Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Tuesday, April 10, 2012

The Wayfarer's Kit

Field Report from Simon Mendelsohn (Apprentice Mage) to the Pathfinder Chapter in the City of Almas:

Dear Sirs,

     My travels with the caravan of adventurerer mentioned in the last letter continues.  We recently encountered an odd character on the road, and offered aid in the form of spell and sword.  On the plains south of Egorian, we met with a man called Vishnu the Liar, who was being pursued by summoned air elementals, the wrath (he claimed) of a distant enemy.  We aided him in dispatching these elementals, and offered him food and safety for a night.  The man told wild tales of travel to other planes of existence, though he had indulged heavily in the whiskey supply of Porks, our cook, and gave his own appelation as "the Liar."  In the morning, he used rather advanced magics to summon us a reward for our aid, then disappeared into the wastes.
     A rosewood box labelled as a "Wayfarer's Kit" was the most interesting of his gifts.  Within this small box were a pair of magical scrolls and a small roll of vellum explaining their use.  Each of the scrolls was capable, when the inscription was read, of transporting a large group of people to any place that they had knowledge of --- the box could easily have taken us to Absalom or Egorian, and the vellum implied that even more exotic locations were possible.  The scrolls were presumably paired to allow transport to and from a place, and they radiated a strong aura of magic clearly visible to those with The Sight.  At the base of the box is a small sigil unknown to me, which appears to be a maker's mark.  It may be that where Vishnu the Liar comes from, such kits are commonly produced, though they clearly represent a scale of magic common only to Archmages.

Yours,
Simon Mendelsohn

One additional note: On the back side of the vellum, in a crude had, had been scribbled several names, presumably of cities.  To my knowledge, none of these are the names of cities known to the geographers of Golarion, though the learned scholars of the Society may correct me.  The list is reproduced faithfully here:


Escumbia the Bright


Dylath-Leen


Sameter


Celephaïs


Oglaroon


The Hollow Sphere


Phum


The Sleeping City of Aesenof












How many miles is that by wagon?  Oh hell no . . . . 

Thursday, April 5, 2012

Throwing Bones

Gambling games are an excellent way to turn this . . . . 
"Bones" is a popular dice game originally played by  Varisian travellers, but now popular in gambling dens and inns throughout Golarion.  There are myriad local variants, and each Keeper has his or her own style.  The generally agreed upon rules are detailed below:

The Game

The game is run by the house or a "Keeper" who throws the Skull.  This is a single die carved of dense bone, usually with twenty sides (thorugh some skulls have twelve, ten or eight sides).  The players each purchase "bones" --- dice with the same number of sides as the Skull ---- for the cost of the buy-in (usually a copper or silver piece).  All players roll their dice at the same time.  Each Bone that rolls higher than the Skull pays out double, with ties going to the house.   Bones that roll below the Skull are losses or lost souls.

Variations

Trips
The Keeper will sometimes call a "trip," a number that pays out triple (or more) if it is rolled on a bone.  Generally, if the skull roles a trip, it is a blanket win for the house.

Down the Steps
Players can choose to go "down the steps," choosing to throw a die smaller than the skull (such as a twelve sided bone against a 20 sided skull).  Each step down increases the payout by a factor of one (while reducing the odds of winning).

The Chasm and the Keep
These often used rules mean that bones that roll a 20 (the Keep) pay out triple, while any bone that comes up a 1 (the Chasm) makes all other bones rolled by the player into lost souls.  These rules are not usually combined with playing down the steps.

 . . . into this.  AS if my players needed help starting fights.



Gm Note:
We played a variant of this game one night when most of my players had gone home, and it was pretty fun.  The odds are pretty close to even, depending on rules variants, so nobody lost or made too much money over the course of several games.  I'm thinking that this will come up again, with the newly codified rules.



Tuesday, April 3, 2012

The Brass Velocipede

Field Report from Simon Mendelsohn (Apprentice Mage) to the Pathfinder Chapter in the City of Almas:

Email.
Dear Sirs,

     I write to you  to report of my encounter with an unusual magical object of some interest, I believe, to the learned gentlemen of the Society.  I include a brief sketch of how I came to encounter the Brass Velocipede below, along with my first-hand observations of the device.

