World of Phantasie - Pawns of Kagoroth
World of Phantasie - Pawns of Kagoroth
This will be a placeholder and ongoing thread for summaries and rehashes of the C&C World of Phantasie game that I will be running monthly here at home. We have a gaming group of six, and there will be a total of seven characters (I will be running an NPC that I will take over as a PC if someone else wishes to CK). More details as they come....
- "I just happen to prefer games where the GM actually has final say on rules and is not just the wall to roll dice off to decide what happens."
Re: World of Phantasie - Pawns of Kagoroth
Episode 1
Characters:
- Illusio - 3rd Lvl Male Gnome Illusionist
- Kempachi - 3rd Lvl Male Human Fighter
- End - 3rd Lvl Female Elvish Monk
- Odessa - 3rd Lvl Female Human Druid
- Sonya - 3rd Lvl Female Human Thief
- Tambrien - 3rd Lvl Male Human Wizard
- Peynos - 3rd Lvl Fighter (absent)
The party awoke in a flash of light in an immense cavern, having apparently been teleported from wherever they were in the first place. They found themselves surrounded by shattered glowing crystals and a mass of dead bodies, both human and oroc. After a quick realization that they didn't seem to be in immediate danger, and a quick introduction to one another, they each realize they are wearing a ring and a triangular shard of crystal, each with a specific rune in it. They also found the barely living form of an elvish mage. The elf lies on the ground amid the broken shards of crystal, his shattered body housed in his shredded robes and covered in the torn remnants of a bloodied sash whose silver embroidery is almost indistinguishable against the fresh crimson stains. His dark brown hair is matted with blood, and his face looks as though at one time it may have been handsome before the wounds took their toll.
His hand relaxes from its arcane pose as his eyes slowly shine with recognition. A tired but ultimately triumphant smile creeps to his lips.
“You survived!” His breath comes in shallow rasps, and he gives a small laugh, punctuated by a soft cough. “I thought… I’d failed. Thought… the spell failed… but no.... The seven greatest heroes of the Western Continents, plucked for their great deeds and stout hearts and desire to do good… We can still stop Kagoroth before it’s too late, praise all the gods.”
The elf's name is Altretius. He relates the following before he dies:
-This is the Chamber of Crystal beneath the Halls of Malkentnor. It was once a place of great power, but I fear this last spell has done it in. You were summoned here because the Brass Circle is broken, but Kagoroth still walks. Therefore we need the strongest of heroes still living to re-imprison him.
- Once Altretius had ascertained that Kagoroth was truly free, I told the Council of Magi we must take action, that the Prism must be fused again, that Kagoroth had to be stopped. But he must have had spies already—perhaps among the Council itself! How else could it be that he saw the plans to draw forth great champions from all over to forge a new Brass Circle? Kagoroth sent one of the scout wings of his inhuman army—the Blood Hand—here, deep into the heart of Melcanth, specifically to try to kill us or disrupt the casting at the crux point of the magic. They did so, they killed the hastily assembled guards we’d brought, and I feared the disruption—and the explosion of power—had killed you as it did Mabrey. (He looks over next to him at a blackened skeleton)”
- Kagoroth the Dark is a mage of great power. Once he was brothers-in-arms with a group of great renown called the Brass Circle, some two hundred years ago. But as he grew in his Art, mere quests were no longer enough to hold his interest. He began to crave more and more power, and was more merciless in his use of it; he even slew one of his own teammates. The Brass Circle brought his doings to the Council of Magi and eventually defeated him; he was magically imprisoned for his crimes. But he has since managed to escape, and should his power continue to grow, I tremble for the future of all Melcanth.
- Each of the characters wear a portion of a potentially powerful artifact around their necks—the Prism of Theobard. These pieces are bonded specifically to the characters and cannot be stolen, taken or removed from them unless life leaves them. But their power is a mere trickle, yet. The rings are the key to attuning these crystals, to empowering them and grant greater gifts. Once all the crystals are attuned, they can be molded together to form the Prism itself, and they will remain bonded to you no longer. The Prism helped bring about Kagoroth’s defeat once before, so he will search for it, and in this way, separated from the whole, it will more readily remain hidden from his scrying.
