Act 1: Big Eyes, New Opportunities

Setting the Scene

As the sun rises over The Last Oasis, the city awakens to another day of vibrant activity and hidden tensions. The streets begin to fill with merchants setting up their stalls, the aroma of exotic spices wafting through the air. The intricate architecture of the city, with its wood, plaster, and sandstone buildings adorned with geometric patterns and ornate carvings, glows warmly in the morning light. Towering structures with windcatchers dominate the skyline, a testament to the city’s blend of beauty and practicality. The bustling Nomad Tent Market is already alive with the sounds of haggling and the clinking of coins, while the serene Oasis Gardens offer a tranquil retreat for those seeking a moment of peace.

In the heart of the city, the Temple of the Golden Sun stands as a beacon of faith and reverence. Dedicated to Eagis, the God of Sun and Creation, the temple’s golden spires catch the first rays of sunlight, casting a radiant glow that can be seen from almost anywhere in the city. The Royal Palace, home to Prince Madieb, is a symbol of the city’s wealth and power, its ornate designs and sprawling courtyards contrasting sharply with the humble dwellings of the slums. Nearby, the Solara Estate, residence of Emir Valdar, exudes opulence with its lush gardens and elegant fountains, serving as a center for political gatherings and social events.

Beneath this veneer of prosperity and order, a darker undercurrent flows through The Last Oasis. The Cult of Astarak, devoted to the God of Oblivion, has begun to stir once more. Historically responsible for numerous atrocities, including the Great Shadow Plague, the cult’s influence has waxed and waned over the centuries. Now, whispers of their resurgence are spreading, hinting at secretive activities and dark gatherings. The cult’s members are hidden among the city’s populace, waiting for the opportune moment to strike. As the city goes about its daily business, an ominous sense of foreboding hangs in the air, signaling that something dark and dangerous is on the horizon.


Humble Beginnings

As the sun sets over The Last Oasis, casting long shadows across the bustling streets, the city comes alive with the sounds of merchants closing their stalls and the distant hum of evening prayers. Amidst this vibrant backdrop stands a large, imposing structure on a small public square along the main roadway. This building, with its intricate carvings and sturdy architecture, houses the infamous Dusty Flagon in its basement.

Descending the narrow stone steps, you push open a heavy wooden door, and you’re immediately greeted by a cacophony of noise. The tavern is packed, as always, with a diverse crowd of adventurers, mercenaries, and those seeking fortune. The air is thick with the scent of pipe smoke and hashish, mingling with the aroma of spiced meats and ale. The dim lighting casts a warm, golden glow over the room, highlighting the worn wooden tables and the intricate carvings on the walls.

In one corner, a group of seasoned adventurers recounts tales of their latest exploits, their laughter ringing out above the din. In another, a pair of cloaked figures huddle over a map, whispering in hushed tones. The atmosphere is electric, filled with the promise of new opportunities and hidden dangers.

At the center of this lively scene sits Harim the Recruiter, a stout man with a grizzled beard and a keen eye for talent. Harim is a familiar figure in the Dusty Flagon, known for his ability to match adventurers with the right jobs. Tonight, he occupies a large table in the middle of the tavern, his feet resting casually on the tabletop as he chats with anyone who will listen. A tankard of ale sits within easy reach, and a list of potential recruits lies on the table beside him.

As each of you enters the tavern, you find yourselves drawn to Harim, whether by chance or by design. He looks up from his conversation, his eyes scanning the room before settling on you. With a nod, he beckons you over, his voice cutting through the noise.

“Ah, there you are. Just the ones I was looking for,” he says, his tone brisk but not unkind. “I’ve got a job that needs doing, and I think you lot might be up to the task.”

He gestures for you to gather around, his eyes twinkling with a mix of curiosity and appraisal. “You, you, you, you, and you,” he says, pointing to each of you in turn. “Looks like you’ll be working together. Now, let’s see what you’re made of.”

As you introduce yourselves and exchange wary glances, the reality of your new partnership begins to sink in. The Dusty Flagon, with its lively chaos and unorthodox clientele, is the perfect place for the start of your adventure. Here, amidst the smoke and noise, your journey begins.


A Simple Delivery

As the party gathers around Harim’s table, he leans back, his feet still propped up on the table, and takes a swig from his tankard. He eyes each of you with a calculating gaze before speaking.

