The West Marches

The beginning is near.
The Adventurers journal.
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Venture Into the North-Eastern Woods

Party: Morgrax – Expedition Leader, Garm Grifworth – Scribe, Garth Grifworth – Referee

Departed from Grinth towards the north-east. Followed an overgrown path majority of the way. Encountered (and slew) a lion shortly before entering the forest-proper. Trees in the forest appeared to be full of nests of some sort. Came across a sign (which we were unable to translate) a ways into the forest situated along the path. During camp, ambush occurred by winged-woman. I don't recall much of the encounter as I was apparently attempting to venture into the woods for some reason. When slain this woman vanished in a green smoke. 

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Adventure 2/24/2017 - Michael, Josh, Austin

D&D Sesh, Friday February 24th, 2017
Players: Falisha (Michael), Galinndan (Austin), Ezra (Josh)
GM: Bransen
= Notes =
Galinndan initiates the goal of hunting a relatively powerful creature.

 

Rumours:
-Elven monastary NE of town, ancient
-Abandoned mine where people go missing. something mysterious happened there.
- XX – Galinndan is interested in a keep nearby that houses a particularly strange creature that turns it's victims into playthings. he set out to find this creature and fight the beast. Ezra and Falisha tag along to join the mystery. The keep is small, located in the forest, and it's been a while since contact has been made. The keep is due north of Grinth, about 1-1 &1/2 days. We leave early in the morning and set out from the Ogre's Fist (tavern). We leave the gate, guards are reluctant and huff as we leave. Falisha pets the goats outside the gate.

