Rogues Gallery (The Thieve's Game)

Starting at the Beginning
Entering the Town of Olympia

This post will be slightly Mug centric. Feel free to add / tweak where you see fit.

The Rogues had grown in number, from just Mugshot, Lucy, and Nith to include three others. I remember only Khrys’ name, but she’s still part of the group, so that’s cheating. Heard through various channels of information, the Rogues had learned of a valuable artifact kept within the Magistrate’s keep in the town of Olympia, and decided to see about turning the potential value into tangible wealth.

It was decided it would be best to enter the town broken up into groups, so no one would peg us as knowing each other. The only entrance to the town was guarded by a peg-legged old guard. Luciato and the Lady Nith braved him first, posing as a Priestess / Healer and her bodygaurd. Her valuable skills allowed them easy entry to town. Khrys came next, and for the life of me I cannot remember how she got in. I know she almost wasn’t admitted, but time has robbed me of the reason. Mugshot was the final member of the crew to enter. After a quick mental checklist of his skills (Probably shouldn’t show how well I pick locks…), he picked up some pine cones and began juggling.

The guard yawned.

He added a pine cone.

The guard yawned.

He added another, now juggling five pinecones.

HOLY CRAP THAT’S AMAZING!” The Guard was impressed and sent Mugshot in.

Keep an eye out for part two: “Reconnaissance and a Hulking Woman”

Leaving Easton (01/06/13)
In which there are delays

Having completed their job in Easton, with new contacts, friends, and information, the Rogues (we really need a better name for our party, any suggestions?) minus Mondar the Dwarf and Fuzzy (Fluffy?) the Halfling hit the road heading north.

The target? A soul fragment held by a Lich just on the otherside of the border with Krondor. With fierce determination, Nith, Khrys, Lucy, and Mug set out into the cold… Only to realise, “Bloody hell, it’s COLD!”. And so they returned to town to resupply, except Mugshot who ended up just sleeping in the woods. He’s a ranger. It’s what they do.


The next day, properly prepared, the three meet back up with Mug and again hit the road. Aside from the chilling air, they see nothing out of place for the day’s ride, and even find a nice clearing to set their pup tents to sleep. Ignoring Mugshot’s incredibly sage completely worthless advice, the party manages to set their tents and bed down more or less comfortably.

A shame no one thought to set a watch…

Back in town, Mondar and Fluffy (Fuzzy?) are released from jail, having got into a drunken brawl the night before (Dwarves, right?). They get directions, gear up, and follow the rest of the party, hoping to catch up before dark.

They come into the camp well after everyone else had fallen asleep.

Dismounting, the dwarf crawls into the tent at Luciato’s end, only to end up trying to wrestle the body guard out of the tent due to both Lucy stooping to the dwarf’s level, and the dwarf being a dwarf. The tent was knocked down and into the heater, igniting and waking everyone. There’s a quick scramble for safety as our gear and supplies go up in flame, but not everyone was fast enough to avoid the flames.

For a moment, we stood in shock, watching the vast majority of our gear turn to ash before we realise that Chrys is severely burned. Nith quickly sets to work, but the burns are beyond her capabilities, so Lucy and Mug fashion a travois and send the healer and her charge back to town with Fuzzy (Fluffy?) as a guardian.

Utterly pissed, Mugshot cold-cocks the dwarf, ordering Lucy to hog tie him and throw him onto his horse, and soon Mug, Lucy, and an unconscious Mondar are following behind, very stupidly leaving without salvaging the wreckage.

Back in town, Nith and Fluffy/Fuzzy take Chrys to the Temple of Myshyllcall(sp?) for healing, while Mugshot, Lucy, and the trussed up Mondar go shopping to resupply. Without asking, Mugshot pays for the supplies out of Mondar’s money pouch, receiving death glares and futile promises of retaliation from the Dwarf, and odd looks from the townsmen. When his money runs out, it’s Lucy’s turn to pay.

Soon we’ve replaced most of our supplies, and it’s time to have a face-to-face with the Dwarf. After a helpful passerby gave directions to a good alley (and paid 100gp for the privilege of punching the dwarf), Mugshot lets Mondar know that if he messes up at all, one more time, he will be removed from the guild. The unspoken promise being that he’d be given to the Pages Guild. Mug then cut him free and left Lucy (still on the shitlist) to help walk back to the temple.

It’s not until we return to the temple that we realise, “Holy shit. We left a lot of crap behind.”

