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.

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.
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 #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…

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 #5 Summary

The PCs were gathered at the Fallen Dragon Inn, in one of the shadier areas of the Low District of Frostwatch. The Red Spire wizard, Cort, was hiding out there, and he had sent the PCs a letter informing them of what had happened. There was an attack on Frostwatch from strange elemental beasts. Many lives were lost and lots of damage was done to the city. Even a few days later rubble and bodies were still being carted through the streets.

The attacks were blamed on wizards in the Red Spire, though no one could point exactly to any evidence. The common folk were willing enough to believe that such a strange attack surely must be the fault of the wizards, so the rumors spread like wildfire. Heris, one of the more powerful wizards in the Spire, convinced Frostwatch officials that he had contained the conspiracy within the Red Spire and captured most of those responsible. He also gave the officials the names of some wizards that had escaped the Spire. Cort’s name was on that list.

Cort, of course, denied that he had anything to do with a conspiracy inside the Red Spire, or that he was involved with causing the attack on Frostwatch. He asked the PCs to help him reenter the Red Spire, free the wizards that had been captured, and confront Heris. The PCs were willing to go along with this plan.

They set out toward the Red Spire in the morning. Cort disguised himself as a lowly servant of the PCs, since his name and description would surely have been given to the city guard. It was a long walk to the Spire, which was on the other side of the city, set far back in the High District, beyond the inner gates. The gate guards initially gave the PCs some resistance to opening the gates, but after their palms were greased a bit by Sariel, they were more agreeable.

Once at the Spire, they entered cautiously. They found the main floor basically looking normal, except for some half-eaten meals and scattered notes that suggested people may have left in a hurry. Cort lead the PCs down the back stairs into the basement, where the servants’ quarters and the dungeons were located. The servants quarters initially appeared normal until the PCs reached the common room, which showed evidence of a severe magic battle. There were corpses of servants and wizards, as well as the obvious signs of magical attack: charred walls, pools of strange linquid, and the strong smell of ozone.

As the PCs explored the remains of the battle, one of the wizard’s corpses stirred, and jumped up shouting to “Defend the master!” The servants bodies also began to stir, reanimated as zombies. Cort told the PCs to hold off the undead as he ran ahead to free the captive wizards. The wizard corpses had been turned into Arcanians: undead wielding powerful arcane magic. It was a tough battle, but the PCs prevailed and their foes fell.

They moved forward into the dungeons to find Cort. The PCs found evidence of a few more zombies that Cort had fought through, but as the PCs arrived he was freeing the last of the captives. He had suffered only minor injuries from the zombies. About a dozen servants and eight wizards had been locked up in the dungeon. Cort had the servants flee the Spire but asked that the wizards aid him and the PCs in reclaiming hte tower. The wizards agreed, and the group headed back upstairs.

The main floor was as they left it, and after the servants made their way out, the wizards and the PCs climbed the ornate marble staircase to the second level. This level was much more damaged from the battle. Entire sections of walls were blown out, and the torn bodies of wizards could be found here and there. The group passed without issue and climbed the stairs to the third floor.

The third floor was in similar condition to the second. But here their enemies were still waiting. As the group got to the middle of the floor, snarling demons lept out of the rubble. The wizards fought back, and Cort shouted at the PCs to continue on. The wizards would hold off the beasts while the PCs confronted Heris. The PCs reluctantly obeyed and ran for the stairs, doing their best to dodge through the battle with the demons.

The reached the fourth floor, Travius’ private quarters. After checking the door for traps, they cautiously entered. They found Heris standing over an unconscious Travius, clearly preparing some sort of ritual. Oddly, there was an object suspended from the ceiling that looked like a smaller version of the monolith the PCs found underneath the mountains. Below it on the floor was a pedestal. The pedestal held a bowl of fine silvery white powder that Helmirion recognized as residuum. Those attuned to the arcane could see power flowing from the red glass of the tower into the monolith, and then down into the pedestal, creating the residuum.

Heris tried to engage the PCs in conversation while he went about his ritual. But the PCs noticed this as an obvious ploy to delay them long enough for him to copmlete the ritual. The PCs attacked before Heris could finish, and a difficult battle ensued. Heris was a master of powerful elemental magic, and he threw everything he had at the PCs. The PCs fought back hard, and bested his magics, injuring him severly.

