In a Certain Realm...

Adventure Index
A list of all the adventures in a certain realm...

In a certain realm, in a certain kingdom, there once lived an oracle of Selune, a half-orc escaped slave witch, a dryad attached to a Leshe, and a soldier from a foreign land ….

These then are their stories.

  • S01 – Welcome to Heldren. 26th Flamerule, 301 (Saturday, May 12th, 2014) Where characters meet and are invited on their first adventure!
  • S02 – The hunt for Lady 27th of Flamerule (Saturday, May 24th, 2014) Winter, undead and frost fae oh my!
  • S03 – Screaming snowmen and more snow! 27th of Flamerule (Saturday, June 6th, 2014) Trials and tribulations as the party heads to the Warden’s Lodge!
  • S04 – The Plan is in place 28th of Flamerule 1378 (Saturday, June 21th, 2014) The party gathers outside of the Warden’s Lodge. They intend to rescue Lady Argenta Malassene from the bandit’s clutches.
  • S05
  • S06 – Mellifluere’s Grove (Saturday, July 19th, 2014) It is not a happy homecoming, but it is instead the start of a new adventure.
  • S07
  • S08
  • S09 Welcome to Villeday. (Saturday, September 27, 2014) Our presence leads to trouble.
  • S10 Negotiations and love songs. (Saturday, October 25, 2014) Admittedly, less love songs than we’d like.
  • S11 Frigid Towers. (Saturday, November 22, 2014) The party visits the Pale Tower.
  • S12 Leaving the Pale Tower (Saturday, December 6, 2014) Or at least working our way down through the levels.
  • S13 The Fight to get Out continues (Saturday, December 20, 2014). We finally make our way out of the Pale Tower.
  • S14 Goodbye Villeday 10-17th of Highsun (Saturday, January 31st). hello Ludnovy. We travel, adventure a bit, and travel some more.
  • S15
  • S16 From a tiny hut to Helsprin 11 to the 19th of Highsun (Saturday, February 21st). We travel through the winter only to find spring, ghosts and at long last – Helsprin, or destination.
  • S17 From Helsprin to Winterthrone 19th – 23rd of Highsun (Saturday, March 14, 2015). Travelling music.
  • S18 Fish? 23rd of Highsun (Saturday, March 28, 2015). In the fishcamps outside of Winterthrone, the party finds Nina’s local ally (Rignear Malencolf) in a spot of trouble. Helping him out really brings the house down.
  • S19 Winterthrone via the Howlings and into the Bathhouse 23rd of Highsun (Saturday, April 25th, 2015). We wander through Winterthrone and learn of the desperate plight of the people there. We also discover bathhouses! Oh, and meet the Heralds of Spring.
  • S20 A hunting we will go 23rd of Highsun – 24th of Highsun (Saturday, May 9th, 2015). We attack the dragon-captain of Winterrule in an attempt to help the Heralds of Spring.
  • S21 The end of the clocktower caper and into the forest we go24th – 27th of Highsun (Saturday, May 25th, 2015). Where we rescue Bella for Solveg, get richer, and get lost in a deep dark forest.
  • S22 Lost in the forest. 27th of Highsun (Saturday, June 20th, 2015). We are in the primeval forest in which we believe the Hut to be hidden. But the Dawnspeakers have blocked our path. The only way through is to treat with them.
  • S23 For the Hut! 27th of Highsun (Saturday, July 4th, 2015). We find the hut, but Nazhena (and Boo!) is guarding it. Can the party destroy the villainess (and Boo!)?
  • S24 Into the Hut and from there 27th of Highsun (Saturday, August 29th, 2015). With the Hut found, we must destroy the last vestige of Nazhena (no Boo!) and meet the Hut’s caretaker before we take a journey.
  • S25 The Three Ravens of the Hut 27th of Highsun (Saturday, September 25th, 2015) While wandering inside the Hut, we walk along a strange corridor, that brings us to three rooms: one of dawn, one of twilight, and one of night. Each is guarded by a raven with riddles to answer. What they give us in return is a puzzlement.
  • S26 Frost Giants and orcs, oh my 3rd of Ilaint (Saturday, November 7th, 2015). The Hut lands on a camp of Frost giants. Naturally this leads to name calling, followed quickly by throwing rocks! We discuss the Raven’s riddle and how it will guide our next steps.
  • S27 Meeting with the wise women 4th of Ilaint (Saturday, December 5th, 2015). To befriend orcs you must first defeat their summoned monsters, apparently. We reach the top of the Three Sisters.
  • S28 Forthcoming (Saturday, January 16th, 2016)
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S27 Meeting with the wise women
To befriend orcs you must first defeat their summoned monsters, apparently.

4th of Ilaint

We walked for more than a day, stopping just outside Kalid’s village. The sheep, riding along the balcony of the Hut, eventually got use to the motion.

Throughout the day, the land starts to rise and the forest thins. In the distance, we see a clearing that is filled by a large camp: several dozen rough hewn huts made of skin stretched over bones. There are over 100 orcs in this nomadic village.

At Kalid’s suggestion, we stop at the outskirts of the village.

