SeanR's Frozen North

Session 10

Reconsidering their decision to reach Frosthome, the group decides to track down the goblin that escaped, believing they can extract information from it. Utilizing both their own skills and the ability of S’sul’s mount, Eisenhorn, to track by scent, the group heads south, back into the open tundra. They travel late into the night but are unable to catch up to the goblin. They decide to rest, using Elam’s rope trick spell to safely sleep for a few hours. Omareth has a vision as he sleeps – he sees a goblin traveling over the tundra. Dark shapes flit about the goblin, and the vision shifts. Now the goblin is riding a dark shape northward. Omareth awakens near daybreak, and advises the group to head northward. He believes the goblin has encountered worgs on the tundra, and that he now rides one north toward the goblin camps, where the mountains fall to foothills and then to nothing.

Cutting across the tunrda to the northwest, the group finds wolf tracks. They track the wolves all day. They are heartened by the discovery of a mostly-eaten caribou carcass along the trail – the wolves had to take the time to hunt and kill the caribou, then eat it. The group is gaining ground.

It is near midnight when Eisenhorn slows, smelling wolf-scent on the wind. The group slows cautiously, but the wolves detect them first. Howls burst out, and the group fights the wolves. While they are able to kill most of the wolves and the worg leader, the goblin flees on wolf-back early in the fight.

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Session 9

Trapped on the platform at one end of the cavern by a large crowd of the pale-skinned creatures, the adventurers wait to see what the light at the other end of the cavern is. The light emanates from a small number of orbs, which streak into the nearby corpse. The creatures stop chanting. In a moment of stillness, the only sound heard is a sickening scrape as the corpse opens its dessicated eyes. Tendons, dry from death and long disuse, creak as the corpse stands. A voice rings out in the adventurers minds.

Why have you come here

The group gives a brief explanation which leaves a variety of details out (wisely), and S’sul on a hunch pulls out the Flower Chalice. “Do you know what this does?” he asks the corpse.
In a flash, the corpse is standing in front of S’sul. With emaciated, claw-like hands it grasps the chalice, easily snatches it from the unsuspecting saurians hand, and returns to its place in front of the throne. It did not appear to have traversed the intervening space.

A suitable offering. You have done me service; leave now, and none shall come to harm

The corpse stiffly moves a hand, and the white-skinned creatures which block the exits part, creating an open path straight down the cavern. The group stands in amazement.

“I wonder; if we attack it, will it forgive us later if the battle goes poorly for us?” says Stasis. The shallow, rasping laugh of the corpse is answer enough. Briefly they debate the advantages of attacking anyway, to recover the Flower Chalice, but S’sul warns them that the corpse is inhabited by a deep evil. Reluctantly, knowing they are overmatched, the adventurers turn away from this fight under the advice of Elam – “In time, we will gather our strength and allies, and take revenge.” As the reach a tunnel leading out of the cavern, S’sul looks back. The corpse is sitting on the throne of skulls, Chalice in one hand, the huge metal vault behind it, and rows of twisted creatures before it. The saurian paladin does not feel good about what has happened here, under the forest.

Led to the surface by one of the pallid things, the group finds that they are some distance north of the ruins of the elven outpost. Shortly after they begin to make their way east, Stasis’ figurine of wondrous power returns to him, bearing Whisperwind’s reply. He gives them direction to the forest glade where he has set up the ritual to destroy the metal spikes. Led by their oakling companion, they reach the glade in less than two days. Whisperwind thanks them, but receives only vague answers when he asks what they found in the elven ruins. No matter – he doesn’t care, as long as they have brought him the second spike, which they have. At midnight, under a half-moon, Whisperwind begins the ritual by placing both spikes in a mushroom circle. A variety of other fey show up, from satyrs to nymphs to pixies, to help in the ritual. They take up positions which Stasis thinks are strange versions of the constellations, and the spikes are destroyed.

