Saga of the Northlands

Session 15: Into A Linnorm's Lair
In Which The Party Turns Up The Heat

The party first addresses the food problem by redistributing more villagers from crafting and laboring to fishing and farming. They also set up an ongoing program of training more craftsmen as farmers. They then turn their attention to the lukewarm pools. They bring Andr, the spirit shaman, with them.

They arrive at the pools after a few hours and find they are indeed no longer boiling, much to Andr’s disappointment. He detects no spirits in the area. As
Alfradr prepares to walk across the pools to sound their depths, Radmar impulsively dives into the middle pool. Down there, Radmar notices that it’s about 20-25 feet deep, and the ground is quite warm beneath his feet. He moves to the upstream pool and finds it shallower, about 10-15 feet. The water is a bit more turbulent here. Radmar pokes around the bottom with his battle axe. That reveals nothing, so he surfaces and reports to the others. Then he makes his way to the downstream pool. It is also 10-15 feet deep. He notices that the water gets cooler downriver. He pokes around here but also finds nothing.

Alfradr, armed with diadem of purelight, goes down into the upstream pool with Radmar, and they dig around the bottom. They notice that the silt and debris they kick up is flowing toward the sides of the pool. There is a bit of a depression without rocks in the side of the pool where the silt is drifting. Digging around in it, they determine that it is a hole with a “clot” of mud. They clear out the mud and stop it up with rocks. After spending about four hours monitoring the situation, they find that the water temperature is now fluctuating up and down across all the pools.

Meanwhile, Eirlif takes Andr over to some nearby scattered trees to see if they have any spirits. They don’t, but they do find a whole in the ground in the midst of some bushes. The whole appears to have been burrowed by a small creature. He tosses a pebble into it but can’t tell how deep it is. They call over Radmar and Alfradr, and then he lowers a rock on a rope into the hole. He determines it goes down about 8 feet before sloping. Getting impatient waiting for the other two to dry off, he ties himself to a tree with his rope. Stopping to listen for noise, he hears the definite movement of air. He lowers himself into the hole and finds the air is warmer.

Alfradr suggests that he should enter the hole instead, since he has a light source. Andr becomes a tree and they tie Alfradr off to it. Alfradr lowers into the hole. After an almost vertical drop, the tunnel heads off toward the pools. The air is somewhat humid and misty. He’s reached the end of that rope, so they tie another rope to the end, and he continues. The air gets mistier and warmer. He eventually sees another source of light ahead. He continues on as the tunnel turns left. The light source is orange and flickers like firelight. He extinguishes his own light as he continues into a larger room. There is an artificial “river” of sorts on the floor of the cavern. There are some large glowing rocks in the water and a fire on the other side with some stones in it. And there is what appears to be a small dragon. It looks to be sleeping. He returns to the surface and reports what he saw.

Eirlif identifies the dragon as a linnorm (landwyrm). He wants to go down to see it for himself. He ties himself off with ropes and goes first. Radmar follows him without rope. Alfradr stays above to man the rope. They make it to the larger tunnel with the sleeping dragon in it. They see that it is silvery-blue with patches of light and dark gray on its body and hints of orange around its eyes. It is most likely a smoldering linnorm with abilities involving steam and smoke. It doesn’t look like an overly dangerous dragon, and it in fact looks wounded. Erilif is pretty sure the glowing stones in the water are dragon eggs. He knows that dragons are much more aggressive when protecting their eggs, so he decides it is wiser to try to wake the dragon rather than try to sneak around.

The dragon awakes and hops atop its eggs. Eirlif says “We mean you no harm. You look injured. Can I help you?” He mimes bandaging the wing injury. The dragon appears receptive and allows him to approach. The wound looks like claw marks. It doesn’t look particularly old but probably not that young. The wound is scarred over, which has impaired its wing. Eirlif hands the dragon his healing potion and gets it to drink it. It seems to help out the wound a bit. Radmar also offers his potion, and the wound heals over even more.

Eirlif helps to build up its fire with a raging flame spell, which makes the dragon happy. It had been heating stones in the fire and throwing them into the water to keep the eggs warm. He also fiery bursts into the water to help with the heat. The dragon is now huddling in the heated water with its eggs. They decide to stay with the dragon and send Andr and Alfradr back to the village to see if they can find anyone who can help to communicate with the dragon.

In the meantime, Radmar remembers enough Draconic quotes from sagas that he’s able to piece together some words to communicate with the dragon. They find that it is grateful for their help and he is their friend. It will be okay for them to stay the night but stay away from the eggs.

Meanwhile, Andr and Alfradr return to the village and have a time convincing the expedition leaders that what they’re reporting is true. They are able to find someone who might be able to communicate with the dragon, and they head back with him and some supplies the next morning.

Back with the dragon, they find out that it has been there for 64 years. It was attacked by three giant creatures about two weeks prior who killed its mate and badly wounded it. The eggs will hatch now in about six more months, but it will stay here. This is apparently its home. They explain that their villagers come every week to use the hot water and will stop in to help with the fire.

In the morning, the expedition from the village arrives, including Stjorn, the bard who can learn the dragon’s language. They return to the tunnel and introduce him. They also apply an herb poultice to the wing wound. Stjorn is able to determine that the linnorm is a male. The reason the water isn’t hot anymore is because he’s wounded and his mate was killed, so he isn’t able to keep the water as hot anymore.

Two weeks of downtime for everyone!

Session 14: The Forest Exploration Continues
In Which Skogur Is Shown To Not Be Entirely Delusional

They decide to circle back to the forest to establish another route to the spiritless trees and also to see if the ash and the oak trees have spirits in them. Arriving at the ash trees, the spirit shaman finds that there are many fewer spirits among them than the elms. So they approach one of the enspirited ashes and attempt to convince it to allow them to pass in order to investigate if there is a spirit eater among them. They determine that there is at least one that harasses them along their southern border. They find out that the yew have also been attacked a lot. They decide to go check out the yew.

The yew spirit they speak to is at first reticent but when it finds out they want to help with the spirit eater, it eagerly talks to them. It confirms that the spirit eater has been attacking them a lot. They ask about the stone circle in the forest. It tells them that it was once a prison for a great evil, which was freed or broke out a couple years ago . . . perhaps the same four years ago that the elms said a great evil started to walk the land? It’s gigantic and somewhat humanoid.

