The Spell Binders or Hex Marks the Spot

Our adventure picks up with Harkyn’s concern for Brytha persuading the party to hunt the Gremeth. They started this quest by asking her adopted father Zeph Breech for any aid he could provide. Ivar failed to prove his worth in wielding Stravh’s Nail and there was little information to be offered.

Ivar was however able to pick up cold tracks and lead the party to what Finn recognized to be a massive summoning circle. Finn and Harkyn disrupted the magical symbols inside the circle while Ivar found tracks leading away in two different directions. The heroes decided to follow the trail that lead to the east.

Sometime later the tracks lead into a cave. There was a distinctively dwarven structure inside. Harkyn was not met with the same respect he offered when he knocked on the door. The people inside were quite rude and only told the party not to wander farther in the cave because there was poison gas. Undiscouraged the party pressed on and after finding several dead ends and would be traps decided to jump down the massive hole separating the only bridge they had come across.

The weavers concocted something that allowed the friends to fall safely even though they did not fall to safety. When they reached the bottom of the pit they found the magical circle they were expecting but almost lost their lives as a massive fire elemental was summoned to power the dwarven city they stumbled upon accidentally. The city belonged to Harkyn’s ancient enemies the Gravelheart Clan. The party was treated nicely in part because Harkyn kept his heritage hidden along with his disgust at the mistreatment of elementals in the city.

After a few days and a chance for Ivar to destroy some dredge, our heroes were back on the trail that had lead them here. They left through a different cave mouth and found themselves in the Forest of Terror. They followed the tracks all the way to a small outpost flying the flag of the Aerethat empire. A horn was sounded on their approach and a knight came out to greet them. This knight was extremely uncooperative and would not let the party sleep here for the night to avoid the monsters in the forest.

Sensing something was being hidden from the Finn devised a plan. He went out of sight for a short time and came back fleeing from his own eidelon. The knight took the bait and charged the snake, yet Finn was still attacked when he entered the gate. The party slowly made their way inside the gate and when Ivar finally got in he locked the knight outside. The defenses n the inside stood no chance against the combined might of our battle tested friends. After dispatching the two halflings that had made the tracks that led our heroes here, they came across orders to spy from the king and evidence that these people had something to do with the Gremeth attack.

One, Two, Three, Gone or I’ve Got Plenty of Nothing

As the heroes woke back in town, the morning air felt crisp. They gathered their belongings and headed to the inn and grabbed breakfast. At breakfast they discussed whether they should head out with Brytha or head up to the church. After some wonderful pancakes they come to the conclusion they should head back to the fortress. The heroes wanted to see if they could enter another room using the Focus they had acquired.

They head back toward the fortress but this time they bring some items to ward off the animals. It seems to work wonderfully except on the day before they arrived at the fortress. As they walked around the forest they noticed in a clearing a very large Wurm eating a kodiak bear. They feel that they should try to sneak around the animal and try not to disturb it. Finn and Harkyn begin walking down and around the large creature when Ivar wanted to show them a better way and began screaming their names and telling them to follow him. He pushed some trees out of his way and showed them a path toward the fortress. Unfortunately this drew the attention of the Wurm and the group froze in their tracks. The Wurm circled them with his body and began to talk to them. His questions seemed weird, almost child like, but they were more than happy to answer. As long as he was asking questions he wasn’t eating them. He informed them that he was forced into his purpose and that he and others had fought against the “Fates”, without success. They the best they could to explain to him about themselves and their purpose but the Wurm could not completely grasp what they were trying to explain. After what seemed an eternity to the heroes they Wurm seemed to be satisfied with some of their answers and released them.

Once reaching they reach the fortress they head straight for the last room they have not been in. They walk forward and present the holy symbol of Stravhs they were given, the skeleguards move aside and the door opens. They walk in and begin to investigate the room and immediately hear some beautiful organ music. They move further in and the music suddenly stops playing. They can see an altar and and approach it. They feel the energy given off by the altar and try to see if there is more to it. Ivar finds a hidden door but has trouble finding a way to open it. Harkyn thinks he can climb up to the second floor by climbing up some of the tapestries hanging down. He tries but falls after getting halfway up. Ivar gives it a tug and rips the tapestries straight to the floor. Finn decides to give it a go and is able to make to the second floor. He sees a bunch of benches and small chest sitting on one of them. He decides to grab it and toss it down to Ivar to hold, thankfully Ivar was paying attention so he was able to catch it. Finn followed a staircase down which led to a door down a long hallway. He informed the other two to listen for him, he would scream down the hallway and see if they could hear him. He walked down the hallway until he was about 10 feet away from the door. When he got to that point he must have stepped on a trap because a wall of spikes began to move toward him. Finn frantically started pounding on the door. Harkyn and Ivar could now hear Finn but he wasn’t where they were he seemed to be further away behind a wall. They began to tear it down while hearing Finn scream. Finn, at this point, was curled up in a ball on the floor hoping to not get killed. They eventually get and free him with no harm done. They walk back down the hallway and spring another trap with darts shooting out to the wall. They are able to avoid them and decided to keep them. They make it upstairs and find a dusty organ with a music book, except for 12 keys which seem to have no dust on them. Harkyn puts his love of music to work and figures out the sequence the keys need to played in. They then hear a noise that sounds like stone sliding on stone. They rush downstairs and see that the secret door is now open.

