Talon Squad 3: Mirrorshield Heist Plot in Shadowfire | World Anvil

Talon Squad 3: Mirrorshield Heist

Article navigation

 
The Goblins bring the fight to Lord Akron's stronghold as they undertake a daring raid to retrieve the holy symbol of their people.

Overview

The Uferbrech Wars have reached a stalemate since the Drowning at Telela. The forces of the Protectorates have been stalled, and our heroes have gained confidence in their skirmishes against the Protectorates, but they cannot hope to achieve more without inspiring their kin into more unified action.   The Mirrorshield of Wala is the holy symbol of the Tokari clan's leaders that was lost when Lord Akron invaded Tokaru, and it currently remains hidden with his Fort. Without the Mirrorshield, the Tokari remain divided and leaderles, and the other clans of the Uferbrech goblins will not risk coming to their aid.   The Squad has been tasked with stealing the Mirrorshield back for the Talons of Aeotora in the hope that it can unite the disparate Tokari once more. The challenge of doing so while it is kept at the heart of Lord Akron's power base is formidable.    

The Squad

  • Our heroes have begun to make a name for themselves as the newest recruits of The Talons of Aetora
  • Activities have included disrupting trade across the islands, causing havoc at the mines where lord Ackron.
  • Their base is at Talon's Reach on the south of the island, where they have access to the unruly Giant vultures of Tokaru. These birds are hard to control, but enable fast movement across the islands.

Background

  • The Mirrorshield was lost during the Fall of Tokaru.
  • It is the symbol of leadership for the Tokari clan.
  • There was a failed heist by Annika Lux and her goblin friend Usohati a generation prior.
  • Gorias De Soto was involved in the original heist and permanently disfigured.

Goals

  • The heist's primary objective is to retrieve the Mirrorshield of Wala.
  • other objectives and opportunities may include freeing goblins who are imprisoned in Fort Kustos, discovering the truth about the evil power behind the Lord Protector and possibly even killing the Lord Protector himself.

Hooks and motivations

  • Power: the Mirrorshield is a strong magical artefact in its own right, but the goblin who holds it would be able to unite the Uferbrech clans under one banner.
  • Revenge: Lord Ackron defeated the Tokari, and many died over the generations by his hand. Many goblins have personal reasons to strike a blow against him.
  • Wealth: there are many in Camp Thrifty and beyond who would pay handsomely for the Shield. If money is what you want, there is plenty to be had.
 

Approaches

A full frontal assault will be very difficult, if not impossible without careful planning and allies. Alternative approaches might prove better. Of course, when things go wrong the Squad will need to improvise.

Theft

The Squad could attempt to sneak into the fort, take the Mirrorshield and escape with it before they are detected. This approach would involve stealth and distractions.

Subterfuge

The Squad could attempt to enter the fort through trickery. This approach would involve social skills, disguise and deception.

Violence

The Squad could attempt to inflitrate the Fort through brute force. This might involve all-out assualt, or a smash-and-grab as they fight their way through the keep.
 
Options for stealth
  • Sneak in via the Steamhouse
    The Steamhouse owned by Annika Lux is connected to the Fort through the pipe network. Small goblins might just be able to squeeze through, at the risk of a deadly scalding.
  • The secret ebtrance via the sea caves.
    Observant Goblins may spot a clandestine trade visit from Ravac, the Nibbler and learn of the secret entrance to the caves behind the Fort.
  • Climb down from above.
    The treacherous cliffs above the Fort could be scaled down to the Fort's rooftop battlements, at the risk of falling or setting of the alarm.

 
Options for subterfuge
  • Pose as goblin servants
    There are a number of goblin servants who live in the The Icepen and Ladders and work in the fort's kitchens. The Squad could infiltrate as one of their number.
  • Pose as visiting traders.
    The Fort is regularly supplied in food for the kitchens and weapons for the guards. The squad could work with Luger Vanderson as a trade delegation from Camp Thrifty.
  • Get themselves captured.
    Lord Protector Ackron Der Kustos is keen to question any captured Talons for news of his enemies activites. The Squad could bribe guards, turn themselves in, or find a way to be arrested.