     The troll Urluk and his band of gnoll raiders were known to prey on the  Almas-Elidir road some 10 leagues north of the Frogswamps at the headwater of the River Foam.  I was travelling with a group of caravan guards out of Falcon's Hollow (after a disastrous mission for the Pathfinder Society left me friendless and coinless in northern Andoran) when our caravan was attacked by Urluk's gnoll reavers.  They ambushed us from cunningly made blinds along a low cliff top, raining javelins on the caravan before closing to attack with cruel barbed spears.  Luckily, we were arrayed carefully in the wagons, and managed to run off the raiders after a hail of spells from the motley party of adventurers guarding the caravan.  I myself played a small part in the defense.  After moving the wagons, a group of us set off to stalk the gnoll raiders, intent on revenge.  We discovered them in consultation with the troll Urluk himself, and after a series of cunning counter-ambushes, were able to divest the countryside of one of its more persistent threats to commerce.

     Urluk's cave proved to be a cache of his ill-gotten gains, which we took as payment for our service.  Coin and gear were plentiful, as were potions and unguents thanks to a recent raid on an alchemist's caravan.   Among the treasure was a brass velocipede, a very rare and wonderful device whose function was ascertained after a fair amount of experimentation.  The device takes the form of a delicate brass figure, which we found wrapped in oil-cloth.  When given a command word, which we found etched onto the bottom, the small figurine expands to a 6 foot tall wheeled mechanism which looks a lot like this:


     Once a rider is secured by a leather strap to the red velvet seat, the device can be commanded to take the rider to any destination at great speed and in only minor discomfort.  The Velocipede can travel at a speed of twenty leagues to the hour, for anywhere from one to eight hours before reverting to it's miniature form --- the period before the device is exhausted seems to be random.  It can only travel on roads that are somewhat maintained --- a cart path is sufficient, but a footpath is not --- and will refuse to travel on roads that could damage its clockwork mechanisms.  The Velocipede can be activated up to three times in a seven day period.

     This rare and wondrous device is not in my possession, but I thought it prudent to report on it first-hand, since such a device is otherwise unknown to me.

Yours,

Simon Mendelsohn

Monday, April 2, 2012

On Pocket Dimensions, Windows and Tallow

From the Archives of Toluz Zekhat, Osirian Chronicler:

     The early life of the Archwizard Zanzibar Felts is largely unknown.  His diction and linguistic peculiarities suggest a Taldoran extraction, or at least training in Taldoran schools.  He is known to have lived in Egorian and Absalom, though scholars such as Torian have suggested that he spent time in both Qadira and Katapesh under assumed names.  I have elsewhere published my doubts on this issue, which in my view is largely irrelevant given the clearly northern flavor of his later dimensional theorums --- Felts may have been familiar with Garundi schools of magic, but they have very little influence on his important works. The records of the Arcanimirium show that he lived and worked at that institution for more than four decades, producing some of his more famous written works.  Felts' expertise with pocket dimensions is nearly legendary --- his refinements to the rope trick spell have been nearly universally adopted in both human and elven magical schools, and mark a major move forward in stable temporary pocket dimensions.  Other notable inventions include Felts' technique for harvesting the bones of elementals, and the use of refined elemental essences to create dimensional membranes. It is known that in 4601 AR Felts left Absalom for a period of at least 30 years, much of which was reportedly spent on other planes of existence.  In his unpublished journals, Felts describes the effects of putting dimensional membranes inside one another, warping material planes into spirals and other shapes, and dilating time within pocket dimensions.


I imagine Felts' maps all looked something like this.

     Felts returned to Absalom in 4632, but had aged tremendously and was at least partially mad. Zanzibar Felts gave a frantic series of brilliant, rambling lectures at the Arcanimirium in the summer of 4632, the notes and transcripts of which have formed the largest and most famous of his academic works.  The Serpent and the Window: The Last Lectures of Zanzibar Felts is the definitive work on extra-dimensional spaces, the creation of demi-planes and theoretical space-time bubbles. During these lectures, Felts was known to for challenging his audience to give him complex theoretical questions.  He would then step sideways into warded pocket dimension in which time was severely dilated, returning instantly with answers, written out in long hand and exquisitely researched.  These demonstrations of dimensional time dilation made him quite famous, but have lead to the speculation that Felts had extended his life in unconventional ways.  Near the end of the summer of 4632, his lectures grew less and less focused, and he made extensive use of pocket dimensions, reportedly stepping sideways at dinner parties only to return seconds later, aged and bearded, mumbling incoherent spatial formulae.  He disappeared in the fall of 4632 and  other than some apocryphal notes attributed to him from the late 4700s, he has not heard from since.

