Kaer Uqbar

Session 16: Heading South

March 17, 2011 18:00

Days pass while the magical supplies are prepared.

During this time, Mishka spends a few nights some distance from the kaer, observing the skies to the east. On the second night of her vigil, she watches one of the large winged creatures pass within a quarter mile. On the third night another flyer passes within a couple hundred yards. The wingspan must be at least 40 feet. When Mishka shouts a greeting, the creature waggles its wings and points its head east. Then it beats its wings to gain altitude and turns toward the mountains.

Shynya receives a note from Zinder, stating the he has been detached to Yamousoukro Oasis. He expresses his regrets that they cannot meet before she leaves, and looks forward to that future time when they can be together again.

Finally, everything is ready and eight camels leave Kaer Uqbar as the sun sets. Each person rides one camel and has one remount. Skirting Uqbar City to the east, the group heads south then west, angling toward the Tassa-Takorat range and hoping to find evidence of this clan. After two days of fruitless searching, they consider abandoning the effort and resuming a southern course. Then Mishka notices a half dozen mantis construct tracks.

Mishka follows the tracks to a small oasis. She sneaks into the oasis, and discovers an empty pond surrounded by brown and brittle fields and the bones of cattle. There are also the desiccated corpses of Tassa-Takorat.

Hundreds of green-robed bodies lay amongst the grasses. Some wear red sashes. Half-orc, human, dwarf, and troll bodies have been arranged end-to-end in some giant pattern. Straight lines and curves composed of people cover the ground. Everyone suddenly realizes that the design spells the word OGLAT in massive letters.

The group spends hours gathering the bodies into a large pile that becomes a pyre. As the smoke curls into the air, they mount up and continue south. The next day Mishka experiences a vision while in the saddle.

Your sight blurs for a moment, and you see a walled town. Armored dwarves watch diligently from the parapets, armor gleaming in the bright sunlight. A final few stranglers hurry inside before the gates are closed. For a moment, you marvel at the beauty of the construction before your eyes are drawn to a nearby bridge that spans a meager river.

A host of constructs mass on the other side of the bridge. Five groups of mantis constructs, each at least a hundred strong, stand in neat squares a quarter mile east of the bridge. Thin, loping constructs with two mouths and skin color of oxygen depleted blood mill at the fringes of the formations. Humans on horseback, accompanied by large eyeless dogs, ride at the head of the construct columns.

For many minutes, the walled town and the construct army face off. Then a human barks orders, and the mantis formations lurch forward. Silently they march across the bridge and up to the walls. The two-mouths clamber up the walls and the humans fling spells upon the defenders.

That view fades and you hear a voice in your head, which you know to be that of Upandal. “My people lay as they fell, a hundred and fifty years ago. Bring them peace, and you shall gain my blessing in crossing the Tainted Land.”

Mishka relates the vision to her comrades, but is unsure of what it means.

Soon the group reaches the Imperial Highway and decides to follow it south. Near marker stone 1630, they notice four stone stele about thirty yards east of the highway. The stele have been arranged as corners of a large square. Each stele is a pyramid about 3 feet high, and each face of the stele bears a carving of a stylized equilateral triangle.

Mishka falls into an air shaft and tumbles into a subterranean room. She is attacked by two large mold creatures that exude a corrosive acid. Oglat follows her down the shaft and dispatches the mold creatures with his flaming blade. Perhaps responding to the noise of combat, two zombie-like dwarves enter the fray and are destroyed rather easily.

Shynya and Yaryar climb down the shaft via rope and the group begins exploring. They quickly realize that this is part of a larger complex, most of which has collapsed. But the few accessible rooms contain some valuable items: a tome on airship construction, a book listing donations to a temple of Upandal, and an ancient map of the area. The map shows locations absent from the kaer’s pre-Scourge maps, including a town called South March and a mine; the area south of the town is designated as the Tainted Land. Mishka also tidies up a shrine to Upandal.

Perhaps a day south of the underground ruins, Shynya experiences a headache that steadily grows in intensity. She must retreat north to relieve the symptoms. Mishka and Yaryar cautiously move forward and within a mile discover a wide chasm that bisects breaks the Imperial Highway.

It is unclear whether the group can proceed south without harming Shynya. Instead, they turn east, seeking the mine indicated on the map from the ruins.

Session 15: An Interlude

March 03, 2011 18:00

After the last fight with constructs, Shynya realizes that she will be a liability in future encounters unless she gains some martial abilities. So she begins training with Uncle Bondoukou in Ponderer’s Grove, learning the way of the Monk. Shynya returns home at the end of each day dirty and sore. Only when Mishka visits the grove for her own purposes does she observe Shynya training and finally understand where her companion has been for the past few days.

