Curiosity should have killed the cat.
Fifteen: “Ah, why / Should life all labour be?” (Alfred Tennyson, The Lotus-Eaters.)
(or, “But, Mooooom! I don’t want to go to the sacrifice! I want to stay inside and torture the prisoners!”)
It should have been you Fräs. . .
Prisantha and Jespo Crim put their heads (and their Diplomacy skills) together and craft a moving, stirring oratory, that soundly denounces the idea that Heydricus is evil, and rationally champions the need for Shieldlanders to rise up and attack the actual Temple of Elemental Evil itself. They are wildly successful (did I mention the once-a-turn suggestion at DC 17?), and within a few hours, the PCs find themselves at the head of a very angry mob, storming the Temple Grounds.
Unfortunately, the Temple Grounds is as far as they get. With the rag-tag refugee army ready to charge into the Temple and put to the pitchfork any evil humanoids or priests they find, the PCs set about opening the barred doors giving entrance to the Temple proper. Ren Qi climbs up to one of the high windows, intending to sneak in, and open the way
Given time, he surely would have warned our heroes what was awaiting them, but as he was drawing breath to shout for a general retreat, all Abyss breaks loose.
The doors are thrown open from the inside, and out charge a half-dozen fiends: Centaur-like creatures with an undead pallor, 10 feet tall, armored in spiky plates of metal forged in the netherworld, their war-shod hooves giving off unholy sparks. With a fearsome battle-cry they charge into the ranks of the Shieldlanders and begin to lay waste with a blood-thirsty zeal.
Armanites, for the love of Pelor. Freakin’ armanites!
As it currently stands: Temple of Elemental Evil 5, Shieldlanders 0. The mob’s morale fails, and the would-be assaulters flee headlong in every direction from the Demonic assault.
The PCs fare no better. As they are near the doors, they see what is behind the Armanites. A horde of monsters, bugbears, ogres and evil humans up front, backed up by giants and worse. Ren Qi has an eye-to-eye encounter with one of the giants standing guard near his vantage point, and notices a dozen powerful-looking priests orchestrating the whole affair. He is sent flying from his perch as a giant’s boulder crashes into his window, and he falls to the ground outside the Temple.
Egil and Sweet Pea scoop up the unconscious monk, and meeting up with Rose, run for their lives. Jespo Crim makes himself invisible, and runs faster than an old mage should be able to, Fräs in tow. Heydricus flees with Anton, and Prisantha runs off in an entirely different direction.
The night Knulb burned begins to be remembered as a comparatively benign happening, as the forces of Iuz, all subtlety thrown to the wind, begin to ravish the countryside in earnest. Teams of evil humans and humanoids work in concert with giants and fiends, destroying everything worth cherishing within a five-mile radius. No doubt, the priests are kept quite busy attempting to reign in the wanton destruction, and force the monsters back into their lairs beneath the temple.
For their part, the PCs spend a sleepless night, hidden in various hiding places, without a proper camp, and with no place to call home. The gods of luck favor them, however, and by two days time the group has re-composed itself in Hommlet. Rather, in the burned-out rubble that used to be known as Hommlet. Fräs is quick to blame Jespo’s shoddy thinking for the whole ordeal, and some inter-party accusations are leveled, but in the end, the group decides to renew their fight against Elemental Evil and take stock of what forces they are up against. Judging by what Ren Qi and Anton saw in the Temple: armanites, trolls, ogres, bugbears, giants, humans, formorians, evil priests and a handful of unidentified winged creatures. Just another day at the Office of Elemental Evil.
It is now seventeen days until the Sacrifice. The PCs have lost all of their treasure and adventuring equipment (as it was hidden in Hommlet’s Church of St. Cuthbert, which has since been sacked). Worse yet, the absolute safest place for the party to gather and rest seems to be the secret area in the third dungeon level. Sweet Pea is sent on a desperate errand South to acquire new gear, and the rest of the party plans a counterstrike.
During previous forays into the dungeon, the party has noticed several sets of huge bronze doors, heavily warded with powerful antipathy spells. Temple lore tells the heroes that these wards were originally put into place to imprison Zuggtomoy, a disgusting Goddess of fungi and mold. Prisantha points out that the adventuring band that last cleared out the Temple, led by her father twenty years ago, defeated Zuggtomoy’s incarnation and banished her from Greyhawk. The party reasons that no-one expects the unexpected, and decide to break through one of these warded portals and explore what lies beyond.
