Skip to main content

Wilderlands: Session 36



This session was run on May 1st, 2023

They continued heading east towards the beach with the rock rolling along beside them. They were not sure where they had washed ashore with respect to the various port cities on the coast, so the best plan was to reach the beach and then decide how to proceed from there.

Around noon, the skies darkened and white flakes began to fall from the sky. As it was around 85 degrees, they realized that it could not be snow. It turned out to be ash. The ashfall was quickly mixed with a moderate rain. They discovered that the rain stung when it hit unprotected flesh and raised small red welts. Drex found shelter in a hollow beneath the roots of a large tree and they waited out the acid rain for a couple of hours before resuming their journey. They reached the water as it was getting dark and spent an uneventful night camped just off the beach.

In the morning, they could see masts on the horizon to the north, but nothing to the south. They headed north hoping to find one of the port cities.



After walking for two hours they were surprised by several sharks jumping out of the water and then flying through the air to attack them. After a brief battle, during which Ich'Tik was able to leap on the back of one and break it for riding, they defeated the flying sharks. They cut them open to examine the contents of their stomachs and found some loose valuables, Boots of Jumping, a scroll sealed in a bone case, and a magical gauntlet. They continued their journey north, Ich'Tik astride his shark, until they reached the city of Jurana.



Jurana was a walled city that had existed before the Cirthian League arrived on the continent and siezed it. The original city did not have a wall and its buildings were made out of some kind of white cement. Jurana's native inhabitents were the At-Otell. The At-Otell were humans who primarily wore brightly colored robes that covered their whole body, including their face. When an At-Otell decides that more of their life is with the dead than with the living, they don black robes and spend most of the rest of their life living in the city of the dead below Jurana. The city of the dead is in a large cavern and is an exact replica of the original city of Jurana above. The dead At-Otell are preserved and spend another lifetime in the place they believed they belonged in their first life.

After the Cirthians conquered the city 150 years ago, they began to build new buildings in their traditional style, square stone and wood structures with shingled roofs. While there are exceptions, At-Otell live in the white cement buildings and Cirthians in the wood and stone structures.

When the party arrived at the gates of Jurana, they found them guarded by men in large, conical helmets. The men were not able to speak more than a few words of the common tongue of Arduin, and none of goblin, so they summoned a Khai-Zirin priestess of Cat-of-Fire from the temple to talk to the party. Once they established that they were shipwrecked mercenaries they were granted access to the city. Vilrus, the priestess, directed them to the Kettlefish Inn as a place that would have a stable capable of boarding the flying shark. Vilrus also told them that the only oceangoing vessel in port now was the Dark Lady. They could find its master, Jed Bourne, in his mansion in town.

They rented rooms at the Kettlefish, a sprawling wood building, and made their way to the Bourne mansion by early evening. They found a black carriage, with a driver waiting. As they passed by, a black cat called to them from inside.

They were met at the door by Vish, the blue-clad At-Otell butler, who told them that, while Captain Bourne was not home, they could meet with Lady Kilra. Vish escorted them inside and asked them to wait in the sitting room as Lady Kelra was finishing up a meeting with the Priestess of Tamareth.

While they were waiting, they could hear muffled voices coming from the office. A woman said, "This dream can only have one meaning. The man you love is secretly true to someone who is quite close to you. My advice is that you leave this place. Never come back and forget you saw his face." Shortly after, the door opened and an At-Otell woman clad all in black walked out of the room and through the front door. As she passed, Uggmar noticed her lavendar perfume.

Kelra, a blond Cirthian woman whose eyes were red from crying, emerged from the office. She took a minute to compose herself and looked over the party. Noticing their weapons, she asked if they were mercenaries. When they confirmed that they were, she asked what they why they had come. They told her that they were seeking passage back to Arduin for Uggmar and Creng. She told them that she believed that her husband was having an affair, and that the priestess had just confirmed her suspicions. She asked them to find out who her husband was cheating on her with, catch him in the act, and then kill him. If they did, she would inherit everything, including the Dark Lady. She would give them the ship.

They agreed.


Popular posts from this blog

Hex Crawls

Those of you who have been reading this blog know that I have never run a megadungeon before. I have always used more realistic dungeon settings, keeping all underground areas to a minimum and keeping the over all size of castles and the like fairly small. There is another style of gaming I have never indulged in: the hex crawl. I have never seen hexes as discrete chunks of the map. I always just used them as a guide to find distance if they were present and not worrying about themif they were not. I have always taken a more continuous view of overland maps. This is another streak that will be ending with my upcoming OSRIC game. I will be using James M's Outdoor Map as a starting pont in my campaign. I will be heavily modifying it for my purposes but most of the features will stay the same. I will be adding my own versions of Castles Blackmoor and Greyhawk to the map. I have been struggling with how a hex crawl works. How do I know if they find features in the hex and isn't 5 m

Wilderlands: Lords of the Byrny Area Part 1

Work-in-progress map of the Byrny area I admit to not being especially happy with the existing subhex maps found in the classic Judges Guild products like The Mines of Custalcon . I think the six mile hexes are better divided into one mile subhexes instead. Also, the Judges Guild version does not have enough farms and mines for the people that live in the area. I do not need anything approaching realistic medieval demographics in my games, but having a bunch of manors outside of Byrny is a great plot/conflict generator. The manors around Byrny are held by a set of families made up of those who owe allegiance directly to the Overlord, those who are vassals to Thunderhold, and those who have sworn themselves to Governor Hetalan of Byrny (who has a complicated split allegiance to the Overlord and Thunderholm).  Anders (Byrny) Located northeast of Byrny, Lord Anders holdings include ample farmlands and some good forest. His claim is older than any of his neighbors, and portions of their

Traveller: Session 1

    This is the first session of my Traveller campaign. This campaign will be a bit non-linear from a timeline standpoint. We will be jumping around the history of the Official Traveller Universe to hit some of the high points. Some time periods will only see a few sessions of play, others may see extended sandbox games. There are a few eras of play that we will return to as large, dramatic events unfold. The first section of the campaign takes place at the dawn of the Megatraveller era. We will primarily be using the Cepheus Engine as our rule set.       129-1116   The players are playing important nobles in the Third Imperium. They have been summoned by Emperor Strephon to Capital for the Council of Archdukes. The emperor, who has pursued a policy of liberalization throughout his reign, plans to discuss his next slate of reforms. The Imperium is roughly divided into five domains ruled by archdukes. Four of the five players are playing archdukes, the fifth is