Monday, December 30, 2024

Chapter 2 / Episode 45: Entering The Temple of Elemental Evil

 

Coldeven 13, 576 CY

Players:

  • Dog the Ranger of the Gnarley (Forest)
  • Irving the Reluctant (Paladin of St. Cuthbert)
  • TerryOr the Cleric of St. Cuthbert
  • Dixon the Dwarven Fighter
  • Oleg the Half-Elf Magic-User/Thief
  • Slash the Bard

NPCs:

  • Zert the Hero
  • Spugnior the Theurgist
  • Lita of the Fjord (Slash's Groupie)

Description: Freezing
Temperature: 13.9°F to 33.8°F
Wind: Moderate breeze (SW)(13-18 MPH | 11-16 KN)
Precipitation: None
Clouds: Mostly cloudy

Chapter 2 / Episode 45: Into the Temple of Elemental Evil

The morning dawned gray and bitterly cold, a cutting wind sweeping across the desolate moors surrounding the dreaded Temple of Elemental Evil. The adventurers stirred from their camp near the temple grounds, their breath visible in the frigid air. A tense determination settled among them as they prepared for the perilous day ahead.

Slash the Bard, looking invigorated despite the oppressive chill, introduced the group to Lita of the Fjord, a spirited young woman who had pledged herself to his cause. “She may not yet wield steel,” Slash assured, “but her courage outmatches many a soldier I’ve met.” Lita smiled nervously, clutching a small dagger, her resolve tempered by the knowledge of what lay ahead.

The group marched resolutely to the temple's front entrance. The massive bronze doors loomed, their surfaces etched with ominous runes glowing with a silvery, burning radiance. As Spugnior approached to study the glyphs, his eyes teared involuntarily. "A ward of unimaginable power," he whispered. TerryOr joined him, murmuring prayers to St. Cuthbert for insight. Together, they deciphered the arcane protections, only to realize that even if the seals could be undone, it would take precious hours to do so.

"We'll try the side doors," Dog suggested, his voice curt and practical. The side doors of bronzewood proved no easier—stubborn and fortified. After breaking a set of picks, Oleg cursed under his breath, his fingers numb in the cold. But persistence paid off, and with a triumphant click, the lock gave way.


The Desecrated Main Hall

The heavy doors creaked open, revealing the main chamber of the temple. A wave of nausea struck the party as they stepped inside. The reddish-brown stone floor seemed to drink in the dim light filtering through the stained-glass windows, their warped panes casting sickly hues across the grotesque murals on the walls.

“These images…” Irving muttered, his hand instinctively tightening around the hilt of his sword. The scenes were vile—depictions of torture, murder, and perversions that defied description. Evil was not just honored here; it was exalted.

"Every stone in this place cries out with hatred," Dixon growled, his dwarven senses keenly attuned to the malevolence embedded in the structure. The pinkish pillars shot through with worm-colored veins seemed to pulsate faintly, as if alive.

Lita clung to Slash's side, her courage visibly faltering. "What could drive men to create such a place?" she whispered.

Slash laid a hand on her shoulder. “Evil always seeks to leave its mark, Lita. But remember—we are here to cleanse it.”


The East Vestry

Navigating cautiously through the main hall, the group discovered the shattered remnants of the east vestry. Broken altar pieces and scorched green robes lay strewn across the floor, their former purpose long forgotten. A battered wardrobe leaned precariously in the corner, its doors torn asunder.

“This place reeks of desperation,” Spugnior observed, kneeling to inspect the debris. His hand brushed against a scorched fragment of a holy symbol, and he frowned. “A trident… perhaps a relic of the sea cult that once served here.”

"Focus," TerryOr interjected, pointing to the staircase descending into the gloom. “Whatever awaits below, we must face it together.”


Descending to Dungeon Level One

The narrow staircase spiraled downward, the stone walls slick with condensation. Sconces burned with an unnatural greenish flame, casting eerie shadows that danced and twisted. Each step seemed heavier than the last, as if the temple itself sought to sap their resolve.

They emerged into a series of twisting corridors, the oppressive atmosphere thickened by the stench of decay. Barely a hundred feet in, they encountered their first challenge—a group of ghouls lurking in a foul chamber. Oleg stepped forward, his hands weaving intricate patterns. “Stand clear!” he called, unleashing a fireball that erupted in a deafening roar. The ghouls were incinerated, their shrieks cut short as flames consumed them.


