Adventure Log
The Offensive Party
Here lies the adventures of the Offensive Party, within these pages you will read about the tales of these bold adventurers and their journeys through Faerun. The party, formed hastily together in the only Tavern within Lonelywood to seek and uncover the true meaning behind the unending night and cold within Icewind Dale. Everywhere this party goes, it seems like they always manage to offend at least one person... most of the time.
Eleasis 1492 DR
10 Eleasis 1492 DR - Morning to 12 Eleasis 1492 DR - Night
We have made our way to Termaline having done everything we believe there is to do in Lonelywood. In Termaline we find the speaker of the town at the Blue Clam TAVERN and inquire if there's any work to be had. The speaker, Oarus Mastew, informs us that the Termaline Gem Mine has a kobold problem and that they'd be so pleased if we could clear the kobolds out for them. They're willing to pay 50 gold if we complete the task. They say to watch out for the pit which leads to the underdark but other than that it shouldn't be too bad of a job for a group of adventurers such as ourselves.
Setting off to the mine as we approach we see a sign that reads "Kobolds only" in hastily written scratch. Entering the mine we initially find it unoccupied and explore carefully through. We encounter the pit and start to cross a wooden platform when we discover kobolds sawing at the supports underneath the platform. They scurry away and we continue on. On level 2 of the mine we find a pair of tracks that leads to the chamber to the north that abruptly end, curious. Heading the other way we encounter two kobolds who screech at us. Before we can engage them at all we find that Saralas has been taken into the air. We turn around to find him being carried away into the air by what turns out to be a grell. We follow it back to the northern cavern where it goes up into the air. No matter our attempts we can't anchor it to the ground. Korag blocks the opening to the pit so the grell can't carry Saralas to the underdark. We manage to injure it enough for it to drop Saralas before it can eat him or drop him in the pit. Resda casts some kind of magic which results in the grell being overly friendly to her and acting like a disgusting tentacled cat. Using this moment we lure it back to the room with the table with a low ceiling so we can trap it. We surround it and get ready to kill it, despite the protestations of some of the party... We're able to successfully dispatch the grell.
After we do, a baby grell comes in and nuzzles up against it's mother. Korag, Saralas, and Rudra don't feel bad at all about killing it but others in the party protest the action. We kill it anyways to be sure because they grow up into adult sized terrors for goodness sake!
We carry on into level 3 of the mine where we encounter Trex, a rather well spoken kobold. The other Kobolds can not speak in common. After talking to Trex for a while they say they're just wanting to peacefully occupy the mine because they need shelter. They say they're willing to work with the humans and that there is only 6 of them. Korag isn't buying it *at all*. He's totally lying. The rest of the group seems convinced though. We convince Trex that they should come back to town to talk with the humans to work out some deal with them to work together. On the way back Min pick pockets Trex's pouch which enrages Trex a lot when a ghost emerges from them.
This ghost explains they are Janth and that they were killed by a yeti and that they have research to complete. The problem is that they will possess someone else if they remain and we weren't willing to give the ghost one of the party to possess to keep working on their research. Korag felt compelled to put the ghost to rest and the rest of the party decided as well that we should dispatch the ghost. During the fight the ghost scared some of the members of the party so badly that they rapidly aged before our eyes. Saralas aged 40 years and doesn't look much older because elves. Poor Resda aged another 10 years and is looking considerably older than when she started this journey. We were ultimately able to dispatch the ghost. The kobolds that had come along with scurried away during the battle with the ghost and weren't seen again.
We determine that we have about a day to undo the aging curse and so set off to look for a more clericy cleric than Korag as they don't yet know the requisite spell to undo it. Asking around it's recommended that we head to Bryn Shander to the House of the Triad to see if there might be a cleric who can help us.
We rent some dogs and sleds and make haste to Brynn Shander. Sticking to the roads on the dog sleds we make great time and arrive at the House of the Triad late into the evening. They are open and we're greeted by a nice cleric who inquires what they can do for us. We explain the plight of our party members who are older than they were and they explain that they do have someone who can cast the needed magic to undo it, but that it'd be ~400 gold to do so for a single person. We do not have such gold stores we explain. They ask how much we have, since there is less travel things are getting rougher to maintain they say, so they ask how much the party has to offer. We count up between ourselves like kids counting money for snacks and report that we have 240 gold to offer. The cleric kind of looks disappointed as you do in this circumstance and agrees to have it done for that price. Because Resda is most affected and most distraught by this we agree to have them reverse it on Resda. Resda is now a bit closer to her starting age.
