Tuesday, October 1, 2024

Iris Esclera One shot summary

Part 1: Waking in the Dark

Iris Esclera awoke on a cold, hard pile of bones. The smell of decay filled her nostrils as she pushed herself up, groggy and disoriented. The dim light of the catacombs offered little comfort as she tried to gather her thoughts. Her sharp senses quickly kicked in—this wasn’t just some ordinary dungeon. Something was off.

Using her Eye of Insight, Iris scanned her surroundings. She immediately sensed movement, shadows lurking in adjacent rooms. Dozens of them, small and large. A closed door stood nearby, and the pile of bones beneath her feet seemed to go far deeper than what she could see.

“Wonderful,” she muttered to herself, dusting off her clothes. “Surrounded by death and shadows. I must be getting popular.”

Without wasting time, Iris moved cautiously toward the door, testing the handle. It wasn’t locked, but as she opened it, the rusty hinges let out a loud, creaking noise that echoed down the hall. She froze, hearing the rhythmic sound of heavy footsteps approaching—Dun dun dun—growing louder and closer.

A massive figure, about six feet tall, appeared from the shadows. Its body was muscular and pale white, covered in scars that were sewn together with black thread. The creature had no eyes, no nose, but it moved its head as if searching, opening and closing its mouth filled with sharp fangs. A long, purple tongue flicked out, tasting the air as it approached.

Iris’ eyes narrowed, and a smirk tugged at her lips. “A fresh little experiment, I see,” she muttered. “Someone’s been busy.”

She focused her magic, activating her Eye of Weakness to assess the creature. A fresh wound on its belly caught her attention, stitched together hastily, a clear vulnerability.

“Now, that’s interesting,” Iris said softly, her mind already calculating how to take advantage of the situation.

With a flick of her wrist, Iris summoned her Rolling Crystal Eyes, sending the marble-sized eyes skittering across the floor. They rolled toward the creature, shattering into sharp crystals as they reached its feet. The creature stepped forward, its legs tearing on the jagged shards. It let out a low growl of pain but continued advancing.

“Persistent, aren’t we?” Iris mused, her smirk widening.

The creature lunged toward her, but Iris was quicker. She unleashed a Beam of Searing Light, aiming directly at the wound on its belly. The searing energy cut through the stitches, and the creature howled in agony, its torso smoking from the magical burn.

The creature thrashed, stumbling backward, but Iris wasn’t done. With one final move, she summoned her Exploding Flying Eyes. Three eyes shot toward the creature, colliding with its body and exploding upon impact. The force of the explosions ripped through its flesh, and the creature collapsed to the ground, defeated.

Iris stepped forward, her eyes glowing as she activated her Eye of Truth, seeking to discern the true nature of the beast. What she saw was unsettling—a trap. The creature was part of a larger plan, a cog in a much more intricate scheme.

“So, someone’s trying to kill me,” she muttered. “How unoriginal.”

Despite her victory, Iris wasn’t cruel. She activated her Eye of Angel, healing the creature just enough so it wouldn’t die, leaving it dazed and confused. “I’m not finished with you yet,” she whispered, her voice icy. “Lead me to whoever made you.”

The creature, clearly afraid, obeyed. It stumbled through the tunnels, leading Iris deeper into the catacombs. They eventually arrived at an entrance to a massive chamber. Pillars, both square and round, stretched from an abyss below to the floor above. The creature pointed inside, revealing the location of whoever orchestrated the trap.

Iris looked at the pillars and used her Eye of Insight once more. The square pillars were sturdy, but the round ones were crumbling, ready to collapse at any moment.

She prepared to advance when a familiar voice echoed through the chamber, followed by the sound of slow clapping.

“Nice. Just as I expected from you, Iris Esclera. But this room will be your doom.”

Her eyes widened as she recognized the voice. Steven Rylet, the soundmancer, her long-time rival.