The Harpy's Den

The next chamber brought no relief. The reek of excrement hung heavy in the air, and the filthy floor was littered with bones and rotting refuse. As the party stepped inside, the harpies revealed themselves with a haunting, hypnotic song. One by one, the adventurers faltered—eyes glazing over as the monstrous sirens’ magic took hold.

All save one.

Irving the Reluctant, Paladin of St. Cuthbert, clenched his jaw as divine resolve coursed through his veins. His god’s blessing shielded him where others had fallen. Alone, he strode forward, his magic sword gleaming in the dim light. The harpies screeched in frustration as he swung with righteous fury, cutting them down one by one. Their wretched voices turned to shrieks of pain before they fell lifeless to the ground.

When the last harpy lay dead, the enchantment faded, and the party staggered, gasping as they regained their senses. TerryOr clutched his holy symbol, his face pale. “St. Cuthbert’s will is strong within you, Irving. We owe you our lives.”

The paladin sheathed his blade with a grim nod. “They sought to break our minds. But no foul song will drown out the justice of the Cudgel.”


A Series of Horrors


Room by room, the adventurers pressed on, each encounter reinforcing the temple's reputation as a bastion of unspeakable evil:

  • Another ghoul-infested chamber was cleared with the light of TerryOr’s divine power, the creatures recoiling in terror as he invoked St. Cuthbert’s wrath.
  • A room of ghasts, stinking of death and malice, was likewise subdued through TerryOr’s turning. Their guttural snarls faded into silence as they fled into the shadows.
  • In a chamber littered with bones and refuse, they found a ring of shooting stars—a rare boon amidst the desolation.

The Augury Pool

The final room of the day held an ominous augury pool. The circular depression glowed faintly, its polished black stone reflecting the torchlight. Spugnior approached cautiously, muttering an incantation to decipher its purpose. The pool rippled unnaturally, and a voice echoed faintly within the chamber.

“Ask, and the stars will weep their secrets,” it intoned cryptically. Despite its allure, the group decided to leave its mysteries untouched for now.


As they returned to their makeshift camp, the adventurers carried with them a mixture of exhaustion and grim determination. Each vile room explored, each fiend defeated, brought them one step closer to their ultimate goal—but at a terrible cost to their spirits.

The Temple of Elemental Evil would not yield its secrets easily, and the darkness of its history threatened to consume them all.



Monsters:

Harpies (2): AC 7, MV 6"/15", HD 3, hp 16, 12, #AT 3, D 1-3/1-3/1-6, SA singing + charm; XP 193, 181

Ghouls (6): AC 6, MV 9", HD 2, hp 15, 13,12, 10, 8, 6, #AT 3, D 1-3/1-3/1-6, SA touch paralyzes; XP 95, 91, 89, 85, 81, 77

Ghouls (4): AC 6, MV 9", HD 2, hp 14, 13, 10, 9, #AT 3, D 1-3/1-3/1-6, SA touch paralyzes; XP 93, 91, 85, 83

Ghasts (2): AC 4, MV 15", HD 4, hp 23, 20, #AT 3, D1-4/1-4/1-8, SA touch paralyzes stench 10' radius = save vs. poison or suffer -2 "to hit" penalty; XP 282, 270

Stirges (18): AC 8, MV 3"/18", HD 1 + 1, hp 6, 5, or 4 (equal numbers of each), #AT 1, D 1-3, SA attack as if 4 HD, blood drain after hit (D 1-4 per round); XP 48 (x6), 46 (x6), 44 (x6)

Treasure:

187 cp, 81 sp, 5 ep, and 61 gp under the bedding. 
A suit of elf-sized elfin chainmail

108 cp, 92 sp, 37 gp, and 7 pp.

large gold cup (worth 450 gp) which contains 112 gp and 3 onyx gems (each worth 50 gp).

a ring of shooting stars


XP:
1000 each

Thursday, December 26, 2024

Chapter 2 / Episode 44: "Nulb's Secrets and the Temple's Curse"

5 1/2 Hour Marathon Session

Players:

  • Dog the Ranger of the Gnarley (Forest)
  • Irving the Reluctant (Paladin of St. Cuthbert)
  • TerryOr the Cleric of St. Cuthbert
  • Dixon the Dwarven Fighter
  • Oleg the Half-Elf Magic-User/Thief
  • Slash the Bard (Absent)

