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Campaign Information |
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Current Campaign |
Season Three “The Banewarrens” (started 15 Jan 2006, ended 25 Jun 2006) |
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Dungeon Master |
CreepDM |
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New Character Level |
Level 5 |
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Base Equipment Value |
9,000 gp |
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Campaign Setting |
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Character Sheets |
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Lost to the darkness (Banned) |
Paladin class (lost in Season Two) |
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Downloads |
Sun, 2 Jul
2006
One-off Adventures Update: Dungeon Raiders
seek aid for sick dwarves
The Dungeon Raiders set off once again into unknown danger. This time they head towards a fortified dwarven tower to seek aid from an alchemist who possesses the cure needed to help a colony of sick dwarves. They arrived to find that the tower had been raided, leaving behind few survivors. They finally managed to gather the ingredients for the cure and were about to return when they were ambushed by were-creatures!
List
of one-off adventures played:
Base of Operations (Dungeon
Master: Sirius Black)
Fallen Angel (Dungeon
Master: Sirius Black)
The Alchemist's Eyrie (Dungeon
Master: Sirius Black)
Sat, 1 Jul
2006
Campaign Season Three Report
Congratulations
to the Dungeon Raiders for completing Campaign Season Three “The
Banewarrens”. The mega-adventure by Monte Cook
designed for veteran D&D players.
Player points awarded:
2 points for those who played at least 50% of total number of
sessions, otherwise 1 point.
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Character Sheets |
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Jackhammer |
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Sun, 25 Jun
2006
Campaign Season Three Update: Dungeon
Raiders' desperate gambit and last dastardly deed
The party finally arrived at a strange extra-dimensional area where the last piece of the Staff lies. The party discovered an ancient construct called the Doomwalker which they could control from within a control room. They encountered the Pactlords (who had the Key) a last time as the latter teleported in to recover the most powerful artifact of pure evil. The party barely had time to restore the Staff when the Pactlords had their hands on the final artifact. Out of desperation, the party brought the Staff and the Key together without a second thought.
Mon, 12 Jun 2006
Tue,
13 Jun 2006
Thu, 15 Jun 2006
Campaign Season
Three Update: Recollections before the Final Chapter
The current
situation:
The party has failed to recover the Sword
that the Church needs desperately to overturn the tide of darkness.
It is now in the hands of the enemy.
The party has failed to
prevent the enemy from recovering the Grail. The shadow of
darkness will soon overcome the last faint ray of resistance.
The
party could only hope to recover the Key, complete the Staff
of Shards and seal off the catacombs forever. Then destroy both
of them, so none can open the catacombs again.
The party is now
desperate. With so much evil concentrated in the ancient
catacombs, the party is driven to do all kinds of dastardly deeds.
The bards will remember:
Chapter 9 – A divine healer of
the party striking down an unarmed and defenseless old artist
(although they say that the pen is mightier than the
sword...)
Chapter 8 – Deliberately luring a creature from
another plane to its doom by laying a trail of coins to various traps
in the catacombs (although the creature survived...)
Chapter 7 –
Killing an innocent man who was being hypnotized by a witch to be her
slave and was standing there defenselessly (although they thought he
is a minion of the witch...)
Chapter 4 – Entering private
property without permission and stealing a valuable artifact from
within its vaults (although technically a member of the house was
with them...)
Chapter 3 – Leading an evil monster out of the
catacombs which went on a killing spree and consumed many city folk
(although they tried but could not kill the monster...)
Now
as the party approach the final chapter... what sort of desperate
acts will the party resort to in order to achieve their goal?
Does
the ends justify the means, or will their means justify their
end?
All party members are
reminded to complete leveling up before the next session.
Sun, 11 Jun
2006
Campaign Season Three Update: Dungeon Raiders
lost the Sword and failed to prevent the Pactlords from recovering
the Grail
The party finally reached the top of the shaft. They made sure everyone is well rested earlier, while the commotion raged above them. The party was dealt a severe blow when they realized they have arrived too late. The Pactlords have taken both the Grail and the Sword, and slaughtered the other parties in the catacombs. The party is left with the Sealing Rod and their last hope is to recover the Key, complete the Staff of Shards and seal off the catacombs forever.
