Wednesday, August 7, 2019

Session #33 14/7/2214 - The Isle of Woe (lvl 8-12)

In the jungle PCs meet a renegade Daray freebooter, BB, being chased by a giant troll. Kill troll. Questioning reveals there is now a platoon of Lomari Pride of Nergal - the greatest warriors in the world - at the slaver fortress town. Reach the Fortress of Woe that evening, infiltrate via stream gates north of the fort, get into the wall towers and seduce/kill 2 lots of 3 guards; reach northern sea tower, wipe out the Reaver garrison of 10 and kill Captain Vilstrak, get 6000 gp from his treasure chest. Sever the boom rope and destroy the winch with Thunderblade.
________________________

The Raid on the Isle of Woe (Part 1) Judith/Aeshma

With the launch hidden under the vegetation, we head through the jungle towards the Margish Slavers’ fortress. A couple of hours later the typical jungle sounds are drowned out by the din of a Dhari warrior crashing through the undergrowth pursed by an enormous troll. The Dhari cries out for help and we oblige, attacking the troll. The Dhari, BB McGinty, turns out to quite a skilled warrior but on his own would still have been outmatched by the monstrous troll.

As we rest after the fight BB tells us that he had been a mercenary in the employ of the Slavers but had been forced to run after killing another of their mercenary soldiers in a fight over a girl. He goes on to say that shortly before he fled, he observed a band of armoured Lomari disembark: forty of the Black Lions of Nergal, a Lion Priestess and their entourage. Even such a small group of such renowned warriors will stiffen the resistance of the Margish against the attacks of the combined Kal Zinan and Quodethi forces.

Soon the jungle thins and we reach a ridge line overlooking the natural harbour where the Slavers have built their fortress. A cluster of buildings are surrounded by a curtain wall about 15’-20’ high, punctuated by watch towers and ending in two larger towers that make high walls protecting access to the harbour. Looking at the two harbour towers, Aeshma thinks it likely that they support an underwater boom to defend the harbour, and that the boom will need to be sabotaged to allow the Quodethi galleys into the harbour to land.

The town looks like it holds a little over a thousand people but most of those are likely to be slaves held in large warehouses. The wall has a sturdy main gate, a smaller postern gate and a water gate that allows a small stream to run under the walls and into the town. With the vegetation having been cleared near the town walls we decide to use the cover of darkness and the stream bed to approach the walls.

Being stealthier than the others, Aeshma and Vorstag go forwards to open the water gate and are quickly joined by Zerda. The others soon join us and after we dodge a group of inebriated soldiers – with a little help from Zerda – we decide to use the walls to access the nearest harbour tower. Aeshma and a disguised Zerda, aided by their minder, Vorstag, con the guards into letting us in to the tower, while BB, Amos and Finnris wait the chance to follow.

Vorstag kills two of the guards while with equal speed Aeshma and Zerda kill the third before any alarm can be raised. We take the crimson sashes that identify the Slaver soldiers and start along the wall. Aeshma cons her way through the next two towers by pretending to be a new officer on an inspection patrol.

Soon we reach the harbour tower which is manned by a squad of guards who are both tougher and less gullible than the wall guards led by Captain Volstrak. He allows Aeshma and Vorstag into the tower to explain what they are doing. While these discussions under way, the rest of the party decide to find their own creative way to get into the tower: Zerda, disguised as a woman, convinces the guards on the parapet to throw down a rope to let her up while the others climb. Unfortunately there are more guards on duty than they expected and one is able to give the alarm.

Unsurprisingly the discussion downstairs are quickly curtailed by the alarm being raised and the increasing sound of fighting on the roof as Zerda is quickly joined by BB, Finnris and Amos. Taking advantage of the distraction Vorstag focuses on assassinating Captain Volstrak before he can join the fight and his men last only a few seconds longer. On the next floor down we find one end of the huge winch mechanism used for raising and lowering the harbour boom. Using the Thunder Sword Amos smashes it into unusable splinters and cuts the rope releasing the boom to fall to the sea floor.

