The sea breeze carried a hint of salt and mystery as the companions left the bustling docks of Secomber behind them. The sun dipped low on the horizon, casting long shadows through the uneven streets. Thalmiir Brukur, the seasoned dwarf barbarian, led the way with purposeful strides. His eyes, sharp and wary, scanned the surroundings, noting the odd rhythm of the town’s life. Merchants haggled as if it were midday, while others settled down for evening meals—a dissonant hum that set him on edge.
Bartholemeow padded silently beside him, the large tabby cat’s form he had adopted blending into the twilight. His whiskers twitched with amusement as he listened to his companions debate their next move. Hat, the ever-mischievous goblin artificer, adjusted his colorful pointy hat and chimed in with whimsical schemes to outwit the inflated ferry prices that blocked their path across the river.
“It’s simple,” Hat declared with a grin. “We carve our own canoe! Or better yet, convince both camps to hire us and double our earnings!”
Pebblesong giggled at the idea, her youthful dwarf features lighting up. “Double the work for double the pay? Maybe we can even start our own ferry service!”
Waer’dara Dryaalo’ara walked a few paces behind, her keen drow eyes observing the shifting patterns of the town. The murmurs of spiders in the shadows whispered to her, but their messages were elusive tonight. Beside her, Bhakris Edge remained stoic, the earth genasi’s feet seeming to connect deeply with the ground beneath him as he moved.
Dabshabah, their dragon companion, trotted alongside with an air of regal curiosity. She drew stares and hushed whispers, but the group paid them no mind. Their destination was set: Hardbark Meadows, a campground on the outskirts of town rumored to be in need of capable hands.
As they left the dense heart of Secomber, buildings gave way to sparsely populated farmland, though much of it appeared neglected. Fences hastily erected enclosed makeshift campsites where weary travelers and fortune-seekers rested. The path led them further until they stood before a worn sign proclaiming “Hardbark Meadows.”
A towering figure emerged from the gathering dusk—a Goliath with a stern gaze and a maul resting casually at his side. “If you have a token of residency, present it,” he rumbled.
Thalmiir stepped forward without hesitation. “We’ve come to see Brock Hardbark. Heard he’s in need of some skilled folk.”
The Goliath’s eyes flicked to Dabshabah, widening slightly. “Is that a dragon?”
Before Thalmiir could respond, Waer’dara interjected smoothly, “She is Dabshabah, and she is with us.”
The Goliath, who introduced himself as Murik Stonebrow, seemed uncertain but eventually beckoned them to wait as he summoned assistance. Soon, a halfling named Joffy appeared, leading them into the camp.
Their arrival caused a stir. Pippa, a dwarf woman managing the area, looked up from her parchment and nearly dropped it at the sight of Dabshabah. “A dragon in our camp?” she exclaimed, eyes wide with a mix of fear and fascination.
Bartholemeow seized the moment, his feline form leaping onto a barrel as he projected a minor illusion of a spotlight on Dabshabah. The dragon struck a graceful pose, her scales shimmering in the conjured light. Pebblesong added a flourish of sparkles, and for a moment, the camp was captivated.
Pippa’s apprehension softened into a tentative smile. “Well, you certainly know how to make an entrance. But security positions are… already filled.”
Thalmiir crossed his arms. “From what we’ve heard, perhaps you could use a few more hands.”
Pippa hesitated, glancing back at the farmhouse. “We do have other needs. Some of our guests have had issues with theft and disturbances. If you’re willing, perhaps you could assist with that.”
“Consider it done,” Bhakris replied with a nod.
After some negotiation, they agreed to stay the night, hoping to meet Brock Hardbark in the morning. The fee was steep—fifteen gold pieces for the campsite and another five for firewood—but they pooled their resources. As they settled into Campsite Three, they found it occupied by an abandoned tent and remnants of someone else’s belongings.
Joffy apologized profusely. “Seems like squatters have been a problem. We’ll clear this out for you.”
True to his word, the campsite was soon theirs. As darkness enveloped the meadow, they gathered around the fire. Hat busied himself with his utensils, concocting a simple but satisfying meal. Dabshabah, however, sniffed at the dry rations with evident disdain.
Pebblesong noticed and offered a reassuring smile. “We’ll find you something better tomorrow.”