After the fey disperse, Whisperwind again thanks the adventurers for their help. S’sul brings up another possible trade – Whisperwind had mentioned that he has knowledge about the Seven Citadels of the Saurians, ancient strongholds of S’sul’s people. In exchange for this knowledge, Whisperwind wants the group to find out who copied the second spike from the older, original first spike. He tells them that the spikes were crafted of cold iron, a greenish colored metal that is extra wicked when used against fey creatures. He does not know where cold iron could be found in the north, but expects that if they track it they could find the creators of the spikes. Once the creators are found, Whisperwind wants the group to put an end to them. The group agrees, and they return to the goblin camp to summon Rurik. Their oakling companion offers to be a go-between for Whisperwind and Stillwater, in case messages need to be exchanged.


Rurik arrives a few hours after they break the Sending wafer. He looks like he has been beaten – he has scratches on his face, his left eye is blackened, his robes have blood on them, and he walks a bit tenderly, as if his muscles ache. Waving away their concerns, Rurik has the party gather the stolen supplies. He tells them that he cannot teleport them all back all at once, but Elam offers the use of the Conjurer’s Spellcord he found. Tying it around a bundle of supplies, Rurik teleports them all straight to the courtyard of Stillwater Keep.
Here, they leave Rurik to report to Peter. Peter is very disappointed that they did not bring the metal spikes as asked, but he knows that they are up against deadly forces. They also inform him that the goblinoid forces have been making small camps on the western shores of Stillwater lake, presumably to spy upon and plan attacks against the town. Peter thanks them, and when they ask if he knows anything about cold iron, he directs them to the dwarves of the Gemstone House. They also tell him that an oakling may enter town, and to allow him passage. They also tell Peter about Whisperwind and that the treant is open to trading.

From the keep, they travel to the Gemstone House. Asking for Yigrum, they are ushered into a small dining room. Given food and drink, they have not long to wait for Yigrum. He Tells them that all the cold iron mined in the mountains was sent south years ago, and that he personally does not know if the dwarves even mine it anymore. However, he directs them to Frosthome. They ask if he’ll send a letter on their behalf. He agrees, and will send it with the next caravan, which should leave in the morning.

Next, they visit Calathes, the enchanter for Lord Caleb. Calathes lives in a large house, almost a mansion, near the keep. He is a wizard who is more interested in crafting and acquiring wealth than exploring new magical theories. He meets with the group, tells them he is willing to sell or craft items for them, and then tells them about his latest project. He is trying to build an ice golem, and needs certain components to make it work properly. Foremost, he needs frostweed, a plant that is uncommon but can certainly be found out on the tundra. If they can find any, he would be willing to give them discounts or small items in return. Additionally, in order to better understand the intricacies of ice and magic, Calathes wants the group to retrieve a staff possessed by a goblin shaman. This staff has unusual properties relating to cold magic which Calathes wants to study. He directs them to Rurik, who may be able to help them locate the general area the goblin shaman may be in.

It is early evening now. As the group departs Calathes’ house, people are returning to their homes, the scents of dinners being cooked waft through the chill air, and gold-glowing windows are beginning to cast patches of light out into the darkening streets. The group makes their way to the keep, where they are told that Rurik has been given time off to recuperate. This means he is most likely getting drunk. His most frequent watering hole is the Ice Lodge, which is also the favorite spot of barbarians staying in town. When they arrive, Rurik is already drunk. Politely refusing his offer of drinks, they ask him for help in locating the goblin shaman with the strange staff. He believes that the best place to start looking is at the north-western tip of the mountains, where the little tundra ends and the vast icy wastes begin. The group decides to stop in Frosthome first, to ask about cold iron. They stop in to talk with Yigrum, then head back to Rurik. Rurik happily and drunkenly teleports them north towards Frosthome.


