Sneaking into the Ruined Temple
Posted: Sat Nov 09, 2024 5:54 pm
Anchored in the sheltered bay, the junk sloop ebbs up and down on the tidal waters, its sails furled back against the mast, spartan lights dotting the stern and quarterdeck. A clanking bell tolls eight strikes, sombre and dull notes which the breeze soon carries to fade as hushed whispers into the dark, moonless night out to sea.
'Eight bells' or 4.00am, signalling the ending of a watch and often struck in memorial ceremony to mourn the loss of one passing away. Perhaps these are prophetic rings, struck in anticipation of further calamity and distress, for whom the bell tolls? Albeit nine fellows scurry down the port side ladders into a waiting leaky rowboat. Under cover of these cloudy pre-dawn hours, another scurvy crew of adventurers are embarking upon their mission.
A few days before, a group of nine heroic Icons boldly stepped off the decks in like manner, intent on sneaking into the recesses of a ruined Temple thought to be the chief quarters of a diabolical Slave trading ring. Their 'seek and destroy' mission, that many viewed as a suicidal endeavour, has reaped little reward, information, success. Indeed those bold and brave have yet to return and whilst no hue and cry has been raised to suggest their scouting was uncovered, their absence is sorely felt.
In a last desperate hope, your group; an eclectic bunch of novice adventurers, have been tasked with succeeding where others seemingly failed. Scout the ruined Temple, eliminate the senior slave traders, destroy the slaving infrastructure and release as many captive souls as you can. Additionally, find out what has happened to these Icons.
The strong among you put backs into oars, guiding the boat towards a rickety jetty that sticks out into the sea like a crooked finger. Bilge rats scurry away as you approach, shadows furtive under the boardwalk diminish into the niches. Hunkering down whilst a bored patrol passes by, ignorant to your incursion. They peer out to sea, muttering the grumblings of boredom, hunger and inclement weather. The pitter-patter of raindrops cause them to hood up and seek a drier doorway to shelter in.
You tie the boat off, collect your equipment and packs, don helms and armour, shoulder shields, discuss plans.
All is quiet though all is not at rest. Highport is the largest city in the Pomarj. Almost 15,000 people live there. Humans are as common as orcs and half-bloods. The city's non-human population are more active and seen at night, the nocturnal gangs of Gnolls, Hobgoblins, Goblins and Kobolds. Many of the city's population are slaves, who provide the daily menial labor. The life of a slave is often difficult and short. Wealthy and cruel warriors sometimes even free slaves outside of the city, only to hunt them down; slaves are therefore wary about any random buyer who is eager to free them. Slaves are regularly kept in chains or at least wear some kind of collar which denotes them as such.
Much of the city still bears the scars of its destruction when it was assaulted by the unified humanoid hordes decades ago. The city is going through a total rebuild; from the city wall ramparts, the many dwellings and temples, the granaries and storehouses.
The districts tend to be divided by tribal groups. Orcs tend to hunt the grasslands outside the city for meat, or fish on the waterfront. Each of the various humanoid groups has one or more districts. Gnolls occupy the east; hobgoblins and goblins in the west, Kobolds dwell centrally in a well-maintained area near the Lord's Palace.
The human districts typically have more shops, more surviving historic buildings, and more new construction. Slaves there are marginally better treated.
The shanty town fields host the city's poorest, renting plots amid the ruins, crumbling tenements and street level rubble. In perpetual danger from weather elements as much as from the gangs and city bogeymen.
The warehouse district near the docks is used for storage of goods, and is well guarded by soldiers. Three towers have been converted into lighthouses. They are manned by humans or half-orcs, as orcs are sensitive to the bright light. Narrow streets of ramshackle wooden buildings have been constructed here, and only a handful of the original buildings stand.
Hordes of giant rats are a common problem in many neighborhoods. Casks of oil are kept in order to create barriers of fire to keep the rats out. Trained giant weasels and hunting terriers are kept as pets or guard animals, but more often than not these are free to run wild in the city's abandoned areas. Those who come to the city often find work as rat catchers, but it is a menial job does not pay well. Roasted rat kebab in flatbread or barbecued skewered rat laced with thick sweet or sour sauce becoming a city delicacy.
The city once had a sewer system, but it has largely fallen into disrepair, the floating turds that bob around the jetty is testimony to the overflow of detritus and scum.
Actions The party need sneak through the city to the ruined Temple which is situated on the edge of the orc quarters. Once there you can decide how to access the ruin. You know that the Icons were given information regarding a secret entrance built into the back of an alcove in the rear exterior wall. But with these icons not returning for days, you don't know if this entrance has become compromised and is not-so-secret anymore.
