Shadows In The Duskwood

Adventure 3

The heroes find the guard captain in the bears hide out, but decide that since the bandits dont seem to be luring the bear anymore it doesnt make sense to wait for them to appear again.

Investigating the bear’s lair reveals the remains of the guard captain, identified by the golden locket and insignia. We bring the guard captains remains back to town to give to Kendra.

Lysander is there, reporting that he was attacked the last night by someone who said they had information about the chalice and would give it to him in exchange for 100 gold.

We provide the 100 gold and leave it at the drop location, a ruined cottage. A few hours pass while Elisar keeps watch, aiming to track whoever picks up the money and leaves the information. Unfortunately no one shows their face. Five hours later the money is gone and a scroll is in its place.

Confused, Elisar searches the house and finds no trace of secret doors or other hiding places where someone could hide. There are also no tracks leading from the house that don’t belong to us.

We read the note, which seems to lead to a bandit hideout north of town. We make our way there, with Elisar scouting ahead and looking for the bandits.

Nampoodle “Nim” finds Elisar in the woods as he is scouting. Nampoodle is moving a large rock, evidently as part of a ritual.After a considerable amount of confusion, Elisar assists him.

Afterwards, the heroes are invited back to Nim’s berry patch for tea. Elisar returns to the others and shows them the way to the berry patch. We have tea and meet Bangle, is Nim’s large badger friend. In exchange for helping move the rock, Nim agrees to help us find the bandits.

Adventure 2
Bears and druids and bears, oh my

The adventurers head to one of the campsites and look around to find bear tracks. Nikki notices that the bear’s right front leg has either some sort of deformation or injury, causing it to walk with a limp. Furthermore the last two claws on that same foot seem to be broken.

Strangely, the bear seems to be taking the path to enter and leave the clearing. Which does not suggest it is a natural born bear. Ellisar guesses that there are druids at work here.

There is blood on the bedroll, but there isn’t a particular sign of struggle.

We visit the location of the most recent bear attack and see similar signs of druid involvement. Rhangyl notices a small piece of meat in a boot print. and also a smaller set of animal tracks. Also found is the fact that the tracks lead west out of camp, just like at the other camp sites.

Back into town they go to speak to Kendra, to ask if she knows of any druids in town. She speaks of one who lives north of town.

Of note is the fact that its the 4th of April.

The party goes to speak to the owl, who confirms that there is a bear in the area. Last time the owl saw it it was uninjured. It did not witness the attack that took place two nights ago.

Once again at loose ends, the elves head to the west of town to perhaps find any evil doers walking about the woods. After finding no one in the woods, we return to camp and sleep through the night, which is uneventful.

Without any obvious path, the heroes begin the next morning by travelling north to find the Druid, Old Gray Wolf.

As we travel north to find him, we pass a number of woodcutters, who when asked do not know where any bears might be although this is the right terrain for it.

We have no luck finding the druid after some searching. However Ellisar speaks to a deer and confirms that the Druid seems to be a kindhearted fellow. Perhaps not the type to get involved in murder late at night.

Being back at square one, the group investigates the other camp sites and find information consistent to that already discovered- bear tracks following the path even when its not the most direct route, and more tracks than people attacked at each campsite.

Nikki makes a good point, there aren’t attacks all the time. Attacks come about once every two weeks, since the last attack was 4 days ago, we might have more than a week to wait before the next attack comes.

After investigating the meat Ellisar is able to discern that it came from a Cow or goat- some sort of domesticated animal.

Nikki has the fantastic idea that the bear isn’t involved in attacks. Maybe he is being lured to each campsite to hide the true goings on there.

The group decides to make a bear lure and try to lure the bear there to talk to it. Bear luring commences.

After finding the bear we begin talking to it and find out that about 6 months ago there was a fight and the bear killed the offending humans. Rhangyl alleviates some of the bear’s discomfort.

The bear reports that every so often there is a trail of meat that begins at its cave and leads into the wood.

The party agrees to wait at the bears hideout and perhaps ambush humans who might show up to lead it away.

Adventure 1

Chalice that cures diseases. Gets lent to the humans to cure a human noble. It did its job. Now its time to get it back.

We travel to the human village of Riverside to figure out what has happened to the Chalice.

Lysander is a human priest of the goddess Maris. Goddess of the hearth and the harvest sort of thing. Not a druid godess specifically but druids do follow her. He is working with Ellisar and Rhangyl and is our contact for this job. Lysander is a more simply dressed priest, genuine in his interest in other people and aspects of their lives. He seems an honest man.

Kendra Ironwolf is the current acting captain of the militia of Riverside. Ready to hit things at a moments notice. Kendra is more of a scout type ranger- doesnt work with animals as much. The previous captain (“the Captain”) has gone missing and is presumed dead. The area around riverside isnt particularly dangerous. The previous captain isnt the one to wander off for a couple days. There are always bandits, but there are bandits everywhere. Not trolls, or ogres or anything like that.

Kendra has been dealing with increased activity from bandits in the area. Something is going on.

Kendra is mighty fine to look at as far as humans go, and Ellisar decides she is worth his affection.

Kendra outlines the particular incident and the general goings on. This particular merchant whose item is of interest to the elves had camped out nearby, woke up to find one of his two guards gone with some sign of a struggle and some of his merchandise gone. Of the material that had gone missing some was not particularly valuable. The guard who did not go missing is no longer employed by the merchant- he is now working as a barkeep at the local inn. He seems to have slept through the incident.

This robbery happened about 3-4 days ago.

There has been this pattern over the last 6 months- travelers or even merchants with full shipments have gone missing. There is some evidence that a large animal is involved.

This particular merchant robbery didnt have as many signs of a large animal being involved, although that is something to look into.

The three adventurers go investigate the robbery site and find 5 sets of boot prints at the scene. Certainly unusual since there were only three men here. Bandits or other thieves must be involved. We decide to follow some of the tracks to see if they lead anywhere.

Nicky goes to talk to Kendra to investigate an inventory of what was taken. Suspicious rudabegas.

Kendra confronts the guard from the caravan, Cloten, about possible rudabega shorteges. Cloten seems rather clueless, if you ask Ellisar.

Ellisar asks about the other guard- Durmain is his name. Seems nice enough, like a decent man. Has a history of keeping his word and following through work to its conclusion. Couldnt have dragged all of this stuff on his own. Seems that everyone involved is surprised he is missing and or involved in the robbery.

Is this related to the missing guard captain? Most likely not, but best not to rule out anything just yet.

Cloten recalls that he was on second watch- we decided that a sleep spell must have been the source of his falling asleep on watch. Magic is involved here. This is certainly no rag tag band of thieves.

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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