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Thread: Chapter 6.12: The Phileasson Saga - Part 12: Old Friends, Old Enemies

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    The Dark Banana Chapter 6.12: The Phileasson Saga - Part 12: Old Friends, Old Enemies



    https://app.roll20.net/join/66823/

    The Phileason Saga - Part One (of Twelve): A Struggle gets Hairy!
    or
    How we all ended up on a Fucking Boat?
    or
    The Hunt for a Face Dongler!


    Starting this sunday January the 13th!

    Featuring Special Guest Star Appearance of:


    Fred Fiddich





















    #The Story so far! (The TLDNR Edition)




    Once upon a time in Thorwal, there were two ship captains.


    One of them was ruthless and feared among all the merchant sailors in the west of Aventuria. His people called him Beorn the Blinder and he was considered the best privateer of Thorwal.



    The other one was bold and brave, a true adventurer that has lead many Thorwallian expeditions to foreign lands. The people of Thorwal called him Phileasson the Foggwolf.


    Both captains used to be friends until Phileasson accidentally let Beorn's sister drown during a ship race. The struggle between Beorn and Phileasson peaked at the winter solstice celebration 1007 after Bosporan's Fall. The high Hetwoman Garhelt Rolifsdottir-Jandasdottir got so annoyed by this ongoing pissing contest that she wanted it finally resolved. For that reason she reactivated the old title “King of the Seas”. A title with absolutly no lands, rights and/or power connected.
    Only the prestige to carry it would be granted to the captain that would solve more of the 12 quests all around the Aventuria. The captains were allowed to use their own ships but had to recruit a completely new crew.



    The quests were forwarded to the captains through a Travia cleric.


    Beorn's cleric was called Lenya and used to have a bellow the belt relationship with Glen's younger brother Fred.


    Phileassons' cleric was called Shaya Lifgundsdottir, a short woman with a heart of gold.


    Obviously the heroes of our story joined the Foggwulf's new crew to appease Glen's father who was mad at him: Glen lost a brawl against his former fiance Jasma that determined if Glen's clan would still lead the fleet of their village's dragonboats. The leadership of the Fiddich's was questioned when Glen's older brother was caught by the Al'Anfanian Armada and his father got bedridden due to a mast collapsing on his “good” leg.


    Other people in Phileassons' crew are:


    Raluf the Bold is a gentle giant with red hair and unusual strength.


    Ynu the Moha was a slave to the Al Anfanian Empire until he was freed by Thorwallian privateers. Originally he came from the southern islands of Aventuria and therefore he has heavily tattooed bronze skin and black hair and he really, really, REALLY prefers warmer weather and is SUPER superstitious.



    Uncle Folker
    A bard that is the source of great entertainment for the crew. He always knows the right song or tale of folklore at the campfire and he has a great collection of dirty jokes.




    Crottet

    Crottet was a Nivese hunter and trapper that originally joined the crew in Thorwal but later left the crew to rejoin his tribe after the Wolf of Misfortune


    Part 1: A struggle gets hairy or the hunt for a face dongler


    The first quest lead the adventurers north to the Yeti Island where they had to find and catch a living face dongler (a mammoth). The journey lead them to a forgotten valley with volcanic springs where thunder lizards (read dinosaurs) and face donglers dwell. After a short but hard hunt Phileassons crew secured a face dongler child and sent it back to Thorwal while a part of the crew went on an expedition for the second quest.


    Part 2: The legendary Skytower


    The second quest tasked the captains to find the legendary Skytower. If Columbia is Rapture in the sky, the Skytower is the elvish version of it made out Ice. The ancient Elfs called this place Ometheon, a tower that was carved into an Iceberg consisting of over 20 levels. Most of the levels were dedicated to guilds and artisans. Like every near utopian society the Skytower had a dark secret:
    Originally founded by two brothers the Skytower was a place of art, science and magic. One of the brothers was Ometheon, a great engineer and scientist. Pardona, an agent of the Nameless god infiltrated the society of the Skytower and seduced him. She put the idea in his head that he himself could become a divine being through science and magic. With his skill and mind Ometheon challenged the ancient gods up in the sky(heaven) and with Pardona as his high priestess he amassed a huge following among the Elves.


    Emetiel, Ometheon's brother, and the council of the high Elves feared the wrath of the old gods of the Elves and so they ordered that Ometheon had to be put on trial for his heresy. After Pardona failed to seduce Emetiel, she stole a dagger from him so that she could murder Ometheon before he was locked up by the council.


    She then proclaimed to her followers that Ometheon was murdered by Emetiel and the council so that their faith would be silenced. Therefore the followers armed themselves and started a rebellion. The council was slaughtered and Emetiel lead only a few survivors out of the Skytower. Pardona and her forces tried to confront the fleeing Elves but they were saved by the Elven Dragon God Pyrdacor.


    The Elven tribes that were saved by the Dragon and survived the onslaught in the following years are now known as Firn Elves.


    The fall of the Skytower signified the end of the high Elven era and was the fall of the first Elven city, therefore this event has become known among the Elves as the Skystorm.


    When our heroes arrived at the Skytower, they found it abandoned and only piece by piece they were able to reestablish what has happened here. Deeper and deeper they ventured into the tower. Eventually in Pardona's dark temple they found out what eventually happened to the followers of Pardona. Through experiments and the dark ritual's of the nameless god she transformed them into a new race of dark elves, the Shakagra. The Shakagra then built a city of their own below the Skytower on the floor of the ocean.