The yews grant them free passage, and the party makes its way to the circle of rune stones. As it was the last time they were there, one of the stones is broken. Alfradr is able to read the Anglo-Saxon and Nordic inscription on the outside of the stones. It is a warning against giving in to the temptation/flattery of the beast confined therein. After taking down the runes and the inscription, they make their way toward the oaks and the fossergrim (waterfall spirit).

They encounter very few oak spirits. The spirit shaman detects no spirit in the first waterfall they come to in the river. Eirlif splashes in the water humming (badly) the tune he recalled from their first time meeting. The fossergrim then appears, and Eirliff introduces him to the new members of the party. They also discuss the spirit eater, which the fossergrim is afraid of. It is able to turn a spirit solid and its web can ensnare spirits. They get the fossergrim to introduce them to an oak spirit about half a mile down the river. They talk to him about the spirit eater. It confirms that there are fewer oak spirits than normal in the area. It knows about the evil that was imprisoned in the rune circle, and it was surprised that it had already escaped. It tells them that those who imprisoned it were a bit larger than the party. He said they were pretty friendly and spoke with the trees.

They bed down for the night near the river, enlisting the fossergrim’s help to keep watch. A couple hours into the first watch (Radmar and Alfradr’s), Radmar hears some rustling in the bushes. The fossergrim is able to see three, no four, ravens out there. No, wait, there are five now. They appear to be glaring at Skogur. They attempt to scare them off, to no avail. Fossergrim plays a lullabye, causing three to fall asleep and fall to the ground and disappear. Since it’s now about time to change watch, Radmar wakes up Eirliff to see if he can help figure out what’s going on. Skogur also wakes up and realizes that he’s not crazy, since the others see the ravens too. He shoots and kills one. The others look surprised and hop back a bit. Eirliff fiery bursts one, killing it. They the ravens suddenly look, each one over its own shoulder, and disappear. The “threat” gone, Radmar and Alfradr go to sleep. The rest of the night passes uneventfully.

They continue down the river through the oaks, inviting the fossergrim to accompany them. They part company when the party heads off toward the pine forest. As they pass through, Andr (the shaman) comes upon some invisible webbing. By throwing dust and leaves, they “map” out the path of the webbing and find a way around it. It’s almost dusk when they exit the forest. They retreat to the river and set up camp for the night.

That night, during Radmar and Alfradr’s watch, they hear something moving toward them rustling the grass as it approaches. They wake the party and prepare for an attack. Skogur and Alfadr both miss with arrow and thrown stone. Eirliff attacks with fiery burst and barely chars it. Andr announces that it’s a spirit approaching, but he can’t tell what it is. The fossergrim confirms but says it is hiding its identity from him. Eirliff leads off with a fireball. The whole grassy area is charred and moves toward the party. The grass IS the creature! Alfradr’s soulspark familiar soulblasts it. Radmar is able to damage it with his silvered axe. The creature moves right through the party and engulfs Eirliff. He yells out “Ten feet!” to warn his party members to move away, and then casts fiery burst. He hurts it badly, but it still grapples him. Radmar then attacks and kills it. The fossergrim informs them that it is a knusluter (hugging grass), a spirit that inhabits grass. It grabs creatures, crushes them to death, and consumes them. The rest of the night passes uneventfully.

In the morning, they head back into the pine forest to “map” out the rest of the spirit eater web. It stretches quite a ways through the pine forest. It had laid a trap for the pine spirits!

They head back to the settlement. They find that Kulgan has managed to get the rest of the newer members of the settlement to the mystical pool to introduce them to the spirit there. They are pulled aside by Stjorn, one of the expedition leaders. Three things have come up:

  • Some of the men think they saw one of the trolls that attacked during Valpurgisnacht skulking around nearby.
  • They discover that their current food supply will last them only 7 weeks.
  • The nearby boiling hot lakes have suddenly gone lukewarm, and they have no idea why.

“Forest Guardian jerky?” — Alfradr to the fossergrim, while offering him various foods to eat

Session 13: Spirits of Fjollvættir Forest
In Which The Party Is Vexed By Unseen Impediments

The settlement members are in the midst of a mourning ceremony in the longhouse for 14 people who died during the Valpurgisnacht. Afterward, they are informed that there was a troll attack that didn’t go very well for the settlement. Fortunately, the longhouse was completed, and most were able to shelter there while the fighters handled the troll invasion. Unfortunately, one of the ship captains was killed by a Grendel.

They instruct the necessary people to start on a set of warding stones for the settlement to protect against trolls, an endeavor that will take a season. They discuss plans for the next steps in establishing the settlement and how to distribute their new resources. The determine that the next big thing to do is secure a supply of wood. In order to do that, they need to deal with the forest spirits.

The next morning, Eirlif, Radnar, Skogur, and Aflradr take their spirit shaman, Andr, with them to the forest to commune with the spirits there. Skogur scouts ahead. He encounters a small pack of emaciated wolves, possibly the same ones he had encountered some months ago. He intimidates them, and they scamper off. They make it to the edge of the forest before nightfall, and Andr starts looking for spirits. He finds out that each tree houses an individual tree, which confounds him. He approaches one of the largest trees (all elms) and tries to speak to its spirit without much response. After he threatens to chastise it, a figure steps out of the tree. It looks like a bearded man merged with a tree. He doesn’t look happy.

Through Andr, they speak with the spirit and ask if there is any way they can come to an agreement whereby they could take wood to build their homes. The spirit reveals that there are some giant, evil creatures who escaped imprisonment about four winters ago that come and wreak havoc on them. Maybe, if the party is able to rid them of that danger, they might be inclined to come to some agreement. The spirit tells them where they last saw them, in the southeast of the forest. The party takes their leave and heads into the forest. Not far into it, the elm trees end, and they come to pine trees. Andr tells them that there are no spirits in these trees. Skogur starts tracking, and he finds some larger human-sized tracks that look roughly like the ones he found some time earlier when they were following the torchlights through the forest.

They follow the tracks toward their origin with Skogur scouting ahead. He comes now to a section of yew trees, which Andr confirms also have no spirits. They continue on and come to a clearing with the remnants of a campfire and evidence of a battle. Skogur scouts for tracks and also finds large three-toed footprints. The three-toed prints do not leave the edge of the clearing. They may be some sort of raptor that attacked the people while they camped. It appears that the people ran away along the path they followed to this point. Skogur finds where they entered the clearing, and the party continues following. As evening approaches, they find a fairly defensible place to camp for the night.

