TF2Maps D&D

Neverwinter Nights

On the King's Road, less than a day from Neverwinter, the party encountered a young man in full armor riding a white stead.  He introduced himself as Cyrus of House Redstone of the city of Goldport, a paladin of Avandra.  He had traveled from his home far to the south to what he called the "untamed North".  Traveling alongside the party the group witnessed a flock of griffins attacking the farmsteads outside the walls of Neverwinter as they approached the city.  The adventurers worked together to fend off the avian assault to the gratitude of the farmers and guards.  After entering the city the party went their separate ways.

Bildar returned to his private investigation agency.  Milo explored the unfamiliar city, encountering a group of acolytes preaching the superiority of dragon-kind and the goddess Tiamat.  He witnessed a group of knights break up the impromptu sermon before setting off to the market.  Kell, who since his resurrection had suffered recurring nightmares involving the battles between orcs and dwarves in Wave Echo Cave, sought out an old acquaintance, Yamu.  He ran a business he called the Dream Palace, where customers could live through old memories or even entirely new ones.  But to his surprise when entering, he found himself in a pocket version of the Plane of Air, and discovered Yamu was a genie.  Yamu offered to help Kell with his problem the next day, and until then he could enjoy the company of his wives and the pleasures of his personal realm.

Cyrus's first stop was the shrine of Avandra, tucked away on a hill near the outer city walls.  There the local priest offered a vision he had; that Cyrus would see a guiding light in the night, and that it was a sign he must follow.  Meanwhile Milo, while enjoying a new treat called cotton candy, was confronted by a tiefling who inquired as to where Lithil was.  At the same time, Lithil arrived at her home in the River district she shared with the tiefling named Matthew.  There, two members of the Red Arrow were waiting for her and demanded they accompany her to the organizations hideout.  Using the Spider Staff she took from the Black Spider she temporarily outran them before agreeing to go with the pair.

Lithil was surprised to see the Red Arrow's hideout packed and busy.  The organization was normally very loosely run by their local leader, Ashby, and the primary hideout, formerly a dwarven crypt, went completely unused.  But instead the hideaway was packed to brim with supplies and members.  Dormitories had been arranged and a number of members Lithil didn't recognize were milling about.  Lithil was led to an office occupied by Rao, a long time member, and a half-orc woman named Sinough she had never met.  Rao explained he was not in charge of the organization's Neverwinter branch, and that they needed to know where Ashby was.  The pair also pressed Lithil on her loyalties to this new Red Arrow, and ultimately locked Lithil in what was to be her new dorm.  Mistrustful of their intentions, the druid escaped the hideout in spider form.

In the fields of Elysium, domain of the god Pelor, Agnus Tectite trained.  Upon first arriving there he was greeted by Thrannoc Forgeaxe, a fellow dwarf cleric of Pelor.  The long dead priest reveled that Agnus had been transported to his god's realm after his boy was nearly destroyed by the positive energy of the spell he cast to revive Sildar.  Thrannoc had been requested to train Agnus while his body released the excess positive energy, as the younger dwarf had a divinely ordained purpose back in the Material Plane.  When the time came, Agnus was told he would arrive in Neverwinter to rejoin his companions.  But while he was warped to the city, he found himself within the Chasm, a giant fissure in the city that opened when Mount Hotenow erupted twenty years ago.  The guards were amazed when the dwarf arrive at the cities wall, warning of the danger he had seemingly placed himself in.

As the day continued the various party members met up, and Lithil briefly returned home before deciding to seek shelter elsewhere lest he former comrades found her.  The entire group met up at the Driftwood Tavern, a small establishment near the docks.  The party shared the odd encounters they each had in the city, before following Cyrus out of the building as he followed a strange light.  Arriving at the docks the party was ambushed by a group of criminals.  At first they seemed to be the usual bunch of brigands, but some of the members revealed themselves to be wererats, and a few were members of the Cult of the Dragon, including one who could breathe fire as if he was a dragon.

The party defeated all but one of the attackers, who attempted to escape into the sewers.  His route was cut off by Matthew and two of his tiefling allies, Sin and Pighead.  The trio had been tracking the wererats, members of a gang known as the Dead Rats, through the sewers in an attempt to find their hideout.  Matthew was relieved to find Lithil, who he wanted to warn of the strange turn the Red Arrow had taken.  The group returned to the Driftwood Tavern to discuss matters in a safer environment, and also to address a strange bite wound Milo had obtained in the combat.

Though the tavern's proprietor seemed unhappy to see him, Matthew felt comfortable in the small inn and revealed that the Red Arrow had joined with the Zhentarim, the Black Network.  Ashby had gone into hiding and was waiting to meet up with Lithil.  Matthew on his part was trying to remove the Dead Rats from the city, both to rid himself of the competition and because the gang was also a part of the Zhentarim.  Before leaving he warned Milo to have his wound looked at, lest he also become a wererat.  Agnus promised to remove the curse after praying the following morning.

