Age of Heroes

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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Session 1
Torek and Deathborn's Beginning

Keyn Deathborn and Prince Torek Drakethorn’s adventure begins when they come upon the village of Maskulet, a largely Dwarven village which is owned by the Altranian Union. Upon their arrival there, they wish to establish themselves as being fit rulers, and decide that the best way to accomplish this is to begin an old fashioned Dwarf style Gnome assault. Unfortunately for the heroes, there aren’t, according to the Mayor of the Village, Sarem Turein, any gnomes living in Maskulet. he also tells them that he has dictated that all civilian organizations, such as the posse which the two wished to form, have been banned. Deathborn attempts to intimidate the mayor into providing them with a gift, and he is rewarded for his efforts by a dagger which was supposedly passed down through the generations. However, the mayor is clearly upset, and Deathborn leaves.

During a bar fight nearby (started by Torek during Deathborn’s visit to the Mayor), a Dwarf saves Deathborn from being stabbed by a broken bottle. They speak to the Dwarf, who is named Zabeck Ustoshlibash. Zabeck (whose the duo proceeded to get wrong every time they mentioned him) told them of a group of Dragonborn bandits from the east who have been terrorizing the town. Zabeck, as a local community leader of the Dwarves, enlists them to help for a militia in order to combat the menace. In exchange, they ask for a group of Dwarves to help them on their quest to find and murder Gnomes. He agrees, and he tells five Dwarves to join them on their mission, who eventually come to be named Emile, Sage, Lizard King, Skippy, and The Path.

The crew made their way to Nuralcog, a nearby village which is said to have a population of Gnomes living in the slums. Upon arrival, they begin to formulate a plan. They wish to hire an assassin (Hashishin in the Dwarven tongue) who can kill the mayor of Muskulet for them. They speak the shiftiest person they can find, a Human potion dealer who they call Blazer, a name he picks up immediately. Blazer tells them that he knows of an assassin with whom he can arrange a meeting.

The duo moves on to the Gnomish slum, where they split up. Deathborn begins to find other willing Dwarves who would participate in a raid on the Gnomes. At the same time, Torek goes to scout out the house of a community leader of the Gnomes, with the intention of murdering and raping him and his family. Again, hoping to establish legitimacy for his cause. Torek takes three of his dwarves, Emile, Sage, and Skippy, to accomplish the task. They are able to infiltrate the house and incapacitate his family, Emile being injured in the process. The group manages to murder an infant, and talk down the Gnome leader from slitting Sage’s throat. However, during the execution and rape of the family, a large group of Gnomes have gathered around the house, ready to enter and attack the group of Dwarves. Things are looking grim for the Dwarves.

During all this, Deathborn has been gathering followers, including many Dwarves and two corrupt Human guards. Hoping to meet Torek at the Gnome’s house, Deathborn brings his posse into the slums, where he sees the riotous Gnomes attempting to break into the home. Using the guards as a distraction, Deathborn leads his men to charge the Gnomes, while at the same time Torek executes the Gnome leader, spilling his blood onto the crowd below. The Gnomes are massacred, except for the leader’s oldest son, who is taken as a personal slave by Torek and Deathborn. However, the wounded Emile is killed in the process. He will never be forgotten.

After the Gnome operation, the duo goes to meet up with Blazer and his assassin associate, a Half-Elf named Rajiv. They agree on a price, and the following morning, the duo, along with the the four remaining Dwarves and several members of the Dwarven riot who agreed to come along all head back towards Maskulet. They meet back up with Zabeck, who tells them that the militia is coming along well, even without the consent of the Mayor. He then asks Torek and Deathborn to find out where it is that the Dragonborn bandits are currently, and where they are headed. They head out that way, taking Sage with them.

