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Session 3 - You Blew Up What?


Recap

  The gang continued their quest to decipher the elusive owl atop Harbin Wester 's house by questioning Elmar Barthen . Sadly, Barthen had no more information, so he encouraged everyone to start on their first quest to retrieve Adabra Gwynn from Umbrage Hill . On the Miner's Trail outside of town, the gang swapped stories of their past deeds and travels, and generally got to know each other (dare I say, bonded?) on the road.   After some reminiscing, the gang came across a fork in the road. Through a thicket, they overheard the excited utterances of, what they later learned, were a group of men betting on a Cocatrice fight. Junco and Caeyln climbed trees, with differing success rates, and observed a makeshift campsite with a small fenced enclosure. They also observed a man dressed in dark leathers with animal skull shoulder pads who appeared to be in charge of the operation. After discussing the pros and cons of becoming murder hobos, and after Caeyln magically sung a poor better (get it?) to sleep, the gang choose non-violence that day, instead blazing a trail to Umbrage Hill that avoided the road. Junco approved.   Sadly, violence found them! When the gang crested Umbrage Hill they found Adabra, and the flour mill, besieged by a dragon, definitely a dragon (according to Harold). Scholars may have classified the creature as a Manticore, but scholars would have turned tail and fled rather than fighting a f'ing Manticore, right? You think Adabra tried to help by pushing out barrels Donkey Kong style from her perch on the second floor of the flour mill, but the gang needed no help handling a CR 3 monster that DND Beyond labeled as a deadly encounter. In true action hero fashion however, as the Manticore was set to fly into the sunset and harass another village, Adabra jumped from the crumbling flour / windmill, flicked a burning candle into the interior, and watched as the mill, and her world, literally exploded around her. It. Was. Epic!

Scene 1 - Adabra's Story

 

As Adabra Gwynn combs through the rubble of the now destroyed flour / wind mill, she asks the players to introduce themselves and provide a little info. Eventually, Adabra will find a small fireproof safe she wishes to take back to Phandalin. Adabra notes the safe contains her potion recepies and other important healing tomes, but unfortunately the lock is broken so she cannot simply open the safe and take the contents out. However, she believes Lin Graywind can help open the safe. Lin can be found at the Lionshield Coster in Phandalin. However, as thanks for saving her life, she provides the group with a potion of healing.

Scene 2 - A Heroes' Welcome


The gang returns to Phandalin with Adabra in tow after a long day out. The sun has set and a half moon shines on the quiet streets of Phandalin. Adabra heads straight to the Stonehill Inn and, after downing a pint or two, informs Toblen Stonehill that she will be taking up residence at the inn for the foreseeable future. She intends to get set up in the honeymoon suite. Lodging has become a bit scarce this evening, with the Inn nearly full to capacity. A wandering individual, Dorian Eldrich, and his crew have rented most of the rooms for the night.

Scene 3 - The Next Adventure

In the morning following a long rest, the gang meets up with Harbin Wester. Seeing Adbra is safely back in Phandalin, he increases the gold reward from 24 to 48 gold pieces. Sensing these heroes may actually be worth their salt, Harbin produces two small pieces of paper (clearly taken from the posting board). The cards read:  
  • Dwarven Excavation Quest. “Dwarf prospectors found ancient dwarven ruins in the mountains southwest of here, and have been working an archaeological dig seeking treasure and relics. They need to be warned that a white dragon has moved into the area. Take the warning to them, then return to Townmaster Harbin Wester to collect a reward of 50 gp.” If the characters undertake this quest, see “Dwarven Excavation.”
  • Gnomengarde Quest. “A clan of reclusive rock gnomes resides in a small network of caves in the mountains to the southeast. The gnomes of Gnomengarde are known for their magical inventions, and they might have something with which to defeat the dragon. Get whatever you can from them. If you bring back something useful and don’t want to keep it for yourselves, Townmaster Harbin Wester will pay you 50 gp for it.” If the characters undertake this quest, proceed with “Gnomengarde.”
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