The cleric at the House of the Triad explains to us that there are some dwarves that could use some help and are willing to pay in the area as a means to recoup some of the expense. We stay the night at the temple and make our way to the dwarves in the morning. Upon arriving they are eager to see us and explain that they have lost a sled of iron due to yeti attack on the tundra on their way to Bryn Shander and they need help recovering it. They lost one of their group to the yeti and booked it back as fast as they could. The direction of travel seems straight forward enough and we can use the Cairn in the distance to guide us, so we set off via dog sleds into the tundra.
On our way there, a white out blizzard sets in so we stop and circle the sleds to attempt to shelter as best we can against the storm. We decide this is the best thing to do as opposed to attempting to continue to travel. After some time the blizzard clears up and we continue onward. As we approach the expected area we discover many pieces of a dwarf but no sled. Looking around we see what appear to be tracks of the sled leading away so we go after them. After a bit we come upon some goblins pushing the sled towards a wagon with two polar bears hitched to it.
We take the sensible action and charge in loudly, hoping to scare the goblins away. This does not happen and they turn to face us preparing to attack. We exchange blows but ultimately we're able to handily take care of the goblins with minimal damage. Two of them give up and run after we kill their leader. We let them escape against Korag's better judgement. Karthos wants to free the very angry and upset looking polar bears who after he talks with them totally want to eat us. Most of us want nothing to do with it but Karthos is determined so he takes the two potions of animal befriendment we found on the goblins and the rest of the party starts booking it out of there with Korag pushing the giant sled of iron ingots. Once we're a bit away Karthos sets the polar bears free who then immediately run after the rest of the party. They catch up before too long and they start circling us. We toss rations at them and somehow manage to disengage and keep going on our way back to Bryn Shander.
We return from there without much further trouble and return the iron to the dwarves and get paid. A welcome sight after emptying our coffers to reverse the curse on Resda. We make our way back to Termaline and return the dog sleds and make our way back to the mine to finish up that job. Min refuses to enter the mine but the rest of the party goes in. We find no kobolds on levels 1 or 2. We get to level 3 and we find the woman that we saw at Nimsy's across the pit from us. She tosses a crystal towards Resda and Karthos who avoid it and let it fall to the ground. She says it wasn't what she was looking for but might be good for us. She then proceeds to backwards swan dive into the pit to the under dark. Not shifty at all...
Karthos picks up the crystal and then looks deep in thought for some time. Long enough that some in the group ask him what's up. He says he felt a tugging and heard a buzzing when he touched the crystal. He will need to attune to the crystal, but could telepathically talk with its creator. Probably nothing to worry about, even though it was the brain of a mind flayer.
Saralas mines some gems while we keep watch and Karthos harvests two potions of paralysis on the way back out from the grell poison in their tentacles. Getting back to town we find the speaker and explain the job is done. He's going to go verify this is true and will return to pay us in the morning and we should meet up with them then.
Some time passes when Resda notices there is a woman across the bar staring intently at Karthos. Resda makes eye contact with the woman, who then approaches the table and says to Karthos, "you hear the voices too right?" The woman goes on to share that the voices started about two weeks ago, but unlike Karthos, did not touch a crystal before they started. The woman asks Karthos to show her the crystal. Resda asks her name, to which she replies Amiria, all while staring expectantly at the crystal. Karthos offers Amiria the crystal. She touches the crystal and....frowns, before disappointingly reporting nothing happens. Amiria is asked if there are others in the town who are also hearing the voices. She tells the group there are 3 others: Kordle, Evette, and Olive. Everything that day was normal...except the strange woman in leather showing up, asking around about the mine. Amiria vividly remembers her as her husband couldn't take his eyes off her.
Min attempts to pick pocket the crystal from Karthos. Korag and Min both feel the crystal should be destroyed because we believe it bodes us nothing good to keep it let alone to attune to it. Korag especially believes it is evil and wants it destroyed, he feels compelled by the dictates of Helm to destroy it.
