Welcome to Axeholm
WELCOME TO AXEHOLM
After a short week of regaining strength and honing their skills, each member of the party dedicates themselves to personal training and self-improvement. The break allows them to recover from the previous encounter with the Blood Hunter elf and strengthens their resolve for the journey ahead. The agreed meeting point is the entrance of the Dwarven Castle, where they will reconvene and embark on their next set of adventures. As the appointed day arrives, the party gathers at the entrance of the Dwarven Castle, exchanging nods of determination and camaraderie. The Guildmaster, Halia Thornton, steps forward to welcome the adventurers back.“I’ve arranged for an additional hand to aid you on your journey,”
Halia announces, a knowing smile on her face. From behind her emerges a figure clad in celestial radiance – Strider, a Variant Aasimar Cleric. His presence exudes an otherworldly aura, and his eyes gleam with a divine light.“Strider is here to support your endeavors. His healing abilities and divine blessings will undoubtedly prove valuable in the challenges that lie ahead,”
Halia continues, introducing the new member to the party. Strider, with a calm and reassuring demeanor, addresses the group.“I am honored to join your ranks. Together, we shall face whatever shadows may cross our path and emerge victorious.”
The party, guided by a mixture of excitement and anticipation, reaches the entrance of Axeholm Fortress. As they ascend the snow-capped mountains, the imposing structure gradually reveals itself against the stark backdrop. Axeholm, built into a slumbering volcano, stands as a testament to Dwarven craftsmanship and resilience. Massive stone walls, hewn from the mountain itself, form the outer perimeter of the fortress. Towers, adorned with intricate Dwarven runes, punctuate the skyline, their tops dusted with a layer of snow. The air is crisp, and the sight of Axeholm against the pristine, white and green landscape is awe-inspiring. Water still actively runs through the mountainside glistening gently in the sunlight. eerily quiet, the adventurers move towards the entrance. The entrance gate, a colossal iron portcullis, is adorned with intricate engravings that depict Dwarven heroes in epic battles against mythical creatures. As the party approaches, the gate already fallen from disrepair creaks under foot, revealing the still standing portcullis and a long tunnel leading into the heart of the mountain fortress. As the party explored the entrance of Axeholm Fortress, they took note of the colossal iron portcullis barring their way. After a thorough search, keen eyes spot a sturdy lever to the left of the entrance. With a determined nod, one of the party members steps forward and pulls the lever down. (who pulled the lever? - +2 Investigation) Creaking and groaning, the massive portcullis begins to ascend, revealing the grand tunnel leading into the heart of the dormant volcano. As the party proceeds, the intricate engravings on the gate come into clearer view, depicting Dwarven heroes in epic battles. The tunnel leads the party into the depths of Axeholm, where the fortress unfolds before them like a subterranean city. Sturdy stone pillars support cavernous ceilings, and banners depicting the history of Dwarven clans line the walls. Axeholm Fortress, with its rich history and thriving Dwarven culture, welcomes the party into its depths. The journey through the fortress promises challenges, discoveries, and the unfolding of a new chapter in the ongoing adventure. The party, having successfully navigated the entrance, stands poised for the adventures that await within the storied halls of Axeholm. The party, having successfully breached the entrance of Axeholm Fortress, steps into the darkness that lies beyond the portcullis. The atmosphere shifts as they enter an area filled with uncertainty and danger. The entrance hall, though grand in scale, is shrouded in shadows, and the air feels heavy with the weight of untold secrets. The party, having successfully breached the entrance of Axeholm Fortress, steps into the darkness that lies beyond the portcullis. The atmosphere shifts as they enter an area filled with uncertainty and danger. The entrance hall, though grand in scale, is shrouded in shadows, and the air feels heavy with the weight of untold secrets. As the party proceeds cautiously, they quickly become aware of the peril that lurks in the darkness. The stone floor beneath them is uneven, and the echoes of their footsteps reverberate through the cavernous space. It becomes evident that hidden traps abound, waiting to ensnare the unwary. The