The Keys of Telku / The Temple of the Apocalypse pt. 1 / Eire the 29th through Nulen the 12th, 3592 CE / 11-3-19
General Summary
The Adventurers have returned to their home base of Liem in order to rest from their last adventure and train before the next ordeal. They fill the time in various ways: Adrienne has returned to her hard-partying habits, making many friends among the patrons of the Boar's Head Tavern including the gregarious dwarven Adventurer, Bladehelm. She also seeks the aid of Tarrus in providing a safe and secure haven for her transformations, which he does, locking her into a bare room of his tower every 20 days when the black moon triggers her lycanthropy. Henry has learned to further commune with the chaotic outsiders from whom he draws his power and has been granted access to summon void worms, envoys of his protean patrons. He has also learned his companion Xiao's own language in order to communicate more easily with the little winged monkey. Roisyll has been aiding Moss in the creation of a new spell, as well as working at creating Liem's first communal garden. And Moss, when not researching spells or crafting potions, has been attempting to gain more information on the Keys of Telku. His inquiries lead him to the home of the wizard Argent and his master Erikorr. Argent is unable to provide any additional information on the Keys, stating only that he was present on the quest to retrieve the first Key and has chosen not to remain in Lord Tarrus's service due to his own misgivings regarding the mysterious artifacts. He is, however, able to give Moss additional insight into the history of the Rod of Law. Moss is also called to a meeting with Guryd, Lord Tarrus's Chief High Councilor, who offers a settlement in order for Moss to drop his suit against Henry for unpaid legal fees. And Henry himself calls upon Lord Tarrus to inquire about the location of the investigator-turned-criminal, Viktor Demain, for reasons of his own, but Tarrus can tell him little other then to warn the aasimar against including Viktor in any knowledge of the Keys. The Adventurers also all discover that their notoriety has grown, thanks in no part to their smashing of the vile Hand of Naraash cult, and they are recognized as local celebrities in Liem.
At the end of their training period, Coron calls the party together for a meeting at the Boars Head to discuss finding out more about the true power of the Keys of Telku before they are asked to seek the next one by Lord Tarrus. He tells them that though the great libraries of Ur and Ferrantia have provided little information on the Keys' true nature, he has heard rumors of another library, located in the mysterious town of Magepoint, beyond even the land of Pell. Coron proposes a quest to journey to Magepoint in hopes of learning the Keys' true nature. The other assembled party members agree, and they set out the next day, taking a barge to Ivy, dodging press gangs as they travel overland in war-torn Corwyn, declaring their neutrality in that nations' territorial wars in order to gain access to Strafferg, visiting with Nari's parents along the Crystal Valley Trail, and ultimately reaching the Pellish city of Untala, where Coron advises they must now seek a guide to take them safely through the tundra of the Northern Wastes to the mysterious town of Magepoint.
In Untala, Henry gains notoriety among the destitute residents of the city's shanty-town when they mistake his void worm for an avatar of their local deity, the white dragon Normiliss. Adrienne and Roisyll head to a sake bar, where Adrienne attempts to locate a guide, and is dismayed to discover that her fame as an Adventurer does not extend this far north. Roisyll meanwhile finds herself fascinated with the exotic culture of the Pellish, learning more of their history, including the interesting tidbit that Pell has close ties to the legend of the Rod of Law. That evening in the common room of the White Dragon Inn, the party reassembles and finds Coron sitting with Uli, the same half-orc guide and tracker whom Adrienne had previously met during their adventure in Winter Wolf, and whom she recalls Nari having strong feelings for, a fact which she does not hesitate to impress on the embarrassed half-orc, much to the amusement of her comrades. Despite this, Uli agrees to be their guide to Magepoint, stating that he knows the way, and that an experienced guide will be vital to surviving the journey. The party agrees to his price, and they set out the next day, doing their best to endure the harsh cold of the Pell's tundra. On the fourth day of travel, they are faced with a choice of venturing into the woods or attempting to traverse the polar ice fields. The Adventurers choose the woods, and soon some of them hear the distant sound of some enormous woodsman felling trees. At that moment, an owl bear breaks from the trees and rushes towards them.
Character(s) interacted with
Adrienne Kirk,
Henry Skalitz,
Moss Cherry-Blossom Quickroot,
Roisyll,
Coron of Ur,
Xiao,
Tarrus the One-Eyed,
Argent cul-Idrian,
Bladehelm Tharkil Karak,
Guryd,
Jin & Kami Ashida,
an owl bear,
a cyclops,
void worms, bar patrons, sailors, Ivy townsfolk, press gangs, Strafferg guards and townsfolk, Untala townsfolk
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