Five Guys Wandering Around Dungeons

Cloud Peaks and the Trip to Rustwater
Part 4

Due to the excitement of the previous night and the circumstances surrounding the start of the fire, it was decided that perhaps Toviah should not accompany Galdor and Bufkin to the Cloud Peaks headquarters. Therefore, the duo set out alone to treat with the leader of the company and to learn as much as they could about the goblin activity. Housed in a similar fashion as the Silverhands, the Cloud Peaks territory was in the southern section of the city (Josh?). After a short wait, the leader of the Cloud Peaks, Magistrate Benno, received the pair. A short and somewhat curt meeting, Benno informed Galdor and Bufkin that their mining trade in the North West part of the country was facing considerable interruptions due to frequent raids by the goblins. After inspection of their letter from Tyros, Benno provided them with a letter of his own allowing them to investigate the goblin activity in Cloud Peaks territory. He instructed them to head to Rustwater, a small mining town in the middle of nowhere, and dismissed them from his office.
Armed with a letter of permission and a place to begin, the duo returned to the Silverhands compound and prepared to depart. The procured food supplies from the kitchen, a map from Eden, and were loaned ponies and a pack mule for the trip. At dawn the next day the three adventurers set off and just beyond the city gates, mounted their steeds to depart. Unfortunately, as we will see, forward planning is not always a strong suit for our trio and although they had horses, none of them had any experience in riding on their own. Bufkin and Galdor had sufficient athletic ability to mount their horses without trouble; however, Toviah was like a fish out of water. After a few minutes, the party decided that perhaps they weren’t in such a hurry and would only take the pack mule, so they returned the horses and, finally, departed on foot for Rustwater. The trip took several days, but thankfully they passed without incidence and the company arrived at Rustwater.

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Toviah’s First Fuck Up
Part 3

Back at the Silverhands compound, Bufkin set about making friends. It didn’t take long for him to find the newer recruits not on duty and to settle in drinking and playing dice with them. As the merriment ensued, Toviah decided it was time to play judge, jury, and executioner in a city full of petty crimes, and set out to clean up the streets. After settling a few fights (leaving the parties in worse shape than if he had let them drunkingly brawl, mind you) Toviah stumbled on a trio of Cloud Peaks soldier’s breaking the law. Always the diplomat, Toviah somehow found himself getting the very shit beat out of him by three armed guards and was quickly facing a sticky end. Once again, thinking on his feet as he so often does, Toviah decided to call down flame strike in the middle of the city in order to kill the guards and (maybe) save his own life. Diving to the ground and praying for a good reflex check, Toviah summoned a cylinder of fire that did indeed burn the guards to a crisp and allowed him to survive on the edge of death.
A foolproof plan, no doubt, yet somehow summoning a pillar of fire in a city full of wood houses and thatched roofs things got a little out of hand. If I had to guess, I would say that as the city began to burn down around him, Toviah realized he had to do something, anything, to stop the blaze that he had created. As people began to panic and more guards were attracted to the scene, Toviah sent a messenger to the Silverhands to get help. Although he was a little drunk, Bufkin was able to receive the messenger and alert Galdor and the rest of the Silverhands to the blaze and they set out to help. Upon arrival, they found Toaviah trying to coordinate a bucket line to contain the fire that had already spread to several adjacent buildings. With the help of the Silverhands and the townspeople (whose houses and only belongings in this world were turning to ash) the fire was finally contained and extinguished.
Skirting his role in the fire, Toviah was not formerly arrested or charged with a crime. In the following days, however, wanted signs were issued by the Cloud Peaks company containing a face that kind of looked like Toviah, and therefore it was decided that he should have as little contact with them as possible, at least while in Athkatla, lest he actually be held accountable for his crime.

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Athkatla and the Meeting of the King
Part 2

