Wednesday, July 17, 2019

Session #31 - Warlock Cultists of Kal-Zinan (lvl 9-11) 1-20/5/2214 AR

Lorthnu'un of the Golden Chalice
Lorthnu'un of the Golden Chalice
Aybrel Arn the Merchant

Dwarf Warlock Cultist of Lorthnu'un
1/5/2214 Zerda walks with Queen Deyane Hazeda in the palace gardens. She is fearful of getting too attached to him.
3/5 Departure for Kal Zinan with the Crescent Moon & war galley Indefatigable under Corvin Vorzin to return Ironmaster Bronn.
11/5 A sudden gale causes the ships to seek coastal shelter. Overnight at a Kalay fishing township.
18/5 Arrival at the river up to Kal Zinan, leave the Indefatigable.
19/5 Arrival at Kal Zinan Houses of Waiting
20/5 Meet with the Council of Masters, later same day attack Lorthnu'uun cultists and rescue kidnapped female merchant Aybrel Arn.

Troglodyte Slaves of the Golden Chalice


The Slaves of the Golden Chalice - Aeshma

Having safely returned to Quodeth with the rescued Ironmaster Bronn our thoughts turn to returning him to Kal-Zinan. Vorstag plans to take full advantage on the commercial opportunities presented by a return trip and once more speaks with Princess Jania Sedarnel with an offer to once again act as her trading agent to the Dwarf city. She agrees and provides 20,000gp with which to purchase trade goods.

Zerda meets with Queen Deyane and they declare their mutual love but the Queen draws back from making any formal arrangement as she is afraid that it would put Zerda in danger from her political opponents. As the Queen’s birthday is only three weeks away, Zerda has to decide whether to delay leaving for Kal Zinan or leave as planned and miss the event. Bearing in mind the Queen’s concerns, he decides to leave on schedule but presents her with the gift of a Ring of Mind Shielding to help protect her.

We meet with General Irmal Urugan to discuss the situation with Marg. There is little appetite amongst the Quodethi for a direct attack on Marg – the suggestion instead is to attack the Margish slave trade. Zerda is to carry a proposal to the dwarves that the Quodethi fleet will transport the dwarvish legions to the Isle of Woe to dislodge the Margish slavers there and take the island over as a Quodethi trading post with the Dwarves as preferential trading partners.

The night before our scheduled departure Randall of the Seven Knives meets with Vorstag to pass on a warning that pirates commanded by Trizel Black Moon are planning to attack the Autumn Moon on her return from Kal Zinan to steal her cargo. He is asked to pay protection money to prevent this from happening. Initially he refuses, convinced that he and his allies will be able to defeat any pirates. Aeshma argues against his recklessness pointing out that a pirate ship is likely to carry a couple of hundred raiders, not to mention the risk that Autumn Moon could be sunk at which point no one gets any money. In the end he meets again with Randall and a payment of 1500gp is agreed.

We leave Quodeth with the Autumn Moon sailing in company with the Quodethi war galley Indefatigable commanded by Corvin Vorzin. About six days from Kal Zinan we are hit by a gale and the two ships are forced to take refuge behind Mossbeard Island to ride out the storm. The villagers of Ur-Dragh say that they have seen Giantish ships heading to the Giants’ Graveyard which is said to lie beyond Nimoth. Listening to their descriptions, Vorstag decides they are probably Hill Giants.

Once the storm has cleared we continue and arrive safely at the estuary of the Swiftice River. The party along with Aeshma’s guards transfer to the Autumn Moon to ascend the locks. We are welcomed to Kal Zinan and bidden to the Houses of Waiting. All the gossip at the inn concerns a string of a recent attack on a merchant caravan where the men were killed but all the women carried off by troglodyte raiders. Zerda recalls from his reading that the Great Old One Lorthu’un of the Golden Chalice whose cult has recently arisen in Kal Zinan favours women as sacrifices.

Not long afterwards we meet the Council of Kal Zinan and as promised are given Ironmaster Bronn’s weight in gold as a reward: 12,000gp. Speaking with the dwarves after the official ceremony we hear that Aybrel Arn, Vorstag and Finnris’ business contact from their previous visit, has been kidnapped by dwarf cultists. We are asked to rescue her and are given a platoon of the Silver Shields to assist our efforts. Vorstag tries to push ahead with his agenda to establish a trade deal between Quodeth and Kal Zinan, but it is suggested that we need to prove ourselves to the dwarves first before a worthwhile trade deal can be brokered.

