'The sound of steel and claws abrading on crumbling rock echoed up to me. I stood at the stairs, uncertain. Almost fifty years I counted in age at this moment. Already my adventures had granted me wealth beyond the measurement of a simple man, enough honor that would guarantee my place amongst the heroes of legends, friends, a family. I had something to lose. Yet again the knowledge of danger drew me closer although it should have repelled me. "Why is this so?" I asked myself as I started to descent into the darkness below. A mixed feeling of terror and anticipation stirred up inside of me and I knew, beyond the shadow of a doubt, that I've found the only place that I could ever call home.' Lord Grey,
A Man and his Dungeon
The Temple: Getting to the bottom of things (Upper levels - Chapter 1)
Welcome friends and foes to ToEE's Temple of Elemental Evil. Screamer and her faithful followers will spend most of the rest of their virtual life in this maze of twisted corridors filled with dangerous monsters. As for now, they are lead to Romag who gives them a brief overview about the situation down here.
He claims that the earth temple is the greatest of overall four existing temples (plus one elite temple). Those temples are in a never ending conflict both about leadership and self-assertion. This is all due to the law of their demon goddess called...uh..let's just call her Madame Zlut. As Screamer will later realize, Romag’s words about the awesomeness of his earth temple is not an overstatement. Those fellows got the whole first level under their control with a lot of bugbears, gnolls, ogres and simple grunts at their command. He demands three tasks to be completed before he will initialize the adventurers into the greater (fifth) temple. Knowing our place we ask for the first assignment. A snake in the banquet hall has killed the ogre chef and needs to be dealt with.
Bug report: If you should have killed the snake in the moathouse, the game will falsely assume that you've killed the other snake in the dining hall as well.
Tumblefingers loots Romag’s chest while he keeps on rambling about how he's going to revolutionize the industry of Evil. She finds a diary after she accidentally released a rather harmless poisonous cloud. Since the incident with double crosser Lareth, we know that all lunatic evildoers have a secret diary hidden closely where they are initially standing.
The books look the same, sound the same and are both equally trivial to the game experience. Some more names we ought to hear anyways, a secret door that we would have find on our own eventually and so on. We leave Romag to meet other people of the gang. Screamer runs into the guy that you play during the tutorial who has now become an ambitious field commander.
Although he ignores her for the most part and is not really significant for anything, he is at least the trigger for a funny little battle that escalates after an unsuccessful sleight of hands attempt. It ends in almost half of the earth temple population being slain by our hand.
Moral of the story: numbers never equal competence. Finally, we know what a Fungi looks like. *reload*
The snake shouldn't be a problem after a fight like this and she truly isn't.
Johnny checks the next room and encounters some goblins.
Actually, quiet a lot of goblins and an ogre. (Screamer's fear spell is as effective as always on this guy)
Next we got ghouls that guard a chest with anti undead stuff in it. Those critters aren't a real challenge although their paralyze attacks are still tendentially dangerous.
Tumblefingers almost releases some prisoners behind a locked door before we can stop her in time. A bunch of whiny traders and the only true pirate you can find in the game: Morgan.
Joinable, Fighter, more Meh than Eh. Let’s see what the traders got in stock for us.
They don’t posses anything worthwhile so we leave them to rot. The heroes explore the southern corners of the level which seems to have been used as an armory. Johnny finds a Morningstar that is almost ridiculously valuable (around 1500 gold) in one of the barrels. They face more gnolls and ghouls before they finally meet a new enemy type. A cube out of extra tasty jelly. Mh, tasty.
We enter a suspicious looking corridor and are attacked by a skeleton crossbowman. Can you spot him?
'bout time we replenish our personal army of the undead.
Not being in a particularly hurry to return to Romag, we also explore the east wing of this level. Another new exotic creature crosses our path. It’s a harpy.
Our growing number causes us some grief as we're now all stuck in a bottleneck with Screamer in front. In a more desperate attempt she makes a run for it. Johnny tries to follow her but is cut down by one of our gnolls. More harpies come down the ceiling but they are, quiet luckily, not really that tough.
Screamer earns a few more scars for this little tactical error. There are more ghouls lurking in the other rooms of this corridor. The initial plan is to go from room to room picking and selectively take them out. Sadly, the plan appears to be way too subtle for our undead minions to grasp.
We also meet some old acquaintances of ours. They are more bats (
Edit: Ok, ok Stirges. Not bats) like the ones we encountered on one our very first and unquestionably embarrassing random encounter. Screamer is almost hysterical to hear their unnerving squealing again and gives the order kill every single one of those bastards. Then again, can you see them?