We leave the Hut and approach on foot. A group of orcs leaves the village and meets us along the road. They form a line before us and Bragga’s words get us through. They line becomes an escort. They snarl and snort at us as we pass. Bragga’s hair waves without wind, quieting the loudest of the orcs. They snarl and bark at Nadia and Rustan, and even Mellifleur (in her orcish shape), but they’re unsure how to take the small blond blind girl in Bragga’s wake.

We enter the village. The orcish children are hiding behind their parents or peeking at us from the tent’s openings. They take us to see Korak-Kagg. His is the largest of the tents. Two mastodon tusks hold up a canopy archway. The chief’s tent sits in the middle of a crescent of tents, just in front of the communal fire. The lead warrior throws open the tent and bids us enter.

The tent is full of a collection of bizarre goods from many realms: silks, an ottoman, tapestries, rugs, even a shirt hangs as ornamentation. Weapons line racks on one wall. A giant axe stands in a corner. Sitting on a folding stool is large and muscular grey orc. He has a cracked tusk and a mighty overbite. He asks our purpose and Bragga speaks for us. She speaks of the coming of the witches and our quest to find the grandmother.

Their wise woman knew we were coming.
Bragga asks about the Red wizard’s visit. The “Red” hired some of Korak-Kagg’s orcs as soldiers. His scouts say the Red’s party encountered giants shortly after leaving the village. The Red had interest in the three sisters (the statues).

Kalid takes us outside the hut. The orcs are no longer standing around.

We go to the Wise woman’s hut. It’s smaller than the chieftan’s hut, and located just outside the village. It’s directly opposite the clearing where we parked Grandmother’s hut.

Kalid declines to enter.

Inside the hut are five elderly orcs, three are stirring a cauldron. Two others are tending a naked orc who is very pregnant. One steps out to greet us. She shoves the cristal she holds at each of us and grunts at us. Bragga leads the conversation as best she can.

They warn us to beware the wind that walks. It will blow stronger and stronger against us.

They tell Mellifleur that the Prince of Stars seeks her. He will be our guide when we come to the pass. When we walk in the halls of the Queen of air and darkness.

We go back to the edge of the village to wait for this walking wind.

Wanderoot talks to the trees. He learns that the Red and some orcs left a few days ago. He also can’t get any word from the area around the Three sisters as the trees are frightened.

It’s the middle of the night before the wind picks up. Three hulking figures with goat legs and horns, and a human’s torso. They are masoginist demons called Andrascues. They appear and crouch down, looking about when Wanderroot strikes! He smacks them hard.

The lead goat-man speaks telepathically demanding to know where the tree that walk’s women are. And all three goat-men grow. A large voice yellos out in Abassal: come out you come out bitches! Face your doom!

Rustan fires his gun twice at them; hitting both times.
Lidyia prays while Bragga casts a fireball and Nadia shoots her bow. Faufine sneaks quickly away to flank the goat-men. Fortunately, they ignore him until he sneaks up and attacks one of them in the eye! It falls and disappears.

The other two fall more quickly from the combined efforts of the party. And as they fall, they disappear.

The wise women arrive, one of them is holding a newborn orc. They nodd in our direction. The orcish mother steps forward and presents her baby. The baby is featureless. It’s a caul-baby. the baby was born with a caul wrapped around her face. Lidiya removes the caul only to have the wise women take out the newborn’s eye with a lance. The crowd is happy with this. And they depart.

Then the wise women tell us a tale.

Thousands of years ago, before the oldest – the orcs lived elsewhere. And foolish magicians opened portals to bring them forth as slaves. And they poured forth in an endless wave. The orc-gate wars, the humans called them. The orcs would have taken over the world. The ancestors of the red wizards closed those gates. Alone? No. She came. She closed the gates. And she built three statues of her: as a maid, as a mother, and as a crone to watch the gates. And she promised to watch over these gates for ever. There are passages and rooms within these statues that hide her plunder and some of her followers. And the followers are three-who-are one. And now a red man goes there. A place of power and a place of watching.

The gate that goes into the three-who-are-one is at the top of the statues; it changes with the moons. It is said we must go there to find the way in. There will be a guardian within; she should be an ally as she also serves the Babba Yaga. But the Red, the Red wizard will always be an enemy.

The wise women give us a large wooden staff carved with many runes and incantations. It will teach “us” secrets.

They warn us of where we are going, and speak in riddles.
The wise women offer up their son (Kalid) as our guide. He seems resigned to his fate.

The village awakes to screams of joy. Beloved of Grumsha and Ludvik – the baby is celerated at her birth.
Kaild rejoins us with his stuff. He warns us that there is a laborinth around the statues.

We travel (using the Hut) to the Three Sisters, three statues that dominate the landscape. They sit within a maze of branching canyons.

At the feet of the statues, Wanderroot puts us in his bag of holding, makes himself invisible and flies up to the top of the crone. He drops us in a nearby clearing that is dominated by a blackened and twisted tree. It demands one of us as toll. Naturally, we refuse.

The witch-tree does significant damage to the party, hurting Nadia badly, but she suffers far more than us and we destroy her. Beyond her is an opening into the statues.

