Temple of Elemental Evil

The Rats of Elemental Eeeevil

Primed and ready, Finn convinces us to go down the main staircase first. The adventure is off to a rough start, though, when the hallway deadends in a door full of mystic runes. So, instead we head down the West staircase. The party finds a complex vast catacombs, with stairs down. However, Krusk opines that this level must be completed before we can go down, so we explore the level.

The party finds a room with a pressure plate. Hearing chains in the wall, the rest of the party runs back to the corridor, except Susheer, who doesn’t see why everyone is running and screaming all of a sudden. However, Finn calls to him, so Susheer returns back, only to have a porticulus slam down behind Susheer. The harpies in the room scream their frusteration.

The party leaves, finds a pile of refuse, which Finn pokes with a stick. Out jumps rats and rats and rats, but the party prevails.

The party returns to the porticulus room, and instead of just attacking the harpies, Finn opens a door to find ghouls as well. The battle is brief, even with 2 groups out for our blood. Then the party hears a scream from a room beside us, and so we run in. Chained to the wall is a mysterious woman, but 4 ghouls are there, and they are hungry. However, we soon prevail,even though we had used many of our resources in the previous battle. Of course, one thing we did not do is use the Holy Water, which we’ve been keeping for just such an occasion, but we all forgot, in the heat of the battle.

The Temple of Elemental Evil
Finally, the party has enough courage

The party decides, today, to assault the Temple. But first, they see an abandoned tower, so they investigate it. Finding some Mages with their guards, the party feels very confident in subduing the mages until…. one mage whistles. The party freaks out, with a variety of interesting yet likely invalid strategies proposed. Seconds later, a ginormous Crow appears, and starts pecking at Shaera.

However, Krusk spends his time taunting the barbarians, and because he cannot be hit, the party escapes mostly unscathed. After tossing the tower, the party finds some money and some robes.

Then, the party tries to enter the temple. We see a great variety of gruesome stained glass, and we attempt to destroy them. However, any attempts are useless, so we try the front door. The front door has runes that threaten to make a demon stronger if they are disturbed, so we try the side door. That opens, after using some Elbow Grease. The temple is laid out in all it’s glory: (see Wiki)

Trouble in verb-o-bonk
Finn finds his own brand of trouble

Susheer hires some guards for the Moathouse, and a carpenter — charging them to “make the place look nicer”

The party travels to Verb-o-bonk, and does shopping. Susheer tries to get a party portrait for the new Pimped Out Moathouse, but only Krusk plays along. Finn has been trying to chase down the mysterious child-ghost, and has found it bears resemblance to a certain potion seller’s daughter. The party investigates the potion seller’s house, but is interrupted by the town guard. A trail of blood outside leads to a den of low-lifes, who the party surprises. One of the lowlifes has a potion that breaks onto the wall, creating a portal to some dimension that contains gargoyles. Even though Susheer believes the town guard will subdue the gargoyles, the party decides to subdue the gargoyles as well as the lowlifes. The party returns to the moathouse with 2 new statues, and Susheer proudly shows off his new invention — a way to seal doors so that only the party can get through. He uses this on the back door, allowing his guards and carpenters to open the door as well.

Worst laid plans also gang aft agley
In which the party annoys every living person in Nulb

The bartender in Nulb mentions that if we are looking to make money, we should go to a particular house and ask for work. When we get there, we are told that Caravans have been disappearing, and we will get a reward if we find the root of the problem. We volunteer, and camp outside Nulb.

Day 12:
We find the caravan on the road coming back to Nulb. Shaera is on the lookout for an ambush, and soon enough, an arrow whizzes past Shaera’s ear. Battle is joined, with the light of Susheer’s shield giving succor to the two guards, and the party. Seeing no-one but the two archers, Krusk mocks the archer, asking “where’s the rest of you”. At this point, the two guards stab Susheer! Vile treachery! Vile bottomfeeders! Susheer squeals at being hit, and Krusk therefore drives his blade into the archer’s neck, turns around, and charges the two guards. Battle is longer and bloodier than usual, with Shaera losing control and turning into her cat-form. The craven wagoneer grabs a bag of holding (including a spellbook) and attempts to run away, but Shaera drops him with a 2nd well placed arrow.

