Grievous Grimoire

Imaginary Turtles

Finally, it is launched and as a project manager, it has been a huge learning curve on getting a group of volunteers on different sides of the Atlantic to work in a meaningful way. Grievous Grimoire is a large tome and was not the reason for the group forming, but when Zatnikotel had the idea, we could see the advantage in the developments to the Open00 ruleset. It has meant that Falling Summer, our originally intended first publication, has had to take a back burner, but it does mean that we can use the rules to support a wider range of characters.
Want an insider’s biased unboxing? Yes, it is great! What do you get for the price of a PDF?

Open00 core rules (Against the Darkmaster) are a great set of relatively simple d100 rules that deliberately mimic the old Middle Earth Roleplaying rules but have a few tweaks. So as a player you have only 6 class main options (vocations) and the scholar as a quasi playable one. With Grievous Grimoire you can spend background points to gain additional benefits and a tweak to vocational bonuses that give you 28 classes called Vocational Initiates. The intention with these has been to give players (and GMs) the chance to play class concepts akin to those found in Dungeons and Dragons and Rolemaster. Reading through these classes and their Milestones (something that is left rather vague or mechanical in the core rules) there are echoes of the path feats of D&D.

Content page to Grevious Grimoire

Each of the Vocational Initiates (VI) gains a unique skill or spell list that helps create a distinct specialisation to reflect early training. Overall, the bonuses and development points (DP) for VI don’t change from the core Vocation. However, the skills/spells can make VI feel a little more powerful in certain situations compared with the core version. However, you do need to remember that a Background Point was used to access this career path. There is also the fact that the aim is to give a special focus for a character to shine. A Swashbuckler is not the best fighter in all situations but if you want them to swing from a chandelier and engage in a little repartee while disarming an opponent then this is the VI for you.

Sample of Spell Lores in Grievous Grimoire

The Unique Spell Lores for VI provide a way of creating thematic effects for a High Fantasy game. A mistake a GM might make in adopting optional rules would be to allow all Spell Users access to the Spell Lores. This would result in a huge power creep in your game. The idea of having these limited to VI is the way DP buy restricts the rate at which a character can acquire a Spell Lore. A few of the VIs have been given the ability to resurrect characters. In MERP, the most you could manage was Lifekeeping III (something that Weaves eliminates in Open00) and then you had to transport your fallen companion to a powerful healer. I don’t think anything could be worse than reaching the closing points of your campaign at level 10 and losing your character just before the final battle. The resurrection spells are those sort of the last roll of the dice thing. You should be close to the Darkmaster’s lair and at a cost of some of your and your patient’s heroic status you return them to the fight. It has been made sacrificial for just that purpose and it is no more powerful than the Wizard’s Eldritch powers at that level because you wouldn’t want to do it more than once or twice. Spells themselves have been given weaves similar to the mechanic effects of other spells even if they don’t share the same thematic effects. In the Grievous Grimoire, a number of additional sections support the GM in applying the effects of some of the new Spell Lores e.g. Spirit Worlds and Animated Objects.

Specialty Skills are a way of showing a specific training focus in Grievous Grimoire

The other major addition to Open00 is the creation of Specialty skills (I’m afraid we had to adhere to American English Spelling rules having made the style choice many moons ago). There are 43 Specialty Skills to enhance the ones that already exist in the Core Open00 rules. This is not “skill bloat” but rather a way of refining an area that a character that might have some form of specific training. First, the rules are adjusted to define how many a Vocation can have at the start and how much the Specialty skill costs. The DP cost alone will prevent players from choosing a wide array of Specialty skills but the clever part is that it synergises the Core Skill in certain situations with a +1 for each rank. This gives a small competitive advantage in certain circumstances. It could leave players to think “Why bother?”, as spending the DP on the core skill would be more beneficial. However, there are also low-level passive advantages. On top of this, the Grievous Grimoire defines how a Drive Point can be used to create a heroic moment in the game that will bring character concepts to life. Of course, there is always the risk of failure and the consequences of failure result in some interesting complications.

Background Flaws provide a way of giving characters more Background Points. But should be used wisely by the GM to create characters with depth.

The final set of rules you could use in your Open00 game is Flaws to support character development. I am not sure I would use Flaws much for my characters as I often associate it with a minor adventuring inconvenience for some large bonuses collected elsewhere. However, having said that the Flaws presented in Grievous Grimoire are the flipside of existing Background Options. They return a background point for a tier that is the opposite of something existing. I like the balance of this and feel it at least offsets the way Open00 Background options work.

That is pretty much it for the walk-through of the book. There are, as I have mentioned, some supporting material for the rules introduced such as Animated Objects, Golems, Elementals, Spirit World, Doppleganger Forms, and Mana Crit tables providing examples and guidance but there is little need to describe these in detail. We were very aware as active GMs that quick reference is an important aspect of running games so everything has been recreated in a series of summary tables that can be either printed out to sit behind your GM screen or left on the table for the players to reference.

The Grievous Grimoire is definitely a high-quality product and you can get it from the storefront on we plan to release a Print on Demand product probably through DriveThruRPG when we have managed to remove any major errata in the next couple of months when of course you can update your PDF copy for free if you generously choose to support us. Remember we are all volunteers with demanding day jobs and none of us are going to be getting any royalties or being paid by the word. We just love roleplay games and writing but we do want to support artists who make their living through the images they sell.

Imaginary Turtles

You would think from the silence that nothing RPG has been happening in my life. The Mirkwood campaign went quiet as the summer holiday season kicked in and certain members of the group moved house. Even now we can’t seem to organise a day before Christmas to play. My work on the next part of the Cloak of Zahara has become bogged down in me doing a bit of world-building for the plot to work and my commitments to the Imaginary Turtles Collective, which I can finally start to mention.

It has been a bit of a slog and a lot of mission creep but we are in the final stages of publication. Check out the website for more information.