The first watch goes by uneventfully. During the second watch, which Skogur and Alfradr take, Skogur hears some rustling in the forest. Whatever is out there is very light on its feet, possibly more than one creature. He wakes up everyone quietly, and then the noise stops. Alfradr turns on his diadem of purelight. The light reflects off of something dark and reflective, which then hurriedly moves off. Alfradr and Skogur go to investigate, leaving the rest behind to start a campfire. They hear more rustling as they get closer. It is apparently trying to stay beyond the light. They reduce the radius of the purelight and move closer. Then Alfradr fully lights up and reveals a giant spider. Skogur immediately starts launching arrows at it. The spider skitters around toward the camp.

Andr casts tree shape and disappears, while also looking for other spiders. Radnar steps up to attack it with Klofning, his magical spear-axe and slices it in half. Afterward, they look around for more spiders. Skogur searches at the edge of the light and gets stuck in an invisible web. Eirlif tries an acid spell on the web, but it doesn’t dissolve. He then casts dispel magic, which doesn’t do anything. They are able to hack him out with swords and daggers, but some of them get stuck in the invisible webbing. With Skogur free (but still enwrapped in webs), Eirlif tries his fiery burst on the webs, but it does nothing. It appears that only normal fire can burn it, and they manage to burn away a large section of it that way. Then they remember that they brought wine, which works wonderfully as a webbing solvent. They then burn the webbing to free the weapons that got stuck in it. Andr identifies the spider as a spirit eater, which likely explains why he detected no spirits in them.

After completing their rest, they head back to the elms and tells them of the spirit eater and promise to return to deal with the threat. The elms promise them free passage. They then return to the settlement.

Session 12: Battle On Walpurgis Night
In Which A Grendel Is Not Allowed To Escape

It is pitch black, so Kulgan produces a flame in the palm of his hand, but it is a lot weaker than it should be. The party quickly lights torches around the village, as well as retrieve the magical candelabra they confiscated from the heathen temple and light its candles. They then do their best to prepare the village for the next 34-ish hours of darkness. They consolidate the non-combatant villagers in the central long hall and set up a perimeter of torches and guards.

During the first watch of the “night,” clumps of torches on the ocean side of the perimeter start going out with sizzling sounds. They’re being put out with water! Skogur sees glowing eyes in the distance. He shoots and hits. It emits a low growl. They start waking up the rest of the defenders. Then they hear a couple of their men scream and probably die. Another couple of defenders run screaming back into the perimeter, “There are dead things coming!”

Kulgan sends out a fiery burst and sees 3-4 shambling figures approaching in the distance. In the other direction, they see more yellow eyes (goblins?) waiting beyond the torch line. Radmar charges one of the undead and pops it. It explodes, splashing water all over him, causing damage.

On the goblin side, Asa takes an intimidating stance to drive them away. It works on a number of the smaller ones. One of the undead projectile vomits water at Radmar and Eirlif. Eirlif is impacted and starts to drown. Alfradr rushes over the help him as he gasps and coughs.

The red-eyes of the trolls start glowing brighter. Kulgan joins Radmar in attacking the undead. The two creatures run into the torch light. They are emciated with long claws and have arrows sticking out of their backs. Then the torches on the troll/goblin side go out, and the eyes disappear. Eirlif starts attacking the newly-arrived undead creatures with fiery bursts.

The new undeads’ eyes glow green and look around at everyone. Everyone around them get shaken, but Eirlif panics! The darkness on the troll/goblin side is now moving closer to them. Radmar gets grappled by the undead from behind. Eirlif gets away from Alfradr, and a soldier runs after him. Alfradr takes two soldiers and goes to help out with the two emaciated undead.

Asa activates his magical ring to create a bright burst of light that pierces and dispels the oncoming darkness, revealing eight trolls and goblins. It ends up blinding one of the undead creatures. The undead creature that grappled Radmar vomits water on him, causing his lungs to start filling with water (like what happened to Eirlif).

The trolls and goblins swarm the party. Kulgan kills the undead grappling Radmar, freeing him up to continue the fight. Eirlif gets set upon by a troll, but he triggers fireburst and kills it. Asa casts lightning blade and kills a goblin. Eirlif steps up to the goblin/troll line and casts earthbolt, killing all of them.

The party heals up and settles back down. It’s now Kulgan and Asa’s turn to watch with some soldiers. During the second two hours, Kulgan spots two red eyes in the distance. He yells at the eyes, and they turn away. Nothing else happens during the remainder of the Walpurgisnacht, and the stars reappear. They have now only a normal night to get through, which they survive uneventfully.

In the morning, they send the village trackers out to follow the troll tracks to their lair. The party spends the next three days resting and training. Afterward, they go troll hunting. At the entrance of their cave, Eirlif casts earthlock on the entrance and opens it up for them the enter. The idea is that they can close it behind them outside if needed.

They descend single file into the depths down a spiral path. They find five smaller tunnels, down two of which Skogur hears the pattering of feet. The spiral path ends in a large cavern with a lake and beach. No trolls or goblins, but there are a bunch of footprints. They try to go around the lake, but hit the cavern wall. At either end, though, is another small tunnel leading away.

Alfradr takes a minute to reshape his soulmelds and is now able to fly out over the lake with his own light source to scout out the rest of the cavern. There is only the lake, which drops off fairly deep. Kulgan decides to call out a challenge to the goblins. They hear laughter, and then the sounds of goblins coming down the large passage. Eirlif casts earthlock to block off the passage. Shortly afterward, the lake water ripples, and a troll head emerges. The temperature drops and a wind starts to blow.

Asa blasts the troll with stormbolt. Kulgan charges into the water and attacks the troll. The troll grapples Kulgan and hurls him into the lake. Its eyes then glow, and darkness spreads out from it. It then growls, and creatures emerge from the side tunnels. Skogur and Eirlif start attacking the goblins and pekkas.

Asa moves up and calls up the burst of light from his magic ring, dispelling the darkness and blinding the other creatures. Kulgan swims up and leeches life from the troll and some of the other creatures within 30 feet, healing himself. It kills one of the goblins. The troll growls again, and the goblins scatter blindly trying to find the party to attack. The pekka, however, casts transmutes rock to mud at the ceiling, sending tons of mud crashing down on everyone in the cavern. It kills all the goblins and damages everyone else. The troll dives back into the lake. Skogur disables the pekka with two arrows. Alfradr finishes it off by hurling a handful of pebbles at it.

Kulgan leeches some more life from the submerged troll before swimming toward shore. Asa heals himself. The wind begins to pick up, becoming a severe wind, preventing movement toward the lake. More goblins emerge from the side tunnels. Alfradr flies over to engage them on one side, while Kulgan takes them on the other side.