With the main harbour defence out of action for at least a week we focus on getting back to the launch so we can alert the fleet to the presence of the Lomari contingent…



Isle of Woe Slaver Fortress

Thursday, August 1, 2019

Session #32 20/5-14/7/2214 - Ruins of Hurhun (lvl 8-11)

Ruins of Hurhun
20/5: Dwarf Masters thank the PCs for rescuing Aybrel Arn and agree to commit 500 dwarf warriors to a joint attack on the Isle of Woe, mustering at the ruins of Hurhun. PCs are joined by Amos of Iron City, an Ammurath barbarian survivor of the ambushed slave caravan near the Shrine of the Chalice.

23/5: Departure for Quodeth.

5/6: Arrive in Quodeth, meet with Queen Deyane & co.

12/6: Leave Quodeth on a fast Xebec back to Kal-Zinan.

22/6: Arrive back in Kal-Zinan.

25/6: Leave Kal-Zinan at the head of the dwarf army on the Road of Smoking Waters.

1/7: Autumn solstice. Leave the mountains.

3/7: Reach Hurhun. Battle skeletal cyclops, chimera and band of scavengers; Amos proving adept with the dwarven thundersword. Aeshma tells the scavenger gangs the Good Word of Mithra.

10/7: Quodeth fleet under Admiral Azarde arrives at Hurhun quays. Plan is made to send PCs as scouts to Isle of Woe, dropped off on a ship's boat away from the island.

13/7: Evening - PCs arrive at Isle of Woe on a jungle beach 12 miles from the Fortress of the Slavers. Council boat & battle zombies & ghasts.

14/7: Dawn - PCs set off for the slaver fortress.

The Chimera of Hurhun - by Aeshma

Once back in Kal Zinan we are introduced to a Quodethi Myrmidon, Amos of the Iron Hills, a survivor of the troglodyte raids on merchant caravans. With limited employment prospects from the dwarves, he agrees to join us for a short time.

Zerda negotiates with the High Master about the alliance against the Margish forces on the Isle of Woe. It is agreed that 500 of Kal Zinan’s heavy infantry and arbalesters will march from the dwarf city to rendezvous with the Quodethi fleet at the deep water harbour of ruined Hurhun.

Following his abortive discussions with the Lomari, Durmuth Ursk, High Priest of Nergal, feels that it is likely the Lomari will ally with Marg now that Quodeth has forged an alliance with Kal Zinan. Aeshma feels that Durmuth Ursk is checking we will be suitably belligerent as the dwarves’ allies given his natural preference for the militant approach of Lomar against Quodeth’s more mercantile attitude.

We return to Quodeth in company with the Indefatigable carrying the armaments purchased by Vorstag on behalf of the Sedarnels. Zerda reports back to the Palace where it is confirmed the Quodethi forces will be under the command of Azarde Two-Blades while Zerda is to be the liaison between Quodeth and the Kal Zinan dwarves. Finnris visits the gypsy fortune teller whose last card is turned to reveal a rearing lion: perhaps a portent of war with Lomar?

Leaving the Autumn Moon in Quodeth we take a fast Xebec back to Kal Zinan where Aeshma is able to collect the shield that Tarm has enchanted for her. She now gives her magic bronze shield bearing the sunburst of Mithra to Finnris.

As planned we march with the dwarven vanguard towards the ruined city of Hurhun. As we walk amongst the shattered building we hear the alarm raised by the dwarvish scouts ahead of us. Seconds later a skeletal cyclops looms over a broken wall but Vorstag and Finnris are able to react more quickly and destroy it before it can make its strength felt.

Aeshma and Vorstag are able to spot movement in the shadows as a leonine monster tries to take advantage of the distraction offered by the cyclops to ambush us. Amos too had an inkling of its presence and charges to take it on with his greatsword. The creature, a chimera, counterattacks with terrifying effectiveness, tearing gouges with its claws and spitting poison from its snake-like tail. Vorstag tries to use his harpoon to drag it closer to us but the chimera proves too strong and leaps away.

Finnris pursues it followed by Amos while Zerda and Aeshma use magic against it: a combination of eldritch blasts and a flaming sphere. Eventually they bring it to bay in its lair and, although by this point seriously wounded, Amos is the one to land the killing strike.