As they enter they can hear something that sounds like a man speaking. They continue in and follow the voice. They go through the door and walk in to what seems to be an exact copy of the same temple they were just in. There was a holy man giving a sermon about a man named Corin Straus. The holy man seemed to be preaching to no one, as all the pews were empty. The thoughtful heroes decided not to interrupt and listen to what he had to say. After the sermon was over the holy man gathered his things and walked through a door very similar to the one they walked through to arrive here. The adjoined to the temple was different this time, it was an open room with a large circular symbol on the floor and a large beam of sunlight highlighting it. Not seeing where the holy man could have disappeared they search the room but find nothing. They see if they can find the other secret door that had the dart room. They find it but it seems to be on the opposite side of the room. The heroes purposely set off the traps and collect more of the darts that just tried to kill them. Following the room, it seems to contain the same steps as the last one heading to the upper floor. On that floor there is also an organ but it’s keys seem to not have been played in a very long time. Harkyn begins to tickle the ivories and plays the same tune he played on the last organ. A loud stone grinding noise could be heard from where they were standing. The party heads off to the room where the holy man had entered and see the large circle emblem is now raised and has a sword in the middle of it. They rush over and grab the sword but as they do the emblem slips back down and they are left standing in the middle of the room under the sunlight. All around them they can see shadows lifting off the round and begin walking toward them. They prepare themselves for battle and start throwing everything they can at the shadows. Fortunately for the party, the shadows didn’t seem to like walking into the light, as long they stayed in the light they would be safe. Unfortunately for the party the light was shrinking.

After wasting time with arrows and magic Harkyn and Ivar began throwing darts at the creatures. The darts were taking them down left and right. They could not stand up to the darts and whatever magic they possessed. After completely destroying the shadows in one attempt the room seemed to settle in and our heroes took a much needed breather. They went back to investigate a couple more rooms but it seemed they could no more. They packed their things and headed back to town.

The (winged) devils in the details, or, The wishy washy wishing well
Session Recap 01/09/16

After their daunting expedition into the forest, our heroes sought to find themselves some supplies to better fend off the wild creatures of that foul wilderness. The heroes visited Kellard’s general store in the city of Faburh. Kellard suggests using a substance called yellow ash stone to repel the animals in the forest. Unfortunately he did not have any left in stock due to the issues with the caravans. Kellard did know of place the heroes could find more. The heroes decided to venture to the Yellowstone mountains. Not only would Kellard produce some of the animal repellant, he would pay the party twenty silver shards per pound of the substance!

As our heroes departed Faburh they were reminded of the problems that they encoutered due to the winged devils thieves guild. They decided to make a quick stop in the city of Badun. Brytha the red-haired fury told the heroes that she wanted the winged devils dead. She would not only assist them in the process but pay them a thousand silver shards for their trouble. Harkyn was a bit apprehensive at first. His interactions with Brytha had all ended in him losing consciousness. Finn and Ivar quell his concerns and they depart Badun in search of the winged devils. It just so happens that their hideout is in close proximity to the Yellowstone mountains.

While on their journey Harkyn once again crossed paths with Brytha in a way she found unacceptable. Harkyn tried to awaken Brytha for breakfast but found her in her tent changing. This left Harkyn with a pleasant view, but a black eye to pay for it. Finn and Ivar woke Harkyn up with the news that Brytha had cooked some stew. Who knew that this incredible warrior was also an accomplished cook?
When the party arrived at the hideout of the winged devils they were a bit surprised by what they saw. The hideout was less a fortress and more a pile of logs surrounding some tents. Ivar, Finn, and Harkyn discussed many different plans to siege this “fortress.” Brytha had a simple suggestion. Charge headlong into the fray. Instead of some elegant attack plan the heroes just followed Brytha’s lead. They charged straight in. Ivar’s brute strength single handedly smashed in the gate. Using the element of surprise the heroes with the assistance of Brytha engaged ten members of the winged devils bandit company. Brytha and Ivar dispatch five hand to hand warriors while Finn and Harkyn took care of some archers. They finished these bandits relatively quickly. Unfortunately however, this was only the beginning of their struggle. They were about to find out exactly where the winged devils got their name.