Taure Rana

A bit of a change in tone. I’m taking a break from running the game. Firstly, so I can avoid GM burnout. Second, so that I can work on the next section of the story arc, which was getting a bit last minute. Finally, it gives the other players who have all been GMs a chance to remember what its like on the other side of the screen. So within these posts I’m going to write a personal diary from my character in the game.

Meet Taure Rana (Bre: Wood Wanderer) a Silvan elf of Mirkwood. Dressed in typical elven traveller gear the youthful (for an elf) mopes around the fringes of civilisation like a hormonally challenged teenager; not here to do any work, but they are here to keep an eye on what is going on around the fringes of Mirkwood for their master.

Sanctuary – Jazirat Alburunz part 4

After the horrors of the mine, the party rest overnight and refreshed,but still with the taint of the touch of the undead, they set out through the jungle with the intention of investigating the central peak once again. The Jungle is thick and dark, but a pathway leads across the central ridge of the island.

After an hour of hardship, Denig spots a large creature that to Dwarf and Half-elf resembles a dragon of old. It sits in the sunlight dappled path. Heavy lidded eyes gazing at the interlopers with defiance. The party are stuck in a quandary. Aerandir and Dagaard fear the creature to be a baby dragon, but believe them to be much larger and to have passed into legend. Denig is torn between fear of an attack from a monster and a desire to protect the life of innocent animals. For sometime the adventurers debate whether to attack or avoid the great monster, which sits ahead of them, forked tongue flicking in and out.

Eventually, Fulton decides that he can charm the monster with song. Singing a gentle song he, with the party forming a defensive wall around him, approaches the dragon-like creature. The monster makes no aggressive moves and the party pass on into the jungle beyond.

They have travelled about another hour when, except from a last moment warning from Dagaard, a grey clad figure steps out of the jungle. She pulls down the hood of her cloak and greets the party with an Elven greeting in archaic Silvan. Seeing that only Aerandir comprehends, she switches to the more widely used language of the region. The grey-eyed Avari explains that her name is Astamo and that she is the Dayr of the Maladh Alsalam (Sanctuary of Peace) on this island. First greeting, Alqatris and then the others. She bids the wanderers to return with her to the Maladh to share a meal and rest the night.

Red Gem by Yang Liu

Through the evening the adventurers ask other questions about the island and it’s inhabitants. Discovering the reasons for many of the encounters they have had on the island. They learn that the children are Maghnia and servants of Latif who have lost their purpose beyond remembering that they sing songs of forgetting. One of the purposes of Astamo’s order is to bring healing and respite, but on the island they are also guardians of the Lost Children.

The companions also discover that there is a curse on the treasure on the island and that this may have something to do with the mine and the ghosts that they explored the day before. Soon though the party retire one by one and awake refreshed. A day is spent in recuperation. Denig wanders the olive grove behind the Dayr and Aerandir rests in shade of the olive tree. On the following day, Fulton and Dagaard wish to return to the ship and continue the quest but Aerandir is reluctant to leave the restful sanctuary. Denig through his own sense of obligation feels unwilling to leave without Aerandir. So after, one unusually poor attempt to convince Aerandir of his duty to the ship. Fulton, Dagaard and Alquatris return to Ulmo’s Beard.

The next couple of days are spent by the remaining pair at the Maladh. Astamo suggests that their quest may fail if they do not rejoin their ship but also offers them sanctuary for as long as they need. Aerandir shows every sign of wishing to remain but for Denig the thought of the ship sailing without him is too much. Even now he worries that Alquazam will have left, so it is with regret that he prepares to leave and join the ship without Aerandir. Perhaps it was this spur that Aerandir needed all along to leave as he immediately gathers his few belongings and joins Denig.

The pair return to port and find the treasure scattered around the square but no sign of the crew. Fearing the worst, they hurry to the shore. They are relieved to see that the bay is not empty and riding at anchor is the Ulmo’s Beard. One problems remains. How to get our to the ship? They resolve this by calling on Cloch and the Valar for some divine solution and are able to walk across the intervening water to the ship.

Birdman – Jazirat Alburunz part 3

The journey south through the thick jungle to the lighthouse is punctuated only by the odd sighting of wild life. Aerandir and Denig are too slow with their bows when a small deer is fleetingly sighted. However, later in the day, Aerandir is more successful with a shot at a peccary disturbed by their passage. The small pig felled by the arrow is soon dispatched by Alquatris with his improvised spear and the group pause to butcher the animal before moving on.

Eventually, the party emerge from the jungle onto the coastal plain. The lighthouse in sight, Alquatris bids the party farewell; fearing his presence may aggravate Nasik. But he bids them join him at his camp around the bay, with a warning to not to tarry too long for night falls quickly on the island.

The four adventurers approach the lighthouse but find no-one at home and so settle down to wait for the return of Nasik. It is not long before the occupant returns. Distracted, he barely notices the unusual group before he reaches the main door where they wait. His wild hair floats like a halo around his wrinkled features and he is soon engaged in a prattling discourse on the bird life of the island. Throughout the almost ceaseless monologue Fulton and the others try to discover what he knows about the light at the centre of the island, which seems to be very little. During his monologue he tells the party that there are warnings not to take its treasures, by which he seems to think the birds.

Remembering Alquatris’s warning the party set off with plenty of time around the bay and arrive at the sailors camp round the bay. A small stream runs onto a beach where a makeshift hut stands near to a campfire. Soon they are feasting on the roasted pig meat and discussing plans for the next day. The central peak is still of interest but the explorers feel that a smaller western peak might provide a vantage point that will help with their exploration.

The next day, the party with Alquatris in tow, he is desperate to leave the island and would rather travel with them than miss his ticket off the island. They follow the small stream towards the western peak. At the foot of the peak they discover an abandoned mine. which peeks Dagaard’s curiosity. However, the entrance of the mine makes the party feel uncomfortable, especially Fulton. Seeking divine wisdom, Denig casts around the entrance for any sign of evil, but finds none. Assured, they turn their attention to the western peak. Unlike the main peak that rises slowly to a final steep climb, the western peak rises sharply out of the surrounding jungle. A few hardy trees and plants cling stubbornly to the barren rock face. Lacking an easy way to gain a view of the main peak, Fulton climbs a nearby tree and is rewarded with a better view of the land. They decide to hike across the saddle of the island, through the jungle to the main peak and expend their climbing efforts there.

