Session 3: Smoke On The Water
General Summary
Summary: The journey becomes progressively more dangerous as the group stops for repairs at a goblin encampment.
The party interacts with a group of rogue Goblins that appear to be burning Orcish corpses around a fire.
Upon investigation, the party discovers that the Orcs are mobilizing to press north, and pushing the Goblins harder than usual to create war machines and fortifications.
Resting around the fire, the Goblins are convinced to join forces with the party in exchange for an improvement in working conditions.
During the rest, the Goblins are tasked with unlocking a chest found within the Orcish sloop. Inside the chest is an intricately decorated pistol as well as a few knicknacks.
Attracted by the smoke, a nearby group of Orcs falls upon the party in greater numbers, joined by a force of feral Aarakocra.
The party is nearly overwhelmed by the time the attackers seem to flee spontaneously.
A horrifying Swamp Drake emerges from the river, attracted to the clamor of battle and hungry for prey.
Overcoming a series of rope-based misfortune, the party makes a daring escape on the river as the Swamp Drake’s kin close in for the kill.
Recovering from battle, the adventurers arrive somewhat unmolested in Briarwood.
The group patronizes a local Inn while Enrique performs some capitalist recon. He forges a connection with a network of Dragonborn living in the area, who send Julio and Lopez to fetch his eldest son from Quetzotl to assist.
As Brunk of Briarwood eats and drinks his fill, Keerla Roween and Ian Taggart track down Fal-Shavvah, the spellsmith who provided Siegurt of Scabberdale with several enchantments.
Siegurts spell broken, the duo is rejoined by the Dragonborn as they discuss their next moves outside of the shop.
Fal-Shavvah is heard crying for help as a mysterious entity flanked by strange demonic figures ransacks the shop.
After driving off the demons, the group learns what they can about the mysterious figure and his plans, most likely involving the stone circle to the South-East.
Fal-Shavvah is sent back to Scabberdale along with the remaining Goblins to check on Enrique’s interests in the region.
The party interacts with a group of rogue Goblins that appear to be burning Orcish corpses around a fire.
Upon investigation, the party discovers that the Orcs are mobilizing to press north, and pushing the Goblins harder than usual to create war machines and fortifications.
Resting around the fire, the Goblins are convinced to join forces with the party in exchange for an improvement in working conditions.
During the rest, the Goblins are tasked with unlocking a chest found within the Orcish sloop. Inside the chest is an intricately decorated pistol as well as a few knicknacks.
Attracted by the smoke, a nearby group of Orcs falls upon the party in greater numbers, joined by a force of feral Aarakocra.
The party is nearly overwhelmed by the time the attackers seem to flee spontaneously.
A horrifying Swamp Drake emerges from the river, attracted to the clamor of battle and hungry for prey.
Overcoming a series of rope-based misfortune, the party makes a daring escape on the river as the Swamp Drake’s kin close in for the kill.
Recovering from battle, the adventurers arrive somewhat unmolested in Briarwood.
The group patronizes a local Inn while Enrique performs some capitalist recon. He forges a connection with a network of Dragonborn living in the area, who send Julio and Lopez to fetch his eldest son from Quetzotl to assist.
As Brunk of Briarwood eats and drinks his fill, Keerla Roween and Ian Taggart track down Fal-Shavvah, the spellsmith who provided Siegurt of Scabberdale with several enchantments.
Siegurts spell broken, the duo is rejoined by the Dragonborn as they discuss their next moves outside of the shop.
Fal-Shavvah is heard crying for help as a mysterious entity flanked by strange demonic figures ransacks the shop.
After driving off the demons, the group learns what they can about the mysterious figure and his plans, most likely involving the stone circle to the South-East.
Fal-Shavvah is sent back to Scabberdale along with the remaining Goblins to check on Enrique’s interests in the region.
Rewards Granted
Enrique negotiated a deal with Briarwood Inn & Sweets to import exotic foodstuffs from Señor Salazar's, formerly Sigurt's Spellcraft, generating passive income each session.
Character(s) interacted with
The Necromancer, an unknown entity clad in a dragonscale cloak that summoned a pair of demons in Fal-Shavvah's shop.
Fal-Shavvah, a local spellsmith that was unknowingly providing enchanted scrolls to a necromancer cult.
Julio and Lopez, a pair of Dragonborn employed by Briarwood Inn & Sweets, with connections to Quetxotl.
Fal-Shavvah, a local spellsmith that was unknowingly providing enchanted scrolls to a necromancer cult.
Julio and Lopez, a pair of Dragonborn employed by Briarwood Inn & Sweets, with connections to Quetxotl.
Keerla Roween
Report Date
05 Jun 2021
Primary Location
Secondary Location
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