Wednesday, July 10, 2019

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.

Thursday, June 27, 2019

Kal-Zinan, City of the Dwarves

Kal Zimari Dwarf
KAL-ZINAN, CITY OFTHE IRON GATE
In the heart of the Zinandar Mountains lies the fortress-
city of Kal-Zinan, the largest dwarven stronghold
to be found in hule. Here the secretive ironmasters of
the dwarves forge arms and armor unmatched anywhere
in the world, using the molten rock of the Zinandar
volcanoes to smelt their ores and ire their furnaces.
Contrary to legend, dwarves cannot eat rocks or drink
molten iron, so many levels of Kal-Zinan are devoted to
other trades. Vast subterranean granaries and storehouses
ring the city’s central forges, protected within Kal-Zinan’s
mighty ramparts. he mountainsides and vales
surrounding the city are home to high pastureland, hayields,
and terraced gardens, where dwarven herdsmen
and ield workers provide Kal-Zinan with a basic level of
subsistence in times when it proves impossible to import
grain and vegetables from the human realms of Thule.


THE MOUNTAIN REDOUBT
Dwarves are relative newcomers to Thule, and were the
last of the major races to arrive in this land. A barbarian
race of ierce warriors, they settled in the defensible
vales of the Zinandar Mountains, battling the native
cyclopes, minotaurs, and subhuman troglodytes that
haunted the region and isolating themselves from the
world outside. Kal-Zinan was established as the stronghold
and hall of the dwarven chief in the year 833
AR, and over the centuries the hardworking dwarves
continued to carve out its galleries and expand its
defenses. Around 1200 AR, the dwarves of Kal-Zinan
discovered the secret of smelting iron, and they quickly
mastered the working of ever more challenging alloys.
Kal-Zinan maintained a policy of strict neutrality in
the afairs of other Thulean cities down through the years.
he dwarves proited by selling arms and armor to all
customers, as well as organizing mercenary companies
to ight in others’ wars. hey became so set in their ways
that they stood by and did not intervene when Lomar’s
army attacked Hurhun, the longtime trading partner and
friend to Kal-Zinan. But that neutrality was sorely strained
just this year (early M2 2214 AR) when raiders from Marg pillaged a caravan
bound for Quodeth and seized many dwarves, including
an important Master, as slaves. his was not the irst time
Marg had acted in this way, and it provoked great anger
in Kal-Zinan. he Council of Masters is now (M2-2214 AR) divided
between traditionalists who want to ransom the abducted
smiths and merchants, and militants who want to ally
with Quodeth or Lomar to punish Marg for its actions.

CITY DESCRIPTION
Kal-Zinan is carved into a mountainside. he great
gates at the foot of the mountain lead to a grand stair
that ascends through a magniicent gallery chamber
until it emerges on a plaza open to the air two hundred
feet above the gate. Broad ramps suitable for
aurochs-drawn wagons lead from the gates to the city’s
storehouses and stables. Most of the Kal-Zinan’s dwellings
lie along balcony-like “streets” high above the
city’s massive gate and are open to the sky, although
workshops, granaries, and the great forges are located
deeper in the mountain.

Houses of Waiting: Visitors to Kal-Zinan are not
allowed to wander around without escort. he Houses
of Waiting comprise a small, guarded foreigners’ quarter
where guests are expected to remain until summoned
or granted permission to leave. he Houses include half
a dozen small inns and taprooms, along with several
shops where dwarven goods are displayed, a bazaar, a
shrine dedicated to the Nine, and meeting-chambers
where visiting merchants can discuss their business with
Kal-Zinan’s masters.

Red Shield Company: One of the leading mercenary
companies of Kal-Zinan, the Red Shields are a
band of one hundred veteran dwarven warriors who
have fought all across Thule, from Katagia to frozen
Nimoth. The Red Shields specialize in siegecraft and
military engineering, although they take any sort of
work that comes their way. The master of the company
is Groma Narn, a fierce dwarf woman of middle years
who took over the Red Shields when her husband was
killed in battle ten years ago.

Road of Smoking Waters: To facilitate trade, the
dwarves of Kal-Zinan built a great stone road from
their mountain stronghold to the city of Hurhun
long ago. Steaming hot springs, geysers, and roaring
fumaroles line the road for the last fifteen miles or so
before it reaches the Iron Gate. Hurhun was destroyed
in 2087 AR by the legions of Lomar, but the road remains
intact. Merchant caravans coming or going from
Kal-Zinan skirt the dangerous ruins.



