X5: To the Temple of Death - IC

Father Fuller prays for new spells in the morning. He tries to hide his plate mail under the hay.

"We know that people in robes work the fields and go into the temple in the evening. In fact, if I remember correctly, all of the field workers in this whole area wear robes. Well, I don't think they all sleep in the temple. Not sure where that leaves us exactly, but we need information and robes."
 

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

"As I said, I can transform Ripclaw and myself in harmless animals. About information, don't have clerics spells to commune with their gods and ask them things?"

[sblock=ooc]
spell list is not updated yet. If I use baleful polymorph on Ripclaw, do I need prepare Dispel Magic to cancel it?

----

Ripclaw: Hide+15, Move Silently+10

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]
 

[sblock=WD]Yes, baleful polymorph must be dispelled.[/sblock]
"Yes, to an extent" Father Fuller looks thoughtful. "Though I feel I am close, I have not yet clarified my understanding enough to ask simple questions of Amaunator directly. What I fear is that the Master may have gained information about us from his own dark gods."
 

Jex shrugs. "I'm afraid the best I can do to conceal our approach would be to create a shroud of darkness... And that would stand out quite a lot in broad daylight. Even at night, a pit of deeper shadows can draw attention. It may be best to try to procure robes... But with them on alert after yesterday, even that might not work. Girgal, could you change all our forms to something harmless and we all sneak in that way? Or is there a spell you could use to alter the walls of the compound and create a way in?"
 

Aram Al'Tarik

"Robes may well work to get us in...but I feel as though that ruse would be quickly discovered, and leave us in the same place we found ourselves yesterday. Especially now that they have been alerted to our presence."
 

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

"I could, but would use up most of my magic for the day. And you would be helpless until I can dispel the magic. You wearing robes sounds much simpler. But I know a spell to shape stones."

[sblock=ooc]
spell list is updated.
----

Ripclaw: Hide+15, Move Silently+10

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), Stone Shape, blindsight – greater magic fang
4 (2) – (freedom of movement), Dispel Magic, enhance wildshape – SNA 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]
 

Aram raises an eyebrow at Girgal's latest words. "Shapes stone, eh? How much stone? Could you make a new entrance into the fortress?"
 

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

"Not enough to burrow a way from far away, but enough to form an entrance at a thinner part of the wall."

[sblock=ooc]


----

Ripclaw: Hide+15, Move Silently+10

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), Stone Shape, blindsight – greater magic fang
4 (2) – (freedom of movement), Dispel Magic, enhance wildshape – SNA 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]
 

Aram smiles and snaps his fingers. "We should get some robes, to disguise ourselves so that we can approach the fortress without raising the alarm. Once we are close, Girgal can use his magics to make an opening for us."


OOC: Kinem, can we get a rough sketch or map or something showing the outside design of the place?
 

[sblock=WD]Though I may be overlooking something, stone shape will let you shape a maximum of 19 cubic feet. Greater stone shape (SpC) gives 10 times as much volume but is a 5th level spell. The wall around the temple is about 4' thick and 20' high. You might be able to make a stone ladder to make the wall easier to climb. On the inside, though, is the moat.[/sblock]

Here's basically what you remember of the temple from yesterday:

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.

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.

The wall which surrounds the compound is about 20' high and 4' wide, and on the inside (as you can see from the entrance) is the large moat.

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 beehive-shaped 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, was anchored to the top of the tower.

Note: The is basically the map of the inside of the complex, but it's not entirely accurate as the combat maps I gave were a bit different. Chalk it up to the fuzziness of your character's memory :)

[sblock=temple complex]
kinem-albums-pbp-pics-picture979-tod.jpg
[/sblock]

The three sets of 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.
 

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