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Post by Kainguru on Jan 15, 2014 3:47:06 GMT -8
Update: It's a biggie (last two sessions) First, I'll introduce the actual characters because names are easier than 'elf mage' etc. Jeffery (not his real name) - Elven Magic-User from Celene (Upper Class travelling incognito). He has only just found out that his father is basically 'Elfputin' in charge of maintaining the security of the realm and actively supports Celene's isolationist policies. Jeffery was tutored by 'Melf', though he didn't know that his tutor and 'Melf' were one in the same person until recently . . . just that he was frequently absent and encouaged 'Jeffery' to explore 'the world beyond our borders'. 'Jeffery' has just found out that Melf and his small entourage was last seen fighting with Furyondian Forces to the far north at the battle where it is 'rumoured' Iuz himself took to the field astride a Black Dragon - the forces of Furyondy prevailed that day (just) but Melf is MIA. Kelgrim Ironhammer - Dwarf Fighter from the Lortmils. His father and older brother fought at the first assault on the Temple. His older brother disappeared afterwards but has since 'returned' . . . as the owner of 'The Prancing Elf' Inn at Mil-Galas. Montigrim (Monty) Ironhammer (the older brother) is engaged to Carlos Glitterleaf an elven defender of Gnarley Forest and Mil-Galas (they met at the first Battle of the Temple and Carlos helped Monty recover from the trauma he suffered during that assault - PTSD). Kelgrim has agreed to represent Clan Ironhammer at his brothers up coming nuptials - as the their father refuses to communicate with Monty (the absence of Montigrim was always a topic not for discussion in the Halls of Clan Ironhammer). Kelgrim wields 'HaniKlappa' the mighty two-handed axe his father used during the last war (roughly translates as 'cock knocker' in Norse). Kelgrim's other brother was mysteriously poisoned after the party tried to sell an amulet taken from a defeated bandit leader to the Hommlet Trader's while his cousin was slain by the assassin sent by Harmony after the party defeated Lareth at the moathouse. Fenrick Amberstaff - Human Bard (old school), the brother of Harmony the oft mentioned antagonist. Finally a 'true bard' though it has cost him an eye. Currently the 'poster boy' for the Old Faith - Champion of Neutrality/Nature: currently titled with the honorific 'The Horned God' by his Druid superiors (a title and duty he can only be relinquished upon his certain death or completion of his given task - to right the natural order of things by defeating the elemental depredations of The Temple). He has recently discovered that his father was a Knight Commander of the Knight Protectors of The Great Kingdom during their exile in the Bonemarch, his father was taken by Overking Ivid's forces during the Knight Protectors retreat from the Bonemarch when it was over run by humanoid invaders - in an act of cruel irony Ivid forcibly converted Fenrick's father into a Demonic Knight of Doom. This event led to his sisters madness and his mother hiding Fenrick with a family friend who was associated with the Druids of Gnarley Forest. Fenrick grew up in Mil-Galas, a mixed community hidden deep in the Gnarley Forest, one of several Old Faith 'power centers' - he used to drink regularly at 'The Prancing Elf' and knows of Montigrim Ironhammer. Carlos Glitterleaf was his martial tutor during his initial training. Morgan the Mumbler - Human Illusionist. A free citizen of Greyhawk who refuses to discuss why he is travelling outside his home lands. He has a list that he refers to regularly but discusses it with no one. So far two names have come up in intercepted communications during their forays against the Temple - the party has noted that Morgan has reacted abruptly at mention of these names. One relates to a 'Shajar al-Abu Ahmadyah' a free lance torturer from Ekbir who distributes advice to other fellows of the profession, the last letter found pin points his current location as Dyvers. Morgan has become increasingly preoccupied with trying to convince the party (unsuccessfully) to side trek to Dyvers. The other name of note relates to a 'Katoyun Budhra' that used to go by the name 'Tandcredus' and is associated with something called 'The Ghoul'. Morgan was also overheard having a conversation with a traveler from Greyhawk who apparently recognized him, this stranger communicated that 'his (Morgan's) part in the events of the past are all but forgotten by those concerned, they are now aware his role was but a minor one and more the result of happenstance than deliberation with the personal cost to him being unfortunate thus they extend the hand of forgiveness; as such he is free to return to Greyhawk provided he takes no part in such affairs again and accepts the authority of The Guild as final and absolute over these matters' Leelo MoltyKlas - Half Elven Druid/Fighter. ( lunafeline)The newest recruit, native of Mil-Galas. She knows of Fenrick and Montigrim and has been tasked by her Druidic Elders to assist Fenrick in completing his task - given he has died once already. She reports directly to Jaroo the Druid of the Grove in Hommlet. Edit: She is also a weak psionic and has felt, on several occasions, 'something powerful and distant' to the north of the Temples 3rd level which whisper touches her mind briefly before withdrawing . . . . . . The Hobo's stomping grounds: Area Map Penwick (based on an actual map of Old Leeds) Aaron
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Post by Kainguru on Jan 15, 2014 6:53:12 GMT -8
