Friday, August 19, 2016

Temple of Elemental Evil (Continued)

Temple of Elemental Evil #27-D&D[Reaping 19-24] "Robilar pays a visit & The Quest for Cray's Staff"
The party stows their treasure in the magic chest and head back to the temple.
When they arrive, they see a group of figures flying from the temple. Far off to the southeast fly a pride of four huge griffons carrying overflowing packs of treasure and well-armed orc mounts. They surround a fighter decked out in gleaming platemail riding a flying carpet. The are about 1000 feet off, moving at 30 miles an hour and do not appear to see the party.
Lansar recognizes the figure as that of Robilar, former uber-hero, former Mayor of Greyhawk, and the current right-hand man of Rary the Tyrant. Lansar tells what he knows to the party. They reconsider chasing Robilar. The realization of the combined might of Robilar, Rary, and their armies dissuades the idea of pursuit...
About this time, Raven finds a gleaming brass scroll case and some littered gems and coins near the side of the Temple entrance. Perhaps Robilar did not tighten all his packs…
They move inside the upper temple and carefully investigate the scroll tube. Inside they find three documents with two attached maps.
The first document instructs the reader to find the hidden Tower of Cray and obtain Cray's legendary Staff of Power. There is a crude map attached. The document bears signet ring stamp bearing the letter 'R'.
The second document (no map) refers to the 'Original' Temple of Elemental Evil. There are statements suggesting a powerful band has been cleaning it out for the Viscount of Verbobonc. The author suggests that the Orb of Silvery Death might still be deep in the dungeon. It is stamped with the signet ring bearing the letter 'R'.
The last document refers to an island temple in the southern Seas (One of the Olman Isles). The title, "Ra's Evil Grin" - with it is a map; the only other comments refer to an ancient artifact of power hidden within an underground complex. It too is bears the signet stamp, 'R'.
The party decides to investigate the fourth level and see what damage Robilar might have done. They find the fourth level main temple completely sacked. The massive curtain of violet fungi behind the main alter was sliced in half as if it were no concern. There are literally hundreds of freshly slaughtered trolls, hill giants, priests, and bugbears all over the place. Robilar rolled through here. Lansar scans for magic as they go; but it appears all the 'good stuff' was looted. The threat of Robilar returning prevents the party from investigating the many side hallways. They keep the brass scroll case and use teleport/windwalk to return to Verbobonc.
They update the Viscount with all the news (good and bad). There is no doubt that the 'Original' Temple of Elemental Evil south of Nulb is no more.
They spend the next day in town preparing for the trip to Cray's tower. The thought of Robilar pursuing haunts them. They leave the following morning.
The journey to the tower will take over three days. At their first camp, a pride of starving dire lions attacks the party. They concentrate they attack on the unarmored. The hungry beasts horribly maim Lansar. Lansar passes out; he is left for dead. The fighters finish the lions and Je'tal heals Lansar back to full strength.
The next night they pass a large Wolf Nomad town (Traft), but do not stop. A day later, they float over the infamous Cold Marshes. Evidence of volcanic and geyser activity is apparent all of the place. They fly as high as possible, so as not to attract attention. They stay well south of the Kingdom of Blackmoor and follow the coast to the east just as their maps indicates.
After some one hundred and fifty miles, they discover the Burning Cliffs. Inland some fifteen miles rise mammoth slabs of cracked and up heaved slate. Beneath the cliffs is burning molten lava; smoke and heat rise and fill the southern sky. North of the Burning Cliffs is the Icy Sea. Broken ice flows abound; the place is cold and forbidding.
Between the two extremes, there is rocky, grassy tundra. Somewhere between the coast and the Burning Cliffs, they find the Tower of Cray.
They find only one apparent entrance to the tower: A 180' long tunnel sloping down to the tower entrance. They find the tower and the area around the towers base impervious to passwall and other magics. Using windwalk, a strategic passwall some 50 feet from the tower on top of the tunnel, a curious dwarf, and Je'tal's 'Find the Path' spell they determine quite a bit about the entrance: The first 60' of the tunnel is filled with skeletons of men and animals. The tunnel dimensions are 5' wide and 8' high with a perfectly arched ceiling. There exists an invisible door of iron some thirty feet from the tower - in front of it are more corpses. Beyond the invisible door is normal door some thirty feet away. Je'tal's info suggests that they are not to touch any walls, floors, or ceilings in order to access the tower. The information about the invisible iron door is not clear, but it is clear that it is locked and will require lock picking or a key.
The group decides to camp for the evening before investigating further. They camp about one mile away to the northwest. Eight winter-wolf spiders attack the camp and interrupt their sleep about two hours in. The party has little trouble killing them. With the spiders dispatched, and the party rests on.
Sometime after noon on the next day they decide to sleep again so Lansar can prepare a different set of spells. They move their camp about one mile southeast of the tower and make their camp. About an hour later, another group of spiders attacks the group. This spider pack appears to be with its queen. She is some twenty feet in diameter. The battle continues…

D&D Travel Log #28-D&D[Reaping 24] "Into the Tower…"
They slay the rest of the spiders and the queen and head to the tower. Lansar prepares his spells while the others set up camp. They make their base right at the foot of the tower.
About an hour later, two berserk flesh golems come screaming from the west and mindlessly attack. After the group kills them, they find strange embedded broaches in each of their chests.
Later that afternoon, the party prepares to enter the tunnel. Lansar casts Fly for Raven and Je'tal casts True Sight. Raven flies down the tunnel toward the invisible door. He fails his first attempt to disarm a trap and a cloud kill spell fills the tunnel. Lansar dispels it; Raven tries again and is successful. He picks the highly complex lock and walks through. The party follows behind, windwalking. Raven easily picks the lock on the door at tower's base. He and the party enter the basement level.
They make their way up the spiral staircase to the next level; they find a furnished residence with everything covered in dust. Hoards of supplies fill the lower levels. The third level is an alchemical workshop with every imaginable piece of equipment. The walls are covered with locked storage cabinets.
When Raven opens the trap door to the next level up, a Vrock demon surprises him and pulls him up through the door. As the demon rips Raven apart, the rest of the party flood the room to save him.
Though ripped to shreds, Je'tal heals Raven in time. Meanwhile, the Vrock summons another. When the dust settles a few moments later, the party stands over two dead vrocks. With the battle over they see a dusty bedchamber with the typical furnishings. There are no spiral stairs leading up in this room. After a search of the room Raven spots a secret trapdoor in the ceiling.
Raven uses his rope of climbing to climb up and explore a pyramid-shaped room above. There are magic circles engraved into the floor - the place appears to be a summoning chamber. Raven looks around and finds a secret door on the far wall. He carefully searches for traps and then opens the door. An instant later, the air is sucked from the room and the trap door slams shut onto the floor, severing his magic rope. Raven is stuck in a vacuum trap - almost certain doom.
The next instant, Lansar casts a Ray of Disintegration on the trap door. With that the door is gone, the vacuum weakens and Raven escapes the room alive. The party avoids yet another death trap.
Raven heads back up to the top level and carefully disarms the vacuum trap and opens the secret door. With that the rest of the group makes their way up thinking that they might have found Cray's staff of power. Instead, they see a silvery shimmering gate.
Next, Kastrova steps into the gate and steps out, proving two-way travel. He tells everybody that the gate took him to an underground chamber that had a single door. With this, the group enters the gate and travels to the underground place.
Raven searches for traps and picks the only door leaving the room. Beyond that door is a long hallway leading to a room with two stone statues of panthers guarding two heavier dungeon doors.
The group expects the panthers to animate and attack if they make any false move. Even so, when Raven searches for traps on the western door, the panthers manage to surprise a few of the party. It is of no concern; the animated creatures are slain in less than ten seconds.
Raven picks the lock on western door and they open it to see a strange room beyond. Dangling from the ceiling by long strands of thread, are thousands of shards of glass - as though a mirror had been broken and its remnants hung in this matter. The shards hang to every level in the room, from the fifteen foot high ceiling to two feet off the ground.
With everybody under cover in the panther room, Lansar launches a fireball into the glass room. The fireball causes a chain reaction as each of the glass shards explode unto themselves. This quickly creates an acrid cloud of minute glass particles. With lack of a draft, this highly toxic cloud could last for days. The group closes the door and tries Door number two…
Behind the locked southern door Raven sees two things in a 10' x 10' room: First, an animated long sword hovering and waiting to attack. Second, he sees a well-hidden secret door immediately to its left.

D&D Travel Log #29-D&D[Reaping 24-25] "In the Dungeon of Cray…"
The party engages the animated sword. After they destroy it, they wonder if there might have been a way to 'beat' it without actually destroying it. No matter, it lies on the floor, shattered.
They take the secret door from the sword room and find it leads to a larger chamber with a pair of Minotaur statues. They investigate the entire room: there is a door to the south with has glowing runes and a hallway leading west. Je'tal's read magic shows that the south door reads: The Room of Pools.
They take the hallway to the west. They see a door about 70' feet off. At the 30' point Raven discovers a trap door in the floor. The trapped area is 10' across. Raven easily jumps it, but Kastrova isn't as lucky - he falls into the pit and fails to grab the edge. A split second later, Raven whips a rope directly at the falling dwarf. Even though Raven hits him in the chest, Kastrova fumbles his hands and fails to grab it. The rope and the dwarf continue to fall. At the 60' point Kastrova manages to grab the rope. At that instant, Moelinar leaps over the pit and braces Raven. If Moe didn't successfully make this maneuver (he did), Kastrova would surely have pulled Raven to his doom. Instead, they hoist Kastrova to safety.
Afterwards, at Je'tal's request, Raven throws a burning torch into the pit. In wind walk form, Je'tal follows it down to the depths. At about the 100' spot he sees the torch blink out as if it slipped into the astral plane. Je'tal returns to the group with the information.
The door at the end of the hallway is a false door made from the same impenetrable stone as the rest of the place. Between the pit and the false door, Raven finds a secret door on the south wall.
The secret door leads to a room with eight statues surrounding a raised center dais. On the dais is a piece of jewelry that appears to be a quarter of a circle. There is a passageway to the east. As the group moves into position, Lansar detects magic on one of the statues. Sure enough, when the party enters the room and attacks the statue, it animates and attacks back.
The party resists the iron golem's poisonous breath thanks to a 'Hero's Breakfast'. Lansar uses concentrated lightning bolts to Slow the golem. Only able to use a single attack, the golem continually touches the center of the dais - each time it does this a fireball engulfs the room. The fire also heals the golem. The party eventually slays with multiple attacks, but Moelinar's sword does the majority of the damage. Je'tal eventually succumbs to the flames and falls unconscious with third degree burns covering his body.
After they bring Je'tal back to consciousness they take the amulet piece and head through the passage to the east. They intersect a hall that leads north to the Minotaur room and south to a crooked red sponge hallway. The crooked hallway shoots microscopic red spores at the slightest movement or sound in the air. They find that even while wind walking it takes a test of constitution in order to resist the spores. Knowing this, Lansar does not pass through the hall and holds this position.
The others find a room of bluish-green glowing pools that seem to be made of some kind of pure essence substance. Je'tal warns that they are potentially dangerous. On the other end of this large room is a pair of odd double doors that do not have handles or any other obvious means with which to open them. The doors also have channels built in that flow the same bluish-green substance from the door into the nearest pool.
Kastrova spots a bejeweled scepter at the bottom of this pool. He uses his grappling hook to scoop it out on the first try. He carefully picks it up and inserts it in the open crescent hole in the wall. The effect of traces of the bluish-green substance that contact his hand instantly put him into a deep coma. As he passes out, he pulls the scepter down thereby opening the door.
The room beyond has another passageway that leads to another false door. In the middle of the room is a raised, covered pit. Raven carefully investigates and removes the preserved leather canopy. Inside he spots a secret door on the floor. Convinced there are no traps, he enters the pit and opens the secret stash. Inside he finds another piece of the amulet. It appears they now have two of the four pieces.
Je'tal awakens Kastrova and the group windwalk back to Lansar's location.
They return to the room with the acrid glass cloud and find that it has not subsided. It appears that the cloud is magically suspended, as if the suspended pieces of glass are still hanging, only vaporized. Kastrova windwalks through the room at floor level. Je'tal and Raven follow.
The room beyond is a large cavern with only one apparent exit, a hall with mirrors. Daggers, swords, and shards of metal lie piled in the room's center. The group can feel a slight breeze. As they enter the breeze stiffens and a whirlwind suddenly forms, lifting shards and weapons from the pile and sets them spinning through the air.
The three are forced to fight this monstrous construct and successfully slay it. The weapons that made up the monster are all worthless and rusted.
Mirrors line the walls, floor, and ceiling of the south hallway with a strangely distorted view. A large rune-etched door marks the hallway's far end some 75' away.
On the northwest cavern wall Raven finds a secret door. They investigate and find that it leads to another natural cavern. In this cavern there is a river of weird, shimmering blue-green liquid. Across the river towers a huge statue of a 20-armed man, a sword in each hand; inscribed in his chest is a rune symbolizing an unknown lawful-good earth god of battle. In front of the statue is a 20' diameter pool of red liquid.
The river of blue-green liquid gives off an anti-magic aura; Je'tal instinctively backs away. The others back off and regroup with those on the other side of the glass particle room.