The wind now increases to storm strength. It knocks Skogur and Eirlif down into the mud. They start to suffocate. Then the troll pops back up from the water, apparently fully healed! Asa stormbolts the troll. Kulgan hits it with Kelgore’s Firebolt. Radar lunges at the troll with his spear and lops its head off with his second strike. Alfradr kills the remaining goblin, who attempted to flee.

They now have a problem, since the mud has blocked their escape route. But they turn their attention to any treasure that might be in the lake. Skogur casts lay of the land to see how deep the lake is: 50 feet at its deepest point. They send Alfradr down with a net to get the treasure and the troll’s body and head. Eirlif notices that the troll’s wounds seem to be regenerating. He burns it to a crisp with fiery bursts.

Eirliff reopens the escape tunnel. The mud partially clears there as it flows into the entryway. On the other side is a pekka, who immediately casts mud to rock on the mud. Eirlif casts earthbolt, killing the pekka. The party squeezes through the entrance and heads back to the surface and the village.

They then take their leave of the village and return home in six days. Something looks different when they return. The large longhouse and wall are done.


Kai: “Does my knowledge tell me anything about what’s happening to me?
Van: “You’re drowning.”

Session 11: A Brief Trip Home
In Which A Blockade Is Run

Along the voyage back to Iceland, they are able to find out from their thralls and the priest more about their very strange religions, Christianity and Islam. The journey is uneventful, except for getting becalmed for six days. Near the end of their journey, they see what appears to be ships in the far distance. They decide to uses their thralls to row so they can attempt to overtake them. Eirlif changes the sails to black to make them harder to see them as they approach in the evening. They can now see there are 13 ships—a blockade!

They decide to attempt to go around. As they do, they note that the ships are all Moorish. They round the peninsula as they enter the neighboring bay, and they see two Moorish ships! Apparently, someone was expecting them. The move their warships to intercept. Eirliff and Skogur are on one and the rest of the party on the other. Alfradr is skimming behind his ship engulfed in his mantle of flame and enshrouded with his fellmist robe. Each warship targets a different enemy vessel.

As they near their target, Eirliff uses the hellfire gauntlet to launch a fireball at their ship. It kills everyone on board but three men. The boat is on fire with no one left to put it out. Skogur kills one with an arrow to his skull. The two remaining men dive off and swim for shore. Arrow fire from the other ship is targeted on Eirliff after that display. The other Norse warship rams their target. Three men fall off, and there is a huge hole in one section of the ship. Radmar charges aboard and starts skewering enemy combatants. Kulgan leaps over him and attempts to enter the fray (unsuccessfully). Asa casts thundercloud over the head of one of the robed men. Alfradr’s mantle of flame erupts against the hull of the ship. Unfortunately, it’s wet and doesn’t burst into flame, as he was hoping. The soldiers on board start launching spears at the robed man with the thundercloud over his head.

Meanwhile, Skogur jumps overboard to swim after the two escapees. Eirliff directs their boat to head over to help out their comrades. One robed man casts lightning blade and aims it at Asa, sending a bolt of lightning through him. He looks incredibly disappointed that Asa doesn’t immediately die. Kulgan gets swarmed but survives the onslaught. The other robed man casts a spell at Kulgan that starts to choke him to death. There are three better-equipped men on board, who now pull out their swords and make way toward the fray. Alfradr bursts again and continues to damage the hull down below.

Kulgan, continuing to choke, starts to move back to form a fighting line with Radmar. Asa also backs away and heals himself. Two soldiers cross over to attack the robed men. Eirliff’s ship now rams the ship but only grazes the prow. It still does damage to the front section but not enough to put a hole in it. One man falls off the ship as a result. His soldiers rus aboard and attack the enemy. Eirliff casts Aganazzar’s scorcher but does minimal damage to four men. Two men try to bull rush Radmar but end up skewered on his spear. One robed man kills two of the party’s soldiers.

Eirliff casts elemental burst on the wood of the ship. Wooden shards explode out amidst the enemy combatants and takes out a couple men. Kulgan casts deep breath on himself to help with the choking spell on him, then casts Kelgore’s firebolt at one of the robed men. He then backs away toward Asa. Radmar kills one robed man and one of the better soldiers.

Eirliff commands the rowers to back out to ram the ship again. Asa heals Radmar and Kulgan casts produce flame and hurls it at the remaining robed man. The robed man attempts to cast a spell on Radmar, which he resists, then backs away. After the last of their good fighters dies, the other men surrender, much to the robed man’s chagrin. But he doesn’t survive long enough. Kulgan kills him with a produce flame.

Meanwhile, Skogur has almost overtaken his prey. He kills one with an arrow, but the other continues running. Skogur keeps up the pursuit and kills him shortly after.

The party starts to gather captives and loot the occupants and the ships. They then sink the ships. When they’re finished, they notice that Skogur is gone. He has run on ahead to the nearest village. He informs them that they’ve recovered the artifacts. The port town hasn’t been taken, as far as they know. They have a caravan going to the port town soon, and the party is welcome to join them to return the artifacts.

The party finally makes it to the village to find Skogur relaxing and waiting for them. They go with the caravan to return the artifacts and then head back to the small village. While they were there, they recruited seven more men for their new settlement.

On the day they get back to the village, the lights all go out. The last of the Walpurgis nights has arrived. No lights for 24 hours, and chaos reigns. They hear wolves howling in the distance.

Everyone levels!!

Session 10: Raiding Porto De Barcas
In Which All That Is Not Looted Is Burned

Radmar replies to the giantess, “We’re just explorers.” This leads to a short conversation with the suspicious giant. She demands to know what they want. Skogur explains that they don’t mean to impose. They just need a place to rest on their sea journey. She directs them to a small lake to the south, and they take their leave. After a brief discussion, they head off to the nearby lake to check it out.

The lake is rather large, and the area around it is quite warm. The lake is also hot, with bubbling water. It’s a volcanic lake! Perfect for these native Icelanders. Asa says some prayers for the lake, while Radmar and Eirlif strip down and jump in to enjoy the wonderfully hot waters. Skogur does his usual and goes off to scout the area. They don’t stay long, and head back to the ships to camp for the night. They will spend the next day foraging, fishing, and otherwise preparing for the rest of their journey.

During the second watch of night, Radmar hears rustling in the trees. He sends a soldier. Ten minutes later, he returns and reports that he found nothing. Radmar is a bit suspicious but the soldier does seem to be himself. The rest of the night is uneventful. The next morning, they begin their preparations.