9 Eleasis 1492 DR - Evening
From Korag Frosthelm's recollection sitting in the Raging Mouse *cough* Moose Inn:
Returning to town
Having arrived safely back in town Korag, Rudra, and Karthos go to visit our best friend, Nimsy. The rest of the party head to the tavern. Over at Nimsy's house Rudra hefts the white moose's head high up as Nimsy opens the door to accentuate our success of dispatching the murderous mouse *cough* moose. Nimsy invites us in and we chat, managing to convince Nimsy to so graciously gift us the deed to the Ramshackle Inn as well as 125 gold. Not as much gold as we had heard was offered to previous groups who ultimately turned it down, but given how well our first interaction with Nimsy's family went we decided not to press the matter too greatly. Nimsy said we'd need to return tomorrow for the gold and deed. We believe he's being sincere about that so will return tomorrow.
<<<<CUT TO TAVERN AND HAVE TAVERN GOERS INSERT THING HERE ABOUT WHAT HAPPENED AT THE TAVERN>>>>
Meeting up at the tavern the two groups catch each other up to speed and we head to the Inn. We're workshopping some names, current contenders are as follows:
- Mouse Bane Inn
- Moose Bane Inn
- The Raging Mouse Inn
We head over to the Inn of a name to be determined and find lots of things inside. Maybe we'll get to keep the things inside, maybe we won't, we'll find out tomorrow. We start to get situated for the night and hear a loud noise down the hall towards the rooms. Odd since we think we're the only ones there so we go investigate. We find no traces of any other living creature having been inside. This unsettles Korag a bit since we clearly heard a loud bang.
Resda goes out in the evening/night on their own for reason's.
Resda's Outing - A Brief Synopsis
Not content with focusing on her personal reasons for coming to Icewind Dale, Resda decides to head back out into the town to see if she can find a lead about her grandmother. Upon exiting the Inn, she notices an owl perched on the roof. It seems to be regarding her with a special intelligence and is glowing with a radiant inner red light.
Resda comes to the tavern, speaks with Danae the winter. Danae doesn't think this is Auril's doing, although, does agree it's magic related. Danae tells Resda of the stories telling of a lost Netherese City and their fall. Danae wouldn't be surprised if the cause of the winter is one of the Netherese's lost artifacts malfunctioning, because why would a goddess come here? Legends say the city fell and was swallowed by the ice (Reghed Glacier it turns out, not the actual iced over lake). No one has really gone out to find the lost city. Danae doesn't think Auril would care about the over logging since her values are hardship and survival - if the creatures and people here can't survive those hardships they should be weeded out.
Resda sits and chats with Danika a bit before exploring more of the town. Danika is most concerned with finding chwingas because she feels this is the best chance of bringing comfort to the 10 Towners.
Resda goes to Nimsy's to offer a peace offering. She smooths things over with him, and convinces him that the mummy is benevolent. She has asked him to come over to meet him for himself. While he is there he offered to look the Inn over as a "pre-inspection" should we want to renovate it. The owl keeps showing up, perching on the buildings before I arrive and is there perched on the Inn when I return.
9 Eleasis 1492 DR
From Resda Highgrove's journal:
Dawn
I've aged 14 years and almost died in the span of a few hours. This. Is. Not. Ok. And is certainly not what I signed up for. I've got to figure out a way to get those years back!!! My magic seems to have some pretty terrible, and unexpected consequences. There has to be a way to get it under control.
We meet in the main tomb area to discuss what our next steps will be, and get caught up on what happened after we nearly died. Apparently Karthos made a friend in the middle of the night, an awakened bush. The bush tells us the Frost Druid, Ravesin, was pretty mad about her sister getting killed by the loggers and has been seeking her revenge, killing all who enter into the forest. She has been awakening all the animals she comes across to create an army against the towns. The little animals hiding in here with the White Moose were all orphans. Ravesin was looking after them until they became old enough to awaken. The bush tells us that while the Moose was evil, not all animals were sympathetic to her ways and did not join her. She could not understand why.
Ravesin made this sweet little bush her slave so she could pick its berries whenever she became hungry, and would fly into a rage if it was too far away. It would have to follow her all around the woods, to the outskirts of the towns, and back to the Tombs. This poor thing... We name the little bush, Kate Bush, and it seems happy with this. I ask it if it needs anything, and it quivers with happiness. Kate offers to give us berries for being so great. We each take one as there is enough to go around. They taste delicious, and seem to be very nutritious. Kate must be protected at all costs.
