Elminster
Speaks
(Part #12)
The
Sage of Shadowdale has something to say about pretty
much everything. Despite having pages in Dragon Magazine,
Dungeon Adventures, and Polyhedron Newszine, the Old
Mage still has more to speak of the Realms. Not wanting
to anger an archmage, we decided it would be best
to give him a weekly column from which to discuss
the finer points.
Listen well, young one...
In
The House of Darkness
Some
Harpers warn that the temple itself has other powers to reveal
intruders and lessen their magics, and to augment the power, duration,
and precision of spells of the Dark Blessed while theyre
within its walls. Although this seems likely (given that its
a known feature of other Cyricist temples that began as holy houses
of Bane), its not yet been investigated and described in
any detail by any outside observer.
Behind
the sanctum are tall tapestries, through which the Exalted (the
patriarch and his two "Hands") can appear; they conceal
a wall opening into a rear gallery that in turn descends to the
newest part of the temple: a long, low, ugly wing of kitchens
and pantries stretching away to the east and joined to the Hallowed
Hall by a dining hall.
Helmed
horrors are known to stand as silent, motionless guardians at
various points around the temple--to be activated either when
their conditions are met (usually such commands involve intruders.
but the specific commands of these "Silent Watchers"
are temple secrets) or when theyre touched and commanded
by any priest of Bane resident in this temple.
In
recent years, various coerced workers (often faithful seeking
to earn their freedom from temple disgrace, or persons owing a
debt to the temple) have been impressed into work on a ragged,
ongoing series of battlements that are gradually enclosing the
temple proper--that is, a stone walkway that winds from buttress
to the main wall and so onto the next buttress, around it, and
back to the wall again. Thus far, this "lofty walk"
traverses the north and east walls of the temple (though sections
along the north wall have twice fallen under the weight of winter
ice). It is joined to the ground by many rickety support-pillars
and stairs, and sports crenellated battlements whose merlons are
crowned with the same irregularly-angled dark metal spikes as
the outer temple walls. It is a favorite place for the Exalted
to bully lay worshippers into undertaking dangerous or demeaning
tasks, affording as it does the peril of being hurled off it,
and semi-privacy for converse taking place on its heights. When
complete, it will be added to the guards patrol routes (oh
yes, the temple does have temple guards, of whom more later),
and will give the priests a means of more easily and often inspecting
the roof, and sending workers up to repair leaks.
It
should be noted that on no less than four occasions in the last
two years, workers have fallen through the roof to their deaths
in the Hallowed Hall below--and that a Voonlarren lass (widely
thought to have consorted with, and somehow displeased, the Exalted)
was recently chained spread-eagled on the roof to die in the sun,
her eyes pecked out by vultures--only to fall onto the heads of
visiting clergy during a ritual when the birds arriving to feast
on her proved too heavy for the decaying roof where she lay.
The
lowest part of the holy temple ground is the easternmost end of
the new north wing, where the "End Pantry" spends much
of its time flooded with ankle-deep water. Molds and mildew grow
thickly here, and servants or faithful supplicants whove
displeased the Exalted have been known to be shut up here to shiver
in the water--often held down with stones to keep them half-submerged--for
days. In warmer months, live eels are released into this noisome
pool for ongoing husbandry by the cooks--and when theyre
swimming hungrily about, imprisonment "in the wet" can
get really unpleasant.
Monster
Helmed
Horrors
Large
Construct
Hit
Dice: 18d10 (99 hp)
Initiative:
-1 (Dex)
Speed:
20 ft. (cant run)
AC:
30 (-1 size, -1 Dex, +22 natural)
Attacks:
2 slams +23 melee
Damage:
Slam 2d10+11
Face/
Reach: 5 ft. by 5 ft./10 ft.
Special
Attacks: Breath Weapon
Saves:
Fort +6, Ref +5, Will +6
Abilities:
Str 33, Dex 9, Con --, Int --, Wis 11, Cha 1
Skills:
Listen +5, Spot +5, Swim +5
Treasure:
None
Alignment:
Always neutral
Notes:
Immune to mind-influencing effects, poison, disease, and similar
effects. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage. Immune to
all spells, spell-like abilities, and supernatural effects, except
as follows. Electricity effects slow it (as the slow spell)
for 3 rounds, with no saving throw. Fire effects break any slow
effect on the golem and cure 1 point of damage for each 3
points of damage they would otherwise deal.
Breath
Weapon: First or second round of combatcloud of poisonous
gas, 10-foot cube directly in front of the golem lasting 1 round,
free action every 1d4+1 rounds; Fortitude save (DC 17), initial
damage 1d4 temporary Constitution, secondary damage death.