Campaign Chronology: World at War

A campaign for Dungeons & Dragons 3rd Ed.

Raiders!

 

Session 1 04/18/01

March 1 / 987 A.C.

                Cogs (human wiz), Tharvil (elven rgr), Dunayit (human clr), Tamar (human ftr), and Thiessa (human mnk) accept a commission from the Baron of Berrel to clear out a gang of raiders that have been plaguing the town of Hunter's Run, a day and a half's ride north of the city. After a quick supply run, the party heads out.  The trip is uneventful except for Cogs' somewhat annoying personality showing itself.

 

March 2 / 987 A.C.

                The party arrives in Hunter's Run and pokes around for information on the raiders.  They learn that in the first half of the winter, the attacks were random, minor, hit-and-run types but that later they became more focused and organized.  Each attack though was always during moderate to heavy snowfall making it very hard to track the raiders.

 

March 3 / 987 A.C.

                After spending the night in town, the party heads into the woods to try and find some sign of the raiders, which Tharvil does after a few hours of searching.  They follow the track for a short while then Tharvil hears something in the trees nearby.  He's able to yell out "Wolves!" just as a pack of five comes charging in.  Though surprised, the party makes short work of the wolves, killing three and chasing off the other two. Tamar is the only one wounded.

 

 

Session 2 05/02/01

March 3 / 987 A.C.

                While Dunayit (Dun) tends to Tamar, Thiessa notices movement in the bushes.  She and Tharvil investigate and discover a human woman.  After a few tense moments (with Cogs' annoyingness serving to break the ice) she tells her story.  Her name is Angelica and she comes from Hunter's Run.  She's wanted to help against the raiders and saw the party as her best chance so she followed them into the woods.  The rest of the group introduces themselves and agree to let her join them, figuring anyone who can remain hidden from an elven ranger could prove to be very useful. After Tharvil finds the trail again they're off.

                After a few hours, Angelica (Angel) notices a pair of figures leaned up against a tree.  Closer inspection by Angel, Cogs, and Tamar reveal that they are two scouts from Hunter's Run who apparently were wounded elsewhere and collapsed here 2-3 weeks ago.  A search of the bodies gains nothing but a few coins.  While they are distracted, a small force of raiders attacks.  The others join in moments later and the ambush is thwarted but not before both Tamar and Angel are seriously wounded.  The party wisely decides to find shelter and make an early camp to let Dun heal up the injured.  During the evening, Angel says she heard the raiders speaking goblin and a quick check of the bodies reveals this is in fact what they are.

 

March 4 / 987 A.C.

                Rested and healed the party sets out once more with Tharvil again leading the way.  He soon realizes though that he's following a very well established path, like a patrol route.  With this new information, Angel agrees to scout out ahead being better able to remain unnoticed.  A short time later she notices a great deal of movement off in the distance and waits for the others.  Angel and Thiessa move in closer and find the raiders' camp, a large hill sitting in a sizable clearing in the woods.  The two get a rough count of over thirty goblins and at least one hobgoblin, as well as a number of human prisoners being used as slaves in the camp.  They also notice that the raiders are stepping up the frequency of their patrols, indicating the group they wiped out the day before has been noticed missing. Thiessa returns to the party and tell what they saw.  Tharvil is concerned by what she says; all his experience with goblins tells him they are nocturnal by nature and shouldn't be this active during the day.  Angel returns a few minutes later saying the raiders are using a cave inside the hill as their base.  Needing more information, the party decides to ambush a couple patrols to capture prisoners and to weaken their forces.

                Taking the time to hide themselves well, the party lies in wait for the first patrol to arrive.  Caught completely unawares, the goblins are wiped out in seconds and very quietly thank mostly to a well- aimed SLEEP spell from Cogs that dropped five of the eight raiders.  The remaining three prove to be no match for Tamar, Dun, and Thiessa, with Angel and Tharvil covering them with bows.  The party spares one for information learning that there were originally 50 goblins (now 34) and 9 hobgoblins.

                 The second ambush is not quite as one-sided as the first but again the outcome is never really in doubt, despite the addition of two hobgoblins to the patrol.  The party manages to keep two more goblins alive this time.  The raiders forces have now been reduced to 26 goblins and 7 hobgoblins.  The prisoners explain that after such heavy losses, the remaining raiders will dig in at their camp and wait for the arrival of the spring caravan from Berrel, due to arrive in 5 days.  The raiders plan to make this one last attack then vacate the area.