...The loggers do seem to be causing a lot of destruction to this area and indiscriminately kill anything in their path without making any effort to restore balance. I wonder if we can convince them to give back to the land before they have nothing left to take...
Kate Bush has only been aware for two months but gives us some helpful information:
- The mirror lets the viewer see anywhere they can imagine, and that's how Ravesin knew when to have the White Moose attack
- A magic spell protects this place from humanoids finding it
- The doors only seem to unlock when the right moon phase hits the dial outside
- There is one door Ravesin never opened
- The sarcophagus in the room where Ravesin was living holds the corpse of her twin sister
- Kate does not know what the ritual does
We ask Kate if they would be willing to lead us back to this place when needed. Kate agrees. After hearing this, the group decides to explore around the tomb area, then the sarcophagus outside before heading back to town. We decide to burn the Moose's carcass outside as a show of respect to this sacred space. Korag and Min go back to the room to investigate. Karthos the Green joins them. The rest of us look around the main tomb area but do not find anything. Rudra takes the hide of the White Moose. Suddenly, there is a foul smell that violates our noses. Korag, Min, and Karthos emerge from the room to let us know that Ravesin's sister's body is truly in the sarcophagus. She truly did die from hunters as there were still arrows in her body. They didn't find much else except an herbalism kit/herbs, a couple of potions, and "10 Towns will pay" etched into the walls. We decide Ravesin should be placed inside to rest with her. Korag volunteers to go put her in there...thank the gods, because I want no part of that. The rest of us escape outside to the fresh air. That smell will surely linger in my senses for the rest of the day...
Once the party has gathered outside, we decide to look about. A few of us gather around the sarcophagus to examine it a more closely. Karthos discovers there is some kind of protective spell surrounding the sarcophagus and is tethered to the brazier. We decide to not try to force the lid open, and agree to try the ritual. Surprisingly, all the ingredients are still where they were left. The only thing missing is...the hand. Some poor bastard is going to have to cut off Ravesin's hand. Korag volunteers to go back for the hand. After a short time, he returns. Min volunteers to go light the things on fire at the brazier. Karthos, Korag, and I are standing near the sarcophagus. Kate moves behind Karthos in case something regretful happens once this opens. Rudra is standing back near the stairs, and Saralas is standing to the north at the ready. Min lights the ingredients on fire and....nothing seems to happen. Karthos tells us the tethers surrounding the sarcophagus have changed colors; Korag gives the lid a tentative touch before pushing on it. At first nothing happens, and then a great clap is heard as the lid slides off nearly knocking into me!
The Mummy
Suddenly a mummy sits up out of the sarcophagus, stretches, turns to Korag and says "hello"! He tells us he has been in there a long time. We catch him up on current events, and learn his name is Sarhas. Sarhas has been buried for 1120 years as far as he knows! Sarhas gets out of his tombs, which strangely smells of pumpkin spice....I don't even want to know why...and tell us he used to be an Elvish Moon priest. He can't seem to recall anything about what happened before or how he died...All I can think while he's telling us his story is I'm going to look like him if my magic keeps going off like it has been...We ask if he would like to join our group as we are headed back to the towns. He will have to stick to the outskirts though because sentiments about the undead might be the only thing unchanged from his time. While we debate who is going to once again be subjected to the awful stench of rotting corpse to grab Ravesin's clothes, Sarhas takes off into the tomb and emerges wearing the Frost Druids clothes. With the hood up, you can hardly tell Sarhas is undead. This could work. Saralas removes the stench from the Druid's clothes, and now they smell of pumpkin spice.
The Bear
We start our journey back to the towns. About an hour later, we come across a very hungry bear. Karthos takes the berry from his pocket, and throws it near the bear. The bear unsurprisingly, is not easily distracted by one little berry when it has a whole party of meat standing in front of it. We ready for another fight as Karthos attempts to intimidate the bear. Luckily the bear runs off and we avoid another fight.
We spend the rest of our journey back in silence. It really is beautiful out here with the snow and soft sounds of the forest. One could see why people are drawn here. Why they would want to destroy it all does not make sense to me though.
