A's version of Thunderspire

Kedhira and Murkelmor

Kedhira held on for as long as he could in the Duergar shop. You had all backed the poor, sweet, innocent Duergar into his secret passageway. Professing that the final damage was to be non-lethal, you were then able to question this Duergar. Oddly enough, Aztrid intimidated the stout old codger, and you learned from Kedhira’s rant that, “Murkelmor’s too strong for you. Even if you kill me, someone else will be recruited to take my place. The Blackfang Gnolls know you are here. You’ll never succeed!!” You learned that the Blackfang Gnolls are found in the Well of Demons and Kedhira was even kind enough to show you where the WOD is on the map (how kind – see I told you he was nice). With that information, Aztrid ran him throw with her sword. (Way to go….)

The party took an extended rest and decided that it would be best to take Murkelmor out of the picture before heading off into the WOD. Very good idea indeed!

Arriving at Murkelmor’s chambers was uneventful, and you all managed to be stealthy enough to have a surprise round. The characters in this room, surrounding Murkelmor, were quite a bit tougher than expected, but you pressed on and fought hard. Mialee’s wall of thorns was devastating, and Tetya managed to kill one of the monsters!! He was quite careful about it too! mChung showed up to save the day and walloped Murkelmor!!!

I have posted the treasure on the XP Wiki and will let you all decide how you wish to proceed.


So, you all took the bait that the Tieflings had sent you. The encounter with the Tieflings and Bronze Warders was pretty tough – it was meant to challenge you.

The Tieflings had been hired to get rid of your adventuring party because of “slaving conflicts”. Durgrak managed to snag one of the Tieflings, get him drunk, and rape his mind for information. Turns out the Duergar are responsible for the slave trade in these upper parts of the labyrinth. You also learned that one of the Mages of Saruun was missing and had been for quite some time.

After another rest, you all decided to storm the Duergar’s store at the Sevened-Pillared hall. The Duergar, however, were waiting for you. They used their tried-and-tested method of “seize and capture” and managed to snag all but two of you into the back entrance of their store.

Upon your capture, you managed to successfully fight with the Duergar, but you’re not quite finished with all of them. In the heat of the battle, the mighty Kedhira slunk into the nearest cubby hole and tried to hide while you were massacring his subjects. At the present time, you are holed up in a small corridor blasting this fire-resistant Duergar.

Meanwhile, are more heads being delivered to you at the Inn while you’re tied up here. Can this adventuring party save the remaining slaves, and stop the insanity???? What actions will you take after Kehidra is dead…….?

The Slave Pits

So, for the last few games, you’ve all been trying to get through the “slave pit” encounter. You managed to slay all the monsters surrounding the poor, poor, poor unnoticed slaves…. they were so looking forward to being rescued… and yet…. you all needed to heal…. LOL!!!

You found 14 humans and 1 goblin who had been kidnapped. You successfully managed to get them out of the Horned Hold (because you’re all lucky SOBS!!!)and back to Seven-Pillared Hall. You’re all there now, levelling up and healing.

Dugrak’s managed to get his stone nuts back from the Drow who is eternally grateful for the skull scepter, but more so now that those retched things have left his shop!! The flies were deadly!

While you’re making your way to the various places to make purchases, get drunk, find “true” love – whatever, you’re being approached by many of the townsfolk. They’re praising you for your efforts and wondering when it is that everything’s going to be safe again???? They’re worried that the Duergar are up to bigger tricks of late. They tell you that they’ve seen the Duergar scurrying here and there and in all hours of the day too.

A few of the townsfolk have come to you with quests of finding their pets…. they’re hoping you can find them for a small reward!!! One of Rendil’s relatives approaches Meth and asks Meth to marry his daughter….

While you’re at dinner one night, a cloaked figure approaches you and hands you a note;

Your actions against the duergar are commendable. I am in a position of power in the evil organization behind the duergar’s actions, and I wish to help you defeat my comrades. I have been seeking a way out of the organization, and I believe you can help me. Follow the attached map so that we can meet in secret.

