A tale of beginnings

Welcome to my little introduction to Aran'sha.
  If you have never heard of my small corner of the world before, its a fantasy setting based on arabian nights. The following adventure is intended for 3 players but can be adjusted to accomodate more (or less). It's intended for beginners and includes social encounters and (a bit of) combat. It was written to be run with DnD 5e, but can be run on basically any system (the exception being combat encounters and stats. To make navigating this adventure easier for a DM, the following content will be used:  
This will be used to provide you flavour text
This will contain information for the storyteller as well as suggestions from me how to run them
 
This adventure is intended as an introduction to the setting, but before you run the oneshot I recommend that you read it at least once to prepare yourself. You can read most of the text below directly to your players (except stuff in brackets).
The adventure itself is written for 3 players, however, there is no reason not to include additional characters (altough you may have to adjust the encounters a bit to accomodate everyone)
 
"Sit down, my friends, and let me tell you of Aran'sha. A world where the sands shift and the stars sing, where the wind
carries secrets and the twin moons keep silent vigil over it all. It is a world where ancient spirits and forgotten lore dance
side by side, where the wise know the secrets of the stars and the sands, and skilled merchants travel from afar to trade in
rare and exotic goods.

These are stories of lost cities buried beneath the dunes, of treasure hidden in ancient tombs, and of monsters that lurk in the shadows."
  Brave heroes challenge the fates, wise sages unravel the mysteries of the universe, and ordinary people find themselves caught up in extraordinary adventures.

Listen closely, friends, and let us join these brave adventurers on their quest."
  On the edge of a barren desert, where the sun burns brightly from the sky and and the wind drives the sand dunes ever onward, lies the small village of Dra'hir, whose name simply means "shore" in the Kaharian language.   The village lies in a natural basin crossed by a large river that snakes its way through the desert.The wide, lazily flowing stream provides the village with fertile soil and living space and more visitors than you would expect from such a small place. The old wooden jetty that juts out into the mighty river is a regular port of call for the large barges that carry goods and travellers towards the sea.   The clustered houses of this little hamlet mirror the landscape that surround them. They are built from brown mud bricks, made from the very earth on which they stand. The thatch covering their roofs is the same bright yellow as the sun shining down on the village. The bright colors of the doors and windows mirror the snaking river, whose green edges cut through the barren landscape.
Inside the houses, simplicity meets warmth. The brown, earthy walls are covered with soft tapestries and the floors are made of oiled wood. Soft pillows and sleeping rolls invite visitors to linger and in most of the houses a cozy fire crackles in the baked clay ovens at night.
Most of the inhabitants of Dra'hir are farmers - and the riverbanks are lined with rice fields, the first shoots already reaching for the sky. The villagers harvest rice, fruit and vegetables, and most also breed some livestock. A goatherd can be seen driving his herd through the sparse vegetation between the fields. Fortunately, the animals find plenty of food at the riverbanks.   The sounds of everyday life are omnipresent in Dra'hir. Children play in the dusty streets; lively chatter can be heard while people work and men and women till the fields. The air is filled with the sounds of everyday life, the slow gurgling of the reaver, the bleating of goats and the happy laughter of children. Once the sun goes down, the delicate aroma of freshly cooked rice fills the village. It mingles with the aroma of exotic spices and the smoke of cooking fires to create an irrestible blend that makes every traveler’s mouth water and draws their steps towards the tavern.