After some quick healing, the heroes heard an ear shattering screech. With a flash a giant green flying lizard flew into the camp faster than anything they had ever seen before. With that our heroes entered a desperate fight with the creature. The creature was airborne for almost the entire battle. Harkyn found a grappling hook and tried to use it the bring down the beast. Brytha and Ivar then followed suit. Not only was the creature fast, it was able to send shockwaves through the earth with its roar. This forced the heroes to await the opportune moment. The entire party was broken and battered. If it wasn’t for Brytha our heroes would have most likely perished. Brytha hooked the creature and climbed all the way up to its neck. With one fell blow Brytha smashed down on the creature, crashing it into the ground. The creature died immediately on impact, but Harkyn removed its head just to be sure.
As Finn closely examined the creature he realized that it was less than three weeks old. It was only a baby! With that our heroes heard another loud screech far in the distance. Could that have been the mother? The heroes did not wait around to find out. Finn and Ivar investigated the camp and collected any items they found while Harkyn saw to Brytha’s injuries. The crash took almost as much out of her as it did the creature. This brought out a more tender side to Brytha. This surprised Harkyn greatly.None-the-less, he took care of her the whole way back to Badun. Harkyn began to feel confused.

Once returning to Badun things started to seem safe and relaxed. Ivar found an interesting knife that turned into a different item depending on whose hands it was in. The group found a leather worker to skin the creature they had just killed and use its hide for some armor. The craftsman aimed to create a chain shirt for Ivar, though it would take a few days. Later that night Harkyn departed to check on Brytha to see if she was alright. She had been resting up in the barracks for the whole day. Once arriving he found her asleep in her bed. Suddenly he felt something was terribly wrong, the torches dimmed, and seemingly out of nowhere Brytha awakened with a start. “It’s here!” she said. They started hearing the city alarm bells. The two of them escaped outside to find a huge creature seemingly made entirely of muscle. There were fires everywhere as it was tearing apart the city with ease. The creature stopped when it saw Harkyn and Brytha, but then it just carried on its rampage. It seemed to ignore them. Harkyn brought her back inside as she was still grievously injured.

Finn and Ivar heard the alarms and went running to see what was going on. Ivar immediately departed to assist the town guard. Finn however wanted to examine the situation and see what may be causing this wanton destruction. He climbed to the top of the tallest city wall to get a better vantage point. He noticed the fires spread throughout the city formed a rune. A large X, which denoted marksmanship. It seems that the Gremeth was not attacking randomly but is being guided by some outside influence. Finn noticed that the Gremeth itself seemed to be composed of the elements of this plane. Almost as if it was built from it. After a few minutes (though it felt like an eternity) the beast returned from whence it came. With that an eerie silence fell upon Badun.

Ivar made an interesting discovery the next day. Not only were Brytha’s parents slain by the Gremeth but Zeph, the leader of Badun used to hunt these foul creatures. Zeph’s spear might still injure these creatures today. Brytha was now more determined than ever to not only avenge her parents but to save the town from the titan. She was preparing for war and no one could convince her otherwise. Our heroes were determined to help her when she left in a few weeks.

Ivar picked up his new armor from the craftsman and was impressed by its protective abilities. The scales of the Timberjack seemed to have an unexplainable sheen to them. Our heroes decided to depart to procure some of the yellow stones they needed to craft animal repellant. On the way to the Yellowstone mountains they encountered a strange well. The well was locked and covered by a huge stone slab. Ivar easily dispatched of both the lock and the lid covering the well. A quiet voice from within whispered: “Make a wish, toss a coin.”
Ivar wished for his great weapon to resonate with him like it used to in the past. Harkyn wished for a blessing from one of his queer elemental gods. Finn however simply wished for whatever was granting the wishes to be free. And with that the well vanished. At first nothing seemed to have occurred. Ivar and Harkyn would shortly find that not all wishes are worth making.

While our heroes were traveling Ivar was sharpening his axe while walking and tripped over a stone. This caused him to fall forward directly onto his axe dealing him a tremendous amount of damage. When Harkyn went to assist him he channelled his powers to great effect while removing the axe from Ivar’s sternum. This channeling awakened something deep within Harkyn’s soul causing him to transform. He became one with the air. Almost as if he was composed of it, just like an elemental. He never felt more alive. He thought himself blessed, though he would soon be informed of his true fate. Ivar fervently dug down into the ground to find the rock or root that he tripped over. Eventually he “found it” and was able to take all of his rage out on it. For the rest of the night Ivar attempted to clean the blood off of his weapon to no avail. It took him a few days to figure out how to clean it. His axe did not come clean until he realized he should not walk around with the weapon unless he is in a battle. With that the blood simply fell off the blade.
After a few days the party reached the Yellowstone mountains and began collecting what they called brimstone. Harkyn was still in his “ascended” form for the entire excursion. His power was slowly being replaced with thirst and hunger. Since he was made of air he was unable to eat or drink physical food. He was slowly starting to starve to death. Finn’s quick thinking allowed Harkyn to get a drink of water by boiling some at his feet. Though his thirst was quenched, his hunger grew. While at the Yellowstone mountains our heroes found an immaculately constructed human brimstone mine going deep into the ground. A map with a large X on it over Run 1A was found in a shack next to the mine. In addition some pure sulfur was found in a bag hanging on the wall. Ivar grabbed it and the adventurers departed for Faburh. Harkyn needed some assistance in returning to the physical world. He knew he needed some grand realization but it just never dawned on him. He thought maybe it was that he shouldn’t favor air over the other elements, but that wasn’t quite it. Harkyn realized he did not need further blessing from his god. He was blessed already with abilities not many could match. Next time he would be less selfish.

