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The Enemy Reveals Itself

As the party returns back to Grorr to report of the Hag's Den,they discover that Grorr is ready to push forward. They hit the path that brings them to a small mercenary encampment from Ona Lenora. The camp belongs to the Brotherhood of the Thorn, and though they're on guard, they aren't hostile.   The warband travels on, admiring some of the views and landmarks of the Witchwood. The sailing is smoothe until they come across a temple that is shrouded in corruption. Grorr elects to go in and clear out the evil influence. Nobody knows what horrors could possibly be lurking inside.   After the Temple of Daimonogog is cleaned and fixed up, the paty leaves. They must decide on whether or not to press on to Ona Lenora or to attempt to find the hobgoblins who are seemingly following them.

Plot points/Scenes

Scene 1
The party returns to Grorr, who is puzzled at this news. The idea of an evil so diaguatingly vile that it consumes everything in its path? The idea of evil is so foreign to her. She thought that rage and war and conquest was part of the natural order, but to deem one so violent, sadistic and cruel as evil? She couldn't even fathom. But here she stood; recieving news that evil itself has killed her men. "We must leave this place," she shudders as a chill runs down her spine. "The longer we spend here, the worse my gut knotts. One Lenora is still at least another day's ride away. We must make haste." Rising her hand in the air, Grorr gives the order. An arrow is shot into the sky, which prompts a few other archers to give off their own signal to their chief that they're ready to move forward. The formation is pressing forward.
Scene 2
"Ramsteed, do you remember the battle of Legrav Mountain?" Grimshaw smiles as he reminisces the old days. It had been a while since the Order of Courage had been to war. Its not that he didn't mind these little adventures and journeys, but it really has been quite a while since they had actively conquered a civilization or even a village.     "Have you told our new friends how you killed the beastmen of Karinthia's champion? They should probably know of your feats, Ramsteed. You are more than just a cart hauler, you know. I'll tell them."
Scene 3
Flashback sequence. Refer to the notes on The Last Stand of Mal'Kai (Ram's War) for the structure of this encounter-like scene.
Scene 4
After Grorr finishes up her story, they come across three archers using a group of hobgoblins who've been hanged by their feet. The ropes are tied to the trees, and the three archers proove to have deadly accuracy. Grorr grows enraged. A perceptive PC would notice that the hobogblins have the mark of the defectors on their armor. If they notice that, they can calm Grorr down with a roll that has advantage.     If the group manages to calm Grorr down, the soldiers will take the party to their camp. There, they can rest and purchase items from the various vendors. There are a few distinctive personalities for the group to meet and interact with.     Grorr pursuades the leader of the Brotherhood of the Thorn to either (1-5) allow them to take a squad of archers or (6-10) have the entire Brtherhood join up with her warband. The Witchwood is killing her men surprisingly fast.     Grimshaw parttakes in an arm wrestling contest and wins with ease. He challenges any of the party members to parttake in his shenanigans.
Scene 5
Grorr decides that the path ahead is never going to be safe if they don't scout out the area ahead. She sends a scouting party to the east, and then takes the main party and Grimshaw to scout out the North. They encounter a flock of large butterflies blocking the pathway. If anyone approaches, the flock goes into a frenzy.   Suddenly, a Bone Picker swoops in and starts to devour the butterlies. The survivors of the flock take to the skies, which prompts the Bone Picker to follow in pursuit of his meal. If the party can refrain from attacking, the Bone Picker simply flies away and returns later on. If they do fight and kill it, later on its parents make their attack to try and take revenge on the party.   Closing in on the Temple of Daimonogog, the party comes across the body of a wizard. He had been stuck to a tree and burned alive. His body is still smoking but he doesn't seem burned. His flesh has been sunken in and has begun decomposing at an alarming rate. He is decomposing right in front of the party, and soon his body completely decomposes.
Scene 6
As the party begins to climb the temple, they start to identify the signs of corruption that they had noticed earlier at the apple orchard. The ascent of the temple causes them to realize that maybe this isn't a temple itself, but a sort of shell. There seems to be more to this temple than meets the eye, but that's okay. They don't have even the slightest clue what is in store for them when they reach the top.   We approach the statue, and Grorr claims she saw it blink. Suddenly a dark red orb of light flies through the air, crashing into the statue which subsequently absorbs it. The statue shudders to life, the stone melting back into flesh and hair. It heave the boulder at the party, which forces them to dodge, run down the temple or figure something else out. They're forced to think on their feet, they don't want to be crushed by the boulder or torn apart by the minotaur that is now guarding the entrance to the temple.   It reaches behind itself, grabbing the great axe behind it. The axe is known as The Axe of Bloodshed, a weapon passed down by greenskin generals who've fought in countless battles and wars. They can either defeat the minotaur or make a break for the entrance. If they kill the minotaur, the soul that fuels the body bursts out of the killing wound. If they don't kill the minotaur, it follows them throughout the temple when they manage to make it inside.
Scene 7 Temple of Daimongog: Level 1 & 2
