The battle with the Ice Hag, Nuzal ends in her defeat, her brains dashed against the walls of her lair by the hammer of Tempus in the hands of Hessler, Søngberg, and Drielle. Later, before departing, Drielle attempts to ‘commune’ by speaking with the corpse of Skuli in order to learn more about the events surrounding his death. Her success is middling as she learns merely that he was killed by ‘nightmares’.. Moments before her death, she cackles with blasphemous glee, confident her immortal fiendish soul will one day reform again in the infernal realm where she belongs. The horrid abomination of Skuli’s body, made into a wight by Nuzal’s terrible magic is also laid to rest by
The group decides to hold up in Nuzal’s lair which was once a great dwarven receiving hall. In it, they find the witch’s treasures, a mighty looking magic iron bow among them. None present have the temerity to approach the covered altar of Shar that darkens the room with its evil presence. At length, with the witch’s ‘daughter’, Rynvah now in their care, the group sets out. The little girl knows the way out of the catacombs and she leads the party to a massive set of ceremonial dwarven doors that mark the entrance to Hundle’s tomb. With Navena back in the lead, she finds her bearings and a treacherous path is made down the glaciated mountainside. Not more than a day’s journey from the ‘deathmaze’ behind them, Navena discovers tracks that almost certainly belong to her fellow ranger, Brandish. A vote is taken and everyone agrees to spend no more than three days looking for the brooding elf. In just two days time, his tracks lead east back into the imposing mountains. From there, the tracks head directly into a strangely smooth tunnel that leads deep into glacial ice and mountain rock. Just outside the tunnel, Brandish’s notorious wooden mask is found, lightly singed, laying abandoned in the snow. A decision is made to leave the weaker members of the group behind, protected by Drielle while Navena, Hessler, Eira, and Søngberg investigate the tunnel. A bowshot’s distance into the tunnel, rumbling sounds are heard, presaging the appearance of a giant, fiery insect monstrosity—obviously the beast that wrought these ice tunnels with its flaming back. With a failing hope as to Brandish’s survival, the four adventurers flee in abject terror from a foe they are sure is beyond them. Mercifully, the creature stumbles in its own lair over the excitement at such a welcome meal walking right in. This buys everyone the precious seconds they need to escape the horrid jaws racing at them. Outside, they disperse and the creature thinks twice about exposing itself to the dangers of Icewind Dale where yet larger predators exist to hunt even it.
With the search for Brandish abandoned, the route north is rejoined. Heading into the desolate tundra, a bitter and whirling blizzard sets in robbing everyone of time, warmth, and joy. When the driving snows settle, out in the distance, an old broken-down cart can be seen half-buried in the fresh drifts of white powder.
Eira 3615 XP
Navena 3600 XP
Søngberg 3600 XP