Realizing that he could not finish the PCs off as he planned, and complete his ritual, Heris instead took a dangerous gambit. He motioned toward the suspended monolith, and let its power flow into him. He transferred into a hulking elemental horror, with a fiery molten core and a shell of thick ice. His skin bristled with streaks of electricity. He redoubled his efforts against the PCs, this time trying to overwhelm them with brute force. But after a fierce battle they against bested him, and he exploded in a torrent of elemental power.

As soon as Heris was slain, Lucifan suddenly felt the walls that had been blocking his memory crumble into dust. He remembered his time with the Cult of Endless Winter clearly, and he realized a bit more of his purpose in this plot. [I still owe Chris a separate email on the details around this.]

The PCs recovered briefly, and then went over to Travius. They revived him after a time, as Cort and the other wizards caught up with them after defeating the demons downstairs. Travius asked the PCs some brief questions about what had transpired, and then bid them leave him for the night. He promised that he would see them in the morning and explain what he knew about Heris, the cult, and everything else that the PCs had been pulled into.

As the PCs were leaving, Helmirion spotted Heris’ ritual book under some rubble. Most of it was in strange arcane symbols which would take time to translate. However, as Helmirion leafed through the book he found a page that had a drawing of a location familiar to him, the sacred frozen grove where he had met Rohak. Rosalina also recognized the place as the place where she had awoken in this cycle of her endless series of lives. Beneath the drawing was single phrase: “Solkara’s Prison”.

Helmirion recognized the name Solkara as one of the primordials, the beings of the Elemental Chaos that had fought with the gods in the Dawn War and eventually were beaten back and killed or imprisoned.

Now the PCs had more questions than ever about what was going on. They decided to find an inn nearby to the Red Spire so they could meet with Travius and Cort in the morning and figure out their next move. They did find an inn, and since this was the nicest area of Frostwatch, it was quite lavish. A blizzard rolled in toward early evening, which was fairly common for Frostwatch in the early spring. But their rooms were comfortable and most of them slept well despite the howling winds.

However, in the middle of the night they were awoken by shouts from outside. Townsfolk were shouting various things such as “The gods have forsaken us!” “The mountains are aflame!” “What foul magic is this?” The PCs ran outside and, squinting through the blizzard, saw that a volcano had erupted in the mountains to the north. And they realized that this mountain was directly above where they found the monolith.

Suddenly the PCs heard snarls and the clash of steel nearby. Battle had erupted. Strange shadows moved at the edges of the street lamps, hidden by the swirling blizzard…

Session #6 Summary

As we last left our heroes, they were outside an inn in the High District of Frostwatch, nearby the Red Spire where they were scheduled to meet with Travius in the morning. There was a commotion outside, though it was hard to hear over the severe snowstorm. A volcano had erupted in the mountains, seemingly in the same area as where the PCs had found the monolith. The nearby villagers were shouting and screaming about what the gout of flame on the horizon might mean.

Out of the swirling snow the PCs started to hear snarles and growls. Suddenly flaming hellhounds were attacking them, and cultists emerged out of the darkness. Two of the cultists were humans wearing chainmail and wielding longswords. The other was a water genasi and wielded elemental magic. The PCs fought hard and managed to slay their enemies. The cultists were not dressed like the ones they had fought in the past. Their cloaks were made of shimmering blue-green scales, and seemed to dripped water constantly while they were worn by the cultists. The cloaks were clasped by a bronze symbol of a crashing wave. Although one of the cloaks was burned to cinders by a well-placed fireball from Helmirion, the PCs took the other two cloaks to investigate futher.

Sariel, Rosalina, and Lucifan recongized one of the human cultists as someone from the Erathasian church where they had stayed with Immeral. Lucifan looked toward the church and could see in its windows that there seemed to be some strange activity inside: their seemed to be lightning flashing from within.

Rosalina and Sariel rushed toward the church, and the others struggled to keep up. They past a house and heard the scream of a human woman from inside. They could hear otherworldly snarls and the sounds of smashing furniture coming from inside the house.

