Arkenhold

Fourth Session
Towards the trading post

On instruction by the Oracle, the players follow the narrow path down to the trading post. At 2 moments snake cultists of the cult of Ourobouros tried to stop them, but each time no traps or giant snakes could stop.

They arrived at a small campsite where Onehand had left scout marks that lead to a tunnel. Following the tunnel, they arrive in the cellar of the trading post and from there kill 6 cultists in their sleep. When the overseer of the traders come in, he quickly hurries the players upstairs as not to arrouse suspicion. He explains them the cultists started digging in the stables a while ago, and the employees from the trading posts are either put to work there or asked to stay back.

View
Third Session
Meeting with the Oracle

Present

  • Dirk: Pygar, Kalashtar Cleric
  • Sander: Saetar, Human Invoker
  • Stijn: Barack, Human Paladin
  • Thomas: Dale Greenhand, Halfling Druid
  • Vincent: Vimak, Goliath Barbarian

Experience gained: unknown

Outline

The players enter the tower of the oracle, to find themselves in a room with carved out faces lining the wall. Puzzled, the try to see what is the meaning of it. Vimak runs ahead and gets hit by a flame coming out of the mouth of the first carved face. Barack then sneaks ahead, under the flame to find an balcony on the other side. He attaches a rope to the balcony above them and climbs up. The others follow.

The second floor is a cosy home: comfy cushions line the walls, a woman is working up the hearth to rise a flame and there are foods and drinks on the table. A silk drapery covers half of the room and when the players check, a woman is making up the bed, smiling at them and welcoming. Saetar moves ahead and gracefully accepts the offered drinks. When the woman touches him, a scratch appears on his arm. Immediatly, the others think of the mysterious crystal balls left left for them outside and smash one to the ground. The three women become vicious harpies and the room their messy den. Realising their discovery, they attack the group.

Harpies defeated, the party takes the stairs to the final floor. The last floor is a singly room, with cushions lined against on a sofa. On the sofa, a harpy is sleeping and demons are all around her, pestering her. The party throws down the second crystal ball and when it shatters, the harpy awakens and helps the party defeat the demons.

After the battle, the harpy turns out to be the Oracle Isa told the players about. Usually however, she keeps to the human form as not to scare the humans. But she is one of the last of her kinds: most of the harpies have gone wild since the enclosure around Arkenhold. But the scouts were not killed by her tribe. She has been unable to extend her vision, but she fears the evil comes from deeper into the mountains, from the trading post that the people of the east set up. One person before the players made it through to her and Onehand, as she calls him, has allready set out to the trading village to see what has occured there. She advises the group to follow him.

View
Second Session
Investigation

Players Present

  • Dirk: Pygar, Kalashtar Cleric
  • Sander: Saetar, Human Invoker
  • Stijn: Barack, Human Paladin
  • Thomas: Dale Greenhand, Halfling Druid
  • Vincent: Vimak, Goliath Barbarian

Outline

Vaegar Ark

After valiantly defeating the troglodytes, the group checks out the ransacked grave of Vaegar Ark. Vimak replaced places the torque found in the troglodyte camp back with other valuables found on the ship-grave and it almost seems like some skin returns to the Vaegar’s skeleton. They blow the horn and immediatly seven angels appear, urging the heroes to respect their ancestor and restore the grave.

They set to work: they put the body of the girl saccrified with Vaegar back on the table with Vaegar, Barack pledges his blood, the golden items Vaegar collected during his lifetime are rearanged on the table and the food and wine is replenished from their rations and Maerl’s stock.

The angels dissapear and Vaegar breaths his first breath: the skeleton looks now like an able-bodied man in his thirties dressed in full armor. Vaegar Ark stretches his legs and arms and starts taking of his armor to be a bit more comfortable, while he addresses the heroes.

Through Vaegar they find out that, in Vaegar’s lifetime, the gods decided they needed an easy way to travel through the different planes unnnoticed. Therefor they erected seven portals. Soon after however, creatures from these planes started erupting from the portal. So the Gods asked Vaegar, the most valiant warrior of his time, to construct a city over the portals to make sure nothing came out. When the Ragnarok came, the Gods would be able to ride through the portals and come upon their enemies from another direction. Vaegar advised the group to check out the portals: perhaps someone in any of the other dimensions of existences had an advantage to isolate Arkenhold and therefor the portals.

