Friday, July 25, 2014

Labyrinth of Vex

The Quest Leader, Sam Tracy, attacks Alanis from the Penumbra!
As reported by Sammuel Tracy, Quest Leader, mid-quest

Questers: Eli, James, Graham, Max, Luke, and Alanis


This week, the Questers braved the dangers and excitement of the Under-City to answer the summons of the Naga. There, in the pile of ruins and rubble, they received a mission to delve deep under the earth into the terrifying Penumbra in search of a mythical Labyrinth of Vex said to hold a shadowy portal at its heart that must be destroyed at all costs- the price of failure could spell doom for all of Thael!

The Questers were accompanied by Ma’iq, a simple but stalwart guide that knows the treacherous paths of the Penumbra, the Questers discovered that the Naga were spying on them through Ma’iq via Scrying spells and quickly rescued their new friend from the shadowy influence of his Scaly Overseers.

The Road to the Labyrinth was long and frought with danger. All manner of creatures and traps met the Questers at every turn, but at long last they persevered and found their way to the gates of the Labyrinth. Once there, they faced a formidable force of Minotaurs that patrol the paths of the Labyrinth to this very day. The Questers emerged victorious after a short but epic struggle and have delved through many levels of the increasingly deadly Labyrinth in search of the Portal- though they have yet to find it, and time is running out.

Monday, July 14, 2014

The Time Realm Revealed!

Notes from the Phoenix Overnight Quest, 2014.

It began with an archaeological dig, headed by Firos of the ATLAS Society and Lykar ("Lenny") of the College of All Magic. At the site of the old Seer College, a Time Gate was discovered, and the Seer Ruins were uncovered to explore. Soon, the entire College of All Magic was interested in researching the lost art of Time Magic. Powerful "Time Keys" were found that seemed to come in and out of existence.

More importantly, the archmages were able to scry upon eight Time Artifacts that were possibly needed to further unlock the Time Gate. These Time Artifacts were lost and scattered, and when the archmages contacted the current owners, it was a surprise to everyone. The organizations that had the artifacts were seemingly random: House Phoenix of the Empire, the Adamantium Guard, the Sable Dominion, the Brown Rangers from the Sun-on-the-Sands, the Mercenaries of Krov, the order of the Heralds Arcanos from the College, the Snake Eyes crew of pirates from Black Bart's crew, and finally, a group of spies that no one realized were spies, masquerading as dignitaries from the Sidhe Court of the Summerlands.

Within hours of the different organizations' arrival, the archmages were hit with disaster - they were frozen in time, seemingly the work of a mysterious being that could bend time to its will. The delegates from the organizations decided to delve into the depths of the ruins to find more Time Keys in the hopes that they could unlock the archmages from the Time Stop.

During their excavation and investigation, the Questers put the pieces of the mystery together: the mysterious being was "Konig Zeit" - a villain of the Mage Wars who was able to learn the secrets to Time Magic. Now, appearing from the past, he wanted back the Time Artifacts that he crafted. When the Questers realized that each of the Time Portals that seemingly took them back in time were really Time Pockets, they realized that Zeit could only exist in a Time Pocket. If they could unlock the power of the Time Gate and send his Time Artifacts into a collapsed Time Pocket, they could defeat this villain. In a final battle where they battled Zeit's incarnations from many different times, every organization used the Time Artifacts to first battle with Zeit and then destroy it by sending it through the Time Gate. The archmages, the Risen Lands, and perhaps all of Thael is saved!

Tuesday, July 1, 2014

Nightmares of the Yarn Girl


In a wheat field in the middle of nowhere, a group of adventurers met a man named Jack. Jack asked them to travel to the City of Gems and open up a new branch of his inn to expand his business. He sent them down a long, twisting, dark tunnel, which eventually opened up in a desert, where the sand was toxic. One touch and the poison would engulf anything it came in contact with, rendering it useless. Using elemental magic, they were able to construct a dirt bridge, and use that to navigate their way across. Once they had safely journeyed over the desert, they were attacked! Giant sand monstrosities emerged from the ground, and they were very strong. The Questers were hard pressed to defend themselves until all were unconscious, except one. He had turned into a mosquito. When the danger subsided, he healed his friends and they continued on their way.

They stumbled upon a tree grove where they were stopped by the trees themselves. The Questers came to an agreement with them that ensured them safe passage by, as long as they healed one of the trees in the grove, that had previously been injured. Once their end of the bargain was fulfilled, they were able to move on. They walked a ways until they were standing at the edge of a cliff, that guarded a moat, and in the center was the City of Gems.


In the moat was a shark, but this was no normal shark. He was the size of a leviathan! The group was unable to get across without being put in harms way. With caution and stealth, one of the heroes managed to transform the shark into a pea, allowing the group to move on into the city below.

