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 Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.

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Umbra_Panthera

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PostSubject: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Fri Aug 29, 2008 11:26 pm

Having finally infiltrated the Wizard's Tower, the Elven council has observed and they remember. Their records show Decel as having arrived in the Elven Capital over a thousand years ago, suggesting the creation of the Bladeless Sword. They have only one notion as to his survival, the aid of Demonic forces. The Council concludes Decel has been undermining their relations with Humanity and pushing them towards war. Their evidence indicates the Archmage is a dupe, an Illusion, or some necromantic facsimile of the original Danattas and Decel is controlling it. They also believe Decel is being directly influenced or advised by the Demons since Decel himself appears to be nearly incompetent. They believe killing him will greatly reduce the Demon's influence in the world and allow for peace between the people.

For this purpose they assemble those of high recommendation and great valor with a single purpose, infiltrate the Tower of the Wizards and kill the Demonmage Decel.

(Please note demons in this world are devils)
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Thu Sep 11, 2008 10:05 pm

Five elves were called in to take up the task of slaying the Demonmage. They were told of a secret passage some place within the Human King's palace which lead to the Wizard's Tower. Further the keeper of the key to this passage was the Wizard adviser to the King. The mission is to infiltrate the human army on the southern shores of Voltreatus, acquire the key and location of the passage. They were then to travel to the Palace, enter the passage, find Decel and kill him. Hopefully in this process they would make it out alive, though the heroes noticed no plans were made for their return voyage. The Elven Council hoped this plan would end the war, or at the very least help turn the tide. As they left a secondary task was given to them. It is written the wizard Decel once visited the Elven lands and helped in the forging of the bladeless sword, a tool used to imprison the Guardians. They believe it is held by the humans, in the tower and should it be returned to Elven hands they might reverse the imprisonment.

They left by the Southern gate, escorted by three squads under the command of Colonel Tristantalle. Their ship's captain met them and they departed under the cover of darkness, seeking to avoid the blockade. A few hours later they were assaulted by several undead. One struck upon the deck, six below. While the sailors tried to halt the sub-surface threat the five tackled the Ragewind. In the end they were victorious, yet drew attention from two human ships. After repairing their hull with a few spells and emptying the hull of water they out ran the humans. They traveled quickly and in nine days they reached their destination. The captain wished them luck, the hardest part still before them all.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Fri Sep 26, 2008 5:47 pm

After making landfall the five departed using windwalk, rapidly covering distance and arriving at the river in the foothills of the mountains. Here they rested after a brief argument only to be shortly disturbed by an army's worth of clanging metal. The ranger, Kine, sent all but the monk, Keldhiv, down river while they awaited in ambush. Shortly a person on a mule came into view, making enough racket to wake anything. The two crept away, while Keldhiv glanced back, observing the person putter around their former campsite. When they all met again they resumed resting and departed around the mountains in the morning.

They arrived that evening, stopping about five miles from the human army, only to encounter a patrol of military men. Unfortunately for the humans they were greatly out matched, then eaten by summoned dogs. Here Kine cast a screen around their camp, his dark powers noticed by the duskblade, Lymeric, and the Rainbow Servant, Tralin. After they had rest Kine and the rogue, Zerif, departed in windwalk form to scout the army's encampment for signs of the human King or his mage adviser. After a few hours they retreated to the town to look there. Zerif disguised himself as a human to gather information in the city. There he learned the King and his wizard resided in the hotel in the center of the city, well guarded and only very high ranking officers were allowed to pass. He also learned of a nearby alert that was being investigated by the wizards.

Back at camp from their hiding spots in the screen the three saw two wizards appear. Muttering about having to check out a magical disturbance they began looking around. After a time they dispelled the screen, shocked to see Keldhiv standing a distance away. He was also surprised by them noticing him, and stepped behind them, attempting to crack their heads together. After two dimensional anchor spells by Tralin, one unconscious wizard, and one fleeing wizard reduced to dust they sent a message to their other companions and moved from the location.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Fri Oct 10, 2008 9:21 pm

They opt to question their prisoner, seeking to learn details of the adviser. They learn his is also the King's magical bodyguard and holds a rather high rank within the wizard's tower. They further learn that military rank supersedes that of wizard rank, while on the battlefield at least. They decide to dress Zerif in the modified robes of the wizard to help him sneak about the city. He departs, with Kine and Keldhiv in windwalk form to watch over him. He approaches the first of three possible locations and seeks to bluff his way past the guards. He tells the guard he has orders to speak with someone inside, so the guard asks for the orders. Zerif convinces him he left them behind and retreats to a shop to purchase a quill and ink, forging himself orders.