Kal-Zinan (Small City, pop. 7,320 within the walls)
City of the Iron Gate, City of the Dwarves
Home to the legendary dwarven iron masters,
Kal-Zinan is a mountain fortress surrounded
by the geothermal features of the Zinandar
Mountains.

Authority: The city is governed by High Master
Bhul Drez-Kath. He is the head of the Council of
Masters, the city’s governing body.
NPCs: The vast majority of Kal-Zinan’s inhabitants
are dwarves, although a small number of human
merchants from Quodeth, Lomar, and Marg are
usually visiting at any given time.
Aybrel Arn is a young human woman who makes
Aybrel Arn
a comfortable living in the Houses of Waiting
as a broker and go-between, arranging agreements
between visiting merchants and the
masters of Kal-Zinan. She is acquainted with
most of the city’s ruling masters, and can be
very valuable to visitors who otherwise might
not know how to approach the right dwarf.
Durmuth Ursk, High Servant of the Gray Lord, is
the high priest of Nergal in Kal-Zinan and the
foremost priest in the city. Many mercenaries
and armsmakers look on Nergal as their
patron, and few would take on a new task
of any signiicance without seeking Nergal’s
approval first. He leads the council’s militant
faction and pushes for war with Marg, and
any human power that gets in the way.
Tarm Orth-Nhul is an example of a very rare
breed, a dwarven sorcerer. He is known
to hire out his services for the right price.
Most of Tarm’s magic deals with earth and
stone, and he is sometimes known as Tarm
Stonebreaker.

Trade: Kal-Zinan is renowned for its metalwork,
especially ironworking and other advanced
alloys. The dwarves also excel in stonework
and often sell their services as roadbuilders and
engineers. In return, Kal-Zinan imports foodstuffs,
textiles, and luxury goods.

Concerns: The dwarves of Kal-Zinan seek to
guard the secrets of advanced metallurgy,
hoping to maintain their monopoly. Knowledge
of ironworking is already well established in the
human world, but they vigilantly guard the techniques
for making steel and more exotic alloys.

Rumours (2214 AR):
1. A cult worshiping Lorthnu’un of the Golden
Chalice has taken root among the poorer dwarven
miners, who believe that the Great Old One
can guide them to untapped veins of gold and
gems. 
2. An evil artifact known as the Eye of Braug—
the mummiied eye of the last cyclops king in
Zinandar—is buried in a deep in the city’s
under-vaults, but the priest Durmuth Ursk is searching
for it and wants to claim its powers for his own.

Wednesday, June 26, 2019

Session #27 25/2 to 21/3/2214 AR (lvl 8-9) - The Golden Ghost #2 - Hydra

Finnris, Aeshma & Vorstag (Zerda player absent)

25/2/2214 Reach Kal-Zinan
26-27/22124 Meetings
28/2/2214 Leave Kal-Zinan with dwarf emissary
7/3/2214 Battle with Hydra
8/3/2214 Land at coastal dungeon Tareb-Nur the Haunted, fight undead
14/3/2214 Return to Quodeth
15-21/3/2214 Meetings & shopping to 21/3/2214

Storm clouds above Kal-Zinan - by Aeshma (Judith)



After leaving the haunted iceberg it takes us a further week to reach Kal-Zinan up the Swiftice River as numerous locks have been installed by the dwarves to enable ships to reach the upper reaches of the river. When we arrive the dwarves appear tense and unhappy.

They initially assume we are emissaries from Quodeth, sent in response to a request by the dwarves for a meeting. As we are here we offer to meet with the Kal-Zinan Council to listen to whatever caused them to contact Quodeth. It appears that Margish slavers have kidnapped one of the Craft Masters of Kal-Zinan, master Bronn.

The dwarves are intent on retaliation but are presently undecided whether to seek an alliance with Lomar or Quodeth – Lomar’s army is renowned across Thule, but Quodeth’s navy offers the dwarves the most direct access to Marg.