Update: (continued) Once more unto the breach . . . the party descend into the darkened halls and corridors of the Temple. As they approach their usual stairway to the second level the come to an intersection, upon the floor is an 'eye of fire' symbol painted in fresh blood. Yep, they're right the Temple have guessed at their route in . . . Fenrick urinates on the symbol to wash it off and believes that any danger will have now been dispelled, as the symbol washes off easily. The symbol was just fresh blood and merely signified to the inhabitants 'Go the Other Way'. Kelgrim steps forward and activates the Wyvern Watch spell cast across the corridor - he is paralysed. At that point a magic mouth activates and shouts something about 'dinner time lads' . . . shambling out of the previously deserted cells further up the corridor several 'Son's of Kyuss' hungerly approach. Jeffery casts a wall of fire as an inverted ring . . . eventually the Son's collapse in smoldering heaps. The party is more cautious now as it penetrates the second level, the Temple is onto them so Fenrick is sent ahead to scout for ambushes and traps. He notes a side door that has always been closed before is open, light can be seen and gruff voices heard. Fenrick reports to the party who then *attempt* to approach the door quietly - crossing yet another magic mouth that sounds a loud alarm. The voices stop and the occupants of the room burst forth to defend the Temple: an Ettin, a Giant Two Headed Troll (the Ettins son) and 2 Ogres plus a small army of Bandits. Several things occur in the melee: Fenrick is accidentally hit and paralyzed by Morgan's Chromatic orb, Leelo's heat metal spell proves remarkably effective and she succeeds in a called shot to one of the obvious sergeants of the bandit's eyes (removing him action while he attempts to extricate said arrow), Morgan successful casts an illusion that makes the ogres believe that gravity has reversed, Kelgrim's hip is again broken (requiring Leelo's healing magics to restore him back to fighting condition but leaving him now with a permanent limp as this is the second time that hip has been smashed) . . . eventually the fight pushes into the side room and Kelgrim faces off against the more senior bandit leaders. During the melee several things happen . . . one of the senior bandits is banging on a locked door screaming at someone called Brunk that he's "a miserable traitorous shit and should he survive this . . .", a mighty crack with a brilliant flash of magical discharge occurs from the vicinity of Kelgrim. As everyone's sight clears Kelgrim can be seen standing shocked and defenseless, his ancestral Axe 'HaniKlappa' has snapped clean in two . . . Kelgrim drops to his knees as Jeffery releases a fireball into the room to try and end a combat that has gone suddenly very pear-shaped (Jeffery knows that Kelgrim has a ring of fire resistance, this tactic has been used before). Kelgrim's player declines the saving throw . . . "Kelgrim is too shocked to even attempt to avoid the flames, they aid his anguish" . . . The combat is over but the cost is high . . . having destroyed HaniKlappa Kelgrim is, for all intents and purposes, dead (the destruction of HaniKlappa the result of a critical miss). After the session there was a discussion with his player who has decided that when the party next leave the Temple to return to Hommlet Kelgrim will depart for the Lortmils to attend to the business of restoring HaniKlappa and thus his honor - temporarily retiring the character for this portion of the campaign. The players now believe me: "once you start to penetrate the Temple proper and become a genuine threat the shit will get very real, very fast" . . . and it does get really shit, really fast . . . Aaron
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D.T. Pints
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Post by D.T. Pints on Jan 15, 2014 7:46:33 GMT -8
After the Bard was brought back to life, he discovered that all his gear was missing....looted by party members. I took his +2 armor and his ring of fire protection, the dwarf took his +2 dex gloves and the elf took his magic sword for "safe keeping" Upon learning this he threw a hissy fit and made threats of violence towards myself and the dwarf. I said if he asked nicely he could have it back, the dwarf, true to his character was much more stubborn and refused. The bard asked nicely so I kept my word and gave him back the armor. The dwarf still has the gloves. Making our way back through the temple with a full party, we encountered a group of duragar who tried to start psionic combat with my druid fighter but I used mind block to shut it down. They then enlarged themselves and used heat metal. This didn't have much time to take effect and the dwarf got quite cocky and sliced his way through, as did the bard. We then entered a large room without caution, which lead to the dwarf being back stabbed causing a whopping 24 damage to his HP. The offender then disappeared into a mass of fog, the bard then tried to sneak and find the villain. We cast faerie fire and managed to take him down, and foolishly thought we were safe. Unknown to us, our dastardly DM was secretly setting up our demise. The next moment our illusionist turned on us! he was brainwashed by a demon into believing that we were the enemy. He cast an illusion on myself and the elf wizard that we were on fire, I failed my save so took full damage. We had no idea where he was due to the fog and we were being attacked from all directions. The illusionist and the DM were communicating with each other through pen and paper, so we had no clue to what was going on. After each party member being attacked at least twice, the dwarf finally managed to stop the illusionist by using his brute strength and tie him up. Unfortunately, the dwarf was then caught in the same web so then set about taking out the rest of the party. He attacked the elf wizard who was already in bad shape from the work of the illusionist. He died. He was taken down to -13 HP. Next on the list was the healer...Ummmm..me. I was taken down to -7 HP but then the dwarf finally managed to overcome the control of the demon. Throughout all this the illusionist was still bound, and probably the safest position of all. Then the DM throws a bloody Ettin at us! to which the dwarf cried "I am in no mood for your shit!" and thankfully had taken care of him before most of us could react. Battered and bloodied and carrying the elf's body, We scarpered back to Hommlett.