Exploring the lair we find 1400gp, a Spider Pot and a magical stone eye, identified by Zerda as an Eye of Dhuoth. As it is an artefact of the Great Old Ones Aeshma advises giving it into the keeping of her patron Kallesh Gan at the Church of Mithra where it can be studied and kept out of the hands of those who would use it. Vorstag thinks it might be used to research a cure for the Plague of Eyes. All this discussion is moot when Amos uses the Thunder Sword borrowed from Finnris to shatter it.

A little while later as we rest following the fight with the chimera, we are attacked by a band of scavengers. Most are killed but the last two surrender, saying they had only attacked because they were hungry. Aeshma pays the dwarven commissary for some rations to feed them and warns them against the lure of dark cults.

The next (edit) week, the war galley Pride of Quodeth arrives carrying Admiral Azarde Two-Blades. In a rare departure from their usual sniping conversation, Azarde warns Zerda about Niram Terinth, another of Queen Deyane councillors as well as being a particularly wealthy merchant and Guildmaster of the Mint whom he suspects of being a Set cultist.

Bearing in mind the possibility of the Margish slave citadel being reinforced by Lomari troops Finnris then Zerda propose a small scouting party go ahead to the Isle of Woe to make a reconnaissance. Aeshma agrees with one of Azarde’s aides a code of light flashes to enable us to report on the Margish and Lomari presence on the island.

Using a borrowed launch we safely reach the island and drag the launch up the beach to hide under some vegetation. From the lie of the land it looks like it will take a couple of days to reach the Margish fort…


Wednesday, July 17, 2019

Session #31 - Warlock Cultists of Kal-Zinan (lvl 9-11) 1-20/5/2214 AR

Lorthnu'un of the Golden Chalice
Lorthnu'un of the Golden Chalice
Aybrel Arn the Merchant

Dwarf Warlock Cultist of Lorthnu'un
1/5/2214 Zerda walks with Queen Deyane Hazeda in the palace gardens. She is fearful of getting too attached to him.
3/5 Departure for Kal Zinan with the Crescent Moon & war galley Indefatigable under Corvin Vorzin to return Ironmaster Bronn.
11/5 A sudden gale causes the ships to seek coastal shelter. Overnight at a Kalay fishing township.
18/5 Arrival at the river up to Kal Zinan, leave the Indefatigable.
19/5 Arrival at Kal Zinan Houses of Waiting
20/5 Meet with the Council of Masters, later same day attack Lorthnu'uun cultists and rescue kidnapped female merchant Aybrel Arn.

Troglodyte Slaves of the Golden Chalice


The Slaves of the Golden Chalice - Aeshma

Having safely returned to Quodeth with the rescued Ironmaster Bronn our thoughts turn to returning him to Kal-Zinan. Vorstag plans to take full advantage on the commercial opportunities presented by a return trip and once more speaks with Princess Jania Sedarnel with an offer to once again act as her trading agent to the Dwarf city. She agrees and provides 20,000gp with which to purchase trade goods.

Zerda meets with Queen Deyane and they declare their mutual love but the Queen draws back from making any formal arrangement as she is afraid that it would put Zerda in danger from her political opponents. As the Queen’s birthday is only three weeks away, Zerda has to decide whether to delay leaving for Kal Zinan or leave as planned and miss the event. Bearing in mind the Queen’s concerns, he decides to leave on schedule but presents her with the gift of a Ring of Mind Shielding to help protect her.

We meet with General Irmal Urugan to discuss the situation with Marg. There is little appetite amongst the Quodethi for a direct attack on Marg – the suggestion instead is to attack the Margish slave trade. Zerda is to carry a proposal to the dwarves that the Quodethi fleet will transport the dwarvish legions to the Isle of Woe to dislodge the Margish slavers there and take the island over as a Quodethi trading post with the Dwarves as preferential trading partners.

The night before our scheduled departure Randall of the Seven Knives meets with Vorstag to pass on a warning that pirates commanded by Trizel Black Moon are planning to attack the Autumn Moon on her return from Kal Zinan to steal her cargo. He is asked to pay protection money to prevent this from happening. Initially he refuses, convinced that he and his allies will be able to defeat any pirates. Aeshma argues against his recklessness pointing out that a pirate ship is likely to carry a couple of hundred raiders, not to mention the risk that Autumn Moon could be sunk at which point no one gets any money. In the end he meets again with Randall and a payment of 1500gp is agreed.

