace: Two miles outside the city walls lie the ruins of a great estate. he Wohdwas were high-ranking nobles who won glory in many of Lomar’s old wars, but the family declined under some mysterious curse. he last of the Wohdwas was a warrior-princess named Yilar, who led a legion in the war against Hurhun to great success, but felt that she was denied the honors her victory merited. She plotted against the ruling imperator with a mysterious warlock named Rashmi, but the plot was discovered. Yilar was put to death, Rashmi vanished, and Wohdwa Palace was abandoned. he place is now said to be haunted, perhaps by things the warlock summoned long ago.

Lomar (Large City, pop. 24,200) City of Triumphs, City of Shining Spears, City of the Golden Bell Lomar is an aggressive and militant city-state that seeks to expand its dominions through campaigns of conquest.
Authority: Imperator Deondro Shurh is the reigning monarch, the third ruler of the Shurh line. He wields near-absolute power; unlike many Thulean cities, Lomar possesses a strong monarchy.
NPCs: Most people in Lomar are (naturally) Lomari. In fact, citizenship is denied to anyone who is not of the Lomari race, although a few people of other races are permanent residents and hold important positions in commerce or industry. Most non-Lomari are slaves, although Lomar’s laws protect slaves against many abuses and even allow them to own property and work in their chosen trades.
Lorjeen the Lion is the most famous warrior in the city. Lomar’s warriors do not fight in the city’s arena, but instead compete in frequent games and mock battles and fight many duels. Lorjeen, a giant of a man over 7 feet tall, has never been defeated.
High Warpriest Mordju is the high priest of Nergal at the Hall of a Thousand Victories. Cruel and ambitious, Mordju is one of the principal agitators seeking to push the imperator into a new war. Ghoro Gai is the city’s foremost merchant. Short and fat, he was never much of a warrior, but he commands a merchant fleet of a dozen galleys and is more widely traveled than most of his countrymen. He quietly serves as the chief spymaster to Imperator Deondro.
Trade: Lomar produces cotton, rice, jewelry, woodwork of all kinds, and bronze arms and armor of exceptional quality. The city imports gold, ivory, wine, and silk. Concerns: Lomari look to war as a means to win accolades and riches, but it’s been nearly twenty years since an imperator has ordered the striking of Zosheer’s Bell. The city’s nobles (and quite a few of its free warriors) are spoiling for a ight. Pressure is growing for Imperator Deondro to lead the city’s legions in a bold new campaign.

Soldier of Lomar in Scale cuirass
Soldier of Lomar: CR 1
Lomari Myrmidon & Legionary: CR 2
Lomari Veteran: CR 3
Lomari Battle Champion: CR 9

Silver Gauntlets of Lomar
This century is native to Thule, but its myrmidons are no less disciplined for it. The Silver Gauntlets were instrumental in Lomar’s victory over Droum and continue to send out periodic patrols in that direction. In addition to patrolling the countryside, the Silver Gauntlets act as a training cadre for Lomar’s more ordinary military units. Perhaps unusual among both myrmidons and the Lomar military in general, if you can shake hands with the Silver Gauntlet recruiter, all debts enforceable by Lomari law are forgiven and all arrest warrants suspended. Thus many try to join the Silver Gauntlets to turn around their lives, but the brutal tests that accompany membership have many scurrying back to the city to pay their bills or turn themselves in.

