Death Betty

Into the Horned Hold!
The players track the Duergar to their lair...

Death Betty now held a map to the Duergar’s subterranean keep within the Thunderspire Labyritnh. They gathered at the exit to the Hall an awaited the arrival of the Kobald snitch who had promissed to gather intell in exchange for a not insubstantial fee. The kobald’s failure to show was in-part explained by a pool of blood and wolf tracks leading away from the Hall into the laberynth. It didn’t take them long to realize what this meant… Terleen was alive, and on the hunt in the Laberynth. Petty floated the idea of going after her rather than Splug, but the group knew that finding Terleen would not lift the curse, and everyone agreed that having Splug along to help in that fight could likely be invaluable.

So, eyes on the shadows, they set out for the Horned Hold…

The Story So Far 2: Thunderspire...
Danger Beneath Minotaur Mountain!

After a brief hassle with some mischeivous fairy folk on their journey, and more clear signs of slaver raids, the young advenurers reached the imposing Thunderspire Mountain. Jutting from the plain up into stormy clouds that gave it its name, they learned that Thunderspire had once held the vast Minotaur City of Sarrun Khel. Long since fallen into ruin all that remained now was a small merchant town, The Seven-Pillared Hall, protected by a group known as the Mages of Sarrun from the horrors and dangers of the Laberyth all around it.

The travelers didn’t have to wait long upon entering the mountain the have a run-in with the Bloodreaver slavers. They rescued the halfling Rendil Halfmoon from them before even reaching the Hall itself, earning his thanks and free room and board at his Aunt’s inn. With Rendil’s help they quickly tracked down the Bloodreaver hold and wiped the slavers out. Unfortunately the slaves they had taken recently, and any sign of the black box had already changed hands, sold to the Grimmerzhul Duergar. Drat.

Tracking down the Duergar had to take a backseat though, first to the Saruun Khel Festival Run, a huge town-wide celebration based on old Minotaur legends. (It was durring these revels that the group settled on the name “Death Betty” as the result of a drinking contest). Secondly they were distracted by an earthquake that interupted the festival’s climax and almost brought the whole mountain down on everyone’s head. When the party recovered they discovered Splug had gone missing! The earthquake proved to be unnatural, brought about by the minions of a rougue Mage of Sarrun and had to be delt with, as did a werewolf who went down only after affecting two of the party with moon fever, and Splug was still MIA.

Finally the part got a firm lead on Splug, one that lead them back to the Grimmerzhul Duergar. A raid on the Duergar Trading House in the Hall won the group a map to The Horned Hold the Duergar base of operations in the Laberynth and presumably where Spug and the slaves were being held…

The Story So Far...
They made it this far, how?

When six young adventurers paid for a class with the renowned hero of the last Litch War, Duvan Stahl, the last thing they expected was to have to come to his rescue. Yet, when he disappeared before the class could begin that’s exactly what happened. The students were engaged by Stahl’s wife to find her husband (and hopefuly get their class-fees back). They soon tracked him to the small town of Winterhaven, which was having a problem with Kobald raids.

The raids soon proved to be merely a symptom of a greater threat: the sourceror Kalred was employing the creatures from his haunt deep below the ancient ruins of Shadowfell Keep. Kalred sought to exploit the dimensional rift that had destroyed the old Keep to open a portal to the temple of his master Orcus, demon undead prince, on the plain of Shadowfell. With guidence from the odd magician Vainen and help from a recued half-goblin named Splug the party saved Stahl, fought their way to Kalred’s burried temple, and ended his evil plans.

Unfortunately, the wizard Vainen was not what he seemed. Enraged that the heroes had not also recovered a box Duvan Stahl had been bringing to him, he turned on them and attacked. The sealed box held a relec of the Litch War: the malevolent Eye of Vecna. When the adventurers fought back, Vainen was revealed as not the human mage he appeared at all, but a gnome illusionist seeking the Eye for his own power. He vowed revenge on them for their failure and vanished.

Stunned, the adventurers knew that they couldn’t let the Eye of Vecna fall into Vainen’s hands (and at least one among them coveted its power for himself). They quickly picked up the box’s trail with the slavers who had given Duvan to Kalred in the first place, and headed east after them, to distant Thunderspire mountain…

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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