NPCs:

  • Zert the Hero
  • Spugnior the Theurgist

Weather Conditions:

  • Description: Freezing
  • Temperature: 17.2°F to 36.3°F
  • Wind: Moderate breeze (SW, 13-18 MPH)
  • Precipitation: None
  • Clouds: Mostly cloudy

Coldeven 11, 576 CY – Evening (Arrival in Nulb)

The party arrived in Nulb as the cold winds howled through its decrepit streets. Passing the infamous Waterside Hostel, they made their way to Mother Screng's Herb Shop. The shop, dimly lit and filled with the earthy scents of dried plants and roots, seemed an unlikely place for their mission.


TerryOr approached the elderly shopkeeper, who greeted him warmly but with a subtle glance that suggested caution. After closing the door, she spoke in hushed tones, revealing her true identity as Canoness Y'Dey from the temple of St. Cuthbert in Hommlet. On a covert mission to gather intelligence about the happenings at the Temple of Elemental Evil, she shared dire news: the enemy was amassing power within the temple. They had recovered a portion of the blasphemous Rod of Six Parts and were using it in a ritual to free the Elemental Evil trapped within its dungeons.

Y’Dey provided vital supplies, including herbs, healing poultices, and a few enhancements to their armor. She urged them to infiltrate the temple, recover the fragment of the rod, and thwart the cult's plans at any cost.


After thanking the Canoness, the group ventured to the Waterside Hostel for lodging. Paying 13 gold for a night’s stay, food, and stabling, they quickly found the establishment lived up to its rough reputation. Irving was pickpocketed during dinner, losing a small sum of gold, while Dog opted to sleep in the stables, unwilling to risk the dormitory’s safety. Those who stayed inside shared a cramped dorm room, setting watches throughout the night. Surprisingly, the evening passed without incident.


Coldeven 12, 576 CY – Morning (Heading to the Temple)

Description: Freezing
Temperature: 13.1°F to 34.6°F
Wind: Gentle breeze (W)(8-12 MPH | 7-10 KN)
Precipitation: None
Clouds: Mostly cloudy

The group departed Nulb, their breath forming clouds in the frigid morning air. The road leading to the Temple of Elemental Evil was bleak and foreboding.


[Box Text]


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 busy thoroughfare. (Most traffic between these points avoids using the road, so as not to leave a discernable 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.
[End Box Text]


As they neared the perimeter, Dog discovered tracks leading in two directions: one set of human footprints heading north toward the grove of usk trees and a second, more irregular set leading toward the temple itself. Dog scouted north, only to stumble upon a bandit patrol. Crossbow bolts whizzed past as a skirmish broke out.

The battle was chaotic. Dog fell back to the group, and Oleg cast a well-timed Sleep spell that incapacitated several attackers. Despite their efforts, Oleg was wounded, and Irving's horse was killed in a failed charge. The bandits were eventually subdued, with 19 dead and one survivor taken for questioning. The captive revealed that their base of operations was a tower in the northeast corner of the grounds, where they were tasked with keeping intruders away.


The adventurers pressed on, determined to clear the tower and secure a foothold. Inside, they found stores of treasure, traps, and signs of past occupants. Among the loot were enchanted weapons, potions, and valuables. They decided to fortify the tower as a temporary refuge.


During the night, TerryOr was ambushed by a drelb, its spectral touch nearly overwhelming him. The group rallied to destroy the creature but was left shaken by its malevolent power. On the final watch, Irving spotted a rock reptile scaling the tower’s exterior. He fired a shot, sending the creature fleeing into the darkness.

With dawn breaking, the group readied themselves for the dangers that awaited within the temple.


