Editing Keep On The Borderlands Chronicles

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[http://forum.rpg.net/showthread.php?690798-IC-Keep-on-the-Borderlands 4th In Character Thread]  
 
[http://forum.rpg.net/showthread.php?690798-IC-Keep-on-the-Borderlands 4th In Character Thread]  
 
The Order holds Athrella's funeral in a balcony overlooking the cave they entered through, cremating her and dubbing the temple Athrella's Rest. They leave the temple, seeing signs that with the fall of the cult, the orc tribes may be back at each other's throats (#8). Kuckles decides to retire, helping Pearl run her inn. There is much celebration at the end of the evil threat. The Order makes plans for the winter; Edward and Muerte plan a return to Athrella's Rest to retrieve what look they were unable to carry before. Meanwhile, the Keep at Goblinfell Valley is repaired, and caravans have been attempting the route east; but not returning. Marvo learnst hat harpies have been luring teh caravans off cliffs and feasting on the wreckage. Edward and Muerte sneak back to the temple and retrieve all the loot they can carry; there are goings-on in the temple, but they do not investigate heavily.
 
 
Dayrell spends his time researching a tome of dwarven lore found in Athrella's Rest; Marvo ends the Harpy threat, but it requires he give up the aid of his hench-harpy Mavis. Red and Ogoul, along wiht Dayrell's cousins Orrin and Dima, travel to the capital of Khazan. There they confer with the king's wizard advisor and interview mercenaries for possible postings at Goblinfell. They also make contact with an alchemist, and Ogoul takes on an aprentice.
 
 
Edward and Muerte make a second return trip to Athrella's Rest, beliving at least one more load of loot is left there. The temple is even more active now, causing them to investigate. A priest is using orcs and ogres to reinforce the temple. Edward leaves a flaming warning that the Order still watches the temple and leaves, hoping their reputation will cause the priest and orcs to leave. On their way out, they are spotted, causing a small running battle in which the orcs pose no threat at all; Muerte kills twenty-two of them before they give up and leave.
 
 
Caravans begin passing safely though the trade mountains, thanks to Marvo's handling of the harpies.
 
 
Red and Ogoul wine and dine with the King of Khazan, and Dima and Orrin learn details and ancient dwarven artifacts. Sages are consulted about many things, and much is learned.
 
 
A treasure map, found in Athrella's Rest, is searched out; A giant rock blocks the opening, so the potion that saved Red from the medusa is used to change part of it to flesh, which is then cut away to allow access to the cache. The Oder is hauling gold out of the cache when they realize the stone-flesh is attracting vultures, which will surely signal their presence. They quickly finish hauling up the treasure and return home, in time for winter to begin to arrive, and the Order settles in with their plans (#127).
 
 
Zarbek discovers the truth behind the illusion of life, or something like that -- nobody is quite sure.
 
 
As spring returns to the land, dwarven mercenaries begin to arrive, as Dayrell's plans to retake the city of Arduum from goblins has become somewhat well-known. The Order's second year begins, not as a small handful of adventurers investigating caves, but at the head of a small army of Dwarves. Goblinfell Valley still has no vegitation; the spell that klled the goblins has killed the grass, the trees, everything. The Order circles around Arduum to a little-used eastern gate; the small guard force is dispatched easily (#139). Some manticores posed them no problem. After scouting the city and estimating how many goblins are within, the Order comes up with a plan; Edward creates chaos by assassinating the goblin chief and his bodyguards, while Red and Zarbek use magic to clear a side tunnel, allowing Dayrell to lead his forces into the city. Edward taunts the elite goblin guards into chasing him, and leads them into a core of dwarven soldiers who had been trapped inside Arduum's 'Old City'. Dayrell's Dwarves are reinforced by Red and Zarbek's magic, while the goblins recieve Bugbear reinforcements. The two forces combined easily finish off the goblins, and teh city is liberated (#170).
 
 
The Order takes a few days to relax and reflect on their good fortune before deciding to seek out the wizard they had heard rumors of, to the North. Along the way, they encounter some giants (#183); They chalenge the group to a fight, and Dayrell declares it should be a single combat; the giants accept, and Dayrell wins and spares the life of his foe. The giants allow the group to go free, never to be challenged again, and with the possibility of one day working for the dwarves.
 
 
The party moves on, and finds the ruins of an ancient building; a castle or temple or the like. They believe it is the residence of the wizard they seek. A deep fog surrounds them, and they find themselves with no option but to explore the ruins; inside, the ruins are anything but, and are a nicely-maintained castle. They encounter some undead servants, and debate the nature of the place they are in. They also encounter a charmed, insane, cross-dressing ogre and realize something is very wrong with this castle. Zarbek continues to protect the group from ghosts and spirits. They stumble across a phantom feast with places set for all of them; Some of them eat and some do not. Edward is nearly killed by poisoned mushrooms, but Dima is able to heal him. Many of them are almost transfrmed into phantoms themselves, but they resist; only Vinnie, one of the henchmen, fails to resist and fades away with the rest of the feast.
 