Travel Log #30-D&D[Reaping 25-26] "The Staff Found…"
Raven and Kastrova explore the area beyond the 'anti-magic' river. They leave all their magic items with Je'tal and cross. They soon find the liquid not poisonous but is very anti-magical. They search the 20-armed statue and the exterior of the basin of red fluid in front of it. While in front of the statue the eyes glow blue and shoot electrical charges at transgressors. Kastrova and Raven are forced back and conduct most of their search outside of the statue's firing range. At one point, with Kastrova taking electrical shocks attacking as a decoy, Raven jumps into the dangerous pool of red liquid from on top the statue. , Raven is instantly severely poisoned and jumps out of the pool and runs around the bend to safety.
Meanwhile, Moelinar and Lansar are on the other side of the glass cloud. They explore some of the false doors found earlier. Lansar discovers invisible depressions engraved in one such door. The engraving is in the shape of a completed flaming sun medallion.
All this time, Je'tal serves as the go-between for the split party - windwalking underneath the glass cloud. Raven joins Je'tal this last time to update Lansar and Moelinar. Kastrova, ever the efficient investigator, explores the mirrored passageway. He does not make it halfway down the hallway before being captured in a surreptitiously placed Mirror of Life Trapping. Kastrova is magically trapped and cannot to communicate.
It does not take long for the group to notice the boisterous Kastrova missing. Raven tells the rest that he believes he was investigating the hallway of mirrors.
Lansar thinks that there may be a life-trapping mirror in the hallway. With a detect magic he sees a magic glow thirty feet ahead on the ceiling. He then takes aim with his repeating crossbow and fires at the magic mirror. He breaks the mirror in the first shot.
An instant later the hallway fills with men and monsters that were trapped in the mirror: two wizards, two wraiths, a cornugon devil, a black pudding, and, of course, Kastrova. A frantic melee ensues… Je'tal destroys one of the wraiths with his turning ability. One of the wizards throws his piece of the flaming sun medallion on the ground between the party and the devil. The devil subsequently kills that wizard and pockets the medallion piece. The black pudding moves into the open cavern and attacks anything in its way. In the hall on the other side of the pudding, Kastrova engages the 'crazy-looking' wizard. Overwhelmed, the 'crazed' wizard uses invisibility to momentarily escape. Moelinar and Je'tal succumb to an aura of fear radiation from the devil and take random paths away from the thing. The devil teleports to the far side of the cavern and attempts to summon more devils but fails. That is when the hero of the battle takes over; Raven's constant peppering of magic arrows finally kills the devil where the spells of Je'tal and Lansar failed. As if to top the devil slaying, Raven detects the fleeing invisible wizard and kills him by shooting two arrows in his back. To Lansar the arrows appeared to be coming directly for him, instead they hit the invisible target just as Raven planned. To close the battle, Lansar kills the black pudding with repeated fireballs.
The party finds the medallion piece on the floor where the devil died. They collect a bit of magical treasure from the dead wizards and then prepare to retrieve the forth and final piece.
First, the group rests and prepares spells. Je'tal communes and learns that Robilar is not pursuing. Among other things, they also learn that the fourth medallion piece is in the pool of red liquid.
Je'tal heads to the 20-armed statue and steps into the pool of poisonous liquid and emerges unharmed with the final medallion piece.
Next, they head to a false door near the astral pit trap. Lansar places the medallion and it knocked back with a massive shock. The entrance does not open…
After this, they go back to the mirrored hall and prepare to place the medallion into the door. With spells readied, Raven places the medallion.
The door ignites with searing blue light; its shape alters, forming a misty archway. The archway reeks of sulfur and brimstone. The room beyond is carved from living rock. Smoke and haze in the room obscures their vision. At the extent of visibility, they see a force cage holding a propped up gnarled staff.
The party sees three men in black robes present in the room. Immediately two disappear and the third moves toward the group and announces, "You are not my master!" He then transforms into a Cornugon devil and attacks.

Travel Log #31-D&D[Reaping 26 - Good Month 28] "Arden's Eye, Rappan Athuk, and The Well"
The three Cornugon devils summon a host of Hamatula and Barbazu devils and rain fireballs on the party's position. Lansar retreats down the mirrored hallway to avoid the fire, and as a result, lives. The others take the fight directly to the devils. Moelinar and Je'tal come close to dying by fire, but make it through the battle. At one point, Moelinar took the heads off of five lesser devils with one swing!
Ultimately, though, the battle is won because of Kastrova. He put his brand-new magic keen ax to good use by going into the middle of the heated and smoking room and finishing the Cornugons. With the devils destroyed, the force cage surrounding the staff falls.
The room is so hot that the armored members must catch their breath in the hallway. Kastrova and Lansar head for the staff's location while Raven surveys the room for traps and hidden areas.
Kastrova impatiently picks up the staff while Lansar inspects its aura and the nature of its power. After Lansar the staff, he immediately becomes aware of the staff's powers and method of operation. It is no longer Cray's...
The party spends the next seven days carefully inspecting the tower and dungeon for items/areas missed; they also work on their skills and spells. With the tower secure, they lock it up and windwalk to Verbobonc. Their intention is to empty their bank vault and head to The City of Greyhawk to equip for Rappan Athuk.
In Verbobonc they leave a fair amount of gold in the bank so as not to raise too much suspicion.
After an evening in 'harvest-time' active Verbobonc, they fly to Greyhawk the next morning. They arrive later in the day and then survey the city in wind form. They stay in an expensive hotel the first evening. The next day they buy a 30-day lease on an excellent second story flat in the college district.
The next thirty days they spend time recovering, learning, shopping/selling, and planning. They keep a low profile, but there is no doubt, when traveling with Lansar and his staff, they appear quite a formidable team. As a result, they are not threatened by the usual ruffians and thieves and command respect wherever they go. Still conscience of their presence, they spend the majority of their time in the 'safer' artisan and college districts.
Je'tal consumes much time at the Temple of Pelor and takes care of many cities downtrodden. He makes acquaintance with the head priest, High Matriarch Sarana, and learns some interesting facts about Rappan Athuk. One legend was that "The Well" supposedly leads to the lair of the arch-lich Zelkor. The story goes that no one has ever returned from the 'Well' alive. He also learns that the many dungeon levels do not neatly stack on top of one another. Instead, they spread out and a mixture of manmade rooms and natural caverns.

Travel Log #32-D&D[Good Month 9 - 29] "Prince Thrommel and to Rappan Athuk"
After another week in the City of Greyhawk with a jaunt to Verbobonc, the band travels to Veluna to visit King Thrommel. At the gates of Veluna, they present the medallion given to them by Thrommel. The Veluna guards escort to the party to the King's tower.
The King is happy to see the group and thanks them again for his rescue back at the Temple of Elemental Evil. Since then, Thrommel has done well. Veluna has thrived. The Knights of Veluna guard the borders with newfound inspiration. The time for Veluna is a peaceful and prosperous one.
The King invites the party to stay in his castle for the evening and attend a ball in their honor. At the ball, each member of the group is presented with a special item and given an ovation of cheers by the attending royalty.
· Moelinar receives a Necklace of Adaptation
· Kastrova receives a Robe of Dwarvenkind
· Je'tal receives a Necklace of Prayer Beads
· Lansar receives a Medallion of Detect Thoughts
· Raven receives a 100' Rope of Climbing
The next morning the party travels to Rappan Athuk. They make good use of their maps and reach the third level in a manner of 30 minutes. On the second level, they find an insane barbarian named Marthek. At first sight, the insane babbling Marthek crouches in the fetal position and appears quite frightened. Then, without warning, he throws a bottle of green slime and strikes Je'tal, burning him severely in the shoulder area.
The compassionate Je'tal begins preparations to cast a Heal spell for the poor, insane man. Before the others can stop him, Raven loses two arrows into Marthek's chest. Marthek drops to the ground, close to death. Motioning Raven to stop, Je'tal casts heal on Marthek instantly curing of his insanity and the arrow wounds.
With his wits, Marthek thanks the party and explains all he remembers of his condition and Rappan Athuk. He then offers to travel with and help them.
The gist of his story is that he was adventuring with a typical group. They made it through a gauntlet of traps on the third level and made it to the Upper Temple of Orcus on the fourth level. It was here that his group was completely sacked and he was made insane by priests and commanded to guard the second level. As time goes on, he remembers things, and communicates them to the party.
Marthek leads the adventurers down to the third level and warns them of the Purple Worms. The party finds an inscription that warns the same. Shortly after they enter the massive entry cavern, a massive purple worm attacks from the darkness...

D&D Travel Log #33-D&D[Good Month 29-30] "Purple Worms and The Oracle"
The purple worm attacks from the darkness of the massive cave. They battle and destroy it so that it rests across the underground stream running through the cavern. It should be noted that Marthek allowed himself to be swallowed completely while battle-raged. He did recover thanks to Je'tal's healing. They then use the dead worm as a land bridge and continue onward.
Kastrova spots an unusual shimmer in the central massive stalactite that makes up the middle of the cavern. They all cautiously move forward to investigate. With the help of True Seeing, Raven finds that the subtle shimmering area is actually and illusion-covered, invisible stone stairway winding its way up. He carefully moves his way up with Kastrova blindly following his footsteps and Lansar floating just behind. At the top of a platform, Raven finds a secret door. They do not find traps and then easily open it - the door pushes in and then slides up out of the way. When Raven steps into the lead-walled small room within, he triggers a Symbol of Insanity that affects him and Marthek.
The party is forced to subdue Raven and Marthek now that they are completely useless and potentially dangerous. They then retreat to Marthek's rooms on the second level. Before Je'tal can pray for the spells to restore Raven and Marthek, the group must camp in the cleanest of the rooms. Later on, they hear a large pack of goblinoids move through the halls from the first to the third level. The party does not attack.
The next day, the insane ones restored, the complete group heads to the third level again. They cross the now gutted purple worm bridge; they then see cave trolls attacking for the darkness. They battle and kill a total of eighteen. The monsters faced too many fireballs, flamestrikes, flaming arrows, and two highly effective fighters. It was just too much.
After the trolls, they go back to the room in the central pillar. They continue their investigation of the hidden room. Raven finds that the Symbol of Insanity (still not reset) is engraved on the other side of the entrance door that slid up and out of the way. On the far wall, he sees another lead-sheathed door. Raven discovers a trap on the door that would trigger a flamejet trap within the room. After several tries, Raven finally disarms the trap; each time he fails he successfully dodges out to avoid being incinerated.
Inside is a smaller lead-lined room with a coffin inside. After more trap searching and investigation, they open the crypt and find a dead wizard with a variety of interesting items: several non-magical pieces of valuable jewelry, a magic ring with an unknown rune, and a very magical grey cloak. Lansar tries the cloak and senses both its power and its curse: a Robe of the Arch-Mage with the Curse of the Poor Man. Lansar disrobes and hopes that the curse does not stick - he rolls up the grey robe, packs it, and puts his robe of resistance back on. He cannot detect the nature of the ring's power, so he just pockets it.
The party then leaves this hidden place and moves counter-clockwise around the circumference of the cavern. They find that the goblin and trolls tracks lead to the western side passages. When they finally make it to the southeast part of the cave they are attacked by another purple worm. And, again, Marthek stands in front... This time, however, he is not swallowed whole as the party kills it first.
In the southeast area, they find a passageway leading to a door. Raven picks it and they enter a rectangular room with a door on each side. Marthek suddenly remembers that a Beholder has its lair is behind the east door. He thinks the way to the fourth level is through the south door. He also remembers that an 'oracle' popular with the Priests of Orcus exists in a room through the west door. Tracks lead to the northern, western, and southern doors but not the eastern.
They confer with each other and decide to investigate the oracle for now. After they move through the west door, they find a curving passage that leads to the southwest. They then find a series of seven-sided rooms with doors. They take the most direct route and enter a room that could only be the Oracles.
Inside this otherwise barren room is a small pentagram inscribed on the floor with a human skull in the center. When the party approaches, it rises and suspends in midair, its eye sockets aglow with red flames. It then says, "I am the Oracle, possessor of all knowledge. Ask what you wish, and you shall hear the answer you seek."
After some debate, the dwarf places Marthek's 400 G.P. gold bar into the pentagram and asks a hesitant question about the location of key that holds Arden's eye. The gold bar then vanishes and the skull giggles, "You'll have to do better than that if you seek an answer to a question as puzzling as this..."
Je'tal challenges the Oracle's patience and is attacked with its ray of wisdom draining. It strikes Je'tal and he suffers permanent loss.
Upon leaving the Oracle's lair, they are attacked by a Beholder and a band of evil priests of Orcus - A 9th and four 5th level. The party wins out - repeatedly resisting the beholder's rays. Kastrova single-handedly threw himself in the midst of the priests and came out covered in their blood.
They find a large amount of treasure in the nearby Beholder lair. They find a gem that holds an imprisioned pseudo-dragon; there is no mention of the releasing command word. They stuff all the best stuff and gold into their chest of holding.
They then take the iron-rung ladder down into the area where they previously heard the clatter of skeletons and undead. Continuing on, they find an ancient spiral banister staircase leading down over eighty feet. With the amount of skulls and bones in the architecture, this could only lead to a crypt.

