• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

[C&C] Skylark's Temple of Elemental Evil

Skylark

First Post
Active Characters/Players:

Amrais of Dyvers, City of Sails, NG Half-Elf (Elf Lineage) Ranger/Bard Lvl 1 (gmredux)
Avadne Cyntalanthe NG Female Elf Wizard / Cleric of Ehlonna Lvl 1 (the myth)
Aym the Wanderer, N human Assassin/Illusionist/Monk Lvl 1 (coramonde)
Darn Quickfingers, CG Elven Rogue Lvl 1 (Deuce Traveler)
Dogfael of Highfolk, CG Human Bard Lvl 1 (ShawnG)

Standby:
Vigwyn the Unruly

Unknown:
Rhuvein
 

log in or register to remove this ad

Skylark

First Post
Player's Background

[Excerpt from the print version of the ToEE]

The Village of Hommlett—or merely "Hommlett," as it is commonly called—is situated
in the central part of the Flanaess, that portion of western Oerik Continent which is
known and 'civilized.' The hamlet-sized village (local parlance having distinguished it with the
greater term) is located some 30 leagues southeast of the town of Verbobonc, or thereabouts, on the fringe of the territory controlled by the noble Lord the Viscount of
Verbobonc. It is at a crossroads. To the north is the mighty Velverdyva River, along whose south bank runs the Lowroad. Many days' travel to the east, on the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled city of Dyvers. The village of Sobanwych lies about halfway along the route. Below that to the southeast and east are miles and miles of forest (the Gnarley), beyond which is the Wild Coast, Woolly Bay, and the Sea of Gearnat. The road south forks a league or so beyond the little community, one branch meandering off
towards the Wild Coast, the other rolling through the lower Kron Hills to the village of
Ostverk and then eventually turning southwards again into the elven kingdom of Celene.
The western route leads into the very heart of the gnomish highlands, passing through
Greenway Valley about a day's travel distant and going onwards to the Lortmil Mountains
far beyond.

Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a
sufficient number of travelers and merchant wagons to attract tradesmen and artisans to
serve those passing through. The resthouse became a thriving inn, and a wheel and
wainwright settled in the thorp. More farmers and herdsmen followed, for grain
was needed for the passing animals, and meat was in demand for the innfolk.
Prosperity was great, for the lord of the district was mild and taxed but little. Trade
was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area
was free, beautiful, and bountiful — too much so, in the eyes of some.

Whether the evil came west from Dyvers (as is claimed by one faction) or crept up out
of the forestlands bordering the Wild Coast (as others assert), come it did. At first it was
only a few thieves and an odd group of bandits molesting the merchant caravans. Then
came small bands of humanoids—kobolds or goblins—raiding the flocks and herds. Local
militia and foresters of the Waldgraf of Ostverk apparently checked, but did not stop, the
spread of outlawry and evil.

A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles
which were to increase. A wicked cleric established a small chapel at this point. The
folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant.
But its out-of-the-way position was ideal for the fell purposes planned for this
settlement, as was its position on a small river flowing into the Velverdyva. The
thickets and marshes around Nulb became the lair and hiding place for bandits, brigands,
and all sorts of evil men and monsters alike. The chapel grew into a stone
temple as its faithful brought in their illgotten tithes. Good folk were robbed, pillaged,
enslaved, and worse.

In but three years, a grim and forbidding fortress surrounded the evil place, and swarms
of creatures worshipped and worked their wickedness therein. The servants of the Temple
of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom
and beauty. Commerce ceased, crops withered; pestilence was abroad.

But the leaders of this cancer were full of hubris and, in their overweaning pride, sought
to overthrow the good realms to the north, who were coming to the rescue of the land
being crushed under the tyranny wrought by the evil temple. A great battle was fought.
When the good people of Hommlet saw streams of ochre-robed men and humanoids
fleeing south and west through their community, there was great rejoicing, for they knew
that the murderous oppressors had been defeated and driven from the field in panic and
rout. So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon.

