Temple of Elemental Evil

Around the Campfire
Freed Prisoners

The below story happened after the Heroes of Kassen first explored the Temple and liberated prisoners found on the “second” level.

As soon as the group leaves the Temple in the distance, with even the
Gargoyles atop the Front Gates exiting your view, some of the
prisoners break down in tears of relief, some wretch ( but have
nothing in their stomachs) from the long lasting knot in their
stomachs releasing for the first time in weeks.
“Are we safe?” Is a common question as you trek (slowly) to your
camping ground a 1/4 day away. Handing out extra weapons to the men at
arms, and hunting a wild mule provides a good meal for the ragged
group. Around the camp fire backgrounds are told.

Marin (the Barbarian) is in bad shape, they did not feed him for 5
weeks, as the capturers were worried he’d help in an escape. The
others gave him some food, but spare food was not to be had. He can’t
even eat he is so dehydrated and malnourished. He is from the Mammoth
Lands to the North. He traveled south and hooked up with an
adventuring party of 7. Their party was ambushed and only he and
Crespin have survived. He speaks for Crespin as Crespin is very quiet
most of the time. Questions directed at Crespin (or listening to him
mutter under his breath) gets you gibberish like," A good partner is
vital, you have to make bids, and you don’t want to take bags. Good
partner is so important. If you take too many bags, you get a 100
point penalty."

Marin indicates that Crespin was normal, but drank one of his potions
once , and wigged out, he talks like that all the time, but the prison
made things worse. Before capture, Crespin would occassionally make
stuff, drink or eat it and be lucid for short periods of time,

Crespin thinks it’s sad and votes to kill Marin to put him out of his
misery but he only says that once he(Marin) gets MUCH better.

Dakota – is a female merchant age 23 from Eranmus ( down south) .

Her older sister 29 (Charmaine – aka Char) were “Trading the
Encarthan”. They started in Eranmus with a shipfull of Copper and
Mythril ore to trade in Tamran, then buy religious items to trade in
Razmiran (smuggled) , animals to Vellumis and Calliphas. Books and
spices to Greengold.
Char was teaching Dakota the trade and this was Dakota’s maiden voyage
as a bonafide Merchant. She was previously considered a novice.
This time, they had a special shipment of wine all the way from
Alkenstar. They were captured onship and most of the crew killed. This
was after Vellumis about 4 weeks ago.

Both are very distraught over losing their fortunes, cargo,
ship(leased) and business.
Dakota is rethinking her career path and what’s important. Char is
rethinking things in another direction .
During the Campfire Chat where the freed prisoners give an account of themselves,when it’s Charmaine’s (Char) time, she tells a simliar story that her sister mentioned. Charmaine talks about how she is teaching her sister how to be a successful merchant, and feels deeply responsible for putting her into harms way at such a young age (you think that age 23 isn’t very young, but don’t comment as you are shy). During her story, Charmaine looks at each of her liberators with an evaluating eye. She gives you a long gaze, then breaks into a huge smile (it’s a very warm smile, but the attention a pretty woman gives you may make you uncomfortable.). The story continues and she sounds like a very accomplished merchant. She’s dedicated her life to her career, and always strove to become one of the best. While she didn’t have a lot of great contacts around the Eranin Sea, she seemed well established in her home city, until she just lost her fortune. She makes references to being both “broke and an old maid”.
She is certainly not an old maid, as she’s very lithe and attractive!

The story telling moves onto other people, but Charmaine still seems to be looking at you for much of the evening. Even while eating some of the cooked jackass, she mouths " thank you" to you.

