🌟 Meet the Party

Gamsey – A male dragonborn barbarian with a heart as big as his biceps. Once a ship’s cook, he now uses those seafaring skills on land—sometimes clumsily. He’s the one who brought the group together, having worked with or around everyone before. Gundren Rockseeker, the dwarf merchant who gave him work, asked him to assemble a reliable team. So, he did.
Sorrel – A tiefling sorcerer with roots in the soil. She was once a produce farmer who supplied Gamsey’s ship kitchen with fresh goods. Her calm, grounded nature balances her innate magical chaos.
Fenn – An elven druid, provider of homegrown hooch, herbs, and healing. Known for her magical brews and natural remedies, she’s a familiar face to Gamsey.
Poppy – A quiet elven fighter with a gentle soul. She and Fenn are best friends, having once run a humble stand together selling their handmade goods. Though trained in combat, Poppy has shown clear discomfort with violence, especially when it comes to taking a life.
Though Gamsey knows Fenn and Sorrel well, he doesn’t seem to remember ever meeting Poppy—though the rest of the party is close with her.


🧱 Act I: Trouble on the Road

  • While hauling goods down the Triboar Trail, the party was ambushed by goblins after a panicked horse ran into their path.
  • The group held their own, with Poppy refusing to kill despite her training, and Gamsey made a memorable first impression.

🏘️ Act II: Welcome to Phandalin

  • The group delivered their shipment to Elmina Barthen, who quickly revealed her concern: Gundren Rockseeker, who’d ridden ahead with a knight named Sildar, hadn’t arrived in town.
  • Elmina promised to speak with the townmaster about compensating the party to investigate and pointed them toward the Stonehill Inn for rest.

At the Inn:

  • They witnessed an unsettling confrontation between locals and to men wearing red scarves.
  • The innkeeper, Toblen Stonehill, confirmed the “Redbrands” had become a real problem since being given authority to “keep the peace.”

Elmira made a plea to the party: find Gundren and deal with the goblins on the trail. The reward? 50 gold—or a horse. The party agreed.

🕳️ Act III: Goblin Caves and Clues

  • Following tracks from the earlier ambush, the party found a goblin cave.
  • Outside, they took down two goblins and fed their meat to three captive wolves before freeing them. Animal lovers, clearly.
  • Inside, the cave got dangerous: a flood of water washed Gamsey out during a surprise trap. Eventually regrouping, the party faced more goblins—and won.
  • They found and ambushed a sleeping bugbear, likely the leader of the cave’s crew. Among his loot was a stash of stolen goods marked with the Ironshield Coster brand from Phandalin.
  • Another wolf was freed (naturally), and an unlocked chest provided treasure and supplies.

⚖️ Where Things Stand

The party:

  • Has chosen to keep the treasure they found (fair’s fair—you earned it).

🪙

  • 600 cp, 110 sp, two potions of healing, and a jade statuette of a frog with tiny golden orbs for eyes (40 gp). The frog statuette is small enough to fit in a pocket or pouch.
  • Plans to finish clearing the cave and look for signs of Gundren and Sildar.
  • Will notify the Ironshield Coster where to retrieve their stolen goods.

You’re a band of reluctant heroes, drawn together by work, circumstance, and just a little fate. And your story’s only just begun…