
There are openings for the game still. I would rather have a pool of players that can swap in and out as they wish and therefore if someone can not make it, the campaign can still continue. What I will do is basically take the first 4 or 5 players that show up and move start the game with them. I am going to make updates to the game on a weekly basis so that new players and those that could not play do not feel lost. Week 1: The various players had just entered Shackled City/Cauldron earlier in the day. Not knowing anyone or even each other, they decided to look around the city, as they were over close to the religious section of the city, they heard a fight ensuing. The players found that a noble was being attacked by 3 ruffians, the ruffians had their face painted half black and half white, the sign of the Last Laugh, a local Thieves' Guild. They decided to help the noble, and during the fight, they fond out that the noble had been investigating some disappearances that had been occurring in the city. Four days earlier, 4 children were taken from an orphanage. The now newly formed party agreed to accompany the noble to the temple of Athena and speak to the high priest Jeyna about the missing people. As they are leaving with the noble, to escort him to Athena's temple, a lithe female step out of the shadows. Her face is also done in the domino-like fashion of the other ruffians. She wears a whip and a short sword. She points at the noble and says, "Do not think you have escaped our grasp Ruphos, you live now only because the Last Laugh allows it. We shall soon take what rightfully belongs to us." The lightning flash and thunderclaps resound and she vanishes into the darkness. The party has just met Lady Jill, mistress of the Last Laugh. While at the temple, Jeyna tells the party about other vanishing and gives them clues to help them find out where the children are. She offers them 2500GP if they can return all the children and bring the perpetrators to justice. They agree and travel to the Lantern Orphanage where the children were taken. While there they question a half-orc handyman by the name of Patch about the children. Patch admits that he was paid to watch over the children and make sure nothing happened to them. Beyond that, he does not know why they were taken, only that someone felt they valuable. He also tells the party that the person that paid him was curious about what kind of locks the orphanage had. The party tracks down the locksmith that designed the locks for the Orphanage, a gnome name Ghelve. While at Ghelve's home/shop, they notice Ghelve is acting nervous. It is as if he is trying to tell the party something. It is then that the party is set upon by skulks that had been hiding out in Ghelve's house. The first crossbow bolt almost kills the rogue and the rest of the party must join in the attack of the skulks. The party's mage uses Color Spray which immobilizes to of the three skulks, highly turning the odds to the party's favor. The party manages to capture one of the Skulks, kill on and allows one to escape. After question Ghelve, it is discovered that his familiar, a rat by the name of Starbrow had been taken by the Skulk's and this was the reason he was helping them. It is also discovered where the skulks are hiding underground, in the tombs of Jzardurine. Now they prepare to journey forth and fight evil. Will you join them?