Campaign 2 One Shot - Mint's Adventures
Plot points/Scenes
Mint is sitting by a campfire, camping out just outside Vistabluff, when the flames turn iridescent, billowing out rainbow smoke.
Odin appears across the fire from him, spear slung across his back, with the sound of two Ravens signalling his arrival.
Odin wears a dark red tunic, with simple blue trousers, foregoing his armour, just shrouded in a cloak made of wolfs fur, hood pulled up to obscure his face.
He admonishes Nova for taking so long to answer his summons, Nova introducing Mint to the God across from them.
Odin pulls his hood down, revealing a tanned face, scared and sun damaged, he looks older, late 70s. His left eye a pale blue, with the socket where his right should be billowing with the same rainbow smoke coming from the fire. His nose crooked, and mouth smirking. Long white hair braided down the back, with a well kept white beard.
Besides him sits a woman, dressed in full armour and weapons. He introduces them as one of his valkyires, and tells the bonded duo why he's summoned them.
Heimdall has lost an item of great importance in an ill thought out game of chance. He has lost the Gjallarhorn, the horn Heimdall is destined to play to call forth and signal the beginning of Ragnarok. In the hands of anyone other than Heimdall the horn embews the blower, and thier allies with the powers of the Gods themselves. Something not meant for mortal hands.
Odin has summoned the pair to retreive the horn for him, offering his Valkyries service in this mission.
Once the horn is retrieved, Mint and Nova are free to return back to the group and investigate the Cult or look in on Nova's family.
Odin calls forth his Ravens, landing on the shoulders of Mint and the Valkyrie, as they are shunted away to retrieve the horn.
Forests of the Giants
After teleporting, the pair find themselves in the frozen fields of Jotunheim. The plane of Yggdrasil is unique among Celestial planes, the Gods and their kin who live there are able to step between the material plane and Yggdrasil at will, and as Yggdrasil is just a copy of the material plane when the Gods ascended, the locations line up perfectly to thier material counterparts. The fronze landscape of Jotunheim, broken up by pockets of trees, with tall rocks exploding out with large ice crystals. Ratatoskr appear scuttling down a tree, telling the duo they have te find the right weakspot between the realms to step through. Admonishing the all father for not telling them that piece of information. Small ice elementals appear and begin attacking the pair, Ratatoskr taking that as his moment to leave. Moving around the pair notice shimmers amonst the trees, lining up their position so they can see three shimmering rifts at once, opens a portal at the farthest one.Aesrix's Palace
Stepping through the portal the pair are brought to a large palace, sat on a stony island between the Northern Frontier and Ixmoria. The pair are greated by a voice who says his name is Aesrix, and that hes surprised it took the allfather this long to send someone. Aesrix will return the horn, provided the pair are able to best him in a game of strength, cunning and wit. To progress to the tower where the Horn is being kept, the pair must overcome 5 challenges, retrieving the keystone, and placing them upon the pedestals. Two of the challenges are underground, where the lower levels of Aesrix's palace have been overtaken by a pack of merfolk calling themselve the 'Seven Sirens'. Aesrix says that any treasure they find belonging to the merfolk is theirs to take, provided they rid his halls of their intrusion.Challenge 1 - The Flow of Magic
Aesrix speaks as the pair see the challenge, a series of rotatable podiums, with channels carved into them. The pair must turn the podiums to direct the flow of magic, through the maze, passing through large plinths of stone. Aesrix describes as they go through the challenge, that magic is by its very nature unrully, something mortal minds have forgotten in the modern world. Each plinth causes the magic to being flowing through a seperate channel. He tells the pair that true magic, the magic of the old world, of the Tal and Ascendant Gods is primal and powerful, but destructive in the wrong hands. During this Aurora being to shift, aligning itself to Mints soul more. Aurora gains the ability Spirit of Two. Whilst attuned, each day you are able to choose one base stat (Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma) to increase by +1. Choosing a new base stat to increase removes the bonus from the other, and not choosing to change the stat at dawn carries over the bonus from the previous day.Challenge 2 - The Path