By the end of the third day the party made it to Athkatla without any further incident. A large city clearly past its prime, Athkatla was dirty, full of crime, and largely run by several trade organizations that each carved out their territory in the city. Since it was late in the day, the Roland and the Silverhands took the adventurers to their main base in the northeastern part of the city. The compound looks like a very large, fortified house with walls, a gate, and the requisite living/training space within. The adventurers were each given a room to bed the night in and prepare for the coming meeting.
The next day the group set off with Roland acting as chaperone to the castle in the southern region of the city, across the river. Not much can be remarked about the castle beyond the fact that it appeared as a standard stone fortification manned by members of the king’s guard, who are on friendly terms with the Silverhands, and staffed with the various help you find in any noble court. The king, named Tyros, met the group in his chambers after a short wait. It can be said that King Tyros was a reflection of the capitol city he ruled: past his prime. Old, but not necessarily decrepit, King Tyros recognized that the strength of his throne was waning and it was all he could do to keep the peace between the merchant groups. It was well known that King Tyros had no living children of his own, bringing into question the matter of succession after his death. Due to the close relationship between the kings guards and the Silverhands, and his charismatic leadership, it is thought that Roland is the top candidate to take over the throne, but that has yet to be realized.
It is plain to all who have been following our adventurers that a simple case of disturbing the kings peace is hardly a crime worthy of being handled by the king himself, something that Tyros himself acknowledged. Thus, it was not a surprise to anyone when Tyros revealed that he had a mission of sorts in mind. Leveraging the threat of jail and/or other punishment against Bufkin and Toviah, Tyros explained that it was no coincidence that Roland and his men were there that night in question, but that they were responding to an ever growing threat of goblins attacks and raids in his country. Unchecked and growing in force, the goblins have increased in number and coordination in their attacks, leading to disruptions in trade routes and a breakdown of the safety in country. Such behavior is traditionally uncharacteristic of the cognitively deficient cretins, and therefore a matter of great concern for the King. Therefore, Tyros offered a choice: try to independently sort out the problem, or face the punishment of their crime.
Naturally, Toviah and Bufkin accepted any alternative jail. Galdor being a free man, and therefore not beholden to the quest, acquiesced to accompany the other two out of an interest for adventure. Obviously pleased, Tyros offered the three companions a place to begin their search. While all groups had been affected to some degree, members of the Cloud Peaks Company were being hit more regularly than the rest. After providing them with a letter under his seal dictating their rights to investigate, Tyros ended their meeting and sent them back to the Silverhands compound with Roland.

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The Meeting of the Party
Part 1

The story began with Bufkin as he was walking in the woods that border the road to Athkatla from the North, after leaving his home in the woods of sharp teeth and the departure of his dragon father. As he was walking, he happened upon a Bugbear and decided to try to attack it with his gnome hook. After a few rounds, Bufkin decided to flee for his life and ran away in the direction of the road, where he stumbled upon Toviah, who was walking towards the city. The initial meeting cannot be described as warm, but with evening coming on and a storm brewing, the two decided to journey on the road and look for shelter. It was during this time that they were spotted by Galdor, who was meditating on the remains of an old fort/tower on a hill and spied the odd pair walking. He beckoned them to come join him in his shelter, a request that Toviah accepted without concern, but Bufkin was initially wary of. Thus Toviah and Galdor met under the remaining roof of the shelter and settled next to the fire. Bufkin, however, used his stealth and athletics to inspect the outside of the tower, and enter the ‘interior’ on the second floor and work his way down. Here accounts differ, but it can be safely understood that after a failed attempt to inspect Toviah’s belongings sneakily, a misunderstanding was quickly resolved, and Bufkin settled in to join the others around the fire.
Some time later, there appeared to be a ruckus outside the shelter. Upon inspection, it appeared that a large host of goblins and a few trolls had surrounded their crude dwelling and were preparing for an attack. An emissary was sent to the adventurers and, being the only one to speak goblin, told Bufkin that they only wanted the gnome and had no care for the others. Bufkin treated with the goblin, and seeing his fear, decided to tie the goblin up rather than return him empty handed and question him after the impending fight. No sooner had the trio decided to stand and fight, than a third force besieged the outside party. Seeing that they were no longer in immediate danger, Bufkin returned to the goblin to see what he couldn’t learn. He had just begun treating with the helpless creature when Toviah, claiming some kind of righteous ass-holery, slayed the goblin where he lay, tied up and terrified. Obviously this did not sit well with Bufkin who had taken charge of the prisoner, and a fight ensued between Bufkin and Toviah. Being rather small and new to combat (probably a reflection on his player), Bufkin was overpowered.
It was at this time that the rescuers of our party entered the shelter and identified themselves as a company of Silverhands. Their leader, Roland Silverblood, was a majestic man with beautiful golden locks that fell to his broad shoulders, and a pearly white smile that brought light to his otherwise chiseled face. A man of the law through and through, Roland separated the two fighters, chastised them for their silly behavior, and smiled. As the leader of the company and enforcer of the law, he charged them with disturbing the King’s peace and would take them to Athkatla to receive judgment from the king of Amn himself. Since Bufkin was the instigator and Toviah was able to convince them that he was a servant of the law, Roland brushed the angelic hair from his face, ordered Bufkin’s weapons be removed and his hands tied, and his company to bed down for the rest of the night. Galdor was asked if he would be willing to come along as a free man and act as a witness to the crime, a proposition to which he gladly agreed.
The next day the group set out on horseback to return to the capital. Bufkin, being small and without the use of his hands, was placed on a horse with Lieutenant Edin Hanover. Bufkin convinced Edin that he was not a threat and was able to secure the release of his hands and a small knife to whittle with. While they rode, Bukin talked with Edin and whittled a small figure for his son, which he gave to Edin as they reached camp, securing the good will and trust of the lieutenant. Although Bufkin’s hands were tied again at camp, he found that it was not difficult to loose himself of his bonds and prowl the camp at night undetected. Although his first thought was to kill Toviah where he slept, reason won out and he returned to his bed and put the bindings back on.
The next day passed in a similar fashion as the first until the host reached a section of the road bordered by rocks on either side. It was there the enemy planned an ambush and set to waylay the group. Bufkin was able to convince them to return his weapons for the attack and, relying on Edin’s trust, leapt from the shoulders of the lieutenant onto a goblin attacking the flank of their horse. The final, and most glorious kill, however, was Roland’s dispatch of the final attacker. Roland was able to knock his foe down the hill and onto the ground. Then, sliding down the rocky embankment like an experienced surfer, he used his momentum to propel himself into a front flip. Hair whipping in the breeze, his eyes twinkling and his teeth exposed in the most musical and beautiful yell of triumph, Roland flashed his sword in the sun and landed on his foe, utterly destroying his enemy upon the ground. Roland cleaned his noble blade, wiped his brow, and gave a grin to his company assuring them the battle was won. With their enemy dead, effort turned to searching the bodies where a curious sign was found on several of the goblins. Without any knowledge of it’s meaning, a patch was removed and taken to see if more information could be learned elsewhere. With that the company collected themselves and resumed their journey to the capitol (Bufkin kept his weapons).

