Temple of Draxion Archive:

The complete archives of the Temple of Draxion PBeM are recorded here:

  1. Player Introduction: The adventure begins. (Player responses.)
  2. Scouting the Ruins: Introducing the Children of the Metal Gods. (Player responses.)
  3. Temple Watch: Krang-Nar and Martuk spy on the occupants of the temple. (Player responses.)
  4. When Tribals Attack: A savage assault. (Player responses.)
  5. Kill the Bastards!: Our heroes show no mercy. (Player responses.)
  6. What's Your Poison?: Krang-Nar is injured by an unconscious foe. (Player responses.)
  7. Draxion Denoument: Our heroes get some explanations. (Player responses.)
  8. Conclusion: The conclusion of the Temple of Draxion mini-adventure.

Spoilers:

For anyone reading these archives and wondering - the site was an Ancient post office. The "little boxes" along the western wall were individual PO boxes (with no backs - so that postal employees could deliver mail from the side room). There was always a wretched in the side room watching the entrance. The gong was supposed to alert the raiders to visitors, and the midget would crawl inside "Draxion" and squirt flaming gasoline from the robot's "stinger". Their plan didn't work so well, though...

And the inhabitants of the "Temple", who were posing as Metal Gods and demanding tribute from anyone visiting the Testing Grounds, were actually members a raider gang. "Draxion" was just the husk of an Ancient warbot that they scavenged from some ruins. (See the Skeleton Base adventure for more of their story.)


Introduction: [Oct 03/03]

Testing Grounds

The wastelands of the post-holocaust world are a dangerous place, where safe havens are scarce and men brave enough to defend them even scarcer. Storms of radiated wind, blights lasting years, and bands of mutated raiders are just some of the hazards that threaten to squelch good men and communities from rising from the ashes to find a new future.

You are a member of the Nightwind Tribe of savages. Your home village, named Lau, is located in a desert area known as the Deadlands. There are no real towns or cities in the Deadlands, only tribal villages and the scattered ruins of the Ancients. One such ruin, the blasted remains of some unknown settlement, lie within a day's trek of Lau. The Nightwind Tribe refers to these ruins as the "Testing Grounds", and young tribe members sometimes venture there as an introduction to the outside world.

You have decided to journey to the Testing Grounds to seek adventure. Traveling at night to avoid raiders and the harsh rays of the sun, you arrive (without event) at dawn. From behind a rocky outrop on the outskirts of town, you spy the ruins. The remains of maybe ten or twenty buildings rise above the desert sands, none higher than two storeys. Chunks of pavement peek through in places, upon which lie the rusted hulks of a few pre-Crash machines. Tufts of mutant grass grow in areas of shade, and spiny purple vines cover many walls. You see no movement or any signs of activity.

One building, near the center of the Testing Grounds, is in better shape than the others and appears inhabited. A banner of some sort hangs between two poles in front of the building. Perhaps it is the camp of a trade caravan?

What are your character's actions?

Player Responses:

Krang-Nar responds: "I would like to scout the ruins (not search) for possible high route (traffic) areas and escape options then proceed to scout out and continue onto the inhabited building."

Martuk responds: "Scouting the area around the building is a good idea. We need to keep hidden as much as possible in case there are patrols that don't have patience for visitors. The element of surprise is essential - who knows what's out here?"

Scouting the Ruins: [Oct 06/03]

Tribal

You leave your rocky outcrop to scout out the ruins. The Testing Grounds are laid out in a grid, with three blocks by three blocks of semi-intact buildings. The streets are are strewn with enough debris to give ample cover, but are all empty enough to allow passage (and escape), if necessary. Most of the structures are half-collapsed, but a handful remain in reasonable shape. (The GM rolls the dice a couple of times behind his screen.) You see no signs of recent traffic, and other than the sounds of your furtive movement, the town is silent.

Staying as concealed as possible, you make your way to the notable building in the town's central square. Unlike most of the structures in the Testing Grounds, your destination still has all its walls and roof intact. It is a squat, low building, constructed of red brick. A large sign with unintelligible symbols hangs above the main entrance in the front. At one time a set of double doors may have existed there, but these have been removed and replaced with bead curtains. A slight path is evident leading to this entrance. There were originally windows flanking the main doors, but these are now covered with squares of scavenged metal. Circling the building, you see a rear entrance as well; a closed metal door with no handle or knob. The rest of the building is essentially featureless, and you return to main doors.