Treasure:

Short sword with a topaz pommel (total value 500 gp),
Hooded cloak of brown velvet trimmed with fur (200 gp)
The iron chest is trapped with poison needles, Inside are:
384 cp, 556 sp, 106 ep, 277 gp, 91 pp and Jeweled necklace (2, 400 gp)
Cloak of protection +1
Large pouch with a leather strap for shoulder slinging, containing 50 tiny pearls (base 10 gp each)
Short bow +1 and quiver with nine arrows + 1
Locked bronze coffer containing three potions: speed, extra healing, and water breathing)
Locked iron box, containing 800 gp

Monsters:
Bandit: AC 7 (leather & shield); MV 12"; Level 0 (HD 1-1, leaders HD 1 + ), #AT 1 or 2; D by weapon (longsword, spear, light crossbow); AL CE; XP 10 + 1/hp (missile firers 14 + 1/hp, leaders extra)

Leader (1): AC 0; Level 6 Fighter; hp 43; #AT 1; D 3-10 (longsword +1) or 2-7 (hand axe) or 2-5 (dagger), chain mail armor, shield + 2; XP 558
S 15 I 13 W 12 D 16 Co 15 Ch 17

Crossbowmen (4): AC 6; Level 0; hp 4 each; #AT 1; D 2-5 (bow) or 1-8 (battle axe); scale mail; XP 18 each


Drelb: AC 2; MV 6"; HD 5 + 3; #AT 1; D 3-12; SA chill, size change, SD magic weapon to hit, reflect psionics, AL NE; SZ M; XP 800 + 6/hp (see MM2 page 60)

XP:
1495 each

Monday, December 23, 2024

Chapter 2 / Episode 43: "Blood Moon Passage: The Journey to Nulb"

 Players:

  • Dog the Ranger of the Gnarley (Forest)
  • Irving the Reluctant (Paladin of St. Cuthbert)
  • TerryOr the Cleric of St. Cuthbert - absent
  • Dixon the Dwarven fighter
  • Oleg the half elf magic-user / thief
  • Slash the Bard - absent

NPCs:

  • Zert the Hero
  • Spugnior the Theurgist
Description: Freezing
Temperature: 17.2°F to 36.3°F
Wind: Moderate breeze (SW)(13-18 MPH | 11-16 KN)
Precipitation: None
Clouds: Mostly cloudy

Coldeven 11, 576 CY – Morning

The Blood Moon Festival is celebrated on Coldeven 11, the night when Luna is full just before the Spring Equinox. On this night, curses are said to be twice as powerful and the forces of evil are at their strongest. Fiends roam the lands, and human sacrifice is common. This night is held especially sacred by cultists of Nerull, but worshipers of Kurell also mark this night as especially auspicious for acts of vengeance. Goodly folk superstitiously guard their homes with horseshoes, holy water, bottles of milk, and iron filings.

The morning was crisp, the ground frozen solid as the group mounted their horses and rode out. The journey was swift over the icy terrain of the Kron Hills. The gentle breeze carried an eerie stillness, as though the land itself held its breath on this fateful day.

Late in the afternoon, the party encountered danger—a pack of six Ice Trolls lunged from the shadows of a frosty copse. The battle was fierce. Dog the Ranger took a vicious blow but fought on valiantly. Fire proved their salvation, and with determination and skill, they vanquished the trolls. Afterward, Dog studied the tracks left by the trolls, following them back to their origin. The trail led to a crude lair hidden among the frozen hills. Inside, the party found only filth and scattered bones—a grim reminder of the trolls’ predations.

As the sun dipped below the horizon, the adventurers pressed on, weary but determined. The darkened sky was tinged with crimson hues, a fitting herald for their destination. They arrived in Nulb under the pale light of the Blood Moon. The village matched its reputation—rundown, filthy, and sinister. Ramshackle buildings leaned precariously, and the air was thick with the stench of decay and lawlessness.

Nulb awaited, its secrets lurking in the shadows, and the adventurers prepared themselves for the challenges that lay ahead.

Treasure: None

Monsters:

Ice Trolls (6): AC 8; HD 2; hp 8 (x6); #AT 2; D 1-8/1-8; SA: Regeneration 2hp/round; XP 60 each

XP: 72 each



Monday, December 16, 2024

Chapter 2 / Episode 42: Shadows of the Temple – Secrets from Lareth

Players:

  • Dog the Ranger of the Gnarley (Forest)
  • Irving the Reluctant (Paladin of St. Cuthbert)
  • TerryOr the Cleric of St. Cuthbert
  • Dixon the Dwarven fighter
  • Oleg the half elf magic-user / thief
  • Slash the Bard

NPCs:

  • Zert the Hero
  • Spugnior the Theurgist

Coldeven 4, 576 CY – Evening

Battered but triumphant, the group arrived in Hommlet with their captives in tow. Lareth the Beautiful, bound hand and foot and securely gagged, was turned over to the Church of St. Cuthbert along with his lieutenant for questioning. Canon Terjon, visibly relieved to see the adventurers alive, pledged the church’s resources for healing and interrogation.