Will our heroes return to the dark forest to retrieve what was lost in that old forest? Or will they return to Badun to assist Brytha in destroying the Gremeth. Only time will tell.

You've Got Me in Stitches or Suture Self

After being in the town of Fabuhr for a couple of days our adventures got a quest from a cleric in the inn who wanted them to kill a foul undead outside of the Tower That Shall Not Be Named. They agreed and then decided to visit the leader of the town. Upon arriving at the gates of his stronghold, they were met by two varl fully armored in plate mail with long swords. They were told they would not be able to enter the domain with items of magic on their person. Finn and Ivar agreed but Harkyn could not agree as he could not remove his magical stone hand. They began to talk to the leader of the town, who goes by the name of Dark Delve Mela future Venzar of the Varl. They offered him to help in any way they could and he gave them a quest to travel to The Tower That Shall Not Be Named and retrieve an Orb, also kill as many undead as they can.

They set out to The Tower but before they left town asked the cleric in the inn to help but she was too afraid to help so the adventures headed out on their own. When they reached the forest edge their mounts would not enter so they had to leave them there. during the first night the group was woken by a wild boar rummaging through their food supply. Finn stopped Ivar from destroying the boar and informed he could just scare it away. Ivar was not happy but decided that would be the plan of action so he and Harkyn were able to scare it away. The next night they were again awoken by noise but this time a couple of bears were the culprits of their sleepless night. Ivar, remembering what Finn had said, tried to scare the bears away but the did nothing more than anger the bears. The quickly took him down and knocked him to ground. Harkyn charged in and was able to slaughter a bear in one fell swoop. Finn ran over to Ivar to begin reviving him. As he did this the bear notices him and began to attack him. The bear grabbed and snapped Finn’s frail body in two as he was healing Ivar. The other two made quick work of the remaining bear but it was too late. Finn’s lifeless body lay on the floor dead. They began trying to revive him but to no avail. They grabbed their friend and as they did a strong breeze began to blow. It felt as the breeze were guiding them so they followed. As the forest cleared they could see the castle and Hornswoggle walking around outside. He informed them of a way to save Finn so they followed him to into the castle.

They brought him to a room in the castle where a well of light and air was. They decided that putting him in the well would help him so they lowered him in. They watched as he began to reform and quickly start to come apart. Without thought Harkyn stuck his Rock hand in. As he did this, his hand began to break but he still was able to grab Finn out of the well. Seeing this Ivar suggested maybe this light could destroy the Shadow Blade, Harkyn agreed and tossed the hilt into the well. The blade began to reform but the momentum from tossing in the nilt took it right outside of the well intact. Harkyn knew what he had to do. He picked up the blade with his Doom hand and put it in the well. He held it there till the last possible second and removed his arm as bare skin. The sword and the fist were both obliterated.

They tried to go in the remaining rooms in the castle but they were locked and they could see no way to enter them without further assistance so they headed back to town. On the way out of the castle a large hulking figure with two swords in him, just as the cleric had described, stood between them and the forest. With something to prove Finn began the fight with Hornswoggle right out in front to make sure there was no repeat of earlier. Harkyn unleashed a fury of magic and Ivar let loose some arrows into the beast. After not seeing the beast fall and rise again Ivar ran from the back and with a hard swing lopped the beast head from it’s shoulders. They poured silver dust on the abomination before they caught their breaths, and removed the swords from the corpse to bring back to the town for the cleric.

Upon arriving in town they immediately head to the inn to the cleric. They give her the items and receive their boon, a gold and silver holy symbol. With that they head to Dark Delve Mela and collect some rewards. They gathered their things and headed in for the night readying themselves for the next day.

Earth Work or Jake's House of Horrors

We last left our heroes waiting outside an ancient Dwarven crypt. A young lady by the name of Eleane hired the adventurers to do some so called “earth work.” Harkyn lead the party into the depths only to find three sarcophagi, each adorned with a single red flower. These red flowers (known as blood orchids) are rare and usually only found in warm climates. It is odd to find a small thing of beauty surrounded by the cold dark earth of the crypt.

Harkyn questioned his group’s purpose there but Lady Eleane explained that she needs the heroes to defeat “the guardian.” Oddly enough however there is no guardian in sight. That is, until Ivar’s keen eyes detected a mound of earth in the corner of the crypt. Unflinching, he loosed an arrow upon this mound of earth. Suddenly this mound of Earth began to move! Harkyn immediately identified the creature as an earth guardian. Sacred to many people, earth guardians are protectors that watch over places of importance. Hornswoggle quickly informed Finn that he would be unable to strike such a powerful creature. With this information our heroes decided to flee the crypt, leaving the riches behind. As the party turned to leave the earth guardian charges over to Harkyn and swung his fists wildly into the ground. A huge smash echoed through the crypt as plants began to emerge where the guardian struck. Out of respect, fear and even regret our heroes left the guardian to continue his eternal vigil over the three sarcophagi.