Later that evening, weapons are given to Sylmar, Lee and Marin. Not trusting the newcomers, but appreciating the extra help on watches, the three of them are paired off with the rest of your party. You have the last watch, so you settle into your bedroll and close your eyes for sleep. Movement close to you gathers your attention. You see Charmaine with a blanket move towards you and sits down next to you.
“One of the things I didn’t mention around the campfire”, Charmaine’s soothing, whispering voice says without introduction, " is that I was so terribly scared. Not exactly scared of dying, or how I’d die, but scared that I had not really LIVED."
(( you react as you would. Unless interrupted or you run away, she continues)).
"I have done nothing but work, and work my whole life. While I’ve tasted fine wines, and slept in palace chambers, being locked in that dark room gave me time to think. (staring at you and gauging your reaction) Maybe too much time to think. "
“I promised myself that if I survived, I’d know what it is like to be a mom. I MUST have a child. Yes, I’m an old maid, and not as attractive of a woman that a powerful (extra soothing emphasis) man like you are probably used to……. But I’m the only woman around – and you aren’t married.”
" I have nothing to lose, so I hope you don’t mind if I take what I want. " ((and almost under her breath…. and if you do mind, I am very good at changing people’s minds))

She reclines a bit and instead of sitting next to you, she is now lying next to you. The blanket that covered her, is gently smoothed out to cover both her and part of your bed roll.

She doesn’t talk anymore. She only moves her hands, and then her body. Oooohhhh, how well she moves her body. Any attempts by you to resist are met with a longing look from her beautiful eyes. Any words from you, and she whispers , “shhh” as she puts her finger over your mouth.

She moves her body.

She moves her body.

She whispers, almost to herself and not to you, " I want a baby".

" I want a baby before I die."

Heard from the bedroll by those on watch:
Oh God.
Oh God.
Oh God.
Oh God.

[[:sigil | Charmaine]]

Sickness and Dreams
Tobias and Sigil

It was mid week, and Tobias had just risen out of bed. How many days had it been? and how many nightmares had he had? The sickness had come on quickly and he was lucky that they were close to Hamlet when it overtook him. The nightmares had been particularly bad, especially the one where Tobias and Sigil had come across a locked door deep within the Temple. After a tap of the Wand, the door fell open and they had both wandered in. Surreal, they walked for what felt like 30 minutes yet had only covered 20 feet. They heard some murmured laughter in the blackness – Tobias raised his staff to shed some light on their surroundings, only to find tattered ruins of books and tombs. Sigil fell to his feet and quickly, almost with reckless abandoned search frantically through the books. Each book was the same, and each crumbled to dust as he touched them. The laughter intensified as figures approached. Tobias could make them out as they appeared, Holy men, dressed in Holy garb. Sigil became more frantic as the laughter intensified, then all of a sudden Sigil cried out in grief – “No, No, Nooooooooooooooooooo!!!!” wailing and crying over and over. The Holy men came closer, Tobias could smell the stench on their breath as their mouths lay agape. Tobias looked down, and there held in Sigil’s hand was the cover of a book, the name clearly outlined….

“The Holy Book of Irori”

Laughter, now turned to roars, the Holy men descended onto Sigil, sobs turning to cries of pain.

My-Ro's Experience

My-Ro’s first day in the Temple was a pretty busy one. Several fights against Gnolls and Hobgoblins had gone well and the group was working together. He’d also felt good leading the search for traps and loot and was really settling into his position on the team. But it was the start of the next day that really made him think. The group had previously explored an area of the first level that held several Ghouls and had left a door unchecked. It was decided to check that door before exploring other areas. Down a long hallway behind that door My-Ro found the murderer of his father. Seeing red, My-Ro was single mindedly set on ending Revis the Bard’s story. Revis, however, wasn’t a fool and was in the presence of several of his pets. 3 Ardorwisps to be exact. A quick plan was put together thinking Revis might actually be in danger from the insect-like creatures but Revis threw a wrench into that plan when his charming voice called for help to protect him from the bugs. Sigil sprang into action, preparing himself to separate Revis from the threat. My-Ro knew better than to trust the Bard and turned to Reginald to help him clear the Ardorwisps so he could take on Revis directly. As the beasts charged in Reggie moved to engage the first and allow My-Ro to tumble through, leaving him just feet from the prize. As the group fought the Ardorwisps, My-Ro moved in on Revis striking once before the Bard could separate himself with a Dazing spell. Unfortunately for the minstril, the initial stoke of My-Ro’s blade carried a poison that surged through his veins, leaving him near crippled. A bow shot from the Rogue as Revis fled began the chase. Ultimately Revis’ initial treatury circled round to bit him in the ass as Sigil, still charmed, used a calmer head and was able to use his skills to find Revis trying to run down a new passageway. Not going to be swayed from his kill, My-Ro tested Sigil’s resolve to protect Revis and a small scuffle between the two friends ensued leaving Revis one final attempt to break free. Revis used his opportunity to cast an offensive spell against My-Ro. The deception was detected by Sigil and the charm was broken. One slash of My-Ro’s blade put the Bard down and a truly enjoyed coup-de-gras followed. Looking back at it, My-Ro felt good to have avenged his fathers murder but was a little scared of the feelings he felt when decapitating Revis. No matter how this second day in the Temple ends My-Ro won’t be looking to fondly upon it.

