Valhalla

The Adventure Begins

We meet our new adventurers as they stumble to holick as the sole survivors of the caravan. Harkyn Doomhammer a Dwarf weaver who specializes in melee casting. Finn Shanahan a young human adept at pulling help from the weave. Our party is rounded out by Ivar Balor a Varl hunter. The ragtag group makes it to the Falconeers Tankard and quickly starts solving other people’s problems.

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Precedents Set

Claude passes our new adventurers to his contact Dunnem. Dunnem is a shady man and set our group on a few seedy tasks. The first was to collect a debt which was completed with a bit of intimidation. The next was to deliver orders to a guard who responded to a specific phrase. Though this was accomplished the group read the letter and started to question, whether or not, they should continue this work. The next job was to place a package they were suggested not open in a trough in the rich part of town. Adventures are curious by nature and ours were no different suggesting not to open a package is just as good as telling the snow around a fire pit not to melt. Inside the package was a dagger coated in a potent poison. After much debate our group decided not to do the job and returned the dagger to Dunnem and ended their relationship. Our adventurers next agreed to meet lord strahl in his mansion, where they fought off invaders they had delivered floor plans to. Lord Strahl told them he was cursed by a dredge weaver named Kaela Velaine upon her death. Our group went to an abandoned temple of Iomede to gather information and holy water to lift the curse. After being harassed by some undead our party made it out alive if a little worse for wear.

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A Prelude Out of Turn

Ivar Balor had just brought Finn Shanahan to the recruitment hall. Lana told Ivar to get the training exercise started for the three new recruits. One recruit pissed himself over a kobold, Finn tore open the weave and pulled out a viper, and Rigel dismembered his quickly. Lana pleased by this sent a second wave that Finn was the only able to stop do to the aid of his large snake friend. Finn, Rigel and Ivar became fast friends after that eating almost every meal together. Sheamus sent Ivar and a bunch of green recruits as a caravan escort. They came upon a burning town and while investigating a burning building Rigel betrayed his comrades.

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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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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.

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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.

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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.”

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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…

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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.

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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.

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