Crown of Tuiri

The Beginning of the Adventure

Our heroes, having been attacked and kidnapped during the night, awake deep under the earth in a stone room, with no hints other than an enigmatic note about Benger from a mysterious man, Denras. But the heroes quickly team up, and begin to find their way out of the perilous labyrinth. Soon, they enter a room full of cells, and, after defeating the zombie warden, free a man by the name of Regeld and agree to escort him from the dungeon. Also in the room, they find the sorrowful ghost of a deceased tengu, who hands them a ring with a concealed message inside which they cannot read.

Upon further exploration of the dungeon, the intrepid party discovers a most foul laboratory, wherein they discover horrible abominations of nature suspended in tanks. There, they rescue a large warrior of the lizardfolk. Dak, as he revealed his name to be, is the sole survival of an attack on his clan by a group of skeletons and their necromancer leader. He was taken to the laboratory and experimented upon until his rescue. Dak agrees to aid the party in escape. Also in the laboratory, they rescue an elderly, hungover wizard in red robes. For their aid, the wizard grants them a pouch of three potions of cure minor wounds.

Eventually, the party discovers a staircase which leads to both upper and lower levels. They head upwards into a hallway. Several doors lead off from it. They open the first to discover a pipe-smoking Duergar, who explains to the party that he and others are mercenaries hired to protect an archaeological team, run by a man named Benger. The team ran into problems when Benger and his assistant, Denras, began to fight. Denras fled using his magic, but soon afterwards the team was trapped underground by a magical force. Thanking the dark dwarf, the party continued down the hallway. On the opposite side of the next door they checked, a Duergar was getting intimate with the contents of the undergarments of a Gnomish harlot. They quickly moved on.

At the end of the hall, the party entered a common room and was set upon by a group of drunken Duergar. After quickly dispatching them, the party discovered a tiefling hiding in the opposite end of the room. The tiefling, who revealed his name to be Schaden, further explained the situation to the party, and handed them a key to Benger’s quarters, asking them to please sort it out. As the party left the common room, Schaden quickly shut and barred the door from the other end.

The party made their way to Benger’s quarters. Benger was not a straightforward man, and refused to give the parties any real answers, other than that the source of the trouble came from the lowest level of the dungeon. And so the party delved into the blackest depths, with Benger reluctantly in tow.

At the end of the stair case, the party emerged out of the cramped corridors into a great open natural cavern. Their first obstacle was a rickety bridge over a great chasm. One by one the party made it across (some did not make it the first time, but were aided with a rope from a mysterious kobold). Benger and Dak stayed behind.

The second challenge the heroes faced was a great face carved into the rock wall. The rock wall spoke to them, and let them through after some philosophical musing.

Then our illustrious heroes were faced with a third challenge: a never ending hallway. On an archway was inscribed: “Only by looking back to the past may we find the way forward.” Eventually the party figured it out; they walked backwards for several paces and quickly found themselves at the end of the tunnel.

They emerged into a large circular chamber. At the center stood a person-sized mirror. As the party approached, a pale woman clothed in black appeared in the mirror. She explained to them the evil nature of the place they were in, the Temple of Frulder-Sohm, where oft evil sought power. The nameless woman begged the party to stop Benger and to destroy the temple. Benger appeared at this point, and attacked the party. After a fight with a man who turned out to be a powerful wizard, Benger’s head was cleft in twain, and woman in the mirror disappeared. The rocks rumbled, and the party realized they must quickly leave or perish.

As the party ran to the exit, they were stopped by the old kobold from before, who urged them to save the “princess” in Benger’s quarters. They ran back to the residential wing, and discovered Schaden and, the Duergar, and the gnomish woman were gone. They handsy Duergar who was with the woman was less fortunate; his neck was slit from ear to ear. They barged into Benger’s room, where they discovered an emaciated female figure. She was a dryad, Eliandra by name, and she was dying without her guardian tree. The strongest of the party lifted her onto his back, and the party fled the crumbling ruins. They came into a clearing in the forest near sundown. The entrance to the temple closed shut behind them.

The party set up camp, and discussed among themselves their pasts. Eventually, their fatigue came upon them, and they fell asleep.

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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