Upon his return to the building he mentions of needing to speak to a wizard and is informed they reside at their own location. He walks there, again leaving his followers behind, as they must switch in and out of windwalk form, and enters the establishment. In that instant a sharp, penetrating noise erupts and all eyes in the tavern fall on him, conversation ending. Zerif opts for flight, though as he turns to leave a wizard freezes him in place. Another approaches him, and reminds him that wizards who are out of place will suffer the standard punishment. At this point his companions arrive on the other side of the street, concealed in a room. They witness their companion trapped and take action. Keldhiv leaps from the window and tries to grab the paralyzed rogue, only to be greeted by the same noise and a few spells. He too is frozen in place.

Again a wizard walks up, but this time, looks at Keldhiv, throwing back his hood to reveal his elven features. The wizards all take note, but too late, for Kine has acted. The wizard in the door falls, arrows leaving holes in his body. Kine halts time attempting to distract the wizards and secure their escape. Unfortunately he faces at least twenty battle trained wizards, who quickly deal with his summoned elementals and erect a forcewall infront of the building. Kine discovers this and flees, knowing he can do nothing. Fortunately Zerif is also freed at this point, and leaps through an opposite window to escape. Keldhiv is captured.

The party meets up again, minus one, and determines their course of action, rescue. Again Zerif and Kine depart in wind form, but stay in such a form, searching the buildings. Kine finds their quarry and quickly dispatching the guards steals him away. Zerif redeems himself by finding the adviser. When the meet again Tralin heals Keldhiv and they rest for the evening, determined to seek out the adviser at about two am.

They sneak into the city, after casting both detect magic and windwalk on each of them, arraying themselves on the back side of the inn in sight of the window. Here Tralin dispels one of the barriers and Zerif disarms an alarm. They enter the small room only to find the adviser was ready for them, as Lymeric, Kine and Keldhiv reverted he spoke to them. He warned them he knew their purpose, could not allow it and cautioned them not to attack, placing a small statue on the floor and turning to leave. Here Tralin attempted to stop him with a blade barrier and Zerif tried to stab him in the back. As Tralin's spell reached the statue it grew to medium size, absorbing the spell, and the adviser sidestepped Zerif's attack, exiting and locking the door behind him. They depart the room rapidly, mostly ignoring the statue, and while Tralin covers the entrance with black tentacles, Kine departs to the wizard's tavern and the others meet on the street outside the inn, having jumped from the window.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Fri Oct 24, 2008 10:01 pm

They ran.

They came back, found a cellar of rats, chased the rats out, found another cellar. Stole some Elven wine, ran into the golem again. Ran away again, came back, found a trap door.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Sat Nov 08, 2008 12:18 pm

They descended the ladder, entering a smooth stone hallway. A pebble with light upon it revealed the path to slope downwards. They moved on, closing the trap door behind them. Progressing further into the darkness they found two doors, one leading to a room with a bed, toilet, and desk, but having been unused in many months. The second was a trap! Upon opening the door Zerif is assaulted by brooms, mops and buckets of holy water. Fortunately his lightning reflexes allow him to evade the dangerous broom closet. They continue down the path, seeing, in the distance a small light. They quietly creep up on it, revealing it to be their thrown pebble. The path turns to the left, but Zerif notices a hidden trap door. He opens it with a resounding crash and worried of attracting attention they descend quickly, Kine slamming the door shut with great strength. When they reach the floor, 20 feet from the trap door, they notice only darkness about them, appearing to be in a large cavern. Then they hear a knock and a sound, Tralin's voice carried through the door, "Hey open up, you forgot me." They realize in their haste they had forgotten her, since she was in the form of wind. Quickly Zerif attempts to open the door, but fails. Here Tralin's voice comes again from beyond the door, "I hear some one coming, hurry!" Kine attempts the same, also failing. The thudding of boots is heard from above and a blood curling scream. Keldhiv attempts to open the trapdoor, realizing the door was close with such force, it both sealed and broke. He attempts to beat his way through it, but loses his balance and falls to the ground. The noise subsides and they come to two conclusions, they are trapped, and Tralin is either dead or captured. Blinded by tears Zerif crashes into a wall while attempting to look for a way out and knocks himself unconscious. This causes Lymeric to fall down laughing, despite his sorrow at losing the only female in the party. Keldhiv and Kine argue, almost fighting, each blaming the other for the lose of their comrade. Finally in near blind rage, Keldhiv storms off into the darkness. The other two attempt to revive the rogue, and once accomplished they wonder where Keldhiv has managed to go. Kine tracks him through the darkness and several turns later they find him, having some how navigated the corridors in the darkness.

