It all began in Neverwinter

king down Cragmaw Castle

Having only a small group this week, the party needed all the help they could get to fight their way thru the run-down castle, meeting some goblins on the way as well as a Grick. Grick.jpg
The hobgoblins died quickly, and health was overall quite low by the last battle with Klarg, Snarl (his pet wolf) and Vyrileth, who turned out to be a doppleganger in the shape of a female drow.
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They wanted to question Gundren the dwarf before killing him. Once entering the room, Brundel points at the drow and prolaims her to be the doppleganger.
Glasstaff.jpgGlasstaff soon makes it clear he knew all along about Vyrileth and explains that they work together for the Black Spider and it becomes clear he has switched sides when battle begins.
Glasstaff2.jpg Two of the 3 in the party go down, yet are able to stabilize as Deanzorb finishes off the enemies with little life left, saving Gundren and the entire party with his powerful magic.
It seems a short rest may be in order?short_rest.jpg
We leave the adventure here to continue next week. Will the party make a brief stopover in Phandalin in order for the party to accumulate a few adventure leads towards fame, riches, and glorious XP? Will they go straight for Wave Echo Cave? Or will escape from Cragmaw Castle be adventure enough to end these poor souls?
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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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Kill All Cragmaws!
Well at least the ones that attacked us...

Cragmaw Hideout

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Cave Mouth

Following the goblins’ trail, you come across a large cave in a hillside five miles from the scene of the ambush. A shallow stream flows out of the cave mouth, which is screened by dense briar thickets. A narrow dry path leads into the cave on the right side of the stream. After a long rest, the party moves in.

Goblin Blind

On the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout to form a lookout post or blind, Wooden planks flatten out the briars and provide room for guards to lie hidden and watch the area—-including a pair of goblins lurking there right now! The goblins don’t immediately notice the characters until they cross the river and they get the jump on the goblins meant to be guarding the cave entrance before they can get any meaningful surprise shot off at distance

Kennel

Once the goblins are defeated, the characters notice that just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet the characters’ ears where two wolves are chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.

The characters decide to sneak past as they assume the goblins hear the wolves fighting and barking so often they assume nothing is out of the ordinary. There is a fissure at the east end of the room with the wolves that appears to be a garbage chute and leads up about 30 feet . The characters decide to avoid trying to calm the wolves and ascend the shaft due to too make risky variables.

Steep Passage

The cave is now dark enough that those without darkvision must use torches to see their surroundings. The main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadows, a side passage leads west across the other side of the stream which the characters choose to sneak across and enter. Those with darkvision looking in the shadows of the ceiling to the north can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage above them. Another passage intersects this one, twenty feet above the floor. Anyone who can see this bridge may also notice the goblin guarding the bridge with a WIS Perception check against the goblin’s DEX Stealth check result.

The characters choose the western passage, avoiding being seen by the goblin on the bridge. This passage is choked with rubble and has steep escarpments and is very rough terrain.

Goblin Den

This large cave is divided in half by a ten-foot-high escarpment. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins.
The Cragmaw raiders stationed in the hideout use this area as a common room and barracks. Six goblins inhabit this den, one of them being the leader. The five ordinary goblins tend the cooking fire in the lower (northern) part of the cave near the entrance passage while the leader rests in the upper (southern) part of the cave.
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The characters notice Sildar Hallwinter being held prisoner and is securely bound on the southern ledge of the cavern. It is clear the goblins have been beating him and he appears to be very close to death, so the characters arrange an ambush so that Sildar won’t be killed outright. sildar.jpg
The characters arrange an ambush to funnel the goblins into the steep, uneven ground while Skunk hides around a corner in the path to the north in order to surround them.
After a very quick round of combat the goblin leader, Yeemik sees that the characters are getting the upper hand and he grabs Sildar and drags him over to the edge of the upper level. “Truce or this human dies!” he shouts.
Yeemik wants Klarg’s head and his positionas leader of their crew. Klarg is a bugbear who runs things and lives at the end of the cave. The adventurers agree to parley. Yeemik convinces them to kill Klarg in the section at the very end known as Klarg’s Cave, promising to release Sildar once they bring back Klarg’s head. Sildar groggily warns the characters not to trust the goblin the entire time.

Overpass

Where a high tunnel passes over the stream, the goblins have set up a bridge guard post.As the characters approack from the west side of the bridge, catching the goblin off-guard, they notice another set of uneven steep steps below bending eastward as well as a waterfall sounding out from a larger cavern somewhere ahead of them. The rickety bridge spans the passage, connecting two tunnels twenty feet above the stream.
The characters successfully spot the hiding goblin standing watch on the bridge by succeeding a WIS Perception check against the goblin’s DEX Stealth check. As the guard is lazy and inattentive, so the characters put out their torches, succeed their DEX Stealth checks against the goblin’s passive WIS Perception, surprising him before he is able to signal the alarm to the others, which the characters find out later would flood the cavern with water from a dammed up stream that pools further up the cave and would wash anything unfortunate enough to be standing in the cave’s main path out of the mouth of the cave.

Twin Pools Cave

After crossing the bridge as stealthily as possible, they enter a cavern with two pools filled with water fed by a narrow waterfall high in the eastern wall and which can be drained out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls serve as dams holding the water in, set up in such a way that the stream running through the main passage through the cave can be flooded. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, fortunately making it difficult for Klarg and his dog in the next room to hear the characters fighting the three goblins guarding this cave. This does not, however, prevent the goblins from running to warn Klarg if they are not subdued quick enough. These goblins are quickly dispatched before they can either warn Klarg or release any of the wolves from their den.

