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Day 1
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The
tale of true heroes...
DAY 1
This is my summary of the tale of the valiant men, women
and, surprisingly enough, the orcs who joined their
forces to battle evil, and rescue an innocent child whose
soul had been cast into the shadows by the foulest of
creatures: the succubus Queen, Semidar.
I knew this mission was going to be a dangerous one. But I
never expected it would be this much. After reading the
letters that were sent to me about the events that led to
my niece's demise, I decided to seek heroes that would
have the courage to embark on a perilous journey to
rescue Clio, if possible. Many answered my call. But I
couldn't risk the lives of some of the young would be
heroes that came. I knew the task would be dangerous and
I felt it was my duty to select a smaller group of
seasoned adventurers to pursue this quest. After a
challenging Race, 15 heroes were chosen to be my
champions. Divided in three teams of five, I gave them a
week to prepare for the journey.
At the time and on the day agreed upon, my champions met
with me in Nujelm Theater where I shared with them
the final information I had received regarding my niece's
plight. I gave each of them a copy of the letter I
received from Rhiannon, and after wishing them the
benevolence of the Virtues, they started on the path that
would hopefully lead to the salvation of my beloved Clio.
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After reading
Rhiannon's letter, my champions made the long
trek to a small valley north of Mistas. It is in
this small room underneath her herbs and potion
shop in the Serpentine Passage Valley that the
Witch welcomed the travellers. She told them that
Marcus had apparently found the solution: a very
special potion of binding. Rhiannon knew how to
prepare the healing half of the potion but needed
my champions to bring her the ingredients: various eggs,
fungi, bones, a truly rare fish, an entrail
and a plague beast core.
This task accomplished, Rhiannon then asked them to
speak with Grifty McBegg, an old beggar known to roam
in the forest of Spirituality Valley. Though considered
crazy by many, Grifty is wiser than he lets on,
has a keen eye and a phenomenal memory. Surely he would
know more about the tragedy that took place in his valley. |
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After a
fairly quick search of Spirituality Valley, my
champions eventually found Gritfy hanging by the
unicorn pond. Suspicious as always, it took them
a moment to reassure him of their honorable
intentions.
Eager to assist them in their quest, Grifty told
them about Marcus' other journal that could be
found in the treehouse west of the valley. Being
unable to read, he had no idea of its content,
but suspected some valuable information might be
hidden there. He also told them that one of the
guests at the inn, a sailor named Oly Phisguts,
had been heard telling tales of how he ran into
Marcus while sailing back to shore after his last
merchant expedition. Maybe he could help them
further. |
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The heroes
went to Inn looking for Oly, but he was nowhere
to be found. Disappointed they made their way to
the treehouse, north-west of Lakeshire, where
they found the journal lying on a table. The
journal proved to be indeed quite informative.
Marcus sought Lord Oaks' help. After all, who
better than him who has the power to grant life
or take it away, could possibly revive Clio?
But while Lord Oaks or any of his warriors could
revive her body, they didn't have the power to
bind her soul back to it, hence the need for the
binding potion, the half of which Rhiannon had
provided them. |
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An ethereal warriors informed
Marcus that a wizard known as Khaelwen, who
resided in the hidden room at the Hedgemaze in
Trammel might be able to assist him in finding a
famous alchemist who could prepare the binding
half of the potion.
The Wizard sent Marcus a letter asking him to
come see him and to bring him the Sorcerer's key.
The purpose of the key, he didn't know, but at
the risk of his life, Marcus retrieved it from
the Sorcerer's Dungeon. But the last entry of his
journal made a reference to winged females who
apparently stole that key from him. That key
needed to be found before my champions could go see
Khaelwen.
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Known for
their habits of playing tricks, the fairies were
suspected of the theft at first. But they
wouldn't hamper Marcus' progress in this
instance. They wished no further harm to my poor niece.
So it was in the harpies nest, west of Blood
Dungeon, that my champions were finally to find
the key, hidden in the dried branches that formed
the nests. The stone harpies were particularly
vicious. It quickly became obvious that it was no
coincidence they stole that particular key... |
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The key
recovered, the valiant heroes headed towards the
hedgemaze to meet the Wizard Khaelwen. He had
quite a few tales to tell them. He knew the
alchemist, Malekai, very well.
Unfortunately,
Malekai had gone into hiding after managing to
flee the evil men that had abducted him. Khaelwen
had no idea where Malekai could be, but should my
champions find his approximate location, he could
show them a signal that would make Malekai come
out of hiding, and identifying them as friends. |
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Living among Imps and Daemons had its advantages.
Though limited, Khaelwen's understanding of the gargish
language was sufficient to pick up some of what
was being said among those creatures of the
underworld. Semidar had forbidden all the demonic
creatures to assist Marcus in lifting the curse
that was plaguing my niece. Unfortunately, the
spell that had put Clio into her enchanted sleep
had been cast by Gargoyles. With Semidar's
interdiction, the Gargoyles would not tell what
the magic word to awaken her was. So even if they
obtained the other half of the cure, my champions
would be unable to summon the soul of my niece to
revive and cure her.
As despair was setting upon them, Khaelwen gave
them new hope. Seriena, the Oracle, possesses a
magical golden box that will answer any questions
asked. If they could find her, and pass the test
she would put them through, she would invoke the
powers of her magic box to reveal the magic word that
would awaken the child. The key he had requested Marcus
to retrieve would be needed to unlock the golden box.
But as nothing is ever easy, finding and reaching
the Oracle would be yet another challenging task.
A fortress had been built for her recently. Where
that fortress was located, no one knew. No one,
except Angramar, the man who built it for her and
the countless evil men that served under her. My
champions would need to find the architect and
get him to reveal the location of the fortress.
While Khaelwen didn't know where Angramar was
currently dwelling, he knew of a way to find out.
Angramar, in jest, had given him a very pale
imitation of the Oracle's magic golden box.
Angramar's box was made of wood, instead of gold,
and only served one purpose: revealing his own
location. Khaelwen had left the box in his former
home; a palace Angramar had build for him in the
desert of the Lost Lands. A home he had to flee
when the Ophidians invaded him and forced him
out.
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After a
fierce battle with the Ophidians, and as per
Khaelwen's instructions, my champions found the
key to the magic box in one of the bookshelves of
the palace. As he had warned, the answer was
somewhat of a riddle. "Khal-Ankur" was
written in the box. What could that possibly
mean?
Looking through history books, they stumbled upon
the story of the Cursed Explorers. With dread, my
champions realized Angramar was in Khaldun, the
tomb of Khal-Ankur, Lord of the Seven Deaths. |
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As the hour was already
quite late, two of my champions teams, exhausted by
all the events of the day, agreed to raise camp for
the night and rest well so they could
face the challenging, if not perilous day that
awaited on the morrow. The third team went to explore
the foul tomb. Many of their men fell to the evil that
lurked within its walls. Battered and worn out
after searching in vain for hours for Angramar, the third
team carried its wounded outside the wretched place and finally
raised camp as well.
Where in the tomb could the architect possibly be? Why could
they not find him? As sleep took over them, they realized there
was more to Angramar's story. No man in his right mind would
voluntarily dwell in such a place. But for now, rest, they
must rest. There will be time enough in the morning to
solve this mystery.
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