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skull:kalender

Chronicles of the Serpent's Skull

Zusammenfassung

Kapitel 1 - Schmugglerinsel

Die Abenteurer haben Schiffbruch erlitten und sind auf der legendären Schmugglerinsel gestrandet. Dort erleben sie nicht nur die ersten Abenteuer, sondern betreten auch den ersten Tempel, der Hinweise darauf entält, wo die sagenumwobene Stadt Saventh-Yhi innerhalb des Mwangi-Beckens zu finden ist. Der Tempel, der von der alten Hochkultur Azlanti erbaut wurde, die mit dem Erdenfall verschwunden ist, steht selbst auf den Ruinen eines Tempels, der von Schlangenmenschen erbaut worden war und einer bis dahin unbekannten Gottheit gewidmet war.

Kapitel 2 - Das Rennen

Von der Schmugglerinsel entkommen, schließen sich die Abenteuerer den Pathfindern an, um sie auf eine Expedition nach Saventh-Yhi zu eskortieren. Es gibt noch 4 weiter Fraktionen, die ihnen in dem nun folgenden Rennen die Entdeckungen, die sie dort erwarten, streitig machen wollen. Das Rennen gipfelt in Tazion, einem alten Azlantiaußenposten. Der Stamm von Affenmenschen dort betet einen Schlangengott mit Namen Ydersius an und bewacht ein Artefakt, das die genaue Lage von Saventh-Yhi offenbart.

Kapitel 3 - Die Stadt der sieben Speere

Der Weg nach Saventh-Yhi war beschwerlich und gefährlich. In der Stadt wird am westlichen Rand ein Lager aufgeschlagen und die Stadt Bezirk für Bezirk erforscht. Es werden mehere friedliche Einigungen geschlossen und Verbündete gefunden (Kaserne/Affen, Zentralbezirk/Rakhshasa, Handwerkerbezirk/Muse). Gegen Ende des Kapitels werden die Abenteurer von einer Horde Untoter auf ein Anwesen aufmerksam, das im Untergrund ein Portal enthält, durch das eine Elfin namens Yuliver gekommen ist. Diese war mit einem anderen Pathfinder namens Eando Kline in den unterirdischen Landen unterwegs und hat bei der Durchquerung des Portals dieses funktionsunfähig gemacht, um ihren Verfolgern zu entkommen.

Kapitel 4 - Katakomben des Wahnsinns

Durch Mitternachtssporen und Vergessenszauber wurde Yuliver sehr geschwächt, kann aber von einer Bedrohung berichten. Tief unter Saventh-Yhi liegt Ilmurea, eine uralte Stadt des Schlangenvolkes und ist zu neuem Leben erwacht. Ihr gelang die Flucht und sucht nun Verbündete im Kampf gegen die Bedrohung, die weiter vage bleibt. Um das Portal zu reaktivieren müssen Ersatzkristalle aus weiteren Katakomben, die über die Stadt verteilt sind, geborgen werden. Am Ende gelingt ihnen die Reaktivierung des Portals und sie starten eine Rettungsmission, um Eando zu befreien und mehr über das drohende Unheil zu erfahren, das von Ilmurea ausgeht.

Kapitel 5 - Tausend Fänge ind er Tiefe

Ilmuerea ist eine unterirdische Stadt mehere Meilen genau unter Saventh-Yhi und von Schlangenmenschen erbaut worden. Heute wird sie von verschiedenen Fraktionen beherrscht: den degenerierten Atzlantern (Morlocks), von zwei Fraktionen aus tieferen Regionen (Urdefhan und Intellektfresser) und dem Schlangenvolk selbst, das - inzwischen erwacht - einen erheblichen Teil der Stadt zurückerobert hat. Eaondo hatte bereits ein Bündnis mit den Morlocks geschlossen und ist für ein Bündnis mit den Urdefhan in die Festung des Schlangenvolkes eingedrungen, um einen Überläufer zu töten. Den Abenteurer wurde das gleiche Angebot unterbreitet und sie brachen ebenfalls zur Festung auf, um Eando und den Überläufer zu finden …

As told by Arion.

