Aric, Martenin 5th, 838 ID
The PCs pack up and say their goodbyes to the villagers of Tretcher as they prepare for their trek to the capital of Vettlar. Farmer Ossted offers his daughters to Captain Langston and Baro in marriage, and tells the party they'll always have a home in the village whenever they seek it. Odd Jon and Longjohns also say their goodbyes to Langston, who orders them back to Floivin Keep once reinforcements can finally arrive. The PCs manage to procure what few supplies they can from Ossted and others, and head out on their merry way, leaving behind the boat. As it turns out, this was a wise choice, since the Pinewater begins to ice over the further North they hike. Luz casts endure elements on as many party members as he can. They estimate the journey at around 12-16 hours of solid march, with Mudgol using his new overland flight spell to help scout out dangers along the riverbank. There are none of note, though Ginkwrench feels the group is being spied on as they near Vettlar by some unseen force.
As they near Vettlar, quaffing more elixirs to prevent those non-spelled party members from taking any cold damage from Winterbreath's unnatural chills, they discern that the sky has become incredibly dark even earlier than expected. The walls of Vettlar stand to the North, but they spy several large war camps that must belong to Vandrakki berserkers, West and Northwest of the small city. Hnarsh and Gruulsh are sent to scout ahead at the nearest camp, and discover strange Vandrakki garbed in leather, steel and bones, who are keening eerily about their camps' fires. They determine there are more men here than in the warband they fought at Tretcher, and in addition, strange cairns of bones in various sizes strewn about the center of their camp. Like the Giant Steppers, these berserkers don't appear to feel the effects of the cold...the PCs decide it best if Mudgol teleports as many of them as possible to the Vettlar battlement, and then instruct the guards to open the gates to let the rest of the party inside...
After shocking a surprised guard on the battlement, they learn that there is no way in hell those gates will be opened with the Vandrakki presence outside. Instead, they must rush to the wall and climb up a rope that the guard will let down. Using rary's telepathic bond, Mudgol conveys the plan to Hnarsh, Ginkwrench and Gruulsh, who race towards the wall in one burst. They are spotted by the nearest berserker tribe despite the darkness of night, and several of them rush to intercept, along with some of their now animate cairns, which become moving monuments of bone. Baro and Luz attempt to identify the creatures, but either they are not undead or the two just can't surmise the information. At any rate, our heroes make it up the wall, and then most of them head off to speak with Commander Estelbard while Luz stands watch. Armon gives them the lay of the land, explaining that the Last Eidolorn regiment is probably holed up at the fortified keep of Osgot, under siege by the largest concentration of Vandrakki berserkers (including High Kzarl Kromyth and his Quake Wyrms), and also the positioning of other war bands in the smaller communities. Baro learns that General Sophosyne of Toul Tabor and his regiment are probably somewhere in the villages of Urrow, Snovik or Gronggen. Estelbard gives the PCs a writ to stay overnight at the Old Helm Inn, and that he'll arrange for them to meet with the Regent at Tundratop Keep the following morning.
The PCs decide to split up, some heading to the Inn, others to get some whores at Burden's Brothel, with Langston's blessings (it's been a long trek to get here). Ginkwrench, Luz and Hnarsh end up scoring, while Mudgol is forcibly removed from the Brothel, and the others head to the Inn. Mudgol meets a strange, heavily armored halfling called 'Arkum the Lone', who propositions the group for a tomb robbing adventure at the frost giant barrows in Urrow. They later go to sleep, arranging a watch, while a few PCs head to the Angry Tankard for a night cap and information from the goblin barkeep, who tells them that he's heard a rumor or two that Bishop Brandler is known to have been slain by the Vandrakki. As far as Snarr knows, the general, Spurr the Meticulous and the tracker Tundra Wolf are probably still alive. Ginkwrench and Hnarsh remain at the Brothel to sleep overnight. The PCs also learn that within Vettlar, they do not seem to suffer the strange cold effects out in the wilds of the province.
Tault, Martenin 6th, 838 ID
The PCs wake up for breakfast, and Captain Langston nearly starts a fight with Arkum the Lone after a heated verbal exchange, which the halfling is too stupid and stunned to win. They were planning to hire him on, but his fees of 200 gold/day seemed to steep. The group heads off to its meeting with Regent Brisby Balewhyte, who informs them he will do his best to equip them if they wish to further help the cause of the Fifth Eidolorn in retrieving the expedition leaders and ridding the province of its berserker infestation. As it turns out, Ginkwrench, Luz and Gruulsh all enjoy Vettlar so much that they purchase single story properties, and Brisby draws up the paperwork. Afterwards, Luz and Gruulsh go out in the city to pick up healing potions, finding some success at the Twin Tabernacles. Ginkwrench meets with the local smith, Trock, to discuss another business proposition, while Langston and Mudgol teleport back to Floivin Keep to bring word to General Morrow and Commander Hoary of the latest goings on with the expedition.
They arrive to learn that the new Regent, a woman named Velvedine has arrived, an architect and noble of some repute from Carbadi. They speak with Captain Lesper, until Hoary shows up, and awards Captain Langston his Major rank pips. Langston brings Hoary up to speed, and asks that Luz be given a promotion, which the Commander steadfastly refuses, and explains at length. He notifies Langston that Pvt. Longjohns will be permanently assigned under his group, and that the archer might be up for the command of one of the new strongholds Velvedine has plans to construct in the north of Skunk Ridge. Mudgol and Langston then go out into the Keep to sell off some of their acquired treasure, and they plan to teleport back to Vettlar the following morning.
