Entry #21

The floor is coated in a thick, ankle-deep mucus. Along the perimeter of the chamber are six, colored stalks of muscle and mucus. In the center of the chamber is a great creature to behold! With its haunting gaze our magical powers are suppressed and Sargolath, this many-eyed creature, speaks. It taunts us and tells us that it will kill us for its master, Isothogga, Sargolath also admits that Priam came before us and is collecting all the relics of the Last Heroes. Four mutant-lizard creatures are called from the filth. Another creature appears before us from the pool of mucus with an amorphous form with many mouths and spouting words of madness. Ozhar and Aethr destroyed a lizard-mutant and it burst into a swarm of instects. These insects attack and overwhelm Worak. The gibbering mass of mouths seized me, but I was able to shrug it off and resist its evil power.

Hedherijannikker created several illusory walls to blind Sargolath, but it was only partially successful. The party begins spreading out and attacking the pillars of muscle and mucus, except Aethr who turned and attacked Gregory Floman. By the hells! The mouth creature is burning me with acid and now those insects are swarming over me. I am blinded by acid and bugs.

Ozhard destroyed one of the pillars with a force spell! Rulpsen smote another fleshy pillar with a Flamestrike spell, perhaps the fight is turning for the better. Finally Worak slew the gibbering beast.

We pressed our attack and Sargolath threw many magical rays at us. At last Aethr used great arcane might, flew up to the many-eyed beast and slew it with a mighty blow. In its death throes the organic structure began collapsing and we fled. In the fighting Rulspen was transformed into stone, but Jaramin swept up the amulet relic. We see the wretched beast plaguing the dragon’s trove fall deep into a black chasm.

Xoxicuzato appears before us and brings our party to the upper level. She changed form to that of a fair lady with green hair and reptilian eyes. She explained to us that Isothogga is a truer and greater evil than the dark gods or chromatic dragons. She further explains that Priam was the prophet of Isothogga, so this evil has a face… we are given a great treasure and take with us the Eye of Elias. Xoxicuzato went on to tell us that a blue dragon from the sea of Razure has fallen ill or become lost. This dragon olds the Black Bane Banner. Perhaps these two items are enough to defeat Priam Wolftongue.

Hedherijnnikker stepped forward and took off his hat and explained to us that he had to leave. He must hunt down Priam on his own terms along his own path. He will return to the seas and search the waves, ports, captains and scallywags of Aenor in search of our foe. To him Xoxicuzcato gave the magic boat of the Last Heroes, a folding ship. Jaramin and he had a moment, after all it was their uncle that brought them together.

We are gifted mighty treasures and our team officially becomes known as “The Warriors of Greywater Keep.”

Entry #20

We meet with Glent Brofford and he agreed to guide us into the jungle. It is going to be an arduous trek. We stop at a friend of Glent’s to stable our horses. We start our journey by hiking along the river. Our first camp is built by the bank; woodcutters and laborers camp out here.

The jungle is hot and misty; there are many exotic birds and other creatures I have never seen before. Now that we are into the thick of the jungle it gets very dark at night. There are eyes and other creatures that spy on us. There are bugs and briers that make this trip truly awful. My legs and lungs burn a little; we must be getting higher. Its also getting cooler, rainy, and a little windy.

Some of our allies are able to tell that those eyes that have been watching us in the night are reptile-creatures. Perhaps these creatures are Glent’s lizards. Ozhar conjures a somewhat real horse for anyone to ride; this is a magical horse that can walk over mud and other debris without any issue. Glent saddles up and we continue. Gregory Floman has contracted some kind of illness; his skin is covered in red welts and boils. He is diseased with some form of jungle fever. He is winded and weary, so I removed his suffering with a spell and prayer. That night we rest in a planar pocket created by Ozhar – free of bugs.