Zinder stops by one day while Shynya is out, informing Mishka that he has been assigned duty as a trainer of nomad crossbowmen at Yamasoukro Oasis. He must leave immediately and does not know when he will return to see Shynya again.

Meanwhile, Melancho has a long talk with Yaryar. He suggests that Yaryar has earned a higher rank, but Yaryar seems uninterested in such rewards. Melancho presses the issue, pointing out that Yayyar has earned the respect of the entire militia. Still, Yaryar has no desire for any rank above sergeant. Melancho sets aside that part of the discussion and moves on to discuss general strategy and tactics, finding that he and Yaryar generally agree on the important points.

Finally, the group has yet another meeting with Heresiarch Melancho. As the kaer’s premier explorers and troubleshooters, this happensquite often. Melancho explains that the preparations proceed quickly with the new Chenachane allies, and the gathering of further allies can occur, for the most part, without the group’s intervention. There are other important long-term goals for which the group is ideally suited. Melancho then goes on to explain important questions that need answers.

  • 1. When did the Horror come from?
  • 2. How far does the desert extend?
  • 3. Does the Tassa-Takorat nomad clan survive?
  • 4. Are there other potential allies further south?
  • 5. Can the group find sources of material for another airship?

The group readily agrees to journey south in search of answers even before Melancho has asked. To aid in the endeavor, Melancho offers each of them a war camel. Shynya also requests some magical supplies that will take a few days to create.

Session 14: The Deemah

February 24, 2011 18:00

After the battle with the constructs, the group holes up in a relatively intact building and cares for the unconscious Shynya. Mishka takes the first watch. About an hour later, a shuffling mantis construct stumbles toward Mishka. She shoots it in the shoulder with an arrow. It halts and begins talking.

Oglat steps out from the building and the construct speaks to him: “I smell the old one upon you.” Before it can say any more, Oglat skewers the mantis through the neck with his scimitar. As the construct gurgles its last breath, it manages one more sentence. “Paladin, you die last.”

Shynya is very quiet once she regains consciousness. She says almost nothing during the next three days as the group heads south toward the range of nomad Clan Deemah. Following the foothills of the Hoggar Mountains, the characters manage to avoid construct patrols, eventually descending from the hills about a day’s travel northwest of the pre-Scourge location of Tamanrasset.

Along the way Mishka finds three desiccated bodies wearing blue robes and red sashes. From the wounds, they must have died in battle. Against Shynya’s wishes, Mishka arranges the bodies in repose and takes a small drum and a necklace.

According to the Chenachane, the Deemah should occupy this region. The group approaches the vicinity of Tamanrasset, finding no ruins. The ground is perfectly flat and shows none of the texture of the surrounding landscape. Apparently even the wind has not marked this ground since the Scourge began.

On a whim, Shynya casts a spell that digs a 5 foot hole. Mishka investigates and finds a small shrine to Upandal at the bottom of the hole, very similar to the shrine she fashioned back in Kaer Uqbar. Soon the hole begins to fill with water that has curative properties. Recognizing the importance of this find, Shynya sends the dirt back into the hole to hide it from servants of the Horror.

The search for the Deemah continues. The group whether any Deemah survive. Then Mishka notices two figures observing the party from a distance. These turn out to be two Deemah in blue robes with the red sashes of Bahariyans, the human Melilla Bou-Sadda and the troll Mokwa Vom. Shynya’s red sash smooths the initial relations, and the Bahariyans reveal that only a few hundred Deemah remain in their last oasis west of Tamanrasset. Most Deemah were killed fighting constructs as the Nameless One’s army moved north toward Uqbar City. Perhaps the Deemah survived only because the clan is led by Bahariyans who have a keen appreciation of the Nameless Ones and their servants.

Tebezar Oasis is a magnificent island of fertility 3 miles long by 1.5 miles long. The oasis occupies a shallow depression and boasts a small waterfall that issues from the southern wall. The group has a pleasant meeting with Chief Keenah Tidjkalt, an ork Bahariyan. Keenah readily agrees to ally with Uqbar, and admits that he has little choice; without allies the Deemah will surely perish.

Chief Tidjkalt also reveals that the giant flying creatures are not constructs of the Nameless Ones. The flyers nest somewhere in the mountains and ride the winds over Erg Atchane. In addition, the items Mishka took from the bodies belong to Deemah Bahariyans who died some months ago. One of them was Douala Bou-Sadda, mother of Melilla.