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S26 Frost Giants and orcs, oh my
Lots of thinking and a fair bit of fighting too.

A reminder, the ravens gave us the following clues:

  • Maiden – Waxing moon. Chime of opening
  • Mother – Full moon. Natural Weapons +1
  • Crone – Waning moon. Amulet of Recovery

The hut is struck by stones, thrown by the Frost giants from outside once they realize there are people in the hut. I think the hut arrived on their camp as one of them is already injured and scratched. Rustan and Bragga take up positions just inside the windows, and fire from relative cover. Faufine flies out and breaths fire in a giant’s face. Zorka “drives” the Hut and has it kick several giants in range. After being pummelled by Wanderroot, burned by Faufine and (later) Bragga, zorched by lightning and kicked by the Hut, the remaining few flee. The hut goes after them, and kills them.

The hut stops pacing. We figure out we’re in the eastern regions of Thay (Artosa) one side or the other of the Sunrise Mountains (probably the western reaches along the marches plateau).

In searching the bodies of the giants, Bragga finds a set of giant dice and a palantir that seems to be made of strong transmutation magic. It contains a trapped snowstorm. By breaking it, you would release a large snowstorm centred on the wielder.

We wander about, inside and out. The hut heals quite quickly, but Zorga has lots to clean up inside. We stay in the hut for the night.

Radabour doesn’t let us back in until Rustan manifests the cloak of the black rider. We chat, he has an arcane way of speaking and we figure he’s been here a very long time.

We examine the riddle given to us by the ravens three.

_Seek now the sisters three who are one
Mother. Maiden. Crone.
But know that the Maiden is illusive
And may only be caught by the waxing moon.

The amulet will lead you to one of the three clues we seek
The first ingredient for Grandmother’s kettle.
Look for the key when the time catches up to us all.
Look for the mother, when the moon is full.

The changling holds what we desire.
We will find the crone only when the moon wanes._

Faufine comes back from his scouting expedition. He found an orc. He had sheep. Wanderroot tells us the trees say there’s a tribe of nomads near here. The ladies decide to go and speak to the grey orc shepherd. He names himself Kaild. Shepherd of the Rashak. He calls the hut the cave of Luthic’s mother. It’s come twice in his lifespan. He warns us of the giants of frost and snow in the area. After our discussion, we return to the Hut for the night.

3rd of Ilaint

The fence has appeared around the hut over night.

Wanderroot and Bragga try to drive the hut. Only Wanderroot succeeds.

The hut is taken to within sight of the shepherd and Bragga goes to meet him. Surprisingly Kaild wants to see the “Walking Cave”. Kaild and his sheep stand on the porch and we take the Hut to the grey orc camp.

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S25 The Three Ravens of the Hut
To help, to hinder, or to delay, we cannot decide their purpose.

We explore the “new” hut. Zorka does not respond to our calls.

Lidiya casts light on her spear and follows Rustan down the corridor. They go left from the room of the hut. There are glow-worms on the walls, and tiny moths flutter about. Raven women and squat men line the walls. Wanderroot is woken and joins us.

We come to a door with a symbol carved on it. It’s a symbolic dawn.

Dawn’s Room

Wanderroot pushes open the door and dawnlight shines upon us. Beyond is a garden in full bloom. In the center of this large room is a pool from which dawnslight radiates. There are various passages from the room, covered in vines. The floor is covered in dirt with little pathways of stone. The ceiling is domed above us.

A raven flutters down to the pool’s edge and wishes us good morning. Wanderroot learns the raven’s name is Triva. She’s wearing a small amulet and she is the oracle of the dawn.

She tells us that we must face what she cannot and learn its desires through our own. From this knowledge she can bind our fates to learn our faith. Lidiya is livid about this raven questioning her resolve in freeing her home from winter’s grasp.

We follow a small corridor into a small room.

In the edge of the room is a bed with a large bloodstain. From the far corner a flickering image of a woman appears. Her hair flutters infront of her face, hiding most of it. Lidiya offers good evening, and she sits on the bed. The woman is surprised that it is still evening. When the woman mentions that dawn never comes, Lidiya gets the idea that she desires the dawn. She talks to the spirit (that Wanderroot identifies as a living dream). Meanwhile Faufine flies to the raven and tells her our answer. Apparently it was correct, the door opens and the dawn’s light banishes the creature.

When we return to the raven, she gives us the gift of her amulet.

Seek now the sisters three who are one
Mother. Maiden. Crone.
But know that the Maiden is illusive
And may only be caught by the waxing moon.

The raven dives into the pool and disappears.
The amulet has a rune on it. Wanderroot thinks it’s in Amiscarian. Bragga figures out it is a chime of opening.

Twilight’s room

After a long walk of over 2 minutes, we come to an opening that is filled will iron trees. The light comes from a pale globe held between dark branches. The Raven names himself Mok – oracle of Twilight. He offers a challenge only if we need his help. Wanderoot does not believe we need any help.

Born twins, they live not; Yet they grow until death.
Their fates are often tied; ever crescent as the moon.
Symbols of the warrior’s pride.