The three heroes returned to the inn to find Trel Zek (the barkeep) looking like he had seen a ghost. During the expedition the town of Badun was attacked by a creature known as a Gremeth or Varl slayer. Many Varl were slain in the attack. It seems to occur each month around the same time.

Ivar decided to meet with Zeph Breech, the elder of the city of Badun. Interestingly enough Zeph had seen the weapon that Ivar wields before. It is an ancient weapon of lore known as “The Giant’s Arm.” The two discussed prophecy and the god known as Stravhs. Stravhs is the creator of both Varl and the Dredge, an interesting duplicity. Finn also began a discussion with Zeph but his was more confrontational. Finn did not like the way Zeph described humans and the two got into a bit of an dispute. Though it got very tense in the room nothing came of it.

After the Gremeth attack the caravan decided to leave town as soon as possible. They did not want to stick around any longer then they had to. The adventurers departed with the caravan on their way to the city of Faburh. Faburh is the last stop on the caravan’s trip before having to return whence it came. Faburh is a network of streets and alleyways bordering a forest. It is as though the forest is actually slowly reclaiming the city over time. Trees seem to “pop-up” every few days, making logging an integral industry to the city. The heroes entered the inn of Faburh known as “The Hero’s Fall.” The name of the inn gave Harkyn the heebeegeebees.

Inside, the heroes were met by two pairs of polar opposite patrons. One pair, a priest and a merchant. The other pair a young halfling and a Dwarf. Each gave no reprieve to the other. Finn approached the priestly looking fellow and actually noticed a snarl coming across the merchants face as he did. The priest’s name was Wine and he was looking for assistance in defeating an evil locked away in a tower to the west. Finn seemed bothered by the religious rhetoric that the priest is spouting but nonetheless Finn remained respectful. Harkyn took a seat at the bar and indulged in an ale and some lentils. He overheard that the merchant deals in stolen goods and shouldn’t be trusted. He shrugged it off and enjoyed his refreshments. Finally, Ivar approached the Dwarf. Ivar immediately noticed the halfling disappear from sight. Harkyn even went to look for him to no avail. The dwarf introduced himself as Jalmri. He has recently purchased some farmland and has a few unwanted visitors staying there. He wanted some adventurers to “persuade” these visitors to leave and stay away for good. Jalmri described these visitors as conniving halfling thieves.

Our heroes decided to assist Jalmri in purging his farmland of halfling usurpers. Upon arrival at the farm, the adventurers found what seemed to be an abandoned farmstead. It did not seem like anyone is home. The first place they decided to explore was the barn. Harkyn was attacked by a ghost upon entering. He swears the place must be haunted. Our heroes attempted to get to the upper level of the barn. This proved to be no easy feat. Ivar and Finn climbed a rope which wound up breaking on their way up. They plummeted to the ground, knocking the wind out of them. Harkyn saw a ladder and decides to give it a shot, only to have him suffer the same fate as his companions.

Bumped and bruised the heroes gave the grain silo a try next. The door was stuck, and as Ivar forced it open it burst forth with a wave of grain that could knock even the strongest warrior to the ground. Ivar nimbly avoided it. A similar situation to the barn was presented to our heroes: get to the top. Finn and Harkyn were actually able to climb their way to the top this time. Ivar wass not so lucky as the rope ladder snapped under his weight. While Harkyn and Finn were atop the inner grain silo, they found a very interesting barrel. To find out more information Harkyn tried to hand the barrel over to Ivar, at the bottom of the silo. He yelled “catch!” as it plummeted to the ground with a crash. A viscous amber fluid splashed all over the place. Ivar tasted the fluid and realized it was delicious honey.

The entire purpose of climbing the grain silo was to get to the top of the barn. Harkyn took a leap of faith from the silo onto the roof of the barn. With a loud bam!, Harkyn crashed through the roof onto the floor below. Finn had better luck though. He easily jumped to the roof an entered the barn through the convenient hole that Harkyn left behind. Regardless the two explored the upper level of the barn finding nothing but piles of hay. Finn found a pitchfork he wished to use to rifle through the piles but he was unable to wrench it free. Harkyn had better luck, at first… As he ripped the pitchfork free, he fell all the way back down to the ground floor with a thump. Obviously that place was haunted. Harkyn tossed the pitchfork up to Finn and he stabbed at all of the hay piles until he reached one by the window. Finn “lost his balance” and fell down to the ground. Exhausted and broken the adventurers decided to move on the main house.