When they arrived, they noticed immediate chaos. Gnome-Doll creations were rampaging the entire area. While looking at the damage, they got ambushed by a mass of live, terrifying rag dolls. Instead of fighting, the Questers summoned up two very powerful essentials: one Chaos and one Life. Together they fought off the rag dolls!

They made their way through the destroyed city and went directly into the palace. Inside, they encountered many traps, including one with strange kittens set to guard a door. The kittens would not let anyone pass, until their riddle was answered. The adventurers gave the correct answer, and all moved through the hardships successfully. Next, they walked into a throne room, and in the center was a girl who was sewn to the throne. They tried everything, but were unable to remove the girl because the thread that was strengthened by magic. As they were about to leave, the girl whispered to them telepathically. "Don't leave me!" it thought.

The adventurers realized that the girl was using telepathic communication and decided to give it another try. They attached wheels to the throne chair and pulled the girl along with them. Following her gaze, they returned to the town's center where they found an old building. Thinking that this was a crazy mission from the beginning, they decided that Jack's inn should be located in the old building. At that moment, Jack reappeared right inside and the entire group passed out.

Each of them, while still asleep, saw a story play out in their minds. They saw a young girl named Gwen and her older sister, Queen Eleanor. There were eight different dreams, all in different stages of their lives. During each one, Gwen would ask her sister to come and play, and each time Eleanor would refuse. The final vision of Gwen showed a gnome coming to visit. Still wanting someone to play with, Gwen asked the gnome if he would come play with her. He agreed! Blinded by excitement, Gwen let the gnome bring her down a dark stairwell, where there was an old woman sewing. Without hesitation, she pulled her needle out, attacking poor Gwen, while muttering the entire time about how she would use her to rule the world. When it was done, what used to be Gwen was transformed a doll!


The Questers awoke with a pain in their necks. They also noticed that the city looked completely different. It was underground, due to it's need to protect itself from outside harm. To avoid being stuck in this raging city, the Questers left, still bringing Gwen along with them. The moment they were back in the outside world, they noticed something very out of place. Many things, actually. The whole world was slowly morphing into yarn.

It did not take long for the heroes to realize this yarn was very dangerous. On their way, they encountered the same kittens as before, guarding yet another door. Only this time, the kittens were not friendly.

As it turns out, they were antibodies, created to adapt to their enemies' powers, and then use the power against them. Originally, the kittens were crafted to fight off the yarn only, but were now learning the Questers powers and attacking them as well!

To be continued...!

Friday, June 27, 2014

Inn Time

Swamp Attack! From left: Campbell Bradley, Jack Dinauer, Tanner McCormack, Dono Barnes, Zach Stevens, Sophia Mead
When sitting in an inn, the Power Questers saw an add for the rescue of a girl. They of course accepted the job and began to track her. They started in the cell where she had been living, and discovered she had been kidnapped through a dimensional rift, and that she had been taken to a lost swamp in The Kingdom of Dawn.

At the swamp, they found not the girl, but a few ninjas and some old documents. From that, they learned she had been moved again to some remote location in the north. The adventurers continued to journey on for quite some time until they found things left behind from the Adamantiun Guard, who was said to be working for the same cause that captured the girl.

Carefully, they tracked the shadowy guards' caravans. One of the heroes snuck into a wagon and found the girl locked up in a small enclosure. Unfortunately, there was a guard hidden inside and captured the hero, throwing her in with the girl.

Using time magic, the captors sprinted into the near future, leaving the rest of the adventures to track them down and attempt to retrieve their friend (as well as the girl who had been taken).

Back to the Future. From left: Tanner McCormack, Ben Lattes, Campbell Bradley, Dono Barnes (QL)
Once caught up in time, the Questers attacked! They fought hard against the many guards and managed to create enough ruckus to enable a chance for escape for the two prisoners! They took their chance and we're able to break free, sneak away, and rejoin their rescuers.

Just when they thought they were free, a shadowy man working for the enemies conjured up a time rift tornado, which rattled the Questers and carried them inside. Ironically appearing in the exact inn they had began their quest in, the adventures learned that they had been put there in a different time dimension all together!

Curious, they opened the door (bad idea) and were attacked without hesitation by an enormous school of strange fish robots. When hope was almost lost, another portal opened up. Choosing that over the fish robots, the heroes jumped inside, bringing the girl with them.

To their surprise, and delight, thy found themselves back in their own time! They protected the girl against the ones trying to get her and managed to subdue them in a large, exhausting battle. Finally the girl was reunited with her parents!
Back at the Inn. Circle from left: Jack Dinauer, Ben Lattes, Zach Stevens, Campbell Bradley, Tanner McCormack, Dono Barnes (QL)


Sunday, June 22, 2014

Preview of the Phoenix Overnight: The Keys of Time!

The Mage Wars were a dark era in the history of Thael. Fortunately, the College of All Magic was reformed in the Risen Lands, but ever since, the landscape was changed. Twisted by sorcery and home now to strange beasts and magic. 