Anno 4710

Rova (Sep'10)

  • 15. The caravan arrived Falcon's Hollow at nightfall, finding the people suffering from an unknown disease. Nobody seemed to care about the dying, not even the Priests in the local temple. Only Laurel, Falcon Hollows herbalist tried to help but was in need of some special ingredients for the proper potion. Yxz, a local priest told us we got infected by the plague, I curse the priests for their arrogance. He and his friend accompanied us to the Darkmoon Wood to gather the weed for the witch–for our own and the cities best.

????

We arrived in XXX and left the caravan. The Jenivere is the next ship leaving to the Mwangi Expanse. We have to keep a low profile, looks like Thong is wanted by the Cheliax.

Date unknown (Day 1 on the island)

General note: the island was in some kind of time warp, days changed their lenght regularly

I've lost track of time. Something happened to the Jenivere, something bad. We awoke on the beach of an island, all sick, some local lobsters had decided our sleeping bodies would make a nice lunch. We found most of Jeniveres passengers, only Thog and Ieana are missing. No sight from the crewmembers.

We found the wreck of the Jenivere in the cliffs, she wont sail any time soon. Halve of the ship is missing, taken from the sea. We found the cook and the 1st officer - both dead, died an unnatural death. We found our equipment and some stuff for a camp on the beach. We need to find something to eat, we've only found food for a day.

We've set up the camp near the jungle before nightfall. It's awfully sultry.

Day 2 on the island

Our search for food was successful. We were attacked by two Dimorphodons that we could kill. They should last for some time. The other passengers are still a bit frightened and crumpy but they keep a watch on the camp while we scout the jungle. Most of us have recovered from the sickness, only Sasha seems not to.

When we told the other about the hunt and the nest of the Dimorphodons, Aerys got interested and ask us to catch the next alive. Looks like she is some kind of ranger, could be useful here in the jungle.

The sun is extremely hot in the afternoon. We will have to reschedule our activities into the night.

Day 3 on the island

We got the pet for Aerys.

Day 6 on the island

We headed right to the south. The jungle is thick. Took us three days to tame it and build ourself a pathway to the western cost. We found another wreck and looted it for equipment. Near to the coast there seems to be a ghost or something beckon us.

A possible new campsite. It takes to much time to always return to the beach.

Day 8 on the island

We headed to the west along the coast from our camp and found a third wreck. While looting it we were attacked by a swarm of lobsters.

Day 9 on the island

We fought our way to the jungle looking for higher ground and found a small hill. From there we could see a dead island in the west, looks like a tower grown from the sea. There is another hill in the east, our aim for tomorrow.

Day 10 on the island

We got to the hill in the east. There are more wrecks, some 100 feet away from the coast, on the small islands. We found a river going down to the south through the jungle and something on the beach.

We found another camp. Looks like it was abandoned only days ago. Found the captains hat and a scarf from Ieana. We found trances heading to the south.

Sasha is getting worse.

We'll set up our new camp here.

Day 11 on the island

We looted one of the wrecks and moved the camp. Sasha told us something about some berries that have healing powers. From what she told, those berries might grow here. Somewhere in the jungle near the river.

Day 12 on the island

We found the berries for Sasha. Right in the middle of a thorn bush. But they seem to really help her.

It was then, that the chronicler had to build arrows and lost track of time. But after some exhausting days on the island the adventurers left it finally.

Sargava

Eleder

We arrived in the port of Eleder, word on the street was quick and soon different fractions offered us help on our way to the lost city of the Saventh-Yhi. No wonder they all want to find the Azlanti ruins long lost to the jungle. We decided to take the offer of the Pathfinder Society and left Eleder soon after the race began as scouts for the main expedition of the Society.

The Mine

At the fith day of our jurney we arrived at a abandoned mine. Or abandones it seemed.. If the caravan could take thie route through the hill we could save one ray in the race.

It's not that abandon3d as it first aeemed to be. A wild girl and her dinosor watched us cloaely. She is tellingfrihtening storie about the faith of the miners, her parents among them. Still passing through the mine is the better option, so we will clear the pasage for the rest of the expedition..

