Session 4: Desert Quests: Caravan's Fate and Crocodile gods
From the journal of The Desert Observer, found tacked to a dusty wall in the Drunken Camel Inn, Tanis:
Whispers from the Dunes: The Tanis Six and the Lost Caravan
Greetings, weary travelers and thirsty souls! The shifting sands of Rainhelven hold many tales, and none more intriguing than the fresh adventure unfolding with a certain band of disparate souls who call themselves adventurers. I've observed them for a mere day, yet already, their journey promises to be one for the bards.
It was on the 17th day of Rainhelven, when this group, seemingly fresh from slumber, began their day here in Tanis. Their company is a curious mix, a veritable caravan of character:
• Trellimar, an Elven Cleric Druid
• Fitz, a Half Elf Fighter and, it's whispered, a Thief
• Lowell, the Ranger
• Stripes, a sturdy Dwarven Fighter
• Jalen Starfire, a Cleric and Magic User
• And Lyra, an Elven Ranger
They seem to operate with a unique internal structure, designating a "caller" to coordinate their thoughts and actions – a fascinating concept for a group venturing into the unknown. I noted that one, a fellow named Fitz, took on this mantle for their first official session, a task that rotates among them.
Their morning began, as all good adventures should, with breakfast. And what a breakfast it was! The inn offered a spread of spiced flatbread with date butter, fried pigeon eggs with desert sage, lentil mash with pickled garlic, honey goat yogurt with fig compost, and even camel jerky with spiced millet cakes. For those feeling particularly affluent, an "Elven-style cheese and fruit platter" was available for a princely two silver pieces. However, it was the stout dwarven fighter, Stripes, who truly expressed the soul of his folk, lamenting the dire absence of pancakes. He declared, with dramatic flair, that a breakfast without "grease, grain, and golden syrup" was an affront to the "sacred triangle of dwarven mornings". His passion, it seems, was so great that the inn, perhaps to appease a potential grumbler, swiftly conjured "Forge Cakes with Molten Honey Butter" – pan-fried dwarven-style pancakes made from barley flour and dates. A truly remarkable display of customer influence, I must say.
The Quest: A Lost Caravan and Goblin Shadows
After their contentious breakfast, the group sought audience again with the Magistrate Almah Seret-Het, known as the "Voice of Tanis" and an "unshakably composed" human who even keeps a pet desert owl named Kufra. Their mission, as I overheard, is to investigate the fate of a merchant caravan that is overdue.
• The Objective: Discover the caravan's fate, rescue any survivors, and eliminate any goblin captors.
• The Bounty: A hefty 100 gold pieces for confirmation of the caravan's fate, an additional 25 gold pieces for each rescued merchant or guard, and 10 gold pieces for any named goblin commander slain. The Magistrate demands tangible proof: names, sigils, bloodied sigils, or specific items like the dwarven chest or rare scrolls from the caravan.
• The Caravan's Nature: It was a four-train caravan, hauled by camels and mules, carrying various goods: basic trade supplies, craft and metal goods (including "forge-grade iron's end" for the Temple of Durog Flame Vein), luxury items for the Shrine District (fig wine, rare scrolls, a dwarven-made timepiece), and personal provisions.
• The Personnel: The caravan was guided by four merchants (Hassan of Lipel, Dolra Stoneshine the dwarf smith, Relic Fenweed the elven perfumer and scroll dealer, and Suda Brell the half-elf provisioner) and five guards.
• Where to Look: The caravan, though merchants from Liple (south of Tanis), was last seen three days north of Tanis, near a landmark called Split Tooth Rock. The road they were on is to the east of the great river, while Tanis itself is on the west. They came to Tanis via a barge across this river.
• The Suspects: Eyewitnesses reported "wheezing gas war paint" on nearby canyon walls, leading to suspicions of a ritual sacrifice. These "Wheezing Gas" are goblins, possibly led by hobgoblins, known for using rafts to cross the river and raid the road. They are notorious for making sacrifices to the crocodile god and leave grim signs: three painted eyes signify sacrifice, while four mean "don't linger, don't even look".
• Environmental Dangers: Beyond the goblins, the very sands pose a threat. The land can be unstable, with collapses and hidden sinkholes beneath the dunes. Wind storms can shift caravan trails, and dust devils are becoming more frequent.
Preparations and The Journey North
Before setting out, the adventurers attended to their needs. Water, the lifeblood of desert travel, was a primary concern, as each person requires at least a gallon a day. Thankfully, two of their members, Trellimar and Jalen Starfire, possess the "Create Water" spell, capable of generating four gallons per spell level per day, ensuring their survival in the harsh environment (though it costs a spell slot to cast). This is a crucial skill in this arid land!
Young Jalen Starfire, the magic-user, also took time to select his spells, learning a host of basic tricks known as "cantrips" – simple magics like causing "groans," "taps," or "whistles," or even conjuring a stinging bee. There was some confusion regarding a "mute" cantrip, with one adventurer hoping it would silence others. Alas, it merely changes the form of a mineral object for a brief moment, a trick perhaps for a nimble scammer rather than a silencing agent. He also learned more potent spells like "Fire Water," which converts water into a highly flammable liquid.
Their marching order was decided with strategic thought: the strong fighters, Stripes and another, in front, the spellcasters, Jaylen and Trail, bringing up the rear, and the others in the middle. A sensible formation, I observed.
By midday, they were on a reed-braided barge, crossing the wide river to the eastern road – the very path to the north and the sacred delta city of Crocodiliopolos, where the caravan originated. The sun beat down, and the desert began its relentless press.
The First Night: Lessons from the Sand
As the sun bled copper and violet on the horizon, the group made camp at a natural rest point by a cracked acacia tree. They lit a small fire and established a watch rotation, with Jalen Starfire, Lyra, Fitz, and Lowell taking turns to guard against the unseen threats of the night.
The desert, however, holds its own lessons. The night temperatures dropped sharply, and the unforgiving ground exposed the unprepared.
• Those who chose to sleep directly on the bare road found themselves waking with gritty eyes, aching backs, and mild chills, suffering a minus one penalty to their dexterity and strength checks for the coming day.
• Sleeping on metal armor proved no better; it conducted the cold, leading to aching joints, tingling limbs, pressure bruises, and even nosebleeds, resulting in the same minus one penalty to strength and dexterity checks.
• The one who opted to sleep near the thorny acacia tree was fortunate, avoiding creatures and suffering no ill effects beyond strange dreams.
• Only Lyra, the elven ranger, wrapped in a leather cloak, managed to retain body heat and limit wind exposure, waking fully rested and comfortable. A clear lesson in preparation for future nights!
As the sun prepares to rise on their second day of travel, the Tanis Six face the long road ahead, with a potential encounter with a sun-bathing crocodile – a formidable foe for a first-level party, I'm told – looming in the distance. Will their planning be enough? Will the desert claim them before the goblins? Only time, and the shifting sands, will tell.
Keep your ears open, my friends, for the next installment of their journey! — The Desert Observer.
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