Before leaving on the mission Aeshma arranges with Tarm to enchant a steel shield for her which will be collected later. Zerda finally manages to upgrade his armour to a dwarf steel cuirass.

We descend into the lava caves beneath Kal Zinan where dwarf patrols had previously spotted troglodytes. The air quickly warms up and the dwarves warn us that the magma must be seeping. Only a few more minutes pass before the troglodytes launch their ambush. Aeshma and Vorstag spot them easily, but Zerda and Finnris are caught unawares. The troglodytes are surrounded by a sickly green glow that weakens and poisons their enemies – a malady which Aeshma falls victim to. As a temporary measure to allow her to continue the mission she takes some antitoxin, but its palliative effects will not last long.

A bit further on we reach the caves where the cult is based. From the chanting it seems we have at least an hour before the ritual is complete so we allow ourselves a few minutes to recover from the fight with the troglodyte patrol. Moving forwards we can see a quartet of dwarven warlocks surrounding an altar on which is bound Aybrel Arn. The Golden Chalice of Lorthu’un stands on a nearby dais and beyond it a shimmering image of the Old One is gradually coalescing as Lorthu’un is summoned into the world. More troglodytes stand guard nearby.

Determined to take full advantage of our stealthy approach Vorstag moves up to strike the nearest warlock before any plan of attack can be agreed upon. As a result the party end up split between the lava caves as we focus on pushing as many of the troglodytes as we can into the bubbling magma pools. Vorstag works his way through the warlocks with his usual efficiency; Zerda uses his Grease spell to great effect; Finnris bull-rushes troglodyte after troglodyte into the magma with the Spear of Asura while Aeshma achieves the same result with her shield.

Eventually we stand victorious and the summoning is averted. As for the Golden Chalice, we do not know how it can be destroyed so we settle for putting it beyond use for a few centuries at least by dropping it into a magma pool. With that done we start the climb out of mines and back to Kal Zinan.




Monday, July 15, 2019

what vorstag thinks of the npc's and pc's

Zerda the Defier: strong smart and confident but can get a bit cocky has aspirations of freeing all slaves a noble but nie impossible cause a good shoulder to lean on and is great for accidentally/purposefully getting you into positions of wealth and power over all a good person. 


Aeshma the soon to be high priestess: and firm strong intimidating but devout person knows how to stand her ground and fight back against evil although she is completely terrifying and her evil background makes her harder to trust but after a while you find out she is one of the most trustworthy people you can find overall she is frightening but trustworthy and ready to fight down to the last dying shred of hope. 


Fenris the steadfast: a powerful ally who can take a hit and return it 3 times harder he will never give up but is willing to be bossed around by myself and Aeshma a bit to much he will smite the undead with holy fury but will sometimes be a little too safe and refuses to hit as hard as possible in situations but he will always have your back and will never betray/abandon you in your time of need overall he will never let you die and will fight to protect his allies until he himself has fallen.



the Lord Majesty The Queen: a young woman that seemed to be a puppet but has currently really taken charge in matters of keeping the populace calm better than most i would say she is obviously swooning over zerda and zerda is doing the same but zerda not as much for love possibly,she keeps calm in almost all situations and her royal friends pay very well which is good in my books overall she will keep her calm and will always be nice to those who show her respect and kindness as well.



Draiden tarroth the richest man in qoudeth: a suspicious man who controls a lot of the trade going through qoudeth he is a mysterious  man who most likely assassinated the previous grand vizier Draiden  has a lot of money which he happily gives away in return for steel he would most likely back stab and betray you overall he is a man you should never trust and if you did you would soon learn of your fatal mistake but when its too late.




House Sadarinal: one of the major noble houses which are trying to make an incursion into the trade market and especially spices and fabrics they are a wealthy house that spends very little on their current estate since they believe they will soon be in the palace but because of this they are able to fund the trading of qoudethey products that cost around 10,000gp and in return get steel weapons back from kalsanan overall it is a trust worthy house that is very rich and responsible and will be very nice to you if your nice to them.





 House Vorzin: one of the major noble houses which maintain their noble house very well and they have a very good house guard platoon and have assisted in helping save the city and helped in saving the noble librarian from the moon they have a few mighty wizards and they control the legendary tower of black flame overall the vorzins are a trustworthy house that are very good at witch craft and wizardry they also are good at training their personal guards and will pay very well for doing jobs for them.   