ACT 1 - The Adventure begins


As you enter the tavern through the ornate wooden door, you are greeted by a gust of warm, spicy air. Merchants, jugglers, adventurers and simple travellers crowd around the wooden tables and benches. The clay walls of the tavern are covered with colourful carpets and silk scarves, with brass and copper lamps hanging between them, spreading a warm light. In the centre of the room a large fire is crackling within a large stone hearth.   The air is filled with the smell of exotic spices, wine and the heavy scent of hookahs. Dates, figs and other exotic delicacies are served at the tables. In the hands of the guests you can see glasses of date wine, shimmering in a deep red colour. The atmosphere in the tavern is exuberant and cheerful. There is laughter, singing and you can barely hear yourself over the loud conversations. In a corner of the tavern, a group of musicians plays drums, flutes and stringed instruments, filling the room with a melodious sound that warms heart and soul. First character: You take a seat at a table and sit down, with just one other patron that already sits there(player 2). A young woman with long, black hair and dark eyes approaches you. She is wearing a long, colourful dress and is adorned with gold bracelets and earrings. She moves s nimbly and with a skillfull confidence through the crowd of guests and gives you a radiant smile: "Ahlan wa sahlan, what can I get you my friend?"  
The waitress (who introduces herself as "Maha" when asked) brings you what you ordered and you take a sip. Sighing comfortably, you lean back and have a look around the tavern. You see a oppulently clothed merchant haggling with a mercenary , a group of peasants chatting about the current rice croup and a young couple gazing into each other's eyes, oblivious to the world. A group of local middle-aged women are clustered around another table. They are wearing long, flowing clothes, drinking tea from small cups and talking quietly.

The door opens again to admit another guest, a gush of warm air from outside wafts in and the glow of the evening sun filters through the opened door. The silhouette of a "Player 2" appears to be framed by the setting sun, then he/she steps into the tavern and looks around, apparently searching for a seat. His/her gaze wanders unsuccessfully through the tavern until it stops at your table. After a last look around, Player 2 walks over to you (interaction). A short time later, Maha is already there and asks for drinks again. "Ahlan wa sahl-an, what shall it be, young Player 2?"
  • Date wine: The wine is sweet and fruity and has a slightly bitter aftertaste.
  • Tea: The tea tastes slightly of orange, with a warm sweetness and a hint of smoke
  • Water:The water tastes fresh and cold, a relief after the heat of the day
  • This is a good place for the players to interact with each other, get to know each other and/or just enjoy the atmosphere. If you have the feeling the pace slows down or want to skip the pleasantries, just skip to the next section
      A man emerges from the crowd and staggers over to your table. He is tall and broad-shouldered, with a stocky body that fills out his wide, colourful robe. His face is broad and angular, with a wide jaw and a flat, pock-marked nose. His eyes are small and dark, and his eyebrows are bushy and messy. His hair is short and brown and sticks out in all directions, his beard is unkempt and dishevelled, and an unpleasant odour of urine, alcohol and rotten meat seems to linger around him. A small, worn dagger sticks out of his belt and his hands are covered in small, pockmarked scars, but his smile is uninhibited and open. He walks over to your table and sits down. As soon as Maha's appears, he looks at her briefly, then asks, "Can I buy you folks a drink, eh? The name is Razeen" He shuffles around and glances at the other guests in the tavern, his eyes falling on a group of merchants sitting at the table next to him. He grins impishly and takes another sip of wine. I tell you, Hanma is the most beautiful of all the beautiful, a face as lovely as the faces of the moon sisters, eyes as green as the leaves of the palm trees and skin like alabaster! What she finds in this poor soul, only the stars may divine. He takes a sip of his date wine and sets down his glass with a content sigh.
    "but I tell you, with the right dowry she would surely take me as her husband, that's what she told me. You have to understand, getting married without a proper dowry brings great misfortune to a marriage. And I know where I can find a kings dowry, but - he's lowering his voice - as much as it pains me: I'm not fighter enough to do it. Because there is a treasure, I tell you. A treasure that an old man told me about. He sat right over there, all old and grizzled and told me of it. Claimed to be an adventurer of some sort who had travelled far and wide and just gotten too old to carry on. We bonded over some of this wonderful date wine and I must've been to his liking: he gave me directions to a cave where a bracelet of pure gold lies. A bracelet set with precious stones and worth a fortune - but watched over by a terrible guardian. I've known for a while, but ...well, I'm no good in a fight.
    However... he looks around for a moment and then looks at you conspiratorially - you three look adventurous - would you be willing to get the heirloom for me and not tell anyone? I would then hide for three to four days - oh, and I need supplies too, but I can't buy them myself. Otherwise everyone would notice. I would pay you, that goes without saying, and you can keep everything you find apart from the bracelet, of course!
     
