Jungle Rumble


Campaign Journals


Tonight was the second "session" of my new campaign that I'm DMing. "Session" in quotation marks because while it was the second time we got together as a group for this campaign, the first time character generation, introduction, and whatnot took up nearly the entire time that we had. I figure I'll give a go at posting a campaign journal here about it, and hopefully it'll be interesting enough that people will enjoy it. It's pretty late and I'm tired, so I'll type up the events of the session tomorrow, but I'll give a brief intro here.

The setting is a semi-generic world of my own creation, and the campaign takes place in a tropical jungle. Specifically, it takes place in the Principality of Three Rivers, which is a part of the Bequoji Empire. Due to the density of the jungle and small number of well maintained roads, there is little enforcement of law and order outside the major cities (which are fairly well spaced apart) and the numerous small villages under protection of roving patrols based inthe big cities. Each local Prince (or Princess) has a large degree of power within their borders as long as they keep order and pay the required taxes to the Emperor. The action begins in and around the city of Jiyan, named after the river that it sets upon where the Imperial Highway (the only high quality road in the area) crosses it. Both the Highway and the river are major trade routes in the area.

The party begins as a somewhat rag tag gang of bandits. Needless to say, this isn't a "heroic" party; most of the characters are in fact chaotic evil. Since I wanted to encourage interesting characters, I allowed PCs with level adjustments and the entire party would start at an ECL of one higher than the highest LA, so every character would have at least one class level. The highest level adjustment is +2 (the drow), so each member has an effective character level of 3. The party is as follows.

Tesa Runningdark, catfolk rogue. The dark gray furred catfolk rogue is quite quick and dextrous, and has a healthy ego. She's quite nasty with her rapier (weapon finesse and a dexterity score of 21 will do that) and has quickly developed a habit of making fun of Duzair, in the middle of combat, when he misses an attack with his comparatively clumsy flail. She has also declared herself "the great monkey slayer," but we'll get to that soon enough.

Bixbi, halfling sorceror. After a less than successful attempt at thievery, Bixbi got out of jail and decided to be a sorceror. He's proven a bit better at that, though he's a bit paranoid for his own safety. He gets along with the rest of the group because they don't seem to mind him hiding behind them as long as he provides magical support and cooks. On the rare occasion that he might be within reach of a foe, he simply directs his faithful riding dog, Butch, to bite them since he knows that his staff is about as deadly in his hands as a blade of grass (a strength of 7 will do that to you).

Theravin, drow hexblade. While not the most physically resilient combatant around (12 HP, including his Toughness feat), Theravin, or "Theo" as he is known to some, tries to make up for his lack of toughness with sheer nastiness (usually in the form of a swinging scythe). He left his home some time ago because his kinfolk made him extremely paranoid (fancy that, scary drow) and while his current companions aren't exactly upstanding citizens there are much fewer of them to keep track of and these ones are actually useful to be around.

Likai, tiefling ninja. Not much is known about Likai, and he prefers it that way. He deliberately draws as little attention to himself as possible. While having a definite impression of his own superiority over them, he likes his companions because they provide a nice distraction while he sneaks up behind his enemies, or somebody to run behind if he gets noticed first. He and Tesa are quickly developing a sort of unspoken professional partnership as they have similar abilities and work together well, but she's much louder and more noticeable when stealth is not needed.

Duzair, raptoran cleric of Lliendil (raptoran god of storms). Duzair began wandering as part of his Walk of the Four Winds, and while still technically on that journey has developed even more of a nasty streak than he already had. He's really into the destructive aspect of his deity and prefers to use as many storm metaphors as possible. He joined up with the party as a way of "adding winds to his storm" and has a rather secure position in the group as the only one capable of using healing magic. He is proficient in the use of his heavy flail (the favored weapon of Lliendil) but has so far had less than stellar luck with it, resulting in the taunts from Tesa; he has responded several times by suggesting she tries swinging a real weapon instead of her oversized sewing needle, but does value her skill as long as she's on his side.

