X5: To the Temple of Death - IC

Aram keeps his eyes open for a tavern, as he figured it might be a good place to get some information. And now, with his guard heightened, he also keeps his eyes open for thieves and pickpockets.
 

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Father Fuller will just walk around town, checking the major Streets and intersections. He will also look for buildings that used to be temples, and keep alert for the sounds of worship - unison chanting, singing, etc.
 

Taking the route closer to the river, you avoid most of the traffic, and approach some official-looking buildings on the riverside.

The first resembles a small fortress. It rests on a small rise, slightly above the rest of the town. Two sides face out over the river and have walls 40 high. Only a few windows line the tops of these walls. The other sides are protected by curtain walls, each standing 30 high. The building has one main gate that you see.

The next is a low, one-story building partially surrounded by a 10' high wall. The one gate in the wall leads to a small garden area and the entrance to a building that is is simply built, but is made of fine materials. The door to this building is open, and it sounds like there is chanting inside. This may well be a temple.

Finally, next to the far city wall is a building with a 15’ high stone wall surrounding it. The one entrance has no gate and is never closed. Inside is a small garden and a roofed shrine. The building is open on two sides and contains a small altar and several old panels painted with scenes. Small bowls containing offerings sit in front of the altar.
 

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

Each minute in the city, Girgal seems to grow more silent and paranoid. He moves along with the others, but his only suggestions are how to leave "civilization".

[sblock=ooc]

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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]
 

"We need to get some information," says Aram, looking about, keeping his voice low so as not to be overheard by any passersby. "At this point we have no idea where to find the Master."
 

Father Fuller

I do have an idea, If we look for a destination for a pilgrimage,
some kind person may help us with maps or directions, perhaps the master resides at a holy site of some importance. And we could make a pilgrimage to it. I found what appears to be two religious buildings, one a small shrine and the other a walled compound. perhaps someone can watch the walled compound and speak to people leaving?


Father will approach the un-gated shrine first to see if he can learn anything from the panels, or from other people that might be visiting it.
 

Father Fuller enters the shrine.

The statue on the altar is of a badly scarred young man. In one hand he holds a mace set with small bits of mirror. The other hand clutches a bat by its feet.

Around the base of the statue are carved the word "Hosadus" and a date. Based on his knowledge of Hulean scholars, Fuller estimates that this date is about 400 years in the past.

The painted panels show scenes from the life of the man. The first panel shows his birth - a baby is lifted above a smoking cleft by a clawed hand while two humans watch. The second panel shows a handsome young boy battling a shining dragon creature. The third panel shows the same youth, badly wounded, tended by several clawed beings. One creature holds a book the boy is reading.

The fourth panel shows the boy, now scarred, using spells to defeat a group of non-human creatures. The fifth panel shows the construction of a great palace. The workers are clawed, horned, toothy creatures who lift great blocks of stone.

The next panel shows the same palace, now complete. Two large statues stand to either side of the entrance. They are the same as the creatures shown building the palace in the previous panel. On a tower above the door stands the man in a cloud of bats.

The eighth panel shows him much older, standing in the prow of a boat, casting a collar about the neck of a great water beast. In the background are a swamp, a forest, and the palace. The final panel shows the man, old and withered, leaning on a staff, standing before a misty doorway. Vague shadowy shapes stand in the fog.

Meanwhile, a few people make their way into the temple, which is in the other walled area. These men look like merchants - well dressed, but not as finely as nobles would be, and without the bearing or musculature that career soldiers typically have. They nod politely to your party but don't look like they want to talk.
 

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

"Looks like these pictures show the rise of a dark messiah."

The fourth panel shows the boy, now scarred, using spells to defeat a group of non-human creatures.

"What are these?" Looking at the merchants he adds in the same silent voice: "We would find more reliable help in the local prison, than to talk to these fanatics."

[sblock=ooc]

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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 shrugs. He keeps his voice low as he speaks. "Demons or devils, perhaps? Could this perhaps illustrate the rise of The Master? I mean, in truth, we know very little about him."
 

Jex considers the panels with the others. “It sounds reasonable that this is a history, though I’d venture a guess that the little puppet show was also somewhat accurate. Myths and stories often have basis in fact. What was it…? The shores of Lake Tros, beyond the Dark Wood… Maybe if we could get a map somewhere, it would have such information and landmarks. His voice is a little hopeful, as he really doesn't know. The shadowcaster keeps his left foot moving slightly as he talks.
 

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