In the huge catacombs below, they battle a large host of skeletons, ghasts, wights, spectres, and barrow-wights. Most are destroyed by Je'tal's divine turning, but the barrow-wights and a few others slip into the darkness.

D&D Travel Log  #35-36-D&D[Fall 1- 10] “The Upper Temple of Orcus”


After resting in the beholder lair, they return to the crypts and clean them out.  They search through each massive mortuary, killing anything that moves.  Raven is destroyed by an undead demon from the unexplored southern area.  Though the party destroys the demon, Raven exists no more.

After they hear the temple drums and chanting, they clear out, including Marthek, and windwalk to Greyhawk.  Je’tal uses one of his prayer beads. Once in Greyhawk, the focus is to get Raven resurrected. They find a priest of Boccob who will do it for a price. With Raven among the living, the group promptly returns all his things.

After a week, they return to the 5th level crypts and plan to take out the Upper Temple of Orcus.  Marthek stays behind in Greyhawk.  He plans to journey to his homeland near Rary’s Brass Hills. 

They find the stairway up to the temple with little trouble, as the undead have not returned.  When they place their first foot on the stairs, an alarm gong is struck in the upper temple.  The quickly party climbs the stairs and prepares for battle.

The battle is a large one, 12 acolytes, 6 priests, and a 13th level high priest.  Also they kill 3 of 4 spectres and 2 Vrock demons.  The battle ends with the high priest alone at the top of the alter, Moelinar carves his way to the top and severs his neck with one blow. 

As the party begins looking around for remaining enemies, they notice the fire opals in the eyes of the Orcus statue look quite large and valuable. 

 Week 37 - Travel Log – [9/10 – 9/11] The Maze"
The party cleans out the upper temple. Raven climbs the statue of Orcus and pries out its gigantic fire opal eyes with no trouble. The party finds a secret crypt with three holy-seeming coffins. With all the normal precautions the group discovers each contains a paladin corpse. Each contains excellent masterwork full plate and the usual accruements. Each also wields a magic sword: a +2 Holy Flaming Longsword, a +3 Lawful Two-Bladed Sword, and a +1 Keen Longsword. With no sign of the spectre that got away, likely through one of the rat tunnels that bisect this room, the group takes the items from the coffins.
The group goes through the other temple door and explores a chamber that could only be the bedroom of the priests. They sack this and move through the next door in succession. Shortly after moving down the hallway, they are engulfed in fog, crackling with electricity and plasma...
A moment later they find themselves in a maze, they have been teleported. The many hallways surrounding them lead to chasm crossings, intersections, elevator rooms, spinning rooms, and a variety of other magical and mechanical devices designed to make passage difficult if not impossible.
It doesn't take too long for them to discover a lair of a group of Mind Flayers. They pick and open a door that opens into a wide, cavernous room. A prepared group of six mind Flayers begin their attacks immediately. One uses telekinesis to pull the door open. The others beem their mind blasts into the group. Some of the party is left stunned and drooling. The quickest to react is Kastrova, he moves for the door, grabs the handle with all his strength and closes it. He braces it with all his weight and strength as the stunned ones recover. The mind flayers sound as they are scurrying off, perhaps coming to attack another way, or waiting for the door to be opened again.
After recovering, they head to the elevator room they previously tested. They enter the room and close the door. The room descends one level, the group exits and stays in the hallway just outside. The party hears all kinds of activity, movement all around them.
The party defends their position in the hallway and begins discussing arrangements to teleport out.


 Week 38 - Travel Log – [9/11– 9/20] Return to the Maze"
Still in the maze, they quickly stow their weapons, armor, and other items in the trunk of holding. Now that they are within Lansar's teleportation weight limit, they are teleported away from the maze to the outskirts of the city of Verbobonc.
They spend time shopping and briefly visiting old friends for the day. The next day they windwalk to the City of Greyhawk. The usual shopping, identification, and other preparatory activities occur over the next week. When ready, the band windwalks back to Rappan Athuk.
Recovering the key spoke about in the RA'S EVIL GRIN treasure map seems to have fallen from focus. Instead, they seem bent on pure destruction and total loot recovery... not that there isn't anything wrong with that.
Upon returning to the dungeon, they stealthily windwalk to the abandoned Beholder lair. They make base, prepare spells and set out for the unexplored areas of the fifth level crypt. They discover two interesting places: an filthy dungeon full of waste, bones, broken statuary, and six insane feral medusas. In the ceiling there are chutes leading to this place from the levels above. The chute directly over the entrance passage drips animal waste and stink. The fighters avoid the stink as much as possible and blind-fight their way in and destroy the medusas. In the middle of the fight, Je'tal is turned to stone, but the fighters scarcely knew it as Raven applied a dose of stone to flesh almost immediately. Je'tal takes no permanent effects from the transformation.
On the other side of the medusa lair they discover a deep stairway that appears to lead to the sixth level. Before going down, they investigate a door they passed earlier. Raven picks the lock and they move into the antechamber. They find a startled gang of eight ogres in the room beyond that. Less they 20 seconds later, they are dead. Each ogre had a sack, they find some items of interest as well as a half-eaten group of adventures.
Raven discovers a secret door that leads to a hidden spiral staircase winding up to a secret door in the third level great cavern. This is the way the ogres must have used to access this room - they wouldn't have been much for dealing with Medusas or Barrow-Wights...
Next, they take the Medusa stairs down to the sixth level. Upon reaching the landing, Kastrova recognizes the depth and stone structure as the same as the maze they were earlier teleported to. They find several doors and passages that have mechanical construction similar to what they found earlier. This must be the entrance to the maze.


 Week 39-40 - Travel Log – [9/20-21] Knee-deep in the maze and Mazlar the Sorcerer"
- Party walks into another one-way teleporter and finds themselves in the ancient underground kennel. The sulfurous dung littering the floor is harbinger of things to come... The group is attacked and ultimately kills a pack of 18 hell hounds. They do not pursue the hounds via their 'hound-sized' tunnel, instead they take a larger cavernous passage to the south that leads to a huge cavern split by a cliff of rats.
- They find a huge cavern split by a 70' cliff. The cliff is covered with small rats tunnels and is literally crawling with rats. On the west wall of the cavern is a pair of doors. Raven picks the lock and they take the door, avoiding the cliff.
- The passage splits in two directions, one leading to a locked door, the other blocked by a 50' chasm.
- They pick the locked door and find it leads to a lozenge shaped room surrounded by doors. They find two of the doors lead to oily slides that might be fire-trapped. The other doors lead to gate-like teleporters that are otherwise identical. As they are mapping, phase minotaurs pop in and attack the group. They make attempts to push the party down the slides but fail. The group kills six, but two escape (eight monsters total).
The other passage is split by a 50' wide chasm. Lansar create a wall of stone that creates a bridge along the side for 45' of it. They all jump the remaining length. They wisely use safety rope for the stumblers.
- After the chasm, the passageway splits in two directions: To the left they find a strange cavern with a deep pool. The pool radiates strong evil. They see an underwater tunnel leading south at the bottom of the pool. They do not investigate this further.
Taking the other passage, they come across a chasm spanned by a bridge. The bridge is covered with hundereds of evil carvings and faces. Their light shows a stream at the bottom of the chasm. At its banks are all sorts of exotic living mushrooms. With the usual precautions, they cross the bridge without any issues.
- Next they find a 10' round red rock in the middle of the passage. The rock is not indigenous to the area and is a mystery how it got here. Raven spots a small hole on the side and finds something glinting deep inside. Raven uses his rope of climbing to pull the shiny item out. With Raven's rare dexterity, he fishes out a ring with three rubies. Lansar identifies it as a fully charged ring of three wishes.
- Further down they come across another cavern. This one has a deep sinkhole. As the group explores, five will-o-wisps attack. The wisps attempt to push some of the party into the hole, but fail. After killing two of them, the others retreat down a cliff on the opposite side of the room. They are in a deep water-filled passage. They leave the remaining wisps and explore the upper-cavern in greater detail. They find some items off some corpses at the bottom of the sinkhole.
- Next, Lansar casts True Sight and the group starts back the way they came looking for secret passages. On the way back to the red rock, they find a secret door. They carefully brace themselves and open it. Even though the small cavern home appears empty, Lansar sees an invisible sorcerer huddled in the corner watching the group very closely. After Je'tal does not detect any evil, the party gives the sorcerer one chance to become visible and explain himself.
Mazlar appears and introduces himself. He tells that he is an adventurer and lost his party to the minotaurs over a month ago. He's been lost in this part of the maze ever since. He clues the party in on some of the things they missed in the above log entries... For example, the wisps hope to lure creatures into the water so that they can be easily electrocuted. Also, above the cliff of rats is a majestic white marbled passageway trapped with some form of magical poison. The construction of this hallway might predate the maze itself.
The party invites Mazlar to join their team and Mazlar accepts. They head back to the Minotaur room with plans on finding a way out of the maze. On the way, Mazlar completes Lansar's bridge of stone, making the return trip across the chasm very easy.
- Once in the maze room, they take the far teleporter in the "T' room. They find that it leads to a similar portalled room that, according to Kastrova, is deeper in the dungeon. Maybe say, level 7A...
After prepping, they crack open a door leading from this deeper 'T'-shaped room. Mazlar uses a wizard's eye to explore the room while they party remains safely hidden in the T room.
The room beyond is a massive cavern with a roof that rises 70' to 100' feet. Odd-shaped 12' diameter pillars fill the place making it seem very maze-like. A stream flows through the cavern running right to left. There are two bridges that cross the stream. There are four large passageways in the cavern's corners that lead to other unknown areas. Those same nondescript teleporters are positioned around the circumference of the great cavern. On the opposite side of the room is huge golden throne and on it sits what could only be the Phase Minotaur king. The cavern is full of phase minotaurs - at least 18 total.
Without going into great detail of the events in the battle... An invisible Raven makes for the king. He has his sights set on backstabbing with his new dagger. Lansar stays above ground flying and Mazlar uses his slippers of spider climbing and stays on the walls and ceiling. The group cuts its way through minotaurs and eventually to the bridge where the king and his boys make their last stand. When the team finally makes it there, they see the king and about eight other phase minotaurs surrounding an invisible target. There is lots of blood spurting for the invisible thing. Let it be said, there was also a lot of blood flowing from dagger-sized holes in the king's neck.
They see some 'bloody air' dart off and head for cover. Raven had escaped the melee.
With no time to spare, all the spell casters unload onto the king and his boys: Lansar uses a fireball, Mazlar, chain lightning, and the coup de grace comes from Je'tal's sun spear. The king falls with a thud. The remaining minotaurs fight briefly, but phase out and flee.
Now they are ready to search the cavern for treasure. The king was wearing a fancy looking bejeweled crown and an obviously magic great ax.

