Anselth |
The bronze doors of the entry (23 ' high, 20' wide) are held fast by huge iron chains, and all cracks are sealed with soft iron. Graven upon these massive valves are runes. You note that the writing glows and seems to burn with silvery radiance, making your eyes teary.
Tarmin, Gnobby, Save vs Spells at a -2
Those of you not examining the main entry have noted that the vile stained glass windows of the place are intact. You can enter by breaking the main door, or you can check the smaller bronzewood doors around the corners to the east and west.
[IMG]http://i1249.photobucket.com/albums/hh507/GM_Anselth/Rune_pic_zps85b039e4.p ng[/IMG]
Sir Galavaine of Verbobonc |
The holy knight marches up as a test of faith, to see if the forces of good allow him to approach.
Spell save 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
But no, the repulsion forbids him too. He looks at Gnobby and Tarmin and smiles, "side doors it would always be once one of us were stopped. The runic chains ward here. Let us hope we can pass elsewhere."
Anselth |
There are several stained glass windows that are still intact which may provide entry, though they are set high on the wall. It would appear that whomever comes and goes from this place uses the doors.
Pettry takes a close look. "No spell prepared for this, I'm afraid. I'd imagine this could be broken open, but that'll cause a racket."
Podo Bumbleroot |
"I guess we could just wait till one of them comes out, and borrow his key". suggests Podo. "Then maybe one of you tall folk could take his robes and just lead us all in".
Podo smiles, then reaches into one of his sacks, and pulls forth his cultist robe from the moathouse. "Would this help"?
Gnobby the Gnome |
Not having the best equipment, Gnobby uses his dagger to see if he can pry out a pane or do something more quiet than smashing it.
Smashing a window is so uncultured. And it is, after all, a church window.
Gnobby hisses: "Podo, climb up and help me. I don't want these panes to fall!"
Anselth |
The door is easily opened by lifting a heavy brace. As the group enters and their eyes adjust, their surroundings become more clear.
The floor of this area is reddish brown slate-like stone squares, each about 2 feet square. The walls are plastered and painted with scenes befitting the nature of the Temple — disgusting acts, killing, torture, enslavement, robbery, thievery, and unspeakable things. The creeds of the worshippers here are all too evident. Evil is flaunted and lionized. Dim light filters through the stained glass windows, casting revolting colors upon the greenish stones of the floor to the north.
In that direction you can see the nave of the Temple. The pillars to either hand are of a pinkish mineral, shot through with worm-colored veins. Their arches lead to an unremarkable pair of lesser
side aisles. The columns supporting the archways, as well as the arches themselves, are worked in bas relief. As with the frescoes in the entryway, the scenes here are ineffable, vile, filthy. It is probable
that this area was reserved for the lowliest of worshippers. The area beyond is better lit and more open, though it also has more of the nauseating pinkish pillars supporting the roof high overhead.
Andre Girard |
They won't have the 5' square tiles in here for another twenty years.
Andre smiles as Gnobby and Podo open the side door to the Temple. "Excellent work, you two!", he says in a hushed tone. "Like the Moathouse, let us see how far we may delve without rousing an alarm." He draws his blade and readies his shield, striding into the unhallowed halls of the Temple at last.
Sir Galavaine of Verbobonc |
Eventually Sir Galavaine nods to his noble friend and the pair of them lead Pettry towards the nave, giving the scouts time to head around and before. Somehow words seem unnecessary and out of place as their boots echo off the small flagstones.
His flail and shield ready for battle, he pulls out his holy symbol of a sword and kisses it before laying the shiny beacon of goodness on his breast.
Anselth |
Ugh. I hate life. Sorry guys.
The group moves forward carefully into the center of the building.
The pillars here are white marble, veined with ugly red. The altar block of pinkish white marble is roughly oval something over 7 feet long by 5 feet wide. Its top has a hollowed out portion resembling a human
form, with legs apart and arms away from the body. This depression is stained a darker color than the rest. Just north of the altar is a circular, marble-lined pit — a well of sorts— 20 feet in diameter. Shards of broken crystal vessels lie about the well, near the altar, and scattered about the floor. A crystal knife with a broken blade lies atop the stone block.
Gnobby the Gnome |
Gnobby motions to Podo and they slowly circle the room taking opposite directions. Podo moves left and Gnobby moves right, moving quietly and cautiously. They meet at the altar near the depression and carefully search the area for anything 'missing'.
Gnobby carefully adds the crystal knife to his pouch without touching it. He refrains from examining it carefully until he has scouted the area and all adjoining doors. Listening at each door for any strange sounds.
Sir Galavaine of Verbobonc |
Sir Galavaine moves to check the eastern chamber beyond the nave. He motions for Sallandrya to accompany him while Andre and Tarmin can broach the other side.
Using hand signals he tries to time it so that both groups spring any ambush together.
Sallandrya Iramine Thainel |
[IMG]Image [/IMG]
Looking at the image I would think, 'totally adventurer friendly, please ring doorbell'.
Sallandrya Iramine Thainel |
Accustomed to keeping watch over Podo, Sallandrya gives a quick glance at her brave friend then slowly joins the Knight of Verbobonc.
The Ranger Priestess, ill adjusted for being indoors at the best of times, feels the weight of such a vile a structure that now surrounds her.
Sallandrya looks for signs of passing among the stone floor, and keeps her keen Elven hearing at a peek.
Perception 1d20 ⇒ 8
Tracking Urban (65%) 1d100 ⇒ 53
Whispers
'Perhaps good Andre could scan for signs of wickedness.'
Podo Bumbleroot |
Well in my lost in space post Podo actually made his find traps roll, and grabbed the dagger to keep anyone from accidentally cutting themselves...But we'll just pretend that he fell asleep and dreamed that :-).
Podo silently acknowledges Gnobby's suggestion, and searches around his side for anything unusual.
1d20 ⇒ 12 search 1d6 ⇒ 4 or 1d6 search. Got to check my book.
"You sure you don't want me to hold that dagger Gnobby". "I wouldn't want you to cut yourself".
Anselth |
To Andre's eyes, the entire building seems to pulse and glow with evil, though no single point stands out. Years and years of wicked deeds and men have corrupted the entirety of this building.
The two scouts find no sign of traps as they spread out. Salla and Tarmin both note that the floor is fairly clear of dust, disconcerting in what is supposed to be a long empty and unused temple.
The thick stone columns here are deep green, with blood-red striations. The paving blocks are mossy green, with a circular dais-like area about 20 feet in diameter in the center part of the wing (where the "4" is).
The supporting pillars in this wing are sandstone, resting on a red slate floor. Bits of broken pottery and sharp bits of rock cover the floor here, making walking about a risky business. The stump of
a granite monolith, and chunks of brownish-red rock around its base, indicate that the altar was violently assaulted and destroyed. A few links of bronze chain, a twisted manacle, and a bronzewood maul with a snapped haft add to the impression that the enemies of the Temple who did this must have found the altar very hateful indeed.(where the "5" is).
Podo Bumbleroot |
Podo confident that Gnobby will tell him if they're anything dangerous, steps up to the door closest to him, and checks to see if it is locked. If so he will attempt to pick the lock.
1d100 ⇒ 81 Disarm Traps (61%) If necessary
1d100 ⇒ 19 Pick lock (61%)