This thread will contain the play-by-post (PBP) elements of our sideshot adventures. In this case, sideshot is meant to indicate a cross between one-shot adventures and side quests. The stories here may or may not be linked to other, ongoing games and each adventure is meant to stand alone from the others. As such, the chronicity, cast of heroes (the Player Characters of PCs), and even universe in which any particular adventure takes place may jump around.
Before any stories begin, it is important to note the basic ground rules (which are subject to change depending upon the needs of the group). The only critical rule to note at this juncture is the 24-hour response rule. Players will have 24 hours to respond to a story post (a post ending with a question such as "WHAT WILL THE PARTY DO?" or "HOW WILL YOU APPRAOCH THE CAMP?"). If a player does not respond within 24 hours, the story will advance with whatever the responding players have said or, in the event of no response, whatever the DM feels will advance the story appropriately (but no railroading the party into their gruesome deaths). This rule is to ensure that play continues forward at a brisk pace. That said, life certainly gets in the way of gaming. As such, a) any response will count (including a "hang on, I'll respond after work" on the Facebook messenger thread) and b) I personally will tend to poke and prod the group rather than just moving things along at the 24 hour mark. This rule is meant to keep the game going, but not at the expense of fun, so I will not enforce it quite so strictly. However, other DMs (yes, we may rotate that role around if anyone has a one-shot they wish to run) may feel differently.
With that all said, feel free to introduce your characters and decide how your adventuring group came together. Are you mercenaries? Friends? Family? Former prisoners who worked together to escape Illithid experimentation?
I will post the opening story post on this thread once everyone has joined and introduced something about their character (even if just a name).
PLEASE INTRODUCE YOUR CHARACTER AND, AS A GROUP, DECIDE HOW YOU ALL CAME TO BE TOGETHER BEFORE THE ADVENTURE STARTS.
In enters an elven ranger, his leather armor worn but still strong fits snugly on his gymnast body. He walks towards the village with his breath frozen in the winter air he walks into the mining village, his footsteps nearly silent despite walking on the snow.
Grigor Bersk; human druid. Tall; somewhat lanky, clad in leather armor, wielding a scimitar and a metal shield. His inquisitive green eyes sparkle with energy, darting from one face to another, taking in the scene.
Please keep in mind, the adventure has yet to start: there is no mine (that you are aware of) at this time. The story will begin in a small village long after the party has assembled.
Raja Skimbleshanks - tabaxi cleric (trickery domain). A short, slender feline with the appearance of a bipedal tiger, carries a rapier on his belt. Dresses like a merchant with a plumed turban. He moves and speaks with the ease and overconfidence of an experienced con man (which, of course, he is).
Griffen Hawkmoon - A Dark Skinned man of notable height. Well built, and wearing well maintained chain mail, and a well used traveling cloak dyed a brilliant blue. A wicked looking axe rests on his hip along with a shield on his back. Piercing azure eyes seem to notice everything while settling on nothing in particular.
Warren - a human warrior, at least at first appearance. Clad in scale mail and grey robes highlighted in yellow. He keeps his sharp features set in a focused glare, though he occasionally flinches as though bothered by some unseen pest.
Caldath Tholme - a stout halfling whose fine and expensive clothing does little to disguise his brutish features or crass demeanor. Along with an adventurer's bag of... excessive quality, he's usually rarely far from his much less well maintained sack of kit from his time in some town watch or other. Which he may or may not still be allowed to have.
Remdesivir, professional monster slayer. Large for a human, clad in heavy metal armour, with 2 swords strapped to his back and a crossbow hanging on the side. A silver amulet of a bear head hangs around his neck at all times. Underneath the helmet, 2 yellow cat-like eyes constantly scan his environment.
Back story:
"You can hire me," said Remdesivir, "or you can hire a dozen of those fools (gestures to a company of local mercenaries merrymaking at the other end of the tavern) for half the cost. Then, once you find their mangled corpses, pay me anyway."
As a Witcher from the School of the Bear, Remdesivir spent many years studying and fighting against the various magical creatures of the world. Of course, monster slayers of his ilk don't lift a finger for free. They're professionals, not heros. There are not many Bear Witcher's around anymore. The school's Grandmaster Arnaghad was killed by a group of traitors, who would then go on to establish the School of the VIper, just days before local mercenary companies, who were angry the witchers were taking up all the contracts, sacked the school.
