Temple of Elemental Evil

Adventure Log - Session 2
In our second session, Valen decides that the best course of action must be to join the two evil artifacts the party uncovered.

Upon waking, the party investigated the lower levels of the temple, initially staying away from the huge double doors beyond which could be heard a raucous, hideous croaking. They found a room which had been used in depraved sexual worship of frogs, and in it a phallic unholy statue similar to the one in the drawing taken from the goblin. The evil in this place sickened Gabriel, whose connection to the spiritual forces of good seemed to weaken in this place. After trying unsuccessfully to destroy it, they took it.

In front of a door guarded by glowing runes, they found the near-dead body of another goblin who’d been badly burned and had been slowly dying for several days. After disarming the magical trap, they discovered on the body another crude map with unholy symbol and sword drawn on it. Inside the trapped room (whose features include a central pit of bubbling mud and many burial alcoves in the walls), they encountered two froglike zombie creatures, which they killed. They deposited the goblin body in the frothing mud and found a safe place to rest.

In the night, they heard a scraping noise and suspected the goblin had been resurrected as some kind of undead by the power of the mud.

After resting, they party tracked the newly created ghoulish goblin to the bedroom where it was feasting on the dead bodies they’d hidden under the bed. They killed the creature, and proceeded back up the stairs.

In the main church area, they opened a trapped collection box using a key found in the bedroom and looted the coins. They also carefully scaled a huge 12ft tall stone statue of a frog and stole the giant gems that were its eyes. They investigated the open pit in front of the altar from which croaking noises echoed, determining that it opened to an underground lake filled with giant toads and frogs and could also be accessed by the double doors in the lower level.

They returned to the lower level and forced open the double doors, revealing a rusty portcullis and the toad-infested underground lake beyond. Blars played several notes on the bone clarinet, which called a giant, hideous frog creature from its cave near the lake. The dozens of smaller giant frogs, terrified of the monster, fled toward the portcullis, battering it down and swarming the party, who managed to kill several of them as they swarmed past. They faced the giant frog monster and narrowly defeated it, nearly dying in the process. They returned to their safe area and rested.

After resting, they explored the lake and the caves beyond, finding a huge amount of treasure, some magical weapons, and a huge Greatsword covered in images of frogs and toads, very similar to the crude drawings. Wielding the huge sword, Valen discovered that the remaining killer frogs were no longer aggressive toward the party and became more like pets, or at least followed the party around. With the frogs in tow, the party bagged-up all their loot and hauled it up the stairs to the temple.

While deciding how best to get the treasure back to town, Valen noticed that the hilt of the greatsword seemed to correspond to a notch on the base of the unholy symbol. He joined the two magical objects together, causing :

1) the frogs which had been his followers swarmed him, choking off his air and nipping at him, beginning to devour his flesh
2) powerful evil energy from the sword filled his brain, rendering him immobile

A huge battle ensued. Valen managed to break the mental hold and cast the sword away, but fell unconscious under the wounds inflicted by the swarm of frogs. As soon as the sword was cast away, the huge stone statue of the frog creature awoke and also attacked the party, causing the ceiling to partially collapse.

Blars, trying to rescue Valen or retrieve the sword (in an attempt to return the statue to a peaceful state), was crushed to unconsciousness by the frog-golem. Gabriel, himself nearly unconscious from frog bites and being battered by the slow-moving golem, gathered his strength and snatched Val from the frog swarm, carrying him out of the temple into the morning sunlight. Healing himself for another surge of strength, he raced back into the temple, narrowly avoiding death from the golem and remaining frogs, and dragged Blars out, shutting the huge doors behind them. After tending to Blars and Valen’s wounds so that they would not die, Gabriel collapsed, exhausted, against the huge doors. The golem did not attempt to follow him out the door.

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Adventure Log - Session 1
Seven GOLD cast & crew members meet in a tavern. To game. This is what happens in our first session.

The original party (Gabriel, Valen & Blars) found themselves in the Free City of GreyHawk (capital of the province of GreyHawk) after escorting a merchant caravan to the city. While they were unable to immediately find more work doing caravan guard duty (good work for young adventurers), they overheard in a tavern in the Thieves’ District a good deal of talk about recent troubles with banditry at the well-traveled crossroads near the village of Hommlet, several days ride north of GreyHawk. The party knew a little of the history of Hommlet: it was a small town at the edge of what, a century or so ago, had been the territory of the Temple of Elemental Evil, a stronghold for the forces of several demons/evil demigods. Hommlet had been often under attack by these forces, and was eventually a staging area for the forces of good, which overtook the temple, slew and scattered it’s armies, and razed the temple and its surrounding outposts and minor churches.

Thinking that such a town might need additional guards or might hire someone to root out the bandits, the three struck off.

After a couple days of walking, they came upon a merchant who, upon hearing Gabriel explain in great detail about the perils of the Hommlet crossroads, was persuaded to take them on as additional guards for his caravan. They travelled this way to Hommlet.

In Hommlet, the party found (by listening in on the conversations of a Guard captain named “Lt. Paul"): 1) the town guards did not appear interested in taking on newcomers, 2) the town guards regarded it their duty to protect the town, but not to police the crossroads or hunt bandits, 3) several merchants staying at the inn had been robbed and were furious that the town guard would do nothing to protect them, other than recommend hiring better caravan guards. Upon a visit to the town mercantile to buy Blars a helm, the party met the proprietor, Jessup, who lamented that the banditry was causing problems for him (merchants and traders were avoiding Hommlet if they could, meaning loss of revenue). He was able to describe the banditry based upon merchant reports he’d heard:

1) The bandits were reportedly humans
2) They work dark clothes/cloaks
3) They worked in small groups of 3-8
4) They had not ventured into town
5) They had injured several caravan guards in the past year, but killed only one
6) A lot of goods were being stolen
7) Merchants and traders were starting to avoid the area

Jessup speculated that the bandits might be holed-up at a forgotten minor church afiliated with the old Temple, about a day’s march northwest. he drew a crude map to the church and offered the party 5gp for each bandit head they brought to him. The party immediately set off to the northwest toward the church.

As they set camp for the night, Valen heard some additional travelers following the same track. He briefly left the party and tracked the newcomers. They were one human-sized and two smaller humanoids in dark cloaks. Not wanting to move too far from his party, he returned to camp.

In the morning, the party finished their journey to the ruined church, a squat building partially sunken into the swamp. They carefully traversed a swampy, quicksand-filled open stretch to reach the front of the church, where they found that heavy chains barring the doors had been recently broken. They carefully went inside, examining the upper level of a church apparently dedicated to worshipping hideous frogs and/or a young man in armor who seemed to have frogs as followers.

After examining, but not disturbing, the upper level, they followed a recent set of tracks down a darkened flight of stairs. At the bottom, they carefully planned an assault on two goblins they spied, but were instead surprised by a sneak-attack from their human companion. After taking serious damage, the party defeated the three. Upon investigation, they found two goblins and one human, all in black leather armor with black cloaks, adorned with an unfamiliar embroidered symbol of a yellow and red flaming eye. They also found, on one of the goblins, a map to this temple, along with crude drawings of a huge sword and a phallic statue. A small amount of treasure was located in an abandoned bedroom, and several robes and a bone clarinet were taken from an anteroom. The bodies were hidden beneath the strangely damp bed.

Barring the door to the anteroom, the party rested.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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