
Greengrass & Mirtul
Chapter One: Greengrass Festival
The party, tired yet triumphant, marched the many miles back at night, slowed by the mistreated and injured freed slaves (all inhabitants of Hap) who accompanied them, but determined to leave none behind and reach Hap as soon as possible. As they reached the village near midnight, guards outside the village reacted with wonder as they realized over a dozen of their kidnapped brethren had been freed! Watchfires, lanterns and candles lit up around the town as people swarmed the streets, screaming praise and thanks as lost relatives, husbands, wives and children were tearfully embraced by the townsfolk. Soon everyone from miles around had rushed to the Millary Inn to see what the commotion was, and the innkeeper Silas and his daughter Sally served free food and ale to the joyful crowd that gathered outside. Toasts were made to the party, and revelry commenced. Even the floating, flaming skull Chester was praised and cheered, and many mugs of ale were drank to him as he inevitably called the entire rescue “his super secret skull plan”, and he entertained the crowd with several inappropriate and off color jokes that were funny 100 years earlier (or, maybe judging from their perverseness, never). The bard Korgaard set up an impromptu stage and began regaling the crowd with “The Final Battle of the Falcon”, a spur of the moment re-telling of the battles of the last few days.
As time wore on, the revelry continued as this was the first day of Greengrass, the yearly festival of Altreya that occurred for a week every year in the spring. During the week of Greengrass, all worshippers of Altreya and any farmers celebrate by planting and sowing seeds for the year ahead during the day, as well as having a feast and celebration nightly. Because of the triumphant return of the heroes, the celebration was just beginning a little early! Casks of ale were rolled out, instruments were being played, dancing and feasting began, and no one seemed to mind the cold temperatures or the late hour.
Soon, as dawn began to show, those that weren’t already passed out drunk, or had made their way back to the comfort of their rooms with a new lady friend, were sitting in the main room of Silas’ Inn counting out their gold and dividing treasure. Angles, who had managed to somehow awaken half naked under a table in the room entangled with a semi nude rescued hostage (the daughter of Nartan, Cyndia by name), said he wished to give most of his share to the community of Hap because most of the bandits deprecations hurt them more than most.
Korgaard, who had spent a pleasant evening learning the charms of Sally, (and deciding Reppar had been a lucky bastard after all), awoke to whisperings in his mind that he instinctively knew came from the sword Falcon’s Claw. While desiring a Sword of Sharpness as a weapon, Korgaard also knew that whatever curse was on the sword must be first exorcised lest he turn out to be a villain as evil as Falcon, or worse. An identify on the sword revealed the nature of the curse: contaminated by the foulness of Falcon's soul, any wielder would eventually become a wight as Falcon had done. To sever the curse, the sword must be used to slay a negative energy undead, striking the killing blow. Korgaard resolved to follow up on any legends relating the whereabouts of such undead so as to release the curse on the sword.
As the rest of the party awakened and tended to their breakfast, the other rescued merchants wished to return to Norvik as soon as possible, accompanied by the party, and promised to pay them handsomely for the service through the merchant’s guild in town. After packing up their belongings, they mounted their horses and left the good folk of Hap as true heroes.
Chapter Two: Next Assignment
After the return, the party sat recovering in their rooms, notes were passed to them to be in the Lady Luck Tavern that night. Upon arrival, they are directed to a booth on the upper balcony, where a shadowy figure sits cloaked…it is Lord Llewellyn, who congratulates them on their victory and rescue, and debriefs them on their mission. Satisfied, he leaves them and tells them he will keep them in mind for any future missions, and slips them an envelope…it is the deed to a house in town, paid for full and clear, made out to “The Knights of Norvik”! The intention is obvious, Llewellyn wants them to stay in case he needs them again, and wants to know where they are if they do so.
More entreaties greet the party in the days ahead. The local high priest of Attar (Helios) who has heard of the party’s rescue of slaves from Bowrun, sends them greetings and several potions (Healing and Oil of Impact) and scrolls ( Endure Cold at 9th level)….and lets them know they are welcome to visit at any future time if they need healing up to raising from the dead, a boon usually granted only to other members of the priesthood, slaves, or worshippers.