The day though is passing and the thought of camping in the jungle when there is the potential of a shelter in the entrance to the mine is too much of a draw. Besides, Dagaard is still keen to explore into the depths of the mine to see what treasure lie within. The rest of the party agree, if only to make sure there is nothing that will attack them in the night.

The gloom of the upper workings of the mine are quickly explored. Dagaard is unable to see what it was that was once mined here but a ladder to a lower level suggests that perhaps the upper level was worked out. Although the ladder looks sturdy, Denig is dubious about it holding his weight. So it is that Dagaard makes the first foray down and discovering a network of tunnels below is joined quickly by Aerandir and Fulton.

The light from Dagaard’s miners helmet and Aerandir’s lantern flickers of rough hewn walls as the trio begins to explore one of the side tunnels. Echoes of their movements and whispers bounce back eerily from the darkness. Perhaps it is a sixth sense or a movement in the air that alerts Aerandir’s Elven senses but he turns in time to raise his scimitar and step to one side in an act of self preservation from an onrushing ethereal miner. In doing so he exposes Fulton to the onrushing phantom who is fortunate to be able to raise his cutlass at the cry of the half-elf. The ghost passes through both Fulton and Dagaard, whose weapons pass through with no effect, physically knocking them backwards as it passes through them howling about its treasure.

Within moments, a second phantom miner approaches from behind Aerandir, who again is fortunate to be aware of its approach. He again leaps into the junction of the passage in an attempt to avoid its touch but is not so fortunate as it passes through him and in the act knocks his shield from his arm. In the ensuing mayhem of ghostly miners and recovering the lost shield the trio make their escape towards the ladder. Their progress is not without peril as ghosts appear down corridors blocking their exit. Bravely, they rush through the ghosts shrugging off the discomfort of every encounter. Unfortunately, as he approaches the ladder, Fulton’s shield is knocked from his arm but he chooses to race to safety rather than recover it.

Soon, the party has regathered on the upper workings deeply regretting their encounter with the spirits of the dead miners. All three feel a depletion of vitality by the presence of the ghosts, a feeling not relieved by the prayers of Denig. Dagaard, mildly protests that they should try again, for the ghosts had spoken of treasure, but even his desire for wealth has been muted and he accepts Denig’s assertion that only magical elven weapons will aid them in dispatching these spirits to Arawn’s halls. Morosely, the party withdraw to the jungle outside the mines to set up camp away from the mine.

Seven sleeps – Jazirat Alburunz part 2

Meanwhile, Fulton watches his companions from a nearby hill, below him Dagaard kicks stones and waits. Seeing his companions enter the village, Fulton watches as they cautiously explore. He notes the occasional child flitting between buildings but the Half-elf and the Dunlending appear to be in no danger. He is never concerned when they pass briefly out of sight into or behind buildings, as they always reappear soon after; until they don’t.

Seconds stretch to minutes and these expand pause so worrying that he feels that they need to investigate. Calling to Dagaard the pair make their way down to the village edge doing their best to approach unobserved. Around them they hear the occasional snatch of childhood songs and the laughter of children. It soon becomes clear that their presence is known when Dagaard looks over to see a sweet-faced child peeking through a gap in the door way of one of the huts. She beckons them over and fearing some hideous monster to be revealed they make their way towards the hut. Inside another child, a boy, is playing with some stones in the dirt of the hovel.

“Come play with us,” they sing and beckon the two adventurers to follow them to the centre of the village where a lopsided pole stands. Fulton and Dagaard, wary of the centre of the village, move away towards the edge of the village looking for their friends. Very quickly, they are surrounded by a group of singing and dancing children and fall into golden slumber.

The adventurers awake cold, slightly damp where they fell asleep. It is dark and their memories of the recent past are hazy and difficult to recollect. All feel refreshed and freed of some of the concern and travails of the past. They are also very hungry suggesting it has been sometime since their last meal.

Golden Slumbers – Original by Dana McMunn: “Sleep, pretty darling, do not cry, and I will sing a lullaby.”

Soon reunited and feeling hungry the foursome debate satisfying the hunger they all feel. Perhaps it is the feeling of release from their troubles or that the children have not attacked them but they decide to build a fire on the beach and have a breakfast cook out. Their enjoyment soon attracts the children and when the adventurers next awake the sun is shining in a blue afternoon sky and they are hungry again.

Even though they have forgotten more cares and worries the companions have enough sense of self-preservation to remove themselves from the village before preparing food and discussing recent events. Dagaard offers to deal with the issue by using his war hammer but the others get the sense that these are not merely children and are something more than a weapon could defeat. So they turn their thoughts back to exploring the rest of the island for signs of life, although starting this will have to wait as night is drawing in.

The night passes without an incident apart from Dagaard reporting hearing a ghostly wolf howl during his watch. The explorers decide to attempt to scale the mountain at the centre of the island, reasoning that if they can make it above the tree line of the jungle they will be able to see any habitation and begin to make their way there. As they approach the edge of the jungle that covers the foot hills. The companions notice a flash from the top of the mountain. It does not repeat but they wonder at its significance.

The journey through the jungle is difficult. The vegetation is thick and finding a path is difficult. What is more, the party seem are inconvenienced by local poisonous wildlife. Denig is bitten by a spider whose venom cause him some discomfort for a few hours and Aerandir disturbs a viper which he beheads after being bitten on the leg.

Gaining the flanks of the mountain the wind mysteriously drops and the air stills. The heat of the sun seems to be intensified. The elevation gives the party a better a view of the island to the south. A river flows from a source somewhere in the jungle below and meets the coast as a marshy delta. They begin to trek round the flanks of the mountain looking for a way up as they feel the light they have seen at the top may be a significant part of the island’s protection.