There is an overgrown road that leads to the keep, it forks and stuff. We head north at a normal pace for 4 or so hours and the terrain becomes hills. Looking forward we see a treeline start to form in the distance, it expands far to the east and west. 4 hours later we are actually entering the forest. Mostly oak and mesquite trees. In the distance we see taller trees as the earth starts to rise.
We spend a few hours in this area as Galinndan searches the area for the keep. Fairly sparse when it comes to vegetation around. It is now approaching sundown. Falisha looks specifically for something shiny in the grass; she finds nothing of interest. We take a short rest, Ezra taking first watch. Ezra notes the lack of fauna. Falisha takes second watch, nothing unusual happens. 4 hours later we're back on the trail heading north. A few hours later we see a road split: there is a broken sign leaning on a tree near the side of the road. One sign is in dwarvish: it says "Grith". Another in elvish says "of iron will and strength" which seems to be the name of a clan or something. We do not know where the signs pointed to originally. Ezra investigates the area around the sign in an attempt to locate the original location of the sign; he places the sign into the place he finds and sees that the elvish sign pointed NE. He notes that there appears to be a sign that was missing. Ezra consults his book of lore and finds information on elvish monastaries being in the woods to strenghthen – what it was strengthening I do not know.
We head NE towards the elvish sign direction. We eventually get to an area where the land elevation increases and we continue upwards; it is still night but is approaching sunrise soon. We see a vague outline of something dark up the mountainside. It takes until sunrise for us to get to a better vantage; we see that the dark shape appears to be a stone building with rotting wood overlooking part of the forest. The base of the building is carved into the mountain rock. We are approximately 200-300 yards from the building. There is a roof on the building with weird things on it but they aren't moving. As a group we attempt to sneak up to the building, however the terrain proves too difficult for us to accomplish this. Galinndan spots some tracks that are about 1' to 1 & 1/2' wide & long with 3 deep clawmarks; it seems like a chicken's foot but a lot larger. The tracks lead into the building.
Falisha proclaims that the track was made by a giant harpy but is dismissed. Ezra throws a ball bearing into the building but nothing seems to stir. The party ventures into the building, Galinndan first with Ezra ~10 ft behind him and Falisha at the back. We enter into a long hallway with a door on the right hand side that has been knocked over. There are thick scratches in the door and in the stone. On the left side of the hallway are stairs leading up. Galinndan goes to the door and peeks in; the rook is large and full of barrels that have been tossed aside. There is a figure in the middle of the room standing, we cannot discern what the thing is. Galinndan draws an arrow and says "Who goes there" to the figure. His voice echoes and there is silence for an answer. He threatens to shoot if thee figure does not respond; it remains silent. Galinndan looses the arrow and hits for 11 damage; there is a loud crack and half of the figure slips to the ground and shatters. He then cautiously proceeds into the room and finds a second floor patio overlooking the room. There are statues all around, some fallen some not. He catches sight of movement then hears a loud screech! The beast is heading towards Galinndan!
Ezra shoots a small firebolt at the creature dealing 17 damage which is followed by an arrow from Galinndan that pierces the creature's neck dealing another 8 damage. The creature lunges for Ezra but misses! Ezra retaliates with a shocking grasp and kills the beast! Things go quiet other than the sound of a faint breeze blowing theough the open door and "windows". Falisha emerges from her hiding place within a barrel and searches the room; she finds an old rusty sword and a bag of 13 gold next to the shattered statue. Ezra hears sounds coming from upstairs; it is muffled but almost sounds like someone talking or yelling upstairs. Galinndan heads into the doorway that the creature came in from. The new room is similar in size and also appears to be storage. There are stairs leading up to the second floor balcony seen in the room before.
As a group we head up the stairs and see another door with scratches on it in a hallway. The statues all seem to depict people in pain. We hear moaning or something humanoid coming from behind the door. Galinndan walks up to the door and pulls out a handaxe before attempting to open the door but finds it to be locked- the moaning subsides after the attempt. Falisha calls out "we're friends!" in halfling. A reply comes in Elvish that says "I..who goes there" in a woman's voice. "How many of you are there?" it asks. The voice sounds like it's in pain. Falisha goes through all of her languages asking if the voice needs help. She offers to help the voice and keeps stating we are friends. Ezra does not trust the situation. The voice pleads that it cannot feel it's legs because they are stone and urges us to open the door.
After some debate we decide to open the door. Ezra casts fire bolt at the decaying wooden door to catch it aflame; the door starts to slowly burn. The person in the room complains, Ezra puts out the fire with a ray of frost and a waterskin. Falisha hits the door with her staff and makes a small hole in the door; she proceeds to put her eye completely flush to the hole and shouts "Hi friend!". Galinndan moves the gnome away and hacks at the door with his axes, eventually knocking a 3-4 foot hole in the door. In the room we see something leveraged against the door. Falisha crawls into the hole and sees an elvish woman laying face down with her body spread out. Her body is becoming stone, it has taken her lower body and is creeping up her body. Falisha drop kicks the door blockage and the door opens.
We see that the elvish woman is wearing a leather tunic with scratches, Her back is bare and bears tribal elvish tattoos. Falisha states that she will be fine after a while. The elvish woman asks us to take her to the monastary, a 2 day journey to the north on a mountain. She becomes fully petrified while Falisha insists that she will be fine. We (mainly Ezra and Galinndan) decide that the best option would be to take the elf back to Grinth since we were not outfitted for further travel. We successfully get the now statued elf down the stairs without incident. Before heading back to Grinth, Galinndan and Ezra investigate the building further and find a star-shaped gem in a bag and another bag of gems and a bag of gold.
The party heads back to Grinth without issue, however to the east of the path on the way home a pack of feline creatures was spotted as we left the forest- at least 5-6 and are about 4 feet tall and 2-5 feet long.

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Attention Fellows Adventurers! Fear not the Goblins! (3/6/2017)
By The Mighty Morgraxx the Gladiator Bard! Party Garm, Garth, and Morgraxx

The pale human brothers(Garm and Garth) and I Morgraxx the Mighty Gladiator set forth to seek knowledge and clues of the goblin king (perhaps a forma table opponent for even a Dragonborn) that my fellow adventures have shared  stories of. My companions and I camped at the abandoned keep. On the following morn we scouted around the base the mountain and followed the smell of rotting flesh to the north . We stumbled upon on a strange sight. The body of a large feather flyer but it was missing its eyes and and feet. The trees were filled with smaller feather flyers missing the same body parts. The humans suspected a ritual perhaps but what do I care there is nothing to fight here but the human wants to draw. We scouted towards the mountain and the human kept babbling about a symbol of a misshapen hand.  I found tracks that didn't look similar to my own or the humans so  we followed them to a small hole the mountain. The silly human set a trap outside of the hole while the other human and I looked for more tracks. 


