Time to Travel
The team get to travel north, and able to swing round by Gothenburg )or Amsterdam ifstuck) and get a ship to Norway.
Plot points/Scenes
The team get to travel up to Gothenburg and get a boat allied to the Fitzsimons. There they can travel uop tow thirds the way up the Nordic coast. There they get off at a large town at the end of a fjord, called Hálogaland that seems to be under the sway of a poweful Jarl Sven the Crabby. They can rest up here and find extra equipment.
The team likely has to stay over in Gothenburg for a single night. They likely get to see the variety of what goes on, such as trading, gambling, a sacrifice to the gods, and a few scuffles amongst locals and/or travellers. They can eat, drink, pick up bits of lore or goods, and generally relax. They may find that a Satyr is telling stories in a tavern with the two story characters sound familiar (as in Grimmaz Fyrwin and Reolus Rhin). The satyr may join them in transit to pick up more stories and see other communities. A dargonborn barbarian may join too. He is likely looking for his son, and the locals mat be indifferent to him. The latter may be kept at arms length by the locals & in Norway but generally not as harsh as other regions.
THey are troubled as well. Archi & Alice get a few night visions of a twisted female form with long dark hair, horns, and hints of purple. She seems to taunt both. Archi is shown the Witch Coven being torn apart with a lesser female with bluish green skin being directed by the twisted female, and Alice is shown being atacked by a twisted dragon-like creature with a blurry version of the same female directing it.
When they arrive up in Norway, they arrive in a large prosperous town in a fjord called Hálogaland. There they are accepted in by the people of Jarl Sven the Crabby. The team get to sort themselves out but find it costs up to 15-20 gold.
If the team mention where they are going Sven & his assistants will mention that the entrance lies facing north. It can be got through travelling to the village of Orms, the birthpace of Arne. There they can get to the old city within a day or less. Arne can call them all pigs to be roasted. And the people he has beef with (Gunnar & Dagny). The latter two are still there and the team can take them on & sort them out once & for all. The local leader, Harald, allows them to stay and then travel onward as he wants to stay on Jarl Sven's good side.
He also got a 'visit' from a Raven that led to a vision that something powerful is to be removed form the old city. If it is it will cut down on visits to Orms by a man that is pale, cold, and has two marks on his forehead. Plus cut down on strange attacks by white 'spirits' in the surrounding area while people are hunting fishing and collect wood or plants.
He wil lwarm them that there is a guardian at the entrance. It is a large hairy horned creature that seems to eat meat exclusively and has a strange call. It is a yeti.
They can finish getting ready here and prepare for the travel to the city.
If they leave early they may hit severe weather, and may run into traps made of local material such as spiked pits, and swinging spiked balls from trees. They require a DC 15+ Wisdom saving throw to avoid, causing 1d6 hit point damage if failed, and none if discovered. There is likely 2d4 of these traps.
In the severe weather, they may see things in the gloom and be tempted to check them out. If they do, there is the chance of running into the traps, as well as swampy land or even a lake. They need a DC 15+ Athletics to get out of these, and a Con check for the cold of DC 15+ Con saving throw or take 1d6 hit point damage until they get out of it or fie. Failing it may cause the victim to be Paralysed by the cold on failing a further DC 15+ Con check and takes 2d4 damage after that.
These are caused by White Kobolds trying to way lay them.
If they make it to the entrance they have to climb over the remains of various avalanches at the entrance and can easily fall back or over. The Yeti may attack them as well.
Afterwards hey may rest until ready to move into the city.
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