Seahorse Isle

Grettir outfits a sloop, the Kisten (named for his wife), for a voyage to Cos. He hires an experienced crew including a marine called Atelius and a beautiful, multi-skilled rogue called Shazza.  He appoints one of his huscarls, a grizzled veteran of the sea with a shady past called Harman, as sailing master. After battling … Read more

The Magnificent Seven

This was really two separate adventures with largely the same personnel. Part [A]: The Picking of Oglog’s Pocket Nickar has a cunning plan.  For many months he has been seeding the wilderness with gold pieces that he has magically marked and can track.  His hypothesis is that as they pass through the hands they will … Read more

Balchoth’s End

Rangers keeping watch over the orc movements in the Wood of Itaen report a large force of orcs and wolf-riders moving south towards Redhill, gargoyles flying above.  A party of elves is sent by Girindor to rouse the Westdale and Holmdale gnome settlements. While the rangers and elves track the enemy, Grettir assembles his forces … Read more

A Walk in the Park

Paradoxides has now learnt Mass Teleport.  To celebrate he transports a small party to a cave deep in the Shiehelion range of the Edgewere Mountains.  The party includes one of a band of new Sequarl huscarles, a nuggety warrior called Gamrick who carried a battleaxe and wore a hauberk, along with Salrod and Grettir himself.  … Read more

Toad in the Hole

Paradoxides teleports the party to the Swamp-City of Yarr to investigate it in late winter, before the flies swarm and the crocodiles are active. The party explore the swamp and find ancient stones and tunnels that lead under the ruins. Exploring undeground, they encounter venemous snakes, a giant toad and lizard men.  Coming to a … Read more

Six Troll Shootout

Paradoxides uses his magic to convey the party back to the ogre den in the Shiehelion Mountains further to explore the wilderness in that area. Goblins foolishly attack the party and are slaughtered. However, Paradoxides captures one who, once made to speak, betrays the location of a troll family. They find the den entrance where … Read more

The Weatherman

The Rangers report that a strange mist has descended upon region just to the south of the River Nidd.  Grettir raises a party of soldiers and adventurers and they ride south with the Rangers to the stone-built gatehouse Grettir has raised to guard the bridge over the river.  Girindor summons his Earth power and dispells … Read more

A Walk on the Wild Side

Grettir receives a magical distress signal from his sloop, the Kistin.  Paradoxides teleports Grettir, Salrod and Girindor to its cabin and they find it waterlooged.  The ship has foundered just off the coast of Tyros, an island in the Southern Seas, famous for pirates, dangerous demonic beasts and perfumes.  They rescue those of the crew … Read more

The Return of Agent Orange

The party are in Tyros once more.  First order of business is to return to the spot where the Kistin foundered.  Paradoxides deploys his arts to summon Elementals to aid him in raising the ship and sailing it to Lyra. Whilst repairs are made in the harbour there, the party venture inland to explore the … Read more