Once we all moved further north arrows flew at us from the trees. Finally a fight for the mighty Morgraxx! Fought valiantly we did! Even against the odds no amount of arrows to the heart or goblin magic can stop this group of adventures. The smart human was even brave enough to aid the mighty Morgraxx in my time of need and his gesture will not be forgotten! The big goblin carried a large strange book and tried to cast strange magic but it was no match for my long sword. If it had not have for the smart human waking and casting his magic into the ass of the goblin the kill would have been mine. But glory I did have for his frail goblin minions tasted the true breath of the bronze dragon! You could say they were very shocked to see me. 
I went back to find where the silly human was still fighting a goblin. Tried I did to stop the human from the final blow so we could keep a prisoner to question or even bait other goblins later, but alas, his eyes filled with bloodlust the silly human heard me not. The Warhammer came down with such a force even I did not know humans to be this strong. The goblin's head was no more then a green and black gloo. 


In conclusion of the valiant battle we collected what items we could. The book the big goblin carried appears to be made of dried flesh and the smart human seems to believe that there a something more to the symbol of the disfigured hand on the cover. Too bad Morgraxx knows no goblin tongue.  Maybe it's not too late for Morgraxx to learn the goblin tongue.
We fell back to Tunnel for the forest we fought in was raising in smoke. The trap that the silly human laid bore no fruit. I summoned a light and we entered the tunnel slowly. I did not make it more than 20 steps into tunnel when I felt my feet leave from under me and my dreams came to me. I awoke in the keep and the humans and I returned to the Grinth to share our story.

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Journey to the Elven Monastary of Iron Will and Strength
In which 4 nerds find out that the world is awful and we should have never left home

Dawn of the 4th Day – Eve of the 8th Day

 

Falicia – Expedition leader
Garth – Scribe
Garm, Ezra

Prologue:

Follow the northmost ancient road til it splits in the forest. The elven sign, pointing right, will lead you to a keep in the lonely mountains. Surely enough, a half-ruined keep will be there. Near the keep, you'll find a tunnel through the mountains. Take it, and you'll emerge on a cliff where you can see all the valley below. North from there, find a river, and follow it upstream until the monastery is in sight.

Day 1:

A dread figure loomed off to the sky towards the east. Has that always been there? Never mind, we made it safely any ways and the world is full of strange things. I'm just glad my sack came in handy, your welcome Felicia.

The keep we're holing up in is rather nice. Reminds me of my home in a way, I'll have to tidy. It's crumbling and half rotten, but still somehow sturdy. So it should make a good halfway point to the monastery. I imagine we'll be making more than just one round trip. So it's… concerning that the others just left this damn bird to rot. Did they just assume they'd never come back here? And they just watched me carry it out, piece by piece. They would have slept next to a two-day corpse. Wizards are odd. And so are these statues for that matter. But dead is dead, right? They're like furnishings, it's not so bad. On the way back, I'll have to tidy it up a bit.

Day 2:

Never trust statues. It's going to take me a month to get those screams out of their head. Ignore the resentful dead gathered in one place? Smart. We deserved that wraith. Ignore rumors of goblins? Smart. Thank the gods Garm had enough sense to still trap the place. And thank the gods I'll never have to demolish another stone body like this. Anyways we found some pretty disturbing stuff on them. A talisman and a book dedicated to the god: Magubliet. The talisman looks like a blackened, shriveled hand with its index and pinky finger missing. The book has the same emblem and is bound in some sort of dried skin. Reads as:

"OVERRUN OVERRUN OVERRUN OVERRUN OVERRUN OVERRUN

FIND THE MAGIC ONES

TAKE THEM TAKE THEM

KILL THE WEAK"

Which sums up a lot of what we were worried about. There were 6 black marks, which I can only assume is a head count.

