The Frozen Land

The First Post

Gaming Diary

The world is locked in a fast moving ice age. 100 years ago, the land was thriving. Now, most of the land is chaos, empires fallen and what few cities remain are fortified against bandits and roving bands of goblinoid and other forces. Each year, the permafrost is further south. Soon, there will be no growing season and no food. The end is nigh.

What has Gone on Before

Prior to November 18th, 2012

The group, currently disparate pieces, travels with a caravan heading to Saranoch. An attack by goblinoid forces a few hours from Saranoch causes the caravan to circle the wagons. A brutal battle ensues until relief from the city comes in the form of Duke Miska of Lasloroch and his cavalry.

After the battle, the duke, who had seen the group fight, asks them to join them at the his keep for a drink and a proposal.

The duke meets the adventures along with his right-hand man, Dark, an enigmatic wizard. Miska wants to start a band of troubleshooters that he can use to put out fires and do various groundwork to dangerous for normal troops. The duke and Dark tell the group that they think the ice age is not natural and that there may be a way to stop this. Helping him would be helping save the world. The group asks for a day to discuss.

The next day, the group of strangers agree and join the duke and thus the Wardens are founded. They consist of Alexander (human fighter), Junior (halfling thief), Eibher (half-elf mage), Riannon (human mage) and Aravel (gnome mage). Later, Iver (human cleric NPC) is added to the group.

Temple of Iska

After several weeks in the duke’s employ, the first mission comes in. Find the city of Iska and the rod of …

The group finds a secret entrance into the Temple of Iska which leads to a gateway to a material plane of fire. There, a residence of black iron rises out of the lava, abandoned. Eventually, their search finds the rod and a young woman, Tian-Ni. The group escape the fiery guardians of the rod and make it back to their own world and out of the temple.

While recovering their horses, they are visited by Marrow Golst and his fomorian lackeys. Marrow takes much pleasure in talking to the group, taking the rod and leaving them tied up to die from exposure. Eventually, the group frees themselves. Pursuit is considered, but realizing they are outnumbered and the tracking difficult, they begin their journey back to Lasloroch.

During their travel back, they realize that it is warmer. This is eventually attributed to Tian-Ni’s presence. She is protected by Iska’s god and emits an aura of warmth. Bringing her back to Saranoch, Dark discovers that her blessing will permit slightly warmer climates around the city which will improve their harvest and spare the city the ravages of the permanent winter, at least for a little while.

Missing Patrols

A patrol has gone missing in the winter locked land beyond Saranoch’s charmed environs. There is some suspicion a wandering band of orcs is responsible. The duke decides to send his troubleshooters, the Wardens, to investigate and eliminate the threat.

After a day’s travel, the Wardens find the trail and grisly remains of the patrol. They decide to follow the trail of the marauders to stop them. Their pursuit leads them to an abandoned dwarven mining town.

Searching the town, they discover a group of fomorians and a mighty battle is waged in which the Wardens win, but are not unscathed.

Before leaving the town, they search a little more and find an injured drow. He is on a mission to discover why the upper world is becoming cold which is starting to reach to the dark elf denizens. The group let the drow be and head on back to Saranoch.

After reporting to Duke Miska, he determines the mission finished.

Recover the Library

It is now high summer. The lands within a couple of miles of Saranoch are farmable and the local populace work hard to take advantage of this.

Dark, through his research, believes that the library of the Barons of Dunhorst may have information that will help them stop this ice age. Unfortunately, Dunhorst is deep in the icey wastes and the baron had decided to stay in his town than abandon it. Dark want you to recover the library and the baron if possible.

Travel to Dunhorst takes about a week. When the group arrives at the town they notice something is odd. Most of the windows are broken and there are various other bits of vandalism. While walking through the city, they encounter some little ice elementals and then a fomorian band. After a quick battle, they clean up the streets and slink thought he town toward the baron’s keep.

Eventually, they discover that the keep is overrun with fomorians. During a quick skirmish on the second floor of the keep, the baron discovers them and leads them to his secret hidey hole. Unfortunately, this gives the fomorians a clue where it is.

While they are recovering in his secret lab, he tells them of an ice demon on the second floor in charge of the invaders. Though a mage himself, he is not powerful enough to deal with the demon. He enlists the group’s aid and loans them some powereful magic items to help deal with the situation.

While talking, the fomorians discover how to access the secret lab and make an attack. The group gets away via a secret tunnel. Back in Dunhort, the group is visited by black cat carrying a message from Dark. He says that he knows there is some powerful force in Dunhorst and it is blocking him from gaining entrance. It is probably an artifact. Destroy it, and he can come help with the evil thing.

The group, with help from clues from the baron, find an icy sphere. Destroying the sphere eliminated the teleport block. However, the group decides to assail the ice demon. The battle with the demon and its minions raged on until Dark appear and laid waste to the demon and any surviving minions.

Scroll of Garnst
November 18th, 2012
Duke Miska summons you to his office. He has two jobs.

One job is to send a small group of emissaries south to the capital of the old empire to seek out any surviving wizards and convince them to come to Saranoch. Riannon and Aravel go as they are more familiar with that territory.

Dark has knowledge of a scroll that has information that he needs. The scroll’s last known location is at Khazad-Durim, a mixed human and dwarf city known for a wizard school and interesting architecture in the mountains. As far as they know, the city still stands despite the permanent winter in those mountains. The Wardens are being sent to recover that scroll.

Khazad-Durim is a locked city and well occupied by dwarves and humans. After some questioning, the group is allowed into the city as guests.

