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Dungeons and Dragons Campaigns in Singapore
Dungeon Raiders


Campaign Information

 

Current Campaign

Season Four (started 6 Aug 2006) (ended 29 Apr 2007)

Dungeon Master

CreepDM

New Character Level

-

Base Equipment Value

-

Campaign Setting

A Thousand Years of Darkness in the World of Greyhawk

House Rules

House Rules (Updated: 19 Jan 2007)

Character Sheets

-

Glimmer of hope (Unlocked)

Action Points (gained in Season Three)

Lost to the darkness (Banned)

Paladin class (lost in Season Two)

Downloads

Adventure Record (Updated: 1 May 2007)



Sun, 6 May 2007
Campaign Season Four Report

Congratulations to the Dungeon Raiders for completing Campaign Season Four “Red Hand of Doom”, the mega-adventure by Richard Baker and James Jacobs.
Confronted with the relentless advance of the dark forces, the adventurers must undertake vital missions to influence the outcome of the war.
Through their perseverance and sacrifice, they have regained confidence of the lesser races to renew the fight against the tide of darkness!


Downloads

Character Sheets

Victory Celebration after the battle

Eli Solstar

(before the heroes set off in a desperate suicide mission)

Malcolm

 

Arios Fleefoot

 

Mertan

 

Rave

 

Ehlonsha

 

Blurp Brimstone



Sun, 29 Apr 2007
Campaign Season 4 Update: The land is safe, but the heroes are not

Day 48
The party finally fought their way into the inner sanctum of the hidden lair, just in time to stop the enemy Highlord from completing the ritual that would open a portal to another plane. The portal would have allowed an infernal army to cross over and begin their invasion. The land was thus spared.

But the heroes rejoiced a bit too soon...

What followed lasted only two rounds.

Day 48: Every Man for Himself



Sun, 22 Apr 2007
Campaign Season 4 Update: Party member axed by comrade

Day 47
After a thorough search of the place, the party managed to find the secret door leading deeper into the lair. Before long, the party encountered more hobgoblins and charged recklessly into battle. Once again, a party member perished without receiving help from the rest, this time at the hands of a fellow comrade
.


Sun, 18 Mar 2007
Campaign Season 4 Update: Where is the ritual?

Day 47
The party entered the hidden lair and explored the place as thoroughly as they could, but they were unable to find where the ritual was taking place. After some rounds of fruitless searching, they decided to strike fast and hard to take the enemy by surprise. In the end, it seemed the party were taken by surprise instead.


Sun, 11 Mar 2007
Campaign Season 4 Update: A Potion Too Far

Day 47
The party traveled to the hidden lair of the hobgoblin horde's highlord in a desperate attempt to stop his infernal ritual. They bravely walked up to the front entrance and were confronted by its guardian. A savage battle ensued, and they were severely injured. One of them was torn to shreds before he could reach a healing potion brought out by another member at the back.


Sun, 25 Feb 2007
Campaign Season 4 Update: Dungeon Raiders finally won in the Longest Night (Victory Points: 55)

Day 42
On their way to the cathedral, they found that the lord of the city was severely injured by a hidden sniper. The party dispatched the enemy sniper and joined the remaining city defense at the cathedral. There they decided to make their last stand, and perhaps earn a glorious death like the dwarves who sacrificed themselves valiantly in the battle. The longest night in history finally ended when a critical hit out of the blue struck down the enemy warlord.

Interlude
After the fall of their warlord, the hobgoblin horde broke up and scattered into the surrounding countryside. Skirmishes broke out here and there over the next few days but nothing that the city guards could not handle.
But the story does not end here, for the heroes soon learned of disturbing news...


Sun, 11 Feb 2007
Campaign Season 4 Update: It's a loooong night (Dungeon Raiders 5, Hobgoblins 2)

Day 42
The party tried to hold a barricade along the main road against wave-after-wave of hobgoblin assault, assisted by their monstrous allies. Alas, there were too many and the party were forced to abandon their post and retreat to the cathedral.