And of course, being drunk, Rurik misses his mark. The group arrives on the open tundra, south and west of Frosthome. Though it is a journey of only a few hours from here, they will be cold hours. Night is almost upon them. Not long after they begin walking, they come upon goblinoid tracks. The tracks run north into the foothills, and the group decides to follow. They find a small gang of goblinoids and a hobgoblin casting some sort of spell over a pit of lava. S’sul charges in on his mount, distracting the monsters, while Elam casts invisibility on himself and Stasis so they can attack from behind undetected. They stop the hobgoblin from casting whatever spell he was casting. A magma elemental emerges from the pool over which the hobgoblin had been casting. They defeat it, and discover that the area was an elemental node. Elam finds that he can use the energy to increase his own power, and gains the benefits of a blood elemental. They find the charred remains of a map the hobgoblin had been using, which marks the location of two other elemental nodes – one located in Stillwater Lake, and the other in the Wild Reach (Whisperwind’s forest). They rest, and decide to head for Frosthome.

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Session 8

Session 8
They show letter to Whisperwind. Letter mentions a group of goblins sent to elven ruin in western part of forest, seeking magic items. Elam wants to go there for loot, in addition to which the goblin party may have taken the second spike. Party agrees, Whisperwind tells them that in the past – Whisperwind is very old – he and the elves had disagreements about how the forest should be treated. The elves wanted to live in the trees, to bend the forest into patterns useful for the elves. Whisperwind insisted that the trees be left to grow naturally. The ‘disagreements’ resulted in the elves placing wards in their territory. While they do not harm Whisperwind, they make it uncomfortable for him to be within the bounds of the old elven territories. The elves do not live there anymore.
Whisperwind offers to bring them most of the way. As they travel, they meet an oakling monk named Barkley (Kyle). Though Whisperwind will not travel all the way to the ruins with them, Barkley can. They arrive at the ruins, Stasis finds some bones in one of the cellars of where a house used to be. They enter a broken tower. There is a trapdoor in the floor. They break it open and descend. There is a straight corridor, very long. Halfway down it there is another corridor attached. They walk straight, passing the turnoff, and find a similar trapdoor. Elam climbs it, can hear faint voices above. He unhooks the chain which keeps the trapdoor locked and peeks out. Someone is living here – there is a bed, a table, a chest, and blankets are covering the door and windows. Elam climbs back down, S’sul and Barkley climb up into the room. S’sul calls out, asking if anyone is there. The voices go quiet, but he can hear movement outside. Elam and Stasis climb up into the room. They spy out the door by moving the blanket aside slightly, and see goblins gathering their weapons as hobgoblins direct them. The group hides in the room, a hobgoblin approaches and throws in a fireball bead into the room. The group fights the hobgoblins, defeats them. They find the chest inside the room is locked. They decide to carry it with them until Elam realizes no one has searched the bodies. They find the key, loot the chest, find the second spike. Stasis sends his recently acquired raven figurine of wondrous power to tell Whisperwind that they have the second spike, and for the treant to send the raven back with information on where to meet so the group can turn over the spike. Meanwhile, they decide to explore the passage they passed by underground. They travel down it, find a place where the passage is blocked by rubble, but a wall has broken open into a natural cavern. They find some tunnels, partially worked stone but other parts natural. The first tunnel has bone totems intended to ward off evil spirits, but they are not magical. This tunnel ends in water, which Barkley explores. It is a defunct well, which he climbs up a bit and then decides to return to the party. The other tunnel has a straight drop, about 30 feet. The group drops down without securing a rope to get back up. The tunnels down here branch off but are small – only Elam and Omareth can fit in them. They explore the tunnels for a bit and come across a long dead traveler. They steal everything off of him and return to S’sul and Barkley, who have heard sounds in the darkness. They encounter a small humanoid with pallid skin, which flees. They chase it and run into a cavern full of the creatures. The creatures all panic and flee. The group explores the cavern; it is a collection of firepits, ragged blankets, gnawed bones, and crude weaponry. On the opposite end from where they entered, they found a raised platform. The creatures by this time are filtering back into the cavern behind the party. On the platform, a corpse rested on a throne of bones, and behind it was a large circular metal seal embedded in the wall. When they get up on the platform, the creatures go crazy, shrieking and charging. The creatures stop short of the platform and begin chanting. S’sul tries to reach into the pockets of the corpse, but is shocked and thrown back. The party waits.