A day of searching reveals that the priests of Diamondbeard have information on the scroll. But, before they release it, they require the group to fetch a magical tabernach. The tabernach has the ability to heal and the head priest is very ill and may die. Get the tabernach and the group will get the scroll.

To assist them, the temple assigns one of their guards, a dwarf name Ulorek Drunkenbeard to accompany them.

Several days travel brings the group to the mountain where the tabernach is rumored to be. Searching the mountain side, they find a cave entrance to an underground facility which appears abandoned. The place is clean with white walls and a white and black checkered floor.

Searching the facility, the group finds a white crystal fountain. While looking at it, a band of ogres enter the room and battle the groups. After much bloodshed on both sides, the ogres are defeated.

November 25th, 2012

After a brief rest, the group continues their search. Unfortunately, the group discovers a 20’deep pit trap the hard way. Junior clambered out of the pit and tie off a rope so the rest of the group can get out.

Further exploration of the underground complex leads to a large corridor. When they enter it, the trap is sprung. The closest end of the corridor closes off and the floor starts to rotate through colors in 10’ squares. The group discovers the blue squares teleports each of them randomly.

The Wardens ended up scattered, but eventually met back up. Junior had discovered a room with a sword stuck in the middle of an altar. This intrigued Alexander and they went to retrieve it. This action awoke the sword’s guardians, big three faced, three armed statues, and a big fight broke out. Eventually, the guardians were defeated in a harrowing battle and Alexander claimed the red and black sword.

Til June 30th, 2013

After many struggles, the Wardens find the Tabernach. However, it is guarded by some very large demonic creature. As the fight progressed, Alexander and Ulorek were knocked out or dazed. Things looked bleak as the cleric struggled to get the group’s fighting strength back on their feet. That is when Junior struck the monstrosity from behind with a killing blow and saving the day.

With a little assistance from Dark, the Wardens made it back to Khazad-Durim and delivered the Tabernach to the priests of Diamondbeard. True to their word, the priests give the scroll to the Wardens who then head back to Saranoch. Ulorek is freed from his servitude and decides to accompany the group to Saranoch.

Upon returning to Saranoch, the group gives the retrieved scroll to the duke and are able to enjoy a little R&R. During that time, Alexander has some research done on the black and red sword he found. Unfortunately, not much information was found, so far. Ulorek becomes a Warden in training.

After a couple of weeks, Duke Miska has another job for his Wardens. He requires the services of a particular ship’s captain, Illiash g’Toliad. She is the captain of the Vision’s Path. Normally, she visits Saranoch once or twice a year. But, it has been over a year since her last visit. The duke cannot wait any longer and wants the group to head to Port Monroe, Captain g’Toliad’s home port and deliver to her a letter from him requesting her services.

Traveling to Port Monroe was uneventful. Most of the lands outside of Saranoch’s influence are covered in snow and ice. However, when the group gets close to Port Monroe, they cross beyond the influence of the ice where spring and summer have not yet succumbed to a permanent winter.

The Wardens eventually bribe their way into Port Monroe. The city is rundown, partially abandoned and not a happy place. The guards appear to be thugs or worse.

Heading down to the waterfront, the group finds the Sturgeon’s Eye a dive of a bar where the sailor’s hang out while in port. The Eye is owned by a halfling, Bit Maplecrest, and had a dozen or so sailors of various races inside. After some discussion, it is discovered that Illiash g’Toliad is imprisoned in the Athenium, Port Monroe’s seat of the government. As far as they can tell, she was imprisoned for being a pain in the ass.

Thinking that they would be in town for a few days, the group gets a set of rooms at the Spinaker Hostelry, an inn that has seen better times run by Millow family, Witton, his wife and their three kids. . Other than themselves, there is one other patron, Barnard Cliftin, a merchant looking for goods to buy.

Once settled, Alexander goes to look for any remnant of his family. He finds their old home abandoned and no sign of them anywhere.

The rest of the group checks out the Athenium and gets an opportunity to speak with Captain Illiash. Nothing is really found out.

After prowling around the city, the group turns in. They are awakened in the middle of the night by a group of guards harassing the innkeeper. A fight ensue’s and all but one of the guards are killed. The last one gets away. Witton, the inn keeper, is frantic and orders his family to pack. They are going to try to escape the city. Alexander gives him some money to assist.

While the group is attempting to figure out their next step, Barnard Cliftin offers his services if they will help him. He knows that they need to get Illiash out of the prison. He’ll help if they will help him retrieve an object that is being kept in the same prison area. After some debate, they agree and head out while it is still dark.

First, they alert the sailors of the Vision’s Path that they are going to spring the captain and to make the ship ready since the plan is to escape via the water.

After evading some patrols, the group is across from the Athenium. Cliftin says he’ll clear the doors and that they should follow when he signals. After a couple of minutes, he signals the group. As they enter the building, they notice that the door guards are probably dead. Inside the Athenium, the group makes their way down to the cell area. After wiping out the two guard stations, they free Illiash g’Toliad. Junior gives the keys to a free prisoner and instruct him to release the others. Chaos ensues.

During the chaos, Cliftin search each of the rooms and finally finds what he is looking for. From there, they flee the Athenium and seek refuge in the maze of back alleys that make up the southern half of the city.

While evading patrolling guards, the Wardens come across a contingent of fomorians hanging out in a warehouse.

After creeping between, through and over the warehouse and offices that make up the waterfront district, they get within sight of the piers. Their hopes of making it to the ship are dampened when they see a heavy guard placed on the docks. One tall officer in shiny plate armor paces the length of the docks.

After some discussion, the group decides to wait in a small warehouse in sight of the waterfront to get some rest, heal up and recover spells so they can make the dash to the Vision’s Path.

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Varthlokkur

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