party’s skilled rogue Slate takes point, his keen eyes scanning the floor for any signs of pressure plates or tripwires. Each step is taken with meticulous care, and the party members follow suit, moving in a single file to minimize the risk of triggering hidden mechanisms. (+2 perception) With each careful step, the party inches forward, their senses heightened, and their focus sharp. The journey through the entrance hall of Axeholm Fortress becomes a delicate dance, a test of agility, perception, and teamwork. The party, navigating the treacherous terrain with caution, is acutely aware that the true challenges of Axeholm are just beginning. The unknown dangers that lie ahead add an extra layer of suspense to their quest, and the echoes of their footsteps serve as a haunting reminder of the perils that await in the shadows of the dwarven stronghold. (Party Received +2 Investigation) Having navigated the treacherous entrance hall and thwarted the barrage of arrows from hidden ballistas, the party now stands before another formidable obstacle – a second portcullis blocking their path deeper into Axeholm Fortress. The iron bars, stout and unyielding, cast shadows over the party, hinting at the challenges that lay ahead. As the party approaches the new portcullis, they come to a halt, surveying their surroundings for any signs of a mechanism to open the gate. The rogue, ever watchful after the previous traps, carefully examines the area around the door. The stone walls bear no obvious levers or switches, and the ceiling appears free of any impending dangers. The Dwarven craftsmanship is evident in the construction of the portcullis, with intricate patterns and runes etched into the iron bars. The door seems to be a blend of both security and artistry, a testament to the dwarves’ commitment to both function and form. After a thorough search, the party members discover a small recess in the wall to the right of the portcullis. Within the recess, they find an ornate pedestal, and upon closer inspection, a set of levers and buttons with Dwarven runes etched beside them. The rogue, recognizing the patterns from the previous encounters, took the lead in deciphering the mechanism. The runes, once a mystery, now reveal their purpose as the rogue deftly manipulates the levers and presses the buttons in a precise sequence. A low rumbling echoes through the corridor as the portcullis slowly begins to ascend. The party members share a glance of triumph, their collaboration and resourcefulness overcoming yet another obstacle in Axeholm. Beyond the opened gate lies a new expanse of the fortress, an uncharted territory filled with the promise of further challenges and discoveries. The party proceeds with caution, their senses heightened by the perils they’ve already faced. As they venture deeper into Axeholm Fortress, the shadows of the dwarven stronghold conceal both secrets and dangers, awaiting the intrepid adventurers as they continue their journey through the subterranean depths of the dormant volcano. (Party receives = +2 perception) The party successfully passes through the arcane-laden entrance hall of Axeholm Fortress, and the path opens up into a grand chamber. The room is expansive, with towering ceilings supported by four massive stone pillars at equal intervals. The air feels warmer, and the distant echoes of Dwarven activity reach the party’s ears. Before them, several doors beckon in different directions – to the right, left, and directly in front. Each door is adorned with Dwarven symbols and runes, their meanings obscured to those unfamiliar with the ancient language. The party senses a gradual descent as the heat within the fortress becomes more pronounced. It’s clear that they are moving deeper into the dormant volcano, where the heart of Axeholm awaits. To the left, the door is marked with symbols reminiscent of craftsmanship and forging. Straight ahead, symbols of intricate carvings and tapestries suggest a path leading to cultural and historical chambers of utmost importance. The door directly to the right features symbols that hint at arcane mysteries and magical studies. As the party deliberates their next move, the echoes of their conversation seem to dance through the chamber, making it difficult to discern other sounds. The warm glow of faint fire flickers along the stone walls, casting dancing shadows in the spacious room. After a brief discussion, the party makes a decision.(ARSUS, STRIDER, TAMMI Decide to take the right path)