Claiming Sir Reginald
Kassen Sir Reginald Sigil Irori

Sunday the 13th of the Zenith month.

The day starts with discussion between Sir Reginald and Sigil debating the impact of his change of faith ( from Irori to Immodae) on both Reggie and the rest of the party. The conversation gets mildly heated as Sigil exchanges some pointed verbal barbs about the need to get himself right and to properly separate from Irori. Sir Reginald goes out on his own and revisits the Temple of Immodae to envelope himself in her righteous splendor. While there, The local priests comment how there is a semi-anonymous gift that was left for him. It was a well made sword breaker with an engraved inscription: “Take this tool to constantly remind you to be vigilant. Evil has designed many things to try and break The Sword.”
( Note: This is a Special item. Masterwork at Level 2. Plus 1 at Level 4. Plus 2 at level 8 with Evil DR, Plus 3 at level 12. Plus 4 at level 16. See Magic Items tab for more information.)

Feeling that his new God -Immodae – was calling him more and more to be a devoted servant, Sir Reginald decided he needed to resolve this conflict of faith. During earlier soul searching, he was guided to sacrifice an Ox to appease Irori as a symbolic gesture. " For once you used a Ox to help in your work, now you have chosen a horse". But he was also advised to uphold and honor the Ox (for it’s service) by letting it die and allowing it’s soul to have peace. His work was not done until he protected it from vermin and buzzards seeking to spoil it’s death.
He and Sigil bought the ox and sought the Temple of Irori. In the courtyard of the church complex, was a large garden with a small hedgemaze. In the center of the garden was an alter to praise Irori. There Sir Reginald cast aside all of his armor, sheilds,and most of his belongings (as most items had peity to Immodae on them) to stand in common clothes with the new swordbreaker in his hand. In one deathly plunge to the back of the neck, he smote the Ox. Dropping it to the ground with endless streams of blood gushing from it and down the gratings in the garden. Quickly three Fire Beetles sprung from the grating to feast on the flesh. With desperation to save the Ox, Sir Reginald was repeatedly bloodied as he opened himself to attack in order to fend off the scavengers seeking the dead animal. With Swordbreaker flashing, he slashed and gashed to victory….. and then waited. 4 hours later, The Stirges swooped in from the air. With the bloodsuckers attached to his neck and stomach, he fought them with vigor and beat them back from his sacrifice.
8 hours later, a pack of Hyenas emerged from the HedgeMaze. Working in unison, they feinted, and circled Sir Reginald and the bloody altar. Taunting in their laughing bark, they got him out of position and sprung to rend the Ox and escape with their meal. But, Sir Reginald’s skill was supreme and he deftly killed two of them. The one remaining had been able to chomp a hefty flank of the ox and was quickly dragging it off to the safety of the hedge. Drained of health from three tough combats with no armor to protect him, a deep fatigue from lack of sleep, and his general human weakness taking it’s toll, Sir Reginald chased the Hyena down and overtook it with a desperate gambit. He had left himself wide open to it’s vicious jaws. With the luck of someone blessed by the god’s, the Hyena did not want to drop it’s meal to attack and instead ran for the maze with all it’s vigor. Only to be dropped by a parting shot from Sir Reginald and his deadly new blade.