Clearly something awesome
trapped in there.
     Though his theoretical contributions stand on their own, Zanzibar Felts is also known for his unique magical devices.  The Felts Confabulator is a large device which pierces multiple planes of existence simultaneously, distilling their essences into a unique (though unstable) pocket dimension.  This device, as well as Felts' working notes on dimensional melding, are held in the Arcanimirium in Absalom.  The Feltzian Bag of Holding is one of the few examples of multiple nested pocket dimensions incorporated into a physical item, and The Serpent's Window is a large mirror that creates what appear to be unique copies of material planes, allowing for the creation of divergent futures.  Among his most infamous creations are the Black Candles, powerful magical items thought to be constructed from Balrog tallow.  The Black Candles allow their user to create a stable, sealed pocket dimension that is only accessible while the candle is burning.  All known examples have been used as powerful magical traps, exiling dangerous beings or objects to extra-dimensional prisons.   The fate of those inside a pocket dimension whose corresponding candle has been entirely melted is unknown.





Zanzibar's bag of holding had bags of holding in it.


 

Tuesday, March 13, 2012

Session Recap: Big Game

So we had a big game last night, both in terms of what we got done and how many we packed in.  I've got lots to write about --- awesome.

Session 11
Party: Tokteh, Vai, Hishomi, Trilliam, Cecil, Valerious, Hodg Q (The Q is Silent), Grorgnorb

Yeah, that's a big ol' party.  Bolstered by their numbers, the party continued to explore the Dwarven monastery nestled in the foothills of Droskar's Crag.  They first discovered a dwarf, long dead by self-administered poison, as well as a mysterious coat-room.  Hishomi is now wearing a cloak made of turtle shell scutes.
Gold?  Of course.  Just give us a hug?
     The party bypassed a room with a desecrated shrine to explore a partially submerged library in the corner of the structure.  The sharp-eyed Grorgnorb noted and avoided the toxic black mold all over the books, and managed to retrieve a single unmoldy tome.  Of course, it was in Dwarven, so no one can read it.  Next they bypassed a crude deadfall trap guarding the guest quarters and surprised a drunken kobold named Wickle, who was woken to Hishomi's fist.  After tying up the unconscious Wickle, The party backtracked to the desecrated shrine and were tempted by a large treasure chest in the corner.   This was naturally a Mimic which tried to eat Vai's face off.  Ambushed by a pair of the sneaky polymorphing creatures, the party used a rather massive volley of spells, arrows and meta-game thinking to kill the things, then pocketed their shark-like teeth.
Wickle wonders if you could
please stop hitting Wickle
 on his head.
     They next encountered a massive talking wolf named Greypelt who asked them rather politely to leave his monastery.  A previous adventuring party had apparently come by to check the place out, and Greypelt has apparently eaten all but one of them, who was left chained to a wall for later.  He seemed like a reasonable giant warg, though, and was willing to talk things out.  He agreed to share the ironbloom mushrooms they were looking and give back his prisoner for if they eliminated an unpleasantly loud and stinky mass of zombified dwarves left by the monastery's previous residents.  Once they healed up Wickle, who it turns out was Greypelt's servant, the kobold lead them to the dead dwarves.  They'd been stripped naked, painted in pastel body paints and packed into three jail cells, where they gnashed quietly together in a pile.  After ruling out burning by reason of terrible stench, the party got the cleric Grorgnorb to channel divine energy into them, turning quite a few into a fine white dust.  Unfortunately, his channels were tapped out for the day, so they settled down for the night in the abandoned watch tower that had previously housed the giant spider.  Wickle brought them food, wine, and the warg's prisoner, a wizard named Simon.  All were cautiously accepted, though Simon was much less cautiously accepted by certain elven women in the party.  Other than a tense exchange between Greypelt and Valerious on the roof, the night passed quietly.
     In the morning,   Grorgnorb cleared out the rest of the zombie dwarves, and Greypelt made good on his promise to deliver the goods.  Ironbloom mushrooms in hand, the party set off for Falcon's Hollow, with Simon tagging along.  Another late night private body hair snatching alerted the party to the continued presence of their sneaking poltergeist companion.  When they reached Elara's Half-Way House, the party plotted an ambush.  After a much needed bath washed away zombie dust, mimic slobber and various kinds of gore, the party settled in for a night of poltergeist catching.  When Hishomi's stolen shrunken head caught the invisible intruder, the party proceeded to flour the hell out of it.  Or him.  So Skitter the Quasit finally revealed himself, and after slapping some farm girls proceeded to call a breakfast demon-dealing session.  He's got a scheme for all the gold you can carry, you see, and all the party has to do is go into this pocket dimension created by a candle. Skitter gave the party a month to think about it, and a bone whistle to call him back when they decide.  He also handed out a couple gifts as good will gestures, insulted Tokteh's mom, and offered Vai a weapon mighty enough to defeat his sworn enemy, the nation of Isger.  He'll be back when they call.
I paid first and last month's rent on this place! Back off!
Oh, would you like some un-poisoned ham?

