Five Guys Wandering Around Dungeons

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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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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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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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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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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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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Rustwater and Goblins
Part 5

Perhaps the best way to describe Rustwater would be to envision an old western town crossed with a steel mill. The town was small, the population consisted only of workers and the necessary skeletal support, and the land was hard. The lifeblood of the town was in the mines, which supplied iron for trade. This trade was controlled entirely by Cloud Peaks Company, and therefore the Cloud Peaks also controlled the town.
Upon arrival to the city, the trio split up in order to find lodging and to gather information. They learned from the local “mayor” that the workers were split between three mines. The groups all left first thing in the morning together to their respective mines and came back late in the afternoon. Throughout the day, wagons laden with ore would run transport routes from the mines back to the town. It was during these transport routes that the goblins were attacking in force. Unfortunately, they attacked at random. Sometimes they would hit the same route twice in one day; sometimes they would hit one and wait a week before hitting another; and sometimes they would hit two at the same time. Armed guards had been dispatched in an effort to curb the losses, but at the time of the arrival of our trio that effort had made little impact.
Much of the same was heard from the workers when they returned that day. Talking with a small group of men in the local bar/inn, it became clear that the tough life had taken its toll on the people of Rustwater. The men were weary, the women and children were terrified, and there was no end in sight for them. Efforts had been made to request reinforcements from the Cloud Peaks HQ in Athkatla, but none had arrived. Therefore it was a bit of a disappointment to the people of Rustwater when a gnome, a monk, and… whatever Toviah is showed up to help. Without any other options, the men agreed rather indifferently to allow the adventurers to accompany them the next day, so long as they stayed out of the way.
The next morning Bufkin, Galdor, and Toviah left at dawn with the rest of the company, electing to walk at the back and observe. They decided to go to the furthest mine and accompany the transports each day, on every trip, until an ambush occurred. It didn’t take very many trips before a small company of goblins appeared and attacked the transport, this time only shortly after leaving the barricaded mine. The attack appeared to occur with two groups: the first group of goblins engaged the guards while the second focused on carrying away as much of the ore as they could. With the aid of our adventurers the guards were able to fend off the attack without suffering too many casualties and keep the bulk of the ore intact. Seeing that the guards were little more than young men and obviously distraught, someone suggested that they see the shipment safely back within the wooden walls of the mine, an olive branch the surviving guards took without question.
As was the habit of our trio, one goblin remained alive but injured in the aftermath of the melee. Needing to ascertain the location of the goblin hoard, Bufkin and Galdor began to question the goblin. Through pained breaths and a witless mind, the goblin was able to point them North “a long distance.” Before they could get any further information, however, Toviah once again stepped in and dealt his ‘righteous justice’ on the goblin and slit its throat. As you can imagine, killing a prisoner before they can be fully interrogated reopened some old grudges between Bufkin and Toviah, and although it came dangerously close to a fight it did not descend into a bloody brawl (this time). Bufkin did make it clear, however, that he would not allow for such a thing to happen any more. Then next time Toviah stepped in to kill a prisoner unilaterally, there would be payment in blood.