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Session 7

Session 7
Combat session – they follow Whisperwind’s plan. The treant couldn’t determine who held the spike, but assumed it must be one of the hobgoblins (they appeared to be in charge) or the bugbears (as the safest ones to hold it and protect it). Group kills some of the fleeing goblins, then hears Whisperwind calling for help. The hobgoblins have rallied the goblins and orcs and set them to throwing sticks and logs from the fire at Whisperwind while the treant is stuck dealing with two Enlarged bugbears. The group charges in. S’sul uses a Hero point to amp up his ‘Create Water’ spell and put out the fire they were using. A hobgoblin throws a jar of grease on Whisperwind, and the hobgoblin caster begins trying to set the treant on fire. Omareth advances to heal Whisperwind. The caster sets Whisperwind on fire, Omareth continues to heal, Whisperwind picks up an orc and squeezes its blood out to help put out the flames. Some goblins flee, group emerges victorious after a fierce battle. The hobgoblin caster flees, Whisperwind goes to catch him, asks the party to stay around camp, look for second spike, kill any goblins who return. They kill one goblin who returns. They loot the camp, don’t find spike, find letter, wait for Whisperwind to return.

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Session 6

Session 6
They wake up, its snowing. They talk to guards about child-theft and the tunnels they explored. They get word that Peter wants to talk to them. He wants them to find and kill the bandits who are raiding supply ships coming up the Argil River. Peter believes they have some method of fast travel, facilitated by at least two magical metal spikes – Peter wants to party to retrieve these spikes and bring them to him. They agree, as they leave an assassin shoots at Elam, hits him, then flees. Elam resists the poison, Omareth summons eagle to attack assassin, they knock him off the rooftops, he drink potion of invisibility, flees. They can’t find him, decide to go on bandit mission. Rurik teleports them to place where most raids occurred, leaves them with a Sending wafer (they break it and get a Sending spell). They hide in a ditch, catch the raiding party of orcs and hobgoblins. One orc uses a magic device to “Transport via Plants” to escape to the base camp, S’sul tries to pull the device back out, he and the orc struggle over the spike, Omareth jumps through portal and Color Sprays the orc and the goblin helping the orc, then uses a Hero Point to jump back through, sees the tree on the other side is covered with ropes in the design of symbols (party believes the device-spike only comes to this tree) and also that the camp had goblins, orcs, and at least one bugbear. S’sul pulls the spike out. They go to find the bandit camp in the north part of the forest, run out of daylight, and decide to sleep. They wake up with the roots of a treant around their throats – Whisperwind has sneaked up on them in the night. He demands they turn over the spike, S’sul complies, they talk with the treant, Omareth mentions that there is another spike. Whisperwind wants to know where it is. The group allies with the treant – they’ll help him retrieve the second spike and then help him destroy it in return for his help in killing the bandits. They are, after all, working toward the same goals. They head north with Whisperwind, he keeps watch over them for a night, the next day they come near to the bandit camp. Whisperwind has a plan – he’ll sneak into camp at night, mark out the person carrying the spike, use a Sending to let the group know who has it and to tell them where to position themselves. The treant will then attack, pushing the bandits towards the group. Above all, he wants them to recover the second spike to return to him. They agree to the plan and then wait for nightfall.

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Session 5

Session 5
They explore a series of small tunnels, eventually entering a larger cavern. There is a figure at the back, it flees and summons a smoke monster, like a bat. They fight it, win, continue to explore. Find a small chamber down one of the back tunnels, with a well, a broken mirror, a fire pit in the center, and two desks. There is a chalice shaped like the flower Omareth keeps seeing in his visions, the petals of the flower make up the bowl of the cup, and there are three of nine gems connected in the center. The chalice is magic and apparently evil in operation. Each gem glows slightly. They rebuild the mirror, which does nothing. The other desk has a drawer, S’sul opens it but it was trapped, and the handful of papers inside are destroyed. They take the chalice and leave, after searching everywhere for magic and secret doors.