Skogur, Eirlif, Radmar, and Kulgan head to the lake to scout around. Radmar notices something funny about the water. It’s moving slowly in a counter-clockwise direction. It’s picking up speed. The water then starts to bulge up in the center. Skogur has moved up on the ridge, but he can’t see anything different from there. The rest of the party also moves away from the lake. After about 15 minutes of churning, the water erupts upward in a gigantic lake-sized geyser!

Back at the shore Alfradr notices the water explosion. He grabs some soldiers and they all run up toward the lake to check on their fellows. Fortunately, the explosion doesn’t damage them too badly. Skogur and Eirliff back up to the lake to check it out. They notice something coming out of the water . . . a gigantic fiery humanoid. A second one follows it out. They begin stomping off in the direction of the giantess. Eirliff surmises that the lake is some sort of portal to Mulpelheim. Skogur follows at a safe distance, and the rest of them follow him. However, they send the accompanying soldiers back to the ships.

They bump into Alfradr and Asa and tell them what happened. After seeing to the soldiers’ wounds, they send them back to the ships while Alfradr and Asa continue on to the giantess’ house.

Meanwhile, the other part of the party sees the giants arrive at the house. A not-so-nice discussion ensues between them, which they party is only able to partially make out. Something about schedules, obligations, being late. Finally, the giantess relents and lets them inside. Skogur sneaks up to the house. The rest move off the path.

Skogur sees them sitting at a table. He notices that the giantess’ skin is bluish, but he’s not familiar with that type of giant. One sketches some things with charcoal during their discussion. Apparently, she is supposed to be doing something and paying them for something. He listens for about 15 minutes and shares what he’s heard with Eirliff. The wizard surmises that the giantess is perhaps failing to do something with her own supernatural abilities (connected with the sea, maybe?) that the fiery giants want from her. Skogur asks them to leave him there to continue spying on the giants.

As the rest of them are leaving, they bump into Alfradr and Asa. After hearing their story, he tells them that he thinks she might be one of Aegir’s (the sea god) giant daughters. They head back to the shore and find a bunch of seals. They decide that they need seal meat and skins. Asa casts animal trance. He gets one to approach him. Two others follow it as Asa leads it away. They get the soldiers and encircle both groups of seals and move in for the kill. Radmar kills a seal with a single blow. Eirliff casts earthbolt at two seals and Radmar finishes them off. After a short fight, they have six dead seals.

Meanwhile, not much else of significance is happening with the giants. About an hour and a half before the ships are supposed to sail, the conversation ends and the fiery giants leave and go back to the lake. They disappear into the lake. Skogur returns to the shore in time for them to depart.

They heave off about 4 in the afternoon. They see the giantess coming to shore with an oar on her shoulder. She glares at them and starts paddling the water as they leave. As a result, their ships seem to be moving away at a faster than normal rate.

The next morning, a tentacle bursts from the water, feels around the ship, and then disappears back beneath the waves. Very weird.

Less than a day out from the port, they plan a two-pronged attack: the ships with soldiers will be sent in to attack and create a distraction, and the party is dropped off earlier to stealthily enter the local fortress to look for and obtain the stolen artifacts. They disguise themselves in preparation and set their plan in motion about 4 in the morning.

The party manages to approach the wall of the fortress. The find a huge double door. Skogur starts scouting around the wall for another entrance. Meanwhile, Alfradr flies up to the top of the wall and fastens two grappling hooks so the party can climb up.

Alfradr wasn’t able to find any other entrances, but he does see three ravens. All six ravens follow him back as he returns. He did notice, though, that the corner towers are occupied. There are eight ravens now, and someone in a tower notices one of them, shooing it away. Skogur makes it back, and he also climbs up.

They make their way down the stairs into the courtyard. Asa peeks through the keyhole of a door of the inner wall. He sees light but hears nothing beyond it. The door is locked. They find a door where there are no lights inside. Alfradr flies over and finds that the door on the other side is unlocked on that side. He opens the door. Inside are two sleeping men. About that time, they hear a commotion from outside the fortress. Apparently, the attack at the dock has begun. He quickly lets the rest in and they manage to get all the way through without waking the men. The quickly head into the nearby smithy to hide. After a few minutes, men start rushing out, grabbing weapons from the smithy. Fortunately, no one notices the invaders.

When the stream men running out of the keep stops, they sneak in and start looking around. They find an empty barracks with 16 storage chests. Three are unlocked, and Radmar loots them. He finds a bit of money, some clothing, and some small daggers. They head upstairs. The eventually get to the top floor and find some pretty lavish quarters and loot them. Back on the first floor, the find a chapel with priests chanting. Eirliff recognizes that they are casting augury spells. The party makes quick work of them. Nothing else is in the room except the pedestal. The other chapel has a single frightened priest holding a wooden plus sign out against them. Also in the room are the holy artifacts they came for. Alfradr knocks the man unconscious, then they loot. Back on the second floor, Ramdar murders a sleeping man in a locked room. Nice job, you monster! Eirliff torches the rooms on the third floor.

They loot everything in the keep, load up a cart they found in the keep, and head out of the keep. They also take the priest that Alfradr knocked out. Skogur scouts ahead to make sure no one is around. They head down toward the dock. The sun is starting to rise. The see that their compatriots have lit everything on fire.

Both of their ships are down there, and there are two other boats being stolen by their men. They are able to leave unopposed with their treasure and thralls. They head off to Iceland to return their stolen relics.


“And I have blackface, so no one can see me.” – Skogur

Session 9: Off To Moorish Iberia
In Which Several Unexpected Detours Are Made

The next morning, Asa heals Skogur, bringing him conscious. A scout and a soldier are sent back to the current encampment to get them to prepare the entire settlement to move back to the original site. They also tell them to put together an advance force to help take back the encampment.

They then turn their attention to the dead mammoths. They try to figure out how to butcher them and preserve the meat. Meanwhile, Alfradr and Eirlif take the remaining soldier with them to the original encampment. They find 6 goblins inside the longhouse. Eirlif kills them all with several rockbursts while Alfradr and the soldier harvest wood from the wall. They head back to the meadow with the firewood so they can start smoking the mammoth meat.

During the second watch that night, Alfradr and the soldier hear some rustling in the grass. It sounds like it’s coming from behind the mammoth. Five emaciated wolves are eating the mammoth. They are easily chased off, though.