The answer to this question lies in the chambler beyond. Bring the answer to Mok and he will help us.
He points our way into another dimly lit room, lined with iron trees.

A large shape starts charging towards us! The Beast of Gelgast is a mighty boar with tusks and hide of steel! It takes all of our blows and seems never to slow. It is Faufine, who attacks the beast from within that finally brings it low.

Wanderroot holds its tusks in place as the body rattles with death. Nadia takes the tusks. And Faufine insists on carrying them back to the Raven. Lidiya helps him (but doesn’t mention it).

Nadia cuts open the boar (in case something is inside). We find…. (something – Max will tell us next game).

The Raven lets us keep the tusks. He gives us another amulet. The amulet will lead you to one of the three clues we seek – the first ingredient for Grandmother’s kettle.

Look for the key when the time catches up to us all.
Look for the mother, when the moon is full.

Bragga identifies it as an amulet of natural weapons +1.

The night’s room

We find another door. Its symbol is odd, and while we assume it’s day – the room is night; pitch blackness. This room has thick stone columns and a vaulted ceiling. Moon flowers grow on the columns. A faintly glowing blood red orb dangles from a chain descending from the ceiling.

The Raven is white with red eyes. His name is Resume, Oracle of night. He asks us a series of riddles, which we must answer.

The grandfather sits
He is dressed in a thoushand coats
Who undresses him sheds tears
- An Onion

Does not bark, does not bite
And in the house does not let.
- The lock

Without hands and without legs
And is able to draw
- Frost

I mark nights coming
I will mark your end
I run not in fear
I have not a friend
- An Hourglass

After guessing the three riddles, the Raven warns us that t_he changeling holds what we desire. We will find the crone only when the moon wanes._ It throws the amulet at Rustan.

It is an ageis of recovery. It protects the weilder from bleed attacks.
It reads

3. Silver moon
2. Gold Sun
1. Artrosa (3-in-one)

We leave the room and come back to the original door we left. Across from the kitchen is a double door. It leads to another kitchen. A spacious room in a wooden cottage. The shelves are overflowing with ingredients of all manner of things. We see Zorka upstairs, chopping vegetables. The cauldron is in the middle of the room, bubbling away. A second cauldron is bubbling with soup.

A second person is in the room with his back to us. He’s a warrior. His axe is on his shoulder, and he’s on guard near the door. He sees us and turns to face us.

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S24 Into the Hut and from there
A long fight followed by a short voyage of discovery ... sort of.

It’s still early morning.

We heal up then glance inside the Hut. It is definitely bigger on the inside! We push open the unlocked door and step into a cosy-looking hut. Bragga looks at the weave and finds it dizzying. There is a curse on the far door – threatening all who enter that are not servants be struck with fire.

She finds a small bead. It’s a tiny curled up lizard. There are lots of things scattered about, including: Crystal vial with effervescent heart shaped bubbles, Hexen dolls, Two little boxes of ointmens, Sack of tea leaves, and a small metal can with mineral-smelling liquid.

And she sees something glowing magical scratched into one of the hearth stones. Its shaped with a stylized head with a beak.

We walk into the next room, following Rustan, and there are five iron thrones around a breath-taking map. On one of the iron thrones is a pile of bones. As we approach, the pile of bones connects to each other and Nazhena’s voice resonates from it! “Fear the wrath of the winter witches!” The pile of bones, now a bone golem, attacks us. We dispatch it quickly.

Bragga notices there is magic around the thrones (divination). Wanderroot plays with the divination to see Bragga, then Nadia’s kids. But he can’t find Grandmother.

Bragga, meanwhile meets Zorka, the Hut’s guardian. She was hiding in the hearthstone. She’s a kikamora (a female demovoy). She identifies the two items we’ve been carying (a red scarf and an orc fertility symbol) htat will take us to the next crumb on Grandmother’s trail. Lidiya wonders if these two items will take us to Thay.

Zorka opens the library for us to figure out where we will go next. We learn the two items will indeed take us to the Hoofwood Forest in the Thartch of Goros near Arthursthra (in Thay).

Bragga dumps the two items into the 1/2 full cauldron. The liquid roils, then everything changes and shifts. The cauldron remains the same, but even the Hut has changed.

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S23 For the Hut!
After a battle with its guard, we... well, you'll see.

Wanderroot casts message on Faufine and then he heads out into the Hut’s clearing. Faufine goes in and scouts around. He sees a woman made of ice on watch. Nadia notices something land on a nearby branch. Bragga casts Glitter dust and an owl appears on the branch.

Rustan shoots at the owl while an ice statue strides towards us. It looks a lot like Nazhena Vasilliovna. We hear a voice from behind the ice statue, demanding Wanderroot release “him” (the owl?) at once. A second bird comes into view. It becomes a running battle around the clearing in which the Hut stands. At the end, Nazhena and her owl (Boo) are dead. We collect her
Hypoerboreal robe (+2 to all saves, renders your flesh seeing cold (d6 frost damage)), and a Potion bandoleer containing: 1 potion of barkskin, 2 potions cure moderate wounds, 2 shield of faith), a Wand of ice spears (9 charges) and an Ice sickle (Shard of elemental ice. +1 frost sickle Does 1d6 ice damage. magical vortex; it can store 1 cold spell that can be used to counter a fire spell.). She also had a Blue quartz tiara (500gp) and an Ice diamond necklace (500 gp).

