We continue our adventure by leaving the devastated city and castle of Brinewall and heading back to the Caravan. Along the way, Jira notices that he is considerably slower than normal; it seems that the statue of Pazuzu has afflicted him with a curse. Luckily, our newly acquired Jade Seal allows us to remove Jira’s curse and return him to his normal speed. After we make it back to the Caravan, we share our experiences with the group and Ameiko reveals that she had visions similar to ours during her coma. All of our newfound knowledge leads us to the conclusion that we should head to Klasgard to investigate the visions. We confer with the entire caravan group and set out for Klasgard.
The Journey to Klasgard:
Day 3: A River Crossing – We easily float the Caravan across the river safely
Day 4: We come across 5 travelers on the side of the trail. They’ve fallen on hard times (they lost their mules due to cold caused by crossing the river). They pay us 500gp to travel with us to the nearest town.
Day 5: Arrive in the town of Jol – Our 5 extra passengers depart and head on their way. We spend some time selling the various items we collected in Brinewall and use some of our newfound wealth to add another covered wagon to our Caravan. We also hire Lila, a half-orc driver, to pilot our newest addition. Just before leaving the town of Jol we notice that a Blood Feather Raven (a large Raven with a red feather) is following the caravan. Despite knowing that this is a bad omen we decide to ignore it and proceed on our journey.
Day 7: As we skirt the forest, trolls barrel out and attack our Caravan. After beating us up for a bit, we retreat.
Day 8: We camp out and make repairs to our damaged Caravan.
Day 11: While camped for the night at Skalsbridge, a ship of Ulfin raiders land on the shore of the river and attack. With a great deal of fire, we kill them all (except the one fool who drowned). Upon investigating the Raider’s longboat, we discover it is called the Aril’s Hammer. The raiders were also wearing armbands with a lion’s head rune etched upon them suggesting they were all sent by the same person.
Day 12: We continue on from Skalsbridge.
Day 15: We arrive in Kalsgard – a giant city with a giant fortress. Our Caravan is required to stay in the “Bone Quarter;” the poor part of the city so, for now, we have to go our separate ways.
We have multiple leads to follow up on in the city:
- The Red Raven
- The Sword
- Finding a Guide to Min-Kai
- Aril’s Hammer
- Lion Armbands
Kalsgard is divided into 9 Quarters. We travel to the Ice Quarter and rent 3 separate rooms at the Hunting Serpent Inn for a week.
Day 16: We ask the barkeep at the Hunting Serpent Inn about the Lion Armbands and we’re told they’re the symbol of a local farm-owner named Asvig. The barkeep then directs us to Ukshakka who’s at a nearby tavern. She was recently beaten by Asvig and so we talk to her about the man. She reveals that her guide-friend named Oalf went to Asvig’s a few days ago and hasn’t been seen since. Asvig is set to have a funeral party that evening at his home.
Upon asking about the Red Raven we only discover that it’s a bad omen followed dismemberment and other horrible happenings.
When we ask about the Sword, we are led to Fynn Snaevald. A trader in the Amber Quarter, the feeble Snaevald admits to having possession of the sword for many years. However, men in black suits broke into his home a few years ago and took the sword. A dying servant’s words suggest that Asvig may have had something to do with the sword’s disappearance. We swear to take his blood vengeance on those who took the sword, and, in return, he promises to give us the sword.
Since multiple leads point to Asvig, we travel to his farm located south of the city that evening to try to talk to him during the funeral party when he might prove to be in good spirits.
Down on the Farm:
As we approach Asvig’s Farm, we notice that it’s ringed by lion-head statues. Upon being touched, the statues spawn magical lions. We kill the lions and sneak up to the house where it appears that a party is in full-swing.
Attempting to go the non-violent route for once, Jira and Thom knock on Asvig’s front door and ask the tipsy raider who answers if they can speak to Asvig. The drunken raider proves to be an asshole and promptly takes a swing a Thom. Needless to say, an alcohol-fueled funeral party brawl begins. Thom starts things off by knocking the leg clean off of the raider who sucker-punched him. With much cleaving, bombing and excessive use of fire we kill everyone in the house except for the poor Thrals and one unfortunate raider. As Asvig’s wife attempts to flee the scene, Skizzik vomits a swarm of spiders that consume her and she meets a horrifying end. We loot the bodies, search the house, grab some swag and then interrogate the remaining raider.
Asvig’s man admits that Asvig ordered his troops to attack us at Skalsbridge, they broke into Fynn’s house and stole the sword, Asvig had dealings with the Rime Runner’s Gang, not much is known about Oalf’s whereabouts, a funeral ship is set to be burned in the morning and Asvig’s boss was named Sonny Stoneeye.
After destroying everyone and everything per usual, we head back to the Hunting Serpent Inn where we find Ukshakka waiting for us. She tells us that fog will be rolling in and the funeral burning will be postponed so we have time to case the area. With the knowledge that we’ll find out what we can about the funeral ship in the morning, we turn in for the night and close out the session.