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Retro Story Hour: (Contact's) Temple of Elemental Evil 2!
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<blockquote data-quote="(contact)" data-source="post: 411722" data-attributes="member: 41"><p><strong>Okay, plan B. Kill everything, then move on.</strong></p><p></p><p><strong>Nine: Alone and Outnumbered, Only the Will to War Remains.</strong></p><p><strong>(or, If you thought you had it bad before . . .)</strong></p><p></p><p>Sneaking around Knulb, and sheltered from Marie's wrath by his <em>amulet of proof against detection and location</em>, Lucius is discouraged and directionless. He feels the game has been lost, and if the party doesn't agree with his methods, he'll go on a killing spree all by himself. In his first order of business, he burns the Waterside in revenge for the Orphanage. </p><p></p><p>Through kind fortune, Lucius chances across another woman from Lady Anne's court. Anne, through magical means, was aware of Amyryth's death, and <em>teleported</em> one of her personal bodyguards to investigate. Daniere is welcomed, albeit rather wearily, by the despondent Rogue. The duo overhear a rumor that the Shieldlanders plan to attack Verbobonc. They manage to assassinate Dick Rentch before they are forced to flee the burning town.</p><p></p><p>Returning to the tower to regroup, the two brief their companions on the night's happenings. Shortly thereafter, the PCs' guards warn of a large band of Orcs, humans and worse preparing to assault their base. Irony rears its ugly head, when the PCs are forced to retreat into the only safe place left to them: the backdoor into the Temple of Elemental Evil.</p><p></p><p>After a sleepless night of paranoid watching, the PCs flee to Hommlet, only to discover that the Cannon was called into council by the Lady Marie the night before, and has gone missing. Lucius cynically informs Calmiir that he should just bury the coffin, as he won't find the body. The PCs council with Andras, and set about fortifying the town against looters from Knulb. Fortunately, <em>fireballs</em> do tend to discourage angry mobs, and other than the burning of outlying farmhouses, Hommlet passes the night relatively unscathed. What few orphans and Good folk survived the Night Knulb Burned find their way to Hommlet.</p><p></p><p>Aelniir stirs restlessly in his shallow grave, as his initial call to arm all able bodied Hommlet Folk against the growing Evil is finally heeded.</p><p></p><p>The next morning, the heroes travel to Knulb to assess the damage. The town is mostly burned, and what little remains is being picked over by members of Knulb's Thieves' Guild, the only power group left in town. The party jumps a small gang of thieves, and after questioning a captive determines the following: the Shieldlanders have indeed been marched on Verbobonc, and the Thieves' Guild is almost entirely composed of lycanthropic rogues. Wererats, to be exact.</p></blockquote><p></p>
[QUOTE="(contact), post: 411722, member: 41"] [b]Okay, plan B. Kill everything, then move on.[/b] [b]Nine: Alone and Outnumbered, Only the Will to War Remains. (or, If you thought you had it bad before . . .)[/b] Sneaking around Knulb, and sheltered from Marie's wrath by his [I]amulet of proof against detection and location[/I], Lucius is discouraged and directionless. He feels the game has been lost, and if the party doesn't agree with his methods, he'll go on a killing spree all by himself. In his first order of business, he burns the Waterside in revenge for the Orphanage. Through kind fortune, Lucius chances across another woman from Lady Anne's court. Anne, through magical means, was aware of Amyryth's death, and [I]teleported[/I] one of her personal bodyguards to investigate. Daniere is welcomed, albeit rather wearily, by the despondent Rogue. The duo overhear a rumor that the Shieldlanders plan to attack Verbobonc. They manage to assassinate Dick Rentch before they are forced to flee the burning town. Returning to the tower to regroup, the two brief their companions on the night's happenings. Shortly thereafter, the PCs' guards warn of a large band of Orcs, humans and worse preparing to assault their base. Irony rears its ugly head, when the PCs are forced to retreat into the only safe place left to them: the backdoor into the Temple of Elemental Evil. After a sleepless night of paranoid watching, the PCs flee to Hommlet, only to discover that the Cannon was called into council by the Lady Marie the night before, and has gone missing. Lucius cynically informs Calmiir that he should just bury the coffin, as he won't find the body. The PCs council with Andras, and set about fortifying the town against looters from Knulb. Fortunately, [I]fireballs[/I] do tend to discourage angry mobs, and other than the burning of outlying farmhouses, Hommlet passes the night relatively unscathed. What few orphans and Good folk survived the Night Knulb Burned find their way to Hommlet. Aelniir stirs restlessly in his shallow grave, as his initial call to arm all able bodied Hommlet Folk against the growing Evil is finally heeded. The next morning, the heroes travel to Knulb to assess the damage. The town is mostly burned, and what little remains is being picked over by members of Knulb's Thieves' Guild, the only power group left in town. The party jumps a small gang of thieves, and after questioning a captive determines the following: the Shieldlanders have indeed been marched on Verbobonc, and the Thieves' Guild is almost entirely composed of lycanthropic rogues. Wererats, to be exact. [/QUOTE]
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