 
Options for violence
  • Flying giant vultures to drop onto the roof.
    The Squad would need to convince Taktuk Roostwarden that they can be trusted with the safety of the birds, and manage the tempremental beasts in an assault.
  • Inciting a riot as a diversion.
    The Squad will need the support of the Spiritseer of the Icepen, and to inspire their kin to rise up.
  • Sabotaging the fort's supplies of blackpowder.
    The Fort has a large supply of explosive blackpowder that was recently delivered by Janus Wade. Finding and triggering it would cause much damage and mayhem.

 
 

The Heist

You find yourself atop the southern bluff overlooking the town of Omberstad. The black cliffs loom above, draped in shadow, while to your right the churning waves of the ocean pound upon their base. The northern bluff catches the light, and you see the gleaming domes of the invader's buildings dwarfed by the imposing stone walls of the Fort above. These mansions are built upon the ruins of Shakumir, that was once your people's homes.   Across the harbour from the fort, known as the Blackpool, you see the sleet encrusted hovels of the Icepens. This is where your people now live, forced to work the terraced farms in the hills above the town. Foreign ships made of iron are berthed at the pilons, and the snow covered streets are lit by lamps in the mist. You see people trudging the streets, and the faint sounds of dock workers reach your ears.   You steal yourself for the final push towards your goal.
by Midjourney
 
The heist will be chaotic, and the Squad may choose any number of paths toward their goal. Plans will change, and complications will threaten to undermine our heroes at any moment.   The Squad must find a way into the fort, discover the location of the Mirrorshield, and get out alive.   They will need allies, they will need to be wary of betrayal, and will need to improvise.

Heist mechanics

These optional mechanics have been borrowed from Blades in the Dark, which is a game developed by Evil Hat Productions designed for heist-style adventures. In particular, the use of Flashbacks and Progress Clocks.

Flashbacks

Rather than spend entire sessions on planning, during the action, players can call for a flashback to play through a preparation or planning moment they did at some point prior.   more
These should come at a cost in stress of some sort. For example, in D&D this could require a level of exhaustion for the PC performing the flashback. They also can't be used to rewrite an established narrative fact.   The flashback would be played through with any skill checks or resources usage as decided by the GM and players as they play. Once resolved, the play returns to the current situation.   Some example flashbacks could include:
  • Bribed
    The squad is discovered by a guard. But, they flashback to an earlier time where they had attempted a bribe or blackmail. Did it work or has it backfired?
  • A heavily locked door
    The squad finds themselves at the locked door to the armory. But, they flashback to their meeting with Annika Lux where they procured a vial of special acid to weaken its hinges. Is it strong enough?
  •  

 

Progress Clocks

These are a way to establish rising tension during play. The GM can establish a clock towards an outcome, with a certain number of segments (eg: 4-8) before that outcome eventuates.   more
The segments are marked off due to actions and events that occur during play, and may be results of character actions, successes or failures.   They can also be used as resources with consequences for the players. For example, a player may ask for advantage on a particularly critical action, but that advantage would come at the cost of advancing a relevant progress clock.   Some sample clocks could include:
  • Discovered
    The Squad's actions have alerted the guards. The guards will raise the alarm and mobilise against them.
  • Cold feet
    Allies have second thoughts due to the rising complications. They may seek to cut their losses.
  • Ticking bomb
    The Squad have set the blackpowder to explode. Poor choices may prevent their safe exit in time.

 
 

Investigating Omberstad

The Squad can scout the town, seek information and allies as they work out how to infiltrate the fort. There may be contacts they already know of, or can find through observation and investigations.   Danger is ever-present. While goblins are a common sight on the streets of Omberstad, they are usually relegated to the menial tasks of labouring, cleaning and serving. A fully-armed group of Talons found openly wandering the streets will be seen as a threat, and will raise the alarm very quickly.  