They don't go down without draining Punkaid some Endurance. A serious loss as it will later turn out. The secret door we find behind the throne won't make up for it.
Back to Romag who waits with a promotion. This will help us going around without troubles from the authorities.
Our next task would originally be to bring a message to Rentsch but since Wat killed him Romag will have to come up with something else. He knows that Wat was working for the chief cleric of the fire temple and sees him as the schemer behind Rentsch’s murder (why a guy, who lives miles away from Nulb, knows more about Wat than Rentsch although they both shared the same household remains a mystery). He wants us to eliminate the two assistant fire clerics as a counter measure. They can be found one more level below so we might as well explore the rest of this area before pressing on. It's also nice to receive compliments from our new buddies.
What kind of evil party would it be if we wouldn't try out the torture chamber by that chance? Johnny already appreciates the torturers attitude and his foible for black leather.
Screamer inspects some of his handiwork to make sure that he's actually worth the money.
We meet Pitak, a competent fighter and his unfunny sidekick who is the connection between him and the outside world. His name is Tuelk.
He's a bad liar and they don't deserve freedom. Maybe it would be different if we would need more fighters in the team but as it is they still got some limbs to lose so we leave them with the guy in the black mask. Two imprisoned women also draw our attention for a second. They checked in the waterside hotel and were arrested since they stole some towels or something like that. They clearly had it comin'.
There are other cells close by but they are mostly inhabited by zombies. There are more AI screw ups here. Our gnoll skeletons start to attack the nearby bugbear patrol instead of the zombies and they in return turn hostile to the rest of the party. Fortunately, no one cares if we get rid of them. There is one last prisoner left to be pointed and laughed at. Until it turns out that this prisoner is actually kind of important. Good thing that Screamer wears that ring she has long forgotten about.
He's a ninja Fighter/Rogue combo on a dangerous mission but he’ll need us to get his equipment back so that he can continue on. He promises to wait for us in a special hiding place. His stuff is found quickly and we head to the only place we haven't searched throughout. The north section has one more crypt with lots of ghouls inside. I will show you here how the apparent incompetence of one (me) can endanger your whole group. Knowing that Magedude still has his Fireball spell ready, we let Johnny and Punkaid storm in without much thought. First bad thing that happens is Johnny getting paralyzed pretty much on spot and Punkaid must venture further without him.
Second bad thing is that Punkaid is all of a sudden surrounded by all sides. All range attacks seems to be missing as for now.
The third (and of course worst) thing that happens is that Magedude fireball spell fizzles. I've forgotten to turn off defensive casting. Punkaid is quickly paralyzed as well and the ghouls start to tear him to pieces. That the bat attacks from before have decreased his HP to only 28 isn't too good either.
Punkaid goes down. Two ghouls keep on punching him until his HP drops to -9. My finger hovers over the quickload key as the impossible happens: Johnny manages to break free from his paralyzed state, Tumblefingers first hit in the entire battle kills the ghoul in front of him, Magedude casts Magic Missile and kills another, the only gnoll skeleton we got left is also very helpful. Johnny in response rushes to Punkaid and throws a last second healing potion on him. It was a really close call.
Time for some well earned rest at Wonnilon’s hiding place. He explains that there are two more things that we need to retrieve for him: his customized crossbow and a scroll that makes it possible to control plants (he claims that this will somehow be useful in the final levels). There is still one last room to be looted. It is filled with highly poisonous black spiders.
*Big* black spiders to be precise.
Two small spiders drop down in the hallway and start attacking Magedude and Screamer. Chaos ensues.
Magedude's haste spell proves very useful in times like these. It will increase the amount of attacks an enchanted person will get per round. Johnny makes short deal with the fat spider now. A few more buff spells from Punkaid and our guys are nigh invincible (well, except for Screamer perhaps as you can see).
With all the loot on their backs (and festering spider bite wounds) Screamer and her companions decide to call dibs for the day and return to Nulb. While on their way out they see an imposing looking throne.
Tumblefingers cracks open a chest that stands nearby. 'As subtle as a crowbar' she mourns as she sees what's inside.
Who can guess already that our heroes are also bound to find similar robes for water and air? They must have already been doing more undercover work than any other party this high fantasy scenario has ever known.
For now, they are just glad to breathe some fresh air again. There is still a lot to do (except for the last pose photo that follows).