The Fire Temple
Many centuries ago the Fire Temple was built in a secluded volcanic area
of the underdark to serve the Elders.
To secure the location of the Temple would not be found, many traps and
Illusions were placed around the Temple cave to keep curious adventures or
spies away. The temple has never been discovered by anyone in 500 years except
by those the Clerics of the Elders wished.
Adventure
The adventure begins in the city of Highfolk. When the
heroes arrive in town, they find a place, where is much sorrow among the
residents because of the heavy losses of men and supplies. Rumors run rampant
throughout the town because of recent events. Much needed goods and supplies
have gone missing or they have not arrived into the city. This has caused a
great economic strain onto the City which is already at the end of its coffers.
As the party investigates the town, it finds a number of postings for possible
employment. One posting in particular seems to have drawn a lot of attention. A
man named Caliar Surefoot is looking for experienced mercenaries with possible
wartime service in the Vesve Forest and tracking skills. “Caliar is a famous
retired war hero, if he is looking for mercenaries, it must be a dangerous
job.”, the heroes are told.
At the address listed, there is a large home with ornate carvings of Elven
symbols and glass windows. When the party meets Caliar Surefoot, they find him
to be a typical High Elf with the face of a man who has seen a lot of action.
He is dressed like a woodsman and carries a Long sword on his belt.
After Caliar has gotten some background of the heroes´
credentials and finds them acceptable for the job, he describes some of the
history behind this mission. Julinda, a female elf, explains that this mission
is being mostly funded by her and that Caliar is the other benefactor.
Julinda’s son, Lucious Cedarbark, has not been heard of for many weeks now. He
was part of a caravan of barges to the Perrenlands that disappeared right after
the treaty signing in Greyhawk City. Lucious was a veteran of the Vesve Forest
army and signed on as a guard for caravans through the merchant guild. Most of
the guards for the caravan were experienced warriors from the war. After two
weeks of no word, a representative from the Perrenlands came to HighFolk and
was looking for any sign of their missing caravans. Since the disappearance of
Lucious’s expedition, 5 more caravans and 4 mountain patrols have not returned.
When search parties go out, no trace of the lost barges is ever found. Now the
council is starting to believe something unholy lives in the mountains and has
been taking men from High Folk for years. The general feeling among the council
is that rogue forces of Iuz are waging some form of guerrilla warfare on High
Folk. She wants to know what has happened to her son, if he is alive or dead,
and bring him home.
The heroes accept and start their adventure.
The
Wilderness
The party walkes through an area where is snow and the
temperature is very cold. It is unseasonably cold for this part of the
mountains and snow and ice are on the ground.
On the 8th day the group comes to an ice plain in a
small valley. The plain has snow drifts and ice patches. As the party crosses
the valley they notice a frozen horse and rider on the ice plain. When they
reach the horse a group of 2 Snow Trolls and 2 Ice Trolls attack the party.
Aristarch 4.50 - Cerebro 2.0.4 --- (2:2)
Zappa 1.1 64-bit 2CPU - Smar Think 1.00
--- (1,5:2,5)
The Baron 1.70 - Kiwi 0.6d --- (3,5:0,5)
Ruffian 2.1.0 - Rybka 1.0.1 beta
13b 32-bit --- (0:4)
After another day of travel, the party arrives at a
large cavern.The heroes find an opening to the underdark at the back of the
cave.
The Underdark
A tunnel goes for half a mile before entering into a
large cavern.
The party comes into a large and damp cavern .
This cavern is filled with a constant moving and
erupting flow of burning lava that covers the entire cave. Every few minutes a
large eruption of lava shoots up into the air, sometimes hitting the ceiling,
from multiple areas in the cavern. It is impossible to tell how deep the lava
goes or if anything is alive in it. The heat from the lava is so intense that
the temperature in this cavern is a few hundred degrees. Only the priest spell
“Resist Fire” can protect characters from these extreme temperatures.
As the party crosses thecavern, they are attacked by 2
Fire Trolls and 2 Magmen.
Aristarch 4.50 - Rybka 1.0.1 beta
13b 32-bit --- (1:3)
Zappa 1.1 64-bit 2CPU - Crafty Cito 1.4.2
64-bit 2CPU --- (1:3)
The Baron 1.70 - Chiron 0.4.1c --- (1:3)
Ruffian 2.1.0 - Movei 00.8.337 ---
(2,5:1,5)
At the end of the cavern, there is a set of large
brass doors. Both doors swing in and let the heroes enter the temple.
The Temple
Interior
The walls of the temple are made of brass and imprints
of great battle scenes from other planes are depicted on the walls. The
predominant figure in the scenes is a large creature with many tentacles.
The temperature is cooler than the outside cave, but it is still around 300
degrees. This level smells of sulfur and phosphorus. The lighting on this level
is created by torches that continually burn.
The party starts to explore the temple, clearing it
from all the monsters, which are protecting it.
Aristarch 4.50 - Chiron 0.4.1c --- (1:3)
Zappa 1.1 64-bit 2CPU - Deep Sjeng 1.6 ---
(2,5:1,5)
The Baron 1.70 - Cerebro 2.0.4 ---
(3,5:0,5)
Ruffian 2.1.0 - CM 10th Imperator ---
(2:2)
Chiron 0.4.1c added to the Rainlin
Party
For two wins by 3,5:0,5 the Thief (The
Baron) wins an additional engine from the pool.
Having succesfully fighted against the creatures, the
heroes reach a huge room, the walls of this room are made of lava flowing in
erratic patterns. Bubbles blow outward every so often from all the walls and
ceiling which is also lava. The floor of the room is made of brass, which is
hot to the touch. At the far western end of the room there is a hole in the
floor, hovering 2 feet above floor level over the hole is a diameter altar made
of adamantite with 8 flaming tentacles.
As the party reaches the altar, the tentacles wrap
themselves around the heroes, pick them up and touch them to the altar.
Aristarch 4.50 - Rybka 1.0.1 beta
9 64-bit --- (0,5:3,5)
Zappa 1.1 64-bit 2CPU - Rybka 1.0.1 beta
9 64-bit --- (1:3)
The Baron 1.70 - Rybka 1.0.1 beta
9 64-bit --- (0:4)
Ruffian 2.1.0 - Rybka 1.0.1 beta
9 64-bit --- (1:3)
For a win against the might creature Zappa
and Ruffian gain 500 spell- or hitpoints, Aristarch 250 points for a draw.
The Rainlin Party uses totally 2250
spell- and hitpoints to promote the mage (Zappa) and the Warrior
(Aristarch) both to Level 10.
Having defeated the Tentacles with help of the strong healingpower
of the Mage, the heroes feel a mighty tremble, leaving the temple in a hurry,
they just reach the end of the caverne, when they see the temple sinking into the lava.