Showing posts with label ToEE. Show all posts
Showing posts with label ToEE. Show all posts
Tuesday, June 10, 2014
Current status of the Campaign
Haven't really been posting much on the blog-o-sphere lately, so I though I would take this opportunity to remedy that. Still keeping up with the FtF Greyhawk campaign. The group has just finished The Temple of Elemental Evil. Finally, after 2 years in game and in RL time-wise. It took that long because of the fact that, of the original group of PCs that started out, not a one survived to the end. This was partially due to the lethality of the Temple itself and also due to the fact that the parties philosophy was to attack everything head on. They eventually learned and even went back to the old school method of playing more than one character at a time as well as loading the party up with NPCs. On top of which after some of the more lethal encounters the group would head off on several side quests to bolster the parties strength, magic-wise and to gain XP for gaining more levels. This helped somewhat, but since the Temple was recruiting during this time they usually wound up having to fight even greater odds when they actually got back to the main adventure. So, a mixed bag overall, but this just helped with gaining even more XP, which they needed. This has, however, led to them gaining some stooopid amounts of treasure and XP, which has caused the planned route of taking them through S4 - Lost Caverns of Tsojcanth and WG4 - The Forgotten Temple of Tharizdun to be put to the wayside for the moment. Their current level [characters & magic] have made using them as is a moot point. Therefore, I jumped them straight to G1-3 Against the Giants and so far they're not really having much trouble with the Hill Giants. It looks like I'll be tweaking the modules a bit. The group fits the suggested level profile for the Giant series, it's just that I run a high fantasy campaign, which translates into a high level of magic items with which to go out adventuring. Not to mention that the group contains 2 rangers, so that right there gives them a huge advantage to start with. Anyway, for anyone interested in the actual campaign, see the Youtube link for the campaign as it stands now. As a matter of fact, the video just goes to show how long this campaign has been going on, since the store listed at the end of the vid is no longer in business.
Tuesday, February 4, 2014
Branton's Tower
This is an update to the Griffithton Village map I posted a while back. The mage (Branton) has been slowly amassing his fortune and spending it to upgrade the original plans to his wizard tower. He has also been steadily gathering the contents for a full lab and library, as well. Since he has apprenticed himself to Crus who's speciality is the Underdark he has also added a secret tunnel entrance to these dark depths. The tunnel is currently collapsed by the dwarves working on the construction of the tower, since he doesn't want any unexpected guests showing up until he can provide the appropriate welcoming committee. Granted he (Branton) is still a couple of levels away from name level where he would be eligible for his own tower, but you have to remember it's still under construction and since the party is ready to start exploring the elemental nodes in the ToEE that day is not so far away. Anyway, below is the updated plan for the (new) Wizard Tower in Griffithton.
Sunday, November 3, 2013
Hommlet Revisited
The group has been continuing on with the ToEE. Thus far there have been at least one to two characters per player turnover. But their luck seems to be changing for the better the last few sessions. The party has thus far survived several serious assassination attempts and all out guerilla strikes by several factions. They have been getting a ton of experience between all of the fights and loot. There is some serious wealth and magic in the temple. Needless to say time in game has been flying along. Though they have yet to discover it while they've been busy inside the temple events in the world around them have been moving along at a rapid clip as well. Hommlet has undergone some serious changes from the raids by the ToEE and is in the process of trying to rebuild a stronger version of itself to survive the onslaught. The following map has been lifted from the Oerth Journal #10 pg. 59. Original cartography by Scott Knowles and Nathan Irving with modifications by me.
For a view of the original quaint little village go to this earlier post.
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| after map by Dave Sutherland |
For a view of the original quaint little village go to this earlier post.
Monday, October 14, 2013
Temple of Elemental Evil - level 3
After a year long hiatus the group has gotten back together with a new player on board and they are picking up where they left off in the Temple of Elemental Evil. They are starting to get the idea that this place is dangerous, and now almost all of the players are playing 2 characters. So with the added NPCs the party is now 9 strong. This was all that saved them from being wiped the last couple of sessions. That and the fact that they are now middling levels.
This is the current player handout map of the of the infamous Temple of Elemental Evil for the 3rd level. For those wondering, the top portion with Zuggtmoy was not given to the players initially.
As noted previously to anyone actually planning on playing/running this module these maps have been edited from the original TSR module maps. They do not contain many of the secret/concealed doors/rooms or traps illustrated on the original maps. Its one thing not to make the players actually map because of time/willingness constraints it's quite another to totally give away everything on the map. They still have to explore and find out the many surprises of the temple the good old fashioned way.
For ToEE level 1 player's map.
For ToEE level 2 player's map .
This is the current player handout map of the of the infamous Temple of Elemental Evil for the 3rd level. For those wondering, the top portion with Zuggtmoy was not given to the players initially.
As noted previously to anyone actually planning on playing/running this module these maps have been edited from the original TSR module maps. They do not contain many of the secret/concealed doors/rooms or traps illustrated on the original maps. Its one thing not to make the players actually map because of time/willingness constraints it's quite another to totally give away everything on the map. They still have to explore and find out the many surprises of the temple the good old fashioned way.
For ToEE level 1 player's map.
For ToEE level 2 player's map .
Thursday, September 19, 2013
Temple of Elemental Evil [free PDF] and Errata
Quick Note - Temple of Elemental Evil (free now 'till 9/28)
T1-4 : Temple of Elemental Evil*** ERRATA ***
Sources : Dragonsfoot forums, Doomsday forums, Gary Gygax, Frank MentzerFR = french version
ENG= english version
Errata #1 (typo) FR & ENG
210. OCTAGONAL CHAMBER
If the bronze doors in area 145 (Dungeon Level One) are sundered, the stairs therein descend south to this room. However, entry is blocked by another set of like doors, set in the north wall of this area.
Correction :
145 leads up to 7 in the upper Temple.
148 leads down to the northern doors in 210.
Errata #2 FR & ENG
As discussed earlier, and elsewhere, Gary had a major change in direction while developing this adventure. His original plan to use Lolth was scrapped, and Zuggtmoy was created as her replacement. Some references to Lolth appeared in the published adventures, but all such references should be considered editing errors. Both Lareth and Falrinth should be played as followers of Zuggtmoy.
Errata #3 (room 210) FR & ENG
Basically, the description of Room 210 (The Air Temple) is hard for me to make sense of. In the center of the area is said to be a “great pierced square of bronze, ten feet on a side.” Pierced by what? Is it sitting on the floor of the chamber, or is it a cube suspended in the true “center” of the area, pierced by support beams?
I believe the bronze square thing is a sort of hanging wind chime, a draft from the shaft could whistle through holes in it (thus pierced) to make an eerie sound. However, it should be circular as squares are not an Air Temple symbol.
In fact, this entire section is fubared in its use of symbols. Every time you see the word "square" associated with the Air Temple you should change it to "circle" and vice versa when seeing "circle" in regards to the Water Temple. At some point Gary changed his mind or got mixed-up on what symbol was used for these two temples. The proper symbols are: air=circle and water=square.
A dome is said to be “pierced” in the “northern ceiling” of the area, but again it isn’t clear what it’s pierced by. I assume it’s pierced by the 20’ shaft which I know extends down from the well on the Temple’s upper floor. The module says that directly below this shaft is a pit that’s 20’ in diameter and 5’ deep. The map shows this pit being in the exact center of the room, but shouldn’t it be more to the north, since the description says that the dome with the shaft is in the “northern ceiling”?
The opening in the dome and the pit below it should be on the northern area (10' south of the doors). That, of course interferes with the stairs to the north doors. My guess is the map is incorrect which is consistent with the generally shoddy map work for the module. Perhaps there were to be no steps before the bronze doors and an overzealous cartographer added the stairs to the north for symmetry and then needed to center the pit to get it out of the way.
Errata #4 FR & ENG
Lareth should be a follower of Zuggtmoy, not Lolth. Gary originally had Lolth as the demoness behind the ToEE, but decided to drop her after the GDQ series.
Errata #5 FR & ENG
One of the big ones in the distance from Hommlet to Nulb. Described as being but 6 miles distant in T1, it ended up about 30 miles away on the T1-4 map. Using the greater distance works better with the Flanaess map, and it prompts more action in Nulb. As presented, Nulb is basically superfluous. It needs a lot of development to use. Use the shorter distance if you’d prefer less work.
Errata #6 ENG
Pg. 11: Under encounter 23, the description should read: “A somewhat reclusive farmer, his spinster daughter and son dwell here.”
Errata #7 FR
Pg. 14: Under encounter 31, Burnes’ statistics are missing. They should be: S: 15 I: 17 W: 11 D: 10 C: 15 CH: 12.
Errata #8 ENG
Pg. 14: Under Area 7, the description should read: “…specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms…”.
Errata #9 ENG
Pg. 19: Under GT 6, the description should read: “(This normal staff bears Nystul’s Magic Aura. A box under the pallet holds three daggers and a score of darts.”
Errata #10 ENG
Pg. 26: Under encounter 35, Lareth’s statistic for intelligence is missing and should be I: 9. FR = 16
Errata #11 FR & ENG Reason ? Thrommel being a paladin is Lawful Good ?
Appendix p.126
Fragarach: This hefty steel broadsword bears a mighty enchantment. It was originally fashioned for a deity (Lugh) of elsewhere/elsewhen, and eventually passed into the WORLD OF GREYHAWK™ Setting (Oerth). It served the forces of good well for a short time, all too soon falling into the hands of the minions of Chaotic Evil. It has been in their grasp for more than a decade, resting in hiding in The Temple of Elemental Evil, guarded by the worst of elemental grues. Fragarach means “The Answerer”.
The sword is of Lawful Good alignment. Any Chaotic (Neutral, Evil or Good) creature trying to grasp it takes 1-6 points of damage and falls senseless for 1-10 rounds. A Neutral (True, Good or Evil) creature holding it takes only 1-3 points and swoons for 1-4 rounds. In any Evil hands, Fragarach has no bonus whatsoever; in Lawful Neutral hands, it will strike but one opponent per round. The sword functions perfectly only for a Lawful Good user. In such hands, its +4 bonus (to damage) always operates, and it will strike as many opponents as have struck at its possessor unerringly. Fragarach always hits such targets, the +4 pertaining to additional damage only. If the opponent is of Evil alignment a d20 is rolled, and on a natural 20 such an opponent takes +8 additional points of damage. Note however that “The Answerer” always strikes last in a melee round.