THE PRIDE OF NERGAL
Bronze Lion of Nergal
The Pride of Nergal is a martial society founded by Lomari nobles, merchants, and priests devoted to the god of battle and dedicated to expanding Lomar’s military presence throughout Thule. Clad in bronze armor engraved with the lion of Nergal, and armed with spears, shields, and Lomar’s fearsome reputation for conquest, the warriors of the Pride seek to subjugate Thule by conquest, trade, or plunder.
Bronze Lion: (CR 5) Lomari citizens form the rank and file of the Pride. Each Bronze Lion buys his own armor, which he pays to have decorated with the lion of Nergal. The snarling lions depicted on the Pride’s helms and shields, paired with the Lomari reputation for ferocious conquest, make them the most intimidating—and therefore the most respected— professional soldiers in Thule. Though the Bronze Lions don’t operate under direct command of Lomar’s Imperator, they exemplify the Lomari philosophy of battle and martial conquest through their devotion to Nergal.
Lioness of Nergal:  (CR 6) The Bronze Lions of the Pride of Nergal trust their arms and armor over sorcery. However, when a unit encounters a situation that cannot be mastered by martial strength alone, a Lioness of Nergal travels from the temples in Lomar to turn the tide of battle and abjure fell sorcery used against the Pride.
Scorpion Helot: (CR 3) One in every five Bronze Lions brings a capable slave into the Pride’s service when that slave shows promise of excellence in archery. Called Scorpion helots for the venomous sting of their arrows, they reinforce the Bronze Lions and hunt beside their masters, serving as messengers, scouts, spies, administrators, and assassins. Scorpion helots are not trained in the “honorable” arms and armor of Lomari warriors, but with short, light bows capable of loosing arrows in a continuous stream when necessary. Scorpions are instructed with special care on the hunting of sorcerers and other magicians, and trained in the use of poison as a means to silence them effectively. Though highly valued by their masters, Scorpion helots know their lives are expendable and sacrifice themselves for their masters when commanded.
Red Chimera: (CR 7) To bolster their units, the Pride purchases the biggest and best gladiators and pit fighters they can find. Clad in the hide of a lion and equipped with a greatsword, stone maul or pike, a Red Chimera leads the charge into battle, clearing a path for the phalanx. As they lay waste to their foes in the first moments of battle, the Red Chimeras use their gladiatorial showmanship to demoralize their enemy, making a bloody pulp of any that defy them. Like the double-headed beasts they take their name from, they are dangerous from any angle, leaving broad red swaths of blood through crowds of foes. Veterans of a hundred battles, they shrug off blows that would slay lesser warriors.
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MYRMIDON NARRATIVE
Thule has fewer standing armies than most fantasy settings; the city-states can defend their walls and project force a few days away from their gates, but marching armies haven’t been seen on hule since the Lomar-Droum war sixty years ago, and there haven’t been truly massive legions since the Atlanteans invaded the Inner Sea more than ive hundred years ago. Atlantis is no more, and the Atlantean holdings on hule are dwindling, but you are part of one of Atlantis’s great gifts to hule: the Myrmidons, heavily armored elite troops. Each myrmidon “century” had its own ighting styles and legendary history, and the

Atlanteans’ enemies on Thule were so impressed that they started training “myrmidon” units of their own and adopting at least some of the Atlantean trappings. Now the phrase “myrmidon” means “elite trooper” and doesn’t necessarily indicate an Atlantean heritage. You are an elite trooper in one of hule’s organized militaries (even if you’re on detached duty to enable independent adventuring). hose who see your raised weapon or heavy armor know they’re facing the best of the best. Key Identity: Atlantean, human (Dhari or Kalay), ighter.

MYRMIDON BENEFITS You’re a warrior through and through, capable of striding purposefully straight into danger. Fearless and cunning, you’re capable of great things on the battleield, but teamwork and discipline are your biggest assets. Your mere presence as a myrmidon makes others ight better, because you inspire them to be as brave and disciplined as you are. In time, the myrmidon “century” (80–100 troopers) you’re ailiated with may grant you an honor guard of lower-level myrmidons to command as you see it. Skill Bonuses (1st level): You are trained in Animal Handling and Medicine. You know how to handle mounts in battle, and you’ve learned how to deal with typical battleield injuries. Inspiring Example (1st level): When you hit with a melee or ranged weapon attack, you can use a bonus action to inspire each ally within 30 feet of you. Until the beginning of your next turn, inspired creatures add 1d4 to attack rolls, ability checks, and saving throws. You can use Inspiring Example once, and then you must rest to regain the ability. Patrol Leader (6th level): You gain the ability to summon a raid (see Followers), which takes the form of soldiers from your century temporarily placed under your command to garrison your home base or patrol in whatever area you are operating in. Your followers are equivalent to guards. Centurion (10th level): You become commander of your myrmidon century. Your gain a company of legionaries (see page 79). At 15th level, your followers improve to veterans. In addition, once per three years you can call an army to your banner. You are expected to keep your century employed, either as mercenaries or in the service of your home city; they can handle routine duties while you are away.