We leave Quodeth with the Autumn Moon sailing in company with the Quodethi war galley Indefatigable commanded by Corvin Vorzin. About six days from Kal Zinan we are hit by a gale and the two ships are forced to take refuge behind Mossbeard Island to ride out the storm. The villagers of Ur-Dragh say that they have seen Giantish ships heading to the Giants’ Graveyard which is said to lie beyond Nimoth. Listening to their descriptions, Vorstag decides they are probably Hill Giants.

Once the storm has cleared we continue and arrive safely at the estuary of the Swiftice River. The party along with Aeshma’s guards transfer to the Autumn Moon to ascend the locks. We are welcomed to Kal Zinan and bidden to the Houses of Waiting. All the gossip at the inn concerns a string of a recent attack on a merchant caravan where the men were killed but all the women carried off by troglodyte raiders. Zerda recalls from his reading that the Great Old One Lorthu’un of the Golden Chalice whose cult has recently arisen in Kal Zinan favours women as sacrifices.

Not long afterwards we meet the Council of Kal Zinan and as promised are given Ironmaster Bronn’s weight in gold as a reward: 12,000gp. Speaking with the dwarves after the official ceremony we hear that Aybrel Arn, Vorstag and Finnris’ business contact from their previous visit, has been kidnapped by dwarf cultists. We are asked to rescue her and are given a platoon of the Silver Shields to assist our efforts. Vorstag tries to push ahead with his agenda to establish a trade deal between Quodeth and Kal Zinan, but it is suggested that we need to prove ourselves to the dwarves first before a worthwhile trade deal can be brokered.

Before leaving on the mission Aeshma arranges with Tarm to enchant a steel shield for her which will be collected later. Zerda finally manages to upgrade his armour to a dwarf steel cuirass.

We descend into the lava caves beneath Kal Zinan where dwarf patrols had previously spotted troglodytes. The air quickly warms up and the dwarves warn us that the magma must be seeping. Only a few more minutes pass before the troglodytes launch their ambush. Aeshma and Vorstag spot them easily, but Zerda and Finnris are caught unawares. The troglodytes are surrounded by a sickly green glow that weakens and poisons their enemies – a malady which Aeshma falls victim to. As a temporary measure to allow her to continue the mission she takes some antitoxin, but its palliative effects will not last long.

A bit further on we reach the caves where the cult is based. From the chanting it seems we have at least an hour before the ritual is complete so we allow ourselves a few minutes to recover from the fight with the troglodyte patrol. Moving forwards we can see a quartet of dwarven warlocks surrounding an altar on which is bound Aybrel Arn. The Golden Chalice of Lorthu’un stands on a nearby dais and beyond it a shimmering image of the Old One is gradually coalescing as Lorthu’un is summoned into the world. More troglodytes stand guard nearby.

Determined to take full advantage of our stealthy approach Vorstag moves up to strike the nearest warlock before any plan of attack can be agreed upon. As a result the party end up split between the lava caves as we focus on pushing as many of the troglodytes as we can into the bubbling magma pools. Vorstag works his way through the warlocks with his usual efficiency; Zerda uses his Grease spell to great effect; Finnris bull-rushes troglodyte after troglodyte into the magma with the Spear of Asura while Aeshma achieves the same result with her shield.

Eventually we stand victorious and the summoning is averted. As for the Golden Chalice, we do not know how it can be destroyed so we settle for putting it beyond use for a few centuries at least by dropping it into a magma pool. With that done we start the climb out of mines and back to Kal Zinan.




Monday, July 15, 2019

what vorstag thinks of the npc's and pc's

Zerda the Defier: strong smart and confident but can get a bit cocky has aspirations of freeing all slaves a noble but nie impossible cause a good shoulder to lean on and is great for accidentally/purposefully getting you into positions of wealth and power over all a good person. 