::There’s apparently food downstairs. If anyone wants to take over and bring us up to date, feel free. ~CD:: Okay god her tag your out go eat::

They get back to the temple and regroup, after a little parlay and info swapping they end up at the cheap hotel and stay for the night (again funded by the dwarf and Lucy)
The next day they head out north again to get the soul fragment. They travel unmolested and reach their former campsite. After going through it and realizing someone pilfered their stuff and while much was left undiscovered, much of value was found and taken. They cleared the area and then reset up camp and this time took watches. Proving to their gods that they can learn if they are spanked hard enough in the money pouch.
During the night they were attacked by some odd looking creatures they had never seen before. They easily dispatched them and found that it was the ones who had stolen from their campsite the day before. The rest of the night passed uneventful and they awoke refreshed and feeling positive.
The traveled along and the road began to have a fence on either side. The road came to a Y and they decided to take the North eastern way. The walls became nicer with stone work inset with heavy wooden beams. After a while they came to a short path that headed due east and then to a nice house. by the house was a large stone barn and 4 statues in the front of the barn.

:: will do more later if one of you guys do not pick up ::

First the town

First we must introduce the town of Olympia. It is a large walled town in the Duchy of Westelve (named due to it being the western most Duchy ending at the border of the elven kingdom to the far west.) The Duke over the duchy is Dar the great celebrated general. (Who has been away saving the aether from Takhisis and her evil plots.) In his absence his brother Under Duke Lord Brian has been running things. Olympia was a small town and outpost fort where two rivers cross until the war. The Empire fortified it and walled the town as a trade goods holding and transfer outpost. Dar was captured by the Krondorians and forced into their gladiatorial arenas. The town magistrate of Olympia passed away and a new magistrate came to town. This magistrate, (Gronch) was corrupt and wicked. He was also very smart. He made sure that his misdeeds were not noticeable and while it made him rich he did not flaunt it during the war. He also allowed Krondorian spies and infiltrators to use the town as a base.

After the war the magistrate began amassing great wealth with his pilfering he also began sending groups out after artifacts and magical items. Many of these he sent to cohorts in Krondor.
By this time he was foolish and had started flaunting his wealth and true colors often as not. Almost his entire town guard force was corrupt and many in the town were corrupt as well.
Durring the war the fort that was outside the town was passed over to a group of Imperial Dunbarian Soldiers that were known simply as The Regiment. This was what was left of Dar’s unit after they were decimated by a much larger (100to1) Krondorian and Endopanese and Gythyanki and Gith pirates. Those that survived after the war were stationed at Olympia and inside the town as well as without. They eventually took over the customs authority and all things outside of town, They are also responsible for the safety of The Games of Olympia (also called the Olympian Games, they happen every year at the end of summer after harvesting) keeping them free from corruption. They patrol the trade routes and the rivers.They are led by their wise and charismatic Captain Reginald, the highest ranking survivor, he was leading the others in their final assault against the horde when the horde suddenly stopped fighting. He was searching for survivors when he was captured and forced into the Gladiator pits himself. He was lucky enough to escape after his second victory (just a few weeks after the capture) He led a resistance movement that freed many slaves and so forth on the border and then got back to The Regiment. They were posted in Olympia to protect the trade routes. Now Capt. Reggie as he is known runs the entire Regiment. (it is assumed that Capt.Reggie knows about the Magistrates corruption, just trying to find proof)
After the war the corruption came to a head and something needed to be done. Enter THE THIEVE"S GUILD.

Olympia has a law of no begging and no homelessness. You must prove you can work and that have a job in side. This is looser during the games, you must prove you have a place to stay and are participating or have a viable skill or have a place to stay and are a watcher.

People of note:
Russet — He was the Imperial Chef and Imperial Body Guard. He is a true friend of Oblivion and Lobo. He learned much of his cooking skills from foreign and interesting cuisine chefs. He cooks kabobs with seasoned meat and potatoes as well as heavy stews of meat and potatoes. They are known around the world and also the Aether. He is re known for his usage of odd choices in weaponry. He is a very high level fighter.

Capt. Reggie — He was one of Dar’s Captains. He was captured in the war and forced into gladiatorial combat like so many soldiers. He won his first two tournaments and was summoned to the chambers of a wealthy woman wanting a night of fun. He used that as a chance to escape. He led a resistance group that freed many war prisoners and then got them safe back to Dunbar. He saved many in his regiment and was placed as a captain of it and then placed in Olympia. He sees so much more than he lets on and is did all he could to thwart the corrupt magistrate without breaking the law himself. He is also a high level warrior.