The streets of Omberstad

Cobbled and slick with mud and sleet, the streets wind around the dark waters of the Blackpool. Switchbacks and twisted stairs climb the steap cliffside, where warehouses conceal dark alleys. The light from the occassional lamp flickers in the mist.   Workers scurry to find warmth within the small shops and bars that line the Promenade, or drag carts laden with cargo to and from the wharves. Guards can be seen here and there, huddled around fires keeping a lazy eye on passers-by.   Rumours and clues
  • Workers will recommend the welcome warmth of the Lux Steam House.
  • Workers know that Janus Wade at the Pilons is seeking help, as unexpected shipments are coming in.
  • Goblin servants will avoid questions, and refer the Squad to Seer Yuchak of the Icepens.
  • Guards will investigate commotion and question obvious outsiders.
  • Shop owners complain of lack of stock, as it is being hoarded by Lord Ackron.
  • Rumours of the seclusion of Lord Ackron and his bouts of rage at his recent military defeat.
  • Rumours of goblins and others disappearing, with warnings to stay indoors and not travel outside alone.

 
 
sketch-warehouses.png
by Midjourney
   

The Blackpool and Pilons

The dark waters of the harbour of Omberstad are dominated by the crag of black rock at it centre. Atop this, a large wooden crane lifts cargo from the ships at dock onto the bustling stone wharf. It is low tide now, and the slick vertical sides of the wharfs drop nearly ten metres into the deep water. The blackpool is crowded with cargo ships of various sizes, and across the water can be seen the private dock of Fort Kustos. At berth there is a bulky iron-clad warship, unloading barrels and other goods directly into the Fort iself.   Rumours and clues
  • Janus Wade is master of The Pilons, and controls all trade in and out of the Blackpool harbour.
  • Small boats can be sources of employment, hired, commandeered or potentially stolen. Movements are easily noticed without good cover stories.
  • Janus is looking for more workers to help offload special delivery that has just arrived on the ship docked at Fort Kustos
  • He will not hire Goblins for this work, but will hire them to fill in with other cargo handling.
  • There is a shortage of workers. Another has just failed to turn up for work, and recent disappearances. Janus blames lazy workers.
  • Janus will not undermine Lord Ackron, and will report any suspicions to the Guards.
  • Disgruntled workers, if plied, will reveal the ship docked at Fort Kustos came from the Empire of Novalucca under command of Dex Ulrot
  • Paperwork hidden in Janus' office, or careful observation, can reveal the Novaluccan ship is delivering blackpowder barrels to Fort Kustos
  • Paperwork also reveals another recent arrival is Ravac, the Nibbler, who hired a small boat from Janus.

 
 
sketch-blackpool.png
by Midjourney
     

The Icepen and Ladders

The cliffs above the main street of Omberstad lie forever in sleet-encrusted shadow. Wooden walkways and ladders cover the cliff in a chaotic jumble. Goblins stand huddled on the many rickety balconies, warming themselved next to steaming pipes that snake up from the town below, bringing heat even to this part of the town. Behind the balconies and ladders can be see tunnels that have been dug into the rock itself. This is where the remnants of the Tokari now live.   Rumours and clues
  • The goblins of The Icepen and Ladders live in the shanties and tunnels carved into the cliffs
  • They are fearful and distrustful of outsiders, even other goblins
  • Their leader is the Seer Yuchak, who does not reveal herself easily.
  • The goblins have heard of the The Talons of Aetora, many of them craving news of the war and the other islands.
  • Goblins can reveal the seclusion and irrational bouts of rage Lord Ackron has exhibited.
  • They are scared because of the dissapearances. Many suspect Lord Ackron's 'secret police'.
  • If Seer Yuchak can be convinced, she can help them into Fort Kustos, disguised as servants.
  • With difficulty, Yuchak and many of her goblins could be inspired to rise up in riot as diversion, or to help raid the castle.

 
 
sketch-icepens.png
by Midjourney
   

The Lux Steamhouse

A stream cascades down the valley, dividing the town. One one side are the cold heights of the Icepens, and on the other, the sun-drenched mansions that lead to the gates of Fort Kustos. Straddling the falls sits the town's famous Steamhouse. Wide balconies with wide glass doors reveal a warm comfort within. Along the banks of the river can be seen open baths, shrouded in a welcoming steam. Across the town, laughter and music drift from the Steamhouse promising a welcome respite from the cold.   Rumours and clues
  • The Lux Steam House is run by an aging adventurer and academic, Annika Lux
  • She is an uoutspoken advocate of goblin rights
  • Boarding and protection can be had here if Annika can be made to trust the Squad.
  • Annika will not support violent confrontation and will at first discourage any attempt to retrieve the Mirrorshield.
  • She was responsible for the original failed heist many years ago that saw the death of her goblin friend and the disfigurement of Gorias.
  • The Steam house provides warm water and air through a system of pipes to the town. The network connects the steamhouse to Fort Kustos.
  • She hates Akron with a passion, and would love to see him ousted. But not at the expense of others.
  • Masked Grace is a regular at the steam house, and has secret suspicions of heretical magics being employed by Akron.