Sun, 28 Jan 2007
Campaign Season 4 Update: Dungeon Raiders 3, Hobgoblins 1

Day 42
Next, the party faced a red dragon that was burning down part of the city. Sadly one of party members was scorched to ashes while she stared in shock. The party finally brought the arrogant creature down, suffering much damage in the process. Before they could rest, they were called upon to defend the city streets against the incoming horde that breached one of the city gates.


Sun, 19 Nov 2006
Campaign Season 4 Update: Dungeon Raiders 1, Hobgoblins 0

Day 39 – 41
After a good day's rest, the party decided to visit the various locations in the city and the surroundings in order to better know the place in preparation of the coming war. Special note was given to the potential escape routes. The hobgoblin horde arrived at the outskirts of the city and set up camp.

Day 42
Finally the hobgoblin horde attacked just after dusk. The party was immediately tasked to eliminate a group of giants attacking the city walls.


Sun, 12 Nov 2006
Preview to the Battle of Brindol

As the hobgoblin horde marched east, razing the towns of Terrelton, Nimon Gap, and Talar, the number of refugees continued to grow. Stories have begin to spread from stragglers who barely managed to escape the horde's savage advance, and panic threatened to break out. Without any means to stop the horde's advance, it will soon reach the city gates.

The party will finally face the full might of the hobgoblin army, which the defense intelligence reports consists:
More than three thousand hobgoblins warriors, monks, warpriests, berserkers, worg riders and ogres
More than a hundred monsters including hill giants, barghests, wyverns and manticores
A large red dragon
And many more hidden in the darkness to strike with surprise

Fortunately, the party has secured help from the elves and the dwarves, as well as depriving the horde an undead contingent.
But the situation is clear, Brindol has no chance without the party's aid in the final battle.

The party did their best during the defense conference in helping the city prepare its defenses. Alas, unknown to them, an error that they made in one of their decisions will become a time bomb that will throw everything asunder.

Do not miss the greatest battle of our time!
How many will be saved and how many will die?
When screams fill the air and blood flood the streets,
What will our heroes do in dire straits?


Sun, 5 Nov 2006
Campaign Season 4 Update: Dungeon Raiders reached the city and took part in the defense conference

Day 36 – 38
The party pressed on and finally arrived at the city where the hobgoblin army was headed. The party had an important conference with the defense council on the preparations for the coming war. The debate went on well into the night until the key decisions were made. The lives of thousands were at stake and a poor decision might result in the fall of the city.


Sat, 4 Nov 2006
2006 Worldwide D&D Game Day: Curse of Gethin Abbey (Darkness in Greyhawk edition)

The Dungeon Raiders were called to return to a lonely temple of Pelor within the Dread Realms. A few years ago, the same party, then known as Contingency Team 2, came to the abbey on a secret mission. A separate Main Team and Contingency Team 1 were sent to an ancient castle to awaken the Dark Lord from his delusions (Campaign Season Two: Chapters 7 and 8). Fortunately, while the Main Team failed, Contingency Team 1 managed to complete their mission successfully. Contingency Team 2's directive remained a secret, and the party disbanded since they were no longer needed, except for a rescued half-elf and one of the party members who chose to stay behind. Incidentally, Archmage T never revealed how many contingency teams there were, just like he would never reveal how many clones he had (Campaign Season Two Report).

The current party consisted of:
1. A Human Paladin (who was not at the Paladins' Final Charge, Campaign Season Two: Interlude after 7.3, all the paladins perished)
2. A Dwarf Cleric (who was not at the ancient mountain glacier, Campaign Season Two: Chapter 8.4, all the dwarves perished)
3. A Human Fighter (brother of the party member who stayed behind)
4. An Elf Ranger (brother of the Elf Wizard, agent of the Ruined Circle)
5. An Elf Wizard (brother of the Elf Ranger, agent of the Ruined Circle)
6. A Halfling Rogue (who did not need a reason for being there, reports confirmed that he was not a kender, especially since kenders don't exist!)