Nadia saves the head, and Mellifluere’s earth elementals bury the remains deep.

Behind a picket fence, made of long bones and topped with human skulls, is a small wooden hut on chicken legs. There are two dead Black Riders on the ground. Their bodies are unspoiled. We say a prayer and bury they deep.

Rustan says: Little house, litle house, turn your back to the forest and face me. The hut settles down on the ground and its back door faces us.

Wanderoot touches the shackle, there is a flair of darkness and the shackle shatters.

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S22 Lost in the forest
Where we take on the dawnseekers and the Baccaiu are amused

South of the stone alter is a house 30’ up in the trees branches. It’s tipping and it’s door is ajar. It seems to be the house of a cratfsman or perhaps a merchant. On the second floor of the house is a middle-aged man with a splinted leg. Two children hide with him.

Wanderroot carries Bragga and Lydia into the doorway. As the tree tilts, Wanderroot provides support before it tips over.
The 2 children come down and Lydia goes up. She heals Carind and splints his leg. Together they hobble downstairs. Wanderroot carefully takes us down. Faufine shrinks them and Bragga flies them down with, wrapped in her hair. Wanderroot picks up Lydia and carries her down. Faufine makes the family larger again. We give the family directions out of the forest.

Beyond the entrance to the clearing, we see a pond. And we hear the sound of rain.

We wander towards the clear blue pond in the centre of the clearing. Wripples flow to the centre and the drops of water go up. Standing, ankle-deep in the water, curled over herself is a female dawnseeker. Her fair face is twisted in a palsied look. She plays her flute beautifully, if hauntingly.

Lydia sings, matching the song and following it. Eventually the dawnsingger stops singing and starts talking. Lidya tries to get her to give up the hut. She’s warned that inside the hut is a kikimora (a female Dormovoy). She asks for her brother’s flute. If we manage it, she’ll give us the hut.

North of the pond we see a meandering trail. Willow-whips float about. The Willow-whips whisper to Wanderroot to come this way. People are hurt down here. He’s sure it’s a trap so we go another way.

Rustam sees two petryon shadows (antlered flying eagles). Their shadows pass over Rustan and Bragga. They fly down and attack Bragga. Rustan fires at one and hits, but misses the other. Wanderoot reaches up. His arm becomes a branch, it stretches out to a vine and he tries to slap the petryon, and misses. Nadia hits one with an arrow.
Bragga calls out and casts web. The unhurt one gets caught, but the other is not stuck in the web, but is forced to fly below the canopy. Wanderroot attacks the one that made it safely through the web. He kills it.

Lidiya throws her spear and strikes the trapped bird. The last Petryon manages to use its antlers to cut through the web and it falls to the ground. Wanderroot beats at it. It’s trashing about. Rustan kills it.

Three beautiful red haired women are dancing in the nearby glen. with them are three human men who look tired, and ragged, but still partying hard.

We are greeted and invited to dance. There’s no muscians or source of music. One of the man comes up and offers Lydia a drink. She sets it aside and offers him her hand. They dance, following the tree. Bragga casts dancing lights and follows the tree. Rustan and Faufine manage to sneak two of the shrunken men into the bag of holding as Lidiya dances the third out of the clearing. And behind us the Baccaiu laugh in joy.

As we enter the clearing, we see an upside down tree. It’s an ancient great birch, with it s roots out into the sky. Great thick branches descend into the earth, and then back out from the earth. In the roots of this upside-down tree are thousands of windchimes. Standing in the roots is a third dawnseeker. He clutches his pipes rather than plays them, and he smiles in a cold and cruel fashion.

Nadia warns us there’s 3 twig-jacks in the nearby brambles.
The dawnpiper becomes so bright that it hurts to look at him. Bragga, Lidiya, Nadia, and Rustan try to resist it. Bragga is blinded and starts bleeding from her eyes. The battle is joined, The Dawnpiper raises his arms to the sky and a powerful gust of wind sets the windchimes to releasing a cacophonous sound. And there’s a giant noise.

Bragga is now near deaf but she can see. She balls all her rage into a tiny golden pear which she throws at the dawnpiper and the tindertwigs. The tinder-jacks and the dawnpiper get burned into cinders.

When we go back through the baccais clearing, they let us quietly go through.
We go back to the water glen, leaving the three dancers tucked under a blanket.

Lidiya gives the dawnpiper the cruel brother’s flute. She follows us back as we return to the earth alter.
The earth dawnpiper drops the alter and the strange flickering glowing light fades and dies.

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S21 The end of the clocktower caper and into the forest we go
The list of loot is truly amazing!

We free the hostages of Granny Nan and tell the small girl and Bella to hide in the witches home. We go down to the ground floor landing and Wanderroot casts haste on everyone before he slams open the door the barracks. We take on the four trolls in residence. Once the blue trolls are felled, Wanderroot wanders through the level.

