Beneath the Clockwork Mountain

Toasted underfoot
third log

  Pffn awaits the group at The Tin Fiddle with their reward in hand. He invites the group to visit him at the Krackengibb House once he has had time to study the components. Klaus greets the adventurers after the Wizard leaves inquiring about their quest.

  After being regaled and a few rounds drank Klaus happily announces the preliminaries for the upcoming Under Country drinking tournies. He happily answers questions to those uninitiated in the sport. 

   A few days go by seemingly business as usual for the group. Stores received summer wares from Whitefield and the general vibe of the city has calmed some since the goblin raid. Gnomish theremin marachi mixes with the din of the inn. Recruitment posters for the drinking league cover the walls of homes and businesses zig zagging through the massive city state. And it seems like the group are cultivating a modicum of celebrity in the neighborhood around The Tin Fiddle.

   After four days since the group retrieved the esoteric components for Pffn the inn is thrown into chaos. Klaus has gone missing! Where the proprietor sometimes attends to business around town his sickly condition does not let him linger far. Two days is enough to cause an uproar among the senior staff and most loyal patrons. 

     The group believes goblins did it and want to plunge into the tunnels. The murky network twisting through the heart of the mountain. Having a starting point helps the skilled trackers in the group and its not long before the old trail runs into something fresher.( per 1/16/17)

     They rush through the tunnels and stumble onto a base camp for the Goblin pests. They engage in a lengthy battle through out the tunnels unknowingly sparring a hidden town of misfits called Rut-town. Going so far as to intercede mid raid against the poorly armed hamlet. Regrettably they realize Klaus was never here and the leader of the Goblin band escaped in the final fray.

  Goblin hate runs deep and the group tracks them to the rope bridge they used to filter in to conduct their raids. The tracks indicate many more than they anticipated and rally back for more numbers. They return to Rivvihuas to find it besieged by crime and mysterious horror looming in the shadows. They resolve to return to the search for Klaus.

   Pffn directs them to the Gray Hand in the warehouses. There its the Gnome who drinks her way to help. Impressively bested the local champ in a shady drinking game called Drowish Wetnurse  they persuade the crooks into sharing further information.

   They are greeted by a trapped door that lodges an arrow into Quinn's face. While they render healing they are approached by a mysterious halfling and her strange pet Raven. Gilley Pad and Pip offer to join the group and after some mild debate they accept this mysterious stranger's help.  Its not long before they navigate through mess in the warehouse to the hidden door into the temple.

   The bare rough hewn stone hallways usher the group into a small sleeping cell. The group, despite the occasional effort is not subtle or quiet  so the first line of cultist defense is waiting for them. Though outnumbered the cultists are fierce opponents until Gilley enchants them with magic. They find out that this is a temple to a cult who wish to seed discord, destroy the Great Wheel to tear open the planes and give this world to unnamed horrors. They kill him as soon as temper flare and move on to save Klaus..or recover his body.

  Again the lack of subtly leaves their enemies waiting prepared. With Klaus holding Death's hand on the altar they waste no time in joining battle. They almost lose to the cult's strange powers but manage to win the day, save Klaus's life and retrieve their wounded. Hard fought victory is theirs as they return to the Tin Fiddle to recuperate and contemplate all that has occured.   




Staring into the kaleidoscope pool
second log

  A wealthy Wizard, Pffn Krackengibb is one of the senior students who study and tutor in magic at the Krackengibb House. Gossip being what it is has spread across town like goblin fire and Pffn reaches out to hire the group to gather some things for him. Primarily he is asking the group to pierce the tunnels in the center of the circular borders of the Gnomish city states.

   The Wizard is young by the standards of his people, adorned in wealthy robes so no one can doubt his pedigree. He gives the impression of great intelligence spread very thing to a myriad of his shifting thoughts. He offers gold and magic for as much on the vellum list he produces as the group can collect. Assuming the group takes the job leaves with a warning, "Watch out for Petunia. She got loose and I worry might be wandering the tunnels." disappearing before he can explain any more.

Toward the center of the mountain are an intricate network of tunnels. Steam power carts zip through the neck breaking twists and turns to maintain commerce, brave messengers plumb the lost roads to find the fastest routes but much of the network remains a dangerous mystery to the Gnomes. On the list provided are a set of rough guesses where the components might be found. Anyone with basic map reading skills can guess that this job will take them at least three days away from civilization, best case.

Its only a few hours into the journey the group runs into a hideous creature coiled in the middle of the pathway. It looks a like a gray lipless goblin head on a serpentine body and huge viper's fang. Its likely from the lair located nearby that aberration has been here only a few weeks. The winding paths give way to hard packed earth and the smooth Gnomish architecture finally reveals the mountain itself. 

A nervous air haunts the group as the mysterious twists and turns seem to taunt something waiting for them. And for days maybe that is not the case. Perhaps compounding the hanging dread. They eventually stumble upon tracks suggesting Goblins also wander these tunnels. After a brief debate they decide to track them down. After four days with no success they return to the task at hand.

 When the group eventually finds the arcane cache they have stumbled into an awe inspiring sight. An open cavern bathed in blue light emitting from bushels of large non poisonous mushrooms. Veins of magical elements zig zag through  rock and anyone employing magical senses is initially dazed. The perceptive might note piles of bones, some still wet littered around the area, the even more astute sees the giant freakish rabbit before it tries to trample the group.

Once the battle has concluded one way or the other pain moan echoes through the chambers followed scattered moved just beyond. Investigation reveals a strange hodgepodge of features on some wounded humanoid that Petunia was making a meal out of. Terrified creatures similar to the wound one if nothing else but their unique jig saw configuration peak out from rocks. The group heals the wounded creature who sprints away afterward.

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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