The sword has a hilt of silver and gold wire, most cunningly wrought. Its guard and pommel are set with perfect emeralds (corundum)—7 gems, total value of sword is 65,000 gp. Its scabbard is likewise trimmed with precious metals and decorated with many gems of green and golden hue, worth another 35,000 gp.
G.P. Sale Value: 90,000 (including scabbard value of 35,000 gp)
Errata #12 FR & ENG
Pg. 127: Under the description for “Other Swords of Answering”, drop the one given in the module and use the Unearthed Arcana version (pg. 105).
Errata #13 FR & ENG
Falrinth is an odd one, and I think his character may heve been blurred when Gary handed his notes off to Frank. In the original version of the adventure there was no Zuggtmoy, there was just Lolth. After the D and Q modules Gary decided that he needed to go in a different direction, so he invented Zuggtmoy to replace Lolth. My guess is that Falrinth's description may be the result of Frank trying to make some old notes mesh with the later version of the adventure, unaware that Gary had changed directions and never intended both demon ladies to be involved. If I run the adventure again I will just make him a follower of Zuggtmoy.
Errata #14 ENG
Well, I asked Frank:
"How about this little ToEE mystery:
In area 307. Grotto
Where the leucrotta dwell.
The description states, "note that anyone bearing the "branched staff", described in area 427, commands their respect".
There is no "branched staff" in area 427, or anywhere else. Any ideas?
It sounds like it could be one of the tentacle rods from the D series. Just wondering if this was another reference from the Lolth version that made it in."
His reply:
"Exactly right; good show. I should have twiddled that one, tho, since anyone going thru the D's should have ended up far too high in level to be challenged by the Temple. Gary had written much of ToEE shortly after the D series, so a lot of that was still on his mind."
Doomsday : Assuming that the staff is not a Lolth-connected tentacle rod, but a device of similar magnitide that someone in the Temple hierarchy might possess, who would have it?
Well, if you go the path of least resistance that the leucrotta are recalling a servant of Zuggtmoy specifically. Then perhaps it can be Senshock's staff..
Errata #15 FR & ENG
On page 107 in the second column, it should read "in the dungeon area 339 and in each node,"
Page 98 en bas à gauche pour version FR : remplacer zone 351 par zone 339
Errata #16 ENG
Distance from Hommlett to Nulb is uncertain.
- Player's Background, p.5, says Nulb is 6 miles away.
- Moathouse text p.21 says the moathouse is 1 league from Hommlett and Nulb is 7 leagues further on.
- Interlude, Player's info, p.27, says half a day's jouney on foot (would be about 3-4 leagues).
- Interlude, DM Notes, p. 28, Hommlett is about 30 miles SW of Nulb (10 leagues)
- Overland map has 10-league hexes, making Nulb 7 - 10 leagues from Hommlett.
(But the roads on the map, and the danger markings, are non-sensical with the text descriptions).
Errata #17 ENG
Moathouse Dungeon Level -- The key lists all directions backwards.
North should be south, East should be West, and vice versa. Note the upper level key matches the map.
Errata #18 ENG
Temple, Ruins of Elemental Evil, Exterior Notes, p.36. Thrown down works and razed building are shown on the map by X marks, which are non-existent.
Errata #19 ENG
Temple, A.4. Escape Tunnel, p. 38. This is shown going East on the map. But is described as going West. The position of the tunnel exit should be marked with an X on the area map, somewhere in the woods, but this is no where to be found).
Errata #20 ENG
Temple Interior, C 10, Dais and Throne, p. 42, states that the throne can be commanded to drop to the Greater Temple (area 352). This is wrong on multiple levels. 352 is not the greater temple, and an examination of the map (and corresponding X under the throne on levels 1 and 2) shows it should sink to the throne location in 340 (which is where the following paragraph states that it goes).
This same paragraph also states that the Orb of Golden Death is located in (322), while it is clearly in 338.
Errata #21 ENG
Page 44, clues, Orb of Golden Death (in Appendix D) should read (in Appendix C).
Errata #22 ENG
Page 62, 210, After ten rounds of outpouring smoke, creatures in the pit are transported to the Air Cavern (area 526). This should read (A26) for the air node.
Errata #23 ENG
Page 62, 210a, Drelb is referrenced in Appendix A. New Monsters, but New Monsters are in Appendix B, and the Drelb is not listed among them.
Errata #24 ENG
Errata #24 ENG
Page 69, 225, Kelno's strategy says he will cast Darkness and flee if the battle goes against him, but Darkness is not one of his prepared spells.
Errata #25 ENG
Page 88, 337, South Room, Rules for Falrinth's Familiar should be provided in Appendix D. Appendix D does not exist.
Errata #26 ENG
Page 90, 339, and p 94, 353, Contradictory statements. Can Zuggtmoy enter 339 after the lowest door is sundered, or only after all 4 doors are sundered?
Errata #27 ENG
Page 91, 340, and p 94, 353, Contradictory statements. Can Zuggtmoy enter 340 after the lowest door is sundered, or only after 3 doors are sundered?
Sunday, February 3, 2013
ToEE in 3D
As some of you might remember I had started off some mapping of the Temple of Elemental Evil for my Greyhawk campaign. The player modified handouts and maps are here for level 1 and level 2. Just the other day I ran across Random Wizard's 3D maps for the ToEE. Since I've always been a sucker for maps I've re-posted them here as well. [I tend to lose bookmarks quite frequently, hopefully that trend won't continue with blog posts].
Level 1 ToEE
Level 1 ToEE
level 2 ToEE
level 3 ToEE
level 4 ToEE
As stated previously these are Random Wizard's maps. I just think they are way cool.
Monday, February 27, 2012
Greyhawk in Dragon Magazine in 2012
This from Chris Perkins editorial blurb at Wizards;
"This year in the magazines, we’re taking a break from the Nentir Vale “points of light” setting to shine a light on the Forgotten Realms as well as some of our other popular worlds, past and present. You’ll see more Eberron articles, more Dark Sun articles, and even some content for Ravenloft, Planescape, and the World of Greyhawk. But the Realms, in particular, will receive a lot of love."
Now while I do have a lot of Forgotten Realms material my first love will always be Greyhawk. This dates back to the release of the Greyhawk Folio back in 1980. Greyhawk was the first published world I traveled into and explored with my friends. My longest campaign to date (8 years) has been set in Greyhawk. Lately I have been re-visiting the 'Gygaxian' Greyhawk where possible. By that I mean I have forgone the use of 2ed material in favor of customized "City of Greyhawk" maps. I'm not dumping all of the later material, but in my version of Greyhawk "The Greyhawk Wars" never happened. I'm currently gaming with a group and the campaign start date was 575 CY. We'll see where the campaign leads to from there. We've already made it to 576 while exploring the Temple of Elemental Evil.
But getting back to the Dragon articles, I'll be waiting to see what if any new material they will be putting out, or are they just going to update the old material they already have like they did with the 4ed Hommlet release.
Sunday, February 19, 2012
Temple of Elemental Evil - level 2
This is the current player handout map of the of the infamous Temple of Elemental Evil for the 2nd level.
As noted previously to anyone actually planning on playing/running this module these maps have been edited from the original TSR module maps. They do not contain many of the secret/concealed doors/rooms or traps illustrated on the original maps. Its one thing not to make the players actually map because of time/willingness constraints it's quite another to totally give away everything on the map. They still have to explore and find out the many surprises of the temple the good old fashioned way.
For ToEE level 1 player's map.
For ToEE level 3 player's map.
As noted previously to anyone actually planning on playing/running this module these maps have been edited from the original TSR module maps. They do not contain many of the secret/concealed doors/rooms or traps illustrated on the original maps. Its one thing not to make the players actually map because of time/willingness constraints it's quite another to totally give away everything on the map. They still have to explore and find out the many surprises of the temple the good old fashioned way.
For ToEE level 1 player's map.
For ToEE level 3 player's map.
Monday, December 26, 2011
Temple of Elemental Evil - level 1
These are the current player handout maps of the environs, ground level and 1st level of the infamous Temple of Elemental Evil.
Please note anyone actually planning on playing/running this module these maps have been edited from the original TSR module maps. They do not contain many of the secret/concealed doors/rooms or traps illustrated on the original maps. Its one thing not to make the players actually map because of time/willingness constraints it's quite another to totally give away everything on the map. They still have to explore and find out the many surprises of the temple the good old fashioned way.
Since the Temple had been previously invaded by the forces of Good, I had the party acquire these maps from Otis after meeting him in Nulb.
For level 2 of the players maps.
For level 3 of the players maps.
Please note anyone actually planning on playing/running this module these maps have been edited from the original TSR module maps. They do not contain many of the secret/concealed doors/rooms or traps illustrated on the original maps. Its one thing not to make the players actually map because of time/willingness constraints it's quite another to totally give away everything on the map. They still have to explore and find out the many surprises of the temple the good old fashioned way.
Since the Temple had been previously invaded by the forces of Good, I had the party acquire these maps from Otis after meeting him in Nulb.
For level 2 of the players maps.
For level 3 of the players maps.
Monday, November 14, 2011
Griffithton Village
Located within 200 feet of the Lost Temple of Pelor. Currently under construction but this is what it will look like when completed.
See also the updated Branton's Tower here.
Adventure Recap
Some JERK was slacking!!!
September 12, 2011 18:06
Hello and well met, your friendly narrator here to catch us up
on the story. First and foremost I would like to apologize for the lapse
in updates; to anyone who follows our plight. I was very busy ridding
the world of danger and spreading peace across that land!
In my mind:

In actuality:

So, in short yea I goofed off. I’m sorry. But I digress, onward to our update!
When last we left off we had lost our dear companion Elmo. We decided that we would make the fiends pay. And due to the large amount of time that has passed I will be making a bulleted list. My deepest apologies for a less than par update.