Saturday, July 13, 2019

Session #30 - Red Chains of Marg ca 1/4-30/4/2214 AR (lvl 7-10)

Finnris's date, Mistress of Histories Lady Tyarna Vorzin
Finnris 'courts' Tyarna Vorzin at Onther Tower; Aeridnis Vorzin accompanies Zerda Aeshma Finnris Vorstag & Ayilda on trip to Marg, where they rescue the dwarf Ironmaster Bron and Leafstag of the White Griffin Clan; eventually returning to Quodeth. Finnris is told he will be welcomed back into his clan and his mother's ring will be returned to him.


The nightmarish city of Marg
The Rescue Mission to Marg - by Aeshma

In Quodeth we meet with General Irmal Urugan ahead of our trip to Marg to rescue the kidnapped Ironmaster Bronn. We are told that Lady Aeridnis Vorzin is to accompany us to Marg to help in our mission. Zerda is given a bag containing 1000 Margish Krakens – gold coins that in Marg are fixed to the price of a healthy field slave – about 10gp.

We are told of a hidden cabal in Marg that stands against Margish slavery. Not far from the city is the Hidden Harbour of Asura through which escaped slaves may be taken to safety. In addition there is a sanctuary within the city. Our advice is to seek out a man called Noble Freeman, a former slave but now an astrologer. Also we may be able to contact the underground cult of Asura by seeking out a Nimothan woman called Uthlita Belyr. To identify ourselves as allies of Asura we are given a codeword – Klestain – but are warned that this code word is about ten years old so may no longer be in use.

Having purchased a few supplies we sail on Captain Aldus’ Xebec “Gold Lion” to Marg. The city is surrounded by bayou – a further barrier to escaping slaves. We have no problems with the dockside authorities – Zerda and Aeridnis pose as a wealthy Atlantean couple looking to purchase slaves. The rest of us pose as their advisors, servants and bodyguards.

Walking through the city Finnris is recognised by someone from his tribe, Besham Judicus, one of his few allies from the time his mother was burned as a witch. The Narthans settle down to catch up with news and it transpires that Leeston, the chief’s son, was kidnapped by Margish slavers. Judicus has identified the ship he was transported on as the “Tarhun’s Fury” and is searching for its crew.

In a nearby tavern Vorstag buys drinks for the room for the rest of the evening while Aeshma meets a sailor who, after a bit of prompting, recognises her as the daughter of the pirate captain Kashan, one of the Golden Sea corsair cabal known as the Lords of Dismay. He advises that if we’re interested in the Narthan prince, we speak to Nalfir, the dealer who bought the slave. Questioning him about dwarf slaves, he suggests seeing Dasab the Sorcerer – a man who has a sinister reputation even by Margish standards.

After several hours searching, Aeshma and Vorstag finally locate the shop of Noble Freeman and manage to convince him that we are intending to find and free Leeston and Bronn. For a way out of the city he tells us to go to the Slave Mortuary and seek out the priestess Uthlita Belyr. He tells us the password is Erdigast.

Some more investigation headed by Zerda and Aeridnis again points to Nalfir and Dasab. Eventually we hear that both prisoners are to be moved to the catacombs – a place according to Margish rumour that slaves never leave.

We soon identify a decent place for an ambush. Aeridnis throws down a Fog Cloud behind the escort so, while the fight can be heard, we can’t be identified. A Sorcerer, two cyclops and a number of guards form the escort. The sorcerer is our first target and is quickly dealt with. Aeridnis uses a couple of fireballs to some effect but as she moves to melee is struck down by one of the cyclops. Aeshma attempts to hit the cyclops with Eldritch Blasts but after several misses she too moves to melee.

Vorstag, Zerda and Finnris work their way through the guards and the cyclops with their usual efficiency, and before any guards can reach us in response to the noise of the fight we release Bronn and Leeston and head for the Slave Mortuary to rendezvous with Uthlita Belyr.

