Why Do You Wander?

Session 10

Session 10

Story Points: 1

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Session 9

Session 9

Story Points: 1

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Session 8

Session 8

Story Points: 1 (0 for Kailua)

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Session 7

The City of Blue Roofs (Part 1)

Summary: Naímur is made comfortable on a palanquin, and they make their way to Tiari. Upon entering the city, Eeesekeee is distracted by the sights and sounds of a gambling den, and goes in to observe. Harthuk follows him. After being asked to leave because he has no money, Eeesekeee and Harthuk sit down at a teahouse on the other side of the street. Harthuk has a coded exchange with another mouse, which Eeesekee remarks on. Everyone else arrives at the temple of Krilárah, where they are greeted and given a place to change into robes for the ceremony. As Naímur is indisposed, Kailua takes over his duties with Vikram assisting her. She is able to complete the presentation of the bowl with only a few hiccups. Afterwards everyone has their fortunes told by the temple mángai. Arriving at House Víkpe, Eeesekeee enters the Dream realm to speak with Naímur. Naímur says he is content to wait there with Vikram’s summoned spirit, which he has named Gopa, until his time has come. When the rest arrive, all are introduced to Víkpe, an elegant reticulated giraffe, known for her beauty, poise, and parties. Afterwards Arjuna questions the House majordomo about any Hardazi currently in the city. Later that evening, a party is held in their honor, where they meet Rüktiv, a camel who has had dealings with Krista in the past. He and his three wives seem very well informed about the group as well as goings-on in Tiari, and everyone except the three sir’hibasi make arrangements to visit Rüktiv’s home the next day so they can speak to him in more private surroundings about the map they found. Rüktiv’s second wife Trahmsi, a poison dart frog, seems especially taken by first Rizé and then Arjuna, whom she very slightly poisons when she touches him on the nose.

Story Points: 1

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Session 6

The Sand Vatha Inn

Summary: After a brief ceremony for the dead guards, the company continues its journey to Tiari. They travel along the coast for most of the day, and in the late afternoon end up at The Sand Vatha Inn, a well-known establishment about a half-day’s ride to Tiari. They are greeted by the proprietor Saheen, a yellow-billed kite from Amnol, and arrangements are made to stay for the night. At a sumptuous dinner that evening, Naímur becomes embroiled in a heated discussion about religion with Bínih, a Disciple of Kiráh. He suffers what appears to be a stroke, and is moved to a private room with Kailua and the resident doctor Piangh in attendance. Arjuna suspects foul play, and makes a scene, but is eventually calmed. Kailua, Vikram, and Eeesekee go into the Dream Realm to speak to Naímur’s spirit. After learning what has happened to him, Naímur says that he is ready to dance at the Edge of Heaven, if that is what must be. With Eeesekee’s help, he sends a vision to Arjuna, telling him he releases him from his duties as bodyguard, and asking him to bring the crystal bowl safely to the temple of Krilárah. Before the sir’hibasi leave, the little spirit that Vikram had summoned once before appears and settles itself at Naímur’s feet. Later that evening, Arjuna, Ganjan, and Rizé get drunk in the common room. Arjuna falls asleep at the table with the box with the sacred bowl, and the others leave him there. In the middle of the night, an assassin wakes him, saying “Maher sends his regards.” Although still drunk, Arjuna rips out his throat, then falls asleep again. Harthuk and the mice clean up the mess. The next morning, Arjuna asks where the assassin’s dagger is, as he wants to send a message to his brother. Harthuk refuses to tell him, and tense words are exchanged; Arjuna also manages to offend Kadis, Sarjanta of the guards from House Ayrram.

Story Points: 1

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Session 5

The Pilgrimage (Part 2)

