LordVyreth
First Post
Prologue:
Today's Cast of Characters:
Petrach Garrioth: A cleric of Nerull, the god of death, and a mid-ranking officer of the Malmoris empire. He is known for being bright, ambitious, and greed, and brutal to those who oppose him. He tends to travel with undead servants wherever he goes.
Torell Steelsmith: A typical noble warrior, and a celebrated adventurer. He's a general believer in the classic adventurer attitude, which of course involves quite a bit of killing things and taking their stuff, but he has a good heart and always does it for the right reasons. He's not especially bright.
Gurdal Stael: Gurdal is a half-elven archer, who has mastered the art of firing arrows that trigger arcane energy. He is generally an amoral mercenary, but is currently adventuring to find a way to win the heart of his long-time friend, the half-drow Marian Styx.
Lyle Quickleaf: A wild halfling rogue. He is a master of stealth, and has learned how to hide in shadows so well that he is in the process of mastering their secrets, letting him hide in them even when being directly watched, and create illusions and servants out of them. He is chaotic and tends to perform acts of criminal activity just for the thrill and challenge of it.
Ka’drylog: A half-orc barbarian, who had the unfortunate luck of being captured and enslaved by a great wyrm red dragon. He now adventures at his master, Fierypyre's, behalf. However, he is eager to find a way to turn the tables and be the master himself.
The first adventure where are unlikely band of adventurers have gathered together for the first time. Well, except for Ka’drylog, who hasn't yet arrived. The five of them, as well as many other noted heroes and villains, have traveled to the legendary site of the most powerful of all artifacts, the Quill of Destiny. Legends say that this device of incredible power will be able to literally let its owner rewrite the future as they desire! However, they have also been told that some sort of mystical orbs are needed to actually use the Quill, and none of them have yet to find these orbs. All of them collectively hope that the orbs can be found in the dungeon leading to the Quill itself.
The four early arrivals look each other over, pondering how to best proceed from here. One of them, Petrach, even suggested they form an alliance to get though the dungeon as safely as possible, but it soon becomes clear that many of their desires for the future of the world aren't necessarily in agreement, and no alliance forms. As they looked around the entrance chamber, they saw two paths. One had an illusionary battle axe floating in front of it, and the second had an illusionary image of a head. Interestingly, each character saw the head as being from its own race! There also is a plaque between the paths, which read:
"Welcome, you legends; you creatures blessed of courage and skill. Know that simply standing here means you are judged worthy to strive for the Quill. Now, we shall see if you are worthy to use it. Complete the tests of this sacred place, and you shall be rewarded for your aptitude. Be warned, however. This is a place of honor, and while your actions here will not be resisted or undermined in any way, they will be remembered if you are destined to use the Quill. Your statements can not be changed once written, but their interpretations shall be given the same respect that you have given to this place."
The characters pondered this and the few clues that they managed to piece together up to this point, and realized the left path (which had the battle axe,) was to be a test of power, and the other path judged the speed and cunning of the travelers. Torell chose the path of power, and the other three initially investigated the path of speed. The latter path led to a large cavern, which glowed red from the heat of a pool of magma that covered the center of the room. Dark statues, carved in the likenesses of demons and other monsters, loomed above the three adventurers that chose this path. Interestingly, the room looked like a normal cave chamber as they approached it, and changed into its current form only as the three of them set foot in it. Believing that this change suggested that the entire pool is illusionary, Petrach sent one of his zombies into the lava, only to watch it dissolve in the heat. Realizing this is a real threat, he decided to investigate the second path, and retraced his steps to the path of the power. Lyle and Gurdal, however, had more than sufficient agility to bypass the pool, and simply use their skill at climbing and balance to cross the room on the wall or on a narrow, unstable beam that rested over the pool. Both crossed the room in a matter of about twenty seconds, and reach received a few orbs for their trouble. As they earned their reward, the room returned to normal; a featureless dungeon cave once more. They advanced down the path beyond this cave to the next challenge.
Meanwhile, Torell and later Petrach were pondering the first potential challenge on their side; a tiny side-chamber which transformed into a bright, carnival-like challenge as they entered it. Signs saying things like "Whack a kobold," and "Test your strength!" lined the walls, and as a kobold appeared seemingly out of nowhere in front of them, they realized what they had to do. Petrach tried it first, easily slaying the kobold with his crossbow. However, it was a small wound, barely enough to finish the pitiful being, and Petrach only received one orb for the effort. Realizing how this worked, Torell used all his might, and was rewarded with a bounty of orbs. Their first challenge complete, both moved on to their second challenge.
Both groups soon found that the paths split again. The left side later branched to the path of Endurance and the path of Death, while the right side also converged to the path of Death, but also contained the path of Memory. Though the clues the adventurers found up to this point suggested that path of Death was the most dangerous test in the dungeon, and the most likely to be fatal, it also promised some of the best rewards, and all of them but Gurdal chose to investigate it. The three adventurers converged on the room from both sides at once, seeing that the room was filled with a pyramid of sand. A dark, shrouded figure apparently stood at the top of the pile, and in a raspy voice, it spoke to the party. "Fools!" it began, "Those who draw near me are already doomed, for I am the incarnation of Death!" Unafraid, the trio advanced, only for the pile of sand to explode around them, revealing the true source of their demise: a blue dragon!
To be continued....
OOC Notes: This is the first time I've done one of these Story Hours, so I appreciate any criticism and feedback you can give me.