The party found that the Pelorites had been betrayed by the two who stayed behind. The latter had discovered the secret that the abbey kept hidden for hundreds of years. A codex with untold secrets was kept hidden within its vaults, away from the forces of darkness, when the forces of good realised that it was no longer safe for it to remain in the World of Greyhawk after the Dark God scored so many victories in his conquest. Unable to save the Pelorites, the party fought and vanquished their foes with a sadness in their hearts. Unfortunately, the rogue was torn in half in a confrontation with an ancient creature called from its Timeless Slumber (Campaign Season 1: Chapter 6 and 8). The paladin's head was chopped off and the fighter was burned to a crisp in a battle against the fighter's brother and his undead minions.

Before the survivors had a chance to rest after recovering the codex, something terrible happened. No means of divination magic was able to peer through the mists of Ravenloft to see what happened next. It was only known that the cleric and the wizard were lost in the mists, but the ranger successfully escaped from the Dread Realms with the codex. Those who watch from far away all heaved a sigh of relief when the ranger emerged, although he might not fully understand how important it is that the codex not fall into the wrong hands, especially since the Sword and the Grail had already been lost to the darkness (Campaign Season Three: Chapter 9.3).

Congratulations to the Dungeon Raiders (plus a guest player) for successfully completing the adventure under the Iron Man category, Extreme Nightmare setting.


Sun, 29 Oct 2006
Campaign Season 4 Update: Dungeon Raiders returned phylactery to evil lich

Day 31
The party met the Ghostlord and returned his phylactery. In return, the Ghostlord agreed to withdraw his support of the hobgoblin army.

Day 32
The party returned to the dwarven holds. The dwarves set off to defend the city.

Day 33 – 35
The party arrived at a village on their way to the city and helped in the evacuation.


Sun, 22 Oct 2006
Campaign Season 4 Update: Dungeon Raiders took revenge on remaining hobgoblins

Day 31
Venturing deeper into the stone structure, the party encountered fierce resistance from the hobgoblins guarding the entrance. The party defeated them after a long fight.


Sun, 15 Oct 2006
Campaign Season 4 Update: Dungeon Raiders lost another arcane caster to the darkness

Day 31
The party soon charged into another battle when they discovered that the ancient stone structure is occupied by hobgoblins and a huge monster. A lack of focus left the party's arcane caster defenseless against the ruthlessness of the enemy.


Sun, 1 Oct 2006
Campaign Season 4 Update: Dungeon Raiders delivered mercenary gold and went on another quest

Day 25 – 29
The party decided to deliver the gold personally to the dwarves to ensure their assistance in the defense of the city. The party reached the dwarven holds uneventfully but due to an unexpected discrepancy, the party had to perform a quest for the dwarves.

Day 30 – 31
The party went on their quest and arrived at an ancient stone structure.

Interlude
The invading army continued on their rampage and razed the next village.


Sun, 24 Sep 2006
Campaign Season 4 Update: Dungeon Raiders recovered mercenary gold from goblin gang

Day 23 – 24
The party returned to the wild elf encampment to rest, before setting off for the nearest city.

Dungeon Raiders experience a glimpse of the past
Part I: Of men, elves, dwarves and orcs.
The war that Time had frozen with the Gods.

Day 25
Passing through a small town along the way, the party came across looters who were taking advantage of the chaotic situation as well as a gang of goblins and ettins robbing gold meant as payment to a company of dwarves for their services to defend the city in the coming war.


Sun, 17 Sep 2006
Campaign Season 4 Update: Dungeon Raiders lost their arcane caster - body, mind and spirit

Day 22
The party returned to the hobgoblin blockade to take it down. The party stayed at a distance and depleted most of their spells to blast the blockade and its defenders with fireballs. The defenders quickly scattered. Determined to finish their job, they tracked the hobgoblins for some distance until they were ambushed. In the battle, the enemy quickly murdered the arcane caster in the party and disappeared with his body, their mission accomplished.


Sun, 10 Sep 2006
Campaign Season 4 Update: Dungeon Raiders plundered dragon's horde and returned with a fortune

Day 20
The party tried repeatedly to rest inside the ruins in order to recover their spells. Their foes tried repeatedly to snipe them in the dark, using hit and run tactics to wear the party down. However, the enemy become over-confident after a while, not knowing what they were up against. The party finally eliminated two key members in the invading army, plundered the dragon's horde, destroyed a nest of eggs, and found a lich's phylactery.