 
Exploring more, they encounter the Rakasta, cat-men who have taken up residence in the castle, and their leader, a man with the head of a line who calls himself Richard Coeur de Leon. Richard tells them the secret to escape is to gether three keys, and challenges them to a fight to get one; the Order tries to find a peaceful solution, but, well, insane people in an insane place. Richard is killed, and and remaining cat-men declare themselves free; the Order allows them to follow along as porters.
 
 
Next, they encounter Jean-Louis Amber, a madman who runs a boxing ring (#405) and his magical boxing construct, whom Dayrell is able to defeat bare-handed. The victory gives them the location of another of the three keys, and they take soem time to explore and loot a few rooms that htey had previously avoided. They find their way outside, and are attacked by animated trees. They also encounter a young woman and her unicorn. She also claims to be an Amber, and Dayrel is quite taken with the unicorn. Next, they encounter a troll, whom they deal with by, well, fire, and obtain the second key from a well-guarded chest simply by performing a tightrope trick. Edward dubs their Rakasta companions the Cleansing Pride and tasks them with carrying loot.
 
 
Next, they finish travelling through the forest and enter a strange temple. There, they are attacked by animated statues. The statues, however, seem to magically aid them, and the Order begins to realize just how maddening this place is. There is debate on if this place is as evil, or more evil, than the temple of Babak worshippers. A fou-armed skeleon falls to the group, allowing them to claim the third key (#545). More encounters with members of the Amber family leave the party quite confused, but with hints about the next step in their journey. They will need to find a sword, ring, mirror, and potion to travel to Stephen Amber's tomb.
 
 
A battle with the cleric Simon Amber leads to more loot, including a magical carpet. They return to the woods, following a hunch, and fall under the spell of some sleeping flowers, which they hack and burn (#623). This gets the attention of the Wild Hunt, a number of animal-people and their mounts, lead by another Amber. They fare no better than the others who challenged the Order, even with a number of the Order asleep. They continue on their way, entering another castle-like building. Within, they are attacked by a spirit that wishes to possess them; Ogoul is able to resist it, but it's next victim is not -- Drazheng. This causes a combination of rage and laughter from Ogoul; rage at his companion being possessed, but laughter at the idea of a wizard possessing a mute man and unable to cast spells.
 
 
More exploration, and the party encounters Clause D'Amberville (#659) who gives them some background on the Amber family. An encounter with an enchanted fortune-teller's deck of cards yields some magical items, and cause one of Red's henchelves to attack him. Meanwhile, Edward steals a bag of ever-full food from another room and returns. With knowledge gained from Claude, the party avoids several traps but falls into a major one (#739). They desperately try to find a way out, but succumb to a strange dust that puts them to sleep and forces their souls into strange adventures. All but Zarbek and Drazheng return, as the Order realizes they have taken more losses on this adventure than on any other. Finally, they discover the gateway to the other world where they need to find the four magical items (#783).
 
 
Once in the other world, the Order finds Zarbek and Drakzheng asleep under a tree, and the Order rejoices (althogh Drakzeng is still possessed). They find an inn to stay at, and learn that this world is mainly populated by humans with no magic. They meet a travelling minstrel, who accompanies them and provides information on the area. Edward sneaks into a cathedral to optain the Potion of Time and Travel (#835). The Order combines their strength to fight the Beast of Averoigne (#848) and the ring they need. In Cordeliers (#862) Red and Ogoul use their magic to defeat a colossal abomination of magic and win the Mirror. Finally, they do battle with an evil wizard-werewolf, gainint the final item they need but lozing Zarbek to the charms of a powerful sorceress. 
 
 
After a day of rest, the Order performs the ritual to summon the tomb of Stephen Amber (#895). They awaken on another plane of existence, with the tomb before them. They fight a dragon, wyverns, a stone giant, a giant manticore, and a hydra. Growing tired, the Order begins to wonder i what's inside the tomb will be worse than the guardians. They reach the final room (#971) and revive Stephen Amber, who returns them all home and grants them each a boon. He removes Drazheng's possession, returns Vinnie to them in good health, and grants them all fine jewelry. To Edard, he gives Dust of Dissapearance and the Chime of Opening; to Red, the Obsidian Steed; to Ogoul, an amber lion; and to Dayrell, horn that would summon barbarians to his aid. He then uses his magis to send them almost the entire journey back to Goblinfell, where they discovered they were gone for quite a while -- winter is returning again, earlier than last year, but still (#992).
 
 
Ogoul spends the winter researching new magics learned at the Castle Amber. Red studies as well. Dayrell returns to Arduum, wanting to be with his kin before the winter snows close the passage to the city for the season. Edward becomes bored, and goes and does something secretive. Red finishes his studies and, with the aid of his new steed, travels to the lands of elves. And there, the Order awaits for the snows to fade and Spring to return again.
 
  
  

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