We are now about to start the next session and I firmly believe my name will make an appearance on the DM's gravestone. A pic of that will follow. Wish me luck :S Your DM sounds like a real douche bag! I really think they should have renamed that giant adventure "Scarpering Back to Hommlett" because that is what I remember most...going down, down, down getting the bloody shit kicked out of us and then limping back to Hommlett hopefully before we were attacked by packs of wolves or bandit relieved us of all our hard won loot. Just reading the new update now...hopefully it didn't involve your characters name on a gravestone...what DOUCHE! MOLTYCLAS! HA! Yeah the feedback loop of the more of the temple you defeat the more retaliation you receive in the form of assassins that interrupt baths at the Welcome Wench, meals, sleeping, trying to get a lil' action from the local seamstress...sleeping with one eye open at all times seemed to be the basic modus operandi. Great summary Aaron! Keep 'em coming.
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maxinstuff
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Post by maxinstuff on Jan 15, 2014 17:56:05 GMT -8
The flames aid his anguish
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Post by Kainguru on Mar 1, 2014 5:30:04 GMT -8
UPDATE: . . . the party decides to penetrate further into the Temple despite Kelgrim's traumatized state of mind. Though the opportunity to wreak havoc, death and destruction on those he see's as the source of his misfortune is welcomed. They eventually descend into deep into the third level . . . carving a bloody path before them. The party splits at a junction: Jeffery is convinced that taking the same corridor to the next major junction represents a major tactical mistake . . . everyone else just screams 'bring it on'. Jeffery lopes off to try the other corridor. The rest of the party continue and discover what ELEMENTAL Evil is really about . . . the last 20ft of the corridor is blocked by a solid, fused plug of granite (yeah, earth elementals are very useful for dungeon remodeling. It seems Jeffry was right, get too predictable and precautions will be taken. They retreat and join Jeffry who, with his STR 7, is found tugging futily at a solid, locked, iron door - the lock is on the other side and thus beyond the haphazard ministrations of Fenrick. Leelo steps forth and manages to use her Molecular Manipulation Psionic Science to degrade the door hinges and fixtures causing it to fall into the room with a huge thud. Beyond they spy the rooms original guardian - now reanimated as a monstrous zombie, complete with a festering smashed in skull(s) and at least one eye hanging from an empty misshapen socket. The guardian is dispatched and the door is shoved into their portable hole as a souvenir. The next room was formerly guarded by trolls . . . they have been replaced with more reliable Slime Creatures (the product of Olive Slime) . . . note: " Slime creatures are harmed by acid, freezing cold, fire(of a magical sort only if water dwelling), and magic missile spells. Magical powers which affect plants also affect them. All other attack forms have no effect". Over confidence is the bane of any party and they begin to drop like flies - Kelgrim receives a critical blow to the head knocking him out and causing some permanent neurological damage. Several times Fenrick contemplates using his last druid spell 'entangle' but opts for the more direct approach instead. The creatures keep advancing . . . Jeffry and Kelgrim are unconscious, Leelo and Morgan throw them into the portable hole and fall back, Fenrick covers their retreat . . . there is panic around the table as they have only a few rounds left to minister to Jeffry and Kelgrim and Fenrick is close to being overrun. Finally Fenrick casts his entangle as a last desperate gesture, he is surprised when the Slime Creatures disgustingly invert themselves in a tangle of disparate directions rendering them impotent. While Morgan and Leelo minister to Kelgrim and Jeffry Fenrick plays happy the pyromancer with oil and fire directed at the shuddering mess of twitching Slimes. Kelgrim now has a large scar down one side of his scalp and face and dent in his skull above his eye . . . the residual neurological damage causing said eye to 'wander': Comeliness a further -1 to other races but +1 to other dwarves (cause dwarves love battle scars). The party needs to rest, badly, so they hole up in another room with the souvenir iron door fixed on the inside to act as an additional barrier to entry. Slightly refreshed, though not at full strength, the party press on and encounter the room of statues. The resident will-o-wisps deplete the PC's resources even further before being chased off - metal armour, electrical attacks and high AC = 'little bastards, we hate them!!!!!!'. The over confidence of the day before has been replaced by extreme caution. Rather than gleefully loot 'the statues treasures', especially when one urn is found out to contain dust of sneezing and chocking, they collect them carefully for examination later back in Hommlet, including the petrified beholder ("cause it'll look cool, when we get a proper base, sitting in the entrance way"). The party retreats back to Hommlet . . . big changes are afoot Aaron
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D.T. Pints
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Post by D.T. Pints on Mar 1, 2014 8:12:18 GMT -8
And all this before they manage to free Iuz...