Fri, 2 Jun
2006
Campaign Season Three Update: Dungeon Raiders
continued their ascend up the shaft looking for trouble behind every
door
The party barely escaped with their lives from the dragon. They continued their ascend up the shaft and explored any unsealed doors along the way to look for more trouble. It was not long before they found it again in the form of a demonic bird-like creature.
Sun, 28 May
2006
Campaign Season Three Update: Dungeon Raiders
arrived at the Baneheart and begun to climb up thousands of feet
The party broke through the Inner Vaults and arrived at the heart of the catacombs. Within the Spire, the party found hundreds of vaults, most of them still sealed. The vaults are placed at regulars intervals along a circular shaft that leads up several thousands feet. Without magical means to fly, the party begun the laborious climb up the shaft. They opened the wrong door and were sucked into an extra-dimensional space, face to face with a dragon that claimed the party as her toys.
Sun, 21 May
2006
Campaign Season Three Update: Dungeon Raiders
found an ancient dragon who knows the secrets of the sealing magic
The party found an ancient dragon and freed it from its suspended animation. It was immediately hostile and attacked the party on sight. The party was well-composed and instead of retaliating, managed to convince it of their peaceful intentions. From the dragon, the party learned the secrets that would allow the catacombs to be resealed for good.
Sun, 14 May
2006
Campaign Season Three Update: Dungeon Raiders
under effects of powerful magical ritual to seal the catacombs
forever... with them inside !
The party rested and resumed their exploration of the ancient catacombs. After encountering a party from House Vladaam who now seems to have the key to open the warded doors, the party was just about to rejoice when they reached a new area. Suddenly magical energies surrounded the entire place, slamming shut all the doors, and the party realised that they are under the effects of a powerful magical ritual that is supposed to seal shut the catacombs forever.
Sun, 7 May
2006
Campaign Season Three Update: Dungeon Raiders
suffered another fatality as one member fell prey to ancient trap
The party came across a large powerful outsider from the elemental plane of earth that demanded gemstones and precious metals from the party. Determined not to leave it alone, the party lured it into a trap, but the monster managed to survive. In the mean time, a member of the party sneaked off to explore on her own, falling prey to the catacomb's ancient trap.
Sun, 30 Apr
2006
Campaign Season Three Update: Dungeon Raiders
forcefully barged into lich's lair and suffered one fatality
The party encountered an unfriendly ancient being that refused them passage through his chamber. The party explored the other parts of the catacombs, but eventually decided to forcefully barge through the ancient being's chamber. It turned out to be a powerful spellcasting lich, that killed a party member before going down.
Sun, 23 Apr
2006
Campaign Season Three Update: Dungeon Raiders
played dice against ancient being
The party proceeded further into the catacombs, accompanied by an agent of the arcane order. The party brought down a hag and a pair of undead, and played dice against an ancient being during their spare time. The party received information that a dragon might know how the catacombs can be resealed.
Sun, 16 Apr
2006
Campaign Season Three Update: Dungeon Raiders
found part of staff used in fight against creator of the catacombs
In the Pactlord's mansion, the party found a sentient rod that claimed to be part of a staff that was used in the fight against the creator of the catacombs. The party gathered all the evidence against the traitor before returning to the city. The church was shocked at the discovery but thanked the party for what they had done.
Sun, 9 Apr
2006
Campaign Season Three Update: Dungeon Raiders
stormed Pactlord's mansion and eliminated traitor of the church
The party discovered the lair of the witches and proceeded to slaughter the second witch. The party saved the remaining slaves and a strange beautiful creature. Then the party marched on to the Pactlord's mansion and surveyed the area. After much deliberation, the party decided to charge in through the front door. The party encountered strong resistance and the party fighter was swallowed whole. Lucky the party was able to save him in time and eliminate the traitor of the church to prevent him from doing further harm.