 Week 41 - Travel Log – [9/21-22] From the maze to the bowels of Rappan Athuk and Lord Navarre's tomb"
The band searches the throne side of the Minotaur cave before a wandering goblin peers into the cavern interrupting their search. They all make chase for the creature. They head down the passageway leading to the northwest. Not far around the bend is a red portal that stands alone at the end of a dead end passage - no sign of the goblin.
They gather what treasure they found from the king, his huge magic ax and golden bejeweled crown and decide on a plan for the portal. Kastrova uses his cape of blending and takes on the appearance of a goblin. He then steps through the gate with plans on coming back through.
When he arrives at the other end, he finds himself is a massive cavern - he believes it to be the 9th level and that the cave is possibly over a mile across. The scent of sulfur and brimstone fill the air - mostly from the other side of cavern somewhere. Off to that direction the darkness is further obscured by thick steam... In his immediate area he sees gargoyles literally covering the cavernous walls - they see him as a goblin and therefore do not attack. Since he has no way of returning to the band, he sits against the wall and waits...
Meanwhile, the rest of the party has no idea what is happening with Kastrova. While waiting, Mazlor conjures another eye to investigate through the portal. As soon as it goes through, however, he loses contact with it.
Also, right near the portal, Raven finds a secret door. Behind it is a stairway going up that is covered with goblin tracks - maybe the goblin came or went this way?
In any case, the group decides to all move through the portal and meet up with the dwarf. After they arrive on the other end, the hoard of gargoyles attacks. They kill close to thirty before the beasts retreat back to their niches. The complete party moves ahead into the great cavern, towards the sound of water and leaves the gargoyles behind.
They see the trail of goblin tracks leads west along the bank of a river some 500 feet ahead. On the other side of the river is an unusual black mound. While investigating, Raven spots a doorway underneath the surface of the water. This doorway, more of a sealed vault door actually, bears the crossed sickle and skull symbol of the god of death, Nerull.
Kastrova and Raven, obtain water breathing magics from the rest of the group and then slip into the stream and begin investigating the doorway. After Raven is confident there are no traps, he and he dwarf open the passage (?)
As soon as the seal is breached, a wave of evil radiates through all of them. As Je'tal realizes some great evil has just been awakened, Lansar, his frog, and Snaggletooth all drop dead in their tracks. It appears a powerful symbol of death was triggered upon breaking the door's seal.
Beyond the open door is an underwater 5' x 5' tunnel leading into the mound. They party decides to confront whatever evil is inside. They all make the needed arrangements to breath underwater and proceed. Moelinar, crawling through the small tunnel like the rest, drags the corpse of Lansar with them. After they make it in, a wall of ice appears behind them, blocking their retreat. The party holds position and plans, gurgling commands to each other underwater. Mazlor conjures another invisible eye to explore the tomb.
At the end of the tunnel is a opening in the ceiling that leads out of the water and into the tomb. He flies the eye there and sees the following: A death knight in full platemail moving restlessly throughout the room, constantly pacing about and swinging his Great Sword around in the air. Also in the circular, domed 60' tomb is a four-armed 14' tall demon and a pack of lesser demonlings. All are waiting to pounce on whatever climbs through the entrance hole in the floor. In addition to the monsters, there is a sarcophagus and three large chests.
Before the party makes their attack, Je'tal casts a holy shout - this instantly banishes ALL the demons, leaving the death knight alone. Mazlor, casts fly on Raven, Moelinar, Kastrova, and himself. Then, using what he knows of the death knight's position from his invisible eye, teleports (Dimesion Door) the same folks high up into the room almost out of the reach of the death knight's blade. At this point, Kastrova and Moelinar fly down and engage the solitary monster.
Raven peppers the thing with arrows and the warriors chop it to bits. The death knight made several strong attacks, but thankfully was never able to connect with deadly force. Without much fanfare, the death knight is destroyed some 20 seconds later. According to the writing on the tomb, they have just destroyed Lord Navarre.
Je'tal, unable to climb the shaft (he did not have fly cast on him and can't swim), the party pulls him out of the water-filled passage and into the tomb. Everyone is drenching wet from their stay underwater.
In the tomb, they open the three locked chests. Each contain typical treasures, but the third chest had a secret compartment. Inside this, they find a Leomond's chest. Besides, the items in the chests, Lord Navarre has magic dark gray full plate, a magic great sword (which appears to be a vorpal blade) and a magic ring of fire protection.

 Week 42 - Travel Log – [9/22] "Deserech released and destroyed"
The party sets out to discover a way to open the Navarre's Leomond's chest. They also repeatedly search the crypt for additional hidden loot and/or traps.
Lansar uses a limited wish to reveal the command word needed to open the chest. He discovers it is a complicated musical phrase. He hums this to the only musically inclined member of the party, Moelinar. Moelinar picks up the gold and silver harp found in the second chest and begins plucking away. Twelve hours later, he plays it correctly, and the Leomond's chest opens from it's 3" x3" x4" size to an open 3' x3' x4' sturdy chest.
In addition to the treasures and spell books contained therein, an animated skull flies out and begins attacking its releasers. The skull has 9 rubies for teeth and two huge glowing ruby eyes. It doesn't speak. It simply looks evil and party members start vanishing, first Moelinar, then Kastrova, and finally Raven. Weapons and most spells don't seem to affect it. Thankfully, Mazlor and Je'tal both resist being sucked in.
The demi-lich is affected by the mages magic missiles, but it is Je'tal's powerful holy spells spells that ultimately destroy it. Je'tal screams the coup de grace in the form of a Holy Shout. As the skull explodes, the bodies of Raven, Moelinar, and Kastrova fall to the floor. Kastrova coughs and clutches his weapon, and Raven and Moelinar lie dead.
Je'tal uses the last two charges in the rod of true resurrection and brings the two back to life.
They spend the next day in the tomb, itemizing and identifying treasure. (Read: Lansar studies all of Deserech's spell books).

  Week 43 - Travel Log – [9/22-10/2] "A stroll in the great cavern"
They spend seven more days researching, resting, and identifying items in the death knight's tomb.
They then follow the trail west through great cavern. Two purple worms attack the party and die.
At a river entrance on the far western cavern wall are a pair of enchanted doors blocking passage. The doors are engraved with the following magical script:
Enchanted water to the goddess feed
Bring her the blessings to heal her pain
And pass ye through the mithril fane
Know ye the devout of the goddess the verse
Ever the faithful finds ever cursed
The party is not able to open the gates.
Further north, they find a recently exposed cavern with valuable gold vein. Gold-flaked quartz crystals lie everywhere. They fight off several umber hulks who recently have been doing much digging here.
Leaving the golden cavern, they stay south of the dark steam-filled northern cavern. When the trail branches north and east - they choose east
After severel hundered feet, a group of goblin archers attack from behind rock out-croppings north of the trail. To the south a group of trolls attack from a sinkhole complex. After a barrage of spells, the living goblins and trolls retreat. The goblins fleeing into the unknown misty area to the north, the trolls moving back into their sinkhole.


  Week 44 - Travel Log – [10/2 - 10/3] "Escape from Rappan Athuk"
The party enters the troll sinkhole complex and clean house. Over twenty trolls have to die *convincingly* before the creatures learn that attacking the party is *bad*. In one of the interior caves the group finds a magic jug in a pile of refuse. They stow it away in their chest.
After a short period of reflection and rest, Mazlor finally is able to cast Teleport Without Error. The two wizards consult, use the rod of lordly might to verify depth and then perform some simple triangulation with the rod's directional indicator, and then teleport the entire party safely to the surface.
It is a bit past noon on the surface as they arrive at the edge of the sunken graveyard. The party takes another look at 'the well', before trudging off a mile to the west to camp.
The camp gets interrupted during their second run of spell preparation, after about twelve hours. They find themselves surrounded by eight *huge* dire cave bears. An instant later, a flame strike blasts their position and then a booming voice is heard from the woods, the voice seems to be coming from everywhere. It warns, "Leave the forest of die!' The bears then move in and form a semicircle around the party - leaving the way east, out of the forest, free for retreat. "Leave or Die!"

  Week 45 - Travel Log – [10/3 - 10/10] "Back to Greyhawk"
The party follows the demand of the Druid and leaves the forest at once. After camping and powering up several miles to the East, Mazlor and Lansar teleport the entire band to the outskirts of Greyhawk.
In Greyhawk they find their apartment and spend the next week laying low and identifying the treasure sacked from Rappan Athuk.

And, with this, the campaign ends.

Wednesday, August 17, 2016

Temple of Elemental Evil Campaign

Temple of Elemental Evil #1 - [Planting 1, 591] “The Mission”

The party members meet at the behest of Viscount Horus; they have not worked with one another before.  They meet over dinner in the with the Viscount in his castle and learn more…

The Temple of Elemental Evil may once again be active.  Two weeks ago, a party sent to investigate returned with only two living.  They told tales of earth elementals and bandits.

Horus asks that the party… (Who are: Je’tal, a Human Priest of Pelor.  Moelinar, a Human Trithereon Knight stationed in Hommlet.  Lansar, a Half-Elven guild member of the wizardly Silver Consortium.  Kastrova Kalehearth, Dwarven friend of Verbobonc’s gnomes.    Raven Quickflight, a locally famous Elven master rogue.)… assemble and travel to the Temple to investigate.

Moelinar is to be the guide for the expedition.  He has already traveled near the ruins and knows the Hommlet area well.

The party questioned the two surviving members of the previous group.  They discovered that one of the first dungeon rooms is a lair of earth elementals. 

The party accepts horses from the Viscount after Moelinar thinks to ask …

After last minute shopping, the party heads to Hommlet for a two to three-day journey, about 90 miles away. 

While camped, a mad hill giant attacks the party.  He knocks down some trees in a bull-rush into camp.  The party wins the battle, though Je’tal almost dies.  He was, perhaps, too bold…

Next: Hommlet.  First, they go to the supply store to see what interesting items there might be.  They meet a curious pair of owners, but nothing interesting otherwise.  Then, they go to the castle for food and water and then it is back on the road.

They decide not to take the road through Nulb to the Temple.  Instead, they take the road through the Gnarly forest.  Other than an attack by 15 wild wolves, the party makes it through without incident.  About 15 minutes before nightfall on Planting 6, the party arrives at the gates of the Temple of Elemental Evil.

Temple of Elemental Evil #2 - [Planting 6 - 15] “The Earth Temple”

Raven Quickflight investigates the northeast part of the great temple grounds and discovers lights in an outer tower.  Instead of investigating further, the party decides to focus on entering the temple. 

The make a good search of the upper temple area and discover what could only be a well of human sacrifices.  They find three stairways leading below.  They do not investigate the throne area…

They take the entrance to the Earth Temple.  They have an intense battle with four Earth Elementals.  The rogue in knocked out hard, the cleric gets slapped up, but the party wins out.  They stake out the chamber and spend a good 6 hours digging out various suspicious earthen mounds in the room.  They discover a good amount of treasure underneath the areas from which the earth elementals rose…  They map out the room.   Now and then, they hear sounds of life in the dungeon.  Whatever beasts made the noise do not bother them…

Sapped of strength and laden with treasure, the group decides to take their info and goods to Verbobonc.  Their trip takes three and a half days and is uneventful.

The first evening in Verbobonc (15th), Lansar, Moelinar, and Je’Tal visit the Viscount.  They describe the mission as it stands.  The next morning the adventure continues…

Temple of Elemental Evil #3 - D&D  [Planting 15 – 22] “The Augury Chamber”

Party begins the morning of the 16th in Verbobonc.  The next 4 days are spent studying, conditioning, and honing/learning new skills.  They also bank and shop during their spare time.  They purchase a healing wand, magic arrows, and replenish normal supplies. 
During his free time, Raven Quickflight stays in the Elven part of Verbobonc.  While there, he hears a tale of the Temple.  ‘A friend knows someone who saw something unusual' during the last major siege of the temple.  This person saw someone walk colored tiles in a pattern to get to the elemental evil throne (upper temple), then he sat in the throne, said something, and then the throne and this guy were quickly sucked into the depths below. The throne returned a second or two later but with no one in it.  Some kind of magical chute it appears…
Raven also recruits three wood elf Rangers, Dusty, Durvoc, and Lawrence.  Each is 1st level.  They will help prepare a base camp and take care of the animals.  Je’Tal brings Pelor ally Saint (ahem) Brendan to watch said base camp.
The journey from Verbobonc to The Temple of Elemental Evil takes three and a half days on horseback.  They make camp about five miles before reaching the temple.  They cover their trail and head off the trail southeast.  Initially they plan a base camp some five miles off the trail, but think better of it and make it one mile off.  The Elves and Pelor Priest begin preparing the base at once.  Each is obviously set off being so close to a place of such legendary evil, but Moelinar provides encouragement with a bag of gold.
Then the five of them head to the Temple on foot.  A mile through rough wood and bramble (1 hour) and then 5 miles further down the Low Road (1 1/2 hours).  Upon arriving (around 6 PM), they enter the place and head down to the Earth Temple. 
They do not discover earth elementals, instead they find the place dug up and looted. They find tracks of men and gnoll leading here-and-there.  Most of the tracks lead through the northwest side curtain.  The party decides to explore through the northeast curtain…
In a series of passageways and rooms in the northeast part of the dungeon, the party encounters the following:  A Gelatinous Cube (ask Kastrova what it’s like inside one of these things).  A mysterious abandoned crypt (Je’tal and Lansar catch an intense respiratory infection from the sealed tomb air.  Each use a dose of Keoghtom’s Ointment to heal the disease.  They do not find undead).  An unusual augury chamber (Je’tal, Lansar, and Raven try their hand at divination by throwing odd shaped ivory and bone pieces into the provided stone basin.  Results were inconclusive, but they did successfully use it to find a secret door).  They encounter a pack of stinking wandering Ghasts.  A flight of Stirges in “The Stirge Room” is quickly dispatched with a well-placed Lansar fireball).
The party also found some interesting items: a magical robe of unknown power (from the deserted crypt), a Dark Blue Ioun stone in the shape of a Rhomboid (random-rolled treasure on wandering ghast), and what they believe to be a Ring of Wizardry I (found scattered among refuse and copper on the floor of the Stirge chamber).
They are currently in the Stirge Room.  They have been in the dungeon for three hours…

Temple of Elemental Evil #4 - D&D  [Planting 22b] “The Harpy’s Fetid Lair”

While the party regroups in the “The Stirge Room”, Kastrova explores the southwestern hallway.  Shortly after that, everyone hears women singing from off to the southeast.  Raven identifies it as the song of harpies... plural.    Kastrova and Moelinar do not resist this song and seek the singer out.  The party quickly brings Moelinar back to reality, but not Kastrova.  Kastrova makes a mad dash for the southwest.  He makes it over 50 feet before the party persuades him to stop.  Then they regroup and move on.