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Post by squeatus on Mar 1, 2014 11:38:33 GMT -8
Fuckkkkk this thread is making me want to dredge up my old 1E books or point my group to OSRIC and inflict ToEE on them.
Maybe ToH as a one-shot (or more likely single encounter) would alleviate my sense of nostalgia.
Great game, btw.
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Post by Kainguru on Mar 8, 2014 7:50:57 GMT -8
UPDATE: . . . the party beat a weary retreat to Hommlet, there tearful departures ensue - Kelgrim feels compleled to return to the ancient halls of his home clan with the remains of his broken axe, in the hopes that it can be recast anew. Jeffry cry's . . . no, he doesn't really it's just the Kelgrim's parting celebratory obligation that is 'spit on the elf day' (which day is that?, everyday is spit on the elf day). Further news is revealed: due to pressing conflicts in the north and the south their trainers have been recalled to attend for military service. Hommlet is adopting a war footing and actively constructing/reinforcing it's defences, the militia is training intensively, fortifications are being constructed/reinforced. The gnome 'Wonillon', rescued earlier from the Temple by the party and near death due to starvation/dehydration, has recovered and approaches the party - he now goes by the name 'Benni' and is accompanied by a heavily armoured 1/2 Elf. OOC: Wonillon has been repurposed to introduce Kelgrim's Players replacement Character, in losing the front line fighter Jeffry's Player humbly elects to try a change of pace from his standard Mage PC type and apply himself to being a fighter type (for the first time ever in his playing history) - the second heavily armoured figure. During this change of roles Jeffery will be temporarily indisposed in anticipation of the steeply escalating challenges as they approach the 4th level of the Temples Dungeons; he elects to take a sabbatical in Hommlet to manufacture a supply of scrolls to bolster the party's magic capacity. Benni, a gnome illusionist/thief, wishes to ally himself with the PC's to take revenge of the depredations he has suffered at hands of the Temple. Gol'Gilath, the armoured 1/2Elf, introduces himself as a Cavalier of Mil Galas in the Gnarly Forest; he has been awaiting the PC's return for he brings sad tidings. During his wait he has made casual acquaintance with Benni. Gol'Gilath presents the party with Vernum's elven chain shirt informing them that Vernum perished whilst assisting in the search for the missing Montigrim Ironhammmer. However her sacrifice was not in vain as thru her actions it was determined beyond doubt that the Temple was responsible for Montigrim's abduction and that Montigrim has been removed to the Temple proper. What is uncertain is how the Temple was able to access, or know of, the secret paths and byways that allow access to the deeply hidden forest city of Mil Galas. To this end Gol'Gilath has been tasked by his Master, Carlos Glitterleaf the betrothed of Montigrim Ironhammer, to aid the PC's in securing Montigrim's safe return from incarceration. Vernum was the character of another player who had to leave the group due to a real life conflict . . . with the brother of one of the other player's (this sort of shit happens, you just have to roll with it and hope they all patch it up again someday). Later the next day there is a commotion in the village, Hamico, Offical Courier for the Archclericy of Veluna, has arrived in Hommlet to herald pronouncements of import to the Archclericy's vis-a-vis Viscounty's subjects: On the 25th of Planting Prince Thrommel of Fuyrondy will pledge himself to Her Noble Ladyship Jolene of Veluna in the Capital of Mitrik.
This will formally seal the permanent alliance of the states of Fuyrondy and Veluna as defenders of the Good and Faithful.
That in acknowledgment of this formal union, and in honouring the obligations of its longstanding treaties of cooperation and mutual aid with Furyondy, Veluna is now formally at War against the depredations of that Most Malign State of Iuz.
Veluna now wars to the north and requests all those capable of bearing arms in the defense of the Archclericy to defend her borders and join in the aiding the beleaguered armies that currently stand against the encroaching forces of Iuz.
