The 13th Age Chronicles

An account of those who presently roam the Dragon Empire, by Smiling Samuel J. Goldheart.

13th Age

Season 1 Episode 1: Shadow Port Shuffle

  • Part 1
  • Part 2
  • Part 3
  • Part 4
  • Part 5

Game Master: Teacher Shaun

Player Character Backgrounds One Unique Thing Icon Relationships Highlights & Achievements

Bryan X.

Siv, Level 2 Half-Elf Ranger

Royalty in Hiding

Friend to All Animals

Herbalist

Forest Warden

Son to the Emperor and High Druid

  • Was raised by the High Druid before running away from home. (Negative 1)
  • Trained under the guidance of the Emperor, and fought many battles for him. (Positive 2)
  1. Bypassed security after stealing the Celestial Seal, by calling in a favour from a "friend" who works as a guard in Shadow Port.
  2. Sought help from an old friend to get info on Navale's estate.
  3. Pet tiger Shira was really angry that night, and single-handedly maimed a handful of bandits.
  4. Entered Navale's mansion under the guise of the evening's entertainment.

S.

Leaf Butt, Level 2 Gnome Druid

Caretaker of Ancient Cemetery of the Forgotten Icons

Stonemason & Ziggurat Builder

Exotic Mushroom Farmer & Distributor

Hairstylist

Amateur Kayaker & Navigator

I maintain the secret burial sites of the previous High Druids

  • Works closely with the High Druid to maintain the secrecy of past High Druids' burial sites. (Positive 3)
  1. Bribed Lars Redfist with high-quality magic mushrooms.
  2. Received Druidic Ring of Regeneration from Lars Redfist, an artifact that once belonged to one of the High Druids.

Geoffrie W.

Uldrin, Level 2 Wood Elf Paladin

Grave Digger

Weather Forecaster

Don't remember past; has a strange marking on arm.

  • An ardent admirer of the Elf Queen (Positive 2)
  • Distrustful of the Priestess's motives (Negative 1)
  1. The Prince of Shadows knows him on a personal level... somehow.
  2. Wheeled and dealed with Lars Redfist, and won his trust.
  3. While the rest of the party went into the aqueducts, Uldrin stayed behind to deal with the famous but annoying chef, Jordan Wamsay.

Jansen

J, Level 2 Human Wizard

Mountain Beastmaster

Magic College Graduate
Can talk to animals once per day.
  • Elf Queen (Positive 2)
  • Priestess (Negative 1)
  1. Cast "Disguise Self" and pretended to be a member of the Navale family to acquire information.
  2. Entered Navale's mansion under the guise of the evening's entertainment.

SUMMARY OF SESSION

Artifacts Acquired

The session begins with our heroes seated around a table in a tavern (The Dark Jester Tavern) at Shadow Port, not knowing one another. Each owes the Prince of Shadows a debt, however, and is here to repay his/her debt.

Patiently, they wait for their contact, until he arrives — in walks Samuel Dirrel, a very smug tiefling (half-demon being). Samuel strolls towards our heroes and promptly makes himself comfortable at the table that they are seated at. Briskly he informs our heroes that they're to steal an object known as the Celestial Seal for the Prince. The Seal is currently in the hands of Morgan Navale, an infamous nobleman residing in Shadow Port. A man by the name of Lars Redfist—whispered by to be the de factor mayor of Shadow Port—would know more about Navale and the Seal, Samuel informs. Strangely, he seems to possess knowledge of Siv's secret identity, and hints at knowing Uldrin on a personal level.

 

After he briefs the heroes, he departs, leaving the latter few to ponder over their next course of action. A few ask around for the latest rumours about Morgan Navale; Siv also visits an old family friend to casually ask about Morgan Navale’s latest acquisition, while J magically disguises himself as a member of the Navale family to try and fish out information from the locals. Nothing substantial turns up beyond the fact that the Seal was acquired by Morgan Navale recently—an item that grants its holder the power of immortality—so they decide to head over to Lars Redfist's office to see if they can get leads.

Lars resides in a wealthier neighbourhood of Shadow Port. Our heroes enter his estate and head towards his office, on the third floor of the building. Most of the guards don't seem to care about the heroes' presence, however. They are ushered into Lars's office by a guard.

 

Lars himself is seated at a desk, scribbling away. Though the signs of age show on his face, he still looks every bit capable of defending himself. Politely, he greets the heroes, who explain to him their situation. Lars is completely unsurprised, and instead asks how the players can help him before he renders them any. From his mannerisms, it's almost like he was already expecting them.

 

After some wheeling and dealing, Lars provides the heroes with some help, including an invitation to Morgan Navale's ball that evening, and a blueprint of his mansion. It seems they had bad blood between them before, and no love would be lost between them should something happen to Navale's prized possession.

With the information, the heroes ready themselves for the ball. They concoct a plan to disguise themselves and infiltrate Navale's vault via an old route of underground aqueducts, led to from a dumbwaiter in the kitchen, and set it into motion that evening. Siv also has an ace up his sleeve: someone from the gaurds owes him a favour, so he pays this “associate” a visit. Siv postulates to him an offer: to keep the guards looking the other way that night when they infiltrate the mansion. Reluctantly, the “associate” agrees.

 

To appear inconspicuous, they decide to take a path through the back alleys of Shadow Port. They begin to thread through narrow, dark passages, when they hear the sounds of footsteps from behind. They turn around to find themselves face-to-face with several armed thugs, demanding to have their invitation card to the ball. Not wanting to give it up, the heroes strike first in an attempt to surprise the enemy. Though outnumbered, the heroes coordinate masterfully with one another, and trounce the thugs solidly (though not without injuries, particularly with Uldrin, who took a massive beating from a hulking orc bruiser). Shira (Siv’s tiger) in particular executed a series of masterful strokes that felled multiple foes in a split second.

The heroes leave the thugs behind, grabbing whatever they can off from them, and head for the ball. Mildly exhausted but still fresh from the fight, they approach and enter Morgan Navale’s mansion without suspicion from the guards—J and Siv convince the guards that they’re the evening’s entertainment, while Leaf and Uldrin enter as guests.

 

The ballroom is packed, but our heroes know where the Celestial Seal is stored, thanks to Lars’s blueprints. There are two entrancees: the main one (which Lars cautioned is heavily trapped), and a secondary one via a series of old aqueducts. Leaf and Uldrin head to the kitchen first, where the entryway to the aqueducts is. They are greeted by the very angry (but famous) chef, Jordan Wamsay, who demands to know why they’re in his kitchen. However, they manage to convince him to leave, lying that they’re here to inspect it.

Now alone in the kitchen, Uldrin hurriedly removes the wooden boards that barricade the disused dumbwaiter, whereupon J and Siv make their way into the kitchen to proceed down the shaft. As the dumbwaiter can only hold three of them at one go, Uldrin decides to stay behind to watch the shaft. The dumbwaiter descends into the aqueducts with J, Siv and Leaf, while Uldrin waits patiently.

 

Little does he know that Morgan Navale is making his way into the kitchen, along with the party’s guests. He tries to stop them, convincing them about the poor state that the kitchen is in, and somewhat succeeds. He is delayed in joining the rest of the party, so they head off into the aqueducts on their own first.

