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Hyborian Campaign VII
"King Conan sends an expedition to the Far North to
test the strength of the Barbarian League, to cement his political alliances, to determine the fate of an old friend
and to support Kalanthes' study of arcane artefacts and ancient ruins in the Thurian continent's savage frontiers."
Chapter I: Sabertooth's Pride
In NorthWestern Cimmeria the
Aquilonians encounter a tribe that can shapeshift into primordial cats. The Catta, otherwise known as Sabertooth's Pride,
are protecting an ancient relic from a war-band of Brutes under the command of Ughrum the Firebrand. They assist the Catta
in protecting their totem and with capturing the Sons of Brutheim. Alias, a Vanir war-maid and her companion Dragonbait,
a reptillian Son of Set, join the expedition after proving their worth in battle. They encounter a mysterious band of
Cimmerians calling themselves the Scions of Atlantis. One of their number, Maeve, accompanies them. Alas, they learn
that Ughrum has managed to escape captivity.
Chapter II: The Crossing
Caught in a fierce storm the expedition
is divided. Cael's band are attacked by three snow devils. Rorik, Maeve and Caudius vanish in the howling snow. The Oracle,
Thea and the Skull-That-Talks use their psychic abilities to navigate the blinding whiteness. Bayu is wounded and near
death. The humans triumph over the trio of gigantic apes and set up camp. Rorik returns and is treated respectfully. He reveals
that his people have located him and that his Aquilonian captivity is over. After he has left Maeve and Caudius return.
They were captives of the Vanir and were released by Rorik's command when he rejoined his people.
Chapter III: The Dark Ones
An underground stronghold of the Dark Ones in the Eiglophians,
once an Atlantean citadel, is invaded by the Aquilonians. After heavy losses on both sides Thea, acting as Speaker for
Aquilonia, brokers peace. An Aquilonian military presence and Kalanthes remain behind to protect the Dark Ones and study the
archaic structure and its artefacts. The Dark Ones, famed for their metalcraft, have agreed to forge superior weapons
for the Aquilonians and their allies in the Barbarian League.
Chapter IV: An Uncanny Alliance
Having reached the cave of the Shaman that King Conan encountered
in his youth, the Aquilonians find it inhabited by the Sons of Brutheim. Rather than engage in conflict Thea manages to broker
a temporary alliance. Ughrum the Chieftain is willing to relinquish his claim to Brutheim and ally himself with the
Aquilonians if King Conan recognizes their right to the cave complex. A messenger is sent to Aquilonia and a seemingly
hostile Aesir war-party arrives.
Chapter V: The Grendel
The Aesir party is led by Volkar and our heroes are escorted
to the Hall of the Hart, the lavish Mead-Hall of the Coalhair Kings. The Hall has suffered much damage and few Aesir remain
who are still faithful to Cneph. Ever since the Horn of Hrulf was returned Cneph's kingdom has suffered the wrath of
a demon that rends flesh and shatters bone. The Aquilonians discover that the attacks are being coordinated by a bestial
shaman called The Grendel. The Grendel's minions are dispatched but, alas, Rorik has kidnapped Irda, The Grendel escapes unscathed
and the Hall of the Hart lies in ruins.

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Chapter VI: The Hall of Heroes
Cneph Coal Hair, accompanied by Volkar, Fist, Olaf One-Arm
and our heroes, attempts to rescue Irda and recover the Horn from Rorik's band of Vanir. The red-hairs are camped out in the
ruins of a Hyperborian outpost. During this adventure the Horn's necromantic powers are discovered and dramatically demonstrated.
The Ice Queen is revealed to be Rorik's mother and both Irda and Fist are possessed by the Horn. Thea locates and rescues
her father Zzeben. The Aesir and Vanir join forces against a common foe: the Ancient Dead and declare a temporary truce when
the battle is won. Cneph departs with Irda and the Horn. The recently slain are resurrected when our party reaches the
ruins of Coalhair's Mead Hall. Conan arrives with Aquilonian soldiers, they help purge the location of Cneph's accursed Hall
with fire.