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The Dungeon
Part 6

Without a prisoner to guide them to the hideout, the party now had to rely on the skills of their ranger. Even though the ground was hard and the dirt was scattered, Bufkin was able to slowly track the goblins progress for several hours. The trail indeed led them north, into a more wild and rocky landscape where green things ceased and rocks grew in their place. As evening came, the party heard footsteps approaching behind them. Quickly, they climbed a rocky slope to a landing over the road where they witnessed a column of goblins marching in the direction they had been heading. Eager to not let another opportunity pass, Bufkin descended from his hiding place and followed the band of goblins for a short while until they reached a clearing, unremarkable, with the exception of a large opening to a cave into which the goblins disappeared.
After ensuring that the goblin activity had ceased for the time, Bufkin returned to the other two and led them to the entrance he had discovered. Unfortunately, when the party tried to follow the goblins in the entrance they encountered an invisible barrier preventing their advance. Frustrated but not dissuaded, our adventurers began searching for a way in when they happened upon some old dwarven artifacts. Knowing nothing about dwarves, Bufkin was at a complete loss. Although more competent than Bufkin in these matters, Galdor was likewise unable to discern the dwarven script. It was only when Toviah cast comprehend languages that he was able to read a basic riddle in dwarven inferring that the solution would be the password to get past the barrier. After some head banging and linguistic back flips, the right word was finally achieved and our three adventurers descended into the goblin dungeon.
Inside, lit by torches, was what remained of an old dwarven ruin that had been repurposed by the goblins. As our company advanced, they were met by pockets of surprised, albeit malicious, goblins who did not welcome our trio into their home warmly. Although most of the pestilence was rid of without incidence, the group was perhaps not as carful as they should have been and they allowed several goblins to escape further into the dungeon and as a result, raise the alarm.
Thus it came to be that our trio eventually ended up on one side of a narrow bridge, while a hastily fortified group of goblins defended the other side. The stone bridge spanned a dark chasm of unknown depth, while the bordering walls of the surrounding chamber were far and inaccessible, leaving the adventurers with the only option of crossing, or retreating out of the cave and away from their goal. With the arrival of the intruders the goblins began releasing arrows, an act of aggression that excited Bufkin and caused him to leap onto the bride with the hopes of crossing quickly and putting an end to the goblin insult. Unfortunately, the gnome learned the hard lesson that he is far from invincible and was quickly overwhelmed by arrows. Down and bleeding, Toviah cast obscuring mist on the bridge blocking their movements from the goblins, and he and Galdor were able to bring the brash gnome back to the landing and prevent his untimely demise.
Given their predicament and not willing to leave while they still could fight, the group decided to use the mist to mask their crossing. Once on the other side, Toviah would cast a spell of darkness and the group would go over the makeshift barriers and dispatch the goblins in close combat. As they crossed the goblins continued to volley arrows into the mist at random, but with little success. At the other side, Toviah cast his spell of darkness and the goblins were thrown into a panic. Eager to capitalize on the opportunity, Galdor bounded over the barrier and into the darkness… and was quickly overwhelmed. Down and bleeding, Galdor had fallen behind the barrier, inaccessible to his companions. With time running short, Bufkin attempted to throw his voice and imitate a goblin in order to lure the rest of the creatures away from Galdor’s body. Only somewhat effective, a few goblins were able to find the door on the back wall and escape the darkness, while others milled around in the darkness terrified. After several failed attempts to lasso Galdor’s limp body and drag it back through the darkness, Toviah decided to jump the barrier and carry it over himself. Always the athlete, Toviah fell on his face and got disoriented. Eventually he was able to find his way to Galdor, stabilizing him just in the nick of time, and tossing him body over the barrier to Bufkin. Once everyone had been attended to and was prepared, Toviah lifted the spell and the group bounded over the barrier (successfully this time) to dispatch the remaining goblins.
Beaten up with their supply of healing potions/spells nearly exhausted, the adventurers took stock of their situation. It seemed that whatever remained of the goblins had fled deeper into the dungeon in their fear. Following the only route left available to them, the trio happened upon a stair that would lead them down to the second level. This posed a bit of a quandary for our adventurers as they were loathe to retreat after everything they had gone through, but were in no viable position to handle much more fighting until they had regained some strength. After a long discussion, they decided to leave the dungeon and rest for a few hours and return with the new day (one option considered was to sleep in the dungeon itself, perhaps to more interesting ends, but that was dismissed for safety reasons).
Outside they found the sun setting, so they returned once again to their rocky ledge and slept in shifts. That night during Toviah’s watch, a black cloaked figure appeared on the road beneath them heading in the direction of the cave. Quickly and quietly he woke Bufkin who set off in stealthy pursuit. After following for a short distance, Bufkin turned a corner only to find emptiness. The figure had disappeared in the night and no amount of effort could find his trail. Disappointed, Bufkin returned to the others and, after telling them what happened, finished the night in ease.
The next day the group set off just before sunrise. Carefully passing through the entrance just as dawn was breaking, the adventurers were met by an extremely loud…silence. Darkness. Nothing. Lighting a few torches, they retracted their steps through the dungeon to the bridge. Feeling that some trap was lying in wait, they summoned their courage and plunged down the stairs to the second level. More nothing. They combed the area of any sign of life or previous inhabitation, but it was as if the ruins were just that: ruins. Finally, they reached a central room with a locked door. Ripping the door off the hinges, they stepped in the room and were met with evil. A gnome had been sacrificed in the center of a blood ritual, the dark magic hung in the air. This evil was not something any of them had encountered before. Try as they might no sense could be made from the inscriptions and no purpose could be discerned. Seeing that nothing could be done for the gnome they left.
The party plunged deeper into the cave, desperate for some answers. After some time their path ended in a ledge of a wide underground opening. Far below them they could hear the sound of water rushing. In an effort to see more, Toviah case a light spell on a torch and dropped it off the ledge. It came to rest on a small landing next to an underground river. Judging the distance to be too great for Bufkin to climb, but not too great for their rope (when tied together), they decided to lower Galdor down as his abilities would protect him from most minor falls. At the bottom, Galdor reported that the landing appeared to serve as some sort of dock. Since the three men did not believe the goblins to have left through the front of the cave, they must have left by boat sometime in the night. Unfortunately, the trio did not think to pack a boat with them that meant that for the time being, their detective work had come to an end.