Finally, a representative of the Merchant House of Foxx and the dwarf Derval Ironeater asks for an audience with the party. They have been recommended to them by various people (Llewellyn and Yelloknife) as a group of adventurers who are honest and discreet, as well as powerful. When assembled, they spring for a banquet meal at the River Shining Tavern and present an offer: The merchant house must send a caravan to the far side of the continent, to the city of Karlsfjord, to drop off a load of weapons (to combat a rise in giant and yeti attacks) and pick up a large load of furs and skins. The last caravan never made its destination, and the long trip is really only capable of being made in the spring and summer, so time is of the essence. The party will be paid handsomely for work as caravan guards, and the mission should take a couple of months or so. They are to guard the caravan, if they can find out what happened to the earlier group, arrive in Karlsfjord, stay the few weeks it will take for the merchants to buy the requisite furs, tusks and skins, then accompany the merchant train back to Norvik. They will have free time upon arrival in Karlsfjord to do what they wish, whether it be drinking and wenching, or adventuring, as long as they are ready to return with the merchants when they are ready. For this service, they will be paid 500 gp each for the trip there, free room and food in Karlsfjord, and 1000 gp each upon a successful return. Foxx will also supply them with some magical items (some potions of healing, a warming stone each) while Derval can supply them with magical weapons (+1 arrows) as an incentive. Horses and gear for each adventurer are also provided, to be returned at mission's end. The merchant's son, Lennox, will accompany the caravan in the care of two bodyguards, while 15 low level fighters also traveling along as backups and scouts.
As the party gets started, an escort from the Fists of the North accompanies them through the forest, a few days ride outside the city. The adventurers make themselves comfortable for the long ride guarding the five wagons, but their journey through the woods is uneventual as the presence of the Fists (Seasoned warriors, 30 strong) on their heavy warhorses is enough to dissuade any hidden bandits or humanoids. Three days out, Galgadayle the druid notices something wrong with the weather; it begins to snow steadily from then on out. Snow after Greengrass is almost unheard of; some magical force for ill is about. By the time the escort from the Fists departs, the party is on it's own on a sheet of white snow and temperatures more likely in the winter than the spring.
Chapter Three: Conflict in the Snow
Five days out, with Galgadayle and Argois scouting ahead on horseback, signs of many gnolls are seen in the snow. Speculation spreads that the unusual snows may have agitated many of the humanoids across the grasslands and tundra of the continent, causing them to forage out for food from the mountains 10 miles to the north. Going quickly through the areas with gnolls tracks without incident, a day later while moving the caravan on a narrow path bordered by a dry river embankment. Sensing a good place for a ambush, the wagon train was stopped, and Argois and Galgadayle moved ahead to look for signs of live in the heavy brambles bordering the path. As they forged ahead, signs of many orcs were seen in the newly fallen snow, just as screams and shouts filled their ears from the wagons behind!
Back at the wagons, the players formed a protective cordon, with Ephros and Arcus inside the cordon with the caravan guards and Waqsted, Korgaard, Vaerlorn, and Angles ranging ahead of the wagons to search the brambles. As they did, they hears a series of loud scream from the brambles, as 50 orcs with spears and swords exploded from cover and began to run screaming across the 100 yds separating them from the wagons. As they got near, they let fly a shower of spears that wounded several of the guards, at the same time a fireball cast by Arcus struck the mass of orcs, instantily killing 20 of the beasts. The rest continued ahead and were met by the four adventurers in combat, with Ephros providing missile support with his bow and Arcus casting spells. A dozen orc leaders also joined the combat as the battle was joined.
As the battle was joined, Argois and Galgadayle began working their way through the brambles to attempt to come up behind whoever was springing the ambush. Soon, they came upon a group of 25 orcs and 5 orogs, waiting for their moment to join the combat. Smiling at the thought of killing so many abominations, Galgadayle cast a Thorn wall, raising the brambles 40 feel around the orcs, trapping them and instantly killing 25 of the lesser beasts. He followed that up with an Entangle, leaving only a couple of orogs to be battled and killed by Argois. Galgadayle charmed the final orog for questioning and perhaps as a bodyguard.