    The heroes realized that the dark Elves were huge in numbers and well prepared for war due to the massive amount of human and Dwarven slaves in their mines and foundries. The heroes freed some of the Dwarven slaves but it took not long until their missing was noticed. The Dark Elves chased them out of the tower but lost their track in a snow storm.



    Among the slaves the heroes freed, one stood out, Abdul El Mazar, a Tulamid wizard had been held captive by Pardona. The poor soul lost his mind during his captivity. He spends most of his time mumbling and singing children songs to himself. Only in few clear moments he shows a glimpse of his former well educated mind and some of his near prophetic abilities.



    In this storm the heroes found Jasma who lost Beorn's group after her snow sailor crashed. Phileasson did not dare to go back to the cursed tower to warn Beorn so he offered Jasma a spot on his ship the Sea Hawk.
    As the heroes nearly reached their ship they were ambushed by Dark Elves riding on strange ice dragons. Obviously the heroes bested them and then drove their ship to the city of Riva.


    Part 3: The Wolf of Misfortune


    The next prophecy sent the heroes to fight a fight without arms in the mountains of the Nivese homeland so that they could pick up the trail of the wolf again.
    Little did they know that this quest was connected to their former adventure. The Dark Elves had recovered a dagger with blood from Crottet the Nievese. In a powerful ritual of blood magic they cursed Crottet's entire blood line to be haunted by a strange plague.


    It became clear to Phileassons' group that fighting this plague was the third quest and so they traveled to the Nivese mountains together with a doctor and a Peraine cleric from Riva.


    Although the heroes did their best to save Crottet's tribe still more than half of it died before a cure was found. Since a lot of tools and pelts were tainted from the plague the heroes and the doctor had to burn them. This meant that the Nivese clan was now low in numbers and poor even by their standards. This is why Crottet's sister Nirka decides to sell a chunk of the clan's Karen herd (read: reindeer) so that they can trade new tools and pelts at the Bornish markets.


    Nirka is a wolfchild which means she is a shapeshifter that spends her life as a human and as a wolf. Her mate is a wolf called blue eyes that travels with the group.


    During the trip the heroes find themselves in a magic forest. Here they meet Niamh Biangala, one of the last Light Elves that still dwells in Aventuria. She used to be an advisor to the last king of the high Elves. She tells the heroes the tale of the fall of Tie'Shianna, the capital of the Elven kingdom that existed before the first humans settled on Aventuria
    After the fall of the Skytower Pardona and her army of Dark Elves started a campaign against the Elves of Aventuria. She won the Ogres, the Trolls and the Orcs for her crusade and one by one the cities of the Elves fell until only Tie'Shianna was left. The high King Fenvarien and his siblings were the last to hold the line so that at least some of the Elves could escape Tie'Shianna's destruction. Most of the Elves left for the Islands beyond the Fog while a few of them stayed to found the Elven tribes now known to the men of Aventuria as Meadow and Forest Elves.
    Pardona's victory came with a heavy price since she had to make a deal with an arch demon to overcome the final Elven city. Not even the Nameless god could save her from servitude in hell. This is why Niamh is startled when the heroes tell her that Ometheon's power has returned and that the Dark Elves are prepared for war. She assumes that this can only mean that Pardona has returned and that the heroes should be cautious since Pardona is a mistress of deceive and a foe with plans that normally exceed the lifespan of a human being.


    Part 4: On the Wolf Track


    Finally the Karen track reaches the capital of the Bornland, Festum. Here Crottet decides to leave the group together with his sister Nirka and the heroes also receive the next Quest: They are supposed to search for the legendary sword that once belonged to a hero of the realm who was known as Erm Sen the Steppen-Wolf (yeah like the band).


    First the heroes traveled to Vallusa to pick up the trail of Erm Sen. There the clues pointed them to Ysilia, the first city that was destroyed by Galotta's ogre scheme. Here the heroes accidentally helped to resurrect the “Beni Geraut Schie” Lailath.


    Lailath
    She was chosen to bring back the magic sword Selflanatil (Silverflame) to her people after it was taken from them by Erm Sen who defeated its original keeper in a melee during the realms campaign against the Novadi. The Beni Geraut Schie are the Elves that settled in the ruins of Tie'Shianna. Once the expedition forces of the realm came to close to the sacred city the Desert Elves joined the fight on the side of the Novadi in order to repel the foreign invaders who did not respect the borders of the Elven tribes like the Novadi did. The Novadi and the Elves were successful but Erm Sen did not fall during the war but returned to the realm where his unit was disbanded.
    So Lailath hunted him down to Ysilia where she challenged Erm Sen to a duel that she eventually lost but with her mission incomplete her soul was not allowed to leave this world and so she stole essence of travelers that passed her grave until she was able to return to a living form.


    Her search for the blade lead her to the Dragonstone Mountains where she joined Phileassons group. Erm Sen's final resting place was in the caverns below a destroyed castle. In those very caverns Phileasson and his party ran into Beorn and Lenya the other Travia cleric. Both were the sole survivors of Beorn's original group but they had picked up other adventurers on the way.


    Beorn calls Phileasson a traitor and a coward since he did not help his group to survive at the Skytower and instead left them behind like he left behind Beorn's sister to ensure his victory.


    A brawl between both groups breaks out but it is Phileasson's group that secures the sword.


