Legends of the Iron Kingdom

Arrival @ Port Nyanzaru
It's like Brazil...but with Dinosaurs, undead and undrinkable water

Our brave saviours (totally not murder hobos) of the realm arrive at the port by airship and are thrilled to find it oppressively hot and filled with strange humanoids and dinosaurs.

After settling into the Inn, they search for guides to take them into the jungle.

They settle on Sketch__2_.png

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Afterwards, they set out on a shopping spree to load up on healing magic, drinkable water and canoes.

When next we meet, the expedition to find the Soulmonger will begin,

The Cabin in the Woods
The Phantom Log


Huddled together in a cold and dark cavern a short distance from the trappers’ trail they were following to FrostFall. our adventurers heard a voice in the darkness.

Mal, and Timmy were keeping watch and saw a young human girl in furs stumbling through the snow, looking for her mother. She seemed lost and distraught and suddenly she was caught in a bear trap. She screamed out for help and Mal went to her.

Things were not as they appeared, Mal’s mind was corrupted by the creature in a child’s form and he attacked his comrades while cradling a log in his arm. Eventually, they rallied and defeated the creature and Mal’s mind was freed. Defeated, the monster’s illusion faded away and the cold grey body of an eyeless monster was left behind. Shortly after it died, its remains turned into a puddle in the snow.

The following morning, the adventurers followed the creatures footsteps which lead them to a cabin close to the trail. Smoke was coming from the chimney and the cold bodies of three victims were found outside. All three were face down, with holes in the backs of their heads and they grey-matter extracted. The body of the little girl that belonged to the image the monster was using was among them. She couldn’t have been more than ten. Enoch the Protector made sure to examine their lifeless bodies for loot.

Inside the cabin, our adventurers found a small assortment of gem, weapons and large collection of furs the trapper was saving to take to market before his life and the lives of his family members were prematurely snuffed out. Having collected everything of value, our heroes left the cold, lifeless corpses of the Thiessons and their humble home behind to rest alone in the melting snow.

A plan was formed to split into two groups in order to avoid suspicion. 1) Trappers, delivering furs to market and 2) Pilgrims visiting Thor’s Temple.

The adventurers make it past the gates of the town, with Mal recognizing two of them as thugs from a Thieves’ Guild in Frosthelm called the “Liars”.

To be continued…

Discovering Frosthelm
All roads lead to misfortune...


Locked away in the lightless jail embedded in the cliffs behind Frosthelm Keep. our adventurers chose two different paths for their current predicament.

Mal, Thea and Timmy chose to not accept their current situation and sought escape through the floorboards in their cell, while Gaelindon , Enoch and Gregor chose to wait it our and accept their punishment.

The escapees spent close to an hour crawling through wet and rocky tunnels that eventually led to an opening in the cliff 30 feet above the ground. They worked together to set up a shelter and waited out the night.

For their cooperation, the others were sentenced to one day of service with Frosthelm’s scouting parties.
There were rumors of Ogre’s encroaching on the territory around Frosthelm.

They were ushered out in the chilly morning snow with 17 other citizens and issued spears as weapons for the patrol.

The escapees saw the patrol and tailed them as the patrolees found a bloody trail and some Ogre tracks along the river heading in the direction of the forest of conifers.

A wounded ogre rushed toward the patrolees as Gregor pelted it with blasts of Eldritch energy from his hands. The ogre was stopped in its tracks by two baby remorhazes. The Remorhazes dismembered the ogre and turned their attention toward the patrolees..


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