The Sea Ghost
I report back to Captain Brelaina in the Watch Headquarters, on #8 of the Merchant Quarter map. I get 500xp for the successful return of Emissary Issani. Captain Brelaina's next job is for me to stop Luskan agents from landing by ship at the Docks.
*Evil* The Sea Ghost
For Zarathos, it's Axle who gives the order.
Lorne Reports Failure
Valeria heads over to the west side of the Docks. Meanwhile, Lorne has to report the failure at Old Owl Well to Black Garius.
*Evil* Ahja's Arrival
The cutscene for Zarathos is quite different, probably to reflect the different order in which he had to do his quest. Black Garius informs Torio Claven of Ahja the Azure's pending arrival.
Ahja the Azure
I edge towards #19 on the Docks District. I buff up, including Barkskin for everyone, Stoneskin for Elanee and Valeria and Casavir, Ghostly Image for Grobnar, Weapon of Impact for Casavir, and Grobnar's Inspire Defense. I've brought Grobnar along for this because the next fights tend to involve getting swarmed from all sides very quickly. Valera casts Mirror Image on herself beforehand.
I go ahead and get the fight started. Valeria casts Bladeweave, while Casavir activates his Divine Might ability. Grobnar uses his Curse Song, which in turn primes up the Luskan Minions for a Call Lightning Storm from Elanee. Victory follows swiftly.
A Luskan Wizard named Ahja the Azure now appears, with several more Luskan Minions surrounding me. Grobnar unleashes another Curse Song, and likewise Elanee invokes another Call Lightning Spell. The party is able to make quick work of the second wave of Minions. Ahja is a powerful offensive spell caster who can inflict significant damage with his spells if given the opportunity, and can summon monsters to his aid. I close in on him as quickly as I can after taking care of the Minions, and start hitting him hard.
I speak with him briefly before he tries again with a second wind so to speak. Grobnar changes from Inspire Defense to Inspire Courage, which increases attack bonus. This switch is appropriate because I'm no longer facing several foes, and now want to kill Ahja as quickly as I can before he does any significant damage. He leaves behind a Quarterstaff +2 (which will now become Sand's weapon once I start Act II), a recipe book called Accroutrements of Masterful Wizardry and their Construction, and a few other random items.
My next quest will be to rout the Githyanki out of their Hideout.