    Down below you can find a collection of notable NPCs and their housings if the players want to explore the town further:
     
    Karim - The tavern owner
    Maha - the waitress
    Hassan - the blacksmith
    Razeen al-Masood - the tanner
    Nira - the goatherd
    The tavern, located directly next to the jetty, is the beating heart of the village. Its facade is painted with colourful ornaments reminiscent of summer blossoms, giving an impression that hospiality and good spirits reign inside. The sun's rays seem to dance on the façade and the polished copper roof, making the tavern shine like a lighthouse.   Nestled to the side of the building is a small annex for guest rooms. These rooms are furnished simply, but are clean and cosy. Rarely is a room empty for long and seldom does a guest stay longer than until the next night when the barges depart again.

    Karim, the cook and owner of the tavern, is a young sturdy man of medium height, brown curly hair and inviting brown eyes. He usually wears a white apron peppered with stains, simple, wide trousers, and has a cooking spoon close at hand. He has a square face with a broad nose, a mustache, and a cheerful smile. He is a passionate about his tavern and loves to cook and invent new dishes (and impose them on unaware traveleres).  
      Maha, the waitress in the tavern, 20 years old, slim, with the physique of a dancer. A young woman with long, black hair and dark eyes approaches you. She wears a long, colorful dress and is adorned with golden bangles and earrings. Has a kind word for everyone.
    She lives with a parent in a simple, but comfortable home and has a younger brother who dreams of becoming a soldier in the sultan's army.  
    In a small, old building, hardly distinguishable from the surrounding houses, lies an open forge. In the shadow of the rounded walls of the forge, the fire blazes relentlessly, and the regular hissing of the bellows, mixed with the flaring of the embers, makes the forge appear like the lair of a dragon on some evenings.

      The blacksmith, Hassan Dar'nu, is of medium height with large, muscled arms. He spents most of his day forging farming implements and hopes to get a better supply of coal. Interested heroes can help out with the billows for a few copper coins (This requires 3 successfull strenght checks with a DC of 10 out of 5) .
    He is also looking for an apprentice, but so far not many of the youths are interested. When not smithing, his bald head is covered with a brown turban. Features: Black eyes, round face, tanned skin, a hooked nose, and an earring in the right ear  
      Razeen al-Masood, also called Raz. He is tall and broad-shouldered, with a stocky body that fills out his wide, colorful garment. His face is broad and angular, with a wide jaw and a flat, pockmarked nose. His eyes are small and dark, and his eyebrows are bushy and unkempt. His hair is short and brown, and it sticks out in all directions. He wears a long beard that reaches down to his belly. His beard is unkempt and uncombed, and it is covered with food remnants and dust. The man has an unpleasant smell of urine, alcohol, and spoiled meat. He carries a dagger on his belt, and his hands are covered with small, pockmarked scars, but his smile is uninhibited and open.  
      The goatherd, Nira, is a young woman with green eyes and a raven-black mane. She is clad in sturdy clothing and wears a silver pendant on a leather cord over it. Build tall and lean, she is a restless soul, hardly able to sit still or hold her breath. Her flock is her pride and joy, and the roughly 20 animals are her pride and joy.
    The billy goat of the herd answers to the name “Arias,” and his triumphant bleating resounds several times a day over the settlement.  
      -tab 6 content goes here-  
     

       