The still air is unnerving and the heat is close as they pick their way through the rocky terrain. Sometime after midday they are alerted to shouts and hollers coming from the jungle below. Looking down they spy a dark-skinned man; wild, wiry hair held in check by a bandana; dressed in ragged trousers and wielding a crude spear making his way towards them.

His name is Alqatris Abayad, a ship-wrecked sailor, who, unsurprising, is very pleased to meet someone new on the island. He has been marooned many months and is naturally keen to take passage off the island. He tells the companions that when he arrived on the island he was cared for by the Dayr Astámo, an elf who tends the Maladh Alsalam in the north east of the island. He claims that he cannot remember the exact location but he assures the explorers that should they go that way Astámo will find them. He on the other hand has preferred to remain on the south side of the island near the shore where he could watch for ships. Here the only other humanoid he meets is an ornithologist called Nasik who he really doesn’t understand and who prefers to avoid.

He agrees to guide the party to the lighthouse where Nasik lives on the south coast. Travelling through the jungle below the mountain Aerandir angers a solenodon that scratches him badly and spits venomous saliva before Denig prays for the rat-sized beast to be calmed and it scuttles off into the undergrowth. Although, he is unaffected by the poison of the saliva, the wounds he received are severe enough to need the aid of Denig and his god.

Jazirat Alburunz – Landfall

The breeze is light and the sun sparkles off the water like gold. The Ulmo’s Beard sits low in the water such is the bounty of her provisions and the crew line the deck dressed in new uniforms of blue and gold. At the edge of the quayside, the finest baldachin covers the Amyr and his closest advisors. Aerandir has bid farewell to Vanwa earlier in the day having assured himself that she is happy to remain on the island.

“My Friend and Companion at arms, it is with great regret that I bid you farewell,” announces his eminence Amyr Fatih Albahr across the deck to where Qubtan Alquazam stands. “It is a perilous quest that you embark upon and there is no guarantee that you will be successful. Remember, that it was your actions that brought this doom upon you; that you travel the seas until you return with the cloak of Zahara.”

Ulmo’s Beard slips its moorings and sets sail upon the ocean. The ship and crew travel southwards towards distant shores at Alquazam’s orders. As they do not know the location of the the kingdom with the cloak, he has reasoned that they should first seek rumour of its location. As he explains to Denig on deck one day, it is unlikely that rumours of an island hidden or under special protection will have gone unnoticed by Sea Farers.

After several weeks of sailing from the Southernmost tip of the Mustiq Eali island chain. An island is sighted on the horizon: a welcome distraction from the monotony of days at sea. Is it luck or fate that there appears to be a town on the northern shore? Either way, Alquazam is all for a shore party to talk with the islanders and Captain Reiss wishes to replenish the ship’s water stores and food. 

A few hours later, Ulmo’s Beard anchors in the bay of the port. From the port itself there is no sign of life. It has been clear as the ship closed in on landfall that something was amiss; the lack of smoke and sound carrying across the waves. This close it is clear from the lack of activity on the shore and the boats that would be expected to be harvesting the bounty of the sea. Only the lonely cries of the seabirds and surf on the shore can be heard.

The heroes, led by Alquazam, with Chad and Beowulf to man the skiff, form a landing party to investigate the port. Ashore it becomes very clear that the port has been deserted for some time. Dust and dirt have invaded houses and plant life has begun to reclaim the port. The nearby windmill continues to operate, millstones turn without grain to mill. The shore party head to the centre of the port and what looks to be some sort of town hall.

By the small river that runs through the centre of the port, stands a long low building that the heroes think may be a town meeting hall. In front of the steps that lead up to the double doors, stands a bronze statue of a fisherman with a trident and net. Nothing seems amiss in the large dirt square before the hall so the companions cautiously enter the hall.

With some effort, Denig and Fulton swing the doors open to reveal the dark interior of the hall. Light filters down from windows set under the eaves of the roof onto a glittering horde of gold, opal and jewels. The eyes of the party glimmer in interest until Denig advises caution and spends a quarter of an hour investigating the approaches for any sign of a trap. Satisfied, he allows the rest of the party to approach the hoard. Seeing the wealth left unguarded forces them to consider why it has been left untended for so long. Alquazam is most pleased and says that this is a bounty from Wahid Eali. Some of this treasure can be taken with them on the voyage and will pay for supplies and repairs. The rest can be recovered on the return voyage when they return in victory for it will avail them not if they keep it with them at the bottom of the sea. However, Denig and Fulton feel that a little personal wealth is due to them and pocket a small number of gold coins.

Having investigated the treasure trove to their satisfaction, Alquazam gives orders to his fellow lesser nobles. The island is certainly curious and it will help with understanding why the treasure has been left to scout the island for any more information. This is a task for those with experience of adversity. So it is to Aerandir, Denig, Dagaard, and Fulton that he assigns this task. He will return to the waiting skiff where Chad and Beowulf wait and organise the resupply of the Ulmo’s Beard.

Having decided on a course of action the party leave the hall and prepare to leave to scout the island. Alerted by the groaning sound of the bronze statue moving the party quickly come to arms. Aerandir, who is closest, leaps away; drawing bow and seeking to cover his fellow adventurers. Perhaps, thinking that their small petty larceny is the cause of the sudden animation of the statue, both Denig and Fulton run back to the hall to divest themselves of their misappropriated coins. Meanwhile, Alquazam leaps straight into the fray calling on the others to support him in the attack. Only Dagaard follows the call to battle, leaping in with his normal fearlessness.

The battle does not start well, Dagaard is imperiously brushed aside by a blow from the bronze statues trident. Aerandir continues to cover the melee but does not fire. Racing quickly back to the fray Denig leaves the hall and moves to take up a secondary position to support Aerandir in firing on the statue. Ignoring the blows of Alquazam the statue swings towards Denig. Meanwhile, Fulton remains safely in the hall awaiting a chance to escape.