The rest of the backstabbing brutes are quickly given justice, and now only the crows will know them. The wagoneer is revived, and refuses to answer our questions, claiming that we’ll kill him no matter what. Convinced by his arguments, the party decides to kill him. At that point, he mentions that Johannes has been responsible for the attacks, and when we describe our quest giver, we find that Johannes is behind our attack.

We stake out Johannes’ house. Krusk is ready to burn the whole thing down, and kill anyone who escapes. However, while reconnoitering, Shaera steps on a sleeping chicken. Two guards come out,and question Shaera, who cannot convince them she’s drunk. Susheer joins the party, but even he cannot convince them that Shaera is drunk. Therefore, the guards escort us to the edge of the town. Satisfied, they turn to leave us, when we attack them with a well placed tactical ambush. They cry out for reinforcements, who come from the house in vast numbers. We kill one quickly, and knock the other out. Krusk slings that one over his shoulder, and we all start running. Unfortunately, they are faster than Krusk with his burden, and soon we need to drop the guard (stopping to slit his throat), and run full speed away. We camp with the safety of the woodland creatures.

Day 13: We stake out the road to the Temple of Elemental Evil. Nothing happens, so Susheer reads his newly acquired spellbook. He seems to be practicing some ritual that requires playing his viola and his rainstick at the same time. He tries putting his rainstick in either hand, attaching it to his head, etc, but nothing works until he grabs it with his legs instead. By gyrating, he can play both instruments, but it will obviously take time to learn. He soon gives up and goes back to reading his book. No one comes to the Temple durning the day, but at night, there is a party of 4 elves. The elves are talking to themselves, when the party attacks. Susheer cries out “if you are followers of Bahamut, lay down your weapons and we will not harm you” before blasting the mage. Krusk says: “sorry about the misunderstanding… and the javelin” before spearing the mage with his javelin. The party quickly subdues the elves.

Roast Pork
Burn Baby Burn

The party, having finished off 4 bugbears, and poisoned the bugbears food, decides to create a diorama. In this case, the dead bugbears appear to have been attacked by the Cult of Fire, with an obvious trail leading to the Moathouse. The party waits in the moathouse, hoping the bugbears will attack, since the party has constructed a flaming trap. Instead, in the night, a little girl appears saying “have you seen my daddy?” The party feels she is an evil apparition, and locks her in a room. In the morning, she is no longer there. Creepy.

Day 11: The party has prepared for every eventuality, except what actually occurs — the 8 bugbears, who have always been short range only, appear with a crossbow wielding Bugbear assassin, and two Bugbear mages. The party, especially Finn, feel like this may be their last stand. Still the fire trap works perfectly, as does Finn’s cave in. Because of the fire trap and the cave in, the front line bugbear soldiers die even before the mages can enter the fight. However, the mages quickly daze the party, and then daze them again. With Finn repeatedly being crossbowed by the assassin, it is only his brief respite, along with his focus on defense that lets him dodge 4 crossbow bolts. Krusk helps by marking when he can, and being impossible to hit when he cannot. When the smoke clear, the party is all alive, and only the mages are alive, escaping. They escape to a clearing, but the tracks end in a circle of fire. They were either teleported away, or burned to a crisp.

The party looks for the last “Beware Evil” spot marked on the map. They found an abandonded camp where 20-30 humanoids used to live, but they’ve been gone for a while. You estimated somewhere between 6 months and 2 years.

The party gets to Nulb.

Session 4: Party goes to Verb-o-Bonk, and returns with loot

Day 4(cont): Party decides to sleep. In the night, the horses (attached to the only door), are agitated. The rest of the night continues without incident. The party finds Shaera who has been tracking Gnolls and Bugbears. Elmo leaves to rescue his brother. His parting is a sombre affair, with Susheer crying.

Day 5: Outside the door is a note: “Master. Intuderz. Tried to wake you. Set trapz.” The party finds Gnolls, and Krusk Charges,discovering the parties most useful weapon – a tripwire. Krusk gets hit by darts, but then moves out of the way. Finn moves a Gnoll into the killing corridor, and Susheer kicks the tripwire. Soon after Shaera joins in the tripwire kicking fun, and the hobgoblins quickly die. The party finds a trap door which closes a porticulus. The party also finds 4 bugbears, but boxes them in and quickly destroys them. There are 2 more bugbear corpses there, with sword stab wounds. It’s not clear where they were attacked, or why their party members brought them back to the keep. Knowing that the keep is now empty, the party returns to Hommlet, and sleeps.

