Citadel of the Sun-Kings – Session 5: The Curse of Thurimeas

Citadel of the Sun-Kings Campaign Diary

Session 5: The Curse of Thurimeas


The Party

Hasoom (Thief 3) – A sailor without a ship nor a sea. Played by Ryan.
Idrusa (Magic-User 2) – A magic-user who has now cast 3 different spells! Played by Ben.
Kheperkare (Fighter 2) – A man lucky to be alive. Played by Zi.
Ramu (Ranger 2) – Happy to at least win money if his companions die. Played by Todd.

Also present:

Ardamin (Elf 1)
Mafik (0-level mercenary)
Qas (porter)
Fayzid (porter)

What Happened

New Rumors

We returned to the party in the walled caravan town of Najad. After some downtime, I had the group roll for new rumors:

  • Idrusa heard that ancient sorcerer-kings once dwelt in a realm of demons, corrupting their very souls. This made everyone even more wary of exploring the Realm Below Night.
  • Ramu learned that the Bitter Garden is home to a terrible dragon named White Fang who guards a jeweled statue. Ramu was pretty sure this was just confusion about the giant snake they’d killed earlier.
  • Hasoom heard that the dragon Jhanradaz can freeze a man into a statue of ice. He suspected this was more local legend than fact, since the player knows blue dragons breathe lightning.
  • Kheperkare heard that the Beast of Kul-Mazaak, dwelling in the Pale Mirror, can only be slain with holy water.

Mounts and Travel

The group pooled funds and bought another hishral, bringing their herd to five mounts: the camel Ubastard, horses Bandit and Treasure, and hishral Faziel and Ushaari. With everyone mounted (each hishral can carry 3 riders), the party’s mobility across the desert improved dramatically.

After discussion, the group decided to head west into the Shattered Steps, a rugged region of buttes and mesas. They followed the caravan road for a few days before turning north. On the third day, they reached the rumored site: a black-hulled penteconter perched atop one of the towering buttes. Its crimson sail hung in tatters, flapping in the wind. From below, the ship appeared impossible, as if hurled skyward and left stranded. Nearly two dozen large white birds circled the vessel or perched upon it. The group, noting they were nowhere near any ocean, immediately grew suspicious of these “gulls.”

Inspecting the butte, they realized climbing was unavoidable. Not wanting to risk a free climb, since a slip meant certain death, they decided to return to Najad for proper gear. On the journey back, they encountered a merchant caravan along the road. The party hoped to buy climbing supplies from the merchants but quickly realized that nobody had brought any money with them into the desert.

While they were talking with the merchants, the yabshii guides suddenly started yelling and erecting tents. Hasoom realized a sandstorm was coming. Everyone dove into the yabshii tents, and the mounts were given the best protection they could manage. The storm lasted 6 hours, but once it passed, the group decided they’d probably need to buy tents in the future. They returned to Najad, bought enough climbing gear for all four PCs… and then promptly forgot to buy tents.

Climbing the Butte

The party returned to the black ship two days later. They chose to climb the far side of the butte, away from the ship. Free climbing was silent but dangerous; climbing gear was safer but noisy. They opted for the safer route, hammering pitons and tying off harnesses as they ascended.

About 300 feet up the 400 foot cliff, several of the white birds began circling closer. The party realized these were not seagulls at all. Instead, they were man-sized seabirds with human faces, each unique. When the creatures squawked and began to dive, Kheperkare drew his halberd—but Idrusa, dangling from the cliffside, quickly cast sleep. The spell worked spectacularly well, knocking out all the bird creatures… and accidentally putting both Ramu and Kheperkare to sleep as well. Kheperkare’s halberd tumbled from his grasp and fell to the desert floor far below.

Hasoom and Idrusa woke up their companions, and the group completed the climb. Atop the butte, they approached the ship. From the deck bounded a grotesquely large seagull with a bearded human face and bronze bangles around his legs. He spoke in a deep sailor’s accent, introducing himself as Thurimeas, captain of the cursed crew of the Ghamemnor.

Thurimeas explained that he and his crew once sailed the Ghamemnor, an enchanted ship capable of traversing both land and sea. On their last voyage, they discovered an island and found a dwelling filled with treasure. There, they drank from an amphora of wondrous liquor. When the djinni Jhitra returned to her dwelling, she cursed the sailors for consuming the last of her Celestial Nectar, transforming them into bird creatures and stranding their ship atop this butte. Thurimeas pleaded with the party to find Jhitra’s lamp and convince her to lift the curse. If they succeeded, he promised to gift them the Ghamemnor and teach them the command word to awaken its magic.