    ACT 2 - The Journey

      The next morning, you set off bright and early and head south down the river. As the sun breaks over the horizon, the river is bathed in a golden light. The silhouettes of the palm trees cast long shadows over the water. The river is calm and peaceful, only the gentle lapping of the water can be heard. The edge of the river, once lined with palm trees, is now becoming increasingly arid and rocky. Gradually, the vegetation thins out and finally disappears almost altogether. Only scattered grasses sway in the heat and red rocks, scattered across the landscape like dice, cast ghostly shadows in the glaring sunlight. The scorching midday heat becomes increasingly unbearable, burning your eyes and scorching your skin. Every step becomes more and more agonising as you drag yourself step by step towards your destination. Orientation test   The scorching sun is beating down on you as you finally set off. Heavily laden with supplies for the arduous journey and for Razeen, you are already sweating in the blazing heat. The unwieldy waterskins you have tied around your chest are weighing heavily and hamper your movements. You have hopes that you will hardly need them, as most of the route leads southwards along the river under the scorching sun.   The sun shines so brightly that you have to rub your eyes. The air is stifling and hot, and you can feel the sweat on your skin as it runs down your back in rivulets. The leather water skins feel hard and stiff, pressing against your chest and making it difficult to breathe in the scorching air. You are already hoping that you will soon find a place where you can get some rest.   The river that leads the way is wide and rapid. The water is clear and turquoise blue and you can see fish swimming in it. The palm trees on the banks are tall and dense and provide a little shade. You are glad that you don't have to walk in the blazing sun.   After a few hours, you finally reach a suitable place to rest. You sit down under a tree and take a few sips from the water hoses. The water is a little warm, but refreshing, and you immediately feel a little better. You eat something from your supplies and then lie down in the shade to rest for a while.  
    These are some random encounters you run while the players travel along the shore. Depending on your session's pace you may need more or less of these - feel free to pick according to your (and your groups) taste.
       
    Social - A passing encounter
    Combat/Narrative - In a while...crocodile
    Investigative - Desert spoils
    Combat - No laughing matter
      A swarm of mosquitoes buzzes around you, annoying pests whose buzzing hardly stops. On the river you slowly see a barge passing by towards the village, the only sign of human civilisation since the village disappeared behind you. A few of the people aboard the boat yell insults or good natured jests at you while the barge is slowly passing. They offer to sell some refreshments and dates to the weary travellers, which are delivered by a small row boat. Interested players can hear stories of the "Pearl of the south, Al'nahar, the centre of civilisation". Pick a few of your choosing:  
  • The sultan has increased recruitment and pays signees 5 silver pieces just for signing up
  • Expeditions from the jungle have brought home a talking snake - can you believe that?
  • The Festivals of a thousand lanterns is supposed to start soon - can you imagine the sights?
  • There's going to be a sandstorm coming soon. (This is entirely untrue)
  • River pirates have tried to board a barge recently, but were fended off by the brave crew. "A blight upon these nasty river vultures!"
  •   As you follow the densely overgrown riverbank, you see some crocodiles resting lazily in the scorching sun on a sandbank at the edge of the river, loamy guardians of the riverbank. Their brown, scaly skin is covered in mud and if you listen carefully you can hear their rattling breath. You keep a respectful distance, but the sleepy reptiles only seem to take casual note of you.  
     
      Like a white monument, the bones of a large animal protrude from the yellow desert sand to your right. Bleached by the desert wind and the scorching sun, they are as white as alabaster and rise sharply and accusingly into the merciless sky. In their centre lies a saddle, its ragged remains fluttering in the wind like dried leaves in the hot desert wind. The washed out colours are faded away, but you can still see that it was once colourful and richly decorated.   At this point you can roll a perception check, a DC of 10 is recommended and on a success read the following, otherwise the players can find a few copper pieces.   As you get closer, you can smell the faint odour of herbs. It is weak, but still clearly perceptible. You follow your nose and find a small jar under one of the bones.It is made of clay and decorated with a mysterious symbol.   You lift the jar and open it carefully. Inside is a brownish ointment. It smells of herbs, but also a little like rancid fat. (Healing ointment, 1W3-1 hit points after application)  
      In the sweltering desert, a howl pierces the stillness and echoes from the dunes—a haunting cry. What follows is laughter, an eerily, malvolent sound. Your skin crawls, and you’re instantly on edge, every nerve alert.   Then, from a distant crest, a spotted hyena trots into view, slowly, seemingly without a care. Its mottled coat blends seamlessly with the sandy expanse, but its eyes—amber and calculating—lock onto your group. You eye it warily; surely, it’s no match for your seasoned adventurers.   That is , until you spot two more, prowling closer, just at the edge of your vision. The hyenas’ hunger is palpable, and their numbers are no longer in your favor. Sinister grins reveal rows of razor-sharp teeth and as the trio advances, their laughter forms a bone chilling chorus.
    You draw your weapons, ready to face the scavengers.
         