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Rustwater Again
Part 7

When Bufkin, Toviah, and Galdor returned to Rustwater, they had only been gone a few days. A long enough time for people to begin talking, but not so long that their belongings that were left behind had been scavenged. During their return trip, Bufkin had not given up his spirit of pursuit and to that end he went to the only store in town and bought supplies with the intention of building a boat. Armed with wood and tools, he was excited to begin his labor when two wet blankets by the names of Toviah and Galdor decided to rain on his parade. Arguing that it would take too long to build, be too hard to transport to the cave, and too dangerous to try and pilot in the dark, the pair of nay-sayers finally got their way and Bufkin abandoned his perfectly sound plan. But he kept some of his supplies.
After checking in at the inn, the group returned to the mayor to report their findings (if you can call an abandoned dungeon findings). Without any evidence for their claims, however, the mayor proved skeptical. A secret dwarven ruin with goblins and dark magic that disappeared over night hardly seemed like the most logical conclusion to goblin raids. Having done what they could, however, the adventurers returned to the inn and made preparations to head back to Athkatla the following morning.
That night the town awoke to the sound of screams, fire, and blood. Dashing down to the main room of the inn, Bufkin, Toviah, and Galdor met wide-awake and armed for battle. Going to the window, they saw a host of goblins moving through the town, lighting buildings on fire, and eviscerating the population that got in the way. In the midst of this horrific storm strode three figures cloaked in black, walking slowly with no regard for the mayhem around them. With no regard to the danger at hand, Toviah exited the inn and called to the three figures. Inside the inn, Bufkin and Galdor prepared defenses and waited their turn to attack. The lead figure called Toviah to give up the gnome in return for their departure, an offer Bufkin did not take kindly to. As he was shouting his reply, Bufkin blacked out. Toviah and Galdor saw the gnome go dazed and begin to walk towards the figures. Acting quickly, Toviah cast flame strike on the cloaked men, which released Bufkin from the enchantment. Before his spell could do any damage, however, the three cloaked men vanished from their spot and reappeared at the end of town. Summoning the goblins, the men and beasts retreated from the town into the night.
By morning the fires had been put out and the dead had been removed. The town still stood, but the grim fear of the citizens had grown. Assuring that they would take the plight of the town to the king and the leaders of the Cloud Peaks Company, the adventurers left Rustwater (with an invitation to stay for free from the innkeeper). After three days on the road, they reached Athkatla and set out to make good on their word.

