Showing posts with label after action report. Show all posts
Showing posts with label after action report. Show all posts

Sunday, July 30, 2023

King of Kings Session 15 After Action Report

Been too long since my last post, and even longer since the last session report! Had the first King of Kings session in a full year like a month ago, but kept on putting off writing the after action report until now. Gonna get back to posting more regularly soon hopefully!

A bit of a shorter expedition this time, while we were getting back into the swing of things; trying to get back into running a game after a year's absence is kinda hard!

Dramatis Personae
Coro the Esoterian, level one magic-user
Ishthyromeda the Small, level one amazon
Manchugo Coldeswain, level one cleric dedicated to Damir, foreign god of the trade routes
and Parsani, scrawny son of a rural matriarch
...and quite a few hirelings! 9 in total, 6 of which were thugs from the streets of Tabur, one of which was a light-bearer boy, another a girl from the dye works of Tabur, and another which was the most pious street beggar Manchugo could find

Yeah, the party decided to shell out for hirelings for the first time! This made the decision making calculus a bit different, though I think the full impact won't be seen until later sessions.

So after spending probably too long figuring out hirelings and resupply (I'll need to figure out some way to streamline that), the party went off to the abandoned farmstead beneath which they found, at the last session, a massive subterranean structure spiraling down into the earth. In addition to the new hirelings, they brought with them three pounds of salt, in preparation to confront the giant slug that blocked their path one week previous.

(Unfortunately not very long after getting to the depths, Ish's player had a bad headache and had to leave, so it was decided that Ishthyromeda and Parsani would stay guard at the group's wagon aboveground while the rest delved.)

First, they kept an eye out for the aforementioned giant slug, in roughly thirty minutes coming upon the very spot where the mollusk lay across the slick algal-coated stone causeway. There was no slug in sight, however, only a wide swash of faintly yellow slime on the wall that goes up the wall and then turns around; presumably the slug descended down from where it was previously. 

Trilobites!

About another half hour later, slowly shuffling as a mass down the slimy walkway, the group heard an arthropoid chittering up ahead. Inching forward, the light of their torches revealed a pile of 13 trilobites! None of them had ever seen such strange bugs before, eyeless and mostly flat, tendrils flailing in the air. The things at first showed no interest in the group, but were attracted to the warmth of their torches as they approached. Coro lit a candle and threw it to the ground to distract them, while gesturing to the mercenaries and city youths to crawl around the arthropods single file, careful not to disturb them. It takes some time, but they ultimately are able to get around them.

Another twenty or thirty minutes later, having lost a few torches sputtering in the dark and forced to light new ones, they came across a square open tunnel in the wall of the structure. Before going in, Manchugo dropped an iron spike down the open side of the slimy walkway, to try and estimate how far down the bottom of the structure was. He only heard a distant wet splash after a full 45 seconds.

They then ventured into the square tunnel, flanked on either side by ancient metal doors with strange looking locks on them. The tunnel eventually made a hard turn to the right, right next to a door rusted off its hinges and with an insectile chittering behind it. Our adventurers decided to not deal with whatever was behind that door and ventured on, inspecting some of the metallic doors and finding little inside them but small dusty cells. Right before another right turn in the tunnel, they came across another door, this time with a wet burbling noise crawling out from within. As they approach the burbling room, they see a pitch black ooze clinging to the walls and filling up the floor in the little chamber, pushing the door out at its hinges, which immediately made them want to leave, despite the glittering emeralds revealed by the flickering torchlight that the slime recedes from. They were only able to force the door shut with the help of several of their hired thugs. 

The very sketchy map of this tunnel I drew since there was some confusion while describing it. The starred cell is the one with the insectile chirping, the crescent moon cell is the one with the burbling slime.
And that's where the session ended! Like I said, not a whole lot (which makes it doubly bad that it took me this long to finish writing this augh), but I'm just glad to have gotten back to King of Kings! The next session will open up in media res in the dungeon, picking up where we left off right after the second right turn in this tunnel.

Sunday, July 31, 2022

King of Kings Session 14 After Action Report

A bit of a shorter one! Not as much happened this session, so it mostly ended up as a sort of information gathering session. Also, this sesh happened like half a month ago, July 17th; I kept on putting off writing the post. My bad!

Dramatis Personae
Ishthyromeda the Small, level one Amazon
Manchugo Coldeswain, level one cleric dedicated to Damir, foreign god of the trade routes
She-That-Is-Harrowed-By-Our-Lord-In-The-Stars-Is-Blessed-With-Prophecy, level one scholar
also Parsani, scrawny son of a rural matriarch

(Note: She-That-Is-Harrowed-By-Our-Lord-In-The-Stars-Is-Blessed-With-Prophecy will be referred to as "Harrowed" for the remainder of this report and also probably for all future session reports)

The day previous, the group used a charm spell to get information out of the nasnas in the basement and to let them know that they wouldn't harm them. After making camp, they rested there in the walled farming compound. In the morning, the group realizes that they have been robbed! Manchugo having lost some rope and Ish having lost some food. After breakfast, Rohm'Daan had to depart for religious obligations back in Tabur (i.e. his player couldn't make it), and while the day's plans were being discussed Coro the Esoterian, tired and old, agreed to watch the group's supplies above ground while the rest of them ventured down below (i.e. his player also couldn't make it). Passing Rohm'Daan on the road back to Tabur, however, was a foreigner who had recently made contact with Farzaneh Taburi, and who had heard talk of the group's expedition. This was Harrowed, a scholar from a far off land with an affinity for insects, who joined the group for the day's venture back into the abandoned basement.

(Note: I had the players choose what got stolen in the night, and since Rohm'Daan and Coro's players weren't present for the session they didn't get to pick. I'll just bring it up next time they join.)

Western Caspian Turtle (Mauremys caspica)

After introductions were exchanged between Harrowed, Ish, Manchugo, and Parsani, the four set about finishing up where they left off the day previous. First, they went back to the outhouse where they heard a mysterious hissing yesterday, and opened the door to find... a very large turtle, its legs splayed out on the outhouse seat, hissing at the interlopers! They pick the turt up and gently place them down in the overgrown vegetable garden, although they agreed to pick him back up before they left to go back to Tabur.

After the small encounter with the outhouse turtle, the small group of adventurers went back down into the basement to enlarge the ant hole that they went through previously, so it would work better as a potential escape route or for repeated visits. Using some rusted shovels found leaning on the wall of the house outside, they set to work and make it large enough for someone to walk through, rather than having to crawl on hands and feet like before. They notice, as they work, that there are no sounds of the nasnases in the other room, and when they check the room before venturing further they notice that the creatures are gone!

Their work attracts a large group of the giant ants who live in a network of tunnels connected to the basement. Ish is cautious around the ants, and while she wants to explore the ants' tunnels she doesn't wish to anger them. Harrowed, after the digging at the hole is done, goes to the giant ants that have crowded around them and attempts to speak with them. Harrowed's monastic sect has a careful and considered relationship with insects, and so by relying on bodily communication a very simple sort of back and forth can be established, although it takes time. (Note: I just ruled that this bug communication works the same as a normal scholar class specialization, which you can see described here. It took basically an hour for Harrowed and the ant to have what would between two humans be only a few short sentences exchanged back and forth). 