Sariel and Rosalina kept going, too intent on Immeral being in danger to think about the woman. The other PCs felt that they could not leave the woman to die, and went toward the house to investigate. Before they ran off, Helmirion conjured a magical horse so Rosalina and Sariel could get to the church quicker.

At the house, Rohak sent his spirit companion into the house to see what they were up against. There was a horrific demon inside that saw the spirit and charged toward the door. At the same time Rohak saw a flash near his head as a tiny demon materialized and tried to stab him with a barbed tail that was dripping poison.

If the PCs were separated and in combat with two different groups of foes, things would not have gone well. Lucifan thought quickly, and threw on one of the cloaks the PCs had taken off the dead cultists. Using his knowledge of the abyssal language of the demons, he ordered the demons to attack the spire. The bluff worked, and the demons ran off toward the spire, where the wizards would surely be able to handle them. Now that the demons had been dealt with swiftly the rest of the PCs ran toward the church to find Rosalina and Sariel.

Meanwhile, Rosalina and Sariel had charged toward the church on the magical steed. As they approached the church, Rosalina decided not to waste time with a conventional entrance. She pushed the horse forward and jumped through one of the stained glass windows directly into the main temple room.

They found a strange scene. There was a large swirling portal near the altar that was very similar to the one they had found in the mountains near the monolith. Guarding the portal was a couple of hill giants and a few ogres, who were momentarliy stunned to see a horse charge through the window. Near the portal was Immeral, who was lying on the ground with a cloaked figure looming over him. The two seemed to be arguing heatedly. The figure threw back his cowl and Rosalina recognized him to be her old friend Natan.

Before the PCs could react, Natan drew a dagger and plunged it into Immeral’s chest. At the same time, he grabbed the amulet that hung from Immeral’s neck, and pulled it away, breaking the chain. Then, he turned and saw Rosalina at the other end of the church.

He gave a quick speech. (This is what I had wrote down in my notes but I said it a bit different during the game – same idea though.) “Rosalina, how can you be so naïve after so many lifetimes? You and your pathetic friends won’t be able to stop my mistress. After all it is because of you that I even found her. You were the one that tossed me so casually into the elemental chaos so she could find me. Solkara will rise again, and the world will be hers, with me at her side!” Then, he dove into the portal, disappearing.

The giants and ogres rushed toward the horse carrying the two women. Rosalina guided the horse nimbly to avoid them, and made her way over to Immeral. As they reached him she dove off the horse to his side, and laid her hands on him, praying to Erathis to heal his wounds. It worked, and he stabilized, though he did not immediately awake. Rosalina slid him under the altar to protect him, and turned to face the attackers.

At the same time, the other PCs arrived through the front door and found Rosalina and Sariel beset by two giants and three ogres. It was tough odds. The PCs had to use every trick they had, but they prevailed. Lucifan tried to jump through the portal but was thrown back as painful electricity surged through his body. They searched the bodies and found that one of the ogres had an item that had a jewel with a portal swirling inside. Smashing that item closed the portal.

After the battle, some of the PCs went back to the inn to regroup, while Sariel and Rosalina decided to stay at the church to make sure there were no other attacks. Before leaving, Helmirion asked Immeral what the amulet was that Natan had stolen. Immeral did not know what it did, only that it had been passed from High Priest to High Priest for many generations. It was found in the ruins of the largest church in Old Frostwatch during one of the expeditions there. It radiated powerful divine magic, but no one could discern its purpose. It bore the symbol of Erathis.

The rest of the night was uneventful, and in the morning the PCs went to meet up with Travius as they had arranged. The tower looked to be in better shape then when they had last seen it. Obviously the wizards had used magic rituals to speed their cleanup efforts. The Red Spire had not been spared in the night’s attacks, and although no more wizards were killed, there were fresh injuries on some. The PCs confirmed that the demons that Lucifan had ordered toward the Spire had indeed been slain by the wizards.

The PCs were led to a small library where comfortable chairs were laid out. Cort and Travius were there, and they both looked quite weary.

