Temple of Elemental Evil-Sess 4, journal of Dagmar.

Relishing the heat of battle Dagmar Halfear cut down another bugbear scum. “childs play” he remarked at Arg who stared back glassily. After turning and cutting down another, he yelled in anger and the remaining 3 bugbears broke and ran. He took the brief respite in relief and grined wolfishly at Brother Edmund, his new ghostly companion. wondering if he should chase down the craven, he asked the gnome Fonkin if he required help. Upon hearing confirmation he leapt into the fray beside Nilux against several hairy gnolls. After slaying a couple, out the corner of his eye he saw the elf being dragged back and being replaced by Arg. Dagmar smiled and licked his silver tooth tasting the blood as he cut a familiar groove. After beating back the gnolls with ranged support from Nilux and Fonkin (and being mildly surprised when Brother Edmund grew as a result of a spell) Fonkin wished for a breather and Dagmar had worked up a vicious thirst and wanted to refill his brandy skin from the store room.

Having retraced their steps upwards they found their way blocked by the stone doorway they had opened earlier. Dagmar suggested Brother Edmund (being able to walk through walls) to go find the cause of this. After a short wait, the doors raised and and two men were stood with Brother Edmund looking over their shoulder anxiously. Dagmar (being a suspicious man) drew his sword. “Who are you?” he asked “Fonkin friend!” he heard as a reply. Once Fonkin looked up and recognised them as Flynn and Hogan, the brothers who disappeared as I appeared in the welcome wench. As they walked into the room where the ogre laid slain and saw there was a new body. Dagmar inspected the body and remarked it was an acceptable kill. He then noticed a burnt corpse and raised an eyebrow. Flynn then told the party that they had managed to capture a merc who had attacked them once they had surrendered. Fonkin and Dagmar agreed that they wanted to question this prisoner but were intending of very different methods. Flynn explained he had broken the lock to prevent his escape.

After growing bored of Fonkin trying to fix the lock, Dagmar thrust his heel into the door and shattered the ancient wood. The prisoner wimpered at this sudden assult of sound and cowered. Attepmting to convince him it was a rescue mission, Dagmar took the gag out of his mouth and cut his bonds saying “quick we must leave this place” once the prisoner noticed Dagmars new cloak emblazioned with a flaming eye found in the store room. “A-are you one of them?” he begged.

Once Dagmar nodded, the poor soul screamed blue murder making it impossible to get any information out of him. His patience snapping, Dagmar dragged the merc to the nearby rack and began squabbling with Fonkin as to if this was the right way to get information as the prisoner fell into unconsciousness and began shaking. After Brother Edmund pronouncing the man in a state of shock, Dagmar placed Args hands on his head and stated “make good! make work again!” Arg muttered some words of healing and
the man’s eyes fluttered and he began screaming and pointing at the cloak again.

Muttering dark words he took the cloak off and threw it in the corner. After being told that crossing your arms whilst wearing a cloak in the ogre room something would make you safe. Feeling this was all the useful information had been gained, Dagmar threw the prisoner back into his cell after applying a fresh restaints and gag on him.

After brief messing around with a pillar with a false door, the party moved back to the old battlefield where
they fought the bugbears and gnolls and found the bugbears resting area, made of soiled straw. Fonkin having been frustrated with the treatment of the merc, set fire to the entire lot which had the entire party retreating from the smoke, coughing erraticly. After finding a similar room to the area where the bloodbath had occurred the party inspected 3 identical doors. After waiting for the other doors to open, Dagmar opened the furthest left door and instincively ducked as 4 crossbow bolts whizzed over his head.

