X5: To the Temple of Death - IC


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Father Fuller

My apologizes, Jex. My hearing was not what it once was.
Do we have enough information on the whereabouts of the master to bypass it completely? Keria would have been best at getting in and out with good information. OOC: chr 10,10,14,22 ; Max Diplomacy +5or6, max bluff +6

I must confess my memory is not what it once was either. The perils of growing old I'm afraid. Still I at least consider it better than any of the many alternatives.
 

ooc: Unless someone objects, I'll assume that FF put the ring of spell storing in Jex's haversack with the other items.

After burying the amulet of finding, the party continues down the road. Jex tells Eissun to hide underground and follow the group by sound.

It is early evening by the time the group arrives in front of the town, which is located on the steep bank of a river and looks relatively safe from flooding. Surrounding the town is a 20' high wall with 30' high towers; you see guards up there. However, the gate is open, and no one challenges you as you enter.

You see townspeople but they keep their distance, turning down other streets to avoid you.

The town contains a close collection of houses and narrow, muddy lanes. Most of the buildings are two-story, half-timbered buildings roofed with thick thatch. A few of the more prosperous buildings have tile roofs. A number of mud and thatch shacks lie on the outer edges of the town. Scattered throughout are 6' high stone walls that probably enclose small courtyards. Some refuse is dumped in the street.

Inevitably you make your way to the market square in the center of town. A noisy, colorful market fair is still going on.

Although this area has no buildings or permanent constructions, it does contain a great number of stalls, booths and piles of produce.

The marketplace is a bustling center of activity, filled with mounds of vegetables, squawking geese, small children dashing about, pigpens, horses, townswomen, shouting merchants, beggars, and acrobats. The people can't keep too much distance from you but they avoid eye contact. Several boys, however, point at Ripclaw while talking to each other.

In one corner of the market is a travelling puppet theater. Gathered around it are many children, young men and women, and elderly people, eagerly watching. Simple laughter mixes with the squeaky puppet voices as the story is told.
 

Aram leads the others through the town, walking with the bold swagger one might expect from a desert warrior in service to The Master; until he had a better idea of what this town was all about, he didn't want anyone becoming suspicious about the group's true motives. The dervish stops near the puppet theatre, to see what the story is all about.
 

[sblock=puppet theater]
kinem-albums-pbp-pics-picture860-puppet.jpg
[/sblock]

Aram gathers that the puppets are acting out a (humorous?) morality lesson. One puppet is called the 'Raiser of Greatrealm'. That puppet is made from bit leather with tin to represent armor.

[sblock=everyone but Jex]The puppet reminds you of the statue in the tunnels under the abbey where Father Fuller was held.[/sblock]

The other puppet is a huge bronzed man. The Raiser of Greatrealm says, “For passing through my realm, I order you to attend on me at my home, Greatrealm.”

Some of the people around you seem to relax as you are watching the play, as if beginning to accept you. These include several children who still stare at Ripclaw, as well as adults such as a young woman and some of the parents.

The bronzed giant puppet replies, “What, little man, I’ll not serve you in one hundred years! Nor will I go to your temple of death!"

ooc: At this point I need to know who is watching the play, or what else you are doing if not.
 

Father Fuller will watch the play with interest. Is the Greatrealm (Raiser) portrayed as the hero?
"I think Ive seen part of this one before, we should stay for the end."
 

Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14
Ripclaw HP 57/57

Girgal and Ripclaw stay with the others. Suspicion and fear can quickly become aggression.

[sblock=ooc]

----

Ripclaw: Hide+15, Move Silently+10

Will use the Summon feat for flavor in out-of-combat situation, alternating between different elements.

Spot +17, Listen +18

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, faery fire, cure light wounds - obscuring mist
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle
3 (3) – (protection from energy), spirit jaws, blindsight x2 – greater magic fang
4 (2) – (freedom of movement), blast of sand – SNA 4
5 (2) - (SNA 5) - animal growth

Ripclaw has:
HP 57
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+15, Move Silently+10
[/sblock]
 

Aram nods at Fuller's words, and stands watching the play with interest. Perhaps some valuable information could be garnered here?
 

Jex watches the play, sweeping his left foot around slightly to let Eissun know where he is from beneath the ground. The shadowcaster hides his discomfort about being in this town and is on alert, keeping a cautious, though discreet, eye on the crowd.

[sblock=OOC]
Spot bonus is +11. Jex is suspicious... ;).
[/sblock]
 

“Then so shall the length of your service be!" the Raiser puppet declares.

The two puppets fight and then there is a crash of a tamborine and a puff of smoke. The bronze giant puppet stands still. "Now go to Greatrealm beyond the the Dark Wood, on the shore of Lake Tros. There you shall serve me for one hundred years.”

“I will obey you, my master.” The giant puppet then drops out of sight.

The crowd applauds. The young woman who's watching along with you approaches Aram. "Thank you for fighting for Hule, desert warrior" she says, putting her arm around him very briefly, and then begins to walk off into the crowded market.
 

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