Now what are you all going to do…..

The Horned Hold

Feb 26, 2012

You guys moved into the final pod of the Horned Hold and managed to make your way through this last area, ending up in the slave pits… might not be the end of this pod – we’ll see.

The South Gate was secured and all the treasure found. Now, when you return on the 11th of March we’ll see how well you do battling several large creatures……

The Great Hall

So, you all cleared out the second pod of the Horned Hold; albeit, unconventional at best!!!! LOL!!! There were many Duergar, a Norkerblade, more Orcberserkers, Rundarr the Formidable, and another Wailing Ghost.

After dispatching all but two creatures, Mialee found a slave. After Mialee walked past the slave without talking to him, Eric bolted. Aztrid tripped him and you were able to gain some knowledge. Eric told you all that there are slaves being held across a bridge that’s guarded by some unseen creature. Eric knew that there was a password, but seeing that he doesn’t speak Dwarven, he was unable to get that for you. He mentioned how scared he was and you all offered him protection. You hid him in the first room you entered and continued your search of the area.

This search caused a Wailing Ghost to be activated. The floor was trapped with a sensor that would go off if any unauthorized personnel entered.

Turns out this Ghost was guarding a few things; 1 level 7 Holy Symbol; 1 level 5 (now 4) armour; 1 bag of tricks. The Ghost was also guarding a ledger detailing the slaves in the Horned Hold and those that were transferred to the Well of Demons. The ledger was detailed enough to tell you who was dead or alive.

You also found a letter to Murkelmor:

We have been trying to gather information surrounding a rumour that there are gangs within Thunderspire collecting “slaves”.

Thunderspire is a mountain of peace between all races. We strive to keep the peace among good and evil races alike. The trading of slaves in Thunderspire is expressly forbidden.

We invite you to a meeting to discuss these rumours. You will present yourself to our sanctuary. Be in the teleportation circle in 4 days.

Mages of Saruun-

In the middle of the day you all decided that it would be best if you gorged and rested – so for the 1st 2 hours of your 18 hours of confinement, you were attacked by the last remained guards who were searching for the cause of all the death and destruction they found when they went to get a cup of Joe….. Unfortunately, they didn’t have very strong armour and their long shift made them a bit weak and less agile!!! One of these guards exploded in a few seconds and the last one, hanging by a red blood cell, was charmed enough by you to truthfully, give you the password. Seeing as you guys aren’t so trusting… you scarred the last blood cells out of him to confirm his words were true to their word!!!

You all woke up, scratched your nuts, removed the sleep from your eyes, pulled on your trousers and tallied forth!!! Aztrid opened the door and told the Gargoyle the password and dared him to attack her!! Luckily, the DC roll was high enough and the Gargoyle bought her accent as solid… way to go PMS AVENGER!!!

You crossed the bridge as a party, and after listening to the double doors at the end of the bridge, decided that the voices on the other side of the door were no match for your Bravado!!! ATTACK!!!! Your surprise round was successful….. we will pick up next time at the top of the round!

First section of the Horn Hold

The party set out from their hiding place in the spider’s lair, in order to locate the Horn Hold. You all found the entrance to the Hold, and quickly discovered that they were waiting for you. Although, Snig was happy to shout out his location so that no surprise round would be had!! LOL!!!

At the portcullis, you all quickly dispatched the group of Orcberserkers, managed to open the portcullis, and push your way into the area.

You were swift in your ability to manage these Orcberserks, subdue them, and hack them to little tiny bits. However, if that wasn’t fun enough, the rest of the rooms in this area held a few other battleworthy foes!!!

You all pushed your way into the Duergar Workshop and nearly got yourselves all killed… except for Tetya who was being careful, and Snig who was hiding his soiled armour!!! Meth had blocked the entrance to the blacksmith’s natural spring and then if that didn’t hold, Meth wedged himself into the other door of the spring room to make sure that you were not attacked from the rear.