...Why is there a mushroom in my pocket?...Mushrooms...maybe there is a magical one that can reverse aging?
8 Eleasis 1492 DR - Dusk
From Karthos The Green's journal:
As I wearily sit around the warm campfire that I prepared, and tend to my fellow party members after today's encounters. I recount our day; I will say this: I don't think this is how any of us expected this day to go.
Alternate Paths
While investigating the ruins, Korag found an opening into the interior ruins that was covered up by snow. He noticed a patch of glowing snow and digging through it revealed an entrance into the inside. He dove in first and investigated. I don't think we expected to find what we found inside, we were totally and undeniably unprepared for what happened next.
Murder Moose
Korag found the White Moose upon entering the ruins. I think both parties were startled and not expecting each other. The ruins were also full of other smaller low-land creatures like foxes, squirrels, hares and the like. A meaning of minds perhaps? I didn't get a full view but I did see creatures scurrying out of the cave opening moments after Korag went in.
Another twist, as soon as Korag made himself known. The Moose spoke. It reiterated the destruction of its forest lands and killing of its moose folk - of which we had no such part in doing I will add. The Moose didn't seem liked it would see reason and it full on charged Korag.
That is when the rest of the Offensive Party came to his aid, we all joined him within the ruins as he became under attack from the white moose.
I recount trying to entangle the great beast with vines but to no avail, it broke free. This beasts fortitude and intelligence are incredible. This creature is not normal.
Again, we tried to reason with the great moose. I relayed my understanding that with the moose that I felt it's pain that it's land and moosefolk were being destroyed by humans but it seemed to have little impact on its decision.
Unfortunately, we had to bring the beast down and we did so after a sizable fight. I must say, none of my magic was effective in the fight and I feel drained. Thankfully the moose was unable to land any blows upon us which was lucky. Min took the killing blow and fell the moose, it collapsed with a loud sigh.
After a little deliberation we decided that I should take it's head, and I did so respectively. A little ironic that I severed the moose's head with the hatchet that I was gifted from the loggers from the logging camp just outside of Lonelywood.
Surprise! Frost Druid!
I got to work severing the moose's great head from it's body while the rest of the party started to investigate the rest of the ruins. We found a few different passage ways inside and a lonely looking mirror that may be connected to one of the riddles from the moon dial outside. Each path that we found had a closed door at the end of it. Two of them denoting a symbol that matched a particular moon phase. The North West door matched the current moon phase that we are in, the waning moon. The other doors symbol was a full moon, we didn't try to open this one.
Korag and Saralas went to investigate the northern door and managed to open it, which is where we found the Frost Druid. From the shouting that I could hear, much like our previous encounter with the White Moose, our attempts at diplomacy failed and the Frost Druid attacked us in the name of Auril, the Frost Maiden. At this point, Korag and Saralas engaged and things went from bad to even worse. Min and Ruda also ran to aid in the fight.
I'm not entirely sure what happened next in that small room but all I could hear was something that sounded like a hail storm that echoed out from within the small chamber, and then pure silence. A few moments later, Resda and I were met with a very angry and limping Frost Druid. Resda acted first by conjuring a warbling, shifting mass of pure dark energy at the druid, it made full contact with the Frost Druid. It definitely seemed hurt by it. The only thing that I could muster at this point was one of my first spells that I learnt, a small bolt of flame that I usually use to light fires with and clear dead brush with and with that, I tossed a flame bolt at the druid which also connected.
The Frost Druid managed to corner Resda and with one blow from her ice knife brought her down to the ground. At that point, I was the only one remaining - I didn't know if I should flee or continue fighting. It seemed like this druid would not let me out of here alive and she continued to advance on me after bringing Resda down... And with that I casted one more flame bolt out of shear desperation.
The Frost Druid slumped to the ground, dead.
I didn't think have time to think about it too long, the rest of the party required medical aid. I stabilized Resda first, the wound made by the ice dagger was a clean cut thankfully, it made it easier to attend to. After that, I dragged her into the druid's chamber where the rest of the party lay. I used my medicine kit and bandages to attend to the rest of the party. Many of them where badly battered by ice chunks, I've heard tales of northern druids being able to conjure storms of ice, I'm assuming this is exactly what happened here. This is first hand experience that it can cause some disastrously effects.
