Lissa's Session #4 Notes

Lucifan and Torred arrive in the mines, with a letter from Cort the wizard of the red spire, addressed to Helmirion. There was an attack on the town of Frostwatch, due to the nature of the attack (magic) the wizards of the red spire were blamed. The revenant is the bad guy. The party decides to continue into the caves despite this news.

The tunnels are wide, never narrower than twenty feet. There is a hint of sulfur in the air. The tunnels turn and twist in the shape of arcane symbols. After scouting an alcove the party was attacked by 2 flamespears, a geonid, a mud lasher, and a shardstorm vortex.

Found a door with the words “Only those with the blood of the founders may pass” farther down the passage. Rosalina pricks her finger with a sharp key, and some blood is drawn. Lucifan is indeed a founder, when his finger is pricked the blood is drawn and the doors swings open.

Down the passage the tunnel opens up into a large natural chamber. The tunnel enters through the ceiling and catwalks continue the path downward. In the center stands a monolith from which emanates jolts of energy. On the bottom of the chamber there were cultists and elementals. Surrounding the monolith are figures that are trying to break apart the monolith. The energy is spewing from the cracks in the monolith.

After observing the activities below the party retraced their steps through the passage and back out of the mines back to Coir Dun. En route to Frostwatch, the party spots flickering of flames at edge of the light cast by the campfire. It was an ambush of magma hurlers and air genasi, most likely sent from the chamber with the monolith.

The players seek out Cort at the Fallen Dragon Inn. He is glad the players are still safe, and that they have received the letter that he sent. He seemed surprised when the players mentioned that they had found the monolith. The bloody grin clan connection seems to confuse him. He didn’t know why they would be interested in the monolith. He said he found evidence in his readings that the red spire was able to concentrate energy into residuum which is crystallized magical essence.

There is an unholy alliance between cultist, elementals, members of the bloody grin clan, working together to shatter the monolith to usher in a new era of winter.

Cort revealed that recently the tower’s ability to create residuum was lessened of late. Cort feels the old mage in the spire was killed by Heris.

Cort believes there are three options, or three paths to take:

1) Try to reclaim the wizard tower from Heris, kill him, and continue the research. Potentially we could also rescue the arch wizard if he still survives.

2) We could visit Helmirion’s mentor to answer questions why the genasi are involved

3) Try to pursue other avenues of research, to go into the elemental chaos, visit the city of brass, controlled by the efreet.

Session #3 Summary

The PCs regrouped after having defeated the fomorian ogre brother which turned the tide in the battle for Coir Dun. Everyone survived the battle relatively unharmed. However, Lucifan was found leaning against a building and unresponsive. He let himself be lead to a first aid tent, but did not speak and did not acknowledge anyone’s presence. The PCs decided to leave him there while they attempted to rescue the miners held captive in the East Mine by the Bloody Grin Clan.

Before leaving, the PCs met again with Kurset. He had them find one of the dwarven priests at a first aid tent. He lead a ritual that allowed some dwarven volunteers to give some of their vitality to the PCs, refreshing their abilities and allowing them to continue on.

After the ritual, the PCs went to Kurset’s manor to meet with him again. He had retrieved some old maps of the mining tunnels and told the PCs their options. According to his scouts, there was a large group of Bloody Grin warriors at the entrance to the East Mine. And with their defensible position it would be a tough battle to break through into the mines. And Kurset would only be able to spare a handful of dwarves to join the PCs, because he was worried their would be another assault on the city.

But he told them of another option. When the main shaft of the East Mine was initially dug, an access tunnel was created that led to one of the tunnels in the Old Mine. This was to be used as a back exit from the East Mine in case of a collapse or other emergency. However, due to rumors of hauntings in the Old Mine, the tunnel was hardly used and knowledge of it was limited.

The PCs opted to brave the Old Mine, rumored to be haunted by the dwarves that had been slain there. Terred, the rider that the PCs had rescued upon arriving at Coir Dun, offered to lead them through the mountain pass and through the Old Mine, using Kurset’s maps and directions as a guide. The PCs readily agreed to his help.

The group left town after gathering some horses and other supplies. The travel to the entrance of the Old Mine was uneventful, though they did have to abandon their horses once they were on the older path which was treacherous because of disuse.