The group immediately agreed to help. Thurimeas also offered them the goods stored in the ship’s hold. Ramu, ever suspicious, muttered, "It's probably full of bird shit…"

Before descending, the party used the height of the butte to scout the desert. Far to the north and northeast, they spotted two structures in the Sea of Stone. Curious, they chose to investigate the northern ruin first.

The Tomb in the Sea of Stone

Traveling north for a day, the group arrived at a striking sight: amidst the dunes rose a squat, square mausoleum of black-veined marble. A weather-worn stair led up to a portico beneath a low bronze roof. Massive bronze doors sealed the entrance. Atop the stairs stood a nine-foot statue of a woman clad in scale armor, wielding spear and shield. Idrusa and Kheperkare immediately suspected they’d found the tomb of Urashti, an ancient demi-god.

As they approached, the statue animated and stepped forward, proclaiming:

"None yet have bested the flame of my will. Challenger, face me in single combat and prove yourself worthy of the legacy of Urashti, the Lioness of Zidikos."

Idrusa, Ramu, and Hasoom all stepped back, wanting no part in a duel. Kheperkare realized he was chosen by default and asked, “Are we sure this is a good idea?” The others started placing bets on how quickly he would die. Kheperkare joined the betting himself, wagering on his own survival.

Before fighting, Kheperkare asked the statue, “Is this to the death, or am I allowed to yield?” The statue replied, “Honor lies not only in victory, but in knowing when to yield.”


This, but the beastman is a 9-foot-tall marble statue.


The duel commenced. After some tentative strikes, Kheperkare landed a solid hit—only to find his weapon nearly useless against the stone guardian. In return, the statue delivered a devastating kick, cutting Kheperkare’s hit points in half. The fight stretched five tense rounds, during which the statue missed Kheperkare twice by a single point thanks to his armor and dexterity. At the end of the fifth round, the statue declared Kheperkare worthy, having survived the challenge. It then stepped aside, unlocking and opening the bronze doors.

After settling their wagers, the group entered Urashti’s tomb. Inside, a domed chamber of black-veined marble stood silent and dusty. Bronze sconces lined the walls. At the chamber’s center rested a massive stone sarcophagus, its lid carved with the image of a powerful woman with a spear across her chest. Around the room were grave goods: ceramic jars and lacquered chests. Two pedestals held treasures: a long bronze spear and a broad belt of layered leather plates.

Kheperkare tried to lift the spear but found it impossibly heavy. He then placed the girlde around his waist and was immediately infused with god-like strength. Now brimming with newfound might, he returned to the pedestal and successfully lifted the spear. The group debated who should use the items but ultimately agreed Kheperkare had earned the right to wield them.

In total, they collected nearly 4,000 gp worth of grave goods, including 12,000 silver Darhani coins. They loaded the treasure onto their animals and continued their journey back toward Najad.

The Ruin in the Dunes

On their return trip, the group encountered another structure in the Sea of Stone: a ruined complex atop a rocky tell. With Kheperkare injured and burdened with treasure, they decided to camp nearby. At camp, the various night sentries noticed the sand around the ruin swirling and shifting in unnatural ways. The party was intrigued, but ultimately chose to bypass the ruin and head for Najad.

Back in town, they sold their goods and tallied their XP. Though no one leveled up this time, the group felt satisfied with their accomplishments. Their goal for next session: the Dome of the Iron Behemoth, a place they’ve heard rumors about for weeks.

Note for weekly readers: several players and I will be out of town next week, so our next session and its report will not be for two weeks.


Campaign Notes

  • Notable NPCs: Thurimeas the cursed gull captain, Guardian Statue of Urashti
  • Loot & Treasures:
    • Girlde of Urashti (as gauntlets of ogre power)
    • Titan Spear (spear +1, requires STR 18 to wield; can pin targets if thrown)
    • Nearly 4,000 gp in grave goods, including 12,000 silver Darhani coins
  • Major Developments:
    • Discovery of the cursed ship Ghamemnor and its crew
    • Kheperkare proven worthy in single combat and gained powerful relics
    • Group spotted additional ruins in the Sea of Stone for future exploration

Referee’s Notes

This session felt like a true sword & sorcery episode. The cursed sailors, the statue duel, and Idrusa’s sleep spell mishap all hit perfect high notes for humor and tension. Try as I might, this is the second character in a few sessions to stare into the face of death and yet again, my dice failed me. Sooner or later, someone's luck is going to run out.

The duel at the tomb was one of my favorite table moments so far. I truly expected Kheperkare to die in the duel, or at least decide to yield against such a powerful guardian, but the statue missed the killing blow twice by 1 point of AC as the group watched the dice tumble across the VTT. Truly epic!

Next time, we’ll see if they finally reach the Dome of the Iron Behemoth... or get distracted by some other shiny rumor first.

Comments