 
 
sketch-bathhouse.png
by Midjourney
 
 
   

Into Fort Kustos

Once ready, the Squad needs to get into the Fort and pass its defences. There are multiple avenues, but the Squad may work out their own.
The low rays of the sun light up the high stone walls of the fort which rise unbroken nearly 100ft above the waters of the Blackpool. It's battlements loom over the town, while one wall stretches out across the harbour mouth. The central tower is carved into the black rock face of the cliff that rises nearly vertically above it, its heights lost in the mist.   Guards patrol the walls, carrying torches, and they oversee workers as they unload cargo from the warship currently docked at the Fort's private wharf.
sketch-fort.png
by Midjourney
Through the Steamhouse
  • The pipes from the steamhouse connect to most of the buildings across Omberstad.
  • The pipe to Fort Kustos is laid through a narrow service tunnel that is cut through the beadrock
  • The heat from the pipes makes it highly uncomfortable, and touching the pipes themsevles will burn. Anyone spending to much time in there will suffer levels of heat exhaustion.
  • Nests of rats and giant spiders have made their home in the warmth and protection of the tunnel
  • The pipes emerge into an underground room at the rear of the Fort. The door is heavy, locked and barred from within. The only key is held by Gorias in his private quarters, but the servants will often need it to perform maintenance duties.
  • Noise of combat in the tunnels, or breaking the door will likely alert the guards

 
Servants
  • Seer Yuchak can help the Squad enter the fort as new servants.
  • Servants are only permitted to wear a uniform of simple cloth robes
  • Servants entering the main gate will be inspected by the guards.
  • Anyone with weapons or armour on them will be immediately treated as hostile.
  • There is a secret way into the kitchen through the waste pipes, accessed below the external wall - dangerous due to the crashing surf and rocks.
  • These pipes also connect to the latrines in the couryard. Access by them will be a disgusting endeavor and make anyone who has done it easy to disover due to the smell.
  • Gear, such as armour or weapons, can be smuggled in food carts, but risks discovery should any guard become suspicious and decide to inspect.

 
Deliveries
  • The squad could pose as traders with Luger Vanderson, and seek audience with Gorias with weapons or produce.
  • They could also get work from Janus Wade delivering goods from the Pilons to the Fort. This will gain them access to the courtyard, but under heavy servailance.

 
Down the cliffs
  • The mountain cliffs above Fort Kustos are steep and treacherous. They act as a formidable natural barrier.
  • Climbing will be difficult, with slick vertical rockfaces and the strong winds will buffet any climber with sleet-encrusted squalls.
  • The final drop is over 100m, near vertical, to the roof and battlements of the Fort itself.
  • The mists will help hide any descent, and the guards do not pay attention to the mountain above them.
  • Dislodging rocks, or any excess noise, risks alerting the guards below
  • Falls may result in death, and also in alerting guards to the presence of unterlopers.

 
Secret cave entrance
  • If the squad somehow follows Ravac, the Nibbler in his hired boat, they may see him anchor in a concealed bay beneath the ocean wall of the fort.
  • The waves are big on this side of the headland, and any progress risks being smashed against the rocks
  • If Ravac notices the Squad, he will abandon his visit and return to Omberstad
  • If undiscoverd, wht Squad can observe Ravac wil enter the concealed cave just above the low-tide mark.
  • The entrance leads directly to the hidden cave system beneath the fort.

 
 
 

Inside the fort

The courtyard

Battlements and rooftops

Kitchens and quarters

Throne room

Ackron's tower

Gorias quarters

 

Escape

 

Complications

Betrayal

Difficult choices

Capture

If the squad are captured, or even turn themselves in, they will be stripped of gear and brought to audience with Lord Ackron and Gorias in the throne room.   They may be able to bargain for leniency through clever deception, giving away information about any allies who have helped them such as Annika Lux, or the location of Talon's Reach.  
  • Minor infractions will result in public imprisonment - cages that get strung up at the entrance to The Icepen and Ladders.
  • If it becomes known that the Squad are members of The Talons of Aetora, Gorias will instead take them to his cells beneath the fort.
   