Screaming his battle cry and with Arg in tow Dagmar gave chase to the shooters. They retreated around a corner and as Dagmar slide round, they loosed another volley. In true matrix style Dagmar slide to his knees and skated under the bolts and jumped back to his feet without missing a step. The cowardly crossbowmen retreated again into a long corridor and stood shoulder to shoulder with their comrades. As Dagmar and Arg took their first swings in what appeared to be a long and epic battle, Dagmar saw over the vast sea of heads an evil looking cleric who pointed at him and bellowed “RUN!”
Dagmar felt a huge wave of evil power wash over him and knew he was outclassed and turned tail and bolted…

I like to thank Daniel for this excellent POV write up, it’s so good I’m actually tempted to make this the official Sess 4 write up. If I do a write up it’ll be later in the week. See you in session 5

Temple of Elemental Evil – Session 3

After almost getting killed by zombies, the party return to Hommelet to recover and spend their hard earned booty. And their fortune continues as they weren’t even bothered by any wildlife!

After returning to home base, they immediately convert all the goods and coins at the traders and get some basic supplies. Eric, suspicious of the 2 running the store, reads their aura’s and found darkness of evil around their hearts and tells our heroes his suspicions. Most of the party at that point move on and head towards the newly constructed temple of St. Cuthbert, all except Flynn, who takes this opportunity to buy some “alternative” goods. He buys some Thieves tools and some tobacco that’s been laced with “gold leaf”

At St.Cuthberts, the party offer the temple a silver set that has religious significance. Pleased with the donation, the temple gladly offers it’s service at market price, with which the party buys up 10 vials of holy water. The party, freshly supplied decide to head back to the moathouse in the morning, after some much needed R&R.

The “Welcome Wench” is busy this evening and Flynn starts with buying the whole inn liQuid refreshment. This is met with much cheer but Flynn has his sights set on the said “welcome wench” and decides to set about removing the last remaining obstacle. Her Father. He goes up to him and he strikes up a conversation with him and offers him his own pipe and his special “gold leaf” tobacco which is very rare (according to Flynn). Impressed by his generosity, he accepts.

Flynn, along with is brother, Halden, both then promptly dissappear. The innkeeper then drops the pipe in shock which never hits the floor. The innkeeper takes a moment to get over his shock, then checks his cash drawer.

The 5 gold that Flynn paid with has dissappeared.

Meanwhile, Funkin heads downstairs to collect the drinks that Flynn has already paid for. The inn keeper collars him and ask for 5 gold. “What about the 5 gold my friend has already paid” asks Funkin, aghast. “I’ll tell you what, you get him to reappear with my gold and then I’ll refund the gold you’ll have to pay me now”. Unhappy, Funkin pays.

After paying for the party drinks, Funkin heads back upstairs and heads back into the private room that the party has purchased. He hands over a drink to Nilux the ranger, then to Eric the paladin. “Eric, your beer”

No reply. “Eric?”

The paladin turns around “I’m sorry, are you talking to me?”

“Yes, who else would I be calling Eric?”

“I’m not Eric, My name is Dagma” With that, the Paladin removes his helm, revealing a half elf with a sharpened silver canine. What in the nine hells was going on? Wondering what else had changed, Funkin looks around the room and discovers that argenten has gone in a automaton state, just like Dagma first was.

Just as things couldn’t get more confusing, a darkened cloak figure knocked at the door, Funkin opened the door. It was Gauldoth.

Gauldoth explains that the portals he used to summon the party together has other side effects,  including disappearing. He apologises and presents them with more ale, which the party gratefully accepts.

Having drunk more than is good for them, Dagma removes all his clothing, barring his loincloth (thankfully) whilst Nilux and Funkin thought it’ll be a good laugh. Arg, in his current state simply remains sitting in the room, his drink untouched as he stares off into space.

Whilst Funkin and Nilux are messing with the common room lock, Dagma mutters something about a diversion so he staggers towards the stairs, trips and falls down the stairs. People of the inn look on concerned, the innkeeper going over “are you ok?”

Happy with the diversion he caused, he smiles and then wets himself. Wondering what the hells is going on, he goes upstairs and discovers Funkin and Nilux picking a lock. Realising that his diversion has failed, Dagma runs upstairs and grabs a random sword and points it at the innkeeper. “Theresh nuffink to shee ere, jush head bach down and keep uiet”. The innkeeper, throws his hands up and slowly heads down stairs, promising to keep Quiet. Satisfied, Dagma returns his borrowed sword, only to realise he may have made an error as the next thing he hears is the tavern bell ringing accompanied to the innkeepers yelling for the guards.