They arrive at an intersection.  To the south, the hallway continues and they see more intersections.  To the west, hallways and more intersections and far off branching hallway.  The east hallway leads to the source of the ghast stench and harpies song.  A slime-crusted path of meandering ghast tracks lead off to the dark room to the east.  The party checks their light sources and the dwarf leads the way.  Being extremely wary of traps, they proceed.  The dwarf discovers what appears to be a portcullis trap in the doorway to this 30’x70’ chamber.  The dwarf quickly looks in the room and sees a door to the north and the south.   Twelve huge 4’ pillars flange up to support this 40’ high rooftop.  The harpy song is coming from up there somewhere.  This place is rank.  Feces and urine, rot, gore, bones, and other debris litter the floor.  The dwarf pulls his head back into the hallway and describes the scene.  They search the hallway for traps and look for a way to disable the portcullis but come up empty handed.  About this time, they hear the sounds of men’s laughter to the northwest.

They move away from the fetid area and investigate the laughter.  Off the western hallway is a hallway to the north – this is the source of the laughter.  The northern hallway is fifty feet long.  Heavy doors oppose each other at the very end of the hallway.  From the western door, they hear what Raven identifies as ogres and other demi-humans.  From the eastern doorway, they hear the sounds of men dining and shooting the shit.  Raven uses his lock picking skills and locks the ogre door.  The party wastes no time and charges through the eastern door.  Inside are five humans sitting around a table eating.  They wear armor and brown garb with the symbol of a triangle on the front and back.  Ten seconds later all five of them are dead.  Moelinar and Kastrova stand, blood dripping from their blades…

A hallway to the north leads from this room.  They hear men knocking over tables and preparing for battle.  They head in that direction in the face of defended murder holes.  They charge… Moelinar and Kastrova brush off the volley of bolts and launch into the room.  They quickly decimate the fighters behind overturned tables and get control of the area.  Some of the evil men manage to get a shot off with their poisoned bolts, but they never really have a chance.  Moelinar chases and kills one straggler. 

Je’tal takes a bolt to the chest and succumbs to poison.  He is shot buy one of three hidden evil guards.  He falls back and Kastrova moves in to clean up.  The dwarf kills one.  The other two just drop their weapons, fall to their knees and beg for mercy.  The party ties them up and holds them as prisoners.  

They search for more enemies.  Far off to the west the dwarf spies a gnoll patrolling, but leaves it be.  They all gather together in the guardroom again and pile up the all the corpses in the area behind the guardroom murder holes.  Next, they question the prisoners.  However, the two of them both refuse to talk.

Moelinar, in a moment of battle frenzy, kicks one of the prisoners in the groin with such force that it kills him outright.  The other prisoner is so shocked that he begins confessing everything he knows.  The party learns that the triangle symbol is the sign for elemental evil earth.  They discover the location of the head priest and guards.  They find that there are more than fifty ogres, bugbears, and gnolls who serve earth elemental evil.  They find that other elemental evil temples are in the deeper levels.  They find that there are at least four dungeon levels. 

Raven dons a uniform of elemental evil earth as a disguise.

Temple of Elemental Evil #5 - D&D  [Planting 22-24] “Lots of dead humanoids”

Raven binds and gags the evil prisoner to the body of a corpse in the murder hole backroom.  Moelinar piles a few corpses on the prisoner to muffle his gagged crying.  Next, the party heads toward the supposed quarters of the evil earth elemental leaders.

They explore the nearby hallway reaches: To the south, it is dark, but there is evidence of human-sized bones piled on the floor.  To the west and the north, the hallways continue and are quiet.  The party gathers around the leader’s door and the thief picks the lock, Lansar peaks in the door to blast a fireball inside.  Instead of shooting a fireball, he dodges four javelins hurled at his head.  All miss him so he backs up and lets the fighters engage the four fighters within.  They have little trouble.

They find that this small room is just an entry area for what must be a much larger area beyond.  There are massive double doors that would open into this room.  They hear much commotion and preparation going on beyond the doors.  The party steps back.  Raven steps up to the door and begins operations aimed at picking the lock.  He succeeds some 6 to 7 minutes later.  Raven steps back and Lansar commands an invisible servant to open the double doors.  After the doors open, they see a large number of readied archers and warriors in all areas of this 30’ deep room.  Tables are toppled over to provide cover.  Lansar wastes no time and fires an air blast fireball into the room.  It is a weak one and the evil ones easily react and close the doors, and relock and barricade them.  The party decides to leave the leaders be for now and retreat to their base to power-up.

During their retreat, they find three gelatinous cubes feeding on the pile of dead in the guardroom.  They also hear the muffled insane cries of the prisoner buried alive in the gore.  They quickly move on and head north through the unexplored hallway. They find a secret door that provides a quicker route to the surface.  They take the way and leave the dungeon.

The party leaves the temple and begins traveling back to the base camp.  They encounter a wyvern in an open field.  The beast sees them, takes off running toward them and then soars off with its 50’ wingspan.  The monster flies away and they see it no more.  They move on and find their base.  The wood elves and Saint Brennan are still there. 

The base team encountered poisonous snakes and wild wolves and bears, but were able to avoid harm. 

The party rests for a complete day.  The wizard spends much of the time studying what he believes to be a Ring of Wizardry.  The morning after wearing it for spell preparation he is convinced.

The party leaves after midnight on the 24th and heads back to the Temple of Elemental Evil.  They arrive and begin the descent into the earth temple; startled, they see a creature scatter across the temple entry.    They continue to descend carefully and find the temple occupied.  There is a host of evil humanoids armed within the Earth Temple.  They each brand the evil triangle of earth on their brown clothing.  None are surprised and they all attack at once.

After a massive battle, the party somehow wins out with the best possible results.  All told, 5 ogres, 5 bugbears, a bugbear shaman, and 15 Gnolls lie dead on the temple floor.  Not a single enemy survived the battle that they are aware.  After a quick search of the ogre leader and shaman, the party discovers several gems and a bone necklace.

Temple of Elemental Evil #6 - D&D  [Planting 24b] “The beginning of the end”

The party makes a complete search of all 25 dead.  Lansar scans the area for magic: a black enruned javelin and a bone necklace stand out.  The remaining treasure consists of coins and gems.  They gather all but the copper pieces. 

They decide to take on the leaders next…

On the way to the leader’s quarters, they encounter a pack of ghasts led by a wight.  Je’Tal turns all but three ghasts.  Moelinar and Kastrova drop them instantaneously.  The group does not pursue the turned, instead they continue toward the purported leader’s area.

They arrive at the locked door.  Raven remembers the lock and opens it with a flick of the wrist.  After some preparatory spells from the wizards, Moelinar opens the door.  He then “absorbs” four javelins thrown by the guards within.  Moelinar moves up to engage.  Kastrova moves in as well and engages another.  Raven shoots a couple of arrows, but mostly the others just watch as Kastrova and Moelinar chew up the enemy.  The four are dead in a matter of 12 seconds.  They did not manage to ring the alarm.

Raven quickly cracks the next lock and the party breaks into the next room expecting anything.  They find four guards who do not appear to have much battle in them.  Three of their group drops their weapons and raises their hands at the mere sight of the infamous party. 

The forth screams in fright and makes for the door on the other side of the room and bursts in yelling, “HELP!”  Moelinar is one step behind him.  Inside this much smaller room, Moelinar confronts two lieutenant types and the whimpering bloodied coward.  

In the previous room, the rest of the party splits in two.  One half directed toward capturing prisoners, the other half follows Moelinar.





Temple of Elemental Evil #7 - D&D  [Planting 24-29] “The Earth Temple forces sacked”

The party secures the guards who surrendered.  An increasingly intense battle with the remaining guards ensues in the northern chamber led by Moelinar and Kastrova.  They work their way northward toward the Earth leader’s chamber.  While engaging Earth’s top warriors, the evil cleric pops from behind a northern door.  He utters words of blindness directed at Moelinar, but Moelinar resists.  Kastrova throws himself into the middle of a pack of evil officers and begins his whirlwind attacks.  Enemies drop left and right, but the evil cleric manages to slip away after casting a spell of utter darkness.  Even the dwarf cannot see though this.  The evil cleric escapes. 

The rogue tries to keep up with the evil one, but the escape route appears to be a practiced one.  Concealed and secret doors block the way.

After the battle and darkness clear, the party makes a thorough search of the area.  They discover the escape route and the remaining treasure of the earth clan.  This is stowed away and cataloged.

In the first room of the earth leader’s suites, the party has four evil guards tied-up.  At one point several come close to escaping, but they are caught and tied-up in a very uncomfortable fashion.  The party leaves them to the mercy of the dungeon and makes for their base out in the forest.  In all likelihood, the tied men are gelatinous cube or ghast fodder.

The party arrives at their camp and gathers all for a trip back to Verbobonc to re-equip, bank, train, and update the Viscount.  After three and a half days, they arrive in Verbobonc just before sunset.

The Viscount gets his update and we continue the story next week…

Temple of Elemental Evil #8 - D&D  [Planting 29 –Flocktime 6] “The Harpy’s song”

Training and shopping in Verbobonc is how the party spends its next five days.  They purchase supplies, healing potions and scrolls.  They sell off much of their treasure and bank the remaining gold.  Although they put much attention toward the events at the market, they spent most of their five days training.

The familiar route to the Temple takes another three and a half days.  Before they can drop the elves and cleric off at the base, the larger group encounters two wyverns, one young and the other mature.  A battle begins.  The young wyvern stings Lansar.  He weakens shortly thereafter and falls away from the battle.  The party finishes off the beasts without any further serious injury.  The group must use another dose of Keoghtom’s ointment to bring Lansar back to his feet.

They make their base in the usual spot and the core group heads off for the Temple.  They arrive at the gates at about ten in the morning of the sixth of Flocktime.

They investigate the Earth leader’s quarters and find things much as they left them.  The gnawed hands of the prisoners were left by the ghasts.

They went on to explore the ways to the west.  To the south, they see a huge dark corridor piled in the middle with five feet of bones.  They stay away from the piles and head to a door off to the north.

Before reaching the door, Raven almost falls in a deep pit trap, but catches the edge.  They discover another guardroom, but the earth troops are here no more.  They find levers that control trapdoors south of each of the south doors.  They use a bed as a makeshift bridge to cross the other southern pit trap.  They then explore to the southwest. 

After another junction of hallways, they see a reinforced bronzewood door and hear ogres and bugbears within.  They waste little time, Raven picks the lock and they charge.  First, they encounter four bugbears. They die quick.  Behind the door to the next room, they hear the sound of fleeing.  Raven quickly picks the next lock and they all pursue.  By the time they reach the end of a familiar hallway, they realize they do not see the ogres.  Instead, they hear the song of the harpies.  Kastrova and Je’tal, start walking blindly to their doom.

Temple of Elemental Evil #9 - D&D  [Flocktime 6b] “Prisoners released”

The party manages to restrain Je’tal and Kastrova and the two of them come to their senses.  Marching into the trapped harpy room would surely have been suicide.

They hear the claws of ghasts scraping the floors and walls.   They all imagine a hoard of undead lurking within the harpy area.  After much debate, the group moves west… away from the harpies and undead.

The group hears what they believe to be a swarm of giant rats pursuing them; they make off for a pair of storage rooms to the south.  The sound of the rats stays to the north..  They find the storage rooms essentially ransacked and empty.  They continue west.

After another intersection, they find a cell with human prisoners.  In several adjoining rooms the party finds and destroys fourteen ghasts.  They also find a valuable gold necklace in the lair.

Raven picks the double lock that holds the prisoners (ten of them).  Inside the cell is not a pretty picture.  The prisoners are starving, dirty, and naked.  Short of a few blankets on the floor there is nothing in this hole.  The group has not eaten since the Earth elemental worshipers left…  about five days.

Je’tal and Moelinar take the prisoners to a secure room formally used by the ogres and bugbears.  First, they provide them with food and drink.   Then they hand over what clothes they found in the ghast lair. 