Summary: After the bandit attack, Naímur insists everyone remain inside for the rest of the night, but Harthuk does some exploring on his own, finding the town deserted and the temple burned. A search of the temple the next morning uncovers the bodies of the villagers, many of whom the party remembers from the strange events at the inn the night before. Their deaths were caused by the smoke and collapse of the upper floors during the fire. The three sir’hibasi go into the Dream Realm to see if they can find out more while the guards and the prisoner build funeral pyres. They meet the spirits of the villagers, who have become lost in the Dream. While Naímur conducts the funeral ceremony, Vikram summons a spirit guide and Eeesekeee searches for a path to the Edge of Heaven. The summoned spirit, manifesting as a river, leads the villagers towards a gateway, where immense beings of light dance against an ever-changing backdrop of color. The duháma of the villagers flow into the light, moving and changing, taking their place in the eternal dance. Then Kailua investigates the unhealed wound of Kagyá, and extracts a piece of the crystal sword used by the leader of the bandits. Once the sir’hibasi have emerged from the Dream, Krista, Arjuna, Rizé, and Ganjan head to the bandit camp. There they find a cracked crystal singing bowl from the temple as well as a carved wooden box containing village records and a strange map written in a Sarpah language. After a long chase, the last bandit is cornered and killed by Arjuna. Upon their return they show the map to the Sarpah guards, who say that it is an old map of trading routes in the area. It shows a city that no longer exists, located to the north and east of Tiari.

Story Points: 2 (1 for Rizé)

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Session 4

The Pilgrimage (Part 1)

Summary: Soon after the Feast of the Seas, the party embarks on a pilgrimage to Tiari to bring a crystal singing bowl to the temple of Krilárah. They are accompanied by the leader of the pilgrimage, the elderly priest Naímur, and 20 guards from House Ayrram. As they travel through the forest on foot, they must take a detour due to a washed-out bridge. They end up at Díbra’s Rest in the town of Múnkula, where they are greeted at first with concern and then with relief by the townspeople who have recently been terrorized by bandits. One asks that they bless the nearby temple, which the bandits burned after killing the local priest. Harthuk and Eeesekee go on a scouting expedition and discover the location of the bandits’ camp. Later that night, the noise of many chinti is heard outside, and the leader of the bandits calls for their surrender. At the same time, the lights go out, the villagers disappear, and the pilgrims are left alone in a ransacked and dusty inn that has obviously not been inhabited in months. A fight ensues, leaving most of the bandits dead. Krista shoots the bandit leader in the head and kills him instantly. Afterwards Vikram and Eeesekeee enter the Dream Realm to find out more about what happened, but with no success.

Story Points: 0

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Session 3

The Festival of Muhjíbh

Summary: During the weeks following the attempted assassination of Anavári, it is learned that the assassins belonged to House Pünim, but were evidently under orders from a mysterious jánah called “The Honored One”. Also, presumably because of his nephew’s interest in Anavári, the Isvar of Tishínia and his retinue announce that they will visit House Ayyram for the Festival of Mujíbh. After feverish preparations, the day of the festival arrives. A nervous Anavári asks Krista to be her escort. Vikram receives a visit from his parents. That evening, small blue candles are set afloat on the many garden pools to encourage Edü to rise again the next morning. The palace grounds are crowded with performers, colorful tents serving food and drink, and guests from many different Houses. After the fireworks, the royal guests arrive. They are escorted to the House’s Spiral Arena where various bouts are held for their entertainment, including one between Arjuna and Rizé. At the feast, Anavári and Viálu are seated together. The Isvar’s troupe of dancers, female mice and shrews paired with sturdier male monkeys, entertain the guests. After the feast the Isvar and Ayyram retire to a private room while the festivities continue. The Isvar leaves some time later, but Viálu stays for the bonfire-jumping, which is also very popular among the palace mice. In the morning, prayers are held, and then the customary gifts are exchanged. Great Aryah Ayrram rewards his entire household, including special gifts for those responsible for his daughter’s rescue. Kailua and Vikram each give gifts as well. As is also the custom, love letters are exchanged. Anavári receives one but will not show it to anyone.

Story Points: 1

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The Accursed Well (Part 2)

Story Points: 2

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The Accursed Well Part Two

Our heroes are thus:

  • Ganjan the Hyena of the Honor Guard, having been watching the Lady Anavári closely, has dived into the waters of the well after she is pulled under by some unknown creature.
  • Kailua the Sea Turtle dives in shortly after.
  • Harthuk the Mouse Assassin, stops his study of the wall murals, and is quickly climbing the walls of the step-well towards the shrieks and glowing eyes above in order to try and perceive the cause of this distraction.
  • Krista the Peacock and a Hunter, at the bottom of the stairs of the well, looks for a target.
  • Eeesekeeee the Bat and Vikram the Impossible are in their respective dream states.
  • Arjuna the Wolverine closes in on one of the glowing and shrieking specters, chasing it into the nearby woods as it runs away.
  • Rizé the Snow Leopard, on the opposite side of the well from the commotion, leaps and bounds towards the remaining specters.
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