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The Ancients' Crossroads
The Amn Chronicles: Intrigue in Athkatla

After investigating a series of murders in the Umar Hills, the party has solved the mystery behind the murders, and defeated the Shadow Lord responsible. They return to the local village to report on their findings, including that of the fate of the town's ranger and the missing adventurers.

The townspeople are saddened by the news of the ranger, but the news that the murders have been solved and stopped help to bolster the local population's spirit. The mayor presents the party with the promised money and a few items from his own adventuring days. Valrin, the wizard who hired the party originally, gives the party directions and information on the surrounding areas so they can find more work if they want. He also presents them with a small teleportation runestone that will not only enable them to return home, but can be used again in the future to teleport back to the last location the stone was used.

After a much-deserved rest, the party heads west toward the city of Athkatla, the city of coin, to seek out more supplies and perhaps a bit more adventure. They arrive at the main city gates a day later, though Roc reluctantly tells the party he must part ways for the time, muttering something about "old debts long overdue". He disappears into the crowd before any of the party members have a chance to question or follow him.

After that rather baffling display, the party heads into the city, seeking out the local market and whatever other intrigues they can find. Nataya heads off her own way almost immediately (not surprising to the party, considering her known dislike for large, crowded cities), Theranion heads to the local magical and book supply stores, and Zendril goes about shopping at a place proclaiming itself "The Adventurers' Mart", all the while listening to local gossip in the area.

But it seems Zendril was not the only one doing a bit of scouting. Theranion and Zendril meet up the next day at a local adventurers' hangout called the Copper Coronet. A young half-elf man steps out of the shadows and politely asks if he could have a word with them, offering to buy them a meal and some drink for their time. They are not too keen on having people sneak up on them, and several tense moments follow as the man attempts to introduce himself.

He goes by the name of Ironhorse, and is a budding adventurer skilled both as a fighter and as a rogue. It seems word has reached the streets about the recent exploits of the party in the Umar Hills, and he needs their help with some "issues" he has with a local slave-trade operation within the city. It seems several groups of slavers have been kidnapping people off the streets in the docks and slums of town. One such group tried to ambush and kidnap him, though he was skilled enough to fend them off and escape into the back alleys.

Since then, he has been itching to give the slavers a bit of payback. He tells the party of several rumors involving some an establishment somewhere in the city where slaves are forced to fight to the death against wild animals and against each other, in a gladiator-style ring. He wants to expose the operation and put an end the brutal contests. Though the party can only guess why, they can tell from his mannerisms that these pit-fighting contests are a sore subject for him.

While enjoying their meal and listening to what little information Ironhorse has found concerning the fights, the party notices a rather striking redhead enter the tavern and start approaching several other adventurers resting in the dusty main room. Each conversation is brief, ending with the adventurer shaking their head or refusing to speak to her entirely. It becomes clear she is attempting to hire them, and seems to get increasingly desperate with each failed attempt.

As she approaches closer to their corner of the room, Zendril and Theranion each try to go unnoticed, but Ironhorse seems to take a keen interest in her current plight (a little infatuated, are we?). He quietly notes to Zendril and Theranion that this is the second day in a row she has been in here looking to hire someone, though he has no idea what kind of job she needs done that would turn away the rough crowd that frequents this particular tavern.

Finally, she catches sight of the party, and immediately heads over. She introduces herself as Nalia De'Arnise, the daughter of a local noble family. She offers a few gold pieces and a drink for their time, just to hear her request. They agree, and she tells them that her father's land is under attack, and at the time she managed to get away to look for help, the enemy had just started a siege against the family's keep. The local officials are "reviewing" her request, but she doubts they will mobilize any sort of troops in time. So, she is trying to hire adventures and mercenaries to help in the meantime.

Theranion is concerned that she is not telling them everything, and justly so. He finds it odd that mercenaries would be unwilling to help her, knowing her family could pay them well. He begins trying to pry more details out of her, and though she is reluctant at first, she relents.

It turns out the attackers are a small army of trolls. From what she can tell, this small army consists of different kinds of trolls, all under the leadership of a giant troll who exhibits far too much cunning. Their attacks were well coordinated, quickly forcing most of the defenders to fall back into the safety of the central keep. It was during this time that Nalia managed to slip out into the night to find help.

The party is none too keen on going up against an army of trolls, but Nalia offers them a substantial reward and is willing to lend her own skills to the cause. She has some limited skill in stealth, disarming traps, and opening locks, but is primarily interested in the magical arts. After a bit of haggling over the price, the party agrees to set out for the keep...