He opens the door to the armoury. There are two armour dummies. the walls are covered with racks and racks of weapons; it looks like the winter guard are confiscating or stockpiling weapons. In the middle of the room is another troll who is sharpening his axe. Behind him is a female troll and a Troll Dog.

Rustan, Nadia, Gretta, and Faufine take on the hound, while Bragga takes on the axe-weilding troll. Wanderroot goes root-to-toe with the she-troll. The fight is fast, but nasty.

After a few more doors to open, we find the children in cells. We bar the front gate and loot the tower.

Polar bear pelt room (She Troll’s room)

  • Locked chest with key contains the payroll (767gp)
  • A greatsword made of brass-bronze metal, fairly light and magical. +1 Milarani sword. Kopeshe in shape.
    She Troll
  • A little mummified hand of an elf on a string and it’s magical. It can be used at will to summon a ghostly hand (mage hand at will).
    Hound
  • Leather collar studded with ice diamonds (400gp)
    Armoury
  • Ton of weapons. Given to the resistance
  • Magical suit of scale mail armour (human sized) Masterwork +1
    On the trolls
  • 50gp (variety of coins)
  • Sketchbook of Irisani witches in “positions” beautifuly drawn (blackmail material) (1000gp) Given to the resistance
    Kitchen
  • Magical cauldron – +5 to alchemy – Cauldron of Brewing
  • Food
    Children’s room
  • Wile wood labyrinth
    Granny’s Room
  • 3 potions – cure moderate wounds, fly, invisibility
  • A ring of flaxen hair (magical-abjuration) – protection +1
  • A snowglobe of the winter palace (200gp)
  • A box with a lot of correspondance and paperwork. Given to the resistance
    Dragon’s Lair
  • Lots of stuff (we take it all!)
  • Large wooden Kite Shield (Magical) +1
  • Adamantite Warhammer (we call it our lockpick)
  • Small serpentile figurine of an owl (Magical) – Figure of wonderous power (3x for giant owl, no max – any owl).
  • Bone scroll tube containing wizard scrolls
    • Blink
    • Scorching Ray
    • See Invisibility
      *2 wands
    • One that’s kinda hard to see – silent image 16x
    • Very light and precise – true strike 17x
  • Massive gold censor to Selune (500gp)
  • 5 tourmalines (50gp ea)
  • Monies — 240pp, 620gp, 1905sp, 7326cp

Bragga takes some of the blood from Gramma Nan.

We free the opera singer (Bella) and 7 kids.

Bragga, looking like the granny, organizes our escape. The group and kids (and goods) are transferred out via the bag of holding.
Once we’re out, and headed back towards the resistance, Wanderroot and Melliefluere summon earth elementals and pull down the tower.

Faufine goes to guard Wanderroot while Melliefluere comes with us. We return the children, weapons, paperwork and blackmail material to the resistance. Solveg is delighted to see Bella.

As the effects of our emptying the guard tower (and Wanderroot destroying it), one of the gates is taken by the Iron guard. And the guards that were centred in market place have dispersed.

The Heralds of Spring copies the smut to better display the queens of Iricent, often adding additional characters.
Curfew is heavily enforced tonight.

After a night’s rest, we spend time organizing the loot and magical items.

27th of Highsun

A few days later, the Iron guard has meet with the resistance and so far, it’s gone well.

We take the cart towards the market. The forest that fills it is an intimidating thing. The trees are tightly grown together and what spaces do exist seem filled with thorn wrapped vines. The cart is able to press into a nearby clearing, but the canopy dome the sky overhead. A lone patrol walks the circut of the market. There’s a disance music that fills the air. It’s a strange dulcet haunting music.

Despite the lack of guards, Melliefluere insists we travel via bag of holding and an earth elemental.

After the transition we are in a clearing inside a grove, about 60 × 70 feet in a weird shape. In the grove is a big rippling zone of shadows. On the other side of this swirling mass is a shape, maybe a building. Off to the east is a large bolder with smaller boulders swirling around it. The sound of piping seems to be coming from there too.

Sitting cross-legged on a floating boulder is a dawn-singer. It circles a stone stage about 10 feet high.
The music stops when the dawnsinger recognizes us as mortals. And we introduce ourselves.
The dawnspeaker says the hut is claimed and we cannot have it. They found it and so claim it.
With our tale, we are able to sway Ravathiel to our cause and he is willing to give us access to the hut in return for giving his name to grandmother as he did protect the hut from all the witches of Irysinth.

His sister is at the alter of water and is mad.
His brother is at the alter of air and is cruel.

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S20 A hunting we will go
A sortie on the clock tower; madness in the planning

23rd of Highsun (night)

We discuss tactics and decide that Lydia will cast a divination to learn whether it is wise to interact with the Iron Guard to see if they will help the revolution.

Lidiya, Nadia, and Bragga head out to the Red Cockril. Rustan helps the local resistance examine their defences and offers advice. Melliefluere goes out to talk to the trees.

