Reckless Abandon LLC

Session 6 - To Don, or to Doff, That is the Question—

To Don, or to Doff, That is the Question—

Session 6

Party: Adrik, Cade, Crumm, Morgran, & Welby
Players (respectively): Patrick, Ernie, Brian, Robin, & Joe

After the dragon’s quick, crushing, and absolute defeat, Adrik uses his skill in medicines to perform minor healing on Cade. The halfling warlock suffered vicious bite and claw attacks from the dragon and had to call upon other-worldly means to keep himself from death’s door. He is now paying the consequences as he is badly hurt and needs extra recuperation and care.

As Adrik tends to Cade, the others in the party search the dragon’s lair for valuables and fortify a position in which to rest. When satisfied their location is defensible, Welby sets about to the grisly work of procuring teeth, claws, scales, bone, and pints of blood from the dead body of the conquered young adult green dragon, remembering his arrow striking true for the final death blow. Being a fence in Phandalin, he knows the value of these items and uses his knowledge gained from field dressing hunted animals to complete the task. Also, during this time, Crumm takes a liking towards, and lays claim to, the magical rusty battle axe Hew. He hands ownership of the shortsword Talon over to a thankful Welby.

The adventurers finish their uneventful long rest and begin to make their way back to the druid Reidoth’s home. They stop along the way to check out a building, unique because its structure is still mostly intact. Welby silently approaches and listens at the door, hearing a shuffling movement from the rooms beyond. Not wishing a confrontation at this time, the comrades decide to bypass this house without further investigation.

Continuing down the path, the party is ambushed by the same type of plant creatures they had encountered earlier. Everyone is surprised except for Welby. The masterful diminutive swordsman springs into action and quickly takes out two of the twig monstrosities before anyone else can blink an eye. Mayhem ensues. The battle axe Hew hums gleefully doing destructive damage as Crumm wields it with precision. Morgran scores a critical blow of his own to one of the creatures, laying it to waste. After the dust settles from the fight, eight foes have been struck down.

During the course of the battle, the group ends up back at the building they had previously avoided. Seeing this as a sign, they decide this time to see what is inside. The band rushes through the door and encounters four ash zombies. They defeat the walkers handily, with Welby delivering another critical strike from his shortsword Talon.

The gang finally returns to the nature keeper’s humble abode and informs him of their triumphant campaign, ridding Thundertree of all evil, corruption, and despair. They report victories over the great green dragon, which Reidoth calls Venomfang, foul plant creatures, terrifying ash zombies, and the formidable cultists that were giving the druid such trouble. Reidoth seems overjoyed the party purged the deserted town of such filth. He mentions that with the dragon and the other nefarious inhabitants removed, Thundertree now has a legitimate chance to rebuild and possibly flourish. Morgran perks up at this sentiment as this is his hometown and he would like nothing more than its re-emergence as a bustling thriving settlement. Being a man of his word, the tree-hugger supplies the team with a map detailing Cragmaw Castle’s location in the southern region of Neverwinter Wood. Cragmaw Castle has been claimed by, and is the alleged headquarters of, the Cragmaw goblin tribe, ruled by King Grol. This is the place Gundren Rockseeker, Mogran’s cousin, was supposedly taken. Upon departure, Reidoth promises to spread the word of the adventurers’ fantastic deeds and dominance over evil to the world.

The party takes leave of Thundertree and makes their way to Cragmaw Castle, skirting Neverwinter Wood a bit before entering into the forest. They estimate the trip will take three days, traveling approximately eighteen miles a day at a slow pace.

At dusk of the first day, the group breaks for camp with Welby taking the initial watch. No sooner does everyone else fall asleep when the rascally rogue hears various twigs snapping and notices shadows moving among the trees. Welby begins waking up his comrades as six orcs converge and attack. Crumm rises from his slumber, and as he shakes away the cobwebs, he takes notice these orcs are from the tribe he has been hunting for vengeance. The dwarf paladin becomes enraged. He grabs his now trusty battleaxe Hew, forgoes any armor or shielding, and quickly goes on the offensive. Welby makes his way around the small fire rousing his team members, calling out in jest, “wakey wakey, hands of snakey.” Low and behold, Cade did not heed his brother’s warning and was caught “roughing the suspect” which causes the lightfoot sage to be surprised and slow to react to the assault. All of the team, save the already armored Welby, decide to eschew their armor as it is time consuming. This decision causes the group to be more easily hit by the orcs’ crude weapons and Crumm suffers a severe blow during the confrontation as a result. Barely holding consciousness, the holy warrior “touches himself” and endues divine healing on his wounds. The tide turns when a raging, growling Mogran performs a miraculous running jump and comes down hard on an unlucky orc, cutting it in half. Still slightly embarrassed, Cade gathers himself in time to polish off the last remaining opponent with a well placed beam of crackling energy. After the battle, Adrik performs healing and first aid on Cade which ends the appreciative halfling warlock’s exhaustion and damage done to him by Venomfang. Crumm satisfyingly lops off the heads of all six orcs and mounts them on long sticks. He plants the severed heads firmly in the ground as a warning to other orcs that may be in the area.