This challenge has a set path, with pressure plates that trigger if the wrong path is chosen. When triggered the pressure plates cause a bolt of rainbow fire to be shot out from seemingly nowhere, causing the pair to take damage. The correct path is a numerical path, following the Fibonachi sequence, with each plate having the Hillara runes for numbers carved into them.Challenge 3 - The Depths
The lowest level of Aesrix's palace is flooded with Merfolk, all of which attack the pair when they see them. The challenge is simply a battle of might, and is succeeded when the pair have killed or forced all the Merfolk to leave. Aesrix opens a small rift, dropping the keystone through.Challenge 4 - Dragon Wits
The lower levels of Aesrix's palace house many roots of Yggdrasil, the great world tree, and has become a home to Níðhöggr, who lives and gnaws at the roots, feeding off the magic that flows through the tree. Aesrix has given Níðhöggr one of the keystones, who will give the keystone if the pair are able to beat its riddles and questions. A simple one to start, to wet your appetite. If you multiply this number by any other number, the answer will always be the same. What number is this? - Zero A question of knowledge, and of history next. My kind have lived on this world long before the Old Gods came and fought and died. Bahamut, Tiamat and Kaltorius. Answer me this though, mortal ones, Badrik, Yrranus, Rhuegis and Challos are but four. I am one. Greatwyrms all. Who are the three? - Niv Mizzet, Kalidra and Mifeath, the oldest known Dragons Who amongst you has knowledge of the Gods? The Valkyrie one hopes. Thor, Eldath, Ilmater, Umberlee, Balinor and the Silve Flame. Those who remained watching over this place after the others turned their heads to new lands. A God of Fertility though, wandered further, atleast thier name. Who went to Erendoc, where great attrocities were done in thier name, name them, and the group who put sword to flesh. - Frey, God of Fertility, whose name and faith was used as part of the Ivory Orders crusades. More riddles, less history eh? What comes out at night without being called, but by day are lost without being stolen? - Stars What belongs to you, yet your companions use it more? - Your name. Your minds are sharp, I'll grant you the stone. The one with two minds though, answer me one last question for something more, a reward you can take with you after today. Dragons are dying, yet the allfather sends you here. What does Odin want with you? - No correct answer, Mint just has to answer truthfully.Challenge 5 - Great Dwarves Forge
Aesrix tells the party as they look upon his forge, that he was one of the many Dwarven smiths who forged the weapons for the now Gods, millenia ago. His most notable weapons he forged were the sword Exilla, the Sentient Blade of Freyja, Skjufn, Odins own sword, and Rainclear, Tyr's Greatsword. Metal must be tempered before it can be used as a weapon, as must a person. Tempered through challenge, fire and blood. This challenge the pair must challenge the forge, hammer the anvil and battle the elemental that inhabbits it. Battling and besting the elemental of the forge, allows both of the pair to choose one of thier weapons, to rest against the anvil, bring the hammer down upon the blade, and quench it in the water. Enchanting thier weapons. The enchantment can be on magical weapons, and grant the weapon the ability 'Aesrix's Ring'. Using the ability, causes the blade to vibrate, the next successful attack roll made by the weapon deals an additional weapon damage die. The ability can be used a number of times equal to the players Proficiency Bonus. Upon defeating the elemental, the keystone drops out of the forge, slightly warm to the touch. After unlocking the door, the pair must quickly manevour between cover as Aesrix beings shooting at them with a bow, laughing jovially as he does. Assuring them that the arrows won't kill them, though they'll still hurt like a bitch. After getting to the final towers, Aesrix is there laughing, out of breath. He thanks them for a good challenge and show, the horn is theirs to take, as Huggin and Munnin fly through the door, landing on the pairs shoulders, shifting them back to the campsite, with Odin still sat around the rainbow flames.
Plot type
One Shot
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