and I will hopefully be updating more diligently. So until we next meet, fare thee well!
In my mind:
In actuality:
So, in short yea I goofed off. I’m sorry. But I digress, onward to our update!
When last we left off we had lost our dear companion Elmo. We decided that we would make the fiends pay. And due to the large amount of time that has passed I will be making a bulleted list. My deepest apologies for a less than par update.
- The Moathouse
- Lareth the Beautiful is their leader.
- We brought him to his limits and he wanted to bargain.
- He casts magical darkness to escape.
- We backed off for a while, they reformed their army.
- They began using spells and wards to hamper us.
- We head to the Inn to find more members- Brandoboris a halfling fighter and Melf a half-elven thief wizard.
- We lost Spugnoir and Brandoboris in a bloody battle.
- We wised up and returned with Burne and Rufus.
- Fireball took everyone down, McDirk smote Lareth in the name of Pelor.
- Moving On
- We meet James of the Golden Tongue in the Inn, who turns out to be an Assassin.
- Melf is killed in his sleep
- James attacks us in the night, we employ a Mage, Branton, to help us in the midnight brawl.
- Branton likes us and joins us for an equal share of loot.
- We pursue the enemy to Nulb, looking for a Mr.Green who employed the assassin.
- We catch James and send him to jail, we give our account but he manages to escape.
- Nulb
- We meet Hruda and Mother Streng
- McDirk’s medallion glows when Streng approaches telling us she is trustworthy and good
- She sends us to meet Otis, Elmo’s “brudder”
- He gives us information about the doors of The Temple of Elemental Evil, runes that will drive us insane, and ward us away; He would also like us to raise his brother.
- To the Temple of Elemental Evil
- We first head to the outer tower.
- There are many enemies holed up in the tower.
- Through superior tactics and bravery we are victorious with minimal losses.
- Mathias and Branton are affected by the doors of the Temple and may never again approach them.
- We take over the abandoned tower outside the ToEE as our base of operations near the Temple.
- When we go to restock we encounter Lizards, we gut them and hit a mother load of treasure and loot.
- Entering the Dread Temple
- Upon entering the temple we find much artwork and statues of vile and sick acts.
- Murder, Dystrophy, Malady, and Misanthropy are the themes, the marble is a sickening colour much resembling the innards of humans (relax it’s just marble but they wanted ugly marble)
- We are attacked by Harpies (as an aside this is a “Kill Room”)
- Being charmed by the Harpies, another room opens and we are swarmed by Ghouls.
- The party is then captured by cultists and given a choice “serve us or die”.
- Arthur and McDirk choose death.
- Branton and Mathias say they will serve, however once given an opportunity Mathias sneaks out of the temple to safety, Branton is not so lucky and decides to remain and collect information that he will later use to exact revenge after his rescue.
- Another approach
- The Temple of Pelor in Greyhawk sends out Griffith, a Cleric of Pelor; and his long time friend Winton, a Paladin of Heironeous to look for the missing McDirk.
- Also, in town we meet a Fighter, Dirk who accompanies us.
- When bumbling around in the woods the party happens upon The Lost Temple of Pelor (forever known as the “Lost Found Lost then Misplaced and Rediscovered Temple of Pelor (the stern)”)
- It was besieged by orcs, which we overtook and reconsecrated the LFLtMaRToP(tS).
- There is also a village that is in shambles next to the Temple.
- We meet up with Branton, Winton notices he is being escorted by agents of the ToEE so he attacks them and slays them.
- The previous parties Tower is still standing and stocked.
- In exploring a small cairn the party discovers a "Wishing Well" pool, that we all toss money into, The Party is now granted a Limited Wish.
- Pembrose
- Our reputation precedes us and Lord Kyle invites us for dinner.
- He needs help with some problems in his surrounding area.
- We meet a farmer named Borne, he’s having livestock trouble.
- It’s troll trouble, we handle the trolls and save his farm.
- Lord Kyle then send us through the Adlerweg to help him reclaim a castle that has been in his family that is now over thrown by orcs.
- Bostwick
- We meet the town leader Wychick who no one really trusts.
- We meet Jeffra a surprisingly level headed follower of Pholtus of the Blinding Light
- In our travels Winton meets a sentient glove that implores him to accept it’s aide in reclaiming the Adlerweg for Lord Kyle
- There is an Ogre in charge of the taking of the castle.
- He is trying to start a war with Pembrose and Bostwick by kidnapping the fire giant’s daughter.
- We foil the plot and defeat the Evil Gauntlet (that is the anti-thesis to Winton’s Sentient Gauntlet) with an EPIC HIGH-FIVE
- Back to the LFLtMaRToP(tS)
- We meet a fighter Thomas Maplewood who agrees to come along for a fair share of loot.
- Pelor grants Griffith a vision, all is not cleaned in his Lost Temple.
- We go to the sub-basement to clear it out.
- There are Ankhegs that wound the party.
- Deciding to run head first into battle and that "Fortune Favours the Bold"; a wounded Winton leads the attack
- Rushing bravely beneath each foe, he manages to slay two; the third however, literally tore Winton asunder.
- We return to the Free City of Greyhawk.
- In town the party meets Geraldt who states “I don’t care, just give me a cut and I’ll work with you”.
- His stay is short lived and plagued with bad luck, possibly because of his nihilistic nature.
- We meet a neighbor Joan who is very nice and very helpful to the party.
- The party attempts to clear out a tower in the village that is nearby the lost temple.
- There are many ogre and troll guards there.
- Thomas dies in this incident.
- We escape and head back to the lost temple.
- In the night we are assaulted by the leader of the trolls we had escaped from.
- Geraldt, in an uncaring and greedy maneuver, attempts to assassinate the leader; and fails miserably and dies.
- Denizens of our Graveyard
- Heading back to City of Greyhawk to get tombstones.
- We meet Etheridge by the Fighters Guild, who wishes to join for an equal share and adventure.
- Heading back to City of Greyhawk to resupply after many battles and delves into minor dungeons.
- Etheridge and Dirk take on some odd jobs as mercenaries (at the behest of the Fighters Guild)
- The Clerics of Pelor would like Griffith to find “The Font of Pelor” in the ToEE.
- To Bostwick
- We hear of activity in the graveyard.
- In Bostwick we meet Tomasz Bergmann, a magic-user and follower of Boccob.
- The graveyard outside of Bostwick hides a Temple of Nerull.
- We meet a patrol of elves looking for their stolen statue.
- When we arrive home we find that Winton’s grave has been disturbed-his skull was taken.
- Tensions are mounting because of the Elves lost statue, they believe humans stole it.
- We head back to the Temple of Nerull, and find that Lareth "the Beautiful" has been raised.
- We overthrow the Temple and recover the missing statue; it was hidden in the Nerullian Temple.
- They wanted to start war between the elves and humans.
- To Lord Kyle
- We need a place to stay after taking out the Temple of Nerull.
- Lord Kyle gives us a standing invitation to his mansion whenever we need help.
- We are awoken in the night by someone trying to assault Lord Kyle’s mansion.
- It’s an assassin sent by Wychick
- We go to Bostwick to get some answers, Wychick runs but is caught by Etheridge
- We deliver him to Lord Kyle so he can do what he must.
- At long last we are current
- We are implored by some gnomes to help them clear their home.
- Ogre’s have taken it over, and we agree to help; because that’s what good adventurers do.
- We happen upon a room, that has a pair of Female Ogres attacking a halfling.
- Upon slaying the assailants we realize that they had their two baby Ogres in the room watching.
- We decide that it now rests on our heads to raise these babies, and show them that there is more to life than senseless slaughter and evil ways.
and I will hopefully be updating more diligently. So until we next meet, fare thee well!
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Sunday, July 31, 2011
ToEE redux
A look at the blog-o-sphere these days and everybody is touting all about the good old days. I mean you can't swing a cat without hitting a blog about someone re/running the Temple of Elemental Evil in [insert your favorite OSR game system here]. Sheesh. I mean don't get me wrong I enjoyed playing/DMing them 20+ years ago, but half the people writing about it weren't even born when the original module (T1 Village of Hommlet) came out. So why is it annoying me then? In a way I guess its jealousy because I can't experience it fresh like a lot of new people are doing.
So what am I doing to remedy that? I'm running a Temple of Elemental Evil campaign using AD&D 1st edition rules for a bunch of younger players who never had the pleasure of going through it the first time around. No, the irony is not lost on me here.
So what am I doing to remedy that? I'm running a Temple of Elemental Evil campaign using AD&D 1st edition rules for a bunch of younger players who never had the pleasure of going through it the first time around. No, the irony is not lost on me here.
Saturday, July 30, 2011
Adventure Log 11 - Battle of Emridy Meadows
Conflict & Date:
The Battle of Emridy Meadows occurred in the spring of 569 CY.Armies & Commanders:
Allied army (1700 total)Prince Thrommel IV, Marshal of Furyondy and Veluna.
Viscount Wilfrick of Verbobonc.
1200 humans, 200 dwarves, 100 gnomes, 200 elves.
Horde of Elemental Evil (@4570 total)
Unnamed cultist lieutenants from the Temple of Elemental Evil.
3500 orcs, 550 humans, 500 gnolls, 20 ogres.
Result:
The allied forces of Prince Thrommel IV slaughter the Horde of Elemental Evil.Casualties:
Allied army200 human, 55 dwarves, 25 gnomes, 20 elves
Horde of Elemental Evil
4500+ (Most survivors eventually fall at the siege of the Temple)
Prelude
Sometime in the late 550s the village of Nulb began to fester with all manner of evil folk, culminating with the founding of the soon infamous Temple of Elemental Evil. Before long local caravans, gnome clans and the neighboring village of Hommlet became easy targets for bandits from that region. Following many years of these simple raids and complacency among the rural folk, matters grew steadily worse by 568 CY. First was the construction of the Moathouse, an outpost east of Hommlet meant for further raids, then agents of Good also discovered that not only was the Temple mustering a small army but that the cult of Elemental Evil was actually under the direction of a powerful demoness.News of this Evil quickly spread from the Viscounty of Verbobonc to the ears of Prince Thrommel IV, Marshall of the combined armies of Furyondy and Veluna and also a renowned paladin. Compelled into a quest, the Prince left behind his concerns to the north, and promptly called upon his most pious knights, clerics and his own picked guards to help bring down this profane temple. Shortly after crossing the Velverdyva River in the spring of 569 CY, the host of Prince Thrommel joined with waiting contingents summoned from Veluna and Verbobonc. Accompanying these forces was Serten of St. Cuthbert, the lone member of the Citadel of Eight to volunteer aid to Thrommel’s cause. Not long after the allied column began their slow march to the southeast they were met by a welcome council of demi-human bands from the Lortmils, Kron Hills and the Gnarley Forest, who had similarly decided to deal with the growing presence of evil at their borders.