One day a few miles up the cliffs of the jungle we are snared by a trap. Vincent spotted a lizard-man shortly before we all fell into a spike pit. The lizard hunters surround our pit and began speaking. Gregory Floman said something and then portaled us to the surface. The lizards rattle their weapons and began chanting “mess-ha-wek!” and then addressed in draconic. The lizard man said that we were expected by a female lizard creature named Xoxicuzato or “garden of flowers” in draconic. The lizard-men escort us along a narrow path between spike traps. For six hours we travel before we reach a rocky ledge and waterfall. We step through a darkned crack in the rock and come out into a sunset valley. The mountain sides are covered in stone houses. At the far side of the valley is a sold gold pyramid. Not all the kings of old Valguard and Kallonia had so much gold. This is the land of Xoxoctlaca “the children of the garden of flowers.”

This place looks like any human settlement; there are folk farming, smithing, sparring and so forth. We are the first “non-scaled” creatures to have come here. Apparently our coming has been prophesied. We are brought to a large clearing before the pyramid and a winged lizard-man greets us. He is bedecked in a brightly colored feathery regalia. This creature must be a king or priest; it has a great bearing. He welcomes us and bids us to speak to their great mother. He introduces himself as Kamaxoxhi, the messenger for Xoxicuzato. Evidently it is a feat day and we are not permitted to speak to the “Great Mother” until we eat. We are seated down before a large table to feed. We are given a set of jewels and feathered mantles to dress us finely as guests. I suspect we are going to be fed to their mother, which I suspect is a dragon. We are marched up to the gold pyramid and there are many many lizard creatures with drums and colorful dress.

The messenger, The Mouth of Xoxicuzcato, announces that this ceremony will produce a new mouth. The speaker threw himself down on a ritual orb, felling himself on a blade, his blood draining onto the glass sphere. A melee of lizard warriors breaks loose and we prepare our spells and march up the stairs. At the top of the pyramid we find a gold dragon statue. We go inside and descend a great staircase leading inward. As we walk a green orb appears before us, several eyelids slide open and an eye of a dragon opens before us. A terrible voice is heard. It speaks; we have arrived on a foreseen day which occurs every four years. The dragon explains there are even more powerful evils than the dragons or gods. Priam came before us eight years ago and attempted to take the Eye of Elias. An ancient evil known as Sargolath has corrupted the dragon and stolen the treasure we seek. She bids us to enter her domain, the treasure piles are magnificent! Her scales are a deep emerald; not even the grandest of stories serve as justice to the enormity of Xoxicuzcato. The dragon points us towards a tentacle monster in its lair and bids us to slay it. We leap down into the monster’s gullet and are pulled into its insides.

We fall down a disgusting tunnel of living flesh and mucus. The tunnel drops us off into an organic chamber filled with nasty creatures. The team butchered the monsters. We pass through into the next organic tunnel. Our passage is dark, wet and burns with acid. We find ourselves in a large chamber where I can hear a low pulsing sound. Suspended from six muscled arms is a mass of flesh. On its face is a great eye and mouth with numerous eyes-stalks. It boomed a great voice announcing itself as Sargolath, herald of Isothogga.

Entry #19

Priam strangled Duke Maulthar Goretheon and tossed his lifeless body over the banister. The monster vanished and the clay golem smote Rulpsen’s sabrecat form down. Priam is gone and the Duke is vanquished. So now we must face the golem. Ozhar rushed in, spells fligning, what luck! The team surrounded the golem and destroyed it.

We collect the Duke’s possessions and move up the stairs to Goretheon’s chamber. There we find the Duke’s familiar, a raven named Blackwise. The creature is pleased its master has been slain. It helped us recover Duke Goretheon’s writings. He kept track of some of the Last Heroes’ travels. In his notes it says that the write of Willon was last seen in the Arrenil and Golardreth’s Gaze was last believed to be somewhere in Silvenil. However it would seem that Priam has taken these items.

We climb up the stairs to the roof to find the Kallonian Imperial troops have taken the wall of the fortress. Hedherijannikker used a spell to get the soldiers’ attention and announced the defeat of the Duke. The battle is over and the Kallonian commander, Captain Feldrias, addressed us. We are permitted to return to our ship and crew; our journey to the Verdwyld continues. Aether buried his father and we set sail.

During the journey Gregory Floman deciphered some of the Duke’s writings. It suggests that something is to be found in Kallonsport. Something about a guide and that perhaps there’s a dragon or some ruins or something nearby that will lead to a magic ring, likely the Eye of Elias.

