Mathew_Freeman
Adventurer
Sigurds's Retreat, and, Fenryr's Lair
Sigurd's Retreat
Whilst recovering from the effects of a near-fatal Drow poison, Sigurd retreats to a small fisherman’s house on the black stony beaches of Skeinwael. There she completes her spiritual initiation and becomes an Oracle of Kord. She studies the natural forces around her.
By day the ebb and flow of the tide, the gentle rise and fall of the waves, the movements of schools of luminescent dragonfish as they swim through the shallows of the Kindersee, all these things speak of change to come.
By night the dark water becomes still and calm, a mirror onto the heavens where each reflected star is said to represent the soul of a hero. In the land where the brave may live forever, dead heroes dance in ripples on the surface of the sea.
For those that did not die well, their suffering in the underworld reveals itself in the Nightshade blossom that is found on the moor. A white flower with a black center the Nightshade is said to be Hel’s own flower.
Sigurd now partly dwells in the land of the dead, the stars above, their reflections below, the nightshade in the field, and the Ghulra clusters (see An Urn of Questions) that she has lain out in patterns in the straw-strewn ground of her cabin. Sigurd still dreams of Ragnarok, and come the dawn the rainbow remains clear in her minds eye. This is Kord’s land. Beyond Himinborg people talk of the gods of Aelfheim, they are but invaders in Kord’s bright gift. Lady Snowshoes, The Hanged Man, The Boon Companion, even Hel herself. One day they shall all be gone and the strength of the One God shall remain.
Worlds above and worlds below reveal their secrets to the Oracle of Kord. Making sense of the voices will take time, and her journey is just begun.
Fenryr's Lair
“If it is monsters you seek, then you have come to the right place.” announced Snøflgrøf to the adventurers as they prepared themselves for the next stage of their quest. “Here in Mycklegarth we have monsters and heroes aplenty. The biggest and baddest of which is none other than Nyfellryr, as foul a creature as ever there was. Nyfellryr has plagued these lands for many long years. It appeared from who knows where centuries ago and claimed the forests around as it’s own until it was slain by my great grandfather. During the time of The Curse it rose from the ground and then reappeared briefly. 10 years ago, when Siegmund first began his forays into this part of the world, he disturbed the dormant beast and since then a tribe of savage shapechangers has taken to worshipping it as a god. I am certain that the death of Nyfellryr will bring you closer to the end of your quest.”
The party set off from Mycklegarth guided by Finn, the storyteller. Several days journey through the woods led them to the Barghest Quarry, where they found a brutal sacrifice in progress. The survivors of the sled chase, orcs and ogres alike, were chained at the bottom of a chalk quarry pit awaiting some end. The ruined village was shrouded in a fog of chalk dust as the Barghest horde danced and howled to summon their foul god.
Making their way unchallenged through the horde the adventurers descend into the pit where they are set upon by a stampeding undead were-mammoth. Nyfellryr was nearly unstoppable, and the writhing mass of necrotic rot-grubs that constantly consumed it’s regenerating flesh were flung in a spray from the huge beast wreaking havoc amongst the living.
After a hard fight the party slew the beast, causing panic amongst the watching Barghest horde. The party decide to hasten back to Mycklegarth, before the Barghest reassemble and launch a revenge attack on the village. Leaving the quarry they find a series of chalk caves and a runic circle where once stood a warforged.
Back at Mycklegarth they are met by rejoicing villagers and carried shoulder high to Snøflgrøf. Whilst the villagers prepare to defend against the Barghest attack, Snøflgrøf asks to speak to the party in the privacy of a mud dwelling.
There he reveals that, while Nyfellryr was a terrible threat, it was not the beast they were seeking. In return for ridding Mycklegarth of this foe he tells them that it is he who is Fenryr’s heir, and offers to lay down his life to prevent Ragnarok destroying the Feywild, the land of his forefathers.
The party reluctantly acknowledge that they must do this for the greater good. Oellorn is torn as he sees that the killing of a goodly soul must serve a higher purpose. It is Karl who strikes the first blow. Attempting a mighty and well-placed death strike he finds that he has only inflicted a minor wound on the spawn of Fenryr.