With barely an ounce of life left (3 HP’s), Sir Reginald slumped to the ground . The vermin and buzzards defeated as the remains of the ox turned to a mound of dust and filtered through the sacrificial grate.

Meanwhile, Inside the compound, the local Priest and Sigil watched the events unfold. When the Preist turned to Sigil and asked how much he can charge Sir Reginald for using his church. Sigil, giving no quarter even to a friend and told him that he can probably get as much as 200 GP out of the fighter. The cleric is stunned at the prospect of getting such a huge bounty. After some thought on it, he instead asks for 150, which totally drains Sir Reginald of his money.

While empty of life, energy and money, Sir Reginald does feel better that his situation with Irori is almost rectified. Almost.
Death in Kassen
Kassen Myro Mayor Uptal

The Heroes of Kassen spend three days in Vigil re-supplying, researching
magic and the history of the region, making contacts, and in the case of Sir
Reginald, changing spiritual allegiance from Irori to Iomidae and rescuing children
from deadly public fountains.

Purchasing new horses to pull the wagon, the Heroes travel south to Kassen to deal with the death of the mayor, MyRo’s father. While camping near the site where they were attacked by a random flock of stirges just a few days prior, the Heroes are attacked again – this time by a random pack of werewolves. Barely fending them off the Heroes flee to Homlett where Jaroo uses his magic to prevent those bitten in the attack from developing lycanthropy and randomly attacking adventurers under the next full moon. Continuing on to Kassen the ferryman errors in the Heroes’ favor, accidentally dropping them closer to the village. At the village the Heroes are given a warm welcome, with the exception of Tobias who is turned away by his old master who holds him responsible for the death of his cat. Unfortunately, they are also informed that they missed the Mayor’s funeral and that his body has already been buried. Sigil and Reginald track down the boy Reginald left to tend the shrine of Irori and discover that he gas not only shirked his duty, but robbed the shrine and scorned Irori. After punching the thief’s lights out in defense of his god, Sigil takes him to the local constable for justice. While speaking to the constable it is learned that an investigation into the Mayor’s death determined that both the mayor and his dog were poisoned, but where the poison came from and how it was delivered remained a mystery. Intent on investigating the Mayor’s death personally, the Heroes search the mayor’s home, initially seeking clues that his death was somehow related to the magical snake they encountered at the Moathouse and later suspected of attacking, poisoning, and causing the death of their merchant friend and the armorsmith of Hommlet. After an exhausting search they eventually discover a suspicious bottle of an herblike substance placed with other common herbs recently acquired by the Mayor’s cook from a traveling merchant, then used on the Mayor’s last meal. Though currently non-poisonous, the true nature of the substance eludes all identification, but is the only common link between the death of mayor and his dog. On another note, the Elders of Kassen seem to already have a candidate in mind to replace the mayor – a man from the capital city of Nirmathas, whom the Heroes suspect of being part of a conspiracy to change leadership in Kassen- a man named Counselor Vinick.
Dieing Is Easy

Sunday the 22nd of Young —
Are you ready? Are you prepared? Is that fear that is making your skin crawl?

There’s only 3 of the remaining Heroes of Kassen left alive, and you are currently staring at the demented architecture of an enormous Cathedral dedicated to destruction. The two stone gargoyles at the gates beckon you in with a malicious glee that suggests they were crafted by an otherworldly sculptor. This whole place looks like it couldn’t be built by humans, for humans just don’t have that much capacity for evil – or do they?

Your thoughts go back to your own self.
Do you have enough inner strength?
Is this worth it to venture forth? Yes, The Moat House was very profitable with lots of items of power, but dangerous at every turn.
Do you really want to have the chance to die here? In this horrible place?

As you learned from Sir Reginald, Dieing is Easy.
Toee cover

Death in the Moat House

On Saturday the 21st of Young Month to Sunday the 22nd.