 

Cast of characters

 

Our heroes

Background and bonds Secrets Resources  

Adversaries

Lord Protector Ackron Der Kustos
Character | Mar 6, 2023

Akron Der Kustos is the Lord Protector of Omberstad and invader of Uferbrech.

Role in the heist

  • During the heist Ackron stays within his private quarters, delegating the day to day running of the Fort to his advisor Gorias.
  • If discovered, any direct threat to Ackron's person brings down the full wrath of the Fort's defences.
spoiler
  • Ackron hasn't been seen outside his stronghold since the recent failure at the Drowning at Telela.
  • He has become obsessed with finding the location of the Talon's secret base.
  • Since the battle, he has become prone to irrational bouts of rage. Guards and servants alike have been attacked physically by him.
  • Servants and guards are no longer permitted in his private quarters for fear of setting off a rage
  • Now, only Gorias de Soto meets with Ackron
  • Ackron is actually a thrall to Gorias De Soto. His mind is nearly gone, and Gorias keeps him alive as a puppet only.

Role in the heist

  • Gorias will spend his time between his quarters and his private thrall-chamber.
  • If needed, he will attend visitors in the throne room
  • If visited by Ravac the Nibbler, he will be waiting in the caves
  • Will seek to keep his role a secret from all
  • Will avoid direct confrontation, relying on allies to cover his retreat.
  • He will call upon the Knives of Kustos and the Psyligs in any final confrontation
Rumours and clues
  • Gorias was a childhood friend of Annika Lux before her exile.
  • He was greatly weakened by an illness as a child, and has never recovered.
  • Gorias is a warlock follower of the Devourer and has been abducting goblins and others to convert into thralls to further his power.
  • Soldiers and guards, policing the town, avoiding capture or alarms
  • thralls
 

Allies

 

Neutrals and competitors

 
  • Fabian - Disgruntled/shamed officer
  • Visiting Usokufa and their bodyservants
  • Motu goblin intent on taking the Shield for the Motu clan rather than let it fall into the hands of the Tokari
  • Luger will want to steal the artefact for his own profit

Options:

  • Help from Tokari resistance, Icepens, Annika
  • Bribe Icerunners Guild, Smugglers from Camp Thrifty
  • Fly in, frontal assualt, smash and grab
  • Diversion(riot) / sabotage (destroy supplies/blackpowder)
  • Disguise and subterfuge - as servants, suppliers, visiting dignatories
  • Bribery, blackmail of the guard
  • Sneak in via the steam-pipes from the Steam house
  • Sneak in by climbing down/up the cliffs, find the cave entrance

Recon:

  • Troop movements, weaknesses, strengths
  • Map of the keep (from old slaves who helped in construction)
  • Knowing where in the fort the shield is held
  • Secret trade delegation activities

Secrets, rumours, clues

  • Memories and rumours of the original heist: Taktuk, icepen slaves > Annika
  • The fabled strength and ruthlessness of Akron
  • Rumours of where in the keep: slaves, servants, guards, visiting dignatory
  • Rumours of the secret cave entrance
  • Details of upcoming shipments, blackpowder on the docks
  • Disgruntled guards, dabbling in blackmarket
  • Missing goblin slaves, bodies traded in secret cove behind the keep, sold to visiting dignatories of the Usokufa, via the Good Doctor of Camp Thrifty
  • Akron as thrall
  • Gorias as warlock of Ghul Drazul
  • Secret trade with Gleaming City of husk-bodies drained by Gorias

Maps

 

Omberstad

Omberstad
Town map of Omberstad, port village and fort on the island Tokaru.

Fort Kustos

Fort Kustos
Map of Fort Kustos at Omberstad. It is the stronghold of the Lord Protector Ackron De Kustos.   Created using DungeonDraft and assets from Forgotten Adventures


Cover image: by Midjourney

Comments

Please Login in order to comment!