Lurlei
(Lorelei)
von Julius Wolff
FIRST EDITION
GERMAN LANGUAGE
Publisher: G. Grotesche Verlagbuchhandlung, Berlin
Copyright: 1886
Wolff's rendering of the legend of Lurlei is wonderfully poetical and romantic. There is greater force and local coloring in “Lurlei’ than in Fouquet's Undine. Lurlei, like Undine, is brought up by a fisherman and his wife, who carefully conceal from the world that she is not their child, and there is only a faint glimmering of the awakening of her human soul when her lover, Count Lothair, is false to her even before the marriage which will separate her forever from her mysterious kinsfolk beneath the waters of the Rhine. Maddened by her disappointment, Lurlei vows the destruction of all men whom, by her beauty and wondrous siren songs, she can entice to the terrible precipice of the Lurlei rock, or lull into fatal security while passing the dangerous whirlpool below.
Description: This is initially a 1v2 encounter with various people acting as crewmembers and having specific roles. The second phase becomes a 1v1 with Netherus and Taz’jin Darkspear.
After Kael’than’s defeat at the hands of the Fel Lord at the Throne of Kil’jaeden in Hellfire, Ilrethar ordered Netherus to tie up loose ends. On the back of Dreadtalon, the Fel Lord flies to destroy Emberglory’s ship ‘The Turncoat’s Folly,’ however, the Fel Lord did not expect resistance. The remaining of Bladeborn stand united on Emberglory’s ship, arming the cannons and preparing to blast the Fel Lord from the sky, sealing his fate at the bottom of the sea and securing them one step closer in rescuing Kael’than.
Phase 1: Burning Sky Meets Vengeful Ocean
During Phase 1, the encounter is essentially the Turncoat’s Folly versus Dreadtalon.
There are people aboard the ship assigned to different duties, the success of those tasks are decided by rolls. If the Turncoat’s Folly is destroyed during this phase, the encounter is over.
The Turncoat’s Folly: 10 HP
Dreadtalon: 10 HP
Turncoat’s Crew
Three crew members can go each turn, the Captain will be able to determine who at the beginning of the turn. The gunmen count as one unit.
Captain Emberglory (‘Roll’ Call): A successful roll allows Emberglory to select another crewmember who succeeds on rolls above 5 on their next roll. Does not apply to the gunmen.
Quartermaster Darkspear (De Dark Spear): A successful roll allows Taz’jin to chuck a spear instilled with dark voodoo energy at Dreadtalon, causing him to take an extra .5 damage from cannons next turn. If Dreadtalon is not hit by a cannon next turn, the debuff drops. A 20 roll doubles this effect.
Sailing Master Stormheart (Vengeful Ice): A successful roll allows Arcadius to coat the ship in a shield of ice, reducing damage taken by .5 next attack. A 20 roll allows the ship to absorb all damage.
Eviarra the Boatswain (Hat Trick): A successful roll allows Eviarra to lunge from the masts of the ship, striking Dreadtalon, causing Dreadtalon to miss on rolls under 15, a 20 roll causes Dreadtalon to become disoriented and not be able to attack next turn.
Surgeon Mandragoran (Deadman’s Prayer): A successful roll allows Nynaevve to pray for the lost souls of the sea, summoning them to repair the ship 1 HP. A 20 doubles this effect. If a gunman is down, Nyn can use the roll to bring them back up instead.
The Gunmen (FIRE!): 3 Gunmen arm the cannons, if called upon by the Captain, each gunman rolls. The gunmen firing counts as a turn for the Turnboat crew. A successful roll does .5 damage, a roll of 20 does one damage. If all three cannons fire, they hit with such force that Dreadtalon takes an extra one damage. A 1 roll causes the cannon to misfire, causing a gunman to fall.
Busted Cannons: If all three gunmen are down the cannons bust, causing them to be unable to fire next turn; however, the turn after causes two gunmen to man their stations once again.
Dreadtalon
Dreadtalon chooses abilities to use each turn, in order to assist in his destruction of the Turncoat’s Folly:
Fel Quills: A successful roll causes fel quills to launch towards the ship, exploding on impact. They deal 1 damage, an odd success roll (11, 13, 15, 17, 19) allows for a reroll. This can keep stacking until an odd success not rolled. A 20 does double damage but does not allow for a reroll.
Sky Shattering Screech: A successful roll causes Dreadtalon to focus the screech at a gunman, causing them to fall and dealing one damage. A 20 causes two gunmen to fall and deal two damage.
Deck Destroyer: A successful roll causes Dreadtalon to unsheathe his talons and rake them against the deck of the ship, dealing damage to the ship and incapacitating a crew member next turn, not allowing them to roll. A 20 does double damage and causes Dreadtalon to snatch a crew member with his talons and toss them into the sea, removing them from the encounter.
Bird of Prey: On a successful roll, Dreadtalon submerges under the water, catching a school of fish in his mouth, healing him for 1.5 HP. A 20 doubles this effect.
Ram: A successful roll causes Dreadtalon to ram the ship’s side, dealing 2 damage to the ship, a follow up roll will determine if he is stunned next turn (a successful roll means he is not). A roll of 20 does 4 damage and there is no follow up roll.
Phase 2: Bye, Bye, Birdie!
