Sunday, January 25, 2015

Sicatra - The Water-Seller's Daughter - Game Session 1



Adventuring Party
Bashir Al-Sah’a’den (PC – Desert Elf Scout/Holy Warrior of Justice)
Drej the Spider (PC ­– Half-Elven Dark One Thief/Wizard)
Zanlannon Lighthand (NPC – Gnome Artificer/Artificer-Priest)

Azeem Kurokk (NPC ­– Half-Orc? Unknown)



The Camel and the Crow Inn & Tavern
Weather: 97º F; 4 mph winds from the east
Fourth Month, 19th Day, 789 of the Fifth Age
Al-Wazari, Tahwah-Sa

It’s been merely a month since Bashir and Drej came back from the Tomb of Al-Aksar with numerous treasures and coin…and have somehow managed to spend it all. Scouring the gutters for loose coin Bashir finds a grimy piece of rusted metal. Putting it in his pack he meets back up with Drej and they pool their money long enough for Drej to double it at the gambling table. They then both try to brew a minor healing potion (only Drej succeeds) and Bashir cleans up the chunk of metal revealing it to be enchanted hungamunga! They head back to their room at the Camel and Crow and catch their inn fees up before looking for work. After a few hours, they hear a rumor about the kidnapping of Laith Allarri’s daughter. Laith Allarri is an incredibly rich merchant-prince who is more or less the de facto leader of the Merchant Guild east of the Great River. Sometimes called “the Water-Seller” (as that was how he got his start in the merchant guild) he’s offered a substantial reward for anyone who can return his daughter to him alive and even more if they can bring those responsible to justice. Recognizing a way to both make money and make a different the pair set off to Allarri’s estate just outside of town.


The Water Palace of Laith Allarri
Weather: 95º F; 9 mph winds from the east
Fourth Month, 19th Day, 789 of the Fifth Age
Al-Wazari, Tahwah-Sa

The regal mansion is carved into the side of a hill and made of blue marble, made thousands of years ago by a family of desert elves the Water Palace has been in the Allarri family for several generations. It is only recently that it has been restored to its former glory. The place is crawling with would-be bounty hunters and adventurers looking for Allarri’s reward. Somehow, Bashir and Drej manages to speak with the merchant-prince and Bashir swears he’ll return his little girl to him and bring those responsible to justice. Knowing Bashir’s reputation, Allarri offers to cover any upfront expensive they may have and gives them a small purse of gold. Aqcuiring a few last-minute items from Al-Wazari they immediately head out for the last place that Sabihah Allarri was seen – the Oasis of the Echoing Falls.


The Oasis of the Echoing Falls
Weather: 99º F; 2 mph winds from the west
Fourth Month, 20th Day, 789 of the Fifth Age
Tahwah-Sa

A day’s ride out, the Oasis is overflowing with adventurers, watchman, and others trying to make quick coin. Any trace of who might have taken her has been trampled over a dozen times and the bodies of her dead guards have been removed. Still, wunderkind tracker that Bashir is, he finds sign to the north of the waterfall. Coming back to tell Drej he comes across a scene of a half-ogre beating a gnomish man to death. Bashir asks the half-ogre why he’s doing this and he unintelligently screams “ME WANT REWARD, PUNY THING CANNOT HAVE IT.” Bashir talks to the half-wit (he has to be something, being a half-ogre) long enough for Drej to snuck up behind him, activate the magic of the Spider’s Web (his enchanted long knife, one of a pair) to produce a strong, stringy biding, and then knock out the imbecile (after robbing him blind). Bashir takes the half-dead gnome to another part of the oasis, activates his magical jaima (a Bedouin tent) and Drej brings the gnome inside. Bashir utters the command word and the tent becomes invisible, blending in with its surroundings. Bashir tends to the gnome’s wounds and feeds him several potions of healing before he wakes up. Once awake he introduces himself as Zanlannon Lighthand, inventor extraordinare. He brew up potions to replace those used to heal him and finishes healing himself with a spell. He explains that he wanted the reward to perfect his latest invention – his SAG (See All Goggles) ­– and to help the little girl. He asks if he could join up with Bashir and Drej and split the reward and they both accept.


