The Liberation of Tenh, and Risen Goddess

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The Liberation of Tenh, and Risen Goddess

The Liberation of Tenh storyhour and the Risen Goddess storyhour have been updated!

The Liberation of Tenh, is the continuation of the ENBoard’s first serial story hour, the unique (not WotC module-based) Return to the Temple of Elemental Evil. A story of intrigue, Great Happenings, and lots of PC death, the TOEE2 story hour can be found archived at Will Smith's excellent site .

The Liberation of Tenh features the heroes from the TOEE2 game, as they go head-to-head with the vile minions of Iuz, and attempt to navigate the treacherous political waters of Greyhawk!

The Risen Goddess begins in Greyhawk, but spans the planes, detailing a hardy and lighthearted group of adventurers as they are sucked into a deadly high-stakes family feud—- a family feud between the Gods of the Elven Pantheon that is!


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Hi, KwalishKid!
 

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byxbee

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Every DM in the universe should read these story hours. They are full of great characters, nasty enemies, and great ideas. It helps that the writing and staging are good too.

For example, in the Risen Goddess the PCs charm a hill giant named Skullf*#*er, and there is annoying talking skull that will never shut up. Not to mention the air pirates, insipid poetry, and reincarnated revolutionaries.

{this is otherwise known as a bump}
 


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. . . And an entire campaign log that takes place prior to the beginning of the Liberation of Tenh!

:D

Thanks, Byxbee-- I'm pretty sure that the Risen Goddess is the only story hour in the forum with references to Patty Hearst and the SLA . . .

But that's all right, in the next couple of sessions, we're not slippin' on the pimpin'. You'll see what I mean. ;)
 

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The RLA?

By request:

Indy asks, “How were we supposed to know that black-robed bastard was the ambassador from a nearby allied nation? Is it our fault that he can teleport himself, and that one fireball isn't enough to kill him? No! Can you blame us for assuming that all Ishlokians are elitist, theologically-retarded scum, even the ones who would like to appear otherwise? No! No, my friends, we have done no wrong. In fact, we should be lauded at the highest level of Government for exposing their treachery! For freedom! And, um . . . Justice! Who is with me!”

The group stares at Indy, then Vognu flops out of his bag, spraining a leg.

Where is Patty Hearst when you need her?

But Indy is not defeated quite yet. He composes a stirring revolutionary tract, accusing the Baroness Evaliegh of conspiring to frame adventurers for crimes they did not commit, in order to take their magic items from them.

Indy’s logic: Most adventurers don’t give a whit about politics, but tell them someone wants to steal their magic, and they will scream for blood. Indy begins posting his seditious tracts in every location frequented by adventurers, and starts a general outcry to “Free the Ratik Four”. He befriends a group of bards, and asks them to spread the heroic tale of the Ratik Four and their betrayal at the hands of the power-mad Baroness.

Being a revolutionary is even more romantic than being a pirate.
 

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