Our mission successfully accomplished, we return to Quodeth.
Margish Armoured Cyclops

Friday, July 12, 2019

Letter from Finnris to Lady Aeridnis

Lady Aeridnis Vorzin,
Mistress of the Tower of Black Flame,
c/o Blackey,
29/3/2214

Greetings Noble Witch,
Thank you for your letter it was excellent to hear from you.
Blackey delivered the message just before the assault on Bruneval's Ghostberg. I read it to the crew as we disembarked, oh how they laughed at my mistaking Dragon's piss for Quodethi brandy. I had been wondering why passing water burned so much, and now the smoke and smell of sulphur makes sense, I thought it was one of Zerdas pranks.
Bruneval had his trap well prepared, and we strode straight into it! We were quickly surrounded, Vorstagg and I bore the brunt of the attacks, Zerda wielded magic and blade and Aeshma danced among the horde barely taking a scratch. We were hard pressed, but ultimately our teamwork and a charge from the brave Quodethi marines won the day. In the climax of battle, everything came together beautifully. Aeshma kept us in the fight, Vorstag commanded the sailors skilfully, and Zerda blew me mightily hard, right across the battlefield, where we ended the villain, Bruneval for the second time this moon. We returned to Quodeth triumphant!
Your mother, High Diadem Liana, consecrated the remains of the undead pirate lord, to ensure he would never trouble Quodeth again. If I had not known otherwise, I would have thought you and Liana sisters Aeri.
Now we make preparations for the next mission - the most dangerous yet...
Aeri, will you join with us?
Your friend,
Finnris,
c/o Blackey
The Autumn Moon,
Quodethi Navy Auxiliary Dockyard.

P.S. I left a case of Dwarven Stout on the roof terrace for you. It’s a soothing brew, great for flushing out the system and the stone bottles keep the ale chilled.

P.P.S. There appears to be some fire damage on the roof terrace. Part of the balcony and some of the floor tiles have melted and cracked, and there is a dark stain around the damage, it's as if a liquid fire has splattered the corner masonry. You should have a mason look at it, least a tile or brick falls and brains some vagabond lurking in the back alley.

Wednesday, July 10, 2019

Session #29 22-29/3/2214 AR (lvl 8-10) - The Golden Ghost #4 - Attack on the Ghost Berg

22/3/2214 Meeting with General Baron Urmal Urugan, Queen Deyane & Grand Vizier Dredan in the Royal Palace Tower of War. Decision to send PCs with 20 crack Quodethi Marines to the ghostberg floating in fog a mile off shore.
23/3/2214 Assault on the Ghostberg, battle with legions of Draugr & Bruneval's hydra; around 34 Draugr + Bruneval - 8 marines are killed before Finnris fells Bruneval and the remaining draugr collapse. Bruneval's remains are taken to the Tower of Azura for consecration and ritual burial.
29/3/2214 Vorstag and Zerda carouse. Gilded shields taken from the draugr ship on the melting iceberg are sold to a collector for 6000gp; Vorstag gives his share to the survivors while Zerda Finnris & Aeshma take 1000gp each.

The Battle of the Iceberg - Aeshma




The next day we meet with the Queen and General Urmal Urugan at the Tower of War to discuss the threat posed by the haunted iceberg in Sarvin Bay. Now we know that Bruneval is cursed, the discussion turns to his true nature and how he and his undead followers may be best defeated. Zerda suggests that if Bruneval is slain then the undead too will collapse; Vorstag, calling on his knowledge of Kang, the White Death, believes that the ice itself is the root of the problem, the glacier being calved from Kang itself.

We ask for a couple of shallow draught boats with which to approach and support from the Quodethi military. Two barges are found and a platoon of twenty marines with a sergeant are placed under Zerda’s command. The plan is for the marines to act as artillery support while we take the fight to the undead, but as they say: no plan survives contact with the enemy…

The first boat carrying Zerda, Vorstag, Finnris and Aeshma, handled by Zerda’s servant Thagnar and four marines, moors to the iceberg long enough for the four of us to disembark. Wearing crampons to make it easier to move on the ice we climb towards the icebound longship. Vorstag grows to giant size ready for a fight while Aeshma calls on Mithra to ward her from Evil.

All around us on the slope the ice has been disturbed as if the undead hidden below are merely waiting for the right time to attack. Above us we see the longship, gilded shields glittering on its sides. Bruneval steps to the fore, surrounded by about fifteen of his draugr, gloating that we have fallen into his trap. As expected the ice around us shatters and the remaining thirty or so draugr surround us.