    Part 5: H'Ranga's Children


    The next prophecy tasks the adventurers to hunt down a tooth of a sea serpent. They enlist on a ship in Mendena that hunts shark in the waters around the Island of Maraskan. Their first attempt to hunt down a sea serpent fails miserably and nearly sinks the ship. Since the ship is leaking they are forced to find refuge in the besieged harbor of Boran, the last city that is held by the Maraskan resistance against the Middle Realms expedition fleet.
    At the sea blockade surrounding Boran Kurth is tasked by his order to find the Pirat Captain, Smuggler and Freedom Fighter Kodnas Han who is actually the only captain bold enough to still sneak through the sea blockade. After an episode with a demented wizard (The Dark Banana's version of Gandalf) and a Vampire Elf sent by Pardona the group loses Jasma in the jungle of Maraskan but learn about a Sea Serpent graveyard in a cavern where the teeth of Sea Serpents should be easy to find.
    So back in Boran they promise captain Kodnas Han gold and artifacts from the Skytower if he takes them to that graveyard. Kodnas Han agrees to the deal since he is in need for coin to keep his rebellion going.


    At the graveyard the heroes find out that Beorn and his group had already trashed the place, making the local sea serpent worshiping lizard people tribe upset. To make things worse a sea serpent decides to end his life by slaughtering both fighting parties in the cavern. Phileassons crew kills the sea serpent and chases the lizard people away.


    The group returns to Kodnas Han's ship with a tooth of a sea serpent. As an Imperial ship is spotted by Kodnas Han's crew the heroes betray the captain by convincing the crew to turn on him and his ideals instead of trying to keep the war against the Empire going. Kodnas Han is then imprisoned and turned over to the Imperial troops. The imprissonement of Maraskans greatest freedom fighters leads to the eventual fall of Boran and to one of the biggest bloodsheds ever commited by the Bannray Order.


    Part 6: The search for the Largala'Hen


    The sixth prophecy takes the heroes and their new ship “the crimson tide” to the Sargossa Sea, an artificial island made out of alga that has grown around a ship wrecked Elven galleon that was carrying yet another lost artifact from Tie'Shianna. The Largala'Hen was a grail that allowed a demon abomination called the Mactans to stay in our world without being banished overtime. His poisonus algae grew around the ship and created the Sargossa Sea, a giant trap for ships where the Mactans' demon spider offspring could breed.
    The Mactans himself was originally summoned by two mages who wanted to recover the grail from the enchanted ship but once the demon had tapped into the infinite power source of the artifact it turned on the mages leaving them trapped on the artificial island.


    Beorn had also arrived at this cursed place and like Phileassons crew one of the mages tried to win him over to defeat the Mactans. Both crews had crafted weaponsout of sea serpent teeth and were therefore capable of banishing the demon. Since none of the captains trusted the mages they formed a fragile alliance against the Mactans. They coordinated their assault on the Spider Demon's lair without telling the mages.
    Beorn however did not stick to the original plan to defeat the Mactans first and then to have a race for the grail just like they had with the sword before. He instead ordered a few of his men to steal the grail during the chaos of the fight.
    As the Mactans realized that his power source had been stolen and that his defeat by the sea serpent weapons was imminent, he grabbed his two former master with one of his many tentacles and ran away.


    Phileasson and his party had to accept the defeat through Beorn's betrayal and set sails for Khunchom where they would meet up with the Sea Hawk, Phileassons own ship that had finally made it to the east coast of Aventuria.


    Part 6.5: The Lion and the Raven


    In Khunchom the heroes ran into Nahema, one of the shrouded masters that they had encountered before. Once again Nahema had decided to interfere in the wars of mortal men. The Al'Anfanian Empire had expanded north and conquered most of the desert Khom and the Tulamid cities at the coast. During the war against the Novadi and Tulamid tribes the Al'Anfanian Emperor Tar Honak had revealed his true face. Unlike his followers believe he is not the avatar of Boron the Raven god in our world, instead he used his position as the leader of the Boron church to twist the gospel and rites of his people so that they would worship the nameless god without their knowing.
    This charade reached its pinnacle a few years ago when he cursed an entire Novadi army to lose its ability to speak. The Novadis were unable to utter orders and assured the Al'Anfanian victory and the death of the khalif of the Novadi tribes. The Battle of Silence was considered a wonder of Boron and amplified the Al'Anfanian expansion.
    Nahema could not stand there and watch while a champion of the Nameless God enslaved the south of Aventuria in the name of one of the Twelve and so she put a plan in motion.
    A new khalif had to be found that could unite the defeated Novadi tribes again. Winning the support of the middle realm was impossible since the Keeper of the Realm Prince Brin's mother is also related to Tar Honak, so Nahema convinced the merchants of the Bornland that the fine silks and carpets from the Tulamid cities were cheaper to buy from the Tulamids than from the greedy imperialistic Al'Anfanians.
    Then a marriage between Tar Honak and a Tulamid princess had to be arranged.
    After that she had to find a group of Assassins that would be ready when the final piece was in place.
    The final piece was a domino stone that would need to fall to set her plan in motion. That stone is called Selem a harbor city that supplies Tar Honak's army with a fresh supply of slave soldiers that he would need to battle the newly reunited tribes.
    Nahemas' assassins knew that the Black Armada was on it's way to resupply Selem. If the Armada was stopped before it reached Selem, its slaves convinced to fight along side Bornish Expedition Forces to retake Selem, then Tar Honak and his army had to pause his campaign and relocate to the fortress of his new father in law that was easier to defend against the horse tribes of the Novadis. There Nahema's trap would snap.


    Nahema convinced the heroes that their and Phileassons' ship had to support the infamous Novadi Pirat Captain El Harkir in his attempt to capture the galleons of the Black Armada. She also points out that the desert Khom holds a secret that can not fall into the hands of the Nameless God's servants while she blinks at Lailath.