Deputations have been sent to the Fey Court of Celene and the Stout Dwarven Halls of the Lortmils to seek affirmation of old alliances and to pledge assistance in defending their shared territories.The PC's set off towards the Temple immediately, though this time with greater speed as Kelgrim's absence means that they can all ride horses. This owing to the fact that Kelgrim always refused to ride a horse, compromising to only consent to travelling by slower cart/wagon . . . This time the party have elected to take the more direct route following the rough trail through the forested hills, thereby passing the Cavern's of the Healing Spring and bypassing that 'hive of scum and villainy' called Nulb (they really don't like Nulb at all . . .) Aaron
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Post by Kainguru on Mar 8, 2014 11:02:53 GMT -8
UPDATE: The PC's make their way swiftly thru the wooded hills and approach the caverns they have explored previously. These caves are an ancient and long forgotten sacred Druid site - all about it are graven images of 'The Greenman' (cf: Ancient British Isles/Albion Pantheon). This site had been previously uncovered and annexed by Temple forces as a staging area for raids, a secure shelter for messengers and agents, supplying satellite operations with resources while collecting revenues from those operations before sending them on to the Temple proper. During their previous visit the PC's had discovered it's true worth to the Temple, deep below is an unfamiliar shrine collecting the waters of an underground spring - these waters have healing properties, but only once every 24 hours (or risk poisoning/madness) and only retain their potency for 72 hours after being removed from the collecting pool. The PC's also discovered something the temple was unaware of . . . if the right craven spiral circles adorning the shrine cavern are traced with the collected waters in the right order and in the right direction the pool transforms into an interdimensional portal leading to an alternate prime material plane. This plane resembles Mythic Pre-Roman Albion (Britian). On the other side is a grander, but deserted, outside reflection of the underground shrine . . . a central steam passes thru a small fissure in the rocks to feed the underground spring on this side. This other world Temple venerates unfamiliar but self evident Gods of Nature - such as 'The Greenman'. The PC's cautiously approach the site, despite it's earlier liberation they are fairly confident that the forces of the The Temple of Elemental Evil will have resecured the area to continue benefiting from it's location and healing properties. They're not wrong . . . a scruffy group of dour gnomes are noted to be lurking inside, near to the entrance, acting as cursory guards. Fenrick sneaks a look inside and reports that they are indeed scruffy, unkempt gnomes camped inside obviously guarding the entrance. The PC's try a diplomatic approach, which fails . . . basically they're told to 'fuck off and pay the toll for using the track' . . . money and the murder hobo's are not comfortably parted. Negotiations break down and the exchange devolves into combat, except when the party enter the main cave the find themselves confronted by very ugly, very big giant types. The gnomes have disappeared? actually the gnomes are the giants because they're not gnomes they're Spriggans. A very dirty combat ensues as various rocks are thrown and and Benni uses his illusions to great effect to misguide the defending Spriggans. At one point one of the PC's accidentally falls into a pit trap constructed by the caverns originally defeated defenders . . . another is backstabbed by a previously unseen human who appears to be commanding the defending force. This human is seen running deeper into the complex after his initial backstab fails to incapacitate . . . as he retreats several of the original party members recognise him, Gremag, the former trader at Hommlet and Temple spy. After finally defeating the Spriggans, two of whom run off into the surrounding woods . . . one dragging a reluctant other due to the successful deployment of a charm person/monster by Fenrick the Bard . . . the party proceeds cautiously into the depths of the cavern complex. They are keenly aware that Gremag lies in wait for them below . . . Aaron
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Post by Kainguru on Mar 9, 2014 3:58:24 GMT -8