The Champion Owens— After the Crooked Magistrate was found out and dealt with the town with the permission of the empire they elected The Champion Owens as the magistrate. He was retiring anyway and he loves this town. He is also a friend of Oblivion, Lobo, Liad , Reggie, and Russet.

Sandra — Russets wife. Also an amazing chef and high level mage.

Sarah — Russets Daughter, becoming a decent warrior and now runs a secondary restaurant in the new portion out town of Olympia with her husband Craig (a decent soldier turned chef). Her preferred weapon is a large cast iron skillet with an 20 inch long wooden covered handle.

Danny — Russets son, Young and on his way to becoming a mage. He loved Mugshot like an uncle or big brother and has become a decent juggler in his own right. He has been in training with mages at the bardic college nearby for over a year.

Thieves Guild — They are primarily members of the Rogues Gallery.

Jaffa — He was in the forced employ of the evil prince from the desert lands. After being spared by Mugshot, he swore fealty to him and a life debt. He is a mid level fighter and thief who now plays valet and bodyguard ish to Mugshot. He cares for his house and the guild headquarters as well as his boss’s pet tiger. He primarily stays at the base.

The Pages Guild — The pages Guild is made up of the local orphans. Led by guild leader Pip and guild mistress Sally (who is also momma Krys’s babysitter) they are the protectors of Nanny Mae the woman who runs the orphanage. (she lost her husband and all 4 of her sons in the war, she opened her house to the war orphans and then other orphans and unwanted children. As they have grown they have begun taking care of her and all treat her as their mother or grandmother. Tho many also treat Krys as momma Krys due to her mothering of them.) They deliver messages and small packages in and around town. As they are also orphans and street kids this keeps them out of trouble and teaches them a trade. Local town folks love that they can send a message anywhere in town or a delivery for a mere copper and most tip extra as well for a fast job well done. The Pages are also trained in non traditional weapons such as using jax as caltrops or a yo yo covered in razor blades. They are also all junior members of the Thieves Guild.

Pip — He is the leader of the thieves guild. He has many many secrets. He also is always around when he is needed. He is known as the cute 12 year old cockney kid. He organized the orphans into the pages guild so that they would have a purpose and so they could help Nanny Mae. Not much is truly known about Pip, tho it is known he loves Mugshot’s Tiger. Being small himself 12 looks 9 (elven blood of course) He often rides the tiger as he walks her, he even had a saddle made.

Sarah — 12 Page guild mistress and babysitter to Momma Krys. She is fierce and caring. Very much the good caretaker.

Worms — 11 A nephew of KSF and a member in good standing.

Johny — 9 MGS

Polly — 9 MGS

Ralphie — 9 MGS

Suzie — 10 MGS

Kenny 10 MGS

Bob — 7 MGS

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

In Which A Wolf Bites a Half-Orc and the Rogues Meet Gypsies
The title IS the tagline.

They had been travelling through the cold and snow for a couple of days before coming to the campsite, a hollow cut into the granite cliff by Dwarves of old. Camp was set up relatively quickly, with a lean-to on the southwest corner for the Rogue’s horses, sheltered by the magic tents that hold Rogues, the Village People, and the VP’s horses.

Here, Nith has the very smart plan of staggering the watches, so the party would always have at least one fresh person on watch at any given time, especially during the more dangerous second and third watches.

Mondar the Dwarf’s watch was uneventful, even after he was joined by Fuzzy the Half-Ling. Eventually the Dwarf went to bed, and Mugshot took his place, helping the half-ling onto a rocky outcrop some twenty feet off the ground. Also on watch was the Plainsman, watching from across the road from the camp. Mugshot took his place at the southern corner of the camp, and to help alleviate boredom, he and the Plainsman took turns throwing rocks at each other to see who could get the closest without hitting the other.

Fuzzy’s sharp eyes spot a large shadow within twenty feet of Mugshot, who didn’t appear to have noticed anything out of the ordinary. After a moment’s hesitation, she drew back her bow and let fly a pair of arrows, one of which managed to pierce the beasts hide, alerting Mugshot and the Plainsman to the danger.

As the wolf/monster leaps to attack the Plainsman, Mugshot pulls one of his trusty magical juggling daggers and hurls it into the snow nowhere near the beast. In retaliation, it turns and attacks him, clawing him, but not biting. Fuzzy looses another couple of arrows, one of them hitting Mugshot. An arrow to the back from the Plainsman gets it’s attention and it rushes forward to attack, leaving Mugshot with some bleeding wounds, but otherwise fine. Feeling ready for the beast this time, Mug wraps one hand around the chain flail that rests on his shoulders, and yells, “HEY, BITCH TITS! OVER HERE!”.