As his words echoed, the round pillars began to crumble, and the room shook violently. An explosion rattled the chamber, and sand began pouring in from the ceiling. Before Iris could react, a massive worm with a human face—eyeless and noseless—fell from above, slamming into the floor with a thunderous crash.

Iris turned toward Steven, who perched on a high ledge, his cat-like agility keeping him balanced effortlessly.

“I should have known it was you behind this,” Iris spat, her voice filled with frustration. “Why did you trick me into coming to this cursed place with that fake treasure map?”

Steven looked genuinely confused. “What are you talking about? I came here because you sent me a note, telling me you wanted to duel in this place.”

Iris froze for a moment, realization dawning on her. “Wait… we were both lured here?”

Before they could continue their argument, the doors to the chamber slammed shut, and the worm began to writhe, its massive body shifting through the sand.

Iris glanced at Steven. “Truce?”

Steven smirked, clearly enjoying the irony of the situation. “Truce. But don’t think this changes anything between us.”

Together, they turned their attention to the worm.

Part 2: The Battle Against the Worm

Despite their exhaustion, both Iris and Steven knew they had to fight with everything they had left.

Iris made the first move, summoning another Beam of Searing Light and aiming for the worm. But her energy was waning, and the beam barely scratched its rubbery skin. She cursed under her breath, frustration mounting as her spell faltered.

Steven leaped into action, using his Disturbing Shatter to send a pulse of sound at the worm, hoping to disorient it. The sound hit the creature hard, causing it to rear back in pain, but Steven’s attack drained him further. He stumbled, his legs wobbling as the sand continued to rise around them.

Iris, not one to give up, tried again, this time using her Exploding Flying Eyes. But her aim was off, and the eyes exploded harmlessly in the sand, far from the worm.

“Come on!” she shouted in frustration, her pride wounded. She could feel the weight of her previous battle dragging her down.

Steven, panting heavily, tried to capitalize on the worm’s brief disorientation. He leaped forward, claws slashing at the creature’s side. His agility allowed him to land a solid hit, tearing a gash in the worm’s flesh. But as the creature thrashed in pain, its tail whipped around, slamming into Steven and sending him flying into the wall.

The worm lunged at Iris, its massive jaws snapping inches from her. She barely dodged, rolling to the side as the sand continued to fill the room. She could feel her strength fading, her spells weakening with each failed attempt.

Steven groaned as he pulled himself to his feet, clutching his side where the worm had struck him. Despite his injuries, he wasn’t done yet. He clicked his tongue, sending a Sonic Boom Click toward the worm, but the attack didn’t have the desired effect. The worm thrashed, its rage growing as the room filled with the sound of shifting sand and crumbling stone.

Iris tried one last spell, summoning a weak Rolling Crystal Eye to distract the worm, but it barely made an impact. The worm’s massive form loomed over her, its human face twisted in a grotesque expression.

Then, with a final surge of energy, Steven leaped forward, slashing at the worm’s side once more. His claws tore through its rubbery skin, and the creature let out a horrific screech, thrashing violently as it collapsed into the sand, defeated.

But as the worm fell, Iris’ strength finally gave out. She collapsed onto the sand, unconscious from exhaustion.

Part 3: The Aftermath

Steven, panting and battered, looked down at Iris, her small form lying motionless in the rising sand. For a moment, he considered leaving her—after all, they were rivals, and she had always been a thorn in his side.

But then, with a resigned sigh, he limped over to her and hoisted her onto his shoulders. “You owe me for this,” he muttered as he struggled to climb one of the ledges.

Using the last of his strength, Steven managed to find an opening high in the wall. With Iris in tow, he pulled them both through the exit, just as the room below filled with sand.

They collapsed onto the stone floor of the tunnel outside, both utterly spent.


When Iris finally awoke, she found herself lying next to Steven, the memory of the battle flooding back.

“You saved me,” she said, her voice hoarse with exhaustion.

Steven shrugged, his usual smirk creeping back onto his face. “Well, I wouldn’t let you die before I finally defeat you in a fair duel. Don’t get any ideas—this doesn’t change anything between us.”

