The Legendary 12

Pre-Game

The adventurer’s have not met each other yet. Each of them possess special talents within them, but not a single one has realized his/her true potential as of yet. When The Seer meets with them, and if they accept his critical mission, however, they will be forced to work together and become the heroes they were truly meant to be.

The adventurer’s, once united, will begin in Norfeld, a mid-sized city in the South of Othyr.

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First Encounters

The three heroes set out on their own quests near their respective homelands, venturing forward for reasons of their own. Scarr, warden of the forest, wandered in the Black Forest towards Provia, in search of work. He soon learned the dangers of such a place. Pylis, in her first true journey from her birth town of Rikanda, headed west in look of adventure and hopefully a chance to prove her talents. Solus’ footsteps carried him away from his homeland of the Kelketch Mountains as he wondered through the Jagual on what seemed an ordinary, star-filled night. At the same moment in time, although the three did not know it, each encountered what seemed to be an ordinary boar, intent on killing them. Each proved their mettle and conquered the beasts, before being transported to a foreign cavern. The three heroes met the “Seer,” who charged them with saving all of Othyr. They are needed to gather the Legendary 12, formidable items apart and god-like when wielded together. After their meeting, the three landed in Norfeld. There they met a man named Grin, who turned out to be the owner of both the village’s inns. They slept well in the inn and the next day were greeted by three fresh horses, mysteriously acquired. After agreeing to try and find out more about the first item, the Mask of Eagle Eye, the three set off around Norfeld.
Pylis, Scarr, and Solus took the horses to Lyle, the stable-master, and arranged to keep their steeds there. Soon after, Solus decided to search around town to try and figure out the workings of Norfeld. He learned that the tavern is a good place for information and the main gathering point in Norfeld; also its proprietor, Rowena, might have information regarding the first item.

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Dagon's Rock and the Mask

The adventurer’s inquired about town and received no real helpful information. Rowena knew a few rumors, one involving the recent monster incursion at Dagon’s Rock, and another involving Makivk and his lackluster performance as High Council Member. The PCs decided to ask Makivk himself for information, though he knew little. Tul the Mage, apparently a master of many magical arts, was of no use either; he was too busy to see them. The PCs finally were offered by Sable, the owner of the town’s general store, a handsome sum of gold if they were to eliminate the monster’s infesting Dagon’s Rock, as they are ruining much of the tourism to Norfeld and, by correlation, his trade. They agreed, and headed off to the notorious rock formation. There they found many caves, only one deep enough to be the actual hiding place of these creatures. It turned out the enemies were goblins, two minor goblins along with a powerful Warcaster Hobgoblin. After a narrow battle, in which each PC crushed one of the goblin’s, the adventurer’s came out victorious. They picked up some gold and a gem from the goblins, and took the Warcaster’s weapon, a staff of frost. After such a close encounter the PCs decided to take a long rest, their backs to the cave wall. The sun had set hours ago. Waking to the faint rays of light that could permeate into the beginnings of the cave, the three heroes set off deeper, deeper into the darkness. Pylis’ keen eyes and Solus’ sense of direction led the way, and soon they reached what must have been the end of the cavern. All three sensed a magical presence, though they knew not what. Before they could explore, however, Scarr screamed in agony as he felt something lash against his torso and nearly knock him over. The only light in the place was the torch that Solus carried, its flames to weak to reach the ceiling of the deep cave. The attacker swooped again, and again, carrying off more flesh with it each time. The three tried to locate its whereabouts many times, but failed. Scarr, channeling his years of training in the woods and honed natural instincts, released the magic within his own body and took the form of a Willow Sentinel. A tree, tall and protective guarded Pylis and Solus as they stood in the darkness. The three fought, trying to hit what they couldn’t see. They all took severe damage from the enemies’ deadly swoops, but they retaliated well. Scarr, still in Willow Form, stopped the beast from attacking Pylis with his stout branches and even dealt damage himself.
Eventually, Solus decided he would investigate the magical presence, which indeed turned out to be the First Legendary Item, the Mask of Eagle Eye. He placed it on his face as quickly as possible and could immediately see the monster with ease. It was a Shadowhunter Bat, eager for food in its lonely cave. The heroes, listening to Solus’ descriptions, dispatched the creature quickly.
Soon after, the three were once again teleported. This time they met with the Seer again, among the molds of the 12. He offered to keep the Mask for them, so it could not be stolen. They declined, and he sent them back to Norfeld.

