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Session #69

29 Hiddumont (6pm)

 

After Heimdall reads the letter, the ship starts to shake and a thumping sound and growling is heard...

Korben takes flight and sees a large blue tail, Le Nordais looks over the side and sees a large lizard-like creature banging his head on the side of the ship, it notices Le Nordais and jumps on the quarter deck of the ship and attacks …. You manage to defeat the creature and spend the rest of the evening onboard for the night.

 

30 Hiddumont (7 am)

 

Continue your journey south, no incidents during travel. Stop for the night. (8 pm)

 

During that night, nothing happens, clear skies. But you hear, loud thunder and lightning to the South.

 

1 H’rarmont (7 am)

 

You travel for until noon, the landscape before you shifts dramatically. The once smooth, snow-covered ground now splits wide open into a massive, jagged crevasse. The opening seems endless, stretching far in either direction, and as you draw closer, a powerful, howling wind begins to surge upward from its depths. The wind is unnaturally cold— so cold, in fact, that as you approach within 20 feet of the edge, a biting chill gnaws at your skin, sinking through even the thickest of clothes.

 

The very air coming from the crevasse seems infused with a supernatural frost, and the closer you get, the more unbearable the cold becomes. Your breath hangs in the air, freezing almost instantly, and your fingers and toes begin to go numb despite your efforts to keep warm.

 

As you approach the cold is intense, Le Nordais and Jack approach within 20 feet and receive cold damage. As Le Nordais and Jack step closer, you feel the cold lancing through your body like knives. The cold is beyond anything natural, and you instinctively recoil from it, feeling frostbite start to creep in just from proximity. You each take 2d6 cold damage.

 

 

 

 

With some help with some fly spells you all manage to cross the crevasse but without taking some cold damage while crossing.

 

You continue you path south. Stop and during that night, nothing happens. (8 pm)

 

2 H’rarmont (7 am)

 

Continue south and around 4pm, you approach the city of Zeriak.

 

As you draw closer to the small community of Zeriak, an overwhelming stillness hangs in the air. The harsh winds howl down from the glacier, carrying a biting chill that cuts through your armor and clothing. The ground beneath your feet is parched and cracked, it's as if the very life of the land has been stripped away, leaving it frozen and brittle. Every step crunches on shards of frost-covered stone.


Ahead, the city comes into view, or at least what's left of it. The buildings have been shattered, roofs collapsed under the weight of ice, walls torn apart by some unimaginable force.  Everything is coated in a thick layer of frost and jagged ice, gleaming like glass in the dim light. The streets are eerily empty, devoid of any movement or sound, save for the wind that whispers through the wreckage.


You see remnants of what must have been life here, tools frozen in place, doors broken inward, as if the city was caught off guard by something swift and terrible. If you look closer, you also see bodies frozen in the ice as if they were running from a terrible happening. The cold that lingers here is unnatural. Even in the depths of winter, no place should be this lifeless, this frozen. Whatever did this, whatever tore this city apart, left no survivors... and no warmth.

 

After some investigation through the city, you can determine that the city was attacked by draconians, most of the residents are dead and have left or captured.  The various buildings that are still up, provide you shelter, food and better winter clothing and a sled wagon that you can place extra items (firewood, food and some extra furs). 

 

You stay for the night and continue the next day.

 

3 H’rarmont (7 am)

 

Continue journey south and about 15 miles after leaving Zeriak, you enter the Ice wall Glacier area.

 

 

 

In the afternoon (4pm), when passing between two elevated areas, you hear the sounds of savage combat erupt from behind a large block of ice just ahead of you. Snarls, growls, battle cries, and screams of pain all indicate that a titanic struggle is taking place.

 

Korben is sent to see what is happening. Twisting in futile rage against the many ropes bound to its limbs, a large polar bear struggles and roars in frustration. Though huge and fierce, the bear is obviously unable to free itself and is at the mercy of its captors.

Holding the ends of the ropes are six unusual creatures. Manlike in form, these creatures have the heads of bulls! A pair of massive horns curve forward from the head of each individual and flaring bovine nostrils spout frosty breath.

 

Four of the bull-men are pulling on ropes tied around each of the bear's limbs as well as its stocky neck. The sixth bull-men is armed with a slender spear. While the others divert the bear's attention, he runs forward and thrusts the spear into the animal's flank, producing bellows of pain from the bear and peals of bestial laughter from his comrades.

 

 

Now knowing this Hermes and Kelson run forward and attack the bull-men.  One of the bull-men turns unhappy with what just occurred and yells to his comrades, “The dragon Highlord will be pleased to have more play toys, and he rushes towards you.

 

Combat starts, you manage to kill 2 bull-men, and the fight continues…

Growl...
00:00 / 00:19
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