
Summary
The adventure began when Captain Tybold Kleinmarke’s ship was lured onto rocks by a false beacon on the south side of Skaalberg’s isle. The party discovered that thieves had erected the deceptive lighthouse to plunder ships, and they managed to ambush the culprits when they came to collect cargo. After a fierce fight, they took over the thieves’ sloop and rescued several stranded sailors.
Upon arriving in Skaalberg, a northern port city of 20,000 people, the party learned about the midnight sun phenomenon and the city’s strict anti-magic laws. Only clerics of Aere could practice magic openly, with the Temple of Aere standing as the most ornate building in the city. They discovered the city’s extensive bureaucracy and heard tales of the Snowgale War from 20 years ago, when the mysterious Skull Lord led an army of undead against the northern cities before vanishing.
The party decided to establish themselves officially, forming their own guild called “Shipwreckers” for 100 gold pieces, with each member contributing 16 gold. They received guild token #160, a brass coin on cheap twine, as their official documentation. They also registered their ship, debating whether to keep its original name “Swift Wind” or change it to “Porcine Princess,” paying another 20 gold fee. During this process, they learned about the recent execution of a sorcerer from New Moon Bay and the city’s harsh stance against magic users.
In preparation for the harsh northern climate, the party acquired cold weather equipment. They gathered information throughout the city, with various members making different discoveries. Slant overheard goblins discussing revenge, while Acantha encountered mysterious merchants selling strange blue spherical objects. At the Dragon Drop Inn, they learned about the executed sorcerer’s companions sailing north and heard tales from Muglin, a one-eyed dwarf who survived a caravan attack.
The party sailed north to a fog-shrouded island, meeting Enoq fishermen who warned them about the Queen of Ice and Snow. After making camp in an enchanted glade, three party members fell into a magical sleep, and Richard’s spear was stolen by mysterious tiny creatures. They discovered Fiadh’s Tower, an imposing white stone structure with golden doors marked “Fiadh’s Rest.”
Inside the tower, they encountered blue dog-eared humanoids and strange one-legged creatures celebrating their victory over the tower’s previous owner. They explored multiple floors, finding evidence of the previous inhabitants through various statues depicting an elvish woman with deer-like antlers. In the study at the top, they met Sùigh, an elegant elven woman who spoke only Elvish and Sylvan. She magically bound one party member by speaking their true name and instructed them to return in seven days.
Scenes
Session Recap
The party recaps their previous adventure involving a false lighthouse and stolen merchant goods
- Party was on Captain Tybol Kleinmarke’s ship when they saw a false beacon
- Ship crashed on rocks and sank
- Found people had erected a false lighthouse to lure ships
- Ambushed the thieves when they came to collect cargo
- Took over their sloop after a fight
- Rescued some sailors
Arrival in Skaalberg
The party learns about the northern port city of Skaalberg and its characteristics
- Party arrives in Skaalberg after several days
- Learn about the midnight sun phenomenon
- Discover that only clerics of Aere can practice magic openly
- Learn about the city’s strict bureaucracy
- Hear about the Snowgale War from 20 years ago
- Learn about the mysterious disappearance of the Skull Lord
Guild Registration
The party registers as an adventuring guild in the city of Skaalberg
- Party decides to form their own guild rather than join an existing one
- Each member contributes 16 gold pieces for the 100 gold registration fee
- They name themselves ‘Shipwreckers’
- Receive guild token #160 as official documentation
- Learn about the city’s anti-magic stance and history of executing wizards
Ship Registration
The party registers their ship with the city authorities
- Discuss whether to keep the original name ‘Swift Wind’. Decide on ‘Miss Piggy’.
