Northlands Adventure

1st Session: The Adventure Begins!
Day 1

The campaign begins with the PCs on a ship heading to the city of Winters Reach in the Northlands. After arriving the PCs head to the city guard in search of work. The captain of the guard (Marvik) hires the PCs to clear out the local mine (Pilgrim Mine) which has been taken over by a group of Hobgoblins.

Clearing of Pilgrim Mine goes well. Memorable moment when Shaena our Halfling Wizard decides to try to kick in a locked wooden door with a large black “X” on it and succeeds to reveal a Ghoul on the other side. After retreating aways, the PCs finally defeat the Ghoul. Marvik rewards the group with alittle gold and a place to stay at Elk Lodge.

Session ends with Marvik telling the PCs to check back in a couple of days for more work.

Zookeeper Side Quest - Giant Venomous Lizards
Day 4

Marvik introduces a trio of Elves to the group to help out with his various missions (Faelen, Khan, & Helio are added as PCs).

A couple days go by without any new work from Marvik. One morning as Faelen, Khan, Helio, & Shaena gather for breakfast at the Elk, the innkeeper (or would it be lodge keeper?) Balguun Storm-Giver asks the PCs if they are looking for any extra work. Balguun tells the PCs of a friend of his that is looking for help dealing with his latest shipment of smuggled exotic creatures that has broken loose and are destroying his warehouse. Balguun also asks the PCs not to say anything to guards about this job, PCs agree and head to the docks to find Balguun’s friend, a Northmen named Hav.

Hav is found and the PCs are brought into his warehouse. A couple of Hav’s men move some crates from a corner to reveal a hidden door. PCs climb the ladder down to find 5 Venomous Gila Monsters the size of large dogs (Giant Lizards). One lizard is knocked out with nonlethal damage, the rest are slain.

Hav rewards the PCs 10gp each. Group returns to the Elk.

You've Got Harpies
Day 6

PCs receive a message from Marvik that he has a new job for the group. Lash, Walhand, Shaena, and Helio head off to meet the guard captain for the details. The latest mission sends the PCs a day and half walk north to the privately owned fishery known as the Silverfish to help solve the fishermans’ re-occuring Harpy problem. Marvik also informs the PCs that silver is starting to be found in Pilgrim’s Mine thanks to Shaena for opening a closed passage.

The journey north to the Silverfish is uneventful and the PCs quickly meet up with the fishery’s owner, a human from the Midlands named Jameson. Jameson tells the PCs the details of the Harpy attacks. The Harpies have been using their luring song to charm the fisherman into the icy waters, then they grab the drowning fisherman and take them to a small rocky island north of the coast. The fisherman have named the island “The Harpy Nest”. PCs are given permission to use one of the fishery’s row boats. The PCs waste no time and board the row boat and start heading towards the island. On the approach a small cave is spotted along the perimeter and the PCs decide to use the cave instead of trying to climb the island’s rocky and steep edges to reach the Harpies lair on top of the island.

In the caves under the island the PCs face a few Giant Crabs that proves to be a tough fight for the PCs, due to the crabs’ natural grappling bonuses (and a poor scouting decision by our overly curious halfling wizard, Shaena). After continuing to follow the small network of caves and tunnels, the group finds themselves in a decent sized cave with opening in the ceiling. A quick battle against 6 Zombie cultists takes place, Shaena redeems herself with a well placed Burning Hands. The PCs use the opening in the ceiling to reach the top of the island and after a couple close calls during climbing they reach the top. Walhand successfully scouts ahead to spy on the 5 Harpies on the other side of the island. The group decides to wait for nightfall before attacking and it pays off well. Loot piles and nests are searched and some silver arrows, a suit of Dragon Leather Armor, and 2 Harpy eggs are found. Harpy nests are set ablaze.

Jameson throws a party in the PCs honor for dealing with the Harpy threat and then hires the PCs to take cart load of fish back with them to Winters Reach. During camp on the journey back, the PCs are attacked by an Owlbear that was trying to get at the fish shipment.

Marvik rewards the group plus a small bonus for the silver being found at Pilgrim’s Mine, payment is received for successfully delivering the fish, and the 2 Harpy eggs are sold to Hav for some decent gold.

