Saturday, July 4, 2009

The Island Adventure

(This is a character related post regarding our last adventure)

The two scars left Caran Has by boat. The trip came about a months time after freeing the halfling slaves. Kharask was informed by the Dwarven elders that Corum, a sea captain known for long exploratory voyages may have knowledge of the location of Kronepsis, an ancient dragon from before the great collapse. Kharask needed to find this dragon to locate Bodak, and by doing that, locate the Banner of Arkhosia, a great instrument used by the last great Arkhosian king. After meeting with Corum, Kharask was informed that the Sable Drake, Corums ship, would take the troupe to there desired location. The trip was long and tedious. Most of the troupe was not used to long ocean voyages. Merric passed his time by playing games and climbing over the rigging, Erantaelik spent most of his time in a single spot, brooding over deep thoughts day after day. Dalanor studied his spells and practiced his magic, but he also spent a great deal of time sea sick. Kharask and Baerd helped with hard labour when they could, and Kharask used his healing skills to tend to disease and minor injuries. As they got closer to the island the two mages discovered a great disturbance in magical forces that seemed to be emanating from the island. They discovered that the forces could bend the fabric of time and distance as well as distort other aspects of magic. At this point the troupe were transported to the deck of the sable drake, where an attack from pirates was underway. After dispatching the pirates, tending the wounded, and rescuing the two prisoners from the boat did the troupe discover they had been transported ahead in time three days. One of the rescued prisoners was far less fortunate, the human warrior they had found was discovered to be from before the great collapse, in search of a fabled city known as tantelorn. After removing a curse from the other prisoner, they discovered he was a Vrell, a waste dweller like the dragonborn, they were regarded as sages and wisemen by the dragonfolk. The vrell offered his help to Kharask, who accepted it. The Vrell had a unique ability that allowed them to see through the eyes and experiences of those they prepared a special bond with. Kharask was informed that he would be able to tap into the knowledge and experience of the frail sage, and the sage could stay in the safety of the boat. After arriving at the island the troupe set out towards its center. After many hours of labored travel, a run in with a ferocious hydra, and an ambush by a bog hag, three troll bodyguards and her pet basilisk, the troupe made it to the ruins that appeared to be the center point of the island.

at this point we stopped playing. My dm will hopefully do a full description of the vrell. They are a cool race unique to his campain world. Similar to humans, they have slight spots on there skin similar a lizards scales, and they have no eyes, nor sensory organs to make up for eyes. I'll have more posted soon enough!

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