Metal Gods

Now that you are closer, you are able to get a better look at the banner hanging in front of the building. It depicts a metallic grey skull (or skull-like mask) on a black field with geometric purple lines. (GM makes a Knowledge (General) check against DC 10 for the characters; Krang-Nar rolls 11; Martuk gets 17+1=18. Both succeed.) You recognize it as the symbol of the Children of the Metal Gods.

You have heard stories of this group from desert traders and from tribe members who have ventured into the outer world. The Children of the Metal Gods is a bizarre cult that worship the legendary "thinking machines" built before the Crash. The "children" become slaves or chattel to inhuman masters of steel and plastic, with aspirations of forging a new era of machine-kind.

The Children have never had a presence in the Deadlands. What has brought the cult here?

Player Responses:

Krang-Nar responds: "I really don't have enough information to guess the reasons why the cult has decided this is a good site to abscond from the locals. It could make for some interesting changes for the Testing Grounds. I bet they got some good treasure - I think we should hang for awhile to get a notion of the comings and goings. If the relative strength of the cult is low, or a substaintial portion leave, we should get a closer look inside. Death to all who oppose us."

Martuk responds: "Confusing... what could this mean? Have they found some kind of sacred spot here? I don't like it at all. Let's set up a watchpost somewhere that we can spot activity but remain as concealed as possible. I don't want these freaks messing around here!"

Temple Watch: [Oct 09/03]

Deciding that caution is the better part of valour, you choose to monitor the area before exploring further. (GM rolls Searchs checks: Krang-Nar gets 19 - good roll; Martuk 12+1=13.) With some work, you locate a great hiding spot in the second storey of a nearby building which gives you a good view. Finding a comfortable position, you hunker down and wait.

(The GM rolls a bunch of dice, becoming visibly annoyed by the end.)

You watch in shifts for the whole day and see a total of four creatures exit and re-enter the building. At no time do they give any notice of your reconnaissance. Two are deformed little figures who go about various tasks throughout the ruins (mostly hunting for rats; dinner it seems). You recognize them as wretcheds (see below). The third figure you spy is a mutant human dressed in ceremonial or religious robes. And the fourth is coydog (see below), apparently a pet of the "priest". The priest (and coydog) are unarmed, while the wretcheds carry crude daggers and javelins. None of them take any notice of you in your hidey-hole.

Wretched

The wretched are a race of subhuman mutants who are used as pawns and lackeys by more powerful individuals. They are weak of mind and body, but can pose a threat in large numbers. For some reason, they are occasionally referred to as "gollums".

Coydogs (coyote/dog hybrids) are a common sight in the Deadlands, scavenging in small packs. They can be domesticated and used as guards or hunting companions, but the Nightwind Tribe views them instead as a valuable food source.

(Krang-Nar makes four Knowledge (Mutant Lore) checks. The results are 4+3=7, 10+3=13, 11+3=14, and 7+3=10 - one partial success and three regular successes.) The first wretched has an obvious mutation - he is covered in scales. Krang-Nar is able to spot musk glands on the other one - it probably has some sort of stench attack. The priest has dry, flaky skin and moves very stiffly - his mobility in combat would be greatly reduced. The coydog possesses no visible mutations.

You are weary and bored by the time dusk approaches. (And the GM subtracts one day's food and water.) The inhabitants of the building do not appear to be a strong force. The wretcheds are no match for your combat skills and the two of you could easily defeat the priest and his coydog. The cultists do not seem overtly hostile - but they have broken taboo simply by encamping here without tribal permission.

The time to act is now. What is your next move?

Player Responses:

Krang-Nar responds: "These fools must die! We will make a quick assault - slaughter and retreat. If there are more of them, they'll have to make their way out towards us. We should send a message that they're not welcome, and return with some aid to take the temple for ourselves. If the place seems empty, we can check it out right away. If able we might as well enter together swinging at anything (whether it moves or not is inconsequential)."

When Tribals Attack: [Oct 14/03]

The Nightwind Tribe has a reputation for savagery, and you wish to honour your cultural traditions. So as the sun's red disc slips below the horizon, you leave your hiding spot and creep towards the building entrance, weapons in hand.

(The GM rolls Move Silently checks for the characters, then rolls Listen checks for the Children of the Metal Gods, all in secret.)