The Old Mines were basically as they had been left after the battle of the Endless Winter over a century ago. The PCs walked past the signs of battle, as well as the skeletons of dwarves that fell to the foul blades of orcs and ogres.

The PCs came to a larger chamber in the tunnels, and dread grew in their hearts. They heard low moans and noticed an eerie mist gathering about them. Suddenly, dwarven ghosts materialized about them, and started to attack. The PCs defended themselves while trying to convince the ghosts that they were not enemies. Eventually the ghosts saw that the PCs spoke the truth, and agreed to leave them be, and ensure their save passage through the abandoned tunnels.

The PCs continued through the Old Mine and finally found the access tunnel and gained entrance to the East Mine. The sounds of furious digging could be heard toward the end of the main tunnel. Sariel scouted ahead and found the other fomorian ogre brother, this one dressed in arcane robes, leading a group of hobgoblins digging at the end of the tunnel.

Since no prisoners were seen with the ogre, the PCs explored in the other direction, and found the prisoners bound and gagged at the end of another tunnel. The prisoners were badly abused and most were unconscious. The PCs untied them and revived them after a few minutes. Most were able to walk and could help the others that were more badly hurt. Terred agreed to lead the prisoners through the access tunnel and back to Coir Dun. Meanwhile, the PCs would finish off the other ogre brother and put an end to this madness.

As the PCs made their way back down the tunnel with the prisoners, they noticed that something was off. Sariel noticed that one of the prisoners had a tatoo that was strangely familiar. She eventually realized that it was a symbol of the assassins that had been aligned with the Grim Visage guild when she had worked for them. The other PCs notice a couple of the prisoners were drawing concealed weapons! Assassins from the Grim Visage had been hiding out amongst the prisoners. There was a human swordsman, a human monk, a brutish human wielding an improvised club, and a halfling thief.

The PCs fought them and slew all but the large oafish human. They questioned him, and he traded what he knew in exchange for his freedom. What the oaf knew knew was that his boss had referred to doing the job for “the revenant”. The only revenant that the PCs knew about was the wizard revenant that was a member of the Red Spire. Was he in league with their enemies? The only other thing the oaf revealed was that the Bloody Grin ogre had met with his boss, so the two groups were aware of one another.

The PCs left Terred and moved back to the end of the tunnel, finding the ogre brother where they had left him. They easily snuck up on him as he was distracted by screaming at one of the hobgoblins that had slumped over from exhaustion. The battle was tough, with the ogre brother wielding powerful magics in addition to a giant sword. The ogre ordered the hobgoblins to keep digging while he fought off the PCs, but they were killed in the crossfire. The ogre eventually fell as well, leaving the PCs exhausted and with most of their power drained.

The PCs explored the chamber, and found that the hobgoblins had broken through the end of the tunnel and into a chamber of finished stone. Rohak could tell that the stonework was dwarven, but of a style that predated even him. Helmirion and Rosalina noticed that the walls of the chamber were inlaid with the same red glass that lined the Red Spire wizard tower, as well as the monolith that Rosalina saw in her vision.

The PCs debated their options for a bit. They could explore these dwarven ruins. However, they should also head back to Frostwatch and investigate the evidence of the revenant wizard Heris working for the enemy. They could also continue to press their advantage on the Bloody Grin, and perhaps finally end the clans influence in the area.

The PCs eventually decided that the most pressing matter was to explore the dwarven ruins. Obviously, the attack on the mines had been focused on getting access to the ruins, and if they left them now, they would probably find them well defended by the Bloody Grin when they returned. Better to figure out now what purpose these ruins served and then determine their next moves.