Remdesivir was making his way on The Path when he received a letter informing him of Arnaghad's death. He returned home to find smoldering ruins, taking note the scores of corpses laid before him. The school wasn't just occupied by witchers, there were servants, and stable hands, and a small contingent of non-witcher guards that numbered maybe a dozen or so that helped keep the school safe when the witchers were on The Path. There were no signs of life, save for the crows. Remdesivir pushed onward from the courtyard to the main hall, searching for survivors, for other Bears, but found only blood and guts and burnt corpses. He moved upwards along the main tower, maneuvering past this blockades his fellow Bears had set up to act as choke points for their traps and bombs, all the while keeping track of the bodies and trying to recognize anyone. He finally reached the top of the tower were the master ritual chamber was located. There Remdesivir had finally found his brothers. One stood right before him, with a spear impaling the back of him and into the ground. He had died slowly on his feet, and even while impaled continued to fight, evidenced by 2 unknown corpses that laid in front of him with their necks separated from their bodies and located in each hand of the Bear. Another was on Remdesivir's right, his body covered in shrapnel, and his right arm missing. Remdesivir had seen injuries like this before, during his training when a new recruit that was testing a bomb a local had made misfired. Remdesivir thought that his brothers must of been truly desperate if they had to use non-witcher made equipment. A third Bear lay propped up in the back left corner of the room, the front of his armor covered with arrows. Remdesivir looked closely, and saw that one single arrow had hit a small weakspot in the damage armor near the bear's neck, severing his right carotid arteries. Finally Remdesivir looked to the stone alter that was in the back of the room, where his master lay. Arnaghad laid covered in flowers, but where normally a warrior would have their hands clenched to their sword's hilt, and the sword laying down across their chest, Remdesivir saw that Arnaghad hands had been pried open, and no sword to be seen. Remdesivir did see his master's amulet, which was silver and made in the shape of a bear head, around Arnaghad's neck. Remdesivir took the amulet, and put it around his neck. He then picked up his master's body, and brought him to the small graveyard that laid just outside the castle's walls. He then grabbed the other three Bears from the ritual chamber, and begun digging their graves. Once he had finished burring them, he said a few words quietly, wishing their spirits peace. Remdesivir then looked to the road he came from and, while the sun was rising, vowed vengeance for his fallen brothers.
Remdesivir now had a new mission, to find his master's sword, avenge the death of his comrades, and to rebuild his home. He would first need to head back on The Path in order to gain some coin, as well as find some clues on where the traitors went that killed his master, and find the others who were involved in the destruction of his home.
Several days north of the kingdom of High Hills, nestled in the beginnings of a great mountain chain, lies the village of Borgstrand. It is here that the story begins as our heroes are passing through…
It’s a cold day, like any other in the north, and a brisk wind and wet snowfall conspire to make you even colder. As you trudge through the snow on your way to the nearby inn, a well-dressed man approaches the party. “Excuse me!” he calls over the cold wind. “If you are who I think you are, I could really use your help.” After a brief hesitation, he adds, “I’m willing to pay.”
A short time later, you are all seated around a table at the inn with your new acquaintance. The man, a human noble from High Hills named Raphail Manolou, explains that he has heard about your deeds and recognized you from descriptions. Having bought drinks for the entire group, you agree to hear out his tale and his request. With a deep and bracing breath, he says, "First, I think you'd better know the whole story..."
He tells you how, several years ago, a merchant from the south named Karst Fultane supplied a worthy sum of capital to a group of dwarves to tap into the Khol Tharum gemstone lode. Fultane correctly predicted the Khol Tharum lode would yield healthy deposits of the rare gem bloodstone. The first two years were a huge success and Fultane saw his investment paid off in triplicate. Unfortunately, the dwarves dug too deep and tapped into something dangerous. While digging an expansion to the mine, they released a swarm of strange, multi-colored insects. Although the insects weren’t aggressive, their thick, gem-like hides made them nearly impossible to kill. When provoked, their innate poison was enough to fell a fully grown reindeer. To make matters worse, the insects fed on gems. Within a matter of weeks, the buzzjewels—as the miners had dubbed them—made mining bloodstone impossible. The dwarves abandoned the mine. Unfortunately, not everyone in the mine made it out alive. Fultane’s business partner, Anaya Reluthe, was swarmed by the insects and poisoned to death. Because Fultane refused to send troops into the mine to reclaim it, Anaya’s body was never recovered.