Day 21
The party returned to the wild elf encampment and reported their findings.


Sun, 3 Sep 2006
Campaign Season 4 Update: Dungeon Raiders massacred the denizens of an ancient ruin

Day 19
The party decided to try their luck in getting more aid from the wild elves but were unsuccessful.

Day 20
The party traveled to the ruins of an ancient kingdom in the center of a lake to clear out the threat against the elves. Taking a direct confrontational approach, the party killed many denizens of the marshland, hobgoblins and large giants with spectacular displays of firepower. However, their boat was destroyed, trapping them within the ruins. Their spells are mostly used up, and a dragon is still out there somewhere.

Interlude
While the party massacred the denizens of the ruins, the invading army conquered the next town and continued their march east.


Sun, 27 Aug 2006
Campaign Season 4 Update: Dungeon Raiders encountered tribe of wild elves

Day 10 to 17
The party traveled north by river to a trade road and spotted the blockade blocking the road. The party decided to bypass it. They later encountered a strange dragon-like monster and suffered severe injuries before killing it. They were spotted by a group of wild elves which lost one of their own to the monster. The party traveled with the elves back to their encampment.

Day 18
The party met the tribe speaker of the elves and requested for aid against the hobgoblins. Unfortunately the elves have problems of their own and the party offered to help in hope of allying with the elves. The party joined in the funeral ceremony and received aid in healing their wounds.

Day 19
The party rested and replenished their equipment.

Interlude
While the party traveled north, the invading army marched to the first town in its path and burned it to the ground after looting what's left behind.
The nearby towns and villages are in a state of panic as the people fled to the east.


Sun, 20 Aug 2006
Campaign Season 4 Update: Dungeon Raiders saved townsfolk from approaching doom

Day 6
The party discovered the camp of an army numbering in the thousands who are ready to invade the human lands.

Day 7
The party tried to destroy the bridge on their way back to warn the town but they were unsuccessful.

Day 8
The party rested back in town and urged the townsfolk to evacuate immediately. The townsfolk readily agreed.

Day 9
The party stopped an advance wave of hobgoblins from raiding the town.

Day 10
After hearing news that the hobgoblins have established a blockade in the north, the party set off once again to look into it.

Interlude
Sound advice from the party resulted in the immediate evacuation of the town giving them a much needed head-start to escape the approaching doom.
News of the invading army and the band of heroes that saved the townsfolk soon spread throughout the human lands...


Sun, 13 Aug 2006
Campaign Season 4 Update: Dungeon Raiders clear ancient stone bridge of hobgoblins and a dragon

Day 3
The party reached an old ruined keep and encountered a band of hobgoblins with a couple of large monsters. The party cleared the keep and discovered a map showing the hobgoblins' battle plans.

Day 4
The party hurried back to the town and informed them of the impending attack. Unfortunately the party does not have enough intelligence on the enemy and have to go back to find out more.

Day 5
The party entered the forest again and proceeded further from the ruined keep.

Day 6
The party reached an ancient stone bridge over a deep gorge. They encountered strong resistance from an encampment of hobgoblins and a dragon but they managed to secure the bridge after a long fight.

Day 6: Battle at Skull Gorge Bridge




Sun, 6 Aug 2006
Campaign Season 4 Update: Dungeon Raiders scout forest for hobgoblin raiders

Day 1
The party arrived at a small town to rest after being ambushed by hobgoblin marauders. In town, they were approached to help look into the problem of frequent hobgoblin raids. The party finally agreed to perform a reconnoiter mission to determine the size and location of the hobgoblin camps in the forest.

Day 2
The party rested and discovered more about the town.

Day 3
The party followed a trade road into the forest and persuaded a guide to lead the way. They encountered a great reptile with several heads on long slender necks and quickly escaped.