Iris chuckled softly. “Understood. But at least take this as a token of my gratitude.” She reached into her pouch and handed him half the rubies she had collected from the Medusa’s lair.

Steven accepted the rubies with a nod. “Fair enough.”

Without any further words, they made their way back to town. Once they arrived, they parted ways without another mention of the events in the dungeon. It was clear that their rivalry remained intact, but there was an unspoken understanding between them now—one forged in the heat of battle and survival.

As Iris watched Steven disappear into the shadows, her mind returned to the dungeon. Someone had gone to great lengths to lure both of them there, setting traps and orchestrating the entire ordeal.

"Whoever they are," she whispered to herself, her eyes narrowing with determination, "they’ve made a very dangerous enemy."

With that, Iris set off to find answers, her curiosity driving her to uncover the truth behind the deadly game she had just survived.

Friday, September 6, 2024

5 Adventure: Fractella and Neizzer’s Eye Opener.

Unexpected visit

The adventure begins when the Protectors are spending some resting time a few weeks after their last quest. A knock at the door interrupts their peace. Standing before them is a lady—an elf—wearing the uniform of the Arcane Academy. She is babbling incoherently. Alacian Loc suggests contacting their friend, Iovahana Corvinus, the granddaughter of Archwizard Linxora Corvinus, head of the Arcane Academy, as she is their only contact within the Academy.

Iovahana reveals that the woman is Ralitsa Montserrat, a professor at the Academy. She asks the Protectors to investigate what happened to Ralitsa while she takes care of her. Iovahana warns the Protectors to be discreet, as Ralitsa may have enemies within the Academy. To assist them, Iovahana provides the Protectors with special clearance to access Ralitsa's personal quarters in the Academy.

The Investigation Begins

The Protectors first search Ralitsa’s home. They find the place in disarray, with Alacian detecting residual magical energies throughout the house. In Ralitsa's journals, they discover entries detailing her dream of eradicating corruption within the Academy and how she had been developing a ritual to clone herself to achieve her goal more efficiently. During their search, the group is attacked by a wizard.

After defeating their attacker, they realize it is Ralitsa herself. Confused, they bring her to Iovahana, only to discover that the amnesiac Ralitsa is still with her—this is another clone.

The next day, they learn from the news that the restricted vault of the Academy’s Library has been robbed.

Zeera contacts High Marshal Bostoro to ask if he has any information and whether the two incidents are related. Reluctantly, Bostoro informs them that the librarian had been attacked by someone posing as a professor, though she could not remember the details, as her memory had been magically erased. He also mentions that what was stolen was a map showing a secret entrance to the forbidden catacombs beneath the city, along with a tome about an artifact known as Neizzer’s Eye Opener.

As they speak, Marshal Bostoro excuses himself, explaining that there has been an attack at one of the banks in the square.

The Protectors offer their help and fight a dozen masked wizards, defeating them with ease. They discover that these wizards are more clones of Ralitsa, who decay rapidly after being defeated. The Protectors ask Bostoro to keep the identity of the attackers hidden for as long as possible.

The Protectors inform Iovahana of their findings. Iovahana offers to search her grandmother’s private library for information on the artifact. The next day, she tells them she has found the entrance to the catacombs where the artifact is believed to be hidden. Since it is forbidden to explore the catacombs—even for the Protectors—Iovahana urges them to proceed discreetly.

The Descent into Neizzer’s Sanctum

The Protectors understand the risks involved in venturing into the underground dungeons, where only a few selected groups are granted access due to the dangers of monstrous incursions, curses, and arcane traps. However, the urgency of stopping Fractella drives them forward.

The Arcane Door

The first trial they face is an arcane door sealed by powerful runes. Alacian Loc channels his magic, and Zeera Ibanez uses her divine energy to unlock the door. Together, they open the passage and continue deeper into the dungeon.

