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DM's Notes for the Silly Campaign, Volume II

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Revision as of 00:30, 3 August 2026 by Legendsofkern.wiki (talk | contribs) (Created page with "'''<big>Warning: This page contains</big>''' '''<big>MAJOR spoilers for The Silly Campaign, Volume II. If you are one of the players of this campaign, you should not be here.</big>''' This page is my notes for what will happen for each session plan. To view the session from the players' POV, click here. == Episode 1: Welcome to Arlen, Darlin' == {{Session Infobox|Name=...")
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Warning: This page contains MAJOR spoilers for The Silly Campaign, Volume II. If you are one of the players of this campaign, you should not be here.

This page is my notes for what will happen for each session plan. To view the session from the players' POV, click here.

Episode 1: Welcome to Arlen, Darlin'

1. TBD
Session Date August 9th, 2026
Party Level 1st
In-Game Days 0-???
Locations Visited Arlen


The story begins in Arlen, a small town in the center of the great plains of the Western Major Region.

Schmebulock, a crafty, self-serving, but well-meaning entrepreneurial gnome tailor, has just finished chewing out the post office for holding up a shipment of fabrics to his home country of Straetos after learning over the telestone that it was delayed. Schmebulock is scheduled to depart from Arlen the following morning on a train to Aestros so he can board a boat to go back home to Straetos.

Walking out of the post office, right next door is a bank that is under construction. Arlen's mayor, Dan Giggles, has contracted out a construction company from the neighboring country of Aestros to take on the project; among their laborers is Findrel Mosswalker, an anthropomorphic beaver who yearns for an adventure to find supreme wisdom and inner peace. The construction workers pour into the The Flying Knife, a tavern situated across the street from the bank and the post office.

Inside the tavern, sat in a dim corner with their hood up is a suspicious figure; this is Mazdul, a client belonging to Bastion Spidersilk, a drow assassin who specializes in hits against fellow drow. He is waiting for the latter to arrive so that he can provide the rest of his payment for a recent hit. In the tavern's kitchen, Resin Nat Azel, a tiefling druid, has recently accepted a temporary position as a cook while the tavern's head cook, a man named Bartholomew Mead, finishes a sabbatical. And, high up above, hidden and out of sight of the bar flies, lies in wait a plucky, adventurous Magical Cat named Saffron who is attempting to steal scraps from the kitchen to feed Clove, a tiny, regular kitten and her adoptive daughter, waiting for her to return at the inn where they've established camp.

When Bastion arrives to speak with Mazdul, who paid him 7 gold pieces up front for his most-recent hit and agreed to pay him 7 more upon completing the job, Mazdul refuses to pay the remainder. The target, a drow named Alder Sharp, was a money mule, and his job was to transport a trove of gold pieces from the Last 'Stoppe Inn to Amberwell. Mazdul originally did not tell Bastion who Sharp was working for, but if he is pressed, he may learn that it was for the Silver Cloak, who the players are well-aware of as a constabulary force based out of Valysir. The shipment was headed from Amberwell to Straetos. Mazdul can be pressed in any number of ways to pay up his remainder, but he claims that the shipment did, in fact, leave Amberwell.

After the players meet and each exit the bar around the same time, as they are each on their way to Arlen's main inn that is near the town square, a quartet of drunk goblins accost the group outside the inn. If the players talk their way out of combat, they proceed into the inn and sleep; otherwise, they will have to figure out what to do with the goblins' bodies afterward.

The following morning, a group of roughly ten goblins are waiting outside their rooms for them (a mixture of more goblins from Combat Group A). The goblins are angry at the players for disrespecting and/or killing the other goblins that harassed them the night before, and are intent on running the group out of town. During the scuffle, the Silver Cloak is too late and cannot reach the altercation in time, and so the goblins attempt to chase the players south out of town into the wilderness, the great plains. To their south is Amberwell, and to the west is the Goblin Settlement.