BSS-001-MIY-001: The Plea for Help
It's a cool afternoon in the city of Y'Matara. The sun is starting to set as the party gathers in the The Gilded Oasis. Rashidi, the tavenkeeper, directs inquiries about the job to a table near the fire. The party gathers; prompt players to introduce their characters.
The Servant's Flight
If the party follows Khatim, they find that he has climbed to the rooftop to run away. Have the pursuers roll initiative to determine how the chase plays out. Nefara passively follows the chase but does not cause any damage to Khatim.
Use the "Chases" mechanic in Chapter 3: DM's Toolbox of the Dungeon Master's Guide (p52) with the "Rooftop Chase Complications" table in Chapter 4 of Waterdeep: Dragon Heist
If captured, the party can press Khatim for information. A successful DC 14 Charisma (Persuasion) check OR a DC Charisma (Intimidation) check OR a bribe of 20 gold pieces, loosens Khatim's tongue; proceed to The Servant's Information
The inn is buzzing - cups clink, laughter echoes, dice roll across wood. Then - like the calm before a storm - someone shispers..."Shhh...she's coming."
A hush rolls over the Gilded Oasis like a spell. All eyes turn to the silk-curtained arch at the far side of the room. Soft green light flickers. The scent of desert flowers drifts through the air.
She steps into view - tall, cloaked in flowing green silks, blonde hair catching the lanternlight. Bracelets chime as she moves. Her eyes glint like she's seen this moment before. And then she speaks - not loudly, but with command.
"I am Zehra Greenfire - bard of the shifting winds, daughter of forgotten springs, and friend to truths that walk like ghosts. I sing for kings, for fools, for rebels, and dreams - and for those who remember what should not be remembered.
Some call me a witch. Others, a liar. But I? I am only a storyteller...And stories, as you'll learn, are sometimes older than the stars."
She smiles, and a takes her place on the small stage.
Play music file of Zehra singing.
The final note drifts into silence, curling like smoke into the rafters. The crowd hesitates - then bursts into applause. But Zehra does not bow. Her eyes, heavy with memory, sweep across the room - and pause, just long enough on yours.
With a soft turn, she vanishes behind a curtain of green silk. One veil slips free - a pale, shimmering piece that floats to the floor not far from you, like a falling petal.
A player may reach for the fallen veil, if they do, read out the following:
As you reach for it, the fabric is cool and impossibly soft, scented with wild herbs, wet stone, and the faintest touch of ash. At first, it appears simple - elegant in its weave. But as you study it, gold and crimson begin to shimmer in patterns you almost recognise. Shapes emerge,
A towering beast, broad-shoulder and wild-eyed, bellows to the heavens, one mighty paw gripping an axe that gleams with fury.
A figure crowned in antlers, limbs tangled in vines that twist and writhe like thoughts turned rotten, dark blossoms blooming at their feet.
A girl cloaked in grief, barely more than a teenager, cradling a lantern heavy with sorrow, and something old watches from behind them.
A gnome with glasses in midair, mischief in his grin, spinning a deck of cards as if shaping fate with each of his fingers.
An elephant-headed priest, serene and immense, raising his hands in blessing as golden light pours between his fingers like morning through temple pillars,
and the last in the centre - a handsome figure in a windswept cloak, striding boldly forward, holding the hand of a scowling dwarf and a goblin swaddled like a babe in the other.
They are not painted clearly - no names, no lines - but the feeling is there. The sense of story. The weight of shared legend.
Then, slowly, the veil dims. The shimmer fades. You're holding silk once more...but something stirs in your bones. A memory? A warning? Or perhaps the beginning of something old, come round again.
As you look around at your fellow adventurers, you see a red-haired Human woman with dusky skin walk towards the table with determination. "I'm glad you're here for the job," she says, cutting through any conversation. "10 gold pieces each upon rescue of a dear friend of mine. My name is Nefara. Do you have any questions before we get started? Time is short."
The characters may ask questions about her or the job which is detailed in the Adventure Background. Any Wisdom (Insight) check about her background passes, as Nefara is completely genuine. If specifically asked how she gathered the coin to pay the party, she says it was from odd jobs. A successful DC 16 Wisdom (Insight) check reveals that Nefara is embarrassed that she pickpocketed most of the coin from nobles who won't miss it.
After Nefara answers, read or paraphrase the following:
"You know my story.," she says and looks at each of you. "Now it's time to see if there's a happy ending. We're looking for an Elf in this tavern by the name of Khatim. He works for Hasina Sebekem and can lead us to him, or to Isiris, if we can persuade him. It doesn't matter to me how we convince him, but he's the best lead I have."
Nefara describes Khatim as he was described to her: an Elf with a sallow complexion, dirty blonde hair, and wearing a blue sash around his neck.
