- Setting: Norse/Celtic world reborn from Ragnarok
- Scale: Minor gods. Branching out from Midgard
- Current Issue: Borders are weakening
- Impending Issue: Something which should have died, did not.
- Faces: The Necromancer
- Places: The Kingdom, Midgard, Jotunheim
- Wandering Master Runesmith
- Mistaken for a Dwarf (Lofnhsdfjd)
- Elf prince of the Wild Hunt
- Issues with Authority
- Brutal Champion of the Arena
- Terribly Impatient
- Versatile son of Lugh
- Shadows behind every corner (paranoia)
The Mead Hall
The game started off with the Heroes defending the King’s Mead Hall from an attacking Giant. After QUICKLY dispatching the monster, the Heroes argues with the King about why things got to such a state and the King demands that the Heroes fulfill their bargain and remove the Giant Threat to the kingdom.
The Heroes quickly patch up the Hall and the surrounding town before heading out to track down the Giants. Dresk creates a “dowsing rod” out of the giant’s dead hand which leads the Heroes eastward. Before long, they can see off in the distance The High Mountains where one of the peaks appears to be replaced with a massive Ice Fortress. Vox transforms into a White Eagle to get a birds-eye view of the fortress. In it, he sees 200+ giants: Fighters, Peasants, and all sorts of activity. Grabnar, not being terribly patient, decides the Heroes should just charge up to the fortress. So they do.
The Ice Road
On a particularly treacherous stretch of Ice Road, the Heroes meet up with an armed party of 10 Giants, including a Sergeant. Grabnar grows to giant size and charges them – grabbing one of them and using it to single-handedly batter eight giants off the cliff to their deaths. Ibic manages to catch the ice-spear thrown by the Sergeant and hurls it back – hamstringing the giant in the process. Dresk manages to turn the severed hand into a walking bomb and it goes off on the Sergeant’s face – burning a handprint into his flesh.
The Sergeant concedes the fight and is forced to kill and carry the heads of the remaining squad back to the Ice Fortress to deliver a message that the Heroes are coming.
The Ice Fortress
The heroes begin to prepare an array of impromptu siege weaponry. Dresk creates a ballista, Grabnar uproots trees for ammunition, and Ibic lines the road with traps.
Vox, however, begins to shadow-walk through the forest and discovers that the Ice Fortress is eerily silent. He ventures further into the fortress, shadow-walking through all the rooms and halls and finds nothing and no one except a pool in the fortress basement which is surrounded by rune-encrusted menhir.
Returning to the rest of the Heroes, Vox relates his discovery and they abandon the siege equipment to investigate the fortress. Dresk discovers that the pool is a gateway to the shores of Jotunheim. It appears that the giants escaped Midgard. Dresk safely disables the portal – leaving open the option to use it later. Grabnar finds a giant-sized cask of mead. Ibic takes the banner behind the throne as proof of the completed deed.
The party heads back to the King to let him know of their success and turns over the Giant’s banner. The King, in return, promises to give sanctuary to any member of the House of Lugh in his realm.
The Heroes though, are left with many unanswered questions:
- Why was the King so defensive about why the Giants were attacking?
- How did the Ice Fortress appear so abruptly?
- Could anything else be crossing over into Midgard?