The Stirrings of War

Ambush and Treachery in the Caravan

The party, tentatively called T’Ain’t Natural for the time being, took on their first job of the adventure guarding a trade Caravan heading from Marthon to Brindol. While the gnome bard Prit attempted to negotiate for better wages, the clumsiness of Amithra while trying to show off hurt the party’s bargaining position. Once they set out on their way, T’Ain’t Natural was assigned to the rear guard of the caravan.

The caravan itself mostly consisted of merchants and travelers interested in drawing as little attention to themselves as possible with the exception of the rearmost wagon, driven by a dwarven dye merchant name Gramorn. Gramorn happily made chit chat with anyone who will listen, bragging about his teenage son who’s beard has already reached his knees at the young age of 30. In his conversation, he even discovered that he was related to Ragni.

The first day passed without event, and the second day appeared to be progressing in much the same manner. As the caravan leader, Marcus, was scouting out a position to camp the caravan an ambush struck, harrying the front caravan into fleeing and crushing Gramorn’s wagon with a large trap. Bandits charged the wagon, focusing primarily on Gramorn. The party battled to protect the wagon driver, and while the Big Man and his crew did some damage they were eventually taken down. While stringing up the bandit leader as a message, Dood the assassin discovers a tattoo on his shoulder that looked like three red claw marks. After coaxing the driver to consciousness, the warlord breaks the casks of dye on the now broken wagon to prevent the bandits from being able to take any of it for themselves. Gramorn was deeply saddened to see the fruits of his labor laid to waste, but valued his and the others’ lives at a greater value.

When the party caught up to the rest of the caravan on foot, they found a scene of fresh battle. Only two of the original wagons from the caravan remained intact, and nearly all of the main guard has been either killed or severely wounded. Ragni discovered, while patrolling in badger form, that a larger force of the bandits is on its way. The party quickly acts, Prit and Amithra healing the wounded while Ragni hides them safely in the woods, and Dood, Katryn, and Althaea cannibalized one of the fallen wagons to create defensive barriers that would funnel the enemies. As the enemies approached, Edhart hid himself in an overturned wagon for a surprise attack, Katryn planted herself out in front, outside of the defensive structures, calling a challenge to her enemies, and the rest of the party held back in a more defensive circle.

The bandit force attempted to negotiate for Gramorn, saying they’d spare the lives of the adventurers in exchange for the dye merchant, but the party would have nothing of it. Battle commenced, with Katryn’s Shadar-kai nature leading her into the heat of the fray closely followed by the assassin Dood. As they clashed with the main force, thug reinforcements attempting to cut behind were quickly dispatched by Edhart, but a group of archers managed to work around the barriers to pelt Ragni with a fresh batch of arrows. Amithra and Ragni managed to fight them off for rest of the combat, but were unable to join the main fray. Meanwhile, Katryn lashed out at her foes viciously, but was met in kind and knocked unconscious. Dood kept the pressure on their foes, and Pritprattler the Phonomancer was able to revive the ranger. Between their combined efforts, supported by lighting strikes from Althaea and rear attacks from Edhart, the bandits were dispatched.

Incensed from the battle, Edhart and Amithra try to force the dwarf into divulging why these people are after him, but are interrupted first by Marcus, determined not to see members of his caravan assaulted, and then by a large group of well armed mounted men entering into the clearing dressed in the uniforms of The Lion Guard. They surround the group, and breaks the dispute up. Looking down upon the scene he has just interrupted, the guard leader laughingly calls out “I couldn’t have asked for a better batch of patsies.” He promptly orders Gramorn killed and dispatches Marcus. Turning to the party, he casts a sleep spell on all but Dood, whose stealth kept him out of sight, and orders T’Ain’t Natural shackled and loaded into one of the functional wagons. Dood attaches himself to the bottom of the wagon out of sight, and they all move to Brindol as prisoners.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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