"Tank," jungle dwarf barbarian. Tank is a nickname, but most people can't pronounce his full name, including more than a few dwarves. He says his entire village (not a particularly big one) vanished while he was hunting, but some suspect that he might have just hit his head on a branch while vine swinging (no, he doesn't see any reason why dwarves can't be good at that) and got really lost. He's quite strong and tough, and extremely outgoing despite his lacking in the charisma department (Cha of 9). He gnerally comes across as a fast talking car salesman except he (usually) isn't trying to sell anything. He's not dumb but comes up with some strange ideas; the others put up with his strangeness because he's quite useful when swinging an axe. He has a pet monkey named Cheetor, but seems to dislike just about any other monkey (sometimes accusing them of trying to steal his bannanas). Tank may not be active in all sessions, as the player lives out of town (but frequently visits, often on game nights).

I like Marc Chin's idea of naming each session synopsis with actual character dialogue, so I'll try to do that. Tomorrow I'll post the events of the action so far (really just a fight with some monkeys and then todays session), which will be titled "But, come on! Think, a GIANT ball of copper!"


So that "tomorrow" thing didn't quite work out...but here it comes anyways. Better late than never.

Episode 1, "But, come on, just think, A GIANT BALL OF COPPER!"

The prospective gang of bandits has decided that their first order of business is the need of a base of operations. The city of Jiyan has some seedier parts, particularly along the western bank of the river, but they still don't feel particularly comfortable with the idea of hauling contraband and stolen goods into the city on a (hopefully) regular basis. While trying to covertly dig up information about any abandoned buildings or even caves in the nearby jungle, they happen upon the information that a rather small green dragon has set up a lair along keril stream, about a mile and a half northwest of town. The ranger that they learn this from is unwilling to show them it's location personally, he barely got out alive the first time, but they do learn the general location and decide to check it out and try to evict the current resident.

They travel up the highway for a stretch then set off into the trackless jungle, wary towards the possibility of an agressive and sharptoothed denizen thereof. They are a bit surprised when, amid a sudden cacophony of screeches and howls, ten small monkeys leap down from overhead trees and attack them! The battle lasts four rounds, and a few notable events occur. Duzair misses his first two mighty swings of his flail, but the monkeys attacking him fail to successfully gnaw his legs off at the shins, as seems to be their objective judging by what two others are doing to Theravin (three hits, one critical, resulting in a 30% HP loss in two rounds against a pair of monkeys). Duzair lands a solid hit, only after Tesa hops over to "show him how it's done" by skewering her third monkey on her rapier right in front of him; she narrowly avoids the splatter of monkey guts as he finally hits with his flail, rolling max damage. She sticks her tongue out at him before going to rescue the drow from the other monkeys. Bixby discovered that melee isn't his strong point as his first hit (for max damage no less) failed to even stun a monkey, but then Butch, his riding dog, authoritatively bit it's head off and that was apparently sufficiently satisfoctory.

Once everything settles down Tesa loudly proclaims herself to be the "great monkey slayer" and Duzair heals Theravin's torn up shins with a wand, suggesting that he not get beaten up by monkeys again. Just as the group is calming down and reorienting themselves, they hear a voice from the foliage beckoning them. The voice reveals itself to be a black wyrmling dragon, barely larger than one of the monkeys they just fought, who identifies herself as Pegabi and has followed them long enough to figure out their intentions towards the green. Tesa immediately bursts out with "Awww, lookit the cute little dragon!" "Peg" chooses to ignore the catfolk as she offers her assistance in getting rid of him as long as they promise to stay well out of her swamp, which is a short distance upstream from the green's lair; she seems to have been having some territorial disputes with the green.

A plan is formed as Peg leads the group to the lair of the green. A slight mound shelters a small cave entrance about fourty feet before the ground goes into a nearly sheer drop down to the stream some twenty feet down. Tesa and Likai sneak ahead to either side of the entrance as Tank, carrying Bixbi, climbs a tree and swings over on a vine, landing on top of the cave. Peg decides that everything is set up enough and approaches in the open, shouting a stream of insults, challenges, and untranslatable curses in draconic. Bixbi, the only party member who understands the language, visibly flinches at the vulgarity of the words emerging from the tiny dragon, but they get the desired effect. The green, notably larger than Peg, emerges and moves straight towards her, intending to make her eat those words, but he doesn't notice the ambushers nearby! He is taken in the shoulder by a crossbow bolt and receives a kama strike to the opposite flank. Bixbi hits with a ray of enfeeblement, but it has little effect, and Tank leaps down swinging his axe but only lands a glancing blow. The small dragon is hurt but not down yet, as he whirls around and breathes a cloud of corrosive gas all over Likai, Tank, and Bixbi! Likai and Bixbi dodge partially out of the way but Tank is caught off guard; luckily he's the toughest member of the group and can shake it off for now. The battle is abruptly cut short as Tesa (with a critical hit) puts her second crossbow bolt through the dragon's skull and he collapses (Tesa proceeds to remind everybody that it was she who struck the killing blow). Upon confirming that he's dead, Pegabi simply says "Now stay out of my swamp!" and flys upstream.

