Description
A tale of four Assassins as they build their careers in the World of Greyhawk (a WOTC fantasy setting for the Dungeons and Dragons role-playing game). A saga where, curiously, the lead characters are devoid of morals and keen to excel in their fell arts in any way they can. The story is based directly on Dungeons and Dragons role-playing sessions and the writing gets steadily better as the writers learn their craft.
Details
Owner of this Channel: carathusWebsite: http://www.assassins.org.au
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PodNova Ranking: 15396
Available Episodes (79)
The assassins finally return to the real world after what seemed like weeks trapped in Hades.
The group finally reach their destination, and an ancient mystery is solved.
Their continued journey through the Grey Wastes turns interesting as they encounter a well known guardian of the outer realms.
Entering the portal to Hades the assassins begin their quest to recover the soul to secure their escape and find their way back to Almor.
The group explore the area and find themselves trapped in a pocket dimension occupied by a once powerful magic user. He tells his tale and the group are forced to make a difficult
Due to a bout of very bad weather the group spends some time in Donnington Hollow, a small village on the trade route between Del Mord and Tusk. They encounter some
Vesper tells the group a little of his past and then sends them on a quest deep into the Adri Forest to retrieve a powerful magical item.
Azareth is captured by some powerful individuals intent on exacting revenge for the death of the undertaker several months before.
Atilen follows Tara to a remote mining camp, deep inside Orc territory and begins to look around.
A young thief in Gryrax sets out to repay a debt and soon learns that keeping your word is not always easy.
The four assassins spend some time apart and tidy up one or two loose ends, and in some cases those loose ends tidy up the assassins.
Creighton wakes in the morning and makes an ominous discovery in the ashes of their fireplace; The Family have reached a decision concerning the fate of the four assassins.
A young man wakes up in a dungeon, his mind fuzzy after suffering days of torture at the hands of his captors.
The journey across the clouds to the Overlord's castle continues and the group face further challenges before they can complete their quest.
The group leave Hamlynn and begin their journey to rescue the village's children from the cruel Overlord. They soon realise that there is something all too familiar about the situation...
Keldirk prepares to eliminate the Overseer of the village of Hamlynn.
The group make their way to a small country village; a village completely devoid of children.
After battling their way out of the underground network of caves the group find themselves in a place unlike any other they have ever been.
The group wake up in completely unknown surrounds, with no food, no weapons, and no equipment they must use their wits to try and survive.
A chance encounter in the High Quarter leads Craven to help Kazza with a problem she is having.
A young man returns to his homeland to tidy up some loose ends after being away for many years.
Their trek through the tower continues, after barely surviving their fight with the apprentice the group now have to face the master himself.
Inside the tower, not everything goes smoothly. The group are faced with a series of challenges until they are forced to fight for their lives.
The assassins enter the tower of a powerful wizard in order to obtain the wizard's staff as payment for their use of The Whistler.
Craven has finally succumbed to the call of Natasha and left the Whistler in her loving embrace. Natasha's spectacular arrival attracted the attention of Ambassador Shade and he along...
The Whistler's renovations are complete and everything is ready for the grand opening of the River Quarter's latest tavern and the night will be one that the invited guests will not...
After a disasterous rescue attempt the assassins are interrogated by Sapphire as she puts together a report to send back to the Olman Islands.
After returning to rescure the group from the Clenched Fist company, Craven helps to escort the group back to Del Mord.
Azareth clings to life after Craven brutally attacked him while a second group of adventurers seek the tomb. The Clenched Fist company are intent on making certain that all the spoils...
The assassins finally reach their destination and begin to explore the tomb. Unsurprisingly the crypt does not have a few tricks in store to keep out any unwanted visitors.
Azareth begin to suspect that the change in Craven is something that is being brought upon him by outside factors.
Having purchased the map to the tomb of Finn Thrommel, the assassins head out of Del Mord in search of the tomb. Craven causes a stir when he insists that they travel only at night...
The group discuss what they learned in their eavesdropping and decide that the Del Mord undertaker must be killed. Craven unfortunatley misses the action after being arrested for
The assassins discover a hidden underground chamber and stop to overhear a secret meeting between one or more familiar people.
The group locate the sewer entrance marked on Runcas' map and decide to get themselves wet exploring the area.