The portals are hidden deep inside the caves under Arkenhold. There are ways down: The first way is through a platform that can be lowered into the deep caves. Dangerous, but quick! The second way is through the graves of Vaegar’s companions. A river runs through the grave and by building a raft and descending the river they should reach the portals as well.

But, are the portals really the answer to the problem? Maybe not…

The Mountain Pass

The group decides that more investigation into the matter is needed and that they should either check out the lost druid Zor or the murderous mountain pass. After a long discussion, they decide upon the mountain pass and travel north to the basecamp Isa set up.

They travel for 5 days and come to the basecamp. The camp is small, just a few tents, and two scouts stay there permanently together with Isa. Isa’s enthusiasm is striking: after all, Maerl forbid her to send more scouts into the mountains because they all came back dead and mutilated. Able men who want to go willingly, is a blessing to her. She tells them that after a day’s travel, they should reach the house of an old woman, who is said to be in contact with the gods. She is only known as the oracle, but she is friendly.

For a full day the group travels through the mountain: thick snow makes passage difficult and often wolves are heard howling. Nothing special happens, until the pass ends and turns to a deep canyon with a rope bridge over. At the other side, there is a bell and a basket to go up the cliff towards the tower of the oracle. Wolves beset the players and a manticore attacks anyone who goes up with the basket. After a long battle against the wolf horde, they manage to make it to the entrance of the tower.

In front of the entrance is a small wooden box with three crystal balls wrapped in velvet cloth. With it, is a note saying ‘Some help to disperse the illusions.’, signed with a raven and a sun symbol.

View
First Session
Vaegar's Grave

Players Present

  • Dirk: Pygar, Kalashtar Cleric
  • Filip: Halfdir, Human Ranger
  • Sander: Saetar, Human Invoker
  • Stijn: Barack, Human Paladin
  • Thomas: Dale Greenhand, Halfling Druid
  • Vincent: Vimak, Goliath Barbarian

Exp Gained: 550

Outline

After much discussion, you decided on going to the mage Torveiga to find out exactly how she came to the isolated peninsula a few years ago, as opposed to finding the druid Zor or going into the mountain range to the north to check out the pass.

Torveiga claims she wants to trade the item she used to access the island, in exchange of a certain artefact in the possesion of Maerl Ark, or moreso his ancestor Vaegar Ark. Maerl Ark has access to the grave under Arkenhold. You decide on going to the pass anyway, but as you come by the city, check with Maerl how his feelings are over Torveiga’s proposal. Alltough you pride and prod Torveigawith questions, you can not sense her true motives. However, the whole attitude of the beautifull mage, alltough extremely friendly, is one of dishonesty: you suspect that there might be something fishy about the artefact, which she claims is a bowl that warms water to cooking temperature.

Maerl Ark, it turns out, knew all along about Torveiga’s plan. However, he claims she is not after the bowl, which doesn’t contain magic at all, but after the ring it contains. His ancestor was said to be a great adventurer and a intrepid explorer: legend goes he has been to the lands of the black elves. The story goes that he would have done so with this ring, given to him by the gods. Alltough he does not want you to retrieve the ring, you are authorised to take the bowl without the ring. At the same time, he asks that you consult his ancestor on the current state of being of Arkenhold and if the gods have a plan for Arkenhold. He gives you 2 keys in the form of small stone figurines: a sun and a hammer. After that, he leads you down to the basement where he opens a door pushing a stone ship figurine into the door. A spiraling staircase appears before you. As you enter, the door closes behind you and a small increment in the form of a house is seen in the stone. The door has dissapeared.

The staircase leads down into a enormous underground cavern. As Maerl had pointed out, next to the entrance stand several vats of wine: the temperature is the cavern is much warmer than the temperature outside and therefor excellent for storage of wine. You hear sounds down in the cavern: a group of troglodytes has taken up residence, also possibly because of the warmth. As you approach and attack, the troglodyte smell weakens your attack. Clusters of eggs are spread around the camp and crushing these releases more weakening stench. You kill all the troglodytes in a long, exhausting battle and find the following items:

  • A golden torque (Viking necklace)
  • A horn music instrument
  • 2 magic items, lvl 11 and 12, beautifully decorated with runes and scenes of battle.
View
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.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.