X5: To the Temple of Death - IC

Jex looks up at the airship in awe. Without realizing it, he just starts talking, “What could they be using to power it? Imagine if we could take that back to Darokin, put it to a better use than this. Hm, and what materials did they use? Wood and metal get quite heavy, thereby needing a greater power… Imagine a flying metal fortress, what could keep it aloft? After a minute, he does realize. With a start, the shadowcaster drops his eyes with a mumbled, “Oh, uh sorry about that… Just curious. Though more on the subject at hand, could you send a summoned creature, Girgal? I would, but Eissun can’t travel far from me, and my own magics don’t deal with summoning. If that doesn’t work, we should start by scouting the temple itself. We might be able to cut off any route to the airship, thereby depriving the Master of its use. We might even be able to use it ourselves.”
 

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

"No, a summoning doesn't last long enough for this. Maybe I could pray for more specific magic, but not now."
Girgal answers the shadow mage.

[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, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), SNA 3, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshapeSNA 4
5 (2) - (SNA 5), baleful polymorph - 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
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"Well, I guess we do things the old fashion way, eh?" says Aram. The dervish begins to lead the way toward the walled compound. He just hopes nobody is paying too close of attention to their approach.
 

A large path leads from the temple compound to the shore of the lake, which is out of sight of the temple. Lining this road area are statues, presumably of various deities and saints revered by the people of Hule.

The sun begins to set.

ooc: I assume the party has approached the entrance, but not yet gone inside.

Just before the main entrance, on either side of the path, are six huge statues of dragonlike horses. These have yokes and harnesses and are made to look like they are pulling the temple. The entire building complex gives the impression of a huge chariot. Adding to this appearance are eight large wheels carved on the outer walls, and a huge bronze statue of a man standing on the roof of one of the buildings. This statue holds a chariot whip in one hand.

Wide moats surround the buildings inside the compound. Water flows constantly from four fountains at the far end of the compound, and falls over a 20’ high waterfall.

The temple buildings are made from white stone. All the buildings are heavily decorated with statues, friezes, elaborate eaves, towers, banners, and paintings. Several of the buildings are two stories high. Rising from the first building are four thin towers, one at each corner. These towers have small minarets on the top and appear to be guard towers. The last building is a cluster of beehiveshaped towers. The center tower of this group rises above all the other buildings in the compound. The airship, which looks much like an ordinary sailing ship with masts at the top, is anchored to to top of the tower.

[sblock=temple complex]
kinem-albums-pbp-pics-picture979-tod.jpg
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You see a group of six people in white robes approaching from the fields outside. There is no doubt that they have seen you, but they seem to pay you no attention.
 


The three sets of unguarded steps - each staircase being 30' wide - lead up a broad walk that stretches the width of the temple. This walk is made of white stone, smooth, polished, and clean. At the center point, a bridge stretches across the moat to connect with the island of buildings on the other side.

The wall which surrounds the compound is 20' high, and on the inside (as you can see from the entrance) is the large moat.

There are no visible guards, but plenty of places where guards could well be posted, such as the guard towers on the first building and the places between the staircases.

As you watch, a couple of yellow-robed men lead a group of six white-robed people from a building further into the complex to the covered but not enclosed area that serves as the center of the first building. They stop there and begin some kind of ceremony.

Meanwhile, the six white-robed people who are coming in from the fields are nearly up to the stairs. They continue to ignore your party. They all appear to be young humans with short hair.
 
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"I'd suggest some of those white robes to infiltrate the palace," starts Aram, who then frowns when his gaze follows on Girgal and Ripclaw. "But I'm afraid it wouldn't work for all of us. So, with few other options, I'm for just walking straight in. What say you?"
 

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

"Sounds good enough for me. We know not enough to make a more cunning plan.."
Girgal answers the Aram.

[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, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), SNA 3, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshapeSNA 4
5 (2) - (SNA 5), baleful polymorph - 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]
 

Jex grows a little more anxious as the temple comes into sight. He draws in a hissing breath at Aram’s suggestion, but a sly smile spreads over his face quickly. “While I don’t like the idea of just walking straight in there, I think we have might be able to give a reason for them to let us in. I am, still, an escaped prisoner. Tie my hands, a bit loosely though, to make it seem as though I am a captive of yours. If the guards stop us, you can say you are bringing me here, having heard of a reward from the commanders. Honestly, I’m not looking forward to what would happen if they do question us, but it would be a better answer. And if they recognize me from my description, you could still have a cover in here.”
 

Aram nods, and takes a piece of rope from his pack to tie Jex's hands loosely, so that he can easily get out of the bindings. He then does his best to make Jex look like a prisoner. "Well, the ruse might work to get us in, as long as they don't ask for papers. Let us hope that they aren't suspicious of those that penetrate their outer defenses."

With that, he nudges Jex in the back, in the direction of the front entrance. "Move along, you" he says, a slight smile on his face.
 

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