Lemegeton's Quest

New Powers and a New Quest

Having braved the tower’s perils, Berendor, Tia, and Olwen at last reached the wizard Lemegeton. Though he was an odd man of many secrets who seemed to be consumed in some manner of research, he was also a man of his word, bestowing the coveted Isabellum elixir upon the three as promised. The nature of the powers it awakened in each of them, however, was something they had to discover for themselves. Fortunately, Lemegeton had a solution for that and sent them into battle against a group of demons in hopes that putting the three in a life threatening situation would be the fastest way to draw out their powers—necessity being the mother of invention. The three surpassed Lemegeton’s expectations, discovering how to use their powers almost immediately, though even with those powers they still struggled a bit to vanquish their foes.

Upon their return to Lemegeton’s chamber, the wizard at last revealed the reason he had been searching for adventurers of their caliber. Apparently, a former apprentice of his named Ozmodeus Bane had managed to infiltrate the Crucian Empire’s prestigious League of Six, using his access to the Isabellum plant to create super powered demons who have been wreaking havoc on the Crucian countryside. His motives for doing this are as yet unknown, but whatever they are, they can’t be good. Ozmodeus was clever enough to place the blame for the demon attacks on his former master, so Lemegeton’s hands are now tied defending his island against the Crucian empire’s military might. Unable to act himself, the wizard has turned to the brave adventurers who were capable enough to overcome his trials.

The wizard’s plan was to teleport the three directly into the Isabellum plant’s shrine, where they were to use a flask of ichor forged from the blood of a hundred demons to destroy the sacred tree outright, thus preventing Ozmodeus from continuing to use the Isabellum elixir in his nefarious plans; but Berendor had qualms about wielding the power of evil to destroy the Saintess’s legacy, refusing to believe such extreme measures were necessary to stop Ozmodeus Bane. Tia and Olwen did not seem to share his reservations, so at last Berendor relented to at least go to investigate the tree and see if Ozmodeus had in some way corrupted it beyond repair.

Just as the ritual to teleport them to the shrine was nearly complete, however, the entire tower shook down to its foundation, and Zazz Cultain appeared, bearing news that the Crucian armada had broken through Lemegeton’s barrier and had begun to bombard the island. His concentration broken, Lemegeton lost control over the ritual, and our heroes were transported not to the targeted shrine, but rather to the middle of a vast desert.

They hardly had time to evaluate their situation when they noticed a young dragonborn boy being attacked by a group of giant ants. Tia managed to run down the ants carrying off the boy, but two huge ant hills opened up before her, and she was soon surrounded by a whole swarm of the creatures. Berendor and Olwen managed to come to her aid, and together the three of them managed at last to drive back the monstrous insects and rescue the boy. To thank them for their help, the boy agreed to lead them back to his village, and so they set off in that direction.

The Pillar of Virtue and the Wizard's Test

Berendor the pacifist priest and Tia the violent vagabond, old friends and traveling companions, were brought together to the isle of Nexus to undertake the trials of the wizard Lemegeton. It was there that they met an odd young woman named Olwen, who claimed to be only a tourist. In spite of that, she agreed to brave the trials with them, and so together they entered Lemegton’s spire, the Pillar of Virtue.

The first trial they faced tested their wisdom by pitting them against impossible odds to see if the three were wise enough to retreat rather than be annihilated. Wisdom was not the rash and battle hungry Tia’s strong suit, and she was nearly killed as a result. Fortunately, the wisdom of her allies was enough to reign in her headstrong spirit, and the three managed to escape with their lives.

The second trial was a test of grace under fire…literally. The athletic Tia and lightfooted Olwen easily passed the test of burning brambles, with Berendor bringing up the rear lightly singed.

Next up was a test of endurance wherein the three adventurers were pitted against the musically inclined Dretch Brigade. Thanks to Olwen’s surprising facility with magical devices, the dretch’s overpowering miasma was kept in check, and Berendor managed to keep Tia alive long enough with his healing powers for her to take down the dretch leader, a feat that sent the remaining dretch fleeing in fear.

Fourth was a test of intelligence. Though no scholar, Berendor’s cool headed reasoning lead them to complete the trial without incident.

The fifth trial was a test of charisma, wherein Olwen used her feminine charms to woo the hideous demon Big Beelz, convincing him with a deceitful kiss to unbar the way out before they were all crushed.

The sixth and last trial pitted the three of them in a difficult battle against Zazz Cultain, the first non-demon servant of Lemegeton that the three adventurers encountered. He possessed the Isabellum power of Gravity Arrow, which allowed his bow shots to draw his opponents towards him. The fight took place on a long mine field, and Zazz used his power to great effect, dragging both Tia and Berendor into mines. At last they managed to cross the mine field, and Tia ended the battle rather quickly with a berserk axe attack that nearly cost Zazz more than just the match.

With Tia’s rage quelled, at last the three made their way to the chamber of Lemegeton himself.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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