The Cliff City of the Tuwunga People
Weather: 92º F; 10 mph winds from the west
Fourth Month, 20th to 23rd Day, 789 of the Fifth Age
Tahwah-Sa

Through the judicious use of movement-related magic, the party quickly catches up to the kidnappers who have hidden in an abandoned cliff dwelling/city and make plans. Zanlannon tells them of a large crossbow (an arbalest) that has been used for siege warfare for centuries and offers to make one for them. Realizing that they’d only get one shot, the mad inventor explains he could refocus magical energy to get the crossbow to cock itself – but he’d need a magical item. Bashir offers up the flying carpet that got and the gnome gets back to work. Within a day he has a fully operational camel-mounted arbalest that is self-cocking and capable of projecting lightning along the bolts it shoots. The assault happens at mid-day and is brutal as Zanlannon lays down fire from two-hundred and fifty yards away, while Drej and Bashir are swift death as they move through the encampment shooting and throwing. The mastermind of the operation is another Dark One like Drej – but a demon summoner. Outside only a single half-orc remains as he gets skewed again and again by Zanlannon’s arbalest. Inside the cliff dwelling Drej quickly kills everyone, but the summoner and when he does attack him his blade turns back and attacks him! Bashir finds the arrows he shots attack him as well and the summoner calls a demon forth to battle them. Drej, deciding to stop that from repeating wraps a meteoric iron wire garrote around the damned demonologist’s neck and strangles him to death. Bashir draws his spear and with a single thrust stabs the demon in the heart banishing it back to whatever hell it came from. Putting a arrow in the still alive half-orc, Bashir stops as his target screams “I yield” and collapses. Putting his bow away he looks for the child. In a portable cage lay a sobbing Sabihah Allarri, unhurt, but terrified. Drej, master locksmith, opens it and Bashir takes her outside, commands his tent to assemble, turns it invisible, and brings her within where Zanlannon checks her over.
            The gnome (against his better judgment) then heads outside with Bashir and together they patch up their half-dead foe. When Bashir offers him a camel and supplies and tells him to leave, the half-orc replies, “I cannot. My name is Azzem ibn-Umar Kurokk. I owe you my life. I go where you go until I repay the debt.” They rest for another half-day. The spend the day burning the dead and decapitating them (to bring the heads back to Allarri) and taking any usable gear/loot. Later on, Zanlannon discovers a temple to his god in the very back of the box canyon. Asking for the others help they enter it and navigate its corridors until they come to the smithy room and find a still active Forgeheart (a magical item that powers their forges to produce wonderous crafts). An unknown Forgeheart is a powerful prize and Zanlannon wants to capture it (with a special spell) and bring it back to Kujii the City by the Eastern Fork. The others agree and lure out the tiny earth elementals that had broken into the temple to consume the magic of the Forgeheart. The battle is fairly quick and Zanlannon has safely packed the Forgeheart away as the others search the temple for any goods which the gnome offers to them freely. Azzem finds a small satchet of tools and Zanlannon squeals in delight as he recognizes artifact of his god (an Instant Workshop). Composing himself, he exits the temple and they prepare for the journey back to Al-Wazari.


The Water Palace of Laith Allarri
Weather: 95º F; 20 mph winds from the west
Fourth Month, 24th and 25th Day, 789 of the Fifth Age
Al-Wazari, Tahwah-Sa

Laith Allarri is beside himself with the return of his daughter and offers them double the listed reward – which Bashir and Drej turn down. Instead, Zanlannon gets all shares to do with as he sees fit. Laith sends Sabihah to her mother and then takes the head of her kidnappers and nails them to the walls of his mansion as a warning to others. He gives the party a Merchant’s Coin (which gives them a discount when dealing with anyone part of the Merchant’s Guild) and promises them a room in his house for however longer they may need it. He buys whatever spoils from them at full price they wish to sell and even offers Bashir a place in the Merchant’s Guild (which he accepts). After a few days rest, Zanlannon asks for help getting to Kejj with the Forgeheart (which they agree to) and accompanies them back since “[he] always needs test subjects for [his] new inventions.”


The Camel and the Crow Inn & Tavern
Weather: 90º F; 10 mph winds from the west
Fourth Month, 30th Day, 789 of the Fifth Age
Al-Wazari, Tahwah-Sa

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