Northlands Adventure

Guard of Duty
Day 88

Emma Smallfoot and Borin Gromstock are sent to Pilgrim Mine to help protect it while repairs are made to the camp and mine.

During their guard duty, Emma and Borin successfully defend it from a band of Hobgoblin raiders.

They are rewarded with some gold and potion of healing each.

Revenge of the Harpies & Return to Pilgrim Mine...again
Day 83

Marvik gives the PCs two job options this time. The first is a distress call from the The Silverfish, the harpies have returned in force. The second is a report sent from the guards stationed at Pilgrim Mine, the mines have been shut down by infestation of Giant Centipedes.

Our group of heroes first head to the Silverfish and successfully defend the fishery from the Harpy siege led by a vicious Marpy.

By the time the PCs reach Pilgrim Mine, the outside camp is in ruins. A group of survivors is found inside a boarded up longhouse and they give the PCs details of the attack. The PCs head down to the Undertombs to find the source of the infestation. While taking a short rest in front of the entrance , an apparition resembling the groups fallen comrade, Shaena Smallfoot, is spotted by the collapsed side of the cavern. After the ghost gives the group a raspberry, it vanishes into the rubble. The PCs later find a corpse of a miner that is grasping the silver key that was left in the water filled pedestal last time the group was in the tombs. Taking the key with them, the PCs head to chamber the contained the pedestal. While in the chamber, the PCs are attacked by several Carrion Crawlers. After defeating them, they return the key to water and the statues’ mouths close stopping the infestation.

Rescue in Time
Day 80

The dastardly villain Zanry Tahm shows up in town, purchasing supplies, if this was the first time or just the first where he got spotted is not known. A frantic ~ Gaille Chanzice seen him in the streets and runs to the nearest people able to help, the heroes of Pilgrim Mine at their normal spot, Elk Lodge. They run over to the Temple to update ~ High Priest Shim Heshe and his priests, who send out a page to inform Marvic, both collecting a large force to accompany the group.

Not to far out of town the group spots Zanry making his way down the road, but he is not alone. There are furrflings in the trees! A massive pack of them come pouring out of the trees to subdue pursuit of their master. ~ Captian Marvik runs forward, forming a wedge with his guards, so the heroes and Shim’s priests to go through. They have to catch Zanry! The villain has more tricks up his sleeve, before the group can get to him he throws magic barrels over his shoulder, which grow and shatter onto the ground. Inside are very large Furrflings, nicknamed Furrkings, that hold the group up just long enough for Zanry to make his escape.

Little does he know but Emma Smallfoot has been granted the magic of the long forgotten Ascendant, at the portal she opens it with the will of her mind. The group rushes inside, then decide to send the priests one way and go the other, ~ Arhanna Icebrook accompanying the group in case they need healing. Wandering the halls of time the group ignore the insanity around them, focusing on their task, to save the Chanzice children. Finally finding the right door they burst inside, seeing an elderly lady chained to the wall, while a green wizard like Zanry keeps watch on her. He’s clearly an evil prick so the heroes drop a crap load of damage on him, picking up his gear. The lady introduces herself as Manthisisreallyhardtosay’ becauseyouhave’ tosayitinanewenglandaccent’ Whileholding-yourtongue or “M” and that she’s been waiting for them. Out from the wall comes Lasik her miniature Beholder, who pukes up her equipment. From there she leads them into the next room, where a group of Furrflings are holding a religious ceremony, not liking the anti-alcohol sentiment of the sermon Borin Gromstock carves a path into the prohibition zealots.

M uses the High Furrfling Priest’s blood to open the next portal, which leads to a large room where a massive spell is being cast. The heroes attack, Walhand Sandtracker slipping about to sneak attack some of the wicked wizards; while Lash Bremlee, Emma, and Borin drive their way forward. Soon all the enemies lay dead and bleeding, bleeding and dead, or some combination of the two. M and Emma combine their powers to open a tunnel to the floating island where the Chanzice children are. Lasik goes in and fetches one of them, the group chooses Touwmeral, then they are flung from the portal. On the opposite side Shim and her priests are spun out as well, only they have the other child, achieving victory. Bizarrely Shim and it’s priests tell a tale of the heroes, albeit a slightly better outfitted group, were the ones to meet them and hand off the other kid.