Dreadful undead beings overtook the miners. Some wired and dark magic ruined this place. We found the parents of Atyra,, the girl, among the infected. Their souls have finally found rest.

Atyra will wait for the others, help them through the jungle and close the passage for the other fractions to slow them down.

The village

The tens day of our jurney. We met some desperate villagers plagued by wild monsters, slaying the young and old during the night. We decided to help them in excange for rest and some help. They cant hinder the other fractions much, but they wont help them either.

Not far from the village we found a wagon, fallen into a pit. All but one of 5he caravan members seemed to be slain by the wild. We resqued the dwarwen maid and found some tracks, some of the convoi have managed to flee the ambush.

The found a harsh and sad end, sain by zombies.

Kalabutu

Finally, 13 days after we left Eleder we arrived in Kalabutu to met Cheiton, our contact and fellow member of the Society.

As Kalabutu is the last city prior to the jungle we take the chance to rest a day and refill our resources for the travel.

The traiding consortium hired some filthy knifes to kill us. The attackt during the night n Cheitons house. Two were able toescape, we captured the others for questioning them. Cheiton will deal with themlater. We have to leave the city.

Two days after we left Kalabutu, and 16. days after Eleder we found the sunken wreck of the XXX on the ground of the xxx sea., guarded by the monster of the deep. Leaving the path for the diving was rewarded by the big treasure we found in the wreck.

We entered the forest heading north east. There is evil here in the woods: dead men hanging from the trees hunting the living who pass by. At the third day we arrived at the river which we will follow upstream towards Tazion. At the river banks we found traces of Vivern, prey we opted to hunt for their poison and for a little change of our diet.

If we are not mistaken we finally found the upper Korir, the river that will lead us to Tazion. At the fork with the Pasango we found a merchant track raided by strangers, presumly local tribes men, all are dead but a dwarven cleric who will join our cause.

That night, after a long marsch along the Korirs banks we were attacket by a dozent locals. But this was the only incident for three days until the grassland ends and the forest of the thousand screams builds up before us. Sounds like the jungle is full of lousy apes and other critters. Shortly after we arrived hard rain set on for three hours. The mist that followed the rain was used by a gang of frog-men as cover. We could parry their attack and went deeper into the forest, where we found a wonderful waterfall. But the idyllic picture of the waterfall only disguises the evil monsters that lurk in the water.

Following the river upwards we meet coward lizard folk. Looks like we entered their claim without asking them, but coward as they are the lizards are no real danger for us. Here too evil wood with dead man in the crown. It's assuring that we have three godly ambassadors with us. Though even their godly help to fight back the daemon attack at the 7th night after the waterfall.

A week passed without a major incident, until we reached a clearing in the jungle with what looked like an ant hill. Only that a necromant and a dead troll came out of that hill to attack us, we crossed his plan it seems. He took my eyesight, lucky me that the clerics could restore it on the other day.

Another eventless week just to lure us in safety so that we did not the the ambush of the Sprigens shortly before the jungles end. We must be there almost.

Almost… grassland where ever you look at. For five long days, the creatures of the jungle were more entertaining. Late afternoon we found a village. The locals kindly offered us a place to sleep. Too kindly as it turned out; one of them was not even one of them. A succubus controlling the villagers. Though game but in the end we could overcome the evil. As a gesture of thanks the villagers offered to adopt us into their tribal; we collected some tribal tattoos, marking our victorious journey as it seems to be over soon. The villagers showed us the direction. A week by foot they said but warned us that Tazion is inhabited by sone evil ape-folk.

Tazion

The villagers spoke true, it took us eight days to reach the border of Tazion. At the 55th day of our journey we arrived the old city. The jungle has overtaken some pieces of it, swamp has taken others. We entered the city in the cover of the jungle, passing large tar pits, but could avoid to be seen by the ape folk that lives here now. Marvelous old buildings these folk has conquered.

We found a snake pit in one of the old city towers, and behind that a precious pearl and a way underground to some old aqueduct that onces was used to bring water to Tazions wells. A waterelemental residues here and was not happy with us entering his realm. After we cleaned the aqueduct from the elemental, we will take it as our underground camping place while we stay here.

