Danger Corps!

Breach and Clear - Wizard Removal
Redbrands get their Eviction notice!

Breach and Clear – Wizard Removal
When we last left our dauntless heroes, they were poised outside a door, deep within the Tresendar Manor, current home of the Redbrands. Sharp-eared Daedalus has heard bubbling and other strange sounds on the other side but had not yet opened the door. After a quick debate, they decide to explode into the room violently, hoping to get the drop on whatever might be inside.

Having gathered quickly and quietly outside the door, they barged into what appeared to be a makeshift Alchemists’ lab, with fulminating vials and low burning reagents arranged on a table. They quickly found the hapless Glasstaff who was quite surprised and was dropped before he could call up any serious defense.

As they quickly inspected Glasstaff’s belongings (A note from some nefarious creature known as ‘The Black Spider’) and bound the foolish wizard to turn him into the authorities, the horrific monstrosity known as the Nothic appeared, demanding our dubious heroes hand over the unconscious wizard. When it’s demands were rejected, the infuriated Nothic began using it’s terrible rotting gaze to attack the door that stood between it and the fragile sanity of our stalwart champions.

Unfortunately for the Nothic, our patient pathfinders readied themselves and when the door rotted away, they attacked the vile creature will blade and bow, eliminating the threat with little resistance.

Skellibone Party!

After the discovery of a secret passage leading nowhere and a quick jaunt back down to the Nothic’s vaunted treasure chest (where the party discovered the blade Talon, wielded by the Black Hawk of Tresendar), the party climbed up to the 1st floor storeroom where they discovered the storeroom used by the Redbrands, filled with their ill-gotten plunder. Moving forward, they came upon the Tresendar family crypt, where the long dead scions of that family’s name were laid to rest.

As the foul skeletons arose to fight against our intrusive myrmidons, Aurelia discovered the Redbrands captives, held in cells in an adjoining room. As Traxxom flexed his pious might and his companions followed in his righteous wake, Jujuby and Aurelia quickly disposed of the remaining Redbrands with enchantments and blades.
The crypt cleansed and the captives rescued, our triumphant crew cleaned out the rest of the hideout, discovering Glasstaff’s hidden get-away satchel and headed back to Phandalin.

Let the Party Begin!

Phandelin rejoiced as our courageous stewards of justice returned with the criminal Glasstaff in hand. Sildar quickly discovered to his dismay that Glasstaff was none other than his longtime associate Iarno, who had been sent months ago to the town to help establish order. Vowing to bring Glasstaff to Port Telrico for justice, Sildar still urged the companions to find the whereabouts of Gundren Rockseeker and return him to safety. The Townmaster approached our heroes to offer his congratulations but was accosted by a hostile Evandur who assumed he was part of the plot to keep the town subjugated. After Mirna the Mining Company Owner was also threatened by Evandur, the situation was de-escalated by Sildar and Linene of the Lion and Shield Coster who suggested that they might find out any remaining members of the now defunct Redbrands group by offering amnesty.

While Jujuby and Evandur worked together to build a sort of celebration for the town, the group readied themselves to head out to Old Owl well and Thundertree.

Old Owl Well just aint what it used to be…

Our valiant companions, having rested and rearmed, headed out north from the town, into the woods, to seek out Old Owl Well on the request of a retired adventurer who suspected somebody might be mucking about in the ruins to nefarious ends.
As they traveled, our group was waylaid by a monstrous Owlbear but Mac was able to best the beast, freeing it’s tortured soul from its magic-afflicted body.
At Old Owl Well our compatriots came upon a Necromancer using Zombies to help him excavated around the abandoned and ruined tower remains. Making quick work of the Necromancer and his undead labor force, the party rid the area of the menace and soon reconnected with the three wolves Evandur have rescued from Cragmaw Hideout a few days earlier. These wolves promised to shadow the companions and help in any way they could.

As the group headed out, the ruins of Thundertree loomed in the distance. What happened to the town and it’s people? What unspeakable horrors might our brave heroes face? Will Mac make it through a battle with his pants on? Find out next time on…

A Masterful plan executed flawlessly
OR When a half elf drops it like its hot...

The Sleeping Giant Tap House

As the sun began to set on Phandalin, Jujuby, Bard and musician extraordinaire concoted a cunning plan; to use a sultry, scandalous burlesque show featuring Aurelia Willows to lure the Redbrands into lust-fulled idolatry, whereby the rest of our stalwart heroes could put them down at ease.


Having drafted plans of the tap house for the rest of the crew, the stage was set, and soon the music began (supplied by Jujuby’s honeyed voice and sharp castanets) driving the Redbrands to heights of lust fueled excitement.