The party, intrigued by the symbols on the door that hint at arcane mysteries and magical studies, chooses the right path. As they pass through the door, they find themselves in a small corridor, dimly lit by flickering torches. The air is charged with an otherworldly energy, and the distant echoes of magical incantations seem to reverberate through the stone walls. To their left, the party notices a small opening in the shape of an archway. The corridor beyond the archway stretches into darkness, and an unsettling sense of foreboding lingers in that direction. The very air seems to carry whispers of ancient enchantments and malevolent forces. As the party stands at the threshold of the archway, they exchange wary glances. The choice between the known path, leading further into the realm of arcane studies, and the ominous darkness beyond the archway presents a dilemma. The party, now faced with a decision that could shape the course of their exploration in Axeholm, must choose whether to venture into the arcane mysteries or face the potential dangers concealed in the shadows. The party takes a moment to discuss their options, weighing the potential rewards of furthering their understanding of magic against the risks that may await them in the unknown corridor. The torchlight flickers, casting dancing shadows that seem to mirror the uncertainty that hangs in the air. Ultimately, a decision must be made. The adventurers stand on the precipice, ready to face the consequences of their choice as they prepare to move forward – either into the world of arcane wonders or towards the dark and foreboding unknown that lies beyond the archway. The party now traverses a small hallway that winds deeper into the heart of Axeholm Fortress. The air feels cooler, and the echoes of their footsteps resonate differently in the narrow passage. Unlit torches cast dim shadows along the stone walls, creating an atmosphere of suspense. At the end of the hallway, the party encounters a small wooden door. The door, lacking a sturdy lock, presents the adventurers with options for entry. Some members suggest attempting to force the door open, relying on strength to overcome any potential resistance. Others, recognizing the delicacy of the situation, propose a more nimble approach, suggesting that an expert with precise skills in lock-picking could attempt to open the door without causing a disturbance. The decision now rests with the party. Do they opt for a more forceful entry, risking potential noise and attracting attention? Alternatively, do they choose the subtle approach, relying on finesse and skill to navigate the potential challenges that lie beyond the wooden door? As the adventurers deliberate, the distant sounds of unknown activity persist, and the torchlight flickers with the uncertainty of what awaits throughout the fortress. The party, unified in purpose, stands at the threshold, ready to face the next chapter of their exploration in Axeholm Fortress. Opting for a more stealthy approach, Tammi steps forward, with her theives tools and nimble fingers deftly manipulating the lock on the small wooden door. The soft clicks of tumblers falling into place signal success, and with a gentle push, the door swings open without a creak. The party enters the storage room silently, avoiding any unnecessary attention. Inside, the adventurers quickly and quietly rummage through the supplies. Each member selects what they deem essential – non-perishable rations, spare torches, coils of rope, and a couple of healing potions. Sacks of grains and dried fruits are carefully inspected and added to their growing inventory. Useful tools are secured without a sound, ensuring that the party leaves the room without leaving a trace. With their newly acquired resources in tow, the party, satisfied with their stealthy success, heads back towards the main hall of Axeholm Fortress. The echoes of Dwarven activity greet them as they seamlessly blend into the shadows, avoiding any undue attention. Upon returning to the grand chamber, the multiple doors leading to unexplored paths beckon, promising fresh challenges and opportunities for discovery. The party, having skillfully avoided detection in their previous endeavor, chooses a different route they hadn’t explored before. As they move forward, the torchlight casts shadows on the stone walls, and the adventurers step into the unknown depths of Axeholm Fortress. Their journey continues, guided by the choices they make, the stealthy skills they employ, and the mysteries that await in the uncharted recesses of the Dwarven stronghold. Recognizing the urgency of their situation, the party swiftly rummages through the supplies within the storage room. Each adventurer grabs what they deem essential – non-perishable rations, spare