From the paintings we found on the walls we concluded that this ape folk here worships the same snake goddess as the lamia did on the island.

We checked out the tempel and the ziggurat over the next three days. Splendid artifacts from a long forgotten civilization. The ziggurat was the homebase of a cleric of these ape folk. We fought him in our quest to find the pillars of light. I got a dreadful vision of my death when we were able to overthrow him.

Finally atop of the ziggurat we found the pillars of light and a map guiding us to Saven-Yi. We decided to destroy the map before we left Tarzion so that the other convoys shall not find the city too easy.

Saven-Yi

We arrived at the outer rim of Saven-Yi over another marvelous waterfall. The passage is inhabited by pterosaurian and crocodiles; we need to kill before our convoy arrives here. In the first ruins of the city we found, the ghost of Narim–the explorer from my vision–attacked us. Demanding that we leave the place and acknowledge his success finding the city. Not far from these ruins stands a tower that looks good for a campsite. On the way into the city a gang of raptors attacked us. The tower itself seems not to be inhabited, we will see tomorrow how the surrounding looks like exactly.

In the light of the 2nd day in Saven-Yi the tower and the surroundings are looking even better then yesterday. At the base of the tower a well provides fresh water and south-west from it, maybe 100 feet a ruin looks like an old fort. This spot might be perfect for our expeditions campsite in Saven-Yi. As it turned out, the well was poisoned with snakes and piranhas, we cleaned it–for the moment. The fort it turned out was inhabited by giant Boggards we had to expell from the fort. Strange creatures are inhabiting this place; our nights rest was disturbed by an undead. It was not Narims ghost but some other dreadful being.

We spend the 3rd and 4th day with building up the campsite just in time; our convoy arrived Saven-Yi just when dusk fell.

The North of Saven-Yi

On the 5th day in Saven-Yi a first supply caravan took off back into the civilization. We need a smith; Amivor says he knows just the right person to help us with his expertise there. We also send along a list of things we need that the caravan will get for us. Hope their journey is swift and safe. One of our scouts found a campsite in the west and reported that the Red Mantis has settled there. The scout we send into the east is missing; we will search him today. Wile searching we could see the Aspis Consortium setting up their camp north-eastern of ours in the suburb of Saven-Yi. We managed our way along their camp without being seen and followed a big boulevard to one of the old gates of Saven-Yi. Just outside the old city we found an Erastil temple. While investigating it, we were attacked by some of the ape folk we met earlier in Tazion. Shortly after we could fight off the first attackers a second weave arrived. We were able to defeat those too, but had to flee the area before more ape folk could arrive as we nearly lost our priest during the battle. During the night Narim ghost attacked our camp again. This time he tortured the workers quarters but we could fight him back in time to safe our men.

We saw a small island in a lake yesterday which was looking strangely clean. While fleeing from the temple we could only grasp little information, so we decided to investigate the island today. Our way lead us through the jungle in the north of the suburb. On our way we were attacked by a Basilisk that was hiding between the thick wood. Luckily we could revive the priest who hit the bad luck to catch a glimpse if the Basilisks eye. The only thing we found on the island was a rough wooden house and a deep hole nearby. The house was used by a shaman of the ape folk to work on Stone Salve. She was escorted by two guards that we could defeat, but the shaman could flee over the lake, We took one of the guards hostage. He told us some details about the ape folk clan that is living in this part of Saven-Yi and the shamans plans. Apparently she wants to revive some God that was turned to stone and buried in the hole we found. We followed her into Saven-Yi to the central Ziggurat of this part of the town. At the foot of the Obelisk atop of the Ziggurat stood the thing from the hole, a huge dire ape with large wings on his back and horns on his head. When we climbed up teh Ziggurats ramps we saw the shaman, just applying some of the stone salve at the statue and four guards. While we fought the guards she revived the daemon, but something did not worked right and parts of him are still stone. We were able to defeat the shaman and her guards but barely able to drive the daemon away before he could kill us. Judging from how he fought he is not on the side of the ape folk but running his own agenda.

Central Destricts of Saven-Yi

The South of Saven-Yi

skull/kalender.txt · Zuletzt geändert: 2017/01/30 11:33 von malcolm