Travius again thanked them for saving the Red Spire and himself, and asked their forgiveness for his putting his trust in Heris. After some thought, he realized that he cannot keep what he knows to himself. He had decided to put his faith in Cort and the PCs and share what he knows. The conversation went back and forth as the PCs uncovered what Travius knew about the history of Frostwatch. He explained that most of the information has been passed down to the Archwizard of the Red Spire since Old Frostwatch was founded. It is contained in tomes that are magically enchanted to only be usable by that person.

This is a list of the major things that he revealed:

- Many centuries ago a group of wizards known as the Un Hai’kapata (which means “Those That Know” in their ancient language), as a large contingent of other companions, travelled into the frozen area known as Silmenimdor, the Land of the White Moon as it had been named by the eladrin. The wizards had long known that there was powerful magic emanating from the area and this group was determined to find its source and harness it.

- The group consisted of the human wizards, as well as some genasi from the Elemental Chaos. Also accompanying them were a few followers of Erathis, who were interested in establishing a foothold for civilization in this area. Two of these Erathasians were devas, a male and a female (I think I might have forgot to mention this in game – so take particular note). They brought a company of dwarven excavators as well, guessing that they would have to explore into the mountains to find what they sought.

- They searched the land for many months. Eventually they exhausted their search on the surface and began excavating into caverns underneath the mountains that they had discovered. As delving quite far they came upon a portal to the Elemental Chaos, which the PCs have now also seen.

- The wizards were not sure what lay beyond the portal, but the genasi warned them that it was a powerful force and the portal should never be entered. Even if a mortal could enter the portal without being annihilated, which was unclear, whatever was on the other side would most certainly be too powerful to deal with.

- After a time of research and deliberation, the group formed a plan. The genasi were aware of a secret method for creating an elemental glass that could channel elemental power. The wizards could use this glass to create a huge permanent ritual to draw power from the portal and harness it, distilling it into Residuum which they could use to enhance their magic significantly. Drawing power from the portal would weaken its effects on the surrounding area, so the priests of Erathis would be able to establish a foothold for civilization.

- It took decades of preparation to carry out the plan, and not everyone from the group survived to see the plan come to fruition. However, eventually the caverns were excavated to make room for the tunnels that made up the giant symbols for the ritual, which the PCs had found. The priests had been praying to their god and channeling her power into the area, which weakened the power of the Elemental Chaos streaming through the portal. The genasi crafted the large monolith and its smaller counterpart in Travius’ quarters that acted as the source and destination foci for the ritual.

- The wizards spent months casting the ritual, giving most of their remaining life force to its creation. It worked, and civilization was able to take hold in the harsh land of Silmenimdor.

- Travius knows less about the events of the previous Endless Winter. Clearly it is related to the monolith. Whatever lies beyond the portal is most likely not happy that it is being weakened by the ancient ritual. The previous Endless Winter, and these current events, are probably the work of agents of the Elemental Chaos attempting to spread their influence into the World through that portal.

- The frozen glade is the main entrance to the underground tunnels that make up the ritual. It is a shrine devoted to Erathis. The entrance to the tunnels is hidden by magic, and a ritual is required to reveal it. Once revealed, only a descendant of the Un Hai’kapata can open it, sacrificing a bit of life essence to do so.

- Travius is working on translating Heris’ journal but has not gotten that far; it is protected with strong arcane magic to avoid others from reading it. He did see the drawing of the glade and the reference to Solkara. He knows a bit about Solkara, that she is an ancient primordial who was imprisoned in the EC by the gods during the Dawn War. It could very well be that the portal leads to her prison, which is said to be a giant glacier.

After revealing all this, Travius recommends a next move for the PCs. He suggests that they go see the eladrin in their city where Helmirion hails from. The eledrin should be made aware of what is happening in Frostwatch. Also, they know more about the goings-on in other planes such as the Elemental Chaos, and would likely be able to guide the PCs toward where to find more information.

Finally, he gives the PCs the treasure that he had promised them. He gives several words that are very generous indeed. He then thanks the PCs again and takes their leave, needing to attend to the cleanup still going on in the tower.

Session #7 Summary

The PCs left Frostwatch to travel to Hesinvorn, Helmirion’s home. Their hope was to consult the eladrin about the situation in Frostwatch and about their new-found enemy, Solkara.