Sun, 2 Apr
2006
Campaign Season Three Update: Dungeon Raiders
stepped through portal and were teleported to open swampy ground
Despite the urgings of the church to find one of their lost brothers, the party went back to explore the catacombs until they were not able to proceed further. After making their preparations, the party stepped through a portal that they found in the chapel and were teleported to a swampy open ground. The party attacked a witch and killed an innocent man who was enslaved. While pursuing the witch in the subsequent aerial battle, the monk slipped and fell to his doom.
Sun, 26 Mar
2006
Campaign Season Three Update: Dungeon Raiders
pursued new lead and slaughtered many in local chapel
With a new lead, the party hurried off to a chapel in the city. Upon questioning the “priest” at the chapel, the party grew suspicious. Without warning, they were attacked by a group of humanoids. After dispatching them, the party explored the chapel, but took a while too long to reach the top, the enemy was clearly prepared for them. Sensing the situation, the party decided on a tactical withdrawal.
Sun, 19 Mar
2006
Campaign Season Three Update: Dungeon Raiders
backtracked to explore other parts of the outer vaults
The party was unable to open a locked steel door and could not find another way to proceed. They backtracked their steps to explore other parts of the outer vaults. After two members were paralyzed by the breath weapon of a large monstrous construct, the party quickly returned to the city to recuperate.
Sun, 12 Mar
2006
Campaign Season Three Update: Dungeon Raiders
toured the city before entering the catacombs again
The party had a few encounters and visited several places in the city before entering the catacombs again. They ventured deeper and ran into more traps, more creatures and blundered into a room full of large and savage ape-like beasts.
Sun, 5 Mar
2006
Campaign Season Three Update: Dungeon Raiders
took revenge on evil party in the catacombs
The party finally encountered the evil group and eagerly jumped into the fray. With their prior experience, the party has improved their tactics and were able to defeat the opposing team without too much trouble. However, a member of the opposing team managed to escape and warned of revenge from a second evil team.
Sun, 26 Feb
2006
Campaign Season Three Update: Dungeon Raiders
followed enemy groups deeper into the catacombs
When the party returned to the ancient catacombs, they found that the warded door had been breached. The party went through the door deeper into the catacombs and found that other groups had already gone in before them. The party eagerly searched through the place, encountering foes and traps that were almost fatal.
Sun, 19 Feb
2006
Campaign Season Three Update: Dungeon Raiders
stole ancient key from noble house but lost it soon after
With the help of a stealthy knight, the party broke into the noble house. The party took extra precautions and managed to survive numerous traps before finding the key. The party left hastily and just when they are about to celebrate their success, the key was stolen from right under their noses.
Sun, 12 Feb
2006
Campaign Season Three Update: Dungeon Raiders
buried the knight of local church and returned to the ancient
catacombs
The party retrieved the bodies of the fallen to give them a proper burial. The party brought the body of the knight to his final resting place. Unfortunately one of the members fell prey to the traps on the way out.
The party returned to the warded door and learned that there is a key that can open it. It seems that the key lies in a noble house in the city. Exploring further, the party encountered a large monster which they could not kill. The monster followed the party out of the catacombs into the city and wandered off.
Sun, 5 Feb
2006
Campaign Season Three Update: Dungeon Raiders
suffered severe losses in the ancient catacombs
The party split up when half of it decided to return to the ancient catacombs while the rest were away. Sadly again, this was a fatal mistake for the former group. The entire group perished (along with the knight of the local church) in the battle with the group of non-humanoid creatures when the latter returned to the warded door.
Tue, 31 Jan
2006
Campaign Season Three Update: Dungeon Raiders
break into ancient catacombs containing evil artifacts
Exploring into the
tunnel, the party pass by the lair of a large monster that was
digging the tunnel. The party quickly dispatched the creature and
continued their trek.
The party arrived at the ancient catacombs
and explored the area, encountering various forms of undead creatures
and ancient guardians. The party encountered the missing knight and
escorted him back to the local church.
The party learned that the ancient catacombs were created to imprison all kinds of evil artifacts, essences and creatures before its creator turned evil. Its seems that a group of non-humanoid creatures is trying to get past the ancient seals of warding. The party were encouraged by the local church and a secretive arcane order to find out more about the catacombs and a way to seal it permanently.
