Thurian Adventures


After dusting themselves off and taking time to rest and recover what do our intrepid band do?

Yuri – got in touch with his spiritual side and pondered the lessons learned in dealing with Spirits.
Gedax – got in touch with his Greatsword and the subtlety of Hyborian enunciation
Borzak – playing with Knives and shop keeping.
Aralius – Willing his willpower.
Tyrus – Hugging trees, speaking to bushes and weeds, then grinding them up.
Kara-tai – Sneaking and dodging, as if he was not dodgy enough already.
Osoro – Practising his swordsmanship, as much to his chagrin, he suspects Garcia is the better swordsman
Garcia – Gambling, reading minds and and cutting throats.
Thorin – Lapping up spilt wine.

Argentio had the pieces of ancient statuary, salvaged from the cellar, appraised. It seems that the best prices would be found in Shem or with one of the curios collectors of distant Numalia.

As their ready funds dwindle they must turn their minds to acquiring more funds.

Down in the Cellar
Cellar Messantia

Heaving up the uncovered stone trap door in the Warehouse, our Heroes find a stone lined shaft which drops some 9 meters into darkness. There are some corroded rungs set into the side of the shaft which they use to climb safely down.

Setting out to explore they swiftly uncover 3 rooms. There is debris and broken furniture of an archaic design. There is also a strong smell of urine and what appear to be large rat runs in a wall that has partially collapsed. One room has some twenty inscribed brass rings on a collaped peg board. The party take these, with at least one per person. In one of the rooms there are several massive urns. Two are cracked and empty. One is still sealed. Kara-Tai pushes this one over and it smashes spilling hundreds of bronze mechanism parts onto the filthy floor.


Osoro Charges a Six armed Walking statue…luckily its an Illusion/Warning.

The real Six armed Bronze walking statue turns up and in a trip fest of a fight is battered and chopped to pieces.


Borzak discovers a hidden chamber in which are some interesting items. An amber Orb which glows faintly. A large glass vial containing a clear viscous liquid. Three smaller opaque vials. A box of moist soil.

The soil turns out to contain a powerful nature spirit. The Spirit makes a pact to aid Yuri if he will release it in an appropriate area.

Aralius Falls down a hole into a tar filled pit. This nearly ends his life.

Osoro is possessed by an Obelisk but is subdued by three of his comrades and dragged clear of the Obelisks influence.

Karatai I possessed by the same Obelisk when he does not retreat from its influence. He then shoots Aralius in the arm and nearly takes the arm clean off!

Tyrus then proceeds to beat Karatai with his shield in order to subdue him, while Karatai hacks away with his Scimitar at Tyrus. Tyrus gets lucky and takes Karatai down and drags him from the Obelisks influence.

Aralius and Tyrus retire from the Cellar to tend their multiple wounds. The rest of the group also take a short break to get their wind back.

Garcia joins the ‘explorers’ as the return to the cellar. After some time they open a locked door and open up an unexplored section of the cellar.

Looted Laboratories are found as well as unassembled Bronze six armed statues. Two partially assembled Sixarms are dispatched but not before Garcia has a major artery opened in his leg.
A large chamber is found with a polished mirror set in the floor. Gazing into this mirror, Borzak and Osoro see visions of the past. They see the approach of a barbarian army, Hyborians come to put down the decadent Archeronians. They see the tower of sorcery, in whose lower levels they are now standing. They see the hasty abandonment of the tower. At this point Garcia has to limp out of the Cellar when his leg wound starts to bleed again.

With only three members fit to continue, Our Heroes retreat to rest and recover. Next day with Aralius and Tyrus back on their feet, the two Nemedians with Borzak and Yuri once more enter the cellar. Garcia is still recovering, while Karatai and Gedax choose to go in search of the pleasures of the dockside.

