Korbal makes it down south to the jungles of Lhar. He bought passage with a merchant caravan that was on its way to trade goods with a village nestled up among the treetops a few miles into the jungle. Well stocked, Korbal takes his leave and heads further south, deeper into the jungle. Lady Gorm has something for him to see.
Travel counter (5) Day 1. Heatwave (½ day travel, extra ration). Not lost. No POI or Encounter. No night encounter. Day 2. Light Rain. Not lost. No POI or Encounter. No camp encounter. Day 3. Clear Skies. Not lost. No POI . Encounter: Teradun. Friendly. Oracle: Enlightenment. Silent.
After 3 days of travel, keeping to a kind of path through the never ending jungle, Korbal notices a gigantic Teradun circling overhead. It does not call out, but the deep whoosh of its leathery wings can be heard through the canopy. It swoops down through a break in the leaves, Korbal braces himself, ready to run. It does not strike.
It looks at Korbal and turns its head so each eye gets a good look. Its breathing is deep and its hide is a pale colour. Korbal can see a white skull painted upon its brow ridge and another on its back. Korbal puts his hand out and rubs the creature's head, scratching under its beak. The Teredun stretches its wings out, leaps into the air and takes off. High above the jungle canopy it heads south. Korbal feels choked up for a moment and whispers “Oh, Lady Gorm.” He takes out the skull he procured from the battle-barge and says to it “I think she has a special surprise indeed.”
Day 4. Clear skies. Not lost. No POI or encounter. Camp encounter.
Korbal awakens to the sounds of a twig snapping. He silently mouths the incantation to cast Clouds Descend To The Earth, the fire darkens in the fog and he hears a body drop to the ground. Hmm, what if they were friendly?
Shaman of the Monkey people 6 HP looking for herbs wants to kill Korbal for his stuff. Clouds 6 damage for 6 rounds. Finds 2 rations. Blowgun with poison darts. 1XP.
Korbal spends an afternoon practicing with the blowgun.
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Day 5. Torrential rainstorm. Not Lost.
Korbal almost does not notice the skulls displayed on sticks and other grisly loooking body parts along what must be the perimeter of territory. He starts to notice more skulls on sticks as he gets to the edge of a darkened chasm. This does not bode well and Korbal decides to head south east. As he is leaving the last of the skulls on pikes, a warrior painted all in black blocks his path.
Not waiting for a response from Korbal, the Bat People warrior, blessed by Lord of Night, Tal’axu, emits a high pitched deafening scream. Disoriented, Korbal tries to block a strike from the Bat Warrior’s khopesh. It glances off his chest piece. Korbal steps back casting Clouds Descend To The Earth. The Bat warrior strikes true, even as dark corruption starts to course through his veins. They trade more strikes before the Bat Warrior is overcome, his neck bulging with blackened veins.
Bat People Warrior 8 hp. Disorienting scream. Armour 2 Wood and stone plate. Khopesh d6. Korbal PRE save: Fail. Clouds: 2 damage for 4 rounds.
Korbal takes some golden pieces from the body and leaves it there as he walks off, traveling further south before making camp.
Notes:
I used The Valley of the Black Ziggurat zine for these sessions. Lots of expanded material. More magic, enemies tables, trading mechanics. Plenty of inspiration for expanding the setting. Really enjoyable!
Kal-Arath is by Castle Grief.
The enemies here seem very distinct and the vibe was very cool if dangerous. A close encounter again for Korbal. He needs more of his friends to accompany him, if he is going to survive!
Excellent story! Skulls on sticks - never a good sign.