    The battle between the small fleet from Khunchom and the black Armada ended with a victory for our heroes, the reunion of the Fiddich brothers Ben and Glen and with the young Darion Paligan, the Black Admiral of the Al'Anfanian Armada becoming El Harkir's hostage.
    Last edited by Crusader; Dec 4th, 2016 at 05:03:43 PM.

  2. #2
    TheHolo.Net Poster

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    The time of bloody swords has dawned,
    but do not mess with the things you can't comprehend,
    There is just one you have to defeat.
    Sometimes you must ally yourself with evil to defeat evil.
    Act in the sense of the divine Phex and you might perhaps return.



    #The Story so far! (The TLDNR Edition Part 2)

    After the victory on the sea the fleet of Novadis, Tulamids, Bornish and Al'Anfanian slaves liberated Selem in a single night thanks to covert ops mission by our heroes that managed to remove Selems fortification out of the equation.

    Part 7: Like the Wind of the Desert

    In Selem the next prophecy employed our heroes to find a prophet. The prophet was quickly found and after a ridiculous horse race, a band of beggars and adventurers left Selem and tried to make their way through the desert of Khom.

    Meanwhile a completly different group of adventurers assassinated the Emperor of Al'Anfa in his bathtub.

    Fate lead the caravan of beggars to the ruins of Tie'Shianna the former capital of the Elven Kingdom.

    Here Phileasson was reunited with his adversary Beorn who had also made it there but who had lost his Travia Priestess Lenya in the burning heat of the desert. The Beni Geraut Shie, the remnant of Tie'Shianna's former society, welcomed both groups with open arms because they returned the sacred sword and grail to them.

    In a ritual the city of Tie'Shianna was uncovered by the desert Elfs from the sand of centuries so that the adventurers were able to put the items back into their place at the temple of Orima.

    Orima thanked the heroes and revealed the true purpose of this quest to them:
    They are supposed to find the Elfish High King Fenvarien that many thought dead after the defeat in Tie'Shianna. Nobody knows where he is now except for the royal companion who stood with him to the very last minute of the battle. Orima tells you that only at The Land Beyond the Fog you will be able to find him.

    Then Orima granted the person who first picks up the flute that lies to her feet a wish. Unfortunately Phil fell over Lailath in the race for the flute therefore allowing Beorn to reach the flute first. Beorn wished himself and his companions to the Land beyond Fog while leaving Phileasson and his crew in the desert.

    Part 8: The Prophet moves on

    Then the heroes had to find another way to the Land beyond the Fog but first they helped the prophet Ben Aram and his beggars to reach their promised land. Here they set the foundation of a new village called Brokscal. After making friends with the neighbors, building lot's of new houses and some adventures in the jungle the village was attacked by lizard people and its citizens were abducted to the Valley of the Lizard Gods.

    Part 9: The Valley of the Lizard Gods


    Phileassons crew formed a search and rescue party since Phileasson did not want to lose his precious Travia Priestess as well. The first challenge was climbing the stairs that lead to the Lizard people's sacred city on top of the mountain that eats your soul. On the way up the heroes had to realize that this was not a case of false advertisement.

    On top of the mountain the party found themselves in the middle of a power struggle between the Lizard's high priests for the office of their great spiritual leader. The heroes sided with the high priestess of H'Szint and were able to frame the high priest of the lizard's war god for the murder of the former Grand High Priest of the Lizards. After a long battle that involved a huge thunder lizard that eventually nearly killed his master than it realized that he had failed his god, the citizens of Brokscal were allowed to return to their village so that they could start rebuilding it.

    Parallel to that the heroes double crossed a shape shifting demon that had given them a model of an Elfish galley, the Taubralir.

    #The Story so far! (The TLDNR Edition Part 3)

    Part 10: The Land beyond the Fog

    The magical ship Taubralir took the heroes to the land beyond the fog. A place removed from the world of Aventuria, hidden on a magic plane. The Lyr as its Elfish inhabitants call it is a spiral of islands on an nearly endless ocean with a blue sky that has no sun. Originally this place was created as a living canvas by the High King of the Elves Fenvarian. It retold the stories and folklore of the Elves and only King Fenvarians closest friends were allowed to go there but when Tie'Shianna fell some Elves were teleported there so that they could survive its destruction. Unfortunately the Lyr is a reflection of King Fenvarien's mind and so in his absence the land beyond the fog broke apart and formed a spiral of islands. But not only the land was fractured it's people became also split.
    A few of the Elves felt betrayed by the old gods of the Elves and abandoned their religion like the Elves of Aventuria did while the others tried to hang on to the old believes. The first group was then called the Wild Folk, the former one the Vislani or the Old Folk. The land beyond the fog entered a stage of civil war when the old folk decided it was time to reunite under a new king. The wild folk die not want to accept any of the Old Folks Star Carriers (people of a special Elven blood line that carry a birth mark in the shape of a star on their shoulder) as new kings and went into the woods of the islands abandoning their brothers and sisters in the Elven cities. The Old Folk was furious about their ignorance and used the special powers of the Lyr against them:
    The land beyond the fog is fueled by Elvish Folklore that is passed along in song and tales at the campfire. So the Old Folk created a new clan of bards called the Vislani that corrupted the Folklore of the Elves by telling stories of evil nightmarish creatures that live in the woods. The Vislani traveled to the campfires of the wild folk and to the towns of the old folk and spread these stories. Soon wild folk people went missing in the woods, slain by creatures from the stories of the Vislani. So the Wild Folk started hunting down Vislani bards until those got bodyguards made out of empty steel armor known as the Ghost Warriors. As the war raged on a third party emerged from both groups the Sea Folk. People who did not want a part in this brother war build ships and decided to try to find their luck on the outer islands of the spiral.