Day 6: Party travels to Verb-o-bonk, 1.
Day 7: Party travels to Verb-o-bonk. Investigates library, finds notes about 3 cults of Evil — Fire who kills children (day 1), Water who kills men (day 10), and Chaos who kills women (Day ?). Susheer spends time with Julia, the hot librarian.
Day 8: Travel back to homlet,1
Day 9: Travel back to hommlet, 2.
Day 10: Get potions from Druid. Scope out “More Beware” on map. At that location is 16 bugbear cots, empty. The party finds poison berries, and poisons the food. The party also tracks down a 4 bugbear sortie, and kills them. In the open ground, even 4 bugbears are a formidable threat.

Session 3: The party outfits Hommlets Town Guard

Day 3 (cont): After killing the Ogre, we find he has hostages — 2 merchants and a gnome. The gnome gives us a ring, that will identify us as Gnome-Friends. We return to Homlett.
We give the druid flowers — he gives us healing potions. We heal the merchants, and they offer to send our reward when the return to Verb-o-Bonk.

Day 4: We return to the keep. A tripwire has been set up as a trap in the night. We bring along wagoneers who pay us for all of the armor and weapons. They leave, and we take a secret passage that we’ve found. We find a demonic scroll of protection (+2 to AC), but only Susheer can read it (and only for 24 hours). We find a giant crayfish, and kill it. We find the Master, who the guards warned us about, and we’re in for an epic battle. The master is protected by 3 pikemen, 1 dragonborn fighter, and many many mooks. Finn flies over the pikemen, smashing people left and right. Unfortunately, as he catches his breath, the Master bops him on the head with a mace, blinding him. Elmo and Krusk break through the lines, and helps Finn with the master and two of the pikemen. The dragonborn and the last pikeman charges Susheer, who trades blows for awhile. Krusk downs a pikeman, Finn charges Susheer’s pikeman, and Elmo goes down. Susheer kills the dragonborn, and charges back to help the (soon to be overwhelmed) Krusk. The pikeman, meanwhile, hooks Finn, meaning neither can get away. Both are one hit from down, so they concentrate on defence. Neither can hit the either.
Krusk kills a pikeman, and heals Elmo. Susheer says Good Job, before being knocked out by the Master. Finn tries a desperate gambit, and kills the pikeman, leaving himself opn for a counterattack that never comes. The master attempts to give up, but Finn smashes him in the chest, instantly killing the Master.

The master has 2 warhorses,plenty of gold, a magic ritual of destroying magic items, and more food than anyone could eat.

Session 2: Ghouls, Ghouls, Ghouls

Day 3: The party returns to the Keep, finding slimes, but overcoming them. The party finds a secret passage, which leads to ghouls. The undead are quickly defeated. The party is warned of a terrible Ogre, so they blunder directly into it, and Shaera kills it.
The party finds a huge armory, including swords, leather armor and more cloak than Finn can count.

Session 1: Meet the Party, Meet the Cultists
Finn steals Susheers gold, and gets called names

Day 1: Susheer is standing on the street corner, begging for money. Or, at least, providing the town with the opportunity to fund his latest venture, as he’d call it. We meet Elmo, a nice chain wearing, obviously skilled adventurer, who is looking for a little action. He is surprisingly helpful, and wants only to join our party and seek adventure. We meet the Druid, who wants flowers. We find a map to the Temple of Elemental Evil, which has “Beware” and “More Beware” marked. After drinking more than we should, we fall asleep. We are awakened by a commotion. The first awake, Krusk and Susheer, find a fleeing robed man with a baby in his arms. Krusk follows the figure. Shaera runs down the other stairs. Finn jumps out the 2nd story window, in the first story window, and attacks the figure. With that heroics, the party quickly defeats the bad guys. A fairly nice man, who had offered to join the party slept through the whole thing, causing Susheer to make a snap judgement that he was evil, meaning the party is only 5 (including Elmo). The adventurers sleep.

Day 2: The adventurers go to pick flowers. At the spot marked “Beware”, there is a keep. Shaera scouts, while meanwhile, Susheer knocks on the door. Frogs leap out and attack, but the party is victorious (barely), with Shaera running to rejoin the party.

In the first level of the keep are some guards, who Shaera slows, while the party fights a RageDrake. After the drake fall, the party quickly subdues the guards. They all return to Homlett, seeking justice


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