Just then, Finn and his captains burst into the room, announcing that the Barghest horde has reached the village. They stop in horror at the scene that confronts them. With the cry “ASSASSINS!” Finn and the villagers tranform into werewolves and attack, some shielding their king with their bodies, others leaping ontop of the adventurers.
A savage battle ensues in which the werewolves try to drag the struggling Snøflgrøf to safety while they battle the party. In the closely confined chaos of the fight, first Karl, then Oellorn, then Aengus are infected with a form of ‘Full Moon Fever’ which sends them into a feral rage, attacking friend and foe alike, only the warforged Thunder appears to be immune to the effects of the werewolves’ bite.
After a long and brutal struggle the party succeed in killing Snøflgrøf and the werewolf captains, to find that the entire village is under attack around them. Ferocious Barghest wolves are locked in combat with the villagers who have all transformed into werewolves. The only way out of the village appears to be through the midsts of this savage battle.
Note: Firstly, regarding Sigurd. Michael, the player of Sigurd, has been unable to join the last few sessions and as such crater has agreed that his character can stay "off-screen" for a while. The decision to pick Divine Oracle as his Paragon Path was decided some time ago, happily, and as such Sigurd is going to be doing some long thinking and when she returns, hopefully she'll have some good news for us.
Moving on to the two fights in the last game, all I can say is "Ouch". The undead-were-mammoth that was Nyfellryr was bad enough, but the second attack by multiple werewolves (all of whom had a "Howl" power that caused other nearby werewolves to gain an additional basic attack) nearly did for us. With a mixture of luck and good dice-rolling (plus what I would like to modestly nominate as a very well-placed Blade Barrier) we got out of it, but at one stage two members of the party were attacking people at random in the throes of werewolf-induced battle-rage.
Best moment: Oelorn attacking Karl under the influence of said battle-rage, only for half of the damage inflicted on the Gnome to bounce back to the Paladin due to his "Shield Other" power. Comedy genius.
Sigurd's Retreat
Whilst recovering from the effects of a near-fatal Drow poison, Sigurd retreats to a small fisherman’s house on the black stony beaches of Skeinwael. There she completes her spiritual initiation and becomes an Oracle of Kord. She studies the natural forces around her.
By day the ebb and flow of the tide, the gentle rise and fall of the waves, the movements of schools of luminescent dragonfish as they swim through the shallows of the Kindersee, all these things speak of change to come.
By night the dark water becomes still and calm, a mirror onto the heavens where each reflected star is said to represent the soul of a hero. In the land where the brave may live forever, dead heroes dance in ripples on the surface of the sea.
For those that did not die well, their suffering in the underworld reveals itself in the Nightshade blossom that is found on the moor. A white flower with a black center the Nightshade is said to be Hel’s own flower.
Sigurd now partly dwells in the land of the dead, the stars above, their reflections below, the nightshade in the field, and the Ghulra clusters (see An Urn of Questions) that she has lain out in patterns in the straw-strewn ground of her cabin. Sigurd still dreams of Ragnarok, and come the dawn the rainbow remains clear in her minds eye. This is Kord’s land. Beyond Himinborg people talk of the gods of Aelfheim, they are but invaders in Kord’s bright gift. Lady Snowshoes, The Hanged Man, The Boon Companion, even Hel herself. One day they shall all be gone and the strength of the One God shall remain.
Worlds above and worlds below reveal their secrets to the Oracle of Kord. Making sense of the voices will take time, and her journey is just begun.
Fenryr's Lair
“If it is monsters you seek, then you have come to the right place.” announced Snøflgrøf to the adventurers as they prepared themselves for the next stage of their quest. “Here in Mycklegarth we have monsters and heroes aplenty. The biggest and baddest of which is none other than Nyfellryr, as foul a creature as ever there was. Nyfellryr has plagued these lands for many long years. It appeared from who knows where centuries ago and claimed the forests around as it’s own until it was slain by my great grandfather. During the time of The Curse it rose from the ground and then reappeared briefly. 10 years ago, when Siegmund first began his forays into this part of the world, he disturbed the dormant beast and since then a tribe of savage shapechangers has taken to worshipping it as a god. I am certain that the death of Nyfellryr will bring you closer to the end of your quest.”