The place was ruined and sealed against a further return of such abominations by powerful
blessings and magic. Life in Hommlet quickly returned to a semblance of its former self, before the rise of the temple. For five years afterward, the village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll which plagued the place for a time was hunted down by a party of passing adventurers.
Carrying the ashes and a goodly fortune as well, the adventurers returned to the village.
Before going elsewhere to seek their fortunes, the adventurers also returned a
portion of the villagers' losses. Other adventurers, knowing of the evil that had once
resided in the area, came to seek out similar caches, and several did find remote lairs and
wealth—just as some never returned at all. After a time, adventurers stopped coming
to the area. It seemed that no monsters were left to slay, and no evil existed here to be
stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but
others relieved by the return to the quiet, normal life—and Hommlet continued its quiet
existence for four years more.

But then, a year ago, the bandits began to ride the roads again—not frequently, but to
some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to
the Viscount that wicked forces might still lurk thereabouts. This information has been
spread throughout the countryside, and the news has attracted outsiders to the village
once again. Who and what these men are, no one can be quite sure. All claim to be bent on
slaying monsters and bringing peace and security to Hommlet; but deeds speak more loudly
than words, and lies cloak the true purposes of the malevolent.
 

Skylark

First Post
More about Hommlet...

This story unfolds in a small part of that world, a very small part indeed. But this
place, at the foot of the Kron Hills not far north of the great Azure Sea, could breed dangers
to threaten the nearby greater realms with the fine-sounding names—the Archclericy of
Veluna, and the kingdoms of Celene and Furyondy. Hommlet and Nulb are two small
villages, which squat in the vales between these great powers like two dark and tiny
eyes, surrounded by the ancient wrinkled hills on the face of some evil demiurge.
 

Skylark

First Post
Introduction for Amrais and Dogfael

[sblock]The two adventurers were walking the streets of Mitrik, the capital city of Veluna. You heard a scream in a nearby alleyway. This prompted a battle with a thief. Once dead, you noticed that he’s murdered a woman. A broach that she was wearing identified her as Canoness Y’Dey, of the Church of St. Cuthbert. Your mission then is to bring the bad news to the Church of St. Cuthbert in Hommlet.[/sblock]
 

Skylark

First Post
Introduction for Aym

[sblock]Hrudek, the archdruid, has made a call for volunteers. He’ll tells you that another member of the druidic order, Jaroo Ashstaff, has not made his regular report on time. He’d like you to find out why, and ask him to send a report.[/sblock]
 

Skylark

First Post
Introduction for Avadne and Darn

[sblock]Both of you attend a council of the High Elves of Celene. Two Elven nobles, Countess Tillahi and Sir Juffer, have gone missing. You’re to investigate. They suggest you start by contacting Black Jay, who resides in the village of Hommlet.[/sblock]
 

Deuce Traveler

Adventurer
Avadne
[sblock]
"Heh, I don't know what you did to get this assignment, but I guess it must have been something else to get banished with me. 'Black Jay', they call him? Does that sound like someone easy to find or someone we'd want to find. Ah well, let's go to this village. At least we might found a gambling house or two, which can be one of the few nice things I'd have to say about living amongst humans," the elf you know as Dari says as he moves to gather his things and hit the road.
[/sblock]
 

Skylark

First Post
Starting Post (all)

While traveling to Hommlet, you and your fellow travelers arrive at the scene of a caravan raid. The wagons are still lined up in the middle of the road. Some are damaged, but others are merely being looted. Broken crates litter the area. The animals have all been unhitched and are grazing nearby. The bandits, led by a slender half-elf dressed in some sort of brown uniform, glares at you with green eyes, stops chewing his lip, and calls the alarm. Perhaps half a dozen men respond from various places among the wagons.

Roll 1d10 + Dex mod for initiative please.
 

Deuce Traveler

Adventurer
Darn Quickfinger's move

Init (1d10+2=10)

OOC: I rolled a 10.

Darn notices Amrais, probably the sturdiest of the bunch near him (maybe I should have played a paladin or warrior), and moves behind him for cover. He then looks for the nearest bandit and fires his shortbow. To Amrais he says, "Don't worry. As long as you can be my meat shield, I probably won't get hurt."
 

Coramonde

First Post
Initiative Roll (1d10+1=7)

Aym looks to see if there is any cover, possibly a route to any archers using the wagons. As he does so he takes out his wavy-edged sword. The elves and half-elf are ahead of him by a few strides, and he sees the male elf take out his bow.
 

Voidrunner's Codex

Remove ads

Top