• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Retro Story Hour: (Contact's) Temple of Elemental Evil 2!

Re: For Lazybones, with no further ado . . .

(contact) said:
But the joke is on Crynnek, and Zinvellon’s number one man greedily drinks a potion of truth, then proceeds to rat out the entire organization:

LOL :D

Nice touch. These players have a very fine sense of how to get the right information out of their prison...er, I mean valued informants. :p
 
Last edited:

log in or register to remove this ad

This story hour has given me a new appreciation for both illusion and enchantment/charm magic. The way a ruthless and clever party can put those types of magic to use is truly inspiring. I particularly liked the illusion of "Lady Anne" returning to call a halt to the hostilities. Now that was quick thinking.
 

JERandall said:
This story hour has given me a new appreciation for both illusion and enchantment/charm magic. The way a ruthless and clever party can put those types of magic to use is truly inspiring. I particularly liked the illusion of "Lady Anne" returning to call a halt to the hostilities. Now that was quick thinking.

Very quick thinking. Uhmmmm....not to put too fine a point on this, but: How did y'all manage it?
 


(contact) said:


Manage what? The quick thinking?

Uhhhh........well, yes.

I mean, I'm sure the party is full of quick thinkers. Full of 'em. Lots and lots of great ideas.......

**************
Excellent repartee:
“I’m back!” Jespo triumphantly announces, surprising his party.

“Oh, Good Gods, no.” Ren Qi stammers, as she scrambles to keep the requisite 50 foot distance between herself and the bumbling conjurer.
 
Last edited:


New and Improved with Twice the Quick Thinking!

Previously: Jespo and Pris put their conniving heads together, and make the suggestion to the evil wizard that the potion they are handing him will repair his mangled hands. But the joke is on Crynnek, and Zinvellon’s number one man greedily drinks a potion of truth, then proceeds to rat out the entire organization:

Twenty One: The truth shall set you free.
(or, most evil arises from the neglect of the powerful, but some arises from good old fashioned hard work.)


Iuz, Oerth’s demi-power of tyranny and cruelty, maintains two groups devoted to overseeing his wars and personal agenda: The Greater and Lesser Boneheart. Both organizations are comprised of powerful classed individuals, and they share one common motivation: Total fear of their master, combined with total distrust for one another.

Zinvellon is a member of the Greater Boneheart, and is known to be in the favor of Iuz. When Crockport fell to the forces of the Old One, Zinvellon was given it to ‘administer’ - - some would say ‘bleed dry’. Through no fault of his own, Zinvellon lost Crockport when the Crook of Rao banished the fiends from Greyhawk. Although this sort of black mark against his name should have been the end of Zinvellon, Iuz has given him one more chance. Zinvellon was put in charge of the activities in the Temple of Elemental Evil. Activities, as we shall see, that are critical to the success of Iuz’s plan of war.

The fact that such an important mission was entrusted to such an unreliable agent has not been lost on the other members of the Boneheart. Aletha, Knull and Jumper, Zinvellon’s “betters” in the Greater Boneheart covet Zinvellon’s assignment and resent him for it.

The Temple has formed an unholy alliance of the following faiths: Iuzian, led by Zinvellon; those worshiping Grazz’t, a powerful demon lord, led by one Malcom; the priesthood of Evil Elemental Water, led by Elwin; Zuggtomoy, the Fungal Queen, represented by the compost formerly known as Anschel; and the preistesshood of Lloth, the spider queen, led by a drow elf known as Laera.

These other faiths have thrown in lots with Iuz for one reason and one reason only: the Old One intends to undo the work of the Crook of Rao. The Temple itself is the key component to this plan, as it sits in a place where an extremely rare conjunction of magical Ley Lines make it a powerful ritual foci in and of itself. In addition, there is a gate to the Abyss within the depths of the Temple dungeons. The priesthood of Iuz has had some small success turning back the work of Rao, and this is what is indicated by the expanding red circles on the map found in Anschell’s possession. The forces of Evil have managed to create an expanding circle against the Crook of Rao, and its effect. Mystery solved: it is the Abyssal presence growing in the Temple that has allowed fiends like the Lady Marie to operate in Knulb and Verbobonc.