We are invited into the city and taken to the Houses of Waiting until an opportunity arises for us to meet with the Council. In the meantime, the local grapevine is in full working order as a messenger from a broker arrives to invite us to a meeting. Aybrel Arn is apparently a highly regarded intermediary with the dwarves and offers to act for us, for a 5% commission. Aeshma is cautious about her having ulterior motives as the commission is so low, not to mention her eagerness to meet with us, but Vorstag chooses to proceed.

While at the meeting, Finnris shows her the dwarf-made greatsword and asks if she knows anything about it. She responds that the marks on the blade show it was made by the noted smith Tarm Orth-Nhul, sometimes called the Stonebreaker. She offers to send word to him so he can meet with Finnris. Vorstag negotiates a trade for twenty iron spearheads and ten iron-bound shields in return for the Sedarnel’s trade goods.

At the same time, Aeshma is at the tavern talking with members of the dwarf militia who have been called up as war with Marg seems likely. They say that the High Priest of Kal-Zinan, a follower of Nergal, seeks the long lost Eye of Braug, the last of the Cyclops Kings, which is alleged to be a artefact of great power.

It also transpires that the Innkeeper is an agent of the Guardians of the Nine who tells us that a cult to Lorthnu’un, the Lord of the Golden Chalice, has arisen amongst the poorest of the dwarf miners who are hoping that he will lead them to wealth.

The next day Finnris and Vorstag continue arranging the trade with Aybrel Arn, and Finnris meet Tarm Orth-Nhul. The dwarf sorcerer identifies the greatsword as the Sundersword which he forged some forty years earlier for a Lomari warrior. The sword’s thunder power was not working so Tarm reactivates it and offers it to Finnris for a further 1000gp which the barbarian duly hands over. Once told of our encounter with the Ghost Ship of Nimoth, Tarm points out that as Captain Bruneval was cursed, he has by now returned and will be seeking vengeance. If we defeat him again, Tarm’s suggestion is to take his bones to land and bury them as his curse was to wander forever.

The following day we are summoned to meet with the High Council of the dwarves. Previously the dwarves had been able to ensure the return of their people by paying a ransom to Marg, but this time the Margish seem to want to establish their own iron-working craft using master Bronn to teach them. We offer to travel to Marg to try to find him – the prospect of Margish warriors armed with iron and steel weapons would tilt the balance of power.

The Council assign Tarm Orth-Nhul as their emissary to Quodeth and we are asked to convey him back there to meet with Queen Deyane. The High Priest of Nergal takes on a similar mission to meet with the Lomari.

On the way back to Quodeth, we encounter a hydra that seizes one of Tarm’s guards and takes him away to devour. We try to follow but are hindered by a dense mist. We find a ruined cyclops fort and go ashore on the chance it may be using the fort as its lair, but we find only skeletons.

A week later we safely reach Quodeth.

Friday, June 21, 2019

Session #26 1-25/2/2214 AR (lvl 7-9) - The Golden Ghost #1 - Bruneval

1/2/2214 Finnris & Vorstag return to Quodeth with the Vorzin expedition from the Moon Door.

Grand Vizier Ibland Posk has died, Dredan Taroth becomes Grand Vizier. Oruk-Maneth, High Priest of Mithra, joins the Royal Council; Captain Azarde Two-Blades becomes a full member.

11/2/2214 Group leaves Quodeth on the Crescent Moon, bound for Kal-Zinan to trade for steel.
18/2/2214 Encounter ghost ship lodged in iceberg; explore and fight Draugr. Finnris wields the Spear of Azura to destroy the undead hordes.
25/2/2214 Reach Kal-Zinan
_______________________

Draugr
The Ghost Ship of Nimoth - by Aeshma

We spend several months in Quodeth, disturbed only by Finnris and Vorstag travelling to Lake Haal to rescue Tyanna Vorzin. We make some purchases and take the chance to improve our skills: Finnris and Zerda’s servant Thagnar learn the fundamentals of ship handling from Aeshma who, in turn, studies Benthic, the ancient language used by cultists and creatures of the Dark. Finnris learns to speak the Dwarven language ahead of his planned visit to Kal-Zinan.

We plan to take the Autumn Moon around the peninsula from Quodeth and sail up the Swiftice River to get as close to Kal-Zinan as possible. Vorstag makes an arrangement with Princess Jania Sedarnel to take 10,000gp of luxury goods to the Dwarven city to be sold and steel weapons purchased. He agrees to a 10% commission.