They begin their scouting into the rocklands near the village, and successfully track down the bandit camp. They look over the camp from a cliff which they are camping up against, and are able to tell that there around approximately 60-80 bandits in the camp. They seem as if they will be camped there for a few days. The duo returns to Maskulet, avoiding a pack of Hyenas on the way there. Zabeck tells them that he feels they are outmatched at present, but that they may have an easier time if they are able to convince the Mayor to open the armory for the militia. They decide the call upon Blazer to attempt to convince the mayor, as the mayor doesn’t trust either of them. They dress Blazer up in the nicest clothes available to them, and due to Torek’s ability to send him ghost noises from outside, the Mayor reluctantly agrees to open the armory.

The militia now seems to be ready to defeat the Dragonborn. The duo, along with Zabeck, and the various Dwarves and other allies they’ve gathered along the way, such as the four human guardsmen given to them by the mayor who are collectively called the Jean Brothers. They place barrels of tar, as well as firebombs concocted by Lizard King at the top of the cliff near the encampment, while the bulk of the force surrounds the camp at the base. The combination of the element of surprise, and the usage of the firebombs means that the Dragonborn bandits are defeated fairly easily. Too easily in fact. Torek and Deathborn interrogate one of the surviving Dragonborn leaders, who tells them that most of the strongest bandits went off to raid Maskulet!

They lead their army back with great haste, to find the town under attack! Fortunately, the Mayor’s elite guard have stopped the bandits from doing too much damage. Torek and Deathborn send their army to attack the Dragonborn, and they themselves enter the town hall, in order to capture the mayor. They succeed, and the following day after the battle has ended, they drag him to the top of the local temple. Torek, as a Dwarf royal, gives a rousing speech about the return of an independent Dwarven Kingdom, and the people of Maskulet cheer. Torek then plunges the knife into the mayor’s back, and Deathborn throws him off of the temple into the crowd.

After the mayor’s execution, Zabeck is put in charge of the town, a change which the Dwarves of Maskulet wholeheartedly agree with. Torek and Deathborn decide to take a few days rest in Maskulet, to regain their strength for when they again set out in search of the path to a Dwarven kingdom. Unbeknownst to Deathborn, however, Torek begins reading to his Gnome slave from his spellbook…

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Session 2
Dorn and Kalam's Beginning

Dorn and Kalam begin their grand adventure in the Free City of Blackwall. Having decided that they wish to soon leave the city in order to pursue their goals in the outside world, the duo first visit the University of Blackwall, hoping to find guidance from one of the scholars there.

They go there immediately, and after some difficulty with the receptionist at the front desk, are brought to speak with Professor Poph, a diminutive old Gnome. Kalam, hoping to learn about his birth, asks the Professor if he might know anything about a creature such as himself, or if any other instances of seemingly spontaneous creation of new life. Poph responds by telling the two that he is a botanist, and as such can do little to help them. They continue to ask if there is anything he can do, and for their trouble he leads them to the security offices down the hall, asking the guards there to please escort them out.

Dorn manages to calm the situation down, and speaks to the Half-Elf security officer. Meanwhile, Kalam takes the opportunity to attempt to seduce the receptionist at the front desk. Ultimately, Dorn manages to learn that there is a professor who may be able to help with their cause, a Shifter scholar of folklore named Professor Smen, who the receptionist tells them is currently on a research mission in a village a day to the north. The duo leave the university, but not before Kalam took the opportunity to raise his middle finger to the guards as a sign of respect, and to defecate on the marble floor as a sign of extreme disrespect.

After escaping the wrath of the University security, the two decide that they would be better off on their upcoming journey if they had more money. To this end, Dorn suggests that Kalam whore himself out to the denizens of Blackwall for a premium fee, as they are unlikely to have seen a specimen such as himself before. Kalam reluctantly agrees, saying to himself “I was born from the mountain.”

Dorn is able to gather a small crowd in a city avenue, and shouts to the people that this is their only chance to have relations with a creature so foreign and unknown as Kalam. The people of Blackwall, well known for their sexual curiosity, produce three men who are willing to pay for Kalam’s services.