The Great Ritual, wherein some twenty score children and youths were to be sacrificed, was for the purpose of further extending, and making permanent the area within which fiends can operate. By rescuing the children, our heroes have dealt Iuz’s war plans a potentially fatal blow. Without fiends, Iuz cannot hold any territory he might take. But with demonic help, it is possible that all of Furyondy might fall.

Crynnek is convinced that Zinvellon will attempt to acquire the necessary sacrifices from some other means, and that he will go through with the ritual at all costs. Zinvellon, you see, is opposed by his left-hand-man, a priest by the name of Helthrax. Helthrax covets Zinvellon’s place, and would do anything to supplant him. Should the Old One catch wind of the troubles the Temple is having, Zinvellon could count his remaining days on one hand. Helthrax is supported primarily by the Armanites, who were summoned and bound by him.

To complicate Zinvellon’s position, he and Anna (his sorcerer Alu-Fiend) are involved in complex negotiations with demons on the other side of the Abyssal gate. Those who have trifled in such matters can tell you: the first mistake will most likely be fatal. Zinvellon simply cannot afford to have his resources divided at such a critical juncture.

It seems our heroes have become more than just a thorn in his paw.

Crynnek states that Knulb and Hommlet were not to fall, according to the plan. It was the actions of the PCs that forced Zinvellon to tip his hand in the region, and attract attention. He had hoped that the Temple’s presence would remain a secret until the Great Ritual was completed. Now, with the death of Lady Marie, who was to have the gates opened to the Evil army, the conquest of Verbobonc has failed.

Zinvellon has decided to dig in, and ride out the storm. He has sealed (via cave-in) all exits other than the Temple’s front doors, heavily guarded the ground floor, and warded the entrance with an antipathy effect.

Well, you know what they say: the best laid plans of abyssal rats and men . . .

Before his immanent execution in the name of all that is Right and True, Crynnek is compelled to point out to the heroes where all of the temple denizens reside. Of particular concern is determining which areas are occupied by which priesthoods, and where their leaders lair. The types and homes of all the remaining demons are set forth. The party learns that the following Abyssal monstrosities yet await them: An Alu-Fiend, a Nabassu, four Armanites, two score (or more) Dretches, and another Babu. The PCs now have to wade through these fiends, kill all the high priests in the Temple, and do it in such a way that they can’t get any help in time to make the Great Ritual.

Just another day at the office.

If your office has a permanent gate to the worst place in the entire multiverse in its basement.
 
Last edited:

Re: New and Improved with Twice the Quick Thinking!

(contact) said:
Just another day at the office.

If your office has a permanent gate to the worst place in the entire multiverse in its basement.

I've come down with a nasty cold and I've been in a marginally bad mood all day. The latest post in this Story Hour has been one of the bright spots and I thank you for that, (contact).
 

For Rel, and his Cold

Twenty Two: Give us your poor, your downtrodden, your huddled masses,
( . . . and we’ll sacrifice them all to Iuz.)


Armed with the best intelligence magical compulsion can provide, our heroes map out a plan of assault. First on the “Least Favored Villains” list is Anna, the Alu-Fiend. Her scrying ability allows the Temple forces to make telling counterattacks. The head priests of the other evil faiths will certainly need to be dealt with, and there is some talk of just attempting to assassinate Zinvellon directly. To prevent a successful Iuzian ritual, the overall hierarchy must be dealt with in such a way that the top posts remain empty until the time of the sacrifice. In the end, it is determined that Anna, the Nabassu, Helthrax and Zinvellon must die, in that order.

Jespo introduces the party to the two new members he brought from Verbobonc: the Lady Anne’s personal advisor, known as the Diviner of Mittrik, and Aric, her bodyguard. Jespo hastily assures the group that he has used no sorcery on them, despite Fräs’ insistence that magical compulsion is the only rational explanation that could account for anyone willingly travelling with Jespo. Heated words and hisses are exchanged, and in the end, the two have to be restrained and separated.

