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Phandalin Campaign

A Dungeons & Dragons 5e game In the world of Phandalin
January 7, 2024 | Looking for Players
Maps

Maps

  • Axeholm Fortress Overview
Supporting Cast

Scheduled Sessions

Sun 28th April 2024 10:00

Gnomengarde Session 3

The party continued to dive into Gnomengarde and found the Gnome’s kitchen. They were able to learn more about the cave and found 5 Gnomes in the kitchen. The cooks: Dimble, Joybell, Panana, Uppendown, and Tervaround were busy at their tasks. The party themselves found themselves stumbled around the kitchen and succumb to small mishaps that forced the party to make grand moves to remove the dangers.   Tammy found the Gnome’s pantry and picked up a few loaves of green bread while Arsus stumbled across two Gnomish Barrel Crabs. After playing a prank on his friends, Strider and Tammy destroyed the barrel crab and slightly injured Factore in the process. Strider ended up healing the injured rock gnome and they continued on their way. However, Tammy in her curiosity went back to the cave containing the remaining barrel crabs and upon inspection, she ended up attacked and injured by a mimic. Her loyal Mastiff carried her back to the fork in the path and barks loudly to attract the party to his masters danger.


Sessions Archive

17th Mar 2024

Session 7: Concluding Axeholm

With the party now separated but encountering the new evil in Axeholm, they come up to the Necromancer's Lair. The end of this quest in sight, the party must now confront this otherworldly evil.


3rd Mar 2024

Session 6: Confronting the Evil in Axeholm

With the grace of Castellan Gilthur and the assistance of Minotaur Kalraz, it falls to the party to head upwards to the upper halls, the previous living quarters of Vyldara and her old party. The party must free the fortress by destroying the Banshee and confronting the Necromancer. This will not be an easy task, and the party must be willing to do all this without Gin's assistance. The party is now assisted by Rivia, a human noble bard who recently joined them on their quest. This should prove a most honorable task as the party has much to consider and has uncovered many mysteries about the fortress and the reasons behind its demise. The party did not confront the Spider queen, but that menace can be removed later.



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18th Feb 2024

Session 5: Regrouping in Axeholm Fortress

After the party finds the Fire Spider Queen's lair and the fortress has gone into high alert, Slate and Strider convince the party it would be best to retreat back towards the main hall to not only gain strength to take on the Spider Queen but to dispel the portal blocking their way to the upper levels of the fortress.   Meanwhile, Althea and Gin have left the prison armed with new knowledge of the situation from the Minotaur. Gin still wished to explore the forge area and urged Althea to follow him to uncover further mysteries within the fortress.



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4th Feb 2024

Session 3 - 4: Axeholm Fortress


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14th Jan 2024

Session 2: The Adventure Continues


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7th Jan 2024

Session 1: The Adventure Begins

DnD Recap



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In the dwarves' absence, Axeholm has become a dark, sullen tomb full of dust and bad memories. It's quiet most of the time, except when the sorrowful wails of the banshee fill the place. The following features are standard throughout.   Arrow Slits. When using an arrow slit for protection, a creature gains three-quarters cover (see the rulebook) against outside threats. A Medium character can't squeeze through an arrow slit, but a Small character can with a successful DC 10 Dexterity (Acrobatics) check.   Ballistas. For its defense, Axeholm relied heavily on ballistas—massive crossbows that fire heavy bolts. A crew of three dwarves operated each ballista. Before it can be fired, a ballista must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.   Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise. They are lined with Dwarven runes still cast into the ceilings that give more insight into the Dwarven nature of the past residents.   Chimneys. Fireplaces throughout Axeholm have chimneys cut from seamless stone. Some of those chimneys can be used to gain access to the fortress.   Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.   Light. The walls are lined with torch sconces, but most torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.   Stench. A foul stench lingers in Axeholm, becoming stronger as one gets closer to the resident ghouls.

This story is told by

The Protagonists

Strider

Neutral Good Variant Aasimar (Sage)
Cleric 4
23 / 23 HP
STR
10
DEX
9
CON
10
INT
15
WIS
15
CHA
15

Gin Brambeer

Slate Cheekslayer

Chaotic Good Wood Elf (Criminal / Spy)
Rogue 5
33 / 33 HP
STR
22
DEX
20
CON
18
INT
24
WIS
27
CHA
27

Arsus *

Neutral Good Dragonborn (Sage)
Wizard 3
20 / 20 HP
STR
19
DEX
22
CON
21
INT
23
WIS
20
CHA
19

Tammy Oakwood

/