The chief agrees to send two emissaries to Kaer Uqbar, and chooses Melilla and his son Kuragwi. The return to Kaer Uqbar is uneventful and provides no clue to the fireworks that ensue when the group is debriefed by Melancho. Shynya castigates Mishka for disturbing the nomad bodies and insists that she must be obeyed in matters of diplomacy. Over the next few days, Mishka and Shynya talk this over but do not reach agreement; Shynya sets asides some books for Mishka that deal with diplomacy.

Session 13: Return to Kaer Uqbar

February 17, 2011 18:00

During the journey to Kaer Uqbar, Antalat and the characters discuss much, but do not delve deeply into the obvious topics of negotiations; these are the province of the Heresiarch. Near the kaer, they encounter a patrol led by Chadouanka, who expresses unease at the recent inactivity of the Horror. The leader of the kaer’s crossbowmen feels something big is coming. He also believes that the giant winged creatures observed flying near Uqbar City are acting as a sort of “cavalry screen” for the Horror’s movements.

Once the group reaches the kaer, Shynya immediately seeks out Zinder. The altered state she achieved with the Bahariyans manifests as an intense desire for intimacy. Afterwards, Zinder asks her to marry him, and she accepts. Apparently he had already planned to do this and had consulted Toujou for advice.

Now the characters and Antalat meet with Heresiarch Melancho. Antalat appears forthright and honest in his answers and speculations. In fact, Antalat is the main rival of Chief Berka and will probably be more amenable to a treaty that focuses on confronting the Horror. The cavalryman also discusses the other nomad clans, including the aggressive and numerous Kenchela to the west and the Deemah to the south.

The Heresiarch determines that he must take sides amongst the nomads; there is no way to remain above clan politics and still assemble a force to battle the Horror. He will return Antalat to Yamousoukro Oasis aboard the airship Departure, impressing the clan with Uqbar’s strength and Antalat’s new friends. On the way, the airship will drop the characters off near the ruins of Arak so that Yaryar can complete a required deed to unlock the next power of Vorengehen’s Last Stand.

The characters walk two to three hours to the ruins of Arak. According to the requirements of the deed, Yaryar must plant a tree in Arak in such a way that it will grow tall and strong. The most reasonable location seems the old well in the town square. Perhaps the Passions watch over the sons of Uqbar, for the group finds a place near the well where they can plant the tree with some confidence it will survive.

Once the tree has been planted, Shynya detects incoming constructs at 500 feet from three directions. Shynya and Mishka cast preparatory spells while the group assembles near the remnants of a building. The constructs seek out the weakest melee combatants, Mishka and Shynya, at the expense of attacks from Yaryar and Oglat. Mishka is pressed, while Shynya goes down, unmoving and possibly dead. Except for one that escapes, the remaining constructs are destroyed.

Oglat calls upon the power of Thystonius to revive Shynya. For no apparent reason, Yaryar drops to his knees in pain. Shynya breathes again.

Session 12: Journey to Yamousoukro Oasis

February 03, 2011 18:00

The characters accompany Chaggueret and Abuja to Chenachane held Yamousoukro Oasis, the first green place they have seen since the kaer was opened. Along the way they learn that the red sashes worn by their new companions indicate membership in a religious group called Bahariyans, and that each clan’s group of Bahariyans is called a kaysari. Although the nomad clans constantly battle among themselves, the Bahariyans travel from one clan to another without harm.

The characters first meet with the Chenachane Chief, the troll Berka El Haseiat. He especially notices the character’s fine metal implements, far better than any nomad can produce, and becomes quite amenable to a treaty between his clan and Kaer Uqbar. He agrees to send an important warrior named Antalat back to the kaer for negotiations. The chief then produces a jug of bakcha, the favored nomad alcoholic beverage. This white liquid is derived from fermented mare’s milk.

A few comfortable days pass at the oasis. Mishka baths in a pond and crafts a bow for Tokra Helafaya, leader of the Chenachane kaysari. Rehamna Gebel Akhdar shows Oglat how to ride a camel. Shynya learns more about the Bahariyans.

Finally, just before the group leaves with Antalat, Shynya participates in a Bahariyan ritual that involves strenuous dancing to the accompaniment of drums. The ritual culminates in Tokra giving Shynya a red sash, the symbol of her acceptance into the Chenachane kaysari.

As night falls, the party sets out for Kaer Uqbar. Shynya rides with Antalat on his camel, in an odd state of mind induced by the Bahariyan ritual.

Session 11: The Search for Allies

January 27, 2011 18:00

Days lengthen into weeks, and still the Horror does not retaliate for the attack on its stronghold in Uqbar City. Clan Techiman repairs the Departure’s battle damage and steps up the training of new sailors. The rescued captives and the wounded militia recover from their injuries. Heresiarch Melancho holds another ceremony as more names are added to the Wall of Honor.

