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Session Log

D&D Campaign Session for March 12th, 2000

Volume I, Chapter 1: A Call to Arms

Played with 1st Edition Rules

The Party:
Earowin, Human Male Paladin of Ehlonna, 1st Level (Scott)
Oberill, High Elf Male Magic-User, 1st Level (Dennis)
Kari, Human (?) Female Ranger/Cleric of Fharlanghn, 1st Level (Andy)
Reddof, Half-Elf Male Ranger, 1st Level (Greg)
Kyrem, Half-Elf Male Ranger/Cleric of Trithereon, 1st Level (Caleb)
Azaki, Half-Orc Fighter, 1st Level (Josh)
Kort, Human Fighter, 1st Level (Neil)
Nikka, Halfling Burglar, 1st Level (Patty)

Later added: Dradmas, Human Male Cleric of Heironeous, 1st Level (NPC)

After travelling from various parts of Sunndi in response to Count Hazendel's call for adventurers, the various individuals in the party arrived at the main keep on the borderlands near the great swamp, newly finished and well garrisoned. The only difficulty experienced by any of the party on signing in was an extremely suspicious welcome given to Azaki, the half-orc fighter by the Corporal of the Watch, Isik.

The first day was spent exploring the outer Keep and spending a great deal of time in the Tavern. After a few hours, the smaller groups of adventurers had reached an informal agreement to join together as a larger group to follow up on certain rumors regarding adventure and the origins of the humanoid raids in the area. Learning that a previous party had set out only two days earlier, the adventurers decided to follow their trail at first.

The next morning, well-fed, well-rested and re-provisioned, the party left the Keep and headed South-Southwest, towards the hills bordering the swamplands, generally following near the river. Aside from following the previous party, they were interested in rumors of an abducted damsel, humanoid tribes living in caves in the hills to the south, and a story about a lost elf who was being searched for by another elf that had joined up with the previous party. With three rangers, the group quickly found the other party's trail and followed it for several hours as the terrain grew more rough. Eventually, as hills rose on either side and the river returned to cross their path, they came to the edge of some saturated swampy land that made the trail more difficult to follow. Here, at the edge of the river, the trail seemed to end, within view of an island in the river. Seeing what appeared to be a ruined bridge joining the island to the other side of the river and perhaps some sign of a building among the overgrown vegetation, the party decided to follow the river while searching for a good place to ford.

It was at this time that they were set upon by six lizard men, who emerged quickly from the swamp to their east and engaged them in melee. The two lead rangers quickly fell, soon to be followed by other party members as the lizard men skewered adventurers on their crude spears. In the end, only three heroes (Kyrem, Azaki and Nikka) were left standing when the last lizard man fled into the depths of the swamp, leaving behind his slain comrades. Only quick action saved the lives of the other wounded adventurers before all their blood mixed with the water of the swamp.

After making a litter for the party's single horse (Earowin's), the remaining adventurers set out back to the keep with their wounded and unconscious comrades. Moving very slowly, the party traveled through the night, arriving back at the Keep to face questioning from the night watch and an awakened Castellan. After satisfying himself that the lizard "hordes" described by the adventurers were not going to materialize during the remaining hours before daybreak, the Castellan and most of the watch returned to their beds while the party headed to the church.

After some promises to attend the services of St. Cuthbert's chapel and payment of church dues and offerings of gold for healing, the party received the full benefit of the ministrations of the Curate and his three acolytes. After a full night's rest and more healing by the party clerics in the morning, the adventurers had nearly recovered from the harrowing attack of the lizard men. Fortunately, the necklace taken from the slain leader of the lizard man party turned out to be of great value, being made of solid gold and identified by the merchants at the keep as belonging to a lost master trader of the Sunndi guilds. Much wealthier now, the party was able to buy certain items of armor and weaponry to improve its arsenal.

The party met with Dradmas, a Cleric of Heironeous sent from the temple in Pitchfield to help clear out the southern border. He offered to join them and was accepted as an equal. The next morning, the part set out again, retracing their steps. Arriving without mishap at the edge of the swamp and river, the party set about constructing a raft to cross over to the island. By late in the afternoon, the raft was finished and the party landed near the ruined bridge. Adding to the curious nature of the island was a persistent distant wailing that seemed difficult to pinpoint other than as coming from the island. A short foray inland discovered a massive network of webs near the island end of the ruined bridge. The island vegetation turned out to be remarkably dense, with a near-canopy forest of tropical vegetation including many kinds of thorny vines. Little sunlight reached below the upper levels of the forest, making the giant black spiders hiding in their webs very difficult to spot. Once Earowin had detected that there was indeed evil lurking in the webs, the party attempted to draw it forth, readying flasks of burning oil while using a spear to disturb the web.

Kort, holding the spear, was immediately snatched by a giant spider who bit him, knocking him unconscious and dragging his body upwards into the web as the rest of the party reacted by throwing burning oil at the thick strands. In short order, three great black spiders had jumped out among the party and were proving to be fearful foes. Only concerted action managed to slay them, while only luck was with Kort. Against the odds, he survived some minor burns from the oil fire that weakened the web around him, allowing his unconscious body to fall through to the ground. He also survived the fall, somehow, and the party clerics converged on his bleeding and burned body, using all of their healing powers to mend his wounds. Kort counted himself lucky as he retreated to the raft, mumbling thanks to the universe. The rest of the party waited for the fire to burn out, destroying what was left of the ruined, webbed bridge and many of the trees in the vicinity. Unfortunately, nothing of value was found among the burned remains of the webs, though many grisly remains of previous meals for the spiders and their young were to be seen here and there.

The party now regrouped as twilight was approaching to determine their best course of action.

Here endeth the session.