Thunderheart Incorporated

Session 12: The Boss Comes To Visit

The party made it back to town with Buttersworth and took her to see the Guard Captain. Bo Jangles, always on the prowl for the next “encounter” offered to allow her to stay the night in the Thunderheart guild hall instead of having to find a local tavern. As the party left the Guard Captain’s office, he mentioned there was a flashy dressed Dwarf that came in to town earlier in the day. He had the Dwarf followed by some guards but they lost his trail over near the party’s guild hall. Gehn and OttO decided to go visit Alistaire and let him know all the details of what had happened ( found battle map, got ocular piece, helped Minotaurs) while the rest of the party decided to head home. The Guard Captain and Buttersworth had just finished up their alliance arangements and joined the party on their walk.

As they made their way to the guild hall, Buttersworth noticed they were being watched and followed. Once the party got within site of the guild hall, they saw a human thug standing at their door. Jelenneth confronted him with a shout, provoking several others to jump out from their hiding places and attack the party. The thugs were there to kidnap the Guard Captain, while trying to make it look like a simple robbery. Suddenly, the guild hall doors burst open and Kron Thunderheart entered the battle with Mariz by his side. The party made quick work of the gang and captured their leader alive per the Guard Captain’s request. After an extensive questioning session (read: several lost DCs), the gang leader admitted to being paid by Kamak to kidnap the Guard Captain. The Guard Captain took the thug into custody and left the party there to get acquainted with the new arivals.

Kron told the party he was originally coming here to pull Gehn and Bo Jangles back to the home office in Waterdeep for other jobs, but with the looming Orc invasion he wants to keep the Everlund chapter of Thunderheart Incorporated open for business. He also paid everyone for their services in the guild up to this point and the party is taking 2 weeks off for some relaxation time, allowing them to get to know the town and its inhabitants a bit as well.

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Session 11: Minotaur Settlement

Upon entering the Minotaur settlement, the party saw that all the Minotaurs were worshipping their leader in a sort of trance. The party used their attacks that caused the enemies to be pulled to them to try and release one of the Minotaurs from the trance. This angered the leader and caused all the other Minotaurs to attack. Buttersworth and her hunting party helped but requested no Minotaurs be killed, just left unconscious. The party made swift work of the enemy once they found an Orc was controlling the Minotaur’s leader. After the battle, the party talked with the Minotaurs and formed an alliance with them against the Orcs. The party stayed a few nights to rest up and headed back to Everlund to report their findings to the guard captain and Alistaire.

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Session 10: Longtooth's Labyrinth

The party finally made it to the labyrinth, defeated the various enemies, and faced off against Longtooth. They found the ocular piece needed to make the battle map work fully. When they exited the labyrinth, they were met with a small Minotaur hunting party led by the huntress Buttersworth. She asked, “Does my brother Longtooth live?” The party, unsure of how she would react, lied and told her they paid him several gold to set them free. She then revealed her hunting party was there to slay him as their village had come under a curse, which they thought Longtooth had put on them. Once the party came clean about killing Longtooth, Buttersworth asked them to accompany her to the village and help stop whatever was going on there. Bo Jangles took a look at the battle map through the ocular and could see the placement of all the Orc troops. The majority were up in the Orcish lands to the north, but there were a few small bands peppering the area, one of which was at the same location as the Minotaur settlement. The party discussed this out of earshot of the hunting party and decided to go with them and stop the Orcs there, but did not want to tell Buttersworth the Orcs were the cause.

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Session 9: Araldil's Tower

Upon arriving at Aradil’s tower, the party realized something must be wrong. The tower was overgrown, broken, and looked uninhabited. As they entered the tower they were attacked by all kinds of vines and plant creatures. Making their way through the various levels to the top, they found a witch and a huge plant beast. As it turns out, the witch was Aradil’s other apprentice Lucindia and she had commissioned the old blacksmith’s guild in Everlund to create a special device that would help her turn Araldil back into a human. After delivering the device from the guild’s storage, Araldil was transformed into his human self and offered the magical battle map as compensation along with several other items. He also told the party that the map only works partially without the ocular piece, which could only be found in Longtooth’s Labyrinth.

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Session 8: Orc Encampment

The party decided to check the battle map and found that there was a small Orc scouting party between them and the labyrinth. They attacked the Orcs with much ferocity, several coup-de-graces, and did not allow a single Orc to live.

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Session 7: Gates of Dyadasti

Once at the fishing village, the town elders were greatful for the work the party had done but worried the slavers would come back in force. The party quickly devised a defense plan and was able to fend off the slavers’ attack. Walter and part of his group did survive and get away, but not before revealing Tutela had escaped them. The party decided to continue on to Araldil’s tower.

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Session 6: The Slave Pit

The Goblin led the party to what turned out to be a slave camp. The party decided to free the slaves before continuing on their journey. OttO, who was captured and chained with the other slaves, changed into his bear form and helped defeat the slaver guards. Walter Bellhaven, the leader of the slavers, got a few of his mercenaries but not before they were able to knock Tutela unconscious and kidnap him. The party tried to follow Walter and his gang into the cave system, but lost their trail pretty quickly as the caves led into the Underdark [2nd entrance found]. They then decided to escort the slaves back to their home village and OttO decided to join the group.

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Session 5: Goblins On The Hill

On the way to meet Araldil, the party was awakened by a group of Goblins barreling down the hill towards their camp. The party readied themselves for battle but were confused when the Goblins continued to run past them. It was quickly realized that the Goblins were running from a group of Hill Giants. The Hill Giants paid no attention to the party and were after a certain Goblin carrying a box. The party took down the Goblins and snatched the box to see what was so important to the Hill Giants. As the Hill Giants approached the party, Bo Jangles was able to bluff them into thinking the Goblin with the box had “run that-a-way!” and the party was spared. When attacking the Goblins, the party had decided to knock one of them unconscious to question once the Hill Giants were handled. The Goblin was rambling on about giving the “Devil’s Box” to its Master and the party convinced it to take them to the Master’s camp.

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Session 4:The Guild Hall

The guard captain rewarded them and offered to sell them the old blacksmith guild hall. He was looking to unload it cheap and the party would have a permanent base camp for their adventures in the area. The party agreed, cleared out the guild hall, made a deal with their neighbors – the wizards’ guild – for a magical alarm system, and found several interesting magical devices in the storage area. They decided to head out and find the magical battle map.

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Session 3: Whispering Willow Cemetery

The guard captain told them about some recent killings in the town where the victim had a certain message cut into their flesh. He offered the party a small amount of pay but said they could keep whatever loot they found. The party tracked the message back to an old continent-wide thieves guild and a curse that was put on the seven thief kings’ graves. Once the cemetery was found, the party cleaned it out and headed back to town.

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