The group tried to enjoy a hot meal and drinks, but were interrupted by the appearance of several strange monsters burrowing from the floor and breaking through the walls.  They killed the creatures and kept them from destroying the entire establishment, but the panic and bells ringing through the streets meant that more were appearing throughout the city.  Madame Rosene encourage them to head to the inner wall, as the source of the creatures was most likely the Chasm.  Arriving at the wall, the group encountered a large apelike creature, a demon called a Barlgura.  To the amazement of the guards the party were able to slay the monster, and were rewarded by the head of the guard on the wall, Durham Shaw.

The next morning, as Agnus removed the wererat curse on Milo, the party discussed the various issues both they and the town faced.  Cyrus was concernen he had met an imposter priest at the shrine to Avandra, Kell had faced another night of little sleep and terrible dreams, Lithil was likely being hunted by the Red Arrow, and the Dead Rats were also a concern.  The party first confronted to the supposed priest of Avandra.

The Lost Mine of Phandelver

The dwarven merchant Gundren Rockseeker hired three adventurers, the hunter Kell, traveler Milo, and investigator Bildar to escort a wagon of supplies to the small mining town of Phandalin.  There, he and his brothers had made a big discovery and in his haste he and his bodyguard, Sildar Hallwinter went ahead of the party.   Also along for the ride was a friend of Gundren, an elf named Lithil who claimed to be a noble heritage. 

After a few days travel the party were ambushed by goblins while investigating the dead horses that Gundren and Sildar had been riding.  Following a trail used by the goblins they discovered Cragmaw Cavern, a hideout for the local Cragmaw goblins.  There, they found Sildar a captive of the goblin Yeemik, who agreed to release the human in exchange for the party eliminating Klarg, the bugbear in command of the cave.  They were successful, and the goblin upheld his end of the deal after taking a share of Klarg's loot.

In Phandalin, Sildar revealed he was an agent for the Lord's Alliance, a group of allied political powers in the region.  His organization had a dual agenda in sending him there.   The Rockseeker brothers believed they had located Wave Echo Cave, a long lost mine of great mineral wealth.   As well another agent of the Lord's Alliance named Iarno Albrek had been sent to Phandalin a few months previously and they had lost contact with him for a worrying amount of time.  He warned the party that Gundren and his map locating Wave Echo Cave had been sent to a place called Cragmaw Castle, which Sildar had no knowledge of.  They had done so on orders of an individual called the Black Spider.

In Phandalin each member of the party followed their own agenda for a time.  Bildar had come to the town after hearing of investigation job, and met the elf Sister Garaele, priestess of Avandra, who wanted him to seek the advice of a banshee for the location of a lost spellbook.  Milo was drawn to town by his dreams, where his archfey patron had sent him images of Phandalin, and destroyed castle, and a desecrated shrine.  Lithil was in a fact an assassin with a group called the Red Arrow.  She met with with her contractor, Halia Thornton, who wanted her to kill the leader of the local bandit gang, the Redbrands.  And Kell came to town looking for revenge, after previously being attacked and nearly killed by the Redbrands and their leader, Glasstaff.

At a taphouse frequented by Redbrand brigands the party met a dwarf cleric of Pelor named Agnus Tectite, who had also come to town to rid it of the Redbrands.   Despite the protestations of the Townmaster, the Redbrands had taken control of the town and were extorting and bullying the citizens.  After a confrontation the party decided to head to the ruined Tresendar Manor, the cellars of which had been converted into the Redbrands base.

There the party rescued a family taken family by the bandits and encountered a crazed creature known as a Nothic, seemingly convincing it to turn on the Redbrands.  Investigating a rudimentary wizard's workshop they unknowingly alerted Glasstaff via his rat familiar.  Escaping via a secret door, he ordered the Nothic to devour the adventurers, who meanwhile encountered drunken brigands and a trio of bugbears bullying a pathetic goblin.  A fierce encounter ended with a number of enemy corpses, and a new ally in the form of the goblin Droop.  But the party were knocked unconscious after Milo detonated a gnomish puzzle box Lithil had been trying to solve, collapsing the manor in the process.

A letter left behind by Glasstaff delivered two revelations; the wizard was in fact the missing Iarno Albrek, and he too had been working for the enigmatic Black Spider.  Sildar had received word from a halfling in town that the druid Reidoth was the best source for information on the region, and encouraged the party to find him in the ruins of Thundertree.  The small town, located in the northern Neverwinter Woods, had been destroyed twenty years ago by the eruption of Mount Hotenow, and was the druid's last known location.  The party also accepted two other requests in town.  A retired adventurer asked them to investigate reports of undead near a place called Old Owl Well, and the townmaster Harbin Wester begged them to deal with orcs sighted near the local landmark Wyvern Tor.