“Alright, listen up. I’ve got a job that should be right up your alley,” Harim begins, his voice carrying over the din of the tavern. “Senca Haim, the barkeep here at the Dusty Flagon, needs a shipment picked up from the Agricultural Warehouse. Dried apricots, figs, and pomegranates. Normally, they’d just send it over, but with the drought last season, food shipment thefts have been on the rise.”

He pauses, letting the information sink in before continuing. “Senca’s reached out to me to arrange for some guards to ensure his shipment makes it here safely. Each of you will get 25 gold for your trouble, and Senca will cover the finder’s fee.”

Harim leans forward, lowering his voice slightly. “Now, here’s the catch. There have been some delays at the Agricultural Warehouse. I’m not sure what’s causing them, but you’ll need to head over there and find out. Talk to Foreman Tenir in the main shipping office. He’ll have more details for you.”

He glances around the table, making sure he has everyone’s attention. “Once you’ve got the shipment, you’ll need to escort it back here. The streets are busy, and there are plenty of folks who’d love to get their hands on those goods. Keep your eyes open and your wits about you.”


Quest Overview: Retrieving Senca Haim’s Shipment

Objective: Head to the Agricultural Warehouse and pick up the shipment of dried apricots, figs, and pomegranates for Senca Haim, the barkeep at the Dusty Flagon. Ensure the shipment is safely escorted back to the tavern.

Reward: 25 gold per guard, with Senca covering the finder’s fee.


“The streets of The Last Oasis are alive with activity as you make your way to the Agricultural Warehouse. Merchants call out their wares, children play in the streets, and the aroma of exotic spices fills the air. The journey is uneventful, and you soon find yourselves approaching the large, imposing structure of the Agricultural Warehouse. The sun casts a warm glow over the city, and the sounds of daily life create a vibrant backdrop as you navigate through the bustling streets.”

“As you approach the Agricultural Warehouse, you see a large lineup of laborers and carts waiting to be loaded. The scene is chaotic, with workers standing around, looking frustrated and idle. The air is filled with the sounds of grumbling and the occasional shout as tempers flare. The warehouse itself is a massive structure, its walls made of sturdy stone and wood, with large doors that open to reveal the bustling activity inside. You notice a few guards stationed at the entrance, keeping a watchful eye on the proceedings.”

As you take in the scene, a nearby laborer notices your arrival and approaches you. He looks tired and a bit exasperated, wiping sweat from his brow as he speaks.

“Hey there, you folks here for a pickup? It’s a real mess today. The lift’s out of commission, so we’re having to carry everything by hand. If you’re here for a shipment, you’ll need to speak with Foreman Tenir in the main shipping office. He’ll give you a number and get you in line. Just follow the path around the side of the building, and you’ll find the office.”

As you follow the path around the side of the building, you come upon a small, cluttered office area. The scene is one of controlled chaos, with workers and laborers milling about, all seemingly trying to get a moment of one man’s time. This man, a burly figure with a stern expression and a clipboard in hand, stands out from the crowd. His presence commands attention, and it’s clear that he is the one in charge. This is Foreman Tenir.

As you approach, you see Foreman Tenir juggling multiple conversations at once, his voice carrying over the din of the busy office. Despite the chaos, he seems to have a firm grip on the situation, directing workers and answering questions with practiced efficiency. He notices your group approaching and raises an eyebrow, momentarily pausing his current conversation.

“Ah, you must be the ones Harim sent,” Tenir says, his voice gruff but not unfriendly. “We’ve got a real problem on our hands here. The main lift is out of commission because of a giant rat infestation in the Lift Operation Room. Those blasted creatures have chased out the engineers, and we can’t get anything done until they’re gone.

He gestures towards the warehouse, where laborers are struggling to move crates by hand. “As you can see, everything’s at a standstill. We’re having to carry everything out by hand, and it’s causing huge delays. If you can clear out those rats, we’ll be able to get the lift operational again and prioritize your shipment.

He straightens up, giving the party a serious look. “I don’t care how you do it, just get rid of those rats. Do that, and we’ll make sure your shipment is the first one out. You’ll be doing us a big favor.”


Encounter: Clearing Out the Giant Rats


Location: Lift Operation Room

Overview: The party must clear out an infestation of giant rats in the Lift Operation Room to restore the functionality of the main lift at the Agricultural Warehouse. This encounter involves a combat scenario with 3-6 giant rats, depending on the party size.

“As you enter the Lift Operation Room, the stench of decay and filth hits you immediately. The room is dark and cluttered, filled with gears, levers, and pulleys. You can hear the sound of scurrying feet and the occasional hiss, and you quickly spot several large, menacing rats moving about. Their eyes gleam with a sinister red glow in the dim light.”