We sail for several days and spot some Imperial ships on the horizon. During the trip Aethr read some of Duke Goretheon’s journal. Apparently Priam approached the Duke and promised him great power so long as they sacrifice a great number of innocents. These are vile men.

When we reached Kallonsport we find that the city is in a great deal of commotion. The rulers of the Eight Families have elected to cede from Kallonia. That explains the number of Imperial Vessels along the river. The locals say the city is now called Freeport; no doubt the Empire will have something to say about that. Here the air is warm and heavy. To the East are great green mountains.

We asked around town looking into any knowledge on sites of power, ruins, dungeons and dragons. We found a filthy fat dwarf who claims to have gone deepest into the Verdwyld jungle. I cured the drunken dwarf of his sickness and began questioning him. He says the jungle is a dangerous and mysterious place. The dwarf described a dungeon temple he and his lads entered. There they found carvings on the walls depicting sacrifice. They kept searching, but each night a member of their company was taken. They eventually encountered bipedal lizard creatures doing battle with each other. Four of their dwarven allies were brutally executed by a lizard priest. This bloody ceremony issued forth a giant dragon. The rest of the dwarf’s company were killed. He fled, but was not the same when he returned. We entreated his aid to guide us into the jungle to the temple.

Entry #18

We march out from Red For to Lakehold. There we considered purchasing passage on a barge to cross down stream, but ultimately we saddled up and c hose to ride two days south. here we reach Stoneford where we stay a night. The Kallonian army is building out their ranks. A robed man enters the tavern and identifies himself as a Senior Artificer, Jaramir Stritt is his name. He explains that Bartameus went about hiring us for this mission in the wrong way. Jaramir offered us a king’s bounty for the return of the artifacts of the Last Heroes. He warned us that if we do not accept this offer that the Artificers will come after us. The Duke of Stoneford has escaped to a fortress in the South. There is a book of lore which contains an account of the Last Heroes. We are introduced to Priam Wolftongue, a scholar-knight. He has a much kinder tone than Jaramir. Duke Goretheon seems more important we may originally have thought. The son of Duke Goretheon, Aethr, explains that his father is an evil man. We proceeded to discuss how we might enter the Duke’s keep.

We set out by boat. Duke Goretheon has many loyal men and himself a powerful spellcaster. The plan is to disguise Aether as our prisoner and talk our way inside.

As we arrive the keep and tower come into view; it looks like a study fortification. Hedherijannikker convinced the gate guard that we are bounty hunters with the Duke’s son as our prisoner. We are allowed inside, but then Kallonian riders were spotted and the guards assumed we were with them.

Swords are drawn, spells are cast and chaos ensues. Battle begins and we fight our way to the bridge leading to the keep. We rush inside and engage Duke Goretheon. The wizard duke has a Golem statue at his guard and call. Our new companion, Prium, took Yurt’s Fist, the mighty gauntlet of Yurt the Barbarian, from Hedherijannikker and grabbed the wizard by the throat. How can this be!? The strongest of us could not lift Yurt’s Fist, yet this newcomer can wield it with ease. Prium then lunged a black tentacle from his mouth, gripped the duke and begun throttling the life from him. A magical effect wore off and revealed a mystic amulet and mighty tome on Prium’s body. He has the artifacts of the Last Heroes! We are betrayed.

Entry #17

Gregory Floman tells us that Greenhaven is the present capital of Kallonia, but in the old days Red Fort was the original capital. After all, we are looking for any sign of the Last Heroes. We bid farewell to Baron Alexander and ride out from Decedrest to the South. We cross the river of Primum and meander down a road through the forest and corss into the mountains. WE come before an impressive bridge where I can see the city of Primum on the southern bank. Soldiers at the bridge tell us that the Empire of Kallonia has claimed Primum as their rightful land. Jaramin convinced the guard that we are friendly to the Empire of Kallonia. As we pass down the main road a soldier warns us of a strictly enforced curfew. A few bells and increased guard presence reinforces this, so we turn in to the Five Horses Inn.