Lithil reported her failure to kill Glasstaff to Halia, who seemed more concerned with the elimination fo the Redbrands and collecting any of the wizard's correspondence.  She and Milo also declined offers to join an organization called the Zhentarim, while meanwhile Agnus, Kell, and Bildar were offered positions in the Lord's Alliance by Sildar if they could aid him in securing Wave Echo Cave for the Rockseekers.  Milo also performed a ritual shown to him in his dreams, and gained a familiar in the form of a psuedodragon named Philip.

At Thundertree the party struggled with ash zombies, the remains of citizens killed by the eruption of Mount Hotenow, and twig blights, vampiric plants arisen in response to the tragedy.  They found the fortified building housing Reidoth, who revealed he was observing the prescense of a young green dragon named Venomfang that had made its liar in a destroyed tower in the village.  He was also concerned by the arrival of folks in black masks and cloaks skulking around the village.  In return for the location of Wave Echo Cave the party agreed to chase Venomfang away from the ruins. 

By waiting for the dragon to return from hunting they enacted a plan to ensare the dragon with Lithil's druid magic and forced the beast to flee in face of a coordinated assault.  The unknown individuals had been watching the battle, though, and ambushed the party.  They were in fact members of the Cult of the Dragon and had been seeking to treat with the dragon.  The party defeated the cultists in combat, and though the leader failed to fly away with the use of a potion, the final living cultist escaped his bonds in a moment of inattentiveness by the group.

With Reidoth's guidance the party located Cragmaw Castle, where Lithil volunteered to stealthily investigate in animal form.  Unfortunately the druid was caught by the combination of a collapsing rubble trap and locked doors.  The goblins took her to their leader, the bugbear King Grol.  Grol was attending to two other visitors; what seemed to be a female drow, and Iarno Albrek.  Lithil witnessed the drow's appearance change to match her own before being knocked unconscious.

Just as the party began to worry, Lithil returned with the most direct path through the ruined castle towards Gundren.  Entering stealthily the party avoided the goblins guarding the entrance, but were ambushed by a strange creature known as a Grick in a ruined chapel shrouded in darkness.  In the room to the north they found a trio of goblins praying at a desecrated shrine of Ioun, now dedicated to the goblin god Maglubiyet.  Recognizing the shrine from his dreams, Milo followed the death of the goblins with the destruction of the shrine, revealing an odd stone within, which he claimed. 

Arriving at the throne room they found King Grol, Iarno Albrek, and their prisoner Gundren Rockseeker.  Combat erupted, but the betrayl of Lithil, in fact a doppleganger named Vyerith, led to the defeat of the party.  Lithil, though, managed to escape her bonds and using her wild shape ability escaped with castle with Bildar and Milo.  With Droop's help they reentered combat, killing Grol and capturing Glasstaff.  Vyerith escaped with the map, however, and before doing so killed Gundren.  The party returned to the castle one last time after resting to eliminate the remaining goblins and obtain Gundren's corpse, but in the process Milo released an owlbear the Cragmaw clan had kept imprisoned and found a scroll of revivify in the process.

After burying their fallen friend the party returned to Phandalin with Iarno in tow.  Their Sildar called the various leading figures in town together for a meeting, revealing the threat posed by the Black Spider.   Within Wave Echo Cave was the Forge of Spells, with legend said could be used to create items of magical power.  With it and the metals mined from the cave the Black Spider could threaten the entire region.  The various figures in attendance, most of whom were in fact agents of various organizations in the region, agreed to trust the party to find the Black Spider and end the danger he posed.  But first, they asked them to ease the townspeople's fears after sightings of orcs mere miles from the settlement.

Near the small village of Conyberry the party located the banshee Agatha, who they bartered with in return with the information Garaele sought.  They learned the spellbook of the wizard Bowgentle had been traded to a necromancer named Tsernoth from the city Iriaebor more than a century ago.  At Old Owl Well they coincidentally met another necromancer, the foreign wizard Hamun Kost.  He suppressed his undead minons to chat with the party, claiming to be in the area for research purposes.  After eliminating the orc band at Wyvern Tor the party convinced Kost to depart the area as soon as he completed his research.  After arriving back in town Sildar agreed to accompany the party to Wave Echo Cave, while Sister Garael offered Bildar and Milo membership with the elusive Harpers.

Reidoth then led the party to Wave Echo Cave.  Upon entering they found the corpse of the Tharden Rockseeker, slain by the Black Spider and his minions.  While exploring the cavern they fought a number of skeletons and zombies, the remains of the orcs, dwarves, and gnomes that had fought to the death their centuries ago.  It was in an encounter with a number of ghouls that Sildar was slain.  When Agnus used the scroll of revivfy to revive him, he disappeared in a flash of radiant energy.

