Tales of the Northern March

The Dead Wood
Session 24

9-15 Blood 192

  • Morag makes three potions of healing.
  • Nathair makes scrolls.
  • Eris does research on the void.
  • Arik gets a deal on a young wyvern but Morag convinces him to wait.
  • Eris advertises for members.

16 Blood 192

  • Very cold, clear skies, calm.
  • The Earl summons then and introduces Stenn of the Unicorn Glen.
  • He tasks them with dealing with the fallen green knight and the blight.
  • Morag goes and spends the rest of the day making holy water.
  • Meet with respondents: Edna the Broad. Hire her and let Arik go train his wyvern.

17 Blood 192

  • Chilly, clear skies, light air.
  • Twelve hours up the coast to a fishing village, arrive well after nightfall.

18 Blood 192

  • Very cold, clear skies, light breeze.
  • Six hours across the Firth to the cove on the Dead Wood.
  • Rolf takes the ship back across the Firth.
  • Two hours at a cautious pace when attacked by spectres.

19 Blood 192

  • Freezing, grey, highly overcast, light air.
  • One hour into their journey, they spot the ghost of Cinead.
  • They converse with the ghost while Edna and Nathair hide.
  • Two hours more, they are assaulted by blights.
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The Gatekeepers
Session 23

14 Hunter 192

  • Very cold, gray, highly overcast, moderate snowfall, light breeze.
  • Gislin Schreiner leaves with the party to take them to the sidhe gatekeeper.
  • Ten hours down the Shining River, arriving at Loch Duadh at nightfall.
  • Continue along the shore for three hours, then three more hours up the Scornach.
  • Stop at midnight and set up camp on the shore.

15 Hunter 192

  • Freezing, dark storm clouds, heavy snowfall, moderate breeze.
  • Samhain, full moon, shortly after midnight awoken by the wail of three banshees.
  • Camp again and investigate the burial mound at dawn.
  • Sail two more hours along the river, head into shore due to weather and crashing sounds to the south.
  • About half an hour in, Feiran, Eris, and Arik notice something invisible flying about.
  • Fredo senses a dozen of them and Nathair identifies them as pixies or sprites.
  • Half an hour later, they are surrounded by elven warriors and approached by Torin.
  • Negotiate use of the gate, offering the alliance of the Earl and that the evil ones will be blindfolded.
  • Half the elves take Gislin to their camp, the rest accompany them across the river.
  • Six hours through the heavy snow and the woods, travelling at a snail’s pace.
  • Reach the tor just after dark.
  • Fight off a legion of hobgoblins as the gatekeeper opens the gate.
  • Transport to Sheer Hollow, then sent to magic school in Blackwall.
  • Give the Graf’s diplomatic package to the Earl and give him the short version.

16 Hunter 192

  • Freezing, clear skies, light breeze
  • Detailed discussions with the Earl, Eris shares her maps.
  • Morag hunts down Rolf and finds out he’s burned through 180 of their gold crowns living a life of luxury.

17 Hunter to 8 Blood 192

  • Training for eight level.

9 Blood 192

  • Feiran called back to duty.
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On Loch Duadh
Session 22

9 Hunter 192

  • Freezing, few clouds, few flakes, light breeze.
  • Three hours travel through the forest to Loch Duadh.
  • Ten hours by boat along the shore to the north.
  • Stay on boat overnight, lot of fishing.

10 Hunter 192

  • Very cold, clear skies, calm.
  • Travel eight hours rowing southwest along the north shore of the loch.
  • Spot the frost giant camp and put into shore just before dusk.

11 Hunter 192

  • Very cold, clear skies, calm.
  • Leave three hours before dawn, rowing southwest.
  • Use control water and silence to get past camp while light in their eyes.
  • Go to shore again at noon, when the giant camp is out of sight.
  • Roc flies overhead mid-afternoon and Nathair distracts it with sky write.

12 Hunter 192

  • Freezing, heavy snowfall, dark storm clouds, moderate breeze.
  • Set off before dawn.
  • Sail for six hours up the Shining River.
  • Attacked by four dozen goblins but rout them by pretending to be a hobgoblin press gang.
  • Six hours further upriver to Diamond Hall.
  • Guard Frode von Stadt greets them, goes to inform the Graf.
  • Nathair sells the goblin arrows he mended.
  • Feiran and Nathair follow Eris around, looking at the gilded architecture.
  • Morag and Arik hit the tavern to ask about what’s going on.
    • The things from the Deep probably behind the corruption of Irondeep.
    • The elves and hobgoblins at war, hobgoblins building a war fleet.
    • Diamond Hall fighting corrupted gray dwarves to the west (edge of Great Underground Empire).
  • The others catch up with Morag, who wants to go to Loch Sidhe.
  • Vala Svanhildr comes for the cursed dwarf child.
  • Gislin Schreiner offers to introduce them to high elf gate-keepers.
  • Frode is waiting to take them to the Graf’s palace.
  • Further plan in their rooms.
  • Nathair ends up playing King’s Table with Lady Gunnvor.