On hearing the guards approach, our brave heroes get in the room. Dagma, climbs into an occupied bed whilst Funkin reverses the locking mechanism on the door. Nilux, finding nowhere to hide, dives out the window, neglecting to open it first.

The guards get upstairs with the innkeeper, who then tries to “unlock” the common room, only to find it locked…again. This send Funkin into hysterics, still laughing when the guards bust through the door and promptly gets carried off. The original occupant of the bed dagma dived into wakes up and is horrified to find another man in his bed. He yells out in horror and the guards remove his “bed partner” Both Dagma and Funkin get chucked into the “drunk tank” for the night.

Nilux, hides in the bush that  he fell in when he dived out of the window. The guards, believing Nilux being a thief, assumed he’d be running as fast as he can and fail to check the bush he was in. Waiting for a few minutes, Nilux then climbed out and climbed back into the room that was paid for so can reclaim his and his fellow adventurers eQuipment, he gets back in only to realise that the room has been robbed,

Using his Ranger tacking skills, he Quickly finds the thiefs trail and gives chase…

Milo, was up to now scraping a good living from swindling passing merchants in the welcome wench but was always looking for that big score, one where he could retire Quietly to Castle Greyhawk and start a brothel. He not long got to sleep when his room was suddenly invaded by guards looking for trouble makers picking locks. He then looks down, spots a half elf and hopes that nothing inappropriate happens. After they get took away by the guards, he asks the innkeeper who they were. The innkeeper explained that they were adventurers that had drank too much. This was the score he was waiting for, this was it!   Milo does a Quick check to find their room, waits for it to get Quiet and then brakes in and takes everything. He then heads downstairs, yells at the innkeeper, displaying his upset for having drunkards ruin his stay and demands a refund. He then takes his gold and calmly walks off, dreaming of beautiful women. He’d been walking for 15 minutes when an arrow strikes his hip, surprised he draws his dagger and short sword, turns around and sees a ranger drawing another arrow. Milo charges, deflecting the next arrow that was loosed, the ranger Quickly dropped his bow and draws his shield and longsword just in time to deflect Milos first attack.

Milo was no pushover in a fight, being kept in practice by fighting poor losers who tried to refuse to pay but this ranger was something else. Milo feints and goes in with his short sword, exploiting the opening the ranger exposes. Victory burning in his heart, he thrusts forward only to have the ranger spin under his blades and run him through. He looks down at the cold blade in his chest, he slides off onto the cold earth. He thinks about the women that are just on the edge of the approaching darkness, “so close” he whispers to no one in particular and then he dreamt no more…

Nilux looks over the thief, takes his weapons and notices strange symbols on the dagger. So he takes his weapons and also the gold ring on his left hand. Nilux then hides his body by chucking it into the creek at the edge of town and hides in the nearby forest and spends the night in a tree.

Nilux is awaken in the early hours of dawn as a passing notices the corpse. As he wonders what he’s going to do now he is accused of murder, a shadowy figure approaches and beckons him to follow. As nilux gets closer, he notices that it’s Gauldoth and he was not happy.

Nilux and the others, after being collected from the drunk tank, find themselves back in Gauldoths temple. A feast was laid out so breakfast was not going to be a problem. They eat their fill, especially Dagma, who sampled a strange chicken meal that was in a bucket labelled KFC… Funkin also notices some oranges and grapes, rare in the world of greyhawk so he pockets the lot. Afterward, Gauldoth finally returns and informs them that he’s managed to smooth things over back in Hommelet but is unable to use the services at the, as the party now refer to as, the unwelcome wench. Gauldoth then boots them out and tells them to get back to work.

Our brave heroes head back towards the moathouse, taking 3 days on foot to get there. On the 1st night, just as it gets to midnight, Nilux on watch, hears something in the undergrowth, he wakes everyone else up and walks forward into the clearing and sees nothing.

“Hey”. Nilux looks down and sees a duck. “Got any grapes?”

Dagma, remembering the old duck song, believes that this is some kind of joke “No, we don’t have any FU$%^*! grapes and no FU%&)”$ lemonade either!”

