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Old 09-19-2020, 07:43 AM   #1
Anders
 
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Default Beastlanders (A Nordlond campaign log)

Characters:
Asgrim - Bearfolk barbarian. Hails from the northern parts of Torengar to make a name for himself. A veritable mountain of a man, he fights with a quarterstaff but plans to upgrade to a greatsword when he gets the money.
Asfrith Icicle - Human thief. A native of Kross and youngest son of the town Executioner, he idolizes his grandfather Erik Icicle and seeks to find Erik's magic knife Jökull. Deadly with the knife.
Hrimnir - Hrafnar (raven-folk) wizard. Inherited his staff from his father. The staff is a wonderful artifact, made from living fire with runes in faerie running up and down the shaft. Favors fire magic - particularly fireball and explosive fireball.
Katla - Catfolk martial artist. A disciple of the Four Winds, she is a champion of the Southern Wind who uses her claws to deadly effect. Katla is a native of Kross and has left the monastery to learn the ways of the world.
Thorgeirr Bigmouth - Human Cleric whose eloquence and piety is only matched by his appetite. He was chosen from childhood to be a priest of the Allfather when a raven pecked out his right eye. Uses a spear and Sunbolt against his enemies.
Toril Geirrdottir - Catfolk barbarian. Hails from the northern parts of Torengar but has traveled to the south together with Asgrim. Fights with one axe in each hand.
Ulfgrim Einarsson - Human Holy Warrior. Serves Heimdall, the god of warding and vigilance. A charitable warrior with a kind word for everyone and eager to help those in less fortunate circumstances. Fights with a broadsword and shield.
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Last edited by Anders; 09-19-2020 at 07:46 AM.
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Old 09-19-2020, 07:46 AM   #2
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Default Re: Beastlanders (A Nordlond campaign log)

Location
Kross is a caravan town in southern Torengar and lies at the juncture of the great trading routes from the Neveri plains (and the lands beyond) to the west and Khaya to the east.It has a permanent population of about 1200, but can house twice as many during peak season (Solmanuđhr - July/August).
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Old 09-19-2020, 07:47 AM   #3
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Default Re: Beastlanders (A Nordlond campaign log)

Established People
Ragnhild Sauđring - merchant of the Sauđring family. Runs the Golden Tankard. Widow.
Thorbjörn Sauđring - former owner of the Golden Tankard. Uncle of Ragnhild who recently died under mysterious circumstances.
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Old 09-19-2020, 07:50 AM   #4
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Default Re: Beastlanders (A Nordlond campaign log)

Established Locations
The Golden Tankard - a tavern run by Ragnhild Sauđring, with a huge cellar and a giant rat problem. At least so it is said...
The Monastery of the Four Winds - a local monastery where they train martial artists and wise men of all kinds. Teaches four ways or "winds" of martial artists - the North Wind (chain), the West Wind (staff), the South Wind (karate) and the East Wind (judo).
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Old 09-19-2020, 08:17 AM   #5
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WARNING - CONTAINS SPOILERS FOR I SMELL A RAT

Session Length: Four hours.

The characters arrive in Kross (or already live there and are kicked out to make a name for themselves), not knowing each other yet, and they look for a job. Soon they come across Ragnhild Sauđring, who is looking for capable people to clear the basement of the Golden Tankard from giant rats. She is willing to pay eight coppers for each giant rat head they bring her. Her uncle, Thorbjörn Sauđring, recently deceased, had owned the Golden Tankard and had apparently neglected to leave out the humongous mousetraps you need to keep the scavengers out of the basement.

When they arrive, they discover that things aren't exactly as they seem. First of all, the door to the basement is very sturdy - far sturdier than you would expect for such a mundane task. Second, there are several unusual circumstances surrounding the death of Thorbjörn Sauđring. Where is the corpse and why is not readied for burial? Third, the basement floor and walls are covered with four inches of spider webs. That seems... excessive. And where are the rats?

Hrafnar uses an air jet to probe the web, and soon several huge spiders emerge from various dark corners and approach the staircase where our heroes our standing. Asfrith makes a spectacular leap and lands on one of the spiders, planting his knife in its head and killing it instantly. The other heroes attack the spiders with axes, spells, swords and staves while Asfrith is attacked by two other spiders and is badly wounded - he has to play dead to survive.

After a brief fight, the heroes prevail and start clearing the basement of cobwebs. They discover a huge pile of junk and dirt in the southwest corner and a secret door in the southern wall. Upon further inspection, it seems that there is a tunnel behind the junk pile and Ulfgrim, Asgrim and Hrimnir start clearing it out while the catfolk lounge lazily behind them and Asfrith tries to pick the lock on the southern door.

As soon as they place their hands on the junk pile, the three heroes discover to their horror that it is covered with nearly invisible spider webs. From behind the pile appears grandfather spider, a monstrous beast well over 6' in diameter (including legs). Fortunately for them, the beast turns out to be no match for the combined might of the Beastlanders.