Meanwhile, the spells of Arcus and blades of the adventurers spelled doom for the orcs in short order, without much damage inflicted. Questioning the orog, the party found no intelligenced by the orcs, just a desperation attack based on the sudden snows. The orog did offer that yetis and frost giants had been seen ranging far from their mountain homes, leaving the adventurerers to further speculate on the unnatural origin and effects of the steady snow, and whether it was being caused by the priesthood of Rualt and perhaps their enemies the Cult of the White Wyrm for some nefarious purpose.
Chapter Four: Midnight Ambush
Chapter One: Greengrass Festival
The party, tired yet triumphant, marched the many miles back at night, slowed by the mistreated and injured freed slaves (all inhabitants of Hap) who accompanied them, but determined to leave none behind and reach Hap as soon as possible. As they reached the village near midnight, guards outside the village reacted with wonder as they realized over a dozen of their kidnapped brethren had been freed! Watchfires, lanterns and candles lit up around the town as people swarmed the streets, screaming praise and thanks as lost relatives, husbands, wives and children were tearfully embraced by the townsfolk. Soon everyone from miles around had rushed to the Millary Inn to see what the commotion was, and the innkeeper Silas and his daughter Sally served free food and ale to the joyful crowd that gathered outside. Toasts were made to the party, and revelry commenced. Even the floating, flaming skull Chester was praised and cheered, and many mugs of ale were drank to him as he inevitably called the entire rescue “his super secret skull plan”, and he entertained the crowd with several inappropriate and off color jokes that were funny 100 years earlier (or, maybe judging from their perverseness, never). The bard Korgaard set up an impromptu stage and began regaling the crowd with “The Final Battle of the Falcon”, a spur of the moment re-telling of the battles of the last few days.
As time wore on, the revelry continued as this was the first day of Greengrass, the yearly festival of Altreya that occurred for a week every year in the spring. During the week of Greengrass, all worshippers of Altreya and any farmers celebrate by planting and sowing seeds for the year ahead during the day, as well as having a feast and celebration nightly. Because of the triumphant return of the heroes, the celebration was just beginning a little early! Casks of ale were rolled out, instruments were being played, dancing and feasting began, and no one seemed to mind the cold temperatures or the late hour.
Soon, as dawn began to show, those that weren’t already passed out drunk, or had made their way back to the comfort of their rooms with a new lady friend, were sitting in the main room of Silas’ Inn counting out their gold and dividing treasure. Angles, who had managed to somehow awaken half naked under a table in the room entangled with a semi nude rescued hostage (the daughter of Nartan, Cyndia by name), said he wished to give most of his share to the community of Hap because most of the bandits deprecations hurt them more than most.
Korgaard, who had spent a pleasant evening learning the charms of Sally, (and deciding Reppar had been a lucky bastard after all), awoke to whisperings in his mind that he instinctively knew came from the sword Falcon’s Claw. While desiring a Sword of Sharpness as a weapon, Korgaard also knew that whatever curse was on the sword must be first exorcised lest he turn out to be a villain as evil as Falcon, or worse. An identify on the sword revealed the nature of the curse: contaminated by the foulness of Falcon's soul, any wielder would eventually become a wight as Falcon had done. To sever the curse, the sword must be used to slay a negative energy undead, striking the killing blow. Korgaard resolved to follow up on any legends relating the whereabouts of such undead so as to release the curse on the sword.
As the rest of the party awakened and tended to their breakfast, the other rescued merchants wished to return to Norvik as soon as possible, accompanied by the party, and promised to pay them handsomely for the service through the merchant’s guild in town. After packing up their belongings, they mounted their horses and left the good folk of Hap as true heroes.
Chapter Two: Next Assignment
After the return, the party sat recovering in their rooms, notes were passed to them to be in the Lady Luck Tavern that night. Upon arrival, they are directed to a booth on the upper balcony, where a shadowy figure sits cloaked…it is Lord Llewellyn, who congratulates them on their victory and rescue, and debriefs them on their mission. Satisfied, he leaves them and tells them he will keep them in mind for any future missions, and slips them an envelope…it is the deed to a house in town, paid for full and clear, made out to “The Knights of Norvik”! The intention is obvious, Llewellyn wants them to stay in case he needs them again, and wants to know where they are if they do so.