This phase turns the encounter into a 1v1 fight. While the rest of the crew is assessing damage to ship and healing the wounded, Taz’jin Darkspear finds the Fel Lord at the helm of the ship and engages him after the obliteration of Deathtalon.
Taz’jin Darkspear 8 HP
Da Voodoo Shank: High end rolls, 18, 19, 20. Cause Taz’jin to do double the amount of damage.
Bwonsamdi’s Revenge: Upon falling, Taz’jin is reinvigorated with Bwonsamdi’s rage giving him 1 HP and is allowing him an immediate attack. This can only happen once.
Fel Lord Netherus 8 HP
Khothec’s Last Stand: Odd success rolls (11, 13, 15, 17, 19) causes Khothec to cripple Taz’jin, making his next hit do half the damage.
Fel Fire Defense: At 4 HP, the Fel Lord combusts into Fel Flame, burning attackers for .5 HP when they successfully strike him.
Bird Brains: A 1 roll causes the Fel Lord to take double damage.
After being enslaved by an Eredar of the Burning Legion, Netherus had no choice but to carry out his task. Now hunted down by the Bladeborn Concurrence, he issues his final challenge to Kael’than Embershield to ensure his Master’s will be done and the Bladeborn leader drinks of the blood.
Description
This will be a standard 1v1 DnD duel with two phases and perks associated with each side. Kael’than and Netherus’ HP has been increased to 10 for this encounter.
Mechanics:
Khothec, the Doomguard (Cripple): On odd numbered successful rolls (11, 13, 15, 17, 19) Khothec cripples Kael’than, removing his ability to call for aid his next turn. (Active in both phases)
Final Fate: If both Netherus and Kael’than fall on the same turn, both roll again, the highest roll wins the encounter.
Phase 1: Burning Skies
Dreadtalon: Every three turns Netherus will mount Dreadtalon, his corrupted raven, and ascend into the sky above the throne. Netherus becomes unattackable this turn; however, Embershield can use an ability from the sides. The next turn, Dreadtalon descends from the skies dealing 1 damage to Kael’than. Dreadtalon always goes first and does not need to roll to deal damage from descending.
Terror of the Skies: Upon a successful roll, Dreadtalon grabs an assistant with his massive talon during his descent and tosses them from the Throne, removing them from the encounter.
Phase 2: WE ARE LEGION!
Fel Fire Defense: At 4 HP, Netherus combusts into a fel flame, burning Kael’than for .5 HP every successful attack made against Netherus. The fire causes Dreadtalon to flee the fight.
Final Chaos: Upon falling, Netherus launches a Chaos Bolt that does 1 damage.
Bladeborn Concurrence
Kael’than will be able to call on assistants from the sidelines in place of his attack. He cannot call on assistants two times in a row.
Eviarra (Leeching Poison of Shared Fate): Eviarra rolls to attack, if she connects successfully she heals Kael’than for 1 HP and deals 1 damage to the enemy. If it is a 20 roll she does double damage and heals Kael’than for 2 HP.
Nynaevve Mandragoran (Prayer): A successful roll causes a prayer to heal Kael’than for 1 HP and reduces damage taken next turn only by half. A 20 causes Kael to be healed 2 HP and take no damage next turn only.
Taz’jin Darkspear (Da Voodoo Surprise!): Taz’jin appears from the shadows, attempting to wedge his dagger into the Fel Lord’s hipbone. A successful hit causes the Fel Lord to miss any attack 15 and below his next roll. A 20 roll, incapacitates the Fel Lord his next turn.
Lurlei Emberglory (Cap’n’s Revenge): Upon a successful roll, Emberglory shoots Dreadtalon’s wing, causing the Fel Lord to immediately dismount and allowing Embershield to follow up with an attack. In Phase 2, Lurlei’s successful roll will allow her to douse the Fel Lord with sea water, causing his flames to die down and not burn Kael’than when he attacks (Lasts 1 turn).
Tarenor found himself in one of the makeshift tents near the Light's Hope chapel. The tent was small and it held only his cot and a desk where he now sat. Two papers laid infront of him, One Addressed to the "Leaders of the Stormfist Clan" and one to Tanillivan Lightspell and Lurlei Emberglory.
He sighed a long weary sigh, finishing both letter's contents before signing them both. When Lyndari's sister told him about Merchant's Bay's intentions, and if they intend to, Stormfist might be planning something as well. He knew this could not wait much longer. If Liniadel was to go free. There had to be another way. One that did not end in the dismantling or the puppeteering of the Highguard. And attempting to break her out would damn all those under him.
Tare poured wax over both letters and stamped the seal of the Double Headed Phoenix. I pray they agree.
Tare leaned back in the wooden chair and stretched his back. Today had been long, first going over the records of the Highguard, then some reported asked him about the incident. Finally came the move.
The entirety of the Highguard had moved out of Eversong once again in 3 months. No grand plan to stop weapons of mass destruction. No march of War on alliance. but to hide. Hide and run. Their standing orders was not to return to Silvermoon. And to tell no one of our location. But it would not last forever.
He sighed again and looked at the comfy cot, after a whole day of yelling and headache. it seemed almost as comforting to him, as Zalaena had been today, and how he has missed her.. But it had to wait. All personal things had to wait. He was in command and the lives of those under him mattered over all.
Soon, All three will hopefully gather. And they can think of a way to end this. Once and for all.... Hopefully.