The man visibly trembles as he adds, “Anaya was my fiancé.”
Here, the noble has need to pause and collect himself before continuing. He wishes to pay your group to enter the mine at Khol Tharum and find the remains of Anaya who perished a year ago. He realizes that her corpse will probably be in a poor state and mostly unrecognizable, but mentions that she often wore a pearl necklace he gave her. Each pearl in the necklace had a gold “A” set onto it. If the characters find the necklace, they will likely find Anaya.
Raphail offers to pay the characters 100 gp each to recover Anaya’s remains. If the party will agree, he will provide directions to the Khol Tharum lode and transportation if necessary.
Caldath leans back, "I'm interested, but I'll be more comfortable with a few certainties. Beyond the body and effects, does this contract specify anything we are not to remove from the mines? Anything we're not to kill if it gets in our way?"
With a look of mild surprise followed by a fierce scowl, Raphail replies, "No. It is my hope that you'll kill every last one of those wretched beetles - though, from what I've heard of them, you may find killing even a single one to be quite the task."
With a shake of his head and a sigh, he adds, "No, just recover what you can of Anaya. Nothing else in that mine matters. Though, if by some miracle you could find a way to clear out the infrstation for good, the mine could reopen. Assuming the bloodstone hasn't all been eaten by the buzzjewels, such a feat could be worth a small fortune to that fiend, Fultane."
Griffen leans in and rests his elbows on the table, giving Raphail a wide grin. "Exactly how much would clearing this mine be worth to you? Seems we have an opportunity to recover your Fiance's remains and make a profit at the expense of the one responsible for her death."
Raja has felt a bit of a financial pinch lately that he is unaccustomed to. His eyes light up at the mention of bloodstone and the 100gp reward. He also feels a pang of sympathy for Raphail, knowing too wellthe grief that comes from a lost love. "This arrrrrrrangement is acceptable. I will help find your Anaya."
Grimacing, his tone conveying distaste, Raphail states, "Clearing the mine is worth nothing extra to me personally - I was simply musing aloud. I don't care two rusty coppers whether the mine reopens or not; I just hate those beetles for killing my love."
With a straight look into Griffen's eyes, RaphailI concludes, "No, I only want Anaya's remains returned, that I may give her a proper burial. That is what I wish done and what I will pay for. Should you work out any additional considerations with Fultane, that is your affair. If you can locate him, that is."
Raphail shakes his head, "Not missing, but I have no idea where he is nowadays. We had rather a nasty blowup after he left Anaya behind and we went our separate ways. It was only recently that I have had both the mettle and the funds to return for her remains."
Raphail shakes his head, "Not missing, but I have no idea where he is nowadays. We had rather a nasty blowup after he left Anaya behind and we went our separate ways. It was only recently that I have had both the mettle and the funds to return for her remains."
"Ah," Caldath nods sagely, "Then you'll not find me out of line in saying that he can go **** himself, and that what's happening in the mine doesn't need to involve him one way or the other. Don't worry, we'll get your girl back. Might need some pay up front though, to take care of supplies. If these things are poisonous enough to make a DWARF run, we'll want to be prepared."
An aside for anyone interested in Caldath's backstory. You can take this as character knowledge, he's pretty up front about himself:
During his time as a member of the High Hills City Watch, Caldath Thome was largely considered to be a disgrace to his uniform. Known for carousing, excessive use of force, and an utter lack of respect for the aristocracy, Watchman Thome did not so much fight chaos so much as alter its source. Nevertheless, he managed to bully much of his patrol route into compliance with the law, and took personal pride in never receiving a bribe... that he actually honored. Though the city's nobility considered him distasteful in the extreme, he was kept on the force as a kind of useful idiot until he employed his methods on one of their own. In an unfortunate event simply referred to by most in the guard as "The Incident", Thome initiated a catastrophic brawl with a scion of House Delmirev. While the exact nature of the damage to both property and reputations remains closely guarded by the city nobles, it was sufficient to ensure that Thome's days in the Watch were at an end. Lacking a legitimate means of maintaining his lifestyle in the city, and still possessed of a love of violence, Thome has taken to adventuring as a means of quenching his appetites. He'll never violate a contract or turn on a team mate, but everything else is fair game to the bloody minded halfling.