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Tul's Potion

The PCs bought a few new items from Sable’s General store and then sold their frost staff to Tul for a whopping 800 gp. After asking around for any clues about the next Legendary Item and coming up empty handed, they went to bed. They were awoken shortly after by a ghostly man, dressed in fine clothing. He bid the PCs to come to Tul’s house. Tul, impressed with the staff the three heroes had given him, decided to entrust in them a favor. He asked them to travel to Edmark, a near three day’s journey from Norfeld, to purchase a specific magical potion they sold there. The three adventurer’s agreed. They set off to Edmark, with Pylis’ knowledge of nature and Scarr’ innate sense of direction to lead them. At the River Plunge, (very close to Edmark) the three came upon two groups of arguing soldiers. One group had 15 members and was comprised mainly of humans, with two dwarves and a half-elf as well. This group, Solus noticed, was armored oddly, in ill-fitting garments. The second group was made entirely of Dragonborn, 6 of the strong warriors. The two factions were very close to bloodshed, in the middle of an argument over the river crossing when the PCs came upon them. Scarr and Solus, deciding to side with the Dragonborn, made an impression on the humans with their drawn swords and towering statures, Solus in particular standing over 7 feet tall. Scared, and no longer appreciating their chances, the humans considered backing down, and only the apparent leader of the group still seemed eager to pursue a fight. Pylis stepped forward to convince the man of his folly,and with the hulking Warden and Fighter behind her, not to mention 6 snarling Dragonborn’s, the opposing group decided to turn tail and run. Though, not without the leader swearing a reckoning upon the three.
With the group of bandits dealt with, the Dragonborn thanked the three heroes and promised to remember them for the future. They took the names of the PCs, and offered Solus a pin, a small button that bears the mark of the King. Such a pin is given to personal servants and guards of the King, as well as those who have preformed services for the Royal Household.
After the Dragonborn’s left, off to finish an errand for the King himself, the three had to cross the Plunge River. It was not deep, but its’ current rushed with a vengeance. Pylis turned into a small dolphin and swam across, allowing Scarr to hold onto one of her fins. They made it across the river safely, but their horses and Solus were left on the other side. Solus brought the horses along himself, his height giving him just enough of a advantage to be able to cross the water. Pylis’ horse became skittish and almost bolted, but together the three calmed it enough to allow Solus safe passage. Everyone made it across, with minimal injury. Pylis’ horse suffered a minor injury to its right hind leg in the struggle, but Pylis knew it would easily cure itself with time.
After a short ride, the three made it to Edmark. Here they were stopped at the gate by two guards. They asked for papers, or for some evidence of how the PCs would be of help to Edmark. Pylis quickly invented a story, claiming to be an alchemist looking to ply her trade. Which, of course, was rooted in some truth since Pylis’ father did excel with herbs and crafting. The guards however did not buy this story, pointing out that Pylis had no alchemical supplies or finished products. Solus quickly stepped in to try and remedy the situation, claiming he was here for soldier duty or mercenary work. He and Scarr, in perfect unison, tossed the guards a gold piece each. They happily allowed the three strangers through, pointing them to Vorn’s Rest as the nearest Inn. (the name sounds familiar, doesn’t it?) The PCs slept at the Inn and had a fine dinner, topped with famous Dwarven Dark Ale.

The next day in town, the three hunted faithfully for the potion that Tul described. After an hour or so of work, they found an old antique shop that carried the potion. The PCs haggled for the price and were turned down multiple times, but eventually convinced the proprietor to lower the price 50 gp. They bought the potion with the money Tul had given them.
Soon after, the PCs went to another shop, this time one that sold magical items for their own use.
When they were finished shopping, the adventurer’s decided to go back to Norfeld, deliver Tul’s potion, and claim their reward. On the way back two dwarves, the ones from the human bandit company, helped them operate a barge to cross the river. They were impressed by Solus’ fluent Dwarvish and allowed them free passage, whereas normally the bandits charged 5gp to cross.

After the long journey home Tul received his prize and the PCs were rewarded. Tul the Mage was so ecstatic he ran back into his home to experiment without another word.

