[Adventure] Rage of the Savage Lands (DM: Dekana, Judge: TwoHeadsBarking)

Scarmiglione regards the armed guards thoughtfully. "I'd like a look inside," he murmurs. "But if we get rid of the guards, there may be some sort of panic. Perhaps you're right--let's hear what the commandant has to say."
 

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Scarmiglione regards the armed guards thoughtfully. "I'd like a look inside," he murmurs. "But if we get rid of the guards, there may be some sort of panic. Perhaps you're right--let's hear what the commandant has to say."
Damen considers the approach. With cover and a way in, those fools would never see me. I might be able to check.
OOC: Fleeting Ghost + Shadow Stride = You'll never see me if I roll well.

Damen's updated.
 


Scarmiglione nods slightly at Damen and walks up to the guards.

"What's going on here?"
he asks in a self-important manner. "If you'll excuse me, one of my former companions is in there, and she's rather ill, so I should like to retrieve her, if you don't mind." He makes as if to walk past them (in order to get them to react to him more strongly, move to bar his way, etc.). When prevented, his tone grows more annoyed. "Now listen here, you have no right to deny me access to my friend. I'm responsible for her, and if you don't let me through you'll certainly hear about it!"

[sblock=Bluff check to distract guards for Damen]Bluff check (distraction)
17(1d20) +19 = 36
[/sblock]
 

Four guards stand before the entrance to the temple. One, a seasoned vet with graying hair, crosses his arms as Scarm speaks. "Okay, let me hear about it. But you're not going in there, birdy. Your friend is dead or crazy, and she's probably contagious either way."

Although the guard flatly refuses entry, Scarm succeeds in creating enough of a commotion to distract him. Damen and Beatrice have enough time to scout out the building from all angles. The temple, dedicated to the god of war, is more like a small fortress than a church. The main entrance is simply the only way in, and it is barred shut. The guards would surely notice if anyone tried to unbar it. There are arrow slits on the upper levels, perhaps large enough for Scarm or an unarmored member of the party to squeeze through if they could get up to one.

When the party regroups to discuss their options, Yishim suggests, "I should be able to levitate up there and get inside. Why don't you all pay a visit to this Vahl? In the meantime, I'll protect to Toeto from the priest, if he really is sick"
 

Eithal nods, "Sayounds lahk a playan. It showah is bettah thayan whayat Ah's gonna dew." she looks up to the arrow slits, "Ah's gonne trah tah throw yew up thayah. Hehe" she giggles awkwardly in a low toothy grin.

"Whayah's the Tayemple?"
 

"If we absolutely wish to enter, I could teleport inside and out, but I think there is little we can do for the moment for Toeto. Yishim know wnough about the curse he might be able to do something to slow it down. For us, we need to meet her." tells Jarel-karn
 

Make sure to find poor Toeto! Beatrice says sternly to the wizard. And be careful, the last thing I want to to have to fight an insane version of you!
 


OOC: I take it you mean the Commandant. The only priestess around is the lizardfolk back in the swamp.

Yishim nods. "I wouldn't worry about that. My mind is strong enough to resist." Rather confident of him.

The city's fortress is visible near the harbor, in the southwest of the town. The party, sans Yishim, leaves the intransigent guards and heads toward the fort. The last you see of Yishim is him approaching the rear of the temple and looking up to an arrow slit.

As you walk through the town, you get the impression that there are fewer people on the streets than when you arrived. You occasionally catch glimpses of frightened townsfolk inside the houses, peering at you from behind their curtains. Still, that's not to say the town is deserted. Some merchants tend to their kiosks, and there are plenty of guards on patrol.

You soon reach the citadel. It is built atop a small hill and has a commanding view of the sea and the whole town. Its gray stone walls are tall enough to repel any invader without the right tools or magic for the job. You do not see any guards on the walls, although that's not to say no one is observing you from behind one of the many arrow slits.

You approach the gatehouse and see one guard, a dwarf, standing watch. When you inquire about Commandant Vahl, he responds, "By the look of ya, ya must be the adventurers from Daunton. Word gets around fast here. Heck, we've all been following your exploits - bringing in a lizard for study, leavin' for the swamp, and even comin' back alive. Ah, the Commandant's heard all about ya too. She's eager to meet ya. Head up to the great hall, on the second floor. You can't miss it."

The gate is already open, so you're free to walk in the citadel. One staircase and a corridor later, you enter a spacious hall with marble floors and long dining tables of stone. You see three people in here, all of them armored. Two are men sitting at a table opposite from each other, looking over some documents. The third is a woman with a star on her pauldron - she's the one you saw reflected in the swampy pool. She is standing at the far end of the room, looking at a large map of the city that's hung on the wall.

[sblock=Commandant Aliya Vahl]
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[/sblock]
 

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