The two of you flank the doorway (from up close you see that instead of beads, it is hung with bits of metal on wires). (Now the GM rolls Listen checks for Krang-Nar and Martuk.) You hear the sounds of conversation from within, two voices discuss something in Gutterspeak. (Gutterspeak is a degraded tongue typically used by raiders or urban gangs; neither of your characters speak this language.)

Temple Map

Peeking around the corner, you see that most of the building is a single open room lit by a central campfire (where rat-kabobs cook on metal spits). The priest, the scaled wretched, and the coydog sit around the firepit, about fifteen feet from the entrance. The priest is talking with a well-muscled midget (you have not seen him before) who is sitting on a countertop behind the campfire. You do not see anyone else. In the far corner of the room is a large metal statue; you cannot make out any details from the doorway. Along one wall there are hundreds of little boxes with open doors whose purpose you cannot determine.

Krang-Nar knocks an arrow in place and Martuk readies his greatsword. Nodding to each other, you begin your assault...

(Your characters automatically gain surprise and catch your opponents flat-footed. Krang-Nar and Martuk roll for initiative: 19+5=24 and 18+2=20.)

Using the doorframe as cover, Krang-Nar snipes a shot at the scaled wretched. (Ranged attack: 10+7=17. Hit! Damage is 6+2=8.) The creature screams and slumps to the floor from the well-aimed arrow. Stirring up a cloud of dust, Martuk charges into the building (Melee attack, charge, power attack: 15+4+2-1=20. Hit! Damage is 5+4+1=10.), and lances the priest with his greatsword. (The priest makes a Fort save vs. Massive Damage (DC 15): 10. Fails!) Martuk's powerful assault downs his foe in a single blow!

(Krang-Nar uses his move action for the turn to reload. The coydog and midget roll for initiative: 13+1=14 and 12+1=13. They are still flat-footed until their first attack. The GM also makes two other rolls in secret.)

The coydog starts to bark madly and the midget jumps to his feet, but neither has an opportunity to act before they are attacked. Krang-nar fires at the midget (Ranged attack: 12+7=19. Hit! Damage is 6+2=8.) and grievously injures him, but the little bugger remains standing. Martuk swings his blade at the coydog (Melee attack, power attack: 6+4-1=9. Miss!), which the animal (barely) dodges.

Draxion

Finally able to react, the enraged coydog lunges at Martuk (Bite attack: 11+1=12. Miss!), almost managing to take a chunk out of him. The midget leaps down from the countertop and runs to the statue in the far corner, yelling words in Gutterspeak. Now that you are inside the building, you see that it is not a statue at all, but some sort of metallic beast! (See the picture at right.)

(Krang-Nar uses his move action to reload, and Martuk examines the surroundings. The GM rolls Listen checks for Krang-Nar and Martuk. Then he rolls a Spot check for Krang-Nar. He smiles and says nothing.)

Krang-Nar remains at his sniper position in the doorway, Martuk and the snarling coydog circle each other around the firepit, while the midget has taken cover behind the machine in the far corner.

After two rounds of combat, two of the Children of the Metal Gods lie dying, their blood mixing with dust on the temple floor; a third has been badly hurt; and our heroes are uninjured. Perhaps this would be a good time to pause and ask the players for input...

Player Responses:

Krang-Nar and Martuk respond: "Death to all who oppose us!"

Kill the Bastards! [Oct 16/03]

You decide to continue your assault on the Children of the Metal Gods. Krang-Nar fires another shot at the midget, who is now hiding behind the metal monstrosity. (Ranged attack: 13+7-4(cover)=16. Hit! Damage is 6+2=8.) The arrow penetrates his thick muscles to pierce the heart; the mutant makes a gurgling noise then falls backwards. (You use your move action to reload.)

Coydog

Martuk leaps over the firepit, sword held high to attack. (Jump check: 8+2=10. Melee attack, charge, power attack: 14+4+2-1=19. Hit! Damage is 3+4+1=8.) His weak blow is not enough to silence the barking cur. It responds with a savage lunge of its own (Bite attack: 10+1=11. Miss!), which Martuk sidesteps easily.

(GM makes two d% rolls for Martuk's Sixth Sense; 43% and 22% - not good enough.)

Without warning, a crossbow bolt flies towards Martuk from the "boxes" along the western wall! (Ranged attack: 17-1=16. Hit! Damage is 3 points - Martuk is down to 20 hp.) It strikes him in the back; luckily Martuk's armour prevents a more serious injury. The hundreds of little boxes on the western wall are actually simple slots, all open from behind. Hiding behind this array is a deformed wretched. He starts reloading the weapon, protected from melee attacks behind the false wall.