And that's where we ended the night.  With a party that big, we had to shift things up a little bit -- going around the table for initiative order, for example.  One of the things I enjoyed was the use, for a little while at least, of a caller who summarized the party's plan to the GM.  This might work well in the future for large games.

I have lots more to write . . . it'll come up as I have time.

Monday, March 12, 2012

4D6 Rooms

Okay, so we had an awesome game of Pathfinder last night, and I have a lot of things to write up.  But it's a busy day, so while I find time to work on those things:

FOUR ROOMS CHALLENGE



I have been thinking a lot about old-school randomly generated dungeons,  inspired in part by maps like the one above, from this blog that I like.  So here's the Challenge:

Write short (~ 100 words) descriptions of dungeon rooms, with dimensions no larger than 50 ft to a side. No named treasures or detailed item lists --- describe the room quickly, and don't stress the details.  Write 4, and post them in the comments.  Each set of four will have one randomly chosen room (via the roll of a 1D4) incorporated in my next dungeon and into my game --- more than one, if they are awesome.  But at least one.  Once it would no longer encourage certain players to cheat, I'll post the whole dungeon here.

Examples:

A heavy wooden door opens on to this small side chamber.  In one corner, a low sill surrounds a well about four feet across, with a bucket and a coil of rope nearby.  A wooden rack against the far wall holds a few rusty swords and axes.  A large table to the left holds a single guttering candle, a steak slowly turning green, and an open book.  A pile of stale hay in the corner reeks of urine, and a small broken mirror sits near the door.  


The delicate oak door to this room is warm to the touch.  The room is covered in multicolored tiles set in vibrant patterns, and 10 large tubs dip into the floor.  Two large platinum drains open in the floor of the room, which tilts gently down to meet them.  The walls are lined with decoratively carved busts of children with gentle jets of steam puffing from their mouths. Shallow pools of water fill all the tubs but one, which is filled instead with a leathery amphibian husk. 


A partial roof collapse here has let in a mass of twisting roots, wet with a foul dark water.  In the rubble pile that dominated the center of the room, five huge red mushrooms glow softly. A tiny blue man smoking a pipe shelters under one of the mushrooms. holding a tiny shovel and looking distressed.


a 20 foot by 20 foot room of crudely hewn stone.  6 goblins with cleavers and a large ham.  One locked chest.  One scared chicken of medium quality.


Post 'em in the comments.  I'll use 'em.  Though maybe not like you expect.

Friday, March 9, 2012

Bounty: Tork the Troll

*****************BOUNTY POSTED****************

POSTED BY: The town of Hogshead

BOUNTY: 500 pieces of Gold

The TROLL known as TORK the GROSS has recently been sighted EAST of the town of HOGSHEAD.  The Council of Yeoman offer a bounty of 500 PIECES OF GOLD  and 15 SPRING LAMBS to the individual or fellowship that brings PROOF of Tork's removal or death before the Council.

DESCRIPTION: Tork can be identified by his exceptional NOSE, missing left EAR, and marked STENCH.



Tork the Gross was last seen removing 3 sheep from the east field of Farmer Potcropper to the area of Alisson Slough. 

Monday, February 20, 2012

Session Notes, Retrograde

Goblins are bastards.
1st Session
Party: Norm, Vai, Hishomi, Tokteh, 

Hired by Godric Gorm in Absalom to retrieve a map from one Tonz Hardwagon.  Headed out of town toward Verna, 3 days travel in the hills of the Kortos Mounts.  Attacked by a band of goblins on the first night, and confiscated a parchment map of the area from one of the bodies.

2nd Session
Party: Norm, Vai, Hishomi, Tokteh, Godric Gorm

Continued on to Verna, spread rumors about Tonz to turn the town against him.  Found Tonz at a lumber camp outside of town, he ran but was was caught by Vai.  Under interrogation, Tonz drew a copy of the map from memory; the party took his stuff and sent him down the road.