With the aid of Jespo’s summoned monsters, and a lightning bolt from Anton, the wards on one of the sets of doors are broken. The chains keeping the giant-sized doors closed are soon destroyed, and the party moves in to a strange room:
A throne room of malign appearance, frightening and disorienting even by the Temple’s standards. Several exits give off from the main area. Most disturbingly, a set of stairs that lead downward into some wretched place, giving off pulsing, multi-hued light. The throne room itself is done in stonework and painted horrifically - - putrid pinks clashing with greens that seem to decompose before the heroes’ very eyes. Bas-relief carvings depict human sacrifice on an epic scale; in every instance, the corpses becoming fertile ground for hideous fungal growths to emerge. Not suprisingly, the air is ripe with the stench of mildew and rot.
An examination of one of the corridors leading off from the throne room reveals a fearsome sight: Four elementals, one each of the four main types, congregate in a room nearby. As the heroes spot them, the elementals spot the heroes, and move to close ranks. Pris quickly ensconces the party in a magic circle against evil. Heydricus gulps a potion of heroism and charges to the front. The fire elemental is the first to reach the corridor the party is in, but as it is hedged out by Pris’ spell, it is impotent. The other three elementals are equally powerless, bottlenecked behind the fire elemental in the hallway. Anton is quick to make them pay for not being hot, as he ruthlessly fireballs them again and again.
The situation seems well in hand, when the party hears soft chanting from the room they just left. Suddenly, Pris’ protection spell, as well as all of the party’s enhancement magic is dispelled! Suddenly becoming visible is a rather disreputable looking priest, wearing moldy leather armor, and bearing a holy symbol of Zuggtomoy. Meat, meet Anschel. Anschel, this is Meat.
The battle begins in earnest. The fire elemental attacks Heydricus, and despite his potion, and all his attendant gains in toughness, Heydricus re-discovers the dubious joys of single-digit hit point totals within one round. The others fare no better, for although they are able to wound the priest, and disrupt his casting, he has enough magic items to compensate. His first line of defense is a magically summoned wind wall, foiling the PCs deadly missile fire. A blazing wall of fire soon follows, and were it not for Egil’s gung-ho charge through the inferno, all would probably be lost. Jespo Crim and Prisantha summon allies to aid the cause, but these are soon immolated by the flame strikes and walls of ice the wicked priest calls forth from his magical staff.
Jespo attempts to make the suggestion that this fighting is pointless, the PCs are favored by Zuggtomoy, and must not come to harm. Anschel laughs at the idea, making his DC 19 save with a 3 on the die. This is when Jespo decides to cast all of his remaining spells from the doorway he came in, and with one foot out the door. Jespo focuses a dispel magic on the priest’s staff, rendering it temporarily inert, and Pris summons some more aid, in the form of giant frogs.
Meanwhile, Heydricus has gulped a potion of cure serious wounds, and is giving as good as he gets in the hallway, When Egil and Rose both combine attacks on the evil priest, his cause looks lost. But zealous worshippers of Infernal Fungal Powers don’t give up easily (would you, if you were going to the Abyss when you die?), and he lays Rose low with a flame strike. He is in the last chapter of his mortal life, however, and Egil strikes a critical blow to hammer home the point. Finally, after ending Rose’s life, Anschel sends Egil into the murky depths of unconsciousness, the fighter’s precarious hold on life further unsteadied by the fact he is still on fire. A well-placed magic missile (aren’t they all?) from Anton finishes off the mildew-loving priest, and Egil is attended to.
Jespo is able to restore Heydricus’ protection from evil, and hedging out the elementals, the PCs use spells and magic attacks to slay them.
The immediate threat defeated, our heroes are able to search the surrounding areas for treasure. After running from a horrible room where fungi grow human faces, Prisantha announces that she has pushed her luck as far as it will go, and wishes to return to the base camp.
Jespo and Ren Qi desire to further explore the area, however, and strip Egil’s unconscious form of his elven cloak and boots. Using darkvision spells, they sneak into a secondary throne room, and ducking behind a tapestry, they find themselves in a corridor with a shelf set into it at eye-level. There are four unremarkable purple-hued stones on the shelf. Curiosity killed the cat, and apparently a familiar’s traits do rub off on a mage, because Jespo Crim touches one of the stones.
He is instantly covered in a spray of green slime, covering a 20 by 10 foot area directly in front of the shelf. Ren Qi and Fräs both nimbly evade the slime, but Jespo is hideously saturated. The rest of the party, waiting in the throne room, is startled by his hideous shriek of terror and pain. They arrive to find Jespo writhing in agony, frantically stripping off his clothes and begging Ren Qi to help scrape the stuff off before all is lost. Finally, they manage to remove the onerous gel from Jespo, at the cost of his spellbooks, clothing and magic items. Jespo is forced to stand naked ( -- impressively naked, nudge nudge, wink wink) and watch in horror as all of his worldly possessions are slowly transmuted into green slime.
The whole party surrounds him in mute sympathy, when Jespo’s pitiful cry echoes through the dungeon as he watches his spellbooks melt:
“It should have been you Fräs!”