The heroes dispersed to their lodgings—the Inn of the Welcome Wench for some and the church quarters for others—seeking rest after their perilous journey.


The Week in Hommlet

Over the following days, the adventurers tended to personal matters, prepared for their next journey, and unraveled the secrets gleaned from Lareth’s interrogation.

Irving the Reluctant

Confined to bed for seven days, Irving remained under the care of Canon Terjon and TerryOr, recovering from the critical injuries sustained during the confrontation with Lareth and his guards.

TerryOr, Cleric of St. Cuthbert

TerryOr participated directly in the interrogations, ensuring that Lareth revealed as much as possible under divine scrutiny. Between sessions, he stockpiled potions from the church’s stores, determined to ensure the party was better prepared for their next mission.

Slash the Bard

Slash sought out Jaroo Ashstaff, the Druid of the Grove, for guidance and inspiration. Spending his days at the grove, he learned new druidic spells and gathered healing berries and leaves for the journey ahead.

Dog the Ranger of the Gnarley

Dog hired Hommlet’s armorer to craft a set of Norker Leather Armor using materials scavenged from the party’s encounters with the humanoid creatures. The work was slow and meticulous but promised to be worth the wait.

Dixon the Dwarf

Dixon received a surprise visit from his father, who traveled from the Kron Hills with an heirloom to bestow upon him: a masterwork dwarven hammer. The elder dwarf reminded Dixon of the responsibility that came with wielding such a weapon, offering words of wisdom before departing.

Oleg Greenleaf

Oleg secured access to Burne’s well-stocked laboratory and meticulously copied spells into his spellbook, ensuring he was equipped with additional arcane firepower.

Spugnior the Theurgist

Spugnior also spent his time in Burne’s laboratory, engrossed in spell research and study. Despite his occasional aloofness, he shared camaraderie with Oleg as they worked side by side.

Zert the Fighter

Zert made the most of Hommlet’s hospitality, spending most of his days and nights drinking at the Inn of the Welcome Wench. While his skills were undeniable, his aloof behavior raised quiet questions among the party.


The Interrogation of Lareth

Canon Terjon and TerryOr oversaw the interrogation, with magical means ensuring the veracity of Lareth’s words. The prisoner revealed grim truths:

  • The Temple of Elemental Evil was indeed stirring again, receiving both slaves and recruits from the surrounding region.
  • A significant artifact, another piece of the Rod of Six Parts, was said to be hidden within the temple. Lareth taunted the group, suggesting they lacked the strength to claim it.

The revelations painted a dire picture of the cult's growing power and solidified the group’s resolve to confront this emerging threat.


Coldeven 11, 576 CY – Morning

Description: Freezing
Temperature: 17.2°F to 36.3°F
Wind: Moderate breeze (SW)(13-18 MPH | 11-16 KN)
Precipitation: None
Clouds: Mostly cloudy

With Irving finally recovered and preparations complete, the party reconvened. Supplies were purchased, plans were made, and farewells were exchanged.

Under a gray, overcast sky and a biting southwest breeze, the group set out on the road to Nulb, the pirate-infested town north of Hommlet. Their path lay ever closer to the heart of the growing darkness, and to the ominous shadow of the Temple of Elemental Evil itself.

Tuesday, December 10, 2024

Chapter 2 / Episode 41: The Capture of Lareth the Beautiful

 Coldeven 4, 576 CY – Late Afternoon

Weather Conditions:

  • Description: Freezing
  • Temperature: 14.8°F to 32.2°F
  • Wind: Gentle breeze, southwest, 8-12 mph
  • Precipitation: None
  • Clouds: A few scattered

Players:

  • Dog the Ranger of the Gnarley (Forest)
  • Irving the Reluctant (Paladin of St. Cuthbert)
  • TerryOr the Cleric of St. Cuthbert
  • Dixon the Dwarven fighter
  • Oleg the half elf magic-user / thief
  • Slash the Bard

NPCs:

  • Zert the Fighter
  • Spugnior the Conjuror

A Bitter Cold and a Heated Pursuit

The chill of the late afternoon bit through cloaks and armor as the party pressed onward, their breath fogging in the frosty air of the moathouse's damp, stone passages. Shadows flickered across the walls, cast by the party's flickering torchlight, as they moved cautiously past false doors and blind corners. The Dwarven fighter, Dixon, muttered grimly about the uncanny resemblance of these passages to a mine they’d explored weeks before—a grim omen of the dangers ahead.