The Construct Guardian

The next chamber is guarded by a towering Construct Guardian, designed to target the most intelligent individuals. It immediately focuses on Alacian, draining his mental capacity with every strike. The Protectors work together to disable the construct, with Perdita and Rojan outmaneuvering it while Zeera shields Alacian from further mental degradation.

The Undead Monster

In a manifest zone filled with false doors, the party accidentally releases a powerful undead creature that grows stronger with each strike. Realizing that brute force will only empower the monster, Zeera creates a puzzle that distracts the creature long enough for the party to escape unharmed.

The Chamber of Confusion

The Chamber of Confusion is the most disorienting trial. The walls and ceiling are covered in swirling illusions that distort the Protectors' senses, causing them to distrust one another. In a moment of clarity, Alacian casts Mind Ward, dispelling the illusions and restoring the party’s focus as they hurry out of the chamber.

Final Confrontation with Fractella

At the heart of Neizzer’s Sanctum, in the Chamber of the Eye Opener, the Protectors encounter a small army of Ralitsa’s clones.

Speaking in unison, the clones reveal that they are no longer Ralitsa but Fractella. During the cloning experiment, Ralitsa's mind was affected, and Fractella seized control of the other clones. Most of the clones are unintelligent, but Fractella is an exception—she has inherited the darkest aspects of Ralitsa’s personality and is now plotting to eliminate Ralitsa and achieve immortality through forbidden magic.

Fractella’s plan is to use the Eye Opener to increase her intelligence, as well as that of her clones, thereby enhancing her power and achieving eternal life.

The battle that follows is intense. Fractella is losing, but she begins sacrificing her own clones, absorbing their energy to heal herself and amplify her magic. With each clone she eliminates, she grows stronger. The Protectors, realizing her strategy, focus on taking down her remaining clones before she can absorb them. Rojan sabotages the ritual, preventing Fractella from fully activating the Eye Opener, and Perdita delivers the final blow that defeats the twisted clone.

Aftermath

With Fractella defeated, Linxora Corvinus appears, demanding the Eye Opener for herself. Wielding her immense political power, she threatens the Protectors with punishment for entering the underground without permission. Aware of the danger in defying her, the Protectors hand over the artifact. Linxora promises to cover for them, claiming she had sent them on the mission herself.

However, the Protectors are left uneasy. While they have saved Ralitsa Montserrat and defeated Fractella, they have placed a powerful artifact into the hands of a politically ambitious Archwizard. Iovahana later apologizes for her grandmother’s interference, but the Protectors know that this is only the beginning of a more complex and dangerous political game.

As for Ralitsa, she recovers her mental health but keeps one clone, which she has chosen to hide from the rest of the world. Only the Protectors and Iovahana know about this secret, ensuring that the knowledge remains closely guarded for now.

Friday, August 16, 2024

The Asvelgoth Protectors Ago 2024

The Asvelgoth Protectors are a renowned group of adventurers who have gained recognition and respect for their service to the city of Asvelgoth. They are known for their courage, strategic prowess, and ability to tackle complex moral dilemmas with tact and compassion. Each member brings a unique set of skills and life experiences to the group, making them a formidable team.


Rojan

  • Race: Human
  • Class: Rogue
  • Alignment: Chaotic Good
  • Age: Early 30s
  • Background: Criminal (Reformed)
  • Sin: Betrayal
  • Virtue: Resilience

Description:
Rojan is a sharp-witted and resourceful human rogue who once was part of a group fighting dark forces on a different plane. Said plane was destroyed and she was the only one able to escape jumping to Asvelgoth's plane. She’s of average height with a lean, muscular build, her face often hidden under a hood or mask. Her red hair—cut short for practicality—gives her a striking appearance. Her eyes are always alert, reflecting her cautious nature. Although she carries the scars of her past on both her body and soul, she hides them beneath a veneer of confidence and humor.