Once the reached the main house Ivar was presented with a delicious surprise. A fantastic looking pie was resting on the windowsill. Ivar immediately dug in, only to find that the main ingredient of the pie must have been lava. Ivar’s mouth was on fire. He doused his mouth with his entire waterskin, and even ran to the grain silo to start eating honey hoping the burn will abate. Finally it did. Finn took this as an opportunity to investigate the back door of the house. Finn entered the back door and found that his feet could not leave the floor. Rather than giving up his boots (which he cannot lift off the floor anyhow) he hollered for his friends to come and help him. Meanwhile Harkyn decided to open the front door. Without thinking twice he grabbed the handle and found his hand unable be removed. Harkyn simply crushed the handle in his stone fist, freeing himself from the doorknob but trapping his hand in a closed fist. Ivar came to the rescue and used his alchemy skills to free Harkyn from his plight. The two adventurers then left to assist Finn with his boot problem. They grabbed a hold of him and ripped him free, boots and all. Ivar then went to the grain silo to cover the tar with grain, preventing anyone from getting stuck again.

Our heroes then decided to enter the house to explore. Again Ivar was tempted by a delicious surprise. This time a fantastic spiral ham. Unlike before the main ingredient was not lava, but more likely salt. Harkyn shared his waterskin and Ivar immediately imbibed the entire thing. The only thing left to drink was a pitcher of fire ale. An extremely spicy type of spirit. This immediately piqued Harkyn’s interest. Harkyn grabbed the pitcher to enjoy later. As the adventurers ventured deeper into the house their plights only got worse.

First, as they rounded the corner Ivar runs into a very flammable hallway. A trap was triggered and Ivar nimbly dodged out of the way of a giant fireball. His boots caught fire as he ran out of the room. Panicked, he gave Harkyn permission to use magic to put the fire out. Harkyn produced a frost bolt that puts the fire out quickly. It did hurt Ivar a little bit. Thanks to Finn’s gourmet meal he was practically unharmed. Next thing they knew Ivar and Harkyn were rounding a corner and got smacked in the head with soup cans. Ivar got knocked unconscious, Harkyn was just smacked in the back of the head. Still was not a pleasant experience. Begrudgingly Harkyn poured the fire ale down Ivar’s throat to wake him up. Ivar awakened breathing fire. He must have not enjoyed the spicy flavor.

Our heroes ascended the staircase to the second floor of the house. More soup cans and a broken staircase nearly tripped them up but as they progressed through the house of horrors they became more clever and avoided many of the dangers. Once they reached the top of the stairs they were presented with three doors. Finn was intrigued by a doll sitting in front of one of the doors. As he investigated he triggered a trap, causing a clothes dresser to crash into the door sending him flying through the railing, down the stairs, into the hole in the stairs, falling all the way down to the basement with a thump! Again he founds himself surrounded by tar. Ivar’s quick thinking immediately produced a solution. Ivar took the clothes from the dresser and tossed them down to Finn below. Finn used the clothing to make his way back to his companions.

When the three adventurers rejoined each other, they were fed up with all these traps and tricks. Ivar and Harkyn decided to approach the other two doors differently. Rather than trying to avoid the trapped doors, Ivar and Harkyn used their axes to carve new holes in the wall to use as their own doors. This helped them avoid many of the other traps and tricks. As the party explored the remaining rooms they found a number of interesting items. A book on trapmaking, a magical wand, a music box, and a peculiar portrait of a family. The family members were halflings and not dwarves. If the traps weren’t hint enough the portrait sure proves it; this farm must belong to the halflings.

The adventurers called out looking for the owners of the portrait: The Monder family and their son Jake. Ivar noticed that the painting actually hid the deed to the land. This deed would have given either interested party the ability to truly claim ownership over the land. Ivar called out for Jake and his family, threatening to bring the deed elsewhere. There was still no response. With that, they left.

Our heroes returned to Faburh and offered the deed to Jalmri. Suprisingly, he seemed pretty uninterested in the document. He offered a mere hundred gold pieces for it. Unconvinced the party returned to the farmstead to finish the original intended job. When they arrived, Finn used the music box as a last ditch effort to summon one of the true inhabitants of this “farm from hell.” Thankfully Jake Monder emerged. Jake explained the situation to the party. He did not have any gold to offer them. He could offer nothing but food and a free pass for breaking and ransacking his home. Our heroes decided to do the right thing and let the Monder family stay at their farm.

The party returned to Faburh and had the deed to the house officiated. Not before Jalmri tried to tempt the party with even more gold. The adventurers stayed on the same path and decide to do what is right and just. This left them with many bruises, aches, and pains, and no gold. However, it did give them a new friend and a good amount of food!

Next, our heroes will attempt to conquer the tower to the west for the priest known as Wine.

Ohh Stone Chaser!!