With Oleg and Dixon using their infravision to guide the group, they descended deeper into the twisting passages. Suddenly, as they rounded a corner, two gnoll archers sprang from the darkness, their arrows slicing through the air. The party fell back, hastily forming a plan.

Oleg, summoning courage and a bit of reckless bravado, stepped forward. Brandishing his wand, he unleashed a fireball down the passage. The explosion was deafening, and the acrid stench of charred fur filled the corridor. When the smoke cleared, the archers were no more, their twisted forms silhouetted in the faint glow of smoldering embers.


A Grim Confrontation

The chamber beyond the fallen gnolls was a hive of activity—eight more gnolls, armed and ready, rushed to meet the party. The ensuing melee was fierce. Irving the Reluctant, weakened from previous battles, charged valiantly but fell once again under the gnolls' relentless assault. Slash the Bard, quick with his hands and wit, managed to feed Irving a handful of enchanted goodberries, pulling him back from the brink.

In the aftermath, the group gathered a modest haul of treasure: 200 silver coins, a glittering gem worth 10 gold, and 11 gold pieces. But their focus remained fixed on the path ahead.


The Hallway of Deception

Further exploration revealed several false doors, each a dead end, until at last, the third door opened to a lit hallway. Following a side passage, they encountered a locked door. Always the performer, Slash rapped on the wood, and when the door creaked open, the startled guard behind it froze for only a moment. He bore the unmistakable sigil of the Elemental Eye on his tunic, and as realization struck, he turned and bolted, shouting for reinforcements.

The party surged forward in pursuit but were quickly met by crossbowmen and additional guards. Then, from the shadows of the hallway, a menacing figure emerged—a towering man clad in black plate mail, his presence radiating malice and power. Lareth the Beautiful.


The Battle with Lareth


The fight that followed was desperate and chaotic. Lareth wielded both steel and spell, plunging the corridor into darkness and blanketing the area in silence to stifle the bard's songs. His hold person spell left Dixon frozen mid-swing, a statue of dwarven fury. Meanwhile, the guards pressed their advantage, fighting with brutal efficiency.

But the party was not without its own champions. TerryOr, with the blessings of St. Cuthbert, managed to resist the chaos. His hold person spell struck true, freezing Lareth in place, his imposing form rendered helpless. Zert, the enigmatic fighter, dispatched the remaining guards with deadly precision, while a lieutenant wisely surrendered, knowing the fight was lost.


Spoils of Victory

The chamber of the "New Master," as Lareth was known to his followers, was filled with riches and secrets. Among the treasures recovered were:

  • A Staff of Striking with 20 charges.
  • A topaz necklace valued at 1,000 GP.
  • 29 gemstones, each worth 100 GP.
  • A magnificent gem worth 1,000 GP.
  • A necklace glittering with jewels, appraised at a staggering 15,000 GP, which Lareth had worn himself.
  • Two fire opals, each worth 5,000 GP.

The spoils included mundane weapons and armor, along with stolen supplies from countless caravans. Two light warhorses, fully equipped, were also found among the goods.


The End of a Quest

As night began to creep in, the adventurers tied up their captives, including the immobilized Lareth. Their victory was hard-won, and the cost had been high, but the rewards were undeniable. Exhausted but triumphant, they prepared to return to Hommlet, their hearts heavy with the weight of their discoveries and the lingering chill of the moathouse's dark secrets.

Ahead lay the promise of answers—and the dawning realization that this was but the beginning of something far greater and far more dangerous.