While Harrowed attempts to make contact with the ants, the others take a break to eat some of their rations, and then one turn later they hear some snuffling sounds from the sloping passageway into the basement they entered through. Slowly moving back to check on it, Manchugo sees a pair of oversized weasels, which the group decide not to engage with.

After Harrowed's hour of focus, they report that the giant ants will allow the group to go straight through their tunnels and to a carved out passageway on the other end of their nest, a passageway that they dread, but that they are not allowed to enter any other chambers of the ant nest. The group agrees, and gently crawls into the giant ant's nest, as guests passing through. They crawl through one empty chamber dug out of the earth, then through a second round chamber that has on its southern edge a sloping tunnel carved out of the earth by tools not by ant mandibles, immediately apparent that something else dug it out, not the ants. In that chamber, they also find, hidden under a small pile of loose dirt, ten drachmae and a crystal syringe full of a strange green liquid. After pocketing the coins and the syringe, they venture into the dark dug out passageway that the ants dread.

After a lengthy march down the sloping passage, the four of them end up in a strange immense structure that none of them recognize. It is a massive open space, completely dark except for the minuscule spheres of light from their lamps, with a walkway that curves past them and out of view. This walkway seems to spiral around the edge of an immense cylinder, so large that they can't even clearly see the other side from where they stand, and they can only just make out the vaunted, curved ceiling high above them when they lift their lanterns up high. Above them is a stony dome shimmering with slime and dripping water, the walls similarly covered with green algae and slowly dripping slime. In this ancient structure, these adventurers are deeper in the earth than they have ever been before.

They realize that this place is likely That Which Yawns Deep which they heard in prophecy, and agree not to spend too long down here with such a small group. They plan to scout a little and then return to Tabur, to come back with a larger group. With that plan in mind, they send Parsani back to the surface; they don't want to have to tell his mother that he died in this dark and dingy place. They begin to crawl down the slowly sloping spiraling walkway, careful with their footing so as to not fall into the unknown depths below.
A giant slug by Tony DiTerlizzi!

Up ahead, they make out a scraping noise that catches their attention. Weapons at the ready and slowly inching forward, a vague lumpy shape takes form on the edge of their lantern light, slowly coming into focus as they get closer and see... a giant slug! It is larger than any of the adventurers, and is adhered to the wall and walkway at a right angle, scraping algae off the wall with its rough radula. After some discussion, they decide to just not mess with it and to not bother trying to climb over it, and so turn around and go back up to the surface.

The classic giant slug from the AD&D Monster Manual!

Grouping back up with Coro and Parsani on the surface, they set out for Tabur. Just outside Tabur, they run into a group of noblemen and their hangers on who are playing a game of polo out in the rolling hills of the valley. Manchugo strikes up a small conversation with one of them, who takes kindly to his polo advice and throws him a golden denar as a gift. Passing through the northern gate into the Tigerskin District, they get by with only an inspection of their goods. When they report to Farzaneh, she is very glad to hear the news of Parsani's family switching allegiances to her noble house, and is interested in the alien cylinder buried deep within the earth that the group discovered. And with that, the session drew to a close!

Treasure Acquired
10 drachmae
1 denar (worth 100 drachmae)
A crystal syringe filled with a strange green liquid

Non Treasure XP Acquired
50 each for discovering That Which Yawns Deep
10 for Harrowed for successfully making contact with ants

Monday, May 23, 2022

King of Kings Session 13 After Action Report

 It's been a good while since the last time a session report was posted here, and even longer still since I posted a session report that I actually wrote! You see, that's because unfortunately King of Kings has been on hiatus ever since October of last year, but yesterday the campaign made its valiant return, and this time I'm deadset on avoiding such long gaps between sessions. So without further ado, here's a report on what my players got up to in the world of the eastern satrapies of the Enlightened Empire!

Dramatis Personae
Coro the Esoterian, level one magic user
Ishthyromeda the Small, level one amazon
Manchugo Coldeswain, level one cleric dedicated to Damir, foreign god of the trade routes
Rohm'Daan, level one cleric dedicated to Anzhalar, a local chthonic god of subterranean flame
also Parsani, scrawny son of a rural matriarch

The session began in Tabur, with the group awakening to the terrible news that Zana the Charlatan, their fellow adventurer and client of Farzaneh Taburi, was arrested by the city guard and jailed in the Iron Pit in connection to an accusation of arson by his rival Jamshid the Merchant! A few sessions before, when the group was traveling to Temple Town for the festival of Saint Jumhura, Kusa had set fire to Jamshid's cart, and when Zana left the group to go back to Tabur while the rest went on to explore the valley, Jamshid pinned the blame on him. Much of the beginning of the session was taken by discussing what to do, with the group ultimately just deciding to pick up on exploring the abandoned farmsteads in the valley, since there was one more abandoned peasant commune to check out. Also they geared up, namely buying a large number of iron spikes to use against any possible jinn they may encounter.

As an aside, a note on Zana's situation. Long term imprisonment isn't really a practice in the Enlightened Empire, at least for anyone who isn't an antimartyr heretic; rather, Zana is in jail pending the trial, which is to happen one in game week from the day of the previous session. Jamshid is also in jail pending the trial. At the trial, testimony of witnesses and associates of the accused and accuser will be brought forth to testify, and if there is any inconsistency in testimony then Zana can possibly be tried by fire, to suss out the truth. If Zana is found guilty, then he will be publicly lashed, branded as an arsonist, and fined. If Zana is found not guilty, then Jamshid will be publicly lashed and fined. If the truth comes out that Kusa is the one who actually set the fire, then Kusa will be publicly lashed, branded as an arsonist, and fined. That's just how it be!

Once the group decided what to do, they set off for the road, in the process meeting Coro the Esoterian, a new player's character who brought along with them a ragged old camel. They followed the road north, the one that leads ultimately to Humakuyun on the sea, first stopping by the little compound of Parsani's farming family to let them know about the kallikantzaroi and headless bull thing that they encountered at the abandoned farmstead they went to previously. After this quick stop, they went on, passing by a fork in the road, one path leading north to Humakuyun and the other leading east to the ragged village of Broken Huts, which I totally didn't steal from Gus L.'s Prison of the Hated Pretender. Sticking to the northern path, they eventually came upon the only remaining farmstead to investigate: a small walled compound surrounded by fields, a waist high mud brick wall encircling it. On the way there I didn't roll a single random wilderness encounter so they just got a nice wilderness stroll it seems.

The compound is a small oval shaped thing, with a little goat pen off to one side, a small copse of trees, a well in the middle, an outhouse, and a main hut where the family presumably lived. The group first set about corralling the goats into the pen and closing it back up, because a number of them had escaped and were running amok in the compound. Manchugo and Rohm'Daan went to investigate the trees, because they were swaying in the wind in such a way that caught their attention, but other than finding a little bright green caterpillar on a branch they didn't find anything. Though once Manchugo turned away from the copse of trees, a strange sound like a high pitched laugh filled the air, which caught their attention but they didn't really do anything about.

Manchugo next went over to the outhouse, but knocking on the door just prompted a loud hissing that they chose not to investigate further. They assumed it to be a snake that was using the outhouse, and didn't want to intrude on their privacy. At the same time, Rohm'Daan poured a bit of goat's milk that Coro harvested from the goats into the well, which did nothing.