During the Long Night the Grand Vizier Ibland Posk dies – apparently of consumption but this is widely doubted. Kallesh Gan of the Church of Mithra is assigned to investigate the Vizier’s death and while as yet he has no proof, he does not believe it to be down to natural causes. Zerda too asks the Queen for her permission to investigate and this is granted.

Sometime later Prince Dredan Taroth invites us to dine and conversation turns to politics. With Ibland Posk’s death, Prince Dredan has acceded to the rank of Grand Vizier leaving a vacant spot on the Royal Council. Amongst the candidates mentioned are Duke Baerad Vorzin, Princess Jania and Oruk Maneth, the High Priest of Mithra. Aeshma speaks for the latter saying the people of Quodeth might appreciate the stability offered by the respected Church of Mithra.

In Quodeth’s main Arena Finnris fights a captured Beastman chieftain, defeating him in record time. A disguised Zerda moonlights as his announcer and promoter. After the bout he visits the gypsy fortune-teller who warns him of danger from the ice, displaying the cards: the Skull; the Glacier; and the Deceiver.

We depart Quodeth and the first week passes uneventfully, but as we round the Halberd Peninsula a mysterious fog descends. Aeshma orders the sails to be close reefed and we inch our way forwards. From the fog looms a large iceberg, a Nimothan longship embedded near its peak. Getting closer we can make out several corpses frozen in the ice.

Our curiosity aroused, we decide to investigate. On the far side of the iceberg there is a shelf low enough to bring the Autumn Moon close in enabling us to disembark, while Thagnar takes the ship clear of the ice.

Carefully we move up the icy slope towards the longship and are unsurprised when four of the corpses tear free of the ice to attack us. We recognise them as Draugr, formidable ice zombies. However formidable they might be, they are little able to block Vorstag’s axes or Zerda’s blades, but it is Finnris and the mighty Spear of Asura that prove their nemesis.

With our opponents defeated we approach the frozen longship that is half buried in the ice. Vorstag grows to giant size, finding easy footing despite the ice. Finnris leaps aboard the longship, awakening the Draugr on board, followed by Aeshma. Several of the Draugr are repelled by the Spear of Asura and turn their attacks on Zerda and Vorstag. In response Zerda summons a Flaming Sphere that rolls about the ship, burning the undead.

We soon destroy these Draugr and move to investigate the cabin, the door to which bears the symbol of a golden spiral. Finnris enters first and spots a well concealed compartment in addition to a not so well concealed undead ambush. Two more Draugr flank a Frost Corpse: Captain Bruneval. Inhuman cold emanates from him and for a few seconds Finnris is poisoned by the sickening chill.

It proves a temporary inconvenience for the mighty barbarian as once more the Spear strikes home, destroying Captain Bruneval. Aeshma goes to shield bash the last Draugr but smashes it through the cabin wall. She follows and cuts it down. Vorstag tries to follow but catches his foot on some debris and trips, his giant form more than sufficient to shatter the remaining timbers of the cabin.

Finnris grabs the strongbox that is now revealed as well as the two Atlantean steel swords that had been wielded by the Captain. Not wanting to awaken more undead – we can still see numerous corpses frozen beneath the ice – we hurry back to Autumn Moon to review our loot. It comprises a mixture of coins, fine scrimshaw and assorted art objects. There is also a collection of maps and the Captain’s journal, written in a confusing mixture of languages that will take some time to decipher.

Between the pages of the journal are dried, pressed flowers that Zerda recognises as Atlantean herbs that do not grow on Thule. Also we find 14 Uka nuts which have healing properties and an Atlantean Hydrostat. Reviewing at the maps we can recognise the geography of the Dragon’s Maw and an inscription written in Atlantean refers to the Sea of Mists.

As we continue our voyage to Kal-Zinan, Zerda settles down to decode the journal…


_______________________

Over the next week as the Crescent Moon sails to Kal Zinan, the party learns the following.

The Story of Bruneval.