Before we can act further, Bruneval’s other ally, the hydra, comes at his bidding and upturns Thagnar’s barge before its many heads swoop down on the unfortunate marines. Bruneval is too well hidden behind his draugr for any but the most accurate ranged attack to hit, so the four of us stand back to back, ready for the attack.

The battle lasts barely a minute but it seems like hours have passed. Vorstag quickly shrinks back to his normal size so as not to offer so large a target, but strikes down more draugr as every second passes; Finnris mows down the undead with wild swings from the Spear of Asura, withstanding their return attacks only by dint of his uncanny endurance, but even he has his limits and is soon forced to resort to a less reckless strategy. Zerda summons a gust of wind, throwing the undead away from him while using his magic to defend himself from the few attacks that reach him. Mithra’s protection blocks most of the draugr’s attacks against Aeshma as she steadily wears down her opponents.

Away from our sight, the hydra is waging its own battle against the marines. Thagnar is killed but the remainder are able to damage the hydra sufficiently that is chooses to retreat rather than continue its attack. His loud voice easily carrying above the sounds of battle, Vorstag exhorts the surviving marines to join the fight against the draugr.

Seeing his draugr falling before us, Bruneval is forced to join the fight but rather than attack us directly he chooses to target our marine allies. Seeing his chance, Finnris takes advantage of Zerda’s Gust of Wind to speed over towards Bruneval. As before, the cursed Frost Corpse has no defence against the Spear of Asura and is killed. At the same time the handful of remaining draugr crumble to the ice.

As the ice melts around the longship, we take the gilded shields and make a good profit selling them to a collector. The proceeds are split between the party and the marines or, in the case of those who fell in battle, the marine’s family. Vorstag donates his share to their cause and further decides to fund a memorial to the marines who died in the defence of their city against the undead.

Letter from Lady Aeridnis to Finnris

Lady Aeridnis Vorzin,
Mistress of the Tower of Black Flame,
Tower of the Black Flame

My loyal friend Finnris,
I received your letters and I am pleased to say I am impressed with your articulation, it appears your studies at the Vorzin athenaeum are yielding excellent results. I will be sure to let Grandfather know, I believe he will be very pleased.

Regarding your request, I will make every effort to come and join you in your quest to protect Quodeth and all it stands for against the forces of Night. Please indicate your estimated arrival time and place and give it to Blacky, who will be delivering this letter to you. She is instructed to return to me posthaste, with your instructions, so that I make the appropriate preparations in time. It is my hope that our coordinated efforts will be met with success.

May Azura's light shine upon you and guide you in your endeavours,

Lady Aeridnis of House Vorzin

P.S. Lizard Bronn is ever so grateful for the delicacies. You know he is always partial to seafood.

P.P.S. I am sorry to inform you the Peacock Brandy was consumed in its entirety during last month's celebrations and the help decided to use its bottles to store dragon piss to ward off bats. If you exhibit any unexpected symptoms, please visit the Vorzin infirmary upon your return.

Sunday, July 7, 2019

Letter from Finnris to the Lady Aeridnis Vorzin

To Lady Aeridnis Vorzin,
Mistress of the Tower of Black Flame,
Tower of the Black Flame,
Qoudeth
21/3/2214


Hail Witch,
I hope your studies go well.
I write with news of the zombie attacks in the docks. I believe the zombies to be minions of the Captain Bruneval, the undead pirate lord of legend!
Recently we sailed the Autumn Moon on a trade mission to the Dwarf City of Kal-Zinan. We encountered a ghostly ship, which at first seemed to be flying in a low yellow cloud but on further investigation, we found it to be encased in an unholy iceberg, the yellow mist actually sinister fog. Upon further exploration, we found the ice to contain the corpses of drowned Nimothan reavers. Catching the Captain in an undead slumber, we dispatched him and his ghastly crew to a final watery grave, or so we thought. But I fear the Golden Ghost, for that is the name of the ship has risen again and has followed us to Quodeth to exact revenge. The iceberg surrounded by the same yellow fog in the harbour points to that.
I, Aeshma, Vorstag and our friend Zerda have made preparations to take the fight to the undead. This time we expect the ghost, and his crew will be prepared, and their defences improved.
Aeri, will you join us to rid Quodeth of this terrible curse?

Azura’s blessings,
Finnris
C/o Megara the Healer, Urgaks Camp

P.S. I left Lizard Bronn some decaying pirate corpses in the cellar as a treat.