PCs: Baro, Ginkwrench, Gruulsh, Langston, Luz, Mudgol
NPCs
Arkum the Lone (tundra halfling male): A squat, heavily armored halfling donned in a cruel looking mesh of chain and plate mails, with a horned shield strapped to his back, a morning star and short sword in his belt. His dark hair is tucked up into a spiked helm, and his face is crossed with more scars almost than he has bare flesh. His teeth have been filed down to a ghastly point, and he’s missing his left ear with the exception of a grimy stub. His hands are covered in gauntlets, but the way he moves them, it seems he’s also missing at least one finger. Though he initially seems friendly with Mudgol, and offers to hire himself out to the PCs at 200gp/day, he eventually gets into a war of insults with Captain Langston, storming out of the Old Helm Inn. Arkum claims he's from the distant halfling homeland of Neglyss far to the Northeast.
Brother Baylor (human male): A bald, broad shouldered man of nearly 6’, Baylor wears a shining suit of well-polished scale mail beneath under a thick fur cloak. The longsword slung at his side, and the cautious green-eyed stare he gives everyone he meets are proof that the Brother is something more than a mere acolyte. He also has a pair of horns on his belt, one for drinking and one for calling. Baylor runs the Twin Tabernacles at Vettlar, and has no tolerance for insults or for evil beings, with Luz discovers promptly.
Commander Armon Estelbard (human male): Pushing at least 60, the commander proudly wears a tunic bearing the insignia of the Fifth Eidolorn guard, over a suit of comfortable, cold-fitted banded mail. He has a cherry-dyed cloak and wields a sharp and dangerous looking war-pike; his eyes are blue-gray, and his hair and bear long, free-flowing in fluffy white. A large war horn is clutched in his right arm. He has a serious, businesslike demeanor and brooks no foolishness, which places him almost immediately at odds with people like Mudgol...
‘Den Mother’ Burdun (human female): A buxom, middle-aged woman, standing 6’ and nearly as wide as she is tall. She has a few knife scars on her chin and left cheek, and pockmarks on her forehead. Her hair is worn in a dozen thick braids, and a blue robe slightly parted to reveal her considerable assets. Luz does manage to tip Burdun enough to sample her 'wares' himself, but like many in Wintersbreath, she tolerates no insults, banning Mudgol from the premises almost as soon as he opens his half-orc mouth.
Frode Ferris (human male): Smelling of musk and liquor, this dark, bushy-haired man is covered in some of the finer cut furs you’ve seen in Wintersbreath. His beady eyes study you like a charlatan, and his lips seem to twist in an incessant smile. A fine pair of long-handed skinning knives are strapped to his legs, and he walks with a gnarly but lacquered oak staff. He helps supply the PCs with sets of cold weather gear and snowshoes for their journey across Wintersbreath.
Morst Lightmark (human male): A middle aged man of average height, his long dark hair has with a bright blonde streak that runs the length of his back. He’s wearing a fur apron with numerous pockets, over several layers of cloth. His beard is well kept, but there are traces of breads and meats in it. A cleaver is stuffed through his leather belt, and he his knuckles are tattooed with the dwarven letters for ‘W A N T’ ‘S O M E’.
Myrtha (human female): One of the whores at Burdun's Brothel in Vettlar, Wintersbreath. She's a rotund woman with heavy amounts of acne on her pig-like cheeks and greasy, short hair, quite jolly about her trade, though her short stature and pimples do not render her the most desirable of employees.
Regent Brisby Balewhyte (glacier dwarf male): With his leather outfit and simple cane, Balewhyte seems a pretty low-key individual for one in such power. He wears his long white hair in a topknot and sports a substantial beard that hangs down most of his chest. Balewhyte speaks with a calm confidence, and seems open to the idea of selling the PCs some vacant properties within Vettlar.
Shimmee (human female): An wrinkled, creaky elderly prostitute working out of Burdun's Brothel, she's probably over 70 years though perhaps her profession has 'aged' her some of that time. Often found stitching, mending or crocheting in the common room of the Brothel, she, like her co-workers handles her clientelle with consummate professionalism, as Ginkwrench and Hnarsh Hosspotch can now attest...
Teven the ‘Worm (dwarf male): The oldest dwarf you’ve seen in the Empire, this emaciated, thickly robed man squints out of two hazy blue eyes. He carries a steaming cup of tea, laced with ‘something’, and his teeth are brittle and yellowed. More disturbingly, his right leg seems gimped to the point that he walks at twisted angles, and part of his jaw seems to have decayed due to some necrotic affliction, revealing bands of bluish-red muscle beneath. Teven maintains his race's hatred for goblinkind, something Gruulsh discovers as he propositions the Worm for some healing potions.
Trock (half-giant): Muscular of arms, but fat in the gut, this 7 and a half foot tall behemoth of a man has skin of a grayish-blue hue. The light white hair on his arms, and what remains on his head, seems smeared in soot, and he has a broad hammer the size of most men’s thighs which he carries over his back with a short rope. He wears a thick leather apron, but little else to protect him from the cold. Ginkwrench makes a deal with the half-giant smith to forge him various prototypes in weightlifting equipment which the gnome plans to market throughout the Eidolorn Empire.
‘Uncle’ Snarr (goblin male): A square-jawed, small humanoid with white tufts of fur on his gray arms, neck and cheeks, his has one foggy eye and a scar surrounding it on his brow, and also seems to have burn marks covering his right arm. He wears a suit of studded leather armor, and his greasy white hair is slicked back into a pair of strange braids. A stiletto is wedged into each of the leather bracers he wears on his wrists. Snarr's cheerful but snide attitude and sharing of information with the PCs has earned him the title of 'best goblin in the Udders' Well campaign thus far'.
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