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...
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