      -tab 5 content goes here-  
      -tab 6 content goes here-  
      This is where you can find some travel encounters for the journey.  
        The landscape gradually becomes more and more barren and rugged the further you travel. On the horizon, a red rocky outcrop suddenly rises from the riverbank like a warning finger, while below it the silver ribbon of the river runs its course. It is not far to the destination described to you, but night is already falling and the temperature is dropping rapidly. Only the hot sand beneath your tired feet still radiates some warmth. Once you reach the foot of the rocky outcrop, a small hollow provides a welcome resting place. Round, large river stones are placed around a stone circle for a campfire and invite you to linger.   Camp, trial for survival (depending on Resting Bonus/Temp HP)   The night is still and starry, brightly lit by the two moons above you. The stars sparkle like diamonds in the night sky and the silvery ribbon of the river meanders through the night beneath the palm trees. Suddenly, the eerie howl of an unknown animal reaches your ears from afar.   The howl is deep and plaintive, like the wailing of a lost soul. It reverberates through the desert like a calling echo that is thrown back by the endless sand dunes. It sounds like a warning, an omen of distant danger.   You sit around the crackling fire, only sparsely illuminating the darkness. The gentle murmur of the river flowing nearby accompanies the sound of the crackling fire. The flames dance in the darkness like ghosts, painting flickering shadows in the night and suddenly you can imagine that the stories about the souls of the ancestors travelling across the river to the afterlife might be true after all.     The next morning you start bright and early and head south down the river. The sun breaks over the horizon and bathes the river in a golden light. The silhouettes of the palm trees cast long shadows on the water. The course of the river is calm and peaceful, only the gentle lapping of the waves can be heard.   The edge of the river, once lined with palm trees, is now becoming increasingly arid and rocky. Gradually, the vegetation thins out and finally disappears completely. Only scattered grasses sway in the heat and red rocks, scattered across the landscape like dice, cast ghostly shadows in the glaring sunlight. The scorching midday heat becomes increasingly unbearable, burning your eyes and scorching your skin. Every step becomes increasingly agonising as you drag yourself step by step towards your destination.    

    ACT 3 - The cave

      You follow Razeen's scant instructions and soon find a steep rock face that rises from the ground like a giant red tooth. At the centre of the cliff is a dark chasm that stretches down about two man-lengths. Fine, yellow sand has collected in a hollow in front of the entrance and crunches softly under your feet as the wind blows a haze of fine sand into the distance. From the cave entrance itself, a cool breeze from inside makes you shiver in the hot midday sun.  
    The heroes might want to scout around the cave, but there is nothing much to find besides the bleached bones of some beast long since dead and a few drops of a weird dried liquid (the lurkers blood)
     
    You peer cautiously into the cave. The entrance to the cave is shrouded in velvet shadows and you can just make out a tiny glimmer of light at the far end. You venture a few steps further in and the sand crunches softly under your feet. The cave is almost circular, the red stones forming a rough, weathered circle, larger than many a manor house. From a hole in the rock ceiling, the sun casts a ray into the cave, bathing everything in a dim twilight. The floor is covered with soft sand that feels smooth under your feet. The soft rippling of water can be heard under the desert wind, coming from a small pond at the edge of the cave, fed by a small trickle that runs over the red rocks.