This is just what came up when I googled "skinless people sitting"

With the area outside seemingly fully explored, the group next decided to go into the main house building. The first thing they saw upon entering was the large wooden table off to the side, with a family of four arrayed around it, all completely missing their skin. At this point, I did a bit of a small infodump about the nasnas, who it seemed were the most likely culprit for removing the family's skin. The group did a quick look around the rest of the room, seeing the large rug on the floor, the two beds, the hearth with four chairs arrayed around it, the faint hint of a footprints on the floor, and the opening to a sloping passageway seemingly leading to the basement. Before going any further, they took the skinless family and buried them outside the compound with a respectful little ceremony, similarly to how they treated the other dead peasants they found at the last abandoned farm.

Returning to the building, they decided to go down into the basement. After crawling down the low ceiling sloping passageway to the basement, they discovered that it was a storage place for cured meats, including a number of slaughtered and cured goats or cuts of goat hanging from the ceiling. There was a little pile of dirt on the wall opposite the doorway leading back up, and a locked door off to the side. Ishthyromeda poked at the dirt with one of her weapons, dislodging the pile and revealing an opening behind it. At the same time, Rohm'Daan and Manchugo investigated one of the hanging goats because it made a strange clinking sound on the inside when poked. They ended up cutting open the goat, causing ten drachmae to clatter to the dirt floor below! At the same time, a group of four giant ants crawled out of the tunnel, although they did not seem hostile. Coro and Rohm'Daan set about feeding them some of the goat milk and meat, to calm them down and keep them there.

It wasn't nearly as bad as this

Ishthyromeda decided to crawl through the tunnel the ants came out of, ending up in another square room where a good half of the walls had been dug out with both ant mandibles and shovels, with a doorway on one side that had a broken down door and four ant tunnels forking out of the chamber in different directions. As she approached the broken down door, with a candle in hand for light, Manchugo decided to knock on the locked door, hearing the scrambling of human feet on the other side. When Ishthyromeda heard the knocking through the broken down doorway, she went back to the tunnel she crawled through to notify the group that it was the same room connected by both doors. The group then concocted a plan: Ish, Rohm'Daan, and Parsani would approach from the room connected by the broken down door, while Coro would guard the sloping passageway back up, and Manchugo would continue knocking to distract the inhabitants of the room.

What Rohm'Daan and Ish saw when they entered the room, however, was not a hostile group of creatures, but three nasnas cowering in the corner from the sound of the knocking. Rohm'Daan went over to unlock the door, letting Coro and Manchugo in once they realized that the nasnas weren't going to fight them. They then attempted to let the nasnas know that they weren't going to hurt them, offering them food and attempting to speak to them and communicate with them by writing, but the creatures' fear stopped them from eating in the adventurers' presence, and their half formed voice boxes stopped them from verbally communicating. It took Coro casting a charm person spell on one of them, which the creature failed the saving throw for, for them to respond with simple nods for yes and shaking of the head for no. But at this point, it was getting late in the day, so they left the terrified creatures in the basement and set up camp outside, in the low lying mud brick walls of the compound.

Treasure Acquired
10 drachmae

Non Treasure XP Acquired
20 XP each for burying the skinless family, since I gave XP for burying dead peasants last time.
15 XP each for coordinating the approach of the nasnas room, just because it illustrated good group coordination
10 XP for Coro for charming the nasnas
Total: 35 XP/45 for Coro

Tuesday, October 26, 2021

King of Kings Session 12 After Action Report

 This after action report is brought to us by RandomWizard, one of the regular players in the KoK campaign! They wrote the following in character as the cleric Rohm'Daan, and well... inflated the importance of the events therein. Without further ado, here it is!

Writer's Note: This story is a work of fiction. Any resemblance to real life is purely coincidence.


THE CHRONICLE OF THE ADVENTURE OF THE GRAVEBORN DINOSAUR


Four brave explorers left the great city of Tabur that morning. First came their leader, the devoted priest Navid of a cult of cthonic gods. He was followed by the warrior Swifthoof from the far away steppes, known for her skill with axe, spear, and beast, the wise shaman Leila who called upon the power of nature, and a village boy named Jamshid with a strong heart and dreams of glory. Together, meeting beneath the great gates of Tabur, they swore a blood pact to venture into the deep forests in search of the ancient treasure of the Dinosaur Kings.


Writer's Note: The names of Rohm'Daan, Ishthyromeda, Kusa, and Parsani have been changed to Navid, Swifthoof, Leila, and Jamshid respectively. Also, there was no blood pact, and we met at Farzaneh's house, not the city gates.


The four warriors went along winding roads and up steep cliffs into the deep depths of the forest. For seven days and seven nights, they partook in the trials of the woods, venturing the treacherous roads walked by none  and passing through groves of unfathomable beauty, until they were accosted by a horrifying foe. An army of accursed pig-men, hundreds strong and wielding long blades tipped with the fangs of beasts as they rode great wagons, appeared from the darkness to destroy our heroes!


Writer's Note: We were out there for a few hours. Also, there were only ten of them, and they mostly just ran away from us.


The leader of the pig-men, a towering titan as tall as one of the glorious towers of Tabur, stepped out before the four explorers. "I am the great tyrant Irontusk, who rules these woods!" He bellowed and stomped his feet, crushing the branches of fallen trees underfoot. "If you would pass through my lands, you must pay me tribute!"


But the shaman Leila was clever, and knew how to speak to the denizens of the wilds. "We are explorers, come to seek treasure in this place," she said to Irontusk. "We have no treasure now, but when we return, we will bring much more. If you wait until we return victorious, you will claim much greater tribute then."


Irontusk was greedy, and he fell eagerly for the deception of the shaman. "I will take your offer," he said, gnashing his massive jaws. "When you return from your adventure, you will give me as tribute a mountain of gold and jewels as great as the Holy Mountain." He raised his arm as great as the trunk of an ancient tree, and gestured to his servants that they should allow the explorers to pass freely.


Writer's Note: Irontusk didn't exist and we didn't do any of that deal-making.


And thus the four explorers escaped the pig-men, and made their way to the gate of the ancient ruins in the depths of the earth without further incident. Between massive stone towers sprawled the gate of a massive maw, the tunnel between its granite teeth spiraling downwards into the depths of the labyrinth.


Although the way forwards was dark, the youth Jamshid lit a torch from his pack, and its coruscating flame illuminated the way. Wielding the burning brand in front of him, the four explorers ventured downwards into the endless night below.


For seven and one hours, the heroes journeyed the depths of the tunnels, the flickering embers of the torch their only protection against the shadow that closed in from all sides, until at last they arrived at a great chamber. It stood with magnificent engravings upon its tiled floor, depicting glorious sigils of birds and beasts, plants and heraldry.


Writer's Note: We spent about twenty minutes getting to that room.


Even as Navid and Leila, driven by greed, swiftly took to cutting the engraved floor loose from its bonds, they were surprised by the sound of a great hissing that came from a nearby corridor. A writing tide of hissing serpents, hungering to devour the flesh of all that lived!


Writer's Note: There were three snakes, they were small, and making them angry was entirely Ishthyromeda's fault.


Even as our heroes panicked, Swifthoof instructed them to act to protect themselves. She instructed her compatriots to douse their torch and hide against the wall. The snakes would have no ability to sense them then, for their glistening eyes could see not in the darkness.