Description of Giant Rats

The giant rats are significantly larger than their ordinary counterparts, roughly the size of small dogs. Their fur is matted and filthy, a patchwork of dark browns and grays, with patches of bare, scabbed skin visible in places. Their eyes gleam with a malevolent intelligence, glowing a sinister red in the dim light. Their long, hairless tails whip through the air as they move, and their sharp, yellowed teeth are constantly bared, ready to bite. The rats’ claws are long and jagged, capable of tearing through wood and flesh alike. A foul stench surrounds them, a mix of decay and the filth of the sewers they inhabit.

Combat Mechanics

  • Number of Rats: 3-6 giant rats, depending on party size.
    • Small Party (3-4 members): 3-4 giant rats.
    • Large Party (5-6 members): 5-6 giant rats.
  • Rat Attacks: The giant rats will use their bite and claw attacks to defend their territory.
    • Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
    • Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Party Actions: The party can use their weapons, spells, and abilities to defeat the rats.

“The giant rats notice your presence and immediately become aggressive, baring their sharp, yellowed teeth and hissing menacingly. They move quickly, their long, hairless tails whipping through the air as they prepare to attack.”

Tactics

  • The giant rats will attempt to surround and overwhelm the party, using their numbers to their advantage.
  • They will target the nearest party members first, focusing on those who appear to be the most vulnerable.
  • If a rat is severely injured, it may attempt to flee, but the confined space of the Lift Operation Room makes escape difficult.

“With the last of the giant rats defeated, the Lift Operation Room falls silent. The stench of decay still lingers in the air, but the immediate threat has been neutralized. You can now see the extent of the damage caused by the rats, with gnawed cables and scattered debris everywhere. The engineers can now safely enter the room to begin repairs.”

Returning to Foreman Tenir

Location: Main Shipping Office

DM Read-Aloud for Returning to Foreman Tenir: “As you make your way back to the main shipping office, you notice a sense of relief among the workers. The chaotic atmosphere seems to have calmed slightly. You find Foreman Tenir still overseeing the operations, his stern expression softening as he sees you approach.”

“You’re back. Did you manage to clear out those rats?” Tenir asks, his voice filled with anticipation.

Upon hearing the confirmation, a wave of relief washes over his face. “Well, I’ll be damned. You actually did it,” he says, his voice filled with genuine admiration. “Those rats were a real menace, but it looks like you handled them just fine.”

He straightens up, giving the party a nod of respect. “Thanks to you, we can finally get the lift operational again. The engineers are already heading back in to assess the damage and start repairs. You’ve saved us a lot of time and trouble.”

Tenir gestures towards the warehouse, where the laborers are beginning to move with renewed energy. “As promised, we’ll prioritize your shipment. Your crates of dried apricots, figs, and pomegranates will be the first ones out. Just give us a bit of time to get everything loaded up.”

He reaches into his pocket and pulls out a small pouch (40 Gold), handing it to the party. “Here’s a little something extra for your trouble. You’ve earned it.”

“As you leave the shipping office, you see the laborers moving with renewed energy. The engineers are already heading towards the Lift Operation Room to begin repairs. Within a short time, the lift is operational again, and the laborers start loading your shipment onto a sturdy wooden cart. Crates filled with dried apricots, figs, and pomegranates are carefully stacked and secured. A laborer is assigned to pull the cart, and he gives you a nod, ready to follow your lead.”

Laborer’s Dialogue: “Thanks for dealing with those rats. We’ll get your shipment loaded up right away. Just give us a few minutes.”


Escorting the Shipment

Route: From the Agricultural Warehouse to the Dusty Flagon

Encounters: Roll a D6 four times (once for each 15 minutes) to determine encounters during the escort:


Encounter 1: Crowded Streets

Description: As you navigate the bustling streets of The Last Oasis, the crowd thickens, making it difficult to move the cart. The streets become densely packed with people, halting traffic and creating a chaotic scene. Street vendors shout their wares, children dart between legs, and the noise level rises to a cacophony.

DM Read-Aloud: “The streets ahead are a sea of people, shoulder to shoulder, moving in every direction. Street vendors shout their wares, and children dart between legs, adding to the chaos. The cart comes to a halt as the crowd presses in around you. You notice a group of six poorly dressed citizens eyeing the cart with hungry looks, ready to take advantage of the situation.”

Challenge: The party must roll DC10 Strength Checks to keep the crowds from encroaching on the shipment. During this time, 6 poorly looking citizens will try to rob the shipment. This lasts for 1d4 hours.


