Belrom; The Frozen North

Belrom; The Frozen North
Reboot

July 1st, 2013.

After a lengthy break and the loss of transcripts, Belrom is being rebooted. Interest from friends in making the campaign a Pathfinder RPG format has lead us in that direction.

Complete records of transcripts will be kept, in GM only format, in order to avoid loosing them again.

We are investigating cartography options, as the setting around Belrom is far flung and remote.

Stay tuned for further updates.

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First Impressions
7/1/13

Isabela is introduced to the quiet, simple life of Belrom.

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The New Company
5th Edition Start

Out of Character Notes; This was the initial run with The New Company (as of yet named band of adventurers). This initial group included Garrett (Valen, Elven Bladesinger), Jeff (Araris, Human Fighter), Old Nick (Ethias, Halfling Cleric), and New Nick (Jettara, Human Paladin). We did some brief introductions and back stories for the characters and jumped right in.

In Character; The Company booked passage from Salas, a port city on The Cape of Death in The Southlands for Belrom and The Frozen North aboard the coaster The Salty Dog. The voyage took some four weeks, and during the trip, the Company say many old ruins long since abandoned and saw the seaward side of The Battered Edge, a massive, old mountain range that deprives much of The Southlands and The Grey Wastes of water.

Drawing closer to Belrom, The Company passed an old, abandoned light house (argueably named either Waypoint or De Olde Lighthouse), but their keen eyes saw what appeared to be a signal light from one of the windows.

Arriving in Belrom, they booked a week’s stay at Rhuddy’s, the large inn and store that dominated life in the sleepy fishing village. After a night of talking with the proprietor and the locals, the adventurers turned in for the evening.

During the night, a small force of goblins slipped into town and aboard The Salty Dog, killing several crew members, the captain, and stealing half of the shipment that the ship had brought north. The adventurers awoke to the news, investigated the scene, and then followed the goblins’ trail eastward, towards The Fallen Pillar.

Beneath The Fallen Pillar, they did battle with several pockets of vermin infesting that ancient ruin, and eventually encountered the goblins who had stolen the goods from the Salty Dog. After a brief but bloody skirmish, the adventurers defeated the goblins and brought the goods back to the village.

The next morning found them sailing north, towards a series of ice caverns they had heared about prior to the goblins stealing from the boat, and tat is where we left them.

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The Ice Caverns
Session 2

The second session for The New Company finds the adventurers outside of The Ice Caves, a series of frozen caverns located on the far northern shore of the harbor in which Belrom sits.

Their initial foray into the caverns quickly uncovered a lair of sahuagin, the fierce shark people. After a brief parlay with the sahuagin count, the party confronted and slew the sahuagin priestess. Upon returning to the count and telling him of the demise of his rival, the count betrayed the party and attacked them, having sensed in them their weakened state.

The party also learned, prior to killing the count, that the sahuagin had been sent to the surface realm by their masters, the dark and remote kraken, hidden somewhere in the deep oceans. The krakens wanted their servants to uncover the location of The Iron Sea, as to further extend the power of those dread beings in the deep oceans. The sahuagin, however, were stymied by the The Red River, whose water was poison to them.

They then found a small cavern that had been used sometime in the past year or so as a place to construct and repair some sort of ship, and then happened upon a scrag, an aquatic troll, who the party quickly dispatched.

Their return to Belrom saw them share some of their wealth with the villagers, and it would seem that this gesture, coupled with having returned the inn’s supplies, has endeared our small band to the locals more than most adventurers care to do.

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The Ol' Waypoint Lighthouse (7/2)
The trouble with adventurers...

After two weeks of down time, The Company discovered, along with the rest of the village, that several dead bodies had floated into the harbor. The men were quickly identified as members of the The Adventurers’ Guild, a band of miscreants and ne’er-do-wells from the distant Southlands. Further inspection of the bodies determined that they had all been ritually murdered and some deduction lead the party to believe that these bodies might have been from the supposedly abandoned lighthouse several days trip south from Belrom.

The trip was without incident except for a meeting with a band of hobgoblins. The party discovered that this band was moving south from the lands beyond The Cortbans, and that there was a grand army forming in that frozen, remote wilderness in the far north.

At the lighthouse, the party quickly discovered a secret trap door into the basement where they were beset by a shadowy rogue. Once the rogue was dispatched, the party entered a secret door and discovered a secret compound beneath the abandoned structure. They quickly cut down a band from The Adventurers’ Guild, and explored the compound. They discovered loot, supplies, and a ship in a hidden cove. Among the supplies were found goods and supplies that once bore the marks of The Crimson Legion.

Further inspection found the journal of a wizard named Sellers, who was allied with The Guild. He and his men had been sent to this remote outpost to find an artifact named the ‘Codex Gigas’ with hopes that it would provide some sort of information about a strangely referenced ‘Third Moon’. The nature of this moon was not immediately discernible.

Further exploration of the compound had the party locate a warlock and his followers. Combat was tight, but the cultists were all killed, and the warlock, a tiefling bearing a single horn, was taken prisoner…

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Beyond The Cortbans

Making up for two sessions, this summary will be a bit lengthy.

The party returned from The Lighthouse to Belrom fresh on their victory over the Cult and The Adventurers’ Guild. After speaking with Rhuddy, they learned that the Codex Gigas was a Skarric phrase, and the inn keeper suggested the company go speak with Aerden Haid, the local ranger.

After discussing guild politics with Aerden and learning he was the son of the former keeper’s, the party spoke at length with the ranger about traveling north of the mountains to visit the Skar.

They began their trek by heading eastward to the strange village of Stoney Corners, after stumbling into the middle of a low grade conflict between the druids who lived in the village.

The trek north from Stoney Corners, the party saw some of the wonders of Lorne, including The Temple of The Calendar, several giant cairn memorials, a strange, large silver ship, and a massive elven weigh marker pointing the way to the lost elven city of Munda.

Their arrival at the Skar village was greeted with a challenge, and Araris succeeded in defeating a wholly rhinoceros. During the victory celebration, the party was spoken to at length by Gyem Hjoler, a cleric of Theron and a Windtorne brother. The elder cleric explained the Skarric legends of his people, and told the party that if they sought the Codex Gigas, they would need to travel to the north east, along The Cold Flow and into the mountains.

On their journey, they spoke briefly with a fomorian giant and his hill giant lackeys. The exchange was brief in duration, but the party left the giants without any violence being exchanged.

In the mountains, the party discovered the ruins of Munda and its fey, unseelie guardians. After a hard won fight, the party now stands overlooking a giant canyon rift, strangely filled with jungle and wilderness, the sound of a large animal roaring in the distance as they look at a portal leading into the Feywilds, where the Codex Gigas is hidden.

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