Writer's Note: Other way around. Parsani and I got us to hide; Ishthyromeda just stayed on the floor.


The serpents scanned the now-lightless room for any trace of their prey, but sensed none. Hunger still whirling within their chests, they slithered onwards, but from the passage where they had come came a greater foe still. One of the walking dead, in the form of a titanic dinosaur wrapped in accursed bandages, stalked into the room! Its eyes glistened with the profane light of red-golden gemstones, and its lifeless heart burned with the desire to extinguish the souls of men!


Writer's Note: The corpse wasn't actually alive or anything, and was just a corpse.


Bathed in its horrible gaze, our heroes drew their blades to face the abomination! The evil spirit swung its rotten-spined tail, splitting the floor to shards, and released a roar that struck terror into the hearts of its foes, but their courageous hearts stood strong nontheless. Jamshid and Swifthoof drew their blades and struck true, digging deep gashes through its wrappings to reveal the coursing dark mist within, but the monster was beyond pain.


Writer's Note: This entire part is made up. We just poked the corpse a bit to make sure it wouldn't come back to life.


But even as it reared back for its lethal jaws to come down and crush our heroes, it was brought down by the invocation of Navid! He raised his holy symbol high, and its cthonic power banished the spirit within! The mist faded before the drowning tide of divine rage, and the bandages forming the demon's mortal shell crumbled to dust. All that remained within were its red-golden eyes, stained with the last sparks of hatred from the monster that our heroes had slain.


Writer's Note: We didn't actually destroy the mummy, either. Instead, we took it intact as loot. It did have some cool golden jewelry, though, which we took.


Our heroes claimed those twin treasures for their own, and along with the engraved floor tiles, returned to the surface to escape the darkness-claimed depths of the ancient labrynth. Laden down with their winnings, they were careful to avoid the pursuit of the fearsome Irontusk, and arrived back at the grand gates of the holy city of Tabur safely to share their glorious winnings with their patron and revel in their newfound riches and glory.


(Just as a note for myself:

Treasure Acquired (After Tribute)

20 drachmae each (total 80) (from Farzaneh)

3 carven stone floor tiles

Gold necklace (500 drachmae)

2 gold bracelets (300 drachmae each)

Total: 1100 drachmae from treasure, +20 each from Farzaneh)


Sunday, August 29, 2021

King of Kings Session 10 & 11 (10.5?) After Action Report

 Yes, two sessions in one post... or well, perhaps more accurately one session split between two days of play? It got split due to confusion on my part that caused a mixup during the first session. For the purposes of continuing numbering, gonna consider the second one as session 11. Just gonna describe it in one go though, just because it is easier. The events described in this post occurred on August 9th and August 18th.

Dramatis Personae
Ishthyromeda the Small, level one amazon 
Kusa, level one cleric of the exiled and half-dead foreign goddess Nasitu-Neb 
Manchugo Coldeswain, level one cleric dedicated to Damir, foreign god of the trade routes 
Rohm'Daan, level one cleric dedicated to Anzhalar, a local chthonic god of subterranean flame
also Parsani, scrawny son of a rural matriarch

The group made camp at the edge of the Holy Cedar Forest following the battle with the smoke-billowing headless bull-thing. After some discussion, they decide to call for Fire Eater, their jinn ally in the woodland. They get a fire started, burning some of Rohm'Daan's shiny acorns and some of the ancient silks they had found in an ancient tomb as a sacrifice. Fire Eater, in the form of a slimy black salamander, dashes out of the forest and swallows the flame whole.


They got into asking Fire Eater about what that headless bull-thing was, and they tell them that it was a "poor sort of being", specifically a marid, that only started living there three months priorthat the people who lived there were already gone by the time the bull-thing took residence there, and that there are small creatures that crawl out at night with axes and handsaws to slash at the fields surrounding the abandoned farmstead. When the group mention "that with yawns deep" which they heard about from the oracle back in Temple Town, Fire Eater thinks for a moment and just replies "a hole in the ground." After this, they say goodbye to Fire Eater and discuss what their next course of action will be.

They decide to go back to the ruined farm and investigate some of the collapsed buildings that they didn't look very closely at before. The largest of the buildings collapsed in on itself due to the ramming attack that the marid bull-thing did, so they go to the leftmost of the two smaller buildings still standing. Crawling one after another through a hole in the wall, they find what looks to have been a familial house, with beds strewn about everywhere and children's toys and animal bones on the floor. Manchugo investigates under some of the beds and finds a strange silhouetted form beneath one... which they push out from underneath it using a broom, revealing the desiccated mummified corpse of a child. Their body is intact other than their left hand which is much more destroyed.

Our adventurers take the body and bury it outside, then move on to the next of the pair of buildings. Inside, it is much the same; except for a basement at the back, which they descend down into after investigating the beds for other bodies (none were found). In the lantern light, they see silhouetted humanoid forms hanging from the ceiling, and presume that they are some sort of bat people. Manchugo wonders if they are the former farmers, transformed into bat-oids at some point. They discuss among themselves whether to burn the whole place to the ground, but ultimately decide against it.

After some more deliberation, it is agreed that they will investigate the ruins of the collapsed building and then wait out for the creatures in the basement to come out at night, assuming that they are the beings that Fire Eater mentioned. The big collapsed building seems to have been the house of the farm's matriarch, and they find her skeletonized corpse in the rubble, in what seems like a side room with a bed in it. There, Ishthyromeda finds a lockbox and, after fiddling with it with her knife, she finds a silver necklace, three brass nose rings, and two iron finger rings, all of which she pocketed. There wasn't much else of note in the collapsed building. After this, the five of them took the bones and buried them along with the dried out child corpse outside of the compound's walls.

Then they took to the walls and waited for nightfall... their plan was for Manchugo to throw a lasso around the last of the creatures as it exited the hole in the wall of the house with the basement, in order for them to interrogate it or otherwise figure out what is going on... but this is kind of where it fell apart. You see, in the process of me explaining the creatures crawling out of the abandoned house and Manchugo, Kusa, et al handling their actions during the encounter, I got so confused about what was going on (mostly due to communication problems on my end), and it was getting really late on top of that, that I elected to end the session there and pick up where we left off next time.

BUT THE NEXT TIME IS NOW SO HERE WE GO!!!

So yeah Manchugo had rope and used it to lasso the last of the little critters when it crawled out from the hole in the wall of the building. By this point ten other creatures had crawled out, with four of them remaining within the walls of the compound. Manchugo throws it at the last of the creatures, which now they can see has hirsute goat-like legs and massive ears, but he fails to catch it, misaiming and letting it hit the dusty ground uselessly. However, the creature doesn't notice where the group is, and ends up just running to join its brothers. Manchugo rushes forward and throws the lasso again, and ends up snagging the thing in the rope! He runs and grabs it up in his arms, tying it up with the ropes, before waving to the rest of the group for them to run out of the compound and to the edge of the forest to interrogate it while giving the rest a wide berth. Surprisingly, they are able to dash out of the compound without alerting the others.