The next two days pass uneventfully. On the third day, a contingent of 12 soldiers arrive. Kalmar One-Arm is with them, and he informs them that they were also attacked by goblins. No deaths, fortunately. Some of the soldiers had particularly distinguished themselves. Radmar, also with them, is one of them, and he is invited to join them.

The party heads to the original settlement and finds it still empty. Eight days go by, during which time the settlement has relocated, the mammoth meat has been cured, and the meadow has started getting weeded and fertilized.

Then another of their boats sails up the river. It is from back home. They are being asked to leave and “go Viking” and raid the Iberian peninsula. They are to attack some people who belong to a new cult called “Christians.” The party prevails upon them to stay for two weeks to help them establish the settlement by building the wall before they set sail.

Two weeks pass uneventfully along their journey. They run into a pod of narwhals on the next day. The weather has been mild up to this point, but then they are becalmed for three days and they have to row. Then the sky darkens the next day. Then they see rather large tentacles emerging from the water—a kraken!

Tentacles grab a total of 9 men from the two ships and pull them off. Asa and Skogur cast lightning blade, Kulgan casts Kelgor’s Firebolt, and Eirlif fire bursts a tentacle. Alfradr runs out over the water to the nearest tentacle to attack it. The oarsmen are ordered to prepare to defend against incoming tentacles. They want to convince the kraken that they are more trouble than it’s worth. The oarsmen kill one tentacle, and Ramdar kills another.

Seven more men are tossed from the ships. The oarsmen kill another tentacle. The ship that Skogur, Kulgan, and Asa are on gets enwrapped by a tentacle. Alfradr runs over to assist. Asa and Skogur blast the tentacle with their lightning blades, killing it. The remaining tentacles retreat beneath the water. Before leaving, they pick up two of the tentacles for food. The skies clear, and the wind picks up as soon as the kraken departs.

Four more days pass, and Skogur casts lay of the land. He detects one structure on the island where they plan to set up an outpost along the way. It appears to be a small castle-like structure far inland. Whoever is up there can see for a long way off. The decide it is best to approach at night.

Eirlif prestidigitates their sails to look like Moorish sails. They then lash the ships together, and Eirlif then inscribes a rune that allows him to enshroud both ships in mist as they approach from the south at night. They manage to avoid the rocks and arrive at a suitable landing spot.

As the party arranges to scout up toward the keep, Skogur sneaks off to scout on his own. While he’s out, he runs into ravens. One of them waves a wing at him. He waits for the party. While that happens, the ravens start to encircle him, but Skogur steps outside the circle. Meanwhile, Eirlif picks up his trail and leads the party to him. The ravens fly away before the party arrives and alerts Skogur. He tries to hide, but Eirlif finds him.

Skogur leads them along the way to the mountain with the keep at the top. Now that they’re closer, the “keep” looks more like a gigantic cottage—maybe a giant’s home? Skogur and Radmar head up to get a closer look at the house. The bottom of the windowsill is about 12 feet up. Based on the proportions of the house, the occupants would be 4-6 times the size of humans. They climb up some vines attached to the house to obtain purchase on the sill. The see a very large desk with a very large woman sitting there reading a very large book.

The woman sees something, closes her book, and walks over to the sill. Both men leap off the sill before she gets there. She opens the windows, leans out, and says (in their language) “What are you doing on my island?”

Session 8: A Transfer Of Power
In Which Is Held A Battle Of Mammoth Proportions

The party wake up on the equinox to unusual weather. It seems a bit more wintry rather than less so: foggy, damp, and cold. They choose some other people from the settlement to head out on horseback. They are going hunting for a mammoth to use as a sacrifice for the elves.

About four hours out from the new village, some goblins emerge out of the mist to either side. Asa casts omen of peril and gets the impression that they will face some moderate peril in the next hour. His vision also gives him a sensation of falling. The group decide to gallop away from the goblins and avoid the encounter. The goblins give chase as best they can, but the party leaves them behind. They make it to the river that is south of their old encampment. The river is frozen over! It’s very weird, but Skogur determines the ice should be thick enough to support them if they go slowly.

They divide up into groups of three and start slowly going across, each member of each group tied to each other with rope, in case anyone falls in. They manage to make it across without any major incident. They make it to where their old settlement was, and they encounter goblins. They don’t make to attack. It’s possible they’ve taken over the village and are just defending it. The party decides to try to go around. Unfortunately, it’s a trap. The ground opens up in front of them! A scout and his horse and Alfradr’s horse fall into a 15-foot pit.

Ulfric moves into position to defend the party, and the goblins swarm in. The party quickly mobilizes and picks off the attackers one by one, dispatching them with relative ease. After the fight, they check on the soldier and horses who fell into the pit. The soldier reports that the horses broke their necks. Two of the remaining horses were poisoned in the fight, Skogur’s and Eirlif’s. Eirlif’s horse dies shortly afterward. They decide to also put Skogur’s horse out of its misery and slit its throat.

They are forced to double up on the horses, but that puts added strain on them. But then Alfradr remembers that he had built a two-person cart and hidden it in the packed earth surrounding the settlement. They find the spot, dig it out, and are able to continue on their way and don’t have to worry about the horses too much. They make it to their destination, and one of the horses collapses from exhaustion.

At this point, Skogur casts lay of the land and finds an are close by that looks like mammoths might live there. It’s only an hour’s walk away. Along the way, Eirliff harvests some herbs that can later be used to brew a strong sedative. The find a pair of mammoths with its baby in a clearing. Skogur sneaks up and casts charm animal on the bull. Unfortunately, it doesn’t work. Skogur then prays to Loki and casts the charm on the child, and it works! The baby approaches Skogur and lets him touch it. The parents notice and watch warily from a distance.

Skogur then is able to get the parents to come along with the baby, who is following him. The rest of the party keeps its distance as they go. Two hours later, the sun sets. It’s dark, but they notice a very bright light floating above the meadow, far, far in the distance, still two hours’ walk away. Whatever’s going to happen is apparently already having. As they get close, Skogur’s spell starts to wear off. That’s when Kulgan casts the spell on the child.

They get to the field and see two groups of figures (elves) in the meadow. They notice the party. Kulgan and Skogur approach with the mammoths, taking Asa along with them to (hopefully) perform the ritual. Asa offers the baby mammoth to the elves. They ask if they would accept anything in return, which Asa wisely declines. The elves ask if they would consider themselves creatures of the sea, which he answers in the affirmative. He offers the baby mammoth, which the elves accept. They put it to sleep and slaughter it, pulling out its heart. The parents, of course, are enraged, and the elves also put them to sleep. They present the heart to the winter elves. The summer elves must present the offerings to them in order to claim dominion at the time of transfer. They require one sacrifice from the land, one from the sea, and one from the air. They then ask if any of the party would be willing to sacrifice themselves. Kulgan nobly offers himself, but requests that it be a combat to the death. His companions object, but they don’t have any better ideas.