Meanwhile… Kastrova, Raven, and Lansar explore a hallway leading north from the ghast’s lair.  They discover a massive chamber – 110’ by 30’ with a ceiling peaking at 25’.  This appears to originally have been a dining hall, but the place is now in ruin A place of a great battle.  As they leave the area, a giant snake attacks.  It came slithering from the pile of wooden tables.  Only the dwarf did not hear it coming.  Raven shoots a flaming arrow and hits the beast in the head.  Lansar unleashes a lighting bolt.  Still the snake lives.  The snake bites Lansar twice and before grappling and constricting… Lansar is close to death.  Lansar manages to use a shocking grasp while coiled up.  Raven continues with arrows and Kastrova does his part by making several large incisions and then severing the snake’s head from its body.  Moelinar hears the lightning bolt and comes running to the scene now.  With the snake dead, they all regroup in the room with Je’tal and the prisoners.

The party heals up and prepares for the journey to the surface.  They are wary of the possibility that the prisoners might be doppelgangers.  With that, they take them to the surface, and then to their forest base. 

Temple of Elemental Evil #10 - D&D  [Flocktime 6b-9] “Downward…”

The party completes the investigation of the first level of the Temple of Elemental Evil. 

They finally clean up the trapped area containing the harpies/ghasts/and wights.  It wasn’t pretty at first, Je’tal tripped a trigger and he and Kastrova found themselves trapped in the hall of harpy death.  Je’tal manages to turn some of the deadites before succumbing to paralysis, but it is Kastrova and Lansar who make short work of the evil ones.  Lansar with an ice storm and other spells and Kastrova with his deadly whirlwind of death.  Only Kastrova can see well in this dark hall, and the party watches him spin his way into the darkness of the far rooms.  They hear limbs fall to the floor and heads bounce off walls.  Finally they hear the sound of the trapped gate unlocking and the bars raising.  Kastrova dispatched the rest single-handedly.

They discover an area on the first level in the Northwest that has a torture chamber and a row of cells.  They kill the Owlbear torturers and find a secret area behind some of the cells.

In the this place they find a secret base of a gnome who single handedly was a thorn in the side of the Earth Temple worshippers for many years,  The gnome has since died – apparently of old age.  The party rummages through his things and takes what appears to be valuable.  They also recover a diary.

They investigate and map the two known entrances to the second level.  The first  connects to a Minotaur’s maze while the other descent leads to an area that sounds filled with snakes and owlbears.  They do not investigate either very way closely.  They make their way back up to the surface.

The head back to the base camp.  From there they give the former prisoners from Nulb basic equipment, food, and clothes.  The Nulbians make off for Nulb on their own.

The party takes the Wenches back to Hommlet.  Each gets a room in the Inn of the Welcome Wench.  After a few drinks and a few tales from the woman, the party are the heroes of Hommlet.  They decide to stay for a few days to practice their skills and spells before moving on.  Being that they cleared the first level and rescued the Wenches – the group will find rates for services in town very reasonable.

While drinking, they each hears rumors about a Temple of Orcus in a “Dungeon of Graves”, also known as, Rappan Athuk.  This dungeon is reputed to lie even farther in the Gnarly Forest.  There is supposedly a underground city of goblins that worship and obey Orcus…

Temple of Elemental Evil #11 - D&D  [Flocktime 9 - 18] “Je’tal’s pet stag beetles”

They spend four days training and making the acquaintance of some of Hommlet’s citizenry.

Lansar befriends a pet toad and names it Rakort. He keeps it in a sturdy leather pouch.

Je’tal finds two stag beetles and keeps them in a small jar. 

Then it’s off to Verbobonc to SHOP!  They also stop by the castle and leave a ‘post-it’ for the Viscount

Then it’s back to the Temple of Elemental Evil with a stop at the base to drop off the horses and hirelings.

The party makes for the Minotaur area on the 2nd level.  Je’tal uses his divine magic to transform his pet stag beetles into 10 foot long monstrous abominations.  He manages to direct the giant beetles around the NW part of the 2nd level without having the creatures eat the party first.  Ultimately, he directs the beetles southward to their doom.  The creatures walk into an ambush.  Most of the group hear the sounds of arrows and javelins thrown at Je’tal’s creatures.  The sounds seem to come from two directions – potentially more than fifteen attackers.  Kastrova looks ahead and sees that the area of the ambush is unlit and massive – a great hall or chamber of some sort.   

Temple of Elemental Evil #12 - D&D  [Flocktime 18b] “The Air Temple”

They battle a host of bugbears , two Minotaurs, and at least two human-like rogues.  They lay waste to all save the rogues.  The rogues continue to take poison arrow  pot-shots from the distance and successfully evade pursuit.

The party leaves the rogues be and explores the areas adjacent to the great hall.  They discover several passages and doors and carefully map them out.  In a secret hallway they find a fountain and stairs descending, but they do not take this set of stairs.

Around this time, the rogues, searching for another surprise attack, are ambushed by a hidden party.  The two are not prepared and a slain almost instantly by a Lansar spell and the cleaving blade of Moelinar.  It was quick…

They continue exploring and find a secret entrance to an Air Temple.  In the ceiling of the evil temple is the bottom of the shaft that leads to the well in the upper temple.  Countless victims must have plummeted to their deaths through it.  They discover another two secret doors on the south wall of the air temple.  One leads to a conflict with a Drelb Guardian of air.  The battle is intense, but quick and the party kills the thing with little trouble.  The discover a hidden censer in the floor area.  They take it with…

The other secret door leads down, apparently to the third level.  The party takes this seemingly seldom used passageway.

This leads down to a room surrounded by heavy doors.  The echoes and noise in the room seem to amplify throughout the dungeon.  A huge troll comes forth as if to great them, but then his expression turns ugly and then thing raises an alarm.  Shortly after that trolls attack from every doorway and a major battle ensues.

The party is ultimately victorious, but Raven is killed.  Three things of importance occur after the battle: 1) Je’tal raises Raven from the dead – Raven lives on, though a bit weaker for dying.  2) The party finds lettered keys in the possession of each of the trolls that seem to correlate with lettered lock mechanisms in each of the troll rooms.  The party takes all the keys.  3) Behind the eastern doorway of the troll room there continues a short flight of stairs.  Down there Kastrova can hear and sense the presence of an Ettin(s).  The party certainly made enough noise for the Ettin to be aware, but they do not attack.  The party quietly closes the door to that area and makes plans.

The decide to head back to the first level and rest in the Gnome home. 

Temple of Elemental Evil #13 - D&D  [Flocktime 18b-25] “The Third Level”

Continued exploration on the 3rd level…   After resting in the first level Gnome sanctuary the party heads down again.

On the third level the party encounters and destroys:

Another pack of five trolls guarding the ‘keyless’ ante-chambers.

A pair of Ettins

One large Black Pudding

And Je’tal finds a faint trace of magic in an unexplored area on the 3rd floor map.  The party goes there and are ambushed by an Umber Hulk.  The party has little trouble killing it.  It’s lair beyond is a gleaming brass-plated sunken room.  There is a narrow ledge that circumvents the room and an elaborate ladder triggered by a pull-chain that lowers from the ceiling to the sunken area.  In the lower area there are two 10’x10’ cubicles:  One is a treasure cubicle and the other is the lair of the Umber Hulk

They also discover a way to open at least one of the locked doors.  Using a troll room key mechanism they successfully navigate at least one trap.

They find some other interesting areas, but leave further investigation for later:

A faux cavern-like area with an skeleton armored in gleaming chain propped against the far wall.  The area is lit by a strange gray light.  Wind blows and seems to moan. The place does not seem safe.
An area lit by a bright ‘sun-like’ light full of ‘jumping biped and quadruped sinister animals…’
An evil-smelling fountain.  The water could probably sustain life though…
A gallery of life-sized stone sculptures of monsters.  The area is lit by four violet glowing orbs in brazier-like holders higher up the walls.
Behind the locked/trapped door, they find two interesting places:
A secret door with the inscription: ‘Zuggtmoy’s Maidens’ leads to a red-room themed place of absolute darkness.  It is a lair of shades and who knows what else…
Alchemical storage rooms containing many useful components and contraptions.
In the Ettin room, the find a warren of tunnels below the fire pit from where the black pudding came…

The party breaks for the surface, picks up the horses and hirelings and then off to Verbobonc to power-up and cash in the treasure.

Temple of Elemental Evil #14 - D&D  [Flocktime 25 – Wealsun 5] “The Flaming  Fighter”

They spend about a week training and merchandising in Verbobonc.  They spend one of their evenings with the Viscount and enjoy a seven-course meal in the palace.  After seeing proof (the map) of the party’s exploits the Viscount gives them a bag of 10,000 g.p. in rubies.  All told, the week goes by smoothly and they’re better for it.

They hear rumors of a powerful magical bastard sword supposedly hidden in the Fire Temple.  They also hear a rumor that all four of the elemental evil temples exist in the first two dungeon levels.

The last morning in town, the party and hirelings saddle up for another run to the Temple.  Along the way they get the feeling the many potential adversaries avoid confronting the party because of the group’s apparent strength.  With this advantage, the party presses for the forest base in record time.  After they make camp, the adventurers head for the dungeon.

They take their familiar path to the second level via the ancient spiral staircase.  They investigate some of the northern areas on this level.  Storage rooms and the like a scattered hear and there.  In one massive storage room a large monkey attacks them with a psionic blast.  They kill the thing before Kastrova could say, ‘Su-monster’.

Around the next bend they smell what can only be a garbage pit.  They sense movement in the stink, but move along. 

They find themselves on the far east end of the great hall where several passageways branch off in various twisted directions.  Some appear to lead to a guardroom, the others lead to areas unknown.

A twenty foot wide passageway leads to what they think must be the fire temple.  They find the massive brass doors that lead to the air temple (west) and what appears to be the fire temple (east).  The rogue quietly stalks to the east down a crooked hallway painted in orange and red flames.  At the end of the hallway he carefully pears through a massive curtain and sees a room full of elite bugbears set with spears and a ‘flaming fighter’ ready for an attack.  Obviously they are aware of the party further down the hall.    The rogue sneaks back to the group and reports the news.

Temple of Elemental Evil #15 - D&D  [Wealsun 5b] “The Fire Temple”

The party move up the bent hallway and prepare attacks positions behind the curtain.  Lansar orders an unseen servant to open the curtains.  And then, before the room’s occupants can react, he lobs a fireball into the room.  The blast nearly clears the room.  The party sees the fancy one, almost burnt beyond  recognition, slip through a secret door behind the wooden throne.  The remaining bugbears stand in a daze, stunned by the blast, until they are run through when the group invades the now burning room.

Moelinar finds a lever that trips the hidden door and trips it.  As soon as the secret door opens,  he sees the massive fire temple beyond.  The door only stays open for five seconds before closing.  Moelinar and Kastrova hear activity behind them and hold position for a moment, attacking through the opened secret door with missile weapons. 

And then, from the crooked hallway from which the party just came, Raven sees movement – something is following them.  Lansar casts improved invisibility on Raven.  Raven then explores the areas northwest and finds a secret door.    From behind he hears evils animal breathing sounds…  He heads to the northeast when he hears the priests chanting.  

Despite the threat of being surrounded, Moelinar and Kastrova go through the secret door and enter the fire temple.  They see the fancy one praying in front of one of the many flaming brass cauldrons surrounding the temple fire pit and alter.  Shortly after that, seven fire salamanders burst out of seven cauldrons and make for Moelinar and Kastrova.

Then the door from where the chanting was coming opens.  There is a sense that they are ready to unleash something terrible…  But before they can, Lansar throws a fireball through the door.  There’s a massive blast and then silence.  The blast kills the evil priests outright.

With the northeast and northwest areas seemingly clear, the remaining party members enter the fire temple.  They battle the remaining fire salamanders.  In a manner of twenty seconds the monsters are dead.  The ‘flaming’ fighter lies dead too, peppered by arrows and bolts and magic missile burn holes. 

With the battle apparently over, the group investigates the temple.  An exhaustive search of the place finds no secret areas or traps.  To be sure, Lansar casts a spell to locate secret areas.  To the delight of those searching for the rumored magic bastard sword, he discovers a secret door located in the bottom of the burning fire pit. 

Je’tal and Kastrova throw holy water onto the coals.  After that, the 20’ long 2’ diameter suspended brass tube in front of the fire pit rings like a bell.   At the same time, a much larger fire salamander manifests from another of the cauldrons.   The party slays the thing after a quick, but intense fight.

While investigating ways to put the magical fire out, they manage to summon another salamander.  This time it was after Lansar cast an Ice Storm on the area surrounding the fire pit.  An 18’ tall massive salamander springs up from the cauldron right next to Moelinar.  The thing engages and manages to coil Moelinar within its snake-like tail.   While smothered in flames, Moelinar struggles to break free.  The entire party focuses all their attacking power on the thing and slay it before Moelinar is burnt to a crisp. 

After the battle, the group moves away from the temple area and investigates the north side of the chamber.  Raven picks the western brass doors but is unable to crack the northern ones.  Through the western door, the party sees a long hallway bathed in a neutral light.  The far end seems to have the nature of condensation and fog.  The area to the north has an airy, wispy nature.  To the south is a solid massive pair of stone doors.  And just outside the east doors is a red hot heat zone.  Just being in the area burns the flesh.  Seeing this hallway as an interconnect between the temples, the group closes and locks the door and stays within the fire temple.

