Game 34: al-Watan

Synopsis

The party buys the clipper Wayward from House Hanan, a Caliphate import-export house in Hollin. Recruiting Burns as captain, they sail to al-Watan to search for the rightful caliphs' heirs. They infiltrate the island refuge of Cold Comfort, Krohn's corp of assassins. Searching for records, they are attacked by a hunter-seeker, then attacked by assassins escaping.

The Game

At the end of the last game, the lich Ishild told Ord that he was Al-Batin, or "the Hidden," one of the Caliphate's Ninety-Nine gods. He asked Ord to return to al-Watan and put down Krohn, and Ord agreed. Now Ord had some questions, and first asked if there were other Ninety-Nine in Hollin. Ishild told him:

I know that a few of the Ninety-Nine are in Hollin. There's Ad-Darr, The Afflictor; Al-Mumit, The Destroyer; and al-Rahim, the Merciful, who you know as the mother hen Wren over at Werner's sanctuary. Obviously, the best information would come from Al-Alim, the All-Knowing, but I don't know where she is. So out of the Merciful, the Afflictor, and the Destroyer, I think the Merciful is probably your best bet.

Ord also asked if Ishild knew of any other Caliphate exiles like himself in Hollin or elsewhere. Ishild wasn't aware of any other exiles, but said there were other Caliphate expatriates in Hollin:

There are always Caliphate sailors working at the docks with their ships, but the Caliphate expatriates actually living in Hollin are mostly those at the Caliphate import-export houses, which trade between Hollin and al-Watan. Those houses have worked that route for many generations, and typically their members were born and raised in Hollin.

Ord also asked about Krohn's powers and weaknesses.

This isn't exactly a weakness, but the Ninety-Nine brought servants into this plane, the Annur, who Krohn has tried to seduce into his service, but he hasn't been able to.

Since Ishild had suggested Wren as a possible ally, Ord sought her out, and she had some valuable information.

Wren reiterates again what Ishild said at the end of the last game, that Ord should seek out the rightful Caliphs, or more accurately their descendants, as allies.

Wren says that Krohn has a corp of assassins, known as Cold Comfort, who murdered most of the rightful Caliphs, but a few escaped into obscurity.

Now, given that Ord has no information on where these people might be, that may sound like a tall order. But Wren says an organization near al-Watan has kept records as best it can tracking these escapees and their descendants over many generations - and that organization is the aforementioned corp of assassins, Cold Comfort. Wren says that their refuge is on an island in the water where the rivers merge south of al-Watan.

Ord now turned to finding transportation to al-Watan, and thought of getting a ship from Burns first, but most of Burns's resources had been destroyed by Firestorm. Ord did find an opportunity by seeking out the Caliphate import-export houses Ishild had mentioned.

One of the Caliphate import-export houses is called House Hanan. House Hanan was based in Braddock, and its people and assets were almost completely destroyed by Firestorm. One of their ships, the Venial, has recently arrived loaded with cargo. But, with Hanan's operations ended, they'll be returning to al-Watan without unloading. House Hanan's last survivor is named Sabbas, and he'll be going "home" to al-Watan for the first time on the Veniel's return trip.

But, the party wanted a ship they'd control. Since House Hanan's operations had been destroyed by Firestorm, they had a few ships they'd no longer be using. They sold the party their clipper Wayward at a steep discount, and the party asked Burns to captain it.

The party was ready to leave, and the Caliphate was Kelly's creation, so Kelly gave the other players the Caliphate's background.

They sailed.

After a journey of let's say 6 weeks, Wayward arrives in the Bay of Nasir, the turbulent bay where the Jahara river reaches the ocean at al-Watan. The violence of the water is startling, and the party is surprised to see a few small fishing boats braving the waves. Wayward works its way between these fishermen and enters al-Watan's Najat harbor, which is set apart from the bay by a long stone sea wall.

When the party gets off Wayward at al-Watan's dock, the hive of activity reminds them of Hollin's dock. There are sailors from all over here, and the party doesn't seem particularly out of place.

From the docks, you can already see two features of the city rising behind the dock warehouses. Nearby and rising grandly, there's a beautiful coliseum, three stories high. Further away, slightly obscured by the dusty haze, you can see a walled citadel complex built on the city's highest point. Ord knows that the citadel includes Krohn's palace.

If the party moves inland from the docks, they find that the city is sprawling and covered with an endless array of churches with domes and minarets, which would have been churches of the Ninety-Nine gods before Krohn's rise. Every building in the city is a light brown, from centuries of the desert dust settling into every crack and surface.

Although al-Watan and the Caliphate are rabid conquerors, there's no avoiding that al-Watan is a desert city with few natural resources, and commoners here are typically poor. As a commoner of The "Hidden's" house, Ord is colorfully called "slave of the hidden." But Ord also knows that some recently conquered peoples become actual slaves, and you see many of them working around the city. Their lot varies depending on their work and owner, but is often miserable. And, some of these conquered folks become gladiators.

I said that there are sailors from all over here, and the party doesn't seem particularly out of place. But, Ord knows that away from the docks, the party's clothes will advertise them as foreigners.

The characters bought some local clothes so they wouldn't stand out away from the docks. Once in their local clothes, they went to a monastery of Ord's order, the runepriests, which was nearby on the long avenue going from the coliseum to the citadel. Their they met a new ally, the runepriest Rana.

Ord knows that Rana has struggled for many years with two runes. The first is an ancient rune of power that Rana translates as "Doubt" or "Second guess." However, he doesn't know much of Doubt's purpose or history. The second is Destiny, which is a spell highlighting a route in front of you - not the route that's the shortest, the best, or the most profitable to take in the future, but the route that, in the end, you actually are going to take. Despite struggling with these runes, Ord knows Rana to be a highly capable runepriest, and Rana would like to come along with the party.

With Rana's help, they found their way to Cold Comfort's island refuge south of the city. It was a peaceful monastery. The main, domed building was surrounded by gated gardens, and sneaking inside the party found that it was full of domo-like training rooms.

Seeking the documents tracking descendants of the rightful caliphs, the party made their way to the library and searched quietly there. On a DC 18 Perception check, Beowolf noticed a hunter-seeker-like assassin tool floating the air, heading toward Ord. Suddenly the hunter-seeker flew toward Ord, and Beowolf grabbed it from the air on a DC 13 DEX check, then on a DC 17 STR check, held onto it while it struggled to get away. Ultimately he was able to smash it.

The party finished their search for the documents and hurried to leave. In a garden on their way out, they noticed poison threads hanging in the air on a DC 15 Perception check and avoided them. But they were attacked by assassins, who ran towards them over the tree tops and water, Crouching-Tiger-Hidden-Dragon-style.

The assassins had stats similar to Kasskar's. In addition, they had a "bullet time" power similar to Swift Hand Strike, in which the "...assassin makes a melee basic attack, makes a dagger attack, and can shift 1, in any order." However, in the bullet time attack, the assassins got a second shift, and the melee basic attack became a sneak attack similar to Kasskar's if the assassin could get combat advantage on the party member. In this case, the characters perceived the assassins moving in super-human fast motion.

The party defeated the assassins.

Notes

The characters leveled up for the last time after this game, to ninth level.