With some effort, the PCs moved the bodies of the hobgoblins and the fomorian ogre to another location in the mines. Then, they made a hasty camp outside the dwarven ruins. Once they had rested and recovered their powers, they would head inside…

Session #2 Summary
Meeting with Immeral
  • A couple days after returning from the Ruins of Old Frostwatch the PCs were summoned back to the Church by Immeral.
  • The cultist, Lucifan, had awakened, although he was still not fully cured. There were strange magical blocks in his memories, clearly put there intentionally. Immeral could not yet figure out how to remove the blocks.
  • Immeral asked the PCs to keep an eye on Lucifan and to let him travel with them. He wanted a close eye kept on the former cultist, and he wanted the PCs to be around if any of his memories resurfaced. Lucifan seemed agreeable enough to the situation and followed the PCs along on their travels.
Visit from the Spirits
  • While the PCs were talking with Immeral, Rohak settled in a corner to await the results of the meeting. A strange exhaustion settled over him, and he fell asleep. When he awoke he was adament that the PCs must travel to the Coir Dun mining town. He was never quite clear on how he knew this or why they had to go.
Strange Visions
  • While travelling through the city to visit the Red Spire, Rosalina suddenly stopped and she stared off into space for a few seconds. Then she snapped back to reality and seemed quite shaken for some reason. She didn’t go into detail on what had happened.
Meeting with Cort
  • The PCs noticed the revenant wizard Heris walking through the halls of the Red Spire as the PCs headed to meet Cort. Most of them had never seen (or even heard) of a revenant before.
  • Helmirion described the situation with Lucifan. Cort was curious about the mental blocks that had been magically inserted into Lucifan’s mind. He told the PCs that he would do some research about the situation.
  • Helmirion also went into more detail about the old wizard tower where they had found Lucifan. He asked if Helmirion found any documents of interest, and Helmirion showed him the old documents he found that he hadn’t been able to translate. Cort said he would look into translating them.
  • The PCs noticed that Cort seemed much more preoccupied and worried than the last time they had met with him. When asked about it, Cort eventually revealed that he feared he had uncovered some secrets about the Red Spire. He had found an old tome that made reference to the original Red Spire and the fact that the wizards there had caused the Endless Winter. This obviously had Cort concerned, and he was continuing to do research. He mentioned to the PCs that there were a couple terms from the tome that he had yet to translate or identify: “Kaltara” and “Un Hai’kapata”.
  • During the meeting, Rosalina made a connection between the glass set into the walls of the Red Spire and a glass monolith that she had seen in her vision. She asked Cort about the monolith and this seemed to strike a cord with him. In the same tome, he had read about a monolith which seemed to have something to do with the Endless Winter.
Warning From a Strange Ally
  • After the meeting with Cort the PCs were again travelling through the city. Sariel was flagged down by an unexpected former acquaintance, Zay. He was a low ranking human thug in the Grim Visage, a thieves’ guild which Sariel had former dealings with. Zay warned Sariel that a contract had been posted on the heads of her and her companions, and that the Grim Visage had taken the deal. After receiving the warning Sariel snuck back to her companions, and they never even noticed she was gone. She didn’t mention anything about the incident until later.
Travelling to Coir Dun
  • The PCs had concluded all immediate business in Frostwatch, and Rohak was quite insistent that they had to immediately travel to the mining town of Coir Dun. They gathered some supplies and headed out.
  • Travel was uneventful, though not very comfortable due to the still-frigid nights of early spring. As they walked, Sariel warned the PCs that she had information that there was a contract on their heads. She didn’t know when or if an attack would occur but they should be on their guard.
  • After hearing the warning from Sariel Helmirion cast a ritual to allow them to travel undetected, lowering the chance of being followed by their enemies.
The Injured Rider
  • The PCs reached the gates of Coir Dun on the morning of their third day out from Frostwatch. As they approach the gates they noticed a rider approach fast from behind them and heading toward the city. The PCs quickly hid and watched the rider’s approach. As the horse got closer they realized that the rider was slumped over unconscious, and he slipped off the horse and fell into the road in front of them as the horse sped on.
  • The PCs rushed over to the man and revived him. The man, who introduces himself as Terred, frantically warned the PCs that the East Mine had been attacked by the Bloody Grin Clan. He said that some of the attackers were marching toward Coir Dun as they spoke, and the city must be warned.
