D&D 5th: Demon Tower of Madness

Welcome ToThe Mines of Madness
Welcom To The Mines of Madness

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You have come to the Mines of Madness in search of the Forever Stone, a powerful artifact rumored to have many great powers, first among them the power to grant eternal life. According to half-forgotten lore, the stone was hidden from the world long ago by evil wizards and greedy dwarves who coveted its power. They are said to have perished in an orgy of magic and bloodshed after turning on one another. You don’t expect all the rumors to be true, but one thing is cer- tain: Over the years, many adventurers have tried to claim the Forever Stone, but none have succeeded. To survive the Mines of Madness would be a feather in the cap of any adventurer, but to retrieve the Forever Stone would catapult you into the annals of awesome- ness. And so here you are, on the brink of greatness, ready to descend into the depths in search of glory, infamy, and immortality. . . .

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Inside a Gelatinous Cube
Jello in the Mines of Madness

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After slipping on a plank and falling twenty feet into a unnatural made the adventuring company found them self in dire straits and nearly swallowed by the Gelatinous Cube Hug-Hug The Goblin Bad Ass plunged into the cube saving the party from immanent doom.

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Welcome to Hommlet
Village of Hommlet

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Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe. The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered? Where should you go? These are your first explorations and encounters, so chance may dictate as much as intelligence. Will outsiders be shunned? Are the reports true—is the whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple’s? All of these questions will soon be answered. The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings— Hommlet at last! The adventure begins…

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Goodbye Forever Stone

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The adventuring party travel from there not yet stronghold to the city of Hommlet to sell the Forever Stone found in the bowels of Mines of Madness to one of the town’s custodian Rufus. Upon entering the town of Hommlet the party meet up with a fellow adventurer Narkareth.

After much haggling the party found them self with no gold profit, but how ever manged to acquire materials and skilled labor to complete there small keep with in 30 days.

Upon traveling back to there soon to be strong holdGrognak & Narkareth were waylay what is thought to be wandering Lizard Men skeletons. Narkareth found him self almost mortally wounded & was rescued in time by his new companion Grognak

The manged to stumble there way back to grounds of there not yet entered tower & made began making preparations to clear and fortify their newly gained tower.

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Moathouse Lower Level
Sub Level of The Moathouse

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The adventuring party joined by its newest member Content Not Found: jenker has made its way into the underground area of the The Ruins of the Moathouse.

Shortly after entering the lower levels Content Not Found: jenker found him self surrounded and trapped by fresh Zombies. If it had not been for the aid of Grognak & Midge all would have been lost.

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Interlude : Hommlet to Nulb
Interlude

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The pleasant and seemingly peaceful vil­lage of Hommlet turned out to be filled with intrigue, with agents of Chaotic Evil hiding within the hamlet. The supposedly deserted and ruined moathouse nearby held a new champion of the nearby Temple of Elemental Evil. All of this brought dan­ ger and difficulty to the members of your group, but it also offered adventure, expe­ rience, and wealth.

You have either slain or driven off the evil men and creatures, and the able guardians of Hommlet- Jaroo, Terjon, Elmo, and the rest of the sturdy militiamen- can surely see to it that their area remains clean of the taint of Evil here after. Having accomplished most of your goals, you must now look else­ where for yet greater challenges (and commensurate rewards). If agents of the Temple were still active in Hommlet, then there must certainly be work for you at that fountainhead of wickedness. Just a half-day’s journey afoot (only about two hours’ ride), east along the High Road, lies the disreputable commu­nity of Nulb, and the Temple hidden in the hills nearby. This vile place spawned much suffering, ruin and death before the hosts of Good brought it low and bound its power. It is evident that the place was wounded but not slain, for dark things crept into Hommlet under direction of someone or some thing still lurking in the shunned edifice of Evil.

The upper works of the Temple were thrown down and destroyed in the final siege of the war against its hordes. Because of its great power and evil, how­ ever, the conquerors did not actually raze the Temple proper, instead sealing its great doors and placing mighty wards of all sorts upon the place and the black labyrinth beneath. Even as great a force as overthrew the Temple could not cleanly deal with what lurked below.