When the allied forces closed to within a day of the Temple they first encountered the enemy on the open fields several leagues south of Verbobonc City and northwest of Hommlet called Emridy Meadows. The bulk of the Temple’s human forces, comprised of mostly mounted bandits, brigands and mercenaries had moved to stall Thrommel’s advance. Elven scouts then reported that a much larger than expected army of creatures was approaching from the south. Knowing the Temple might empty its entire horde early, Thrommel went with a contingency plan drawn up in council. In an attempt to draw this Horde of Elemental Evil away from any population centers, he ordered the withdrawal of the entire allied column north, to a strategic position near the east bank of the Velverdyva River. Despite some later historical accounts there was no significant fighting at Emridy Meadows, for the only action that day was light cavalry skirmishes screening the withdrawal to a more favorable battlefield. Outnumbering their foes by more than three to one and eager for their first combat victory in the region, the Horde of Elemental Evil predictably pursued Thrommel’s forces north.
Battle
It was at dawn when the horde was roused early from their rest by the signal horns of the allies preparing their formations for battle. The packed ranks of the allied contingents were arrayed so that 500 pikemen were protected on their flank by the Velverdyva River while at the center was displayed the colorful banners of 400 light cavalry and 100 heavy cavalry led by Thrommel himself. Finally, on the allied left were deployed blocks of 200 Lortmil dwarves and 100 Kron Hill gnomes, with about 50 elven archers of clan Meldarin positioned in between. The Horde of Elemental Evil was comprised of two forces. On the hordes’ left flank rode 550 human cavalry made up of bandits and Nulbish thugs with little experience in warfare beyond raiding lightly defended caravan trains. To the bandit’s right was a much larger force of humanoid infantry, a host of 3500 orcs drawn from the dark forests to the southeast and even the very depths of the Oerth. Also among them howled frenzied warbands of gnolls some 500 strong, and towering over all nearly 20 crudely armed ogres culled by the Temple from the surrounding wilds to provide heavy support.With reckless abandon the cultist lieutenants commanded their human cavalry ranks to engage the right flank and center of the allied forces, not that the rabble of humanoids gave them much choice. The majority of the Horde immediately charged the allied left flank once they saw the shields and heard the taunts of their traditional enemies. The enraged mass of humanoids was allowed to push aside the smaller demi-human ranks in a hasty attempt to encircle the rest of the allied army. Thrommel’s pikemen and screening cavalry also allowed the charging bandit cavalry to penetrate their line leaving them between the bend of the Velverdyva River and packed in with the encircling mob of humanoids. This of course sprung the trap planned by the Prince. At once the whole allied army pivoted counter-clockwise to encircle the Horde in this pocket. As Thrommel’s knights quickly turned to counter-attack the humanoid main body from the rear, 150 more elven warriors came from hidden reserve in the Gnarley Forest to close the killing arc. With their backs to the river and their leadership in disarray, the Horde of Elemental Evil was completely routed. While most fought to the death, scattered groups did manage to break out of the allied lines only to be hunted down or drowned in flight. However some survivors were allowed to flee south back to their Temple as a message of what was to come next.
After the field was won Prince Thrommel wasted little time in rallying his weary troops and collecting their fallen. The most storied among those slain at Emridy was Serten of St. Cuthbert who fell during the final moments of the battle zealously defending the Prince to his last breath. This would later be a major loss to the allies’ plans for their next phase in the campaign, the siege of the Temple of Elemental Evil.
Aftermath
News of the victory at Emridy Meadows spread fast to Hommlet, the first evidence coming as strange men dressed in ochre were sighted running through the village in panic. The Temple of Elemental Evil lay within a couple days march for the allied host. Their coming emboldened the local villagers and farmers, knowing the end of the Temple were at hand. The allied forces, having met no resistance on their march were refreshed and well supplied once they finally laid siege to the walled fortress of the Temple. Inside the cult of Elemental Evil futilely held out with a scant garrison of troops, falling within a fortnight as the army threw down the upper works of their fortress just short of damaging the central Temple itself. Only a few of the vile leaders of the Temple managed to escape, and it is said these vengeful individuals were later to blame for the sudden disappearance of Prince Thrommel IV in 573 CY.Fearing a raid on the dungeons of the profane Temple would be too costly given the presence of a major demoness (Zuggtmoy), Prince Thrommel summoned all his mages and clerics to cooperate in creating great seals to bind this evil within the deepest parts of her own dungeon. Four pairs of large bronze doors starting with the Grand Entrance of the Temple were each bound with heavy iron chains and their seams filled with softened metal. Lastly runes were carved into the bronze portals bearing abjurations of arcane and holy power. With the final spells in place Evil was contained at last, but in the following years, agents of Good would remain nearby to keep an eye on the Temple for its inevitable resurgence.
Nearly inconsequential during the siege of the Temple, the raiders’ Moathouse was the last piece to fall before Thrommel’s quest was complete. While the Prince oversaw the binding of the Temple, he sent a splinter force with their leftover siege machines to take the small outpost. Remarkably a mob of villagers from Hommlet, long terrorized by the evils of this place, joined in to help surround and raze the Moathouse.
There was no shortage of heroes at the Battle of Emridy Meadows. Viscount Wilfrick attained fame for his part in commanding the campaign. His fortune and gratitude was shown to Hommlet through the construction of a temple of St. Cuthbert and the beginnings of a walled castle bestowed upon Burne the wizard and his friend the warrior Rufus, both veterans of Emridy. Another fighter earning fame at Emridy Meadows was Ricard Damaris who lost a finger on his left hand and suffered a wound that left him the distinctive triangular scar on his face. Ricard would later return to the Temple of Elemental Evil with the opportunistic Lord Robilar to help plunder its dungeons and earn enough to retire as the owner of the popular Green Dragon Inn in Greyhawk City. And brave Serten was given a grandiose funeral service in Verbobonc attended by many who fought with him at Emridy. Ironically, also in attendance were all his former companions from the disbanded Citadel of Eight whom for their own selfish reasons, had failed to take part in the most historic battle of the century.
Original source
Adventure Log 10 - Temple of Elemental Evil
The pleasant and seemingly peaceful village of Hommlet turned out to be filled with intrigue, with agents of Chaotic Evil hiding within the hamlet. The supposedly deserted and ruined moat house nearby held a new champion of the nearby Temple of Elemental Evil.

All of this brought danger and difficulty to the members of your group, but it also offered adventure, experience, and wealth. You have either slain or driven off the evil men and creatures, and the able guardians of Hommlet— Jaroo, Terjon, Burne , Rufus , and the rest of the sturdy militiamen — can surely see to it that their area remains clean of the taint of Evil hereafter. Having accomplished most of your goals, you must now look elsewhere for yet greater challenges (and commensurate rewards). If agents of the Temple were still active in Hommlet, then there must certainly be work for you at that fountainhead of wickedness. Just a half-day’s journey afoot (only about two hours’ ride), east along the High Road, lies the disreputable community of Nulb, and the Temple hidden in the hills nearby. This vile place spawned much suffering, ruin and death before the hosts of Good brought it low and bound its power. It is evident that the place was wounded but not slain, for dark things crept into Hommlet under direction of someone or some thing still lurking in the shunned edifice of Evil. The upper works of the Temple were thrown down and destroyed in the final siege of the war against its hordes. Because of its great power and evil, however, the conquerors did not actually raze the Temple proper, instead sealing its great doors and placing mighty wards of all sorts upon the place and the black labyrinth beneath. Even as great a force as overthrew the Temple could not cleanly deal with what lurked below. Since that great battle, the Temple area has been shunned, its ruins deserted. The nearby village of Nulb has returned to a semblance of normal activity — questionable at best, for the place has always been rumored to house thieves, brigands, smugglers and pirates. But as Nulb stinks of garbage and filth, the Temple area reeks of the foul corruption and pervading Evil from whence it was spawned. No wonder that both places have again been left to their own devices. When the Temple of Elemental Evil flourished, earthquakes, storms of all sorts, great fires, and flash floods struck areas nearby with seeming capriciousness. All that ceased when the Temple was assaulted and sealed. You have been advised of all this, and urged to go elsewhere to seek your fame and fortunes. The unease which prevails upon those merely passing near the ruins shows that some wickedness still haunts the place. There are many bad folk in Nulb, and still greater perils amidst the fallen Temple. Yet the lure of such adventure beckons to you, drawing your party as surely as a lodestone draws iron. Warnings against loss of life — or even worse fates — cannot counter the irresistable pull of treasures secreted deep underground, of monsters still unbeaten, of mysteries to be unraveled. There are whispers of occult places beneath the interdicted Temple, where mighty Evil is yet wrought and noble folk are imprisoned. With care and cunning, luck and great deeds, caution mixed with boldness and daring, you and your associates can win through to achieve exploits of the stuff of legend! The journey of a hundred leagues begins with the first pace, and the time for your sojourn has come. How you and your fellow adventurers plan to overcome the perils of the Temple is a matter that you must decide for yourselves. Is it best to reconnoiter from Hommlet? Base your activities from the village of Nulb? Try to make a secure wilderness camp somewhere near the ruin? Or perhaps lodge somewhere within the foreboding Temple itself? The decision is now. It is certain that both vast treasure and horrible death await, so you must gain the one while cheating the other. Fortune and the gods must smile upon such an undertaking.