Leaf, J and Siv proceed down the dark passages of the aqueducts, but it is dark. As J flicks his hands up to produce light, the grotesque face of a giant flying beetle appears before Siv. The chittering of many more insects begin to swarm our heroes, but they manage to fight them off, though not without scratches.

 

Just as the heroes think they’re safe, a loud booming sound emerges in bursts from the far end of the passage that they’re in, becoming louder and nearer with each burst. Thump! Thump! Realising that it’s a sonic burst to ward off intruders, Siv grabs the others and to duck down, but he isn’t fast enough. The sonic burst erupts upon J and Leaf, momentarily concussing them before they’re able to shake it off.

Not long after, Uldrin rejoins the group, and they proceed further down the aqueducts until they come to a boarded up segment concealing a door. They cautiously open the door and enter the room beyond, and find themselves in Morgan Navale’s vault room. There are multiple smaller chambers, which the group inspects one by one. One of the rooms contains a shrunken head, which was what Lars Redfist wanted the players to retrieve, so they take it.

 

Finally, they come to a chamber whose door is closed, but not locked. A quick inspection by the group shows that the room is rigged with a magical alarm system, with no discernible way to disarm it. Siv slowly pushes open the door, and beyond the room, our heroes see the Celestial Seal—a round statuette with the engraving of a winter owl—on a pedestal. It seems like there’s no way to get it beyond a simple smash-and-grab.

 

So that’s what they do.

The alarm goes wild when one of them dashes into the room, snags the Seal, and legs it out. The footsteps of guards begin to thump down the stairs from the main entryway, but it’s quickly drowned out by a massive roar and the sounds of men being slaughtered. The group realises that leaving via the main entryway is a bad idea—whatever anti-theft device is set up there is still in place.

 

As the group attempts to leave back the way they came from (via the aqueducts), one body crashes through the door of the main entryway. They cast a quick glance back, only to see the very angry countenance of a massive beast resembling that of a lion. It roars, and that only serves to drive the group faster towards the aqueducts.

 

Luckily for the group, the rest of the way leaves them unscathed. They take the dumbwaiter back up to Navale’s mansion and into the ballroom, which is now empty. They’re able to leave unnoticed, as the guards were previously paid to look the other way, thanks to Siv’s “associate”.

The group returns to The Dark Jester Tavern, where Samuel Dirrel is waiting for them. They hand over the Seal with some reluctance, at which point Samuel tosses it on to the ground with much force, smashing it into four pieces. From the smashed statuette is a scrip of paper, which Samuel deftly scoops up. He tells our heroes that they are free to do whatever they want with the broken statuette, but that their debt hasn’t been fully repaid, and the Prince will have more orders for them in the days to come.

The group returns the shrunken head to Lars, who eagerly takes it from them. Curious as to what he wants with the shrunken head, but too polite to ask, they watch as he puts it on his mantelpiece before muttering, “You’re home now, brother.”

A ruby. It's hefty and worth quite a bit of money. A ruby. It's hefty and worth quite a bit of money.
A green emerald that sparkles when you examine it under bright light. A green emerald that sparkles when you examine it under bright light.
Druidic Ring of Regeneration. Restores one recovery, once per day. Druidic Ring of Regeneration. Restores one recovery, once per day.
The Celestial Seal. Once owned by Morgan Navale, now it's nothing more than a few broken pieces of stone. The Celestial Seal. Once owned by Morgan Navale, now it's nothing more than a few broken pieces of stone.

Game Master: Teacher Shaun

Player Character Backgrounds One Unique Thing Icon Relationships Highlights & Achievements

Bryan X.

Siv, Level 2 Half-Elf Ranger

Royalty in Hiding

Friend to All Animals

Herbalist

Forest Warden

Son to the Emperor and High Druid

  • Was raised by the High Druid before running away from home. (Negative 1)
  • Trained under the guidance of the Emperor, and fought many battles for him. (Positive 2)
  1. Blew up a massive spore pod and caused a collapse of the floorboards in the cultists' lair.
  2. Wanted to fight everything and everyone.
TY

Navi, Level 2 Elf Cleric

Battlefield surgeon

Librarian

Raised by owlbears

Apothecary

Very bad with directions.

  • Used to be a student of the Priestess (Positive 1)
  • Really admires the Elf Queen (Positive 1)
  • Negatively aligned with the Orc Lord (-1).
  1. Unlike the others, Navi did not owe the Prince a debt. What was she doing there?
  2. Recognised by a beggar from the slums. Gave the beggar a silver piece to get rid of her. The beggar dropped a Voodoo Doll, which Navi picked up.
  3. At the cultists' lair, ran into a surprised cultist who was taking a poo. Tried to silence him, but ended up slipping on his poo (and getting poo on to everyone).
Geoffrie W.

Uldrin, Level 2 Wood Elf Paladin

Grave Digger

Weather Forecaster

Doesn't remember past; has a strange marking on arm.

  • An ardent admirer of the Elf Queen (Positive 2)
  • Distrustful of the Priestess's motives (Negative 1)
  1. Tore through the air as the floorboards of the cultists' lair crumbled beneath his feet, using the momentum to hurl Siv with him across the room.
  2. With deft nimbleness, Uldrin summoned the might of his deity and slew a Fungal Demon in two successive strokes.
  3. Threw Navi out of the way as a broken wooden rafter fell from the roof towards her.

Andre K.

Twelve, Level 2 Halfling Fighter

Able to talk to the dead, due to being raised by the Lich King

Curse Breaker

Survivor of the Plague
Raised by the Lich King after surviving the Plague
  • Survived the Plague, then was taken in and raised by the Lich King. (Positive 2)
  • Found a set of ruined dragon scale armor belonging to The Three, and felt a deep connection with it. (Positive 1)
  1. Got information from Lars Redfist on the Cult of the Sand Crab, and almost pointed out the fact that the shrunken head was that of Lars's brother—in front of Lars.

SUMMARY OF SESSION

Artifacts Acquired

In this second part of the Shadow Port saga, our heroes convene at the Pious Gardener, a tavern considered by many elves in Shadow Port to be home away from home. Along with Siv and Uldrin—our two heroes from Part 1 who have yet to repay their debt to the Prince of Shadows—are Twelve and Navi.

Our four heroes are gathered at a table in a private room at the Pious Gardener. While Siv and Uldrin remember each other, Twelve and Navi are unfamiliar faces. Introductions are quickly made as to why they are here, before the innkeeper, a one-eyed dark elf by the name of Kiel Xu’bulon, enters the room with a bottle of golden liquid in hand.

 

“Drink,” he says, handing the bottle to the group. Without batting an eyelid, they pour the liquid into four goblets, and quaff it. It is high-quality alcohol, and very pleasing to the palate, but what catches our heroes’ eyes is a small note pasted on the inside of the bottle. On it reads a message instructing our heroes to retrieve an item known as the Sacred Dagger, in the possession of a local fanatical group that calls itself the Cult of the Sand Crab.

 

The group quickly finishes the drink and heads out to find information on the Cult of the Sand Crab. Navi and Uldrin decide to visit the slums to ask around, while Twelve and Siv make for Lars Redfist’s office. After all Siv has dealt with Lars before.