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Athkatla and the Magicians Guild
Part 8

Upon return, the adventurers went to the Silverhands in order to give back the borrowed mule and accept the lodging that Roland had extended to them. Troubled by the appearance of powerful magical foes, the next day Toviyaah set off to the Magicians Guild in order to find out any information that he could about the mysterious cloaked men. A fellow user of magic, Toviyaah was offered a meeting with the Magicians Guild leader who gave him some troubling news. One of their members, Belek had deserted their ranks and was thought to be practicing dark magic as a rogue agent. While little information could be offered at the time of their meeting, the magicians did tell Toviyaah that Belek had a residence in a small town to the south called Oakhurst. The magicians invited Toviyaah to return the next day if he wanted more information, and with that he returned to his companions.
In the meantime, Bufkin and Galdor returned to Magistrate Benno with the hopes of pleading on behalf of the people of Rustwater for more help from the Cloud Peaks Company. They told him about the frequent troubles that had occurred and the night that the town was openly attacked. Out of a concern for the town’s safety and appealing to his merchant nature, Bufkin and Galdor argued that the trade coming from Rustwater would swiftly come to an end and all potential profits forfeited if he did not take the situation seriously. Seeing their point, Benno promised to send some real fighters to the town soon and with that, Bufkin and Galdor took their leave.
Back at the Silverhands the companions shared their information and it was decided that they would need to appeal to the king for aid. With their combat supplies almost depleted and the prospect of facing strong foes, they needed whatever support they could get. Tyros received the three adventurers and heard their account of what transpired in Rustwater. Most importantly, Toviyaah told the king their suspicions about the rogue magician and his possible ties to the goblin attacks. Tyros was unnerved by the idea of a goblin army being commanded by such a leader and wanted the companions to go to Oakhurst and see what they could find. As it has been remarked, the crown was not as wealthy or powerful as it had once been. Therefore, Tyros could not spare the men to accompany them on their investigation of Oakhurst. The only thing he could do was authorize the use of 5,000 gold for supplies and offer them the use of the official smith for the crown for anything else that they might need. With that, Bukin, Toviyaah, and Galdor left his audience and took counsel together.
Without men from the king, the three decided to appeal to the merchant guilds directly to see if any of them would be willing to send men along. In addition to people, they decided to patronize the royal smith in search of better weapons and armor. They found the stout dwarf smithy by his forge and inquired about his wares. While he was not able to make masterwork weapons, Bufkin commissioned a custom chain mail shirt with a large ‘B’ on one shoulder. Being a monk who carries his weapons at the ends of his wrists, Galdor refrained from purchasing anything while Toviyaah decided to wait in search of a masterwork sword. Their business concluded, the three set off back to the Silverhands as it was approaching evening. As was usual, Bufkin and Galdor spent some time drinking and gambling with the men not on duty before going to bed, a pursuit Toviyaah has yet to join.
The next day the three companions decided to split up and each talk to a different merchant leader to see what aid they might be willing to give. Due to his friendship with lieutenant Eden, Bufkin stayed at the Silverhands. As requested, Toviyaah went to the Magicians Guild while Galdor set out for the Cloud Peaks Company. Word had already reached the command at the Silverhands and being the most closely allied to the crown, it was not difficult to have them pledge a small group of men to help in their adventure. Magistrate Benno was not as forthcoming. Although Galdor made a strong argument, Benno stated that he would not commit unless both the Silverhands and the Sunset Company also committed troops. That way, all three factions would lose the advantage and not be tempted to take territory from any of the others. Galdor respectfully took his leave and returned to Bufkin.
When Toviyaah reached the Magicians Guild he did not find anyone at the gate to announce his arrival. Upon further investigation, he found the gates ajar and entered the compound. Nothing. Alert for any traps, Toviyaah continued onward and entered the main building. Suddenly it became clear why no one had answered. Bodies lay strewn throughout the compound, long since cold from their demise. As Toviyaah penetrated deeper into the building, he saw makeshift barriers that had been erected and bodies behind them. Finally, he became sure that the entirety of the Magicians Guild had either died or fled and he swiftly returned to the Silverhands to warn them of the attack.

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