After an alluring exhibition involving both Aurelia and Else, the young woman of ill-repute, our clever heroes sprung nto action, dropping heavy tarps on half the hapless Redbrands and quickly striking down the others with spell and sword and arrow. Before long the majority of the Redbrands in the city were either dead or captured with none of our resilient heroes taking so much as a scratch. Linene of the Lion and Shield Coster agreed to take charge of the captives until they could be transported to Port Telrico for justice (knowing that they’d likely not see justice done in the city).

Triumphant and with the knowledge of the secret entrance into the Redbrands hideout, our heroes immediately set out, looking to press their advantage.

Through the Crevasse, the Eye of Madness

Daedalus, our far-ranging scout was easily able to determine the location of the hidden entrance and soon our stealthy heroes were deep within a cave that opened up into the bottom of the Manor that the RedBrands were using as their hideout.

After convincing a strange, mad creature called a Nothic to keep it’s peace, our diplomatic heroes ventured down a hallway and soon came face to face with a couple crestfallen Redbrands who had missed the evenings festivities. After quickly dispatching the overmatched thieves the group turned their eyes to the trio of Bugbears they’d heard in another room, abusing a pitiful goblin.

Our heroes attacked, Mac standing in front as a hairy, half-naked Bear with a shield and an axe. After a protracted battle in which our tactics-minded friends utilized the doorway to keep the foes from escaping, our heroes bested the brutes and claimed victory. Meanwhile, the further down the hallway, the sounds of burbling and bubbling can be heard from an unexplored door and the Nothic creeps the hallways, curious to see if our Champions will keep their word. Will they finally confront Glasstaff and his wicked magics? Where are the crypts and the missing villagers? What treasure does the Nothic seek to trade?

Find out next time on…


Don't Call it a Comeback!
Or: The best of waking up, is...Mac coming out of your shitter?

The Cragmaw Hideout

After spending the evening in Phandelin, rested and re-armed with both their gear and their courage, our stalwart heroes ventured back to the spot of the Goblin hideout.


After easily dodging and disarming some crude traps, the party arrived at the mouth of a cave entrance in a rather larger hill, a small stream trickling out and further down the hill. On the opposite side of the entrance, a worn path and large, thorny bramble hid two goblins on sentry. A quick battle ensued but the goblins were easily dispatched.

Bridge over Troubled Waters

Inside the cave, while still it with the ambient light, the footpad Daedalus scouted deeper into the cave, discovering several snarling, chained up wolves in a room off to the side and a rickety wooden bridge further upstream and deeper in the cave. It was Daedalus’s inability to maintain his stealth that allowed the wolves to detect our noisy heroes, causing them to leap against their chains, attempting to pull fry and wreak havoc.

Fortunately, the quick thinking of Evandur Willows settled the matter. With quiet, soothing words and a large satchel of ration meats and jerky, Evandur was able to soothe the savage beasts and soon had them eating out of the palm of his hand. The poorly groomed canines were so smitten with Evandur that they fawned on him like pups. He then sent them to the small glade to be free, drink water and away his return.

Inspection within the makeshift wolf kennel revealed a small chimney serving as a chamber pot for goblins higher up in the caves.

Our intrepid heroes left that for a moment and the two scouts (the shadowy Aurelia and the somewhat less stealthy Daedalus) crept ahead, up stream where they discovered a rickety bridge, a poorly hidden goblin and a steeply rising path. They dispatched the goblin in silence, watching as the wretched corpse floated downstream, then made their way back to the party.

The Pincer and the Pooper

It was then that Aurelia, a sucker for a tight space (uh, phrasing) decided to shed her clothes and attempt to climb the aptly named ‘poop chute’ She failed and was rewarded in a bathe of vile goblin offal and spunk. While Jujuby helped the poor half-elf cleanse herself by the waters of the stream (with Traxom heartily giving advice) Mac easily shimmied up the poop chute (Phrasing!) and was able to spy Klarg, the Bugbear leader, his pet wolf, two goblin flunkies and a small pit fire in a large chamber.

A devious plan was then hatched. Mac, glad in naught but his glory, would climb back up the poop chute, Jujuby dangling precariously behind him (there’s an image!) the other members of the party would follow the tunnel, create a distraction and when the monstrous Klarg roused himself to challenge the would-be intruders, Mac would emerge, demon-like from the dread fissure and join the fray.