The travel through the plains around Frostwatch was uneventful, especially with some summoned magical mounts courtesy of Helmirion. After about two days travel the PCs reach the outskirts of the Everwood.

The horses were dismissed as travel through the wood become cumbersome. The standard scrub pines and evergreens of Frostwatch gave way to a more temperate forest filled with giant oaks, willows, elms, and other trees.

The Everwood was darker and more sinister than Helmirion remembered. The PCs were nervous, and strange shadows darted at the edge of their vision. The paths that Helmirion expected to find were overgrown. The sunlight seemed weaker, and barely reached the forest floor.

The PCs were just starting to think about finding a place to camp for the evening when night suddenly fell around them, at least an hour before it should’ve. They struggled in the dark to find a decent clearing to camp. They found one, but it turns out some others had already claimed the area. Spriggans, goblins that had been corrupted by Fomorian magic, sprang out of the trees and attacked. They also had a shambling mound with them, which proved to be a formidable foe. The PCs eventually fought them back and slayed them all.

After an uneasy rest in the forest, the PCs awoke to a weak sunrise and started off again toward the eladrin city. They reached the city around midday and found Sulor, Helmirion’s adoptive father. Sulor listened intently as Helmirion shared the PCs’ story, and was dismayed to hear about the threats against Frostwatch. He explained that the woods have definitely become less friendly recently, and the city council fears that an attack is imminent. They had been suspecting the drow, but now that the PCs told him about the Spriggans perhaps they should suspect the fomorians instead.

Sulor told Helmirion that he feared he should not have let Helmirion leave the city without telling him the truth about his past. He relayed the story of how he found Helmirion as a baby. He explained to Helmirion that he didn’t simply find him dropped off at the edge of the city. Once when he was travelling to Frostwatch to visit the Red Spire wizards, he stumbled upon a magnificent grove (yes, upon description, the same grove that the PCs have already had a lot of experience with) that radiated strong magic. Intrigued, he stopped to spend some time there. Suddenly, as if from nowhere, a genasi woman appeared, clearly in trouble. She was running from something, carrying a bundle in her arms. The mentor turned to see robed men chasing her. He jumped in front of them, and threw a few spells toward them. They fled, clearly feeling he was too formidable for them. He turned to the woman to find her collapsed. She was gravely injured. She looked at him with purpose and pleaded for him to save her son. She told him her son’s name. The last thing she said was “When he is ready, give him this…” and handed him a trinket of blue glass she wore around her neck.

As soon as Helmirion took the trinket, he had a vision of the woman, which was apparently his mother. The vision ends with the woman saying, "Seek our people, the House of Sarravel, in the city of Hathsarl within the elemental chaos. They will be able to help you. You do not have to fight alone.” Helmirion relayed the vision to the PCs and to Sulor, who was of course very interested in it. He gave the PCs some information about traveling to the EC. There are many ways, of course, but he knows of one particular route. In the Feywild, there are lines of power called Ley Lines. Hesinvorn lies on a Ley Line when it is in the Feywild. When multiple ley lines intersect those areas are very powerful, and travel between planes is easier in those spots. If they travel east along the ley line in the Feywild from Hesinvorn they will arrive at an ancient decaying temple. This temple is built at the intersection with another ley line. It is said that from this temple one could travel to many other planes. However, the temple is rumored to be controlled by a drow vampire, who almost certainly would not let the PCs travel freely.

The PCs then finished up the meeting with Sulor, who recommended that they seek answers in the city library, while he went to the council to relay the information that the PCs brought.

The PCS found the library to be huge, with many tiny rooms and shelves upon shelves. There was no seeming order to the place. There were a few librarians around but they were very protective of the knowledge within the walls and weren’t very eager to help strangers. The PCs employed their various talents in order to do some research on various topics.

Lucifan did some research on various demons and devils. He discovered a tome that described a place in the nine hells which seemed strikingly similar to one of his visions of his Master. The ruler of that hell was known as Mammon. Perhaps Mammon, or one of his underlings, is Lucifan’s Master?

Rosalina did some research on the temple that Sulor described, and found that it is most likely an ancient temple to the god Ioun, a good god dedicated to knowledge and secrets. She also did some research on Solkara’s history, and found a book that described how Erathis imprisoned her and fashioned seven keys to lock the prison. The keys were similar in description to the trinket that was stolen by Natan from around Immeral’s neck.