Highport: random encounter vs 1 [1d6]=4
Actions decide on any strategy, marching order, scouting ahead. Your destination is a few minutes and a few streets away. Ask any questions.
'Eight bells' or 4.00am, signalling the ending of a watch and often struck in memorial ceremony to mourn the loss of one passing away. Perhaps these are prophetic rings, struck in anticipation of further calamity and distress, for whom the bell tolls? Albeit nine fellows scurry down the port side ladders into a waiting leaky rowboat. Under cover of these cloudy pre-dawn hours, another scurvy crew of adventurers are embarking upon their mission.
A few days before, a group of nine heroic Icons boldly stepped off the decks in like manner, intent on sneaking into the recesses of a ruined Temple thought to be the chief quarters of a diabolical Slave trading ring. Their 'seek and destroy' mission, that many viewed as a suicidal endeavour, has reaped little reward, information, success. Indeed those bold and brave have yet to return and whilst no hue and cry has been raised to suggest their scouting was uncovered, their absence is sorely felt.
In a last desperate hope, your group; an eclectic bunch of novice adventurers, have been tasked with succeeding where others seemingly failed. Scout the ruined Temple, eliminate the senior slave traders, destroy the slaving infrastructure and release as many captive souls as you can. Additionally, find out what has happened to these Icons.
The strong among you put backs into oars, guiding the boat towards a rickety jetty that sticks out into the sea like a crooked finger. Bilge rats scurry away as you approach, shadows furtive under the boardwalk diminish into the niches. Hunkering down whilst a bored patrol passes by, ignorant to your incursion. They peer out to sea, muttering the grumblings of boredom, hunger and inclement weather. The pitter-patter of raindrops cause them to hood up and seek a drier doorway to shelter in.
You tie the boat off, collect your equipment and packs, don helms and armour, shoulder shields, discuss plans.
All is quiet though all is not at rest. Highport is the largest city in the Pomarj. Almost 15,000 people live there. Humans are as common as orcs and half-bloods. The city's non-human population are more active and seen at night, the nocturnal gangs of Gnolls, Hobgoblins, Goblins and Kobolds. Many of the city's population are slaves, who provide the daily menial labor. The life of a slave is often difficult and short. Wealthy and cruel warriors sometimes even free slaves outside of the city, only to hunt them down; slaves are therefore wary about any random buyer who is eager to free them. Slaves are regularly kept in chains or at least wear some kind of collar which denotes them as such.
Much of the city still bears the scars of its destruction when it was assaulted by the unified humanoid hordes decades ago. The city is going through a total rebuild; from the city wall ramparts, the many dwellings and temples, the granaries and storehouses.
The districts tend to be divided by tribal groups. Orcs tend to hunt the grasslands outside the city for meat, or fish on the waterfront. Each of the various humanoid groups has one or more districts. Gnolls occupy the east; hobgoblins and goblins in the west, Kobolds dwell centrally in a well-maintained area near the Lord's Palace.
The human districts typically have more shops, more surviving historic buildings, and more new construction. Slaves there are marginally better treated.
The shanty town fields host the city's poorest, renting plots amid the ruins, crumbling tenements and street level rubble. In perpetual danger from weather elements as much as from the gangs and city bogeymen.
The warehouse district near the docks is used for storage of goods, and is well guarded by soldiers. Three towers have been converted into lighthouses. They are manned by humans or half-orcs, as orcs are sensitive to the bright light. Narrow streets of ramshackle wooden buildings have been constructed here, and only a handful of the original buildings stand.
Hordes of giant rats are a common problem in many neighborhoods. Casks of oil are kept in order to create barriers of fire to keep the rats out. Trained giant weasels and hunting terriers are kept as pets or guard animals, but more often than not these are free to run wild in the city's abandoned areas. Those who come to the city often find work as rat catchers, but it is a menial job does not pay well. Roasted rat kebab in flatbread or barbecued skewered rat laced with thick sweet or sour sauce becoming a city delicacy.
The city once had a sewer system, but it has largely fallen into disrepair, the floating turds that bob around the jetty is testimony to the overflow of detritus and scum.
Actions The party need sneak through the city to the ruined Temple which is situated on the edge of the orc quarters. Once there you can decide how to access the ruin. You know that the Icons were given information regarding a secret entrance built into the back of an alcove in the rear exterior wall. But with these icons not returning for days, you don't know if this entrance has become compromised and is not-so-secret anymore.
Highport: random encounter vs 1 [1d6]=4
Actions decide on any strategy, marching order, scouting ahead. Your destination is a few minutes and a few streets away. Ask any questions.