Nilux, in the clearing , is still in shock. After Dagma’s angry reply, Nilux starts getting nervous, for the ducks eyes start glowing red.

“Theennn….DIE!” The duck then morphs into a 7 foot warrior with a heavy shield and longsword, armored in full plate and advancing Quickly on Nilux. Funkin, in blind panic, grabs the wrong fruit and lobs oranges at the duckman. This, for some reason only served to enrage the duckman. Thankfully, Dagma grabs the grapes and throws them at the duckman. The duckman manages to grab the grapes in his mouth and reverts back into his original form. “Thanks for the Grapes” says the duck, who then waddles away (waddle, waddle). The party finally goes to sleep after such a weird encounter.

On the 2nd eve of  travel they settle down Quietly and rest. It was some time after midnght that Dagma hears something travelling down the road, he wakes the party and heads down, ready to intercept whatever threat approaches.

After a minute, a horse drawn cart trundles towards Dagma, the merchant  throws his hands up and immediately starts begging for his life. Dagma reassures the merchant and offers the merchant somewhere safe to camp for the night. In the morning, he offers them a look at his wares, Funkin casts detect magic and looks through, discovering that one of his chainmail is enchanted and 2 bottles of holy water is actually magic potions of some description. Funkin looks over the potions and thanks to his mentors training, was able to identify the potions, a potion of healing and a potion of mirror image. The merchant offers them all those items, along with a couple of Silver daggers for 650 gold. The party are stunned. ” I bought them from a guy as junk for 100 gp. Along with the fact you guys have saved my life, it’s only fair you benefit too.” He thanks them and with fresh directions, heads off to Hommelet.

They arrive at the moathouse on the dawn of the third day. With the top floor already clear, they were able to head down without any trouble. After they head down the stairs they checkout the cells that the zombies came out from and find them empty. Across the cells is a torture chamber that has not long been used.

“Unpleasant, isn’t it?”

The party turn round and discover a ghostly figure behind them who introduces itself as “brother edmund” and informs them that there is a great devourer beyond the northern door. Before they investigate, they check out a couple of locked doors to the west. Nilux notices that  despite the doors being old, the locks were brand new. This wasn’t a problem however as Nilux neatly picks them and reveals an armory behind the doors, with a variety of armors, weapons and ammunition.

Dagma heads towards the north door, towards the devourer. He carefully opens the door.

As he peers in, he spots an ogre, biting the head off his sister! He roars in rage and charges, ducking his sisters corpse as the ogre hurls it at him. Before the ogre can pick up his club, Dagma jumps and drives both his longsword and dagger into the chest. Before the others can help him, he has stabbed the ogre to death. They search the room , finding little, but they search the small room to the south, which turns out it’s the ogres pantry and find 2 human merchants and a gnome. The merchants offer little but promise to pay the party as soon as they can get back to their caravans and the gnome gives Funkin his clan ring, which will tell any other gnomes in 100 miles of here that the party s friendly.

With help from “brother edmund” they find secret doors that open out to the east. With the ghost leading the way, they head east until the party reaches a fork. The party continue east whils Nilux heads south, he reaches a big room with 3 doors in front of him. Meanwhile, the rest of our brave heroes also arrive at a big room with 3 doors. Brother Edmund checks out the doors by gong through them and sees that all three have brick walls just 5 feet beyond all 3 doors. Upon hearing this, Dagma opens the middle door.

There is a loud clang as the secret doors slam shut and an alarm goes off. Dagma hears footsteps and turns to deal with the approaching bugbears, who run up to him and bring him down. Arg runs in and despite the attacks of more bugbears arriving, heals Dagma and both manage to bring down a bugbear, the party start to prepare for a big fight when Nilux runs to them, yelling that there’s more coming…

Is this the end of our brave heroes, meeting their end in… The Temple of Elemental Evil!!!

I have took artistic licensing for this write up as a) my memory is shot and b) i had to rush a little.

I also apologise for the whole duckman incident, I clownshoed that encounter and my only excuse for that is that the ducksong was in my head for a whole week before I played that session so I like to take this time to apologise for that whole affair but I can’t promise it wont happen again.