thoroughfare. (Most traffic between these points avoids using the road, so as not to leave a discernible path. ) As you approach the Temple area, the vegetation is disconcerting—dead trees with a skeletal appearance, scrub growth twisted and unnaturally colored, all unhealthy and sickly looking or exceptionally robust and disgusting. The ruins of the Temple’s outer works appear as dark and overgrown mounds of gray rubble and blackish weeds. Skulls and bones of humans and humanoids gleam white here and there amidst the weeds. A grove of some oddly stunted and unhealthy looking usk trees still grows along the northern end of the former Temple compound, and a stump of a tower juts up from the northeast corner of the shattered wall. The leprous gray Temple, however, stands intact, its arched buttresses somehow obscene with their growth of climbing vegetation. Everything surrounding the place is disgusting. The myriad leering faces and twisting, contorted forms writhing and posturing on every face of the Temple seem to jape at the obscenities they depict. The growth in the compound is rank and noisome. Thorns clutch, burrs stick, and crushed stems either emit foul stench or raise angry weals on exposed flesh. Worst of all, however, is the pervading fear which seems to hang over the whole area — a smothering, clinging, almost tangible cloud of vileness and horror. Sounds seem distorted, either muffled and shrill or unnaturally loud and grating. Your eyes play tricks. You see darting movements out of the corner of your eye, just at the edge of vision; but when you shift your gaze towards such, of course, there is nothing there at all. You cannot help but wonder who or what made the maze of narrow paths through the weedy courtyard. What sort of thing would wander here and there around the ghastly edifice of Evil without shrieking and gibbering and going completely mad? Yet the usual mundane sounds of your travel are accompanied only by the chorus of the winds, moaning through hundreds of Temple apertures built to sing like doomed souls given over to the tender mercies of demonkind, echoed by macabre croaks from the scattered flapping, hopping, leering ravens. There is no doubt; you have come to a place of ineffable Evil. Still, it is most certainly a place for high adventure and untold treasures. It is time to ready spells, draw weapons, check equipment, and set forth into the maze of peril that awaits you.

All of this brought danger and difficulty to the members of your group, but it also offered adventure, experience, and wealth. You have either slain or driven off the evil men and creatures, and the able guardians of Hommlet— Jaroo, Terjon, Burne , Rufus , and the rest of the sturdy militiamen — can surely see to it that their area remains clean of the taint of Evil hereafter. Having accomplished most of your goals, you must now look elsewhere for yet greater challenges (and commensurate rewards). If agents of the Temple were still active in Hommlet, then there must certainly be work for you at that fountainhead of wickedness. Just a half-day’s journey afoot (only about two hours’ ride), east along the High Road, lies the disreputable community of Nulb, and the Temple hidden in the hills nearby. This vile place spawned much suffering, ruin and death before the hosts of Good brought it low and bound its power. It is evident that the place was wounded but not slain, for dark things crept into Hommlet under direction of someone or some thing still lurking in the shunned edifice of Evil. The upper works of the Temple were thrown down and destroyed in the final siege of the war against its hordes. Because of its great power and evil, however, the conquerors did not actually raze the Temple proper, instead sealing its great doors and placing mighty wards of all sorts upon the place and the black labyrinth beneath. Even as great a force as overthrew the Temple could not cleanly deal with what lurked below. Since that great battle, the Temple area has been shunned, its ruins deserted. The nearby village of Nulb has returned to a semblance of normal activity — questionable at best, for the place has always been rumored to house thieves, brigands, smugglers and pirates. But as Nulb stinks of garbage and filth, the Temple area reeks of the foul corruption and pervading Evil from whence it was spawned. No wonder that both places have again been left to their own devices. When the Temple of Elemental Evil flourished, earthquakes, storms of all sorts, great fires, and flash floods struck areas nearby with seeming capriciousness. All that ceased when the Temple was assaulted and sealed. You have been advised of all this, and urged to go elsewhere to seek your fame and fortunes. The unease which prevails upon those merely passing near the ruins shows that some wickedness still haunts the place. There are many bad folk in Nulb, and still greater perils amidst the fallen Temple. Yet the lure of such adventure beckons to you, drawing your party as surely as a lodestone draws iron. Warnings against loss of life — or even worse fates — cannot counter the irresistable pull of treasures secreted deep underground, of monsters still unbeaten, of mysteries to be unraveled. There are whispers of occult places beneath the interdicted Temple, where mighty Evil is yet wrought and noble folk are imprisoned. With care and cunning, luck and great deeds, caution mixed with boldness and daring, you and your associates can win through to achieve exploits of the stuff of legend! The journey of a hundred leagues begins with the first pace, and the time for your sojourn has come. How you and your fellow adventurers plan to overcome the perils of the Temple is a matter that you must decide for yourselves. Is it best to reconnoiter from Hommlet? Base your activities from the village of Nulb? Try to make a secure wilderness camp somewhere near the ruin? Or perhaps lodge somewhere within the foreboding Temple itself? The decision is now. It is certain that both vast treasure and horrible death await, so you must gain the one while cheating the other. Fortune and the gods must smile upon such an undertaking.
Historical note
For many years, a cult of Chaotic Evil flourished somewhere on the shores of the Nyr Dyv. Although the location of their Temple is lost, these facts regarding it and its followers are known. The cult was based on the premise that the elemental forces of the universe are Chaotic and opposed to mankind, and are thus (from a humanocentric viewpoint) Evil. The Temple of the cult sought to destroy all works of Good and to disrupt order. Its members were thieves, assassins, brigands, and the like. Fire was regarded as the first elemental evil, and its penchant for Chaos fitted the premise of the cult. Water was likewise worshipped as an even more powerful force of Chaotic Evil, in the form of floods, storms, and raging seas beating upon the land and ocean vessels. The epitome of Chaotic Evil, however, was regarded as a combination of air and earth, represented by blackness and corresponding with the demonic Abyss. This combination was regarded as a complete negation of matter. The cult grew powerful and rich, attracting followers of the worst sort and offering them safety within the walls of the Temple stronghold. From this fortress would the followers ride to rob, pillage, and lay waste the lands about, tithing the cult from the spoils of the carnage. Captives from those raids were brought back to the Temple to serve as human sacrifices (children to the fire, men to the water, and women to the blackest Evil) or to slave their lives away in bondage. Besides the extensive upper works of the Temple, a deep labyrinth beneath the place was constructed, but virtually nothing is known about these dungeons except that they were inhabited by a plethora of creatures serving Chaos and Evil. It is rumored that a demon took up abode in the deepest level, to better receive the sacrifices to it. Eventually the neighbors of the Temple grew tired of these depredations. All Good, both Lawful and Chaotic, banded together to form a mighty host. Their army marched to the Temple, fighting two battles along the way. The first was conclusive, thought the forces of Good who held the field afterward, so they gained the reputation of victory, and their ranks swelled with local men. The second battle saw a great slaughter of kobolds, goblins, ogres, hobgoblins, evil men, and the like. The Temple was thereafter besieged, fell, and its inhabitants put to the sword. It is reported by some sources that the Temple and its precincts resisted complete destruction, but the majority state that the whole was razed so that the cult could never emerge again nor could any find where it once flourished.Ruins leading to the Temple
The road leading from Nulb to the Temple is rutted and spotted with rank weeds—thistles, burrs, thorns, nettles, etc. Some foot and animal traffic has been using the track, but it is not a busythoroughfare. (Most traffic between these points avoids using the road, so as not to leave a discernible path. ) As you approach the Temple area, the vegetation is disconcerting—dead trees with a skeletal appearance, scrub growth twisted and unnaturally colored, all unhealthy and sickly looking or exceptionally robust and disgusting. The ruins of the Temple’s outer works appear as dark and overgrown mounds of gray rubble and blackish weeds. Skulls and bones of humans and humanoids gleam white here and there amidst the weeds. A grove of some oddly stunted and unhealthy looking usk trees still grows along the northern end of the former Temple compound, and a stump of a tower juts up from the northeast corner of the shattered wall. The leprous gray Temple, however, stands intact, its arched buttresses somehow obscene with their growth of climbing vegetation. Everything surrounding the place is disgusting. The myriad leering faces and twisting, contorted forms writhing and posturing on every face of the Temple seem to jape at the obscenities they depict. The growth in the compound is rank and noisome. Thorns clutch, burrs stick, and crushed stems either emit foul stench or raise angry weals on exposed flesh. Worst of all, however, is the pervading fear which seems to hang over the whole area — a smothering, clinging, almost tangible cloud of vileness and horror. Sounds seem distorted, either muffled and shrill or unnaturally loud and grating. Your eyes play tricks. You see darting movements out of the corner of your eye, just at the edge of vision; but when you shift your gaze towards such, of course, there is nothing there at all. You cannot help but wonder who or what made the maze of narrow paths through the weedy courtyard. What sort of thing would wander here and there around the ghastly edifice of Evil without shrieking and gibbering and going completely mad? Yet the usual mundane sounds of your travel are accompanied only by the chorus of the winds, moaning through hundreds of Temple apertures built to sing like doomed souls given over to the tender mercies of demonkind, echoed by macabre croaks from the scattered flapping, hopping, leering ravens. There is no doubt; you have come to a place of ineffable Evil. Still, it is most certainly a place for high adventure and untold treasures. It is time to ready spells, draw weapons, check equipment, and set forth into the maze of peril that awaits you.
Adventure Log 9 - Chaos at the Inn...
...and we lose a companion.
June 24, 2011 10:41
When we last left our heroes they had been robbed by Zert, the very fighter that McDirk brought back from the clutches of death. Our party decides we don’t know who is trustworthy. They wait until nightfall when the Inn of the Welcome Wench is crowded and and busy, McDirk takes a table in the corner with his companions, and casts a Detect Evil spell. There are a few that detect as evil, the two traders are both evil, one of them has a dagger that is emanating pure evil. There is also a caravan guard that is evil. Among those who are not seen as evil within the spells radius are Burne and Rufus who are not evil, just life partners, Ostler, and of course Elmo.
With this information our party wastes no time: “We must tell someone of this evil”, says McDirk, “Yes but who?”, replies the rest of the party. Off to the Temple of St. Cuthbert they go. Greeted by Tergon the party tells the story, to which he replies “Death and justice to evildoers!” To the Inn they go, and to the floor goes the Inn door when Tergon kicks it in and shouts “Death to evildoers it is time to pay penance and be judged!” (or something to that manner he was consumed by zeal at this point). And immediately he rushes in for an attack, when one of the merchants disappears.