torches, coils of rope, and a couple of healing potions. Sacks of grains and dried fruits find their way into backpacks, and useful tools are secured for the journey ahead. The party, efficient in their actions, makes a quick decision to retreat. With their newly acquired resources in tow, the adventurers head back towards the main hall of Axeholm Fortress. Upon returning to the grand chamber, the echoes of Dwarven activity greet them once more. The multiple doors leading to unexplored paths beckon, promising fresh challenges and opportunities for discovery. The party, undeterred and unharmed, chooses a different route they hadn’t explored before. As they move forward, the torchlight casts shadows on the stone walls, and the adventurers step into the unknown depths of Axeholm Fortress. Their journey continues, guided by the choices they make and the mysteries that await in the uncharted recesses of the Dwarven stronghold. As the party moved through the ancient pathway, they are met with many dwarven runes alongside a party of nine stone golems. Each golem looked intricate and deadly especially the largest one in the center that looked to command the others. Strider stepped forward using his knowledge of history to ascertain the Golems nature and bring them under control. After successfully bringing them under his control, Strider looks back towards his party to move even further into the fortress's depths. As Arsus, Slate, and Tammi delve deeper into the intricate cave system beneath Axeholm Fortress, their footsteps echo through the narrow passages. The air becomes thick with the scent of damp earth, and the distant sounds of dripping water create an eerie ambiance. Suddenly, they come across a group of cave orcs. Battle ensues as the adventurers clash with the aggressive creatures. The skirmish is intense, but one of the orc scouts manages to slip away during the chaos, evading the party's pursuit. Following the cave orc deeper into the winding tunnels, the party realizes they are entering uncharted territory. The walls of the cave become adorned with luminescent fungi, casting an otherworldly glow. The distant sounds of flowing water grow louder, indicating the proximity of an underground river. As the adventurers cautiously move forward, they stumble upon a vast chamber, the lair of the Fire Spider Queen. Enormous webs stretch across the space, and the fiery arachnid queen herself emerges from the shadows, mandibles clicking menacingly. Slate, recognizing the immediate threat posed by the Fire Spider Queen, quickly assesses the situation. Wisely, she signals to Arsus and Tammi that the encounter should be postponed for a more strategic moment. The cave orc, sensing the impending danger, slips away unnoticed, carrying information of the intruders into the depths of Axeholm Fortress. Slate, Arsus, and Tammi decide that discretion is the better part of valor. They stealthily retreat, navigating the labyrinthine cave system with caution. However, their departure does not go unnoticed. The cave orcs, having regrouped, sound their war drums, alerting the creatures within the fortress that invaders are in their midst. Recognizing the urgency of the situation, Slate leads the party back towards the main hall. The echoes of the war drums reverberate through the cavern, and the trio hurries through the winding tunnels, intent on regrouping with the rest of their companions. As they emerge from the caves into the main hall, they find the rest of the party waiting, weapons at the ready. The urgency in Slate's voice carries as she briefs everyone on the threat posed by the Fire Spider Queen and the potential invasion of the fortress. The party now faces a critical decision – to fortify and prepare for the impending conflict or to strategize a way to eliminate the looming threat in the depths below Axeholm Fortress.SLATE, GIN, ALTHEA Decide to take the left path
They choose the door to the left, drawn by the promise of forging chambers and perhaps opportunities to acquire powerful equipment or insights into the craftsmanship of Axeholm. As they approach the chosen door, a sense of anticipation hangs in the air. The journey through Axeholm Fortress continues, with the party venturing further into the unknown depths of the Dwarven stronghold, where challenges, discoveries, and the unfolding narrative await behind each intricately carved door. Slate and Gin head towards the door just a bit farther up the path and enter what seemed to be an armory and storehouse filled with Dwarven 10,000 year old aged wine among dwarven helmets, spears, and breastplates. The chests that lay around the room