That is not the least of Martuk's worries; another wretched jumps out from the northwest doorway and hurls javelins - one in each hand! - at the warrior. (Full attack: 8-3=5, 16-3=13. Both miss.) He barely evades the two weapons.

Seeing an opportunity, Krang-Nar fires at the dual-wielding wretched. (Ranged attack: Natural 20! Critical hit! 5+6+2=13 points of damage!) His expert shot takes the creature out with a strike between the eyes. One shot, one kill. With no more targets visible, Krang-Nar move into the main chamber (move action), south of the arrow slots and out of the firing line of the remaining wretched.

Still facing the enraged coydog, Martuk takes another swing at the beast. (Melee attack, power attack: 9+4-1=12. Hit! Damage is 3+4+1=8.) A relatively weak blow, but it does the job. Dogmeat for our heroes tonight! Martuk then take a position north of the arrow slots (move action), safe from crossbow bolts.

You hear the wretched wheezing heavily; it sounds like he's finished reloading the crossbow. Krang-Nar readies an arrow (move action), while Martuk sheathes his sword and pulls out his throwing knife. The warrior then swings around into the western chamber through the open doorway(double move action). Simultaneously, Krang-Nar spins around and fires at the wretched (Ranged attack: 4+4-4(cover)=4. Miss.), but the slots interfere with your shot.

Temple Map

(The GM makes a couple rolls in secret. For once, he smiles.)

The wretched fires back at Krang-Nar at nearly the same instant. (Readied ranged attack: Natural 20! Damage is 9 points - Krang-Nar is down to 11 hit points.) Squealing with glee, the creature begins to reload his crossbow, oblivious to Martuk's hurled dagger (Ranged attack: 14+3=17. Hit! 3+3=6 points of damage), which flies true. Martuk bares his claws and charges towards the wretched, who now squeals in fear.

Krang-Nar readies another arrow and fires (Move action then ranged attack: 8+4-4(cover)=8. Not quite!), but again misses.

Abandoning his reloading, the wretched instead clumsily swings the crossbow like a club at Martuk (Melee attack: 16-5=11. Miss.). Ignoring the attack, Martuk slashes at his foe (Full attack, charge, power attack: 3+2+2-1=6, 15+2+2-1=18. One hit for 3+3+1=7 points of damage.), tearing the arteries in his neck. He staggers backwards then collapses.

Panting heavily, you spend a moment to survey the carnage. There is nobody remaining to oppose you. Wait a second... Two of the Children are aren't dead! The scaled wretched is painfully crawling on shattered limbs towards the back door, and the priest is still breathing...

Well, that's enough for one post. You've downed out all your foes, unless there's somebody else hiding somewhere. And you've managed to skip a devious trap because of your surprise attack. In the next post I'll write up a detailed description of the two areas that you've seen so far.

Player Responses:

Krang-Nar responds: "Mmm, survivors, eh? We should tie them up and question them. It would be good to find out why they're here, if there are more of them, what their plans are etc. The wretched may not be of any use, but the priest might be. We could even bring him back to Lau for further questioning if necessary. After questioning, we should thoroughly search the temple."

Martuk notes: "Hopefully neither of them try our patience; I have a short fuse!"

What's Your Poison? [Oct 20/03]

(Before dealing with the survivors, you check out your surroundings in more detail.)

The side room is dim, the only light source being the fire in the main chamber. You guess that the area was once used for storage. It has been cleared out and converted to a sentry post, where a sniper can get an easy shot at most of the main chamber though the open slots. (They were actually mailboxes in Ancient times.) A table (empty) and some crates are present here. Oddly, a large gong is set in one corner.

Back in the main chamber, you are able to get a closer look at the metal monstrosity. (See the picture in the archives.) "A shrine, perhaps?" you suggest. It is in the shape of a tracked, robotic scorpion, but is actually just a durachrome shell; empty on the inside and riddled with holes. Plastic hoses reach to the scorpion's "stinger" from a jug hidden behind the counter. The jug contains a foul-smelling fluid and is equipped with a hand pump. Also behind the counter are stored crude metal javalins and various pieces of pre-Crash electronic scrap. You notice now that most of the items in the room are charred, appearing recently burned.