Recent Events:

  • Redemption Arc: Rojan left her old crew behind, but not without cost. During the last adventure, she faced shadow constructs that resembled her former teammates, Albica the witch, Vernon the construct fighter, and Azure the conjurer. These shadows confronted her for abandoning them, stirring up memories of guilt and regret.
  • Connection with Lucia Many Eyes: Lucia, a halfling rogue and information broker, knows a secret about Rojan’s past that she has vowed never to reveal. Rojan keeps a delicate balance between her criminal past and her new role as a Protector, fearing that any slip could lead to exposure.
  • Internal Conflict: After the encounter with Lacrimosa, Rojan had to wrestle with her own moral compass. While her instincts lean toward pragmatic solutions, her heart is torn between her old habits and her new role as a force for good.

Perdita

  • Race: Gnoll
  • Class: Ranger
  • Alignment: Neutral Good
  • Age: Late 20s
  • Background: Outlander (Exiled from her tribe)
  • Sin: Envy
  • Virtue: Kindness

Description:
Perdita is an imposing and fearsome gnoll, standing taller than most humans with a muscular, powerful frame. Her fur is naturally a sandy color, though she recently dyed her fur black with a white mane to assume the identity of Cervelux during an undercover mission. Despite her savage appearance, Perdita is driven by a deep desire for redemption. Once part of a vicious, cruel gnoll tribe, she heard the call of the goddess of nature, and turned her back on her tribe's destructive ways. She now seeks to redeem gnolls and prove that they can follow a path of goodness.

Recent Events:

  • Encounter with Grondell: In a previous adventure, Perdita confronted her long-lost brother Grondell, who had grown into a powerful and cruel gnoll barbarian/cleric. Grondell’s tribe had instilled in him the violent traditions Perdita sought to escape. In a brutal battle, Perdita was forced to defeat Grondell, which left her feeling conflicted and sorrowful. She now carries the burden of that encounter, questioning whether she could have saved him and the gnolls he led.
  • Fraternal Jealousy: Perdita has grown close to the other Protectors, particularly Alacian. When Lucia asked for a date with Alacian as repayment for a favor, Perdita felt a pang of fraternal jealousy, though she hides these emotions behind her normally stoic demeanor. She views the Protectors as her new family and is fiercely protective of them.
  • Redemption Mission: Perdita is constantly seeking ways to redeem gnolls in the eyes of the world. She sees her role as a Protector as a step toward that goal, but every battle against gnolls or creatures of cruelty brings her closer to her inner struggle with her past.

Alacian Loc

  • Race: Drow
  • Class: Wizard
  • Alignment: Neutral Good
  • Age: 120 (appears in his 30s by human standards)
  • Background: Former Noble (Fell from favor due to defying Lolth's teachings)
  • Sin: Despair
  • Virtue: Integrity

Description:
Alacian Loc is a tall and slender drow with ebony black skin and striking bright red hair, which is unusual for his kind. His red eyes are often concealed behind dark glasses. Once a power-hungry practitioner of magic, Alacian has since reformed his ways, turning away from the dark influences of his drow heritage. His time in Asvelgoth has softened him, though he remains an enigmatic figure, carrying the weight of past sins.

Recent Events:

  • Resurrection and the Curse: During the battle with the wizard killer, Alacian was slain and cursed, trapping his soul in a mysterious artifact. After several failed attempts, Zeera successfully lifted the curse, bringing him back to life. This experience left Alacian deeply introspective, forcing him to confront questions about the afterlife and his own morality. He wonders if his soul is truly free from the influence of the Spider goddess, and he’s considering which god to align himself with, as the memory of that limbo haunts him.
  • Wizard Prejudice: Alacian often feels the weight of prejudice, not only because of his drow heritage but also because of his former dark deeds. Although Asvelgoth is relatively tolerant, the distrust many feel toward drow continues to follow him. His decision to use magic for good has made him a bit of an outcast among his kind, but he’s found solace in his role as a Protector.
  • Date with Lucia: Though surprised by Lucia’s request for a date, Alacian agreed, knowing it was the favor he owed her. He is both curious and wary about where this relationship may lead, and he approaches it with caution, especially with Perdita watching over him.