alongisde the much needed armaments are well preserved. Althea leaves Gin and Slate to their pillaging remembering the true nature of their mission and heads towards the main chamber. To her immediate right and left, two doors beckon, each adorned with Dwarven symbols and runes that hint at their unique purposes. However, what captures her attention at first is a large metal door at the far end of the chamber. This door, unlike the others, resembles a potential cell door, suggesting the presence of a prison or holding area within Axeholm. The heavy construction and reinforced bars hint at the door’s durability and purpose. In the grand chamber of choices, Althea stood at a crossroads. The warm glow of torchlight dances across the stone walls, casting shadows that seem to conceal both opportunities and perils. Each door represents a new chapter in the unfolding narrative of their journey through Axeholm Fortress. Althea decides to explore the door to the right of their position in the large chamber. As she openned it, the doorway reveals a larger chamber that appears to have served as barracks or sleeping quarters at some point. Rows of beds, neatly arranged, stretch across the room. The air is still, and the torchlight reveals remnants of daily life in the fortress - faded banners hanging on the walls and small personal belongings left behind on the beds. Dust motes dance in the beams of light as the party steps further into the room, exploring the remnants of the fortress’s past. What catches her attention is the source of the magical illumination in the chamber. Lit lanterns burn bright, suspended from the ceiling by arcane runes that glow with mystical energy. The soft hum of magical light fills the room, creating an ethereal ambiance. Althea takes a moment to observe their surroundings. She notices intricate carvings on the bed frames, perhaps depicting scenes from Dwarven history or folklore. The arcane lanterns not only provide illumination but also add an otherworldly touch to the barracks. As Althea continue her exploration, the echoes of their footsteps mix with the magical hum in the air. The room, frozen in time, holds the secrets of the fortress’s past, waiting to be discovered by those brave enough to delve into its history. Althea is now surrounded by the soft glow of arcane lanterns, and decides its time to press forward, ready to uncover more mysteries within Axeholm Fortress. Satisfied that the barracks holds no hidden discoveries but could serve as suitable living quarters if needed, Althea retraces their steps back to the main chamber. With their eyes set on the large double doors straight across from them, anticipation builds among the adventurers. The grandeur of the doors suggests they may lead to a significant area within Axeholm Fortress, possibly containing valuable artifacts or important chambers. Althea meets up with Gin in the main chamber and they both approach the large prison doors. The torchlight flickers, casting shadows on the ornate carvings that adorn the massive doors. The air grows heavier with a sense of importance as the party stands before these imposing entryways. With a collective decision, the party opens the large double doors. They creak open slowly, revealing a chamber beyond that seems to hold promise and mystery. The torchlight spills into the room, revealing glimpses of what lies within.(SLATE HAS LEFT THE PARTY AND HEADS TOWARDS ARSUS, TAMMI, AND STRIDER'S LOCATION)
Althea and Gin stand before the imposing large iron doors, which appear to lead toward the prison cells within Axeholm Fortress. The heavy metal doors, adorned with intricate Dwarven engravings, seem formidable and securely sealed. As the adventurers contemplate their next move, they face the challenge of overcoming this new obstacle. Several options present themselves, and the party members discuss potential approaches:Force Open the Doors: Some members propose using sheer strength to force the iron doors open. While it may draw attention, the party’s collective strength could potentially overcome the obstacle.
Lockpicking: Slate, with their nimble fingers and proficiency in lockpicking, could attempt to discreetly open the lock on the iron doors without causing a commotion.
Search for an Alternate Path: The party might decide to explore the surrounding area in search of an alternate route that bypasses the iron doors, potentially uncovering hidden passages or side corridors.
Magic or Abilities: If any party members possess magical abilities or skills that could aid in opening the doors, they may consider utilizing those powers to unlock or manipulate the mechanism.