As per usual, if you have any Questions or corrections, feel free to leave a comment here or at the meetup forum. And for those who are curious as to where the duck came from, here’s the song…Duck song

 

Temple of Elemental Evil – Session 2

We last left the party having finally defeated the bandits that reside here, they have a scout around but before they start exploring deeper, they could hear a hissing from the southern corridor.

The giant snake was coming…

Funkin had a plan and didn’t hesitate, he went outside and dragged back a bandit corpse and loaded it with the spider venom glands and then asked the party to go outside.

The snake was used to being fed offerings by the bandits that resided here, to prevent any “accidents”. So the snake thought nothing of the convenient meal and started swallowing…

Meanwhile, outside, the paladin was having a fit, the concerned party looked on when suddenly he recovered, looked at his hands and said “where am I?” Funkin explains the situation to Eric DuPont, a paladin of Tyr. This confuses Funkin a little, whilst having a fair bit of knowledge of the divine realms, he’s never heard of Tyr.

Whilst the party was getting to know their, until recently, silent companion, a portal opens up and a ranger steps through. Flynn, expecting an attack, lobs his silver baton at him, which strikes the ranger sQuarely in the the head. The ranger Quickly explains that he was sent by gauldoth to assist them, The party did a Quick round of introductions, finding out the rangers name is Nilux and apologies were given. The party was now 6

Our brave heroes check on the snake and find that bandit evidently disagrees with him and it proves fatal, they then go and loot the bandits HQ in the strong room. After removing all the gold, they find 4 “shiny” arrows, which they give to Nilux, who gratefully receives them. He also attempts to skin the snake and makes a complete mess of it. The party then head East and spot a way of heading down into the bowels of this forbidding place. They keep exploring the eastern corrider, to Quote Flynn “let’s leave nothing behind us that’ll stab us in the back the first moment they get”

After Halden smashes the door, they peer into what was  the dinning room of the moathouse. Haldon warily steps inside, and gets attacked as by the giant lizard who has claimed this room for his lair. The lizard missed with his initial attack and did not get another try, as the party at that point swarmed in, raining a hail of blows. Nilux took another stab at skinning, this time taking the skin of the giant lizard off in one piece. Whilst skinning the fearsome beast they discover that it had swallowed a shield, which Funkin discovers is magical. They give it to Argenten, the cleric.

Halden then smashes the next door, which leads into the kitchen. Which is full of junk except a small cask by the fire hearth. Arg goes in for a closer look and get promptly ambushed by the Giant Tick hiding in the hearth. The tick latches on and starts draining blood but Arg grabs hold of the tick and slams it into the floor, he then grabs his mace and smashes the tick to pieces. The cask, the cask that nearly cost a life to retrieve had nothing in it other than stagnant water.

Finally, having cleared the top level of the moathouse, they head to the stairs that leads to the moathouse dungeons, they head to the stairs they spotter earlier and head towards it and disturb a nest of R.O.U.S’s which turned round and attacked, starving for their new source of food. They manage to get in a couple of bites but fell under the assualt of the Eric, Arg and Halden.

The party start heading down , lead by Flynn. he start down the stairs and he see’s tattered tapestries. He see’s movement from the tapestries and so, using his torch, lights the tapestries.

He, unfortunately, did not spot the large jar of lamp oil hidden under the tapestries…

After the jar exploded, Arg goes down and drags him back up and burns all his healing in saving poor Flynn, but he pulls through.

The party, having recovered from the near fatal experience head down stairs, led by Nilux. They pass under the stone arch and Nilux was very lucky as the 2 green slimes on the ceiling drop and narrowly miss him. The party then proceed to torch the immobile slimes to death, they start exploring , finding nothing but as they head to the southern end of the room, from behind a pillar, 2 zombies advance on Flynn and Nilux, they start firing arrows but finding them ineffective against these horrors. Then a door at the furthest end of the room slams open, revealing 2 more walking dead, then another door, then another…

The party retreat too the stairs, the zombies followed, Eric called to Arg and they set up a shield wall, blocking the zombies from following, Flynn, Halden, Nilux and Funkin are chucking lamp oil molatovs , burning the dead at the base of the stairs. Despite some close calls and both the cleric and paladin falling unconscious, the party manage to defeat the walking dead.