Not gonna describe the whole interrogation and whatnot, but basically the players discovered quite a bit! The creature repeatedly told them to "fuck off" and was impervious to threats and torture but was ultimately coerced into helping the players with a gift of an abacus and reassurances that they would return it to its brothers. In the ensuing interrogation/conversation, it identified itself and its brothers as "we who gnaw" and "ka-li-kan-tsa-roi", frantically desperately tried to count the individual strands of the rope it was tied with, was appeased with the aforementioned abacus, described how they and their brothers gnaw at the roots of trees, and described how the farmstead was built by humans but that they had not seen the humans there (i.e. it was not those-who-gnaw nor the bull-marid who killed the peasants). The players decided to call the little creature Higgles.

Locheil wasn't playing in this session but he very graciously drew our lovely little pal :3

After the impromptu interrogation and the abacus deal that they made with Higgles, the group brought the small being back to the compound to return it to its brothers and ask them some questions too. It took some convincing on the part of Higgles to get its brothers to agree to talk with the man-things, but eventually the players asked some questions and those who gnaw asked some in return. Oftentimes those who gnaw would speak in unison or in singsongy chants. They asserted that there was no ruler among them to parlay with and asked the group what they did to make the bull-marid go away (they used what the creatures called "the poison metal what pisses off jinn" of course). In response to the players' questions, they said that all they do is gnaw and cut, describe how before they arrived here there were the "half-men" who were sorrowful and ashy-skinned and who were themselves chased out by wolves, mentioned that those who gnaw cannot smell, and said that they did not kill the owners of the bodies the players found earlier and in fact did not touch them at all when they found them.

Oh and also, when asked about the "that which yawns deep" thing that they heard about from the oracle back in Temple Town, those who gnaw spoke in unison (after a bit of muttering about whether or not to even say it): "big spiral, deep down, full of slime and gunk... a word of warning for the lot of you, a foul nasty funk... beware that which yawns so deep, the hole beneath the earth.... or else in the end you will find your life, in dearth... ancient kings dug down deep, a dismal dark so dreary! do not descend lest you desire naught but death and diadems of pale bony stone..." if you can't tell this was improvised during the game

After this, the group decided that they were much too tired, starving, and beaten up to continue pushing on, at least for now. They return to Tabur via the northern gate at the Tigerskin Quarter, where Kusa's connections got them into the city without having to pay an exorbitant tariff.

Treasure Acquired
1 Silver Necklace
3 Brass Nose Rings
2 Iron Finger Rings

Non-Treasure XP Acquired
Burying Abandoned Bodies (12 XP each before Prime Requisites)
Capturing Higgles (2 XP each before Prime Requisites; for being the one who lassoed Higgles, Manchugo gets 6 XP before PR)
Total: 14 XP/18 for Manchugo

Wednesday, July 28, 2021

King of Kings Session 9 After Action Report

 Just pickin' up where we last left off, this session was a direct continuation of the previous one (find it here) and there will be another session following up after this one.

Dramatis Personae
Ishthyromeda the Small, level one amazon 
Kusa, level one cleric of the exiled and half-dead foreign goddess Nasitu-Neb 
Manchugo Coldeswain, level one cleric dedicated to Damir, foreign god of the trade routes 
Rohm'Daan, level one cleric dedicated to Anzhalar, a local chthonic god of subterranean flame

So the four adventurers, having retrieved information and a payment agreement from dehqan Shahab Manati, depart to investigate the three farming communes that have been slacking in their payment of tribute. Their first point of call is the estate to the north, along the road to Humakuyun. They come upon a wide expanse of tall grain with a singular path dug through it, and as they enter in they are met by a single arrow whizzing by their cart! After another arrow, they hear a voice yelling from a small copse of trees up ahead, telling them to "fuck off" and that they don't want any "agents of house Manati here any longer". Yelling back to reassure the disembodied voice that they are not agents of that house, they are apologized to and told that they can move forward, but to please bring the arrows with them, since they're not easy to make.

Coming upon the trees, they are met by a wiry young man with a scraggly beard and a red hat cocked upon his head, who explains rather nervously that they are rather reticent to deal with the insistent agents of Shahab any longer. When the players started asking questions, he said that he didn't really know what he could say and that they needed to talk to his mother. Guiding the group down the path in the field, they eventually come upon a collection of mudbrick houses encircled by a low-lying wall, teeming with his brothers and sisters. They meet with the boy's mother (who, by the way, informs the group that his name is Parsani), and ask just a whole lotta questions about the situation. To summarize: two other farming communes have become wholly empty about a month ago, their families disappeared into the ether, and dehqan Shahab hasn't done anything to help them, instead just expecting the same amount of tribute. As a result, the family here has changed their allegiance to house Taburi (which, when Manchugo mentioned they were servants of Farzaneh Taburi, made the matriarch smile and open up considerably more). They ask if her and her family would ever be willing to renegotiate with Shahab, but she refuses (though this prompts Manchugo and Rohm'Daan to wonder at perhaps organizing a meeting between Farzaneh Taburi and Shahab Manati at some point in the future (although neither are the heads of their respective houses)).

After the conversation, the group and the farming family of eleven settle in for the night, the kind peasants hosting the adventurers for the night. Ishthyromeda teaches Parsani and a number of the other boys how to make better arrows. The next morning, before they depart for the other abandoned communes, Parsani comes forward and asks if he can join the group on their travels. Once convinced that his family will be just fine without him, the four allow him to join. They depart on the dirt paths out of the farm, traveling south to the next nearest farming estate. While on the road, the group hears sounds of loud cawing up ahead, and peek beyond a hill to see seven griffons clawing and tearing at an immense hairy beast. A strange beast indeed, everyone recognized it as something that wasn't from around here. They choose to not intervene, and just continue on the road, letting the beasts duke it out behind them.

My players have provided many a visual reference this session

Another hour or two of travel later, the group comes upon wild untended to expanse of grain, being overtaken by weeds but with paradoxical random patches that have been cut low to the ground. Beyond the field is a slumped over partially collapsed farm house, and beyond that the edge of the Holy Cedar Forest. As they approach, they see the more thorough destruction of the mudbrick wall and the houses therein, empty animal pens scattered about. They spend some time discussing what to do, but ultimately just decide to look around the complex.

When they approach the main farm house, Ishthyromeda at the front with javelins in hand, they hear no noise. Ish peeks around a corner of the crumbling building, and sees a very strange form: a massive bull with pitch black skin rippling with muscles, an empty headless stump of a neck on its shoulders. She immediately threw a javelin at it, which flew right through the beast, leaving a gaping hole in its wake billowing out choking black smoke.

Another player-provided visual aid, which served as a size reference in-game

A combat ensued, using the new combat system I wrote up in this post here, but I won't describe it in a play-by-play, that'd probably be a tad too longwinded for an already too rambly post. It mostly worked out, though the headless bull-thing didn't really get to shine in the system because it was impaired by a choice it made at the start of combat: to rush at the wall of the farm house to collapse it, which ended up having no effect on the players due to lucky rolls on their part. With its shoulders embedded in a mudbrick wall, the group started whalin' on it, but bronze weaponry simply clanged off of its thick skin, while iron implements slid through it like butter, making deep slices that bled dark smoke. The beast's kicking legs knock Rohm'Daan and Manchugo to the ground. In the end, the horrible thing was pushed to fleeing by Kusa deftly grabbing onto its neck stump to attempt to hammer in an iron spike (which ultimately failed, with the thing's thrashing making Kusa fall to the ground, trampled by its feet and left with many broken bones) and subsequently by Rohm'Daan, prone on the ground but not injured, throwing sharp pieces of scrap metal at the thing. A single morale check later and the headless beast fled off into the distance through the field of grain.