Lucky's Charms
Day 12

The group is sent to the village of Hosten to investigate claims that the nearby hunting grounds are haunted by a crying ghost. While searching the hunting grounds the PCs ar attacked by a pack of Wolves led by a Dire Wolf. Shortly after the battle the group begins to hear the sounds of someone cying in the distance. The crying leads the PCs to a hidden cave where they find the alleged “ghost”. A leperchaun is the source of the crying. After some RP, they discover that a band of thieves stole a couple of the leprchaun’s prized possessions: a magical four leaf clover and a red wooden ornament shaped like a heart.

The PCs are able to pick up the thieves’ trail and follow it north towards the mountains. While following the trail, the group comes across a run down cottage and an elderly woman asking for help to clear some giant rats out of her cellar. Half of the party heads down into the cellar and the other stays with the old woman. The cellar doors magically slam shut and the PCs are attacked by a Hell Hound. The old woman drops her illusion to reveal at she is a Green Hag. Boths groups of PCs defeat their opponents. While searching, the body of one of the thieves is found in the cellar along with the four leaf clover and a slighly burnt map to the thieve’s hideout.

With the aid of the map, the PCs find the cave entrance in the mountain side. The group carefully enters the cave and follows the path before the them. The tunnel opens up into a large cavern and the thief camp is discovered, but the camp is in ruins. A pair of blood soaked Yeti (Carnivorous Apes) stand among the ruin. After a battle of moderate difficulty, the PCs emerge victorious. The camp, thieves’ corspes, and the Yeti are searched. Loot included: the red wooden heart, a potion of healing, some gold, and a longsword of ancient Northmen craft.

The “charms” are returned to the leperchaun and the PCs are rewarded gold and 2 bottles each of the leperchaun’s magical Green Beer. Marvik rewards the PCs with gold and continues their stay at Elk Lodge.

Of Monkeys and Men
Day 22

High Priest Shim Heshe approaches our intrepid group asking assistance on behalf of one of the Temple’s parishioners and suppliers. Gaille Chanzice lives in the woods alone with her two young children, Rorion and Touwmeral, apparently she has picked up a stalker going by the name of Zanry Tahm. Not much else to do the newbie Borin Gromstock, devout Faelan Siannodel, bold Khan Shadowstar, and immortal Shaena Smallfoot promise to keep the Chanzice family safe. Unluckily for the group both devious Walhand Sandtracker and the carouser Lash Bremlee already agreed to aid Captain Marvik with a matter of some delicacy in which they were sworn to secrecy, this would prove catastrophic for the heroic celebrity building around the group, as well as for the Chanzice boys.

Out into the wilderness it was a short two hour jaunt to the lonesome house of the widow Gaille. Consummate diplomats the adventurers tenderly inquire about the details of not only this vagabond and deviant Zanry Tahm, but also of Gaille’s children. Namely her adopted full elven child Rorion and lesser concerns for the half blooded Touwmeral. Soon enough the creep in the woods shows up, peeping from behind some leaves at the widow, the group closes in. Scared Zanry spills some barefaced lies, followed with transparent fabrications, and worse yet mediocre subterfuge. Absurdly he sticks to his perjurous statements, the group is unwilling to soil themselves with harsher means of extracting the truth, let him go.

Except of course the crafty heroes don’t! They allow Zanry to skulk away then send the wood elf to trail behind, Khan easily follows the foolish human. What does surprise the elf and the group when he reports back to them is where exactly the toad Tahm went to, a magic portal in the archway of a crumbling ruin. Shaena experiments trying to open the portal to no avail, the magic is beyond her means, the group does not take overly long to decide to wait out their enemies. Really they didn’t pout and poke at it for hours, they made a few logical attempts, then sat back to wait. Instead of lingering Khan worries over Gaille, escorting her back to Winters Reach, only to fetch her back the next day. With nothing happening at the portal they believe the best way is to pool of the knowledge of the Chanzice boys to puzzle out the lock.

Furrflings, as Shaena’s knowledge of ancient lore tells her the creatures must be, pour out of the portal. While the adventures battle what some reported as hundreds of furrflings the wicked Zanry and another older more powerful sorcerer cast spells of protection over the furrflings and ones of pain at our heroes. Despite many valiant feats the party was pushed back, while in the heat of battle the furrflings joined as one giant furrfling (reported by Shaena) scooping up both Chanzice boys and dragging them through the portal. In fear of the indomitable luminaries the wicked magic users closed the portal hiding cowardly on the other side. The group quickly collected the distraught Gaille and ran back to town, hoping that the priest Shim or other locals could rise up to the challenge, device a way to open the unyielding portal.

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.

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.

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.

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.

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.


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