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The adventures of Wu, Tang.
Ch 1: The origins of Wu, Tang.

Asien Wu was again reliving the nightmare of his last night with the floating circus.

He and his lifelong friend, Tang, had run away as children from their demanding parents to join the infamous group.

The circus hadn’t always floated, in fact it had sunk quite effectively in a bog when severe political tension caused by a particularly atrocious show had forced them to flee into a bog on the banks of the Hungtse River. It wasn’t until years later when a drunken sorcerer had stubbed his toe on one of the various tent posts and cast what he thought was a lightning bolt at the mired circus that it did. The circus rapidly took on new members as curiosities from all over Shou Lung visited. Sensational rumor spread overnight about the floating circus and its mysterious occupants. Everyone for miles around knew of them; you could always tell when a visit was due from the distinct fishy smell that always accompanied the group.

Wu and Tang joined some thrity years later. At first they just tagged along and simply collected coins (surreptitiously of course) from the entranced audience but were well liked by the ragtag performers. After many short lived and painful apprenticeships, they made a small name for themselves performing the Wu Tang Clang: a slapstick musical act which involved Wu strking various glass and metal containers filled with water to produce popular songs. At opportune moments Tang would use his learned basic magic abilities from a troupe sorcerer to summon water ( on Wu more often than not), ruining the song, and inciting Wu to a rage. The act would always end up with the two spluttering, soaked in water and one or both unconscious from the inevitable fight.

The famous circus was hovering far upriver between Tapenga and Mishan when they were forced to stop for the night to replace some rotted timbers which were threatening the entire stability of the craft. Unfortunately it was a full moon that night and unbeknownst to the circus members, a sleuth of werepandas was spreading down from the mountains attracted by the fishy smell the circus emanated (Don’t laugh, werepandas are an extremely serious matter. Pandabears are bears, everyone knows werebears exist. You don’t want to face a ravenously hungry, angry, bamboo crunching monstrosity, not to mention a sleuth of them. Ever). Werepandas were not uncommon in the region but the circus had never had need to stop there before at that particular time of the month at that , any problems were normally dealt by floating away from them.

Wu and Tang saw their entire clan (not to mention all of their Clang equipment) torn and rent into pieces by the ferocious beasts. They only survived because the circus was broken up by the charge and they were wrapped up in the tent, left floating out of reach. Still, Wu received a nasty gash across the full side of his mouth giving him a permanent wide smile. The werepandas would have probably had their way eventually but they took to eating the wood of the circus in their insatiable hunger. Wu and Tang watched with mouths agape as the pandas began drifting up into the sky.

So began the auspicious adventures of Wu, Tang…

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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