The beast charges, and Mugshot swings… And implants his mace in the granite cliff as the werewolf slams into him and pins his shoulders against the cliff wall. It misses a bite as the Plainsman distracts it with an arrow, and Mugshot takes the chance to attempt to force the monster’s head into the ground.

The rest of the party is awake at this point, as Lucy runs forward and stabs it into the back. It bites Mugshot’s leg, a mere flesh wound, but before Mug could retaliate, Mondar hits the lycanthrope with a Sand Acorn, turning it to sand.

::Exposition, congrats, you’re infected and totally a werewolf now, you might kill everyone you love, we might have to kill you, okay you’re good enough to travel, but we still might have to kill you. Something about skeletal warriors saluting one of the village people.::

The Lich is Near

The Village People and Rogues have divurged paths. A 200 foot cliff later, and the Rogues are resting atop the wall of the Lich’s Keep.

Soon they will move on to retrieve the soul fragment. Preferably without getting deaded first.

In Which Bad Luck is a Two Way Road

Atop the wall, the rogues take stock of their situation. They’re located roughly in the middle of two ‘towers’, both manned with an unknown number of guards. It is assumed there are two more, similar towers we can’t see in the dark. A quick plan is made and put into motion, sending [[:Mondar:]] and [[:Crys:]] ahead of the group to the right tower. They’re both armed with magical acorns, which they attempt to use to freeze the guards.

It… Doesn’t work so well. Neither does Crys’ hiding. On the upside, the gaurds just figure she’s a whore. On the downside, they figure she’s a whore, and try to hold her down.

They are cut down, though the castle wall now has mysterious holes in it.

[[I’m too lazy to finish this. Someone else jump in. I hate being the only person who actually updates this damned thing. ~Koeryn]]

Practicing My Writing
A Journal from Liad's Tower

(OOC Note: Anything surrounded by || is something I can’t remember the name of, so if anyone could let me know so I could update, that’d be awesome!)

It seems foolish to put words down on paper, even in this bastardized mix of High-Elven, Common, Orcish, Dwarven, phonetic Kobold, and Thieve’s Cant that I would be amazed anyone but myself and Vylwinalli could read… If anyone else is reading this and you wonder why the ink is blue, I am writing this from a guest room in Liad’s Mage school, and did not have any ink of my own.

She demands I keep my writing skill up so anything I DO write does not look like a Half-Orc wrote it, so here I am, updating the journal. And yes, I am perfectly aware that you can see what I’m writing, love. Why else would I be using proper spelling and words?

We stole what we needed from the Lich, spent a little time with the Gypsies and then continued on our way back to Easton. On the road we came across a camp with some… Interesting people? Demons? I am not entirely certain. We shared a meal, rested, and they teleported us to Easton. While there, a Representative of Dwarf Man and Lobo Enterprises brought us a small box, giving us explicit instructions listed below, and telling us it needed to be taken to Dunbar City. We all were hoping to return home, but this was unfortunately not the case.

  • Do Not Open the Box.
  • Do Not Lose the Box
  • Do Not take on boats except in DIRE emergencies.
  • Keep the Box Safe

Instead of the boat home we had expected, we turned our steeds towards the Plains and headed out. It was deep winter, so cold the campsites water trough had frozen and we were forced to break the ice for the horses. Most of us are lucky enough to have some inherent immunity to the cold, thanks to a Silver Dragon, but the Halfling, Fuzzy, is wearing heavy winter clothes. You won’t hear this from me, but she looks a bit goofy bundled up like that.

We continued on, and it was this second day in the plains that we spotted riders on our tail. It didn’t seem completely out of place for other riders to be on the main road through the Plains, but something did not feel right about this. They were hours behind us so we continued, eventually coming to a second campsite. This was manned by a Plainsman selling meat, who explained that the first campsite should not have been frozen over. We strike a rapport with the man (his sons are out hunting wyvern at this point), and it is decided that we go to Lord Lobo’s keep and let them know that the enchantment has failed, at least at the first camp. It adds time to our trip.

