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Archmage Vendys and the Rogue Sorcerer Rori

The first task that Torbin gives to his adventurers is to gain the support of the 12 Archmages of Arcane Alley. Story recaps courtesy of Tomlan.

Plot points/Scenes

Part 1 - The Magical Disturbance

Torbin greets you kindly and answers some of your questions. He tells you that he is doing all he can to prevent war between Porion and the Elven Commonwealth by preventing the cutting down of the Elven Forest by the Emerald Vale Logging Company. He emphasises the need for allies and tasks you with making friends of the Mages of Arcane Alley. He gives a specific warning to Smodi to keep the Mages on-side. He tells you of a crypt south of the city which is affecting the Mage's magic. As it is one of the rare problems that the Mages cannot solve themselves he tasks you with entering the crypt, finding the source of the magic interference and to return to Archmage Vendys in Arcane Alley when you are done. You enter the crypt, finding Gnomish writing on a few of the walls. Unable to touch the arcane or any source of magic, you encounter skeletons, a fire trap, a couple of daggers on the floor and finally a large creature that loosely resembles a crab with a glowing stone in its chest. After a difficult battle you finally defeat the creature, the stone stops glowing and your ability to use magic returns. You take the stone and a few nearby treasures and exit the crypt, night has nearly fallen and you walk back towards the city...

Part 2 - The Political Rival

You return from the crypt to Porion where you are shown by a nervous initiate to the home of Archmage Vendys. He has a Kenku servant named Snapper who is very friendly towards you. Vendys asks you about the crypt and the source of the magic dampening, some of you try to deceive him about the stone but he sees through this and you reluctantly hand him the stone. He enlists your help further to gain his favour by asking you to go to a location outside the city at dawn as he has concerns for some Mages and shady happenings, though he is clear that he does not want them harmed in any way. He also tells you that Arcane Alley sell out their enchanting skills in return for gold or gems to finance their research. You rest for the night and in the morning head out to the ruins of an old town where you see two female Mages looking for something. You stealthily follow them to a small stone shack, they go inside and after some time you all follow. When you enter you are taken to a different location. First you see 7 levers with writing in various languages on the floor, after some trial and error you determine the correct combination and are transported to a second room with pressure plates all over the floor. Dacso uses his armour to set off any potential traps, which works for a time but it seems that someone is watching you and toying with the rules. Eventually you exit the second room, having taken a fair few hits. You find yourselves in the final room with a Gnomish riddle on the wall. Smodi solves the riddle by smearing his blood on the stone and a larger, stronger version of him emerges from the stone. After a difficult fight you down the unnatural version of Smodi and a blue-gemmed staff rises from the stone and a projection of a gnome speaks to you, congratulating you for completing his trial and tells you to meet him at Portwatch where he will bestow knowledge and power upon you. You and taken back to the ruined town and you make the journey back to Porion.

Part 3 - Portwatch

You return to Porion where you meet Snapper again who is fascinated by Raas and his ability to fly. He takes you in to see Archmage Vendys who rewards you handsomely for the information you give him and asks you to see this task through by going to Portwatch and finding a gnome Sorcerer by the name of Rori who he thinks matches the description you give. After a brief visit to Torbin and a rest you head out to Portwatch. Upon arriving at the town it is completely covered by a grey-black fog. As you enter the town it is devoid of life and the river is not flowing. Skeletons and a strange creature with a single green eye walk the streets, you defeat them with relative ease before hearing a taunting voice laughing at you through the fog. Some of you follow the voice which wants to know your motives for being here, the voice seems to know more about you than you'd like and is very interested in mischief. Eventually Rori manifests in front of Henrietta and Arodeyr and proposes a duel. If you win he will give you answers, if he wins then you will be bound to do any task he asks of you. Reluctantly you all agree and the duel ensues. Rori is strong and uses a host of magical abilities. Raas goes to strike him and Rori turns to flames before your eyes, leaving a bag in his place and a charred note in Gnomish. Smodi is asked to translate the note but he refuses, wild shapes into a panther and runs off to the wilds. The fog clears and the town returns to how it always was with people walking the streets and the river flowing freely. You stand confused in the streets, pondering your next move.
Completion Date
12 6th Moon, 2000 AEA
Parent Plot
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