The Winter Games in Tawold were broken into three main areas. The strength contest was moving a massive log. The endurance contest was an eating competition. The skill contest was three archery events precision, timing, and distance. Though he tried his luck in all events Ivar only won in the eating contest. Even Harkyn got into the festivities not only enjoying drinks but also attempting the test of strength. After sleeping off the drink Harkyn ventured into the cities library. Knowledge Keeps was the name of the library it was commissioned and funded by the Mad Shaman though he had never been there himself. The librarian was Stormwald of clan Elhen he wore blue robes with a rune on them.
With the caravan ready it was time to move on to the next city. The trip proved to be a dangerous one. A day away from their destination the caravan was stopped by a road block. Several trees were in the middle of the road every one believed it was the work of the winged devil. There was great debate however as to what or who that was, a dragon, a bizarre jumping lizard or a bandit group. The heroes scouted to the other side of the blockade. They found another destroyed caravan, sensing a trap Harkyn sent a spell version of himself to draw out any attackers. The plan worked but at the same time they heard whistles blowing from their caravan. The trio arrived back just in time to save civilians from the bandits but not fast enough to save the caravan leader. The caravan regrouped cleared the trail and pressed on to Badun.
As the city came in sight the guards started worrying about reporting to Brytha. Brytha chewed out not only the standard guards but also our heroes. Harkyn met Zeph Breech the leader of the town. The inside of the halls even matched Eschel. The Broken Arm Inn had a peculiar smell to it and Trell Zek the barkeep had an eye patch and a long scar on his face. After much prodding Ivar finally got Trell to admit to being an alchemist and was told to bring a the body of a Stone Chaser back. While this was going on Young Finn became enamoured while talking to Elean a female elf with red eyes. She wanted help doing some “dirty work.”
The group decided to get the Stone Chaser first. They were told simply that it was an animal that looks like a chicken but has a lizard tail. After they flushed the first one they found out of the bush Finn tried to calm it down and feed it. The bird pecked a piece of grass on its way over to Finn. As he looked at the blade he noticed it turned gray and fell over. In a calm and professional manner, Finn screamed and began to panic like a wild man. Running as fast as he could away from the beast. Hornswagle came to the rescue and swallowed the beast and spit out the bones. Needing a whole body the adventurers pressed on and found a nest and after a short battle returned home with two bird carcasses and one egg.
The trip home was uneventful. The birds were delivered, and the group was right off to the help Elean…

Hit That Dredge Harder Poozers!!!

With Vacat safer thanks to our heroes a new inn has been established called, “the Wenches Shield” There is a unique cast of character inside. The bartender Adas is mostly quiet but occasionally suggests that the party go to a Monastery of Thor at 35.8. There is a white haired halfling woman in splint mail who is heading to this monastery as a, “question of faith.” Skelta is a golden haired dwarf lady with grey eyes darts and a staff, she belongs to the 42 dwarven bureau. There was another dwarf but she got agitated when people tried to talk to her so she left. There is also a pair of human bonde siblings, a brother and sister. His name is Annen Tessel a weaver, she is Ealfis Tessel as heavily armed and armored as she is beautiful. The Tessels were headed to Tawold and took the caravan along with our heroes.
The 22 day journey was uneventful as the city came in view however the caravan watched as the city defenses killed some human raiders attempting to pilfer supplies. The first stop in this city as in most cities was an inn. The Dragon and Cat was run by Aras and had a several unusual patrons. Sonod a Varl reaver also known as a reverend, who had copper robes and an odd accent. Lanta Bophill a cloaked individual that spoke terran. There was also a human and a halfling in the bar but our heroes did not yet speak to them. While at the inn it was learned that this was the time of the fall games for the Varl. The next day they visited the leader of the town, “the Mad Shaman.” The walls of his hall were decorated with the heads of dredge and the city leader had a massive double glaive. He was mid meal as a our adventurers strode inn and he did not stop eating even while he talked. His demeanor was constantly shifting he gave permission for dredge training and before our friends left he said something cryptic to Ivar, “Beware the horns, Ripper has seen you.” The guards stopped our heroes as they left the great hall and gave them a scroll and a key for being the 100th visitors of the Mad Shaman. The scroll was a map with a big “X” on a location in 26.5.
As they approached the training camp they heard yelling from a deep voices and felt tremors in the ground. When our adventurers arrived at the gates they realized that the shouting and tremors were from a 15ft tall drill sergeant. “Do you maggots want to learn how to kill dredge?” Somewhat dumbfounded they all shook their heads yes. “Then get over there and hit that dredge!” The training grounds had several posts with dead dredge fastened to them. For 5 grueling days our party endured belittlement and physical exhaustion. On the fifth day just before he passed out Ivar was able to drive Eschel into the slag he had been working. They all woke up in a healing tent feeling physically fine if not mentally. Ivar was pulled aside and told of weak spots to target in the Dredge body. Not to be out done Harkyn and Finn stayed for another round of training. Ivar applied what he had learned to fanged attacks and Harkyn was able to crack his dredge. They found out that there are 2 15 day trainging courses that make trainees tougher or stronger.
The next day our heroes met with Lanta Bophill and went into the ruins next to the city. They found a place where Lanta told them the weave was weak. As they went inside they were each assaulted with their worst fears. After these terrifying visions our intrepid adventurers pressed onward to undo the evil of the shadow blade. The shadow blade was forged for a dredge king in ancient times and the weavers who enchanted it were consumed in its creation along with half of the city. The weapon was forged to instill fear in dredge and it worked but the cost was to great. As they went down they came to a room with three doors each a different color red, blue and green. There was a plaque next to each door giving clues on how to move forward. Blue, “You red me first but I am traveled second.” Green, “I am red second and first to lead.” Red, “I am read third but I come first.”