Chapter VII: The Ghost Collector
Thea, Cael and the Oracle (who shares a body with The Skull
That Talks) embark on their quest to locate Mimir. They are led far into the snowy wastes by a mysterious little boy and are
plagued by disjointed visions of long-ago times. On their third day they encounter The Grendel and his forces. Despite the
odds our heroes emerge triumphant and The Skull That Talks' consciousness now resides in The Grendel. Alias and Dragonbait
have been spying on Rorik and the Vanir, the red-hairs prove to be the next great obstacle on this quest. Conflict is avoided
and a truce is reached when it is discovered that the Vanir's objective is the same as their own: contain or slay Logri the
Witchman. On meeting with Mimir, a shaman who collects ghosts, the missing pieces of the archaic puzzle regarding
the true nature of the Horn of Hrulf come together. Our heroes, supported by Rorik's Vanir and The Grendel's minions make
their way to Haloga Castle in Hyperboria to obtain an Orb of Souls.
Chapter VIII: Grendel's Dame
Thea, Alias, Dragonbait, Rorik and the Vanir scout ahead.
Cael, Arroth, The Skull That Talks/Grendel, Grimli and Rojos the Zingaran mercenary make their way to Haloga Castle.
En route they encounter an aged Ice Crone, her giant Champion and her Harpy followers. Grendel's mother and her Brute
warriors join the fray and assist in the battle but turn on our heroes when the Matriarch of Brutheim discovers that The Skull
That Talks possesses the body of her son. An uneasy truce is reached when The Skull reveals that The Grendel's consciousness,
though kept in thrall, survives. Grendel's Dame agrees to assist the Aquilonians with defeating Logri on The Skull's promise
that he will release her son at quest's end. Grimli, slain during the battle, finds his essence captured by Logri.
Arroth escapes a similar fate but, his body destroyed, finds his soul stuck in the body of a snow-rabbit.
Chapter VIII: Grendel's Dame
The Aquilonians and their barbaric allies invade Haloga Castle
and battle the undead forces of the Hyperborian Witch Man Gord in their quest to retrieve the Orb of Souls needed to defeat
Logri the Binder. Although the other Witch Men and their undead minions are out hunting slaves, leaving Haloga relatively
unguarded, Gorth is more powerful than they anticipated. Summoning Mimir they discover that he was slain by Irda and Fist.
Irda is the new Hand of Logri. Rorik the Vanirman, son of the Ice Queen, saves the day, much to the dismay of everyone not
of the Vanir. The Orb of Souls is won!
Chapter X: Logri the Binder
Armed with the Orb of Souls and glimpses of the Logri's defeat
at the hands of Hrulf, our heroes think themselves ready to take out the Binder. They are wrong. Logri freezes
Thea, wielder of the Orb, before she can deploy it and then procedes to attack the rest of the expedition with
waves of the ancient dead that defeated him centuries ago - and the recently slain heroes that now confront him. These
tactics, though highly effective, prove to be mere diversions, allowing Logri time to summon his brief but deadly ice storms.
The Grendel, his mother and their Brute forces are frozen next, unleashing the gargantuan Snow Devils on the Aquilonians.
The Ice Queen blasts the frozen sorcerer with fire and Cael opens his mind to his accursed Rune Sword in hopes of defeating
their foe. Cael, Xlar and Grimli, all of whom defy Logri with all their might, become his servants when he escapes his
icy prison. Protecting her people with a shield of energy, the Ice Queen watches Logri freeze the remaining Aquilonians. As
Logri gloats with his new Champions over the devastation he has wrought he is joined by the Ice Queen. He greets her
affectionately as Jadis. Unbenownst to them, The Skull That Talks has retreated to his reliquary in Aquilonia, taking
a newly restored Arroth with him.
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