The assassins regroup after a stressful few days and Saradock adds insult to injury as he delivers some bad news concerning the outcome of their most recent assignment.
A group of bounty hunters assemble to track down "The Butcher of Del Docks"; the notorious serial killer responsible for numerous deaths in the River Quarter.
The group get to work on their next job; they spend some time in the high quarter followed by a trip outside the city.
Craven struggles to survive in the sewers; dark, lost and alone and threatened by a large crocodile.
Craven is lost and the remaining three assassins struggle to make it out of the flooded sewer system alive.
Following Runcas' map the assassins take a trip through the Del Mord Sewer system, unfortunatley the weather turns nasty and so does their situation.
The assassins wake up the morning after the membership party feeling a little worse for wear but they can't afford to take it easy as they find some crucial information regarding the...
Azareth, Craven and Keldirk spend the night in The Whistler while Creighton recovers in his bed at the River Snag Hostel.
In the aftermath of the battle with Runcas there is some friction between the group. Creighton is badly wounded and Kelirk once more doubts Craven's loyalty to the group.
The assassins put their plan to capture the goblin Runcas into action but things go horribly awry.
The Pelorian Inquisition arrive in Del Mord and the assassins plan their next move.
A group of adventurers are engaged to retrieve an item from a remote dungeon and Ambassador Shade has a political meeting with representatives from other regional governments.
Azareth and Keldirk spend a few nights at the Del Mord cemetary looking for any signs of trouble, unfortunately trouble finds them.
The assassin's each do their own thing and Creighton makes an interesting discovery.
The assassins get their next assignment and catch a show.
The group decide to tackle the Ghost of the Whistler head on and learn some interesting information.
Slick gives Keldirk some information regarding the person who handed him over to Darvon the Flame.
While shopping for supplies Creighton has a chance encounter with Babyface.
Craven is invited to go on an amazing journey with Kazza where he meets the seductive Natasha.
Keldirk is out and about when he hears some news that could seriously impact the lives of the entire group.
The group enter the old city to help Azareth pay his debt to the magical orb when they unexpectedly run into an "old friend".
There is friction within the group as Azareth reveals that he has been experimenting with the magical orb.
The group each spend the night pursuing their own interests. Azareth studies the magical orb, Creighton plays cards with his friends while Craven and Keldirk enjoy a fine meal at the...
The assassins spend the night in the tavern, and discover that this mission won't be quite as simple as they thought it might be.
After all of them having secured membership with the Foreign Quarter guild the group are given the job to clear out a tavern in the River Quarter.
The group examine the spoils Azareth's fight with the watchman and get a number of surprises, some pleasant some not so pleasant.
Azareth takes his test to join the Thieves Guild and Craven joins him to lend a hand.
The assassins are introduced to the Guild Master of the Foreign Quarter thieves guild.
Craven, Creighton and Keldirk get a job with the Thieves Guild while Azareth makes some new friends.
Azareth and Craven attend the funeral of Seargent Dunne. Afterwards Azareth enjoys some time amidst the intellectuals while Craven gets himself into a little trouble.
Azerth and Creighton arrive in Del Mord and join their fellow assassins.
Craven and Keldirk set about eliminating their next target while Saradock meets Azareth and Creighton on their war to Del Mord.
Saradock gives the assassins their next job, while the pair continue their investigation surrounding the death of Argos.
Craven attends Argos' Funeral; after which he and Keldirk dig up the body to retrieve his face.
Azareth and Creighton arrive in Chathold after a long and boring sea voyage. They have a few days to amuse themselves before they leave to meet the others.
Argos' body is found dead in his room, but not all is as it should be.
Craven and Keldirk have been given their first assignment, and for Craven especially this one will be very difficult.
Argos, Craven and Keldirk seek to join a guild but first they have to prove their worth to their recruiter.
Finally in Del Mord, the trio take up residence in a tavern called The Warhorse and get to know some of the locals.
Argos, Craven and Keldirk journey from Chathold to Del Mord. They hire on as mercenaries guarding a merchant caravan but their trip attracts some unwelcome attention.
Argos, Craven and Keldirk arrive in Chathold.
A second group of young men is sent to Del Mord to meet up with the first group.
Their journey begins - the newly formed group board the ship that will take them to Del Mord.
Three young men are set on their paths by the Marque de'Ahb - the Grandfather of Assassins.