Temple of Elemental Evil #16 - D&D  [Wealsun 14b] “Tentok noh Minowara”

After some more time investigating they head back to the Gnome Sanctuary on the first level to rest and prepare spells.  They plan to make another attempt at recovering whatever is buried in the secret area beneath the fire pit.

After an eight hour rest, they head back to the fire temple.  The place is much like they left it.  The priests have not returned, but is still lit by evil fires.

Lansar positions himself to begin directing cold magic into the pit.  The party backs off and views from a safe distance.  Lansar begins with a massive cone of cold – close to half of the fire is at least temporarily extinguished.  At that moment, the biggest salamander yet (some 23’ feet tall), appears near the alter and attacks the party immediately.

The battle only lasts a few moments.  Moelinar and the thing exchange a flurry of melee swings – both come from the exchange bloodied, but still fighting.  The others throw their attacks and magic and it appears to have greatly weakened.  They all see the creature summoning what Lansar believes to be a meteor swarm.  Before it unleashes the lethal spell, Je’tal charges and slays it with a crushing blow to the brain.  The temple’s flames seem to die a bit – both the cauldrons and the fire pit.  Whatever power this place held, much of it seems to have gone with the slaying of this last monster.  With that, they once again focus on extinguishing the fire pit. 

Lansar thinks to use his repeating crossbow of cold.  He finds that each shot knocks about 5% out of the fire.      With his repeated attacks he puts out the fire pit after about three minutes of blasting.  The fire temple seems to be abandoned…  surely the priests are dead or have all moved somewhere else.  This place appears to be theirs.

Raven carefully climbs in the fire pit searching for traps.  Kastrova lends a hand by looking for tell-tale trap design.  A few moments later, Raven finds a trigger in the opening mechanism.  After about three minutes, it is disarmed.  He opens the heat-sealed trapdoor and sees that the trap is a massive scythe blade built into the structure of the secret area.  It appears that any hands placed in the pit to grab the treasure would definitely have been severed.  Confident the trap is disarmed, Raven carefully removes the treasure.  He removes nine bags made from what appears to be a fine chain mesh.  Each of the bags seems to be full of coins, except two, which are full of gems.  He also removes a sheathed bastard sword, a dagger, a ring, and two potion bottles.

After making another search for hidden doors the party takes the treasure and makes for the surface.  They reach their camp and then head to Verbobonc.

They spend the next few days training and admiring their new toys…

The sword is one of the legendary Swords of Sharpness… The Sword of Tentok noh Minowara.  It is a supremely keen blade known for its ability to sever limbs.

Temple of Elemental Evil #17 - D&D  [Wealsun 14b-20] “The Water Temple”

After the usual stint in town, they take the familiar journey to the dungeon.  They then head directly to the southwest part of lvl two, the water temple is next.

On the way to the water temple, they investigate a series of rooms left abandoned by the former air temple worshippers.  When they find the entrance to the water temple, a pack of eighteen ghasts attacks them from the dark hallway behind.  Between Je’tal’s turning powers and Lansar’s fire magicks, the pack is annihilated in a matter of seconds.

They bully their way through a group of four troll guards and then on into the mammoth, undersea-like water temple.  After a good period of careful investigation and thoughtful deliberation, Je’tal pours holy water into the alter basin, which, of course, animates the room’s guardians and alerts the high priests.  The 8’ high sea-monster-like stone idol, springs to life, spinning at a dangerous speed and extends its evil crab-like pseudopod arms into knives of ripping doom.  It’s favorite attack, though, is crushing foes into the walls of the room.

From the corners of the room, the party is not surprised when the gargoyle statues come to life and join the attack.  Just about that time, the idol smashes Moelinar into the north wall.  Then a  greater priest steps from behind the alter and casts dispel magic on the group.  Immediately after that, Lansar unleashes a lightning bolt into the evil sinners.  One priest dodges the blast and casts hold on Lansar.  Lansar, unable to move, cannot step away from the idol that’s headed right for him.  Raven pushes Lansar out of the way and likely saves his life. 

<cut to the end of the battle>

The party stands over the bodies of the destroyed idol, gargoyles, and the three evil priests.  They begin gathering clues, treasure, and info.  The discover that the gargoyles were really dead men (zombies?) wearing magical gargoyle cloaks.

In the priests rooms they discover their writings.  Among other info, they learn that there is a Elemental Node temple on the fourth level.  This is the base of evil and strength in the dungeon.  This temple has remained vital through every invasion of the complex and is the reason this place is still evil at its core.

Temple of Elemental Evil #18 - D&D  [Wealsun 20-21] – The Pool of Elemental Evil

With the evil ones dispatched at the water temple, the party rests before exploring the rest of the structure. 

When they return, they find a mysterious chamber with a deep pool of water, a gleaming crystal domed ceiling, and an impressive mosaic of a kraken on the south wall.  The entire place shimmers with incredible radiance.

It is at this time that everyone sees that a male triton is chained to the bottom of the pool.  It telepathically pleads with the party, “Come into the water, undo my chains, and save me!”    It goes on to explain, with complete believability, that if they do not take action a Kraken will come to life and destroy everyone!  With the triton’s telepathic words, the thought of entering the pool also enters everyone’s mind.  More curious than mislead, Kastrova enters the pool. 

Without any fanfare or surprise, Kastrova is enveloped in a death shroud of evil water.  Even though he is sucked under and inhaling water, Kastrova manages to escape the pool’s evil clutches.

Suggestive words continue to infiltrate their minds, but they all resist the thought that they should enter.  Lansar tries a spell or two to test what might affect the pool’s life-force. 

Je’tal casts a spell of lie detection and finds that the triton is, in fact, lying.  It is around this time that the triton disappears and the pool unleashes its fury with a chained lighting bolt.  Even though the blast kills no one, they leave the pool chamber.  The plan is to power up before finishing this strange pool off.

Upon return, the party users water purification and control water scrolls they found, lots of magically generated fresh water, and other purifications and prayers.  While the water lowers and loses its stink, the pool unleashes one last angry blast: a green ray of disintegration cast toward Je’tal.  Luckily, the priest resists and continues to exist. 

Another dousing of fresh water completely cleanses the pool.  After this, the glimmering crystal ceiling shatters into thousands of pieces gashing everyone in the room.  They also witness a crystal scroll case fall from the ceiling down into the pool.  They safely recover the scroll.

A piece of parchment in the crystal scroll case reads:

On three, in six, lies nine – but none shall ever see

Vile Good cloaked by Fair Evil for eternity

Will you answer, Answerer? Where is your power, pray?

With the whelp of Mitrik and there until doomsday.


Temple of Elemental Evil #19 - D&D  [Wealsun 21-22] – The Lamias

After the water temple, they take the back way through the troll rooms to the hydra lair.  They battle a ten-headed hydra and three trolls and slays them easily.  After the battle they discover a magical ring on the lead troll, but nothing much else.

They continue exploring the secret ways encircling the second level.  They surprise a group of four gaming bugbears and run them through.

They head back to the secret tunnel outside the water temple.  They go down the stairs that are in the southwest corner of the level. 

They enter a large chamber the floor covered with manure and fungi.  The place is an obvious lair of something evil.  The place glows eerily because of all the phosphorescent fungi on the walls.

Without warning, deer-like quick figures dash from around the piles of steaming organic material.  They surround the cleric with almost impossible quickness and immediately begin their evil touching and whispering.  The creatures are lamias, evil to the core.  As soon as the battle begins with the first pair, another pair joins in from the darkness.

After the party kills the four disgusting beasts they find that Je’tal is as white as a sheet.  This drained much of his wisdom and good sense and he is visibly shaken.

Their next decision is whether they should retreat and rest, search this noisome place, or continue the exploration of the ancient third level.

Temple of Elemental Evil #20 - D&D  [Wealsun 22-27] – The Treasures of the Will-o-Wisps’

They find three exits from the foul Lamia chamber:  the first leads back to the 2nd level, the second leads to what appears to be an entrance to the fourth level, and the final way leads to a crooked hallway and then to the Hall of Statues.

They regroup and investigate closer the Hall of Statues more closely…
 
A Beholder gazes at a scroll tube
A Blue Dragon admiring a copper bound box
A Fire Giant holding a mighty spear
A Manticore poised over a crossbow
A Medusa wearing a velvety black cloak
A Mummy holding a staff in one hand and a ceramic bottle in the other
An Ogre Mage adorned with a silver ‘man-on-the-moon’ chain around its neck.
A Rakshasa wearing a golden ring
A Wight crouches before a platinum urn

Raven checks for traps on the copper bound box.  Immediately after this, the room’s four orbs of light rise from their high wall-mounts and unleash a field of damaging electricity throughout the room.  The party quickly splits up retreating to the northern and eastern way. 

The frenzied sounds of barking jackals fill the hallway further to the east.  It is as if they are about to attack en masse, but something holds them back.  Perhaps they have learned to avoid the Hall of Statues…

The group makes a brief attempt battling the wisps but they ultimately retreat to the north.

They discover a reinforced door with symbols of grotesque eyes carved into it.  They bust this down and take on the occupants.  They sack the remaining soldiers of the Air Temple (bugbears, ogres and a hill giant leader) in this huge chamber of eyes.

They head back to their first level base and discover it robbed.  They trace the thieves’ tracks all the way to the Northeast tower outside in the upper fortress.

They confer (putting it mildly) with the tower thieves and determine that they are not the criminals they seek.  According to their story, the real thieves are dark elf women  (Drow) from the lower levels.  The elf-sized tracks lead to a secret tunnel that connects to the lower levels.  The party discovers their stolen things in the beginning of this secret hallway and happily recovers them.

The group lets the tower thieves leave with their lives and items.  They all take off running and not a man looks back.

From here, the adventurers leave the empty tower and head directly for Verbobonc.  The only encounter is with a huge Gray Renderer at the edge of the Gnarly forest.  The battle is fierce and again, Je’tal is tossed around within an inch of his life, but makes the decisive blow that slays the beast.

They find that the Verbobonc summer fair has just begun.  Over the next week, they will be a lot of activity in the city.  There are public games of war, skill, magic, and wisdom.  There is live music and theater.   Verbobonc’s population swells temporarily from visiting dwarves and gnomes.

Temple of Elemental Evil #21 - D&D  [Wealsun 27 – Richfest 4] – The Lair of Shadows

They complete their training and shopping in Verbobonc and then head for the Temple.  On the way, they decide to leave the horses and hirelings in Hommlet and use Je’tal’s Windwalk for the remainder of the journey.  After they arrive they mean to head directly for the Lair of Shadows on the third level. 

On the way they investigate the mysterious shaft-like room on the third level.  They find small air vents carved in the ceiling area some 60’ up.  While leaving this area they are cornered in by a mammoth Black Pudding.  Lansar casually points his finger at it and shoots a lethal ray of disintegration.  With that, the monster vanishes.

During the encounter with the Pudding, Raven finds a secret door on the floor of the room.  They pull away the false flagstone and take the sharp stairs down to a convergence area of sorts.  They find a cistern with clean water.  A long passageway slowly slopes up and out of the mapped area.  Then there is an ancient stairwell that descends somewhere into the unknown.  They leave this area for future exploration and move on.

They arrive at the Lair of Shadows area.  They find the rooms of red and black full of shadows – twelve total.  The things begin to attack the party without any hesitation.  Je’tal raises his holy symbol and instantly destroys most of them.  Those that do not run and cower are blasted by Lansar’s lighting bolt.

From the south, three ghost-like wailing undead come floating into the scene.  As they move closer to the party, the party feels that the banshees might kill them just with the sound of their wailing, but the party destroys them without as losses. 

They begin their investigation of the Red and Black Rooms and The Hall of Black Feasting from which the Groaning Spirits came. 

Temple of Elemental Evil #22- D&D  [Richfest 5 – Richfest 8]  Lansar Resurrected

The investigation of the third level continues.  They take the Northeast passageway in the Black Pudding well room.  After a short while, they come across a Greater Groaning Spirit in its lair.  As soon as the thing begins wailing Lansar falls to his knees with a grimace of terror on his face.  A second later he tips over dead.  The fighters engaged and did a lot of damage, but it was Raven who made the killing blow.  He made a bounding leap across the room, landed on an ancient dusty bed, and then knifed the thing in the back.

They take Lansar’s corpse to Verbobonc for resurrection.  They spend an entire day searching the city’s temples and guilds for someone powerful enough to cast the spell.  Later in the day they have luck in the Gnome temple dedicated to Jascar - God of Hills and Mountains.  The head cleric (Morty) is not powerful enough to perform the magic, but knows a powerful hermit in service to Jascar living in the town of Hookville some sixty miles away.  The name is Keo Bramblewood. 