The parties hardships only increased in the smelter cave, where a flameskull stood guard over what they thought was the Forge of Spells.  After one massive blast of fire most of the party was nearly defeated, but Kell leapt into battle, giving them time to recover and regroup.  The ranger gave his life to create an opening for the party to destroy the undead abomination.  To their fortune the cave had a soulcore within it, a mineral that absorbed souls when they were released from fallen bodies.  Using the smelter they melted down the core, and Kell's soul returned to his body.

Venturing onwards the party found a small workshop housing a brazier with eerie green flames dancing within.  It was the Forge of Spells, but also there was its guardian, a otherworldly being known as a spectator.  The creature had gone made from isolation, believing the mine was still in operation despite the constant assaults of undead on the workshop.  The party managed to convince the spectator its obligation was completed, and in doing so freed the aberration from its madness.  It left on friendly terms with the party, who claimed the few remaining magic items left in the workshop.  After studying the Forge they determined it had lost most of its power over the years, but could still be used to temporarily enhance their equipment.  Milo, acting on a temptation planted within him by his archfey, placed his strange ore in the Forge of Spells.  The stone bloomed into the shape of a flower, releasing an energy that almost seemed to be shaped like a skull.

To the south they discovered a chamber with a ceiling of glittering minerals, and the destroyed quarters inhabited by the wraith Mormesk, a wizard who died defending the mines.  After offering the creature a magical scroll and revealing they had, in a sense, defeated the spectator the wraith gave them most of its treasure from life.

As they explored the final sections of the cave they found a group of bugbears excavating the area by what seemed to be a drow.  After defeating the goblinoids and slaying the supposed drow, discovered instead another doppleganger, they discovered a small temple to Moradin, where they were assaulted by cluster of giant spiders.  Soon after the Black Spider himself, a true drow named Nezznar, and the doppleganger Vyerith ambushed the party.  After a pitched party Vyerith and the spiders were slain, the Black Spider was captured, and the final Rockseeker brother, Nundro, was rescued. 

Returning to Phadalin they celebrated their success, with the townspeople declaring they always had a place their, even offering to gift them the land the remains of Tresendar Manor stood on.  Nundro gave the party a stake in the Wave Echo Cave mine once it was opened, and Sildar intended for Iarno and Nezznar to be tried to their crimes in Neverwinter.  Instead, though, Halia Thornton freed the pair from their cells and the three disappeared into the night.  At Reidoth and Nundro's request the party helped destroy Mormesk and obtain a symbol of a poisnous spore that had overtaken a section of Wave Echo Cave. 

Back in Phandalin Milo and Kell chased Philip into the wilderness, where he led them to meeting with Milo's patron, the Rose Queen.  Also there was a sallow-skinned man named Anton, who's soul had been released by the stone Milo had thrown into the Forge of Spells.  The Rose Queen promoted Milo's rank among her follower before then turning her attention to Kell.  She offered the ranger a deal; he would complete one task of the Rose Queen's choosing when she desired it, and in return she would free his father, who had been cursed and transformed into a tree.  Kell, with some reluctance, accepted the deal and was informed the archfey had left her mark on Kell's father, insuring no woodsmen would attempt to cut him down in tree form as long as they recognized her blessing.

At last, as Sildar departed for Waterdeep, the party rode with Nundro back to Neverwinter, in the same wagon in which they had left it.

The Story so Far

The party was first assembled to escort a caravan to Phandalin by the dwarf Gundren Rockseeker.  Each member traveled to the small settlement for personal reasons, but all found themselves wrapped in an adventure to find a long lost mine and defeat the Black Spider, who organized the various villains of the region.  The druid Lithil, ranger Kell, warlock Milo, and wizard Bildar found themselves joined by the cleric Agnus and fought all manners of goblins, bandits, undead, and even blood seeking plants.   They fought off a green dragon and allied with agents of various organizations before finally capturing the Black Spider and guaranteeing Phandalin the wealth of Wave Echo Cave.

In Neverwinter, Bildar departed the party, but in his stead they were joined by the paladin Cyrus of house Redstone and were reunited with Agnus, who had been transported to the fields of Elysium.  Here, they helped Lithil combat in former allies in the Red Arrow, who had allied themselves with the Zhentarim.  They battled dragon cultists, wererats, and an array of assassins as they found themselves tied up in the conflict between the cities self-proclaimed Lord Protector and the revolutionary groups opposing him.   After eliminating the various connections the Zhentarim had established in the city, the group has now arrived in the north of Neverwinter Woods, which has been corrupted by the green dragon they previously wounded but were unable to kill.  This time, they do not intend to make the same mistake.

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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