D & D JOURNAL


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D&D



The town of Wierhyz is a trade/merchant town. A local bazaar is open year round. However, the busy season is generally in early spring to mid-summer. There is another smaller surge near the fall harvests.

A little town history. There are two main roads through Wierhyz. The open Merchant road which runs through the center of town and the old road which used to go by a large city a little of 11 miles south. The town was destroyed in an earthquake. Legend has it that a great dragon was the source of this earthquake and all that remains is a large ravine just before the southern mountain range.

The old road is not used for various reasons; bandits, superstition, or just for the simple fact that the newer Merchant road is a shorter route to the coast. In a few weeks time an expedition of local adventurers is set to go explore the region around the ravine to put the fear of the law back into the bandits and to see the state of the road. Talgen Hucrele, Sharwyn Hucrele, Karakas Brothar, and Sir Braford Paladin of Pelor are making final preparations now.

You know, or rather know of, 3 of the people going to the south. Talgen and Sharwyn are members of the merchant family Hucrele. Karakas is a member of the merchant family Brothar. Sir Braford of Pelor is the only unknown. He has only been in town for a couple of months. Talgen, Sharwyn, and Karakas are wealthly and more or less like to show it. It is popular opinion that this whole "adventure" is just a political movement to get more out of Mayor Leng.

Monday, April 7th : The Parade
It seems as though everyone within the city is present. The noise and the mass of people is astounding to see the "show" of the adventuring party. There are vendors set up selling food and beverage, and booths for the enjoyment of the kids. The theives roam about freely side by side with Felosial and her deputies.

Center stage are the party of four, Talgen Hucrele, Sharwyn Hucrele, Karakas Brotar, and Sir Braford Paladin of Pelor. They are riding fine horses and most of their gear appears to be too clean to have ever been used.

Mayor Vurnor gives a short speech followed by Kerowyn Hucrele and Earl Brotar. The crowd listens as well as could be expected. Some local musicians begin to play and the four start off down the old road....

Tuesday, April 8th
Along the merchant road to the west there have been rumors of rather crafty goblins raiding select caravans. Reward of 400gp for ending the goblin menace.

Wednesday, April 9th
The party sets off to the location of the ambush, moving north near the mountains and going around the forest. Around noon the party finds the goblin raiding party and assists some merchants. Merchants give you a promissory note and 500gp. You capture and question 2 goblins. The goblins reveal a goblin camp within the woods giving you a rough count of enemy forces.

You also discover a note : Our informant has cut us off for the time. He says that there are some things that he must look into where those kids from town went. I do not intend on waiting for him. Nor do I see the need to spare any more lives. Do not kill just to kill. However, if those merchants get out of line then kill them. We are not getting compensated for our time right now, so have fun. I do not know if these will resist or if they are armed. Our informant would say nothing and they are still to far for me tell. I am sure they should not pose too much or a threat for you.

The party splits after the battle. Joshua and Krunk return to town with the two goblins to seek aid from Mason Rybert. Kerith, Ecclektik, and Arundil move into the woods to scout the area in hopes of finding the goblin camp.

Thursday, April 10th
Arundil, Ecclektik, and Arundil crawl through the night and get a look at the goblin camp. They pull back dodging patrols of numerous wolf riders and make their way to the road. Fearing an ambush, they move to the eastern edge of the woods and make camp to await help, pulling guard through the night.

Joshua and Krunk meet up with Oerl (a ranger), and a band of traveling monks who offer to assist when learning of the plight from Master Mason Rybert. Quin, Nisa, Len, and two Wupan of Shaw-Lon join Joshua and Krunk as they rush off to meet up with the other members of the party.

As the party regroups they move off to find the site of the intended counter-assault only to discover the mutilated corpse of Keriths former horse. Ecclektik comes up with a crafty gorilla style plan and the party agrees that it is the best course of action. The group breaks up and begins to move into position. Arundil, Ecclektik, Kerith, Oerl, and Nisa take the west and Joshu, Kurnk, Quin, Len, and the two Wupan take the east. The groups take out several goblins before being discovered that night and the battle is on.

At the conclusion of the battle, no Greshnor. The group manages to capture a goblin mage, the 2nd in command of the camp, and 5 other goblin prisoners. After being questioned only the lesser goblins talk. They inform you that Trugah was in charge but is now dead. They tell you of the "cleansing" that is drawing many goblins to its cause as well as some of their larger kin. Greshnor is in charge and has ways of keeping his minions in line. His mark is a blue skull that is tatooed onto the chest of those joining the horde. There is another outpost located an ancient sunken citadel to the South. The main camp is somewhere in the mountains. No idea of where it is or how many are there. the "cleansing" is roughly Greshnor's plan to take this entire region by force.

You also find another note : I will be longer than I expected. Trugah, keep the camp in order. We may still need it as an outpost to further our needs. If I decide that it is time to abandon it, I will send word. Do not fail me. I will find you, and will not give you the pleasure of death.

Make my threat know to all. Keep up the raids. I know now that a small party recently ambushed our raiders and may be looking for you. Step up the patrols and await my word. Have a wagon and several of your wolf riders bring the goods here. I am going south to the citadel to deal with another problem.