Aeshma the soon to be high priestess: and firm strong intimidating but devout person knows how to stand her ground and fight back against evil although she is completely terrifying and her evil background makes her harder to trust but after a while you find out she is one of the most trustworthy people you can find overall she is frightening but trustworthy and ready to fight down to the last dying shred of hope. 


Fenris the steadfast: a powerful ally who can take a hit and return it 3 times harder he will never give up but is willing to be bossed around by myself and Aeshma a bit to much he will smite the undead with holy fury but will sometimes be a little too safe and refuses to hit as hard as possible in situations but he will always have your back and will never betray/abandon you in your time of need overall he will never let you die and will fight to protect his allies until he himself has fallen.



the Lord Majesty The Queen: a young woman that seemed to be a puppet but has currently really taken charge in matters of keeping the populace calm better than most i would say she is obviously swooning over zerda and zerda is doing the same but zerda not as much for love possibly,she keeps calm in almost all situations and her royal friends pay very well which is good in my books overall she will keep her calm and will always be nice to those who show her respect and kindness as well.



Draiden tarroth the richest man in qoudeth: a suspicious man who controls a lot of the trade going through qoudeth he is a mysterious  man who most likely assassinated the previous grand vizier Draiden  has a lot of money which he happily gives away in return for steel he would most likely back stab and betray you overall he is a man you should never trust and if you did you would soon learn of your fatal mistake but when its too late.




House Sadarinal: one of the major noble houses which are trying to make an incursion into the trade market and especially spices and fabrics they are a wealthy house that spends very little on their current estate since they believe they will soon be in the palace but because of this they are able to fund the trading of qoudethey products that cost around 10,000gp and in return get steel weapons back from kalsanan overall it is a trust worthy house that is very rich and responsible and will be very nice to you if your nice to them.





 House Vorzin: one of the major noble houses which maintain their noble house very well and they have a very good house guard platoon and have assisted in helping save the city and helped in saving the noble librarian from the moon they have a few mighty wizards and they control the legendary tower of black flame overall the vorzins are a trustworthy house that are very good at witch craft and wizardry they also are good at training their personal guards and will pay very well for doing jobs for them.   

Saturday, July 13, 2019

Session #30 - Red Chains of Marg ca 1/4-30/4/2214 AR (lvl 7-10)

Finnris's date, Mistress of Histories Lady Tyarna Vorzin
Finnris 'courts' Tyarna Vorzin at Onther Tower; Aeridnis Vorzin accompanies Zerda Aeshma Finnris Vorstag & Ayilda on trip to Marg, where they rescue the dwarf Ironmaster Bron and Leafstag of the White Griffin Clan; eventually returning to Quodeth. Finnris is told he will be welcomed back into his clan and his mother's ring will be returned to him.


The nightmarish city of Marg
The Rescue Mission to Marg - by Aeshma

In Quodeth we meet with General Irmal Urugan ahead of our trip to Marg to rescue the kidnapped Ironmaster Bronn. We are told that Lady Aeridnis Vorzin is to accompany us to Marg to help in our mission. Zerda is given a bag containing 1000 Margish Krakens – gold coins that in Marg are fixed to the price of a healthy field slave – about 10gp.

We are told of a hidden cabal in Marg that stands against Margish slavery. Not far from the city is the Hidden Harbour of Asura through which escaped slaves may be taken to safety. In addition there is a sanctuary within the city. Our advice is to seek out a man called Noble Freeman, a former slave but now an astrologer. Also we may be able to contact the underground cult of Asura by seeking out a Nimothan woman called Uthlita Belyr. To identify ourselves as allies of Asura we are given a codeword – Klestain – but are warned that this code word is about ten years old so may no longer be in use.

Having purchased a few supplies we sail on Captain Aldus’ Xebec “Gold Lion” to Marg. The city is surrounded by bayou – a further barrier to escaping slaves. We have no problems with the dockside authorities – Zerda and Aeridnis pose as a wealthy Atlantean couple looking to purchase slaves. The rest of us pose as their advisors, servants and bodyguards.

Walking through the city Finnris is recognised by someone from his tribe, Besham Judicus, one of his few allies from the time his mother was burned as a witch. The Narthans settle down to catch up with news and it transpires that Leeston, the chief’s son, was kidnapped by Margish slavers. Judicus has identified the ship he was transported on as the “Tarhun’s Fury” and is searching for its crew.