More entreaties greet the party in the days ahead. The local high priest of Attar (Helios) who has heard of the party’s rescue of slaves from Bowrun, sends them greetings and several potions (Healing and Oil of Impact) and scrolls ( Endure Cold at 9th level)….and lets them know they are welcome to visit at any future time if they need healing up to raising from the dead, a boon usually granted only to other members of the priesthood, slaves, or worshippers.
Finally, a representative of the Merchant House of Foxx and the dwarf Derval Ironeater asks for an audience with the party. They have been recommended to them by various people (Llewellyn and Yelloknife) as a group of adventurers who are honest and discreet, as well as powerful. When assembled, they spring for a banquet meal at the River Shining Tavern and present an offer: The merchant house must send a caravan to the far side of the continent, to the city of Karlsfjord, to drop off a load of weapons (to combat a rise in giant and yeti attacks) and pick up a large load of furs and skins. The last caravan never made its destination, and the long trip is really only capable of being made in the spring and summer, so time is of the essence. The party will be paid handsomely for work as caravan guards, and the mission should take a couple of months or so. They are to guard the caravan, if they can find out what happened to the earlier group, arrive in Karlsfjord, stay the few weeks it will take for the merchants to buy the requisite furs, tusks and skins, then accompany the merchant train back to Norvik. They will have free time upon arrival in Karlsfjord to do what they wish, whether it be drinking and wenching, or adventuring, as long as they are ready to return with the merchants when they are ready. For this service, they will be paid 500 gp each for the trip there, free room and food in Karlsfjord, and 1000 gp each upon a successful return. Foxx will also supply them with some magical items (some potions of healing, a warming stone each) while Derval can supply them with magical weapons (+1 arrows) as an incentive. Horses and gear for each adventurer are also provided, to be returned at mission's end. The merchant's son, Lennox, will accompany the caravan in the care of two bodyguards, while 15 low level fighters also traveling along as backups and scouts.
As the party gets started, an escort from the Fists of the North accompanies them through the forest, a few days ride outside the city. The adventurers make themselves comfortable for the long ride guarding the five wagons, but their journey through the woods is uneventual as the presence of the Fists (Seasoned warriors, 30 strong) on their heavy warhorses is enough to dissuade any hidden bandits or humanoids. Three days out, Galgadayle the druid notices something wrong with the weather; it begins to snow steadily from then on out. Snow after Greengrass is almost unheard of; some magical force for ill is about. By the time the escort from the Fists departs, the party is on it's own on a sheet of white snow and temperatures more likely in the winter than the spring.
Chapter Three: Conflict in the Snow
Five days out, with Galgadayle and Argois scouting ahead on horseback, signs of many gnolls are seen in the snow. Speculation spreads that the unusual snows may have agitated many of the humanoids across the grasslands and tundra of the continent, causing them to forage out for food from the mountains 10 miles to the north. Going quickly through the areas with gnolls tracks without incident, a day later while moving the caravan on a narrow path bordered by a dry river embankment. Sensing a good place for a ambush, the wagon train was stopped, and Argois and Galgadayle moved ahead to look for signs of live in the heavy brambles bordering the path. As they forged ahead, signs of many orcs were seen in the newly fallen snow, just as screams and shouts filled their ears from the wagons behind!
Back at the wagons, the players formed a protective cordon, with Ephros and Arcus inside the cordon with the caravan guards and Waqsted, Korgaard, Vaerlorn, and Angles ranging ahead of the wagons to search the brambles. As they did, they hears a series of loud scream from the brambles, as 50 orcs with spears and swords exploded from cover and began to run screaming across the 100 yds separating them from the wagons. As they got near, they let fly a shower of spears that wounded several of the guards, at the same time a fireball cast by Arcus struck the mass of orcs, instantily killing 20 of the beasts. The rest continued ahead and were met by the four adventurers in combat, with Ephros providing missile support with his bow and Arcus casting spells. A dozen orc leaders also joined the combat as the battle was joined.
