Sneaking around the Temple Ruin.
5.20am.
The group split into investigative activities.
Goran stays behind for a few moments to frisk the dead Kobolds, gathering only minor copper and silver pieces, adding a meagre +60sp for his troubles. These Kobolds emerged from a huddle of canvas tents sited along a ditch on the North-South boulevard. He can see from their number that many more dwell in the community and wisely you withdraw, trying to cover your tracks and those of the wagon wheels in the rutted ground as much as you can.
Goran arranges the Kobolds to look as though the ambush upon them was conducting by inter-city rivalry, and pose a body to point with outstretched arm down the alley you exited earlier.
Highport: patrol: vs 1-2 [1d6]=3
Fawkes and
Brick remain vigilant and on guard by the prison wagon. The two half-orcs looking totally in place not out of place, unlike
Olleg who shields himself inside the shanty cabin.
Fawkes can climb on top of the wagon roof, getting a view of the ruins from across the graveyard.
It is as shown the the picture. Durrant takes opportunity as the group take a respite to concentrate his arcane knowledge and studies upon the waterskin he filled from the druidic standpipe, gaining the revelations as to some usages the blessed water may be good for.
Edel gets a bird's-eye view, sending Familiar
Pallas to swoop in for a closer inspection. The screech owl takes to the highest point of crumbling walls that formerly held the dome of the Temple erect.
looking at the picture provided:
The Temple is built of large stone blocks, quarried from the Drachensgrab Hills centuries ago. The stone is naturally weathered and eroded and showing signs of the more recent siege and razing of the city. The exterior walls are generally sound, up to the first storeys height but then lots of crumbling and loose stonework has fallen away to make patrolling the wall an unstable activity. Particularly over the Temple section proper, the high walls and facade are cracked in many places and these are home to many buzzing hornets that swarm about, in and out of crevices and a large nest hangs in the uppermost arch of the greater balcony. Thorny creeper vines overhang in many places which enable climbing the wall to be an easy task though anyone doing so risks either encountering one of the patrolling guard groups that shuffle precariously along the wall ramparts or with a more ghastly group of figures that clamber in and out of the ruins from under a rickety thatched section of roofing to the west.
The ruined Temple is just that. Partially restored into usable chambers and a larger sanctuary for the worship of
Gruumsh. The middle of the ruin has an overgrown waste ground of broken walls and rubble piles. Former rooms now caved in entirely and open to the elements. Two more cultured sections do exist, both landscaped gardens of high trees and bushes; one has a small mausoleum as a central feature. Between them there an open courtyard that doubles as a parking lot for wagons or a parade ground judging by the number of guards stationed on duty there. The north of the courtyard has a large portcullis and either side a gatehouse tower.
The screech owl flies in for a closer look, taking to one of the branches of the garden trees. As the owl flutters in to perch, he lands among a thick canopy of leaves, sheltered from the persistent rain. Turning his head 270° he his surprised to see an outstretched arm tempting him with petty morsels and hears a soft voice cooing for him to come closer. The bird takes an involuntary step along the bough and the hand holds out a large juicy eyeball and dangling optic nerve. A tasty treat that the owl gobbles greedily and
Edel gags, swallowing also and tasting the rancid and chewy gelatinous organ. If that was not enough to make him puke, then the grotesque and leering face that emerges from the nest, lips pursed to kiss the owl as it toys with the Familiar would be enough to get the regurgitation coming. An ugly crone with a spread of vulturine wings entices the owl to come closer.
[1d20]=13Edel: charm by proxy vs 90% resistance [1d100]=61
She is an alarming sight and dangerous enough for the mage and lest his Familiar get charmed by the Harpy's touch or even he himself getting an affection by proxy, he shrieks and calls
Pallas back to himself, coming to in the cabin.
Mortar Whizzbang takes another solo tour. He goes to walk around the Temple perimeter. Going clockwise from the southwest corner. The rear (or south facing) wall is full of alcoves, each contains a statue. Most display some vandalism but are still set in place. There are no obvious signs of anyone entering or exiting from behind an alcove's secret door and without climbing up to one of the ten insets, you are not sure which holds the concealed portal.
Mortar: gnome race skill in detecting unsafe walls and masonry vs 70% [1d100]=51
He can appreciate however the original building's foundations are soundly laid, unlike the upper tiers which are derelict and broken. Some attempts at refurbishment are in place and the eastern wall seems to be undergoing some whitewashing. Set into the wall are two large wooden doors which stand slightly ajar.
