S2 - Eleven Baneful Gates Session 2

## Journey to Al-Anwahr

### A Run-In with Jackals

The northern half of the Furrowed Mountains near Muluk will involve walking at steeper inclines, dryer air, far more rocky terrain, etc. The mountains are also overrun with man-jackals, men who have formed tribes on the shamanic worship of a sacred animal they can transform into, in this case jackals. The PCs should run into at least one small group of the savages (maybe 4 or 5, though they should only have to fight 2). They might try a night raid to steal camels and supplies, but if the party are well guarded, they will attempt a quick hit and run from an ambush position. The man-jackals have no treasure except their mounts and water.

The man-jackals will only have one with jackal-were stats, the others having the stats for jackals or kobolds. A man-jackal will be in any of their 3 forms, but a couple of the humanoid ones will be carrying stolen weapons from their prisoner, a man of the desert bandits named Kasim. The man-jackals will also have boulders they attempt to roll onto players, and there are pits in the ground that are a nasty fall if fallen into.

Their prisoner, if freed, will remember the PCs, and can be found later in the Haunted Lands. His equipment will include his desert riding gear, 2 skins of water, a few days rations, 80 gp and 50 sp, along with his now dead horse carrying his tent, fire starting supplies, torches, a bow and quiver of 20 arrows.

### The Haunted Lands

Try to cultivate a mood of stark beauty and barren isolation in descriptions of the dazzlingly bright salt flats, red rock canyons, natural rock arches, sun-baked plateaus, and tall granite spires that make up the varied topography of the Haunted Lands. This leg of the journey will be uneventful save for basic survival, and running into a group of outriders from the desert bandits. If the PCs saved Kasim earlier, he will vouch for them, and enable them to travel safely through the rest of the region.

## Sokkar, the City of Glass

Sokkar is the closest civilized city to the desert, and while not as well off as Muluk, benefits greatly from enchanted superheaters that are used to mass produce glass at an incredible rate. As a result, buildings often feature huge windows taking up most of the walls, decorated with murals, and glass fixtures decorate the city such as hanging glass lanterns, stain glass edges on the roads, and mosaics aplenty. This has earned the city the moniker, City of Glass.

The party can find the family of the man (Rashid) they saved from knife birds on the road, who will offer them hospitality if they show them the note from Rashid. The father of the family works one of the city's superheaters. Rashid is his eldest son, but he and his wife have another son, whose wife and 3 children live with them in a large abode.

Run one or two encounters in this city:

* *There is an altercation with a man advocating in favor of the desert bandits under King Gafari, that his consolidation has decreased raids on the city and increased trade with the other city-states. This turns into a full on fight, with swords drawn. The fight is clearly one-sided, the pro-bandit man clearly the bigger and stronger one.*
* *There are a group of children* *seemingly playing tag. They will brush up against the PC's host if accompanied, or a PC if not, secretly picking their pocket. This should be noticed too late, either because a child briefly drops the goods, or is simply noticed by the PCs or host. This should lead into a chase, that can go through a crowded street, up a building and across rooftops, and in an ally. The thief who gets the loot is a teenage girl, who is saving money to leave the city to be something more than a thief.*
* *MISC: There is gambling to be had, as well*, *which could lead to money won or a combat. There are exotic sales to be made, including some enchanted jewels, glass weapons, and could lead to haggling, overcharging, a theft, etc.*

## Final Leg of the Journey

### Ganam

Ganam is a humble town. There is little interesting there for now. Describe the people and landscape. Maybe have an encounter based on what's happening with the party, but otherwise don't bother.

### Krak Al-Niraan

Krak Al-Niraan is the castle of flame. It is known as that because it has access to a single superheater, which it uses to make quick creation and repairs. The other noteworthy feature is the small number of guards. This area is one where it's fighting men are mostly mercenaries from surrounding lands, and most have since moved over to the Desert Bandits.

## Al-Anwahr

After weeks of traveling through the harsh wilderness, The party spots the crumbling walls of Al-Anwahr, rising from the sun-baked ground near the Great Anvil. Though most of the ancient city lies in neglected ruins, the ancient citadel has been rebuilt into a permanent encampment for a large tribe of Dwarves, the Red Mountain Tribe, who are at best cautious and more likely hostile toward any new visitors.

### Welcome of the Dwarves

Before the party can even approach within bow shot of the ruins, the PCs will have to negotiate with the Dwarves and justify their presence in their territory. One of the Dwarves will approach the party to parley, while four others watch from disguised trap doors nearby, with slings ready should any PCs attempt foul play.

A magi/magus should be able to convince the dwarf to allow them entry, as such company is seen as reputable. The magi and companions will be taken to the headman's building, and toasted as guests. Otherwise, the party will have to the hard task of convincing five suspicious Dwarves to allow them into the ruins. If the Dwarves have determined that the PCs pose no threat, they lead them to their camp for an interview with their headman, Dimna.

### Ruins of the City

The structures of this once-proud city have been slowly eroded by time into a sprawling collage of broken stone buildings, hardly recognizable for their earlier purpose. Many buildings are domes of stone, adobe or clay, that were once linked by roofs and shades that have since fallen into ruin. Only a few water sources are available in the ruins, and those are jealously guarded by predators nearby. In short, the ruins are a dangerous, creepy place. The most visible of Al-Anwahr’s current inhabitants are the Dwarves, but they have only taken a small portion of the city, and countless other monsters live within crumbling buildings, preying on anything that wanders nearby. In addition, Hakim, the decedent of the treacherous vizier, is living in a further corner of the city. The dwarves know he is there, but haven't moved to kill him, and are simply suspicious of him.