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Old 09-19-2020, 07:43 AM   #1
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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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Default Re: Beastlanders (A Nordlond campaign log)

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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