Sun, 22 Jan
2006
Campaign Season Three Update: Dungeon Raiders
explore secret underground tunnel underneath the city
The party received two offers. Firstly to find out more about an ancient catacomb, which might have become unsealed. Apparently the strange dark figure could have escaped from there. Secondly to find out the whereabouts of a knight who had gone missing recently.
Based on the information provided by their contacts, the party entered an abandoned manor and discovered an underground tunnel that seemed to have been dug secretly.
Sun, 15 Jan
2006
Campaign Season Three Update: Dungeon Raiders
arrived at a large city and lost their healer
The party arrived at a large city. Before long, things started to go wrong. Innocent bystanders suddenly develop uncontrollable magical powers, causing panic and injury to the city folk. Suspecting that a strange dark figure was the cause, the party split up to help the city folk as well as to chase after the dark figure. Sadly the former group was unable to overcome the threat in time to prevent the loss of their healer.
Sun, 1 Jan
2006
One-off Adventures Update: Dungeon Raiders
stormed into Brightstone Keep and established control
The Dungeon Raiders started off the year by storming into Brightstone Keep and eliminating the squatting monsters in a swift and decisive strike, thus relieving the nearby town of Marikest from future raids. This adventure was conducted by Sirius Black, a part-time DM and long time member of the Dungeon Raiders. Experience points will be awarded after the first module in Campaign Season Three.
List
of one-off adventures played:
Base of Operations (Dungeon
Master: Sirius Black)
Fallen Angel (Dungeon
Master: Sirius Black)
Tue, 27 Dec
2005
Character creation for Campaign Season Three:
Campaign Cards
For the completion of Campaign Season Two “Lost Treasure”, all players receive an award of 1 Player Point. Players who completed both Season One and Two should have a total of 4 Player Points. Player Points can be used for the following:
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Player Points needed |
Campaign Card |
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One |
Purchase a Rule Item campaign card. When creating a new character, each Rule Item campaign card can be used to unlock a rule item (feat, spell, equipment, magic item, etc.) from the secondary sources (subject to approval due to campaign setting). You may pick a different rule item each time you create a new character. Any number of Rule Item campaign cards are allowed in the campaign card stack, provided the total number of campaign cards does not exceed the character's level. |
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Two |
Purchase a Class campaign card to unlock a base or prestige class from the secondary sources (subject to approval due to campaign setting). One Class campaign card is allowed in the campaign card stack at character levels 1 to 4, 5 to 8, 9 to 12, 13 to 16 and 17 to 20. |
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Three |
Purchase a General campaign card. Check out the campaign cards, note that only the General campaign cards (such as Wink and a Smile, Twist the Blade) are available (subject to approval due to campaign setting). One General campaign card is allowed in the campaign card stack at character levels 1 to 4, 5 to 8, 9 to 12, 13 to 16 and 17 to 20. |
Note that the number of cards in a character's campaign card stack cannot exceed the character's level. Hence even if you have 5 campaign cards, you can only use up to 3 when creating a 3rd level character. More campaign cards can be added to the stack when the character levels up.
The following
secondary sources are approved for this campaign:
- Complete
Warrior
- Complete Divine
- Complete Arcane
- Complete
Adventurer
- Miniatures Handbook
Example on the use
of campaign cards:
Lidda used 7 Player Points to purchase the
following: Class (Scout), General (Wink and a Smile), and two Rule
Item campaign cards.
When creating a Scout character, she puts
the Class (Scout), General (Wink and a Smile) and the two Rule Item
campaign cards on her character's campaign card stack. She uses the
two Rule Item campaign cards to unlock Dash and Deft
Opportunist.
When creating a Rogue character, she puts the
General (Wink and a Smile) and the two Rule Item campaign cards on
her character's campaign card stack. She uses the two Rule Item
campaign cards to unlock Danger Sense and Eyes in the Back of Your
Head. The Class (Scout) campaign card is not used.
She cannot
create a Ninja character since she does not have a Class (Ninja)
campaign card, neither can she take the prestige class Dungeon Delver
without the Class (Dungeon Delver) campaign card. She also cannot use
any General campaign card that she has not purchased.