I wrote an adventure called The Lost Temple of Demogorgon for Dungeon #120. I ran it in February 2004, and these are a few photos from that session. If there's any chance you'll play in that adventure, you shouldn't read this as it'll contain some spoilers. This photojournal is mostly for my benefit and for the benefit of the players, and it may be unexciting to those who weren't there.
Spoiler space....
| The Players | The PCs |
| Alex | Stinky Meat-Hands (not his real name), half-orc rogue/fighter |
| Gary | Selia Talbot, human paladin |
| Keri | Elsbeth Denari, human sorcerer |
| Ray | Aramil, elf monk |
The heroes have entered the dungeon (starting point is in the upper right), traversed the traps (read: triggered some, dispelled some, bypassed some), passed through a strange temple area, up some stairs, and reached a doorway in front of a small pit. The pit wasn't really an obstacle, especially for high-level characters, the pit is just there to slow down invaders and give the defenders time to assemble ... and it's a nice bottleneck for a symbol of weakness. The PCs activated the symbol and everyone failed their save. As there was no cleric in the group they didn't have any lesser restoration or restoration magic handy, so the sorcerer teleported them all back to the dwarven fort they passed on the way here, paid to be healed, then teleported back.
Gray shirt = Ray, green shirt = Alex, blue jeans = Gary
At this point we rebuilt the dungeon so this elevated level (they went upstairs, remember?) was even with the table; that way we didn't need an extraneous layer of overturned Dwarven Forge underneath it. Here we have a T-intersection with a stone well (represented by an upside-down DF piece. The PCs had just approached the intersection when four angry apes with glowing red eyes and spiked arm armor charged in to attack them. Keri's sorcerer Elsbeth is in the back along with Ray's monk Aramil, while Gary's paladin and Alex's rogue/fighter are up in front. The white disk to the right of the battle represents Elsbeth's weasel familiar (when he's with the sorcerer, that disk magnetically sticks to the base of the sorcerer mini). The two whitish things to the upper left and lower right of the well are glass beads with a torch picture glued to the bottom, representing evil-looking red continual flame effects present in the temple (some company makes these, they're handy because you can see what they are from any angle because of the curvature of the glass, and they're easier to spot on the table than a to-scale torch).
Silly adventurers, things are often not what they seem! After easily dispatching the war apes, they moved toward the intersection and were attacked by a strange tentacled creature out of the well! The monster did a reasonable amount of damage, but the rogue (running around with improved invisibility from Elsbeth) saw that his friends could finish it off, so he went off by himself down the south tunnel....
And found two even bigger evil-looking apes, this time with full suits of armor and carrying real weapons (and talking in an evil-sounding language). Worse, they were able to sniff out where he was, so the advantage wasn't in his favor as much as he wanted. Selia the paladin ran over to help, giving the apes a visible target to fight. After Aramil the monk pounded the hell out of the tentacle monster he ran over to help, too, and though he looked like an easier target than the paladin, the apes seemed to prefer attacking the human (and their weapons seemed to bite harder into human flesh). Wisely, the (human) sorcerer stayed back....
I forgot to take pictures for the next battle. Basically the PCs defeated the armored apes, then realized someone was casting spells on them from somewhere in the darkness (Selia finally succumbed to a hold person after multiple attempts by the unseen enemies). The PCs figured out the spells were coming from the north tunnel and ran that way to find a bunch of reptilian humanoids in ancient-looking armor and weapons. The reptiles created darkness and fog to hide their escape, but the PCs followed them by sound and killed them in a narrow escape tunnel leading west and up. They followed that tunnel, which leveled off and turned south, activated a glyph of warding, then revealed a larger east-west tunnel further to the south.
The heroes entered the larger tunnel and made some noise, attracting the attention of another armored ape. This ape held a chain connected to the next of a savage naked ape using a chewed thigh bone as a weapon, and they attacked in tandem. While the unarmored ape wasn't much of a threat, the armored guy was pretty tough.
The noise of this battle attracted the attention of other creatures in the dungeon, namely an elephant-sized ape and his spellcasting ape handler. The players asked me to take the photo from this direction so you could see the action from the PCs' perspective ... and see the big ape's huge teeth. Visible outside the dungeon area in the lower left foreground is a sneaky ape wearing a lionskin, who showed up, looked around, and turned invisible (he later backstabbed one of the PCs). The big ape did a lot of damage ... it managed to knock Selia to -9 hit points after a few hits, and only the timely intervention of the Elsbeth (using a potion from her Heward's handy haversack) kept Selia from dying.
Later in that same battle, the ape spellcaster realized the PCs were too powerful for him to defeat and tried to negotiate a truce. Unfortunately he didn't speak their language and had to resort to gestures; he waved his arms that he didn't want to fight, and pointed toward the big door to the west as if the PCs should go that way and leave him alone. He convinced the big ape to hold off on its attacks for one round, but the PCs decided to attack anyway. The spellcaster turned invisible and tried to sneak out of the room by climbing the rough walls, but he had to reveal himself when they blocked the door, and they killed him.
At this point we had been playing for six hours and it was getting late, so we called the game, which means we didn't get to any of the final encounters (which would have been even more tough and really interesting). I gave them the rundown on what was going on in the temple, what they would have encountered next, and the aftermath (as this was a one-shot game and we knew I'd shortly be moving out of state, we wouldn't have another opportunity to play, and I didn't want to leave them wondering).