Unable to immediately rescue Reginald from the dungeons of the Moathouse,
Qwejibo and blind Tobias dragged unconscious Sigil back to Hommlet,
gathering the half-orc Karg along the way. (Being a Half-orc, Karg had to
use some of his Inquisitor magic to sneak into town and lay low at
Sheila’s). The others went to the druid Jaroo, who used his magic to heal
Sigil and remove Tobias’ blindness. Meanwhile, MyRo managed to find his own
way out of the ghoul caves and back to the Village, reuniting with everyone
at Reginald’s aunt’s cottage (MyRo was pissed that we “left him behind”).
The story of the fight at the Moathouse made its way around town, the
militia and the Badgers were soon on alert, and when the group decided to
return to the Moathouse to rescue Reginald, Mitch the Miller (and his dog)
volunteered to go along too. Unable to explain Karg easily, he was sent
ahead with MyRo to meet us on route, and at the rendevous Mitch seemed to
accept the half-orc with only mild caution.

Back at the Moathouse, the group found the dungeons abandoned. Only the
looted bodies of a few soldiers and Reginald, who appeared to have been
finished off by a sword thrust through the chest, remained. Through a door
trapped by magic (which we assumed the retreating soldier’s couldn’t pass
without their cleric leader Larith to open it safely), we found what we
assumed was Larith’s personal chamber. In his chamber we found a little
random treasure, but the real object of value was a magical crystal ball
(Tobias is currently attempting to figure it out).

Searching for clues of where the soldier’s had gone, Mitch the Miller found
recent tracks of horses in the dungeon, which led from a previously
undiscovered armory and stable (both now empty) concealed through doors
behind the garbage in the Ogre’s chamber. We also descended to a lower
chamber containing a pool of water, where a giant crab nearly killed Sigil
before it was driven off. On the far side of pool, in a sealed scrollcase,
we found a scroll with a few wizard spells (see the Treasure email).

The Moathouse completely explored (as far as we can tell), the group
returned to Hommlet with Reginald’s body, which we took to the Temple of
Erestil and had preserved until he could be taken back to Kassen. Though
Reginald’s death is tragic, village of Hommlet seems more accepting of our
group, and many residents are planning to honor the paladin with a feast of

Not wanting the trail of our enemies to grow cold, the group left early the
next morning to find the men who fled the Moathouse. They followed their
tracks in a winding course along roads and paths through the forest for most
of the day, and as the sun set they came to a large ruined structure – The
Temple of Elemental Evil.

Stuck on the Wrong Side of the Gate

May 28th 2010.
Calendar Date: Monday the 16th of Young Month.
TOEE Update –Stuck on the wrong side of the Gate(s).
The TOEE hunters started the day with a choice: To follow the two assailants that had fled south on the road away from Hommlet or to return to the Moat House. After much debate, and planning on how they’d try to track down the monk and barbarian, it was decided to instead press the advantage at the Moathouse.
Two hours of trekking and the party of four arrives at the ruins to begin a day of hard adventuring. Their two targets were to check out the tower near the destroyed front gate. That proved exceedingly dangerous as two giant wolf spiders descended from the upper section rafters onto Myro and Sigil. Using the “5 D’s of Defense” , Myro went dodging, ducking, dipping, diving and dodging up the stairs and away from the Wolf Spider. Too bad the spider still had webbing attached and escalated to the same level as the fleeing Myro, poisoning him on the attack. (Minus 2 strength). The rest of the party counter attacked and dispatched the spiders without anyone else getting punctured and poisoned. A fine and possibly magical book along with an ivory box are found amongst the bones littering the spider’s den.
(Also- Myro’s Armor is damaged: 6 HP’s of damage)
With the spiders dead, and the last enemy (a swarm of vicious rats) on the first level known, Sigil suggests that they use the spider’s dead bodies to lure the rats out of the cupboard. The plan works to perfection and 13 rats pounce on the spider carcass. Tobias uses a sleep spell to knock out 4 of them, and the rest of the party slaughters the remainder. Once the cupboard is cleared, it is discovered that a set of stairs leads down to the belly of the Moat House. Myro , being very cautious , descends the stairs and a sense of upcoming danger certainly saved the parties lives. As above the lip of the stair well were lurking two Grey Oozes blended perfectly with the stonework of the ceiling. A tough and contentious battle ensued where the Heroes of Kassen tried fire, acid, magic, blunt weapons and missile weapons to little effect. While the mindless monsters were very easy to hit, acid that the creature produced was devastating and quickly overpowered Myro. It almost consumed him , and if not for the desperate and frantic actions of the rest of the party, The Moat House would have claimed another soul.
(Note: Myro had a very bad day. His magic dagger sustained 8 HP of damage. It is considered broken. He also lost a lot of his items to the oozes acid after being embraced for 2 or 3 rounds. )
(( Players, feel free to flesh out the description of this combat or the one with the Bugbears))
Once the room was cleared out, the party noticed two doors in the southwest corner of the room. One was heavily barred (the bar on your side) and the other was normal. The party carefully checked the room and found a secret door that led to an empty and dusty storage room. Not content, they search some more and find another secret door within the storage room. Excitement and apprehension grip this expert team, as they realize are delving into a section of the Moat House that no other good adventurers have gone before.