Monsters:

Gnolls (9): AC 5; HD 2; hp 14, 12, 10 (x3), 9 (x3), 7; #AT 1; D 2-8 (battle axe); SA 2 have longbows, each with 20 arrows; XP 56, 52, 48 (x3), 46 (x3), 42

Guardsmen (6): AC 5 (scale mail & shield); Level 1 Fighters; hp 7, 6, 5, 5, 4, 4; MV9"; #AT 1; D by weapon: each has longsword (D 1-8), dagger (1-4), light crossbow and 30 quarrels (1-4); XP 25, 24, 23 (x2), 22 (x2)

Sergeant: AC 4 (chain & shield); Level 2 Fighter; hp 15; #AT 1; D by weapon: morning star (D 2-8), hammer (2-5), dagger(1-4); XP 66

Lieutenant: AC 1 (plate & shield); Level 4 Fighter; hp 31; MV 6 "; #AT 1 or 2; D 2-9 (longsword) or 1-6/1-6 (longbow), also carries hand axe (D 2-7), dagger (2-5); XP 259; S 15 I 12 W 10 D 15 Co 17 Ch 7

Lareth: AC -1 (plate mail + 1); Level 5 Cleric; hp 44; #AT 1; D 1-6 (mace) or 4-9 (or more, from staff of striking-, 20 charges remain); SA spells (see below); SD immune to paralysis (phylactery of action); XP 770 S 18 W 18 D 17 C 16 Ch 18
First level: 
command, cure light wounds (x2), protection from good, sanctuary
Second level:
hold person (x2), know alignment,
resist fire, silence 15' radius
Third level:
cause blindness, continual darkness

XP Earned: 3,718 each.

Thursday, December 5, 2024

Hommlet Darker Session D - of the Return of Tat Shen and the forming of the party....

Fireseek 5–6, 576 CY

Description: Cold
Temperature: 28.1°F to 40.2°F
Wind: Moderate breeze (S)(13-18 MPH | 11-16 KN)
Precipitation: None
Clouds: Gray, slightly overcast

Players:
Tat Shen the Eastern Monk
Allister Greenleaf the fighter (veteran)
TOrReg the Half Ogre fighter

Fireseek 5:

The harsh winter wind cuts through the gray skies as Tat Shen, the Eastern Monk, stumbles into the warmth of the Inn of the Welcome Wench. Having been lost in the wilderness for three grueling days, his disheveled appearance shocks Ostler Gundigoot, the innkeeper. Tat Shen devours a hearty meal and collapses into a much-needed rest, the hardships of his journey etched into his weary frame.

Fireseek 6:

The dawn brings a reunion with his old companion, Allister Greenleaf, a veteran fighter. Over breakfast, they encounter OrReg, a hulking Half-Ogre fighter, whose intimidating presence and promise of brute strength make him a valuable addition to the group. Their camaraderie is tested early when a rugged ranger enters the inn, seeking adventurers for a delicate task. He shares rumors of strange activity at the moathouse and offers a reward of 90 gold pieces and a healing potion upfront for reconnaissance.

Though intrigued by the ranger's proposal, the group’s attention shifts to a reward poster tacked on the inn’s notice board. It details a local menace—a wild owlbear terrorizing livestock in the northern Boar’s Thicket area. Eager for fame and coin, they decide to hunt the creature first.

Setting out past noon, the party makes their way to Boar’s Thicket. As they near the area, they spot a pack of wild boars rooting in the snow. A fierce encounter ensues when one of the beasts charges. Despite its ferocity, the group emerges victorious, albeit bloodied and shaken.

Deeper into the thicket, snow crunches underfoot as they discover a mound with a shadowy cave entrance. The cold air thickens with the sense of impending danger. Could this be the lair of the owlbear?

To Be Continued...





Monsters:
Wild Boar (1): AC 7; HD 3+3 HD; 19 HP MV 15"; #AT 1; D 3-12 ; XP 175

Treasure:
N/A

Experience awarded:
58 Each


Tuesday, December 3, 2024

Episode 2 / Session 40 – The "New Master" Looms

Coldeven 4, 576 CY – Afternoon

Weather Conditions:

  • Description: Freezing
  • Temperature: 14.8°F to 32.2°F
  • Wind: Gentle breeze, southwest, 8-12 mph
  • Precipitation: None
  • Clouds: A few scattered

Players:

  • Dog the Ranger of the Gnarley (Forest)
  • Irving the Reluctant (Paladin of St. Cuthbert)
  • TerryOr the Cleric of St. Cuthbert
  • Dixon the Dwarven fighter
  • Oleg the half elf magic-user / thief

NPCs:

  • Zert the Fighter
  • Spugnior the Conjuror

After the harrowing battle with the ogre and ghoul, the adventurers regrouped in the moathouse’s main hall. Irving and TerryOr lay unconscious but stable, their wounds bandaged but severe. The group debated their next move, their morale battered but unbroken.