The night was still save for the distant murmur of other campers. They took turns keeping watch, ever vigilant. It was during Thalmiir’s watch that the tranquility was broken. The sound of unsteady footsteps drew his attention, and soon, four figures emerged from the shadows—clearly intoxicated and searching for trouble.
“Not your campsite,” Thalmiir warned, his voice firm.
One of the drunks attempted to brush past him. “We’re just… just getting to our tent.”
“There is no tent here for you,” Waer’dara stated, her eyes flashing in the firelight.
The exchange grew tense as the drunks grew belligerent. Sensing the escalation, Pebblesong’s familiar, an owl named the Doctor, swooped down from above, startling one with a sharp flutter of wings.
Hat saw an opportunity and murmured, “Campsites are fifteen gold per person. Pay up or move along.”
The situation teetered on the edge of violence until one of the drunks slumped to the ground, unconscious. His companions laughed uneasily, backing away as they realized they were outmatched.
“Perhaps you’d like to meet our dragon,” Bartholemeow suggested with a sly grin.
At the mention of Dabshabah, the drunks’ faces paled. They exchanged glances before stumbling away into the night, abandoning their fallen friend.
Hat knelt beside the unconscious man, deftly relieving him of a coin purse heavy with gold. Thalmiir watched with a disapproving eye. “We don’t steal,” he admonished.
Hat shrugged, jingling the coins. “Consider it payment for the trouble.”
With a sigh, Thalmiir hoisted the man over his shoulder. “I’ll not have him causing more mischief.” He carried the drunk to the edge of the camp, depositing him unceremoniously near the entrance where Murik stood guard.
“The night brings all sorts,” Murik remarked.
“Seems your security could use improvement,” Thalmiir replied pointedly.
Back at their campsite, the companions settled in once more. The rest of the night passed without incident, the stars above a silent canopy. As dawn’s first light crept over the horizon, Waer’dara was already awake, meditating softly. Bhakris stood watchful, greeted by the early morning stillness.
One by one, they roused themselves. The smell of dew on the grass mingled with the faint smoke of dying embers. Dabshabah stretched her wings, casting a graceful silhouette against the rising sun.
Their morning calm was interrupted by the approach of a middle-aged man with a weathered face and keen eyes. “You’re the ones interested in joining the team,” he said, his tone measured.
Thalmiir recognized the authority in his voice. “And you must be Brock Hardbark.”
He nodded. “I’ve heard about your… eventful night. It seems you can handle yourselves.”
“Indeed,” Waer’dara replied smoothly. “We can offer much more with the right opportunity.”
Brock considered them for a moment. “Finish your breakfast and meet me at the chateau. We have much to discuss.”
As he walked away, a sense of anticipation settled over the group. Opportunities awaited—perhaps answers, perhaps challenges. They exchanged glances, each pondering the path ahead.
“Well,” Bartholemeow purred, “it seems our journey here is just beginning.”
Pebblesong smiled, her youthful enthusiasm rekindled. “I have a good feeling about this.”
Hat tipped his hat jauntily. “Onward to new adventures and, hopefully, better pay.”
Dabshabah hummed in agreement. “I trust there will be more suitable meals involved.”
Bhakris clapped a reassuring hand on Thalmiir’s shoulder. “Together, we’ll face whatever comes.”
Thalmiir nodded, his gaze steeled with determination. “Aye. Let’s see what this Hardbark has in store.”
With the sun climbing higher, they prepared to meet their fate, unaware of the trials and triumphs that lay on the horizon. The meadow stirred with a restless energy, shadows deepening as new threads wove into the tapestry of their journey.
Session Notes
- At the beginning of the session, the group recalls that they arrived at Secomber in the previous session.
- Ben, the DM, reminds them that they had concerns about the attention their dragon friend, Dabshabah, was drawing to them, and they speculated on the nature of that attention.
- They had found an exposition booth where they learned valuable information, or at least information they paid good money for.
- Joe remarks, “Hey, we are elite now,” referencing the information they purchased.
- The group is currently in a square with vendors around, still close to the riverfront, but the surroundings are more concerned with the moving of cargo.
- Ben mentions that the town has no apparent rhythm; people are waking up, going to sleep, and working at different times, which seems a bit off-kilter.
- The adventurers have just finished their conversation with Quinlan Trickwillow at the exposition booth.
- Thalmiir suggests that their plan should be clear: they should find the campground outside of town operated by Brock Hardbark, called Hardbark Meadows.