    The Sea Folk were the first to run into our heroes. At that time they had already lost one of their dearest friends on the Lyr. Lailath, the Elf, that died centuries ago but who's soul was trapped in Aventuria until her former failure was undone had lead the heroes to the Lyr and felt finally relieved from the burden that her second life had forced upon her. So she spread her sand together with the sand of her ancestors in the winds of the Lyr.

    Soon the heroes relieved the folklore and stories of the Elves on the outer islands of the Lyr. But the Sea Folk warned them of the Lost Island where the Snake King rules so they stayed away from his realm. The Snake King escaped the destruction of the Lizard Empire in the Dragon Wars a thousand years ago by fleeing to the astral planes where he traveled with his people aimlessly until he ended up on the Lyr. Soon he understood the power of this place and created an army and a kingdom of its own by hoarding magical items that allowed him to bent the thin rules of reality on this plane. Among those items was the Cauldron of Cammelan that allowed him to prolong his life and to raise his followers from the dead.

    The Old Folk feared the power of the Lizard people in their realm, especially after the Cauldron was stolen from them. So they negotiated a truce with the Snake King. They offered Wild Folk slaves as a payment for peace and the Snake King agreed to those terms.

    Our heroes traveled further along the spiral shaped island formation and had many memorable adventures, like the island of the talking skull (that they adopted), cat island (that tried to adopt them) and the island of the dark cavern where they had to confront versions of their own self (A fight that not everyone was mastered). They also met the Elfish version of father Christmas who had many gifts for them.

    On the Island of Shaltyr our heroes were invited to the city Ta'Lisseni, a city of the Old Folk. There our heroes were mistaken as followers of Beorn and imprisoned. Beorn had made it to the Lyr two years earlier due to the strange ways time seems to pass in the land beyond the fog. He turned the tides of the Elfish civil war by teaching the Wild Folk how to build better ships and siege engines. Soon the walls of the first cities of the Old Folk fell and they started to fear all "round ears".

    In the prison of the Old Folk our party met Faelanthîr, an Elf that looks like an identical twin to Dasquian except for the fact that one of his eyes was blind and he did not have a great haircut as well.




    Faelanthîr was a prisoner of the Vislani because of his lover Yrbilya, a dryad and the mother of his children. Yrbilya is the keeper of a floating tree island that the vislani need to travel the Lyr to father Christmas forge where he creates the Ghost Warriors as gifts for them. Yrbilya sees a chance in the arrival of the heroes and sets a plan in motion to free her lover. She gives the heroes their inventory back and provides them with the means to escape the prison but for her plan to work the heroes have to meet her on the other side of the island because she is not able to smuggle them out of the harbor of Ta'Lisseni on her living island.

    Unfortunately Shaltyr is the island that tells the story of Tie'Shianna and unlike Yrbilya's plan had foreseen it our heroes do not enter the end of the cycle of its downfall but the beginning of it. Soon our heroes end up behind of the besieged walls of Tie'Shianna fighting along side Elven legends like Lariel the Tempest in the Twigs, Oisin Spellsinger and Niamh Goldhair. As the days pass the heroes climb in the ranks of the Elves until they find themselves among King Fenvariens very own council. They witness the deaths of many great Elfen heroes but the most memorable one will be the one of Oisin Spellsinger who went down singing a song of his lover Niamh while slaying a giant Wormbeast. The Elves that are trapped in the city hope for the arrival of Adernath the leader of Fenvarian's Kingsguard who promised to come back with the hippogriffin riders of the south.

    But once he arrives the city is already lost. Most of the city had either died or was evacuated through magic portals or by a daring horseback assault of Lariel. Adernath meets the heroes on the battlefield and offers them his hippogriffins as a means of escape so that he and his king might fend the enemy of in order to secure their escape. As Adernath and Faelanthîr meet in the turmoil of this final battle for Tie'Shianna, they share a moment of disbelief since for them it is like they are looking into a mirror. Adernath shares the same face as Faelanthîr except for the fact that Adernath's blind eye had been replaced by an artifical eye made out of diamonds.

    Eventually the heroes escape out of Tie'Shianna and meet up with Yrbilya who tells them that their magical ship has been brought to one of the inner islands.

    On the trip to the inner islands the heroes pick up an old wise man called Gwern and his niece Swelfa, the last person who had been resurrected in the Cauldron of Cammelan before it was stolen. Gwern is capable of boiling a person in the correct way so that its wounds and illnesses disappear while not destroying the body in the process but he is not able to perform the actual ritual that guides the soul back into a dead body. Therefore the group needs the leader of the Wild Folk Shadruel, a lore master and former Vislani, that his people call the young wise man.

    The heroes now know that Faelanthîr is a star carrier and a descendant of one of Adernath's two children Faelaquian and Dasnthîr. Adernath fought alongside Fenvarian to the very last minute so he is very likely the royal companion who knows where Pardona imprisoned Fenvarian that the Goddess Orima spoke of. There is just one problem Faelanthîr needs to die if they want to allow Adernath's soul to be reborn in Faelanthîr's body.

    In the meantime the heroes managed to recover their beloved ship from the Old Folk.

    At the ruins of Djanilla Phileasson and his crew meet Shadruel and Beorn. Both of them agree to help with the ritual. Shadruel knows that he can end the brother war with the help of the High King and Beorn demands that the heroes will share the points for this adventure with him and that he and his crew is allowed to leave the land beyond the fog on Taubralir, in return he offers his army and help during the assault and the ritual at the Snake King's lair.

    For the people who couldn't make it to our last session, here again the last moments of Matt Smith 2&3.