“Canon Terjon has healing potions,” Dog said, his tone urgent. “But we’ll need someone fast to fetch them.”

Zert and Spugnior stepped forward. “We’ll go,” Zert said gruffly. “But if the good Canon wants coin for his blessings, you’d better have something to offer when we get back.”

The two mounted horses and rode toward Hommlet, the clatter of hooves echoing through the frozen air.


A Foul Infestation

Back at the moathouse, the party settled in to wait. The silence was short-lived. Dixon’s ears twitched as faint scurrying sounds grew louder.

“Rats,” he grumbled, hefting his axe. “And not the small kind.”

The door burst open, revealing a swarm of giant rats, their filthy fur matted with grime. The creatures lunged, their yellowed teeth snapping.

Oleg stepped forward, raising his hands. “Sleep,” he intoned, his voice steady despite the chaos. A shimmering wave of magic rippled outward, and several of the rats collapsed instantly.

Dixon and Dog dispatched the remaining creatures swiftly, their blades cutting through the foul beasts. “This place is a cesspool,” Dixon muttered, wiping his axe clean.


A Return with Supplies

Hours later, the sound of hooves announced Zert and Spugnior’s return. The conjuror carried a bundle of potions, his expression grim. “Canon Terjon said you’d better find some treasure to pay for these,” he remarked dryly, handing over the vials.

The group divided the supplies: six healing potions and three extra-healing potions. With Irving and TerryOr revived and fortified by the potions’ magic, the adventurers steeled themselves for another foray into the dungeon.


Delving Deeper

Returning to the dungeon, the party passed the fallen ogre’s corpse, its hulking form a grim reminder of their earlier struggle. In the torture chamber, they searched the cells but found nothing of value.

At the northern door, Dixon’s sharp eyes spotted a hidden mechanism. “Secret door,” he said with a nod, pushing it open to reveal a long hallway.

The passage led to a narrow staircase spiraling upward. At its top, they found themselves behind a bookcase in what appeared to be an abandoned study. Their exploration was cut short when they encountered a barred and trapped door, impassable despite their best efforts.

Frustration mounted as Dog, scouting ahead, triggered a falling portcullis. The heavy iron slammed down, pinning him. With Dixon’s help, they freed him, but not before the ranger suffered bruising and a bruised pride.


The Bugbear Barracks

Pressing forward, the adventurers stumbled upon a chamber filled with crude bedrolls and the stench of unwashed bodies—the sleeping quarters of six bugbears. The creatures snarled, leaping to their feet as the intruders entered.

Spugnior wasted no time, casting another sleep spell. Two bugbears dropped instantly, their snores blending with the shouts of their still-standing comrades.

The battle was brutal but quick. Dixon and Dog tore through the bugbears, while Zert and Irving worked together to subdue the leader. The bugbear captain fought fiercely but was soon overpowered.


A Cryptic Warning

The party interrogated the leader, his lip curling in disdain. “The New Master will kill you all,” he spat, blood trickling from his mouth.

“Where is he?” Dog demanded, pressing the tip of his blade against the bugbear’s throat.

The creature sneered, offering only vague directions. “He’s near,” it hissed. “You won’t live to find him.”

As a parting reward for their efforts, the group found a silver bracelet on the leader, gleaming amid the filth. Spugnior examined it with a keen eye. “Worth about 450 gold pieces,” he said, pocketing it for safekeeping.


Session End

The adventurers, bloodied but resolute, prepared to press on. The bugbear’s cryptic words weighed heavily on their minds. Somewhere in the depths of the moathouse, the New Master waited, his shadow growing ever closer.

Would they find him before he found them? Only time—and courage—would tell.



Monsters:
Giant Rats (8): AC 5; HD 1/2 HD; ; MV 12 "; #AT 1; D 1-3  (Disease); XP 15

Bugbear (6): AC 5; HD 3+1; #AT 1; 2-8 (2d4) or by weapon;; XP 120

Treasure:
Silver Necklace worth 450gp

Experience awarded:
195 Each


Chapter 2 / Episode 46: The Earth Temple

Coldeven 13, 576 CY - Afternoon Players: Dog the Ranger of the Gnarley (Forest) Irving the Reluctant (Paladin of St. Cuthbert) TerryOr the C...