The party set off from Mycklegarth guided by Finn, the storyteller. Several days journey through the woods led them to the Barghest Quarry, where they found a brutal sacrifice in progress. The survivors of the sled chase, orcs and ogres alike, were chained at the bottom of a chalk quarry pit awaiting some end. The ruined village was shrouded in a fog of chalk dust as the Barghest horde danced and howled to summon their foul god.
Making their way unchallenged through the horde the adventurers descend into the pit where they are set upon by a stampeding undead were-mammoth. Nyfellryr was nearly unstoppable, and the writhing mass of necrotic rot-grubs that constantly consumed it’s regenerating flesh were flung in a spray from the huge beast wreaking havoc amongst the living.
After a hard fight the party slew the beast, causing panic amongst the watching Barghest horde. The party decide to hasten back to Mycklegarth, before the Barghest reassemble and launch a revenge attack on the village. Leaving the quarry they find a series of chalk caves and a runic circle where once stood a warforged.
Back at Mycklegarth they are met by rejoicing villagers and carried shoulder high to Snøflgrøf. Whilst the villagers prepare to defend against the Barghest attack, Snøflgrøf asks to speak to the party in the privacy of a mud dwelling.
There he reveals that, while Nyfellryr was a terrible threat, it was not the beast they were seeking. In return for ridding Mycklegarth of this foe he tells them that it is he who is Fenryr’s heir, and offers to lay down his life to prevent Ragnarok destroying the Feywild, the land of his forefathers.
The party reluctantly acknowledge that they must do this for the greater good. Oellorn is torn as he sees that the killing of a goodly soul must serve a higher purpose. It is Karl who strikes the first blow. Attempting a mighty and well-placed death strike he finds that he has only inflicted a minor wound on the spawn of Fenryr.
Just then, Finn and his captains burst into the room, announcing that the Barghest horde has reached the village. They stop in horror at the scene that confronts them. With the cry “ASSASSINS!” Finn and the villagers tranform into werewolves and attack, some shielding their king with their bodies, others leaping ontop of the adventurers.
A savage battle ensues in which the werewolves try to drag the struggling Snøflgrøf to safety while they battle the party. In the closely confined chaos of the fight, first Karl, then Oellorn, then Aengus are infected with a form of ‘Full Moon Fever’ which sends them into a feral rage, attacking friend and foe alike, only the warforged Thunder appears to be immune to the effects of the werewolves’ bite.
After a long and brutal struggle the party succeed in killing Snøflgrøf and the werewolf captains, to find that the entire village is under attack around them. Ferocious Barghest wolves are locked in combat with the villagers who have all transformed into werewolves. The only way out of the village appears to be through the midsts of this savage battle.
Note: Firstly, regarding Sigurd. Michael, the player of Sigurd, has been unable to join the last few sessions and as such crater has agreed that his character can stay "off-screen" for a while. The decision to pick Divine Oracle as his Paragon Path was decided some time ago, happily, and as such Sigurd is going to be doing some long thinking and when she returns, hopefully she'll have some good news for us.
Moving on to the two fights in the last game, all I can say is "Ouch". The undead-were-mammoth that was Nyfellryr was bad enough, but the second attack by multiple werewolves (all of whom had a "Howl" power that caused other nearby werewolves to gain an additional basic attack) nearly did for us. With a mixture of luck and good dice-rolling (plus what I would like to modestly nominate as a very well-placed Blade Barrier) we got out of it, but at one stage two members of the party were attacking people at random in the throes of werewolf-induced battle-rage.
Best moment: Oelorn attacking Karl under the influence of said battle-rage, only for half of the damage inflicted on the Gnome to bounce back to the Paladin due to his "Shield Other" power. Comedy genius.