On Navi and Uldrin’s side, as they are wandering through the streets of Shadow Port’s slums, a bony hand grabs the hem of Navi’s robe. It is that of an old female beggar, her face hidden beneath a hood. With a raspy voice, she begs Navi for money, and Navi obliges, throwing a silver piece her way. The beggar immediately lets go of Navi, shrieks in laughter, and crawls away. As she does so, she drops a Voodoo Doll. Navi immediately picks it up, realising it to be an item used by the Diabolist—a figure that Navi despised. Nevertheless, she keeps the doll and continues on her way with Uldrin.

 

They arrive at a seedy tavern called the Rusty Crab and try to talk to the patrons about the Cult of the Sand Crab, but no one knows much about what the Cult of the Sand Crab is doing these days, save for the fact that they have property in the warehouse district. One patron does remark that the Cult had gotten its grubby hands on the Sacred Dagger, but little is known about it.

 

On Siv and Twelve’s side, Lars is very happy to see them again, and obliges to give them as much information as possible, though he also admits little knowledge as to what the Cult is up to. As this is Twelve’s first time speaking to Lars, he is very curious about Lars’s shrunken head [see part 1 – Ed.] and attempts to identify it. Realising it is Lars’s brother, Twelve gets so excited that he almost points it out, only to be stopped by Siv in the nick of time.

The four reconvene back at the Pious Gardener after acquiring as much information as they can. The Cult of the Sand Crab is rumoured to have their operations run in a building at the warehouse district, so that’s where they head to. While on the way there, Navi gets the whole group lost, but Uldrin picks up the slack and gets everyone back on track.

 

Due to time lost, the weather takes a turn for the worse. Fog envelopes the city. This gives the group the advantage of concealment, however. The group makes their way to the warehouse district, and, thanks to the fog, is unnoticed even as they approach the hideout of the cultists.

 

They approach the building, but nearly trigger an alarm. The paths to the building are rigged with a variety of traps, but the quick thinking of Navi saves everyone, as she cautions everyone to stay back while she proceeds to disarm the trap. In no time at all, she removes the implement and steals forward with everyone else behind her.

The Cult’s warehouse is dilapidated and smells of decomposition. The group enters through the front door, and is immediately greeted by a dark interior, with gigantic fungal pods growing on the rotting floorboards and walls. Siv shoots one before him, and it explodes, collapsing a good part of the flooring beneath him and Uldrin. They manage to clamber to safety, however.

 

The spores leave behind some green, gooey, acidic substance, so a few of the heroes scrape it up for future use. When that’s done, they push on further into the warehouse. As they round a corner, the smell gets increasingly worse. Navi spies a figure from the corner of her eyes, and she turns, coming face to face with an ugly, heavily-scarred cultist, his pants down while squatting next to a wall, quite apparently doing some “big business”.

 

Their eyes lock, and for a brief instant, nobody dares to move. Then, Navi leaps forward to try and permanently silence the cultist. However, in her excitement, she slips on the pile of excrement on the floor and falls on her back into it, causing everyone to be drenched in a shower of disgusting fecal matter. The cultist seizes this opportunity and tries to leg it, but Navi dashes forward and manages to finish him off, though not without suffering some scratches herself.

 

Our heroes pass a room with some chanting. Instinctively, they know there are some cultists inside. Siv bashes the door open, revealing five cultists and a giant spore pod within. The heroes blow up the spore pod and rush the cultists before they can react, and the fight is over shortly.

 

Leaving the room, the group ventures to the end of the warehouse. Jutting from the wall are three crab statues, and right below each is a bowl with dried bloodstains. The heroes decide to fill the bowls with the blood of the dead cultists, and as each bowl gets filled, it sinks, triggering a mechanism to reveal a hidden door. The group opens the door; beyond it is the Sacred Dagger, lying harmlessly on a pedestal.

Our heroes pass a room with some chanting. Instinctively, they know there are some cultists inside. Siv bashes the door open, revealing five cultists and a giant spore pod within. The heroes blow up the spore pod and rush the cultists before they can react, and the fight is over shortly.

 

Leaving the room, the group ventures to the end of the warehouse. Jutting from the wall are three crab statues, and right below each is a bowl with dried bloodstains. The heroes decide to fill the bowls with the blood of the dead cultists, and as each bowl gets filled, it sinks, triggering a mechanism to reveal a hidden door. The group opens the door; beyond it is the Sacred Dagger, lying harmlessly on a pedestal.

Navi goes in and grabs the dagger, recognising it as an artifact belonging to the elves. As the group prepares to leave with their artifact, they hear a wet, sloshing sound outside as of wet and disgustingly heavy feet. They peer around the corner, only to find two large fungal demons, feasting on the deceased cultists outside.

The group tries to sneak away -- all but Siv, who roars and charges at the fungal demons. The rest of the group have no choice but to assist him, but the fungal demons are a force to be reckoned with. With elongated tentacles, they grab the heroes and fling them around like rag dolls. Great jaws from their bodies unleash masses of spore pods that cause Twelve to stumble around in confusion. Uldrin finally yells out in righteous fury, and manages to take one down with the terrific grace bestowed upon him by his ancestors. The other fungal demon also finally succumbs when Navi, Twelve and Siv coordinate their attacks beautifully, striking it in successive turns.

The fungal demons also have the same acidic goo, which the heroes quickly scrape up into vials, but already the place is crumbling due to the impact of their actions. They sprint for the exit, ducking falling rafters. Uldrin hurls Navi out of the way as a timber shaft almost crushes her; Siv pushes Twelve aside as a swarm of disgusting red flies emerges from beneath the floorboards and hurtles towards him. The heroes just barely make it out of the warehouse as the last of the roof comes crashing down.

The heroes return to The Pious Gardener and pass the dagger to Kiel, the innkeeper. He takes the dagger and disappears into the kitchen. When he returns, he passes on the message to the heroes that their debt is done... for now.

 

That evening, everyone's in high spirits as they celebrate their victory. Navi also manages to convince Siv to let her ride Shira.

Green corrosive stuff collected from the remains of the spores pods from the Cult of the Sand Crab's hideout, and from the remains of the fungal demons. Three vials were filled. Each vial does 2d8 points of acid damage. Green corrosive stuff collected from the remains of the spores pods from the Cult of the Sand Crab's hideout, and from the remains of the fungal demons. Three vials were filled. Each vial does 2d8 points of acid damage.
A strange voodoo doll, dropped by an ex-follower of the Diabolist and picked up by Navi. It allows the wielder to strike fear in her enemies. The targeted enemy must roll a save of 10+ to shrug off the effect. Tougher enemies with higher MD are more likely to resist fear, and thus need only roll 5+. A strange voodoo doll, dropped by an ex-follower of the Diabolist and picked up by Navi. It allows the wielder to strike fear in her enemies. The targeted enemy must roll a save of 10+ to shrug off the effect. Tougher enemies with higher MD are more likely to resist fear, and thus need only roll 5+.
The Sacred Dagger. Once owned by the Cult of the Sand Crab, now it's in the hands of the Prince of Shadows. The Sacred Dagger. Once owned by the Cult of the Sand Crab, now it's in the hands of the Prince of Shadows.

