Sahn Alzafir (from 1,001 Notes)

Adventure blurb up top, map discussion below.

One Thousand and One Notes

Howling winds grind through a labyrinthine chasm driving a river of powdered sand from the great desert to civilized lands. On nights when the moon is full and the vault of heaven swept of clouds one can hear a distant melody emanating from the chasm's throat. It is said that those who listen too closely to the nocturne's melody of longing are overcome with a desire to find and comfort it's heartbroken creator.

Who or what could be creating such music in so inhospitable a place is contested by local myths; though many tie it to the tragedy of the Noble Djinn Naeem and his fallen house. Certainly, that's what roaming group of adventurers believed when they passed through town; spending coin like water and boasting of their future fortunes. More than one citizen joined the band with visions of glory etched in their minds. That was a fortnight ago and none have returned.

Will you answer the hero's call?

One Thousand and One Notes is an adventure taking characters from level 1-6 as they explore the ruins of a djinn's long forgotten palace. Parties will piece together ancient secrets- sifting truth from myth- and face challenges that push the limits of their adventurous skill and mettle in combat. They will bear witness to what happens to those things left behind in the wake of great stories and make tough decisions about who to trust and their own moral codes.



Sahn Alzafir Discussion

Sahn Alzafir is one section toward the beginning of the middle of adventure, not long after the player characters have entered the Qal'at (fortified home) of Djinn Naeem. They have worked their way to the private chambers of the djinn himself, tracking the lost party that went ahead of them and beginning to question that group's motives. Here, they finally find some of them drunk and arguing. A fight breaks out when the characters arrive unexpectedly.

An elemental being- Ramna, servant to Naeem- offered them hospitality in the custom of her master. When the looting began, she could not rescind her offer for fear of dishonoring Naeem. There's more than meets the eye with these "adventurers-" how many parties carry captive sacrifices?

Ramna shares information with the party, though her memories are scattered after a millennia of lonely service. It is she who makes the haunting music, calling out to her master to return and renew the life of the Qal'at. She knows the mercenaries are planning on disturbing the tombs of her master's mortal family, but does not understand why.

In these scenes the players will add to their growing repository of Secrets about the various storylines presented in the adventure. They will make an ally and an enemy. They will have a safe place to base their further exploration of the Qal'at. Ultimately, the players must make tough decisions about who to help.

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Cloned from: Captive Musician- Second by illiterate_apple 4 years ago
Last edit: 4 years ago
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