They are not disappointed.

The duo decides to spend one last night in Dorn’s old shack before they set off on their quest. The next morning, the two set off from Blackwall on the Prince’s Road for the ranching village of Wildview. After an uneventful day of travel, they arrive at the village, and immediately begin to ask around for the location of the professor. One man recognized his description, and knew him by his professorial purple robe. The man said that Smen had arrived at the village about two months ago, but had disappeared since then. After this encounter, the duo decide it would be best to meet with the village elder.

So they do. Dorn and Kalam enter the elder’s hall, and there they meet Daeren Horan, a minor member of the Horan Tribe, a humble old man. Daeren tells the duo that every week for the past few months, cattle have been disappearing from the field at night, without a trace. He informs the two that there is a reward for any who can find the cause of the disappearances, and double that reward for stopping it. He also tells them that, around the time the disappearances started, the village performed its harvest festival, which included a dance ceremony around a central totem in the village center. It was this ceremony which the professor had come to examine. He disappeared as well within a few weeks, being the first person to vanish along with the cattle.

The duo, seeing the need to both find the professor and to gain a little extra money to supplement their meager fortunes, set out investigating. They decide to first examine the room in which Smin had been staying at the local inn, the Sour Ass. Using a small pendent bearing the Village Elder’s clan symbol, the two convince the innkeeper to allow them to investigate. Once inside his room, they find it to be a complete mess, with papers scattered about, covered in incoherent scribbles in various languages. After some searching, the pair find the professor personal journal, written in the common tongue, which details his time in Wildview. It seems that while he did originally intend to study the mythology of this area, he was soon entirely bent on discovering the cause of these disappearances. His final entry in the journal was dated the very same day of his disappearance.

After searching around the room some more finding nothing more than a recipe in Elven and a few pieces of gold, our two heroes decided it was time for some dinner. After asking around, they find themselves in what must be the only restaurant for many miles around, staffed by a single Human man. After sitting down to eat, they ask the restarauntuer if he has had any other customers, to which he replied that he had only one, a Shifter in a purple robe, who had, curiously enough, ordered exactly the same thing that they had, the recipe on the piece of parchment they had brought in. In fact, the man says, he had ordered it every day for weeks. He then brought out the dish in question, a delicacy of beef and hardy vegetables, more delectable (and expensive) than either of the duo had ever eaten before. They ate their fill and left, coin sacks substantially lighter than before.

With the sun beginning to set, the duo decide that it would be best for them to simply wait out in the fields with the cattle, and hope that they could find out what has been happening to them. The Elder told them earlier that the village had attempted to put up guards to find out if something had been taking them, but looking at them now, the duo can see that the guards are hardly capable. Most of them are asleep, and those who aren’t are clearly not focusing very well.

The pair decide that Kalam will go to sleep out in the field with the cows, while Dorn will keep watch over him. Several hours pass like this, until Dorn sees something out of the corner of his eye. Once where there was a cow, a flash appeared for no more than a second, and the animal was simply gone. Dorn wakes Kalam, and the two go to where the cow once was, it examine the scene of the crime.

After some searching, Kalam is able to see that there is a faint ring, a perfect circle of land which is not growing grass. Very thin, but very distinct. Having noticed this ring, about six feet in diameter, they are very careful not to step in it, in fear that they will be pulled down next. Instead, a rock is thrown into the circle, with no effect. Having run out of ideas, Kalam volunteers to step into the circle. He carefully creeps into the circle, and-WHOOMP. He is gone too, in a flash. This time, however, Dorn is able to tell that something, some imperceptible thing, shot out of the earth in lighting speed and pulled Kalam into it, leaving no mark that anything had even occurred. Clearly, this is what has been pulling down the cattle, but now the question changes; how will they stop it? And perhaps more importantly; how will Dorn get back to Kalam?!