- He proposes convincing Brock to hire them for security, providing them with a place to stay and board.
- They can use the coin they earn there to buy quick passage across the river in the morning to be first in line for jobs at either of the two camps, the Jade Diadem or Operation Daybreak.
- Bartholemeow suggests they try to get both camps to hire them for similar jobs in the same area, so they can get paid by both.
- They discuss the possibility of exclusivity agreements with the camps and the need to be careful not to agree to terms that prevent them from working for both.
- There’s some joking about ignorance of the law not being a valid defense and that they might not read any agreements to avoid exclusivity clauses.
- Pebblesong notes that the quick passage across the river costs 20 gold per person, which is very expensive, essentially extortion.
- They consider alternatives to paying for passage, such as carving a canoe, but realize it would take too long.
- The group decides to head toward Hardbark Meadows to find Brock Hardbark.
- As they pass through town, Thalmiir observes that the town feels like a military camp, with people on different schedules and activity at all hours.
- The architecture becomes less improvised as they leave the town center, and they start to see open land that used to be farms but now hosts makeshift campgrounds.
- They notice several campgrounds with clever names, including Gerom’s Hollow, before arriving at Hardbark Meadows, the most remote campground on the road.
- At the entrance, they encounter a tall, broad-shouldered, intimidating Goliath man leaning on the haft of a maul.
- The Goliath introduces himself as Murik Stonebrow and asks them to present a token of residency.
- The group explains they are looking for employment and wish to speak with Brock Hardbark.
- Murik mentions that labor rates for the Jade Diadem and Operation Daybreak are posted on the waterfront every day.
- Thalmiir insists they were told Brock Hardbark was looking to hire people to keep the place safe.
- Murik states that the security is currently under his purview and all is quiet, but agrees to summon Joffy to assist them.
- Murik whistles, and a halfling man named Joffy arrives, panting and asking what is needed.
- Murik informs Joffy that the group intends to seek residence.
- Joffy gestures for them to follow him into the camp.
- As they enter, they notice the campground is densely populated and reasonably well-organized, with at least a couple dozen tents and around fifty people.
- They approach the central building, which is a small, ramshackle farmhouse, indicating it was not a prosperous farm.
- A dwarf woman named Pippa is standing in front of the door, working with a piece of parchment and leaning near a broom.
- Pippa notices Dabshabah, the dragon, and becomes flustered, expressing concern about having a dragon in the campground.
- The group assures her that Dabshabah is a co-worker and a person, not just a dragon they “have.”
- Pippa is worried about the dragon but seems intrigued by the idea of having such an imposing figure for security.
- She mentions that she, Joffy, Murik, and others are supposed to provide security but are mostly occupied with keeping squatters off the land, leaving no time to address theft among guests.
- Pippa suggests she could tell the boss they are here to apply for customer service positions, such as helping with guest services and dealing with internal security issues.
- The group proposes a subcontracting arrangement to take some of her tasks off her hands in exchange for a portion of the pay.
- They engage in a group persuasion effort to convince her, with Hat and Bartholemeow leading the argument and Waer’dara assisting.
- Despite some low rolls, the group’s overall persuasion succeeds in convincing Pippa.
- Pippa agrees to speak to the boss but returns shortly, saying that Brock Hardbark is already in his pajamas and doesn’t want to conduct business at this hour.
- She informs them that if they book a campsite for the night, he’ll talk to them in the morning.
- The campsite costs 15 gold per night, with discounts for longer-term stays, but she suggests they might want to see what tomorrow brings.
- Firewood is available for 5 gold per bundle, which seems overpriced but necessary since there isn’t readily available wood nearby.
- After some discussion about the cost and whether to buy firewood, they agree and pay for the campsite and the wood.
- The total cost is 15 gold for the campsite and 5 gold for the firewood, amounting to 20 gold, which they split among themselves.
- They are led by Joffy to Campsite 3 but find it occupied.
- Joffy expresses frustration and calls over other staff members, including a male dwarf, a half-elf woman, and an old human man.
- They attempt to call out to the occupants, receive no response, and proceed to remove the tent and belongings, suggesting the occupants were squatters.
- The group observes that squatting happens frequently in the campground.
- They set up camp at the now-vacated Campsite 3.
- They discuss setting up a rotation for watch during the night due to concerns about thieves and the apparent lack of security.