UPDATE: . . . Gol'Gilath deploys his serpentine owl sping many deep, dark shadows in the flickering torch light and, in a side chamber of the final deepest cavern, a bound figure in rags lying on his side weeping quietly into the wall. This figure doesn't match Gremag's description, therefore Gremag must be hiding in the shadows somewhere. The PC's fan out, watching each others backs and guarding Benni as he enters the side chamber to see to the afflicted captive. The figure stirs briefly and weakly calls for help . . . Benni sneaks up on him, quickly rolls him over and restrains him while lying on his chest with his hand on his mouth: "Shhhh, we're the good guys . . .". Benni surreptitiously cases the captive with his free hand, locating a rather full feeling small pouch/purse which he then begins to purloin - at the same time he cautions the captive to remain silent and gently removes his hand from his mouth. The captive is grinning, there is a slight pause and the wretched man under Benni quietly whispers into Benni's ear . . . . "I'm not . . ." as a slender blade is felt to burn it's poisoned way under his rib cage. Too late Benni realizes the bonds restraining the man are nothing more than a cheap theatrical ruse . . . he lets out pained cry ripping the purse from Gremags belt and trying to empty it's contents into Gremags mouth before expiring, in the hopes that it is the very same poison that is ending his own life. A fine dust explodes forth is gentle cloud rendering both Gremag and the late Benni invisible. Gremag sneaks past the PC's as they rush in to investigate Benni's cry and grope about trying to find his corpse. Fenrick hears Gremag moving into the ascending stair case . . . he and Gol'Gilath set off in pursuit. Several backstabs and dropping from the shadows later and Gremag is finally subdued and dragged back down to the main cavern for interrogation. Once Gremag regains consciousness he is stood up but secured by various ropes, arms apart, against the cavern wall. The PC's begin to interrogate him, offering the opportunity to escape with his life in return for information. Gremag remains contemptuous rejecting their offer as "how far do you think I'd get before other Temple agents hunted me down, you can promise me nothing, you cannot possibly defeat then power and reach of the Temple". Fenrick smirks, replying "well, yeah, we've done a pretty good job so far . . . we exposed the Sheriff at Penwick and flushed you and your companion out - who is also dead BTW", Gremag simply continues to grin ". . . we have agents everywhere we've had a whole decade to plot and plan our return, insinuating ourselves into all levels of society while working behind the scenes to bring about chaos and promote the rise of Elemental Evil". Fenrick leans in close, "well you did a lot in Hommlet before we exposed you, didn't you - sabotaging a few building works is hardly bringing about death and destruction on a grand scale is it?". "Fool, where is the short shit who calls himself Kelgrim? didn't you know it was me who killed his foolish brother . . . I was the one who poisoned his drink in the Tavern that caused him to die in agony and suffering and none you even suspected!!!, none of you even . . . " SLICE!!!!! Gremags head is swiftly separated from his body. Fenrick wipes his blade clean and spits, "Put that in a bag and send it to Kelgrim, he'll appreciate having his family honor properly restored". Another figure emerges from the stairwell, a heavily armoured Grey Elf appears "I am Ailitheir, priest of Boccob, I come from Celene seeking the one who calls himself 'Jeffry' . . . by divine signs and portents I was bought here, to this place, at this time - it has been deemed 'appropriate' by the God that guides me". Yeah, a huge fudge, Benni's Player's back up character has now joined the ranks to oppose The Temple: a Cleric/Magic-User of Boccob and agent for those in the Fey Court of Celene who believe, like Jeffry's mentor Melf, that it's continued policy of self-isolation is misguided. Benni's body is interred in a small shrine constructed inside the first cavern entrance. Ailitheir sets about placing various guard wards and traps to make reacquisition of the caverns by the Temple problematic. The next morning the party rides the last couple of leagues through wooded hills to the Temple proper. It sits squat and noisome in the festering ruins of the swamp land around, the air is chill and the sky overcast, dull and foreboding . . . now their grudge is truly personal and with grim determination the PC's intend to bring a little death and destruction back to the feet of their antagonists . . . The final chapters are approaching . . . Aaron
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D.T. Pints
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Post by D.T. Pints on Mar 9, 2014 10:54:49 GMT -8
"We're the good guys..." "I'm not." FUCKING BRILLIANT!
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Post by Kainguru on Mar 12, 2014 5:51:38 GMT -8
UPDATE: . . . The PC's decide a change of tactics in required, setting up camp in the deserted farm house and stables to the north they descend into the well they know leads to a cavern complex linking the tower - and secret, unexplored, passageway into the Temple proper. The secret door built into the stone cavern is wizard lock, it's stone construction defying brute force but not a stone shape casting . . . . Cautiously they descend, Fenrick scouting ahead. The rough stone gives way to a worked and cut passage and eventually to a properly dressed dungeon corridor. Fenrick hears a repeated stomping ahead and spies a large reptile type creature with 6 legs patrolling an intersection, it walks back and forth in a repeating pattern. Despite repeating it's pattern as being identical each time the illsionary nature of it's existence goes