Beneath the Clockwork Mountain

First rounds on Cayden

  "Hello good patrons how are you enjoying yourselves this evening?"

The owner of the The Tin Fiddle, a sickly looking Gnome barely strong enough to drift between the tables of his establishment inquires. Tonight it seems strangers or close enough find themselves seated at the same table. The din of music from the stage and the shouts from around the neighboring tables create a bubble around the group. The smile from his face fades when the peal of klaxons drowns the noise inside the bar. Screams can be heard outside and some of the gnomes panic inside the bar. The band continues to play throwing strange ambience of whatever danger has arisen within the city.

  Before anyone can muster much more of a reaction the door bursts open and a trio of creatures barely three feet tall with giant heads and gnashing teeth rush in gibbering loudly. Their armor bears some scratched out insignia. People scramble trying to flee, someone yells "Goblin!".

  After the fight is resolved Klaus urges the party to see whats happening outside while he secures his bar. Chaos is spreading as Gnomes run away in fear, fires start and the guards scramble to fight the marauding war band that has somehow found its way within the city. The group is soon faced with more Goblins on top of giant geckos who moved with impressive speed in just the goofiest way possible, flopping back and forth as it ambles forward.

 The riders can be repelled but the city still struggles to regain its sanity. Gnomish fighters do what the can but it seems this sort of thing never happens and the city is caught off guard. Cries for help echo between the buildings, some of which are consumed in flame at an increasingly alarming rate. The group has a choice on how to act but little time to weigh their options.

  The raid is over surviving Goblins flee into the cracks from whence they erupted and Rivvihaus licks its wounds. The group returns for another round and are greeted by a small pouch of gold as reward for their efforts. Klaus is nerve wracked as are many of the other locals, many of whom are still in shock. A Gnomish guard, scraped up and singed runs in and asks to speak to Klaus. The two walk off to talk in heated whispers while the group divvies out treasure and mulls over the eruption. 

  The proprietor returns trying his best not to look dour. He explains that since a mishap occurred during the last Great Turning festival the Gnomish army has been diminished. And the fact Goblins not only were able to breech the cities defenses but in such great numbers suggests something very wrong. And what is worse in the melee some of the fleeing Goblins stole last year's drinking league trophy! Klaus if offering a reward of 400 gold for its return. Gnome drinking pride! 

  Assuming the group takes up the noble quest Klaus can provide a first step confirmed by reliable bar chatter. A service tunnel to the Great Wheel's inner workings is hidden in the outer wall. It is believed this is where the vile creatures made their way to and from the city. After whatever, if any preparations are made they set out. Past the jigsaw puzzle-esque architecture of the Gnomish city into the shadows throughout.

  The door is hidden by magic, the secret word provided to both reveal and unlock its way. The group is immediately assaulted by acrid Gobo stink. The tunnels are labyrinthine forcing the group their strategy or putting faith in blind luck as they wander.

The maze of smoothly hewn stone stretches in zigs and zags for miles. Through the cobwebs and disconcerting streaks of Goblin filth the party tracks their prey. Accosted by the vermin infesting the walls, a lost war party of Goblins and just the staggering distance of the Gnomish tunnels. But the quarry, even with their head start can only evade the Druid and Hunter so long before they are confronted. 

  In  cavern giving way to the carefully laid stonework for the rough mountain rock itself a small host raiders drag their prizes away. The conflict continues to suggest that these Goblins are not of the norm. Led by some mysterious figure with a blue mohawk, piercing yellow eyes and maggot white flesh they fight with tactics and organization not in keeping with normal Gobo behavior. The leader quickly flees, which displays more recognizable cowardice as the rest of the troops are cut down. The party gathers up the loot and returns the Trophy safely to its stand at the Tin Fiddle.

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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