More Dredge

Krell the leader of Bacat honored the returned heroes for their deeds but was saddened by their report. He made our adventurers aware of two new quests that had become available. Harkyn was busy in town but Finn and Ivar were eager to help. Ivar was so eager to help a fellow Varl he forgot to ask what the pay was before they were off. The first job was to reestablish contact with an outpost . Along the road the Sons of Starkad met a lone dwarf with a heavy cart one day, and the next night fought off a wolf pack.
Just in front of the pass to the look out they came across a dead varl covered in snow and scorch marks. They found a few odd arrows and even more burn marks among the dead varl inside the outpost. Upon further investigation they realized that snowstorms had blocked out the signal fires, and that 2000 dredge were moving along the plains. On the way out they were attacked by a dredge hound and a sniper that was too far off to see. They only survived by taking cover behind a magical shield. As our mercs killed the dog the sniper finally broke the shield. The journey back to town was less eventful and much faster. Krell was even more upset by the information reported this time. He still appreciated that the information was gathered and gave the two some healing supplies. The two friends next job was to explore a new cave entrance. Along the way they came into contact with the same wolf pack as before and this time Finn left an offering of rations and the exchange was much more peaceful. In the cave they found an underground river and while trying to cross a bridge made out of bone they paid a troll his asked for toll. The pair came upon a group of huts belonging to some kobolds. One of the simple creatures hopped over and asked the “sky people” for help with a “giant monster” and offered the town’s only remaining treasure a blue gem. The “giant monster” ended up being a bug the size of a dog. The real problem was that this creature absorbed metal Finn lost his new steel club and Ivar had to use his dredge arrows. The explosive arrows coupled with energy from the weave did the bug in. The Kobold rejoiced and paid the “sky people” as well as showing them a cart sized version of the same creature, guarding a hoard of treasure. The continued exploration of the cave uncovered abandoned dwarven mining facilities and locked doors. The last part of the cave they checked was the scariest part. an underground lake surrounded by thousands of digging dredge. The pair ran back to Krell as fast as possible who was most displeased by this unsettling information.

The Best Intentions...

The caravan to Bacat was mostly uneventful. Our heroes made two new acquaintances. One was young dwarf woman named Milda was traveling with the caravan, she was an alchemist who focused on powders. The other was a Varl named Earlid, a gruff individual missing one of his horns. When the heroes arrived in town they went to the town hall and found it in the midst of an argument. One party was an old varl in plate mail named Krell, who recognized Ivar’s weapon. On the other side of the argument, was a much younger varl that was a bit of a hot head. The argument was whether or not to meet the undead threat outside the gates or to bunker down and trap them. Our heroes sided with the old man and the rest of the town agreed with the exception of a few young bucks. Our party protected their caravan from a few of the skeletal warriors.
The next day our adventurers were off to an ancient barrow with Earlid. On the way they came across an odd stone structure that turned out to be a ritual site. They investigated for a short time despite Earlid’s urging to move on. The barrow was to a heroic clan of humans that had despatched a great evil over an age ago. An altar was set at the entrence and Harkyn found much useful information while examining it. The Barrow was built for Sir Eldrith who rode the mighty Groundstomper. As they dove deeper into the barrow they came across a pair of skeletal guards that Earlid agreed to fight. He dispatched one and used his whip to put the other in front of our heroes. Ivar began battling the monster though Finn felt they should stop. The guard disarmed Ivar and at Finn’s suggestion he walked by unstruck, the rest of the group did the same. Ivar had been studying Earlid for most of the journey and was able to track him to the throne where the truth was finally revealed. Earlid had given his horn to the altar to raise an army to fight the dredge. Our heroes quickly beat him but did not take the killing blow. Sir Eldrith pleased with their integrity and valor gifted them a holy sword that would undo the evil altar lest it be used again.

The First Dredge

As our new friends came to the tomb, as there often is at this point in a story, a mysterious stranger was outside. This shadowy figure said many cryptic things not the least of which being, “You are nothing like the history books described.” After that he walked off directly to the east. Inside the trio came upon their first dredge. The fight was grueling but our group prevailed in the end. Kaela Velaine’s tomb was much warmer than it should have been, warm enough for blood orchids to grow. When the holy water was poured on her corpse it sizzled off and the temperature of the room dropped immensely.
Holick was aflame as they returned. The city was in open civil war. Our adventurers headed directly to their patron lord Strahl’s home. They fended off one wave of attackers with the aide of the valkyrie Sayla. Our party went inside and fended off several waves and helped save the town’s ruler. Our new heroes did not stay long however they answered a call for help from the city of Bacat.


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