Game Master: Teacher Shaun

Player Character Backgrounds One Unique Thing Icon Relationships Highlights & Achievements
Bryan X.
Siv, Level 2 Half-Elf Ranger
Royalty in Hiding

Friend to All Animals

Herbalist

Forest Warden
Son to the Emperor and High Druid
  • Was raised by the High Druid before running away from home. (Negative 1)
  • Trained under the guidance of the Emperor, and fought many battles for him. (Positive 2)
  1. Shira tore through the crowd in the parade to intercept the Darkskye Diamond.
  2. Accidentally dropped the Darkskye Diamond in his eagerness to attack pursuing guards on rooftops. Oops!
  3. Created a major distraction for pursuing guards, by throwing vials of acidic spore goo on to surrounding buildings, causing them to smoulder and collapse.
Geoffrie W.
Uldrin, Level 2 Wood Elf Paladin
Grave Digger

Weather Forecaster
Doesn't remember past; has a strange marking on arm.
  • An ardent admirer of the Elf Queen (Positive 2)
  • Distrustful of the Priestess's motives (Negative 1)
  1. Cut a swath through the pursuing guards on the rooftops.
  2. The symbol on his hand represents his (past?) membership in the Red Hand gang.
  3. Samuel Dirrel [See Part 1. -Ed] really knows Uldrin on a personal level.
Louis P.
Cleave, Level 2 Gnome Barbarian
Lumberjack

Outlaw on the run

Tainted by demons' blood
Extreme sense of an inferiority complex; filled with delusions of salvation by a false god.
  • Got the attention of the Prince of Shadows, due to being a notorious trickster figure. (Positive 2)
  • Was responsible for attacking the monks of the Priestess. (Negative 1)
  1. While on the rooftops, Cleave threw himself into a dwarven guard, and fell to the ground with the dwarf underneath him.
  2. Saw the visage of a demon in the smoke from the smouldering ruins of the squatter houses. Was it his hallucination, or was the demon related to him?
  3. Delivered the Darkskye Diamond back to the innkeeper from the Pious Gardener.
Charan
Heff, Level 2 Halfling Rogue
Travelling Tinkerer

Worked ten years as an innkeeper (The Half-Bones Inn, at Shadow Port)
My tears are delicious
  • Travelling tinkerer who's been through the High Druid's forest before (and was responsible for blowing up one of her ruins). (Negative 1)
  • Took on a lot of contracts from the Prince of Shadows. Some of these contracts included larceny and assassinations. (Positive 2)
  1. Darted through the crowd and snatched the Darkskye Diamond in mid-air as it fell from its parade float.
  2. Might have been responsible for selling Agatha (Alcor's former lover) the recipe for creating explosive powder.
  3. Received a contract from Samuel Dirrel, the tiefling from Part 1, to take out Uldrin.
Victor C.
Orion, Level 2 Gnome Bard
Deposed crime lord

Outlaw on the run
Getting tired of telling stories about legendary swords. Used to trade in forbidden artifacts. Now on the run, after the operation got shut down.
  • Had personal dealings with the Prince of Shadows himself. (Positive 2)
  • Stole directly from the Dwarf King's hoards, and had a hand in squandering the personal wealth of the dwarves. (Negative 1)
  1. At the parade, almost got noticed by a group of dwarves with a personal vendetta against him.
  2. Distracted the pursuing guards at the parade, giving Heff time to flee.
  3. Fooled Agatha (Alcor's former lover) into thinking that she had gotten her hands on the Darkskye Diamond, when really it was just a musical box with a glass casing — all in one smooth flashback sequence.
Lorenzo
Alcor, Level 2 High Elf Bard
Travelling circus performer

Pickpocket on the streets

Devoted to an unknown god
Former ring leader of a circus troupe that was dedicated to an old god.
  • Gathered a few tricks about pick-pocketing and other roguish acts off the streets; came from a lowborn family. Could the Prince of Shadows have noticed him? (Positive 1)
  • The Diabolist doesn't know if the old god worshipped by Alcor still exists, and thinks it's heresy, but still finds Alcor's use of audiences at circus acts to gather "worship points" for the old god interesting.
  1. Ran into former lover, Agatha, who used to be with the circus troupe, while trying to flee from the pursuing guards on the rooftops.
  2. Fooled Agatha into thinking that she had gotten her hands on the Darkskye Diamond. Did an epic sleight of hand earlier, passing the real Diamond to Cleave, while receiving the fake one from Orion that would be passed to Agatha — all in one smooth flashback sequence.

SUMMARY OF SESSION

Artifacts Acquired

The third part of the Shadow Port Shuffle epic begins in the Crown and Gown, one of the most expensive watering holes in Shadow Port. Siv and Uldrin are there enjoying a drink while watching the performances. Quite a few associates of the Prince of Shadows are here as well: Cleave, a trickster figure; Heff, a tinkerer and mercenary; Orion, a con artist; and, finally, Alcor, the chief worshipper of an old, forgotten god.

All are eyeing one thing tonight: the mystical Darkskye Diamond, to curry favour with (and receive payment from) the Prince of Shadows. Tonight, the Darkskye Diamond will make an appearance in Shadow Port, atop a float in a massive parade along its streets.

While bustling activity goes on in the Crown and Gown, Cleave is upstairs at one of the balconies that oversees the streets, piling up logs next to the ledge. Uldrin and Siv are downstairs watching the performances, one of which involves Orion displaying his sword collection. Heff is backstage in disguise, while Alcor stands by the side eyeing the crowd. Except for Uldrin and Siv, none of the protagonists know each other.

 

Not long later, someone outside shouts, “The parade! The parade is here!” The mood in the inn immediately changes; people excitedly stream outside to catch a glimpse of the parade and, in particular, the legendary Darkskye Diamond.

 

Everyone but Cleave leaves the inn. The parade is massive — there are huge floats, performances, and of course the Darkskye Diamond, glowing brightly in the night, almost turning it into day. The parade is also heavily guarded by guards and mercenaries, including a contingent of dwarves (who have a personal vendetta against Orion).

The float carrying the Darkskye Diamond begins to near the Crown and Gown. Cleave, still at the balcony of the inn, readies the logs and waits for the right opportunity. As the float approaches, Cleave seizes this opportunity and dumps the logs on to the crowd. This immediately upsets the parade, and the Darkskye Diamond topples from its pedestal atop the float.

 

Almost as if in slow motion, while the Diamond falls through the air, Heff the halfling rogue pushes through the crowd and leaps into the air, clearing a good few feet before deftly snagging the Darkskye Diamond.

 

Instant chaos spreads as the guards realise someone has stolen the diamond. A few attempt to intercept Heff, only to be distracted by Orion. At this, Shira (Siv’s pet tiger) blazes through the crowd and leaps at the guards, throwing them off their feet. Heff seizes this opportunity and legs it in the other direction; everyone else gives chase after Heff, wanting the Darkskye Diamond for themselves.

 

Right on Heff’s heels are Cleave, Orion, Alcor, Uldrin, and Siv. Ahead of Heff is a ladder, and he scales it, with the others not far behind.. Thinking that all of them are from the same gang, the guards attempt to attack Siv, but he manages to gain some distance. He climbs up the ladder after the rest of our heroes.

