2 hours ago
Monday, January 7, 2019
Highs and Lows of the Toad Temple
Our Land of Azurth 5e game continued last night, with the part just having escaped the bowels of the Toad Temple oppressing the land of Under Sea, to a loading dock on a canal surrounded by swamp. A swim across the canal provokes the attack of a giant leech, which is warned off by arrow fire. A trek across the swamp leads to a nocturnal encounter with a giant frog and a giant alligator that nearly bit Erekose the fighter in twain. (The random encounter rolls were not on their side.)
As they near civilization they borrow a boat and make it back to the frogling village. Avoiding the Toad cultist patrols who are eager to find the daring rogues who defiled their worship and killed their high priest, the party returns to their barn hideout for a rest.
The next morning, they decide to return to the temple and see if they can destroy it in some way. Kairon and Erekose favor fire. (Erekose had already shown a pyromaniac streak after his unilateral and pragmatic but cold-blooded decision to kill two captives with Burning Hands the night before.) Other party members just want to induce the cult to leave by any means necessary.
They ask the ambassador to get the townsfolk to stage a riot at the temple doors. The party hopes this will divert the cult forces so they can sneak back in. Kully the bard goes to help rally the townspeople.
The plan seems to work in that the loading dock and the lower levels seem virtually abandoned. After a search of the upper dungeon, they find stairs to a tower, where they overhear a ground of guards discussing a squabble over succession with the ranks of the cult luminaries. They get the drop on them and kill them all. Still, they can't kill every cultist in the place (probably), and they still haven't figured out a way to make them leave.
Labels:
5e,
azurth,
campaign journal,
rpg
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