A quick scouting foray to the Temple determines that Zinvellon has kept his subordinates very busy surrounding the temple grounds with walls, both magical and mundane. The party also takes note of some half-score of the elite orcs on patrol during daylight hours, commanded by tough looking half-orcs. So much for the front door.

They discover that there have indeed been cave-ins blocking the secret passage to the third level. Jespo comes to the rescue with his sole surviving magic item: a ring of elemental command. A stone tell spell reveals that the cave-ins are not that deep - - a passwall spell should do the trick. After creating an entrance into the third level, the PCs find that the secret area has been further sealed by the Iuzian priests. Jespo’s remaining passwall could bypass the sealed area, but when the PCs consult their map, they realize that they would have to fight their way through the armanites, Helthrax and the Grazz’t worshippers before gaining access to Anna’s lair - - a daunting prospect.

The party hits on a daring scheme. Faced with the possibility of having to fight several battles to reach Anne, the decision is made to use the remaining passwall to burrow south, and hope that the spell will provide a shortcut to her lair. At stake is a day’s effort, with the clock ticking down - - for if the spell fails to achieve success, the PCs will not be able to enter the Temple’s dungeons.

The spell is successful, but in such a way as the PCs could never have imagined. The passwall opens a conduit to a strange, lozenge-shaped chamber. In the center of the chamber is a coffin on a stone riser, with a mysterious scroll lying next to the podium. The coffin’s massive steel lid lies on the floor nearby. Inside the coffin is a still human form, dressed entirely in black, pierced through the heart by a wooden stake. The figure is pale, as if bloodless.

The scroll contains two bull’s strength spells, and a short inscription, entreating any readers to use their “new found strength” to seal the coffin, trapping the evil within.

A search of the room reveals nothing, but C’min is not convinced. She points out that there must be a hidden door, else this chamber would have no opening at all. A careful, time consuming search ensues, and a secret portal is located. Even the elf women C’min and Ren Qi are impressed by the clever construction, and declare it a masterwork.

Examining the body reveals no further clues. Eventually (and despite his track record), Jespo convinces the group that they must remove the stake. When the party attempts to do so, the illusory nature of the stake is revealed. They remove the body from the coffin, and the illusion of a vampire is dispelled. In its place lies a man, dressed in clothes of regal tailoring, if a few decades out of current fashion.

Removing him from the coffin seems to break the spell keeping him still, and the man hazily thanks his rescuers. He names himself as none other than Prince Thrommel!

Thrommel’s name is associated with a dark chapter in Furyondian history. This young man who has languished so many years in temporal stasis is the son of the King of Furyondy himself, King Belvor I. Thrommel was the heir to the Furyondian throne, but he disappeared years ago, a fortnight before his wedding to a Lady of Veluna was to seal a political marriage between the two good-aligned states.

A brief questioning of the groggy prince reveals the following: He was kidnapped by Iuzian priests in their successful attempt to disrupt the alliance between the two powerful kingdoms. They placed him in their most secret room in the Temple of Elemental Evil, shortly before the Temple was first sacked. Apparently, the secret of where Thrommel was kept died with his captors in that first historic battle.

Heydricus is the first to bend knee to Thrommel, pledging his life for the prince. Aric, lady Anne’s former bodyguard also is quick to swear an oath that he will protect the young Prince with his life (much to Jespo’s chagrin, as the wily conjurer had convinced Aric to guard him!).

There is a brief discussion about the abandoning their mission in the Temple in order to return Thrommel to the court of Furyondy, but the Prince will have none of it. After hearing the Awful Truth, he concedes that stopping Zinvellon’s cruel plan takes precedence even over the safety of His Royal Person, and he commands the party to continue on.

Jespo has shifted gears, and speaks privately with the rest of the group about how a close alliance with the Heir to the Furyondian throne could dramatically improve their prospects. Faced with their grim task, the party is repulsed by Jespo’s timing, but agrees in principle that it is in the best interests of all if Thrommel comes to no harm.

