Temple of Eternal Flame

Dramatis Personae: Berrian, Bhára, Gil, Karth, Tasklar
Source: “Temple of Eternal Flame” (Princes of the Apocalypse)

NB. This recap is the last in a series written by Karth (and edited by me) and covers two sessions of play.

After a short rest, we returned once again to the temple, half-expecting the remaining cultists to have fled. Sneaking in the same way we had entered the last time, it all seemed eerily quiet at first. Heading up the stairs, with our invisible rogue with his slippers of spider climbing scouting ahead, we re-entered the room with the large crucible. This time, however, the cultists had set a trap. It summoned a fire elemental and then all hellfire broke loose. Surging ahead, it engulfed me and set upon Berrian. The damage from being hit by the elemental was not significant, but the damage from me hitting it was moreso! After defeating it, we headed deeper into the dungeon.

Heading to a previously unexplored section of the temple, we came across a strangely cold room. After some time exploring, and discovering that one corner was extremely cold, I realized that there was brown mold there. With no way to harm it, we left it alone. Fortunately our bard, Task, was successful in locating a long unused secret door, thanks to his dragonmark. Heading down the dusty corridor, we came to an old dwarven armory. Looking around, we found a strange shield with a clockwork mechanism on it, which Berrian decided to use [Basically you can elect to roll a d6, 1 = slowed, 3-4 = nothing, 5-6 = hasted for 1 minute). At this point we all decided it was time to rest and regain spells.

The next morning, we followed the disused corridor to the other end, where we came to another area with locked rooms. Opening them, we found many enslaved creatures: salamanders and azers. At this point it all turned against us. It turned out they hated each other, but we had no real way to communicate with them. Rather than having an army to support us, instead they started attacking each other. We decided to support the azers. I killed one salamander, only to realize that its companions had killed several of the azers in the meantime.

We decided to leave them to their fight and run. So run we did, straight into an area we thought would be the main exit out but which still held several ogres. The battle itself wasn’t too bad, with our bard using his fireball spell (from some bard skill he has) to kill most of them. A search of the area found us some loot buried in the rubble, and a scout down long corridors made us realize this was not the way we wanted to go.

Scouting back to the great furnace, we found what we had hoped: the salamanders had gone on a rampage, killing most of those in the furnace area and dying themselves. It was now empty of enemies. We located what appeared to be a lift down, but we had no interest in using it just then. We headed back to the final area we were interested in searching, deep in the temple beyond the red door.

Now this is where it got crazy … we followed a long corridor down into a shrine area, where we found what we thought were the leaders of the cult. They had captured Bhára and were about to kill her. One of them was the damned mage who could turn invisible and still attack us … and the other was Calla!

To everyone’s surprise, I tried to reason with Calla. I was in shock that she was still alive. Before I could calm matters down, however, the elf raced in to attack those that held his sister. A mighty battle it was, the four of us (five once Bhára was free) managed to kill the other mage (I was convinced she was somehow controlling Calla but it turned out she wasn’t) and a couple of the guards, while Calla fled. We were all badly damaged with many fireballs thrown, and these somehow ignored my fire resistance, so even I was hurting. We were forced to hole up and have a short rest. We scouted around and found a secret room that held little of value beyond a scroll of wall of sand, which Berrian took. Bhára also explained to us that our druidic allies, Gariena and Sauruki, had also been captured. They’d been taken “down below”, whatever that meant.

Then it was time to leave. I had blocked the door into this area shut, though we knew someone had tried to break in at one point. Bhára used clairvoyance to scout the room on the other side of the red door, and we knew we were in for a major fight: four fire cult guards, two fire mages, Calla, and another fire cult leader of some kind.

But we were prepared! Opening the door, we took some immediate damage before our shatter spells, and more importantly, wall of sand went off. The wall of sand meant the mages lost line of sight to us, so they couldn’t attack us with whatever spells they’d prepared.

It was a mighty battle! I called out to Calla that I would save her as we quickly smashed through the soldiers even though spells of fire and necromancy rained upon us. Victory was in our grasp! Calla had been forced to flee with Berrian chasing after her. The two weaker mages were dead, and the other leader – a fire genasi – was forced to flee as well, misty stepping to Calla and Berrian … and then victory was taken away.

First Berrian went down, allowing the two enemy leaders to flee, then Gil fumbled his attempt to heal Berrian. And the rest of us reached our dying comrade just in time to be met with a departing fireball from Calla (I think). Fortunately, I’d taken out my healing kit and tossed it to Gil as I’d gone running down the corridor.

I awoke lying in circular room with a well in it. Tasklar and Berrian were still alive, but Gil had some bad news for us. He’d been unable to get to Bhára in time. There were simply too many friends to keep alive and not enough time (or hands). [DM note: Everyone was rolling death saves, and we had Gil, whose player was actually absent for this session, spending an action each round to use the healing kit on one of his allies. Unfortunately, there were four people he had to use it on, and he left Bhára for last, and her player rolled three failures in a row. Luckily, her player enjoyed the fact that her new character had been killed by her old one.]

I decided it was time to abandon my quest for revenge … for now. The remaining fire cultists would just have to wait till later.

Player’s note: OK, the final battle had highs and lows and definitely challenged us. We have all levelled up, and Bhára’s player is now deciding what she will do next. Karth is now a Barbarian 6 / Rogue 2, looking at the extra mobility as a means to get behind the front lines to attack the squishy mages! I prefer playing multi-class characters, even though I miss out on the top level buffs, because I like the extra flexibility and flavor. It means I am running behind the others stat/feat-wise for a bit but the aim is another 2 rogue levels (going for assassin), using a finesse weapon for extra damage and using sneak more to try and get surprise attacks in … The problem is stats or feats next … I like shield master with my advantage on dex saves at this point!


