The Journey

Session Report (May 23, 2019) 

The party meets Geirof a week later, collects the supplies and pack ponies he’s provided, and sets off to find the ruins of Logiheimli. 

They travel northwards along the plains between the Greniheim Forest towards the East and the hills at the foot of the Vestrurham Range to the West. The July weather is good; the skies are clear and the temperature comfortable. The make good time all day. In the afternoon, they come across the tracks of something huge that seemed to crash its way through the forest on their right and across their path into the hills. Whatever it was has pushed down trees, stripped the bark from several of the largest trunks, and denuded the tops of most of the trees along its destructive path. Several enormous hoof prints are left in the dirt and mud.

Grend and Shae confer briefly and declare that except for its size, it appears to be moose spoor. But the moose would have to be thirty feet tall to have left this trail of destruction.

They push on, and as darkness approaches, they search for and find a suitable site to camp. They find a mountain stream that they suspect has fish; Grend and Shae try their luck and each land a medium-sized fish that the team uses to supplement their rations. 

The night passes uneventfully. 

The next day, as the party packs up their gear and prepares to set off again, they notice two ravens circling some distance off into the Greniheim Forest. There is something about their behavior that seems off. The party decides to investigate. They push through about a mile into the forest to the area the ravens are circling. They find a small clearing, at the center of which is a large rock. The group can hear the burbling of water, and circling the stone they find a natural spring bubbling out of a cleft in the stone, running down a natural sluice and soaking the ground. The water seems pure and potable; Grend suggests they refill their water supply. 

As they wait for the vatnvikur to fill, they make a small sacrifice to Woden the Allfather in thanks for the find. After they do so, a penny falls from the sky. Enok picks it up and examines it. Drex looks over his shoulder and thinks that it has very little monetary value, and wanders off disinterested. Enok notes that the penny has the Òss () rune and pockets it.

The party collects the ponies and pushes on. The weather worsens; rain begins to fall and the temperature dips. As the afternoon approaches, the rain turns to mist and fog. 

Late afternoon, the party begins to make out the line of a low ridge silhouetted in the fog ahead and to the left. They turn in that direction and find that the ridge is the remains of a berm. The remains of rotted wooden posts stick up from the crest. At its base is a ditch collecting water and mud from the day’s precipitation. The earthen mound runs both left and right as far as they can see in the mist (a hundred yards or so). A short way to the right there is an opening through the berm.

They lead their ponies to the gap in the berm, and down into the ditch and back up. On the other side of the berm are the remains of several buildings dimly seen through the fog. Immediately at hand, on the left, are a number of stone pillars set into the earth, each with several slots carved into them as if they once held planks of wood to connect the posts to form a fence or corral. They can see the bones of various animals in the dirt beyond the posts. Grend notices that his connection to Nature is severely limited — he believes the area is supernaturally defiled in some way. Enok tentatively tests his connection to the mana and finds that the magical force is also very low in the ruins.

The party investigates the once-fenced area more closely. As Enok steps past one of the pillars to examine its other side, four of the piles of bones begin to tremble, then rise up, coming together to assemble the skeletons of large warhorses.

The skeletal warhorses attack! They charge directly at the party at full speed, lowering their heads to crash into the nearest character. They spend the next handful of seconds fighting the warhorses, determining that piercing and impaling weapons do less damage than usual; crushing weapons appear to be extra effective. Grend shifts his grip on his spear to use it as a staff instead. Shae manages to do enough damage to cause one to crumble back into a pile of bones. Drex picks up one of the defeated skeleton’s leg bones and throws it between the galloping legs of one of the remaining skeleton horses, which trips and falls. Drex dodges one of the charging warhorse skeletons which plows into one of the pack ponies, hurting it. 

Several tense action-packed seconds later, the party has defeated the skeletons. Shae, Findlay, and Enok all took damage.

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