So battle is joined. Kulgan charges but misses his first attack. The elf badly damages him with a sword slash, but Kulgan gives as good as he gets. The elf moves to strike what would have been a killing blow, but Ulfric jumps in the way. He trades places with his friend. The elf accepts the sacrifice and kills Ulfric. They rip out his heart and offer it to the winter elves.

The elves them ask if they are able to help them to find a creature of the air. After some questioning, Skogur admits that he’s encountered some strange ravens that appear only when he’s alone. One of the elves goes off with him and disappears. The ravens appear, and the elf shoots one out of the air. As they return to the meadow, Skogur asks about the ravens. The elf is rather evasive, but he does tell him that circles of nine are very ominous. Apparently, someone is very interested in him, and that he should avoid circles of nine.

The equinox exchange is over. The winter elves tell them that they would appreciate the party’s help in six months at the next equinox. They are told that the meadow can be used as long as it is empty at the equinox. The elves then leave.

The party decides to kill the parent mammoths. The attacks wake them up, and battle ensues. Kulgan and Skogur end up getting impaled on their tusks. Kulgan deals the bull mammoth a killing blow. The sow proves more challenging, though. In a frenzy, it throws Skogur off onto the ground. Fortunately, Asa is nearby and is able to quickly heal him so he doesn’t die. The sow then decides to trample Skogur, nearly killing him. It also tramples Asa, who deals the killing blow with his axe.

They make camp in the meadow and set up watch so that they can stabilize Skogur. Five hours later, they notice that the fog has lifted, the meadow has expanded for as far as the eye can see, and spring has arrived! Some goblins attempt to come and attack them, but the mist clears, revealing the sun, which obliterates them.


“I Legolas’d that bitch!” — Darrel, after Skogur kills a goblin by backflipping of his horse, spinning in the air, and shooting an arrow at it.

Session 7: Danger In The Fjord
In Which The Party Nearly Gets Carried Away

The settlement move continues. The party decides to reinforce their new encampment with a bunch of strawmen around the perimeter to make it look like their force is much larger than it actually is. Skogur spends time scouting and spying on the Anglo-Saxons approaching their landing place. Ulfric also hides with his gang and watches the Anglo-Saxons.

When the invaders arrive, they start examining the Viking ship that Ulfric disguised. Unfortunately, they are not fooled, and they start looking around for others. Skogur and Ulfric’s party continue to watch them all that day and into the night.

That night, Skogur is awoken by the fluttering of ravens sitting on him and otherwise poking around his body. They are bold but turn reticent when he tries to pet one. He attempts to befriend one, but it rejects him and rolls its eyes.

Meanwhile, Ulfric sees a white horse with glowing eyes step out of the fjord. His men start making comments about riding the horse. The Anglo-Saxons seem fixated on it as well but aren’t making any moves toward it. Ulfric orders them all to stand their ground, but two of them can’t resist. The others manage to grapple them to the ground. They start getting noisy. One of the Anglo-Saxons also can’t resist and gets on the horse. The horse trots with its rider into the fjord, and a little later it returns . . . without its rider. Shortly afterward, one of the Anglo-Saxons apparently hears the commotion from Ulfric’s party and starts heading over toward them.

Meanwhile, Skogur decides to head back to camp because of the ravens. They naturally follow him.

Ulfric sends his men to hide in the trees flanking the approaching Anglo-Saxon. The man sees something and levels his spear. They jump on him and manage to pin him to the ground. He is knocked out cold before he’s able to cry out. Meanwhile, the Anglo-Saxon camp is mobilized and are distracted by the horse, not noticing that one of their number is missing.

Fortunately, Kulgan received inspiration earlier that the entire party should head down to check on Ulfric. Along his way back to the encampment, Skogur ends up having to take a few minutes to rest. He notices that the ravens fly around him in a circle while he rests. They continue the circular formation when he gets up to continue his journey. The ravens peel off when he gets in sight of Kulgan’s party. He joins them and tells them that the invaders are apparently a settlement force similar to their own, not an army. He also tells them about the mysterious horse. Eirliff identifies it as a nokkja, a shape-shifting water horse. They pick up the pace to get to Ulfric.

Ulfric sees the Anglo-Saxons light torches and surround the horse. Unfortunately, he and ten of his men give into the horse’s strange power. The five remaining soldiers all jump on Ulfric to hold him back, but they are unable. At this point, the party arrives and starts attacking the nokkja.

Kulgan casts a spell on Ulfric, which enlarges him to twice his normal size. Skogur starts firing arrows at the horse. The nokkja breaks free of its attackers and joins up with Ulfric. Álfraðr imbues himself with incarnum to increase his speed, and then runs up to Ulfric. He also asks the Anglo-Saxons, in their own language, to help keep Ulfric from getting on the horse. Eirliff casts Fengut on the horse, but that doesn’t impede it. The nokkja grabs Ulfric with its mouth to try to toss him onto its back, but Álfraðr smashes its mouth before it can complete the action. Unfortunately, Ulfric climbs onto the horse anyway, but because of his size he can’t quite sit on it very well. One of the Anglo-Saxons hits the nokkja with a torch and, much to everyone’s surprise, the creature turns completely black!

Kulgan runs up and hits the creature with his large axe. Eirliff Fiery Bursts the nokkja, which also ends up burning Ulfric. The horse turns toward the water, with Ulfric somewhat on its back, which gives the defenders opportunity to attack it again. The horse overruns the people around it and heads to the water. Asa gets some rope and attempts to grapple Ulfric, just barely managing to get the rope around him with Kulgan’s assistance. Skogur lets loose an arrow at Ulfric, hoping to get him to break free of the compulsion. It works! He snaps out of it and finds himself entangled in rope on top of a black horse, with an arrow in his back. “Skogur!”

The nokkja attempts to move Ulfric into the water, but he is held back by the rope. Ulfric then impales the creature from behind with his enlarged spear, causing massive bleeding. Eirliff Fiery Bursts it, but it seems to do no damage. Kulgan steps up and hits it with Shocking Grasp on his axe. That kills it dead. The ten other men under the compulsion break free of it.