(You turn now to your wounded foes.)

The scaly wretched whines but doesn't resist as Martuk binds his hands and feet with rope. The creature appears dejected and completely without hope. (Intimidate check 3+2=5.) It does not respond at all to Martuk's reapeated demands for information. You would knock it around some, but you're afraid that even a slap might do him in.

While binding the unconscious priest with rope, Krang-Nar notices some interesting details. Under his robes, the mutant wears a concealed armoured vest, and holstered at his belt is a handgun! Krang-Nar carefully sets the gun aside then binds the priest's hands. (GM rolls a Spot check for Krang-Nar. 8. Not high enough!) While tying the rope, Krang-Nar's hand contacts the priest's bare skin and he receives a painful sting! (Fort save vs. primary effects: Krang-Nar rolls a 11+1 against a DC of 15. No good! 1 point of Dexterity damage.) Krang-Nar feels dizzy and disoriented from the effect of sting and falls backwards. Martuk spins around and draws his sword - the priest, however is still unconscious, so he pauses. Krang-Nar fumbles with his medicine kit and quickly rubs anti-toxin salve on his palms. (Treat Injury attempt: 5+4=9. Not enough to help. Fort save vs. secondary effects: 10+1=11; 2 more Dex damage.)

(All poisons have an immediate primary effect and a delayed secondary effect. Krang-Nar was trying to use his witch-doctor training - unsuccesfully - to lessen the secondary effect. The neurotoxin sting takes Krang-Nar's Dexterity down to 18, reducing his modifer to +4. His initiative, ranged attacks, Defense score, Reflex saves, and Dex-related skills all suffer a -1 penalty. His Dex will recover at the rate of 1 point per day of rest. FYI - the priest will die unless he receives medical attention.)

What's your next move? I assume you'll check out the gun, of course. Martuk will carefully bind the priest's hands to make sure he can't escape. Next you'll tend to your own injuries. Then - unless you decide otherwise - your characters will recover spent ammunition and search the remaining bodies.

Player Responses:

Krang-Nar and Martuk respond: "We need to make sure that we're okay first, but then we'll get the priest on the mend. While Krang-Nar is doing that, Martuk will search the temple out in more detail. If there doesn't appear to be anythome more we can do at the temple, maybe we should drag our prisoner to Lau!"

Draxion Denoument: [Oct 30/03]

Temple Map

(Krang-Nar uses his Treat Injury skill on himself, Martuk, and the priest. GM rolls: 19+4=23, 8+4=12, and 16+4=20, respectively. Krang-Nar heals 2 hp and the priest's condition is stabilized. Martuk does not gain any benefits.)

Krang-Nar applies his witch doctor training to on himself and Martuk then brings the captive back from the brink of death (luckily Martuk's sword did not pierce any really vital organs). While Krang-Nar works on the priest, Martuk scouts the remaining locations in the building. (The mapping software I was using got wiped out in my computer crash. You'll have to pretend that the remaining rooms have pretty maps.)

(GM makes a few rolls in secret.)

Your guess is that the north-west room was the residence for the priest and the midget. It contains two filthy beds and a table strewn with items. Atop the table are some ancient pornographic magazines (your characters are illiterate, so you will be unable to read the articles), some chunks of dried meat (fly-covered), and dirty jugs half-filled with water. Beneath the table are a baseball, a plastic bottle containing pills, a book of some sort, a small electronic device (rectangular and about the size of your fist), a medium electrical tool (about the size of your head with a large, circular saw blade), and a large device of the ancients (flat, rectangular, and about the size of your torso).

(GM makes a few more rolls in secret.)

The north-central room was almost certainly occupied by the wretcheds. Disgusting piles of rags and paper serve as 'beds'. A horrible stench fills the air. Strewn about are old desks and filing cabinets (torn apart), remaining from before the Crash. You poke around the mess but don't find anything of interest.

(GM makes even more rolls in secret.)

The area to the north-east is a disaster. It looks like a bunch of walls were ripped out and rotted piping and ducts are exposed. Buckets filled with indescribable filth are the most noteworthy items here - it looks like you've found the latrine.

The Priest Speaks

The Priest

The priest regains consciousness just as Martuk is completing his search of the building. His eyes open and he gazes at Krang-Nar with undisguised contempt. Making a half-hearted effort to slip out of his bonds, he then mutters something in Gutterspeak. Krang-Nar calls to Martuk to come back and the then demands of the priest, "What's your story - prisoner?"