3rd Session
Party: Norm, Vai, Hishomi, Tokteh, Godric Gorm


Cut through the forest to a place on the map marked "The Black Door."  Accidentally camped in an owlbear's nest.  Tokteh now wears his skull as a hat.  Found the Black door and got it off the hinges after a lot of lamp oil was lost.

4th Session
Party: Norm, Vai, Tokteh, Grorgnorb the Half-Orc Cleric, Godric Gorm

Explored the crypt behind the black door.  Killed a lot of undead guardians.

Why don't the dead guys ever just stay dead?
5th Session
Party: Norm, Vai, Hishomi, Tokteh, Trilliam, Cecil, Valerious, Godric Gorm

Met up with Trilliam, Cecil the Sorcerer and Valerious.  Killed a giant undead frog and some reanimated ogres, found both of the spider keys to open the crypt.  Some poor jewelry decisions were made. Camped outside the crypt.

6th Session

Party: Norm, Vai, Hishomi, Tokteh, Trilliam, Cecil, Valerious, Godric Gorm


Opened the crypt door.  Argued about what to do about the large black casket chained shut inside, while chains broke off one by one.  Emos the Silken Tyrant awoke from centuries of slumber to an angry gnome and a sorcerer trying to smash his head.  He was not best pleased.  The party ran, shutting the crypt behind them to the cackling laughter of the lich.  Good job releasing the ancient evil.

7th Session
Party: Norm, Vai, Hishomi, Tokteh, Grorgnorb

Fled to Abasalom, sold off a lot of loot and reported Emos to the Pathfinder Society.  Parted ways with Godric Gorm and boarded the Silent Tide, a merchant vessel bound for Almas.  After Norm bought a lot of rice, that is.  Several days into the voyage, two flying Hounds of Yeth attacked the ship.  Carved in the skull of one was a note from Emos, implying that he was not pleased with the party.  Arrived in Almas, the capital of Andoran, during the middle of a month long trade fair. Norm sold a lot of swords.  Vai found the local low-lifes, and ended up taking some unseamly work from Molki, a local pesh dealer.

8th Session
Party: Norm, Vai, Hishomi, Trilliam, Cecil, Valerious, Godric Gorm

Left Almas once Norm had sold all his rice.  Took work guarding the caravan of one Kurtif Grantz, a dwarven merchant hauling cargo north to Isger by way of Falcon's Hollow.  Two weeks in, the caravan was attacked by a large group of sellswords lead by a figure in a dark mask.  They foiled the robbery attempt, which was aimed at a case of old books.  After a short interrogation, the party killed the cleric of the Dark Tapestry who had been captured.  More specifically, Cecil the sorcerer stabbed him to stop the argument over how they were going to kill him.  They opened the case of books, discovering a variety of necromantic and occult tomes.  Once th case was opened, the party began to be pestered by an as yet unseen force.  It stole Vai's boots and returned them full of shit.  It chewed through the wagon spoke. You know, mischief.  The party pulled in to Falcon's Hollow at the end of the session.

Kurtif deals in books, exotic salt, and various small hand tools. This is not his wagon.




Session Notes #1

I am going to try to write out short synopses of each session, so that I can keep track of what has gone on.  Players are welcome to write their own in the form of character journals, which I will post here as well. For now, I will have to work backwards from last night.

The Darkmoon Vale, in north western Andoran.  It is full of fucking wolves.
Session 9
Sunday the 12th
Party: Norm, Vai, Cecil the Sorcerer, Trilliam, Valerious

After three weeks of travel, the caravan crossed the River Foam and pulled into the logging town of Falcon's Hollow. Kurtif hauled his wagons to the High Market to sell goods to the Lumber Consortium, and the party rented rooms in the Sitting Duck.  Cecil and Trilliam went hunting for drugs in the High Market and got thrown out after the purchase of some fine dwarven bacon.  The local alchemist asked the party to give her a hand treating a local disease, and they decided to set off into the Darkwood to hunt three rare ingredients she needed --- ironbloom mushrooms, elder moss, and rat tail root.  They set off in the morning, hoofing it north through the area timbered by the Consortium, reaching th real forest by late afternoon.  After being decidedly not welcomed into a lumber camp, the party set up camp in the forest and were set upon by wolves.  Lots of wolves.  After lupine population management, the night passed rather uneventfully, except that the camp trickster decided to use wolf entrails as garland for the local trees.  The next morning, the party ran into a pair of loggers who gave them directions to an semi-abandoned witch's hut.  In a dank, mushroom-covered bog they found the hut, guarded only by an ornery animated cauldron (which Norm and Vai proceeded to knock over and tie up.  It is now angry).  Inside the hut, they  found a variety of rotten herbs, including the rat tail root that the alchemist Laurel asked them two retrieve.  One ingredient down.
Yeah, we should definitely burn that down.

