Harlos, level 12 Human, Rogue, Shadow Assassin Build: Cutthroat Rogue Rogue Tactics: Brutal Scoundrel Background: Mournland (Cyre) (+2 to Streetwise)
FINAL ABILITY SCORES Str 18, Con 13, Dex 16, Int 14, Wis 12, Cha 16.
STARTING ABILITY SCORES Str 14, Con 12, Dex 14, Int 12, Wis 11, Cha 14.
AC: 24 Fort: 25 Reflex: 26 Will: 24 HP: 80 Surges: 7 Surge Value: 20
TRAINED SKILLS Dungeoneering +12, Stealth +14, Thievery +14, Acrobatics +14, Bluff +14, Perception +12, Streetwise +16
UNTRAINED SKILLS Arcana +8, Diplomacy +9, Endurance +7, Heal +7, History +8, Insight +7, Intimidate +9, Nature +7, Religion +8, Athletics +10
FEATS Human: Backstabber Level 1: Human Perseverance Level 2: Slaying Action Level 4: Brutal Wound Level 6: Two-Fisted Shooter Level 8: Underhanded Tactics Level 10: Quick Draw Level 11: Bleeding Backstab Level 12: Paragon Defenses
POWERS Bonus At-Will Power: Piercing Strike Rogue at-will 1: Clever Strike Rogue at-will 1: Riposte Strike Rogue encounter 1: Sly Lunge Rogue daily 1: Checking Jab Rogue utility 2: Tumble Rogue encounter 3: Nasty Backswing Rogue daily 5: Walking Wounded Rogue utility 6: Chameleon Rogue encounter 7: Sand in the Eyes Rogue daily 9: Agonizing Shot Rogue utility 10: Gap in the Armor
ITEMS Adventurer’s Kit, Byeshk Dagger +3, Deathburst Leather Armor +3, Amulet of Protection +3, Distance Hand Crossbow +3, Entrapping Hand Crossbow +3, Blade of Night Dagger +3
The day Cyre fell was a dark day for you. Your beautiful homeland, destroyed. It struck you so hard you nearly vomited. You weren’t the most patriotic citizen of Cyre, but it was your home. Everything you knew, everyone you cared about, gone. Forever. And had you been there that year, so would you be. But this was your year abroad. You had decided to take a year away from the Academy to learn from a trusted maritimer. Of the sky! Your father had given you enough coin to supply you a year’s study under one of the Gnomish Shipbuilders and Skycaptains in Zilargo. You were in Khorranberg the day you got the news. You rushed back home as quickly as possible (nearly 2 agonizing weeks) to find your family, but in the midst of the chaos, you nearly died. The scores of undead were so substantial that you were lucky to make it back to the border with your head. It took you nearly 2 months of sleepless nights and traveling during only the brightest days, but once clear of the oppressive gray mist, you needed time to clear your thoughts. You had to find your family. You were reminded in your time in Khorranberg the widely known adage that “All roads lead to Sharn.” And since your family had a condominium there, maybe your parents escaped the tragedy there.
(Not much is written on Cyre, but I’m assuming your family to have been Noble. Not ruling class, but maybe advisors to the King)
So you set out for the great Vertical City. Once there it was difficult to locate the dwelling. Sharn had changed so much since you last visited. But, finally, after some information gathering, you managed to find the condo. High up on the Central Plateau, the richest section of Sharn. You always knew your family had wealth, but it still amazed you to realize just how wealthy they are.
But you would soon find that you didn’t know everything. When you reached the condo, it was guarded by a massive Warforged bearing the mark of House Kundarak, the Dwarven house of Commerce. As you start to move past him and enter, you are quickly intercepted. Much faster than you imagined this creature to move, in fact. He told you you were not allowed to enter (“You shall not pass!” Sorry, I had to.). When you quizzed him, his only explanation was “Foreclosure” and any of your family was not allowed to return. When asked how long ago this happened, his response was 2 years. 2 years? But, father never mentioned any monetary problems. This is absurd. Any further attempts at questioning the Warforged only brought the exact same answers. He was obviously ordered (“programmed”) this response. And, knowing Warforged, there’s no way to coerce them otherwise.
So, now, with no home, no family, and no answers, you are hopelessly lost. Your incident with the Warforged draws some undue attention from the locals and it makes you uncomfortable. So you head back to the Skycoach to go back down to the Lower Wards. At least you can find cheap lodging there. So you wander about until you find a relatively suitable (not too expensive, not too shoddy) inn and you enter. You take a seat near the bar and soak your sorrows in a brew while you gather your head. You notice a man at the table by the door eyeing you. Making you out. You realize you still look relatively well-to-do, even if a little dirty. And you remember that that’s not how you want to appear when alone on the Lower Wards. This guys is making you for a mark. So you sit, nervously, waiting and watching him as he finished his business there. When he leaves, you are somewhat relieved. But it looked like it would be another restless night. If you leave, you’ll most certainly be followed. At least if you stay you can fortify your room. At least you still have your father’s dagger in your boot. That’s something.
So you go to your room after a while and secure it from any intruders as best you can, setting menial alarms. And you go to sleep, however restlessly.