Life at Kaer Uqbar eventually settles into routine. Most people still live underground, although any who wish to see the surface are allowed time above ground. The initial surface defenses are completed: the wall at the cave mouth and the airship hangar.

Then the Heresiarch initiates an ambitious plan. Masons begin building a wall around the surface cave that will enclose enough area to hold an army. Barracks, armories, and supply caches will lessen immediate dependence upon the single elevator linking the Upper Defensive Works to the kaer proper. Smiths craft catapults and spear throwers in the mines and direct their assembly at the surface. These will be mounted at strong points on the new walls.

Each day still begins and ends hot and dry. Clouds are a rare sight. Yet everyone soon expects a storm to break.

Finally, Oglat, Shynya, Mishka, and Yaryar are summoned to a meeting in the Heresiarch’s quarters. Only the Heresiarch, Timekeeper Shaylar Erarnine, and the characters are present. A staff, a bow, a sword, and a locket are arrayed upon the table before Shaylar.

Melancho discusses the current situation regarding the Horror. Regular airship patrols have detected no advances on Kaer Uqbar, although activity has been observed around Uqbar City. Combined with information provided by the former Camel Hunter Toujou, the airship patrols have mapped out an area of Horror control stretching from Uqbar City to the Tamanrasset River. The airship has not ventured south of the river, and so Melancho does not know how far the Horror’s dominion extends.

However, scribes have drawn a revised map of the Kaer Uqbar area, which Melancho shows to the characters. He also gives them a copy.

Melancho states that the characters have proven themselves as an irregular force that can handle unusual missions. They found the Camel Hunters and rescued the body of Farid Attar from a cellar in Uqbar City. Farid was an ancestor of Jaromir, and by possessing this body the Horror hoped it could create a link to Vorengehen’s Blade, the sword Jaromir had possessed for so long. With the body in hand, such a link is no longer possible, and Melancho can now unlock the powers of the sword.

For these reasons and more, Melancho has decided to give each character a powerful magic item from the kaer stores. Some research has already been completed to assist them in unlocking the powers of these unique items. Shaylar distributes the items.

Oglat receives Retribution, the sword Jaromir Hladek took into battle against a Horror 50 years ago. Jaromir dropped that sword when he retrieved Vorengehen’s blade from the fallen Heresiarch Govac. The sword was recovered from amongst the bones of the dead in the Upper Defensive Works.

Shynya receives the Crystal Staff of Oberon. Shaylar tells of how the first Timekeeper, Shyn Bandahur, brought the staff into Kaer Uqbar.

Mishka receives the Longbow of Fiery Destruction. This bow was liberated from Uqbar City before the Scourge.

Yaaryar receives the locket known as Vorengehen’s Last Stand. Tfarity Farcya, whose ancestor Boukra fought beside Vorengehen centuries before the Scourge, personally gave the locket to Melancho.

The characters will have some time to become acquainted with these items. Then, Melancho has a special mission for them. The kaer must gain allies, and so he would like the characters to journey north past empty Akhicha Lake and search for the nomadic camel riders mentioned by Toujou.

One evening about two weeks later, the characters journey north from Kaer Uqbar. On the first day they observe a large winged creature approach within a mile, apparently flying a search pattern. The next day they reach the lakebed and encounter a male troll and a female dwarf on foot, wearing brown robes with red sashes. The newcomers introduce themselves as members of the Clan Chenachane kaysari; the troll names himself Chaggueret Bunyoro and the dwarf Abuja Aguelhok.

Although the characters act somewhat rude and make immediate demands of the Chenachane, the nomads take it in stride and perform a whirling dance to prove they are not Marked. Oglat draws a picture upon the ground to show he is not Marked, but none of the other characters offer proof of their own.

A general discussion ensues where the character try to get as much information as possible from the nomads while giving away as little as possible. The nomads ignore questions regarding the size of their clan, but do discuss some of the politics of the desert. In fact, the Chenachane do not control the land near Kaer Uqbar or Lake Akhicha; this area belongs to Clan Kenchela. The Chenachane are here to observe the site of a recent battle between the Kenchela and the forces of the Horror (which the nomads call Nameless One). They believe the battle sapped enough Kenchela strength that the clan cannot presently enforce it rule in this area.

Further talk is cut short as a number of constructs advance on the combined group. Most constructs are easily destroyed. Yet one becomes invisible and escapes toward the south, which is the direction of Horror controlled Uqbar City.

Session 10: Raid on Uqbar City

April 14, 2010 18:00

As the sun sets, a half dead ork stumbles up the hill to the kaer entrance and collapses. Dehydrated and wounded, Couyoumjian ran from Uqbar City without rest. He returns with indispensable information: a sketch of Uqbar City showing both the location of the captives and the excavations.