    The Return of the Royal Companion

    You can't see your feet anymore due to minor ghosts that slide over the floor. More and more spill out of the cauldron while the lit up ornaments glow and pulse stronger and stronger under Shadruels song. Shadruels' voice is rising for a final note and then silence. A bright flash fills the platform. A red sun rises and a terrifying, ear-piercing cry that can be heard even in the valley bellow.

    Quick you run to the cauldron in order to pull the spastic twitching Faelanthîr out of the steeming cauldron. The Elf appears to be fragile like a newborn child. His eyes are looking around without focus and his movements are erratic and weak once the twitching has stopped.
    The few moments of silence, during which Shaya dabs his wet and cold forehead, are quick over, when Faelanthîr is shaken by a bloody cough and strong seizures.With a shivery voice he starts talking in High Elfish.
    Shadruel starts to translate it for you as quick as he can:
    "It was high up in the North, between Darialya and the great bay with the many lakes. There the Dhaza (Elfish for the Nameless) had us build a dungeon by the Fialgra (High Elfish for Orcs). Near the spring of the Alwa(which the round ears call Upvalla), we were imprisoned inside a hill. There we were buried alive. Little by little we were seduced by the idea to give ourselves to Zerzal (the goddess of Hunt and Death). The only freedom that was left to us was choosing over our own death and a many of us few who stayed with the king until the end of Tie'Shianna had chosen the easy way out. But I and my king we kept going. I dreamed of the day where the earth would tremble and a star would fall from the sky so that then my King would be free again."

    Again the Elf twitches and spits blood as he tries to speak again. You can hardly hear his silent voice:

    "Before Zerzal finally takes me away, I have a final request for you, my friends... When you one day stand infront of my king, then tell him that I still love him and that I forgi..."

    Without finishing his final sentence Faelanthîr... Adernath, the royal companion, is silenced forever.





    Prophecy 11: The Old King
    High up north at the spring of a river, there waits a dark minded man in the Valley of Dreams.
    When a star falls from the sky and Ingerimm let's the world tremble, the day of his freedom has come.
    But he will need help to find fortune in his freedom.

    After finishing the ritual both parties travel back from the land beyond the fog to Thorwal where they find out that the original sponsor of this competition High Hetwoman Garhelt has passed and that now her son Tronde has become the High Hetman of Thorwall. Thanks to the information gathered through the ritual the heroes now know that High King Fenvarien is held prisoner in a dungeon close to the borders of the Orcland. Before the two captains leave to rescue the high king, Tronde Torbenson declares that the race is a tie so far.

    As the heroes approach the valley of dreams where they suspect the prison of Fenvarien they witness a meteor crushing into the mountainside as if Ingerim himself used his hammer to split the anvil that held the high king a prisoner for centuries.

    The heroes inspect the "eternal" prison of high king Fenvarien but they only find the corpses of the high king's guard but not the king himself. It is here they realize that Fenvarien must have killed Adernath when only the two were left after everybody else had committed suicide.

    As the heroes reemerge from the prison they find out that the High King was already found by Beorn's crew. The high King is in a mentally very unstable condition, not even able to communicate and hardly able to look after himself.



    Prophecy 12: Old Friends, Old Enemies
    What a gift is a song?
    It may cure sorrow where words fail.
    It may smooth the curly waves of the mind and give Oblivion where memory means pain.
    There, where the Nivese gain a week in one night, the spell may be broken.
    Bring the Lady of the Forest to the suffering friend and he will be saved.

    As the heroes receive the 12th prophecy they get betrayed by Belasca (Beorn's mage) who sends them magically to sleep in order to give Beorn a head start. The new goal is now to find Niamh Goldhair, Fenvarien's former magical advisor the only person in Avenuria that might know the song to restore the mind of the High King. Both crews chose different routes to reach her magical forest near Norburg in the Bornland. Beorn takes Fenvarien over the land route from Riva while Phileasson choses to drive the Oblomon upstream. In Oblarasim the heroes catch up with Nirka, Sven Forkbeard, Crottet and Blue Eyes who volunteer to take them to the secret magic forest of Niamh.

    On the first day of the Nameless they reach the forest before Beorn does and pick up Niamh to take her to Fenvarien. At the outskirts of Norburg they find out that Beorn and the rest of his crew have been imprisoned at Norburg for crimes that actually our heroes committed one year ago while passing this town. On their way to the town the heroes come across a heavily mutilated Belasca who warns them that Pardona has infiltrated the city council of Norburg in order to get Beorn and Fenvarien sentenced to death. In Norburg the heroes get unexpected help from Count Isidor of Norburg who helps them to smuggle Beorn and Fenvarien out of town after they freed them.

    On the morning of the fourth day of the Nameless the heroes reach the ritual site where Niamh plans to restore high king Fenvarien's mind.

    Beorn opens up to Phileasson and the rest of the both crews. He explains that Pardona herself had replaced Lenya Beorn's Travia priestess after the Skytower. From there she tried to sabotage and spy on the divine quest. Beorn eventually saw through her deception and confronted the impostor but Pardona then threatened to kill Beorn's entire crew and family if he exposed her. This is one of the reasons why he refused to take Jasma back into his crew. When Pardona/Lenya faked her death before reaching Tie'Shianna. Beorn hoped he had lost her for good when he escaped to the land beyond the fog.

    In Norburg he realized that he was still a pawn in Pardona's game. In the desert Khom Pardona had realized that the divine intervention by the twelve would not keep Fenvarien's whereabouts a secret for long so she adjusted her plan accordingly. Her new plan is to publicly execute Fenvarien in a region where tensions between Elves and Human are already increasing. Her plan also includes to kill him "multiple" times in order to create multiple new high kings in Aventuria and the Land beyond the Fog.