In a nearby tavern Vorstag buys drinks for the room for the rest of the evening while Aeshma meets a sailor who, after a bit of prompting, recognises her as the daughter of the pirate captain Kashan, one of the Golden Sea corsair cabal known as the Lords of Dismay. He advises that if we’re interested in the Narthan prince, we speak to Nalfir, the dealer who bought the slave. Questioning him about dwarf slaves, he suggests seeing Dasab the Sorcerer – a man who has a sinister reputation even by Margish standards.

After several hours searching, Aeshma and Vorstag finally locate the shop of Noble Freeman and manage to convince him that we are intending to find and free Leeston and Bronn. For a way out of the city he tells us to go to the Slave Mortuary and seek out the priestess Uthlita Belyr. He tells us the password is Erdigast.

Some more investigation headed by Zerda and Aeridnis again points to Nalfir and Dasab. Eventually we hear that both prisoners are to be moved to the catacombs – a place according to Margish rumour that slaves never leave.

We soon identify a decent place for an ambush. Aeridnis throws down a Fog Cloud behind the escort so, while the fight can be heard, we can’t be identified. A Sorcerer, two cyclops and a number of guards form the escort. The sorcerer is our first target and is quickly dealt with. Aeridnis uses a couple of fireballs to some effect but as she moves to melee is struck down by one of the cyclops. Aeshma attempts to hit the cyclops with Eldritch Blasts but after several misses she too moves to melee.

Vorstag, Zerda and Finnris work their way through the guards and the cyclops with their usual efficiency, and before any guards can reach us in response to the noise of the fight we release Bronn and Leeston and head for the Slave Mortuary to rendezvous with Uthlita Belyr.

Our mission successfully accomplished, we return to Quodeth.
Margish Armoured Cyclops

Friday, July 12, 2019

Letter from Finnris to Lady Aeridnis

Lady Aeridnis Vorzin,
Mistress of the Tower of Black Flame,
c/o Blackey,
29/3/2214

Greetings Noble Witch,
Thank you for your letter it was excellent to hear from you.
Blackey delivered the message just before the assault on Bruneval's Ghostberg. I read it to the crew as we disembarked, oh how they laughed at my mistaking Dragon's piss for Quodethi brandy. I had been wondering why passing water burned so much, and now the smoke and smell of sulphur makes sense, I thought it was one of Zerdas pranks.
Bruneval had his trap well prepared, and we strode straight into it! We were quickly surrounded, Vorstagg and I bore the brunt of the attacks, Zerda wielded magic and blade and Aeshma danced among the horde barely taking a scratch. We were hard pressed, but ultimately our teamwork and a charge from the brave Quodethi marines won the day. In the climax of battle, everything came together beautifully. Aeshma kept us in the fight, Vorstag commanded the sailors skilfully, and Zerda blew me mightily hard, right across the battlefield, where we ended the villain, Bruneval for the second time this moon. We returned to Quodeth triumphant!
Your mother, High Diadem Liana, consecrated the remains of the undead pirate lord, to ensure he would never trouble Quodeth again. If I had not known otherwise, I would have thought you and Liana sisters Aeri.
Now we make preparations for the next mission - the most dangerous yet...
Aeri, will you join with us?
Your friend,
Finnris,
c/o Blackey
The Autumn Moon,
Quodethi Navy Auxiliary Dockyard.

P.S. I left a case of Dwarven Stout on the roof terrace for you. It’s a soothing brew, great for flushing out the system and the stone bottles keep the ale chilled.

P.P.S. There appears to be some fire damage on the roof terrace. Part of the balcony and some of the floor tiles have melted and cracked, and there is a dark stain around the damage, it's as if a liquid fire has splattered the corner masonry. You should have a mason look at it, least a tile or brick falls and brains some vagabond lurking in the back alley.