Couyoumjian can only croak out the barest details of how he hid in the foothills for his initial drawing, then infiltrated the city itself for the details. He killed one of the horror’s Name-giver servants to avoid capture, and returned to the kaer via a circuitous route. Now he rests in the hope he can recover and guide the raid on Uqbar City.

Once again you assemble in the Heresiarch’s quarters, the same people as attended the morning meeting, but with the addition of Chadaouanka and Kafanchan. Melancho stands at the head of the table, his hands resting on the back of a chair. You haven’t seen him seated in quite a while.

Melancho points to a sheet of crisp hemp paper at the center of the table. “That is copied from Couyoumjian’s notes. Unfortunately, he is not well enough to attend this meeting, but I am confident that he will be ready for tomorrow’s assault. Every bit of magic we can spare is being used to make sure this happens.

“All right. If you look at the map, you can see the locations of the captives and the current excavations. Our people are housed in one of the more complete ruins and guarded by constructs. As of this afternoon, they appeared alive and healthy.

“We leave tomorrow after nightfall. That’s one day too late as far as I’m concerned, but there’s no help for it. We won’t have enough ammunition for the airship cannon before then. We fly high, then come straight down over the city. When we are within range, the crossbowmen fire at the constructs on the ground, and the gunners take out those flying spheres. We’re mounting some mirrors on the Departure that we hope will reflect whatever magic they fire with those eyestalks.

“In principle, the rest is easy. Drop down near the ground, the ground team leaps out, the crossbowmen and gunners provide cover while we round up our people, and then fly out. We kill all the constructs we can, but don’t take any longer than necessary. I’m expecting retribution, and we need to get back as soon as possible.”

Melancho points to Mishka, Shynya, and Oglat. “You three, stay here when we adjourn. Tiska has the particulars for your mission. Okay, anyone have any questions?”

Melancho fields a few questions.

You remain seated. Everyone else except Tiska and Melancho leave the room. The door closes and Melancho nods to Tiska. The Embalmer leans over the table and taps his finger on the portion of Couyoumjian’s map marked ‘digging’. “Once Couyoumjian brought this back, I realized what they were looking for. Graves. They are digging up bodies buried at the start of the Scourge, when there were still people who thought they could defend Uqbar City.” He shakes his head. “Fools, all of them.”

Tiska clears his throat and takes a swallow of water. “But those graves are not giving the Horror what it wants: a link to Kaer Uqbar. It must somehow think to gain advantage by exhuming the body of an ancestor of someone in the kaer. Not a particular someone; I suspect any ancestor would do. I do not know how it could take advantage of such a link, but I am sure that is the goal.

“Furthermore, I have…ah…communicated with one of my predecessors. None of the graves holds an ancestor of anyone alive in Kaer Uqbar. On the other hand, a certain cellar holds the body of a soldier named Farid Attar. You need to find a cellar within the excavation area and bring back the body within, whatever its condition. Not a simple task, but one I believe possible for a team with your talents.”

Tiska stops talking and the silence grows to uncomfortable lengths. Eventually he looks a little embarrassed. “Oh my, I seldom speak so much to the living. I forget my manners. Yes, I’m done.”

Melancho breaks in. “It is possible you may miss the airship pickup and have to return on foot.” He places a hemp sack upon the table. “Here are some additional supplies that may be of use.” The sack contains two last chance salves and three booster potions. Such a wealth of magic underscores the magnitude of your mission. “I’m sure you must have some questions.”

The obvious question is soon asked: why does the Horror not check for places such as this cellar? Tiska responds that the Horror’s lack of creativity hinders it from making the intuitive leap that seems so obvious to Name-givers. Perhaps if the Horror had retained uncorrupted servants, it would have found Farid Attar.

Later, the rescue team prepares to leave.

Stars blanket the moonless sky. Oache Techiman stands at the prow of Departure as crossbowmen, Adepts, and regular militia climb up the rope ladder. The crowded deck will be even more packed after the captives are rescued.

Eyes still forward, Oache growls, “Loose oars. Pull easy men.” His clan has waited over 400 years for those words to mean something. The massive troll Air Sailors grip the oars and pull with measured strokes. Slowly the Departure lifts from the ground and angles upward. Only the slight creaking of oars and the whisper of wind through the sails disturbs the silence. As the Departure gains altitude and the kaer entrance dwindles, the militia left behind salute in unison, and then shrink out of sight.