After the battle, Kusa and Manchugo were helped to their feet, Parsani was found cowering behind a collapsed wall, and the group decided to make camp out at the edge of the Holy Cedar Forest, to investigate the area further next session.

Non-Treasure Experience Acquired
1 horrible headless bull thing (213 XP each before Prime Requisite modification)

Wednesday, June 23, 2021

King of Kings Session 8 After Action Report

Picking up where we left off last time!

Dramatis Personae
Ishthyromeda the Small, level one amazon
Kusa, level one cleric of the exiled and half-dead foreign goddess Nasitu-Neb
Manchugo Coldeswain, level one cleric dedicated to Damir, foreign god of the trade routes
Rohm'Daan, level one cleric dedicated to Anzhalar, a local chthonic god of subterranean flame

(Zana the Charlatan's player was not able to join us so I just said that Zana went home instead of venturing on with the group the following day)

Waking up in the Snail's Trail (or out in the wide open plaza in the case of Ish), the group of four congregates in the eatery at the fore of the establishment. They proceeded to just kind of ask around for work to do, not finding any interested parties there (despite Ish advertising herself and the group as a bunch of mercenaries), but they do hear from some pilgrims that a dehqan (landowning noble) along the road to the north has been worried about unproductive farms under his sway. Apparently there is talk that his peasants are disappearing, but he refuses to believe such things no matter how much his attendants visit the places. His name is Shahab, and the proprietor of the establishment (a wide-smiling sacred one clad in red silks and wearing a prominent nose ring) inform them that yes he is wealthy and yes he is in need right now, but also that he is very rude, capricious, and paranoid. They also inform them that he is a member of house Manati, a noble family here in the satrapy especially prominent in Tabur city. As they leave, Kusa leaves a little tip for the proprietor.

I think in my mind the biggest visual inspiration for the proprietor was Maya from KSBD, if not necessarily in personality.

Before leaving for dehqan Shahab's estate, the group decides to make a visit to the shrine of the Morning Star in Temple Town, where there is a deaf oracle that can speak with the voice and the certainty of the Morning Star herself. Entering the shrine, they are met by a small group of priestly functionaries in red robes, the whole place lit up by flaming torches and sunlight through red-hued hangings between the black stone columns. They set up some sacrifices (a cow and two sacred owls) and tell the scribe what to write down on the paper for the oracle to read from. Four questions were asked:

Does the Morning Star shine on our work with dehqan Shahab?
Is there anything we need to know about the situation?
Does Ishthyromeda have great herds and wealth in her future?
On what and which axes will Kusa's path converge with that of Silvered Nasitu?
(All the exact phrasing of the queries)

After the animals were sacrificed and the group was brought into the chamber of the oracle, the deaf oracle made her pronouncements with suitable ritualistic pomp and circumstance. I can't reproduce all of this scene here because that would just be too long but here is the bit where they enter the chamber: 
"with the floor now slick and shiny with blood, the looming yellow door beyond is dragged open from within, smoke billowing out from the room beyond and into the chamber which houses you now... stepping within, you are greeted by the sight of a woman in black and scarlet robes, a hood hanging over her eyes leaving only her chin and expressionless lips visible. She sits upon a looming wrought iron throne, flanked by chalices billowing with flame, the scribe you saw earlier standing beside her and holding three parchments in his hands. She reaches for the first, and holds it before her eyes."

Here are the verdicts the oracle provided:
"The fateful Morning Star, ever-glorious in her flaming beauty, shines on your acts and deeds. Her baleful light will show you the way into the darkness that now sits before you. The Morning Star wishes you to only know one thing: beware that which yawns deeply."
"The woman of the long axe shall sit upon a woolen fleece, gazing across the wide expanse of her homeland. The Morning Star speaks to your god now. Many steeds shall become thee."
"You who is in exile, you who has fled the destruction wrought on your people and your land, you shall hear your goddess once again and see your goddess once again. In the shining hills of the east, where gold is wrought and war is fought, there you will find her. The Morning Star shall see to it that the crimes of the ones who hate flesh and blood will be avenged. The Silver Star is in a golden valley."

With the knowledge from the Snail Trail's proprietor and the oracle in their hands, they depart for the estate of dehqan Shahab, cracking jokes about the sleepy Rohm'Daan being "that which yawns deeply" that they are supposed to beware. Riding on Ish's cart, they converse among themselves on the way. Manchugo tells a folk tale about a man traveling through a desert unable to refuse the coats and furs that the people he meets offer him while Ishthyromeda listens, Rohm'Daan explains the story of Anzhalar to Kusa while Kusa shares some of the tales of Nasitu-Neb. Their talk is cut off, however, when they come across a group of six gryphons desperately scratching at themselves and rubbing themselves on trees just off the road. Debating what caused the creatures to suffer, they ultimately decide to go on, concluding that it may have something to do with the peasant disappearances.

Griffon vulture scratching... closest thing I could find

After another few hours of travel, they came upon a small group of goatherds crossing the road with their flock. One of the goatherds stopped to speak with the travelers, she told them that the gryphons probably just had sky fleas and that they could find "Shahab the Worrywort, that piece of shit" in the garishly-colored estate home on the next hill over. Dashing back to be with the rest of the goatherds, the group overheard her being mocked by her fellow herders for wasting time talking to city folk that look like they have a load of debt.

They travel just that short distance and are at the home of dehqan Shahab, a looming staircase winding up the side of the hill, two guards and a trumpeteer stationed at its base. The trumpeteer asks who they are, Manchugo replying that they are craftsmen here to offer mutually beneficial trade with the dehqan, the trumpeteer letting out a trumpet blast to call forth a servant-messenger in a short tunic who, after being informed of who the group are and what they are actually here to do, goes to retrieve the dehqan. Shahab emerges from the home with the messenger, clad in an ill-fitted facsimile of a military uniform, with a wooden panel hanging from his neck and a silver diadem upon his brow, a ragged beard hanging down recklessly. Manchugo engages in some deft persuasion to convince the dehqan to hire them, and negotiates a payment scheme with the assistance of Kusa and Rohm'Daan (20 drachmae each up front and 1.5 drachmae per peasant's tribute debt retrieved or peasant confirmed dead or disappeared). The paranoid and cowardly Shahab haggled with Manchugo but ultimately gave in, fearful for what might be around him and antsy to just get a conclusion to his present problem. Shahab informs them that what falls under his domain is a small worthless village and a small handful of farming estates, three of which have been particularly problematic and failing to provide anything to him. 

Oh also they asked dehqan Shahab if he had heard anything about bird lice or sky fleas and all he said was that a friend of his in Humakuyun apparently had lice in his pigeons.

This was where we ended the session, with the next session presumably going to feature the group investigating the three supposedly abandoned farmsteads!

Tuesday, June 8, 2021

King of Kings Session 7 After Action Report

 King of Kings has RETURNED, or well it returned a few days ago, the session was last Friday. But I've been rather busy since then with Things and haven't had time to write up a session report for it.