                Realizing they can't take on that many all at once, the party takes the three captured goblins back to town and places them in the garrison's jail.  Before they bed down for the night, further interrogation reveals the goblins are new to the area having fled the mountains after the appearance of "a really big nasty thing, lots of sharp teeth and wings and stuff".  The tribe had originally numbered over 200 but only fifty survived and made it to the hills near Hunter's Run.

                The PCs take rooms at the garrison, leaving decisions on what to do next for the morning.

 

 

Session 3 05/08/01

March 5 / 987 A.C.

                Well rested from the previous days combat, the party decides they need more information about their foes before they can plan their next move.  With that in mind Angel goes in search of someone who knows goblins and finds a scholar named Beltrin, a small and nearsighted older gentleman who is said to know a little about everything and quite a bit about a few things.  The group goes to see him minus Cogs who spends the day preparing a scroll of SLEEP. 

                Beltrin tells them that goblins by nature aren't very bright and usually try to simply overwhelm their opponents with sheer numbers.  Hobgoblins on the other hand are capable of strategic thinking, something to consider if the party is thinking about attacking the raiders' base.  He is also somewhat confused (much like Tharvil) at hearing that these particular goblinoids seem active during the day, as they are normally nocturnal creatures.  When the party mentions that the goblins have apparently always been active during the day and that they only recently came down from the mountains after the arrival of the "really big nasty thing with sharp teeth and wings and stuff", Beltrin suggests they speak to some of the dwarves in Berrel.  He claims the last time he was in the city he spoke to a few and was told about a tribe of goblins that lived in the area near their mines then vanished without a trace.  The party thanks Beltrin for his help and Angel pays him 2gp from the meager sum they've scavenged off the goblins so far.

                Gathered together again and armed with their newfound knowledge (not to mention an extra SLEEP spell), the party makes its plans.  They will leave for Berrel the next morning and warn the caravan about the impending attack, offering their services as extra guards to ambush the ambushers.

 

March 7 987 A.C.

                 The trip is uneventful save for an encounter with a prospector headed to the mountains now that winter is over.

                Finding the caravan leader isn't difficult and the party explains the situation to the caravan leader Sgt. Merrik.  He is skeptical at first but quickly agrees after seeing the party's letters of commission from the Baron as well as hearing their offer to help guard in exchange for food only.  Cogs comes up with a plausible reason for them to be on the wagons (travelers paying for transport) and the Sgt. nods his approval.  The caravan leaves at first light so the party takes rooms for the night and gather together in the morning for the journey back.

               

March 8 987 A.C.

                The caravan leaves at the appointed time with Sgt Merrik leading and 10 additional guards, 2 on each of the three wagons and 4 more on horseback.  The first day is quiet but the second day, during the mid-day meal, the goblins attack.

               

March 9 987 A.C.

                As expected, the goblins attack en masse, with 2 groups of eight charging out of the brush flanking a pack of 5 very large wolves.  It would seem that the raiders have enlisted reinforcements.  Though surprised by the wolves, the party leaps into the fray as planned and catches the goblins off-guard (few people are more surprised than an ambushed ambusher).  Tamar and Thiessa run right into the left group and break up their charge while Angel and Tharvil try to slow down the wolves with their arrows and bolts, then a third group of 10 goblins appears at the edge of the brush and draw short bows.

Dun jumps out of his wagon and uses his magic to both BLESS the party's efforts and BANE their foes, this will prove to be very important.  Cogs uses a SLEEP spell on the fire support and drops 4 of them.  After that the battle devolves into a free-for-all with Tamar and Tharvil taking out a number of the goblins but Thiessa overshadows both by dropping many of the goblins as well as almost single-handedly defeating two of the wolves (with some magic assistance from Cogs).

                Though the battle is long and fierce, and Sgt. Merrik loses 3 of his men, the party eventually gains the upper hand and soon it is all but over when Angel and Thiessa spot movement from the other side of the wagons.  They are able to spin around in time to see 2 ogres come charging towards them.  The first goes after the young rogue but misses wildly.  The second attacks Thiessa and almost smashes her into the ground.  Only the selfless act of Dun, charging into the combat and risking himself to heal her, allows her to keep fighting.  Tamar moves to assist her.  Meanwhile Tharvil has moved to flank the other ogre and help out Angel before she is killed by the massive humanoid.  Cogs uses up his scroll and fells one of the monsters while Tamar and Thiessa are able to finish off their opponent and the battle is finally over.  That's when Cogs mentions that they never saw any of the hobgoblins and that worries him more than the arrival of the wolves and ogres. 

