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Adventure Recap - 09/06/2010
Having come to Thunderspire Mountain to recover a set of antique Drow fortune stones, the party soon found themselves involved in the investigation of a slavery ring based within the labyrinth beneath Thunderspire. The ring was operated by a goblin tribe known as the Bloodreavers that was responsible for a raid on the nearby village of Riverdown. Olo Milner, an escapee of the Riverdown raid, elisted the party to assult the Bloodreaver stronghold and recover his missing friends. After dispatching the Bloodreavers, the party found that the Riverdown captives had been sold to the Duergar Clan Grimmerzhul. Inflitrating the Grimmerzhul fortess, the party recovered all the Riverdown captives save two. Further investigation revealed those captives had been handed off to the Blackfang Gnolls who had recently come into Thunderspire Labyrinth and taken hold in an area known as "The Well of Demons".

Finding their way through the Labyrinth, the party has located The Well of Demons and have started to explore the mysteries contained within...
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Session #5 - 05/22/10
While searching a side barracks, Thane overheard the sounds of conversation from an adjacent room. Peeking through an arrow-slit built into the wall, he observed two orcs engaged in conversation. Another voice out of the range of his vision chimed, but was clearly laughed at and dismissed by the orcs.

Knowing that the orcs didn't present an immediate threat to them, the party burst into the next room ready for combat. They were surprised to find the other voice belonged to an Ogre, who was ready and willing to join the fray. The combat was fiercely fought and in the end the party was victorious, but in need of rest.

Returning to a side hall of the Hold that was clearly unused by the Duergar, the party made camp in front of a roped-off door that bore a "Keep Out, Danger!" sign. The party was able to take an extended rest with no interruptions.

Well-rested and curious about what laid beyond the barred door, the party ignored the warnings of the sign and progressed to the room beyond. Inside, the room was in shambles, covered in rubble, and not well-maintained like the rest of the Hold. The room appeared to be a chapel of some kind, devoted to a paton of the long-departed Minotaurs. A large stone statue of a Minotaur dominated the room, it's once outstretched arm now broken off and lying at it's feet. Crossing the room to reach the rusted iron door at the other side, Erthom was suddenly attacked by an grey, walking human corpse with vicious claws and teeth - a wight!

Soon, more wights emerged from the rubble, surrounding the party and draining their very life essence with their strikes. The wights were defeated, but not without leaving the party a bit weakened from their attacks.
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Session #2 - 04/24/10
****
Searching the bedchamber of the Bloodreavers' chieftan revealed a locked chest containing a sizable sum of money, finely crafted armbands of Duergar make, and a signed contract for the sell of slaves to the Ghrimmerzhul clan signed by Murklemor Ghrimmerzhul himself.

A final sweep of the Bloodreavers' hold found a raucous band of individuals indulged in food and drink. Bursting in and catching them unaware, the party made quick work of the goblins, humans and grey dwarves within. The stakes from an unfinished Three-Dragon Ante game yielded a beautiful, yet deadly longbow.

****
After an eve of rest at the Halfmoon Inn, the party decided to explore the Labyrinth in search of treasure. Erthom led them in their expedition and they soon found a curious sight. A Gelatinous Cube trailed by three ghostly apparitions. The spirits appeared to have been an adventuring party in life, made up of a cleric of Pelor, a half-elf ranger, and a druid. Ku noticed that the totem wielded by the druid apparition was also present in the Gelatinous Cube, preserved by it's magical nature. Seeking to claim the totem, the party slew the wraiths and the Cube. As they did so, the spirits protested greatly to the party's interference in their quest to retrieve the "coat".

Sorting through the miscellany of items left behind by the Gelatinous Cube, Erthom found a metal scroll case. Contained within was a haphazard map of the Labyrinth that contained three seemingly disjointed words: "Coat", "Kord", and "Pit". Using his skills as a caver and his natural abilities as a dwarf, Erthom deciphered the map and let the party to it's location - a ceremonial chamber dedicated to Baphomet. In the center of this room lay a circular shaft descending down 40 feet. At the bottom of the shaft lay a natural cave. It's walls were covered in chalk writings, overwritten in many places, and the floor was worn clean around the walls from constant walking. Slumped in the corner of one room was a skeleton adored with gleaming chainmail.

Thane found the journal of the deceased adventurer and it revealed that he had been captured by Minotaur priests of Baphomet and cast into a lower part of the Labyrinth to find his way out - at least that's what he believed. In reality, the priests used their demonic magic to cloud his mind and he had in fact been walking in circles in the lone cave at the bottom of the shaft. Unable to find anyway out, he eventually starved to death.