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This thread will contain the play-by-post (PBP) elements of our sideshot adventures. In this case, sideshot is meant to indicate a cross between one-shot adventures and side quests. The stories here may or may not be linked to other, ongoing games and each adventure is meant to stand alone from the others. As such, the chronicity, cast of heroes (the Player Characters of PCs), and even universe in which any particular adventure takes place may jump around.
Before any stories begin, it is important to note the basic ground rules (which are subject to change depending upon the needs of the group). The only critical rule to note at this juncture is the 24-hour response rule. Players will have 24 hours to respond to a story post (a post ending with a question such as "WHAT WILL THE PARTY DO?" or "HOW WILL YOU APPRAOCH THE CAMP?"). If a player does not respond within 24 hours, the story will advance with whatever the responding players have said or, in the event of no response, whatever the DM feels will advance the story appropriately (but no railroading the party into their gruesome deaths). This rule is to ensure that play continues forward at a brisk pace. That said, life certainly gets in the way of gaming. As such, a) any response will count (including a "hang on, I'll respond after work" on the Facebook messenger thread) and b) I personally will tend to poke and prod the group rather than just moving things along at the 24 hour mark. This rule is meant to keep the game going, but not at the expense of fun, so I will not enforce it quite so strictly. However, other DMs (yes, we may rotate that role around if anyone has a one-shot they wish to run) may feel differently.
With that all said, feel free to introduce your characters and decide how your adventuring group came together. Are you mercenaries? Friends? Family? Former prisoners who worked together to escape Illithid experimentation?
I will post the opening story post on this thread once everyone has joined and introduced something about their character (even if just a name).
PLEASE INTRODUCE YOUR CHARACTER AND, AS A GROUP, DECIDE HOW YOU ALL CAME TO BE TOGETHER BEFORE THE ADVENTURE STARTS.
In enters an elven ranger, his leather armor worn but still strong fits snugly on his gymnast body. He walks towards the village with his breath frozen in the winter air he walks into the mining village, his footsteps nearly silent despite walking on the snow.
Grigor Bersk; human druid. Tall; somewhat lanky, clad in leather armor, wielding a scimitar and a metal shield. His inquisitive green eyes sparkle with energy, darting from one face to another, taking in the scene.
Please keep in mind, the adventure has yet to start: there is no mine (that you are aware of) at this time. The story will begin in a small village long after the party has assembled.
Raja Skimbleshanks - tabaxi cleric (trickery domain). A short, slender feline with the appearance of a bipedal tiger, carries a rapier on his belt. Dresses like a merchant with a plumed turban. He moves and speaks with the ease and overconfidence of an experienced con man (which, of course, he is).
Griffen Hawkmoon - A Dark Skinned man of notable height. Well built, and wearing well maintained chain mail, and a well used traveling cloak dyed a brilliant blue. A wicked looking axe rests on his hip along with a shield on his back. Piercing azure eyes seem to notice everything while settling on nothing in particular.
Warren - a human warrior, at least at first appearance. Clad in scale mail and grey robes highlighted in yellow. He keeps his sharp features set in a focused glare, though he occasionally flinches as though bothered by some unseen pest.
Caldath Tholme - a stout halfling whose fine and expensive clothing does little to disguise his brutish features or crass demeanor. Along with an adventurer's bag of... excessive quality, he's usually rarely far from his much less well maintained sack of kit from his time in some town watch or other. Which he may or may not still be allowed to have.
Remdesivir, professional monster slayer. Large for a human, clad in heavy metal armour, with 2 swords strapped to his back and a crossbow hanging on the side. A silver amulet of a bear head hangs around his neck at all times. Underneath the helmet, 2 yellow cat-like eyes constantly scan his environment.
Back story:
"You can hire me," said Remdesivir, "or you can hire a dozen of those fools (gestures to a company of local mercenaries merrymaking at the other end of the tavern) for half the cost. Then, once you find their mangled corpses, pay me anyway."
As a Witcher from the School of the Bear, Remdesivir spent many years studying and fighting against the various magical creatures of the world. Of course, monster slayers of his ilk don't lift a finger for free. They're professionals, not heros. There are not many Bear Witcher's around anymore. The school's Grandmaster Arnaghad was killed by a group of traitors, who would then go on to establish the School of the VIper, just days before local mercenary companies, who were angry the witchers were taking up all the contracts, sacked the school.