After a few false turns, we arrive at the Red Cockril. The place is quite busy and loud. Lidiya meets with Gretta. They discuss the town and the current politics of the place. There we learn of Lord Oreo – the iron captain. There are 3 Jadguiga families in the city that have grudges against the current ruling family. If they’re all staying in power then, these families won’t get a chance to seek their revenge against Queen Ilvana’s clan.

We learn that the locals worship Meylar. God of the hunt, blood & beasts.

Melliefluere learns there’s only one way through into the forest. The branches form an impenetrable dome while the trunks form walls and the roots form a dome beneath the earth; but in one spot, where the trees are cut down daily – there is a gap in the roots. The gap is just big enough to get in.

The dawn-singers gather in places of earth and water and air. And the hut’s in the middle of the whole thing. The Bacchai are in a small clearing. They are having a party.

Rustan tours the Heralds of Spring’s outpost with Soulveg.

To make the hut stop we must say: Isbushka, Isbushka, turn your back to the forest and face me.

That night, we sleep in the revolution’s headquarters. And Lidiya dreams about the moon, seeing it above her. She thinks about her quest to bring the iron guard into the revolution. And words come, and so she writes in fire on the wall.

24th Highsun, 1378

In the morning, when she awakes, the stone wall has engravings within it.

When iron strikes ice, anger and strife will rule the streets
For spring to emerge, and peace to come,
Grandmother’s words must ring in the streets.

We agree to act as emissaries between the revolution and the iron guard. Solveg sends out a request and learns the Iron guard has set their meeting to the Crooked House at noon.

The pass phrase to identify our contact is: The sun is setting earlier today.
The counter sign is: Yes, but eventually it will rise again.

The Crooked House is on a rise of land called Two Hills, in the highest place of the city. It is home to craftsmasters and artisans as examples of their crafts. It is rumoured to be haunted. It’s not crowded, but there’s always people here – showing off examples of their building techniques or examples of various styles.

We wander this large building. At some point a short thin man approaches, and looks at the same piece of carving; he says the pass phrase and Lidiya responds. We follow him slowly through the rooms until we come to a small meeting room. The man is sitting in a chair in the room. We go in and take seats.

Ogrevich, the captain of the winter guard. The representative of the iron guard wants this dragon dealt with. Once he is gone, the iron guard can attack in the confusion. They can give us a way to notify them that it’s done.

Ogrevich was a man once who was cursed to be a dragon. He lives in a clocktower. He has troll guards with him as well as prisoners for food. He is very confident in his abilities. If legends are true, he can breath ice and cold from his maw but he’s not a mage or sorcerer; he has no specific protections against fire. He still fights with his old weapon (his hammer—it’s said it can smash anything).

He gives us a crystal. Dip it in the dragon’s blood and expose it to the open air and it will explode telling the Iron guard the task is done.

Lidiya goes to get Gretta. She has to wait a few minutes, but Gretta comes back with a servant. She seems surprised but agrees to come along. Lidiya is certain Gretta is hero material, and Gretta does not seem to pause when she learns Lidiya and her friends are out to kill a dragon.

Gretta tells Lidiya that people in the city knew Lidiya’s father. He was a Jadguiga, a great huntsman. The stories are that, about 15 years ago he had fallen in love with a wolf. No one knew her name. He vowed his love publicly, after imbibing too much wine. And he’d be with her and ask Baba yaga to let his love walk on 2 legs permanently. And he never returned from that quest.

At the resistance, they learn that Solveg’s lady love is a prisoner in the tower. There are other prisoners: children. Solveg agrees to help any who escape the tower. She gives over a scroll of lesser restoration and 3 potions of healing for our task. She lends Nadia her weapon (+1, can cast remove fear). And she warns us of the old witch that lives in the tower.

We meet outside the clocktower, congregating in the covered wagon. After Faufine shrinks us, we get into the bag of holding and are flown up into the clocktower.

At some point the bag opens. Melliefluere pulls us all out and we grow back to regular size. We are in the top layer of the clocktower. There’s an automaton track running around the bells. In 3/4 of the room is a heavy clock work that makes a ton of noise. 20 minutes after we arrive and place ourselves, we hear the dragon’s arrival.

We wait in ambush. When the dragon touches down inside the clocktower, we cast upon it a flurry of blows. The dragon-captain strikes back several times, almost crushing Gretta and disarming Nadia in his attacks; but we prevail. As he dies, he turns back into the man he was.

Wanderoot opens the trap door in the floor. It leads down to a ladder that leads down to a larger room that opens up and holds the pendulum. A stairway continues down. We all climb down.

At the base of the stairs is a locked door, which Rustam opens with a blast from his gun. Wanderroot peeks in and sees a scared woman. He turns the nearby mirror to face the wall.

Behind the door is a long corridor, at the end of which is a bunch of crates and barrels. We open the left-side door. It opens into a 15’ square room that is a little old lady’s foyer. Three doors lead out. Wanderroot tries the doors. Only the door to the watercloset is locked.

Wanderoot uses his strength to open the door to a little old lady’s bedroom. The old witch is in here with a pet rat.