MYRMIDONS IN THE WORLD Within the larger military force you associate with, you’re regarded as elite, so other soldiers treat you with respect bordering on awe, or with jealousy. he civilians of your city-state are impressed as well, even if they only know the myrmidons from military parades, not military action.

Conversely, you are hated and feared by the rankand-file members of enemy armies, who would love to retreat and ight another day (if they’re frightened of you) or take your head as a trophy (if they’re feeling brave). hat heavy armor and that purposeful march forward attracts attention on the battleield, and attention from the enemy army is what you’ll certainly get.


Tuesday, May 7, 2019

Tuesday Session #11 2-16/9/2213 AR - Travelling (lvl 4-7)

1.(Judith) Aeshma, lvl 7 Kalayan Sacred Slayer of Mithra (h-f), Swashbuckler Rogue-4/Fighter-1/Warlock-2.
2.(Bill) Vorstag Iceslider, the Frost Giant's Son, lvl 7 Goliath Ice Reaver of the Tjokren Glacier (g-m), Assassin Rogue-6>7
3.(Jack) Zérda “The Defier” of House Saväschu, lvl 6 Atlantean Noble of Katagia (h-m), EK Fighter-6
4. (Matt) Finnris, lvl 6 Dhari Outcast of the Narthan Highlanders (h-m), Slayer Barbarian-6
5. (James) Cassandra,  lvl 4 Bearer of the Black Book, Quodethi  (h-f) Sorcerer-4

Timeline
2/M9: Vorstag massacres 5 condemned criminals in the Pit of the Fallen Star and wins 100 gold, while Zerda chats with Prince Dredan Taroth. Setesh Uttikal offers to arrange a fight for Finnris with a captured beastman chief held by Silivia.
3/M9: At Ahreb Gluor's offices in Stonequay. Zerda learms of the silk-smuggling business, and asks Ahreb Gluor to warn Prince Dredan that the Grand Vizier may be plotting against him.
4/M9 Ulon: The Quodeth war galley Indefatigable under Commander Corvin Vorzin sails for Ghan Port, arrives Tansere Citadel on 8/9 and Ghan Port on 9/9. At Valaya's Inn squabbling with Set priests including Vadhor Kheb, elder brother of the deceased Madhor. Group buys a Tartane in good condition from the retiring old fisherman Kalio and departs 10/9, while Zerda pulls a ruse to convince the Setites he is still in Ghan Port, slowing any pursuit.
Deep One
16/9 After 6 days sail and slaying three Deep One marauders that board their ship, the group arrives at Tiyerna, goes to the White Eagle Inn, meet a couple experienced adventurers - redhead Nimothan Ice Reaver Ayilda of the Snows, & the 7 Knives Darkblade Thief Marrek of Quodeth - looking to loot the treasure caravans heading to Voor Darayn. Then talk with the former Katagian Ranger Marus about him guiding them to Voor Darayn. Stay overnight at the White Eagle in a common room.

Session Account - Aeshma

Return to Ghanport

In the week before we are due to leave for Ghanport a masked Vorstag appears in the Fighting Pits against five convicts whom he kills with typical efficiency – Zerda makes money on the bout betting against Prince Dredan as to how quickly Vorstag will be able to kill his opponents. Aeshma notices a coterie of Set priests led by a man clearly related to the late, unlamented Mador Keb, talking with distant courtesy to Tyanna Vorzin.