Part 2
June 19th
Darkness clung to the walls, ceiling, and floor of the winding corridors on the other side of the secret door. The party used their bulls-eye lanterns to slowly check each square foot . They paused at every intersection and listened intently for what the darkness might reveal. After 20 minutes of dungeon crawling they came upon an opening to a larger room. Myro, being extra careful thought he noticed a trap in the floor (this was an error, as no trap was present). While engrossed in the faux trap, and with limited light,enemy bugbears took up positions within the room. On an organized cue, they unloaded on Myro, who was severely wounded. The party retreated to cure their hurt comrade. The Bugbears pressed their advantage of the limited light, and pursued them through the hallways. After getting their equalibrium, the party counter maneuvered. Little did they know, that Phil the bugbear, theif had taken up position in the shadows to catch the party if they showed a weakness.
Having an attack plan, Sigil threw a light coin intending to bounce it off of walls to land in a spot that would allow Sir Reginald to rush the Bugbear attackers. By some strange level of luck, the lightcoin bouncded off of Phil, ruining his hiding place and causing Phil to be trapped between two expert martial player characters. The Bugbears attacked, but being a narrow hallway only one bugbear could attack at a time. Trying to intimidate Sir Reginald, they tried to gain an advantage, but little did they know that Sir Reginald has an almost fearless heart. He showed the bugbears how a magical longsword can turn an enemy from living to corpses. Tobias helped with a slew of spells, and Sigil put foot to Phils’ face. The tide turned against the bugbears and the leader called a quick retreat. In a combat frenzy, Sigil knew that he could route the enemy if he could take their leader down, so he followed into the teeth of the bugbear lair in pursuit of the leader. Furious blow after furious blow took the leader down,while the ranged weapons from the enemy took their bite into Sigil’s flesh. Myro didn’t want a straight up combat, and neither did Tobias.. Sir Reginald had been given a critical wound from the prior combat, so strategy won out and Sigil backed off. His intelligence won over the smell of bloood in his nose and the rage of his fighting heart.
Moving to a safer location, they spent a few minutes rejuvinating their vigor. They used spells from scrolls, and magical charms to “buff themselves” and then charged back into the Bugbear room. …. Only to find it empty. With three doors showing in the Eastern wall and an archway in the northern part of the room, they acted quickly to open the doors and check out the northern arch. The northern archway revealed a small connector corridor that opened into a triangle shaped room that obviously held the bugbear’s sleeping areas, but no enemies. The three doors were even stranger. They opened to five foot deep “closets” . But, the middle door was a trap and sounded both a loud alarm to the rest of the dungeon, along with a strong portcullis gate that barred their escape. Confused by this strange set of doors, and lack of bugbears, the party searched for secret doors, clues to this mystery and a better understanding of what they were dealing with. Tobias , not liking the fact that they were trapped, used his acid bolt to gain an escape. After 20-30 minutes (and all their buffs wore off). They moved back to exploring the corridors and side passages. They found another winding passage that led them to another room with three doors. They opened the middle door and down came another alarm and gate to block their path. This time, they noticed that they weren’t alone in the room. A gnoll appeared in an off passage. The hyena like barking coming from the passage gave indication that this Gnoll wasn’t alone……… Roll initiative.