Once everyone was stabilized I tucked everyone into their sleeping gear and lit a fire in the main room, that way everyone will keep warm while recovering. Today was a close call that we'll hopefully never have to repeat again.
I think we learned something today though; the Frost Maiden may have allies joining her in her cause and we must tread lightly.
8 Eleasis 1492 DR
From Saralas's Journal:
Morning with Nimsy
We spent the night in Nimsy's house in Lonelywood, in the attic. When we started the day on the 8th, with the waning moon, I noticed the gnome from the tavern had found her way into the attic. She claims to have been with us the whole time, but I am certain that isn't the case. I decided not to press the matter, but I think I will have to keep an eye on her.
The fighter also worries me. He could be as daft as he appears but that would take some effort. I will need to remain wary of my new companions, though I still hope they can help unravel the mystery of this winter.
When I came out of meditation there was already plenty of activity downstairs. I packed my gear and joined the others. It was about 8 in the morning but still pitch black outside. There is not much light up here this time of year. Nimsy was preparing breakfast, for which I am thankful. He seemed nervous about the strangers in his house, but also determined to be a good host. Unfortunately we were about to support his fears, which I will come to soon.
We asked some more questions about the White Moose. Nimsy said the moose started its rampage about 2 months ago, and it has killed 6 loggers so far. It typically attacks loggers near their camps, though he says it has been seen on the edge of town a few times as well. Though the town has a sheriff and militia, they have been unable to solve the problem of the moose. Clearly this is a bigger job than we thought last night when the giant offered to do this for a night's lodging. Though I have little need for money, we need to maintain our gear and supplies, and I feel we could have negotiated a reasonable rate for this work. The roguish gnome, Min, I think her name was, clearly agrees.
She asked if there are new people or suspicious people in town, but Nimsy explained that there weren't, and that was itself unusual. Right now there are very few new people and Lonelywood doesn't get much in the way of visitors, not how it was before this winter and the Moose. The town can still sell lumber and scrimshaw but things have taken a turn for the worse. Supply caravans come infrequently, and mishaps occur along the road, and trade suffers for it. The loggers are reluctant to log because they keep getting attacked.
Threats of Violence
It as this point that the gnome, Min, asks about payment. A reasonable position with what we have learned, but Nimsy remembers the Cleric saying "A night's rest seems more than fair." Though I disagree I also know we already said yes. We may be able to negotiate something but perhaps we should start our investigation first and come back to him with a solid reason for changing our mind. New information, new deal, that sort of thing.
Unfortunately before I can suggest this Min starts threatening Nimsy's children in exchange for payment. Oh, not direct threats, but certainly not neighborly. I am frustrated, she wasn't even here last night and now she's making our prospects in this town worse. The quiet wizard tried but failed to persuade him to pay, and things felt like they were about to get violent.
We left Nimsy's house before anything worse happened, with Nimsy shouting through the door to not come back without the White Moose's head. I hoped my companions might help solve this mystery of winter. This moose aligns with the rumors I heard back in the mountains before I came here. But I worry the others may not have my noble goals in mind.
Starting our Search
We left the house at 9 am, sky still black, with auroras in all colors, green, blue, purple, red, and shifting. I set out to look for signs of the moose in the woods on the edge of town. I take the giant, Korag he says, and the Tiefling, Rudra, with me. The wood-elf follows, though he seems confused by the sky. The wizard and murderous gnome headed off to the tavern to ask questions. The fighter wandered off towards the old inn. We agree to meet at the tavern in an hour.
On the edge of town we don't find the moose but we do find a logging camp, with about a dozen loggers sitting idle around a campfire. They seem surprised to see a giant, but somewhat friendly. One logger had a giant as a friend in childhood and is sad that Korag doesn't know his childhood friend.
The logger tells us that Nimsy sent three 10-man parties of hunters after the moose, and only 4 hunters came back. It seems Nimsy was afraid to tell us the real truth. Yes, six loggers have been killed, but 26 additional fighting men have also been lost. A lie of omission, it seems. Apparently the last adventuring crew turned the job down even for 250 gold and the deed to the inn because of the danger. Unfortunate we didn't know this before, it's possible we could set up a base camp at the inn as we try to unravel this winter.
