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X5: To the Temple of Death - IC

kinem

Adventurer
Fuller says "They might have reinforcements today. Maybe we should circle around to the back end and climb the wall there. They might not expect that. Closer to the airship, too. Of course, we'd have to risk the moat."

ooc: I need to know at what location along the 20' high wall you'll try, or if you'd rather just walk in through the front steps like last time, as well as a finalized spell list.

The party leaves the barn and circles around the lake counterclockwise as that looks like the shorter route.

You see groups of robed people in the fields, but they seem to ignore you.

As the party approaches the temple complex, horns sound the alarm from the 100' tall guard towers.
 

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Dragonwriter

First Post
Jex sighs. "Naturally, they couldn't forget. I don't suppose there's a spell for such a thing? Too bad we don't have any magic capable of making us fly... If only we did. No point dwelling on it, anyway. I'm right behind you, all the way."
 

Rhun

First Post
"Well, we're sighted...let's see how they respond, shall we? If no troops sally forth, than I agree with Fuller. We should come in from behind and go over the wall. What say you all?"
 

Walking Dad

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

That was my idea. But we need magic to cross the water. Fuller?"


[sblock=ooc]
Will cast and share the spells just before going in:
barkskin
enhance wild shape

----

Ripclaw: Hide+15, Move Silently+10

Spot +17, Listen +18

not final:
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), Greater stone shape - 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]
 

kinem

Adventurer
Despite the horn blasts, no one charges forth from the complex.

Father Fuller nods and casts a spell, then touches each member of the party, including Ripclaw. "This spell of water-walking should last over an hour" he says. "May the gods be with us today."
 

Walking Dad

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

Girgal enchants the wall and his mount to quickly climb up the wall. The handholds should help the others to follow.

[sblock=ooc]

cast stone shape on wall to make it climbable. sacrifices secon barkskin to cast spiderclimb on Ripclaw.


active:
barkskin
enhance wild shape

----

Ripclaw: Hide+15, Move Silently+10

Spot +17, Listen +18

not final:
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), Greater stone shape - 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]
 


kinem

Adventurer
From the tower to which the airship is still attached, a new pattern of horn blasts rings out.

In his full plate armor, Father Fuller brings up the rear, taking his time to climb carefully even with the hand- and foot- holds from Girgal's spell.

Girgal crests the wall and is the first to see what's inside.

This end of the complex is elevated nearly 20' compared to the entrance, he realizes, and is walled off.

There's no need to climb down, as the moat below the wall he's on is just inches below the top of the wall - a wall which is 20' high on the outer side. An artificial waterfall pours over the seperating wall in the distance.

20' from the wall is the island upon which the tower rests. Actually, the building consists of several towers, the highest of which is 100' tall. These towers are ornately carved on the outside. Statues of leering, grotesque creatures sit at the corners of the towers.

Window frames are carved like open mouths. Each tower is topped by a waving, bright-colored pennant.

Four small gardens, connected by narrow strips of grassy lawn, surround the main tower building.

In each garden area are two large and strange creatures, watching you intently. They have the bodies of bears, but their heads resemble those of owls! They don't charge as of now, perhaps because of the moat between them and the wall.

The gardens are very well-kept. The lawns are closely trimmed; each section contains beds of flowers, small trees, and a large fountain. In the center of each fountain is a statue of some horrible, twisted beast. Water constantly flows from the mouth of these statues, overflowing the basin and running down the sides. This overflow feeds the moat.

[sblock=map]
kinem-albums-pbp-pics-picture1193-temptemp.gif
[/sblock]
 
Last edited:

Rhun

First Post
Reaching the top, Aram draws his longbow and nocks an arrow, ready to fire at any enemy. Nodding at the bears, he speaks. "Do we take them out from a distance?"
 

kinem

Adventurer
As Aram clambers onto the ledge, you notice a slight disturbance in the water. Something's near the surface; perhaps logs.

[sblock=Girgal]Well attuned to the ways of reptiles, Girgal recognizes that these are crocodiles.[/sblock]
 

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