When Bearowls Attack! (OA)
Day 75

Lash Bremlee, Helio, Borin Gromstock, and Arhanna Icebrook go out to investigate the strange reports of an abandoned Winter’s Reach vessel that is shooting at fishermen who come to give aid. A few friendly fishermen going that way give the adventurers a ride out to the boat. On shore the three move up, with the apprentice covering their rear, to the deserted vessel. Before they can get to close they are challenged by a goblin, who claims the ship under “finders keepers”, Helio doesn’t believe in such a simple ideal. The monk and bard storm the ship, dispatching the lowly vermin with ease, only to see the true monsters. Great big owls with the maws of a bear, the upper arms of a bear, and a hunger for humanoid flesh.

Borin covers the escape of the friendly fishermen as they escape from their occupied boat, taking potshots at one of the things. The other drops some large chunks of ice down onto the goblin occupied boat, damaging Helio and Lash. Then, because Lash asked for it, the creature drops onto him in deadly rage. Helio and a quick footed Borin dispatch what they call a Bearowl saving Lash, only to piss off the male Bearowl. It quickly comes at the three but a couple of arrows throw off its accuracy and it hits the deck, gets a few slashes in, then dies under the combined might of the heroic trio.

Arhanna provides healing for the injured, both the fishermen and heroes, so nobody dies. The fishermen recover their abandoned boat, helping bring the lost one back, the ships owner pays a reward for it’s return. The fishermen mourn the loss of the vessel’s dead crew, but in the north life is hard, death is easy. After Lash drops off the dead Bearowls to make into a new cloak he is told that they were only yearlings, dangerous but not nearly as much as full grown Bearowls, which could have easily eaten the heroes whole.

Are you full Yeti? (OA)
Day 72

Marvic the busy guard captain asks a few members of the group to help him out with patrols. Borin Gromstock, Khan Shadowstar, and Lash Bremlee agree to earn some extra coin and to fill their downtime. Flash forward past all the boring walking and silence as Lash tries to get the grumpy dwarf and withdrawn elf to do more than grunt replies, to the growling from the forest. The three heroes investigate and run right into a Yeti. They promptly dispatch it mainly with ranged weapons. After killing it Khan gets all unresponsive but with more rumblings from deeper into the woods Lash and Borin delve deeper into the forest to finish their mission.

Here they find a truly strange sight, a human cleric of some kind, feeding his own living flesh to another Yeti. The walking pile of fur, claws, and teeth obeys this man, attacking when he says so. Even without the elf archer the dwarf pikeman and human bard defeat the hand fed Yeti. Unfortunately without the sharp eyes of the elf the evil or deranged cleric slips off, promising vengeance so great that it would rival any, any but from the obscene mind of a mermaid.

On the way back Khan is nowhere to be seen, he either abandoned the group or got eaten by another unseen Yeti, leaving Lash and Borin to worry for days.

Under Lock and Key
Day 56

Early in the morning, almost to early, there is a knock at the door. One of the maids is there after you unlock your door to report that High Priest Shim is waiting in the common room. Once everyone assembles Shim explains that this whole time the apprentices have been working to find information on the disappearance of Rorion and Tauwmeral. It seems they’ve only got a small lead. Shim points to an apprentice, who smiles weakly up at the group, then rambles on about what she has found. The young apprentice details the way she went back decade by decade looking for any information on the ruins. Nothing turned up, but she did run across something interesting, a page from a long forgotten book. Just one page was saved, most of it dominated by a picture, of a figure holding out one hand in the “stop” gesture the other hand holding a glowing slim bladed longsword. A shimmering “portal” seems to be closing before the figures power, a horde of scary shadows locked on the other side. On the bottom is a few lines of text, an ancient archaic version of common, that neither Shim or the apprentice can read fluently. The most important one is the word for portal, a word for open and close, with reference to magic. Another word that the apprentice can read is Intendant, with an honorific, as in THE Intendant. She isn’t certain but she remembers that honorific, from something else, but just can’t put her finger on it.

Walhand Sandtracker provides the Apprentice Arhanna the needed clue to get her mind working, an old elven tale. In it the elves of some southern country are enraged by a great even infesting their lands. The enemy uses portals to other worlds which is their greatest power and their weakness. Through an augury the Elven people find out the answer to their need lies in the north. So they put together a dozen ships and set sail into the great unknown. After many harrowing events the elves found the island, marked with a giant keyhole shaped cave, on that island one of them discovered great power. With it they returned home and locked the portals of their nemesis in their lands, thus winning the war.