Exhausted, the party return to Hommelet and gather resources, ready to return to the…

Temple of Elemental Evil.

I should apologise to Andy for the whole oil incident, i was kinda metagaming the situation and was drawing on previous experience whilst we were playing together with the WORPIGS. I believe that andy was doing the same but i should have been certain. So my bad. I also should have made sure that there was doors shown on the map. If i had you may have had more prep to deal with said dead. That’ll be a permanent reminder to bring the battle mat from now on!

On the plus side, my botches has saved someone! Glenns Nilux should have hit AUTOMATICALLY! If i had ran it that way, you’d probably have died in a couple of rounds. And that would have been a crap first AD&D session but hey.

Here’s a link to the journal to Eric Duponts journal http://www.meetup.com/EMRPGG/messages/boards/thread/21559162/50#77663702

Temple of Elemental Evil – Session 1

It was the 12th of may and I was terrified. My previous experiences were not…pleasant. My first experience eventually resulted in burnout (I felt unappreciated) and my second experience was one i Quit rather abruptly when kids wanted to play a character armed with a 6 foot long dildo as seen in Saints Row the Third (I do wish that some parents would research some games before buying them for the kids). Ah well.

I set the players up and they introduced themselves. The party has a gnome wizard, who after losing his mentor to a demon attack, took his spellbook and went in search of adventure. A paladin, whilst returning from a Quest, returned to find his village has been attacked by bandits and his sister was kidnapped. So, he goes in to the burnt out shell of his temple to St.Cuthbert, to out the hidden relic of the church, a strange magical diamond sword that glows red and goes after his sister. A pair of brothers who ran from the circus, looking for their fortune. And finally, a cleric from another realm, chased away for his beliefs.

One by one, they are called by a shadowy figure, offering adventure and possible assistance to their predicaments where appropriate, although the cleric simply ran into the open portal in the attempt to escape.

Each of them enter into what appears to be a small temple, at one end, a small wooden door and at the other, a statue of a simple maid.

On entering through the portal into the temple, the paladin all of the sudden shakes and goes kinda limp. Still alive but unable to do more than follow simple instructions. One of the Circus brothers, the small one, checks the small door, only to find it locked but there isn’t a keyhole for the lock…odd.

I give them bonus supplies and then set them on their way.

It was at this point I realised that I had a problem. The whole weeks research that I did on the town of Hommelett is now completely forgotten. I mean I had a gist of the town but the specifics have now been lost to the ether. AAARGH!!!

The party stayed in the town inn, called the Welcome Wench whilst they waited for the local traders to procure a cart.

Flynn, one of the circus run aways decides to test out the name “the welcome wench” and flirt with one of the barmaids. Unfortunatly for Flynn, the “welcome wench” is actually the tavern owners daughter. Flynn then proceeds to insult the father and nearly start a fight, which was prevented by Funkin, the parties sorcerer, bailing him out in the nick of time.

After convincing the tavern owner to let them rent a room for the night, they have breakfast and head on out to the moathouse, with their new cart. It took them 3 days to get their destination.However, in the middle of the 2nd day, they were attacked by random encounter. 10 R.O.U.S’s in fact. Which were completely butchered by the party with ease…

They finally arrive at the moathouse, seeing it in a bad way, they gingerly start over the drawbridge. They were then ambushed by giant frogs that were residing in a big pool near the bridge, who completely fail to grab anyone and get butchered for their efforts.

They enter the courtyard and have a look around. It’s Quiet, too Quiet. Especially as they notice that there is a few signs of recent signs of life. They decide to look in the almost collapsed tower in the corner first. Arg, the parties cleric, leads the paladin into the dark, dank tower. 

After being led into the dark room to investigate (more like being lead in as a human shield) the spider that was lurking in the upper section, jumped down and tried to bite the paladin. Its fangs scrap on the paladins banded mail as the cleric goes in to rescue him. These two steel clad warriors seem to be invincible and Funkin collects the spiders venom glands for future use.