As the battle was joined, Argois and Galgadayle began working their way through the brambles to attempt to come up behind whoever was springing the ambush. Soon, they came upon a group of 25 orcs and 5 orogs, waiting for their moment to join the combat. Smiling at the thought of killing so many abominations, Galgadayle cast a Thorn wall, raising the brambles 40 feel around the orcs, trapping them and instantly killing 25 of the lesser beasts. He followed that up with an Entangle, leaving only a couple of orogs to be battled and killed by Argois. Galgadayle charmed the final orog for questioning and perhaps as a bodyguard.
Meanwhile, the spells of Arcus and blades of the adventurers spelled doom for the orcs in short order, without much damage inflicted. Questioning the orog, the party found no intelligenced by the orcs, just a desperation attack based on the sudden snows. The orog did offer that yetis and frost giants had been seen ranging far from their mountain homes, leaving the adventurerers to further speculate on the unnatural origin and effects of the steady snow, and whether it was being caused by the priesthood of Rualt and perhaps their enemies the Cult of the White Wyrm for some nefarious purpose.
Chapter Four: Midnight Ambush
A couple more days passed without event, and finally the caravan moved into the mountain range they would have to pass through before their final road to Karlsfjord. This would be a tense, dangerous few days as they crossed they snowy, rocky mountain range, even through the wide pass that had been hacked out centuries ago by clans of dwarves wishing to help trade between nations. Guards were put on alert and night watches rotated frequently in case attack came after dark.
On the 2nd day in the mountains, the party rested with the wagons drawn into a circle, and the party divided into two watches (with Chester, who no longer needed sleep, keeping both watches “entertained” by stories of his two girlfriends he had had decades earlier….stories that had been repeated ad nauseum on earlier ocassions). During first watch, just after midnight, Galgadayles wolverine and wolf began sensing something in the snows, a warning also felt by Argois as he heard movement. Lighting up the watchfires, the party discovered a large group of perhaps 20 yetis almost at the camp, having snuck forward rendered invisible by the snow, being herded towards the caravan by a group of six winter wolves….who were themselves being commanded by the booming voice of a frost giant whose form could be seen a couple hundred yards outside the camp!!!
Quickly the rest of the party was roused, and quick thinking on the druid’s part led to a spike growth and entangle being cast into the creatures midst, injuring all of the creatures and capturing some. The giant began tossing rocks into their camp, one hitting a wagon dead one….destroying it and killing two guards who were setting up to fire bows. The battle was joined with the yetis, with everyone including the charmed orog and Galgadayle’s animals getting involved. Sensing the need to pull out the stops, Vaerlorn blew his Horn of Wolf Summoning, which brough five of the creatures that attacked and harassed one winter wolf.
Galgadayle and Arcus realized soon if the head was cut off, the group might dissolve, so they cast spells (the druid control temperature ’10 radius, bringing his area up to 95 degrees, and the mage mirror image to confuse the enemy), and began moving forward towards the enemy. Screaming a battle cry, Chester flew at full speed towards the giant only to be met with a mighty fist that struck him dead on and sent him flying far into the hills. As the yetis tried to attack Galgadayle and retreated screaming as they came in contact with his temperature field, he was also surrounded by winter wolves who found their breath weapons unaffected. Galgadayle got close enough to use thorn spray in the giant, causing needles to fly out and cover the giants frame, and Arcus hit him with a fireball which unfortunately did little damage to the giant. Arcus then used his Wand of Steam to clear the group off Galgadayle (before which Galgadayle plunged his area temperature to -50 degrees to prevent injury from the wand), killing all of the winter wolves and yetis surrounding the druids. As the druid stood alone, the giant tossed a boulder that struck Galgadayle dead on and dropped him to the ground…at the same moment, the still living winter wolves converged on Arcus as he went to his Wand of Paralyzation.