Helmirion did some research on the elemental chaos, and the city of Hathsarl in particular. He found some information about the city, including some details about its political structure and ruler, as well as some details on the genasi that live there. Helmirion also found a book detailing the ancient language of the Un Hai’kapata. This could prove useful if the PCs come across more writings from that group.

Sariel stumbled upon a book on the history of halflings in the Frostwatch region. It turns out that the Un Hai’kapata and their genasi allies were involved in imbuing a clan of halflings with increased ability to resist the extreme weather. Apparently a Frostwatch halfling is occaisionally born with stark white hair and skin, and these folk have a high concentration of this elemental power. They are known as Wintertouched halflings.

Rohak studied some of the details of Solkara’s more powerful followers. He found a book that described her top two most powerful followers. The first was a mad storm titan priest named Mirmakur, who is focused on assembling legions of fire elementals to melt her glacial prison. The second is a being called Xixecal, the Living Glacier. He was formed from her prison by another being trying to usurp her power, but Xixecal remained fiercly loyal to Solkara. It is said that when Solkara is about to be freed from her prison that Xixecal will be seen in the world again. The book also described a frost giant king rumored to be in the cult as well. Though other sources suggest that this frost giant actually gives his allegiance to the frost giant demon lord Kostchtchie, the Prince of Wrath.

After quite a while of being in the library, one of the eladrin approached Rohak. Upon noticing him, Rohak realized that the eladrin had been watching him for some time, even as he moved to different parts of the library. The eledrin introduced himself as Verath, and explained that he was a scholar of Solkara and noticed that Rohak seemed to be researching her. He had a private collection of scrolls and relics related to Solkara in a room downstairs. He offered to show Rohak, as well as his friends, in case it helped in their research. Rohak suspected a trap, but despite his intense efforts to get a read on the strange eladrin he somehow failed to do so.

Rohak found the other PCs and explained the situation. They agreed to follow Verath, and he lead them into a basement level of the library. The entrance was barely even noticeable, seemingly magically concealed. They got to the basement level and he motioned toward a room along the side of the hallway. However, just as Rohak was about to open the door he noticed an arcane rune upon it. The door was rigged with a trap! Realizing that the game was upon, Verath attacked, and several other cultists burst out of the adjoining rooms. The PCs bested the cultists without too much trouble, and made their way out of the library.

The PCs discussed it a bit, and formed a plan to travel through the Feywild, find the ancient temple of Ioun, deal with the drow vampire, unlock the secrets of the temple to travel to the elemental chaos, and find the city of Hathsarl. It was pretty simple, really.

Session #8 Summary

The PCs left the safety of Hesinvorn to brave the Feywild in search of a lost temple to Ioun, god of knowledge. They slept most of the evening, but left Hesinvorn before dawn, and watched from outside the gates as it faded back into the World, leaving them alone. The beauty and strangeness of the Feywild was almost overwhelming to all but Helmirion, to whom it felt almost like returning home. The PCs picked up the trail of the ley line, and followed it east away from the city, as their research indicated that the temple would be found along it.

The travel through the feywild was difficult. The PCs encountered many different types of strange terrain, and at times it was difficult to stay aware of the ley line as it twisted and turned. But they were relatively lucky, as they reached the overgrown temple without having to spend a night in the wilderness, and without encountering any hostile creatures.

The temple was set on a hill. There were signs of outlying buildings and gardens that used to surround it, but they were all crumbled and overgrown now. The stairs leading up to the temple were still intact, and after Sariel scouted a bit, the PCs ascended. They found at the top that the temple was relatively small, only a single story building about 50 ft on either side. The large stone doors to the temple were sealed with a bronze disc. Letters were etched on the disc in an ancient language. Helmirion, Rosalina, and Lucifan worked for some time to translate the lettering, eventually figuring out that it read: “Let the light of Ioun’s knowledge overcome the shadow of deceit”. After a few minutes of thought and experimentation, Helmirion cast a Light spell on the disc, and the doors opened.