Making their way to the Mirror room the party wait while Aralius and Tyrus try their luck in staring into the mirror. Aralius has a vision of the finding of the Oblelisk by archeronians, before the construction of the tower. Tyrus sees the procession of sacrifices to the obelisk and notes that the obelisk looks bigger and has a trough around its base.

The explorers once again approach the Obelisk room, but this time are all successful in resisting its mind warping power. the quickly dash across the room and go down the passage that slopes down and back under the Obelisk room.

Yuri enters the lower Obelisk room and hundreds of Haunts begin to manifest. These are the remnants of the souls sacrificed to the Obelisk, or those unfortunate enough to die within range of its influence. One of these haunts is the spirit of the man murdered by Aralius. The Haunt flies at the fleeing Aralius and drives an icy spectral dagger into his guts. (Aralius is having a hell of a week) Yuri calls upon the Spirit of Nature with whom he has a pact. The Spirit tears into the haunt and flings it back into the lower obelisk room and proceeds to shred its essence. The Haunt is subdued and the rest of the Haunts are cowed. All bar one. This Haunt speaks to Yuri and implores him to use the tear of Ibis to destroy the Obelisk of set. realising this must be the golden orb that they found earlier Aralius offers this up to the Obelisk.

The Obelisk absorbs the orb and then ominous cracks begins to appear. The cracks quicky spread and the ground begins to shake. Masonry falls from the ceiling and the party have to run for their lives, to escape the collapsing cellar. Chocking on dust the company scrambles from the cellar opening, seconds before floor under their feet slumps and the whole cellar complex collapses

The cellar collapse is soon followed by a groaning of tortured wood as Argentio’s warehouse begins to lean precariously and one more the adventurers are forces to scramble for the exit.

City Slickers
Messantia Warehouse Gribbus

Having emerged victorious from the Ghoul forest our heroes deliver Gelmiro and family safely to their new home. With their loot from the ‘Ghoul’ city and a bag of silver from Gelmiro the ‘heroes’ head to the city of Messantia.

After dividing up their loot the party indulge in some R&R. Thorin as usual is not seen for several weeks as he hits the taverns and brothels. Most of the party take up residence in an inn in the drovers area of Messantia.

About a week after arriving Gedax, Kara-tai, Osoro and Balzak get talking to a local youth ‘Yuri’. He is interested in their tales of daring do and impressed by the wealth that the group casually spend on ‘entertainment’. Yuri, having recently lost his employer, persuades the group to take him in on a provisional basis.

with their fund beginning to run low Osoro goes in search of employment. Nothing much is on offer, at least nothing legal that pays well. With some misgivings Osoro takes a job from a an obvious gangster by the name of Quelin.

Things naturally turn out not to be as they seem and the party are set up to confront the City Patrol and to implicate the Merchant Argentio. Wising up to the double cross they set out to find Quelin and seek ‘clarification’. Finding Quelin hiding in a run down tavern, things quickly turn sour when Quelin laughs at Osoro’s attempts at intimidation. Osoro draws his dagger with the intention of ramming it down Quelins laughing throat. However Quelin is no mug and is quicker than Osoro, drawing his own blade and lashing out. Things quickly degenerate into a dangerous all out fight, and just as quickly it ends. The Barkeep has stepped out from behind the bar and with a bellow of ‘No Fighting in my Place’ he shattered Quelins head with a massive blow from his two handed iron banded club. With bits of brain matter, bone and scalp splattered across half the inn our ‘Heroes’ and every other patron choose to make a hasty exit.

As Quelin is now most certainly dead the party go in search of Argentio to see if he can shed any light on why they were set up.

Argentio is helpful and informs the group that Quelin was a henchman of Gribbus the Gross. Gribbus is a feared gang boss in the Dustbiter quarter, and only last week had been trying to ‘pursuade’ Argentio into selling a specific warehouse.