The party explores the cave and it seems that this little dragon has been busy. The entrance opens into a chamber roughly twenty foot across, though Duzair has to crouch down to fit his tall frame under the low ceiling. Nothing of note is found here but there is a doorway in the back that goes to a small, semi-spiral ramp that leads to a similar chamber below, this one with two side doorways and a ramp leading down at an angle in the center of the room. Closer inspection reveals that this tunnel ends in water a short distance in, a fact that causes Tesa to become slightly uncomfortable. One side chamber contains a collection of gear, presumable from those who hadn't fared well against the cave's original inhabitant. Most of note is a potion determined to be charged with a spider climb spell, a finely made hand crossbow which Theravin claims, and a suit of masterwork plate mail which none of the party is trained to wear. The other side is much more directly satisfying, with small piles of gold and silver coins on either side of a massive mound of copper coins (over fifty thousand of them!). The massive pile represents a significant sum of cash, but nobody is sure how to transport it. Tank suggests finding a way to melt it all into a giant ball and rolling it into town. The others point out both the lack of equipment to do so as well as their opinions that the idea in itself is ridiculous. Tank eventually relents, albeit with a bit of disgruntlement.

The group begins to make plans for improving this cave for their use. While Duzair complains of the low ceilings, Tank goes swimming out the tunnel and determines that it is, as he suspected, a passage to the stream outside. Measurements are taken, plans are made, and it is decided to rest before going to Jiyan to purchase materials for the planned improvements.

Early the next morning the do-it-yourselfers strike out and pass through the jungle without incident after doing their best to disguise the cave entrance, though several monkeys seemed to be heckling them at times but never stuck around long. Tank finds a smith known to be able to craft weapons and armor from dragons' bodies, and manages to sell the carcass of the green for a nice profit; Bixbi claims one fang and the funds to have a dragonfang dagger made from it as his share, though the others wonder why the little pipsquak needs a combat knife. The plate mail from the cave is sold at the same place, as well as several mundane items found in the hoard, increasing the group's funds. A mule and a small cart are purchased and quickly loaded with lumber and tools. Tank makes a quick stop to purchase coal and several ingot molds (only because no smithy in town sells giant ball shaped molds) as the others purchase a boat. Their most expensive purchase of the day by far, the shallow hulled craft is in many ways a miniature longboat and should be just enough to carry them and their load while stilll being able to navigate up the relatively shallow Keril Stream, saving them the trouble of hauling all this stuff through trackless jungle. Everyone and everything (including the cart and mule) is loaded onto the boat, though it takes all of Tesa's will not to give in to her fear of water and freak out.

Upon return to the lair the boat is tied up outside and the group gets to work for the next few days. The water tunnel is expanded to surface level and a small, crude dock is constructed. Doors are built and Duzair spends a full day raising ceilings and lowering floors with a shovel, then spends two days digging out a small room (with a high ceiling) on the upper level with an exit thorough the steep bank; it's not the grand cliff city he grew up in but it'll do for now. While Tesa constructs a protective pen for Gretchen, as she has named the mule, the others construct fireplaces and a chimney, Bixbi sets up a small kitchen, Theravin begins hunting for fresh meat, and Tank begins melting the massive heap of copper coins into more transportable bars. The group decides not to bother hauling the copper to Jiyan yet and to keep it stashed as their own little emergency fund, but divy up the remaining gold and silver. Finally vines are gathered and woven into nets that, while they won't hold much, should serve to make the entrance, dock, and boat less noticeable, at least from a distance.

With their base now established, the group makes plans to engage in active highway robbery, literally.

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