Gathering Information

I forgot to include the date on the last entry: 12th of Young in the year of 4710.

To continue: While in the Inn of the welcome Wench, they noticed that the Inn was full of lively characters. One was a heavy boozer and storyteller named Servjin. A fantastic performing bard that brought in his share of the local women/girls, Merchants with bodyguards, along with a thick, stocky human (with battle scars) who was taking instruction from another human with a shaved head and top not ponytail.

Being newly minted adventurers (but also heroes of Kassen), and not used to adventuring on non-hostile territory, the party established ground rules for night watches, and general precautions to not be caught unaware.

13th of Young in the year 4710: The next morning, they decided to see if they can be more economical and stay at Aunt Sheila’s house instead of the Inn. They make their way to the still under construction Keep of Burn and Rufus. They announce themselves and find that they are instead only able to speak to the House Steward. The PC’s present Aunt Sheila’s letter as proof of relationship and get permission to open up her house. The party are given an armed escort from one of Burn’s Badgers (Enstad), so the villagers don’t think of the PC’s as thieves. Once at the house, the PC’s insult Enstad and become mildly confrontational. Kassen’s Heroes would later attempt to push the buttons of the same Badger (Enstad), by being smug and disrespectful when returning the captured brigands. While in the house, they discover that Sheila Vetnar had some broken/sundered weapons with strange symbols on them (images forthcoming). No one could recognize them, but they did think that they were religious in someway.

Being early afternoon, the four adventurers then make their way to the newly built church of Erastil. They meet Canon Calmer (a priest of 6 months in the village) and purchase two vials of holywater (10gp's each), plus get some additional information on Ustalav, LastWall, and The Whispering Tyrant. They lie to the Canon and make him think they are headed North to the Capital of Lastwall or Ustalav, so the Canon pulls Sir Reginald aside and asks for assistance in keeping an eye out for Priestess Y'del (or Cannoness), who normally heads the church but has left to an unknown place on an unknown mission and has not given any updates to the clergy. The clerics are now getting worried and seek Sir Reginland's discreet assistance. He agrees.

Part three - Someone else please write the update for Part three the meeting of the head of the Women’s Circle -Shelob and their travel to the Moat House, and attack of the Brigands.

Getting Information
The party of young adventurers arrived in Hommlet and settled on staying at The Inn of the Welcome Wench. They purposely sat in a secure corner of the Inn enjoying their food and beverages, all the while watching the other customers and keeping a low profile. Some people, that look like local townsfolk, walk bye and give welcoming nods and salutes with their mugs of ale, but leave the party alone. Questions to the tavern-owner don’t yield many answers about any danger to the town or information on a temple of evil. The party feels that either the town doesn’t have a problem; and Sir Reginald’s Aunt Sheila is mistaken; the people they have spoken to have their heads in the sand, the town is hiding something (or in on the evil), or they just aren’t opening up to newcomers/strangers. The following is gleaned:
  • The temple was in power over 10 years ago and haunted the local area. It was linked to forces representing The Whispering Tyrant from Gallowspire (located far north). They built a place 2 hours away from Hommlet called The Moat house to act as a staging area to raid the local area and kidnap/capture people. Survivors said their job was to be used as slave labor in building another fortress farther East.
  • The people of Hommlet and the paladins of Lastwall joined forces to smash the Temple and use powerful magic to clear the Temple of it’s evil. They then went back and demolished The Moat House.
  • Nulb is a town along the river that is filled with flotsam and jetsum. Most of the party is told to stay away.
  • Merchant trains have had a harder time reaching the city unmolested. The people think these problems are caused by the Orcs from the West.

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