As the saying goes, “The enemy of my enemy is my friend”, and this is how an unsteady, wordless alliance is quickly formed. Our six heroes leap from roof to roof in order to escape their pursuers. Just as they think they’re in the clear, a crossbow bolt is fired from another roof nearby. It strikes at the roof tiles near Heff’s feet and literally explodes, the impact narrowly missing him by a metre or two. The group comes to a halt, and turns to see who had fired the bolt.

 

A young woman is standing on the roof of a nearby building, across the street from the group. Next to her, as well as emerging on to the roofs of other surrounding buildings, are several heavily armed thugs. This young woman is Agatha, Alcor’s ex-lover, and formerly from his circus troupe. Smugly, she demands for the group to hand over the Darkskye Diamond. She spies Alcor, and they exchange sharp, acerbic words, before she turns her attention back to the Heff, once more commanding him to throw her the Darkskye Diamond.

 

However, Heff has other plans. He throws the diamond to Siv, and tells Agatha to come and get it. Seeing that the guards aren’t too far from our heroes, Agatha sneers, and tells the group that she’ll be back for them. She leaves with her henchmen.

By this time, the guards are close enough. Before the group can leave, the guards—a mixture of humans and dwarves—surrounds them. Knowing that they’re all now in this together, the group prepares to fight the guards first. Orion, Uldrin, Heff, Siv and Alcor turn to face the guards on their rear, while Cleave prepares to fight the ones on the other end.

 

The fight is intense, as Uldrin steps forth to bear the full brunt of the oncoming guards. Alcor unleashes wave after wave of sonic blasts against the guards. In the chaos, Heff flanks the enemy and catches them off-guard, striking at them from the side and back. Siv sends forth his tiger, Shira, to strike at the guards, while he stays behind and fires arrow after arrow. However, he loses his balance after the second shot, and accidentally drops the Darkskye Diamond. It rolls away and clatters on to the streets below.

 

Seeing that the Diamond had fallen on to the streets below, Cleave charges at one of the dwarven guards and falls on to the ground with him. The dwarven guard isn’t badly injured, but is winded by the fall, and Cleave quickly finishes him off. Orion joins him after finishing off a guard on the roof, and promptly scoops up the Darkskye Diamond.

 

By now, the fight is mostly over. The remaining guards are promptly dispatched by our heroes. They rejoin Orion and Cleave, who are now trying to decide on the next course of action. However, more guards will be arriving on scene shortly—the six heroes can hear the guards’ shouts not too far.

Knowing that they have to return to the Crown and Gown with the Darkskye Diamond, the group quickly plans what to do next. Everyone agrees to split up first, then reconvene at the Crown and Gown once they’ve lost the city watch.

 

Siv and Uldrin head south, creating distractions along the way by destroying the nearby squatter buildings with acidic spore goo. The buildings explode dramatically, crumbling and toppling into useless rubble. Fortunately, most of the builds are unoccupied, the enclosed streets sparse.

 

Cleave and Heff take off westward. Behind them, they can hear the footfalls of pursuing guards. Cleave suddenly stops. A demonic visage appears in smoke before him, taunting and mocking him. The voice rings in his ears, warning him that he cannot escape his true nature. Then, just as suddenly, the visage fades away. Cleave looks around, then downwards. There, before his feet, is a strange black box. He picks it up, looks around to check that the coast is clear, before sprinting off after Heff.

 

Orion and Alcor are heading east, and are not far from the Crown and Gown, when an explosive bolt lands near Alcor’s feet. Agatha reveals herself, along with the rest of her cronies. “I told you I’d be back,” she says, and once more she demands for Alcor to hand over the Darkskye Diamond. With no choice but to comply, Orion removes the Darkskye Diamond from his pack and tosses it to Alcor, who reluctantly hands it to Agatha. She grins, her crossbow still trained on Alcor. “Be seeing you, lover,” she says, then briskly disappears into the night, as do her thugs.

What Agatha doesn’t realise is that the Darkskye Diamond is a decoy, expertly disguised by Orion despite time not being on their side. Her rage is supreme when she later discovers she has been had, in an impressive bait-and-switch by Orion and Alcor that can only be rivalled by the best tricksters.

 

As for the actual Darkskye Diamond?

 

Cleave cautiously removes it as he and Heff near the Crown and Gown, slowly pondering the bait-and-switch that Orion had come up with, that it had actually worked.

The Darkskye Diamond, received by the innkeeper, is quickly passed to someone in the backroom. For the rest of the night, the group enjoys free food and drinks on the house, in one of the most expensive establishments. Siv and Uldrin wonder if their debt will ever be repaid; Cleave, Heff, Orion, and Alcor wonder what reward they will get from the Prince of Shadows.

In a dimly lit room, a familiar tiefling steps out into the light, his grin crooked and full of malice. Samuel Dirrel speaks in hushed tones to Heff.

 

“There is a man I want dead. You and I know him.

 

“Uldrin, of the Red Hand gang.”

The legendary Darkskye Diamond that is rumoured to be able to bring down floating islands. Once thought to be impossible to steal. Who knew. The legendary Darkskye Diamond that is rumoured to be able to bring down floating islands. Once thought to be impossible to steal. Who knew.
A poisonous dagger with a permanent coating of toxic powder, whose recipe was discovered by the notorious tinkerer Heff. Does +4 damage to all attacks, and +2 to all misses. Quirk: it has an intoxicating smell. A poisonous dagger with a permanent coating of toxic powder, whose recipe was discovered by the notorious tinkerer Heff. Does +4 damage to all attacks, and +2 to all misses. Quirk: it has an intoxicating smell.
A strange black box, whose purpose is yet to be discovered. A strange black box, whose purpose is yet to be discovered.

Game Master: Teacher Shaun

Player Character Backgrounds One Unique Thing Icon Relationships Highlights & Achievements
Geoffrie W.
Uldrin, Level 2 Wood Elf Paladin
Grave Digger

Weather Forecaster
Doesn't remember past; has a strange marking on arm.
  • An ardent admirer of the Elf Queen (Positive 2)
  • Distrustful of the Priestess's motives (Negative 1)
  1. Used a couple of mercenaries as a meat shield.
  2. Cut down most of the traps in Bella the Mad Mage's deserted home.
  3. Found the code to deactivate the Kraken's defences.
Louis P.
Cleave, Level 2 Gnome Barbarian
Lumberjack

Outlaw on the run

Tainted by demons' blood
Extreme sense of an inferiority complex; filled with delusions of salvation by a false god.
  • Got the attention of the Prince of Shadows, due to being a notorious trickster figure. (Positive 2)
  • Was responsible for attacking the monks of the Priestess. (Negative 1)
  1. Managed to convince the Kraken's guards that he's there to perform a routine inspection on the ship.
  2. Kicked a surprised guard down the steps of the Kraken, and jumped in after him, closing the hatch immediately.
  3. Single-handedly defeated most of the guards on the Kraken.
Charan
Heff, Level 2 Halfling Rogue
Travelling Tinkerer