Today's Cast of Characters:
Petrach Garrioth: A cleric of Nerull, the god of death, and a mid-ranking officer of the Malmoris empire. He is known for being bright, ambitious, and greed, and brutal to those who oppose him. He tends to travel with undead servants wherever he goes.
Torell Steelsmith: A typical noble warrior, and a celebrated adventurer. He's a general believer in the classic adventurer attitude, which of course involves quite a bit of killing things and taking their stuff, but he has a good heart and always does it for the right reasons. He's not especially bright.
Gurdal Stael: Gurdal is a half-elven archer, who has mastered the art of firing arrows that trigger arcane energy. He is generally an amoral mercenary, but is currently adventuring to find a way to win the heart of his long-time friend, the half-drow Marian Styx.
Lyle Quickleaf: A wild halfling rogue. He is a master of stealth, and has learned how to hide in shadows so well that he is in the process of mastering their secrets, letting him hide in them even when being directly watched, and create illusions and servants out of them. He is chaotic and tends to perform acts of criminal activity just for the thrill and challenge of it.
Ka’drylog: A half-orc barbarian, who had the unfortunate luck of being captured and enslaved by a great wyrm red dragon. He now adventures at his master, Fierypyre's, behalf. However, he is eager to find a way to turn the tables and be the master himself.
The first adventure where are unlikely band of adventurers have gathered together for the first time. Well, except for Ka’drylog, who hasn't yet arrived. The five of them, as well as many other noted heroes and villains, have traveled to the legendary site of the most powerful of all artifacts, the Quill of Destiny. Legends say that this device of incredible power will be able to literally let its owner rewrite the future as they desire! However, they have also been told that some sort of mystical orbs are needed to actually use the Quill, and none of them have yet to find these orbs. All of them collectively hope that the orbs can be found in the dungeon leading to the Quill itself.
The four early arrivals look each other over, pondering how to best proceed from here. One of them, Petrach, even suggested they form an alliance to get though the dungeon as safely as possible, but it soon becomes clear that many of their desires for the future of the world aren't necessarily in agreement, and no alliance forms. As they looked around the entrance chamber, they saw two paths. One had an illusionary battle axe floating in front of it, and the second had an illusionary image of a head. Interestingly, each character saw the head as being from its own race! There also is a plaque between the paths, which read:
"Welcome, you legends; you creatures blessed of courage and skill. Know that simply standing here means you are judged worthy to strive for the Quill. Now, we shall see if you are worthy to use it. Complete the tests of this sacred place, and you shall be rewarded for your aptitude. Be warned, however. This is a place of honor, and while your actions here will not be resisted or undermined in any way, they will be remembered if you are destined to use the Quill. Your statements can not be changed once written, but their interpretations shall be given the same respect that you have given to this place."
The characters pondered this and the few clues that they managed to piece together up to this point, and realized the left path (which had the battle axe,) was to be a test of power, and the other path judged the speed and cunning of the travelers. Torell chose the path of power, and the other three initially investigated the path of speed. The latter path led to a large cavern, which glowed red from the heat of a pool of magma that covered the center of the room. Dark statues, carved in the likenesses of demons and other monsters, loomed above the three adventurers that chose this path. Interestingly, the room looked like a normal cave chamber as they approached it, and changed into its current form only as the three of them set foot in it. Believing that this change suggested that the entire pool is illusionary, Petrach sent one of his zombies into the lava, only to watch it dissolve in the heat. Realizing this is a real threat, he decided to investigate the second path, and retraced his steps to the path of the power. Lyle and Gurdal, however, had more than sufficient agility to bypass the pool, and simply use their skill at climbing and balance to cross the room on the wall or on a narrow, unstable beam that rested over the pool. Both crossed the room in a matter of about twenty seconds, and reach received a few orbs for their trouble. As they earned their reward, the room returned to normal; a featureless dungeon cave once more. They advanced down the path beyond this cave to the next challenge.
Meanwhile, Torell and later Petrach were pondering the first potential challenge on their side; a tiny side-chamber which transformed into a bright, carnival-like challenge as they entered it. Signs saying things like "Whack a kobold," and "Test your strength!" lined the walls, and as a kobold appeared seemingly out of nowhere in front of them, they realized what they had to do. Petrach tried it first, easily slaying the kobold with his crossbow. However, it was a small wound, barely enough to finish the pitiful being, and Petrach only received one orb for the effort. Realizing how this worked, Torell used all his might, and was rewarded with a bounty of orbs. Their first challenge complete, both moved on to their second challenge.
Both groups soon found that the paths split again. The left side later branched to the path of Endurance and the path of Death, while the right side also converged to the path of Death, but also contained the path of Memory. Though the clues the adventurers found up to this point suggested that path of Death was the most dangerous test in the dungeon, and the most likely to be fatal, it also promised some of the best rewards, and all of them but Gurdal chose to investigate it. The three adventurers converged on the room from both sides at once, seeing that the room was filled with a pyramid of sand. A dark, shrouded figure apparently stood at the top of the pile, and in a raspy voice, it spoke to the party. "Fools!" it began, "Those who draw near me are already doomed, for I am the incarnation of Death!" Unafraid, the trio advanced, only for the pile of sand to explode around them, revealing the true source of their demise: a blue dragon!
To be continued....
OOC Notes: This is the first time I've done one of these Story Hours, so I appreciate any criticism and feedback you can give me.
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