The priest looks puzzled, then says a few words in Unislang. Martuk translates for the benefit of Krang-Nar: "I don't speak monkey, you tribal sh*ts." Krang-Nar draws his hatchets, but Martuk says "Let me deal with this" and stares intently at the prisoner. (Ego Whip psionic attack, Priest rolls 6+1=7. Priest suffers 4 points Dexterity damage.) Speaking in Unislang, Martuk says "You will treat us with respect, maggot". The priest appears to be suitably chastised...

(GM makes a bunch of Bluff checks (for the Priest) and Sense Motive checks (for Martuk) in secret. You are able to see through many of the Priest's lies. The captive wretched is either unconscious or asleep during this interrogation.)

Over the next half-hour, Martuk questions the prisoner and translates his words back to tribal. The priest says that his name is Keir and that he and his "companions" were attacked by a deathbot and a horde of wretcheds (Children of the Metal Gods) while crossing the Deadlands. (He looks more like a raider or slaver than a trader or priest. Your guess is that the "companions" were actually a raider gang.)

They defeated the Children in a savage battle (or so he claims) - but of his companions, only him and the midget were left alive (in truth, the Children probably won and left the raiders for dead). A few of the wretcheds also survived; he managed to "convince" them to renounce the worship of the Metal Gods. They then dragged the defeated deathbot to the Testing Grounds and occupied the central building.

Keir says that for the past few weeks, they have "bartered" with a handful of tribals and traders who have passed through the Testing Grounds (ambushed, more likely). They have been trying to gather enough supplies to make it home, across the Deadlands. Now that he has been savagely attacked, however, he will agree to serve you if you let him live. Interestingly, Keir claims that the deathbot - called "Draxion" - is only damaged, not completely destroyed.

Krang-Nar examines "Draxion" once more. (GM rolls some dice.) It sure looks dead. From what you can work out, a small person could sit inside the empty shell and (using the hand pump) squirt a stream of the foul-smelling fluid at a target through the robot's mechanical "tail". It's not "alive" - it's only a puppet. When Keir sees that you've figured it out, he mutters again in Gutterspeak.

As best you can figure, the raiders and wretcheds were posing as Children of the Metal Gods. They rigged the deathbot so that it looked "alive" and were either demanding worship from or ambushing the tribals and traders who passed through the Testing Grounds. For this disrespect, they deserve to die. If Keir's story about encountering the "true" Children while crossing the Deadlands is true, however, you may have bigger problems ahead...

(Well, you've defeated your foes and searched the temple. All that remains is to figure out what to do with the prisoners and perform any other final actions then this mini-adventure will be complete. Let me know what your moves are, then I'll wrap things up.)

Player Responses:

Martuk Responds: "I think we should take along some of the ancients' doo-dads to bring back to Lau to show people. I don't trust this Keir dude, after his attempt to trick us I don't believe he deserves to live. We can make it swift and mostly painless. Then we can head back and discuss what this all means!"

Krang-Nar adds: "Kill the bastards!"

Conclusion: [Nov 10/03]

Wasting no time, Krang-Nar takes a hatchet in each hand and, striking quickly from behind, beheads the errant priest. (Coup-de-Grace attack; 18 points damage total.) It is a clean kill. A moment later, Martuk finishes off the last wretched with his greatsword. (Coup-de-Grace attack; 16 points damage total.) Grunting in satisfaction, Krang-Nar removes the armoured vest from the priest's corpse while Martuk claims the handgun, though he has no idea what sort of ammunition it will require.

You decide to make an example of these fools who dared to occupy tribal land. Though it takes much effort, you gather the bodies of your fallen foes and impale them on poles in front of their "temple". You shred the banner of the Children of the Metal Gods, but leave it hanging as a warning for all.

You spend the night and most of the next day in the temple, feasting on roast rat and celebrating your victory. You collect all the assorted loot - you will be able to trade them for more useful items back in Lau (such as juju salves of healing or antitoxin potions, for example). As dusk approaches, you begin to travel back to Lau and look forward to telling the tale of your victory in the Temple of Draxion...

(Well, that wraps it up for this adventure. Each of you receive 1000 XP - bringing you halfway to your next level - and 1 Karma Point for completing your first adventure. I'll update the archive and your character sheets then get ready for the next adventure.)

THE END


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