    This would not only lead to a war between the Humans and Elves of Aventuria once they find out who they killed but also amplify the brother war in the Land beyond the Fog. All while her own army of frost dragons and Dark Elves is preparing for war in the north.

    Beorn does not want to be a pawn in this game anymore and volunteers to hold off Pardona as long as possible as she closes in on the rituals location. Phileasson also volunteers to fight at the side of his old friend.

    The heroes prepare themselves for the final battle. Will they hold off Pardona long enough or will they be the first to witness the beginning of another Dragon War?
    Last edited by Crusader; Dec 4th, 2016 at 05:00:25 PM.

  3. #3
    Fred Fiddich
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    I like that this thread still has a picture of me. Because lets face it, whenever I'm not here, deep down you all wish that I was. There's something of a dearth of male attractiveness, what with Brutus, Hairball, and my idiot brother clogging up the place.

    Hey, ladies.

  4. #4
    TheHolo.Net Poster

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    We have a thing this Sunday. Switches to trailer voice:

    In a world where sorcery and true bravery defines the legacy of a hero, an acient evil has returned and the outcome of a gigantic race might define the future of the Elves or all of Aventuria. Lead by divine quests two ship captains and their crews battle for the title King of the Seas. Little did they know that this is not a quest for vanity but for finding heroes powerfull enough to stop the ancient evil Pardona. In the next episode we will find out which crew is capable of finding the Silver Flame? The long lost weapon of the Keeper of Tie'Shianna was taken by Erm'Sen and needs to be recovered. Will the ship crews be able to find the missing blade? Or will maybe Pardona find it first? Why are our heroes haunted by horrible nightmares yet again? And what secrets holds the Blood Tower in Ysillia?

  5. #5
    TheHolo.Net Poster

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    So who has got time on sunday. We can certainly do a break to discuss and google the next doctor as well.

  6. #6
    TheHolo.Net Poster
    DAGGERTITS

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    Saidra's Avatar
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    Gamertag: Nuime Steam ID: Nuime
    Stuff I have taken/leveled:

    Card Shark - activated and at level 3
    Mechanics - now 7
    Estimate - now 6
    Street Smarts - now 11
    Read/Write - now 5
    Acrobatics - now 6
    Athletics - now 6
    Disguise - now 7
    Fast Talk - now 6
    Agility - now 14
    Sneak - now 14
    Treat Wounds - now 4

    with 3 xp left! lol

  7. #7
    Makhaira
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    It's the demonic Pillsbury dougboy giggle!

    We're screwed!

  8. #8
    TheHolo.Net Poster
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    Way to go Kurth... First you punch this guy in the face until he's carted away crying and now THIS?

  9. #9
    Kurth Halx
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    I'm just captain ROLL A FUCKING TWENTY

  10. #10
    TheHolo.Net Poster

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    Last Session
    10XP to Makhaira for studying in the Temple Library
    10XP to Glen for staring at Wolfs
    10XP to Kurth for Library work and figuring out first to go to Ysilia

    This Session
    10XP to Glen for getting thrown out of a castle by Kunibald
    10XP to Kurth for curing the Soul of Yona of the Lake
    20XP to Dasq for deciphering the map and finding the burrial ground
    10XP to Makhaira for checking out the burial ground
    10XP to Saidra for finding and deciphering Marks on a rock
    15XP to Rhone for a lot of reading and writting

  11. #11
    Dasquian the Elf
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    Are we playing this weekend?

  12. #12
    TheHolo.Net Poster

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    Yes we do! A silver flame is waiting to be recovered in the Dragon Stones!

  13. #13
    Dasquian the Elf
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    Cool!

    on a related note do we have any scope to move our sessions to a Saturday? Otherwise I am going to be limited to a couple hours playtime each week.

    some general feedback on this campaign so far: I feel my character is a little useless for most of it. I know the plague healing bit was all me but otherwise I haven't felt like I had a lot to contribute and tend to zone out a little during sessions because of that.

  14. #14
    TheHolo.Net Poster

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    I am OK with this saturday. What about everybody else?

    Thank you for that feedback Jones. This is very welcome because that meanst I have to adjust things in the future.

    Well we have been in Urban enviroments a lot for the last few sessions and the main work was mostly collecting clues by reading and talking. So yes not a lot of work to do in the sneaking, archery and magic department. The next part in this episode is set in a more rural area that is called the Dragon Stones for a reason.

    Jace has shared the rule book for the Dark Eye 4. In the magic section you will find a few usefull spells that help you in investigations. There is a spell that works like art of magic just that it tells you the exact spell that was used on something. For example the tablet with the swordmaster's names on it that was damaged by the group. If you had used that spell on it you would have known that it was damaged by magic and that the used spell was a Destructo Spell. This is a spell of guild magic origin and this means that the person that used this spell is most likely human and not a dark elf like Jace would have suggested.

    After this part we will go back to the sea and into the jungle. The next adventure has big monster story written all over it so this means a lot less Indiana Jones work.
    Last edited by Crusader; Aug 16th, 2013 at 02:24:23 AM.

  15. #15
    So we're gaming tomorrow instead? Or Sunday?

  16. #16
    TheHolo.Net Poster

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    This depends on the feedback in here. Are you able to play today Charley?

  17. #17
    In Peter's defense, there's been quite a lot of elf stuff this campaign... you're just having phenomenally bad luck in terms of being here for the sessions when it happens.