Meanwhile, the rest of the party was engaged in desperate combat with a tribe of crazed yetis, which killed the orog and heavily damaged several party members with their deadly “hug”. Luckily, earlier applications of Endure Cold by Angles on party members helped mitigate the damage, as did the clear singing voice of Korgaard who boosted their morale with the “Battle of Falcon’s Peak” that boomed out clear during the battle. Soon, the yeti’s suffered enough losses that Argois and Ephros were able to break off and assist Galgadayle (whose giant slaying spear, Shimmering, was glowing and screaming frost giant curses at the monster) and a recovered Chester in hand to hand combat with the giant. The battle went on for awhile as the party played cat and mouse with the large creature, but finally Chester breathed fire in his face, catching his hair afire, as Galgadayle’s spear pierced his chest and killed the creature. At that time, one wounded winter wolf retreated and the rest of the yetis went down in death to the battling adventuring party.
The battle was over, bloody bodies strewn across the freshly fallen snow, and the harvesting of winter wolf and yeti pelts begun under orders from the party. A quick plan was formed….the surviving winter wolf, heavily wounded, was leaving a clear trail of blood through the snow, so the party would take the chance to follow it hoping to find it’s masters. Meanwhile the caravan guards would finish harvesting the skins of the dead under the effect of a Hallucinatory Terrain spell cast by the druid, which should protect them from being discovered as the party tracked the wolf to it’s “lair”. This was boosted by the discovery of a head in the giant’s bag that belonged to Lennox’s cousin, who had been in the wagon train that had disappeared during the earlier trip. If there was a chance the party could find the giant’s base AND the stolen caravan goods, they had to take it…Lennox promised more than the promised reward if they both destroyed the giants and found the rest of the items that had been stolen. . In the meantime, the discovery of the holy symbol of Rualt and The Cult of the White Wyrm around the dead giant’s neck seemed to confirm the party’s suspicions something more than a simple ambush or spring snow was in play.
On foot, the party quickly ran through the woods following the winter wolf’s trail. Even in the moonlight, the trail was clear as the wounded and bleeding wolf left a trail easily followed by the rangers. After four hours, with dawn barely rising over the mountain peaks, they party reached a clearing and the wolf’s destination.
Chapter Five: The Dwarven Platform
Carefully and quietly approaching an open area on the side of a small peak, the party saw the winter wolf’s destination: A large, stone platform situated on the top of the hill, which oddly enough was free of all snow and ice; in front, stood another frost giant, arguing with a human who was standing atop a large sled filled with reindeer carcasses. Around the area lounged 10 barbarian types, armed with spears, and the exhausted Winter Wolf, who had collapsed at the feet of the giant after his long run. The man, who appeared to be a fighter, was arguing with the giant in the monster’s language, which a few members of the party could understand (including Chester and the druid’s spear, which translated for the rest). The giant was letting the man know that he return of only one winter wolf bode ill; he was going down the mountain to see what had happened to his brother, Grontar. The man, Gustalf, argued that they were due back to a place called “The Halls of Frost” with this reindeer meat to be used for food; he and the barbarians could not haul it all themselves! “I am not a beast of burden, I am a warrior, and I leave now to find out the fate of my brother!” the giant bellowed, and began stomping away towards where the party had come from. The man yelled threats to the back of the giant, but to no avail.
Quickly whispering among themselves, it was decided to let the frost giant get about 10 minutes away, then ambush and kill him. Hurrying through the woods behind the giant, they finally were able to get ahead on a switchback and wait. When the giant showed himself on the path, the druid bathed his body with faerie fire, as Ephros struck from behind to try and hamstring the monster. At the same time, Arcus hit him with Magic Missiles, and then the battle was joined! Galgadayle, Argois, Korgaard and Waqsted all struck blows, the giant kicked out and sent the halfling thief flying to land with a thump a full 10 yards away, but he was done. Bleeding from many wounds, he was finished off with missile weapons and he slumped to the ground, dead. Quickly taking his treasure, the group formed a plan to take the barbarian group and fighter back at the platform as Angles healed up Ephros.