While Dorn considers his options above the earth, Kalam has substantially less time to consider his. It is dark, and he is bound by something, presumably some creature, which is rapidly plunging him further away from the surface. Using his great strength, Kalam is able to free himself from its grip, and while he plummets further down the tunnel he has been brought in to, he pulls a sunrod from the pack and lights it. Above him, clinging to the tunnel wall completely vertical, he can now see the threat in all its horror. A large beast, around the size of a horse, but in the shape of an arachnid, with plated scales and massive, spear-like appendages which could skewer three men each! Kalam pulls out his trust great-sword, given to him during his journey to the South, and prepares for battle!

Meanwhile, above, Dorn continues to be less than useful to the immediate cause. He jumps into the circle, but there is no response. He jumps again, and nothing happens. Dorn takes some more time to consider his options.

Kalam enters one on one combat with the dreadful beast, proclaiming his battle-cry, “I am born from the mountain!”

Dorn has an idea, but puts it aside as being useless.

Kalam lands one final blow on the beast, causing it to flee with great speed, tunneling into the earth. He has won this battle, but now must explore deeper into the cavern, for hopes of an escape.

Dorn decides to search for other circles in the field, as there must be more than one place these cattle are disappearing. And, indeed, there is. Using his keen Half-Orc eyes, he is able to find another circle, and with some hesitation, he too leaps into the circle. WHOOMP.

Dorn now finds himself in the same situation as Kalam did, being pulled down into the imperceptible blackness of the underground. He too attempts to break free, but despite his best efforts, he is simply unable to do so, and the creature continues to pull him away from safety, and into its lair.

Kalam, having made his way down the tunnel, comes to what appears to be a central chamber, some sort of large cavern with many tunnels leading out of it in all directions, being lit by incandescent mushrooms around the walls. Because of these lights, he is able to see a horrid sight across the chamber, his friend and colleague being carried by the very same manner of beast which had captured him! Kalam launches himself at the monster, great-sword in hand, and lands a decisive blow on it, freeing Dorn from its grasp! However, Kalam’s battle cry proclaiming his place of birth seems to have triggered something. The duo can now hear the sound of dozens on speared legs coming towards them from all around, and all at once!

A great battle begins, the two heroes giving it their all to defeat, in the end, five of these wretched animals, surrounding them from every direction. Once the battle has ended, with both heroes having expended their strength, they take a rest, and search the room around them. The two of them are able to identify the beasts as Kruthiks, and are able to find a clutch of their eggs near one of the larger tunnels. Kalam is also able to tell that this tunnel is the one which sees the most traffic from the Kruthiks, and it is quite likely that if they have the professor, they would have taken him there, along with anything else they may have taken from the village.

After their rest, they enter the tunnel. Only once they have reach the other side do they realize what they have walked into. A massive cavern, at least twenty feet high, the walls of which are entirely covered in Kruthik eggs! After seeing this horror, they realize something else. The sound of a massive beast, coming their way…

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Session 3
A Meeting of the Minds

In the Kruthik Caves…

Dorn and Kalam have found themselves in the egg chamber of the Kruthik caverns, and some massive beast is approaching them from the darkness above! With great haste, Kalam rips a large Kruthik egg from the wall, and the duo flee the chamber, hoping to avoid any further confrontation. Just as they escape, the chamber is flooded with Kruthiks, investigating the intrusion of their deepest, most precious chamber.

Our heroes flee to the nearest stone outcropping, desperate to hide from the creatures. However, luck is not on their side, as Kalam accidentally dislodges a rather large stone, causing a cascade of crag to crash down the confines of those cavernous quarters. The Kruthiks, naturally, discover the two adventurers, who immediately run to the nearest exit towards the surface. The two of them are able to reach the hole which Kalam had traveled down to enter the caverns, but his rope is too high to grab hold of! They will have to climb the walls of the cavern to reach the surface, and the hordes of Kruthiks are hot on their tails, with the great beast’s rumble soon behind them.