Klarg’s Cave

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The leader of the goblinoids insists on keeping the bulk of the raiders’ stolen goods in his den. The Cragmaws’ plunder from the last month or so of raiding and ambushing caravans is here.
Sacks and Crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder.
Klarg the bugbear shares this cave with his mangy pet wolf, Ripper, and two Goblins. Klarg, being a mighty warlord still at the beginning of his conquest, has delusions of grandeur and is not entirely sane, referring himself in third person (“Who dares defy Klarg?” or “Klarg will build a throne from your bones, puny ones!”) After the goblins and wolf are killed, Klarg attempts to climb down the chimney, past the tied-up wolves, and attempts to flee the cave complex. However, a well-timed and well-placed critical attack takes Klarg’s head directly off.

Tying Up Business

Returning with Klarg’s head to Yeemik makes him very happy, but still tries to force them to pay a rich ransom for the return of Sildar Hallwinter even after completing their part of the bargain. The characters soon intimidate and overpower him, forcing him to release Sildar and divulge useful information regarding the goblins. Sildar, upon release, picks up a shortsword from a defeated goblin and is anxious to reach Phandalin and is willing to pay the party 50gp to provide escort although he has no money on him he assures he can secure a loan.

Yeemik tells the characters that:
* Klarg answered to King Grol, chief of the Cragmaw tribe, who dwells in Cragmaw Castle, about 20 miles northeast of the Cragmaw Hideout in the Neverwinter Wood
* Klarg received a messenger goblin from King Grol a few days ago. The messenger says that someone named the Black Spider was paying the Cragmaws to watch out for Gundren, capture him, and send him and everything he was carrying back to King Grol. Klarg Followed his orders, Gundren was ambushed and taken along with his personal effects including a map.

Yeemik carries a pouch containing three gold teeth (1gp each) and 15 sp. He does not have Sildar’s gear as it was taken with Gundren Rockseeker to Cragmaw Castle.

Upon deeper searching, the piles of sacks and crates are mostly marked with the image of a blue lion— the symbol of the Lionshield Coster, a merchant company with a warehouse and trading post in Phandalin.The captured stores are bulky and the characters bring the wagon to the cave in order to load up the supplies for transport. If they return the supplies to the Lionshield Coster in Phandalin they earn a reward of 50GP and the friendship of Linene and her company.
In addition to the stolen provisions, Klarg has a treasure chest containing 600cp, 110sp, 2 pot. of healing, and a jade statuette of a frog with tiny golden orbs for eyes (40gp) The frog is small enough to fit in a pocket or pouch.

What Next?

The party decides not to go directly to Cragmaw Castle to look for Gundren, instead deciding to escort Sildar to Phandalin; bring the pre-agreed-upon goods to Barthen’s Provisions, and return stolen goods to Lionshield Coster. Details contained within characters’ backgrounds might prompt them to seek out specific types of NPC’s in town; It’s also possible players might decide to immediately strike out in search of Cragmaw Castle after taking care of business. Either way, they are back on the road to Phandalin.

Exploring Cragmaw Hideout and defeating Klarg and his allies is a milestone, meaning each character is awarded 275 XP, which should put everybody at level 2.

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It ll began in Neverwinter...
The road to Phandalin

Meet me in Phandalin

In the city of Neverwinter, a Dwarf patron and friend named Gundren Rockseeker summoned you to a bar asked you to bring a wagonload of provisions to the rough-and-tumble settlement of Phandalin, a couple days’ travel southeast of the city. Gundren was clearly excited and more than a little secretive about his reasons for the trip, saying only that he and his brothers had found “something big,” and that he’d pay you ten gold pieces each for escorting his supplies safely to Barthen’s Provisions, a trading post in Phandalin. He then set out ahead of you on horse, along with a warrior escort named Sildar Hallwinter, claiming he needed to arrive early to “take care of business.”
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Goblin Arrows

You’ve spent the last few days following the High Road south from Neverwinter, and you’ve just recently veered east along the Triboar Trail. You’ve encountered no trouble so far, but this territory can be dangerous. Bandits and outlaws have been known to lurk along the trail.
The Players introduce their characters to each other while determining marching order and almost immediately Deanzorb jumps on the wagon and grabs the reigns showing quite clearly that he would prefer to be driving the wagon while the rest of the party escorts. They take turns explaining how they came to know Gundren, concocting all sorts of stories that new adventurers do their first time, sort of like how everybody has single-handedly slain a Tarrasque with just a rapier. You don’t know her, she went to a different school.

Goblin Ambush

You’ve been on the Triboar Trail for about half a day. As you come around a bend, you spot two dead horses sprawled about fifty feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
A few of you approach the horses to have a closer look are able to identify them as belonging to Gundren Rockseeker and Sildar Hallwinter. They’ve been dead about a day, and it’s clear the arrows killed the horses. Upon even closer inspection, you find the saddlebags have been looted. Nearby lies an empty map case.
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Some Goblins hiding in the woods on each side of the road wait until you approaches the bodies and then attack. With bows and arrows.

Goblin Trail

They intimidate the last one standing into leading them down the goblin trail to Cragmaw Hideout to where he claims the loot was taken and where Sildar Hallwinter is being held and tortured.
After heading 20 minutes down the trail, the party evades both a snare and a camouflaged pit trap and eventually make it to Cragmaw Hideout. The goblin they captured previously says that less than 20 goblins inhabit the lair, but their leader is a bugbear named Klarg. After some successful first-time teamwork, the characters subdue a goblin for questioning and although feeling like they made quick work of the goblins that they killed they do tie up the oxen and wagon off the High Road down at the end of the Triboar Trail in their best attempts to hide it from passers by and take a rest.
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