(edit: I forgot to mention, there was not dust, anywhere in the tunnels or caverns or rooms.)
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Sun Nov 16, 2008 10:06 pm

Here the rogue heard a noise, and it sounded like, "ohmygodhescominghespissedofbecause
ofthedustfromthatbuildingthatcollapseswhenthetrapdoorwasleftopenandthentheytrackedmud
andbloodallovertheplace.Omygodhescominghespissed!" And watched as a gnome ran past them. All but kine follow suit and run after the gnome, Kine hides, awaiting what comes, in the dark. He finds himself run over by something large, noisy and spikey, only to be left alone in the tunnels with a few sharp spines in his flesh. He continues down the tunnel tapping his path with his bow. After a few wrong turns he encounters something large, which asks him in elven if he is lost and directs him how to escape this maze of tunnels.

Meanwhile the others find themselves in a dead end cave with a gnome and some oddish construct called Sally, equipped with four swords, a duster and a maid outfit. The gnome explains that Fred is angry because of all the dirt and dust and blood and that he is out of control. After a few attempts to learn what Fred is they hear him coming. Lymeric uses his magic to teleport behind the thing as it charges the door. They see a large thing with wheels and four spinning pads of quills rush into the room. They descend upon it and none are hurt until Sally knocks it back into and on top of Lymeric. The device proves itself of Gnomish construction when it explodes after Tralin reveals herself and finishes it with a ray of frost. Here Zerif learns that Lymeric had been playing a joke on them earlier and Tralin had helped.

They travel down the tunnels in search of a way out and Kine only to encounter the same creature he did, a massive golden dragon. While Zerif picked the locks binding it they asked both how to get out and, mistakenly, some wisdom. The dragon didn't quite start his tale from when he was an egg, but had Zerif not been quite as adept with the locks they could have been there a long, long time.

Meanwhile, Kine has found himself some humans to shoot and ask for directions, seeking the King's Bodyguard. A bit of torture gets the guard speaking the truth before Kine murders him. Having freed the dragon the others catchup to him, since he hears them in the distance and decides to wait. They were directed to him by the human's screams.

Following the directions the guard gave them they enter a room only to be blasted by a trap, followed by a wave of slime and see a prismatic sphere appear in the end of the room.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Sat Dec 13, 2008 1:24 pm

They wait until the sphere falls and Kine launches a few arrows at the apparent illusion, putting holes in the wall behind it. It image tells them he will not allow them to assassinate the human King and since they have lost two of their own, they are no match for him. He urges them to give up their quest.

The revelation that the mage is quite confused over the matter convinces them to send the gnome to speak with the mage, asking for parley, even though they are not pirates. After some discussion and confusion he agrees to meet with Tralin. She tells him of their true goal and why, attempting to convince him to help them. He asks for her to return tomorrow so he may look into her claims.

In the morning when she arrives again he hands her they key to the passage and tells her where it to use it. He asks that she and her companions try not to kill too many wizards nor destroy the tower. They part ways and ask directions of the gnome, who decides to remain here to fix Fred and clean up.

The party returns to their landing point, sending a message to the ship they arrived up and conceal themselves for a week awaiting its arrival. When the time arrives they see a flicker of flame in the distance and wind walk to the ship, appearing in front of the captain and asking him to take them about 100 miles off the coast of the human capital. They then retire to various places upon the ship. That same night a deeper darkness falls upon the ship. Tralin banishes it and they see a black and green demon, but no sign of the captain or anyone else. They fight it, save for the monk who seems lost in meditation. Kine manages to put several holes into the creature, in vital areas, before losing his bow of the side of the ship. He dives in after it, but has been poisoned by one of the devil's daggers. After several rounds it seeks to hide itself in invisibility, but Tralin again foils its plans by first granting Lymerick blindsense, then purging its invisibility. They strike it down, but realize its first blow felled the monk, and further realize Kine has not come up for air. Tralin summons an orca to save him and his bow, as he has been weakened to near death by the poison.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Sat Jan 17, 2009 12:22 pm

