
Kuralaak |

So it's KOed because of non-lethal damage? Then Kuralaak will finish what Grim started. Normally the Gnolls must offer a prayer to Lamashtu before the slaying of a good desert scorpion. But in your case, I think we will just eat you. Coup-de-gris...CHOP! Lying there in the scorpion's claw, it seemed to Raj as though Kuralaak might have been looking at HIM when he made this comment. Was this a joke? Had he lost too much blood? Or does Kuralaak have a lazy eye?? With Kuralaak, they never knew.

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I've got nothing but a protection from arrows spell left, so don't count on any magical help if we get any more fights today. We should get as much mileage out of our mounts as possible though; I think we're close enough now that I could cast Communal Mount tomorrow to save spells, but it would be nice to not have to bother with that either.

GM: Dave the Dwarf |

Grim you scout out the following and report back to the group.
Wedged into a wide precipice along the far slopes of Pale Mountain sits the crumbling ruins of a once massive temple. Passing centuries have weathered its stones, and while some of the outer walls remain standing,
they have collapsed in several places, leaving the temple grounds open to any who would approach. The House of the Beast’s fearsome reputation as being a place haunted by the ghosts of genies has been its traditional defense against explorers—that, and its remote location and the angry tribes of Rovagug-worshiping humanoids who still dwell within.
Like a child’s sandcastle carelessly placed before hungry waves
that lap against shore, the forgotten temple rests, nestled in the
crags of the Pale Mountain. Its crumbling spires and domes bask
in the pale grayish glow of the alien twilight of the mountain skies.
The scope of such a creation seems implausible in such a remote
location, yet it isn’t hard to question why one might choose such
a spectacular setting. Indeed, it seems unlikely that there exists
another so close to the realm of the gods. Among the broken stones and empty fountains, dry thorny shrubs poke through packed clay soil sprinkled with shards of bone. The temple would almost appear deserted if not for the ominous feeling of dread and the few dozen gory warnings hung upon the outer walls; headless bodies thick with swarms of black flies.
Most of the aged flagstones in the courtyard lie loose, cracked, and dusted with pebbles and other debris. In several areas the terrain is littered with large chunks of broken walls, while in other areas the ground is completely torn up.
These sections are difficult terrain, and add +2 to the DC of all Balance and Tumble checks to creatures within their premises.
The remaining soil consists of hard and dusty clay that greedily devours water. Few plants bear the fortitude to survive among the ruins, but a few short trees, shrubs, and plenty of lichen grow on toppled stones or
ruined works. The air is remarkably dry and crisp, but the generally comfortable temperatures during the day can drop close to freezing at night.

Hajar nar Jundi |

See my earlier post about using charges from the Wand

GM: Dave the Dwarf |

A.
Two small minarets guard the entrance of a low stone structure topped with the ruins of a small dome. Centuries of mountain winds have sand-blasted the western faces of the minarets to a smooth, polished finish, while the eastern sides facing the temple walls still bear illegible traces of ancient icons and calligraphy.

Hajar nar Jundi |

Approach carefully Master Archer. Hajar says as he scans the exterior for evil auras.

GM: Dave the Dwarf |

B. The North Gate
A lopsided minaret, its stacked layers sloppy and precarious,
casts a long shadow across the courtyard. A weatherworn coil
of stairs scrambles about its perimeter, ascending a hundred
feet or so. The stairs slope slightly toward the outer edge and
no rails exist to prevent an unsteady climber from tumbling off
onto the shards of rubble below.

Hajar nar Jundi |

I would not think that the Carrion King would make his home in a....hole. I will follow you down Master Grim. Hajar states, drawing Tempest.

Hajar nar Jundi |

Like an idiot, Hajar has no light sources. Hopefully Raj can cast light on him or something he carries.

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Raj lets them bumble for a bit (he has dark vision), but he soon relents and pulls out his magical compass. He slips it over Nemaides neck and activates it, providing illumination in a 20ft radius and shady illumination another 20ft after that.
Oh the irony; a band of followers of the sun goddess that don't have any lights...

Hajar nar Jundi |

Sense Motive: 1d20 + 6 ⇒ (3) + 6 = 9 Ohhhh you said BETTER...my bad.
Hajar hears the men exclaim their allegiance and calls out
Who goes there! My name is Hajar nar Jundi and I am the Abbot Protector of Kelmerane, Blessed be the Dawnflower and her glorious light!
Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

Hajar nar Jundi |

Hajar looks the men over
These men, their condition is wretched, could they have been slaves?
With a calming tone Hajar says
Rise men, and tell your story. We wish to hear your tale.
To the others he says
This might be evidence of the Carrion King's presence, be watchful.

GM: Dave the Dwarf |

One man steps forward.
Honorable Abbot of the Dawnflower, my name is Veradi. We are simple farmers and crafts men that were captured by the gnolls of the Carrion King and made slaves. Until recently there was no hope of escape for us. Then the Lizard men raided and we had our chance to escape. Only the five of us made it this far alive and we have been hiding and starving ever since. We will not make it much longer and we do not have the supplies or the strength to make it back to civilized lands safely. Please find it in your heart to take us back to our homes. Please sir...Please...I beg you as a man of faith.

Hajar nar Jundi |

Hajar turns to his good friend and says
Your assistance and deed will not go unnoticed. The Lady will guide your actions and provide comfort to you and these men. Thank you Friend.
Guys, with Naziri leaving I think we should recruit a new player. What do you all think? I'd really like to get this AP moving 5x a day.

Hajar nar Jundi |

Are we done with the hole? Or is there more down there, if there is more then go go go Grim

Grim The Wanderer |

Oh so you want to send this Grim to get slaughtered like a little lamb? pfff i get the most dangerous job of all. Why me? what in the name of what is good and Lawfull in this world did I do in my previous incarnation to deserve this. Why? Why ? replied grim trailing off on the darkness having fun with his fake lamentation.

Hajar nar Jundi |

Dave,are you gonna post the description or are we waiting for new blood?

GM: Dave the Dwarf |

The slaves give you the following information.
G. Is where the carrion king makes his home.
C. Is home to some lizard like things. That Raj deciphers to be Troglodyte's. It was these Troglodyte's attacking the gnolls that allowed the slaves to escape. But don't misunderstand they are both horrible evil creatures that worship Rorvorag.
The dome G leads to a large underground complex H and that leads to another underground complex I. And they have heard rumors that their are even deeper complexes.
This tunnel will lead you to G if you follow it long enough. Be wary this whole temple was built by evil for evil purposes though.

Hajar nar Jundi |

Hajar confers with his compatriots
What do you think we should do? Follow the tunnel or go aboveground and do more scouting?

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If you all are willing to wait a couple minutes, I can do some magical scouting. He vanishes and reappears at sitting on a ledge up above so that if any unfriendlies come along he's out of reach. With the spell I can cast, I can send a magical eye around the temple. It moves about as fast as a human walking, and it lasts for 5 minutes, so I won't be able to scout out the whole place. Where do you guys think I should send it first?