Pyramid Investigation

The party decide to return to the Great Pyramid in the Edgewere for a further investigation.  The entrance no longer presents a challenge and they penetrate the maze at the centre of the pyramid.  Ivar demonstrates the dwarven method with trapped doors – by kicking them down and absorbing whatever damage is handed out by … Read more

Events at the Tower

With the developing orc-menace in the west, Grettir decides to build a new Tower to guard the northwestern approaches to Sequarl.  He hires a crew of dwarves to build it and the King in Chittagong, who approves the project, sends several wagon loads of stone and a mangonel.  It is ready by the end of … Read more

Winter of Discontent

One night around Yule an orcish arrow thunks into the main gate of Sequarl castle.  Wrapped around it is an invitation for the “Stone King” to come to a parley at Orc Rock, a well known landmark on the edge of Sequarl.  Grettir attends with a force of his men in case of treachery.  There … Read more

The Giants’ Castle

Yspadadden has a cunning plan to recover Gore Raver. Gore Raver was the axe dropped by Silden when he transformed into a werebear and ate the gnome (B22) back in 678.  It was presumed to have been picked up by the Fire Giant they were fighting at the time.  The axe was a powerful Dwarven … Read more

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