Wondering if the it was his misdeeds that have brought the statue to life Denig flees from the square and the guardian follows with huge implacable strides. Behind them follow Alquazam and Aerandir, neither able to mount an attack against the rapidly moving target. Dagaard remains stunned on the ground, while Fulton hides until the Bronze statue has left the square in front of the hall.

Noticing that the Bronze giant is continuing to follow him and feeling that he cannot out run the fisherman forever buys himself extra time by calling on the power of the bat-winged brooch to haste him. This he uses to pray for aid from Cloch in defeating the animated statue. As the bronze fisherman crosses the river by the bridge an 8ft pit opens in front of it. The lumbering monster manages to avoid the hazard moving to one side to attack the stone man. Desperately, Denig parries the trident thrust at him while Aerandir and Alquazam race to catch up. At that moment Dagaard finally recovers and his able to groggily follow; calling Fulton to aid in the battle. Feeling, he is not the target of attack Fulton decides now is the time to join the battle when there is a chance of attacking a foe from behind.

The battle continues with Denig desperately defending himself against the fisherman. Aerandir risks a couple of shots that do little damage to the bronze behemoth; at the same time, Alquazam hews at the frame attempting to disable the sentinel. Soon he is joined by Fulton and eventually Dagaard, now fully recovered, joins the fray. The combined blows of the three begin to tell on the structure of the statue, Alquazam’s blows being most telling. But, Denig defences are brought low when the statue slings its net and grapples the Dunlending. Trapped, his shield side is exposed and he is badly wounded by the following trident thrust. Fortunately, it is at this point in time that the blows of his companions finally tell and ichor gushing from a final wound the bronze fisherman is finally stilled.

Having healed his wounds and the party having readied themselves for exploration they set out to scout the island. Choosing to travel west from the port, the soon come in sight of a small fishing village. Like the port, the village appears abandoned, but the group decide to scout round the hills. Grudgingly, Dagaard follows the party until they decide that he should remain behind the hills while they observe from a distance. Up on the ridge, they hear the sound of children singing and occasionally glimpse childlike forms dancing through the abandoned buildings. Deciding to investigate a bit closer, Denig and Aerandir move cautiously down into the village while Fulton watches from above.

Approaching the village, Aerandir and Denig are again met with laughing song of children. In and out of the abandoned village children flit alway beckoning them on. Until, finally, a group appear and dance and sing around the pair and that is the last thing they know of the world.

The Doom of Alquazam

The meeting at the gate

After days of feast held in their honour, it is time for the heroes to turn their attention to other mundane matters. Aerandir, with the honour of an elf wishes to return to the his duties; Denig and Dagaard are keen to set sail for Caras Celairnen somewhere to the North; and Fulton is slightly less keen, given the praise and adulation he receives. Nonetheless, it is a lightly armed party that sets off for the dock and Ulmo’s Beard. The usual mercantile bustle fills the streets of Mustiq Eali. Despite the party’s general alertness, Aerandir feels a sudden tug at his elbow. A shabbily dressed vagrant with an eye patch implores him “Here,! Here! Master there are many attractions in the bayt daeara of Zahrat Allayl! Come, come I show you. If you enter with me, there is a BIG discount!”

Arabic Market in Kaloun by Alberto Rossi.

With his keen elven senses, Aerandir sees through the disguise the 7′ Qubtan Alquazam has adopted, even with the added stoop.“A word my friend,” he croaks harshly into your ear, steering Aerandir towards a side alley.

Using the natural advantage of Westron in a foreign land, Aerandir quietly tells his fellow adventurers to follow and seeing through the disguise they do so willingly. Alquazam leads the party through a myriad of side streets until he is sure that they have not been followed. Whereupon he tells the heroes of his woes. He has returned as advised but discovered that his wife was still alive, but was receiving suitors in marriage. He is torn. Does he announce himself and discover his wife no longer loves him? In which case he puts her in an awkward position. Is she marrying to protect herself and the son he has not yet seen? This would mean that the suitors are after his estate and would soon see him dead rather than risk his presence derailing their chances. He implores the new nobles to seek news of his wife’s feelings towards him so that he can make a decision.

Naturally, Fulton is pulled by the tale of sundered love and Aerandir by a sense of duty. However, Denig and Dagaard feel that none of this is their problem and that they know nothing of the politics of court. Alquazam appeals to their honour, the shared bond of fighting against the Zilal Ramiditan and the fact that it was his presence that turned the tide in the battle of the night of long knives. They eventually agree, for passing a message is low risk and they could try Vanwa to see if she could find out woman to woman. They talk to Captain Reiss and find the ship could sail he has a potential destination for some cargo. But really the ship needs dry dock and a refit to be fully sea worthy. In her current state she is only good for short runs and pray that there are no storms.

Back at the palace, Aerandir enlists the help of Vanwa, who by some method unknown communicates with Saydia Wafairu (the wife of Alquazam and informs the half-elf that the Sayida is indeed still devoted to her lost husband. Armed with this information the companions make another trip into the port and meet with Alquazam in a quiet alleyway. The Qubtan is relieved to hear the news and presses the heroes to aid him in meeting his wife. There is much debate over the best method to get the seven-foot sailor into the palace unnoticed. Eventually, they decide to hide Alquazam on Ulmo’s Beard while they scout out guard patterns. The plan to smuggle him into the palace one evening as a fellow crew member acting as a servant. Then, knowing the pattern of patrols and using the power of the brooch recovered from Jundiin, which they have observed creates a shadow around the wearer, Alquazam will make his way to meet his wife in one of the many gardens.

It is perhaps a surprise to all involved that the plan is successful. By showing a complete lack of interest in the events and politics at court they manage to avoid rousing the suspicions of the suitors and anyone of note a court. Soon, Alquazam has had a chance to be reconciled with his wife and son; in the process hatching a plan to reveal himself to the Amyr whilst neutralising the risk to his son from the suitors.

