Not So Heroic

Fortress of the Ice Dwarves
The party gains a new ally and ventures into the tundra

The party seeks out Durdane Wayfinder, and finds his shack, with a tiny Pixie Lamp out front. After some talk, they are let in, and find a young shifter boy, Gau helping the old man, who is nursing a broken leg. Durdane offers Gau’s assistance in his stead, and insists hte young one move on to the next stage of his journey. They gather some information and supplies in town, hearing about the narcotic trade in the extracts from the Cephalos Broodqueen. They then head out into the white.

The journey to the old Tundra Dwarf ruins that Durdane spoke of takes almost two days. It is mostly uneventful, save for Durin falling in a snowdrift and being pulled out by his beard. They hunt a ptarmigan with the use of Durdane’s spyyglass.

They arrive at the ruins with a few hours of daylight left. They investigate, and Gau’s senses smell magic afoot, with the characteristic smell of burning hair that indicates Evocation. Geroldt investigates to find there are wards placed around as traps, and the party carefully avoids them. They find a plaque with the inscripitoin in Old Dwarven, which Durin can roughly translate as “He must take ice into his heart”. He taps on a wall to inspect its construction, and the crumbling structure gives way, revealing that Rune Mortar had been used to build the fort. The blast is dodged just in time, and reveals the body of a long-frozen dwarf. Before they can fully investigate, they hear howling. The howling grows close, a number of hungry wolves that Durdane warned of, lean and emaciated from the long, harsh winter. They attack brutally, knocking over the stout dwarf. Gau asserts his Dire Wolf Heritage, partially shifting his body into the ancestral wolf. He challenges the alpha for dominance, and with a few slashing claws and an exploding piece of Rune Mortar, kills it. The remaining wolves are given some food and run off.

The large explosion from the rune reveals a staircase downward. They enter, and see a frozen balroom, and at the end Gau smells great, old magic. A suit of armor that looks to be made from pure ice rests on a dwarven statue. Durin picks it up, drawn to it. It fits, the magic cold yet inviting him. He remembers the inscription “He must take ice into his heart”, and in a moment of clarity realizes what he must do to attune to the suit of magic armor, Rimeshield, the Frozen Cuirass. He takes an icicle from the roof and stabs it into his own palm. blue veins flow up his arm, coursing into his very heart, and the wound doesn’t heal, but merely freezes shut. They search the room, finding some gems, and a massive hole, eight feet across. they explore the hole, which eventually leads to a subterranean cavern. A rumbling sound comes forth, and a massive Ice Wurm bursts into the cavern and attacks. A second follows hortly after. Kitana jumps on its back, thinking it could be not too different from the horses she rode as a girl. Durin engages the other, but trips and slides, nearly falling into a chasm leading down into the depths of Khyber. Geroldt attempts to help, but slips and nearly falls in, if not for his Enchanted Jawbone. It keeps him from falling, just as it did in a wintery battle in the Last War. Gau engages a Wurm and fights ferociously. Kitana manages to stear one into the other. A heroic effort from Durin deals a devastating blow to one wurm, and the spirit of hte polar bear empowers Gau to eviscerate the other. The wounded wurm retreats into the depths.

In the viscera, they find a few coins and bones that were undigested, and a small pendant. Kitana picks it up, and it reveals itself as Laera, Pendant of the Weeping Seraph. It awaits her becoming worthy of bonding to it.

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Sailing to Icewhite Island
Airship purchased, off to Icewhite for a dragonshard!

The party begins by signing a contract to purchase a decomissioned airship from a junkyard outside Sharn. They sign the contract of purchase, pooling saved money to buy the airship. The contract of sale is verified by the Koemi d’Sivis. Geroldt d’Deneith places a entry ward over the ship to keep any would-be robbers and squatters out, creating a circle of small animal bones with chalk lines to each entryway. They decide to name their new vessel the Fire Falcon. The ship needs a main dragonshard to be skyworthy, which they decide to try to find on Icewhite Island.

The party sails their airship like a mundane vessle down the Dagger River to Cliffside in Sharn. They see the mighty cruise galleon, Adelia Mighty, but do not recognize any of the high society guests getting off the ship. There they walk in on a labor dispute, with two groups of workers (one human and one goblin) and not enough work for the both of them. Kitana walks between the ruffians, and past the ogre (Named “Biggums”) guarding the ship, to speak to Lady Wildrose. She explains that both crews are needy for work, and are willing to fight each other for it. Kitana tries to explain the situation, that they are looking for a crew as well, and does convince the humans. However, the goblin’s shaky Common causes them to interpret the happy expressions of the human workers as a decision not in their own favor. Geroldt, having been associated with the goblin mercenaries of House Denith, speaks some High Goblin language. A few barked military commands convince all but one of the goblins to fall into line. One charges the human crew, and is intercepted by Durin Ironbeard. Geroldt leads the goblins to the Fire Falcon to paint it and get set up, and the others head to market for tundra supplies.

In the shop of Em Ironbeard, the enthusiastic shopkeeper sells them a variety of coats, blankets, travel rations, and ice picks to help them on their journey. He warns them of the manifest zones of Risia, the Plane of Ice. These areas are filled with supernatural cold and are particularly dangerous. He recommends hiring a guide. He also tells of the six-legged elk, the Ontang.

The next morning they set sail for the 7-day journey to Icewhite Island to prospect for dragonshards. Along the way, while passing through Manta Bay, a Lightning Manta jumps out of the water and lands on the deck, throwing lightning bolts, but it is subdued by the crew.

On the fourth night, with Vult and The Lantern bright in the sky, the crew are awakened by a tortured, laughing scream. They get abovedecks and see a horde of Joker Fish, twisted dolfins with a maw too wide and teeth too large, with three tongues each tipped with an un-earthly eye. They appear intent to ram the ship and devour the contents. Geroldt sets up a quick shield ritual over the ship, coating the ship in a layer of ice, an manages to finish the spell before the abominations arrive. Some crossbow fire and ice spells batter down the pod of aberrant sea-beasts, and only a few strike true and ram the ship, cracking the ice layer. Geroldt casts his Corpse Explosion spell, and one of the bodies bloats and swells, putrifying and rotting at an incredible rate, and explodes, sending shards of bone and tooth shrapnel into the remaining Joker Fish. The ship is saved, and the necromancer hauls one of the corpses up to harvest for spell components. One of the tongues is cut out and rolls on the floor, but does not move it’s fixed gaze from directly in the Karrnathi mage’s eyes.

The party arrives in Icehaven Port, seeing a viking crew hauling a killed beast to port, a massive, four eyed tentacled creature, which can emit clouds of stinging jellyfish-like spawn, the Cephalos Broodqueen. Kitana finds her way to the House Lyrandar station, finding a single Korovar woman who is clearly miserable. Her name is Annabelle d’Lyrandar, who has been banished by the house for a mistake she is loathe to name. Her desire for warmth is palpable, as well as her desire for an eligible bachelor. Kitana gives her a pair of crafted gloves, sized for an elven woman rather than the brutish gloves she was forced to wear. This causes Annabelle to part with some information: House Thrashk is not the only prospectors in town, two miles to the east is the shack of Durdane Wayfinder, who may be able to help.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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