Skip to main content

The Northern Expedition - A Call to Arms

 

After the battle at the Great Henge, the party search in vain for any traces of Nerak. The remnants of the orc armies fled the Fled the Wild Woods. Many of them did not make to the boundary of the forest with the elves and the forest killing many of the orcs. The pitiful remains of the orc forces would take years to be rebuilt.

The party returned to the Great Grove where the High Druid of the Wild Woods thanked the party for their services. The high Druid gave each member of the party an item of great value to reward them.

Adrahil – Troll Slayer – Long Sword +3 to hit any creature. +4 to hit trolls. Damage 2D8+4. Any hit on
a troll cause permanent damage which cannot be regenerated.




Kallista – Mantle of Spell Resistance – When you wear this cloak, you have advantage on saving throws against all spells.


Nidal – Oathbow – Elven Long Bow – When you nock and arrow on this bow it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift defeat to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can only have one sworn enemy at a time. When your sworn enemy dies, you can chose a new one after the next dawn.




When you make a ranged attack with the oathbow, you have advantage on the roll. In addition, your target gains no benefit from cover except total cover, and you suffer no disadvantage for long range.

If you hit the sworn enemy, your sworn enemy takes an extra 3 D6 extra damage (piercing).

Nodrog – Nine Lives Stealer – Short Sword – You gain +2 bonus to hit and +2 to damage with thisweapon. If you make a critical hit (natural 20) against any creature with less than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears the target life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword uses up its 9 charges, it loses its properties.




In addition, all the party can level up one level.

After you receive your rewards, the High Druid allows you to touch the Ealdes Tree and you are transported back to Safeton.

 

Upon reaching Safeton, you notice that the streets are busier than usual and many people are bustling about. You learn from the crowd that while you were adventuring in the Wildwoods the Patriarch of the Temple of Light died and the new Patriarch has come to Safeton.

You join the crowds in the market square to see the new Patriarch.

A stage has been set up in the market square. It is surrounded by knights of the Lux Militant, the most militaristic and aggressive of the knightly orders of the Temple of Light. Intermingles with them about the stage are several witchfinders.

The crowd cheers as Theo the Bold, Commander of the Lux Militant, climbs the stairs to the stage. The cheers are soon silenced as Jacob Wahrheitsfinder, Witchfinder Extraordinary, follows him up onto the stage.


A small bald man in gold and white robes slowly climbs onto the stage. Most of the crowd bows and many kneel. He raises his hands and speaks in a surprising loud and clear voice.

“Followers of the Light. For too long we have let the depredations of the Northmen go unpunished! For too long we have allowed the Northmen to take slaves and rape and pillage at will. I, Urbanus Patriarch of the Light, say enough!”

The crowd cheers.

“They have attacked our lands, desecrated our temples, and carried off our people. I say no longer!”

“With the power of the Light we will cleanse the northern lands of their despicable gods and Northmen! They shall be no more and never threaten us again.”

“Today I ask you to join the expedition against the Northmen. Many ships have been gathered in the harbour to transport faithful Followers of the Light to the northern lands. Today is the beginning of the end for the Northmen!”

“Lux Vult! Lux Vult! Lux Vult!”

The crowd is going wild. Many take up Urbanus’ cry. “Lux vult! Lux Vult! Lux Vult!”

An errand boy approaches Nidal and hands her an envelope. “Beggin mi’ lady’s pardon, but I have been asked to give you this, mi’ lady.”

Nidal opens the envelope and reads the message.

The victory of the Light will be won not through the love of strength, but through the strength of love.

It is signed by the Urbanus’ predecessor.

 

 

Popular posts from this blog

 While the adventurers have been leveling up and recuperating in the city of Statsberg, they have continued to try and track down Nidal's nemesis Nerak. Rumours have reached them that Nerak has been spotted in the Fishgate area of the city. So the adventurers decided to have some dinner at a local tavern and see if they find out more.  They have dinner at the Boar and Hunter tavern and find out from their server that Nerak has indeed been spotted in the area. However, the server can provide no other information. The party decided to visit the Temple of the Light which is across the road from the Boar and Hunter.  Temple is newly constructed and contains the tomb of St. Cecilia. A large congregation is present and Sister Sarah is conducting the service. The adventurers are surprised to find that the sarcophagus of St. Cecilia glows with its own light. When they touch the sarcophagus all nature of injuries are healed. The last remnants of Adrahil's werewolf curse and Nidal'...

The Caravan Attack

 After a filling breakfast, the party saddles up and gets back on the road to the Wild Wood. The King's Road winds its way through stretches of fields and farms. The weather is pleasant and there a no signs of orcs or other dangers.  Adrahil notices some smoke rising over the next hill. The party immediately prepares for battle. Adrahil and Nodrog sneak forward and crawl up the hill. Adrahil and Nodrog see that the smoke is coming from the camp fire of a small caravan. They move back to the party to let them know what they have seen.  The party decides to approach the caravan. The caravan is understandable concerned when the y see the party of grizzled adventurers approaching. However, they eventually invite the party to share their fire and food.  Just as they are sitting down, there is a commotion behind some of the wagons. Two of the caravan women come running into the camp with orcs hot on their heels. The both are hacked down by their pursuers. The orcs shout th...

The Northern Expedition - Scouting Out Fiskurthorp

 The party heads north along the coast in a captured northern ship to the village of Fiskurthorp. The are unsure of how to proceed on their scouting mission. This is understandable given the reputation the northerners have earned in the south as fierce and merciless warriors.  The party decided the best approach is to anchor the ship some way up the coast and then approach the village on foot. The party move silently towards the village and  see that their are guards in the watch towers. Kallista casts a spell to understand the language the northerners might speak. They find a small ferry boat and as they are pulling it across the river to get to the village they are greeted from the river bank.  A northern warrior, Thorgrim, is beckoning the party across the river and welcoming them to the village. When they reach the river bank, Nidal casts a detect evil spell and finds none. The villagers welcome the party and invite them to the feast hall. The party is made to fe...