Session 201 - The Island of Anfla Report in Misty Isle of Harn | World Anvil

Session 201 - The Island of Anfla

General Summary

4th to 10th of Larane (Second Month of Summer) 724TR

The story so far

Heroes travel to the Earl of Sarkum's Colony on the Island of Anfla. Odin is looking for a master weaponsmith questing after meteorite iron and Remy would like to locate a particular band of pirates.

This is the continuation of Session 200 - A Burning Woman.


Location - Fort Xuaka on Anfla Island.


Part 1 - Fort Xuaka

Sir Tyson Silar, art by Artbreeder
The Earl's supply ship, the Cockrel, arrives at Fort Xuaka without incident, although Remy throws what he believes to be a "cursed" valuable piece of jewelry overboard.

The group is instructed to meet with Constable Sir Tyson Silar, who answers directly to the Earl of Sarkum immediately after they land. The astute and amiable Sir Tyson questions the characters on their intentions and gives them a briefing of the current situation so they can avoid unpleasantness with the locals. They are told the following;

  • Weaponsmith Cearbhall Ciernack visited the settlement six months ago and is believed to be traveling inland. Sir Tyson recommends the party speak with the innkeeper at the Raven's Roost Inn for more information.
  • The party is free to explore the island, and this was surprisingly encouraged by Constable Tyson. However, they must refrain from exploiting or antagonizing the locals.
  • Inland tribes are much easier to deal with than the coastal tribes, and they are warned that the coastal tribes do not approve of outsiders, and some see the visitors as invaders or even demons. They are blamed for the disappearance of many explorers.
  • There is considerable tension among the locals. The coastal tribes occasionally raid inland settlements and the nearby Kamaki Islanders. Although they have accepted his gifts, they are the most resistant to the Earl of Sarkum's offers of protection and technology.
  • To make matters worse, a cult of Witch Smellers has formed, and they consider the Kandian visitors or rival islanders to be witches. Witches are subjected to a series of drug and drowning ordeals to prove their innocence. Tribesmen who are friendly to the outsiders are often accused of witchcraft as well.
  • The Adaenum barbarians speak a dialect of ancient Jarinese. Some of the party speak the modern version of this language so should be able to communicate albeit with some difficulty.

Part 2 - The Raven's Roost

Innkepper Ornof, art by Artbreeder
At the Ravens Roost Inn, the Innkeeper Ornof Dagen welcomed the heroes. The Orbaalnese warrior had washed up on a small island two years ago and was rescued by a local Adaenum fisherman. He is a font of local knowledge.

The party learns that the weaponsmith Cearbhall Ciernack explored the old ruins less than a mile inland six months ago. He returned delighted with his investigation but made a point to stress that the ruins contained no treasures. He discouraged any of the locals from exploring them. The next day he headed off inland and has not been seen since.

A week later, three recently arrived adventures ignored Cearbhall's advice and explored the ruins. They were never seen again.

The heroes discuss what to do, deciding to avoid the ruins and head inland, seeking out Cearbhall. Their first stop, the nearby barbarian village of Tochal.

Part 3 - Strange Critters

The heroes' trip along a river is not without incident; two huge slug-like creatures emerge and attack them. The monstrosities acid spits cause some concern, but they are dealt with quickly enough. Unfortunately, the combat noise attracts another much more dangerous entity, a whirlwind, that sends the characters flying before they can rest. Eventually, this strange elemental is dispersed, but the team is exhausted and move away from the river to recuperate.

Part 4 - Village of Tochal

Techin, art by Artflow
However, the sound of combat attracts more than just monsters, a trio of Adaenum tribesmen, led by the hunter Techin, from the village of Tochal. Communications are difficult due to language differences; however, the party eventually gets invited to their village for the night.

Tochal has a population of around 250 and is surrounded by many small grain fields, but the party observes that some more advanced farming techniques such as crop rotation have recently been introduced. The barbarians are welcoming and curious. There appears to be some tension with the coastal tribes and their Witch Smellers, with several tribe members being accused of being witches. They say the signs of a Witch are ugliness or disfiguration as well as association with many of the strange beasts that have become more common lately.

When questioned about the weaponsmith Cearbhall, they learn that he visited several times and was last seen around two months ago traveling southwest. He suggested improvements to their spear designs before traveling southwest.

The next day the party heads southwest towards the coastal village of Holgir looking for more clues. Several strange Ochre-colored slimes ambush them; however, they are quickly and messily dealt with.

To be continued.

NPC Interactions

Sir Tyson Silar, constable of Fort Xauka.

Ornof Dagen, Innkeeper.

Techin, Adaenum Hunter.

Challenges Overcome

2 x Giant Slugs, 1 x Air Elemental, and 6 x Ochre Jelly.

Rewards

Nothing Major.

Created Content

Fort Xuaka.

Related Reports

Earl Ranald Milaka.

Player Character Status

Odin - Human - Level 5 Gloom Stalker and Level 1 Fighter.

Abaddon - Elf - Level 6 Open-hand Monk.

Remy - Half-Elf - Level 6 Bladesinger.

Encounters and Events

Session 201 Map, art by Attacus
Campaign
Games of the Gods - Campaign On Hold
Protagonists
Remy
Abaddon
Odin
Report Date
19 Dec 2021
Primary Location
Fort Xuaka 
Xuaka's Fort, art by Attacus


Cover image: by Attacus

Comments

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Dec 27, 2021 22:56 by MrGunn

Lots of setup, looking forward to the unwinding of this adventure!

Thanks!   MrGunn [email protected]