Nirur Torir - Turn 0 -
Master of MagicWolfchild, SeriousConcentrate, and Ahra were separately going about their lives as normal. Arcane mumblings incomprehensible to SeriousConcentrate and Ahra, that Wolfchild recognized as highly advanced, filled their ears. They found themselves paralyzed within seconds, followed by blinding light. Wolfchild attempted a counterspell, but was instantly silenced.
As the light receded, the three found themselves in front of a man in a spiffy red robe with gold trim. Further inspection indicates that they are in a large pentagram etched into the floor, still unable to move. "Greetings, heroes-to-be. Serve me, Tauron, and my favor shall go with you. My spell indicates that you are highly compatible with my magic, far more then any other warrior in my empire. Two of you have the greatest potential fighting capacity I have ever known, and you,"
He looks at Wolfchild with a puzzled expression for several moments. "You have never studied in the Imperial Academy, that much is certain, yet your power ..."
He trails off, then gestures at a rack of items behind them. "I spent the past week preparing an enchanted weapon for each of you. Take up one of my banners, and you shall be granted the strength and power of three men. Finally, my symbol will allow me to aid you with magic, as well as communicate and see what you see"
He gestures to a desk against the wall with three crystal balls arranged in a perfect equilateral triangle. "I shall also allow each of you your pick of horses from my personal stable."
"Should you agree to serve as my heroes, and I see no reason why you wouldn't, all this and more will be granted to you. You shall have autonomy, and I suggest three courses of action:
The first, and most risky, is riding to the western port-city of Exeter. From there, you shall be part of an invasion force attempting to open a second front against Rjak before he succeeds in banishing Lo Pan.
The second would be scouting mission through a newly-repaired ancient tower to the plane of Myrror. I only have a few cavalry to spare for this mission, so you would largely be alone. Sss'ra does not yet know about this tower, and you would have a fair chance of escaping detection.
The third is the safest. The halflings have reported that bands of undead roam the eastern countryside. They have been able to hold them off from their cities, for now, but need reinforcements to properly remove the threat. I will be dispatching a platoon of cavalry lead by a paladin to investigate. Should you choose this option, you would have priority for claiming any magical items or gold found, and would have the opportunity to test your newly granted powers.
When you are ready, the stairs are behind me. Feel free to experience the sights of the capital before you leave."
He finishes speaking, and looks at the heroes oddly for a moment before blinking in surprise and snapping his fingers. The pentagram fades as though it never existed, and the heroes find themselves able to move freely once again. They each claim their assigned items.All heroes now stand before Tauron.Wolfchild the Human Magician
Health: 25/25
Mana: 25/25
Inventory:
Channeling Staff - +1 to casting elementalism spells. Not to be confused with a quarterstaff.
Robes - Comfortable wool robes. Not a dress.
Tauron's Enchanted Banner - Roughly triples an individual's combat abilities when carried. Works wonders in tavern brawls.
Tauron's Symbol - An amulet with an infinity symbol in a pentagram, faintly glowing red, which allows Tauron to aid the wearer with his magic. Warning: remove before said wizard goes drinking.
Horse Voucher - A miniature banner, redeemable to the stables in Tauron's capitol for a horse. Please do not use it as a toothpick.
Skills:
Elementalism Magic level 3
Spells:
Cure Water - 4MP - 1d9 strength heal.
Earthen Embrace - 6MP - The target sinks into the ground to the knees, if possible, giving -2 defense and -3 to movement until target frees itself.
Flame Dart - 4MP - 1d6 attack strength.
Concealing Mist - 5MP - The target is surrounded by a thin layer of dense fog, obscuring his/her exact location. +1 attack and +2 defense for 1d5 combat turns, with a minimum of 2. May be set to autobuff a single pre-chosen target whenever hostiles are sighted.
SeriousConcentrate the Nomad Warrior
Health: 28/28
Inventory:
Enchanted Scimitar - +1 to attack. Not for use in environments in excess of 1535.0 °C.
Light Armor - Hardened leather armor. Does not obstruct the wearer's movements.
Small Shield - A thin metal shield. Useful for those who feel the need to block incoming attacks.
Tauron's Enchanted Banner - Roughly triples an individual's combat abilities when carried. Works wonders in tavern brawls.
Tauron's Symbol - An amulet with an infinity symbol in a pentagram, faintly glowing red, which allows Tauron to aid the wearer with his magic. Warning: remove before said wizard goes drinking.
Horse Voucher - A miniature banner, redeemable to the stables in Tauron's capitol for a horse. Please do not use it as a toothpick.
Skills:
One Handed Sword level 1
Melee Defense level 2
Ahra the Nomad Warrior
Health: 28/28
Inventory:
Enchanted Scimitar - +1 to attack. Not for use in environments in excess of 1535.0 °C.
Light Armor - Hardened leather armor. Does not obstruct the wearer's movements.
Small Shield - A thin metal shield. Useful for those who feel the need to block incoming attacks.
Tauron's Enchanted Banner - Roughly triples an individual's combat abilities when carried. Works wonders in tavern brawls.
Tauron's Symbol - An amulet with an infinity symbol in a pentagram, faintly glowing red, which allows Tauron to aid the wearer with his magic. Warning: remove before said wizard goes drinking.
Horse Voucher - A miniature banner, redeemable to the stables in Tauron's capitol for a horse. Please do not use it as a toothpick.
Skills:
One Handed Sword level 1
Melee Defense level 2