Again the Qubtan requests the heroes help. The plan is for Wayfuiru to set a contest for the suitors so that she can choose who to marry. To wed the widow of Alquazam the suitor will need to shoot an arrow through the eye of the swinging axe head that belonged to her husband. The companions need only ensure that Alquazam can get through the cordon of guards to take up the challenge when the suitors have failed.

Following Wafuiru’s declaration that her future husband must measure up to the skill of her late husband in archery, the whole of Mutiq Eali is abuzz with excitement. The day of the contest is a festive affair. Market districts are awash with commemorative memorabilia and food sellers take advantage of the crowds that have come in from the surrounding districts. Crowds push and swirl in constant eddies making progress through the port unpredictable. The heroes struggle to deliver Alquazam to a place where he can enter the arena.

In the plaza in front of the Sultat Almina (Port Authority), an area has been cleared. A pedestal with a short bow and arrows stand fifty paces from the frame where Alquazam’s Axe swings freely. Under the shade of the colonnade, the Amyr and his closest courtiers sit alongside Sayida Wafuiru.

The hot midday sun beats down on the sandy plaza with the ferocity of a hammer on an anvil, conjuring up memories of the earlier encounter beneath the volcano. The noise of the crowd rolls round the strip of plaza cleared for the contest by a wall of soldiers. A herald reads out the challenge for all to hear. There are murmurs from someone nearby that Sayida Wayfuiru has gambled well by setting this challenge but you can’t locate the speaker. The crowd are jostling to get the best position to see as the first suitor, Akhbithkhôr, steps forward and begins to test the bow. Turn by turn the suitors shoot and fail to thread their arrow through the “eye” of the battle axe. Then, Alquazam steps into the arena begging the pardon of the Saydia, he mocks her suitors for their lack of skill. Taking the bow he shoot swiftly; the arrow arcing smoothly through the eye of the swinging axe.

Concept art of the Palace and harbor in Agrabah for Disney’s live-action ALADDIN.

There are gasps from all as Alquazam throws aside his disguise. He walks to the axe and removing it begins to dispatch the suitors one by one. Guards press forward to prevent further blood-shed and protect the Amyr from harm. In horror our heroes step back into the general crowd to avoid being noticed. The silence that follows is palpable. Alquazam, breathes heavily as he eyes the nervous guards surrounding him. The heavy axe in his grip drips with the blood of the suitors who lie scattered on the sandy floor before the steps. 

A simple command issues from the shade at the top of the steps, “Hold!” Out of the shade steps the Amyr, resplendent as ever, his face as fierce as a hawk he surveys the carnage on the ground at the foot of the steps. With a look of regret in his dark eyes he turns towards the Qubtan. “Why, my friend, why?” 

The Amyr pronounces that Alquazim must may the blood debt to the suitors families but has also drawn weapons in the presence of his Prince. The former he could possibly have pardoned for a loyal and valued friend, but the latter carries the penalty of death. With understanding of the travails of the famous sea-captain, the Amyr instead sets him a task. The legendary cloak of Zahra was worn by the beautiful Zahra when she rescued her love Bialkhati Bayd Wahida (Bold the One-Handed). It is said that the cloak grants protection to the kingdom that possesses it. It is said to be held in a kingdom far to the south, Alquazam must seek it out and return with it in penance for his actions this day. But the Qubtan has need of a ship and brave adventurers to embark on this journey with him. Thus, the Amyr calls upon the Heroes of Mustawade to fulfil their noble duty and provide the ship.

In return for providing the ship Alquazam offers to enable the repairs to the ship, a gift that captain Reiss grudgingly accepts given that it is his ship that the adventurers have just offered for a voyage into the unknown.

Tashkil nar (The forge of fire)

Emerging from the portal, Dagaard finds himself on an island of basalt in the middle of a lake of lava. A stepped structure stands before him atop of which he notices the figure of Jundiin bent over an anvil. The sound of clashing swords brings his attention closer to home. On the stairs in the gloom he can just make out the form of Al’Ahmaq battling one of his Zilal Brethren on the stairs. They are equally matched and the stairs prevent the dwarf from aiding the rogue Zilal. He chooses to wait for others to come through the portal and allow Al’Ahmaq to continue the battle alone.

He regrets his decision. Un-noticed, another of the Zilal approaches unseen in the shadows his blow to the dwarf’s shield shatters the elbow joint. Surprised and stunned the immediate future does not seem long for the dwarven warrior. The red stones in the archway glow again. In the nick of time, Aerandir steps through and launches a surprise attack on the Zilal closing to finish the dwarf. Reprieved, Dagaard recovers while Aerandir and the Zilal exchange blows. On the steps, the evenly matched battle continues.

Ready to join the fray again, Dagaard stumbles leaving Aerandir to continue to battle on alone. The half-elf’s defences are not strong enough to hold back the flurry of blows of his opponent and he receives a blow to the side before Dagaard has recovered enough to aid his companion. Unfortunately, he loses his grip on his weapon and juggles it vainly trying to retrieve a firm grip. Fortunately, help arrives in the form of Fulton who steps from the portal and rushes to engage the enemy. Fulton pays the price for distracting the Zilal as a swift sword thrust cuts through the sailor’s defensive stance and slashes the muscles of his lower leg: leaving him on one good leg.

The Volcanic Forge – Two Minute Tabletop

Knowing that he now longer can be an effective combatant, Fulton limps from the battle as Aerandir and Dagaard rejoin the fight. At that moment, Jundiin strikes from the shadows as Aerandir, who is fortunate to only be lightly wounded. Jundiin appears to be wreathed in shadow making it difficult for Aerandir to find his mark. Fortunately, Denig appears through the portal and quickly joins Aerandir in engaging the leader of the Zilal Ramadiatan. More good fortune follows as Al’Ahmaq dispatches his opponent and is able to engage his former master.