Zeera Ibanez

  • Race: Human
  • Class: Cleric of Ternusla
  • Alignment: Neutral Good
  • Age: Early 30s
  • Background: Acolyte
  • Sin: Pride
  • Virtue: Temperance

Description:
Zeera Ibanez is a cleric devoted to Ternusla, the god of out-of-the-box thinking and alternatives. Her unorthodox approach to problem-solving makes her stand out among other clerics. She is known for her calm demeanor and ability to think creatively, often coming up with solutions that others would never consider. Zeera is of average height with long black hair, which she wears in a braid. Her eyes are warm and intelligent, reflecting her inner faith and dedication to her god.

Recent Events:

  • Lifting the Curse on Alacian: Zeera’s determination was tested when Alacian fell under Lacrimosa’s curse. Despite repeated failures, she never gave up on her friend and ultimately succeeded in breaking the curse, saving Alacian from eternal sleep. This act has deepened her connection to Ternusla, reinforcing her belief that thinking outside the box and exploring all options can lead to success.
  • Contemplation of Alternatives: Zeera’s dedication to her god led her to question the moral implications of their most recent mission with Lacrimosa. She admired Lacrimosa’s drive to help the orphanage but struggled with the idea of justifying theft and curses for the greater good. Her alignment with Ternusla’s principles of finding alternatives allowed her to guide the party in negotiating with Lacrimosa rather than resorting to violence.
  • Guidance and Leadership: As the group’s moral compass, Zeera often finds herself acting as both mediator and strategist. Her devotion to Ternusla has allowed her to see the world in shades of gray rather than strict black and white, making her a valuable asset in their decisions. Though she is peaceful by nature, she is unafraid to confront hard truths when necessary.

The Protectors Today

The Asvelgoth Protectors continue to navigate the complex political and moral landscape of their city, balancing their roles as heroes with their personal struggles. Each member is dealing with their past in different ways, but together, they form a cohesive and powerful team—one that strives to do what is right, even when the right path is unclear.

Tuesday, July 9, 2024

Gods of Asvelgoth

Gods of the reformation



Ternusla, God of Out-of-the-Box Thinking

Alignment: Neutral
Domains: Knowledge, Trickery, Arcana
Symbol: An eye emerging from an open chest
Pantheon: Asvelgothian Deities
Worshippers: Innovators, inventors, scholars, strategists, and those who value unconventional solutions

Description

Ternusla is revered as a deity who champions creativity, innovation, and the pursuit of unique solutions. In the pantheon of Asvelgothian deities, Ternusla stands out as a beacon for those who dare to think differently and challenge the status quo. His followers believe that there is always a better way, a hidden path, or an unexpected solution to every problem.

 

Korliss, God of Optimization

Alignment: Lawful Neutral
Domains: Craft, Law, Knowledge, Order
Symbol: Gears interconnected
Pantheon: Asvelgothian Deities
Worshippers: Engineers, architects, judges, bureaucrats, and those who strive for efficiency and order


Alashk, Goddess of the Unknown

Alignment: Neutral
Domains: Shadow, Void, Arcana, Silence
Symbol: An inverted black pyramid
Pantheon: Asvelgothian Deities
Worshippers: Explorers, mystics, scholars of the arcane, and those who seek hidden truths or the mysteries of the universe


Heverett, God of the "What If"

Alignment: Chaotic Neutral
Domains: Luck, Chaos, Randomness
Symbol: A bubble splitting into two
Pantheon: Asvelgothian Deities
Worshippers: Philosophers, dreamers, gamblers, and those who explore possibilities and alternate realities

Description

Heverett embodies the essence of possibility and the unknown. He thrives on the endless potential of what could be, constantly encouraging his followers to question reality and explore alternate paths. Heverett's realm is one of fluidity and change, where the laws of probability and chance hold sway over deterministic outcomes.