Encounter 2: Child Thief

Description: As you make your way through a quieter part of the city, a small child suddenly darts out from an alleyway and attempts to grab some pomegranates from the cart. The child is quick and nimble, making it difficult to catch them.

DM Read-Aloud: “Moving through a quieter part of the city, you suddenly see a small child dart out from an alleyway. The child makes a beeline for the cart, grabbing a handful of pomegranates before you can react. You notice another child nearby, watching with wide, fearful eyes.”

Challenge: The party needs to roll a DC12 Perception Check to notice the child, and if detected, a DC14 Dexterity Check to catch the child. If the party is particularly perceptive (DC16 Perception Check), they will notice a second child nearby watching with fear.


Encounter 3: Charismatic Distraction

Description: As you navigate a busy market street, a charismatic fellow approaches the party, engaging them in friendly conversation. While he distracts the party, an accomplice attempts to steal a box of figs from the cart.

DM Read-Aloud: “Navigating a busy market street, a charismatic fellow approaches with a wide smile. ‘Lovely day, isn’t it? Say, where are you folks headed with that cart?’ he asks, engaging you in friendly conversation. Meanwhile, you notice someone else edging closer to the cart, eyeing a box of figs.”

Challenge: Roll a DC14 Performance Check to see if the distraction works and a DC12 Dexterity Check to catch the thief.


Encounter 4: No Challenges

Description: The streets are surprisingly clear, and you encounter no significant obstacles or threats. The journey is smooth, and you make good time.

DM Read-Aloud: “The streets are surprisingly clear, and you encounter no significant obstacles or threats. The journey is smooth, and you make good time, with the cart rolling steadily towards the Dusty Flagon.”


Encounter 5: Chase Scene

Description: As you make your way through the city, you hear shouting and see a person running towards you with a Dammian Raider in pursuit. The Raider shouts, ‘Stop that man!’ The party can choose to intervene or let the chase pass by.

DM Read-Aloud: “As you make your way through the city, you hear shouting and see a person running towards you, a look of panic on their face. Behind them, a Dammian Raider is in hot pursuit, shouting, ‘Stop that man!’ The runner barrels towards your cart, looking for a way to escape.”

Challenge: The party can choose to intervene or let the chase pass by. If they intervene, they must decide whether to help the runner or the Raider, leading to potential combat or negotiation.


Encounter 6: No Challenges

Description: The streets are surprisingly clear, and you encounter no significant obstacles or threats. The journey is smooth, and you make good time.

DM Read-Aloud: “The streets are surprisingly clear, and you encounter no significant obstacles or threats. The journey is smooth, and you make good time, with the cart rolling steadily towards the Dusty Flagon.”


Returning to the Dusty Flagon

Location: The Dusty Flagon

Description: As the party approaches the Dusty Flagon, the familiar sounds and smells of the bustling tavern greet them. The streets around the tavern are lively, with patrons coming and going, and the warm glow of lanterns spilling out into the evening air.

DM Read-Aloud: “As you approach the Dusty Flagon, the familiar sounds and smells of the bustling tavern greet you. The streets around the tavern are lively, with patrons coming and going, and the warm glow of lanterns spilling out into the evening air. You maneuver the cart through the crowd, finally arriving at the entrance where Harim is waiting.”

Interaction: The party returns to the Dusty Flagon with the shipment. Harim inspects the goods and pays the party their reward.

Harim’s Dialogue: “Well, well, well, look who made it back in one piece,” Harim says, his voice carrying a note of approval. “I had a feeling you lot would get the job done. Dried apricots, figs, and pomegranates—all accounted for. Senca will be pleased. As promised, here’s your payment—25 gold each. You’ve earned it. Not bad for your first job. You’ve shown you can handle yourselves, even with a few unexpected challenges along the way. Keep this up, and you’ll be making a name for yourselves in no time. Now, go enjoy a drink on Senca—he’s got a tab open for you.”

Completion: The party receives their payment and is invited to enjoy a drink on Senca. This marks the successful completion of their first job, establishing their reputation in The Last Oasis.


DM Notes

  • Flexibility: Allow the party to come up with creative solutions to handle the encounters during the escort.
  • Morality: Track the party’s decisions and how they handle the situations, as it may affect their reputation in the city.
  • Consequences: If the party uses excessive force or unethical methods, it could lead to future complications with the local community or merchants.
Welcome to the Last OasisAct 1: Working the Gig Economy