I ask if anyone has seen the white moose, or just the aftermath. We meet an old logger who saw it, and had one arm mauled by the moose. The two other men he was with were killed in the attack. He tells us that those who look for the moose do not find it. It usually attacks remote camps, with three or four men. The loggers responded by sending larger more armed groups, and the moose started attacking at night, though it still seems to prefer smaller groups of people.
The druid looks at the man's arm and does what he can to heal it. A kind gesture. The logger is grateful, and though he can't pay much he offers the druid a hatchet that he made himself.
The foreman asks what it took for us to take the job knowing the fate of the other groups and that the last group walked away. The druid explains that we would do it for a night's sleep. Laughter, probably deserved. Though given how desperate Nimsy is perhaps if we can complete this quest we can come back and negotiate again. As long as we keep Min away.
The loggers have seen the moose in all different places in the forest. The foreman reckons our best bet is to go into the woods not in force and the moose will probably find us. 4 or 5 people is probably getting to be a lot. That sounds like asking to be attacked, but may be an option. He also tells us the survivors are still in town. We head back to town to meet up with the other groups by the tavern.
We meet the others at 10 am. The tavern was closed (they must not day drink here), but the others met up with an old fisherman who told them much the same tale we heard. The sun starts to rise, and we see a dull sickly glow in the sky. Maybe it's "day", but it seems magical, and I could almost hear something with it, before the normal still dull sunrise took over.
Finding Moose
We headed into the woods to search for moose tracks. We find some, which we follow into a clearing. In this clearing we find a moose, but it isn't the white moose. But perhaps it knows where to find the other. I ask if anyone can speak with animals, and after an affirmative the druid goes into a trance for a short while. He then appears to speak with the moose, who he names as Ralph. Apparently the white moose is the hero of the moose of the forest, as he avenges the deaths of moosekind. The moose blames the loggers for logging the forest and the townsfolk for killing the moose. An interesting story, and it seems to move the druid somewhat, but I believe it more likely the white moose has its own agenda and others like Ralph simply choose to interpret it this way.
We ask where we might find the white moose. Ralph points to the northeast, and says the white moose can be found in the ruins near Snow Hill. Then he bounds off.
At this point Min nearly fell out of a tree.
The Ruins
Some suggested heading back to town while it's still light, but if we only work in daylight here we'll never accomplish anything. I am at first confused by the suggestion that we won't make much progress in the dark; I forget sometimes that not everyone can see in poor light. Still, with such short days I felt it best to continue, and convinced people to go on.
We followed tracks to the edge of the trees, and at the edge of the trees we saw a snowy hill, with what appeared to be ruins around it. From the middle of the site, we saw a crystal at least 20 feet tall, as well as what looks to be a sarcophogas in the snow. There was also a row of marble statues atop granite pillars. Somewhat ominous, this is fairly close to town yet no one mentioned its existence. Perhaps it repells interest, or perhaps forces people to forget. I am fairly certain I can find my way back now though, after being here once.
We approach the ruins to investigate more closely. In the semicircle we see a raised platform to the west that looks like a sundial. To the east of that we see the sarcophagus and the pillars. The snow is very deep. The fighter takes the staircase up onto the platform, and calls back that the sundial is actual moon phases; a moondial. The rogue puts on snowshoes and walks up the hill to surveil the site. She notices there is a doorway leading into the hill, adjacent to the moon dial.
Written around each of the moon phase symbols the others see text in elvish. I join them to interpret. The only inscriptions that are stable are those around the full and half moon.
Full moon: gaze upon your own face, and have seven questions answered
Half moon: unlock the tombs of the half moon
There are faces on the statues but they are somewhat indistinct. Looking closely they appear to have pointy ears. With that and the elvish on the moondial I conclude these are probably elves. But what purpose do they serve. Why the sarcophagus?
The others investigate the door. It is a smooth stone door with no visible hinges, latches or other obvious signs. It is magic, we can feel it. It does not respond to friend, unlike what I heard from the tales of my youth.
The Sarcophagus. A Ritual?
We investigated the sarcophagus more closely. It appears made of granite, and is surrounded by five pillars. From north to south the pillars show carvings: a twig, a pine cone, a flame, a feather, a human hand. I feel forboding.