- The few living members of the Brass Circle may know more about the prism, and how to attune they artifacts. They may also know of a way to bring about Kagoroth’s ultimate defeat, but unfortunately, they have gone their own ways. For now, the lord of Calomshire appears to be a just and dutiful man; he might be a place to start… at any rate, he will need to know of the excursion of orocs into his lands.
Characters:
- Illusio - 3rd Lvl Male Gnome Illusionist
- Kempachi - 3rd Lvl Male Human Fighter
- End - 3rd Lvl Female Elvish Monk
- Odessa - 3rd Lvl Female Human Druid
- Sonya - 3rd Lvl Female Human Thief
- Tambrien - 3rd Lvl Male Human Wizard
- Peynos - 3rd Lvl Fighter (absent)
The party awoke in a flash of light in an immense cavern, having apparently been teleported from wherever they were in the first place. They found themselves surrounded by shattered glowing crystals and a mass of dead bodies, both human and oroc. After a quick realization that they didn't seem to be in immediate danger, and a quick introduction to one another, they each realize they are wearing a ring and a triangular shard of crystal, each with a specific rune in it. They also found the barely living form of an elvish mage. The elf lies on the ground amid the broken shards of crystal, his shattered body housed in his shredded robes and covered in the torn remnants of a bloodied sash whose silver embroidery is almost indistinguishable against the fresh crimson stains. His dark brown hair is matted with blood, and his face looks as though at one time it may have been handsome before the wounds took their toll.
His hand relaxes from its arcane pose as his eyes slowly shine with recognition. A tired but ultimately triumphant smile creeps to his lips.
“You survived!” His breath comes in shallow rasps, and he gives a small laugh, punctuated by a soft cough. “I thought… I’d failed. Thought… the spell failed… but no.... The seven greatest heroes of the Western Continents, plucked for their great deeds and stout hearts and desire to do good… We can still stop Kagoroth before it’s too late, praise all the gods.”
The elf's name is Altretius. He relates the following before he dies:
-This is the Chamber of Crystal beneath the Halls of Malkentnor. It was once a place of great power, but I fear this last spell has done it in. You were summoned here because the Brass Circle is broken, but Kagoroth still walks. Therefore we need the strongest of heroes still living to re-imprison him.
- Once Altretius had ascertained that Kagoroth was truly free, I told the Council of Magi we must take action, that the Prism must be fused again, that Kagoroth had to be stopped. But he must have had spies already—perhaps among the Council itself! How else could it be that he saw the plans to draw forth great champions from all over to forge a new Brass Circle? Kagoroth sent one of the scout wings of his inhuman army—the Blood Hand—here, deep into the heart of Melcanth, specifically to try to kill us or disrupt the casting at the crux point of the magic. They did so, they killed the hastily assembled guards we’d brought, and I feared the disruption—and the explosion of power—had killed you as it did Mabrey. (He looks over next to him at a blackened skeleton)”
- Kagoroth the Dark is a mage of great power. Once he was brothers-in-arms with a group of great renown called the Brass Circle, some two hundred years ago. But as he grew in his Art, mere quests were no longer enough to hold his interest. He began to crave more and more power, and was more merciless in his use of it; he even slew one of his own teammates. The Brass Circle brought his doings to the Council of Magi and eventually defeated him; he was magically imprisoned for his crimes. But he has since managed to escape, and should his power continue to grow, I tremble for the future of all Melcanth.
- Each of the characters wear a portion of a potentially powerful artifact around their necks—the Prism of Theobard. These pieces are bonded specifically to the characters and cannot be stolen, taken or removed from them unless life leaves them. But their power is a mere trickle, yet. The rings are the key to attuning these crystals, to empowering them and grant greater gifts. Once all the crystals are attuned, they can be molded together to form the Prism itself, and they will remain bonded to you no longer. The Prism helped bring about Kagoroth’s defeat once before, so he will search for it, and in this way, separated from the whole, it will more readily remain hidden from his scrying.
- The few living members of the Brass Circle may know more about the prism, and how to attune they artifacts. They may also know of a way to bring about Kagoroth’s ultimate defeat, but unfortunately, they have gone their own ways. For now, the lord of Calomshire appears to be a just and dutiful man; he might be a place to start… at any rate, he will need to know of the excursion of orocs into his lands.
- "I just happen to prefer games where the GM actually has final say on rules and is not just the wall to roll dice off to decide what happens."