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Adventure #2 WOTC H2 Thunderspire Labyrinth (Level 4)
Session #11.01

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Moonday, 24th of Fireseek, 2000.

We’re back into it, and Winstanley is scouting ahead as usual, and the guys are still in special forces mode, the Halfling locates a store room, and then a very rough looking bedchamber- and from there a kitchen, with two humans working in it. The humans are a little shocked to see Winstanley, the Halfling is a little shocked back- eventually an adventurer with half-a-brain is soon on the scene. Moments later we’re into a whispered Skill Challenge (no XP), I insist the players whisper- and more fool them, they go along with it. Kaspard, all the while waving her holy symbol of Bahamut around, manages to convince the two guys that they are the rescue committee; with a little help from her friends.

The two humans turn out to be caravan guards kidnapped on the King’s Road traveling to Fallcrest from Winterhaven- a month and a half past. The pair are overjoyed to see the adventurers and yet, are still more than a little nervous, they explain. The chamber to the north of the kitchen is the Great Hall, and in there is Rundarr, the Duergar Champion- a mighty, and cruel, warrior; there are other Duergar located nearby- Guards and Scouts, the now ex-prisoners know the difference. The caravan guards also tell the guys that there’s a chamber further north which leads to a bridge that spans the chasm into the main part of Grimmerzhul- this place, they warn, will also be guarded. Phrenic gets the two ex-prisoners to quickly sketch out a rough map of the area.

The guys take a short break to plot and plan- their idea is simple but possibly effective, with the help of the ex-slaves they move a table in front of the door into the Great Hall- and a bed from the bedchamber into the main passage way to obstruct the double doors that lead into the Great Hall. Neither of these blockages will hold the Duergar up for long, but they will slow them down considerably. We play this out with another simple Skill Challenge- actually one check from each of the PCs- there are no hitches.

That done the guys funnel around north, heading for the guard chamber- their first port of call.

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The Points of Light Campaign (D&D 4e) goonalan