Chapter 2: The Meat of the Problem
Where Graybairn Happens.

After all of the discoveries at the Earthmantle Estate, the Gang is waylaid by bandits bearing the same amulet as the body in the barred room in the basement. These must be the same group!

After handily dispatching them and their dogs (and chasing off two others), the Gang heads back to Tilian where they meet up with Captain Ironhelm to tell him about what they found. Ironhelm appears completely surprised by the talk of the Dragon eggs and the Graybairn Brothers’ involvements and asks that they look into the matter, killing or (ideally) apprehending the brothers before they can cause any more trouble.

They regroup at the Inn Yet To Be Named and hatch a plan to bait the brothers by driving a wagon along the western highway where they’ve been known to prowl. Randor buys a wagon and donkey, quickly named Eeyore by Valenae and they pack inside the wagon and crates to go Halfing Hunting.

Will the Graybairns fall for the trap? Will the wagon get stuck in the mud? What about Eeyore and his happiness? Tune in next time for more adventure and highway robbery!

Chapter 1: Contract for Mire
Poking Around in the Mud

As the story opens, the Gang, not particularly choosy about how it makes its next month’s beer money, has accepted a contract from Uther Ironhelm, Captain of the Guard of the Barony of Tilian.

Per the contract, the Gang is to venture to the northeast, to the dried swamps and investigate the mysterious happenings and banditry being reported by the locals living outside of the city. Dealing with whatever problem presents itself will earn them the full pay of 300 Gold Coins.

In high spirits, the Gang rents several horses and a guide to lead them to the old Earthmantle Estate, long abandoned and even longer feared, where they find an army of Bullywugs (honest, look it up!) has moved in to the ramshackle manor.

After dealing with two groups of the Bullywugs, they discover the leader holed up in the back room, once a library, with some giant frogs, splashing about in a mud wallow. They summarily put down the leader, the self proclaimed Mud Lord whose staff, gnarled and broken, failed to allow him to cast a single spell.

The Gang’s interest was piqued after this when they discovered a barred door sealed from the outside, possibly to keep whatever was inside the room contained. Unbarring the door, they ventured in, discovering a Staff of Earthen Might! This staff had apparently been the subject of foul magic, opening a portal to the Elemental Chaos, and allowing Mud Men and, apparently, black dragon eggs to flow into the chamber.

Randor, bravely disregarding his own distaste of mud, ventured into the pit and discovered a submerged body. On this body was an amulet of unidentified origins. This staff and that body were definitely the source of the increased activity in the Manor!

Who put the staff there? What Guild does the amulet belong to? Why do they want dragon eggs? Why so much mud? Stay tuned for more Adventures in Tilian!

Welcome to Tilian
A Welcome to Players & Guests!

Tilian is a campaign about a gang of adventurers and the perils they face. Tune in to see what troubles they get up to next.


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