You may notice that I have not mentioned Mondar here yet. Mondar has… Become a bit of a problem for me. He has a habit of disappearing, being left behind, showing up for a few days, and then disappearing again. It makes it hard to trust him. Whenever he is with the party, I have taken to keeping him close. Should he try anything, or betray us, if he is with me it will limit collateral damage to the rest of the party. The next time the Dwarf disappears, I will transfer the Box to the Lady Nyth. Of the lot of us, she is the least likely to be killed by a trap or in combat.

On the road to Lobo’s keep (we were given explicit instructions to not leave the road under any circumstances), a giant charger and rider rode down on us. Just before I could tell the party to Scuttle, we realised it was an illusion. Much more terrifying than the illusory Death Knight was the source: A Gnome and his invention. He took note of our reactions and we quickly put him at our backs as we continued on.

At the Keep, we were greeted by a Steward who asked of us our business, and after a wait, we were led in to meet with the Lord of the Keep. Not Lobo, thankfully, but a tired looking nephew. We explained why we had arrived, and warned him of the gnome on his door step. For his part, he warned us that we had assassins with Imperial Writs out for our heads. They were exceptionally well done fakes, but it put us in an awkward position. A large sum of money had put assassins and mercenaries on our tails, and we do not know who has it out for us.

On the road back, we spotted a fairly obvious ambush, killed three of the assassins and paid the 4th a large sum of money to bring his friend’s corpses and gear to us and cease hostilities. Money changed hands, we got some interesting papers and weapons, and returned to the campground with the Plainsman.

He and his sons had captured two more assassins that they had staked to the ground out behind their tents. In a bid for more information, Crys, Lucy, and myself went back. We got some, but one of the assassins said something he should not have to Crys, and I had to send her back around so she would not kill him. He then did the same to me.

I… Do not actually remember what happened, but when I awoke with the taste of blood and flesh in my mouth, tied up securely, I can figure that I lost control of my wolf-side, and Nyth wasn’t close enough to put me down before I (as was explained to me), tore the assassin to basically nothing. I feel like this should bother me more than it does, but the Wolf inside is as much a part of me now as the Blue Lady and… Well, I really do not mind the taste of blood. Besides, he WANTED to die. He just didn’t know he was dealing with a werewolf…

It worked out, however. Seeing his compatriot ripped asunder by a half-orc Werewolf made the second assassin much more willing to talk. We got more information from him, and left him to the Plainsfolk. I got to sit through a remarkably painful ritual to help me control the wolf, part of which was a fight for control between myself and my Wolf. In true Orcish fashion, it was bloody and brutal, but I defeated my Wolfish nature and have gained further control over when I change.

Part of the intelligence we gathered was that the Assassins were using Wyvern Rock as a headquarters of sorts, so we headed there to hopefully gain further insight as to who had put the hit out on us in the first place.

My hand hurts and I’m hungry, so I will not write more for now. I miss my family and my Tiger. Hopefully once this job is done we can clear our names and it will be safe for us to return to Olympia without endangering our loved ones.

~Mugshot WolfFang Dragontooth, Head of the Thieve’s Guild of Olympia

Quest Update
Crys's Log

Thay attakked tha famly. Thay went after tha baybe. Liad sas that tha duke is takin cair of it. But I wood rathar bee hom takin care of it. Tha soonar that we tak cair of thees asas… asas… asses with nives and delever tha box tha beter.


Journal From Liad's Tower
The Second Part

Picking up where I left off, Wyvern Rock turned out to be… Enlightening. And enrichening. Hell, we even found some interesting weapons, and traps. Fuzzy definitely deserves the extra 10% share after what happened… And while I know Vyl and I are about the only people in this realm that can read these journals, I will still not put on paper what happened there to protect the pride of all involved.

The Dwarf, Mondar, managed to almost catch up with us, but ran afoul of a lone assassin. Near as we could tell after the assassin entered our camp and died, is that the Dwarf was ambushed, had his horse shot out from under him, and succumbed to the poison the Assassins are using. We found him near to death, but Nyth’s ever-useful (and occasionally over-taxed) healing powers brought him back.

I’ll… Get back to you on whether that’s a good thing or not, and don’t ya chew me out for not trustin’ my companions dear! You know what’s in my head, and you know I’m right in bein’ cautious!

By Mask! Er… Sylvannis! You know what? All the gods! Besides, I’m the one writing this, and it’s MY hand that is getting sore, so would you stop arguing with me so I can get back to the journal?

At any rate, we decided at this point to split up. We knew the assassins were looking for a group of six, so some disguises were put into play and Fuzzy, Lucy, Crys, and Nith took the long road, heading back to the road through the plains, while Mondar and I cut straight through to the next town that was our destination.