Rustam sees movement behind the crates. It looks like a doll made of a bunch of bits and pieces woven together. The head is a giant rats skull. It’s an attic whisperer. Rustam hears sobs of children crying. The group is divided, attacking the attic whisperer in the hall and Granny Nan in the bedroom. Neither fight goes well. Granny Nan is able to phase through the walls and into the other room where she wakes up the Gobbler, an iron pot-bellied stove. It’s a close thing, as the Gobbler eats Gretta, but Lidiya pulls her out of the beast’s fiery stomach and keeps her alive. The party finishes off the Attic whisperer, and after the Gobbler falls, Granny Nan falls soon after.

When the attic whisperer falls apart, it breaks into its component parts and a few keys.

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S19 Winterthrone via the Howlings and into the Bathhouse
Introduction to the Heralds of Spring

23rd of Highsun

Nadia and Uncle Rignear Malencolf push the fish cart. We follow them with what little cover story we could manage. The city on the hill looks so white as to be made of bone.

As we approach, a tall, leggy, white haired woman carrying a big axe comes towards us.

Lidiya from Narfel is introduced to Gretta. They chat. Gretta mentions that she goes to the Red Cockerel Inn sometimes. She’s very… um. Interested in Lidiya!

As we walk between two close-by buildings, there’s a semi-circle of carts parked before a building. Bragga, Rustan, and Mellifluere spot some blue figures crouching behind the carts. To our left, in another covered alley they spot another one. This one is holding a small vial, ready to throw. It’s an ambush by ice goblins!

We’re entering into a larger area. Lidya howls, Bragga casts glitter dust on the 4 goblins hiding. There’s a bright explosion of golden particles, and the one on the left immediately gives up. In the air, the hawlks circle. The winter goblin immediately gives us 2 gp and a tiny vial of cure light wounds. They are terrified of the “wolf lady”! This is a first for Lidiya.

We take a sharp left and go into a covered alleyway. Walking into view is a cloaked figure. The cloak has golden tassels and a central design. It has a mirror for a face. It carries a thin golden sword that is very reflective. Rignear tells us that is a mirror man, they are the eyes of the witches. We take shelter under the trees. It speaks to Lidiya in her mind. Lidiya acts like a tourist and it suggests she visit the market. He wanders away.

We go to a house where Rignear knocks. Once he’s identified, children rush out and grab all the fish before disappearing back inside. Rignear feeds them because their masters don’t. This is considered suspicious activity here, apparently.

We follow Rignear. We see a few people about, but not many. Turning a corner, two trolls wearing white tabards and two drunken wolves are arguing loudly. One of the trolls notices us and nudges the other. We take a quick left but Mortin isn’t answering his door. Faufine opens it with a key.

Bragga uses dancing lights in the trees to distract the trolls. We sneak into Mortin’s hut and find he’s … quite the nervous type. He eventually accepts that we are “clients” and agrees to make our papers. Yelina = Lidiya, Hedwig = Bragga, Rustan = Victor, Mellifluere = Vallia

Mellifluere learns from the trees that there’s a forest growing in the Market for the last week or so. There are shadow fae in the trees. And they are guarding Grandmother’s hut! We decide to go by the market, after Mortin has made us all new papers.

We pass by a dead servant in the street, killed by wolf bite.

We leave the Howlings and are approached by two mirror-faced men. They gather papers, check them over, and let us pass with a warning to obey the martial law and the winter guard.

In the market are many foreigners. The market sells fine porcelain, furs, and other goods. The main street is barricaded by a group of 20 beings (trolls, humans, wolves, and the like). It would seem Grandmother’s hut is spewing out forest around it. They can’t cut the trees faster than they can grow back. Mellifluere says that the forest seem to be creating another portal.

As we work our way around the forest, we see a white dragon fly down and land nearby. It starts conversing with the soldiers. It seems to be in charge. Gossip says the captain of the winter guard is a white dragon.

We walk along the street of skulls. It is paved in the skulls of those who dared oppose the queen. We are taken to the Winter Palace, a great bathhouse for nobles and foreigners. It is surrounded by smaller bath houses. Rignear organizes a bath for us. We are taken to a room to disrobe and he opens a secret passage. We go into the bowels of the bathhouse through tunnels and passageways leading ever deeper.

At last Rignear knocks on a wall. A brick slides aside, and Rignear speaks to someone behind the wall. Eventually, the wall slides open and we go into the room beyond. We are surrounded by 6 guards with crossbows. A young man approaches Rignear.

We’re introduced to Igor. He’s the commander of the day watch. They bring in a young paladin to verify we are not evil. The rebel group calls themselves the Heralds of Spring. Igor brings us into a deeper layer, through narrow passages into a natural cavern that is quite warm. There are pallets on the floor and tables nearby. People are living here. We meet Solveg, a priestess of Lyria.

She brings us alcohol and we introduce ourselves and chat for a bit. She sends out an invitation to negotiate with the Iron Guard. She offers us a place to stay for the night.

Overnight, Lidiya asks the moon to learn what benefits we can use to broker the alliance with the Iron Guard and the Heralds of Spring.

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