With Dagaard able to press matters, having dispatched the last of the Zilal masters, the battle with the shadow shrouded Jundiin looks like it is in hand, so Denig withdraws to attend to Fulton. The opening created allows Jundiin to strike out and sever Al’Ahmaq’s hand from his wrist. Suddenly, events have turned for the worse again. Jundiin takes the opportunity to reposition his two remaining opponents face on and places himself between them and the portal. With a yell, Dagaard leaps to engage and promptly chokes on his tongue leaving Aerandir to fight on alone against the full force of Jundiin’s battle prowess.

Meanwhile, Denig abandons his assessment of Fulton to leap to Al’Ahmaq’s aid, reasoning that the party need their best fighter back in the battle. However, he is unwilling to succumb to the full horror of the Zilal’s wounds and prays only that the hand be joined and not bleed. With a quick word to an uncomprehending Al’Ahmaq he charges into the fray. Blows are exchanged and wounds are taken by both sides until, with a flash of brilliant skill, Aerandir opens up Jundiin’s defences and cleaves clean through the leg. Jundiin drops as the heroes breathe a sigh of relief that battle has finally gone their way.

The first thought of Denig is to loot the body of the Jundiin while his companions recover after their exertions. He finds an amulet that enhances his connection to Cloch and on the cloak worn by Jundiin half of a cloak clasp shaped in the wing of a bat or dragon. He determines that the the brooch has many spells woven into it but the only he is clear on is that it will haste the wearer for a limited period of time. As he discovers this there is a groan and a thud as Al’Ahmaq falls to the floor.

Denig races to his patient’s side and realises that the joining he has sought whilst effective was not complete enough and the damage has caused the wound to bleed internally. The lack of bone or muscle to support the hand and Al’Ahmaq’s inability to understand the instruction have ruined the effect of Denig’s prayerful requests. Forced to petition Cloch again, Denig is aware that he has finally tested his totem spirits patience too far and heals bone and blood vessels before strapping the wrist and hand and leaving his patient unconscious on the floor for safety.

The sudden collapse of Al’Ahmaq causes the party to stop and think about their situation and the threats they face. They are concerned that the portal may collapse and they will be unable to escape, but they are unwilling to pass through with the current number of wounds taken by the part. In addition, they are not sure if they could get the unconscious Al’Ahmaq through the gateway. The again what if the remaining Zilal find the dead masters and come through. The sheer weight of possibilities almost paralyses the heroes from logical action.

Finally, they begin to organise themselves. First, checking the bodies for significant loot, Aerandir takes Jundiin’s scimitars as a trophy. Then, the heroes turn their attention to the shards of Shawat which they find laid out on an anvil at the top of the platform built on the basalt island. The black metal shards appear to have sigils that appear on the surface and then disappear. Again the merits of how to treat the shards rage, but Denig is only interested in their potential to aid him and seeks to discover the abilities contained within. As he examines the shards he feels a promise of great power within but he devotion to Cloch causes him to pause and the inherent evilness of the items are revealed to him. He recoils and insists on the party throwing the shards into the lava nearby. There is still some worry about the chances of this causing the volcano to erupt and the speed at which they might escape. In the end, Dagaard takes responsibility and after a couple of shards have caused the lava to erupt decides to stop.

Eventually, they decide to rest and wait for Al’Amhaq to regain consciousness and ask him what he thinks will await on the other side of the portal. When he does come round his assurances convince them that it will be safe as Al’Amhaq is now the de facto elder of the Zilal Ramadiatan. With Jundiin’s influence removed, he plans to lead his men to Mustiq Eali to swear fealty to the Amyr. With these assurances the heroes return to the training complex and rest and recover.

The return of the Avenger of Tubki and his companions at the head of the Zilal Ramadiatan is greeted with great praise and delight by the Amyr. The Zilal are accepted into the forces of the Amyr and the heroes are feted with many feasts. In addition, the Amyr personally rewards them with the rank, armour and clothing fitting of a minor captain of the fleet.

Rewards and Reputation

The heroes are now ennobled with the title of Qubatan’aqala with the rights and responsibilities of that rank. The party have gained a reputation of being great heroes on the island and are instantly known across the island, especially if Denig or Dagaard are present. Their level of fame is now such that many on the island chain will have heard of the Avenger of Tubuki, Heroes of Mustawdae or The Defenders of the Children of Khalij Aldhahab.

+10OB Scimitars recovered from Jundiin
An amulet (x2 PP)
Half cloak clasp shaped in a wing (Haste III)
Items conferred with the rank of Qubatan’aqala
+5OB Scimitar
+5 DB normal shield
+5 DB rigid leather coat
+5 Perception normal metal helm (no perception penalty)
A set of clothes suitable for rank.

Wadi Aldabab Alkhafii

The heroes travel for several days through the jungle. Guided by Al’Ahmaq the journey is easier but not without its own hardships. Finally, they reach a region where mists seem to writhe though the trees and undergrowth making it difficult to see more than 300′ with any reliability. Clearly, they have arrived at the Wadi Aldabab Alkhafii (Valley of Mists). Breaking out of the jungle they are stopped by a large lake in which stands an island marked by a large cone shaped mountain. Having repeated his instructions for the plan and wished them good fortune Al’Ahmaq disappears into the misty surroundings.

A silence follows Al’Ahmaq’s departure, as the adventurers consider the mile of green steaming water between them and the small islet known as the Phantom Ship. Dagaard declares that there is no way that he will swim and that someone had better have a reasonable boat. Other’s consider consider seeking divine aid. Whereas, Fulton is confident that he could swim the distance but thinks that first they should see if they could build a raft. A plan that Dagaard feels is acceptable but Aerandir and Denig continue to think about seeking help from their respective deities.

Finally, Fulton’s idea takes hold and the party set about foraging for the wood that they need to build a raft to transport them. Perhaps it is the earlier religious devotions or perhaps the bounty of the jungle but there is soon enough suitable logs gathered. Under Aerandir’s watchful eye, the party set about lashing the logs together and creating crude paddles. There is little to do after that but wait for darkness to fall.