The Anglo-Saxons thank them for saving their lives, and the party strongly encourages them to be on their way because the land is extremely dangerous and their landing party isn’t strong enough to handle it. The Anglo-Saxons leave them with some of their supplies as thanks.

With the danger averted, the party decides to return to their new encampment (the move is now done). After they arrive, Kulgan and Álfraðr start feeling pretty bad, Kulgan more so than Álfraðr. Kulgan is bedridden that day. They confirm that it’s not poison, but they’re not really sure what it is. They think it has something to do with the goblins. Eirliff examines the goblin claws they collected and determines that they appear to be disease-bearing. He doesn’t know what sickness it is, though. Skogur goes off to look for herbs he thinks might help. Then he and Eirlliff attempt to create some sort of medicine from it to heal Kulgan. They manage to create five doses. They use one on Álfraðr, and it works. So they use it on Kulgan, and his symptoms start to clear.

The day (night) of the equinox has finally arrived.

Session 6: Into The Troll Cave
In Which Several Locations Are Explored

The next day, Álfráðr, a seidmann, joins the party. They (sans Asa) decide to travel to a cave that Skogur noticed when he last cast Lay of the Land earlier. It takes them 6 hours to get there. Skogur finds goblin tracks around the cave. Apparently, the goblins passed by this area at some point and may have even entered the nearby cave. Álfráðr sticks his head in the cave and notices something strange—the light from his Diadem of Purelight dims considerably inside but returns to normal outside. Skogur and Álfráðr decide to search the area around the cave, while Ulfric and Kulgan squeeze into the cave to investigate. Eirliff remains outside and prepares a rune to cast Earthlock, in case they need to seal off the cave.

It is completely dark in the cave, and they have to walk stooped over, but Ulfric and Kulgan push forward regardless until it opens up somewhat after about 30 seconds of scuttling down the narrow passage. They light a torch to see in the darkness, but it experiences the same dimming effect that Álfráðr’s magical light did. The passage splits, and they head to the left. It takes them downward in a spiral. Kulgan hears someone/thing else in there with them scuffling around. They start to move more quietly. Unfortunately, whatever else is in there with them is also moving quietly, and they no longer hear anything.

Outside, Skogur and Álfráðr find a very small hole in the ground, deliberately hidden in some bushes. Álfráðr sticks his head inside and finds that it opens into a chamber with what looks like handholds carved in the wall.

Back in the cave, Ulfric and Kulgan hear some movement up ahead. They come up on three very surprised goblins, all dressed similarly to the ones who attacked their encampment. They kill two, but the third screams and runs away down the circling passage. They pursue, and Kulgan catches up to him, so it turns to face him. He kills it and then stomps on its face. They hear more up ahead. Kulgan picks up the goblin and flings it down the passage. After a brief pause, nine goblins rush toward them yelling and screaming. During the combat, some of them crawl along the wall to try to grapple Kulgan, but they aren’t very effective. Kulgan gets bit in the struggle. The pair kills nearly all of the goblins, but they decide that they need to get out— and fast! Kulgan kills the last one as he bull rushes through him. More goblins pursue, so Ulfric turns and hurls a dead goblin at one. After that, the goblins eventually give up the pursuit and run back for reinforcements.

Outside, Álfráðr and Skogur notice that the light is beginning to fade until it’s like twilight—but it’s only noon. They then hear some scratching, chittering, and running around in the hole. Then they’re attacked by goblins crawling out of the hole. Álfráðr gets hit in his face by some filthy goblin claws. In the ensuing battle, Skogur also gets clawed. Five goblins now surround them. Skogul kills one with Lightning Blade, but he then succumbs to the poisonous goblin claw attacks and starts to severely weaken. Even so, they manage to defeat all of them. They weave and smash the goblin bodies together and then use them to stop up the hole. They then run back to the cave mouth.

Álfráðr and Skogur arrive at the cave mouth right about the same time that Kulgan and Ulfric emerge. After some time, they hear another group of goblins running up the passageway toward the cave entrance. But it’s too late. Eirliff finishes preparing his rune and casts Earthlock, sealing the entrance permanently. A lone goblin, however, makes it out before the cave seals, and Eirlff hits the hapless creature with a Fiery Burst, and Ulfric follows suit with his axe. The goblin chitters something in its language, which no one understands. When Eirliff fiery Bursts it again, it runs. When it gets to the edge of the twilight, the sunlight turns it to ash, much to everyone’s surprise.

As they tend to their wounds, Eirliff seals the other hole. Álfráðr attempts to heal Skogur’s weakening condition but ends up botching the job and makes it even worse. They need to head back to their settlement to get him better treatment. Back there, the healers are miraculously able to ameliorate some of the poison damage done to Skogur. The party decides to stay around the settlement for a while until he heals up completely

While back home, they check in with the priest who was investigating the Alfar issue. He discovered it would most likely involve some sort of sacrifice—of people or of a very large creature. The fact that they are settled near the meadow is probably not a good thing for them. They could end up being the sacrifice! He recommends that they move, at least until after the equinox. It’s only two weeks away, so they decide to spend a couple days scouting the other side of the river for a new site while Skogur convalesces.

Eirliff and Kulgan find a slightly elevated area by the forest that looks like a good spot. Álfráðr’s group finds a not-so-great area near the fjords. While out there, though, they also spot three Anglo-Saxon ships in the distance sailing toward land. But they can’t figure out if they’re only a few days out or a couple weeks. Another group of soldiers went directly south of the river but found nothing suitable. They decide initially to move to the area near the forest that Eirliff and Kulgan found.

In the meantime, Skogur has fully healed, so he offers to scout for a more permanent settlement area. Ulfric takes the boat down to the men they have posted on the fjord. He tells them to look out for the Anglo-Saxons and sends the boat back to the settlement.

Skogur goes out to scout, accompanied by ravens, naturally. He scouts the ravines and returns to the settlement. The next day, he brings the resident cartographer with him. No ravens this trip, interestingly. He has the mapmaker mark possible locations as they go. Back at the settlement the next day, he shares the map with the military personnel to decide on a defensible spot for relocation. It’s decided that they will move to the elevated site they found earlier near the forest. It isn’t quite as far, it’s close to the river and the meadow’s arable land, and its relative height would allow them to see incoming threats at a distance. They start making plans to move there and later build fortifications.

Down on the fjord, Ulfric and the soldiers beach the larger boat, tilt it, and attempt to disguise it. The three Anglo-Saxon ships have split up, and one enters the fjord. That prompts Ulfric to send a soldier back to the settlement to warn them.


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