The gang finishes their protracted rest and resumes travel at dawn. They trek throughout the day without interruption and find a suitable site to bed down for the night. Before going to sleep, there is much discussion on whether the party should doff their armor or sleep with it donned. Adrik declares he does not care about any exhaustion he may experience the next day and confidently makes his choice to keep his armor on while he sleeps. Everyone else reluctantly decides to do the same, at least for one night. The night watch goes peacefully through the rotation until Morgran’s turn. Towards the end of his shift, the dwarf savage thinks he hears voices off in the distance in an unknown language. He wakes the stealthy Welby up first to investigate, then begins to stir the others. Welby keeps to the shadows and silently makes his way towards the voices. He observes six humanoids with large noses and long teeth talking amongst themselves. Apparently he has never encountered or read about these monsters as he does not recognize their race. They seem to be scouting or on patrol as there are no signs of a campsite. Welby returns to the band with his survey of the situation and they quickly set about plans for an ambush. Welby, Cade, and Adrik hide around the perimeter of the camp as Mogran and Crumm engage in loud conversation by the small fire, waiting for the creatures to emerge. Mogran insists on speaking in the dialect of Giant even though Crumm has no idea what he is saying. The large-nosed humanoids never come. Welby goes to check on their where-a-bouts, but they are long gone when he arrives at the spot he saw them. After searching the area, he is not able to perceive any tracks of where they went. It is now daylight, however, so the companions break camp and continue on their journey.

Late afternoon on the third day, the party arrives at Cragmaw Castle, which has definitely seen grander days. They stop at the edge of the clearing and discern the ground floor is still intact, but most of the upper levels have long since collapsed. After a short discussion, Welby quaffs a potion of invisibility and begins a reconnaissance mission of the castle while the rest of the team hangs back in wait at the tree line. The halfling rogue creeps up to the structure and silently begins his exploration. Just inside the entrance, Welby causes a cave-in, but the thief’s cat-like reflexes allow him to escape any serious damage. Welby hides expecting the residents to come and investigate, but they do not. The group hears the ruckus and Mogran becomes concerned his little buddy may be in trouble. He starts to rush towards the fortress, but Crumm stops the dwarf barbarian with a firm hand on his shoulder. Crumm tells Mogran that Welby can handle himself and suggests they hold for a while longer or they will no longer enjoy the element of surprise. Mogran hesitantly agrees. Welby finishes the search of the castle foyer and the hallways within and then proceeds searching around the perimeter of the keep while still under the advantage of invisibility. The small scoundrel makes his way back to the party just as the effects of his magical potion begin to wear off. He informs the companions on what he was able to reconnoiter. He saw no signs of Gundren Rockseeker.

Welby’s reconnaissance of Cragmaw Castle:
- The foyer has two guard rooms with arrow slits pointed towards the front entrance. Welby peeked in the arrow slits of both rooms and came face to face with goblin guards each time. He went undetected though due to his invisibility.
- Welby was not able to hear any sounds from the four interior doors he listened to except for one room containing multiple voices and the clanging of cups and plates. He assumes this is a dining hall.
- Welby then makes his way outside and proceeds to explore clockwise around the perimeter of the castle. He notices arrow slits all around the complex at regular intervals but none are in use by the guards.
- An empty storage room
- An empty shrine
- A room with a bugbear
- A room with more of the unknown humanoids the party encountered in the forest
- A room containing a very large beast with owl-like features
- A dining room with a really fat goblin bossing around other goblins
- A path at the north section of the fortress leading to a camouflaged hide covered entrance
- A path at the south section of the fortress leading up a small set of stairs into the dining room

The Green Dragon Goes Down!!
First of Many!!!

After dispatching some mutated plants on the way into the The Ruins of Thundertree, we stumbled upon Reidoth’s current dwelling. Reidoth, a druid, was said to have answers concerning the whereabouts of some dwarves we have been looking for. Although he did not seem to have a lot of information concerning the last known location of said dwarves, he was able to provide us a plethora of information concerning the Ruins of Thundertree.

Thundertree is where I was born. My family was chased away by a volcanic eruption when I was very young. I have always wanted to return these Ruins to the thriving town it once was, but the green dragon has held all of us at bay for long enough. When I heard that the green dragon was roosted in the old tower, I was going to do my part to rid the world of this foul beast. I thank the the gods, that this band of adventurers I am running with was willing to help me on this personal quest. We knew the risks were large, but hoped the reward would be even grander.

