A Sea of Sand and Storm

Our campaign, Grave of the Sun, continues.

As you no doubt recall from the previous session, the murder at the Emir’s palace led to a nasty fight in the souk, as our heroes pursued the thieves who had taken the mysterious and malevolent artifact – a wooden cylinder, sealed with wax and etched with sinister symbols. Despite the Nightwatch’s victory, the assailants escaped with the contents and left the broken tube behind.

Returning to the Emir’s Palace, the Nightwatch was given a signet ring and access to a ship. (a dhow with runners on the hull, enabling it to travel over sand, in the desert.) They were then tasked with finding the reclusive mystic, Rajul Hakim, the only person who could decipher the symbols. If the Watch and the mystic could determine the tube’s contents, then they could perhaps discover their adversary’s identity and thwart their plans.

NARRATIVE SCENES

The storytelling portions of the game involved the team meeting several of the Nomadic Sheiks in the deep desert, and convincing them to divulge Hakim’s location. It took several rounds, but thanks to Mike D’s previous interactions with them back at the Emir’s Palace, the party was able to get the information.

The next challenge was less diplomatic and far more physical: heading to Hakim’s hut in the foot of the northern mountains, the sand ship was caught up in a sudden sandstorm. Each member of the Watch had to take up stations on the ship to help it get through the storm safely.

Despite their best efforts, the ship skidded into a northernmost trading post, badly damaged. It will take several days to repair, but rest of the journey needed to be made on foot anyway, so the crew will use the time to fix the vessel. (“damn city dwellers. don’t know a jib from a squib.”)

Hakim’s Hut

The party arrived at Rajul Hakim’s hut to find him under attack by Scorpions of Unusual Size and already injured.

The party leaps into action. Newcomer, Matt B’s Mancer lead the charge, dodging, striking, spearing, and spell-slinging against the nasty little vermin.

First wave is scorpions. The second is beetles. Both are chittering, poisonous, and freakishly determined.

Mike D’s Mancer and Mike E’s Alchemist move to help and heal the wizened old hermit. And his enormous mute helper.

New Adversaries

More enemies appear and they’re not creepy crawlies; they’re just creepy. Zombies, erm… Mummies. (zombies wrapped a little too tight)

On the left and the right. Worse, there’s some kind of mid-level management mummy with them.

And that assassin that almost killed Matt G’s Mancer last time.

Once again, our heroes face down the monstrous threat. Intent on revenge, Matt G burned the last of his spell charges to kill, then rekill, the assassin. His comrades were down to the last of the small insects and the mummies, when the Mother of All Scorpions appeared. Angry and venomous. But Matt B’s Mancer was not afraid.

Mama S was one tough broad. She put a world of hurt on those who had killed her babies, but in the end Spear, Spells, and Explosives put her down.

Rajul was safe. (and his camel) The Nightwatch was victorious.

Aftermath

With the hermit safe, translates the symbols over dates, flatbread, and tea: the tube contained a Blood Ruby. A magic gem fashioned from vile magical rituals and used to resurrect the dead.

The term ‘The Grave of the Sun’ is also etched into the wood; the mythical resting place of Sayidat Aleizam – the Mistress of Bones – a powerful giantess and evil necromancer imprisoned centuries earlier by the archangel Jibril himself. The tale is so old, it has turned to legend, and the site of the epic confrontation lost in the mists of time.

However…

It is said that the sorcerer Hazm Ar-Ghayb learned the exact location of the Grave of the Sun from a demon he bound to his staff. A treacherous and wicked man who killed thousands and enslaved hundreds, Ar-Ghayb was finally killed seventy years ago in the Caliph’s Great Purge. (The Night of Judgement.)

Could it be someone is trying to discover the location of Sayidat Aleizam’s eternal prison? And they are willing to resurrect Hazm Ar-Ghayb to do so?

Tune in next time…

***

Thanks for stopping by. If you’re interested in Nightwatch Blood and Bone, you can get a print copy HERE or the pdf HERE.

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8 responses to “A Sea of Sand and Storm”

  1. Rodney L Thomson Avatar
    Rodney L Thomson

    Another great battle report!

    Say, I have some questions about Blood and Bone and have tried reaching out via the “Contact” feature of this webpage a few times without response. What’s the best way to reach out with questions? Our group loves Nightwatch, but really could use some from-the-author clarifications on a few things.

    Thanks!

    Rod

    1. Hi Rodney.
      I apologize. I don’t check the site’s email as often as I should. (and I must have turned off the notifications)
      I’ll get on that right now.

    2. Nothing at the site mailbox, I afraid. What are your questions? How can I help?

      1. Rodney L Thomson Avatar
        Rodney L Thomson

        Thanks for responding Patrick!

        Here are my two questions for now:

        1) How far can alchemists throw potions/grenadoes? I see ranges for non-alchemists, but not for alchemists in NWBNB (but I’m pushing 60, and my eyes ain’t what they used to be…).

        2) This is more of a curiosity-about-your-scenario-design question than a rules question: In NWBNB a change from NW is that the hunters need to get off board before the scenario ends. With the new movement allowance rules, completing a mission and getting off a 3×3 table in 7 turns does not seem to leave much room for error or bad dice rolls. I cannot tell from your latest AARs whether you are using that rule in your latest campaign but, regardless, any thoughts or suggestions regarding it will be much appreciated.

        As always, thank you for your time and for providing such a fun game,

        Cheers!

        Rod

      2. Hi Rod,
        No worries. Good questions. I can’t believe I didn’t specify thrown grenado ranges. The answer is 12″.
        The Belt Item ‘throwing knives’ can be used in lieu of a Free Move and thrown equal to the Hunter’s Move rate.

        Regarding the turn limit/exit the board, I set the 7-turn rule aside for the Grave of the Sun sessions and instead have a limited selection of adversaries and hostile NPCs (the assassin, for example) that enter per the narrative. The players have been briefed on their objective and once they’ve accomplished it, or the predetermined number of models have deployed, the scenario ends.

        Not following my own rules, yes. But it’s faster and smoother when juggling five players. The pace doesn’t lag, it still provides a solid threat/sense of danger/ but doesn’t tax their attention with unnecessary waves of enemies. That said, there is a scenario coming up that will feature a fair amount of enemy models and will likely reach the 7 turn limit.

        Thanks again for contacting me. Hope that helps.
        – patrick t.

      3. Rodney L Thomson Avatar
        Rodney L Thomson

        Thanks Patrick! Those are very helpful answers.

        Rod

  2. peterholland19554cef621272 Avatar
    peterholland19554cef621272

    Great painting and atmospheric scenics. Love it. Also, the characterful figures you are using.

    1. Thank you. It’s a nice change from the usual Tolkien-esque fantasy stuff.

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