Worked ten years as an innkeeper (The Half-Bones Inn, at Shadow Port)
My tears are delicious
  • Travelling tinkerer who's been through the High Druid's forest before (and was responsible for blowing up one of her ruins). (Negative 1)
  • Took on a lot of contracts from the Prince of Shadows. Some of these contracts included larceny and assassinations. (Positive 2)
  1. Used a couple of mercenaries as meat shields.
  2. Found the code to deactivate the Kraken's defences.
  3. "Hacked" into one of Bella's golems to control it. The golem made very short work of the Warden.
Victor C.
Orion, Level 2 Gnome Bard
Deposed crime lord

Outlaw on the run
Getting tired of telling stories about legendary swords. Used to trade in forbidden artifacts. Now on the run, after the operation got shut down.
  • Had personal dealings with the Prince of Shadows himself. (Positive 2)
  • Stole directly from the Dwarf King's hoards, and had a hand in squandering the personal wealth of the dwarves. (Negative 1)
  1. Killed Samuel Dirrel, who was a double agent for the Red Hand gang.
  2. Learned that the design flaw of the Kraken was its toilet.
  3. Accidentally tore a hole through the side of the ship with his battle song.
Lih Wei
Nick Nag, Level 2 Dwarf Ranger
Friends to all animals

Escaped convict
Was a 'companion' of the Elf Queen and the Priestess
  • One of the Priestess's favourite companions (Positive 2)
  • Bailed on the Elf Queen (Negative 1)
  1. Joined the party shortly after escaping from a maximum security prison.
  2. Learned that the design flaw of the Kraken was its toilet.
  3. Found an electric whip that looked familiar. Has the engravings of the Priestess's runes on its handle.

SUMMARY OF SESSION

Artifacts Acquired

Our heroes are gathered in a private room in the Crimson Goddess, to be briefed by the famous gnome, Brita Halfhand. Brita used to work for the Prince of Shadows, and was well-known for having accomplished many seemingly impossible deeds. Although retired, she still works with the Prince from time to time.

Uldrin has repaid his debt, though Siv is nowhere to be seen. Joining him are Cleave and Heff, as well as newcomer Nick, an escaped convict (who owes the Prince a debt for helping him to break out). Orion is out attending to business matters, but soon joins after the meeting is underway.

Brita informs our heroes that the Prince is pleased with their performance in handling the ‘acquisition’ of the Darkskye Diamond. She assures the heroes that the Prince will duly reward them if they can help him with this task tonight: a famed ex-gladiator by the name of Jont Urner was arrested some time ago, and has since been held in a maximum security prison known as the Kraken.

 

At this point, the door opens, and in walks Orion. He announces that Samuel Dirrel will no longer be a problem [In the previous scenario, Samuel put a bounty on Uldrin’s head. –Ed].

 

Brita acknowledges Orion’s arrival. Before ending her briefing, she tosses to Orion a coat that used to belong to him. It is the famed Mercenary’s Coat, an apparel with magical implements. She also hands an axe to Cleave – the legendary Sciven’s Axe that is said to help the wielder hit its target more precisely.

The Kraken is at one of Shadow Port’s harbours, and only docks once a month. It is owned by a man known as Warden Alkwin. Rumours have it that the mad mage Bella (who has since moved out of Shadow Port) was responsible for working on the Kraken’s defences.

 

The group decides to split up: Orion and Nick head to the dwarven district of East Shadow Port to get information from the dwarves who built the Kraken; Cleave heads out to find a disguise for everyone; Uldrin and Heff head to Bella’s old laboratory in the slums to see if they can dig up anything from it.

At the dwarven district of East Shadow Port, Orion and Nick find the workshop of the dwarves who had built the Kraken. Unfortunately, the main engineers no longer work there, but their apprentices still do. After some casual chit-chat to gain the dwarves’ favour, Orion and Nick learn that the Kraken has a weak spot. There is a hole at the side of the ship that doubles as the outlet of a toilet. Thanking the dwarves, they leave and head for Bella’s laboratory (where Uldrin and Heff are currently at).

 

 

On Cleave’s end, he attempts to find guard uniforms for the party. He tries to cash in on an old favour, but his contacts remain unmoved, and threaten to arrest him should he not leave at once. Cleave complies, and attempts to try and find other disguises. In the end, he manages to acquire a few masks that might help the party, before heading out to Bella’s laboratory (where Uldrin and Heff are currently at).

Before heading to the laboratory, Uldrin and Heff hire a couple of magically-trained mercenaries. Afterwards, they make their way to Bella the Mad’s laboratory. The mercenaries inform Uldrin and Heff that there is strong magic guarding the laboratory, and are reluctant to enter. Only after Uldrin and Heff offer to double their pay do they agree to go into the laboratory.

 

No sooner do they enter when the door slams shut behind them. Three grotesque statues emerge from a trapdoor, their eyes glowing green. From the other end, a totem filled with spikes protrudes, and proceeds to launch a barrage of spikes at Uldrin, Heff, and the mercenaries. This is instantly followed up by a series of acid sprays from the eyes of the statues.

 

The group dodges the spikes, but one mercenary isn’t so lucky with the acid. He is struck by the acid spray and instantly is taken out of the fight. The other mercenary is stunned, and just kneels there, trying to resuscitate his friend.

 

Meanwhile, Uldrin hacks at one of the statues and severs it neatly. Heff prepares to dart towards the statues, but suddenly checks himself, noticing a hidden switch behind one of the statues. Deftly, he ducks between the statues, and flings himself towards the switch, just as one of the statues readies an acid attack in his direction.

 

Hitting the switch instantly deactivates the traps, and they return to their cavities. Uldrin and Heff proceed to look around the room, and find Bella’s journal in one corner. Thumbing through its pages, they find a list of traps aboard the Kraken that Bella had set up for Warden Alkwin. Of note is a group of flesh and energy golems aboard the Kraken that can be alerted to the presence of intruders. However, in her journal, Bella had stored away a passcode that could be used to deactivate the golems. Uldrin and Heff make a note of this, before proceeding to leave the lab with the remaining mercenary (who by now has turned into a sobbing heap).

Orion, Nick and Cleave reconvene with Uldrin and Heff outside the laboratory. They decide to let the mercenary go, and begin to make plans for the heist. First, Heff sets up explosives next to the building at the port where the Kraken is docked at. After that, our heroes silently make their way into the placid waters, and begin their swim towards the Kraken—all but Cleave, who has another plan up his sleeve.

The group enters the hole at the side of the Kraken and emerges out into its latrine, in the middle deck of the ship. The corridor leading from the latrine is empty, but sounds can be heard from the other side of the left-most wall. Cautiously, the group sneaks forward, preparing to ambush the guards on the other side.

 

Topside, Cleave strolls on to the upper deck of the Kraken, loudly declaring that he’s here to do maintenance work. The guards are taken by surprise, but they believe him, and one of the guards leads Cleave down into the lower deck. Cleave kicks the guard down the stairs, jumps in after, and slams the hatch shut.

 

As Cleave does this, the rest of the group leaps into action. The golems begin to come to life, as one of the guards hits a switch, but this is thwarted when someone shouts the passcode to disable the golems. Instantly, they become dormant once more.

The fight is taken to close ranges. Heff tries to backstab one of the guards but fails, and decides to throw him down the hatch leading to the prison deck (which is also the lowest deck of the ship). The rest of the group battles ferociously. Cleave flies into a rage, and cuts down most of the guards, supported by Uldrin; meanwhile, Orion misses terribly with the power of his bardic songs, and creates multiple holes in the ship.