Morty agrees to help.  Je’tal casts Windwalk on the party and Morty leads the way. They easily find Keo’s home.  They offer two 5000-g.p diamonds for his services.  Keo agrees, takes the diamonds, and resurrects Lansar.

Keo explains that he expects to be in Hookville for another month.

The group heads back to Verbobonc to pick up Kastrova and then to the Temple.

They investigate the area on the west side of the 3rd level.  They enter a room and fall into the trap of a Lurker Above.  Although surprised, the party kills the monster.

Heading back to the east, they discover a secret bricked off area on the south wall.  Whatever lies beyond will wait for future investigation; the group first seeks to explore the evil laboratory.

They enter the place and find it branched off into two sections.  The entry area is a scribery with a long table that is lined with parchment, scrolls, and quills of various sorts.  When they investigate around the corner into the rest of the lab they find that a huge Roper and flesh golem inhabit the place.  The room is full of equipment, contraptions, and glass objects of varying types.  The battle begins now.

Temple of Elemental Evil #23 - D&D  [Richfest 8]  Prince Thrommel

They battle the Roper and Flesh Golem for over a minute.  Je’tal begins the battle with an impressive Flamestrike, after that, the Roper uses its appendages to immobilize Je’tal and Kastrova for the remainder of the battle.  The dwarf takes so much Roper poison over the course of the battle that by the end he can barely stand up.  Lansar finds that many of his spells are useless against the thing.  He finds the Roper immune to electricity and that electricity actually heals the Flesh Golem.  After Moelinar finishes the Flesh Golem, he heads directly for the Roper.  He repeatedly dodges the Roper’s concentrated attacks and slays the monster with a brutal double-swing move.

The battle destroys the better part of the laboratory.  They spend over an hour going through the rooms broken and burnt remains.  The only thing worthy of taking is a stone scroll tube holding three magical scrolls and various rare spell components.

Next stop is the sealed-off passageway down the hall to the west.  Lansar uses a Beam of Disintegration to destroy the better part of the bricked off wall.  The secret passageway leads to a holy temple where there is an alter.  On the alter is a scroll with glowing red letters.  On the west wall is a large silver cross.  Over in a small niche to the northeast is an idol of Pholtus. 

They read glowing red letters: “Venerate this shrine of good, then haste away, all ye of true and good faith”.  Lansar does not detect any magic in the room.  Raven does find a secret door on the west wall.

The secret door leads to a bare hexagonal room that is dusty, cobwebbed, and forgotten.  Near the door is a rag-clad skeleton.  The remains obviously harbor no treasure.  Lansar detects a strong pulse of magic from the northwest.   As they continue to investigate, they find a black iron coffin on the northwest wall; its iron lid, in which a silver cross is inlaid, lies beside it.  Atop the lid is a scroll case.

The sarcophagus has no top.  Inside it, they see a vampire corpse, clad in black and appearing as if it could awaken at once – except for a stake through its heart…

They carefully read from the scroll that is next to the coffin:  “Let the good ones use their new found strength to seal in the horror of darkness to prove their faithfulness to right and justice.  We who wrote this lacked the power to do so.”

Following the scroll’s suggestion, the party carefully plans a way to destroy the vampire forever.  Ever wary that the monster might rise up and attack them, they carefully investigate the immobile corpse.  Raven tries taking the vampires ring, but it does not budge; they consider severing the finger but do not. 

The group continues their careful, ‘committee-like’ investigation and ultimately decides to prepare for battle and remove the stake from its chest.  Raven ties his rope to the stake and pulls it out from the other side of the room.  It takes a few tugs and tense moments but finally it pulls free from the body.  Nothing happens, only a blood-clotted hole remains where the stake once was; the vampire remains immobile.

Finally, Lansar creates a hovering ball of fire and begins using it to burn the vampire.   As the burning proceeds past third degree, they smell it is beginning to smell like real, living human flesh.

Raven said it before, but the others hear him now, “Could the vampire corpse be an illusion?”

Je’tal digs out his last scroll of True Seeing and casts it on Raven.  Raven immediately calls for Lansar to stop the burning.  He no longer sees a vampire, but instead a paladin lord moments away from death.  With this realization, the party looks upon the corpse with new eyes and sees it for what it really is:  a mail-clad human man with golden hair clad in a white surcoat, quartered by the arms of Furyondy and Veluna and the antlers of the Knights of the Hart, in red.  He wears a gold belt at his waist, with a dagger.  Around his neck is a gold chain with an emblem of a crown and crescent moon; on his left hand is a gold ring with a similar device.  His shield rests under his feet.  His face and torso area is a black and bloody burnt mess – it might be a mortal amount of damage.

Je’tal casts his most powerful healing prayer to completely restore the Paladin.  Raven suggests that he be taken to the chapel, Kastrova, as he is want to do, wastes little time and drags the knight into the chapel.  It only takes a few moments for the hero to awaken from his stasis.  He is quite groggy at first but waste little time retrieving his sword.  He calls out, “Fragarach!”  Right after this his sword flies from behind the coffin lid and flies through the air to his hand.

With sword in hand, he stands up, looks at his freshly burnt clothes, and introduces himself to his rescuers.  “I am Prince Thrommel, Grand Marshall of Furyondy, Provost to Veluna, and a Paladin lord of The Knights of the Hart.    Thank you for rescuing me, you are all in my debt.  Furyondy and Veluna are in you debt.”  Then he pauses,  “How long I have been asleep.   What day is it?  Was there a fire?”

After determining where he is and that he has been out for over 40 years, Thrommel insists the band immediately drop everything and get him to the surface.  He then states that he will need a horse or some other means of transport to get to Verbobonc.  They party agrees to do so.  Je’tal does make some comments regarding irony of Thrommel’s notion that they must suddenly proceed with great haste when he has been asleep for 40 years.  Thrommel does not take this remark lightly and speaks to him no more. 

The party gets him to the surface and to the relative safety of their camp.  Thrommel hands a medallion of Furyondy to Kastrova and his magic signet ring to Lansar.  The rest he thanks and promises they will be meeting again in the future.  With that, Lansar then teleports Thrommel to Verbobonc. 

The party contemplates their encounter with Thrommel: how close they were to dismembering or even killing him, how he seemed affronted by Je’tal’s mild comments, what rewards might there be, what will happen on the political scene with Thrommel back.  Might he be a King?

About this time, storm clouds rolled in and with it a cool summer evening rainstorm.  The warriors put on leather coats from the campsite stores and the spell users go into the larger of the two wooden huts.  So far, the leather roof keeps the place dry.  Before resting, they decide to identify the spells in the scroll tube they found in the laboratory.  The first contains several useful cleric spells, the second has three unique elemental first level arcane spells, and the third has strange glowing runes on it… Not a second later, everybody sees, hears, and feels the ground shake as a huge spider demon materializes just outside their camp.  The runes on the third scroll disappear the instant after the demon arrives.  In that miniscule second, some of the group identifies the creature as a Bebilith.

Temple of Elemental Evil #24 - D&D  [Richfest 8-9]  Zuggtmoy’s Hall of Dread

The battle with the Bebilith lasts only moments.  Je’tal and Lansar rain down fire on the creature after its web attack misses them.  Next, the warriors move in for a kill and inflict an incredible amount of damage.  With a wisp of life left, the demon plane travels in retreat.  With that, the battle is over. 

Je’tal, poisoned, manages to resist the effects enough to cure himself.

The band once again prepares camp and rests through the evening.

The next day they make for the third level and investigate the faux-cavern area in the southeast area.  They battle six badger-headed hound-like creatures.  They devil dogs’ mimic human voices in order to unsettle their attackers, but this does not stop the group.  They kill the creatures with little trouble.  They discover several treasures and stairs to the fourth level. 

Down the hall, they search the ‘brilliantly lit area’ formally taken up by howling jackals.  The area is now dark, abandoned, and empty.

After much debate, they decide to investigate what might be Zuggtmoy’s inner sanctum.  Although it appears that this place is also on the third level, they believe the entrance is the decadent stairs leading north from the great hall on the second level.   They make their way up to the great hall and then down into the sanctum. 

They are in complete darkness when they arrive at the bottom of the stairs, they find massive bronze door broken open from the inside.  The doors are tom apart as if by something with massive claws; the gouge marks are deep in the oxidized bronze.

The dark and dead room beyond could only be The Hall of Dread.  When witnessed with the party’s light, they see a place that is horrible and disgusting.  The stonework seems leprous and mottled.  Everywhere are sculpted fungous shapes of nightmare form and coloration.  In the center of the place is a huge sprawling purple throne. 

This great chair is sculpted the display fungi and human forms, but those depicted and shown crying out in pain as fungi shoots up from their chest.  Other depictions show fungi feeding upon dead decomposing bodies.

To the west, a 20’ broad flight of serpentine steps leads down into a high-domed dark chamber.  They pause before proceeding further and decide to retreat for now.

They go back to Verbobonc for the usual training and supply regimen.  They use teleport and wind walk to get to Verbobonc without issue.

Temple of Elemental Evil #25 - D&D  [Richfest 9-18] More of Zuggtmoy’s Hall of Dread

After Verbobonc, the group heads back to Zuggtmoy’s former lair.   While windwalking to their camp, Moelinar senses they are being followed.   Later at camp that night, a breatherdrinker attempts to suck his soul.  Moelinar wakes and slays it in time.

They investigate a Room of the Elements to the east and the lower throne area to the west.   In the western throne area, they find three massive pillars of electrum, gold and platinum… obviously worth a fortune.  They are already scheming about their newfound fortune.

Other than the party’s light, the only sources of light are from some remaining magic’s here and there – it is almost pitch black down here.

In the upper throne area, they find a secret door.  The group opens the secret door and finds a room with fungi, oozes, and slimes all over the place.  They are deformed and shaped such that they resemble pieces of furniture.  The things quiver, ooze, and slide their way closer.  Lansar and Je’tal then pepper the room with fireballs and flamestrikes.  After the heat becomes bearable; there is nothing much left, the fighters hack what is not crisped.

Around this time they hear a door slam somewhere to the southwest.  An instance later, a pack of violet fungi attacks from a northeastern annex chamber.   Then from the west, a gruesome beast made of eyes and tentacles and gibbering flesh moves in.  It is impossibly fast.   The thing moves about 30’ above the ground clinging to the walls.  It moves at the speed of a man running.  Raven sticks two well-placed arrows in two of the thing’s eyes.  Je’tal follows that up with a bolt of holy mana that blows a one-foot hole through the demon’s side.

An instant later, the creature teleports away.   Without any hesitation, Kastrova runs for the sound of the slammed door, taking a chance that the creature might be there.  The party follows, whacking violet fungi along the way.

They find themselves in a secret room behind the throne area.  All the residual ooze around suggests that this might be the lair of the thing.  But no creature.   Kastrova alarms a screaming pack of Shriekers.  They sound their alarm.  The sound seems to fill the dungeon.

While the party kills the shrieking fungi, Je’tal move off with Moelinar back to the throne room.  They peer from behind the curtain behind the throne.  Moelinar cannot see shit – he knows it is a massive room and that he can see 20’ max.  Je’tal, with the magic of true seeing spies the creature clung to the wall some 100’ away.  He steps forth and unleashes a holy bolt.  Before the bolt leaves his hand, a wall of thorns fills the area behind him cutting him off from the rest of the party.  Je’tal did cast the bolt, but it was easily dodged.

Temple of Elemental Evil #26 - D&D  [Richfest 18-19] The vacated Hall of Dread & The Ex-Wisps

Lansar casts passwall to bypass the wall of vines – the others follow him through the opening.  Kastrova takes the open but longer route through the pillow room and then through the front of the lower hall.

The Outsider leaps into position in front of Je’tal, moving over 70’ and spitting living gray ooze in the process.  At the same time, Lansar carefully moves into position.  Carrying a torch in his left hand, he raises his right and shoots a miraculous ray of disintegration destroying the creature.  With that, the thing is no more.

They conduct the search of the remaining rooms and walls in the Halls of Dread.  They discover a war room with dated, but valuable battle maps and documents.  In another area, they battle and destroy ten animate suits of armor.  Over on the east side, they explore the Halls of Elements, but do not discover any secrets.

After the Hall of Dread, they decide to confront the wisps.  Last time, the creatures had an advantage of a ranged attack.  This time, however, they seem to have lost this ability.    Instead, they creatures must touch their targets to shock them, and against Moe’s band, it is their doom.  They are dispatched efficiently by a combined effort: Lansar shooting magic missiles, Raven popping off arrow after arrow, Kastrova slaying two of them with one massive swing, Je’tal swinging his mace with new found precision, and Moelinar acting as his usual tower of might and intimidation.  The wisps could not and do not survive this.

The party takes all the treasure they can find: a magic spear, a magic ring, a magic cloak, a magic light crossbow, a magic scroll, and a magic chest of holding.

With all this booty, they head to the surface and their camp.