P.P.S. I drank 2 bottles of your best Peacock Brandy while I was making this letter, I would leave coin, but my purse, as ever, is empty.

Friday, July 5, 2019

The Urchin, and the Pit Fighter.


Quodeth, 19th, Adar, 2214
It was Finnris 26th Birthday, and he was bored.
Finnris sighed as he skulked back through the streets of the Tir-Paland district after his morning weapons practice at The Dawn Spire.  Everyone was busy.  Vorstag was applying himself to yet another greasy pole, this time commerce.  Aeshma and Zerda were politicking and social climbing in Queen Deyane's court.  Aeri and Tyarna were allegedly working, what nobles did for work though was a mystery to the Dhari.  Finnris chuckled imagining Zerda talking about himself, perhaps that was work after all.  Even Cassandra had her head buried in a book in the Onther Tower now that she could read. 
Finnris wanted fame, fortune, and most of all, adventure.  After all, there were plenty of quests available.  He counted them on the fingers of a tattooed hand; a mysterious cult that lurked beneath the Dwarf City of Kal-Zinan; the lost Tower of Viondor that they had learned from an undead pirate lord, or even the urgent rescue mission to Marg, a city notorious for evil corruption.  But his friends were busy, flapping gums, scratching backs, getting splinters in the arses, but he didn't want to adventure without them.  Even that damned Hydra had got away, he thought.
Finnris idly swung the butt of his war spear at a pebble in the street.  Sunlight gleamed off its long blade and the legendary weapon pulsed with divine power as it connected with the small rock, the little stone shot across the street as if propelled by a siege engine, hitting a shop door with a mighty CRACK!  Hawkers stopped calling out their wears, several of them turned at the sound, Finnris gritting his teeth, winced.  An ancient man emerged, squinting in the sunlight, his gaze went from the heavily armed barbarian to a gang of urchins on the other side of the street.  The old silk merchant shook his fist at the children threatening to call the guard.  Finnris suppressing a grin, frowned grimly at the scruffy gang of small children as he strode past.
At the sound of a soft footfall behind him, he narrowed his eyes and spun with blinding speed to face the would-be assassin.  But there was no attacker. Street folk went about their business, there were a few raised eyebrows at the hulking barbarian poised to attack, but no assassin, no blade from the shadows, no danger, no excitement, Finnris sighed again, his mighty shoulders sagged.
Then Finnris saw the stalker, a fat little boy of about four years with a snotty nose holding a toy horse. The boy looked up at Finnris.
"Wanna play horsey?" said the boy, in a gruff raspy voice.
Finnris crouched, smiling at the child.
"Ok, Fat Urchin, let us play horsey," said Finnris, now grinning.
Finnris examined the wooden toy.
"A Narthan steed no doubt!" Said the barbarian proudly, before continuing. "Did you know the Highlanders of Nar have the finest horses in all of Thule, my Granma in fact..."
"Ok, you can be horsey" interrupted the chubby Urchin as he clambered up the Highlanders back.
"Oooff, you're hefty little fellow," said Finnris as the boy climbed aboard his makeshift steed.
"Giddy up horsey," exclaimed the boy, digging his heels into Finnris.
They charged up, and along the City walls, much to the City Guards disapproval.  The guards jeered at them, telling them to get off the walls, but they knew the pit fighter well enough to not press the argument, Finnris and the Urchin just laughed and played on, completing almost a full circuit of Quodeth's high walls.
"More, more, giddy up horsey" cried the street Urchin in glee, again digging his heels into Finnris,  to encourage his steed.
They galloped over countless bridges and through the docks, bawdy roars of laughter came from a unit of Vorzin marines.  The day wore on, and Finnris grew weary.  But the Urchin wanted more.
"Giddy up horsey," he squealed over and over in delight.
So Finnris, red-faced and puffing like a galley slave at ramming speed took the Bazaar at the canter to the delight of the Fortune Teller, who no doubt had wagered on this precise occurrence.  Finally, Finnris returned to where they had started the day.
"Well, Chubby Urchin that was fun," said Finnris smiling, breathing hard and dripping with sweat.  He ruffled the boy's hair and dropped a golden peacock into the boy's plump hand.
"See you tomorrow, horsey," said the little boy as he scampered off, leaving Finnris, panting in the dust.