Our heroes seek that power, or information on it, since it seems the power there was both for closing AND opening portals. Since the island is in the north the group quickly makes their way to the most knowledgeable people of the sea, sailors. All those men and women point a finger to one person the captain of the ship Coin Siren, one Neverlynn The Seacat.a Explaining to the group she is their only choice, she is almost certainly the only one to have traveled far enough to have seen the island, she will take the group… for a price.

The Price is the group helping her Haunt her ship, using a new magical ritual discovered in the south, she will imbue her prized vessel with certain magical abilities. The problem is that during it magical beings and creatures in the area become enraged, crazed, and attack. So she gets the Group to help in return for her help. The next day they they go to sea, to an area known for it’s infestation with Ice Mice, getting attacked soon after the ritual begins. Ice Mice of various sizes attack and are easily defeated by the group, lastly a Mermaid climbs the ship. Lash calls out, Emma punches her in the face, Walhand shoots her with a bolt almost before she can get on deck. Another quick couple of punches from Emma and she knocks the being out before it can say or do much, then chucks her over the rails, probably not never to be seen again.

Despite the danger Neverlynn takes the Coin Siren out the next day to the fabled island, to deliver the group. Inside the vast Keyhole shaped cave is a whole dock, with a hook that slams down on the deck of the ship, locking it in place. Off the ship the group go looking in the area for a way to release the ship, all they find are a bunch of dead yeti (blue ones), peppered with arrows. The dead or ancient, so is the writing used on the tablets used in the office they find, delivering back to Apprentice Arhanna.

Still looking for a way to unlock the ship the group searches far away from it, instead of right up by it. Going out into the city that stands above the cave and dominates one part of the island. From a high vantage they see all the doors of the city gates are open, the last of which is the only one active, with hundreds of blue distant shapes fighting hundreds of brown ones. The group assumes the blue dots are the strangely colored yeti of the area. From the high vantage point Borin Gromstock spots another Keyhole shaped cave, this one going down, the group decides to go there for their answer. After lots of steps the group treads into what they refer to as “The Downward Spiral” to discover a riddle set out for them. Putting the proper creatures to the proper pedestals they are granted access to the next level. Two more solved puzzles gets to an impossible one, but beings who came here before have solved the issue, ripping a hole to the next level. The group follows suit after Emma is temporarily turned to crystal, dropping down three more levels, to the ground floor.

A keyhole cut into the wall is glowing with unknown magic, the focal point of the room. After a little debate Emma sticks her hand into the hole, the power infuses her, she can now open and close portals. Up out of the Downward Spiral Emma tests her power by closing one of the gates, which was glowing to her eyes only the same way the keyhole once did, before she took the power. She releases the hook from the ship, jumps aboard, then lowers the hook for the rest of the group. While snickering about her joke she misses the evil glare of Captain Neverlynn and a dark shape in the water, seething with anger.

The Sleeping Giant
Day 40

The PCs are hired to escort a supply wagon that is headed through dangerous to Sleeping Giant Pass. During the journey the group is attacked by bandits. Emma is able to knock out the bandit leader, then it is decided to strip him all his belonging (including his clothes) and leave bound on the side of the road.

A couple of days later, Faelen uses her owl familiar to scout the trail and a pair Yeti are spotted. The group discusses their options and decide to head off the trail and go around the Yeti.

The Sleeping Giant Pass is eventually reached and the PCs are introduced to Captain Hrogan. Hrogan hires the group to unload the wagon, as well as clearing the basement storerooms of Rat Nests. The PCs take care of the wagon, then head down to the storerooms. The rat extermination goes well. Shortly after the rat battle, the entire building is shaken by some unknown force and then the sounds of battle can be heard coming from outside. As the PCs start to leave the storeroom, the wall that Lash and Khan are standing by explodes open, throwing them across the room. A pair of Rust Monsters emerge from the opening followed by 8 Troglodyte Sappers. It’s a tough battle, but the PC defeat the monsters. A second explosion collapses the Trog tunnel.

The PCs leave the storerooms and head to the top of Sleeping Giant to help out. As they reach the top, they catch a glimpse of several Giants throwing boulders at the wall before they retreat into the Frozen Wastes. PCs are rewarded for their help. The journey back to Winters Reach is uneventful. Marvik rewards the PCs 50gp each and informs them that council of Winters Reach has invited the PCs to become residents of the Reach. The PCs are now able to purchase houses in the Reach and/or buy available land outside of the city.