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Session 4

Session 4
They strike out for Stillwater with the dwarven caravan. The first night out is fine, but the second night out, the caribou with the crystal/ice antlers arrives during S’sul’s watch. It approaches him, kneels, he interacts with it, feeds it acorns, it tastes his holy symbol when presented but finds its taste lacking, then it leaves. The next day, they detect hobgoblins hiding in a snow hill, Torvald charges, falls into a pit trap. 5 goblins, 1 hobgoblin cleric, 1 hobgoblin fighter. They win, get loot, capture the cleric who worships Abadar. Cleric refuses to talk to them, so they bring him to Stillwater. Give the hobgoblin cleric to Peter, tell Peter about seeing the woman in the yeti cave, he says he will be in touch if they need more help. They sell things, buy things, etc. Omareth tries to get into house of the Lady-in-Red, is denied, he tries to talk to her on the street when he sees her, she stops and stares, when he asks about her husband she immediately walks off. Elam hears from the children he hangs out with that other children near the docks have gone missing, he investigates, talks to two who come out after dark to ‘solve the mystery’ because they want to be adventurers. The children get bored and leave for home eventually, Elam then hears a shriek which gets cut off, group runs there, find evidence of a struggle in the snow, two children’s footprints in, one slightly larger set of footprints leading away. They track it to an alley near the docks, find a door that must be opened by magic, they try some things then Elam uses Mage Hand, which opens it. There is like a small ditch under the wall of the warehouse, they crawl in, find a ladder going down a hole, they prepare to enter. Torvald is not there – he is in the Ice Lodge, picking fights with barbarians.

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Session 3

Session 3
Group begins to trek back to Frosthome, but get semi-lost in tunnel system. Omareth sees an image of a flower superimposed on tunnel. Take path down to find a ruined city. They explore, a section of city has been split off by a lava flow. Across the gulf, on a lower platform, there is a dome that reaches about 15 or 20 feet off the ground. They build a makeshift rope bridge, S’sul uses a potion of spider climb to bring one end of the bridge across and secure it with pitons from a climber’s kit. They cross, find a seal at the top of the dome decorated with birds and trees with a small sun design in the center. Torvald (Deric) tries to smash it, the birds seem to shift a little bit. Elam casts a spell at it and the cover vanishes. But any magic sent into the hole simply ceases to be. A rope is lowered, the inside of the dome is decorated with astrological symbols. The sides are lined with statues, each depicting an oracles curse. There is a center platform with a railing, surrounded with a ten foot wide, three foot deep moat of water. They explore a bit, find that the platform has a switch to raise and lower it. Torvald drinks some of the water, it has psychadelic effects. Omareth drinks some, the water is treated to give oracles visions, he senses something forming in front of the statues that is surrounded by leering faces. A voidspirit forms and attacks. They defeat it after Omareth is temporarily possessed, then flee as the dome begins to shake apart. Lava rises from gulf, floods parts of ruined city. They reach Frosthome, get some small reward for their yeti-slaying (3 cure light wounds potions), and prepare to go back to Stillwater.

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Session 2

Session 2
Group takes a guard job, protecting caravan sending supplies to the dwarven halls of Frosthome. As they leave, the party sees gallows outside of Stillwater to the east. On the second night out in the tundra, saw caribou stag with ice/crystal antlers on tundra when escorting caravan.
Fought some goblins, then some undead on way to Frosthome. Volunteered to kill yetis to clear out caves for dwarves. When doing so, overheard a woman trying to forge an alliance between yetis and frost giants. She fled, they killed two yetis, then looted cave.

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Session 1

Session 1
Group showed up in Stillwater as a group already.
S’sul (Dave) met Yigrim, from jewelers house, got work to escort caravan north to Frosthome (dwarf halls). Elam Bluefeather (Travis) chilled with some children, Omareth (Tim) aided the sick in the town square and followed the Lady-in-Red and heard her story from some townsfolk. She lives near jewelers house.
They talked to Peter, an aide to Lord Kaleb in Stillwater, and he offered them a reward for bringing him info about hobgoblin presence on the tundra. He wants to know if goblins are organizing for an attack as is suspected, and if hobgoblins are behind the uniting of the goblin tribes. Peter tells them that he thinks the goblins have also been training worgs.

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