As Thane went to remove the chainmail from the long-dead corpse, he was given a vision of the folk-hero Arnd, a cleric of Kord who legend says rose up against a tyrannical baron in defense of his village. This was no ordinary suit of armor, but in fact, the artifact known as The Invulnerable Coat of Arnd. Arden took ownership of the Coat and felt it's presence when he donned it, urging him to seek out glorious combat.
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Side Quest - Exploring the Labyrinth
Once per session the party can opt to "Explore the Labyrinth" that comprises the depths of Thunderspire Mountain. Exploration may lead to treasure chambers containing precious antiquities that can be sold to Gendar for profit or long-lost vaults holding magic items drawn from the player's wish lists. This is not without risk, however, and each foray into the Labyrinth requires a skill check to ensure successful navigation. Many an adventurer has been lost to the Labyrinth and it may be wise to hire a guide for such expeditions.
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Session #1 - 04/10/10
"I don't trust Drow, Duergar, or anything else that dwells in the Underdark. I trust Halflings even less."
-Defias, Goliath Warden

****
Via an arranged meeting with some mutual contacts, the party was tasked by Thaster to travel to the Seven-Pillered Hall and broker an exchange of goods with Gendar. Thaster gave them a locked cask and they departed Hammerfast and made way for Thunderspire Mountain.

****
After a day of travel, they stopped for rest at the Fiveleague House. A single merchant caravan were the only travelers in residence and they were in the process of leaving, quite upset after a loss in Three-Dragon Ante to Revasys.

Defias accepted a challenge from Revasys for a reward from her magic sack. A single gambit of Three-Dragon Ante was game of choice and Defias came out the winner. Awarding him enchanted hide, she invited him back for a friendly game anytime.

A day out from Thunderspire Mountain, the smoldering remains of the merchant caravan was discovered by the roadside. Clearly the attack of bandits as all the valuables were gone.

****
Upon entering Thunderspire Mountain, the party heard the sounds of distress. Investigating, they found a halfling being harassed by a group of Hobgoblins. It became clear that the Hobgoblins were slavers and were looking to capture the halfling to add to their stock. Brief negations were attempted,but quickly broke down and the Hobgoblins were dispatched.

The halfling introduced himself as Revil Halfmoon and as a reward for saving his life, offered up free room and board at the Halfmoon Inn. During the trip to the Seven-Pillared Hall, he explained the Hobgoblins were part of the Bloodreavers and that they were a constant danger in and around Thunderspire.

After a short rest, the party headed out to meet Gendar. Trade was brokered and the cask was exchanged for the Drow fortune stones. Gendar made mention that he had lost an ancient skull scepter that was stolen from the agents he had hired to retrieve it by Duergar, or at least he believed it to be the work of the Grey Dwarves. He offered a reward for it's safe return.

Upon returning to the Seven-Pillared Hall, Revil was consoling a young human man who was dressed in the garb of a peasant. Revil called the party over to hear the youth's tale. He introduced himself as Olo Milner and explained he had come to Thunderspire in the company of blades-for-hire to find the lost members of his village, Riverdown. Thirteen of them had been taken during a raid of the Bloodreavers and brought to somewhere within Thunderspire. After spending a night in the Halfmoon Inn, the mercenaries that accompanied Olo abandoned him for a bigger job in the Underdark. Revil thought perhaps since the party had dealt with the Bloodreavers already and had helped him, perhaps they'd be willing to assist Olo as well. At first, they were hesitant, but when Olo suggested that the lord of his lands, Baron Stockmer, would be willing to offer a sizable sum for the return of his serfs, they agreed to consider looking into it.

****
Determined to collect on Gendar's reward, the party successfully navigated the Labyrinth to find the Duergar stronghold of Clan Grimmerzhul. Upon arrival, they found a group of testy and dim-witted orcs guarding the entrance to the hold. Convincing the orcs to fetch someone in charge, a Grey Dwarf emerged to engage the party in negotiations for the scepter. At first denying that Clan Grimmerzul had any such item in their possession, the Duergar was soon convinced to part with it after agreeing on the sum of 100 gold. Sealing the deal with a oath to Asmodeus, the Duergar took leave of the party and withdraw back into the hold.

****
After returning the scepter to Gendar, the party made their way to the Bloodreavers base of operations. Entering through an unsecured doorway on the balcony, Thane convinced a goblin guard that he was a member of the Bloodreavers and was bringing a group of interested buyers to see Chief Krand. The goblin let them to a bizarre chamber of eyes which contained cells for holding prisoners, but contained no captives. The hobgoblin archers present drew their weapons and a vicious melee began. As the battle began, the goblin escort called for help and soon the hobgoblin chief and several other members of the Bloodreavers arrived to join in the conflict. After an intense battle, the party found themselves victorious. Surrounded by carnage, they took a moment to rest and regroup.
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DnD 4E Core Setting (4E)
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