The party accompanied by one of Argentio’s men set out to investigate the warehouse in question. On arrival they find the door unlocked and the Guard missing. Exploring inside the quickly discover intruders. A short scuffle ensues and the intruders are restrained. It seems they were digging up the floor at the back of the warehouse. The warehose guard is found beaten senseless and shoved between some crates. What were the diggers looking for? Hidden drugs? loot? a Corpse? Keen to find out our ‘Heroes’ begin questioning their captives. The captured men are unhelpful, so to show that they mean business Aralius cuts the throat of the assumed leader. Yuri is shocked by this brutality. The two remaining ‘intruders’ admit that Gribbus sent them with instructions to dig up a certain location in the warehouse, but they know no more. They were to report back when they found anything unusual.

The party set to deepening and widening the hole and soon strike something solid. Digging further they uncover ancient stonework and eventually a stone trapdoor. Ooooohhhh!

A dance with Degenerates

Our intrepid adventurers having spent six months in Kordava have squandered (in most cases) all their loot and are hired to escort a Merchant, Gelmiro Cardenas, his wife Enderquina and daughter Eva to their new residence in Argos.

Along the way the camp is attacked by a pack of monstrously degenerate humanoids.


A swift battle ensues, the ‘degenerates’ are slaughtered or driven off. Only minor scrapes and scratches are taken by most of our party, though Osoro takes a nasty bite to the leg that subsequently turns an ugly green colour.
A cry of despair and horror goes up from Enderquina when she finds that her daughter Eva is missing.

Now the party must track the degenerates and rescue Eva, Gelmiro is willing to pay handsomely for her safe return.


Our plucky band are back safe and sound from their adventures in the Western Ocean and their frolics along the Pictish beaches.

After a few nights emptying the ale barrels at the Saucy Sardine the party staggers into their next escapade when they interfere with a robbery at the Temple of Mitra.


Our Brave adventures stagger out of the Silver Eel tavern, singing a bawdy song. Though the tune is the same, the languages are different. Loudest of all is the voice of ‘Carrot Eye’ who staggers along with two grog bottles grasped in hand.

Swaying up the Street of the Green Temple, the revellers are momentarily startled/confused by two masked and dark cloaked forms that dash past them towards an Alley mouth.

Moments later a cry goes up from an elderly priest who staggers out of the nearby temple of Mitra. ‘Stop them he cries, stop those thieves, by the beard of Mitra someone stop them!’.

Momentarily confused the party hesitate. Dos Santos begins to question the priest as to the value of the stolen item. Karati collapses in a drunken sprawl at the Priest feet and offers him a ‘sup’. Thorin gazes up at the Stars and explains how they are different to his homeland. Gedax and Auralius give chase as best they can.

Dos Santos and Thorin belatedly set off after Gedax and Auralius, who fuelled by alcoholic fever have managed to catch up with the rather short legged thieves. Having caught up with the thieves our two ‘hero’s realise that they are only armed with their daggers. The ‘Thieves’ on the other hand are equipped with rapier and flail respectively. Drawing their weapons they turn to confront their pursuers. Gedax leaps forward to strike with his dagger, while Auralius demands their surrender. Gedax’s dagger thrust is easily parried by the flail wielder and then dagger smashed out of his hand. The second thief laughs at Auralius’s surrender demands and strikes out, slashing her rapier across Auralius’s belly.

‘Back off you stupid dogs’ demands the flail wielder. Both Auralius and Gedax come to their senses and allow the thieves to make their getaway.

One minute after the 5 second fight is over, Dos Santos and Thorin arrive at the alley mouth too late to be of any use. Retrieving their weapons Auralius and Gedax lead Dos Santos and Thorin back to the temple of Mitra.

An Easy Job
Pict Coast

Our down and out Adventures are hired for an ‘easy job’ that no one else will do. Just sail up the Pictish Coast with a bankrupt Sea captain in a battered cog to harvest some ‘sacred’ wood from a Pictish Island. What could possibly go wrong?

Down to their last few coins our ‘Heroes’ can find no other work that pays as well in the Zingaran City of Kordava.

Hyborian age01

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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