Not to your surprise, you are awoken in the night by the very man from the bar breaking into your room. You panic and attack him. You have nothing left to lose, so you tear into him. Since he did not see this coming, you unwittingly got the upper hand on him and critically strike him. As he falls to the floor, he begs your mercy and you back off. He turns out to be a she. A female changeling. And she, through bloody coughs, explains that she “felt” your turmoil and had come to try and help. She had information she could give you on your family. But she died before she could relay any of it. You called the innkeeper to get the guards. Upon inspection and slight questioning, you are released of charges. You ask the guard who she was. All they can tell you is that she appeared to be from House Tarkanan, a small order of highly skilled assassins and thieves who base their operations in Sharn. They are extremely deadly and hard to pin down. This one, they say, appeared to be a low “man” on the totem pole. Whether she had information for you or not, they cannot confirm. Nothing was found on her.
Being your first solid lead (or so it seemed), you’d gotten, you decided to investigate on your own. You started asking around about the House. first you started small. Every lead you got you followed up on. Some got you closer, some were quite the dead end.
You took a job bussing and cleaning at the inn in exchange for room and board. And you even got a few coins on top of that. Finally you got a break in the form of a messenger. A man came to you one day when you were taking out the trash out back. He said he had heard you were curious about the House. If you really wanted to know about them, hinting possible membership, you would meet with Vesuva at midnight near the Dock Ward. And, of course, tell no one. “Who would I tell?” you thought.
You meet with Vesuva easily enough that night and are granted a trial membership. You tell her nothing of your real story, only that you have been destitute and you wish to get back on your feet, even if it’s at someone else’s expense. Well, especially if it’s at someone else’s expense. She likes that enthusiasm. :)
The only catch is that instead of the usual 15% take from burglaries, you must pay 25% because you do not bear a Dragonmark. Gaining inside information seems worth this to you, so you sell on the deal. Though not without some bartering. You get her down to 22% :) She likes that too!
For the next year you work at the inn while moonlighting for House Tarkanan. After said amount of time, you finally gain actual membership into the house. Your take is increased to the normal 85%, and better still, you now gain access to information. And House Tarkanan is loaded with information. Being associated with assassins from across the globe can have its perks. But all you truly want is to find your family. Even if you have come to enjoy this double life. The thrill of burglary is not without its rewards.
Which brings us to present. House Tarkanan had acquired a contract from Morgrave University to “acquire” a very important Book from a Church of the Blood of Vol here in Sharn. It was a simple enough heist, so you were given the assignment as your first big case. You head to the Church at your usual hour for your “night job.” All seemed quiet and secure. It was going to be a breeze for you. You know the book will be guarded by wards, but the book itself is clear. So you decide to take the vertical approach. You craft a very detailed rappelling plan and head to the roof. All goes well until you are suspended, hanging above the book and you notice, in the shadows, in every corner of the room are guards. They had been tipped off on the heist. Someone on the inside of the House must be a double agent. You know you cannot escape, so you surrender quietly. And now you sit in jail awaiting your trial.
Your bail will be posted by an anonymous person, who later turns out to be the head of your House (I forget her name right now). She has pity on you because of the setup. She says that the leak is being ferreted out now. In the meantime, she needs you to embark on another mission. There’s a newcomer to Sharn. He’s trying to recruit Mercs and Adventurers to “police” various regions of Khorvaire. It is her belief that this person is not who he seems. Because you have shown such prominence in information-gathering thus far (if not burglary!!), she would like you to join the man’s group and see how much info you can gather.
Ironic, you joined this House to get info on it and your family. Now they have you joining another group to do the same thing. But, joining a merc company would get you out into Khorvaire and possibly more opportunity to find out more about your family. Policing the entire Southwest of the Continent would give you ample opportunity to see many cities on this man’s coin. So, it sounds like a good deal to you.
You head to the Market where this man supposedly is. The crowd is enormous. Pretty much every race you’ve ever seen and some you haven’t have answered the call to arms. Looks like the war has done a number on the job market. Some of these people haven’t worked since the war ended 2 years ago. It looks like you’ll have a lot of competition. But, no matter. You work your way to the front. After a few minutes, your chance comes up to move in. You’re ushered behind the podium to a booth where you fill out the necessary forms and are sworn in. A mere technicality, you’re promised. You’re then given your transfer papers that will allow you passage via Lightning Rail and caravan as well as cover any tolls you may encounter. You are to meet back here in 2 days to be assigned to your group and you will set out on your first mission the following day.
Simple enough, it seems. So you depart to return in 2 days. During this time, you are not given any duties by the House. So you explore the city a bit, taking care not to wander anywhere you might get into “trouble.” The 2 days pass relatively calmly, aside from one incident at the Inn. The old lady from a few shops over, Mrs. Willow, her cat got loose in the kitchen and made a mockery of the provision of fish you had stored away. You shooed him off easily enough, but it set back the Inn about 3 day’s worth of profit. It was a lot of fish. And not your run of the mill Snapper either. Mrs. Willow promised to pay for it. But you have your doubts.
The day of the assignments come and you tell the Innkeep your business. He bids you good luck and that you’ll have a job and a room waiting for you when this doesn’t pan out. He meant to say “when,” you realize. When you arrive at the Market, a lot more people than you had expected to be, were there. You pushed your way up to a good spot and settled in as the man was about to speak…