About 40 ft to the north of the sarcophagus was another raised platform, and in the center of that platform there was a large brass brazier. The bowl was nearly 20 inches in diameter, and was full of snow and pine needles. It is adhered to the marble floor and cannot be budged. I cleaned it out, though there was nothing obvious about the brazier, no markings or carvings. I couldn't tell if it was connected in any way to the door. But this sounded arcane, a site for a ritual, and I am hesitant to proceed.
Not everyone is so, it seemed. As the sun is setting the Fighter added a twig and pine cone he found the forest, a feather pulled from an arrow, and lit a torch. Almost too late I realized he's preparing to light his hand on fire and I shouted STOP.
End.
7 Eleasis 1492 DR
From Karthos The Green's journal:
I arrived at the Lonelywood Tavern after spending much of the day in Lonelywood researching the land and communing with nature. I asked the bar keep for a pint of their finest ale (probably needs mushrooms added like always.). After getting my pint, I noticed a rather imposing figure within the Tavern, a near 8ft tall Goliath decorated in full shiny platemail who was parked in the corner of the tavern. With a figure like that, it might as well be the best place as any to start asking for help to investigate this cursed place. I haven't made much headway in learning the true nature of the curse on my own, it's time to get some help.
The Assembling of Adventurers
I introduced myself to the Goliath, he seemed friendly as he spoke. He mentioned that he was native to Icewind Dale but he has been exiled from his Clan, the Thuunlakalaga due to wanting to work together with a neighboring Goliath Clan to investigate the curse that has befallen the land. I didn't catch his name at first, but he became known as Korag Frosthelm. He also mentioned that he was a Cleric of the Helm. Very interesting. We agreed that our interests align and that we should investigate this curse together.
While discussing Icewind Dales curse, the other inn patrons drifted closer and introduced themselves. Resda Highgrove, a young fidgety looking Human sorcerer - seemingly capable but young in the ways of magic. She's traveled from Daggerford to Icewind Dale after encountering some tragedy in Daggerford. She is willing to lend her magic to aid in the journey to investigate the curse of Icewind Dale.
We also met a Gnome named Min Needle who promptly fell off her chair as she listened in on the Goliath's and Is conversation. We don't know much about her but she is interested in helping us since there may be some monetary gain from lifting the curse of Icewind Dale. She bought us all a round of drinks.
An accomplished looking High Elf Ranger by the name of Saralas Alderheart introduced himself. A family man turned Ranger hailing from Neverwinter like myself. He too has heard rumors of the curse of Icewind Dale and he has come to investigate the source of the curse.
A Tiefling named Rudra Apeksh introduced herself as well, she doesn't remember quite how she got here and all she remembers is the biting cold of Icewind Dale. She also wants to come along on our journey. More the merrier in my opinion.
A sopping wet Human man burst from the water closet and introduced himself as well, apparently he got lost in Icewind Dale and wound up in Lonelywood. He says he doesn't remember much else than getting lost. He's looking to join us until he can find his way back to another town. Why is he wet? and I honestly don't remember his name.
We asked about lodging to the bar keep, she told us rudely that she did not have any lodging here, this was a tavern, not a inn. She mentioned that our only real option was the Lonelywood Town Speakers house and she mentioned that the actual town inn - The Ramshackle Inn closed some time ago.
Suddenly, a loud voice boomed out in the tavern saying "SURRENDER!". There was no clear owner of said voice. Very confusing.
We decided on first trying the Speakers house since it would be cold at the inn, plus we would also be breaking and entering there. If the Speaker did not let us stay, then we would try the Inn.
Nimsy the Town Speaker - also a Halfling by chance
The party (minus Min Needle) braved the harsh Icewind Dale night and shambled over to the Speakers house. There we met Nimsy the speaker who invited us into his house. He offered us warm Halfling shaped cookies. They were delicious, I noticed a hint of nutmeg in them! he I asked him what was up with all of the Halfling children and if they were his or not - she looked offended. It's best not to assume things, I don't know why she was so offended!
She also said that she should be able to accommodate us for the night, she has room for us in his attic which should suit us just fine.
Nimsy also mentioned that there has been a terrifying Albino Moose that has been seeking our loggers in the Lonelywood and killing them. This seems unusual, moose are territorial but they don't typically seek out and purposely kill other creatures. We agreed to try and find the Moose.
We also inferred about the town sacrifices, Nimsy mentioned that they offer food as their town sacrifice.