Soon, the party was back in the woods around the platform. The barbarians and Gustalf were resting in the protection of the platform, which although open to the sky, had no snow hitting it, and it’s area appeared to be much warmer than the freezing surroundings. Surely some magic was here! Casting Invisibility ’10, Arcus and the rest of the party slowly creeped up to the edge of the platform. The injured winter wolf began barking, and Chester attacked and killed him with his flame breath, distracting the enemy. As the barbarians grabbed their weapons and began jumping off the platform, running towards Chester and howling threats, they were attacked by surprise by the invisible party members. A short battle ensued, with the battle raging barbarians giving the adventurers quite a fight before all dying in combat. Galgadayles wolf and wolverine, along with Vaerlorn, slowly beat down the human fighter Gustalf until he near death he surrendered. Nothing much was learned from him as he began chanting and singing hymns to Rualt, and he also wore the Cult of the White Wyrm holy symbol, marking him as a true believer. Investigating the platform, the party discovered it of dwarven make, with pillars in the form of great dwarven warriors surrounding the interior. Long ago enchanted, the 80x120 area of the stone platform was not only protected from the elements, but inside a constant temperature of around 80 degrees was felt.
A careful search led to finding a hidden cache of potions, with a notation on them they were for dwarfs or dwarf friends in need of magic. Spotting a set of rungs leading up the back of one of the statue, Ephros climbed the 14 feet up and atop the statue noticed a telescopic rod pointing at a distant peak. Looking through, the outlines of a large set of stone doors and some sort of fortress caught his attention….the Halls of Frost? Questioning of the prisoner proved nearly futile, for his only response was that if they found the Halls of Frost, Inoke and the priestesses of Rualt would bring the adventurers their doom. Now determined to find out what was behind the stone doors, the party made plans to go back to the camp for rest and restoration of spells, then head out the next day up the mountain to find these “Halls of Frost” and discover who was behind the caravan attacks, and perhaps the wizardly weather as well.
Quickly whispering among themselves, it was decided to let the frost giant get about 10 minutes away, then ambush and kill him. Hurrying through the woods behind the giant, they finally were able to get ahead on a switchback and wait. When the giant showed himself on the path, the druid bathed his body with faerie fire, as Ephros struck from behind to try and hamstring the monster. At the same time, Arcus hit him with Magic Missiles, and then the battle was joined! Galgadayle, Argois, Korgaard and Waqsted all struck blows, the giant kicked out and sent the halfling thief flying to land with a thump a full 10 yards away, but he was done. Bleeding from many wounds, he was finished off with missile weapons and he slumped to the ground, dead. Quickly taking his treasure, the group formed a plan to take the barbarian group and fighter back at the platform as Angles healed up Ephros.
Soon, the party was back in the woods around the platform. The barbarians and Gustalf were resting in the protection of the platform, which although open to the sky, had no snow hitting it, and it’s area appeared to be much warmer than the freezing surroundings. Surely some magic was here! Casting Invisibility ’10, Arcus and the rest of the party slowly creeped up to the edge of the platform. The injured winter wolf began barking, and Chester attacked and killed him with his flame breath, distracting the enemy. As the barbarians grabbed their weapons and began jumping off the platform, running towards Chester and howling threats, they were attacked by surprise by the invisible party members. A short battle ensued, with the battle raging barbarians giving the adventurers quite a fight before all dying in combat. Galgadayles wolf and wolverine, along with Vaerlorn, slowly beat down the human fighter Gustalf until he near death he surrendered. Nothing much was learned from him as he began chanting and singing hymns to Rualt, and he also wore the Cult of the White Wyrm holy symbol, marking him as a true believer. Investigating the platform, the party discovered it of dwarven make, with pillars in the form of great dwarven warriors surrounding the interior. Long ago enchanted, the 80x120 area of the stone platform was not only protected from the elements, but inside a constant temperature of around 80 degrees was felt.
A careful search led to finding a hidden cache of potions, with a notation on them they were for dwarfs or dwarf friends in need of magic. Spotting a set of rungs leading up the back of one of the statue, Ephros climbed the 14 feet up and atop the statue noticed a telescopic rod pointing at a distant peak. Looking through, the outlines of a large set of stone doors and some sort of fortress caught his attention….the Halls of Frost? Questioning of the prisoner proved nearly futile, for his only response was that if they found the Halls of Frost, Inoke and the priestesses of Rualt would bring the adventurers their doom. Now determined to find out what was behind the stone doors, the party made plans to go back to the camp for rest and restoration of spells, then head out the next day up the mountain to find these “Halls of Frost” and discover who was behind the caravan attacks, and perhaps the wizardly weather as well.

