Wednesday, March 29, 2017

Session 26: Go West Young Man!


Following their defeat of the Fyrsnaca, the Abolitionists decided to go west in search of the priestess of Lyanna who could teach them the language of the Blink Dogs. Their first obstacle, however, was the large swamp just west of Roskilde. The first day of travel was uneventful, but on the second day, they came across a giant otter under attack by a small group of skeletons. The skeletons were easily dispersed, thanks to the power of Adreham, but it seemed the otter wanted to tell them something.
They followed the gestures and chirping of the giant otter, and there they found the trail the skeletons left. The trail led through the swamp to a small mausoleum. The mausoleum was empty, but stairs set between two sarcophagi led deeper into the darkness.

Flint walked fearlessly up to investigate the coffins, and was rewarded for his courage by a bite from a bone naga! The naga and its partner attacked, and a fierce fight ensued, but the Abolitionists were victorious. They then proceeded deeper into the grave, down a staircase labeled with a single word: SENET. At the bottom of the stairs, they found a few side rooms, including one containing the vestments for a priestess of Kilmar. In the main room of the tomb, there was a large sarcophagus, but the tomb was empty, guarded only by a pit trap. However, a couple of natural looking tunnels led deeper into the barrow.

In a large chamber to the left, they fought two spider demons, tougher than the ones they fought several months ago. In another chamber, this time to the right, two umber hulks awaited and were easily defeated. There was still, however, one path to explore, leading upwards into an area of finished stone, and at the base of the path, a stone pillar shaped like a woman screaming, running from that path.

Session 25: Defeating the Fyrsnaca

The records are lost as to the details of the defeat of the Fyrsnaca and the restoration of Thunderdelve to the Brakespear dwarves. It is said that the ancient spirit Chalcidar told the heroes of the secret's of the Heirstone, and they used its power to defeat the vile wyrm, sending whatever bandits had taken up residence in the fortress fleeing to the hills.

Wednesday, March 8, 2017

Fyrsnaca

The Fyrsnaca is a wyrm native to the cold north, often found in the vicinity of hot springs and volcanoes, which it uses to reproduce. When it enters its reproductive cycle, every 100 years, it dives deep into the heat to lay a sac of eggs. It then stays with the eggs for 25 years until they hatch into the immature state of the Fyrsnaca, a clutch of red worms. During this period, the Fyrsnaca cannot survive outside of the heated water or lava, and it is quite irritable as it cannot hunt. Otherwise it is a fearsome predator, eating polar bear, seal, and whatever else it can get its teeth around. The Nords view the killing of a Fyrsnaca alone to be an exceptional deed, and often if there is a kingship crisis, at least one of the contenders will go Fyrsnaca hunting.

Fyrsnaca
AC: 15 HP: 138 Speed: 60'
Str: +4 Dex: +1 Con: +5 Int: -1 Wis: 0 Cha: +1
Saves: Dex: +4 Con: +8 Cha: +4
Perception +3
Damage: Immune to natural fire, resists magical fire
CR: 8

Actions:
Multiattack Bite/Crush
Bite +9, reach 10' 3d12+6 piercing
Crush +9 3d12+6 bludgeoning
Breath:
Fire, 30' line, 5'. Recharge 5-6
11d8 fire damage, Dex(14) for half.

Originally printed in XS2: Thunderdelve Mountain, by William Carlson, (c) TSR (1985). This content produced under the Open Game License and may only be used under and in terms of that license. The license can be viewed here.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Tuesday, March 7, 2017

The Singing Sword


It is well known that Alexander enjoyed singing while he explored, There is nothing he loved more than striding through the forests of the north, belting out a popular tavern song or a church hymn with equal vigor. What is less well known is that Kilmar, his frequent companion, was completely tone deaf. Alexander desired someone who could accompany him when they were traveling, so he created the Singing Sword.


The Singing Sword is a Longsword +1. When it is attuned to a character, that character can make the sword begin singing as a bonus action. While the sword is singing, the character has advantage on savings throws made against musical attacks and disadvantage on stealth rolls. She also gains +2 uses of bardic inspiration, if she is a bard.

Monday, March 6, 2017

Pre-Session 26 Rumors


Following their success in claiming Thunderdelve for Law and Civilization, the abolitionists returned to Roskilde. Things are bustling in the port town, and they heard the following rumors.

Kobold raids from the south are getting worse. They seem bolder than normal.
Somewhere in the east lies a singing sword. Supposedly the Lorelei knows where it is.
A giant otter has been seen in the swamp to the west.
The feast of Fayon the Barber is on Solsday.
The forest to the west is home to many strange things, including a priestess of Lyanna who is an expert in various exotic languages.


Sunday, March 5, 2017

Tika Waylan

It's been a while, and I should port more of the recipes from my food blog to this one, but here's the latest D&D themed cocktail: the Tika Waylan! While I was cleaning my bar, I noticed two ounces of lemon vodka in the back, taking up space next to some Chambord. I thought it would be worth trying them together, and getting rid of a large bottle in the bargain. It turned out okay, though not great. I added some mezcal to give it depth and tie it together, but perhaps some creme de cacao would have been better. Nonetheless, here it is for you drinking pleasure. Feel free to share ideas for improvement in the comments!

Tika Waylan
2 oz lemon vodka
1/2 oz Chambord
1/2 oz Mezcal (I used Zignum reposado)
2 dashes Peychaud's bitters

Tuesday, February 28, 2017

Session 24: Behind the Crystal Waterfall

Having killed the worms, Flint was able to retrieve the hammer at the crystal bridge. After a short rest to allow Flint to become familiar with the new weapon, the group continued through the dwarven keep. The group made its way slowly south, going through many a burnt and rotten door and taking great care not to set off traps or to walk into an ambush. Deep inside the keep the group entered a room where the floor had collapsed. Not able to see the bottom of the cavern the group smelt the rot coming from the dark abyss below. Along the way the group came across some ghouls and shadow demons but with the gods' help and a strong arm they were able to dispatch the foe. Eventually the group reached a dead end and were forced to turn back. Seizing on the opportunity the group decided to head back via a different route. They returned to a series of doors they had recently passed, finding that the last door was rotten and hanging from its hinges. Assuming that this was the work of a fire breathing beast somewhere in the keep the group entered into the room. They found themselves in a very large room with three exits and a giant statue of a dwarf in the middle. As they headed for one of the exits the statue turned suddenly and attacked. Not wanting to fight, the group ran towards the exit but the goliath wasn't quick enough to evade the stony grasp of the statue. Asking Vassa to intercede on his behalf Goblin cursed the statue and hit it with a thunderous strike. The statue released it's grip on Goblin and he took the opportunity to catch up with the group, which meanwhile had fled to a set of stairs leading to a double doorway.  Where this leads we shall soon find out.....