Knights of the Longbox

Into the woods

After sleeping off the ambush with the goblin commandos, the team decides to retrace their steps to the scene of the battle. Cale uses her tracking skills to follow the goblins back to their base, a small redoubt under a rock shelf. There, the adventurers find the spoils of the goblin’s ambushes, as well as a mysterious magic ring. They’re not able to savor the moment because a goblin patrol lead by an orc captain is heading towards the position. The team scrambles to set an ambush that goes south but they’re still able to defeat the monsters.

Heading north towards the mine, the team eventually stumbles upon a nest of giant spiders. Fearing Rimidan’s inability to sneak, Sabrina attempts to trick the spiders so they can get by but the arachnids follow them anyway. The team is eventually able to drive the giant spiders back, although they have to make time to free Sabrina from one of the monster’s web traps.

After clearing the spider-infested heart of the woods, Syd notices a lone house in the middle of a clearing in the woods. Suspicious, she investigates to find a gnome and a tiefling living inside. The group carefully approaches and meets Feuvel Firreste, a gnome priest and his assistant Tyrssa Rex. Feuvel tells them a little about his work in the forrest as well as offers some advice about the approach to the mine, while letting them know that the person with the most information about the forrest is Lillisandra, the nymph Queen of Murkwood, whose taken over the woods after the elven diaspora. The team ponders their next move as they leave Feuvel’s home.

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The Adventure Begins
The players gather and enter the woods

Calemirel, Claude, Syd Brownbottle, Sabrina the Teenage Sorceress and Rimidan Leney accept a job from the city of Sommerset to work a patrol north of the city. Rapidly making one another’s acquaintance, the group heads north to the border of the Murkwoods, spotting a Goblin patrol moving into the trees.

Scouting ahead, Syd and Cale track the creatures into the woods before drawing their attention. The adventurers battle the raiding group, putting them down with swords, arrows and sorcery. While examining the bodies, Cale notes that the equipment seems odd, unlike what’s usually found in the area. The adventurers decide to return to town and report what they’ve seen to Eobard Redburn. Eobard considers the news and brings it to the attention of his sister Lady Alice Redburn and her advsior Theo Alber. Alice offers the adventurers a contract to look into whether the appearance of the goblins has anything to do with the disappearance of dwarf shipments from a mine north of the Murkwoods. After some negotiation over the price with Syd, the adventurers accept the contract and leave the castle.

Looking for more information about the equipment they’ve found, Claude hunts leads through the city as the rest of the team plans an excursion into the woods. Claude reveals that the weapons were forged underground. Intrigued, the adventurers spend the night in an inn, purchase equipment and head into the woods, after a brief encounter with some upset members of Talon Company.

Following tracks deeper into the Murkwoods, the adventurers wander into a trap set by a canny goblin commando. Syd is pelted with arrows and javelins and left nearly for dead as Sabrina and Cale lead the counterattack to put down the goblins. Seeking information about their enemies, Claude interrogates and tortures one goblin into revealing the situation in the mine. The goblin tells them that the drow have lead a group of slaves into overtaking a mine and have secured it with the help of a giant. Claude leaves the goblin for dead before Rimidan mercy kills the creature and the group ponders returning to Sommerset to gather allies before assaulting the mine. Sabrina and Cale convince the team to soldier on and they bed down for the night, hoping Syd can recover from her nearly fatal injuries.

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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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