Rolling down the river

As the rest of the group continued up the river, Daedalus (with Aurelia’s help) decided to disable the bridge so that it could easily be made to fall, if necessary. Evandur and Traxom discovered up and around the bend a goblin group going out on patrol. With quick thinking, our clever adventurers beat a hasty retreat, circled back behind the goblins and discovered a might flood trap. This trap being devised by the goblins (a dammed pool of water stemming the flow of the natural waterfall in the cave), using it on the goblins themselves seemed the foul sort of irony the Danger Corps revels in. As the poor, hapless goblins were washed away, Evandur prepared called out his challenge to Klarg, who answered it with foul words and threats of deaths.

One of the goblins, thinking to flee down the shitter, got the surprise of his short, ugly life when he came face to face with a hellish visage: Mac Murchadch, naked as the day he was born, grin gleaming from the darkness, his bear sized paw reaching for to grab him from what he had thought was the toilet and his foolproof escape plan.

Unfortunately Klarg lasted about as long as the goblins as the our merciless mercenaries smote him with concentrated ranged attacks, imperilous magical onslaughts, and one big honking hammer. As Klarg, the wolf and the goblins were disposed, the group recovered not only the trade goods from the Lion and Shield Trading company, as well as a small cache of loot that Klarg had been hording.

Throw me the head, I throw you the human

While many other foolish heroes might have assumed the day won and returned home in triumph, the Danger Corps are nothing if not thorough; they knew that the tunnel connecting the bridge to the pool room was still unexplored. As they ventured towards this tunnel, Evandur issued another challenge to any remaining foes in the caverns. His challenge was answered by the craven voice of Yeemick, 2nd in command of the Goblins at Cragmaw hideout.

Yeemick appeared, the badly beaten body of Sildar held in front as a human shield, knife at his throat. After a very persuasive speech fro Aurelia, he agreed to parlay, saying that he would return the human to the group unharmed, if they were to dispatch Klarg and his damnable wolf pet.

Wasting no time, Mac retrieved Klarg’s head and tossed it to him. Yeemick was pleased but then asked for money before he would leave in peace with the rest of his goblin crew (six of them cowering in the tunnels behind, for they had heard the screams and cries of Mac the Destroyer, he who climbs latrines). Aurelia tossed the goblin a small satchel of gold, which landed in the middle of the compromised bridge. After the fiendish goblins fled the hideout (only to be attacked by the waiting wolves) Yeemick went after the gold, collapsing the bridge and falling to his near ruin at the bottom of the rocks. Evandur was able to use his negotiation skills to stop the fighting between the goblins and the wolves and force the goblins to flee the area, never to return. They were able to learn that Gundren and all of his gear were sent ahead to Cragmaw Castle, some vile fortress in the forests to the north, though Yeemick had not personally had the pleasure of visiting the edifice.

Sildar was quickly nursed back to health and he shared the reason why he and Gundren and Gundren’s brothers had come to the area. Sildar begged our group of avenging adventurers to return him to Phadalin to see if he could find his wizard contact Iarno Albrek. Iarno had travelled to Phadalin to help the fronteir town establish itself several months ago but had not been heard from since he arried and Sildar is worried he might have come to a bad end.

Our heroes agreed, and after investigating the last remaining areas of the dingy Cragmaw Hideout, they quit the place to return to Phandalin, victory in their hearts and a song on their lips (and the scent of goblin dung in their nostrils!)

The Show Must Go On!

After returning the Lion and Shield supplies to Linene (who was grateful and paid the 30gp as was promised) the party decided to split up the following morning, each to his or her own devices. While Mac and Traxom visited the orchard of a former adventurer, and Evandur and Daedalus paid a visit to the Shrine of Luck and it’s recently waylaid caretaker, Jujuby and Aurelia were accosted by a small group of Redbrand bandits looking to start some trouble.

Fortunately for our poorly armed and armored heroes, their quick wits led them out of immediate physical confrontation, but with the promise of a grand and baudy show for the Redbrand gang at the Sleeping Giant taphouse, featuring the one and only Aurelia Willow. While Aurelia protested her role in the scheme, Jujuby convinced the group that this would be an excellent way to reduce the numbers of Redbrands operating either in the town altogether, or at least at the Manor in which the Redbrands operate.

Words from an old Soldier

Mac and Traxom visited Edermath Orchard, run by the retired soldier Daran Edermath. Daran greeted our two unlikely companions and shared some morsels of information about trouble at the Old Owl Well. It seems several prospectors were reported being chased from the area by undead. The ruins lie around an old watchtower of an ancient magical empire known as the Netheril and there is a fear that meddlers might awaken terrible magic that might be dormant there. Mac and Traxom agreed to look into the matter which earned them a nod of respect and another tankard of ale from their host.