Session 10
Sunday the 19th
Party: Tokteh, Vai, Hishomi.  New additions: Grorgnorb the Half-Orc Cleric and his brother, the alchemist Hodg Q. 

Began in the abandoned hut of a swamp witch.  Looted odd ingredients, including the musk glands of various foxes, then burned down the house (which screamed).  The party set off through the Darkwood vale, searching for the oldest tree in the forest.  Found twin dead pixies staked to a tree, which they later buried in a stream.  After Tokteh decided to free a fox from a trap, the party was ambushed by a hobgoblin trapper and his hunting apes.  Hishomi beat them to death, and Hodg lit a lot of the forest on fire.  They spent the night in the hobgoblin's camp, then it was on to the oldest tree in the forest.  Vai used magical trickery to grab eldermoss from under the watchful eye of a giant serpent, then they headed on toward the ruined dwarven monastery of Droskar's Crucible.  They spent a wet and dreary night in the woods, during which Tokteh and Hodg both found themselves meddled with by the persistent camp pest. The monastery was a short walk from the evening's camp, and the party easily cleared the yard of threads (there were none) and dealt handily with a giant spider living in the watchtower.  It was as big as a pony.  Tokteh smashed it's head.  It was cool.

Creepy dark forest.  What could go wrong?

Friday, February 17, 2012

Sunday Night Pathfinder


Maybe it'll be a little like this.  Plus, Norm will sell a lot of wheat.
     Now that we've managed to run five whole sessions, I am willing to say that my Sunday night gaming group has managed to start a Pathfinder campaign.  I am going to keep notes, stories and house rules here, as well as anything the players would like to write.  Bonus xp plus other goodies for character backgrounds, character journals, etc.  Updates entirely dependent on how badly I need to ignore my dissertation.


Dramatis Personae

Tokteh Icehammer is an ice gnome from the Land of the Linnorm Kings. From a tribe of feral gnome hunters who make a living on the freezing ice shelves of the Crown of the World, Tokteh traveled south to Absalom on a whaling ship to pursue his fortune.  He is rumored among his tribe to have been birthed by the Walrus God, and keeps to the ways of his tribe despite travels in the wider world.

Norm is a human gunslinger who learned his craft from a itinerant gunsmith from the Grand Duchy of Alkenstar.  He had a rough upbringing, and took to bounty hunting at an early age.  Now he travels the land with a small wagon and a bucket, looking for easy coin.  He has recently discovered a talent for candling eggs.

Hishomi is a halfing monk, a warrior of the Sheep to the Slaughter school who trained in the Monastery of the Seven Forms in Taldor.  Histomi took to the more physical aspects of his discipline, but can rarely calm his mind as well as his  instructors would like. He is deadly with his sling staff, and travels the world in search of a monster with jaws big enough to swallow him whole.

Vai grew up in the streets of Absalom, a elf from a distinguished family who fell in with the wrong crowd.  His boredom and money was enough to get him thoroughly addicted to pesh, which he smokes or chews daily.  Looking for something to break the monotony, Vai took work with  the Clockwork Syndicate as a low-level fence and operative, and has made quite a bit of coin as a rogue and tough in the city.

Trilliam Tal Nor is an itinerant elven wizard and arcane savant.  She studied the ways of the Red Evoker among elves in Kyonin and at the Arcanamirium in Absalom. Tired of life among scrolls and books, Trilliam took to the road with her trusted donkey to explore the Isle of Kortos.   Only a few days into her journey, she fell through a hole in a hillside, and into the company of a band of adventurers.  She has yet to look back.

Cecil the Sorcerer is a human blessed with th fire of the spheres.  Little is known of this mysterious traveler,  who can call the power of heaven to his blade.  He is often seen in the company of Valerious Half-Elven, a charming young woman of dubious repute.  The pair travel the world, searching for gold, good mead and a release from boredom.