 

As the ship begins to sink, Heff runs to one of the golems and tries to re-wire it. He succeeds, and the golem comes to life at Heff’s command. Heff and his newly-made friend, along with Uldrin, clamber down to the prison deck, while Orion busies himself with the remaining guards.

Down in the prison deck, the group comes face-to-face with a man, his countenance scarred and menacing. In one hand, he holds an electric whip. This is Warden Alkwin, the man who controlled the meanest prison in all of Shadow Port.

 

Lashing out his whip, he confronts our heroes. He might have been victorious, were it not for the flesh golem, who soundly defeats the Warden in but a few strokes. The Warden falls, dropping his electric whip which Nick quickly scoops up. 

The ship is sinking fast however. The group quickly locates Jont Urner—a sullen man sitting in the corner  They free him, and he escapes with them. They race to the topmost deck, and spy a few groups of guards heading towards the Kraken from the port. Luckily, Heff has placed a series of explosive traps. He fires on them and sets off a chain of explosions of nearby buildings. The buildings begin to collapse like dominoes. This slows down the guards, but it creates such a commotion that more begin to join the hunt.

 

Not wanting to waste more time, our heroes dash north-eastwards, away from the pursuing guards. They slip through alleys, and eventually make it back to the Crimson Goddess. Brita Halfhand is there, eagerly waiting for them. She and Jont share a quick greeting, before she whisks him away into a safe-room.  When she returns, she informs our heroes that the Prince will be particularly pleased with their success tonight. She tells them that if they’re keen, they can return for one more job that will pay really well.

 

The meeting point is to be at the Drake and Ducatto, a watering hole at the Tilgate Heights district of Shadow Port -- where the famous sky barges are.

Sciven's Axe: a supremely sharp axe, forged by the famous dwarven smith, Sciven Jorgenssen. Deals two times the regular Miss damage.
<br> Quirk: user loves dwarven songs just a little too much. Sciven's Axe: a supremely sharp axe, forged by the famous dwarven smith, Sciven Jorgenssen. Deals two times the regular Miss damage.
Quirk: user loves dwarven songs just a little too much.
Mercenary's Coat: the way this coat is set up, you'd have no problems reloading in a jiffy. The user can spend a Quick Action to reload.
Quirk: user smells really bad. Mercenary's Coat: the way this coat is set up, you'd have no problems reloading in a jiffy. The user can spend a Quick Action to reload. Quirk: user smells really bad.
Priestess's Electro-Whip: at the touch of a button, electricity begins to course through the length of the whip. +4 Lightning damage on hit. <br> Quirk: user has a strong inclination to touch the rope when it's active. Priestess's Electro-Whip: at the touch of a button, electricity begins to course through the length of the whip. +4 Lightning damage on hit.
Quirk: user has a strong inclination to touch the rope when it's active.

Game Master: Teacher Shaun

Player Character Backgrounds One Unique Thing Icon Relationships Highlights & Achievements
Geoffrie W.
Uldrin, Level 2 Wood Elf Paladin
Grave Digger

Weather Forecaster
Doesn't remember past; has a strange marking on arm.
  • An ardent admirer of the Elf Queen (Positive 2)
  • Distrustful of the Priestess's motives (Negative 1)
  1. Recognised an old friend (Olgard), and almost got cover blowm thanks to Olgard's loud mouth.
  2. Coordinated perfectly with Heff in a manoeuvre that beautifully disarmed the famed duellist, Lord Irwin Elenvir.
  3. Accidentally grabbed Heff in the unmentionables while trying to assist him into the Pride of Opals.
Charan
Heff, Level 2 Halfling Rogue
Travelling Tinkerer

Worked ten years as an innkeeper (The Half-Bones Inn, at Shadow Port)
My tears are delicious
  • Travelling tinkerer who's been through the High Druid's forest before (and was responsible for blowing up one of her ruins). (Negative 1)
  • Took on a lot of contracts from the Prince of Shadows. Some of these contracts included larceny and assassinations. (Positive 2)
  1. Prevented his and Uldrin's covers from being blown, by convincing the guards that they were real dockhands.
  2. Coordinated perfectly with Uldrin in a manoeuvre that beautifully disarmed the famed duellist, Lord Irwin Elenvir.
  3. Accidentally got grabbed by Uldrin in the unmentionables, while trying to climb down the side of the Pride of Opals to get into it.

SUMMARY OF SESSION

Artifacts Acquired

This is the big payout for our heroes, Heff and Uldrin, who are seated in the Drake and Ducatto, a tavern in the Tilgate Heights district of Shadow Port, near the Cloud-Shrouded Tower. The evening goes along smoothly enough, though they do not see any of their friends from the previous adventure.

Sitting together at the same table, they observe the evening’s entertainment, enjoying their drink, when one of our heroes suddenly notices a letter under his mug. It is a letter that is unmistakably the work of the Prince of Shadows, informing our heroes that they’re to steal the Pride of Opals—a flying barge from the Cloud-Shrouded Tower—and land it in Bitterwood Forest some thirty to forty kilometres away.

Setting their mugs down, Heff and Uldrin get to work.

Being a halfling and an elf respectively, and being that there are only just the two of them, Heff and Uldrin figure it might not be too difficult to get themselves into the Cloud-Shrouded Tower—a tower that serves as a port for the flying ships owned by the dwarven and elven communities.

 

Heff and Uldrin develop a plan to sneak in, by dressing up as maintenance people. They first acquire a few dockhand overalls, a task that is simple enough. After that, they head over the Cloud-Shrouded Tower and begin to scout the area. The guards seem relaxed enough, and mill in and out of the tower casually. On the tower’s exterior walls, Heff and Uldrin spy a gryphon’s nest perched about thirty metres above them, and make a note of it.

After their reconnaissance, they discreetly enter the Cloud-Shrouded Tower. The interior is spacious, and is split into multiple floors. It is rather poorly lit, however.

 

Slowly, Heff and Uldrin ascend the Tower, one floor at a time, until they hear footsteps coming down towards them. They brace themselves, and come face to face with two dwarven guards. The guards question their purpose for being here, and Heff quickly tells them that they’re here to repair the ship. The guards believe their story, and lead them to the top of the tower where the Pride of Opals is docked.

At the top of the tower, Heff and Uldrin prepare to board the ship, when Uldrin sees an old friend aboard the Pride of Opals—Olgard, a dwarf whom he knew from his grave robbing days. Olgard is the chief mechanic of the Pride of Opals.

 

Upon spotting Uldrin, he shouts out a greeting... and then by a slip of tongue, asks Uldrin why he is wearing dockhand clothes, when he can’t even fix a faucet. Immediately, all the guards turn to Uldrin suspiciously, but Heff quickly defuses the situation by explaining that Uldrin is here to learn.

After the guards ease up, Uldrin asks Olgard if they can take a tour of the ship without the others breathing down their necks. Olgard beamingly agrees. He tells the other guards to temporarily disembark, and proceeds to show Heff and Uldrin around, from the top to the bottom deck.

 

On the middle deck, there is a safe room laced with thick layers of soft padding, for guests and VIPs to hide in should the ship embark on a collision course. The navigation wheel is also on this deck. On the lowest deck, its rear end is where the propellers and machinery work their magic, keeping the Pride of Opals afloat.