unnoticed. Summoning aid Fenrick is joined by the rest of the PC's who formulate a simple attack plan - 'charge and kill it'. This would work fantastically if it wasn't and illusion of a freaking basalisk. Before they know it rolls are being made for gaze attacks and saving throws being rolled . . . the Cavalier rolls a 93 on his 90% immunity to illusions which only reinforces their belief in the combat. Flames flicker as oil running in small trenches mysteriously alights and things get serious. Then Leelo makes a stunning attack, a flying leap with a controlled roll over the back of the basalisk gouging her kopesh thru it's neck as she passes over. As Leelo lands triumphantly on the other side she spins to see the basalisk unharmed and continuing it's same pattern of patrol, turn, gaze, patrol as if nothing has happened . . . a brief flicker of confusion and suddenly the PC's realize they are fighting empty air. Swearing and dusting themselves off as they gather their wits the hear a noise behind them as a door opens and several shifting identical figures in wizarding robes step forth. Gol'Gilath finds himself incapacitated by a fit of malevolently induced laughter as a fan intense fire steaks forth from the mage(s) hands burning the PC's. Ailitheir responds with well placed fireball aimed into the room beyond the door so as not to engulf the party in it's conflagration. Instantly the multiple mages wink out of existence as the one remaining retreats by closing and bolting the door he had stepped from. The door is soon shattered and they enter the smouldering remains of someones quarters . . . on the south wall a parchment can be spied burning, it appears to be complete map of the dungeon, but before they can rescue it they find an invisible wall of force prevents them from approaching within 1 ft of the entire wall so helplessly they watch it burn. The PC's salvage what the can from the burning wreakage, including finding a secret alcove full of arcane laboratory equipment. A locked chest grabs their attention but in trying to open it a chlorine gas released . . . as they stand back from the toxic vapours the inside is revealed: tomes and papyrus scrolls dissolving in the released cloud. Ailitheir vents his frustration . . . "Books!, Magic!, Knowledge!, Nooooooo . . ." Gol'Gilath and Fenrick are distracted outside by the appearance of an elf maiden who warns them to 'stay back, I cannot help myself, I'm so sorry!!!' . . . she lashes out and they realize her blade is poisoned. Before they can retaliate she disappears, casting about with weapons they try to make sense of it. The elf maiden strikes again, a whispered 'I'm so sorry' just before she strikes and disappears - Fenrick lashes out blindly and his blade finds it's mark. They hear her footfalls retreat up a darkened and unexplored corridor as well as a bloodtrail. Ailtheir postulates that she must be 'under some sort of arcane control' and advises caution. Fenrick is less subtle and sets off after the retreating footfalls following the bloodtrail which disappears after 30ft. Fenrick looks about, perhaps a secret passage to the left or right?, as he searches he hears a whisper above him, 'I'm so sorry', as he is attacked from above. Again she disappears before he can grapple her. Fenrick returns to the rest of the PC's, detailing what has happened, they decide to pursue this mysterious figure post haste. Debate continues as they follow the blood trail, 'what should they do if she is being controlled?', 'can we overcome the control?', 'what manner of control could be affecting this behaviour?'. Several of the original party members recall a much earlier conversation they had with Otis's sprites about a series of events they had spied in the vicinity of the well ( NB: these events occurred many weeks ago, shortly before the party capture Fenrick's sister): The Sprites told of observing the Bad lady (Fenrick's sister), a Sullen Armoured Elf (Selina Wildsmith, the since defeated Cavalier retainer of Fenrick's sister), a Disturbing and Bad Smelling Robed Man (the mage they've just encountered) and a Sour Faced Elf discussing the events of the PC's actions. They also described how Bad Smelling Robed Man, Fenrick's sister and Selina departed in the direction of the Temple while sullen Armoured elf lady made excuses, claiming to need to attend to the nearby horses, and departed in the opposite direction. 10 minutes later a Lady of Brutish Deameanour appeared and climbed down the well entrance (The Sprites will also reported being very disturbed by the knowledge that Fenrick's sister was sporting a fetching broach manufactured from the wings of one of their recently tortured and slain comrades.The party presses on following the blood trail through a secret trapdoor into the Temple proper, eventually the come to corridor they recognise . . . it leads south, to the room of statues . . . Aaron
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Mar 12, 2014 7:53:13 GMT -8
And what do they find in the statue room....?? Man I love this campaign! And even though the video game is old it still makes me all giggly with its nostalgic punch in the face.