From historical knowledge - The Ghost Ship:
Long considered a tavern tale in the coastlands
of the Sea of Mists, the Golden Ghost has been
sighted from time to time for well over a century.
A Nimothan warship with ragged yellow sails and
shields of gold along its gunwales, it is often seen
as a glint on the horizon in the setting sun. Those
who have managed to overtake it have been dismayed to see a flying ship, sailing on a clinging
mist many fathoms above the waves, glowing with
a curious light. Ships that draw too close have
their hulls torn apart from under them as though
running aground in the middle of the sea, leaving only shipwrecked castaways to spread their
dubious tales.
The ship’s tattered ensign bears the mark of the
corsair Bruneval, who plundered his way across
the seas long ago. He was a scourge to Nimothan
refugees fleeing their land during the coming of
the great glaciers that entombed Nimoth. Many
tales claim that the holds of the Golden Ghost are
filled with the loot of Bruneval’s many victims, or
that maps and charts holding clues to secret caches
ashore might be found on board. The lure of Bruneval’s gold has drawn many to seek the ghost ship,
but none have brought her home.
Little known in modern Thule is that Bruneval was less a corsair than a smuggler, and his fell
reputation was first spread by people he refused
to help escape. He was branded a traitor to the
Nimothan people, and hundreds of deaths were
blamed on his refusal to carry refugees to safety
unless they paid exorbitant sums. Embittered by
the hatred of his own people, Bruneval became
a scavenger as well, picking over the bones of the
shipwrecked and frozen dead to take from them
treasures they no longer needed.

Deciphered from Bruneval's Journal:
During his scavenging, he encountered a handful of survivors from an Atlantean colony in a
mountain valley not far from the coast. These
refugees had abandoned their former master,
a wizard they called Viondor, who claimed his
mastery of magic could hold the glaciers at bay.
When his servants rebelled and refused to stay
in this frozen land alone, he laughed and said he
had already planned to replace them with magical
automata. Cast out, they straggled to the coast with
faint hope of rescue or escape, but faint was better
than none. Bruneval was intrigued by the mysterious wizard and bartered passage from Nimoth
for detailed directions on how to get to Viondor’s
tower. He resolved to return some years later when
the mad wizard had died and he could have his
pick of the spoils. While his crew was ignorant to
his deal with the Atlanteans, he became worried
that the Atlanteans would tell their tale to others
and betrayed them, cutting their throats and
casting their bodies into the depths so the secret
would be his and his alone.
Bruneval made good on his plans a decade later.
He anchored in the rocky bay where the Dauthur
River flows into the Strait of Nimora and led a
hand-picked crew of treasure hunters upriver.
They found the forgotten tower, but discovered to
their dismay that the automata of the Atlantean
wizard were very much still in operation. Bruneval
found strange domes of iron and glass below the
ground, and gardens of strange flowers with gardeners
that seemed human but weren’t. Escaping
the gardeners, Bruneval pressed on into the tower
and snatched a few Atlantean relics, but he fled
when his instincts screamed he was being watched.
He and his crew raced downriver, pursued by the
howling winds of a gathering blizzard.
When they arrived back at the ship, the bay froze
around them. Captain Bruneval hurled most of
the Atlantean artifacts overboard, thinking their
curse had brought the storm. One of the artifacts
exploded, breaking their icebound ship free from
the bay—but the ice continued to grow instead of
melting away as they drifted...

The journal ends with Bruneval fearing his feckless crew is about to mutiny, and his swearing an eternal curse upon the lot of them.

Once deciphered, the journal includes maps of
what Bruneval called “The Dragon’s Maw,” a series
of sea stacks and natural arches that marked the
bay where the Dauthur River flows into the Sea of
Mists. It relates his trek upriver, including signs
that frost giants inhabited the area (though he and
his crew did not meet them), encounter with
icy sentinels that guarded the river approaches
to the Tower of Viondor, the subterranean caverns, and strange
domes with their floral gardens.

The Atlantean Blossoms (1 dose each remaining) - Blossom Effect
White neverwinter The imbiber gains protection from energy (cold) for 1 hour
Violet feverfew The imbiber gains advantage on saves vs. disease for 24 hours
Blue star lily The imbiber gains the effect of casting divination
White snowdrop For 1 hour the imbiber’s cold spells gain +2 attack or +2 DC
Yellow vibrid plumeria For 1 hour the imbiber’s charm spells gain +2 attack or +2 DC
Red winerose The imbiber gains advantage on saves vs. poison or drugs for 24 hours

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...