Mortar tries to creep along to check inside but halfway he is almost jumped upon as two figures leap up from the surrounding undergrowth dragging the corpse of a badger with them. The pair scramble up a vine, hauling their prize to the glee and howls of delight from several other reeking figures who lurk in the rafters of a chamber above. Glad to remain undetected, he waits a moment to move on lest any inadvertent snapping of twigs underfoot or scuffing of a stone might alert the ghoulish figures to his presence below.
He peers through the set of barn style doors, into another dark chamber that reeks also, this one of more mundane aroma, that of a stable in need of cleaning out. A group of Orcish stable grooms sit on upturned buckets around a table playing at cards. Carrying on around, the gnome comes to another set of ancient oak carved doors. These are closed and warning signs telling folk to "Keep Out!" in less polite languages are pinned to the exterior. Further along this northern wall is the guarded gatehouse. The portcullis is a twin affair of heavy double gates linked by well greased chains. The external gate is raised halfway and a group of figures are gathered there.
Mortar: found by a hound? vs 50% [1d100]=81
You naturally swerve them. An armoured veteran figure in plated mail and visored helm holds a huge black, feral mastiff on a long chain. The hound gnaws viciously at a giant rat, the rodent just a morsel in its fang toothed jaw. The hound shakes it like a ragdoll and tears it open, licking up the blood before breathing a gout of hot flaming breath to roast the rat meat. The hound has hellish red eyes and as you pass, it must sense your footsteps. Unnervingly, it pulls upon its leash, barking in your direction before the master pulls harshly upon its collar restraining it. The man is speaking to several well dressed merchants in flowing robes and turbans. He gestures welcomingly to them, accepting a velvet pouch that jingles of coins before he shakes their hands and together they step inside, the outer gate dropping behind them before the inner gate is raised. You glimpse a courtyard beyond that has a number of uniformed guards standing to attention as if on parade.
Further along, the north-east corner of the temple looks more ruinous, many larger blocks of stone strewn at the foot of the walls, fallen from the crumbling levels above.
The two scouts, owl and Gnome return to the main group to give their report.
Vennar &
Galadria can sweep the nearby graveyard, checking the area free of stranger danger and undead. However the graveyard is very overgrown and rubble strewn. Walking by a tottering headstone,
Galadria steps into a rabbit hole and twists her ankle with a sinister snap. The ankle bone breaks in her boots and she cries aloud, hobbling on
Vennar as a crutch. Once the initial shock is over, she ministers a healing prayer for herself though the bone remains partially fractured and the injury penalises her dexterity
-4hp, but +3hp meaning she receives a
-1 Dex penalty going forward.
Vennar & Galadria sweep graveyard: vs 10% [1d100]=24[1d100]=100Galadria: ankle break in rabbit hole [1d6]=4
Galadria: casts Cure Light Wounds upon herself [1d8]=3
Jacupo, Rogger & Esther share their stories,
as told earlier.
Esther: reactions to stay with group [1d100]=86 Rogger reactions: [1d100]=61
The rescued slave determines to accompany the group, feeling that without her slave collar and 'papers of freedom' , she will be less able to move about the city alone without incurring some wrath and trouble. The junior
Boash'i' is uncertain whether to involve himself too deeply, keen to escape the city after his near death experience. He looks to his senior,
Jacupo who has committed to help the group in its mission.
"A man has a second life. Let him use it wisely." he says. Both will continue as extra torchbearers with you.
Health status & conditions:
Galadria: 16/17hp
Vennar: 19/19hp
Fawkes: 17/17hp
Goran: 16/16hp
Olleg: 31/33hp
Brick: 18/18hp
Mortar: 10/10hp
Durrant: 7/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Esther: 3/3hp.
Armour Class:
Fawkes: 7/7/7
Galadria: 3/4/4
Vennar: 0/4/1
Goran: 3/7/3
Olleg: 4/6/6
Brick: 2/3/3
Mortar: 8/10/8
Durrant: 9/9/9
Edel: 7/7/7
Pallas the owl: 7/7/7
Esther 10/10/10
5.20am:
Illumination: cloudy moonlight, infravision.
Spells Available:
Galadria: DE cantrip, any 3/4 x 1st, 1/2 x 2nd lvl
Vennar: DE cantrip, any 4/4 x 1st, 3/3 x 2nd lvl
Fawkes: DE cantrip, any 2/2 x 1st lvl
Mortar: DM & RM, any 4/4 x 1st, 2/3 x 2nd
Durrant: DM & RM, any 4/4 x 1st, 3/3 x 2nd
Edel: DM & RM, any 3/4 x 1st, 3/3 x 2ndl
Actions, discussions and choices please everyone.