After they gather the things from their fallen comrade and the demon they explore the ship, finding all the crew in the galley and a fire starting in the kitchen. Tralin sends Lymerick in, and even with his blindsense he can tell the crew is in there. She watches from outside the room as he attempts to put the fire out. She observes a few important details, mostly the crew is unaware of the fire and continues to eat and drink. Their food and wine seems to slowly reappear when she isn't looking at it. Lymerick's attempts to put out the fire are not successful and there is an hourglass on a shelf which, while sand flows through it, does not appear to empty or fill. Detecting magic she observes an unique illusion spell covering the galley. Invoking true sight she observes the fire isn't real nor is the hourglass and only some of the crew are actually eating real food. The captain and the officers are in a corner of the galley talking among themselves. Further they notice when Lymerick enters the room.

Unfortunately for Lymerick he can not appear to affect the fire and when he looks back towards the door Tralin is not there. He is hailed by a crewelf, who names himself Rell and explains he has explored the ship and found some interesting things. First anything that is not being directly observed appears blurry, the ocean is perfectly flat and appears an idealized ocean color. The sky is the same way a too dark blue, cloudless and without breeze. The sky and ocean stretch on without apparent end.

Tralin calls down the rest of their party and they attempt to discover the nature of this illusion. Telling Kine the hourglass isn't real, she wonders aloud if he could hit it with an arrow. He attempts to do so, and vanishes before her eyes. Noting the hole in the galley wall Tralin mends the ship, just in case. Annoyed, she decides she can not do anything from without and enters the room. The rogue decides after a bit more time, and seeing Tralin vanish to enter.

Finding themselves with this odd crewelf they again wander the ship, but Tralin decides to break the hourglass, spilling most of the sand on the galley floor, as she touches the hourglass an eerie cackle floats through the air. Sensing the sand is magic she takes the rest and throws it off of the ship, only to have it form into a ever cackling gnome who attacks them. They dispatch the gnome and it reverts into sand and fades away. They begin to throw things off of the ship only to see them hit the "water" and begin to slowly fade away as they "sink." What they throw appears back on the ship when no one is looking. They attempt to discover what happens to people and using Lymerick's spells they send Kine in. As he sinks his fading body gets more and more tinglely and when he allows himself to fade completely he feels nothing and sees nothing, perhaps is nothing, but Lymerick regroups him very shortly after he fades. The water isn't water Kine reports as it resists movement and allows things only to fade at a constant rate. They try pushing the hourglass, which they find in the galley again, with a slowly spreading fire, into the "water" and it only fades.

They kill the gnome a few more times, as when ever the sand from the hourglass touches the water or the deck he appears, cackling and throwing spells. They observe he attacks in the same pattern each time and is not affected by pinning or grappling, though the gnome does not fade when touching the "water." They try to put him to sleep, or contain him in their portable hole. Zerif tries his hand with using the magic within the hourglass. He finds the downward, frozen and upward functions of the hourglass, the last two freezing the crew in place, including the officers. They also discover the sand in the hourglass flows the same direction if it is turned upside down. The fire in the galley spreads, though they can not appear to stop it and while they know it is not real, it burns though it does not consume and the crew in the galley slowly get pushed back, though not leaving of their own volition.

Tralin uses magic to protect herself and explores the fire, finding nothing of real interest other than the source of the flame, which like the rest of the fire, does not seem affectable.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Mon Feb 09, 2009 6:07 pm

Reminder to self: never play a rogue again. Seriously I'm the worst one I know of ever.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Tue Sep 22, 2009 9:40 pm

Oh right... I was writing these, not that anyone read them.

They get Malcom killed in a fight, encounter a flying, burning gnome who helps them, invade the tower, forget their mission after being reminded that session, and walk in on the actual archmage. Turns out the Elves were wrong, the Archmage is a badass and kills them. Then he directs the humans to wipe out the elves.
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PostSubject: Re: Tales of Atlantia, Chapter 3: Assassination of the Demonmage Decel.   Wed Sep 23, 2009 12:19 pm

<<giggles>>
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