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Campaign 1 Session 3 - Searching for Jarngerd in the Ashen Forest

Posted: 7 June 2021 (reading time: 8 minutes; 1539 words)

Recap by Melissa Savlov and Arash Shahangian

After taking watch in pairs through the night, our intrepid band of adventurers awakens to the terrible beauty of the Ashen Forest. The soft grey-blue sky offers no clues as to what harrowing creatures or frightening feats may await them should they dare to venture deeper into this chilling land of frost-coated trees and bone-chilling rumors. Unfortunately, not everything they’ve heard was rumor, inevitably worsened through the telling of tales. Greunthrn, the tracker, grew up here and has experienced things in this forest that he dare not share with the others for fear that they will give up their search for Jarngerd.

I

The young Jarngerd, you may recall, was snatched from her local watering hole when out for a night with friends — and our motley posse has made it their mission to find her. As they dare to press forward on their rescue mission, the icy trees sparkle and sweat, dripping like the icy fear down their spines. But this brave band will not be deterred, not even when they get lost for hours, falling a day and a half behind.

As they blunder forward, weary and annoyed because they do not seem to be making progress in their search for Jarngerd, they encounter a winged creature who appears to be gobbling a meaty meal. It appears to be a giant vulture. Each of them must decide whether to attack or try to sneak past it. They all err on the side of caution and manage to slip by unseen and avoid conflict. It must have been quite a delicious meal, for this team was not particularly stealthy.

Having gratefully avoided conflict, the tired team turns its attention to the Ring of Mind Shielding (obtained earlier in their adventure). It features a disturbing purple brain as the design. When worn, others who have mind-reading abilities cannot penetrate the wearer’s thoughts nor perceive lies they may tell. There is some question over who should wear or carry it. With a smirk, Vyshka suggests that Hrafn should wear it because he is “always telling lies.” Hrafn mirthfully insists he is stung by the insult and accepts the ring. No one else seems to want the ring.

Plodding forward, the group finds traces of where another group camped for the night. They deduce that it must have been the cultists encountered earlier in their journey. These cultists are their best suspects in the capture of Jarngerd. Fortunately, they begin to make very good time and catch up half a day. They estimate that the abductors are now probably about one day ahead of them.

II

But then they encounter an owl bear, which somehow manages to be both cute and fierce, with an adorable fuzzy body and round face yet long, sharp claws. He (or she) is looking right at them! There’s something odd about this owl bear, which seems to be cognizant of them in one moment yet running on animal instinct the next. There’s something not quite right.

To everyone’s surprise, the owl bear speaks:

“Yuki says: ‘Go back home.’”

But, when they try to get more information from the bear, they realize it can’t communicate. Having delivered its message, the owl bear reverts to a typical animal mien. Most of the group is inclined to try to slip past it. After all, this technique worked well for them with the vulture. But Belnirith is curious and approaches.

To everyone’s horror, the owl bear swipes at Belnirith with its huge talons. She dies instantly as her friends watch on, helpless and stunned. The creature pulls back Belnirith’s hood, revealing her red horns. The cleric-killer’s eyes turn black as it hefts Odin’s acolyte over its shoulder and flees at great speed.

Norsk’Maenth calls out: “We must go after her!” Gruenthrn agrees and immediately activates his tracking skills. Vyshka wonders if there is anything she could possibly do to heal Belnirith, who appears to be well and truly dead. Laguza and Hrafn are stunned silent. Everyone chases the owl bear as swiftly as possible.

III

Belnirith’s finds herself in Valhalla with Nadira, her Valkyrie guide. They are seated around a massive table in the Great Hall, dining on delicious boar and other delectable fare.

Nadira says: “I was impressed by your bravery, and I’m not easily impressed. Odin appreciates bravery and noticed how valiantly you strove to protect your companions.”

“Am I dead?”

“Yes,” Nadira responds, then looks at the sundial. “But not for much longer. I suggest you keep eating. You will need your strength.”

A bit curious yet mostly ravenous for the culinary delights arrayed before her, Belnirith devours the generous helping of boar on the glistening golden plate before her.