A blessing and a request

Evandur and Daedalus were surpised to find the Shrine of Luck tended by a wounded elven priestess, Sister Garaele. She informed the two that while she feared the Redbrands might never be driven from their home, she was on another mission of equal importance. It seems that a banshee named Agatha might have information about a certain spellbook of ancient power. Her attempts to persuade the banshee to give her the information has met with nothing but failure but if the characters could perhaps intercede on her behalf, with the use of a beautiful silver jeweled comb, she would be ever grateful.

Evandur agreed to take on the task, as soon as he was able. Pleased with the manners of the two, Sister Garaele blessed the two with a minor boon from the shrine.

Setting up the big show

While Mac and Traxom headed back to the town, Jujuby entered the Sleeping Giant, obstensibly to get a look at the place for the show but also to scout out the building. Little did our heroes know that their plan for the party had spread like wildfire among the Redbrands (for who can resist the allure of half-elven titties?). Jujuby quickly began to issue commands to the Redbrands, setting up tables, chairs, a dance floor/stage, and various ropes and boards near the roof. Jujuby also had the windows boarded up.

While the group had originally planned on waiting a few days to confront the Redbrands, the mutinous murderous demanded that the show go on that night. And so our heroes prepare themselves as the sun fails, darkness rises, and the party to end all parties is about to begin!

You Must Gather Your Party Before Venturing Forth!
Or how a band of heroes were almost felled by Goblin arrows!

The Job – Walking Supplies
On a warm late summer day, leader of the aptly named C-Team for the Danger Corps Mercenary Company was assigned a job by Quartermaster Banefield to bring a wagon load of supplies to the small mining town of Phandalin for Gundren Rockseeker, the prospector for the pay of 20gp each. As Gundren is a close personal friend of Mistress Melandriel, the team was sent without delay to follow close behind Gundren and Sildar (his companion) on the trail south of Port Telrico and then west, towards the Spine Mountains and Phandalin.

Ambushed by Goblin Sharpshooters!
Our stalwart heroes travelled with Gundren’s Supplies south along the Coastal Road before heading west along the Triboar Trail, heading into the lowlands and the mountains and their goal of Phandalin.

All was well, their travel light until they ran into what appeared to be the dead horses of Gundren and his companion, peppered with black feathered arrows. When Mac Murchadch and Jujuby the Bard approached to investigate the blockage in the road, they were suddenly under fire from both sides. A goblin ambush had waylaid our hapless champions! Before you could yell ‘ALARUM!’ Mac was felled by arrows, the rogue Daedalus was hamstrung and left for dead in the bushes and the Goblin forces were on the march.

Jujuby and his quick thinking cast a spell to make the walls of the ravine echo with the sounds of rampaging goblins which caused a few of them to flee, while Evendur’s healing touch and Traxom’s cures were enough to revive Mac. Immediately the tide was turned as Mac took the fight to the foolish Goblins, wakening to a terrible rage which shook the very ground.

After a quick chase and violent end, the heroes, bloodied and tired, proved victorious. They gathered themselves as best they could and continued down the road towards the town of Phandalin.

Phandalin and the Unmaking of Men
As night fell in the land, our wounded heroes limped into the town of Phandalin to deliver the Gundren’s supplies to Barthen’s Provisions, where Elmar Barthen paid them each 20gp as was agreed but also informed them that a group called the Redbrand had moved into the town and were harassing the citizens, shaking down normal folk and in some cases kidnapping people who stood up to their crooked rules.

The group then retired to the Stonehill Inn where Jujuby entertained the crowd with his music and dancing, Daedalus surveyed two shady fellows scoping his party and Mac displayed his exhibitionist tendencies to the bar patrons. After a quick scuffle that involved Mac subduing a disguised Redbrand in singular fashion, our heroes learned that the Redbrands, operate out of the old Manor house on the hill East of town, they are led by a man nicknamed Glasstaff and their group was hired by someone called the Black Spider to harass members of the town.

While our resolute heroes desire to rid the town of the scourge of the Redbrand, they felt they had a duty to ascertain the fate of Gudrun and his companion so they headed back out to the site of the Goblin Ambush, with a desire for revenge in their hearts.

Gobbos Gobbos time to play!
Daedalus had discovered a rabbit run leading from the ambush site northwest into the woods. Following this (and dodging a few clumsy traps left by the Goblins) our intrepid heroes have come to the opening of a cave, surrounded by thick, nearly impassable brush. A small stream trickles out of the mouth of the cave and it looks as if the Goblins have been very active in the area. Will the heroes charge in to meet a bitter fate or will caution prevail? Tune in next time to…


Welcome to your campaign!
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1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

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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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