A DC 12 Wisdom (Perception) check spots Khatim on the upper floor, two levels above the party, deep in an earnest conversation with a blue Dragonborn in Wizard's robes. If the party fails the Perception check, Nefara finds Khatim after a few moments and quietly points him out. She askes the party how they would like to proceed.
The Servant
Khatim is a young Elf who often visits The Gilded Oasis to escape the boring routine of running Hasina Sebekem's households. If more than one party member approaches Khatim, he gets nervous and immediately flees through the window; jump to The Servant's Flight. If only one party member engages Khatim, the blue Dragonborn stands up and gestures for them to take his seat as he walks away.The Servant's Price
Wary of being approached, Khatim listens for about a minute before he gets suspicious and flees. A DC 16 Charisma (Persuasion) check makes Khatim comfortable enough to offer his information about Isiris at a price of 30 gold pieces, however he is willing to barter to 25 gold pieces. If the characters refuse to pay, or attempt an Intimidation check, Khatim escapes out a window. If Khatim is successfully convinced, see The Servant's Information. He leaves The Gilded Oasis immediately after the conversation concludes.The Servant's Flight
If the party follows Khatim, they find that he has climbed to the rooftop to run away. Have the pursuers roll initiative to determine how the chase plays out. Nefara passively follows the chase but does not cause any damage to Khatim.
Use the "Chases" mechanic in Chapter 3: DM's Toolbox of the Dungeon Master's Guide (p52) with the "Rooftop Chase Complications" table in Chapter 4 of Waterdeep: Dragon Heist
If captured, the party can press Khatim for information. A successful DC 14 Charisma (Persuasion) check OR a DC Charisma (Intimidation) check OR a bribe of 20 gold pieces, loosens Khatim's tongue; proceed to The Servant's Information
The Servant's Information
Khatim is reluctant to answer questions. His eyes flit about as he gives in. Read the following:
"Look, just don't say it was me, a'right? Hasina'll do worse than just kills me if he finds out. He keeps a secret house, separate from his manor, over in the Worker's Quarter, where he does his dirty work. Gotta keep it away from the fancy folk, y'know. He casts his rituals there, and it's where he is keeping that pretty black-headed woman. Maybe you'll get lucky and she'll still be alove when you get there. Look for the blue house with the white single roof. That's the place." Khatim smirks at you. "That's all I know, so i'll just be on my way now that you got what ya wanted."
A DC 10 Wisdom (Perception) check draws attention to the keyring on Khatim's belt with the keys to Hasina Sebekem's estates.
The Servant's Escape
If the party fails to capture Khatim or kills him before obtaining the address, Nefara tells the party that she will meet them in the morning. When they regroup the next day, Nefara has the address to the secret house. She owes an unspecified favour to the Sethet-Ka’s Templars and is concerned about the debt.
Development
Equipped with the house address, the party knows where Isiris is held and plans their approach.
"Look, just don't say it was me, a'right? Hasina'll do worse than just kills me if he finds out. He keeps a secret house, separate from his manor, over in the Worker's Quarter, where he does his dirty work. Gotta keep it away from the fancy folk, y'know. He casts his rituals there, and it's where he is keeping that pretty black-headed woman. Maybe you'll get lucky and she'll still be alove when you get there. Look for the blue house with the white single roof. That's the place." Khatim smirks at you. "That's all I know, so i'll just be on my way now that you got what ya wanted."
A DC 10 Wisdom (Perception) check draws attention to the keyring on Khatim's belt with the keys to Hasina Sebekem's estates.
The Servant's Escape
If the party fails to capture Khatim or kills him before obtaining the address, Nefara tells the party that she will meet them in the morning. When they regroup the next day, Nefara has the address to the secret house. She owes an unspecified favour to the Sethet-Ka’s Templars and is concerned about the debt.Development
Equipped with the house address, the party knows where Isiris is held and plans their approach.Dramatis Personae
- Nefara (neh-FAH-rah): A former river djinni turned human, now desperate to save Isiris
- Isiris (ee-SIH-ris): A talented bard that was kidnapped by Hasina Sebekem
- Hasina Sebekem (seh-BEH-kehm): A vengeful priest seeking power through dark rituals
- Khatim (KAH-teem): An elf servant loyal to Hasina Sebekem
- Rashidi (rah-SHEE-dee): A tavernkeeper and retired adventurer, Owner of The Gilded Oasis
Plot type
Chapter
Related Organizations
Related Locations
Waterdeep: Dragon Heist
What is Qasr-Al-Nebu?
Some Y'Matarans know that the river djinni are a part of the city's defences, living deep within the rivers River Nekhet and River Sahri long before Y'Matara was founded. In recent years, the River Djinni have worked with Divine Pharaoh Sethet-Ka and are considered a part of Sethet-Ka’s Templars if they patrol the waters and help with attackers, sunken vessels, and spilled cargo.
Qasr-al-Nebu (meaning Palace of the River Lights) is the city of the River Djinni and has a population close to 500.