Fire & Blood

Dramatis Personae: Karth, Berrian, Gil (plus Gariena and Sauruki)
Source: “Temple of Eternal Flame” (Princes of the Apocalypse)

NB. This recap is brought to you by Karth (and edited by me).

Player Note: Now we were warned that this next section was above our level before we got into it … and our DM has done the odd TPK in the past. Karth in particular felt nervous as he seems to attract criticals from the DM’s dice, plus whenever there is a random chance of something bad happening, 75% of the time the dice roll the big bad orc.

After the valiant battle on the hill where the enemy was crushed and the brave heroes elected to strategically retire for some time, we decided to head back to look for allies. While we found Tasklar’s cousin, the rogue Gil, we lost our bard, who decided it was more important that he search for a cure before he turned into a werewolf. So the three of us and the two druids, Gariena and Sauruki (who seemed to be far too inexperienced), headed back to the hill. Given this was a week or so later, we were astounded to see the surrounding area blackened and burnt.

Before getting to the ruined tower, however, we heard the eerie sounds of baying hounds and over the hill came several hell hounds and their handler – one of the cultists, a genasi, whom we had fought on the hill. The battle itself went relatively well, though our druid allies were forced to retreat after some early bits. The fire-breathing hell hounds did little damage to me with my fire-resistant armor. We quickly overcame the enemy … as I stood over the genasi, someone shouted “Don’t kill her! She needs to be questioned!” I feigned temporary deafness – my anger at seeing my enemy once again surging through my veins – and I dashed her brains in before anyone could stop me.

Heading to the hill, we found the camps abandoned. The tower itself was nothing but a burned out shell. Gil put on his fancy magic slippers and walked up the wall, then threw down a rope for the rest of us. Making our way into the tower, we found a caved-in tunnel under the rubble piled up on the ground floor. I was not to be stopped so easily! We spent the next day or two hauling stones and rubble out while the elf watched.

Once the way was finally cleared, we found a tunnel descending into the darkness. We surprised ourselves by deciding to send the rogue ahead as a scout. Unused to this novelty, we spent some time discussing the mechanics of this unfamiliar task. In the end, the rogue turned himself invisible and snuck down the tunnel. A good thing he did, as first he found a guard post of hobgoblins and then, after heading down some steps, a strange room with two heavily armored warriors in it.

When Gil had returned to tell us what he had seen, we discussed options and then decided on a full frontal assault (well almost). Gil, still invisible, was to head down to the middle of the steps and wait to strike any guards that tried to escape, while I called upon the power of my dragonmark to disappear into the shadows, and with the grace of the wolf, I was still able to make it down to the guard post and strike their leader with surprise! The pathetic hobgoblins fell swiftly to our vicious attack.

Things took a turn for the worse when, midway through the battle, the armored soldiers decided to attack! Hearing Gil’s warning, I raced to his aid on the stairs … and was nearly stunned out of my wits as memories came flooding back. These soldiers with long flaming spears and fire in their hearts … they were there! They killed my people! But my rage was too great, and I did not hesitate, but brought the black blade of Tamaich to bear against them.

At this point, Berrian also decided to aid us. The soldiers were tough, and much to our surprise, they exploded in flames and twisted bits of metal when we struck their death blows!

The hall the soldiers had come from also had four big pillars that radiated intense heat. I was once again grateful for my armor. The others were more singed than I was after dashing through the room. Gil then scouted ahead again, using his bat familiar as an extra pair of eyes. Down the opposite hall, past some ancient dwarf statues, he found another guardroom occupied by ogres. Some were dressed in full plate armor! Taking one of the magical torches from the wall, we chose to leave that area alone and headed down the main wide passage leading towards an area that rang out with the sounds of the forge.

To the right, a set of stairs led up to a smoky guard room occupied by hobgoblins resting and cooking food over an open fire. To the left, a long corridor stretched away into darkness with heavy stone doors on either side. Straight ahead, a wide stone stairway led down to a huge forge and furnace area. Gil reported seeing lava flowing into the chamber! There were also fiery dwarves and giant fiery snakemen who appeared to be slaves, working away at the forges to make weapons while a huge red-skinned brute and some cultists drove them on.

Naturally, we attacked the weakest opposition first: the hobgoblins. They barely knew what hit them. Their captain had a nice wooden box with some potions in it. Some of the potions glowed like fire. The druids said they would make the drinker resistant to fire. Could come in handy for the others!

There were more rooms beyond, including one that was clearly the ogres’ room and another that opened onto a stone bridge over the river of lava, but we turned back and headed for the long hall that looked like a cell block of sorts. This turned out to be a mistake … we found two fire mages and two cult warriors who caused us a bit of trouble. One of them was able to hypnotize our druid companions, taking them out of the fight. The others used lots of fire magic on us. A little luck saved us, though, as the druids were able to break free at the last minute, and the weird swamp gnome paralyzed his attacker, allowing us to cut him down quite easily.

Definitely on our last legs, we headed off to lick our wounds and acknowledge how much tougher these creatures were than we are used to! My thirst for vengeance remains strong, however. I am hopeful that Tasklar will have found a cure so he can help us. Maybe the elf’s sister (?) will have come back from wherever she went, too. We could use her magic.