Dramatis Personae
Ishthyromeda the Small, level one amazon
Kusa, level one cleric of the exiled and half-dead foreign goddess Nasitu-Neb
Manchugo Coldeswain, level one cleric dedicated to Damir, foreign god of the trade routes
Rohm'Daan, level one cleric dedicated to Anzhalar, a local chthonic god of subterranean flame
Zana the Charlatan, level one magic-user

To begin with, treasure from the previous session was handled, resulting in 85 drachmae being given to each of the five players present (technically a bit wonky since most of these players weren't at the previous session but it all evens out in the end). Clerics receive 76 after the tithe was taken off. BUT after Housekeeping from the unresolved session from months back was handled, things actually got started in earnest.

It was a fine and sunny day, and a holy day at that! The festival of Jumhura, the Rebel Saint, He Who Broke Spears on His Knee, He Who Spoke with the Voice of the Sun was here! The whole of Tabur was abuzz, and the five adventurers decided to make way to Temple Town for the festival. Shortly before leaving, however, Kusa went to the group's patron Farzaneh Taburi to hand over the clay lamp in the shape of a huma bird that she began work on some time before. The group decided to take a less direct route, leaving via the northern gate of the city and traveling on a wilderness road, astride their horse-drawn cart.

On the road, however, they came across a horrid figure... Jamshid, the mercantile rival of Zana from his previous life as a less than successful merchant. The muscular black-bearded man seemed to be visiting Temple Town to take advantage of all of the captive customers during the festival. Immediately, Manchugo and Zana started yelling at him, and a shouting match ensued where Jamshid mocked them and made only small shifts out of the way of the cart. The loud yelling attracted a group of goatherds, who at first were concerned but very quickly took to resting on their staves to watch the situation go down. Ishthyromeda rode up ahead and attempted to push at Jamshid's cart with her javalin, but he budged only slightly. The group considered ramming his cart to push him off the road, but didn't act on it. Kusa ran up ahead and asked for a ride on Jamshid's cart, which Jamshid gave... and then Kusa turned to look at her friends' cart behind her, showing off her firestarter in her hand. For the sole reason of Zana's backstory rivalry, they collectively decided to just make this the worst day for Jamshid.

In short time, the two carts both reach their destination: Temple Town, more properly called the Hallowed Halls of the Holy Mountain, the ritual epicenter for Elburz satrapy and the headquarters of the temple bureaucracy for the whole of the east. The wide plaza of Temple Town was teeming with the raucous crowd, and just as the group arrived the mummified corpse of Saint Jumhura, curled up with his bony legs drawn up to his chest, was borne out of the fire temple at the center of the ritual plaza to be taken up to the cliffs where the mummies of the eastern saints reside... And at the same time, Kusa set fire to Jamshid's cart and quickly dashed away into the crowd. From this point on, the group somewhat split up: Kusa, Manchugo, and Rohm'Daan dashed over to the market-temple of Damir in Temple Town, while Ishthyromeda haggled in the crowd and Zana focused on his rival's fire.

Their messing about with Jamshid prompted a lot of memes to be made... this is only one of them!

Zana (and Kusa somewhat): As the fire grew and blazed ever-larger, more and more of the people in the crowd noticed and began to panic, and the guards posted at the gates to Temple Town's mausoleum-laden depths dashed over to attempt to put out the fire. For setting the fire, Kusa received 20 XP. Zana stood by and watched as the fire raged, and when it began to dwindle down, he stepped over and helped put out its last remaining embers, turning to mock his rival as he sat on the ground staring fearfully at the ashen remains of his cart. For mocking his rival and putting out the fire, Zana received 20 XP.

Ishthyromeda: Ish haggled with a sacrifice-seller in the crowd to buy a goat from him, and did so for only 8 drachmae!

Kusa, Manchugo, and Rohm'Daan: Visited the market-temple of Damir, which is operated by the former master conman turned... well, he's still a conman, but now its part of his official job, Mansour Jir. He is a young man with a short cropped black beard, and almost immediately took to selling trinkets to the trio. Rohm'Daan bought a tooth of Saint Melcayak, the blind and de-fanged dogman saint, while Manchugo sat in awe of Mansour's fame as a conman-merchant, and then began to explain the importance of mercantile activity to Kusa and sold a small basalt idol of the Conquering King to her.

After all of the above, the crowd had dissipated and the group decided it was time to bring the day to a close. Rather than making the journey back to Tabur, they decided to rest in one of the two pilgrims' houses in Temple Town, marching over to the Snail's Trail. Within, they found a small dining area with a wide clinic-hospital off to the side where groaning men and women could be seen on low-lying beds. There was a counter toward the back of the entrance hall, with a large snail's shell resting atop it and a woman in a thin purple veil and green robes standing behind it. Kusa, Manchugo, Rohm'Daan, and Zana each bought a room for the night (for 12 drachmae each), while Ishthyromeda slept on the cart with her newly bought goat and her horses.

Saturday, May 1, 2021

Wow! Sorry About That Impromptu Hiatus Guys! Here's Announcements and Two Very Very Late Session Reports

 Hello hello hello everyone! I am ever so sorry for taking what basically ended up as a four month break from posting to this blog between late January and early May. This was not at all intentional, and really just came down to me being busy with more schoolwork than I normally have during the school semester and simultaneously taking a break from running King of Kings for the very same reason. I still haven't ran any more sessions of King of Kings since January, but I actually had not one but two sessions that I ended up never writing session after action reports for. There were repeated times in the past four months that I felt like I needed to post the session reports but I could never actually bring myself to do it until now for a litany of reasons, some valid some not as much. 

Another major reason for my lack of posting is that I have just been feeling completely sapped of my creative energy and motivation for quite some time. This mostly started in February, when a video game mod I was on the developer team for (it was for the WW2 grand strategy game Hearts of Iron IV, and centered on an alternate history scenario that continued another popular mod into the cold war era, also yes of course I'm someone who is into alternate history) began to split and fall apart due to issues caused by a hostile lead developer taking action that alienated other members. The members who left were ones that I greatly respected and looked up to, and while we tried to make things right back then in February, ultimately nothing would come of it and none of the people who left would rejoin. I remained on the project until mid April, but my involvement was steadily declining as I saw the lead developer and her friends dismantle the content that those former developers made, and it just made me feel so awful. On top of that, my work was repeatedly ignored, underappreciated, or changed without my knowledge/consent, and during an incident where the lead developer made a change for something I worked on without me approving it, I left the team. Apologies for this kinda personal ramble, but its just to explain why I haven't really worked on any creative stuff for a while. That project was one of my main creative endeavors for the past two years, and leaving it and seeing it get taken apart very quickly made me feel demoralized, like no creative project I ever work on would ever see completion.

I still don't feel great about it but I'm glad I'm out of there! And now, I hope to get back into the swing of not just posting things to this here blog, but also running King of Kings again!

For a quick glance into the future, I plan on continuing to post KoK content and session reports, but on top of that I want to expand into posting more of my own original dungeons/adventure locations, reviews of independent RPG content (I already have some lined up by a fellow blogger, and down the line I will receive some books I backed on Kickstarter!), and perhaps original fiction as well. 

But with no further ado, I must now perform the ritual which was to be completed so many months ago: regaling to you (albeit in shorter form than I typically utilize), the events of the two unspoken of sessions of King of Kings from January 2021.