You rise high into the night, until the contours of the land transform into an unbroken plain of black. Oache leans against the forward railing, more at ease than you have ever seen him. “Steady at cruising speed.” Time crawls, and it seems that hours must have passed, although you know the Departure can reach Uqbar City in well under an hour. Then Oache points, and you can make out dots of light far below. Couyoumjian steps forward to confer with him.

Your eyes have grown somewhat accustomed to the darkness, and for a moment, you think a large dark shape occludes the lights. Another black shape passes beneath the ship. Couyoumjian whispers something to Oache and the Patriarch gives a hand signal. The rowers angle down, and the Departure descends.

After imbibing potions of Windcatcher, the characters leap from the airship. They float gently towards the ground as the forces of Uqbar initiate the battle. The Horror’s attention should be on the rescue operation, and not three Adepts and a kaer boar dropping from the sky.

The ship accelerates towards the ground. The lights form a pattern that define the center of Uqbar City. Walls and ruined buildings stand out from the darkness, and humanoid shapes move amongst them.

You struggle for orientation based on Couyoumjian’s map. Then the landmarks snap into place. The building with the captives is almost directly below. The Departure drifts downward, until it hovers just above the floating spheres. Oache’s bellow rumbles from below. “Fire!”

Bolts rain down on constructs. The earth cannon boom and shake the ship. A round stone hurtles into one of the spheres, propelling it towards the ground. Loaders shove new stones into the barrels, while the gunners prime the kernel of True Earth. Clickings and roars erupt from the ground as the crossbowmen reload. Then the rescuers vault over the railing and drop to the ground.

Light beams of many hues play across the hull. Most are reflected by the mirrors. A yellow beam clears the railing and strikes one of the crossbowmen in the chest, propelling him upward and out of the ship. His scream fades into the din of combat.

The characters finally reach the ground and explore the excavations.

The shouts and clash of arms sound distant, buffered by the broken walls of Uqbar City. Puffs of dust raised by your landing settle to the ground. Perhaps this open area was once paved when Uqbar City belonged to the Empire. Now, numerous holes the size of graves are scattered about the bare earth. Shovels are stacked against one of the walls. You are alone.

Covered by small stones and loose dirt, you find a wooden door set in the ground near the center of the northern wall. Though dried from years under the desert sun, the wood appears solid.

Though the door creaks open with a strong pull, the stone stairway is blocked by a mound of dirt. A space about a foot wide between the dirt and the ceiling hints at a larger space beyond.

Oglat fetches some nearby shovels, and a few minute’s work clears enough dirt so that the characters can crawl inside.

This dry, dusty room preserves a mummified corpse. A man sits on the floor with his back against the wall, the faded insignia of Uqbar upon his leather armor. A pitted sword lay across his legs, an almost peaceful expression on the taut, dry skin of his face. A torn sack on his belt holds gold coins. One legs is bent at an odd angle and obviously broken.

But just when the characters have completed their goal and are prepared to leave, a large construct enters the area.

You hear the tread of heavy feet and turn to see a massive troll with two heads. Only one of the heads faces you. Tree trunk arms hold a large burden. A deep bass voice rumbles. “The master would see you dead.” Then it throws the object it was carrying. The body of a dwarf spins toward you.

The dwarf body strikes Mishka and knocks her down. The creature advances, one head directing the attacks of the massive body, while the other head casts spells. Although the characters battle valiantly, the construct slowly gains the upper hand. It throws Jesse the kaer boar at Shynya and knocks her down. Mishka is battered into unconsciousness. Then Oglat is killed.

Only Shynya and Jesse remain, and it is clear the boar is little more than a nuisance. Shynya gathers her magical power, and at the last possible moment, manages to slay the construct with a brutal hail of Ice Shards. She then rouses Mishka and gives Oglat a last chance salve. But there is no time for victory congratulations, because the airship rises above the ruins and heads for Kaer Uqbar.

Escape seems doubtful now that the ruined city is filled with swarming constructs. Yet the body of Farid Attar must get back to Kaer Uqbar. The characters devise an interesting plan, strapping the body on Jesse’s back and sending him home. A single fast escapee is less likely to be caught.

While Jesse heads for the kaer, the characters hole up in the cellar for the night. The hours of inactivity offer some time for recovery, and by the next evening everyone is well enough for travel.They manage to elude the constructs in the darkness and reach Kaer Uqbar by the morning.

The captives were rescued with few losses. Jesse successfully brought back the body of Farid Attar. Finally, Mishka, Oglat, and Shynya can settle down in relative safety for some well deserved rest.

