Showing posts with label Auril. Show all posts
Showing posts with label Auril. Show all posts

Thursday, 16 January 2020

The Cursed: Big Bluff

[Part of the Cursed story line]

Inspired by the error made by the museum salamanders, Farcol manages to bluff the frost giant jarl into surrendering his authority and basically letting the team raid the frost giant camp unmolested. He wouldn't budge on giving up his slaves though, so a rescue operation commences - one that only goes side ways since another servant of Auril arrives with goons to hunt them down.

It is a tough fight and one that attracts the attention of the big guys... who turn out to be wimps. With this new knowledge, the team returns to the frost giant base and exterminates them all. They then follow the slaves out to a plateau with a path leading down the mountain to freedom - and a cavern leading to the next area of Dorn's Deep. They pick the latter.

Don't let their size intimidate you.

Now instead of frost salamanders they face their fire kindred (with a flame aura), as well as axe throwing suits of armor that never seem to miss! The party slogs it out along the edge of the area until they stumble upon salamander controlled lava mines. Despite being more plentiful here, the salamanders are much easier to handle without their axe guardians.

Insight: Ugh, those axe armors suck! Prepare for some serious micro management as you'll want to still kill the fire salamanders at range while switching to crushing weapons against the armor guardians. Slashing and piercing weapons don't work well against them.

Sunday, 12 January 2020

The Cursed: Spirit of Auril

[Part of the Cursed story line]

The expedition is short lived as all but Sofie, Lucia, Olchyr, Farien, Farcol and Tharmun are buried by an avalanche caused by Frost Giants high up the mountains who were playing catch with some boulders. The team survives through goblin territory and finds their way to Kuldahar - a small town nestled underneath a giant, magic tree that radiates warmth.

Their leader, arch druid Arundel, says that the magical warmth is actually fading due to some unknown but approaching evil cold and persuades the squad to go investigate the Vale of Shadows - a canyon that is home to yetis and numerous tombs, unsurprisingly filled with undead which gives Lucia a chance to show off her turn undead abilities.

Eventually they find the "spirit boss" who claims he will tell them about the evil they seek if they first deal with a priestess of Auril looking to freeze his tomb. While that doesn't sound too bad, the Aurilite actually just wants to spread winter's touch everywhere - including to Kuldahar by killing the magic tree. The team dispose of her post haste.

She's pretty... pretty crazy!

In thanks, the spirit boss tells them what he knows about the encroaching evil - best summarized as follows: "It isn't me." (because that excuse works for awful smells as well)

Insight: The majority of the foes in this campaign are undead.