- Dabshabah is concerned about the safety of the campsite and initially orders them to maintain security while she prepares for sleep.
- The group suggests Dabshabah take a watch shift due to her keen senses and imposing presence, but she mentions that growing dragons need lots of sleep.
- They debate the need for firewood and ultimately decide to purchase it. Bartholemeow pays the extra 5 gold for the bundle.
- They feed Dabshabah rations from their supplies, but she is unimpressed with the preserved food, expressing a preference for fresh fish like she had on the Wind Whisper.
- Neighbors from nearby campsites stop by to introduce themselves but are primarily interested in the dragon and express concerns about safety, fearing she might eat someone.
- The group reassures them that Dabshabah is not a threat and is a person with a name.
- As night falls, they settle into their camp without a tent since they didn’t bring one, using bedrolls and blankets where available.
- Hat doesn’t have a bedroll but is accustomed to sleeping on the ground.
- Waer’dara is uncomfortable, lacking a bedroll or tent.
- Pebblesong considers the conditions but decides to rest.
- Hat’s construct, Puppet, offers to watch all night.
- The group sets up a rotation for watches, with different members taking shifts.
- Pebblesong uses her druidic abilities to summon her familiar, an owl named The Doctor, to keep watch from a nearby tree.
- During Thalmiir’s watch, he hears footsteps approaching, noting they are not in a marching rhythm.
- The Doctor awakens Pebblesong to alert her that people are approaching and notes that they might be drunk and are armed.
- The Doctor swoops down to investigate, startling one of the individuals by grabbing a handful of hair.
- The group approaching consists of four humanoids who appear drunk and are making their way toward Campsite 3.
- Thalmiir positions himself between the camp and the approaching individuals, holding his battleaxe at the ready but not aggressively.
- The individuals believe they have the right campsite and try to pass by Thalmiir, with one attempting to put a hand on his shoulder to move him aside.
- Thalmiir uses his strength to grip the man’s hand tightly, warning them that it’s not their campsite and preventing them from passing.
- The man remarks on Thalmiir’s strong grip and tries to shake loose, attempting to walk around him.
- The rest of the group begins to wake up due to the commotion, with Pebblesong informing them that the individuals are armed.
- The intruders realize their tent is missing and are confused, accusing the group of having their tent and claiming that the campsite is theirs.
- The group informs them that their tent was likely confiscated because they were squatting, and they now have rightful claim to the campsite.
- The intruders insist that the tent was expensive and demand to know where it is. They become increasingly agitated.
- Hat attempts to collect campsite fees from them, suggesting it’s 20 gold per person, using the situation to their advantage.
- Thalmiir’s patience wears thin, and he angrily tells them that it’s not their campsite and threatens them with physical force if they don’t leave.
- Waer’dara offers to wake up the dragon, Dabshabah, to deal with them, adding to the intimidation.
- Hat and Waer’dara use intimidation, with Hat rolling an intimidation check with advantage due to Waer’dara’s assistance.
- Hat’s intimidation is highly successful, and the remaining three conscious intruders become fearful and decide to leave, mentioning that their passed-out companion has their money and can cover the cost.
- As they leave, they stumble away, leaving their unconscious friend behind.
- After they depart, Hat decides to search the unconscious man for valuables.
- Thalmiir initially disapproves of stealing but acknowledges that the man owes them for the trouble he caused.
- Hat searches the man and finds a coin purse containing 33 gold pieces, giving 13 gold to Thalmiir and keeping the rest.
- They debate whether to let the man stay in their campsite and decide against it.
- Thalmiir drags the unconscious man to the entrance of the campground to confront Murik.
- Murik acknowledges the situation and suggests they dump the man in front of the next campground down the road.
- Thalmiir agrees and drags the man down the road, leaving him near the fence of the next campground, ensuring he’s off their campsite.
- They return to their camp and settle in for the rest of the night, completing their watch rotations without further incident.
- In the morning, the early risers among them begin their day, while Hat and Pebblesong sleep in a bit longer.
- A middle-aged human man approaches their campsite and introduces himself as Brock Hardbark.
- Brock mentions that he heard they had a good night dealing with some troublemakers and invites them to have breakfast and then meet him at the chateau to discuss business opportunities.
- The session ends at this point, setting the stage for their upcoming meeting with Brock Hardbark.