To his surprise and ultimate demise, Urwol was very upset at being rudely interrupted until he found out the interruption was made by foe!!! Just as Urwol was dispatched to the netherworld… A wailing ghost arrived – unfortunately, none of you made a nature check on the ghost to find out who it might have been. Alas, there was no body to investigate as it turned to mist and evaporated into nothingness…..

In the end the ghost and some of the Orcberserkers nearly killed mChung, and Mialee (I think).
You scoured this area and managed to find some treasure, not much, but treasure none the less.

Dugrak’s going to be over the moon when he manages to get back to Gendar the Drow to return his friend’s hammer and retrieve his much missed, nuts!!!!

You all closed the portculis, spiked the other doors closed, and appointed a guard schedule making sure everyone got the appropriate amount of rest to get all of your powers back!!!

Urwol carried a key.
Urwol had a chest filled with 280 gold pieces, and 400 silver pieces.
The Duergar’s small bag had 32 gold pieces, 120 silver pieces.

When we return to the game, you will all be refreshed and ready to die another day!!!


Bicker, bicker, bicker followed by whine, whine, whine – and all this to see who will take a flask. Well, I took two that truly looked interesting (Thunderstone and Alchemist’s Fire). It is a wonder that we had no unwanted visitors while this loud exchange of words took part.

Spider nest

The troupe travelled down the tunnels a wee bit more…. you must be getting close…. The group’s fabulous dungeoneering skills managed to find a door hidden in the rocks along the wall of the tunnel. Nicely done…. You managed to get the door open, despite the old and frail trap that activated. In opening the door, and entering the room, a swarm of spiders and a few stirges took their fright out on you!!! Dispatching them quickly, you decided to spend a night in the newly cleared room. Aztrid and Aquarius stated that they were on guard for the night watching the extending corridor…. what might be lurking down there for you allllllll…….

Dugrak’s growing pile of nose goblins is starting to block the door you all originally came through. Seems that because Dugrak no longer has any “rocks” to scratch, his nose is now taking all of his attention….. LOL!!!

Beetle Nest

After assessing the best time to “quietly” slip out of Seven Pillared Hall, you take your leave and head down the road leading to the labyrinth. You were not as quiet as you’d hoped to have been, Aztrid’s chastity belt fell to the ground and someone else failed to pack their adventures kit well and the pots and pans clanged together as a result.

During the first few 100 feet of your journey, you noticed a corridor leading to a door that you recognize belongs to Grimmizhul Trading Post. You noticed that the door was slightly ajar and eyes were watching you leave. As a party, you decided to pay them no heed and journey on…..

After several hours the road/tunnel became less maintained and the tracks were becoming harder to see. Your checks kept you on the road and these successful checks, helped you stay on course using your map. The road forked and a decision had to be made as to your continued, direction. Based on the tracks on the ground you surmised that your true course was to take the tunnel on the right. The markings on the ground had indicated more had passed through this way, despite the fact that the markings on the ground showed more tracks leading in the direction you were going than returning. You also noticed tracks where something or someone was being dragged along the ground.

The party quietly travelled along this corridor until it opened out into a chamber. Mialee was able to sneak up between the rock formations and noticed a group of Fire Beetles resting or waiting in ambush. Realizing that this was your only course of movement – you dispatched the beetle nest rather quickly and effectively.

The chamber was found to contain a rather interesting bit of loot. There was a chest that Snig aptly accessed for you. Inside you found some potions. The management of these potions is still yet undecided.

These are the potions that you found:

1. Alchemist’s Frost. – This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold. – Level 6 power – Standard Action. Make an attack: Ranged 5/10; +4 vs. Ref; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage and is not slowed.

There is a modification to this as ammunition – you can find this information in the character builder, or on page 25 of the adventurers vault.