Session 9: Mixed Blessings

April 08, 2010 18:00

Melacho orders the characters to accompany Toujou to the Camel Hunters’ hideout and escort the dwarves back to Kaer Uqbar. Toujou guides the group along the southern shore of Lake Akhicha to keep their path further from Uqbar City and roving construct patrols. The travelers pass Ekamour Bridge on the way to the hideout. Toujou explains that the crystal monkeys lining the bridge only harm Horrors, Horror constructs, or those under Horror influence or control.

The Camel Hunters at the hideout are surprised that Toujou is not alone. Kafanchan, Toujou’s second-in-command, at first doubts the characters are allies, and only relents when Toujou passes an Artisan Test. The Camel Hunters have few possessions and soon everyone is ready to travel.

During the return journey, the group witnesses a battle on the north side of Lake Akhicha.

Reddish yellow light suddenly illuminates the northern sky. A ball of flame erupts and slowly sinks to the earth. The blaze flickers over a barely discernible scene of chaos on the opposite shore of the lake. Fighting shapes swirl around one another. Creatures in the air send lines of light into the melee. Answering arcs of flame shoot up from the ground. A boulder lands amidst the combatants and crushes a few of them.

Then the air surrounding the battle grows opaque as a fog-like substance surrounds the battle. Intermittent bursts of light flare within the “fog”. After a few minutes, the last light fades and you see nothing more.

The characters investigate the battle scene, accompanied by Kafanchan, who is a Scout Adept. A large group of nomads apparently defeated a small construct army, but took heavy losses.

The smell of cooked flesh hangs heavy in the air. Scores of construct bodies are scattered in a large area, killed by fire or steel. You notice insect constructs, lizard constructs, troll constructs with two heads, and the oddest construct of all: a group of charred spheres about three feet across. The latter possess stumps that may have been tentacles before they were burned off.

Perhaps even more ominous are the charred corpses of four-legged beasts Kafanchan recognizes as camels. A few other camel corpses are badly mauled. But there are no Name-giver bodies. Kafanchan suspects the nomads carried off their dead to deny Ghadreel possession of the bodies.

Shynya wraps up one of the spheres in a blanket for examination at the kaer. By morning the group reaches Kaer Uqbar.

Melancho strides down the hillside as you near the kaer. He wears a grim expression. He nods at Oglat, Mishka, Shynya, and Toujou. “You four, come with me. The others can wait. We’ll handle the Artisan Tests inside.” He leads you into the Upper Defensive Works and to the elevator. You enter, and it immediately descends. This is most unusual.

Melancho barely waits for the elevator to settle before pushing open the basket. Without a word, he heads to the Barracks. You follow him into his quarters, where Tiska Imre, Oache Techiman, and Shaylar Erarnine already sit around the meeting table. Melancho closes the door and says, “Sit down.”

He absently waves toward food and drink, turns around for a moment with his hands behind his back, then faces the table once more. “Here’s what we know. There are types of constructs we have never seen. They can become invisible, sneak in here, and somehow subdue and kidnap twenty men and women. Our people came up missing right under our noses! We were lucky enough to kill one of the constructs, or we would have no idea how it all occurred.”

Melancho smashes a fist upon the table. You have never seen him so angry. “This cannot stand! We are free men! Ouro Preto did not lead us into the kaer to submit to a Horror. Oache, can the Departure be ready in two days?”

Oache Techiman grins. “Without a doubt, Heresiarch. The new ammunition is almost complete.”

Melancho nods and turns to Exploration Group 1. “As soon as Couyoumjian returns from scouting Uqbar City, we must be ready. The first night after he reports, we fly. We will get our people back. And, if Shaylar’s hunch is right, you three will have a special mission of your own.”

The meeting continues for a short while before everyone leaves to prepare for the raid on Uqbar City.

Session 8: The Camel Hunters

April 01, 2010 18:00

Oglat El Faci reaches the battle site where Turk died. He finds the bodies of the reptilian constructs and the charred corpse of Turk. He recognizes that the body was an ork, but not that it was Turk. Oglat continues east and soon joins Mishka and Shynya. The next day, someone approaches the character’s camp.

A shape moves out from behind some rocks a couple hundred yards to the west and slowly comes toward you. Once clear of the shadow cast by the stones, the sunlight illuminates a small humanoid, walking with its arms raised above its head. The hands are empty.

Your eyes soon pick out various features: a matted beard, a cloth wrapped about the head, trousers, a loose shirt. Even more interesting is the scabbard hanging from its waist. This is a man, not a construct, and obviously a dwarf.

The characters order him to halt and explain himself.

A deep voice growls low, as if the man tries to prevent his words from carrying. “I am Toujou. I lead the Camel Hunters. The servants of Ghadreel have taken some of my people. Help me rescue them, and we will teach you of the desert.”