King of Kings Session 5 After Action Report
Dramatis Personae
Arugula Chosen, level one itinerant cleric seeking out a god
Ishthyromeda the Small, level one amazon
Manchugo Coldeswain, level one cleric dedicated to Damir, foreign god of the trade routes
Mithra, level one cleric dedicated to Czehlem, chthonic goddess of wealth, gems, and dyes

In the morning, the four clients of Farzaneh Taburi meet at their patron's house, discussing rumors and talk that they have heard from the surroundings. In addition to rumors they have heard previously, they also mention that a dyeworker girl whispered to Manchugo that the dihqans of the valley sacrifice peasant women to the dragon of the horrible winds at night, while Ishthyromeda mentions a street preacher spoke of the northern dihqans being displeased with lack of productivity on their estates.

After much discussion, the group decides to return to the ancient dinosaur tomb high on the mountain to the southwest, since it is a much safer guarantee of treasure based solely on the knowledge they have at hand. On their way there, they encounter Fire Eater in the guise of an owl, who mentions the deal from the previous session, but they do not act upon it just yet. Instead, they push on to the tomb, although while passing through the holy cedar forest they are almost beset upon by mysterious small green humanoids who cling to the trees and chitter madly. They do not stay to investigate, instead speeding on with their horse drawn cart (a recent acquisition) so as not to be caught by them.

They step past the opening chamber of the tomb and reach the door at the furthest end, a large stone gate held in place by a large stone slab on metal pins. They break the metal pins with their weaponry and use Ishthyromeda's lance and their collective strength to lever the stone slab out of the way. On the other side of the door is a tomb chamber, with a large ancient wooden coffin broken open from having fallen onto the floor, a large skeletal reptilian thing with gemstones for eyes and rusty metal bolted to it bringing itself to its feet. The group proceeds to... well, they repeatedly use turn undead to force the skeletal beast into the corner until it is cowering against the wall and then break it apart systematically until it cannot move, then they remove the gemstones in its eyes. They continue on to the other two wooden sarcophagi in the chamber and do the same to the other two skeletal things, bashing their bones with mace and sword while they cower helplessly. From them they retrieve gems from their eye sockets and ancient motheaten silks from their coffins.

Entering a side chamber, the group see a looming black statue of a large beast, a tall sail upon its back and a long beak-like snout stabbing at the air, its body curled up like a frog upon a stone. Beneath the beast itself, however, the base of the statue has been eroded away by dripping water to reveal a staircase downward. Venturing down the stairs, they find themselves in a long hallway flanked by statues of carnivorous dinosaurs. Manchugo uses his rope as a lasso to grab one of the statues and tear it down, revealing a hidden chamber behind it. They try doing the same on another statue but there is no secret chamber. They investigate the chamber, finding ancient rotted furniture, two immense polearms on the wall, and a small silver icon depicting a king of the dinosaurs. They snatch the polearms and the silver icon and leave. 

They decide not to venture any deeper, and begin to make way for the door to the tomb, grabbing another clay statue of a raptor on the way. They make their way back to Tabur under the cover of night, although they are confronted by large spiders on the road, which they keep at bay by throwing food to. An argument almost breaks out with the guards at town when they have to pay the tariff, but they hide the clay statue by disguising as a mute and paralyzed person, and ultimately give up both a polearm and a green gem they took from one of the skeletons.

Treasure Acquired (After Tribute)
One dinosaur polearm, half the value of a red gem from the skeleton and half the value of the statue (sales were not done during this session, it will be something handled at the start of the next session)
Non-Treasure XP Acquired
Three dinosaur skeletons (45 XP before Prime Requisite modification)

Kusa's Grand Day Out
Dramatis Personae
Kusa, level one cleric of the exiled and half-dead foreign goddess Nasitu-Neb

At the same time that the above group of four was venturing into the ancient mountain tomb once again, Kusa was venturing into the depths of the holy cedar forest without the rest of them, accompanied only by the jinn Fire Eater. (This session happened after the one described above, but in the game itself was occurring concurrently, with Kusa meeting Fire Eater right after the four adventurers left them). Kusa came upon Fire Eater in the form of a jet black lizard with yellow slit-pupiled eyes, to take their offer of guidance to treasure deep within the holy forest. 

Kusa and Fire Eater embark on a dual spirit-journey and treasure hunting adventure, endeavoring to cross the mountains that divide the forest in two to reach an ancient site in the inner valley. They come upon two bird-eating tarantulas, which Fire Eater explains give them a wide berth because the beasts of the eastern portion of the forest respect them as their protector. They note that the beasts of the inner forest are... rather more impetuous. Venturing onward, they come upon a small clearing in a passageway between two large hills, where the pair encounter twelve lumpy green mosslings, little humanoid things made of plant matter. A haggard and wet old mossling greets them, and expresses gratitude for Kusa's role in extricating the fire-loving lizardmen from the forest recently, asking only for a tribute before they allow her passage into the deeper forest. She is asked to pledge the first thing she makes upon returning home to the mosslings, a request which she grants.

Stepping into the woodland valley past the mossling gate, Fire Eater offers to ferry Kusa to the treasure she seeks. They bring their clawed hand close to the ground, inviting Kusa to stand on their open upward-facing palm. Once standing in place, Fire Eater clambers up a tree trunk without even gripping Kusa, bringing the pair to a clearing dominated by a large circle of ancient standing stones, all carved with images of predatory and scavenging beasts.

Fire Eater described the place thus: "this place was a place of honor and of fear, in times long before me... a looming edifice of ancient stories, where the people that lived here long before i was born shuddered beneath the circling vultures and the cloying claws of the valley lions... they knew they were here on the graces of the Guardian of the Forest and of the wild beasts of the valley, and so they gave them their homage... and yet still, the audacity of the last ones who dwelt here put themselves above the beasts they once bowed before in this place... you will find what remains of them, buried in the center of the circle of stones, their narcissism covering their bones with gold."

Kusa asks for Fire Eater's permission to dig here, and they say they care not what they do with the bones. She did not bring a shovel, and so must spend hours digging away at the dirt using only her bare hands and her axe. After several hours a glittering golden femur comes before her eyes. She digs some more, revealing the skeletons of six people, all covered in gold leaf from head to toe and with chunks of gold in their eye sockets. Kusa removes the gold from one socket on each skull, telling Fire Eater that she has done so "So they will still see what their audacity brought them."

Fire Eater replies "these six forgotten traitors shall be left with their vision by your charitable hands... a truer reflection of who you are was never seen... and it is truly a beauteous one."

With her pockets full of gold, Kusa reburies the bones of the audacious ones and climbs back onto Fire Eater's outstretched hand to return the same way they came. She bids farewell to Fire Eater and embarks back to Tabur. Kusa hides the smaller chunks of gold in various folds in her clothing, leaving only the two largest to be seen by the guards at the gate... the guards notice that she is from that exiled people who live on the north of the city, having heard from the northern gate guards about their community. They deign to take only one chunk of gold, whereas normally they would have taken both.

Treasure Acquired (After Tribute and Sales)
One chunk of ancient gold, not sold
Four chunks of ancient gold (320 drachmae, 288 drachmae after the cultic tithe)
Non-Treasure XP Acquired
Discovering the depths of the holy cedar forest (20 XP)

Sorry about how long this post was, I just felt that everything in it had to be done before I could really get back into blogging! Hope you are having a lovely day!