  • Hearing this, the PCs rushed toward the gates, bringing a still-weak Terred with them. They quickly explained the situation to the guards and had them summon the Lord of the town, a dwarf by the name of Kurset. The guards escorted the PCs and Terred into the guard house while they awaited Kurset so Terred could recover.
Rohak the Hero
  • As the PCs were escorted into the guard house, a couple of the PCs noticed a very strange statue in the middle of the town. It bore a striking resemblance to their companion Rohak. In fact, getting closer to the statue, it seemed that it bore an exact resemblance to the taciturn dwarf.
  • Rohak remembered that he had had a cousin in the Icepick clan named Kurset. Could it be a coincidence?
  • When Kurset arrived at the guard house it was obvious that it was not a coincidence. The Lord introduced himself as Kurset Icepick. Upon seeing Rohak he was briefly speechless but then correctly identified his long lost second cousin (the Kurset that Rohak knew in his youth was Lord Kurset’s father who had passed on a few decades ago).
  • Kurset was obviously confused about how Rohak could still be alive but he ignored the matter temporarily in order to deal with the emergency that he had been summoned about.
Kurset’s Speech to the Town
  • After hearing the details of the attack on the mines and the evil forces marching on Coir Dun, Kurset set to immediate work. He dispatched criers to assemble everyone in the town square immediatley so that he could address them.
  • After the townsfolk were assembled, Kurset gave a stirring speech explaining the situation and promising that he would do everything possible to save the town. He made specific mention that their hero Rohak Icepick had returned in their time of need with powerful adventuring companions, and he implored the PCs to aid the town in their defense.
  • Kurset asked that everyone willing and able to help in the defense of the town should report to the watch commander to receive assignments. Everyone else should evacuate to Frostwatch. Word would be sent to them after the battle as to the fate of the town.
Fortifying the Town
  • The PCs, along with the rest of the townsfolk that were staying, set out to prepare the town’s defense. People began reinforcing the walls, gathering supplies, sharpening weapons, etc.
  • The PCs made some particular efforts toward the defenses. Helmirion reinforced the walls with magical runes that helped to slow their foes. Sariel bolstered the spirits of the townsfolk by talking up the hero Rohak and promising that he would see them through the ordeal. Rosalina held a prayer gathering and implored Erathis to come to their aid. Rohak established first aid stations in strategic locations in the town and gave instructions to the volunteers on triage, treatment, and other particulars of battle healing. Lucifan dug into the reserves of his endurance to make last minute runs across the town bringing supplies and messages as needed.
Rumors About the Bloody Grin Clan While helping fortify the defenses, the PCs also heard some rumors about their foes:
  • The clan consists of goblins, orcs, bugbears, ogres, hill and frost giants, as well as evil members of the more civilized races.
  • The leader of the Bloody Grin is a fearsome frost giant king. According to various rumors he can control the weather, rides a white dragon into battle, can chill the hearts of mortals with but a thought, wields a giant axe made of magical ice, etc.
  • A couple of the kings lieutenants are two ogre brothers. However, they are not normal ogres. They have purple-grey skin and each one has one eye that is swollen and yellow. A couple of the PCs realize that this sounds a lot like a Fomorian.
    • One of the brothers is an expert fighter and wades into battle with a greataxe and can take on several opponents at once.
    • The other brother commands foul magic and can get into the heads of his opponents and confuse their thoughts.
  • The Bloody Grin clan has been attacking Coir Dun and the mines more and more frequently lately. No one seems to know what has riled them up.
  • In disucssing the Blood Grin Clan, Lucifcan remembers an assignment he had guarding a higher-up in the Endless Winter cult. While he was travelling with his superior the man had a meeting with a group of orcs that bore the symbol of the Bloody Grin.
The Battle at Coir Dun
  • Eventually dusk came and there was no more time to improve defenses as the first of their enemies appeared from the path to the East Mine. The battle ensued and quickly the scene was complete chaos.
  • The PCs tried to keep tabs on the battle while they were fighting. Things were going fairly well until a particularly skilled group of orcs and goblins appeared, easily cutting through the ragtag defenders. The PCs moved quickly to intercept this group. They fought well, and slew the foul creatures.
  • As they recovered from the battle, they heard shouting from the gate. They looked over in time to see a huge ogre with purple-grey skin smashing throught he ranks of the defends. He roared as he swung his huge battle axe, tossing townsfolk this way and that.
  • The PCs rushed over, and engaged the strange ogre. He was a skilled fighter, and his bloated yellow eye seemed to give him some powers over their minds. The fight was tough, but eventually the PCs gained the upper hand and the ogre fell dead.