Satisfied with the information, our heroes head back topside with Olgard, only to find that things are about to go south real quick. A guard announces the arrival of the elven nobleman Lord Irwin Elenvir, who has decided to drop by to do a random inspection of the Pride of Opals. He is surprised to see Heff and Uldrin, and is about to question who they are, when he spots the symbol of the Red Hand Gang on Uldrin’s arm.

 

“Guards! We have a spy onboard!” Lord Irwin instantly shouts.

Lord Irwin leaps on to the ship, along with two other elven guards. Sensing that they’re in for real trouble, Heff dashes towards one of the ropes that is tethering the ship to the tower, and severs it with a clean cut. The ship begins to sway to a side. One of the dwarven guards on the tower tries to leap on to the ship. He misses his footing, but manages to grab on to the side. The others are not confident in their ability to make the jump.

 

Back on the ship, Lord Irwin and his elven guards try to stop our heroes. One of the elves wrestles Olgard to the floor, declaring him a traitor; Uldrin faces off against Lord Irwin and another elven guard. Seizing this opportunity where no one is paying him any attention, Heff leaps towards the next rope and cuts it—the ship is now bobbing away from the tower, free of its tethers.

Lord Irwin’s sword glows dazzlingly in the relentless blaze of the sun—it is a fine blade crafted from sunsteel. He hacks at Uldrin expertly, but Uldrin manages to keep his footing, parrying Lord Irwin’s every attack. The other elven guard also presses on, striking at Uldrin repeatedly.

 

Heff charges forward, ducking sword blows. He heads for the dwarven guard still clinging on to the side of the ship, and throws him off. The dwarven guard lands on the gryphon nest below, dazed but otherwise unscathed.

 

Wheeling about, Heff dashes back to the elven guard facing off against Uldrin, and stabs him in the back, severely wounding him.

 

Caught off guard by this, Lord Irwin fumbles, and Heff uses his blade to lock Lord Irwin’s sword arm, neither side able to get an advantage over the other. At this, Uldrin swings his blade upwards with one smooth motion, knocking Lord Irwin’s blade into the air, to land some feet away from him.

 

“This is not over yet, spy!” growls Lord Irwin, who backs away, turns, and leaps off the ship to land effortlessly on the Cloud-Shrouded Tower.

The ship now only has two elven guards against Uldrin and Heff, with one of the guards severely wounded. Heff quickly commands the other guard to release Olgard, still curled up on the ground trying to fend off blows. The guard obliges, and both he and his wounded compatriot are promptly tied up. Olgard grouses about how he will now be labelled a traitor, but recognises that someone needs to steer the ship. He heads down into the middle deck, while Uldrin and Heff contemplate what to do next. And that’s when they notice the flying figures trailing the ship from its tail end, about a hundred metres away.

As the figures near, Uldrin and Heff can finally make out their details. There is an elven rider atop a gryphon, three Storm Witches, and approximately twenty Rain Sprites, all of whom look very determined to exact revenge on our heroes.

 

Heff begins to toss the tied up hostages from the side of the ship. A few of the sprites and one of the witches stop their approach to pick up the hostages, but the rest continue to advance. This is it—our heroes have no choice but to fight while in flight.

 

Heff and Uldrin retreat to the middle deck and lace the corridor with lightning rods, in hopes that they will nullify the witches’ spells. The enemy, now directly above the Pride of Opals, keeps pace with it; a few of the Rain Sprites descend the steps, taking Uldrin head on, only to be promptly dispatched by his superior skill.

 

Meanwhile the gryphon rider and witches swoop towards the side of the ship, and begin to batter it with spells and brute force. A hole tears through, causing Olgard (who’s trying to keep the ship under control) to panic even more. Uldrin rushes to his aid, trying to keep the enemy at bay with his bow and arrows. A well-aimed shot takes the gryphon rider out, and the gryphon retreats without someone to commandeer it.

 

Above deck, Heff fights off the remainder of the Rain Sprites, and tries to take on one of the Storm Witches. It quickly proves to be too much for him, and he’s struck from all sides. Dazed, he reaches for the side and flips himself over, to attempt to climb down and get into the middle deck via the hole at the side of the ship.

 

Seeing his companion in trouble, Uldrin reaches out of the hole to try and haul Heff in. Unfortunately, rather than grabbing at his leg, Uldrin’s hand lands on Heff’s unmentionables. Thinking that it is Heff’s leg, he grabs it hard, and Heff could only squeal in pain. In spite of all that, however, Uldrin still manages to yank Heff into the lower deck of the ship.

 

Unable to get at our heroes, the Storm Witches decide to try and disable the Pride of Opals. All of their destructive spells are thrown at the propellers, causing the ship to sink headfirst, with the ground rushing up to meet it.

 

“The ship has taken too much damage. is going down and there’s nothing I can do about it!” yells Olgard, who legs it to the safe room. Heff and Uldrin follow suit, and in but a few seconds, the ship lands with a thunderous crash that resonates throughout all of Bitterwood, before finally coming to a halt.

Everyone is alive, though the ship is more or less a wreck. The witches are nowhere to be seen. As our heroes and Olgard emerge from the wreckage of the ship to get their bearings, a massive army of orcs approaches them; at their head is a hooded figure.

 

“You have done well, and the Prince is very happy. Here, this is more than what you deserve,” he says, throwing to Heff and Uldrin a bag of emeralds. “I would advise you to leave. The orcs here aren’t exactly known for being charitable.”

 

The orcs, with a hungry look in their eyes, begin to step forward eagerly, and it’s all that our heroes need to run from the scene as quickly as possible, leaving the orcs to swarm the Pride of Opals with dark, malevolent glee.

 

But they did it. Our heroes have done it. They have hijacked one of the most well-known flying ships from under the nose of one of the Empire’s most notorious elven lords, and escaped with their hides intact.

 

This, truly, will be a legendary story sung by bards far and wide.

Sunsteel Sword: This exquisite weapon once belonged to Lord Irwin Elenvir. It is forged from Sunsteel, which itself comes from a special meteorite. It provides +6 damage on all Even natural hits. <br> Quirk: When the sun sets, the wielder will have a strong urge to run to the nearest bed. Sunsteel Sword: This exquisite weapon once belonged to Lord Irwin Elenvir. It is forged from Sunsteel, which itself comes from a special meteorite. It provides +6 damage on all Even natural hits.
Quirk: When the sun sets, the wielder will have a strong urge to run to the nearest bed.

Hall of Heroes

Where we document the incredible feats of past heroes and villains who had wandered the realms of the Dragon Empire.

Unfortunately, this space is still empty as the journey’s only just begun…

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Lorem ipsum dolor sit amet, consectetur adipisicing elit. Optio, neque qui velit. Magni dolorum quidem ipsam eligendi, totam, facilis laudantium cum accusamus ullam voluptatibus commodi numquam, error, est. Ea, consequatur.

Lorem ipsum dolor sit amet, consectetur adipisicing elit. Optio, neque qui velit. Magni dolorum quidem ipsam eligendi, totam, facilis laudantium cum accusamus ullam voluptatibus commodi numquam, error, est. Ea, consequatur.

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