2. Clearwater Solution – This small glob of white jelly purifies even the most toxic liquids, from poisons to dwarves spirits. – Level 1 power – Minor Action. Apply clearwater solution to a volume of liquid filling a cube 1 square on a side (5 feet by 5 feet by 5 feet; approximately 935 gallons). The solution removes any poison or disease present in the liquid after 1 minute.

Clearwater solution cannot remove poison or disease from water already in a creature’s system, and it has no adverse effect on creatures with the aquatic or water keyword. If it’s applied to a volume of liquid larger than the amount specified above, the clearwater solution has no effect.

3. Thunderstone – On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. – Level 5 power- Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Fort; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the centre of the burst, and deafened (save ends)

4. Tracking Dust – The fine grains of this silvery powder can reveal the subtlest tracks. – Level 9 power – Standard Action. The tracking dust creates a zone of 5 contiguous squares. In areas where the dust is spread, Perception checks to track can be made with a total +7 bonus; use this modifier instead of your normal check modifiers. Tracking dust can be determined with a DC20 perception check, and its effects last for 1 hour.

Chamber of Eyes

After killing off everyone in the Chamber of the Eyes you looted and pillaged!!! You all snagged some barrels of wine and mead, you grabbed some of the meat that was stored in C4, and you uncovered documents in Lord Cleegah the Questionable’s room. Upon reading the note, you all understood that he’s the contact for acquiring slaves and he knows Rendil; not that the two are related.

Upon your safe return to Seven Pillared Hall, you all went straight to Rendil’s Inn. He offered you food and drink – on the house. He made breakfast for you all the next morning. After you guys ate this nice, free breakfast, Dugrak went and scared the shit out of poor little Rendil intimidating him into being a bit more forthcoming. Quivering, he tells you that he’s overheard that the duergar of Clan Grimmerzhul, bought a lot of provisions from Dreskin just recently. He also told you that the duergar have a trading post here in the Hall, but rumor has it that they have a fortress somewhere deeper in the Labyrinth.

You also find out that the Drow had a useful, map of the labyrinth. He willingly gave you this map in the hope you retrieve his friend’s dagger, from somewhere in the labyrinth. Your understanding in this matter/story is vague at best. The map’s a bit old and worn in some places but generally, it’s in good enough shape to guide you in the direction you need to go in. The map contains little writing. The writing that is there, gives you markers (like runes) and other things to look for to keep you on track.

In addition to your events at Seven Pillared Hall, you happen upon two other places: Grimmerzhul’s Trading Post, and Dreskin’s shop.

You all went to the trading post to try and sell your wares. You all then, backed down and left the Trading Post; seemed that the Clan was ready for a fight and you decided not to give them one. You tried to sell your loot/booty and the members of the Clan were not being co-operative in offering you any reasonable amount of money to buy the mead/ale and meats. You were wise to check around and see if you were being watched. Meth’s successful, perception check revealed that your presence had been announced to the others, and that there were eyes staring at you from behind the door in the shop. You took your stuff and promptly left.

Dreskin, it was learned, was capitalizing on the property that belonged to the slaves who passed through the Hall. It was obvious that the merchandise in his store consisted of many stolen items. You all can come to the conclusion that the slaves were stripped of their belongings before heading to where they were being used. Dreskin was obtaining all of those belongings.

Dreskin was willing to purchase your goods and even offered you barter in his shop for the remaining money he owed you for the transaction of the barrels and meat. Aztrid, not announcing herself as your party member, came in and bitch slapped Dreskin around his shop. When Dreskin was attacked, his toupe slid to the side of his head, his soiled shirt was cut to shreds and he’d taken quite a few minor lacerations – none of which managed to hit an artery. After Aztrid gathered her information and left, Meth healed Dreskin. Dreskin appreciated the help.

Presently, Aquarius is at the Inn making copies of the map for all of you.

Mialee, in wolf form, has just seen Dreskin sneak out of his shop and go into the Grimmerzhul Trading Post. He was heavily cloaked and obviously trying NOT to be seen.


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