Later Zerda takes time to chat with the spice merchant Ahreb Gluor to see if he still has the Tablet of Darioth, but the Vorzins have taken custody of the tablet and it now abides in Onther Tower. The merchant speaks quietly to Zerda of the smuggling trade in Katagian silk, far better in quality the the locally produced alternative. He mentions if Zerda were to bring any Katagian silk into Quodeth without the notice of Customs, he would act as a broker. As he is about to leave, Zerda mentions to Ahreb Gluor that as Prince Dredan Taroth is the merchant’s Patron, he should mention that he has heard rumours that the Vizier might be plotting against the Prince.

Aeshma goes to the Temple of Mithra to collect the various healing potions and scrolls that she had earlier commissioned and speaks to Kallesh Gan about our upcoming journey to Voor Darayn and the rumours of the returned Dread Wizard. Kallesh Gan reiterates the discrepancies between the stories that have been told of Voor Darayn since Tur Nyaan’s disappearance – such as a recent survivor who reported seeing the wizard seated, dead, upon a throne in the midst of unimaginable riches. He also teaches her a secret hand sign that will identify her as an ally of the Guardians of the Nine, a cartel of priests who stand against the machinations of the Old Ones.

Zerda and Vorstag go to the curio shop in the market where Vorstag buys a returning harpoon crafted in the Nimothan style. Zerda picks up a few minor items of interest to him. On his return to the Villa, Finnris once again visits the old gypsy fortune-teller in the market who warns of snakes in his future, and two vultures even more dangerous than the snakes, one in the open, and one hidden. To dispel them we must kill the Mistress of Vultures.

On the fourth day of Ulon we board the war galley Indefatigable under the command of Corvin Vorzin. Travelling up the Quosa Aeshma’s call of alarm allows the galley to evade a sea monster. The following day Vorstag amuses himself throwing his new harpoon until he strikes a small porpoise which he brings aboard and kills. Cassandra mutters to the crew in earshot that killing the porpoise will bring bad luck.

Once we emerge from the mouth of the Quosa into the Kalayan Sea we notice the shadow of a sea monster beneath the galley, but we are too large a ship for it to threaten. After five days’ travel we reach Ghanport and repair to the tavern owned by Valaya, the widow of Jodom the Jungle Trader. Between marines and oarsmen from the galley and a group of Set priests (including Vadhor Keb) from the local temple it is very crowded. The Setites throw their weight around until we intervene and convince them to leave.

We are lucky to find that Kalio, a local fisherman, is seeking to retire and wishes to sell his tartane. A quick inspection proves it is in good order and we meet his asking price of 1000gp. She is called the “Autumn Moon”. Kalio is well acquainted with the coast as far as Tiyerna and advises us to visit the White Eagle tavern in Tiyerna to seek out a guide for the Darayn Peninsular from one of the local Dhari tribes.

As we load supplies on to the Autumn Moon, Zerda sneaks aboard in disguise, leaving the watching Set priests convinced he is still in Valaya’s tavern suffering from a debilitating bout of sea sickness. The deception ensures we are able to make a clean departure from Ghanport.

Once we are out of sight of land, all of us rest apart from Finnris and Vorstag who stand watch, and it is only Vorstag who hears the faint scratch of a trio of Deep Ones pulling themselves onboard. He shouts an alarm and we awaken to join in the fight. Both Zerda and Aeshma are hindered by being unarmoured, but even though we take a few injuries, the Deep Ones are killed.

After eight uneventful days at sea we reach Tiyerna and make arrangements to dock for a week. Zerda is disguised as an ailing old man with Aeshma as attending priestess, Cassandra as scribe/companion and Vorstag and Finnris as bodyguards.