After scouting around a few other rooms and finding little in those rooms, they enter a larger room. With sunlight entering through the door behind them, they enter the dark room, unaware that they’d alerted the giant poisonous snake in the back corner. It struck Quickly, striking the cleric with a blow that brought him to his knees. Flynn calls for a Quick retreat, telling everyone that they should regroup to handle this threat better. Everyone scarpers, with the paladin trading blows before he also tactifully retreats. So much for the invincible duo.

The party retreats into the spiders lair and make a makeshift door, providing some cover for their nights rest. Unfortunatly, the campfire alerts one of the patrols of the bandits that reside in one of the strong rooms of the moat house. Flynn, on watch notices the patrol man and alerts the others. The three man patrol demanded that they surrender. One of the men, only lightly armed, runs off to the main building to get the rest of the bandits. The party whilst they managed to bring down the 2 bandits that tried to slow them down, failed to stop the remaining bandit from waking his buddies to deal with this threat. Hogan, Flynn’s brother, knowing that the party had little time to prepare for the on coming storm of bandits, started to throw rubble on the stairs, making it dangerous to traverse in combat. 

The bandit leader, from behind the door, gives the party one chance to surrender as the bandits outnumber them 2-1. Flynn tells them to take a flying leap and the bandits charge. As they run down the stairs, 4 of them fall flat on their faces, at the feet of the cleric, the paladin, Flynn and Hogan. All of which instantly dispose of the fallen. The fight then Quickly becomes brutal, with Hogan falling unconscious under a rain of blows, Flynn getting injured and even the cleric taking some damage. Ultimately though, the bandits fall, with the leader falling to a hail of sling bullets from the mage.

Afterwards, they go into the main building and have a Quick look around. The state of the building is in poor shape but before the party can worry about the building structure, they can hear a hissing from the southern corrider….

The snake is coming…

And thats the first session ended. It was fun but I found that it was hard, especially as i had to spend 2-3 minutes looking up creatures as the way it was written in 1st ed ad&d is all over the gaff (seriously, having the THAC0 for creatures in the DMG is truly confusing.) The players were awesome, with special mentions to Andy for awesome roleplaying, his son for some excellent ideas and to bryce for his awesome admin work and also some excellent ideas, which pans out next session.

Looks like my fears were truly misplaced, telling me that whilst having a good DM is good for the story, it doesn’t mean sQuat unless the players are just as damned good. Thanks guys for giving me the ability to enjoy DM’ing again.

Temple of Elemental Evil and a bit of personal history…

Temple of Elemental Evil, a well known classic, or I understand it is and it was the sequel to this, Return to the Temple of Elemental Evil  that was my introduction to the world of Dungeons and Dragons.

It was a fun adventure and whilst the group i was with never finished it, i will always have fond memories of it.

Years later, after finally having some experience with all versions of D&D, I wanted to run a campaign that ran through 1st edition AD&D all the way to 4th ed. Having ToEE run through 1st ed, 3.5 and a 4th ed encounters adventure through this story, i felt that ToEE would be the best campaign to show case D&D in it’s entirety.

I haven’t had much success with DM’ing up till now. Having ran a small adventure before getting a severe case of burnout and trying to run an adventure for the local kids which also ended up in burnout after a lot of strange requests to play as dragons, power rangers and a pink dragon. 

I have done 2 sessions of ToEE  and have had great fun. Will be posting up a more detailed account of those sessions very soon.

Lord Heart Night.

I am lord night and this is my chronicle…

I am lord night, Dungeon and Dragons player and learner DM, happily married and proud father of 2

I started this blog in response to another blogger, Vobeskhan. I play in alot of his games and follow him in twitter, facebook and obviously his blogs.

After he wrote up something from one of my games on a meetup site, i was compelled to follow his example, writing up my experiences , both as a player and a DM. Hopefully, in doing this, i might become a better player and DM and if all else fails, entertain a few people.

Enjoy.

Lord Heart Night