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Post by Kainguru on Mar 15, 2014 16:11:18 GMT -8
UPDATE (there will be typos as I'm really ill at the moment, so sorry in advance): . . . to answer D.T. Pints question - shadows, dust, emptiness and the echo of foot steps retreating down a further corridor. The PC's argue briefly before deciding they 'just have to have another statue for the domicile' (bit like shopping at IKEA) . . . in the hole the petrified Rakshasa goes, before setting off in cautious pursuit again. Meanwhile back at Hommlet certain events are unfolding plus an important event I neglected to mention earlier - due to the sacrifices the PC's have made in fighting the scourge of Evil on behalf of the peoples of Hommlet, and because Ostler Gundigoot really needs the use of several of the Welcome Wenches rooms, the villages have bequeathed the PC's a simple and permanent domicile from which to base their operations. The players have been allowed to design their new residence, within reason, and have already affixed to the front the door they stole earlier from the Temple. Beyond the entrance way sits the petrified beholder, just before the stairs leading up to the first (second in the America's) floor of the affixed small two story wooden tower. In this first floor tower sits Jeffry, surrounded by wizarding paraphernalia as he constructs a laboratory for researching, potion brewing and scroll fabrication . . . he also sets about identifying the items the party took earlier from the same room of statues as they are currently stood in. What Jeffry discovers? some useful, some cursed but what will he tell the others when they return? (especially as one is a box that changes it's dimensions from diminutive to huge as well as moving thru dimensions in the manner of Leomunds Secret Chest with but a mere word) Back at the Temple the party follow on and enter a room that resembles an overgrown mushroom garden . . . a female figure in armour calls out words of caution "beware the fungi are poisonous and can cause insanity". Gol'Gilath feels a strange compulsion attempt to overcome him but he keeps his focus and shrugs it off (a successful save) . . . Ailitheir is privately informed that he absolutely believes that what the young lady approaching says about the fungi, and what he knows of such growths, is true. The lady approaches cautiously and says she is an adventurer like themselves who has managed to survive and escape detection by her wits, she knows a safe path thru the 'garden' to the otherside. As token of faith she shoulders her weapon and offers her hand in truce . . . Gol'Gilath is unsure but Ailitheir points out that "it would be rude to decline a hand offered in truce, at least until they are sure of her intentions". Gol'Gilath keeps his sword in his left hand unraised and shakes her hand in greeting introducing himself and the party. Only then does he realise he has been duped as he feels his willpower ebb (wisdom drain, one point, permanent). All hell breaks loose, the unknown female screaming that Gol'Gilath has been overcome by the fungi, Ailitheir unsure, everyone else pointing and screaming at each other and eventually deciding to 'kill her and we'll sort it out later'. Eventually they overcome her and as her life expires her form shifts revealing her true nature - a lamia. Gol'Gilath feels he should have learnt something from all this but is pretty sure he hasn't, Ailitheir's mind clears and realises that the fungi are in fact harmless. Finally, as the party proceeds beyond this room, they stand at the threshold of a set of stairs going down. The blood trail continues in the same direction. At last they about to penetrate the forth and final level, they have used many spells already and none have full hitpoints . . . plus there is that fleeting, but powerful, psionic presence to the north that sometimes brushes Leelo's awareness before rapidly retreating (or being cloaked). . . Drums and sonorous chanting can be heard echoing beyond . . . Aaron
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Post by Kainguru on Apr 1, 2014 5:31:19 GMT -8
UPDATE . . . Voices can be heard, arguing between themselves, approaching from below. Fenrick conceals himself in the shadows and the party issues a challenge . . . only to be challenged in return. There is a mighty roar, the thunder of feet and the PC's align themselves to meet the charge. A mighty Ettin appears and looks upon the PC's which disdain and bloodlust . . . before being blocked by Gol'Gilath and loosing a head to Fenricks twin blades as he steps out of the shadows behind the Ettin. Confident the PC's proceed down, following the scant blood trail they know that the elf they were chasing has also come this way. A pair of troll guards are quickly dispatched in the entrance foyer of the forth level; how does one stop a troll regenerating? shove the remains in your pet bag of devouring (some cursed items can be useful, if the players are particularly creative). A bonus item is found in possession of one of the unfortunate trolls, an ebony fly, which is quickly claimed by Alitheir. Further down the processional and closer to the ominous sounds of chanting and drums another four trolls are also dispatched. This combat proves a little harder and severely taxes the party resources but still they proceed onwards until they are shortly stood before the threshold of the The Temple proper . . . Before them stand a rank of ogres, high in the vaulted ceiling demonic statues begin to move and grin, ettins and hill giants stand in the corridors leading out and directly in front is a macabre violet purple curtain which casts an unhealthy sheen. Flanking this curtain are two huge statues the first they recognise immediately as representing one of the several avatars of Iuz. The second is at first unknown, until Fenrick gasps as he recalls an incident from his youth - once he was caught by his mentor reading a tome of dark and occult secrets that he shouldn't have, this tome detailed in part the secret history of the Battle of Emridy Meadows and the Siege of Fortnights Length at the doors of the The Temple itself. Though his reading was brief and the knowledge gained scant of detail he knows enough to know that the second statue represents Tzuggtmoy (or Zuggtmoy), Demon Queen of Fungi and sometimes consort to Iuz. Tzuggtmoy, she that was summoned forth in the final hours to defend The Temple, she that was unable to be defeated outright but was instead bound, imprisoned and removed from the ken of men by the forces of justice and light. What foul plots are afoot? how does the Demoness of Fungi relate to the worship of Elemental Evil? what of Iuz and his role? why are they both represented as equals in the Greater Temple and no others? . . . shit the ettins and the hill giants are lobbing great fucking boulders our way . . . Aaron
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