While Kalam has relatively little difficulty climbing the wall face, Dorn cannot seem to get a grip of himself. It is only narrowly that he is able to jump from the wall to grab Dorn’s hand, hanging from the rope, surrounded by the rushing beasts on all sides. Kalam begins to climb with Dorn hanging on, when Kalam has the idea to throw the egg down the cavern. And what a brilliant idea! The Kruthiks immediately leap from the walls and follow the egg down, buying the duo some time.

But is it enough? Soon after, the Kruthiks have secured the egg, and are again climbing the rope, with the roar of some unknown behemoth growing louder by the second. The two only just barely make it to the surface before the Kruthiks are again on them. With the sun rising in the East, and a silent pasture surrounding them, Dorn and Kalam prepare to repel the Kruthiks the best they can. Their position on the high ground is quite advantageous, as the beasts can do little to attack, but are easy to force back down into the earth. However, they cannot keep up this defense forever, not without help.

Dorn leaves Kalam to defend the chasm the best he can in order to find help. He rushes to a nearby guard post, where three volunteers from Wildview calmly watch over their fields. Dorn convinces the three men to return with him to the hole, and soon later he finds another guard post, with more volunteers to do the same. With Kalam and the spears of the volunteers, the Kruthiks can do little to escape their caverns. However, the far off roar of the unknown giant inches ever closer.

Dorn knows this will not be enough to fight it, what it is. With all his strength left, he turns and runs to the village, hoping to find some help. He bursts into the Village Elder’s throne room, and explains the situation in between his gasps for air. The Elder, delighted that the source of his troubles may yet be solved, volunteers his best men, as well as his personal bodyguard Bygg Nhyggir to fight the coming beast. Within minutes, a collection of a dozen or so semi-armored militiamen have gathered in the town square, ready to do battle. Dorn leaves one man behind, who will try and make contact with the mounted warriors, who are out on patrol, and leaves with his force to return to the fight.

And just in time, no less! As Dorn approaches Kalam and his volunteers, the sounds of moving earth and clattering monsters is nearly deafening. The men are placed in position and told that if they remain true and steadfast, they will win the battle. This does little to help most of them, as the majority have never seen battle, much less with a giant beast.

KRRRRRRRRSH

No more time to prepare, the beast has arrived! A massive Kruthik brood mother, five times as large as its children, retches itself from the earth below to make combat with the feeble men around it, and with it yet more hordes of Kruthiks! To battle!

The sounds of screaming men and beasts, and the clashing of spear to chiltin fills the air. As each Kruthik fell, a new one took its place, just as fierce and bloodthirsty as before. Even the intervention of the Scout Patrol did little to control the battle, so chaotic and fearless were the beasts. Yet, after the spilling of much blood, the stalwart Bygg Nhyggir ran his blade through the head of the great beast, putting an end to its terror, and that of its children. The Kruthiks fled to their cavern, and all was again silent in the fields of Wildview.

Celebrations abound! Our heroes and their motley militia return to Wildview, where they are met with applause and exultation. The Elder is beside himself with joy and pride, gives them more than promised for a reward, as well as offering to send the two to Grayhaven with his explicit blessing and request for further commendation. Dorn and Kalam are heroes in Wildview, and will have the run of the town any time they should visit it. Victory!

In the North…

Torek and Deathborn have been living as kings since their coup in Maskulet. The town remains stable and secure, its citizens quite content with the change in leadership. The allies made by the duo remain steadfast and helpful, and there has been no sign of Dragonborn raid or attack. Morale remains high.

Until, that is, a host of horses and flags from the South appears on the horizon. Zabeck (or Zorby, as some call him) warns Torek that there is little to be done against such a host. They are men of the Altranian Union, mounted and armed far better than the meager collection of militiamen found in Maskulet. Regardless, Dwarves are posted at opportune points, hidden from view. The men carry a banner of peace, and when allowed entrance to the village square, seem to intend to keep this promise. The leader among them steps forward.

