State Of Play

It is late at night on the evening of 5 Deshlan, in the year 284 of the Varkat Dynasty.

Daskan and his companions have successfully robbed (and torched) the compound of Koldren Lafman, tile-merchant – and also the front for the secret lair of Jalvara Hectol, one of Orphaleson’s most notorious theives.

As well as veritable prince’s ransom worth of gold, silver and gems, the party have managed to recover the stolen masterpiece of Gurney the tinker, a strange brass disc set in a plain hardwood box. If they can return this to Gurney, he will surely help them understand the mysterious raising of the dead beneath Orphaleson’s eastern graveyard. Or so they hope.

Dodging the City Watch and assorted rubber-neckers, Daskan and his friends have slipped back through Orphaleson’s streets to the Pirduna temple, where they can regroup and consider their next move in comfort and safety.


Back from fighting Bandits and Horrors beneath the Earth…

Daskan and his friends trudge slowly along the west road back to Orphaleson, as the dusk draws in, shivering slightly in the cold, their clothes still damp and chill from their underground swim.

When they arrive at the city, the gates are soon to be closed. A small line of travellers are queuing to make it through into the city before the gates are locked, and it is clear even from some way away that these would-be entrants to the city are taking longer than usual to pass through the gates.

As they approach, Daskan and his friends quickly spot that security at the gate has been tightened. Instead of the usual two City Guardsmen making cursory checks on travellers, they see four City Guardsmen, all smartly turned out, and metholdically stopping and questioning all those seeking entry, under the attentive eye of a young City Guard lieutenant. Even more unusually, the City Guard force manning the gate have been reinforced by three soldiers of the Royal Guard, who stand resplendent in full-plate armour and red cloaks, their hands on their halbards as they watch the stream of travellers pass by. As far as Daskan and his companions can make out, none of the travellers are being harrassed or prevented from entering Orphaleson. But all are being being stopped, and briefly questioned before being allowed to pass into the capital.

The last of the travellers before them are ushered into the city. The Guardsmen appear about to begin preparing to close the city gate for the night when the Lieutenant spots Daskan, Davor, Rhollo and Corna on the road. Motioning his men to pause, he beckons the party forward.

When you reach the gate he bids you halt, and – politely but firmly - asks you to state your names, and by what right you are seeking to bear arms within the city.