We soon find the White Eagle and go in for a drink. Vorstag happily chats with a red-headed Nimothan Ice Reaver he meets there, Ayilda of the Snows. Shortly afterwards her companion Marrek of Quodeth turns up and is revealed as a Darkblade of the Seven Knives. The pair are interested in the Lomari tribute caravan that recently left for Voor Darayn carrying fifty thousand in silver.

Finnris is more interested in finding a guide and is pointed towards an Atlantean Katagian Ranger named Marus (blood enemies of Finnris’ Narthan forebears). The disguised Zerda talks with his fellow Atlantean and mentions that his son – aka non-disguised Zerda – will be joining them soon. The conversation moves on to the threats of the Darayn Peninsular such as its demons: Babau and Barlgura. With her recently gained knowledge of demons, Aeshma makes the connection between the vultures of the fortune-teller’s warning and the vulture-headed Vrock demons, all the while hoping that she’s wrong…

The next day we plan to climb up to the Three Pillar Monastery and then head inland towards Voor Darayn.





Wednesday, May 1, 2019

Voor Darayn & the Dread Sorcerer Tur Nyaan

The Dread Sorcerer Tur Nyaan
Many strange and forgotten things lie lost amid the
jungle-covered karsts of the Daray Peninsula, but none
are as mysterious as the ruins of Voor Darayn—the
“Jewel of the Daray” in the language of the serpentmen.
An alabaster palace perched atop a great stone outcropping,
Voor Darayn is surrounded by crumbling walls,
artificial lakes, and stone plazas overgrown by dense
jungle. The white palace atop its hill is only one small
part of a whole hidden city now swallowed by the forest.
The overgrown temples and plazas ringing the hill
were once a sacred city of the serpentmen who ruled
over Thule before humans ever set foot on the primeval
continent. They are covered in weathered glyphs and
disturbing carvings that depict the rites and gods of
the serpentmen. The hilltop palace and its surrounding
buildings are of more recent origin: They were constructed
about four hundred years ago by the legendary
wizard Tur Nyaan, a prince of Katagia who dabbled
in black magic. No wizard in centuries has equaled
Tur Nyaan in the dark arts, and during his lifetime
all of Katagia lived in dread of his powers. A devoted
worshiper of the foul god Tsathoggua, Tur Nyaan
eventually tired of the suspicions (and clumsy assassination
attempts) that troubled him in Katagia. He left the
city with his slaves and servants, and chose the isolated
Daray Peninsula for his hidden retreat. Legends say that
the alabaster palace of Voor Darayn was built in a single
night by enslaved elementals or genies.

Tur Nyaan laid heavy demands for tribute on all
nearby cities, and used terrible summonings and curses
to punish those who did not pay. Katagia, Imystrahl,
Ikath, and other cities all were forced to accede to his
demands. For two centuries or more, Voor Darayn was
known as a place of dark sorcery and mocking evil. More
than a few heroes came here to slay Tur Nyaan (or to
pillage his fantastic riches) and died, slain by his demonic
servants or trapped in webs of enchantment and illusion
that surrounded the palace and its gardens. Then, in the
year 2052 AR, the tribute caravan from Katagia arrived
and discovered no living person at Voor Darayn waiting
for their treasure. The wizard’s summoned minions were
gone, and his human servants—most of them torn to
pieces—were lying dead in the lower city. Of Tur Nyaan
there was no sign. In terror, the tribute-bearers dumped
their treasure at the palace gate and led.
For the last hundred seventy years, most travelers have
avoided Voor Darayn. By all accounts a vast amount
of treasure must still be hidden in its vaults, but many
of Tur Nyaan’s old magical defenses still ward the
palace—dreadful monsters summoned out of thin
air have been known to appear and attack any who
venture too close. Whether Tur Nyaan was destroyed
by some reckless spell he cast, devoured by his patron
Tsathoggua, or left Thule altogether to explore strange
and distant spheres, no one can say.

Tsathoggua

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...