Greyhawk Shreveport

Temple of Elemental Evil

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. Temple grounds   player map

View
Shytes About to Hit the Windmil

(note this is not an actualy picture of the battle of hommlet. but notice how there is a red eye for the orcs “eldar elemental eye” and a tree for the knights “verbobonc”.

View
vow of silence

View
Whats the plan?

Burne: Quickly! we only have a limited time. We must contact the others, and the verbobonc milita! He rushes down the tower stairs to his desk and begins searching through it Aha! He pulls out a scroll This scroll can teleport you a certain point in verbobonc.. i saved it for just such an occasion, but there is a problem… It can only send 2 people, and where in verbobonc it may send you… well, I do not know…

SKILL CHALLENGE (verbobonc): After the two willing players have been teleported, you will arive into what apears to be a sewer.

OBJECTIVES: Find the other heros. Gain aid from the verbobonc malitia.

RULES: simply state the skill you wish to use and your score (not the dice)

View
And now he returns....

It is mid-day in Hommlet… all seems peaceful…

DING-dong DING-dong

As the towers bells ring out: “INVASION!”

You rush to the top of the tower to see the commotion. Burne manifests a large magical lense to magnify the attackers, but before a word could be said the entire village was surounded by a hoard of monsters.

Frag-gnat snickers with glee

From the pile emerges a much larger creature with somewhat familiar face rideing upon its back…

His skin, now a light shade of blueish grey… His head, stiched back together… His once “beautiful” face, now torn…

Beside him comes another large kobold looking creature. This one, with red scales and a head similar to that of the rage drake.

With a roar, “YOU ARE NOW SLAVES OF THE ELDAR ELEMENTAL EYE!” “RESISTANCE WILL SPELL YOUR DEATH”- with that he hurls a large warhammer into a nearby barn. The hammer flys through the wall, bursting it into splinters and the blood of livestock.

View
Temple Historical Note

For many years, a cult of Chaotic Evil flourished somewhere on the shores of the Nyr Dyv. Although the location of their Temple is lost, these facts regarding it and its followers are known. The cult was based on the premise that the elemental forces of the universe are Chaotic and opposed to mankind, and are thus (from a humanocentric viewpoint) Evil. The Temple of the cult sought to destroy all works of Good and to disrupt order. Its members were thieves, assassins, brigands, and the like. Fire was regarded as the first elemental evil, and its penchant for Chaos fitted the premise of the cult. Water was likewise worshipped as an even more powerful force of Chaotic Evil, in the form of floods, storms, and raging seas beating upon the land and ocean vessels. The epitome of Chaotic Evil, however, was regarded as a combination of air and earth, represented by blackness and corresponding with the demonic Abyss. This combination was regarded as a complete negation of matter. The cult grew powerful and rich, attracting followers of the worst sort and offering them safety within the walls of the Temple stronghold. From this fortress would the followers ride to rob, pillage, and lay waste the lands about, tithing the cult from the spoils of the carnage. Captives from those raids were brought back to the Temple to serve as human sacrifices (children to the fire, men to the water, and women to the blackest Evil) or to slave their lives away in bondage. Besides the extensive upper works of the Temple, a deep labyrinth beneath the place was constructed, but virtually nothing is known about these dungeons except that they were inhabited by a plethora of creatures serving Chaos and Evil. It is rumored that a demon took up abode in the deepest level, to better receive the sacrifices to it. Eventually the neighbors of the Temple grew tired of these depradations. All Good, both Lawful and Chaotic, banded together to form a mighty host. Their army marched to the Temple, fighting two battles along the way. The first was conclusive, thought the forces of Good who held the field afterward, so they gained the reputation of victory, and their ranks swelled with local men. The second battle saw a great slaughter of kobolds, goblins, ores, hobgoblins, evil men, and the like. The Temple was thereafter besieged, fell, and its inhabitants put to the sword. It is reported by some sources that the Temple and its precincts resisted complete destruction, but the majority state that the whole was razed so that the cult could never emerge again nor could any find where it once flourished.

View
The end before it begins

When the Temple of Elemental Evil flourished, earthquakes, storms of all sorts, great fires, and flash floods struck areas nearby with seeming capriciousness. All that ceased when the Temple was assaulted and sealed. You have been advised of all this, and urged to go elsewhere to seek your fame and fortunes. The unease which prevails upon those merely passing near the ruins shows that some wickedness still haunts the place. There are many bad folk in Nulb, and still greater perils amidst the fallen Temple. Yet the lure of such adventure beckons to you, drawing your party as surely as a lodestone draws iron. Warnings against loss of life — or even worse fates — cannot counter the irresistable pull of treasures secreted deep underground, of monsters still unbeaten, of mysteries to be unraveled. There are whispers of occult places beneath the interdicted Temple, where mighty Evil is yet wrought and noble folk are imprisoned. With care and cunning, luck and great deeds, caution mixed with boldness and daring, you and your associates can win through to achieve exploits of the stuff of legend! The journey of a hundred leagues begins with the first pace, and the time for your sojourn has come. How you and your fellow adventurers plan to overcome the perils of the Temple is a matter that you must decide for yourselves. Is it best to reconnoiter from Hommlet? Base your activities from the village of Nulb? Try to make a secure wilderness camp somewhere near the ruin? Or perhaps lodge somewhere within the foreboding Temple itself? The decision is now. It is certain that both vast treasure and horrible death await, so you must gain the one while cheating the other. Fortune and the gods must smile upon such an undertaking.

View
Spys among us.
spy

Garoth met up with a new friend,a quick talking halfling rogue.

The two decided to stake out the drop point at the shrine. As well as take one of the letters. They learned for sure thatRannos Davlis a spy for the cult of the elder elemental eye. During the steakout they capture a goblin placeing the messages.

They take him back to burnes tower to interrogate him. The creature was not co-operating so the rogue decided to cut of his fingers… just as the blood spilled from his stub so did his secrets.

He told the two adventurers that he is only a messanger and picks up the letters from another drop point at the moathouse left by none other thanDrex the Green Dragonborn.

After a bit of craftiness and Burnes cantrips they party kept the goblinFrag-gnat as a slave/servant at the tower.

The party then returned to the moathouse to find Drex, and after a well planned ambush they quickly knocked out and captured the dragonkin bastard before he had a chance to so much swing his sword.

:edit the letter was rewritten by Burne to say that Garoth has been killed and replaced by a spy and for rannos davl to relay this information to the other spys.

View
Return to the Moathouse

The moathouse

the party returned to the rotting stench of Karhil and Garoth’s last battle. This time with 3 new corpes coverd in acid that turned out to be undead.

after a bit of exploreing the party ran into a bugbear encampment. Bugbear to be continued

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.