Just two years ago, the College of All Magic fractured and nearly caused another Mage War during the Shadow Wars, when Shadow Dragons roamed the lands. 

The Shadow Dragons decimated the College of All Magic

Questers maintained the peace, and during an overnight quest, delegates from the Empire of the Seven Stars restored the balance of power. The College of All Magic was rebuilt from the Dream Realm using Healer magic. 

In the rebuilding, a discovery was made. Deep within the old Seer College, there was found a Time Gate. Very little is known about the advanced disciplines of Time Magic, but the Chronomancers of the College have gathered to study it. Archaeologists from the ATLAS Society have done their part to delve into the more mundane areas, hoping to find more information. Furthermore, kobold Mercantiers from the Underguild have taken an interest, claiming that, by proclamation of the former Battlemage College, they are the true custodians of whatever is discovered, as it is technically in the Penumbra.

But more importantly, the rumor of eight Time Artifacts has spread. Once held by a mysterious villain called the Time Lord - an instigator in the Mage Wars - these artifacts were lost until the Time Gate was found. The Chronomancers of the College glimpsed into the Time Gate and traced the history of these artifacts.

  1. One is held by the Adamanitum Guard as a weapon for Light.
  2. One is held by the Brown Rangers as a heritage gift for the Pharaohs that will come to reign again.
  3. One is held by the Heralds Arcanos, the most accomplished emissaries of the College of All Magic.
  4. One is held by Black Bart of the Pirate Isles - a prized token of his exploits.
  5. One is held by the Summerlands in the Seelie Court.
  6. One is held by House Phoenix of the Empire, an item that has been crucial to the efforts to stave off shadowy beasts in the jungles of Duami-na.
  7. One is held by the Mercenaries of Krov, who have been expelled from the Risen Lands due to their allegiance to the Underguild when the recent conflict between mages seemed to hearken a new Mage Wars.
  8. Finally, the eighth Time Artifact is held by the warrior-aristocrats of Pellarghiem in the Sable Dominion.
These eight artifacts must be retrieved if the College of All Magic is to know more about this possibly volatile Time Gate, and the Heralds Arcanos have negotiated a deal for each one to bring the Time Artifact to the College of All Magic for a summit of unknown power...

A Mercenary of Krov. They teach the Oath of Dispassion, though some take pleasure in their grisly duties.

Thursday, June 19, 2014

Strange Mists and the Seer Gathering

They awakened in a cart.

It was normal except it was being driven by a brorian (bear-person), whose identity was unknown to all of the heroes. They took certain precautions to ensure their safety by removing the bear from the wheel and replacing the driver with one of their own. The adventurers continued through a thickening mist, which seemed to grow denser and denser no matter the direction they traveled. 

In Sasha's Group: Luke Bohin (left) and Zane Derounian


Then, within the fog's depths, the Questers met an old, peculiar woman. She told them of a Sear Gathering that was very close to where they happened to be. Despite the odd circumstances, curiosity got the better of the heroes, so they were soon on their way. 

In Sasha's Group: Liliane Vasquez

Sasha's Group: Luke Bohin (left), Lucas Kiefer, Iain Hak
When the adventurers arrived at the Seer Gathering, it was far more strange than anticipated. While there were many magical people selling magical objects, they found particular interest in one shop. The heroes wandered in and encountered a man who was, to their surprise, holding a giant, one foot pair of scissors! Even more surprisingly, he also was the keeper to a swirling portal of energy that led directly into the Spirit Realm. Without much warning, the nameless man opened it upon the heroes as they stood in his shop.

Engulfed by the portal's power, the Questers were swept in the Spirit Realm and soon met a group of warriors with the symbol of The Kingdom of Dawn embedded on their armor. Without provocation, the heroes were attacked, and a lengthy battle broke out! Sadly for our adventures, they we're captured and taken to a mysterious prison back in the Earth Realm.

As questions upon questions mired their thoughts about their fate and fortune, the Questers heard word of the reason behind why the Kingdom of Dawn warriors were in the Spirit Realm. It was not good news. The Kingdom of Dawn members were stealthily using this realm to travel to the White Wolf Nations, in complete secret!

No bars of iron could hold these adventures, and they were soon escaping! Getting out of their cells was fairly easy, but escaping the compound was a different story. After one failed attempt, the Questers recruited a shady man to aid them in their venture. He only had one requirement: the Questers would owe him a favor in return. Agreeing to his terms and gaining the man's succor, the Questers quickly escaped, headed into the forest, and continued their adventure.

In the forest, they came across a native tribe, who told them that if they helped collect three artifacts with the power to summon an archdeva who would besiege the compound, they would be spared and not eaten! The heroes set off to retrieve these items and were successful! With an old statue, and a strange mask with glowing eyes, they're well on their way to completing their quest...

...TO BE CONTINUED!

Sasha's Group: Lucas Kiefer