                The group cleans up after the fight, torches the bodies of the attackers (after Angel loots them of course) and continues on to Hunter's Run.  The plan now is to rest for the night after being healed by the local temple, then head out to finish off the hobgoblins before they can escape the area and before they kill all the prisoners they have taken.  With virtually their entire force destroyed, Tamar believes they will keep them alive at least long enough to assist in the packing of the loot taken over the winter.  Most likely they will live only so long as that will take, no more.

 

TREASURE FOUND:  Bloodstone gem 160 gp, gem 12gp, coinage, bag of 4 Thunderstones

 

 

Session 4 05/16/01

March 10 987 A.C.

                Having been healed the night before by the local temple's priests, and with a few hours of sleep under their belts, the party heads back into the woods with the intention of finishing the raiders off once and for all.  As far as they know they will be facing only the 7 remaining hobgoblins who did not show up for the raid on the caravan, however, they weren't expecting the ogres or worgs during the raid so the party is not assuming that there will only be hobgoblins, a wise mentality as the raiders have again received some reinforcements in the form of 4 bugbears. 

                Leading the party through the woods, Tharvil quickly finds the patrol route again and a short time later they find themselves near the clearing where the raiders made their camp.  Like the first time, Angel and Thiessa move in for a closer look.  This time the camp appears deserted, with no signs of movement at all.  Thiessa heads back to get the others while Angel moves around the clearing to get a look at the cave entrance she found the last time.  She finds nothing but a flicker of movement inside the cave that could be anything so she decides to wait for the others before moving in any closer.  Unknown to her, one of the hobgoblins was hiding on top of the hill keeping a lookout.  It starts moving down the side towards her and, as she is alone, could prove to be her undoing.  Fortunately for her, Tharvil and Cogs also see the hobgoblin from where Thiessa has led them. Though Cogs' crossbow shot misses wildly, Tharvil's arrow flies true and drops the raider in his tracks.  (Actually, the arrow didn't kill the hob but it did knock him off balance sending him tumbling down the hill, and driving the arrow deeper into his chest.  That combined with smacking his head on a tree is what killed him).  Angel finally sees the hobgoblin and fires a bolt into the limp form but as it's already dead this proves somewhat ineffective.

                Gathered together again, the party decides what to do next.  Angel agrees to go in armed with one of the Thunderstones.  The plan is to find the remaining raiders and lure them out into an ambush. (This group seems to have a definite affinity for that tactic).  Moving quietly inside, Angel scouts out the cavern, finding it to be a very large place indeed, almost as if the entire hill had been hollowed out.  She narrowly avoids falling into a massive pit trap and then spots the raiders.  That is, the raiders and there new allies the bugbears.  Angel wastes no time in putting the plan into action.  She runs back towards the cave mouth yelling all the way and generally NOT being her usual stealthy self.  The raiders respond by hurling javelins at her while running to catch up.  Of 4 javelins thrown, none hit though one misses by literally a hair.

                Meanwhile, outside, Thiessa is getting anxious, as Angel has been gone too long in her opinion.  She moves inside the cave just as Angel comes rushing out.  Hiding herself behind a rock outcropping, Thiessa waits for the raiders to run past her so she can attack from behind.  A few moments later the bugbears appear and she lashes out but misses with both fists.  The battle is on.

                The bugbears come crashing out of the cave chasing after the intruder only to have Tamar and Dun drop into their midst.  With Thiessa coming up from the rear and Tharvil, Cogs and Angel providing cover fire, the two men press the attack.  Tamar gains the upper hand fast while Thiessa and Dun gang up on another.  Cogs uses his SLEEP spell and drops a third and the fourth doesn't know which way to turn as every direction he chooses greets him with an arrow or a bolt from Tharvil and Angel.  A few moments later the hobgoblins appear to help their allies but this proves to be of no real consequence to the party.