Since that great battle, the Temple area has been shunned, its ruins deserted. The nearby village of Nulb has returned to a semblance of normal activity­ questionable at best, for the place has always been rumored to house thieves, brigands, smugglers and pirates. But as Nulb stinks of garbage and filth, the Temple area reeks of the foul corruption and pervading Evil from whence it was spawned. No wonder that both places have again been left to their own devices. When the Temple of Elemental Evil flourished, earthquakes, storms of all sorts, great fires, and flash floods struck areas nearby with seeming capriciousness. All that ceased when the Temple was assaulted and sealed. You have been advised of all this, and urged to go else­ where to seek your fame and fortunes. The unease which prevails upon those merely passing near the ruins shows that some wickedness still haunts the place. There are many bad folk in Nulb, and still greater perils amidst the fallen Temple.

Yet the lure of such adventure beckons to you, drawing your party as surely as a lodestone draws iron. Warnings against loss of life-or even worse fates-cannot counter the irresistible pull of treasures secreted deep underground, of monsters still unbeaten, of mysteries to be unrav­eled. There are whispers of occult places beneath the interdicted Temple, where mighty Evil is yet wrought and noble folk are imprisoned. With care and cun­ning, luck and great deeds, caution mixed with boldness and daring, you and your associates can win through to achieve exploits of the stuff of legend! The journey of a hundred leagues begins with the first pace, and the time for your sojourn has come.

How you and your fellow adventurers plan to overcome the perils of the Temple is a matter that you must decide for yourselves. Is it best to reconnoiter from Hommlet. Base your activities from the village of Nulb. Try to make a secure wilderness camp somewhere near the ruin7 Or perhaps lodge somewhere within the foreboding Temple itself. The decision is now. It is certain that both vast treasure and horrible death await, so you must gain the one while cheating the other. Fortune and the gods must smile upon such an undertaking.

For many years, a cult of Chaotic Evil flourished somewhere on the shores of the Nyr Dyv. Although the location of their Temple is lost, these facts regarding it and its followers are known.

The cult was based on the premise that the elemental forces of the universe are Chaotic and opposed to mankind, and are thus (from a humanocentric view­ point) Evil. The Temple of the cult sought to destroy all works of Good and to disrupt order. Its members were thieves, assassins, brigands, and the like. Fire was regarded as the first elemental evil, and its penchant for Chaos fitted the premise of the cult. Water was like­ wise worshiped as an even more power­ful force of Chaotic Evil, in the form of floods, storms, and raging seas beating upon the land and ocean vessels. The epitome of Chaotic Evil, however, was regarded as a combination of air and earth, represented by blackness and cor­ responding with the demonic Abyss. This combination was regarded as a complete negation of matter.

The cult grew powerful and rich, attracting followers of the worst sort and offering them safety within the walls of the Temple stronghold. From this for­ tress would the followers ride to rob, pil­lage, and lay waste the lands about, tithing the cult from the spoils of the carnage. Captives from those raids were brought back to the Temple to serve as human sacrifices (children to the fire, men to the water, and women to the blackest Evil) or to slave their lives away in bondage. Besides the extensive upper works of the Temple, a deep labyrinth beneath the place was constructed, but virtually nothing is known about these dungeons except that they were inhab­ited by a plethora of creatures serving Chaos and Evil. It is rumored that a demon took up abode in the deepest level, to better receive the sacrifices to it. Eventually the neighbors of the Tem­ple grew tired of these depredations. All Good, both Lawful and Chaotic, banded together to form a mighty host. Their army marched to the Temple, fighting two battles along the way. The first was conclusive, thought the forces of Good who held the field afterward, so they gained the reputation of victory, and their ranks swelled with local men. The second battle saw a great slaughter of kobolds, goblins, ores, hobgoblins, evil men, and the like. The Temple was thereafter besieged, fell, and its inhabitants put to the sword. It is reported by some sources that the Temple and its precincts resisted complete destruc­tion, but the majority state that the whole was razed so that the cult could never emerge again nor could any find where it once flourished.

The Adventuring Party Gained: EP 185

Adventuring Company Members Present
Elise Pensri
Grognak
Narkareth

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