Our first mission in these ruins was to help an old friend who had lost a family heirloom behind in Thundertree. Mirnah had told us where to find the necklace beset with a fine emerald pendant., all we had to do was find the building and hope that it hadn’t been claimed by the cultists, or even worse ash zombies. As we search the buildings carefully, Welby with his keen senses and eagle eye discovered the necklace right under the shelf where Mirnah had said it would be. With necklace secure it was time to head north to the tower and send this dragon packing.

As we were checking out the crumbling ruins that used to be the homes and shops of my people, I was surprised and clawed by a pair of zombies. I don’t know if it was the fear or the pain, but these attacks sent me into a rage. WIth the help of my companions we quickly dispatched the zombies. One thing we noticed was that when the zombies are hit for the first time they emit a puff of gas that is very deadly. We will be ready for them the next time.

As we continued to search the building, we came across one building that seemed to be better taken care of than most of the ruined buildings in Thundertree. I was taken by surprise when I knocked, and I actually heard someone, or something knock back. We used our strength to pull open the window, and that led to a conversation with what we assumed was the black masked cultists. Now I was well aware that Reidoth has said that he would handle these low lifes, but hey who am I to pass up an opportunity to help rid the world of filthy slime. When they rejected our hospitality by not inviting us in through the front door, we decided to improvise and go through the window. I sprang through first and surprised the cultists, laying one at my wake before they even knew what hit them. Adrith and Crumm quickly joined the battle and before you know it we had taken out all 6 of the cultists hidden away in this hideout. Cade and Welby provided fire power as well with spells and daggers. Our search of the building netted us 3 diamonds and a potion of flying. (According to Cade)

We continued to the north and were once again pestered by 6 twig blights (these appear to be mutated plants). The victory of several recent battles in our minds, the movements were becoming very coordinated and we were starting to anticipate each others moves. Morgran’s axe continued to slice through foes, and once Wleby decided to quit tossing daggers and enter the fray he was able to dispatch of the Boss Twig with a mighty killing blow.

We discovered a statue of Paelien, a noted hero that had killed several monsters in Neverwinter Wood. I wonder what they will carve for us once we slay this mighty dragon. I’ll get Cade, our self proclaimed artist, to get to work on that.

As we were searching what appeared to be the old Thundertree barracks, Welby came across 4 zombies. At first I thought the squeal I heard was the excitement of discovering a huge chest, but knew I was wrong when Welby came running passed me yelling something about more zombies. A combination of Morgran’s mighty axe and Adrik’s ability to paralyze the zombies with fear we were quickly able to finish off our foes and search the old barracks. Our search proved futile.

We’re off to kill the Dragon, the horrible dragon of green.

We spend several minutes scouting out the tower before entering. We know this battle, just like Dungeons and Dragons 5E, can quickly prove lethal. We want to have a strategy firmly in place, and all of us on the same page. After some deliberation, we decide that Welby will ascend to the top of the tower and scout out the situation. We have a strong feeling that we have caught the dragon sleeping. Welby climbs to the top and confirms our thoughts. he then gives us a thumbs up and Cade fries off a spell at the dragon to start the battle. Realizing how close I am to running this dragon off and helping reclaim my homeland sends me into a fit of frenzied rage. My first attack strikes true and I claim a huge chunk of the green dragon. Just enough to anger the large, winged beast.

He slashes his first claw through me, and misses Cade with another claw. He then roars his head back, opens his mighty jaws, and bites Cade almost in half. The bite is the most vicious attack I have ever witnessed, but Cade with nothing but intestinal fortitude shrugs off the bite and responds with a hellish rebuke as he laughs in the dragon’s face. While the dragon is looking on in disbelief at the small warlock still standing in front of him, Adrik takes the initiative and fires off a guided bolt at the green. Crumm immediately follows the bolt into melee range and scores a massive hit on the dragon. Welby, still perched on the top of the tower, lets arrows fly when opportunity presents. After Welby nearly misses with his first arrow, Cade swings his glass staff and pops the dragon right in the side. As I ready my next attack, I have lost all of my bearings. Nothing matters to me, but striking a deadly blow to this beast. I swing my mighty axe twice, and record to fine blows. The dragon is about to fall, I can feel it in my bones. As I complete my primal scream from the satisfaction of delivering a mighty blow, I see an arrow fly by me and finish off the might green Dragon. Welby has delivered the killing blow from high atop the tower. The dragon lays dead at our feet. That is the last thing I remember, as I collapse against the far wall in complete exhaustion. Cade, who was able to shrug off the massive dragon bite during the excitement of the battle, has fallen as well. he seems to have suffered a horrible internal injury. The rest of the crew searches the tower to the tune of 800 sp, 150 gp 4 silver goblets set with moon stones (60 gp each), 2 spell scrolls and a rusty old battle axe inscribed with the letters HEW. Cade thinks it will prove valuable against plant like creatures. We decided to rest here where we felt we would be protected. We feel we have struck evil a mighty blow on this day and deserve the rest.

Session 4
Session 3
Session 2
Session 1
The Beginning
Welcome to your campaign!
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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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