I forgot to mention, we were not travelling across the plains as the Plainsfolk had given us tokens showing our right to travel off the road, something none of the assassins had.

Mondar and I had a relatively easy trip, he upon the Asssassin’s pony after his own steed was shot from beneath him, until we reached a logical camping place. Turns out it was already occupied by four riders with shaggy ponies, quite remarkably like the one our own Mondar was now astride. The battle began, but was short lived. It lasted long enough for an assassin to stoned, for myself to dismount and get stabbed in the back, and then a rain of plainsfolk arrows ended further resistance. Corpses were looted, we all ate together, and then the plainsfolk went one way and we took our two new ponies the other.

We had no more trouble, reaching Jirunstown quickly and setting up in the most expensive (and secure!) inn. We had no uses for the fancy riding saddles the Assassins used, so had a stable boy sell them for 10% of the profit. From there, we paid up for three days at the inn, and waited.

The rest of the party came in on the third day, got some supplies, and met up with us. On the fourth, Nyth went to temple of Mishalkal where she left a sample of the poison the assassins are using on us. We ended up staying another day to get the antidote, but apparently pushed our luck a little too far.

On the fifth day, I was called to the town keep before Lady Jirun. Our Dwarf had gone and got himself in bit of trouble, and I will not go repeat his actions here. He instead wound up in the Gaol. Jirun explained what happened, and gave us warning, as a fellow thief about the assassins and fake writs, and sent us on our way.

Our next goal was to be Liad’s mage tower and school. None of us could imagine a safer location, though it did take some convincing before everyone agreed. This trip was longer, but completely uneventful. The road we traveled was heavily guarded, even the campsites. The night we spent on the road, the camp was guarded by a Warforged, a strange sight to behold. A soul bound to a mechanical suit of armour.

As a way to rebuild the supplies our stay would deplenish, I took Fuzzy out for hunting lesson. Her boots mean I did not have to worry about her city-breeding preventing her from walking quietly. I successfully brought down a wild sheep, which was shared among all who passed through the camp that night. We did not keep a watch in the night, so we were a little surprised at the additional tent that cropped up in the night, or more specifically, of the now very familiar pony and saddle that were outside it.

After some discussion, we checked our snares, found nothing, and returned to the road. Again, we had a largely trouble-free journey, finally arriving at Liad’s Mage School. It turns out they have a guest center, specifically to handle visitors for the school, so we were able to get lodgings for the night. Crys remembered that Danny was a student here, and when asked, the man at the front desk let us know that he was getting along excellently in his studies. He even offered us the chance to eat with the students, and we jumped at the opportunity.

We washed up, and then went to dinner. I wasn’t sure I would be able to find Danny easily in the crowd, but it turned out I did not need to. The boy has grown! It was great to see him again, and we all exchanged greetings and stories through out dinner. We even ran into Liad again, who invited us to his library after dinner.

The library was an amazing place, even Vylwinalli was impressed by the number of books. We all made ourselves comfortable as Liad relayed news of our home. The assassins and mercenaries have attempted to put it to siege, to strike at our families, and I am shaking with frustration and rage as I write these words. My only solace is that they are failing miserably. Between the Pages and Thieve’s guilds, the extremely competent Town Guard, and the Imperial Guard Regiment under the command of Lord General Dar’s own Captain Reggie, there is little the town has to fear.

Still, some threats are getting through. Sarah, my neice, managed to dent her best skillet, so I have sent word to commission the Dwarves who made my Punch Dagger of Roarx to make her a pair of skillets or pans (at her discretion) at least as awesome, from my personal accounts in Olympia.

Only the best for my family.

Dryffa is doing well, and it sounds like Pip has found a way to draw the town’s attention from the killers about them. This is a service I could never thank him enough for…

As the rest of the party wandered to bed after our briefing, I remained behind, asking Liad for maps of the forest around Dunbar. These forests are going to be the most dangerous part of our journey, but thanks to the maps that Liad was able to provide for our viewing, I am confident I have planned out the safest route through. especially now that the Scrying spell they were using to track us has been confused.

I can do no more tonight, so with this good news and hopeful tidings, I will finish this journal.

We still live. We have faced down demons, thieves, monsters, and a Goddess. The gods as my witness, we will thrive through this job, and we will return to our home and our loved ones once again.

~Mugshot WolfFang Dragontooth, the Guild Leader of the Olympian Thieves, Ranger of the Order of the Arches


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