Departing Shadfeld, we travel for the better part of a
day under reasonable weather towards Westtower.
We estimate the trip will take 3-4 days of cautious travel, for
caution—being far enough away now from Carrock that an expeditious return isn’t
possible—is now our primary goal.
Several mountain passes lie between us and our goal, making travel treacherous at times, and at times the road, such that it is, leads us far away from the guidance of the River Mirar. Bonie, on her trip from Westtower to Shadfeld, encountered no trouble with Larimo—we hope to share their luck on this return leg of the journey. At the end of our first day, we find a place to camp and go about the routine of breaking down the wagons and preparing for first watch. Fortunately, the night passes uneventfully.
Several mountain passes lie between us and our goal, making travel treacherous at times, and at times the road, such that it is, leads us far away from the guidance of the River Mirar. Bonie, on her trip from Westtower to Shadfeld, encountered no trouble with Larimo—we hope to share their luck on this return leg of the journey. At the end of our first day, we find a place to camp and go about the routine of breaking down the wagons and preparing for first watch. Fortunately, the night passes uneventfully.
Our routine continues through the next morning, though
near the end of morning we hear a very large crack towards the rear of the train. Perhaps even more ominous than
any threat from goblins or cultists, we witness the shattered wheel of one of
our wagons, having struck a large rock in the road. A decision point has been reached—abandon the
wagon, or come up with a more creative, constructive plan. Erathmar seems unhappy about the prospect of
abandoning the wagon, so we scavenge to see what tools we have at our disposal.
Ultimately, the decision is made to try and salvage the
wagon. Weight is redistributed to reduce
the burden on the broken wagon, some of Erathmar’s men consent to walking as
opposed to riding full time, and we try to move one of the good front wheels to
the rear, hoping that three will be enough to carry the lightened load. Selben, for the short term, will abandon his
daily studies to make room available on the remaining good wagon so that
everyone can rotate in as a rider. We
lose half a day dealing with the fallout of the broken wheel, but the repair
seems reasonable, and our pace is only slightly slowed.
Another night passes uneventfully, and the wagons fortunately
seem to be holding up. Travel continues
such throughout our fifth day since departing Carrock, and upon reassessing our
goods, we recognize that the slowed pace has taken its toll upon our
rations. We believe this to be our last
day upon the road, and prepare for Westtower.
Westtower itself is small—perhaps a dozen structures in
total, guarded by a tall watchpost. The
rest are small huts and dwellings, and one of these serves as an unnamed
inn. Several dozen died in the attack by
Carcerus and his men, perhaps as many as a third of the total population, so
we’re not sure what kind of welcome to expect or what hospitality we’ll
find. Westtower’s leader is a militant
type, a half-elf named Falinor Daggercross, and upon questioning Bonie about
the town and its inhabitants, she reveals that we should seek out the resident
cleric, named Shandar Evensbane, a priest of the Morninglord Lathander, who we
learn was friendly with Larimo.
Falinor was installed by Mirabar to head the remote
outpost, having been the founder and operator of a mercenary group
called the Free Company. He bears a
wicked scar on his face, the source of which is not spoken about by those in
town.
As dusk approaches, we see the beacon of Westtower’s
watchpost in the distance. We cautiously
light torches and lanterns so that our approach will be noticed, not wanting to
test Westtower’s defenses after so recent a devastating attack. We can see townsfolk in the distance, which
is a welcome relief. At a quarter mile distance,
we hear a horn call, and we see Falinor approach us, surprisingly unaccompanied
by other guards.“We sent two men out to follow your departure,” Falinor
tells Bonie, “and none returned. What
news?” We share our story, of finding
the two men, and of the creatures that killed them in Shadfeld. He claims that he has goblinkin problems of
his own, and after a brief exchange of news and corroboration of timelines, Falinor
invites us to stay in the village.
As we get closer, we can see burn marks, decimated
structures, and other reminders of what happened here. He takes us to one of the largest structures,
which resembles a large kitchen, taproom, and hunting lodge. Perhaps a dozen villagers frequent the
establishment, and added to those we see in the streets, we estimate the
current population to be less than a hundred.
In a quiet moment, I return the purse of coin harvested from Westtower’s
men, letting Falinor know that they were found slain, and that he and his town
are certainly in more desperate need of it than us.