Arthur and Mathias begin an attack on the “caravan guard” who answers in kind. As this happens chaos erupts, innocent folks flee and Ostler grabs a weapon to defend his lively hood; when suddenly, the missing merchant appears behind the dagger in Tergon’s back. As Tergon falls McDirk rushes to his fallen friend and speaks a prayer. Realizing the assassins dagger is coated with poison McDirk acknowledges there is nothing he can do to cure him, so immediately the Adept scoops up the cleric and rushes to the Temple of St. Cuthbert. Burne and Rufus begin to start an attack, Burne sending out magic missiles as he sees fit. Aiding Mathias and Arthur to fell the evil caravan guard. Then suddenly the assassin goes missing again. This time Burne casts a spell to show where this foe is, and Rufus stands vigilantly guarding his partner.
Amidst all the chaos the shopkeeper of the trade post manages to get behind Elmo and begins to garrote him. As this happens Arthur runs to his companions aide shouting, "Burne, Rufus help Mathias take this foe!" as he rushes over he can do little to help Elmo, he grapples the enemy trying to loosen his grip and hinder him. The caravan guard falls and Mathias rushes over, both he and Arthur trying in futility to save Elmo. Again the assassin makes an appearance and tries in vain to take out Rufus, who retaliates by attacking him and driving him off.
All the while this is happening our cleric has made way to the Temple of St. Cuthbert and awakens Calmert who is unable to cure Tergon. He is able to slow the poison, but only Jaroo the towns druid has the capability to fully cure him. They rush to the druid who immediately neutralizes the poison and heals the fallen cleric. McDirk then tells them of the chaos at the Inn, and that they are needed. Unbeknownst to him was the current chaos. The invisible assassin and the shop keep who was slowly but surely killing Elmo.
Back at the Inn; and as stated prior, the shop keep had a steady hold on Elmo, and with a final twist our heroic champion had fallen. Rage filled both Arthur and Mathias as they began an attack on their new quarry. Suddenly a crash was heard at the window, his assassin companion had abandoned him! Realizing he was now outnumbered he tried to use an invisible powder to make an escape. Quickly thwarted by Arthur and Ostler’s quick thinking and action respectively “Flour! Coat this coward with flour, Ostler!” shouted Arthur to which Ostler replied with a cloud of flour that revealed their enemies position. An organized tactic was now carried out, for they knew this foe would try an escape. Spugnoir and Burne covered the door in case he tried to escape, or his friend would try to come in. Rufus, Arthur and Mathias then struck down the shop keep.
As the flour cleared and the smoke settles our party rushes to see the condition of Elmo. They don’t want to believe it but upon examination from both Jaroo and Calmert they must come to terms. Elmo was dead. They leave Elmo with Ostler for the time being so they can go route out the evil assassin. They go to the traders post, which has been picked clean. He must have taken all that was there and fled. The party finds their horse and an empty cart that they reclaim. Back to the Inn they go to say farewells to Elmo. Upon further inspection they realize that the weapon and armour Elmo is using isn’t the same they had given him. He must have just wanted the party to think he was a lower level fighter than really was.
And so ends this sad entry of our heroes adventures. They are now consumed with fire and will want to launch an attack on the cult that has claimed many innocent lives in the past few days and weeks. The only thing they fear now is their numbers. They have lost quite a few of their mates. Now they realize they have to tell Elmo’s family who is in town, and his older brother Otis; who is currently out of town on a mission fighting the good fight, that their son and brother has been killed in the line of duty. Join us next time for more action and thrills.
With this information our party wastes no time: “We must tell someone of this evil”, says McDirk, “Yes but who?”, replies the rest of the party. Off to the Temple of St. Cuthbert they go. Greeted by Tergon the party tells the story, to which he replies “Death and justice to evildoers!” To the Inn they go, and to the floor goes the Inn door when Tergon kicks it in and shouts “Death to evildoers it is time to pay penance and be judged!” (or something to that manner he was consumed by zeal at this point). And immediately he rushes in for an attack, when one of the merchants disappears.
Arthur and Mathias begin an attack on the “caravan guard” who answers in kind. As this happens chaos erupts, innocent folks flee and Ostler grabs a weapon to defend his lively hood; when suddenly, the missing merchant appears behind the dagger in Tergon’s back. As Tergon falls McDirk rushes to his fallen friend and speaks a prayer. Realizing the assassins dagger is coated with poison McDirk acknowledges there is nothing he can do to cure him, so immediately the Adept scoops up the cleric and rushes to the Temple of St. Cuthbert. Burne and Rufus begin to start an attack, Burne sending out magic missiles as he sees fit. Aiding Mathias and Arthur to fell the evil caravan guard. Then suddenly the assassin goes missing again. This time Burne casts a spell to show where this foe is, and Rufus stands vigilantly guarding his partner.
Amidst all the chaos the shopkeeper of the trade post manages to get behind Elmo and begins to garrote him. As this happens Arthur runs to his companions aide shouting, "Burne, Rufus help Mathias take this foe!" as he rushes over he can do little to help Elmo, he grapples the enemy trying to loosen his grip and hinder him. The caravan guard falls and Mathias rushes over, both he and Arthur trying in futility to save Elmo. Again the assassin makes an appearance and tries in vain to take out Rufus, who retaliates by attacking him and driving him off.
All the while this is happening our cleric has made way to the Temple of St. Cuthbert and awakens Calmert who is unable to cure Tergon. He is able to slow the poison, but only Jaroo the towns druid has the capability to fully cure him. They rush to the druid who immediately neutralizes the poison and heals the fallen cleric. McDirk then tells them of the chaos at the Inn, and that they are needed. Unbeknownst to him was the current chaos. The invisible assassin and the shop keep who was slowly but surely killing Elmo.
Back at the Inn; and as stated prior, the shop keep had a steady hold on Elmo, and with a final twist our heroic champion had fallen. Rage filled both Arthur and Mathias as they began an attack on their new quarry. Suddenly a crash was heard at the window, his assassin companion had abandoned him! Realizing he was now outnumbered he tried to use an invisible powder to make an escape. Quickly thwarted by Arthur and Ostler’s quick thinking and action respectively “Flour! Coat this coward with flour, Ostler!” shouted Arthur to which Ostler replied with a cloud of flour that revealed their enemies position. An organized tactic was now carried out, for they knew this foe would try an escape. Spugnoir and Burne covered the door in case he tried to escape, or his friend would try to come in. Rufus, Arthur and Mathias then struck down the shop keep.
As the flour cleared and the smoke settles our party rushes to see the condition of Elmo. They don’t want to believe it but upon examination from both Jaroo and Calmert they must come to terms. Elmo was dead. They leave Elmo with Ostler for the time being so they can go route out the evil assassin. They go to the traders post, which has been picked clean. He must have taken all that was there and fled. The party finds their horse and an empty cart that they reclaim. Back to the Inn they go to say farewells to Elmo. Upon further inspection they realize that the weapon and armour Elmo is using isn’t the same they had given him. He must have just wanted the party to think he was a lower level fighter than really was.
And so ends this sad entry of our heroes adventures. They are now consumed with fire and will want to launch an attack on the cult that has claimed many innocent lives in the past few days and weeks. The only thing they fear now is their numbers. They have lost quite a few of their mates. Now they realize they have to tell Elmo’s family who is in town, and his older brother Otis; who is currently out of town on a mission fighting the good fight, that their son and brother has been killed in the line of duty. Join us next time for more action and thrills.
Adventure Log 8 - And evil shall fall!
Not without consequence
June 24, 2011 10:02
Greetings and well met. When last we left our adventurous they had been ambushed and left in a rather sore state. From the ashes of pain and suffering though a few of our friends managed to gain experience enough to advance through the ranks. Both McDirk and Mathias have both achieved this goal, becoming and Adept and a Footpad respectively. McDirk; having spent some time working with the Temple of Saint Cuthbert, is even able to train with Tergon for a quest to be named at a later date. The party bands together and gathers resources so we can pay for Mathias to train with one of the local merchants. After a week of training the party gets ready to head off, only after McDirk receives a special order from the merchant: a Longbow for his companion Arthur.
Heading back to the familiar moat house proves to be eventful. This time when the group returns to the usual door the ones behind it ask for a sign, which the group does not produce. To no surprise the door swings open and an attack force comes out to greet our heroes. Though there was an ogre in their numbers and a few orcish looking foes, our brave heroes have experience and Elmo on their side. And they make quick work of these enemies. After delving further into this secret chamber they find yet another door. Behind it are two merchants and a gnome; assumed to be from the same caravan, who have been badly beaten into critical shape, and have also been robbed by the assailants. McDirk utters a quick prayer and manages to conjure up some healing for the victims and the party helps them back to safety, the merchants offer their thanks and some money. The party instead asks them to make a donation to the church of Pelor in Greyhawk.
Since the day was still young and our group was still pretty strong they decided to head back into the moat house, where they happen upon the cults storage room. They ransack and destroy all the contents to slow this cult's progress. Then they happen upon another storeroom. This time they have Zert stay outside with the farmer, in case the enemy try to retaliate. As our heroes return to their cart they discover there is no more cart, and their farmer who was guarding the cart has been murdered. Zert is nowhere to be found. Rushing back home on foot they discover that their room too has been robbed, and Zert has made himself scarce.
So ends another tale of survival and struggle. What will happen next? Will our motley crew cry and quit? Or will they rally and strike back? What of Zert, and will our heroes retaliate? All this and more so join us again for yet another tale of triumph over evil; so we hope, that will be full of adventure, danger and action. Until next time reader fare thee well.