Sun, 23 Jul 2006
Character creation for Campaign Season 4: Action Points, Campaign Cards and approved Secondary Sources

For the heroic, unanimous and spontaneous sacrifice that the party embraced in Campaign Season 3, a glimmer of hope penetrates through the shadows of darkness.
The benefit of Action Points is now unlocked! A character can spend action point(s) once in a round either to add to a single d20 roll, activate a class feature or to stabilize.

Use of action point

Effect

Add to a d20 roll

A character can spend 1 action point to add the result of 1d6 to a single d20 roll just made and before results are declared.
Character levels 1-7, roll 1d6. Levels 8-14, roll 2d6. Levels 15-20, roll 3d6. Apply the highest result and ignore the other rolls.

Activate Class Feature

A character can spend 2 action points to gain another use of a class ability that has a limited number of uses per day.

Stabilize

When a character is dying, he can spend 1 action point to stabilize at current hit point total.


A character has the following number of action points. Because of the episodic play environment, action points refresh with each adventure module.

Level

Starting Action Points

Maximum Action Points

1st

3

4

2nd - 3rd

4

5

4th - 5th

4

6

6th - 7th

5

7

8th – 9th

5

8

10th - 11th

6

9

12th - 13th

6

10

14th - 15th

7

11

16th - 17th

7

12

18th

8

13


Player Points can be used to purchase Campaign Cards shown below. Action points and Campaign Cards has an interlocking relationship. Basically Campaign Cards are physical representation of action points.

Campaign Card

Player Points needed

Effect

Minor

1

When creating a new character, each Minor 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.

Each card permanently spends 1 action point from your maximum action points first, then from starting action points. That action point can no longer be used.

Expansion

1

Unlock a spell list for a class, set of substitution levels, or set of related rule items from one of the secondary sources (subject to approval due to campaign setting).

Each card permanently spends 1 action point from your maximum action points first, then from starting action points. That action point can no longer be used.

Major

2

Unlock a base class, prestige class, or race plus all its related rule items from one of the secondary sources (subject to approval due to campaign setting).

Each card permanently spends 1 action point from your starting action points. That action point can no longer be used.

General

3

Check out the campaign cards for RPGA campaigns under Mark of Heroes and Legacy of the Green Regent. 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).

Each card also counts as an action point under your starting action points. When using an action point, the character chooses to receive the benefit of the campaign card or the normal action point benefit. Once used, the campaign card is discarded for that adventure module (no matter which benefit is chosen).


The Starting Action Points (including those represented by General campaign cards) minus those action points spent permanently are those that the characters have at the beginning of each adventure module. A character cannot have more campaign cards than his maximum action points.

The following secondary sources are approved for this campaign:
1) Players Handbook II
2) Complete Warrior
3) Complete Divine
4) Complete Arcane
5) Complete Adventurer
6) Miniatures Handbook

Example on the use of campaign cards:
Lidda used 7 Player Points to purchase the following: Major (Scout), General (Wink and a Smile), and two Minor campaign cards.

When creating a 3rd level Scout character, she puts the Major (Scout), General (Wink and a Smile) and the two Minor campaign cards on her character's campaign card stack. She uses the two Minor campaign cards to unlock Dash and Eyes in the Back of Your Head. Her campaign card stack looks like this:

5) Dash (permanently spent)
--------------------
4) Eyes in the Back of Your Head (permanently spent)
3) Action Point
2) Wink and a Smile (can also be used for action point)
1) Scout (permanently spent)

When creating a 1st level Rogue character, she puts the General (Wink and a Smile) and the two Minor campaign cards on her character's campaign card stack. She uses the two Minor campaign cards to unlock Dash and Jack of All Trades. The Major (Scout) campaign card is not used. Her campaign card stack looks like this:

4) Dash (permanently spent)
--------------------
3) Jack of All Trades (permanently spent)
2) Action Point
1) Wink and a Smile (can also be used for action point)

She cannot create a Ninja character since she does not have a Major (Ninja) campaign card, neither can she take the prestige class Dungeon Delver without the Major (Dungeon Delver) campaign card. She also cannot use any General campaign card that she has not purchased.