Toujou’s comrade Zinder also joins them from his hiding place behind the rocks. Both succeed in performing Artisan Tests as proof they are not Horror touched.

Toujou explains that he leads a group of dwarves called the Camel Hunters. All of them escaped servitude from various camel riding nomad clans. The Horror Ghadreel has only established itself in Uqbar City within the last two years, and the nomads do not yet appreciated the danger. Up to now, the nomads have only fought minor skirmishes with the constructs.

The Camel Hunters live in the bank of the Akhicha River east of Ekamour Bridge. While scouting the foothills of the mountains, a party of Camel Hunters became separated by a rockfall. One group was comprised of Toujou and Zinder, the other included Inchiri, Jos, and Marzuq. Before they could reassemble, a force of Ghadreel’s constructs ambushed both groups. Although Toujou and Zinder won their battle, the others were captured and carried toward Uqbar City, where Toujou fears they will be turned into constructs.

Toujou was so battered that he had no choice but to rest after the battle. He also suspects that the constructs may have caused the rock fall.

Toujou and Zinder tracked the constructs through the place where Turk died. Toujou saw the aftermath of the fighting and grasped at a rash plan as his only hope. He needed allies to defeat the constructs, and so he found the Uqbarans. The characters immediately agree to aid Toujou.

Toujou and Zinder first lead the characters to the scene of Turk’s death. Here, Zinder picks up the construct trail and leads them out of the mountains and towards Uqbar City. He estimates that 10-15 constructs are only a few hours ahead. By pushing the pace, the group confronts the constructs well before Uqbar City.

A line of about 10 insect constructs walks west at a steady pace, led by two of the reptilian constructs. Three pairs of insect constructs carry prisoners that appear bound hand and foot. Each pair strides side-by-side, one gripping the shoulders of a prisoner while another holds the feet.

The pursuers immediately rush to attack and soon overwhelm the constructs. In particular, Oglat taunts the reptilian constructs, which seems to reduce the effectiveness of their spells. Zinder also shoots his crossbow with devastating effect. The prisoners are rescued and in good health. Here the characters learn that Inchiri is Toujou’s lover.

Now everyone returns to Kaer Uqbar. Toujou immediately meets with Melancho in the Barracks. The Swordmaster Ayinwafe ambushes Oglat and presses him hard, taunting him between sword strokes. Oglat acquits himself well and Ayinwafe announces to the assembled militia that Oglat has discharged his punishment for fleeing from the battle against the Horror.

Meanwhile, the offering of 20 Name-givers was not sent to Uqbar City, and the Horror has not retaliated…

Session 7: Uqbar Stands Defiant

March 25, 2010 18:00

Heresiarch Melancho forbids any exploration journeys during the next two weeks as Kaer Uqbar improves both offensive and defensive capabilities.

  • Tiska Imre researches the blue stone recovered from Eitel. He determines little besides a connection to a Horror. Because the blue stone has not overtly harmed anyone, Tiska is not sure whether it actually poses a threat. All he knows for sure is that killing the Horror would eliminate any possibility of danger.
  • The Heresiarch holds a meeting with both groups of explorers in the Barracks. Melancho emphasizes that regardless of what a Horror might desire, and how much power it might wield, the people of Uqbar cannot remain in the kaer as slaves. There must be further exploration, and then settlement. Everyone present strongly supports the Heresiarch.
  • Work begins on a stone airship hangar outside the kaer, and there is much rejoicing amongst the trolls of Clan Techiman. The building receives a retractable wooden roof scavenged from the boat in Lake Akhicha. The airship Departure is brought to the surface, assembled, and flown on limited patrols near the defenses.
  • Eitel informs Melacho that his master has requested the kaer send 20 people to Uqbar City within a week. Half must be male and half female, but the racial mixture does not matter. If Melancho refuses, Eitel darkly hints at some future retribution.

After two weeks, the exploration groups leave the kaer once more. Nestor Ibarra, Vivake Mandal, and Mercoya head west, while the characters journey east with the intention of passing south of Uqbar City and investigating the mountains. Tiska gives Turk the blue stone in case there are further opportunities to attempt the control of constructs.

A few hours east of Uqbar City, the characters camp. While Mishka is on watch, reptilian constructs launch a surprise attack. Turk tries to control them with the blue stone and fails. The characters are hard-pressed. Soon Turk’s boar companion Jesse falls unconscious. Then a brutal series of claw attacks kill Turk. Mishka and Shynya manage to slay the remaining constructs and revive Jesse, but have no way to bring back Turk.

Rather than allow Turk’s body to be recovered by the Horror, Mishka and Shynya burn it. They travel further east before setting up camp and contemplating the next move.