                Though the battle is somewhat frustrating (many missed attack rolls from both sides) in the end, the party is victorious without taking any significant damage themselves, partly because Thiessa is protected by Cogs' magic.  The raider dead now stands at 50 goblins, 2 ogres, 5 worgs, 4 bugbears, and 7 hobgoblins; 2 hobgoblins are still unaccounted for according to the information they gathered earlier.  Dun heals Tamar (the only one to be noticeably injured) and then the party moves into the cave to find the last two hobs.

                Cautiously moving through the cavern, the party heads in the opposite direction from where the attack came from.  Tamar triggers a trap and is hit with a crossbow bolt but with Dun handy is able to continue.  The cavern appears empty of both raiders and treasure but the party does manage to locate the prisoners huddled together in a caged off section.  After seeing them safely outside, as well as arming the more hale and hearty among them with extra weapons, the group moves back inside for a more thorough search.  It takes some time but Tharvil finally notices a hidden door at the dead end of a tunnel.  Upon opening it the party hears a voice chanting in goblin using words that Angel doesn't recognize.  They rush to find the stockpile of treasure gathered by the raiders as well as a hobgoblin diving into a mirror and vanishing.  Angel spies the mirror and sees what looks almost like someone's study then it snaps back to a reflection of the cavern wall.  Thinking quickly, Angel lays the mirror flat and covers it with rocks to prevent anyone from coming back through the portal.  The party then gathers up their treasure, rejoins the former prisoners outside, and heads back to Hunter's Run.  Before leaving though, they move the mirror, securing it underwater in a nearby creek (which should make for a nice surprise for whoever opens the portal at the other end).

 

TREASURE FOUND: coinage, 3 gems, masterwork battle axe, masterwork studded leather, suit of half-plate, scroll w/ 3 spells (darkvision 2nd / burning hands 1st / invisibility), small silver statue of a raven,

A letter written in unknown language

 

 

Session 5 05/23/01

March 10 987 A.C.

                Back in Hunter’s Run, the party gets to watch as the townspeople are reunited with their friends and family.  The mayor asks to see them in private and leads them back to his office.  He asks if they would be willing to leave the town all the cash they found at the raider’s encampment to assist the town in recovering from the raider attacks all winter.  He does not ask for any coins they took from fallen raiders, none of the gems they found, or any of the items such as the axe or the raven.  The mayor is wise enough to realize that such things are better served in the hands of a group such as the party and that they would be squandered in a town such as this.  The party agrees, earning them no small amount of fame, and the town, which already saw them as heroes, now sees them as generous heroes.  The next day the party heads out for Berrel to receive their payment riding horses provided by the local garrison.  They are told to leave them at the guardhouse in Berrel and they will be returned for them.

 

March 13 987 A.C.

                The party arrives in Berrel after another uneventful day and a half of riding (pretty boring stretch of road isn’t it) and is promptly led to the Keep and Chancellor Fadeyha who leads them to a small office in order to debrief the group.  Fortunately for Angel, she is excused from this session, as she was not actually commissioned for this task.  Unfortunately for her, she was not left entirely alone while her comrades were elsewhere.  She has a rather strange run-in with a Keep guard who leads her to an unoccupied room.  He apologizes for disturbing her, saying that his master must have been called away before their arrival, and then leads her back to the alcove in which he found her.

                The party meanwhile, spends the next hour repeating themselves over and over until Fadeyha is satisfied with their report.  He then pays them each their promised 100 gold, plus a bag of 300 more to be split amongst the entire party, Angel included.  As the party moves to leave the office and rejoin Angel, Fadeyha informs them that the Baron would like a private audience in the morning two days hence.  The group agrees, makes their goodbyes, and then heads back into the city.

 

March 14 987 A.C.

 This day is spent looking for a new adventure to draw their attention.  They find a number of leads but hold off until meeting with the Baron to decide.

 

March 15 987 A.C.

                After a pleasant meeting with the young Baron (who as it turns out just wanted to hear the tale from the people involved rather then a report saying “it’s taken care of”), the party makes plans to head out once more (with a fair bit of urging from Angel to “hurry up and decide already”).  They have settled on looking into a ruined temple in the southern tip of the forest, supposedly inhabited by human-sized creatures of unknown origin.  The group equips itself for the journey and they’re off.  They must travel south for two days along the road, then head west into the woods on the morning of the third.  This will lead to a hunter’s track.  They follow it north as it curves to the west once more.  Two days on the track will take them to the point where they must branch off north again.  From there it should only take a couple hours to find the temple. 

               

 

 

               

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