    As you enter the cave (Perception):
    You have barely taken a few steps when you notice a strange trembling in the sand. It is a barely perceptible vibration that spreads through the ground like wildfire. You stop and listen closely. The sand explodes in a fountainous burst as a shadowy figure erupts from the sand amidst a chittering mass of tiny scorpions.   With a hasty leap backwards, you jump back, just in time to avoid standing directly in front of the creature. A suppressed scream of terror echoes through the grotto, but it is unclear from whose throat it has come from - it might have even be yours.
    In front of you, the last of the golden sand runs off the creature, an almost man-sized scorpion crowned by the torso of a scarred man. The upper body is clad in a pockmarked and rusty cuirass, the red chitinous armour of the scorpion's body scratched and bruised, marked in places by holes from which a greenish liquid oozes. The scorpion's stinger, probably once dripping with venom, shows deep gashes and the tip is completely missing. One of the claws hangs almost limply, a spearhead still visible in one of the joints, but still it moves.
    But all of these things you only notice in passing - the worst part of the nightmare before you is the creature's face, distorted in a rictus of hatred and pain, eyes glaring at you with an inhuman, malevolent intelligence.
    With the clicking sound of chitin plates rubbing together, the monster suddenly darts towards you with a gliding stride that belies its condition. It clutches a rusty spear in its left, bent claw and thrusts it at you.
    Be aware that you will probably have to adjust these stats if you have more/less players.
     
    I recommend to add 2-4 of these to the encounter
    So, this is the showdown our heroes have been working toward - and lets make it an epic one. Our heroes face the boss and (recommended) 2-4 desert scorpions.

    How to run this encounter: Go all in with the descriptions, describe its scream of anger and pain, the sound of scraping chitin and the pure rage it seems to exude. Strategywise: let the creature flail around (its wounded after all, possibly even mortally), change targets randomly or go after the one that dealt the most damage - at this point its barely sane.   A few things you can add to the fight to give the heroes an edge and add in the environment:  
  • There might stalactites on the ceiling, attacking them with a ranged weapon can drop them on enemies.
  • The sand on the ground could be used to blind the monster for a round if kicked/thrown into its face, giving it the blinded condition.
  • The creature could be adverse to the sunlight that streams in - again blinding it or providing a (temporary) refuge if it doesn't want to enter the sunlight.
  • The creature is grievously wounded, make it bleed for additional damage if the fight does not go well
  •  
      After the fight   With a rattling sound, the creature lets out a final breath. The green fluid that was pumping from its wounds slowly seeps into the ground and you exchange looks with each other, breathing heavily. The old man spoke true - a hideous beast was guarding this treasure - but you can't but wonder who would have inflicted battered it like this? Whoever it was, there is no sign of the previous battle or its foe.
      You scour the cave for treasure and in the shadow of the stalactites you quickly find what you are looking for - a small wooden casket bound with iron and decorated with ornate glyphs. In it, wrapped in red velvet, lies a single golden bangle, skilfully fashioned in the shape of a vine that wraps around itself and holds a round-cut emerald in its leaves. A truly magnificent piece of jewellery that is sure to make an impression. Next to the casket, you only find a few rusted scimitars and an ornately decorated curved dagger - on closer inspection, however, the weapon is purely ornamental, but someone would certainly pay a good price for it.   Two small, silver coins covered in patina can be found by attentive heroes with a Perception test, placed on the eyes of a human skull in the far corner of the cave.   Once you have tended to your wounds, you are about to leave when you hear quiet, covert footsteps outside the cave. As you step out into the blinding light of day, Razeen stands before you, his trembling hands clutching a scimitar, his knuckles protruding white.   "I...couldn't let you face the monster alone, I owe it to my beloved...is it already over?"   Reluctantly you hand him the bracelet and a liberated, melancholic smile slides across his face. "Thank you - what would I have done without you? As an additional gift for your discretion and valourous help, I would like to offer you all a cloak in a colour of your choice from our seamstress - I'm sure she won't ask any questions. And of course you are also invited to my wedding - perhaps you would even like to play a song or tell a mighty tale?   And so ended Razeen's quest, but for our heroes it was just the beginning of a long journey full of wonders and adventure - but this story ...I'll tell another time.

    Comments

    Author's Notes

    Copyright of SRD Blocks Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.   COPYRIGHT OF "SHARED" STATBLOCKS Statblocks shared by the creators of World Anvil openly for the community falls under the Creative Commons Attribution-ShareAlike 4.0 International


    Please Login in order to comment!