    I think we've shot ourselves in the foot a bit with the skills we've chosen to level up, though. For example, Makhaira has 11 points in Art of War, but because Rhone has 14 points, it's very unlikely that she'll get to use that skill. Glen has 10 points in Track; but while Dasquian only has 8 your stats are significantly better, so Glen only tracks when your throw fails. Kurth is our paladin guy, but Makhaira's religious lore is three points higher than his.

    Based on the numbers I jotted down last week, I've made these graphs:


    As it stands -

    • Kurth is our expert on Law, and is the best at Etiquette, Human Nature, and Persuade. He is also our only Cook.
    • Rhone is our expert on Art of War, Mechanics, and Mineralogy. He is the best at Cure Soul, Estimate, and Read/Write, and is the only one who has the Blacksmith, Traps, Fine Mechanics, and Mining skills. His Perception, Persuade, and Treat Wounds are all 10 or above, but someone else is better.
    • Dasquian is our expert on Art of Magic, Botany, Zoology, and Cure Disease, and is the only one with the Tanner skill. His Survival is 10, making him joint-best. He has 8 points in Track (less than Glen), but his stats are better.
    • Saidra is our expert on Pickpocketing, Disguise, Flirt, Street Smarts, Lockpicking, and being a Card Shark. Her Perception is 10, making her joint-best.
    • Makhaira is our expert on Orientation, Heraldry, History, Religious Lore, Train Animals, and Leathercraft. Her Treat Wounds is 24; her Perception and Survival are both 10, making her joint-best.
    • Glen is our expert on Folklore, Woodcraft, Bind/Escape, Seafaring, and Boats. He is the best at Track, though not by much; and while he is technically the best at Astronomy, Carpenter, and Weather Forecast, that's only because no one else has them.

    Dasquian seems to have a lot of wilderness/nature skills, Makhaira has a lot of book/history/humanities skills, Rhone has a lot of strategy/mathematics/engineering type skills, Kurth's skills focus on rules/law/protocol, Saidra has the thief/rogue side of things thoroughly covered, and Glen has wood, boats, and superstition/folklore stuff.

    Some potentially interesting skills that we don't really have at all -

    • Alchemy is an artisan talent that allows you to both make and identify "non-magical" potions: brewing medicines, solvents, and that sort of thing. It can be improvised with a +10 Botany throw, and requires Calculate 4 and Read/Write 4.
    • Anatomy is a lore talent that not only works as a skill for CSI style autopsy shizzle-wizzle, but also offers a hefty bonus to Treat Wounds, and makes you a little better at unarmed combat. It can be improvised with a +5 Treat Wounds or +5 Cure Disease throw. This might be useful for Rhone and Makhaira, since their Treat Wounds is so high.
    • Appraise is a lore talent that lets us discern how valuable things we find are. Since we are keeping track of our money now, this might be a useful way of identifying super-valuable loot. It can be improvised with a +5 Gemcutter throw.
    • Bowyer is an artisan talent that allows you to craft bows, crossbows, arrows, and bolts. It requires a Woodcraft of 4, and can be improvised with a +10 Woodcraft or +10 Fine Mechanics throw. Might make sense for Glen, since he's wood man?
    • Cartography is an artisan talent that allows you to create maps. Having a map makes Orientation easier, and helps with not getting lost in mazes, navigating at sea, etc. It requires a Paint/Draw of 4, but can possibly be improvised with a +10 Astronomy or +10 Orientation throw. Jenny mentioned she might take this, to use in combo with her "transform into a bird" spell.
    • Cheat is an artisan talent that allows you to cheat at cards, dice games, and similar things, altering dice rolls / etc as necessary if your Cheat throw is successful. It requires Human Nature of 4.
    • Cryptography is a lore talent from Peter's bonus list, which which is about code-breaking, cyphers, pattern recognition, and that sort of thing.
    • Geography is a lore talent that isn't just about where stuff is: it has to do with looking at landscape formations, working out where good places to cross a river are, finding routes through mountains, and that good stuff. It can be improvised with a +10 Folklore role.
    • Language Lore is a lore talent that allows you to translate languages even if you do not speak them, archaeologist style. I think Dee mentioned that she was considering picking this one up.
    • Literate Expression is a social talent from Peter's list of extra stuff (ie. not in the basic rules), which has to do with writing speeches, letters, and sounding all fancy-like.
    It's like that, and that's the way it is.

     

  18. #18
    Dasquian the Elf
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    I don't expect to be able to play this Saturday, it's too short notice really, but I was hoping that we could think about maybe permanently moving to a Saturday?

    I wasn't trying to criticise Peter, so my apologies if it came off that way. I have just enjoyed past campaigns more than this one for a variety of reasons, one of which being that it felt like the distribution of tasks between the party was more evenly spread. This might just be my perception though; I can't speak for anyone else.

  19. #19
    No, no, I wasn't trying to make out that it was an unfair criticism: it's just that the amount of elf stuff that happens when you're not here is sort of sitcom level. We almost screwed up the whole quest the session before last because none of us could read elvish, and all of the visions were elf-orientated. Two sessions before that, the entire thing was just magic and elves, talking to that really old elf lady in the enchanted forest... all that stuff seems to happen when you're not here, and never when you are.

    The distribution of tasks thing is definitely a "thing", but I think a decent amount of it is self-inflicted. If we work together to avoid skill overlaps a little bit more, it'll be even easier for Peter to make sure there's stuff for all of us to do.

  20. #20
    TheHolo.Net Poster

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    http://www.theholo.net/forum/entry.p...-so-far-Part-2

    I wrote the recollection of the first two adventures of this campaign and I think I will write some more tomorrow.

    I guess I will see most of you tomorrow on the Dark Banana! Who will be here?

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