Wednesday, July 10, 2019

Session #29 22-29/3/2214 AR (lvl 8-10) - The Golden Ghost #4 - Attack on the Ghost Berg

22/3/2214 Meeting with General Baron Urmal Urugan, Queen Deyane & Grand Vizier Dredan in the Royal Palace Tower of War. Decision to send PCs with 20 crack Quodethi Marines to the ghostberg floating in fog a mile off shore.
23/3/2214 Assault on the Ghostberg, battle with legions of Draugr & Bruneval's hydra; around 34 Draugr + Bruneval - 8 marines are killed before Finnris fells Bruneval and the remaining draugr collapse. Bruneval's remains are taken to the Tower of Azura for consecration and ritual burial.
29/3/2214 Vorstag and Zerda carouse. Gilded shields taken from the draugr ship on the melting iceberg are sold to a collector for 6000gp; Vorstag gives his share to the survivors while Zerda Finnris & Aeshma take 1000gp each.

The Battle of the Iceberg - Aeshma




The next day we meet with the Queen and General Urmal Urugan at the Tower of War to discuss the threat posed by the haunted iceberg in Sarvin Bay. Now we know that Bruneval is cursed, the discussion turns to his true nature and how he and his undead followers may be best defeated. Zerda suggests that if Bruneval is slain then the undead too will collapse; Vorstag, calling on his knowledge of Kang, the White Death, believes that the ice itself is the root of the problem, the glacier being calved from Kang itself.

We ask for a couple of shallow draught boats with which to approach and support from the Quodethi military. Two barges are found and a platoon of twenty marines with a sergeant are placed under Zerda’s command. The plan is for the marines to act as artillery support while we take the fight to the undead, but as they say: no plan survives contact with the enemy…

The first boat carrying Zerda, Vorstag, Finnris and Aeshma, handled by Zerda’s servant Thagnar and four marines, moors to the iceberg long enough for the four of us to disembark. Wearing crampons to make it easier to move on the ice we climb towards the icebound longship. Vorstag grows to giant size ready for a fight while Aeshma calls on Mithra to ward her from Evil.

All around us on the slope the ice has been disturbed as if the undead hidden below are merely waiting for the right time to attack. Above us we see the longship, gilded shields glittering on its sides. Bruneval steps to the fore, surrounded by about fifteen of his draugr, gloating that we have fallen into his trap. As expected the ice around us shatters and the remaining thirty or so draugr surround us.

Before we can act further, Bruneval’s other ally, the hydra, comes at his bidding and upturns Thagnar’s barge before its many heads swoop down on the unfortunate marines. Bruneval is too well hidden behind his draugr for any but the most accurate ranged attack to hit, so the four of us stand back to back, ready for the attack.

The battle lasts barely a minute but it seems like hours have passed. Vorstag quickly shrinks back to his normal size so as not to offer so large a target, but strikes down more draugr as every second passes; Finnris mows down the undead with wild swings from the Spear of Asura, withstanding their return attacks only by dint of his uncanny endurance, but even he has his limits and is soon forced to resort to a less reckless strategy. Zerda summons a gust of wind, throwing the undead away from him while using his magic to defend himself from the few attacks that reach him. Mithra’s protection blocks most of the draugr’s attacks against Aeshma as she steadily wears down her opponents.

Away from our sight, the hydra is waging its own battle against the marines. Thagnar is killed but the remainder are able to damage the hydra sufficiently that is chooses to retreat rather than continue its attack. His loud voice easily carrying above the sounds of battle, Vorstag exhorts the surviving marines to join the fight against the draugr.

Seeing his draugr falling before us, Bruneval is forced to join the fight but rather than attack us directly he chooses to target our marine allies. Seeing his chance, Finnris takes advantage of Zerda’s Gust of Wind to speed over towards Bruneval. As before, the cursed Frost Corpse has no defence against the Spear of Asura and is killed. At the same time the handful of remaining draugr crumble to the ice.

As the ice melts around the longship, we take the gilded shields and make a good profit selling them to a collector. The proceeds are split between the party and the marines or, in the case of those who fell in battle, the marine’s family. Vorstag donates his share to their cause and further decides to fund a memorial to the marines who died in the defence of their city against the undead.

RURITAIN AND THE ASPTOOTHS

Ruler: Queen Matilda (from 2221 AR), formerly King Ozzar . The coastal city of Ruritain, one of the first settlements built by the Atlantea...