The PCs entered cautiously, and found themselves in a single large room. The walls of the room were covered in bas reliefs depicting various scenes of knowledge overcoming tyranny and evil. There were also pedestals displaying artwork, and decaying tapestries that could barely be made out. The floor was covered in a thick layer of dust. In the center of the room were spiral stairs that led down into the darkness.

The PCs took the stairs, and found themselves in a wide hallway that branched both left and right. Both hallways ended in a heavy stone door. Behind the left doorway the PCs could detect a horrid stench of death and decay. They opened the door cautiously, and entered the room. It was lined on both sides with discarded corpses. Rosalina approached the corpses, and one of them sprang up and moved to attack her. However, a beautiful female voice rang out from the darkness ahead of them, urging the undead fiend not to attack. It was a vampire, who introduced herself as Kala’shen. She tried to engage the PCs in conversation, as she did not get a lot of stimulating conversation from her usual minions. During the conversation, she mentioned that her companion, another vampire, was in the library downstairs. Eventually the PCs tired of the conversation and attacked her. The fight was tough, as several of the corpses turned out to be vampires and zombies. Eventually the PCs smote the foul undead, and Kala’shen.

The PCs exited the feeding room on the other side and found themselves in a similar hallway. It branched to another set of spiral stairs heading down, as well as to the other side of the room that the PCs had bypassed. The PCs opened the door and found the room filled with thick, sticky spider webs. They tried to close the doors again and avoid encountering the spiders, but a couple swarms of tiny spiders crawled underneath the door. While the PCs were dealing with the swarms, some wight minions of the brood mother spider reopened the door, joining the combat, and allowing the brood mother to join in as well. The PCs had to deal with the constant immobilization from the webs and the necrotic energy of the wight’s claws. But they did eventually slay all of the spiders and wights.

The PCs were fairly drained after the two battles, and were faced with a tough choice. Do the press on lower into the temple, potentially getting in another fight when they were already low on resources? Or, do they attempt to rest first, either within the temple or in the wilderness of the Feywild, potentially giving their enemies time to regroup?

Session #9 Summary

The PCs continued on downward into the crumbling temple of Ioun. They reach the bottom floor which was a huge library. There were moldy papers and crumbling tomes everywhere. The PCs made their way into the room and found the drow vampire Dorax’na waiting for them. He offered to let the PCs live if they left their magical items with him. Rohak tried to set him off guard by pretending to agree to this offer, but it didn’t seem to work. The vampire attacked, along with several living drow and a large spider that he used as a mount. It was a tough battle but the PCs prevailed. After the battle they searched the room and found the portal that they were looking for set into the back wall.

After spending the night in the library to recover, the PCs did some research, looking through all of the dusty papers and scrolls to try to figure out how to use the portal. They eventually figured out what they needed to, and got the portal working. They first pointed it back to Helmirion’s home, the eladrin city of Hesinvorn. The PCs bundled up all of the books and scrolls they could salvage. Helmirion attached a note directed to his adopted father explaining what had happened. The PCs pushed all of this through the portal, saving the knowledge from being recaptured by evil such as the likes of Dorax’na.

The PCs then pointed the portal at Hathsarl in the elemental chaos. Initially it seemed to be working; they could see the floating earthmotes of the city beyond the portal. But suddenly the view beyond the portal switched to that of an endless glacier, and the edges of the portal seemed to start to freeze. The deva Natan stepped through, along with a volcanic and blizzard dragon. He explained that the PCs had stopped being a nuisance and had started becoming a real problem, and that it was time for him to kill them. A battle started as Natan cast a spell which split him into four different elementals, one for each of air, water, fire, and earth. The battle was quite tough, but the PCs had superior tactics and were able to best him. After the battle the PCs took a short rest to recover, but Natan was not dead yet. They heard his disembodied voice at first, but then a vortex of elemental energy formed in the middle of the room, and he appeared again. But his form was changing. His limbs elongated, and his hands grew into grotesque claws. His feet burst out of his boots and changed into the webbed feet of an ocean creature. His skin became scaly, and took on a greener hue. His neck lengthened and his mouth widened to reveal hideous razor-sharp teeth.

Again the PCs dove into battle, hoping to finish Natan and make their way to Hathsarl…


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