Syrik: Valhalla

Syrik Valhalla: Recap (Session 2)

Session 2) 6/15/18

Last time on Syrik: Valhalla, our heroes made their way to The Crossing, a large stone bridge that crosses the Frigid River, a massive river several miles across. While crossing, they encountered some “Hordaland Soldiers”, these soldiers claimed a toll was required to cross, but the value was too high, and their was something off about these soldiers. The PCs pushed their way through, ending in a combat with these “soldiers”. Rifling through their stuff, they found that these were deserters of the military, now turned bandits, they learned of their encampment and thought their may be a reward for killing them.

Leaving now from the north side of the river, the PCs make their way east towards the Thorpe of Virket, to find it aflame, with the villagers calling out for help, the homes crumbling atop the villagers stilled trapped inside. The PCs quickly began rescuing the villagers and bringing them to the Inn, which is mostly untouched by the fires. The PCs learn that the Orcs of the Gnashtooth tribe performed this attack, stealing away many a villager in the process. Being asked to rescue the villagers, the PCs accept, but first they must sleep, for night has fallen, and the mist comes out at night, bringing with it damnable creatures known as the Thraell Thoka.

All was quiet throughout the night, perhaps scared away by the fires, the inn was not attacked. Preparing themselves the PCs and their newly acquired ally, Birgitte Gunnvor make their way out of town, south through the forest and marsh tracking the orcs. They find themselves at the river crossing where several boats have been burnt, the tracks ending at the river. Seeing a nearby shack in the middle of this marshy woodland, they see the door open and a voice calls out to them. Investigating they encounter a woman known as Kaja Hummel. A witch, who lives within this marsh woodland, to both appease the villagers who dislike her craft, and to be close to the herbs that reside within the marsh. They are told they can stay the night if they wish, but the PCs decline, instead asking about the orcs. Kaja tells them how they crossed the river in several boats, and fled south-west, and how the orcs burnt the remaining boats so they wouldn’t be followed.

Birgitte Gunnvor cuts down a tree, and fashions it into a raft so as to cross the river. The PCs easily cross, and make their way south-west to find a rocky outcrop within the woods. The area is warm, and snowless, as if it were summer. Strange, for it is still winter, albeit nearing the end of winter. The PCs looking ahead see an old camp, now turned Orc Village, where several orcs now reside, standing atop watch towers with bows in hand, and speaking near fires where the smoke rises in the air.

Several cries can be heard through the camp, as unspeakable acts are done to those captured. Session End.

  • 350xp Each for combat at The Crossing.
  • 168xp Each for passing Checkpoint #1 in the Virket Orc Attack Side-Quest.
  • 150xp Each for Meeting amicably with Kaja Hummel.
  • XP Gain: 668
  • Total XP: 1018
Syrik Valhalla: Recap (Session 1)

Session 1) 6/8/18

Last time on Syrik: Valhalla, our heroes all shared a strange dream of being strapped down to a table, while an unbearable burning pain is seared into the back of their next. Out of the darkness they hear a man’s voice saying it is not their time yet, as he releases them.

Everyone wakes to find themselves in the Meadhall of Keflavik, the back of their neck still hot to the touch and tingles with pain. Investigating a bit and talking among those marked, they speak with the Jarl, about what may have caused this. He informs them that he is unsure but the village priest, Ásgeir Tähtinen may have the answers that they seek.

Traveling onward to the stave church atop the hill, they meet with Ásgeir and learn that upon their necks, carved into their flesh lies runic markings, such that he has never seen before, he informs the PCs to travel the a tower deep within the forest east of town and ask the Mage there for information, for surely he would know what is going on.

Making their way out of town, the PCs must camp for the night, setting up a single tent, and three sleeping rolls around a fire, they rest. Shortly after the one on watch sees a fine mist roll into camp, it does not enter the tents, nor does it near the flames of the campfire, but the PCs have heard of this mist before, whilst in the town, they have heard how it has driven madness into those that touch, or drive those away, leading them deeper into the mist.

Ever watchful, the PC on watch hears a snapping twig, looking up they see figures in the mist closing in on their camp. Waking their allies, the PCs ready themselves for combat.

After a brief period of combat, the PCs slay the last creature, white-skinned, ugly beasts that made clicking noises as well as screeches. They are unsure of their name or origins, but these beasts are most certainly fae. Amidst the combat one of the PCs touched the mist, feeling a searing pain as if bamboo rods were hammered under his finger-nails; however, this pain was felt all over. It subsided upon returning close to the fire.

The PCs rest and recover their wounds, waiting till the mist subsides before pressing on, making their way further north to round the marsh before trekking south-east towards the wizard’s tower.

Reaching a bridge, the PCs see something up ahead. Session End.

  • 300xp Each for combat.
  • XP Gain: 300xp
  • Total XP: 300xp

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