The mood of the tavern and the rest of the town are dismal. The folk of Primum seem dismayed and upset with the local Imperial Garrison. We go the office of the local authority, a small gathering of rowdy townsfolk have begun accosting the guards station there. We are admitted inside because of our obvious stature. Jaramin talked his way to the administrator who gave us a seal which allows us to move freely.

We ride a day south along the road to the city of Red Fort. We make camp at a well-worn site on the side of the road. The mountains up here are windy and a bit cold. As we came through the mountain pass we entered a forest. Beyond the woods we see an impressive city, Red Fort, this is where we rest. We drank to our deeds that night. Worak brought up a good point: who are we? He asked what tribe would we be? I’m not sure, but in my home would I have become a knight had I just stayed? Would Hedherijannikker be a captain of his own ship? Never-the-less we are brave adventurers and earning quite a bit of renown. Hedherijannikker and Worak ask around about the shrine of the Lost. We head of a local goods peddler who might know where the shrine is. On the shrine (which may actually be a fountain) there is the following symbol:

The party searched the fountain and Vincent noticed the scribe’s symbol hidden on a statue’s elbow.

A commoner came by to question what we were doing near the fountain. Hedherijannikker wove an incredible lie about the plumbing guild and some other nonsense. Apparently some of the fountains have stopped working; the waters have dried up. We are brought to a foul-smelling sewer entrance and the commoner unlocked a sealed door. We climbed down a rusty ladder to the sewer depths. There are traps down here. Vincent and Jaramin began dismantling a devious wire-trap; someone down here does not want visitors. We pass through an intersection of tunnels where Rulpsen and Stifle foudn some footprints of both human and rat-like creatures. There are signs of struggle here, these creatures may have kidnapped or killed some of the city inspectors who came down this way. There’s even a small dug-out tunnel perhaps where these creatures carried someone or something off. We find that the water has been backed up because of thickly overgrown vines, branches, and brambles. Its as if a jungle is growing in the very sewers! Worak began hacking through the vines and foliage so we might pass forward. Our guide slipped and was pulled under the surface of the water. We must watch our step. There are odd green lights that provide meager illumination about us as we enter a large chamber filled with plants and waterfalls. This place is calm and smells fresh, just then a serpent creature moved in the water and we prepared ourselves. The great tentacled beast launches its assault upon us, Rulpsen and Vincent were grabbed by the monster. We traded blows with the beast and Rulpsen transformed into a shark. We continued battle and finally Rulpsen defeated the beast. The magic of the tentacle monster fled and a gnome took its place. This gnome druid was the monster, he took this form to defend his grove from the rat creatures. We argued with the gnome for a short while, but then he agreed to take us to a statue that is underground here. We are brought to a statue of a faceless man and woman standing back to back. We clear away the brush and recover a parchment. The letter reads that the Last Heroes came here and slew a terrible monster of great, ancient evil and then left for a new danger. They felt this evil was connected to a monster deep in the Verdwyld. Elias of the Last Heroes led his company after these monsters to try to put an end to some great evil they were tracking.

Entry #16

Gregory Floman has arrived from the back line; hopefully his magic will prove a deciding factor in the battle. Looking out over the parapets of the wall I see the werewolf that Worak has become engage in battle with the creature the evil baron has transformed into. Hedherjannikker has rushed to the aid of Worak. I hope the two can overcome the Baron Solnok.

They won! The two managed to slay the baron, perhaps with Solnok’s death we have greater chances for victory. The evil voice returns and accuses Baron Solnok of being too weak. Just then Baron Istvan’s son, Alexander, has taken up his father’s standard and pushed forward. The battle is finally looking in our favor.

Gregory Floman evokes a fireball spell to strike Baron Yusopov floating in the air. The magic explodes almost harmlessly upon the evil wizard. Rulpsen transformed into a bird and flew down to Worak and Hedherijannikker.