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An Unlucky Horseshoe

A band of Orcs stole into Norfeld in the dead of night and took all the horses in Lyle’s Stables. The Council was quickly convened and Fry was sent to investigate. The three heroes quickly darted off to follow the trail the Orcs, in their haste, left behind.

The heroes found the Orcs sleeping, but at the smallest noise they popped up, alert.
After a quick but fierce battle the PCs crushed the three Orc Raiders and reclaimed the Horses.

Back in town, Lyle offered them free stable-care for life and the entire town was impressed with them.

Later, Tul the Mage told the PCs where the Second Item was, after they had paid him earlier. He saw Cauldron lake, shining in the midday sun.

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Meetings and Greetings

The Council has finally given in and decided to hire a town guard, consisting of 10 soldiers, mostly due to recent events. Every Council Member agreed that the Orcs stole into the town much too easily. In addition, many new residents have been moving to Norfeld as of late, and with the rising population a guard was eventually inevitable. Fry, the grizzled veteran of the King’s Army and formerly the only soldier in Norfeld, has been appointed the head of the new militia. And one of Fry’s first duties is to greet every new face in Norfeld, welcome them to the town, and inform them and all residents that taxes will be raised in order to afford the new guardsmen.
Fry, apparently, is not at all fond of this duty. He asks Solus, Pylis, and Scarr if they can take up the duty in his place.
The three agree, and meet a host of new citizens around Norfeld.

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Murder of a Councilor

Grawn, a senior Council Member, has been found killed behind Grin’s Inn.
Norfeld, always hailed as one of the most hospitable towns in the nation, is is panic at this horrible event.

The Council convened and has gathered what evidence they could. While some of them are reluctant to trust the three newcomer’s to the town, the heroes are soon entrusted with the investigation of the murder. The murderer could still be out there, ready to strike again, and he or she must be caught.

After 6 days and much investigation involving interrogation, research, deductive reasoning, an anonymous tip-off that turned into an ambush, the study of a body, magical means of divination, false accusations, rumors, etc., Scarr, Pylis and Solus discovered the culprit of the murder, the Sower Jatty.
He was, they discovered through a series of clues, a member of a Cult of Orcus, bent on ridding the town of the Council Member who had helped oppress his work and delivering a soul to the Prince of Un-death.

Jatty was prepared for a violent battle with the three, however, supremely confident in his abilities and the blessing of his master. It was hard, but not impossible, and the trio crushed the dark necromancer.

Everyone of the townspeople felt gratitude towards the three heroes.

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DeepTear Ring

Tul the Mage has divined the location of the second Legendary Item for the group. It rests somewhere near or even in Cauldron Lake.

The three headed out, determined, and made it to Cauldron in a little over four days. Once there, they were turned out of the city by the guards on watch at the gate, who demanded qualifying papers signed either by a Council Member, by an official of Sasplen, or by Draven himself.

The guards appeared serious, and even intimidated by the mere suggestion of Draven’s disapproval.

The three adventurer’s decided to circle around the city, ignoring it, and head to the lake, their true destination. A small woods blocked their way, and the three entered willingly.
While wandering, heading for the lake, the group was attacked by a gang of Kobolds.
They fought trickily and Solus’ leg was ravaged by a bear trap, but together the three overcame the Kobolds with little real damage.

Closer to the lake, on its banks, rested two huts. These belonged to two different townsfolk of Draven, living out near the lake in relative peace. One man, Yorn, helped the heroes around, showed them the lake, offered to sell supplies, and told them the legend of a jewel once lost in the lake.

The three continued on, exploring around the pristine water, when a slender figure approached them, what looked to be a female elf.
The three were kind at first, but the elf was defensive, demanding to know why they were on her land, disrupting the woods and the lake.
Sadly, Pylis, Scarr, and Solus had difficulty conveying their honest intentions to the woman, and acted crassly enough to offend her. She, now revealed to be a Nymph, a true guardian of Nature, attacked them relentlessly.
They defeated her, but did so with heavy hearts.

The waters of the Lake, beautiful and clear, undoubtedly held the DeepTear Ring, the Second Legendary Item. After a moment’s debate Pylis was sent down to fetch it.
She transformed herself into a young dolphin and propelled herself down through the cool water. She ran into a few obstacles; getting tangled in seaweed, a ramming fish. However, after frantic searching, she emerged with the ring held in her mouth, then transformed back.