After the fight, Hrimnir decides that this is no way for a wizard to behave and uses Shape Earth to move the junk pile (it's mostly piled up dirt) and promptly collapses in a heap (turns out that there was more there than he bargained for). Behind the heap is an amateurishly dug tunnel (not up to OSHA standards) which leads out to the sewers. Since Toril and Katla have a minor breakdown at the thought of entering the filthy water the group decides to try their luck with the other door.

The other door leads into a small smuggler's den, empty except for a strongbox made from strong iron and with a hefty padlock. The box contains a sealed silver flask and is marked with the Thieves' Guild's seal. Ulfgrim senses that it contains something dangerous and after a brief but intense discussion they decide to give the flask to the local temple and the strongbox and padlock to the Thieves' Guild (and tell them "it was empty when we found it"). A door to the south leads to the sewers.

Asfrith, reasoning there must be some reason why the tunnel leads to the sewers, decides to look on the other side of the sewer and discovers a secret door. They locate a couple of sturdy planks and manage to get the catfolk across the sewers without incident.

To be continued...
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Old 09-19-2020, 01:31 PM   #6
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Default Re: Beastlanders (A Nordlond campaign log)

I enjoy reading play reports, especially for another Nordlond game and a Nordlond conversion of I Smell a Rat. It sounds like you've got a fun group of characters. I love it that you have two catfolk.

Spoiler:  

I look forward to the next chapter!

Last edited by Dalin; 09-23-2020 at 08:41 AM.
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Old 09-19-2020, 10:06 PM   #7
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Default Re: Beastlanders (A Nordlond campaign log)

Agreed with Dalin, fun to read a Nordlondr conversion!
Thanks for sharing, and I’m borrowing your names :)
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Last edited by LokRobster; 09-19-2020 at 10:08 PM. Reason: i cain’t spell to save me own life as it were
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Old 09-20-2020, 04:53 AM   #8
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Default Re: Beastlanders (A Nordlond campaign log)

Quote:
Originally Posted by LokRobster View Post
Agreed with Dalin, fun to read a Nordlondr conversion!
Thanks for sharing, and I’m borrowing your names :)
Oh, there are more names where they came from.

Just a request to everyone - my players will be reading this as well, so if you want to discuss how they will handle things farther down the dungeon please put those speculation in spoilertags [fnord /fnord].
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Old 10-05-2020, 06:33 AM   #9
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Default Re: Beastlanders (A Nordlond campaign log)

WARNING! CONTAINS SPOILERS FOR I SMELL A RAT!

Session Length: 3˝ hours

After some rest, recuperation and disposal of loot - and Asgrim picking up a staffsword (Naginata) rather than a staff from a local weaponsmith, the intrepid adventurers went down into the dungeons again. They opened the door on the other side of the sewer and went inside, finding obviously evil runes (red, seemingly dripping with blood) that apparently warded the area from anyone who hadn't sold their soul to a demon cult. Bugger.

So armed with Magic Resistance from Thorgeirr they braved the runes and passed through without much danger. Then they entered a large-ish room lit by a hellish red light emanating from three lanterns. There was an altar and in front of the altar a six-armed snake-monstrosity wielding six scimitars. Thorgeirr immediately understood that this place was hallowed to a demon prince and that his spells would be weak here, and Hrimnir shouted out "A snake-demon! It will only die if all the arms are cut off!"

The snake-demon looked at Asfrith and said, in a hoarse voice: "Ahh! I see you're a spawn of the Eternal! It will be my pleasure to send you back to them, lapdog!"

After a short, but intensive fight in which both Katla and Toril went down - Toril nearly losing her right leg and Katla nearly losing her head - the snake-demon lost all her six arms and shortly thereafter her head. Thorgeirr managed to exorcise the foul spirit bound in the altar and the light from the lanterns switched to a pure white.

Upon careful examination, the room had two entrances. One was to the west, badly hidden behind a canvas painted to be the same color as the door, and one was to the east, covered by a rich black velvet curtain. Asfrith bet Asgrim that there would be nothing terrible behind the canvas and they tore it down - only to be confronted by a horde of zombies. Shouting an invocation to the Allfather, Thorgeirr held them back with the force of his will while Hrimnir chanted a powerful invocation that caused an explosion in the small chamber, obliterating the zombies. The chamber was found to be otherwise empty, although there were a few wooden clubs that had survived the explosion.

Going through the portal to the east, they found themselves in a hallway, 60' long, and with six entrances - three doors on the left, a door, a hallway and a door to the right. And that's where we ended.
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Old 10-05-2020, 06:35 AM   #10
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Thoughts: Sweet merciful Jaysus! Who decided to put a peshkali in there? If I hadn't downgraded the demon severely, two PCs would be dead and the rest would be lacking limbs. We're still learning the combat system, so the fight with the demon took up most of the time, but we're getting quicker. Somewhat.
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