Heading back to the familiar moat house proves to be eventful. This time when the group returns to the usual door the ones behind it ask for a sign, which the group does not produce. To no surprise the door swings open and an attack force comes out to greet our heroes. Though there was an ogre in their numbers and a few orcish looking foes, our brave heroes have experience and Elmo on their side. And they make quick work of these enemies. After delving further into this secret chamber they find yet another door. Behind it are two merchants and a gnome; assumed to be from the same caravan, who have been badly beaten into critical shape, and have also been robbed by the assailants. McDirk utters a quick prayer and manages to conjure up some healing for the victims and the party helps them back to safety, the merchants offer their thanks and some money. The party instead asks them to make a donation to the church of Pelor in Greyhawk.
Since the day was still young and our group was still pretty strong they decided to head back into the moat house, where they happen upon the cults storage room. They ransack and destroy all the contents to slow this cult's progress. Then they happen upon another storeroom. This time they have Zert stay outside with the farmer, in case the enemy try to retaliate. As our heroes return to their cart they discover there is no more cart, and their farmer who was guarding the cart has been murdered. Zert is nowhere to be found. Rushing back home on foot they discover that their room too has been robbed, and Zert has made himself scarce.
So ends another tale of survival and struggle. What will happen next? Will our motley crew cry and quit? Or will they rally and strike back? What of Zert, and will our heroes retaliate? All this and more so join us again for yet another tale of triumph over evil; so we hope, that will be full of adventure, danger and action. Until next time reader fare thee well.
Adventure Log 7 - Ambush!
From who? WHERE?!
June 23, 2011 10:17
After waiting for close to a month for the cold and unforgiving weather to let up our party sets out again. They decided they should go to check that same door again, this time they would wise up and have their fellow Elmo join them. Elmo gladly agrees, being a hero, and adventures to the secret path with them. This time they knock correctly and are greeted with a call sign after the knock. Unfortunately our adventurers do not know the countersign. Out from the door bursts a squad of evil cultists wearing robes adorned with a Flaming Eye.
The battle was fairly quick sustaining only minor injuries thanks to the skillful use of the axe wielded by Elmo. Still running a little lower on strength than would be desired, our party leaves for town to rethink their plan of attack. Alas, the foul Cult did not see the parties survival in today’s agenda. Neither Arthur nor Elmo saw the evil cultist before they fired an arrow into the back of McDirk. They have been ambushed!! A large group of foe’s surrounded our party. They first tried to figure out who this might be. Burne’s Badgers? Possibly they thought the group to be a group of bandits. Elmo, Zert and Arthur rushed to the fore to speak to these foes. They were greeted with an attack. Elmo knocked his target out cold still not knowing if they were friend or foe. Zert on the other hand struck his attacker down. A long and grueling battle ensued.
One of the first things that turned this battle awry was a rogue mage in the enemies numbers casting sleep, it managed to knock out Arthur and Spugnoir. Zert continued to fight on as Mathias awoke Arthur and Spugnoir. The first of the trials of this battle had been overcome. Taking much damage all around McDirk manages to keep everyone alive. The battle began looking more grim when Zert was rendered unconscious, and then had his throat slit. McDirk rushed over and fought off the fiend who had killed his comrade, and with the grace of Pelor managed to heal Zert’s wound and keep him amongst the living.
It was down to three warriors, Arthur, Elmo, and the leader of this group of assailants. Attacks went back and forth Arthur scoring glancing blows against the leader, Elmo rattling his target with heavy attacks; until on his last breath the leader struck Elmo down. Fury welled up inside of Arthur who in turn struck down the enemy leader. “Quick to town! We must heal our fallen!”, shouted Arthur. Before leaving they found a crumpled note in the enemy leaders armour that said “Master”. Could this be the counter sign they so desperately needed? Loading the cart the team raced home, McDirk binding Elmo so he would survive with but a heal, and tending to the fallen Zert.
Upon arriving back at town our adventurers rushed to the Temple of St. Cuthbert of the Cudgel, and paid to have Zert healed. The rest of our party was able to rest and reevaluate the situation. Could they be that close to cleansing the Moathouse of evil? Thus the end of a harrowing day has come. Do return for more, as there is still much left untold. Until next time: Fare thee well.
The battle was fairly quick sustaining only minor injuries thanks to the skillful use of the axe wielded by Elmo. Still running a little lower on strength than would be desired, our party leaves for town to rethink their plan of attack. Alas, the foul Cult did not see the parties survival in today’s agenda. Neither Arthur nor Elmo saw the evil cultist before they fired an arrow into the back of McDirk. They have been ambushed!! A large group of foe’s surrounded our party. They first tried to figure out who this might be. Burne’s Badgers? Possibly they thought the group to be a group of bandits. Elmo, Zert and Arthur rushed to the fore to speak to these foes. They were greeted with an attack. Elmo knocked his target out cold still not knowing if they were friend or foe. Zert on the other hand struck his attacker down. A long and grueling battle ensued.
One of the first things that turned this battle awry was a rogue mage in the enemies numbers casting sleep, it managed to knock out Arthur and Spugnoir. Zert continued to fight on as Mathias awoke Arthur and Spugnoir. The first of the trials of this battle had been overcome. Taking much damage all around McDirk manages to keep everyone alive. The battle began looking more grim when Zert was rendered unconscious, and then had his throat slit. McDirk rushed over and fought off the fiend who had killed his comrade, and with the grace of Pelor managed to heal Zert’s wound and keep him amongst the living.
It was down to three warriors, Arthur, Elmo, and the leader of this group of assailants. Attacks went back and forth Arthur scoring glancing blows against the leader, Elmo rattling his target with heavy attacks; until on his last breath the leader struck Elmo down. Fury welled up inside of Arthur who in turn struck down the enemy leader. “Quick to town! We must heal our fallen!”, shouted Arthur. Before leaving they found a crumpled note in the enemy leaders armour that said “Master”. Could this be the counter sign they so desperately needed? Loading the cart the team raced home, McDirk binding Elmo so he would survive with but a heal, and tending to the fallen Zert.
Upon arriving back at town our adventurers rushed to the Temple of St. Cuthbert of the Cudgel, and paid to have Zert healed. The rest of our party was able to rest and reevaluate the situation. Could they be that close to cleansing the Moathouse of evil? Thus the end of a harrowing day has come. Do return for more, as there is still much left untold. Until next time: Fare thee well.
Adventure Log 6 - The bigger they are...
... the harder they hit!
June 22, 2011 21:18
Their last delve being more of a success than anything our adventurers restocked on the oil that was spent and rested for the remainder of the day. Seeing how they collapsed a room they decided that today was a good day to excavate, which they did. For their troubles they acquired some nice new gold and some other trinkets. That being done our group decided that they should look for an alternative route, when Arthur recalls that he and Elmo had seen tracks leading into a wall in the room where they encountered the Brigands. Venturing forth Mathias manages to easily find this secret door and open it. To their delight they find a set of stairs leading down. Into a dead end room.
Upon further investigation Arthur notices yet another set of tracks leading into a wall. However, this time our party discovered there was someone on the other side. There was a knock in response to our adventurers eagerly knocking and hitting the wall when they were trying to find the operation of the secret panel. Bewildered Arthur took to the fore and knocked in reply. To his expectations some thing burst into the room and attacked! An ogre was employed to guard this room. This can get really ugly… Really fast… Into the fray they go however Arthur having a slight advantage against giants although he is but a Runner. Mathias ever confident and McDirk ready to heal everyone when needed. Zert and Spugnoir too stand at the ready to fight with their brothers in arms.
The battle seems to be going smoothly in the beginning, Arthur dodging blows and landing a hit or two and Mathias being ignored. That is until Mathias landed a good blow on the Ogre, who turned his attention to our rogue friend and with one fell swoop knocked him out cold and inches from death. “Cast sleep!! Take him down Spugnoir!!”— a failed attempt. “He is far too strong for my evocations, I must flee,” shouts the mage. “Get Elmo! Please Hurry!” shouted Arthur. Then McDirk, calling upon the pure and holy light of Pelor heals and saves Mathias.
Their numbers thinned Arthur fends off this attack, fighting on the defensive until they hear a familiar cry. Elmo had arrived to save the day! As Elmo arrives on the scene the monstrous beast lands a final blow on Arthur, rattling him but not taking him down. Seeing this Elmo takes one swing with his whistling axe and fells the dread ogre. The party is victorious. Tending to wounds McDirk says “That is enough for today my friends let’s go home.”
Returning the Inn our party tends to Mathias who was badly wounded. Over night the party takes care of the rogue showing they are becoming friends. The next morning bad weather befalls. Elmo and Arthur both inform the rest of the party that snow is coming. They are correct, snow accumulates and hinders the party very badly. Days go by and are spent tending to the sick in the Temple of St. Cuthbert. Donating time and silver here and there our party gets through the first few days of the storm. The weather does not let up, and the snow begins to fall at a steady pace. Days turn into weeks. The downtime is now bleeding the party’s funds dry. After three weeks our party decides to take back to the road, and just fight through the storm. With that we leave as our adventurers begin to set out on a new day.
Upon further investigation Arthur notices yet another set of tracks leading into a wall. However, this time our party discovered there was someone on the other side. There was a knock in response to our adventurers eagerly knocking and hitting the wall when they were trying to find the operation of the secret panel. Bewildered Arthur took to the fore and knocked in reply. To his expectations some thing burst into the room and attacked! An ogre was employed to guard this room. This can get really ugly… Really fast… Into the fray they go however Arthur having a slight advantage against giants although he is but a Runner. Mathias ever confident and McDirk ready to heal everyone when needed. Zert and Spugnoir too stand at the ready to fight with their brothers in arms.
The battle seems to be going smoothly in the beginning, Arthur dodging blows and landing a hit or two and Mathias being ignored. That is until Mathias landed a good blow on the Ogre, who turned his attention to our rogue friend and with one fell swoop knocked him out cold and inches from death. “Cast sleep!! Take him down Spugnoir!!”— a failed attempt. “He is far too strong for my evocations, I must flee,” shouts the mage. “Get Elmo! Please Hurry!” shouted Arthur. Then McDirk, calling upon the pure and holy light of Pelor heals and saves Mathias.
Their numbers thinned Arthur fends off this attack, fighting on the defensive until they hear a familiar cry. Elmo had arrived to save the day! As Elmo arrives on the scene the monstrous beast lands a final blow on Arthur, rattling him but not taking him down. Seeing this Elmo takes one swing with his whistling axe and fells the dread ogre. The party is victorious. Tending to wounds McDirk says “That is enough for today my friends let’s go home.”