I fight my way to the wall’s edge to try to knock over a ladder. In doing so Baron Yuspov cries out that Solnok was weak and that he would claim the power of Neth for himself. The baron flew down upon us and engaged the party in open combat. Hedherijannikker conjured an illusory bridge that we made our battlefield. The fight was difficult, but I managed to decapitate the evil wizard-baron. When the head fell from Yusopov’s shoulders his form changed to a cloud! His body became mist and drifted off.

The evil voice returns and said that both barons were weak. He also said he could not be stopped and he would please the old gods. Our enemies threw down their arms and surrendered or fled.

After the melee we met with Baron Alexander, aye, Istvan is slain. The battle of Fort Barq is an evil day. I was wounded with a perilous spell and Worak’s lycanthropic ordeal has left him drained. Alexander promised to give us land and matching titles when we return from our quest.

Alexander rides us to Decedirst where his father once ruled. There we were given a handsome reward of treasure. Once there we rifled through the city archives searching for any clue or text written about the Last Heroes. There was nothing, but Alexander presented to us a glass scroll case. Inside a secret note was contained. Hedherijannikker read aloud a missive written by Brell Criften Quillfinger. The chronicle tells of a final journey the heroes embarked upon. The message says that the heroes made for the shrine of the Lost in Kallonia.

Entry #15

The ghostly knight explains to us that the disease wracking our allies’ bodies is an evil curse. Mathias defeated this disease long ago, but it has returned. Now this evil looks to destroy the last honorable noble of the land, Baron Istvan. This would bring about the end of Dravania. Mathias leaves us with a small book and a glass vial wrapped in silver wire. Gregory Floman explains that the vial’s amber liquid will cure lycantheropy if administered within three days. Naturally we return as quickly as we can to Fort Barq to save our friends. Black clouds hang low in the sky; war horns and drums can be heard. As we approach the fortress we can see Baron Istvan is arming his men and making ready for war. These are not clouds, but a great murder of crows. An army of evil this way comes.

We made for the hospital tent and provided our allies with succor from the potion. They seem okay for now, Worak and Vincent are healthier now after drinking from the vial. Baron Istvan has asked us to lead his men in battle. I agreed with all the strength in my being. This is my chance to prove myself to be as mighty as any knight!

The following day Baron Istvan rallied us to a nearby scout tower to show us the field. Today our numbers will be four hundreds defending and as many as seven hundreds on attack. The Baron’s son, Alexander, scouted the enemy position last night. We talked strategy during the morning. The plan is to split our forces, half in the fort with me and my companions. The other half will stay with Baron Istvan to ambush the rear of our enemies’ forces from the forest beyond the field.

At the moment Hederijanniker took Worak and 50 men outside of Fort Barq. I do hope we aren’t throwing these mens’ lives away.

Yusopov’s flag is white and yellow, while Solnok’s is yellow and black. Baron Istvan carries a red and yellow flag.

A messenger came to the core and offered us surrender. I rejected their terms and offered them surrender, but of course they will decline. There is battle on our hands.

They open their attack with a barrage of flaming arrows. The sun sets while we wait under our shields. The enemy brings four ladders down upon our walls, I prepare my spells and my sword… as well as my soul. I do hope we’re not making a terrible mistake. The ladders struck our walls and we are beset by foes. I slew a few men, but more outstandingly Rulpsen crushed a siege ladder with lightning. After a few moments of battle the clouds sunder a full moon shines through. A malevolent foe taunts us over the din of battle. This voice challenged us, saying this was a test put to the gods. We face a great foe.

Wolves! The moonlight reveals the true forms of our enemies. The sudden surge in werewolves put us at a disadvantage. Jaramin is not concerned and performed a valorous deed by casting down an attack ladder. Somewhere I can hear Hedherijannikker’s voice magically resonating overhead. I fought on, slaying a wolf-man with the sword of Mathias. The fighting is thick now, so I blew the horn of Istvan. This note signaled the ambush and the baron’s men rode forth. Just then the evil voice called out for the “son’s of Night” to take their true form. A cry of horror can be heard as a robed figure rises from the battle casting forth flaming magic of death.