There is enough starlight making its way through the persistent mist for Aerandir to confidently guide the raft with the aid of Fulton. Which is just as well as Denig has to sit at the centre of the raft to avoid overtipping and Dagaard refuses to sit anywhere that would risk an accidental swim. Slowly the sailors paddle the raft, until the dark bulk of the Phantom Ship looms out of the ragged strands of mist.

The Avenger of Tubki and his companions are soon on the islet with the raft pulled up for safety. Within a few minutes the exit of the tunnel is located; a small cave covered with loose rock piled to hide it from a casual glance. Upon entering the cave the party are inconvenienced by a swarm of shrew (Zabbat Almawt). Soon beaten off, the shrews flee and only a few minor bites require Denig’s attention.

Healed up and with Dagaard at the vanguard to defend against unexpected attack by virtue of his better eyesight in the dark, the party descend into the dark tunnel. Soon the walls of the tunnel become smooth like glass and the overwhelming stench of sulphur dulls the heroes senses. The darkness seems to stretch for eternity, but apart from a few small fissures the way is clear and eventually the breath of sweet air begins to fill their lungs.

Knowing he has not the skill to scout ahead, Dagaard beckons Aerandir to check the area around the exit. Peeking out, Aerandir finds that the tunnel exits behind an animal barn. He is also acutely aware of a palisade down at the lake edge. Guard towers overlook the water beyond and also into the interior of the island. Deeming it safe to move from the entrance, Aerandir moves from the exit, using the cover of the barn to view the lay of the land beyond. He finds a scattering of dwellings beyond, along with expected barns and sheds. The small hamlet of buildings sits on the ground before the central cone of the mountain that dominates the island. Beyond it he can see a large domed building with a few lights further up the mountain. The training complex that Al’Ahmaq described. The approach is a clear path that runs from the hamlet and makes its way up the contours, until finally zigzagging up to the main entrance. With a quick prayer for guidance to Manwe, his senses widen and he is reassured that the nearby area is quiet.

Village at night
by UnidColor

Aerandir returns to the party and relays the information he has found. The party discuss the best way to approach the training complex about a third of the way up the mountain. Deciding that they need to avoid the path they plan to use the hamlet buildings as cover and then cut up the side of the mountain to come down the complex from the shadow of the mountain peak.

Stealthily, the heroes make their way from the tunnel and across the shoulder of the mountain. The journey is tense as the loose ground constantly forces them to pause and check for detection. Eventually, they are standing at the bottom of the tower where a rope dangles invitingly.

Swiftly, Aerandir scales the wall and drops into the room at the top of the rope. He finds only Al’Ahmaq alone in a simply furnished room. A quick call and the rest of the party begin the ascent. The rope creaks alarmingly as Denig climbs, his heavy mass straining the rope. Nearing the top, the rope gives up its fight with the weight straining on it and snaps. Denig grasps at the window ledge but misses and plummets to the ground below. His stone skin and the low height of the fall mean that the damage is low and easily healed with a dose of herb.

Having climbed using ropes supplied by the rest of the party, Denig is soon in the room and Al’Ahmaq reveals that Jundiin plans the forging now. Following the Zilal master through the darkened corridors the party race to the arena level where in a side room they encounter Jundiin and five Zilal masters. Behind Jundiin, an arch contains a red glowing portal, through which the leader of the Zilal leaves with the brooch and knife shards. The portal winks out. The remaining Zilal attack to protect their master.

The battle doesn’t start well. Denig prays for a personal blessing causing Fulton to hesitate as the rest of the party rush to engage the dual scimitar- wielding Zilal. Aerandir successfully engages and creates an advantage over his opponent. Al’Ahmaq is hard pressed by three of his former brothers at arms. Whereas, Dagaard is cut down immediately with a slice through is carotid artery. The shock to the party as the usually doughty dwarf is cut down is palpable. Fulton rushes to engage the assailant, while Denig races to save the dwarf’s life.

The battle rages on around Denig who prays over the recumbent form of Dagaard. Al’Ahmaq receives several minor wounds but also delivers one of his own. Fortunately, Aerandir manages to gain an advantage causing his opponent to stagger under a flurry of blows.  Unfortunately, Fulton receives a serious wound despite using all his weapon skills to deflect the attack as he attempts to defend Denig. He retreats as the a grinning Zilal master follows up on his bleeding opponent. The situation for the heroes looks grim.

At this point the portal glows red again and one of the Zilal masters leaves the fight with Al’Ahmaq and steps through. The portal blinks out as the battle continues. Denig collapses into unconsciousness and the rest of Cloch as the weight of wounds he has transferred take their toll. The restored Dagaard though launches straight into the fray disarming Fulton’s opponent with a swift blow of his war hammer. He then turns his attention on one of the Zilal engaged with Al’Ahmaq leaving Fulton to finish off the now unarmed opponent: a task that Fulton singularly fails to do.

Extraplanar Lens (Aether Revolt Masterpieces) MtG Art by Noah Bradley

Again the portal glows red and another Zilal master retreats through the portal leaving Aerandir to switch his target. Meanwhile, a woozy Fulton tries to escape his now rearmed foe by retreating into the central arena. The poor sailor looks doomed as blood streams from the wound in his leg. At the moment of highest peril though Denig recovers from his death trance and races to his aid rapidly dispatching the scimitar wielding opponent. Dagaard dispatches another and the final Zilal falls to Al’Ahmaq’s blades. It is too late for Fulton though, as true to form he collapses into unconsciousness.

Denig’s first concern is for the wound taken by Fulton which he prays earnestly will stop bleeding. He then sees to Al’Ahmaq’s wounds relying on Cloch to heal some of the damage and many doses of Draaf leaves to restore his companions to full health. Some minutes later the party are ready to step through the portal. But who will go first? It is decided that the fighters will lead the charge. Al’Ahmaq steps through first and thirty second later Dagaard follows. Aerandir is next to step through followed by Fulton and then Denig.