Returning the Inn our party tends to Mathias who was badly wounded. Over night the party takes care of the rogue showing they are becoming friends. The next morning bad weather befalls. Elmo and Arthur both inform the rest of the party that snow is coming. They are correct, snow accumulates and hinders the party very badly. Days go by and are spent tending to the sick in the Temple of St. Cuthbert. Donating time and silver here and there our party gets through the first few days of the storm. The weather does not let up, and the snow begins to fall at a steady pace. Days turn into weeks. The downtime is now bleeding the party’s funds dry. After three weeks our party decides to take back to the road, and just fight through the storm. With that we leave as our adventurers begin to set out on a new day.
Adventure Log 5 - Avalanche!!
I've got a sinking feeling...
June 22, 2011 20:34
When we last left our heroes they had been ambushed by wise, but cowardly, foes. The group arrives at the Inn of the Welcome Wench barely walking upright without the help of each other. This was a good time to spend waiting. And wait they did. The party rested up for a week. During this time they began selling their amassed goods and treasures to the local Traders Post. Also during this time spent resting McDirk spent a good portion of his time tending to the local wounded and sick, at the temple of St. Cuthbert of the Cudgel. Life of an adventurer, however, isn’t an easy one so our brave fellows set forth.
Returning to the Ruins the party has but one room left to explore! So they set forth and heard a terrifying noise. It was the chattering squeaking of rats coming from an offshot room with stairs. This swarm of rats had one goal in mind, overtake and devour fresh meat. However our group would not see this to be so, and in a flash of genius they throw some of their cheese (didn’t I tell you earlier how important the cheese is?!) to lure them away. But wait there’s more; rats coming and to the story, throw more cheese!! After throwing quite a large amount of cheese the group then proceeds to throw their vials of oil onto the ravenous beasts. With oil set and the rats feasting on cheese our party sets them ablaze. The sweet taste and cheesy smell of victory!!
Now since the stairwell was in the room that was engulfed the party moves on to a room that had escaped their eye earlier. In a stroke of genius and general will to not see the party fall into a pit trap or have other nastiness befall them; Mathias uses one of the parties items, a staff to test the integrity of surfaces. Sadly in doing so discovers the room was quite unstable, and unfortunately collapsed before the group could even enter. That being the case our group patiently waits for the fire to die down so they can delve further into the ruins.
Down, down, down the stairwell they go, into a dank and darkened place. Cautiously Mathias leads down a hall looking for traps. Slowly and steadily he walks when suddenly a wretched slime oozes down from the ceiling and ;by the graces of the gods themselves, misses our hero by mere inches. Not being afraid at this point because the real danger had passed our party uses the last of their oil to set the foul ooze ablaze (damned pyromaniacs).
Their light fading and supplies running low our adventurers take to the wilderness. It was time to return to their home, as it has become over the past month, The Inn of the Welcome Wench. Might we add that this adventure was quite smooth and Elmo didn’t have to bail the group out of trouble. Does this mean that our group is getting strong? Wising up and being more resourceful? Or does it just mean they were lucky? Find out next time. Fare thee well.
Returning to the Ruins the party has but one room left to explore! So they set forth and heard a terrifying noise. It was the chattering squeaking of rats coming from an offshot room with stairs. This swarm of rats had one goal in mind, overtake and devour fresh meat. However our group would not see this to be so, and in a flash of genius they throw some of their cheese (didn’t I tell you earlier how important the cheese is?!) to lure them away. But wait there’s more; rats coming and to the story, throw more cheese!! After throwing quite a large amount of cheese the group then proceeds to throw their vials of oil onto the ravenous beasts. With oil set and the rats feasting on cheese our party sets them ablaze. The sweet taste and cheesy smell of victory!!
Now since the stairwell was in the room that was engulfed the party moves on to a room that had escaped their eye earlier. In a stroke of genius and general will to not see the party fall into a pit trap or have other nastiness befall them; Mathias uses one of the parties items, a staff to test the integrity of surfaces. Sadly in doing so discovers the room was quite unstable, and unfortunately collapsed before the group could even enter. That being the case our group patiently waits for the fire to die down so they can delve further into the ruins.
Down, down, down the stairwell they go, into a dank and darkened place. Cautiously Mathias leads down a hall looking for traps. Slowly and steadily he walks when suddenly a wretched slime oozes down from the ceiling and ;by the graces of the gods themselves, misses our hero by mere inches. Not being afraid at this point because the real danger had passed our party uses the last of their oil to set the foul ooze ablaze (damned pyromaniacs).
Their light fading and supplies running low our adventurers take to the wilderness. It was time to return to their home, as it has become over the past month, The Inn of the Welcome Wench. Might we add that this adventure was quite smooth and Elmo didn’t have to bail the group out of trouble. Does this mean that our group is getting strong? Wising up and being more resourceful? Or does it just mean they were lucky? Find out next time. Fare thee well.
Adventure Log 4 - Surprise, Surprise
Raiders ahead, and a dagger in the back.
June 20, 2011 09:52
After confronting Kobort and Turuko about suspicious behavior and shadowing, our adventurers move out. After a rather uneventful travel through snowy weather they arrive back at the Moat House. So being there our group does what they do best, delve. Slowly and cautiously our group finds a door that is, oddly enough, closed. Listening at the door Mathias decides that the group should infiltrate and begin to explore. Thus, upon opening the door our group is greeted by a large group of Brigands.
The battle started out fierce, attacks landing on both sides, none suffering losses. With McDirk manning the heals and Arthur in the fore the battle seemed well, despite being outnumbered. Then Mathias took a heavy blow, being almost knocked down and out our group employs Spugnoir to magically sleep the enemies to thin the numbers. There was however one flaw to the plan, most of the enemies fell asleep along with Arthur who could not resist the lull of magical slumber. One swift kick later Arthur awoke to Mathias saying, “Come on we have to withdraw get up and let’s move out cautiously!” All companions; save for the rogue and runner, managed to swiftly exit the room. The other two however had to slowly and tediously exit hoping that their foes would not immediately greet them in battle once again.
After a few more minutes of chase the two groups of two (Mathias and Arthur and what seemed to be a leader and lieutenant of the brigands) began to trade blows. Things were looking grim, when from behind our heroes heard a triumphant cry and a whistling of an axe. Have we been ambushed? What is the meaning of this, were both thought until they saw the powerful axe of Elmo saving the day. After making quick work of the two commanding officers, Elmo; in a frenzy to help his companions, slew even the sleeping foes; for in battle he showed no mercy nor quarter. Exploring the once inhabited room turned out to be worth while for the party gained a small amount of wealth for their trouble. It was time to head back to the Inn to rest up.
The party, having suffered some injuries, loaded up their cart and began the journey home. About 10-15 minutes into the journey McDirk is struck in the back with the quarrel of a crossbow. Both Elmo and Arthur immediately turn the parties attention directly behind them to a snow bank. At this time Kobort and Turuko leap from the snow ready to attack yet again. Kobort immediately rushes towards our group looking to slay someone outright. After managing to defeat Spugnoir and Zert he foolishly looked to take Elmo. Elmo, however, had other plans. Greeting the brute with a whistling axe Kobort was felled. Now turning their attention to Turuko the battle ensued. Turuko proving to be quite formidable felled both Arthur and Mathias. The party looking ragged and barley standing while McDirk tended to the wounded and Elmo gallantly fought and defeated the evil monk Turuko.
After the battle and everyone regaining their bearings the group retreated home to the Inn of the Welcome Wench. But not before, in an act of superior honor and kindness, burying their fallen enemies; for they had tried to take their lives and failed, but they should still have at least a proper burial, lest they return to the world as a damned undead soul. This ends our log for this days journey. Come again and listen.
The battle started out fierce, attacks landing on both sides, none suffering losses. With McDirk manning the heals and Arthur in the fore the battle seemed well, despite being outnumbered. Then Mathias took a heavy blow, being almost knocked down and out our group employs Spugnoir to magically sleep the enemies to thin the numbers. There was however one flaw to the plan, most of the enemies fell asleep along with Arthur who could not resist the lull of magical slumber. One swift kick later Arthur awoke to Mathias saying, “Come on we have to withdraw get up and let’s move out cautiously!” All companions; save for the rogue and runner, managed to swiftly exit the room. The other two however had to slowly and tediously exit hoping that their foes would not immediately greet them in battle once again.
After a few more minutes of chase the two groups of two (Mathias and Arthur and what seemed to be a leader and lieutenant of the brigands) began to trade blows. Things were looking grim, when from behind our heroes heard a triumphant cry and a whistling of an axe. Have we been ambushed? What is the meaning of this, were both thought until they saw the powerful axe of Elmo saving the day. After making quick work of the two commanding officers, Elmo; in a frenzy to help his companions, slew even the sleeping foes; for in battle he showed no mercy nor quarter. Exploring the once inhabited room turned out to be worth while for the party gained a small amount of wealth for their trouble. It was time to head back to the Inn to rest up.
The party, having suffered some injuries, loaded up their cart and began the journey home. About 10-15 minutes into the journey McDirk is struck in the back with the quarrel of a crossbow. Both Elmo and Arthur immediately turn the parties attention directly behind them to a snow bank. At this time Kobort and Turuko leap from the snow ready to attack yet again. Kobort immediately rushes towards our group looking to slay someone outright. After managing to defeat Spugnoir and Zert he foolishly looked to take Elmo. Elmo, however, had other plans. Greeting the brute with a whistling axe Kobort was felled. Now turning their attention to Turuko the battle ensued. Turuko proving to be quite formidable felled both Arthur and Mathias. The party looking ragged and barley standing while McDirk tended to the wounded and Elmo gallantly fought and defeated the evil monk Turuko.
After the battle and everyone regaining their bearings the group retreated home to the Inn of the Welcome Wench. But not before, in an act of superior honor and kindness, burying their fallen enemies; for they had tried to take their lives and failed, but they should still have at least a proper burial, lest they return to the world as a damned undead soul. This ends our log for this days journey. Come again and listen.
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