Jaramin distinguished himself once again by harrying the enemy and providing our troops with an open flank to attack. Hedherrijannikker and Worak also struck out and attacked. Worak saw the full moon and transformed into the wolf. Hopefully he will recognize friend from foe. I too performed valorously as I held the standard tower from on coming werewolf attackers. The enemy wizard lays into the baron’s forces, slaying many. The evil voice returns and commands our enemies to press the attack. We seem to be losing the battle! Great werewolves carrying ladders come for us… this does not look good.

Entry #14

After the fight we had a look around; Worak and Vincent are hurt and Rulpsen says they are infected with some kind of disease. Hedherijannikker reminds us all of a story of werewolves and lycantheropy. Our allies are in bad shape, we took off their armor and bundled them in heavy garb.

The next day we maintain a brisk pace. We followed the Imperial Road through the forest. To the East I can see a waterfall, never have I seen such a sight. At the meeting of these rivers we find a fort with surrounding camps. There’s a sprawl of soldiers’ tents. Spears, swords, shields, and their wielders wait at the ready. There is a tension in the air like war is on the horizon. We ask around for a place to leave our sick and discover a field hospital. The soldiers here are Baron Istvan’s men; a medic explains that a recent battle has produced many many injuries. There are dozens of wounded men here. The doctor of this ward explains that Baron Istvan’s rivals, Yusopov and Solnok, have been attacking relentlessly and without reason. Baron Istvan’s armies have been pushed back to this fortress. Apparently the Baron’s knights have all been slain. The knights of Ten Lances, they were called, have been defeated. The medic explained to us that the knights went against a mighty wolf-creature and a powerful wizard and now they are all gone.

Next we make our way to the Baron’s fortress. The walls and structures within are built from wood, it appears sturdy however. We find ourselves inside and come before a weary Baron Istvan who explains that we may be able to recover a magical item that will cure the affliction of the wolf. We set out.

Our road takes us to a pair of headstones. They read: “At mid day follow the setting sun until the stars shine overhead” the second: “from there the star shows the way.”

We waited until noon and then marched west Eventually we come across a river where the party scouted a shallow crossing. Then again back into pine forests; it is a bit harder to maintain direction in this wood. We entered a grove after a time with four statues. These are the knight companions of Sir Mathias. In the starlight Gregory Floman reads “Follow the Eye of Tormos until the sun greets you at the Cerulean Serpent.” The Eye of Tormos is the elemental god of water. We follow the constellation pattern of Tormos through the night. It is an exhausting hike. At dawn we find a sheer cliff with a winding river at its base. Again we find a stone marker worn with age; it reads “Those who pay homage to the Champion of Silver walk the narrow path and let the falls judge your worth.”

We used a scroll of magic to create an illusory staircase that took us down to a cave behind the waterfall. This cave is dark, rocky, and loud from crashing water. There is a tunnel before us, so we walk deeper in. The tunnel leads us back outside where we find a stone and grassy garden. A phantom warns us not to enter, but then the light is snuffed from the area and a hooded ghost-like creature threatened to destroy us. The specter assaulted us; its flesh magically turned our blades.

The battle was trying; I nearly lost my own life. In some respects I did. I was felled by the phantom warrior, but my spirit lingered. I saw a ghostly image address my companions. The mausoleum of the Argent Champion, Mathias, opened up and my allies recovered the items of Mathias. They dressed my body in the anointed armor and my spirit was drawn to my body.

Entry #13

I hear war horns of battle and the calls of giants in combat. Worak and I rush out of the icy troll den to meet Thorval’s giants fighting the trolls. Fjorn is hurt, so Worak and myself joined the melee. Jaramin and Hedherijanniker released the trolls’ many prisoners. Among them is a soldier-looking fellow, tall and fierce. The troll king, Trazlarg, had some powerful captives. A hairy man with a heavy brow was freed who identified himself as the chief of his tribe, Chief Blurg. Jaramin freed a bear the size of a small house! This creature spoke common and said he was the prince of his kind.

