Preparation for Adventure to Axeholme Fortress by Alleraia | World Anvil

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Mon 1st Jun 2020 04:12

Preparation for Adventure to Axeholme Fortress

by Alleraia Ravenswhisper

The great kingdom of Uln is south of Phalodin. We disucss taking Pip with us to Axeholme fortress. Toblin isn't sure he wants Pip to go on a dangerous adventure. The decision is left to Pip, who is hungover. Toblin mentions a commotion from last night, another dragon sighting flying towards the mountains to the southeast. Pip stumbles into the room and we ask him if he's interested in joining us on the Axeholme adventure. Pip decides to join the adventure with the caveat made by Osha that he goes back home if things get too dangerous. The group leaves the Inn and head's to the town hall to see Harbin about getting a map to Axeholme.
 
At Harbin's Osha messes with Harbin, enjoying his uneasisness in her presence. Harbin brings out a full map of the region and we all gather around to look. He advises us to stick to the trail, due to the danger of ambush and wild creatures. He informs us it is a full days travel to get to Axeholme. We take the map and head to the store for provisions. There is also a stop at the Lionshield to look for improved armor. Osha aquires some nice armor for a bargain price of 10G and the proceeds to sell her Glaive which has not performed well for her. Alleraia and Caldae upgrade their armor to hide armor. Lineen offers to silver coat all our weapons to fight the undead. We next head to the smithy to get weapons silvered.
 
Caldae, Alleraia, and Pip head to Adabra's to get Caldea's new armor fitted. Caldae continues to try and get Pip and Eliza together. Inside the farm Alleraia asks Adabra for some healing potions, which she provides free of charge when she hears that Pip is going on the adventure. She says she needs more Creamsop mushrooms to make more potions, and alleraia gives her one creamsop to get her started. Eliza is impressed with Pip's flower crown and embarrasses him terribly. Caldae decides to leave her hide armor with Eliza for a few hours to get it properly fitted to her. Caldae , alleraia, and Pip leave as they discuss Pip's crush on Eliza. They head back into town to meet up with Osha, Siegrane, and Howdore.
 
Osha asks to get her weapon silvered.The smithy asks for any dwarven blacksmith stuff we might find at the stronghold. Osha negotiates to get all the groups weapons silvered, and they settle on 150 gold downpayment to do the blades. When he sees Osha's sword he is very impressed and asks where she got it. Osha tells him it was in the caverns below the town with the spiders. Below Tresador Manor? The smithy seems very interested, he examines the sword closesly and finds an inscription that says it is "the blade of the Blackhawk". The legend was it belonged to one of the Tresandar, and elven warrior, who disappeared in the caverns below the manor. No one had ever found him. He says it is a very valuable weapon and worth a lot of money. Alleraia gives one healing potion to Osha and one potion to Pip and tells Siegrane to take all his remaining Creamsop mushrooms to Adabra so she can make more potions.
 
At Barthon's Ander is in a foul mood. Alleraia tries to inquire about his poor mood, but he doesn't want to talk. Siegrane buys some rations. Pip tries asking what's wrong with Ander and where is Thistle? Barthon gave him a hard time about something to do with bandits? Alleraia explores the idea of inviting Ander along, but he turns out to be useless. We buy 20 rations for no apparent reason, and then Osha asks about where she can go gamble and kill some time while waiting for Caldae's armor. They head to Adabra's to give her the Creamsop from Siegrane and then decide to go on a walk to see some mines. Osha goes to the Sleeping Boar, Siegrane goes to Adabra's and Caldae and Alleraia go on a nature walk to the north east.
 
Osha finds someone to gamble with at the Sleeping Boar and decides to play a game of chance. Osha is on fire with the dice! She engages in some low stakes gambling for awhile with Nev, before she heads back to the Inn to regroup with the others.
 
Caldae and Alleraia explore some ruins before heading to the stream. Caldae wades into the water as Alleraia takes a drink and discovers the water is dirty and gross. Caldae discovers a deer trail that seems to lead to a large 29x15 foot patch of flattened grass. The druids investigate the odd patch of grass, but don't find much of anything other than they can tell it was created by a flying creature. Caldae and Alleraia make their way back to meet up with the others. We decide to finish lunch and head out toward the fortress ...