Day 3:

The monastery is actually there. It's on the mountain at the foot of a forest greener than anything you'd ever see. The place is pretty modest, but far from the ruins I expected. A covenant of tattoo'd elves who worship Morzhu lead a monastic order here. They believe in suffering in life, but it sounds like they just have a lazy god to me. Maglubiet sounds a lot more direct with his followers, but to each their own. There are only elves here, and they only speak Elvish? How we're going to be able to learn more from these guys, I'll never know. But Ezra did manage to translate a few points of interest. The goblin king isn't such a rumor, for one. Though we could tell after the book, it was still nice to have the assurance that he is not to be trifled with. He hides in the Goblesk hills where there are warrens upon warrens of his followers. The Dwarven construct Epoch mentioned may actually be friendly, too. Their elder, Mongo, said that the dwarves have never attacked humans or elves. They made it to avoid goblins. Which is all the more reason to be careful around them if even the dwarves are fearful. The dwarves are said to hail from Magloc a long time ago. But it looks ruined now. We couldn't see much beyond the haze. But mongo told me that dwarves ruined the place with magical experiments. Shame. Lastly, the figure to the east may be connected to the "winged towers of aetheria" but that's all we know. And that's all we could find out before we needed to return to Grinth.

Day 4:

Foot slogging all day, good. A chance to actually think without being bothered by danger or conversation.

 

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Saturday 3-11-2017 Adventure

Players: Ezra (Josh), Hilda (Bransen), Morgraxx (Timmy)
GM: Michael
Date: Sat, March 11th 2017

Hilda approaches Ezra and Morgraxx at the Ogre's Fist and spins a yarn about visions speaking to her indicating a danger present in a cave with a dragon skull. Guided by a pendant, Hilda guides the party to the goblesk hills, then further west. It takes us 2 days before we make it to the cave entrance in a field of wheat. The cave goes into a mountainside; the mountain is very large and part of a mountain range running north to south. We scope out the area around the cave entrance and cover our trancks, then head into the cave- Hilda first followed by Ezra then Morgraxx. About 60ft in we spot 2 small humanoid creatures in leather chaps with tails and pointed ears; kobolds. Hilda prepares to wake the kobolds after Morgraxx takes their weapons away from them. Ezra has a spell prepared to attack a kobold at the first sign ofattack from them. Morgraxx successfully sneaks their weapons away and Hilda moves in to wake the kobolds. Hilda wakes one of the kobolds that identifies himself as "siv". The kobold tries to scream but Hilda silences it. Another kobold then comes down from another corridor with a crossbow. Morgraxx kills the sleeping koblold and "Siv" tries to escape Hilda's grasp unsuccessfully. A scuffle ensues. The crossbow-kobold tries to shoot at Morgraxx but misses, then reloads and tries to run down the tunnel it came from. Ezra moves into line of sight and burns the crossbow kobold for 9 damage with a firebolt; Ezra's celestial cat familiar then runs up to the kobold and pounces for 1 damage killing the creature, clawing it's eyes out with killer intent. Hilda then shoves her sword into Siv for the kill.

We proceed further into the cave and find a small supply closet. Ezra attempts to break in unsuccessfully. We then come to a cavern that is too dark for anyone to see in. We proceed down a southern tunnel. Deeper into the cavern we eventually find a large room full of sleeping kobolds with a giant bonfire in the center of the room. We leave this room and find a pantry of sorts, inside of which we find a sleeping humanoid that is hogtied. It appears to be female, is short and stout, and is very bruised; she is a dwarf.  Hilda wakes the dwarf who seems relieved to see the human.  Hilda frees the dwarf, who's name turns out to be Prim. She has seen visions of dragons, the same as the ones Hilda has seen. She says that the visions are sent from Baphomet(sp?) the great dragon.  She mentions something about "Vecca" the silver dragon, and of finding a blue dragon that gave her and her party advice. Eshaedra was the name of the blue dragon. Apparently the blue dragon told the dwarf and her companions to come to the caverns promising that they would be empty- a promis that turned out to be a lie. Their party found a shrine to Tiamat, apparently a bad dragon. In their party was a rogue halfling names Tindra who had a special dagger- this dagger is a dagger of returning. Ezra is given this wonderous gift.

We make our way into the caves again and come to a chamber with 6 kobolds; we make the attack. We kill 4 of the kobolds without issue, then move to attack the other 2 which were unsuspecting the whole time. We kill one right away with a javelin throw from Hilda and a crossbow shot from Morgraxx. The remaining kobold is sliced by Ezra's dagger, then he runs away down the tunnel. We manage to kill it before it gets far. We decide to head back to Grinth before the other kobolds wake.

 

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