A Journey Of Friends

A Groups Beginning

Phandalin and The Redbrands

Getting the Group Together

Before arriving though the front gates of Phandalin Dima and Grex said their farewells to Jared as he was offered a position in the Lord’s Alliance by Sildar. It was not long after arriving in Phandalin that two more members joined the party Kalina, and Ascot. Kalina was meet in the in and overhead that their could be some coin involved by hanging out with Dima and Grex. Ascot was found in chains in the center of town being called a pirate. It was soon found out that it was a mere disguise as Ascot is a fair Monk.

What’s Going on Here

It was not long after our adventures arrived in Phandalin that they soon noticed something was not correct about this little town. It did not matter where they went or who they talked to. There was always some word about the so called Redbrands and their effect on Phandalin. After talking to many of the townsfolk and obtaining many bags of PO-TA-TOES something had to be done. They soon found a common meeting area for the Redbrands in the Sleeping Giant Tap house. Here they killed everyone, but one Redbrand and Grex interrogated though his own certain ways the location of their hideout. After everyone left the room Grex tied the remaining bodies to chairs and setup a card game as if nothing happened. Maybe the blood magic is getting to him finally.

Redbrand Hideout

The adventures quickly ran into the woods south of Tresendar Manor where they attempted to scout the Manor before approaching. Grex nearly managed to knock Kalina out a tree with one of his many PO-TA-TOES. Once they felt satisfied that no one was watching they entered the manor to find a hidden entrance down into the Redbrand hideout.

The Beginning
Session 1: Neverwinter to Phandalin

The allure of money in these dark times is hard to pass up. Thomas, Matt, and Jared were drinking at their local pub when approached by Gundren Rockseeker and his colleague Sildar Hallwinter. Gundrean agreed to pay each character 10gp each by the owner of Barthen’s Provisions in Phandalin when they deliver the wagon safely to that trading post. What appeared to be a pretty straight forward task ended up almost costing them their life.

The High Road / Triboar Trail

When the adventures are half days march from Phandailin, they run into trouble with goblin raiders from the Cragmaw tribe. Thomas was talking point when he noticed two dead horses with black arrows in their side. Upon closer inspection the horses appear to be Gundren’s and Sildar’s. They have been dead for about half a day. It was during this inspection that our adventures were ambushed by goblins. They managed to vanquish three of the goblins and capture another. They soon learn that a goblin hideout was close by lead by a bugbear named Klarg. With this information the adventures chose to rest for the night in an abandoned cabin not far off of the High Road trail. Matt being the perceptive one found an old tunnel that ended up leading to Cragmaw hideout.

Cragmaw hideout

Upon exit of the tunnel they ambush two unsuspecting goblins in a guard tower that are dealt with swiftly. Jared heroically managed to tee ball one of them off of the tower. Once the goblins are dealt with they enter the cave and encounter a pack of wolves. They befriend the wolves with some spare meat and managed to free them. As the wolves are leaving you get the feeling that they will be of assistance in the future. The adventures head further into the cave and barley survive a rock slide no thanks to Matt’s fat ass. This lead them directly into the main barracks room of the cave where some very surprised goblin are sitting down for some dinner. Thomas quick thinking heaved his kerosene lantern into the fire causing an explosion, which severely weakened the goblins. A battle ensued, but the goblin were too weak and were not much of an issue. It was here that Yeemik the second in command appeared holding Sildar over a ledge. The deal was either kill Klarg so that Yeemik can be first in command or Sildar dies. The adventures had to make a quick decision and decided to go kill Klarg and they would deal with Sildar later. There were some scuffles and battles along the way, but eventually they find themselves in Klarg’s main room with his guards and pet wolf Ripper. There is one weakness that no enemy can deal with and that is the death of a beloved pet. They chose to exploit this weakness and rushed to kill Ripper. They succeeded in the endeavor causing Klarg to flee, before he could be captured. They returned back to Yeemik and managed to lie saying that Klarg had been defeated. Yeemik being the sleaze ball that he is did not hold up his end of the bargain and dropped Sildar off the ledge. There was an easy decision now and Yeemik soon found out what an idiot he was when Jared’s great axe slit his throat. Thanks to Matt’s attunement to healing they were able to heal Sildar back to a semi healthy state.

To Phandalin

Sildar filled in the adventures on what his and Gundren’s true intentions were. Sildar met Gundren Rockseeker in Neverwinter and agreed to accompany him back to Phandalin. Sildar wants to investigate the fate of* Iarno Albrek, a human wizard and fellow member of the Lord’s Alliance* who disappeared shortly after arriving in Phandalin to a civilized center of wealth in prosperity. Gundren had a map showing the secret location of Wave Echo Cave, but the goblins took it when they captured him. This cave is said to contain riches and great magical items. Sildar believes that Klarg sent the map and dwarf to the chief of the Cragmaw’s at a place called Cragmaw Castle. Sildar doesn’t know where that is but he suggest that someone in Phandalin does.

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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