A man of the House Turien, Captain Edgard of Highcliffe has come to regain the lands lost by his distant relative, the now deceased Lord Mayor. He places Torek and Deathborn under the king’s arrest, and requests that they come quietly, so as to avoid any unnecessary nastiness, or further punishment from the king. Though it pains them, the two peacefully agree. They leave Zorby in charge as the mayor regent, and depart for the capital in Grayhaven, where they will be fairly tried.

Some weeks pass. Torek is treated well by his captors, but Deathborn is seen by them as little better than a beast. Minotaurs are not common in the Union, and none have been seen in many years. Upon arriving at Grayhaven, the two are given little opportunity to see the sights. They are thrown in the king’s prison, to await a personal meeting with the monarch himself the following day.

Meanwhile, across the palace, Dorn and Kalam have arrived from Wildview, and have been given a small room to share, in preparation for their own meeting with the king.

Night passes, one pair of heroes far more comfortable than the other. In the morning, each is led to the waiting room outside the king’s throne room, to await their time with him. However, the affair seems strange. The attendants of each group realize that they have been given the same time to meet the king, by some accident, and before this can be resolved, all four enter the throne room, to await his royal decree.

The situation is relayed to the king, who doesn’t seem particularly impressed with anything that has happened. For Dorn and Kalam, the king rolls his eyes and rattles off a well rehearsed and over-practiced congratulation, which leaves the two feel rather less than satisfied. For Torek and Deathborn, however, Copperhand has other plans.

However, before those other plans can be made known to them, they exchange a knowing glace with each, and charge the king, intending to attack him!

All present in the king’s court were caught off guard by this brazen display. The guards rush to protect their liege, and even Dorn and Kalam felt it their duty to defend the man. Deathborn, with his great strength, is able to keep several armed guards at bay, giving Torek the opening he needs to reach the king himself. Having stolen a guardsman’s sword, Torek was nearly able to slay the king then and there, were it not for the intervention of Dorn, who surprised the Dwarf with a blow to the head, followed thereafter by several more. While this went on Deathborn and Kalam found themselves in a screaming match, each claiming the other to be a bluthering idiot, despite having only just met each other.

The court room was a catastrophe, which dazed and battered guardsmen trying to get a hold on these strange interlopers. When the two attackers were pacified, the king had clearly had enough. He demanded that all four foreigners be thrown in the dungeons, to await further deliberation.

Time will tell what Copperhand has in store for our heroes. But the gleam in his eyes and slight smile at these strange attackers could indicate that his plan isn’t what they might expect…

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Session 4
Cops and Robbers

In the King’s Court…

Maranwë, a Half-Elf who hopes to find her human father, has found herself at King Brandis Copperhand’s court. Having heard that her father is somewhere in Altranian lands, Maranwë requests that the King help her find the man, however he can. She arrived in the capital two days ago, and now is given an opportunity to help the King, in exchange for his assistance on her quest.

The King’s spymasters have informants all over the city, helping to stem high profile crimes before they take place. One of these informants, a dwarf, has reported that there is going to be an attempt to steal the Remmah Stone, a gem of particular importance to the Royal Family, which is on display under a locked glass case in the Royal Palace. Maranwë, therefore, has been asked to prevent this from happening. Her being an outsider, and a capable one at that, gives her the advantage of not having any obvious association with the King’s court.

Maranwë, naturally, accepts the request. One of the King’s spymasters gives her an address in the Port District where she can meet the informant himself, and gather more information.

And so she does. The Half-Elf walks to the designated meeting spot to find this Dwarf, and after some waiting he appears, obviously quite unsure of this new agent of the King. She is told that some individual or organization has put out notices to the criminals of the city, and has tasked several noted thieves and burglars with acquiring the Remmah Stone. One such criminal is a Tiefling named Malmos, who can be found at a house in Aleman’s Alley, a lower middle class neighborhood. Having said all he knows, the Dwarf leaves the scene, hoping to escape unseen.