Zookeeper Side Quest - Cockatrices and Wolves

The PCs return from dealing with the Cultists of Asmodeus in Easthome and decide to celebrate their victory at the Elk. That night after the victory party, A representive of the Hav “the Zookeeper” comes to the Elk in search of the PCs. Khan Shadowstar and Borin Gromstock are the only two left from the group that hasn’t succumbed to either sleep or drink yet, so they agree to help and head off to Hav’s warehouse.

This time a pair of Cockatrice have gotten loose in the secret basement of the warehouse and have turned a half dozen of Hav’s men to stone. Khan and Borin head down and successfully deal with the Cockatrices. They are both paid 10gp for dealing with the monsters and are told of another “situation” at a hidden warehouse just outside of Winters Reach.

Khan and Borin are led to the warehouse and defeat the pack of 5 Wolves that have attacked Hav’s guards. Again they are paid 10gp each.

Rock Me Asmodeus
Day 31

The party was gathered at the Elk Lodge when a page brought a message from Marvik telling the group that he wished to see them, as soon as possible. Once the party had arrived, Marvik informed them that there seemed to be some kind of nefarious cult causing problems in the town of Eastholme, which was a two day ride to the west of Winters Reach. Once they reached the town of Eastholme, the party went about investigating the murders that were, no doubt, committed by the mysterious cult. The party found the cult and put and end to their murdering and their attempts at recruiting more followers. They also discovered that the cult were worshipers of Asmodeus, Master of the Nine Hells.

Return to Pilgrim Mine
Day 25

The session begins with the PCs in the city of Winters Reach with no current mission. They use this down time to Identify the magical properties of the ancient northmen longsword that was found in the thieves’ camp. The longsword is known as Wolfsbane.

Shaena Smallfoot runs off to the City Guard Barracks to see they have any extra tasks available. There is one, a distress message from Pilgrim Mine. The letter states that a tomb guarded by undead has been discoverd in the silver mine and 3 miners have been slain. The PCs accept the mission and head off towards Pilgrim Mine. The journey to the mine is uneventful and the PCs notice that the area outside of the mine has grown. New tents have been set up, a couple of buildings are in construction, and small stable has been built. The PCs attempt to track down someone in charge and are brought to Foreman Jym for instructions. Jym gives the PCs all the information that he can and agrees to take the group to the cavern entrance where the undead guard the tomb entrance. They are taken deep into the recently opened tunnel where silver ore veins run thru the walls. They travel until the reach a small side passage that ends with a hole in the ground, which drops down on an outcropping that over looks a large cavern. A rope ladder, provided by the miners, is used to reach the outcropping, then a stone with a Light spell cast upon it is dropped into the cavern. The Light reveals 8 Skeletons guarding the entrance to a tomb that is built into the cavern wall. A mainly ranged weapon battle takes, but is finished by a well timed Turn Undead by our cleric, Faelan Siannodel. A search of the cavern reveals another tomb entrance along the south side of the cavern that is unreachable due to a cave-in covering the entrance.

A search of the tomb entrance that was being guarded by the Skeletons reveals a hidden switch that opens the tomb. The PCs enter and begin to explore the tomb to make sure the threat to the miners is taken care of. During the early parts of the tomb, the PCs battle a Mimic disguised as a stone statue and latter a quick battle versus a couple Zombies. While deciding which direction to go, our halfling wizard Sheana becomes bored and wanders down an unexplored passage way. The passage leads Shaena into a throne room were she continues to head towards the corpse that is sitting upon the throne. Halfway into the room, the corpse on the throne awakens and two of the coffins that were lining the walls burst open. The undead (a Mummy and two Zombies) attack the wizard. The other PCs hear cries for help and rush to save Shaena, but sadly they are too late. Shaena Smallfoot has been slain by the undead. The PCs fight to avenge their fallen comrade and succeed. A locked treasure is found by the throne and Walhand Sandtracker makes short work of the lock. A large sum of gold and precious gems fill the chest. While leaving the tomb, with the chest and Shaena’s body, the group checks an unexplored passage. The room contains four man-sized stone statues of a man’s head in the corners of the room. There is also a stone pedestal with basin top in the room. Pedestal is examined, basin is filled with water and a silver key is in the bottle of the basin. PCs decide the key was probably for the chest and leave the key be, tomb is exited and miner are warned to stay away from the tomb.

Marvik rewards the PCs with some gold upon the return to Winters Reach. Shaena is laid to rest in the cementary. Shaena’s sister, Em is informed of her death. Em joins the party.


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