Heydricus and C’min note the gleam in Thrommel’s eye when Ren Qi recounts her recent battles, and the fervor with which the young Prince praises the party’s noble dead. Although the group manages to extract a promise from Thrommel that he will remain out of any fighting, privately, Heydricus and C’min agree that an archon has a greater chance in the ninth layer of Hell.

The group exits via the masterwork secret door, and soon discovers that, according to Crynnek’s descriptions, they are very near the lair of Anna, the Alu-Fiend sorceress.
 

A Current Accounting of the Quick and the Dead.

Those Who Struggle On:

- Aelniir, a human paladin of Pelor, loved by all for his sunny personality and his gigantic sword.
- C’min, an elven rogue and linguist, cunning opponent of Evil.
- Fräs, a long-suffering cat, bound against her will into the service of that self-important conjurer Jespo, Fräs undermines Jespo’s confidence at every turn.
- Gnomer, a gnomish cleric of Garl Glittergold, famed for his feisty temper.
- Heydricus, a handsome and rugged sorcerer who has recently discovered that he possesses a righteous zeal to Kick Evil Ass.
- Jespo Crim, an anemic human conjurer, given to quarreling with his foul-tempered familiar Fräs.
- Prisantha, a stunningly beautiful half-elven enchantress, given to deep thinking and mental manipulations.
- Ren-Qi, a female elven monk, she is a silent and deadly force . . . well, okay, she’s just silent. Except when she’s complaining about Jespo. Or the food, or the weather . . .


The Honored Dead (in order of demise):

- Whistlin' Pippin Jumpscreek, an industrious and much loved halfling rogue, bludgeoned to death by doppelgangers, then eviscerated. (Or vice-versa, later witnesses could not say for sure.)
- Esril, an Almorian expatriate, human fighter and lay follower of Kelanen Sword Saint, buried in a closed coffin thanks to Laereth and his staff of striking.
- Reysnole, a half-elven druid and lover of gentle things, perished from one too many unnatural openings in his torso.
- Aelniir, a crusading cleric of Tritherion, slain by dragon-breath outside the Moathouse. (And of course the withering volley of arrows he took outside the moathouse, and technically you have to hand this one to Lareth’s henchmen, even though they aren’t even named in the story, because they stabbed him so many times).
- Ahlana, a crafty yet cowardly cleric of Boccob and devoted wizardess, shot in the back by assassins as she took her Last Sip.
- Gnomishic, a wizard and rogue, rended limbs-from-torso by devils.
- Isuld, Esril's protégé and unfortunate recipient of an unrequested decapitation via beholder.
- Suhe, a former jester turned monk, disappeared under mysterious circumstances.
- Tisha, a gentle and shy wizardess with a taste for invocations, made headless with a blunt instrument by ogres.
- Lady Amyryth, a human paladin, slain by the succubus posing as the Lady Anne.
- Lucius Maturin, a human rogue and “inquisitor”, rendered into an Evil but very devout paste by giants.
- Sister Keriann Croller (“It’s Keriann!”), a staunch (if elderly) nun of St. Cuthbert, vaporized from the shoulders up by giants.
- Daniere, a human fighter, voted “Least likely to be remembered over drinks by her former adventuring companions”, killed by something or other right around the time Sister Keriann died. Or did she die with Egil? No, no, we gave her masterwork arrows to Egil, so she must have died with Little Leaf against the giants. Was she the tall one?
- Little Leaf, a forest elf of unusually sour disposition, perished when his skeleton was rendered suddenly dysfunctional, due to a sudden and massive blunt trauma.
- Rose, human ranger, details withheld at the request of her surviving family.
- Anton Flamehair, human invoker, killed by his adventuring companion and oldest friend in an unfortunate friendly-fortress-fire incident.
- Egil, a human fighter, could not outrun the entire Army of Evil.
 

Into the Woods

Remove ads

Top