Through the battle I hear a voice: “For the king!” Hedherijanniker cries out with Trazlarg Trollking’s head in his hands. Thorval Forsthand, King of the Frost Giants, brought his warriors to finish the fight we started. The camp is cleared and we rummaged through the loot and wreckage. The captives and we circle up near the king to see a reunion between father and son. King Thorval recognized the bear as Arbor; the two swore to purge their lands of evil. We recovered Yurt’s Fist, a beautiful yet simple black metal gauntlet. Its surface twinkles like the night sky and ripples subtlety with magic luster. King Thorval explained that Yurt returned the glove to the Forest Giants before heading out on one final quest. Yurt and his companions left for Decedrest. We all tried the glove on, but none of us were strong enough to wear it. Thorval went on to explain that there may be texts written by Golardreth or Willon in the library of Decedrest.

We are introduced to Jonah Gloscomerin, the human soldier taken prisoner by the trolls. Then we feasted on roast beast and mead.

The following morning we went south to reach the convergence of the Rusted River and the Dwarrowstone River where we will find a crossing that will permit us to go on. We journey along the old Imperial Road southwards. After 3 days on the road we encountered a group of Rovers; a band of halfling nomads, swindlers, and merchants. Some of the group wanted to stay and camp, some (myself included) wanted to keep moving. One of the travelers gave us a letter missive from Baron Istvan Ostyan. He calls to arms mercenaries to help fight back the evil creatures of the land. He says that Barons Yusopov and Solnok are raising hell in Dravania. He claims that barons Corvin Solnok and Vladistok Yusopov have allied themselves with “foul creatures.” His fortress, Barque, is located at the convergence of the Rusted River and Dwarrowstone.

We pass through the grassy tundra and camp near a forest road after a few days travel. In the night we are attacked by wolves! Jonah struck a killing blow to one of the wolves which transformed into a human when its body hit the ground. The one I slew was transmuted to a human as well, what sorcery is this!? These creatures are all humans; what is happening here?

Entry #12

A voice enters our ears. Before us is a giant dwarf with a blue beard and snow for skin. This creature is as tall as a house and seems a bit angry that we are on “Giant Land.” Hedherijannikker began diplomacy with the creature. The frost giant calls himself Fjorn and claims to have been tracking us for a few days. He is wary of our doings. In their talk the giants says he will take us to Thorval Frosthand, his king. We made a camp that night.

We travel for two days with Fjorn. We reach a great, frozen lake. On the lake’s shore we see a massive castle. The stones are dark and imposing. While the castle is scaled to house giants it is not terribly large for them. The yard within is sparsely populated; it appears under garrisoned. Fjorn leads us into the central keep and introduces us to his king. We began parleying with the Frost Giant king who is curious to our intent. Hedherijannikker was forthright with our quest, divulging our intent to acquire the Yurt’s Fist artifact weapon. King Thorval explains that the weapon was wielded by a famed halfling adventurer named Yurt. He was a friend of these giants and thus told us that their enemies, the trolls, stole Yurt’s Fist. The troll king, Trazlarg, commanded his thieves to rob the giant’s castle and take the Fist of Yurt. The king of the giants told us that if we bring him the head of this troll raider then he will give us the item we seek. That night we ate a feast with the king.

Worak issued a drinking contest to Fjorn, so we drank fermented mammoth’s milk. It was a potent drink. To me it tastes more like poisoned tree bark. At one point a drunken giant carried Hedherijannikker and Worak off. Over dinner the story behind Yurt’s Fist was told. Yurt challenged the giants to some kind of a contest. His reward for winning was a magic gauntlet made from the ore of a fallen star. Apparently the glove gives strength to the wielder beyond even giant’s might.

In the morning I woke with Worak wrapped around me and Hedherijannikker’s “sprinkle” freezing to the bed. We met with King Thorval and Fjorn. Our strategy is to sneak into the castle after setting a fire nearby or perhaps we drive a herd of animals as a distraction. We are provided with an adhesive avid that should wound the trolls. We ride for a few days herding the beasts Fjorn was talking about. Gregory, Vincent, and myself ride in the back forcing the animals on. Fjorn and Worak ride along the flanks keeping the herd in a rough line. We rush in towards the troll king’s camp. Fjorn held off the trolls while the herd rushed into the village. We fought our way through an icy chamber to reach the troll king. I was tripped during the fighting and then rose and decapitated the troll.


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