Maranwë heads to Aleman’s Alley, where she finds the house without incident. After knocking on the door, a pair of red eyes appear from inside the house, staring through the eye-slit in the door. “Who are you?” their owner asks. “Maranwë,” she replies, “I’m here about the Remm-” SLAM. Maranwë hears the sound of locks unlocking and chains unchaining from within the house, before the door opens to reveal Malmos, clearly quite distressed and unsure of this new face. “Get in” he tells her, with zero patience for dissent.

She does, and is somewhat startled by what she sees. The room is nearly bare, save for a few wooden chairs and some other decorations clearly placed to create an illusion of “homeyness.” Maranwë takes a seat, and the Tiefling asks her if she’s here about the Remmah Stone. Upon her confirmation, he once again checks all the doors, windows, any and every possible point of entry. He then leads he into another, further room, where the doors are once again locked and barred completely. Here, finally, he can reveal his plans.

Maranwë is told that, for her participation in the heist, she will be one of four members of a team. She will do as she is told, and for it, be payed a 1/10th share, as a mere freelancer. Other than that, Malmos remains vague, revealing nothing further of his plan. After his explanation, Malmos requests that Maranwë remove her hand from the knife on her waist, which she does not take kindly to. Both draw their blades simultaneously, pushing them to the other’s neck — stalemate. Well, so our hero thinks. Malmos tells her that a man is standing behind her with an axe, ready to strike, unless she lowers her weapon. She doesn’t believe him, until the sharp pain in the back of her head informs her of the truth…

In the Port District…

Will is a street rat living in the Port District, with nothing much to his name but his skills with a blade and a lockpick. It’s for this reason that The Untouchables have contacted him with another yet another impossible job, to steal the Royal Family’s precious Remmah Stone.

With little to go on, Will decides it’d be best to first feed himself before beginning any dangerous new missions. As a street rat by trade, he has few options but to steal for his bread, and the marketplace of the Port District provides ample opportunity for theft. His keen thief’s eye informs him that that there’s a new, out of place player in the square today. A foreign looking man selling furniture at prices they couldn’t be found for anywhere else, and that nobody in the Port District could afford anyway. During his investigation, Will knocks over a particularly nice stool (upholstered), causing it not inconsiderable damage. The salesman, naturally, is annoyed by this.

“That’s gonna be 30 gold pieces, boy” the man tells him. His accent confirms the suspicious of foreign birth, but it’s difficult to place where. Will objects to payment, as is his lot in life. Somewhat amused, the man takes pity. He tells Will that his name is Sakim, and if he wants to do some labor in lieu of payment, that could be arranged. Will, with literally nothing in his coinpurse, is glad to accept.

Sakim request that Will find a man’s house at a given address in Aleman’s Alley. He is to break into the house, go into the cellar, and destroy the resident’s valuable and expensive collection of vintage wines. The man, it seems, has done something to annoy a furniture merchant, and is about to pay the price.

Will’s in depth knowledge of Grayhaven, the city of his birth, means he has little trouble finding the house in question. Will’s further in depth knowledge of all things skullduggerous means he also has little trouble picking the back lock and helping himself to the man’s silverware set for his trouble. Will then proceeds to sneak into the cellar, where lo and behold, the racks and racks of wines are ripe for the breaking. And break they do, when our hero pushes the racks into the ground, leaving no bottle safe. Unfortunately, the ruckus awakens the owner of the house, who had happened to be sleeping behind the middle rack, with an empty bottle in his hand. Will, knowing when and how to escape angry old men, does so with grace, even leaving the back door unlocked as he leaves.

Sakim is impressed! For this, Will’s debt is fully discharged, and he even gets some pay for the silverware he swiped. What’s more, after satiating his beggar’s stomach, Will could be in for yet more work, as Sakim seems to believe this could be the beginning of a fruitful and beneficial partnership for them both…

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