After a while, a robed man who we presume to be Shandar
approaches, and we share introductions.
We tell him of our dealings with Carcerus, and of all the events
surrounding Carrock. He shares troubles
of his own—that the stream that feeds Westtower has unseasonably dried up,
heralding trouble for the winter. He
also tells us of a trio of scouts that were dispatched within the past few
days. Only one returned, and at a site
named Rolling Death Falls two of the scouts were killed by goblins, after
discovering the demise of a treant—Oakenbramble, a protector of the area. Since the attack on Westtower, everything
seems to be turning for the worse. No
one has yet been sent to Mirabar to relay the news, though one last supply
caravan is expected from Mirabar with supplies for the winter.
He is not able to cast light upon any of our
questions regarding the goblinoid creatures of the night we encountered
several times, the strange symbols upon them or the cavern walls we found, nor
does he seem surprised when I reveal that the treant’s death seems to align with
similar attacks on Damyca in Shadfeld or Maglarosh in Carrock. The events of the past few weeks, coupled
with the mostly dire news we bring, seems to take a toll on the priest’s
optimism.
Erathmar returns with news that resupply and repairs
should take no more than a day or two, leaving us with time to explore the area
should we wish. After a brief
discussion, Audric & I agree to approach Falinor regarding a potential exploration
of Rolling Death Falls, and to learn what more he may know about the goblins. Falinor reveals that the area doesn’t have
any recent history with orcs or goblins but has heard that a goblin tribe
named the “Spawn of Kreeth” led by a champion named Bolregs has been active
around the Spine of the World, and that there may be some relation to the
attack on his scouts. The tribe likely
numbers in the hundreds—Falinor doesn’t know if it is this tribe, an offshoot
of it, or perhaps an unrelated band, but it seems likely that the Spawn of
Kreeth may be rooted in what’s going on around Westtower.
He seems amenable to us exploring the falls and agrees to
assign us a guide. I tell Shandar a
little bit about Selben’s history, giving few details but relating the young
man’s history of violence and death, and Shandar agrees to watch over him while
Audric and I explore the falls. Bonie
agrees to accompany us as well, and we welcome her company.
In the morning, we are met by Falinor and another man,
this one bearing a blade, light armor and a bow. The guide is named Jent, and that he knows
the area well. I let Jent know that I
hope he won’t need to rely on his blade or bow—our intent is for a quick and
hopefully quiet exploration of the area surrounding Rolling Death Falls. On the way we share a basic overview of our
experiences, lending some credence to our desire to investigate.
We make our way upstream, navigating the dense
surrounding foliage and rocky areas.
When we finally catch sight of Rolling Death Falls, we are somewhat
underwhelmed. Though it’s perhaps 50
feet high, the water flow is poor, and the riverbed is not nearly as deep as it
should be at the foot of such a waterfall.
We approach the fall itself—it’s not an easy passage, but it’s not
treacherous either, and we are able to traverse the climb fairly easily. Bonie seems quite nimble on the rocks and
offers to ascend first to see what she can find. We agree, and she quickly returns with news
that we should come see something she discovered in the river at the top of the
falls.
We see that several trees and logs have been piled to
block the river. The construction is
crude, conceivably a construction of the goblins. The full 20’ width of the river is obstructed,
showing that some work was put into the placement of the blockage. We take cover, hopeful that our approach was
unnoticed should there be any guards, and we are rewarded by overhearing
goblins nearby in the brush—and apparently, they are searching for us.
6% on Rotten Tomatoes! |
Audric distracts one group with a swarm of summoned rats,
while Jent, Bonie and I assault a pair of charging goblins with arrow and spell. We retreat the way we came, leaving what we
believe to be at least a half dozen goblins chasing us, though we believe our
retreat to be successful. After several
hours, we arrive back in Westtower, a little bruised but intact.
We share news of our findings—the crudely-constructed
dam, the goblins operating in the daylight to guard over it—with Falinor and Shandar. When we retire for the evening, we are faced
with a decision—extend our stay in Westtower to further investigate the goblins
and their plan, or continue our journey to Mirabar.
Well done, as ever. Before we play again, the party's intent should be clear. Feel free to reply, in or out of character. I may have a bit of additional play-by-post for you later on.
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