Then, suddenly, she finds herself tied to a table in what appears to be a wooden hut. She hears whimpering behind her. As her eyes adjust to the dim light, she notices a hag standing before her.

“I am Yuki,” she says, with a wicked smile.

IV

Meanwhile, Belnirith’s friends desperately search for her, hoping she can be saved or at least given a burial worthy of Odin. Just as they began to fear they could run no more, the group comes upon a cabin and a huge red pentagram in front of the cabin. Norsk’Maenth and Greunthrn want to storm the cabin immediately. Greunthrn seems to have an instinct that Jarngerd is inside; and Norsk’Maenth is a man of action, always yearning to cast hexes and fight.

But Laguza is always on the lookout for danger and thinks it would be wise to investigate the pentagram before alerting anyone to their arrival. Hrafn and Vyshka say nothing. They are focused on catching their breaths.

Brave Laguza approaches the pentagram as the others keep their distance. She discovers that the cultists have been vanquished there. They are now naught but smoke and a terrible stench. Laguza retreats and shares her discovery with the others.

V

Meanwhile, inside the hut, Belnirith sits up and glances over her shoulder. She sees what looks to be a blonde teen matching the description of Jarngerd.

Yuki says: “You must be Belnirith. I’ve met your mother, Aegnagryd. I trained her in the arcane arts. But she left me 3 and a half years ago, without a word,” she sneers. “Disappointing.”

“What am I doing here? I was just in Valhalla.”

Yuki rolls her eyes. “I used a potion to revive you, of course.” She sighs melodramatically. “You have much to learn, child.”

Yuki cackles, squints out the window. “Oh look. Your friends have arrived.”

VI

Hearing voices and Yuki’s malevolent cackle, the remaining rescuers share a nod and storm the door. First, they notice Jarngerd, cowering in a corner. Then, they spy their friend Belnirith perched on a rough, splintered table, alive! They release a collective breath of relief.

They go to their friend, but the hag glares at them with a chilling ferocity. Belnirith subtly shakes her head, hinting that they should stay where they are.

“I… am Yuki.”

Yuki explains that, long ago, her coven had received an augury about a battle going against Odin. Her sisters wanted to keep this information to themselves, but Yuki wanted to ingratiate herself with Odin and told him of their vision. Odin changed his plans based on the augury and won the battle for Ashen Forest. Odin slaughtered her sisters, but left Yuki alive as thanks for her aid. Clearly, Yuki still deeply mourns their loss. But she is a practical hag and has decided that she can still thrive in this world, if only she could regain her youth.

VII

Happy for an audience after many years alone, Yuki shares that she needs all of Jarngerd’s blood to regain 100 years of youth. Or, she could take 1 pint of Belnirith’s mixed celestial and demonic blood and regain 200 years.

While the hag blathers on, the team tries to figure out how they will rescue Jarngerd and their friend.

But Belnirith shocks them all by saying:

“I’ll do you one better. I’ll give you three pints, in exchange for you training me, as you did my mother. But you must release Jarngerd to them and let my friends go.”

The room falls silent as they all stare at Belnirith, astonished.

“Yes!” Yuki cackled. “Yes! Yes! Yes! You may release her.”

As Laguza and Greunthrn unshackle Jarngerd, Belnirith’s friends repeatedly question the horned cleric to ensure that this is what she truly wants. Perhaps her offer is but a distraction to the hag and they can all escape together. But Belnirith assures them that she genuinely aspires to be a wizard and wants to learn from Yuki. They finally believe her when Belnirith asks Vyshka to inform her fellow pilgrims that she is okay and should not worry about her.

Mystified, Vyshka shrugs and agrees. When released, Jarngerd rushes into Vyshka’s arms. Jarngerd is sobbing and shaking, so Vyshka wraps a protective arm around her and leads her out the door. The others follow.

When they are outside, Norsk’Maenth informs them that he will be leaving their party because he must return to Shadowfell. They all bid him well and watch wistfully as his familiar figure fades into the distance.

TO BE CONTINUED…

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