Upon climbing the ladder down into the temple, the party are greeted with a foul odour that reeks of death and rot. Under the stench of natural decay, there's a very strong scent reminscent to that of the miasma found in Sadie's lair. The small entrance chamber harbours a pool of blood and gore, which the party will discover upon lighting all of the six torches set around the chamber.   Once the torches are lit, the ground spins and contorts, opening up to reveal a large slide like contraption. The party, as well as the guts and lifeforce are drained from the chamber, falling into an even biggger pool of blood. This pool is more like a lake; very deep and swimming with Horrorpods. The quasi riverbank - the stone area in which the blood has not risen beyond - isn't too far from where they've fallen. They have to escape the pool before the Horrorpods can grasp them in their terror. If they are forced to engage, the players find themselves at a severe disadvantage.   In the cavern, there's signs of an ettercap nest. The stench of the miasma is lingering through even stronger now. The cavern is crawling with the veigns and sludge of corruption, the most powerful its been yet. An incantation glows brightly from the wall, sprouting great stone icicles from the ceiling. The cavern begins to shake and rumble as stone spears begin to launch from the ceiling. The lake of blood is their only option.   The party must jump into the blood in order to avoid the spears. Grorr points out what seems to be a tunnel with light peering through. She directs everyone to swim toward the light. With the Horrorpods in close pursuit, they have to act fast. When they reach the other side of the tunnel, they aren't prepared for what happens.
Scene 8 Temple of Daimongog: Level 3
The party swims through the bottom of the pool and fall to the ground of the chamber marking level 3 of the temple. The ceiling is the pool of blood. The magic has twisted the very fabric of reality. The Horrorpods come shooting through the ceiling, crashing into the cobblestone ground. They writhe and lash violently, quickly suffocating without the sweet lifeforce to breathe in.   Walking to the end of the corridoor, they come to a giant set of double doors. The only problem is that a pillar has fallen before them, blocking the way. It is possible to blow the pillar up, melt it, or do anything that one could possibly do to destroy the pillar. It would take the entire party to destroy it.   Once they enter the doors, the entire temple begins to rumble. Suddenly the sounds of giant stomps can be heard through the temple walls. We're moving. All of the torches set around the temple light themselves. The players are standing atop of a giant clifftop, looking down upon a cesspool of demented abominations, writhing around in a stinking miasma. With a gust of wind, Sadie appears riding a dragolich with a litch on the back of it with her.   "I don't know your intentions," she growls out. "But I don't like the amount of times I've seen you lot in my homes. I can only assume that you are my enemy, and for that you must die."
Scene 9 Temple of Daimongog: Finale
Sadie aims a crooked finger at the cliff. With one vile word, a burst of miasma fires. It crashes against the hillside, and materializes into a blast of green energy. The cliffside breaks apart and the party crashes their way into the cesspool below. The party are snagged by some ettercaps that are crawling on the walls, stopping their falls. They have to make a constitution save in order to break free from the webs.   The party can identify the entrance to another chamber across the pit. They have to cut through a Hook Horror (MM pg 189), four Mud Mephit (MM pg 216), and a Minotaur Skeleton (MM pg 273) in order to get through the horde and make it to the door on the other side.   They enter a wide open room that reveals the outside world. The room is abundant in trasure and trinkets, chests and jewels and gems. They can also see that they're moving at a rapid pace, making their way through the Witchwood. The temple was alive. It was actually a shell for a grand creature. It had two front arms and two back legs, and two more arms placed a few feet behind its front legs. Its limbs and head were made entirely of twisted trees and roots and other wooden constructs. This is the magnifiscents of the nature god Daimongog's avatar.
Ambushing The City Walls Battle On The Boarder: Part I
Meanwhile, Captain Scowl Hogarth looks upon the walls of Ona Lenora from his recently built, makeshift watch tower. His soldiers are hard at work, destroying the trees in order to both make a pathway for and ammunition for his siege machines. Yes, Ona Lenora would fall. By now his army had spread through the Witchwood and would be catching up with both Grorr and his own personal unit. Even so, if Grorr did manage to make it to Ona Lenora, it would fall before she could form an alliance with their niave king.   A group of orcs chop away at a grand oak tree. The tree begins to rumble as multiple treeants come to life, fighting back against the orcs. The camp has now turned into the scene of a battlefield. As the battle rages, the monolithic Deimongog comes crashing through the forest and exploding on to the scene, coming to aid the forest in its fight against those who wish to destroy it.   The siege machines begin to attack from the last spot they were able to move forward to. Due to the fact they have to travel in a straight line, only the front of the three fires at the temple. The first order of business for the party is to take out the siege machines. They have to fight through three hobgoblins, and then they have to fight the five manning the trebuchet.
Ambushing The City Walls Battle On The Boarder: Part II
The siege machines are quickly destroyed. Grorr's scouting party recognizes that she's in the battle and come to her aid. Before anyone realizes, one of the trebuchets fires and destroys part of Ona Lenora's walls. It was time to act quickly.   Scowl confronts Grorr, beginning a battle between Grorr and the party, against Scowl and five of his orcs (MM pg 246) and one of his coveted Orogs (MM pg 247). The showdown is intense. When Scowl reaches zero hit points, he doesn't die. He acknowledges that now is time to withdraw or else he will be dying. He watches as his henchmen fall and die and he orders his men to fall back into the Witchwood. The treeants follow him in hot pursuit.   The temple of Daimongog plants itself firmly into the ground. All seems fine until screeching and howling starts to leave the temple. a mighty stream of miasma explodes from every entrance the temple has. The corruption finishes taking over the avatar, turning it into Sadie's own personal demon.   We end off on a cliffhanger. Sadie's abominations now have the perfect way into Ona Lenora. Sadistic Sadie is about to have her revenge.

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