  • With their leader slain, the rest of the attackers quickly dispersed.
  • The townsfolk began to recover from the battle. The dead were gathered to be properly buried. The dead of their enemies, on the other hand, were dragged into a heap on the outside to be burned without ceremony. The injured were brought to the first aid tents to be treated. Repairs were begun on the gates and walls as well as some buildings that had been damaged during the attack.
  • Terred ran over to the PCs after the battle, along with Kurset. Terred implored the PCs to travel to the mines to see if any of the people there could be rescued. Kurset agreed that the East Mine must be recaptured if possible, and if the PCs were willing to help he would be forever grateful.
Session #1 Summary
  • Helmirion met up with Rohak on his way into the city of New Frostwatch, traveling from Hesinvorn, the eladrin city to the east. He stumbled upon a strange grove with an altar in it. Rohak was there meditating. Rohak decided that Helmirion was almost certainly going to get into trouble, and Rohak needed to help people in some way; this was as good a way to start as any.
  • Helmirion met with the Red Spire wizard Cort, and old friend of his mentor. He delivered a box (he didn’t not know what it contained) to Cort. Cort mentioned to him that the Erathasian priest Immeral was looking for some arcane support on a mission he was funding. Helmirion, interested in both wealth and adventure, readily agreed to meet Immeral.
  • Immeral assembled a meeting of his team. Two of its members he was already quite close with: Rosalina, a deva paladin of Erathis, and Sariel, a devout follower of the church that was seeking redemption from her dark past. He had become a guide and mentor to both of them. The other two were Rohak and Helmirion, recommended by his friend Cort from the Red Spire.
  • Immeral explained that there was a cult operating in Frostwatch and the surrounding area that had the church concerned. The cult was called the Cult of the Endless Winter. Immeral was not exactly sure what the mission of the cult was, or what sort of plot it was trying to carry out. However, the name itself and some general rumors had the church worried enough to investigate.
  • Immeral further explained that there was a members of the cult that he had been in contact with that had realized the errors of his ways and was looking to defect. His name was Lucifan. Unfortunately, Lucifan had failed to show up at their most recently scheduled meeting. Immeral was concerned with his well-being.
  • The only lead Immeral has is that Lucifan had mentioned that he had most recently been stationed at the old wizard tower in the Ruins of Old Frostwatch. Apparently his group had been investigating some old documents that had been left behind at the tower.
  • Immeral asked the PCs to head into the ruins, find the old wizard tower, and investigate. If they Lucifan (Immeral gave a basic description) they were to bring him back to Immeral.
  • The PCs rested up, gathered their supplies, and headed out the next morning into the ruins. At one point, they ran into a bit of trouble with some bandits looking to rob them. The bandits were not expecting to tangle with powerful adventurers, however.
  • Once they found the old wizard tower, they made their way inside. The tower itself had been leveled for the most part, but the base still stood. They searched inside and found a hatchway in the floor. As soon as Sariel put her hand on the hatchway lever, strange ice warriors appeared and attacked. It was a tough battle, with the PCs being hampered by the slowing and immobilizing capabilities of the ice creatures. But eventually the PCs prevailed and destroyed the creatures.
  • The PCs opened the hatch, and found a relatively intact basement area where some sleeping quarters and storage areas were located. There were a couple of cultist henchman, along with Wenyin, the leader of this particular cell of the cult and his White Dragon Wyrmling pet. There was another cultist tied to a chair in the corner, having obviously been severely tortured. The PCs fought against the cultists and prevailed yet again. They searched the area for anything of obvious value, untied the cultist that matched Lucifan’s description, and gave him some first aid. Despite this, he could not be revived.
  • The PCs brought Lucifan back to the church as Immeral had asked. They found the priest who began to attend to the cultist’s wounds. Something magical was affecting his ability to wake up, and Immeral was not sure how long it would take to revive the man. He asked that the PCs stay in the city and be ready when he sent word. He wanted them to be around when Lucifan told his tale.
Welcome to your Adventure Log!
A blog for your campaign

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

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

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

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

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


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