Remdesivir was making his way on The Path when he received a letter informing him of Arnaghad's death. He returned home to find smoldering ruins, taking note the scores of corpses laid before him. The school wasn't just occupied by witchers, there were servants, and stable hands, and a small contingent of non-witcher guards that numbered maybe a dozen or so that helped keep the school safe when the witchers were on The Path. There were no signs of life, save for the crows. Remdesivir pushed onward from the courtyard to the main hall, searching for survivors, for other Bears, but found only blood and guts and burnt corpses. He moved upwards along the main tower, maneuvering past this blockades his fellow Bears had set up to act as choke points for their traps and bombs, all the while keeping track of the bodies and trying to recognize anyone. He finally reached the top of the tower were the master ritual chamber was located. There Remdesivir had finally found his brothers. One stood right before him, with a spear impaling the back of him and into the ground. He had died slowly on his feet, and even while impaled continued to fight, evidenced by 2 unknown corpses that laid in front of him with their necks separated from their bodies and located in each hand of the Bear. Another was on Remdesivir's right, his body covered in shrapnel, and his right arm missing. Remdesivir had seen injuries like this before, during his training when a new recruit that was testing a bomb a local had made misfired. Remdesivir thought that his brothers must of been truly desperate if they had to use non-witcher made equipment. A third Bear lay propped up in the back left corner of the room, the front of his armor covered with arrows. Remdesivir looked closely, and saw that one single arrow had hit a small weakspot in the damage armor near the bear's neck, severing his right carotid arteries. Finally Remdesivir looked to the stone alter that was in the back of the room, where his master lay. Arnaghad laid covered in flowers, but where normally a warrior would have their hands clenched to their sword's hilt, and the sword laying down across their chest, Remdesivir saw that Arnaghad hands had been pried open, and no sword to be seen. Remdesivir did see his master's amulet, which was silver and made in the shape of a bear head, around Arnaghad's neck. Remdesivir took the amulet, and put it around his neck. He then picked up his master's body, and brought him to the small graveyard that laid just outside the castle's walls. He then grabbed the other three Bears from the ritual chamber, and begun digging their graves. Once he had finished burring them, he said a few words quietly, wishing their spirits peace. Remdesivir then looked to the road he came from and, while the sun was rising, vowed vengeance for his fallen brothers.
Remdesivir now had a new mission, to find his master's sword, avenge the death of his comrades, and to rebuild his home. He would first need to head back on The Path in order to gain some coin, as well as find some clues on where the traitors went that killed his master, and find the others who were involved in the destruction of his home.
Several days north of the kingdom of High Hills, nestled in the beginnings of a great mountain chain, lies the village of Borgstrand. It is here that the story begins as our heroes are passing through…
It’s a cold day, like any other in the north, and a brisk wind and wet snowfall conspire to make you even colder. As you trudge through the snow on your way to the nearby inn, a well-dressed man approaches the party. “Excuse me!” he calls over the cold wind. “If you are who I think you are, I could really use your help.” After a brief hesitation, he adds, “I’m willing to pay.”
A short time later, you are all seated around a table at the inn with your new acquaintance. The man, a human noble from High Hills named Raphail Manolou, explains that he has heard about your deeds and recognized you from descriptions. Having bought drinks for the entire group, you agree to hear out his tale and his request. With a deep and bracing breath, he says, "First, I think you'd better know the whole story..."
He tells you how, several years ago, a merchant from the south named Karst Fultane supplied a worthy sum of capital to a group of dwarves to tap into the Khol Tharum gemstone lode. Fultane correctly predicted the Khol Tharum lode would yield healthy deposits of the rare gem bloodstone. The first two years were a huge success and Fultane saw his investment paid off in triplicate. Unfortunately, the dwarves dug too deep and tapped into something dangerous. While digging an expansion to the mine, they released a swarm of strange, multi-colored insects. Although the insects weren’t aggressive, their thick, gem-like hides made them nearly impossible to kill. When provoked, their innate poison was enough to fell a fully grown reindeer. To make matters worse, the insects fed on gems. Within a matter of weeks, the buzzjewels—as the miners had dubbed them—made mining bloodstone impossible. The dwarves abandoned the mine. Unfortunately, not everyone in the mine made it out alive. Fultane’s business partner, Anaya Reluthe, was swarmed by the insects and poisoned to death. Because Fultane refused to send troops into the mine to reclaim it, Anaya’s body was never recovered.