13 Hunter 192

  • Freezing, a few clouds, light air.
  • Brought before Graf Helmfried von Diamant.
  • Eris tells them about what they saw Irondeep.
  • Morag gets permission to borrow a wyvern-rider to fly over Loch Sidhe.
  • Party agrees to carry diplomatic papers to Earl.
  • Eris sits with scribes as they copy her maps.
  • Nathair goes shopping for a necklace of adaption.
  • See cannons being sent to elves.
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Deep into the Great Glen
Session 21

6 Hunter 192 (continued)

  • Freezing, clear skies, gentle breeze.
  • In the middle of the night, shouting and crashing.
  • A treant is attacking a tar kiln, dwarf commoners is trying to defend it. (5000 XP)
    • Hariwald, Ingrid, sons Ketil and Milo, and daughter Thordis.
      • Ragged, dirty clothes. Bites fingernails. Curious. Tradition (ideal), protective of valuable property (bond), prone to rage (flaw).
      • Produce wood tar, pitch, turpentine, and charcoal for the city.
    • If they side with the treant, it gives one of them a charm of animal conjuring.
    • If they side with the dwarves, Hariwald gives them a brass horn of valhalla that has been in his family for generations.
  • The faeries take Síle.

7 Hunter 192

  • Very cold, clear skies, light breeze
  • Spot a satyr playing for a singing dryad. If PCs killed the treant, they flee. Otherwise, they might talk.
    • Caiside (kaw-she-da) – distinctive nose, plays lyre, fidgets, suspicious. Change (ideal), captivated by romantic interest (bond), foolhardy bravery (flaw).
    • Genovefa – sings beautifully, uses colorful exclamations, friendly, no limits (ideal), drawn to special place (bond), envies another creature’s possessions (flaw).
  • Eight hours travel through the forest
  • Attacked by four dwarven wereboars. (4400 XP)
    • Each wereboar has 10 silver barons.
    • Baby wereboar in filthy hovel.
  • Apple tree with magic apples (five potions of superior healing).

8 Hunter 192

  • Very cold, gray, highly overcast, gentle breeze
  • Three hours travel through the forest.
  • Encounter frost giant and young white dragon on guard duty for trading ship (6200 XP)
    • Two more frost giants come in response to shouts of alarm (7800 XP)
    • One more frost giant and another young white dragon at boat (6200 XP)
      • Crate of winter wolf furs (1600 gp), ten crates of mammoth furs (1600 gp), and twenty crates of elk hides (320 gp)
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Journey to Irondeep
Session 20

Preparations

Solidify who is carrying what, provisions, and such. Specify that money acquired in the dwarf crypts should be noted apart from shire currency.

3 Hunter 192

  • Sounds: Oceangoing Ship
  • Disembark Ceobaile just before dawn (6am) in coastal fog. Chilly, clear skies, light breeze.
  • Sail down the east coast for thirteen hours (7pm).
    • Hear migrating birds.
  • Five more hours (midnight) to mouth of the Red River.
    • Coastal plain has dwarven farms raising barley and cattle.
    • Hobgoblin has a fort at the mouth of the river.
      • Irongate Legion (black gate on blue).
      • War galley currently docked.

4 Hunter 192

  • Sounds: Forest
  • Very cold, clear skies, gentle breeze.
  • Four hours (4am) upriver to first cataract.
    • Wood elves hunting auroch.
  • Two hours (6am, dawn) to dwarf camp at top of cataract.
    • Encounter hobgoblin trading enclave on their way upriver.
  • Twelve hours (6pm, dusk) by barge to second cataract.
    • Watched by wood elves. Hobgoblins on alert.
  • Two hours (8pm) to second dwarf camp and two hours waiting (10pm).
    • Spot wild boars foraging for fallen nuts.
  • Continue upriver for the rest of the night.
    • Sounds: Windswept Heath
    • Forest is gone from here on up.
    • Abandoned charcoal kilns dot the landscape.

5 Hunter 192

  • Very cold, clear skies, light air.
  • Spend the entire day going upriver through the forest.
    • Dwarven shepherds in small villages on moor.

6 Hunter 192

  • Freezing, clear skies, gentle breeze.
  • Hear stone giants in the mountains to the west all night.
  • Arrive (4am) at entrance to Undermountain Road.
    • Dwarven village of pig farmers. Bargemen live here.
  • Two hours (6am) along road to Irondeep.
    • Toll of 1 sp collected at gates.
    • Sounds: Caravan Wagon for travel, then Forgeworks on arrival in Irondeep
  • One hour (8am) having breakfast and reading broadsheets. Síle goes on her way.
  • Hightail it out of town. One hour (9am) emerge.
  • Five hours (2pm) into woods and then camp for night, eat rabbit stew.
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Crossing the Blood Firth
Session 19

6 Apple 192

Travel back to the centaur trading enclave, board the Mist Rider and head into the Firth. Nighttime sahaguin attack.

7 Apple 192

Continue travelling without event.

8 Apple 192

Arrive at Ceobaile just after dawn.

9-10 Apple 192

Treating the plague.

11 Apple to 2 Hunter 192

Training and magic item commissions. Shea gives Morag gauntlets of ogre power.

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The Horse Plains
Session 18

4 Apple 192

Sail to the horse plains, save Noora, go to the centaur enclave, meet pirates and accept a fetch quest.

5 Apple 192

Venture into the Vast Bog for eyebright to treat the afflicted in Ceobaile, stumble into a carrion crawler nest.

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The Highlands
Session 17

27 Honey 192 (night)

Dreams of a gold dwarf, stone golem guardians block entrance to pass.

28 Honey 192

Fight chimera, leave the highlands and explore the cyclops valley.

1 Apple 192

Continue to explore the cyclops valley, get to the cliffs over Sheepskull Loch.

2 Apple 192

Travel to the forest and meet the shaman and her tribal warriors. Eris acquires a pseudodragon.

3 Apple 192

Nasty storm, stay in hut.

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Monstrosities
Session 16

26 Honey 192

Back to the pass.

27 Honey 192

Through Peryton Pass to the highlands. Two dead perytons and a manticore, badly burned and ripped apart.

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Tomb of King Ulrich

25 Honey 192

Venture back into pass, re-enter tomb.

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