As they deliberate, the torchlight flickers, casting shadows on the stone floor. The echoes of Dwarven activity persist in the background, and the party must choose the most strategic and effective approach to navigate this obstacle and proceed deeper into Axeholm Fortress. Emboldened by their collective strength, the party decides to use force to overcome the large iron doors that stand between them and the prison cells within Axeholm Fortress. With a unified effort, they brace themselves for the challenge. The strongest among them steps forward, muscles tensing as they prepare to exert their might. The heavy metal doors groan in protest as the party member applies force, straining against the resistance of the mechanism that keeps the doors shut. Gradually, inch by inch, the iron doors yield to the party’s strength. The grinding sound of metal on metal echoes through the corridor, and the torchlight flickers as if responding to the exertion. The adventurers press on, driven by determination and the anticipation of what lies beyond. Gin and Althea, having ventured deep into the recesses of Axeholm Fortress, find themselves in a dimly lit corridor with imposing stone walls. The air is thick with an aura of ancient secrets. As they cautiously proceed, the echoes of their footsteps are accompanied by the distant sounds of the forge. Suddenly, the corridor opens up into a larger chamber, and standing at the far end is the warden of the prison – a massive minotaur. The creature, adorned in worn but formidable armor, regards the intruders with a watchful gaze. The warden, initially neither violent nor aggressive, keeps its distance, silently monitoring the movements of Gin and Althea. As Gin and Althea approach, the minotaur maintains a stoic presence, a silent guardian of the fortress. However, Gin, known for his boisterous and confrontational nature, can't resist the opportunity to provoke the minotaur. With a smirk, Gin hurls insults and challenges, disregarding the potential consequences. The warden, previously calm, becomes visibly agitated. The muscles in its massive frame tense, and the creature lowers its head, preparing to charge. Althea, sensing the impending danger, attempts to diffuse the situation, urging Gin to reconsider. But it's too late. In a sudden burst of fury, the minotaur charges forward, its massive horns aimed directly at Gin and Althea. The adventurers, caught off guard by the unexpected aggression, are swiftly defeated. The minotaur, victorious, seizes them and, with a powerful sweep of its arms, tosses them into the Axeholm prison. As Gin and Althea recover from the impact, they find themselves confined within the cold and dark cells of the prison, the heavy iron bars serving as a stark reminder of the consequences of their ill-fated encounter with the minotaur warden. The dungeon now awaits, with mysteries to unravel and challenges to overcome if they hope to escape its confines. Althea, driven by a resourceful spirit, discovers a recess in the cell wall that appears weakened over time. Using her Blood Hunter skills, she exploits the vulnerability, breaking through the wall and creating an opening for both her and Gin to escape their confinement. As they cautiously traverse the dungeon, Althea formulates a plan. Understanding the volatile nature of the minotaur warden, she convinces Gin to attempt a diplomatic approach. With curiosity and wariness, they find the minotaur on its rounds, still guarding the dungeon. Gin, guided by Althea's diplomatic suggestion, approaches the minotaur with respect. In a surprising move, he reveals a family heirloom – a symbol of his Dwarven heritage. The minotaur, intrigued by the gesture, studies the heirloom and speaks out its purpose. It declares that its sole mission is to guard the dungeon, deterring aggression and ensuring the fortress remains secure. Althea, seizing the opportunity, engages the minotaur in conversation. She learns that, while the minotaur's duty is to protect the dungeon, it harbors a concern for the lower levels infested with monsters and a malevolent Spider Queen. The minotaur shares that, above, a nefarious force is at play, and it seeks someone to investigate and eliminate the looming threat. The minotaur tasks Gin and Althea with a formidable quest – to purge the tower of the monsters below and confront the dangerous Spider Queen. Additionally, they are to investigate the malevolent force above. In return, the minotaur offers them a chance to make use of the dungeon, suggesting that there may be valuable resources or secrets to be uncovered. With a newfound alliance forged through diplomacy, Gin and Althea embark on a quest that will not only test their skills but also unravel the mysteries hidden within the depths and heights of Axeholm Fortress. The adventure continues as they set out to confront the challenges that await them in the dungeon's perilous depths and the ominous forces above.
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