The man visibly trembles as he adds, “Anaya was my fiancé.”
Here, the noble has need to pause and collect himself before continuing. He wishes to pay your group to enter the mine at Khol Tharum and find the remains of Anaya who perished a year ago. He realizes that her corpse will probably be in a poor state and mostly unrecognizable, but mentions that she often wore a pearl necklace he gave her. Each pearl in the necklace had a gold “A” set onto it. If the characters find the necklace, they will likely find Anaya.
Raphail offers to pay the characters 100 gp each to recover Anaya’s remains. If the party will agree, he will provide directions to the Khol Tharum lode and transportation if necessary.
WILL THE PARTY ACCEPT RAPHAIL’S COMMISSION?
Grigor is intrigued, and is in favor of accepting the commission.
Caldath leans back, "I'm interested, but I'll be more comfortable with a few certainties. Beyond the body and effects, does this contract specify anything we are not to remove from the mines? Anything we're not to kill if it gets in our way?"
With a look of mild surprise followed by a fierce scowl, Raphail replies, "No. It is my hope that you'll kill every last one of those wretched beetles - though, from what I've heard of them, you may find killing even a single one to be quite the task."
With a shake of his head and a sigh, he adds, "No, just recover what you can of Anaya. Nothing else in that mine matters. Though, if by some miracle you could find a way to clear out the infrstation for good, the mine could reopen. Assuming the bloodstone hasn't all been eaten by the buzzjewels, such a feat could be worth a small fortune to that fiend, Fultane."
Griffen leans in and rests his elbows on the table, giving Raphail a wide grin. "Exactly how much would clearing this mine be worth to you? Seems we have an opportunity to recover your Fiance's remains and make a profit at the expense of the one responsible for her death."
Raja has felt a bit of a financial pinch lately that he is unaccustomed to. His eyes light up at the mention of bloodstone and the 100gp reward. He also feels a pang of sympathy for Raphail, knowing too wellthe grief that comes from a lost love. "This arrrrrrrangement is acceptable. I will help find your Anaya."
Grimacing, his tone conveying distaste, Raphail states, "Clearing the mine is worth nothing extra to me personally - I was simply musing aloud. I don't care two rusty coppers whether the mine reopens or not; I just hate those beetles for killing my love."
With a straight look into Griffen's eyes, RaphailI concludes, "No, I only want Anaya's remains returned, that I may give her a proper burial. That is what I wish done and what I will pay for. Should you work out any additional considerations with Fultane, that is your affair. If you can locate him, that is."
Caldath frowns, "Fultane's missing?"
Raphail shakes his head, "Not missing, but I have no idea where he is nowadays. We had rather a nasty blowup after he left Anaya behind and we went our separate ways. It was only recently that I have had both the mettle and the funds to return for her remains."
"Ah," Caldath nods sagely, "Then you'll not find me out of line in saying that he can go **** himself, and that what's happening in the mine doesn't need to involve him one way or the other. Don't worry, we'll get your girl back. Might need some pay up front though, to take care of supplies. If these things are poisonous enough to make a DWARF run, we'll want to be prepared."
An aside for anyone interested in Caldath's backstory. You can take this as character knowledge, he's pretty up front about himself:
During his time as a member of the High Hills City Watch, Caldath Thome was largely considered to be a disgrace to his uniform. Known for carousing, excessive use of force, and an utter lack of respect for the aristocracy, Watchman Thome did not so much fight chaos so much as alter its source. Nevertheless, he managed to bully much of his patrol route into compliance with the law, and took personal pride in never receiving a bribe... that he actually honored. Though the city's nobility considered him distasteful in the extreme, he was kept on the force as a kind of useful idiot until he employed his methods on one of their own. In an unfortunate event simply referred to by most in the guard as "The Incident", Thome initiated a catastrophic brawl with a scion of House Delmirev. While the exact nature of the damage to both property and reputations remains closely guarded by the city nobles, it was sufficient to ensure that Thome's days in the Watch were at an end. Lacking a legitimate means of maintaining his lifestyle in the city, and still possessed of a love of violence, Thome has taken to adventuring as a means of quenching his appetites. He'll never violate a contract or turn on a team mate, but everything else is fair game to the bloody minded halfling.