23 Reaping 579 Common Year
The party takes measure of their resources as they rest in the Water Temple. Its high priest, Belsoring lies dead and the rushing, violent waters he commanded lie still. The swirling dark pool that serves as a portal to an unknown pocket dimension of elemental water remains active, however. The party decides to leave the bubbling pool to further explore the dungeons to the east. Unable to find their map of the dungeons found in Falrinth's lair, the party walks east into the unknown. They do know, from high priest Kelno, that the Fire Temple lies to the east a short distance.
The party follows a twenty-foot wide passageway that is strangely lit by some magical means. The passageway comes to a four-way intersection. To the north is a shirt extension and the walls in that direction pulse with a disgusting gray luminosity. A pair of brass doors stand twenty feet down the hallway. Behind them, back towards the Water temple, the walls glow with a green radiance. Ahead, to the east, bands of dull red light seem to float in the air. The pair of bronze doors to the west are covered with horrible of death by fire scenes and leering demonic faces. To the south is a huge slab of bronze, a solid door blocking travel in that direction. However, a windlass flanks the large bronze slab and appears to be the device that raises and lowers the barrier.
It is obvious that the Temple of Fire lies to the east, behind the ugly bronze valves that shimmer as if exposed to great heat. The party approaches the doors, and lays their plan for an assault behind them.
They push the doors open and see that there is no doubt that huge hall beyond of red granite, lit by scores of flaming braziers and pervaded by the odor of heated metal and sulfur is the Fire Temple. The light of leaping flames reflects off of the parties swords and shields. Tapestries adorn the walls of the north and depict scenes of fire in evil form. Despite the many torches and flaming cressets, the air seems to carry motes of rust-colored luminescence, and the streaks of blue and mica flakes in the polished granite walls appear to leap and dance as if flames caught within the rock.
In the center of the fiery hall is a shallow fire pit with low brass altars flanking it. Priests call cast charcoal and other items into the burning pit, calling upon the fire to do some task. Five enormous gouts of flame turn to the party and move to prevent them from interrupting whatever strange ritual the priests are engaged in. One of the priests looks to the party and calls out, "Who dares to disturb our sacred rights in the Temple of Fire?" With that he launches a sheet of flame at the party and a fight ensures in earnest.
The party had surprised these temple supplicants, however, and are able to positions themselves early. The fire elementals are savage combatants, and they strike like hammers heated in the fires of the Nine Hells. Ki-amar deploys magic that reduces the effects of the elemetals' deadly flame and the party makes quick work of the alien beings.
The two priests, caught unawares, also go down quickly. They put up a worthy fight, but the party is too fast and they end this fight quickly. One of the wounded priests, identifying himself as Jorag and with his last breaths, indicates that the high priest of the temple shall exact his revenge.
The party quickly loots the Fire Temple and makes an exit the way they came, heading to Scorpps's lair to rest and recuperate after their two battles against the Temples of Fire and Water. However, their work is not done against the Fire Temple, as its high priest is somewhere else in the dungeons. The Earth Temple also remains, on the level above the Fire and Water temples, according to Scorpp.
And the master of them all, Hedrack, abides somewhere. Surely the party has gained his attention. Will they find him first? Or, shall the high priest of the primordial Zuggtmoy and Elemental Evil begin to track them down?
The party takes measure of their resources as they rest in the Water Temple. Its high priest, Belsoring lies dead and the rushing, violent waters he commanded lie still. The swirling dark pool that serves as a portal to an unknown pocket dimension of elemental water remains active, however. The party decides to leave the bubbling pool to further explore the dungeons to the east. Unable to find their map of the dungeons found in Falrinth's lair, the party walks east into the unknown. They do know, from high priest Kelno, that the Fire Temple lies to the east a short distance.
The party follows a twenty-foot wide passageway that is strangely lit by some magical means. The passageway comes to a four-way intersection. To the north is a shirt extension and the walls in that direction pulse with a disgusting gray luminosity. A pair of brass doors stand twenty feet down the hallway. Behind them, back towards the Water temple, the walls glow with a green radiance. Ahead, to the east, bands of dull red light seem to float in the air. The pair of bronze doors to the west are covered with horrible of death by fire scenes and leering demonic faces. To the south is a huge slab of bronze, a solid door blocking travel in that direction. However, a windlass flanks the large bronze slab and appears to be the device that raises and lowers the barrier.
It is obvious that the Temple of Fire lies to the east, behind the ugly bronze valves that shimmer as if exposed to great heat. The party approaches the doors, and lays their plan for an assault behind them.
They push the doors open and see that there is no doubt that huge hall beyond of red granite, lit by scores of flaming braziers and pervaded by the odor of heated metal and sulfur is the Fire Temple. The light of leaping flames reflects off of the parties swords and shields. Tapestries adorn the walls of the north and depict scenes of fire in evil form. Despite the many torches and flaming cressets, the air seems to carry motes of rust-colored luminescence, and the streaks of blue and mica flakes in the polished granite walls appear to leap and dance as if flames caught within the rock.
In the center of the fiery hall is a shallow fire pit with low brass altars flanking it. Priests call cast charcoal and other items into the burning pit, calling upon the fire to do some task. Five enormous gouts of flame turn to the party and move to prevent them from interrupting whatever strange ritual the priests are engaged in. One of the priests looks to the party and calls out, "Who dares to disturb our sacred rights in the Temple of Fire?" With that he launches a sheet of flame at the party and a fight ensures in earnest.
The party had surprised these temple supplicants, however, and are able to positions themselves early. The fire elementals are savage combatants, and they strike like hammers heated in the fires of the Nine Hells. Ki-amar deploys magic that reduces the effects of the elemetals' deadly flame and the party makes quick work of the alien beings.
The two priests, caught unawares, also go down quickly. They put up a worthy fight, but the party is too fast and they end this fight quickly. One of the wounded priests, identifying himself as Jorag and with his last breaths, indicates that the high priest of the temple shall exact his revenge.
The party quickly loots the Fire Temple and makes an exit the way they came, heading to Scorpps's lair to rest and recuperate after their two battles against the Temples of Fire and Water. However, their work is not done against the Fire Temple, as its high priest is somewhere else in the dungeons. The Earth Temple also remains, on the level above the Fire and Water temples, according to Scorpp.
And the master of them all, Hedrack, abides somewhere. Surely the party has gained his attention. Will they find him first? Or, shall the high priest of the primordial Zuggtmoy and Elemental Evil begin to track them down?
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Posted on July 13, 2011 10:43
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