A little later that evening Finnris staggered into the training camp of Urgak the Pit Master.
"What in the Hells' happened to you?" Growled the Katagian.  Finnris looked as if he had been on the road for a week, he was covered in dust and streaked with sweat, his eyes shot red with exhaustion, his usually straight back bent as if he'd been broken by the lash.
"For the love of the gods Urgak, please I beg you, you must get me a fight!" Finnris exhausted, was bent over double, hands on knees, gasping for air.   
"I must return to training in the camp."
The grizzled pit fighter trainer looked questioningly at Finnris.
"I must be off the streets, Urgak" pleaded Finnris, gesturing to a crowd of Urchins at the camp gates.  The Urchins were capering around in the street on pretend horses shouting, "Giddy Up!"
"I fear they will be the death of me."
......

Thursday, July 4, 2019

Session #28 21/3/2214 AR (lvl 7-9) - The Golden Ghost #3 - Draugr Attack Quodeth

Finnris Zerda Vorstag and Aeshma are drinking & relaxing with Ayilda in a dockside tavern one foggy evening, when a horde of draugr attack from the sea. The Spear of Azura does its work, though most of the patrons are zombified, except for Aldis of Lomar, captain of a Xebec now in need of a new crew. The Draugr were sent by undead Captain Bruneval, whose 'ghostberg' now sits in the bay off Quodeth.
Later, Zerda walks with Queen Deyane Hazeda in the palace gardens, and they kiss.


Bruneval’s Return - by Aeshma

It is ten days before the Summer Solstice when we find ourselves back in Quodeth where we meet up in a dockside tavern and the conversation moves to coming up with a name for our group. Several are proposed but none seem quite right. As the evening goes on we are joined by the Nimothan warrior Ayilda who fought alongside us at Voor Darayn.

As it is now the Long Day the sun never truly sets but late in the evening the sky is darkened when a heavy mist rolls in from the bay. We hear cries of dismay from outside as undead emerge from the water and attack any living beings they can find, but as they break into our tavern we realise that we must be their target – the undead are draugr from Bruneval’s iceberg, and Tarm’s warning that the cursed undead captain would return to hunt us proves accurate.

Some of the Quodethi manage to escape the undead but others are killed, only to rise again as zombies a few seconds later. Ayilda and Vorstag concentrate on the draugr attacking the front door of the tavern where Zerda has cast a Grease spell to hinder them. Ayilda’s rage gets the better of her and consumed by a berserk frenzy she steps outside to take the fight to the draugr.

Inside the tavern a group of Lomari sailors make a stand but one by one are killed until only their captain remains. Aeshma, Finnris and Zerda fight together to prevent a lone fighter being swarmed by the undead. The Spear of Asura proves as formidable as ever against the draugr, while Zerda’s Moonblade has apparently developed similar abilities.

Eventually the undead are vanquished and Vorstag hurries to the Palace to check that the undead have not attacked there and that Queen Deyane is safe. Zerda follows at a more dignified pace. It transpires that Bruneval’s iceberg is hidden in the mist covering Sarvin Bay so Zerda and Vorstag are asked to head over to the iceberg and remove the threat that Bruneval poses to Quodeth.

Back at the tavern, Aeshma speaks with the Lomari captain, Aldus, who commands the Xebec “Gold Lion”. As we are going to be heading to Marg to rescue Ironmaster Bronn it might not be prudent to turn up there in a Quodethi tartane.

After the official meeting with the Queen, Zerda asks to spek with her in private. It turns out that Prince Dredan has asked to promote Captain Azarde to the rank of Admiral ahead to the likely attack on Marg, and has suggested Zerda as a replacement for his position as Captain of the Royal Guard. Zerda is unwilling to agree: while he would enjoy spending more time around Queen Deyane, it would limit him to remaining in Quodeth - and under Prince Dredan’s eye. She also warns that Oruk-Maneth is apparently very friendly with the new Vizier…

When Zerda shares the details of the conversation with the rest of us, Aeshma recalls that Captain Azarde had also been courting the Queen. If he is appointed as Admiral, it would get him out of Quodeth for a while.

Finally, we hear that Lomar has established a military outpost at Cheir on Lake Kydar which brings them close to Quodethi territory, either by way of the Jungle of Zaal to reach the Quosa River, or across the Kurmanur Wilds if they are seeking to establish a landward route.

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...