- Pay 20 gold fee to register the ship
- Learn about recent execution of sorcerer named Khemsa from New Moon Bay
- Get warned about city’s strict stance against sorcerers
Cold Weather Preparations
The party purchases cold weather equipment in Skaalberg
- Party learns about need for cold weather equipment
- Slant offers to make cold weather gear from furs
- Purchase equipment for 2 gold each
- Discuss survival needs in the northern climate
Information Gathering
Party members split up to gather information in Skaalberg
- Slant overhears goblins discussing revenge against Belia
- Acantha encounters merchant selling mysterious blue balls
- Richard finds Yaloss worshippers trading seal pelts
- Learn about local threats and rumors
Dragon Drop Inn Investigation
The party visits a dockside tavern to learn about recent events
- Learn about Kemsa’s execution
- Discover his companions sailed north
- Get information about tower near Vish Run
- Meet Muglin, survivor of caravan attack
- Learn about bugbear camps and slavers
Journey to the Island
The party sails north to a mysterious island
- Purchase supplies and rations for journey
- Meet Enoq fishermen who warn about spirits
- Learn about Queen of Ice and Snow
- Purchase discounted fish
- Arrive at fog-shrouded island
The Mysterious Glade
The party makes camp in an enchanted clearing
- Find mysterious cobblestone road
- Make camp in perfect glade
- Three members fall into magical sleep
- Richard’s spear stolen overnight
- Find tiny footprints around camp
Exploring Fiadh’s Tower
The party explores the mysterious tower
- Enter through golden doors marked ‘Fiadh’s Rest’
- Meet blue humanoids and tooth monsters celebrating victory
- Explore multiple floors including kitchen and washroom
- Find evidence of previous owner through statues
- Meet Sùigh in study who magically binds Acantha using her True Name
- Receive instructions to return in 7 days
NPCs
Tybol Kleinmarke
A well-funded captain sent by his family to make a name for himself. Died when his ship was lured onto rocks by a false beacon.
The Skull Lord
A mysterious figure who led an army of undead and cultists against the northern cities 20 years ago before vanishing mysteriously during the Snowgale War.
Guild Registrar
City official with long stringy goatee and monocle who processes guild registrations. Very bureaucratic in nature.
Khemsa
Recently executed sorcerer from New Moon Bay who allegedly murdered dock workers with his companions before being hanged and burned. His remaining allies fled north.
Mysterious Halfling Vendor
Short merchant selling strange blue spherical objects in Skaalberg’s market for 1 gold each.
Muglin
A one-eyed dwarf who spends his days drinking at the Dragon Drop Inn after being the sole survivor of a caravan attack. Has fresh scars and knows about local threats.
Cook at Dragon Drop Inn
A talkative cook who works the morning shift, smokes cigars while cooking, and shares local gossip and information about recent events.
Ship Captain and Udo
Captain and second-in-command of the party’s current vessel, with Udo available as a replacement character if needed.
Blue Dog-Eared Humanoids
Gnome-sized creatures with blue skin and dog-like ears who have taken over Fiadh’s tower. They carry bronze blades and celebrate their victory.
Tooth Monsters
One-legged, one-eyed armless hopping creatures that appear to be nothing but a mouth with legs. Work alongside the blue humanoids in the tower.
Fiadh
The previous owner of the tower, represented by statues showing an elvish figure with deer-like antlers. Overthrown by current occupants.
Sùigh
An elegant elven woman found in the tower’s study, possessing powerful magic allowing her to bind others using their true names. Speaks only Elvish and Sylvan.
Queen of Ice and Snow
A powerful spirit who rules over the land of Daj Kodan, controlling the glaciers, mountains, and waters. Considered superior to gods by the local Enoq people.
Enoq People
Local seal hunters who worship Yaloss and nature spirits. Wear distinctive colorful clothing with religious pendants. Known for their fishing expertise.
Spells
Name Binding
A powerful magic used by Sùigh to magically bind a party member by speaking their true name three times, compelling them to be helpful to her.
Light
Attempted multiple times to illuminate dark areas, particularly challenging in the tower due to magical interference. When successful, creates rainbow-colored illumination.
Detect Magic
Cast multiple times to investigate mysterious phenomena, particularly difficult within the tower due to magical interference. Causes different sensory effects for different casters.
Items
False Beacon
A deceptive lighthouse erected on the south side of Skaalberg’s isle to lure ships onto rocks for plunder.
Guild Token #160
Official guild documentation consisting of a brass coin on cheap twine with the number 160 chiseled into it.
Cold Weather Equipment
Protective gear necessary to survive the cold climate, can be purchased for 2 gold or crafted from furs.
Blue Ball
Mysterious squishy sphere sold to Acantha by halfling merchant for 1 gold piece. Has a bitter, acidic taste when chewed and causes temporary Constitution damage.
Blasphemous Altar
A small portable wooden idol created by Orm to practice their faith secretly while in Skaalberg.
Iron Crowbar
An iron crowbar that Slant clutched while falling into magical sleep.
Richard’s Missing Spear, Yayanana
A spear stolen during the night by mysterious tiny creatures, replaced with a hemlock flower.
Golden Statue
A twenty-foot tall golden statue of an elven maiden with upraised arms, located on a platform in Fiadh’s tower main room.
Golden Doors
Ornate metal doors at Fiadh’s tower entrance, etched with Elvish writing and images of an elven maiden holding a chalice towards a full moon.
Fiadh’s Statues
Multiple statues throughout the tower depicting an elves with deer-like antlers, including one found decapitated with head placed on pillow.
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