The Seer teleported the heroes to him when they called his name, and offered again to hold either item in their respective molds. Here they can not be lost or stolen.
Solus decided that giving up the Mask of Eagle Eye was a good idea, and that it might be safer to keep it with the Seer. As it entered its mold it’s color changed and it seemed to melt slightly in with the stone.
Scarr opted to keep his newfound DeepTear Ring, knowing it would benefit him more on his finger than in a mold.
The Seer informed them that the next item was directly near the second, this time in Cauldron itself. He teleported them back, but not to Cauldron, but to Norfeld, with the warning,

“You are not yet ready for the perils of the Third Legend.”

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Family Trouble

“You look just like your mother, miss!” “How..how do you know my mother?” Pylis asked the messenger, a boy of no more than 15 summers. “I’m from Rikanda, miss, sirs,” The boy turned to each of the three in turn, offering a short bow. His eyes lingered on Solus for a moment, obviously in awe of the towering Goliath. “You probably don’t remember me, miss. I was little when you last saw me. But while you’ve been gone I’ve had to visit your mom three times. She calls me a trouble-maker. Here, this is for you. It’s from your dad. I don’t think your mom is well.” “She is in trouble?” Scarr asked from behind Pylis, the urgency in his voice unsettling. He had not seen his own mother in years. “I think she is okay,” The boy said, unsure, “I think she is just sick. I asked her why she didn’t just heal herself. Its all in the letter. Do…do you think I could go?” He looked around the town eagerly, his eyes resting on the stables. A horse, one of Lyle’s, poked its head past a stall to look at the stranger boy. He grinned, then turned back to Pylis. “I’m kind of tired.” “Of course,” Pylis answered with a smile. “Go, rest, and thank you.”

The three heroes soon learned that Pylis’ mother had been ill for a fortnight at least. She had believed her condition to be mild, but it was only getting worse. She could not heal herself, but she did know of an herb that could help her, the Laddur Herb. Pylis’ dad implored her to please search for the plant, and if possible, send it back with the messenger. Currently they were looking throughout the Umbala, much of Rikanda aiding in the search, but they were not optimistic. The plant is known mainly to grow underground.
Without hesitation the three set off in search of such an herb. They knew, from their earlier foray to Dagon’s Rock, that just east of the famed rock formation there was a deep underground cave.
After a daring exploration and fight with a gang of goblin’s, led by a worthy fighter by the name of Irontooth, the three adventurer’s found the herb and managed to get back to Norfeld safe and sound.
The messenger happily accepted the herb and the return letter Pylis wrote to her family, smiling and waving as he left, the two gold Scarr and Solus tossed him sitting warmly in his pocket.

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Trouble in Tolstead

The nearest town north of Norfeld, Tolstead, has long been used to dealing with monstrous threats because of its close proximity with the beast-ridden Black Forest. However, the recent influx and attack by goblins in the area is more than even this rugged, walled town could handle. With an old, rundown watch tower situated in the beginnings of the Black Forest as their base, the goblins were able to lay siege to the town, waiting in the forest until citizens dared wonder beyond the walls. They would then attack stragglers, and, if the town tried to release soldiers in force, call upon their allies. Over forty goblins are living, massed together, in the ruined tower, enough to pose threat even to the armed militia of Tolstead.

The first man to successfully escape the confines of the city, Lare, rode to Norfeld in the hope of getting aid. Makivk, High Council member of Norfeld, immediately suggested Solus, Pylis, and Scarr as up to the job. Lare, after a night’s rest, thanked Norfeld and led the three warriors to the besieged town.
Once there, after little trouble at the gate, the three were quickly introduced to the High Council member of Tolstead, one Eli Drake. Wise and firm, the elf told them of the situation and of the nuances of the goblin attacks and strategies. After some preparation and purchasing of supplies, the heroes left the safety of the walled town and headed to the Black Forest, in full knowledge that they would be ambushed once they left the immediate vicinity around Tolstead.
They pretended to be ill, limping and moving toward the forest lazily and without conviction. The goblins took them lightly, and the three attacked before the goblins even drew there weapons.
With the surprise over, the goblins did put up a decent struggle. The adventurer’s, however, crushed them with ease.

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