A1 IV: Temple of Fharlagn

You can see the wooden temple over the top of the stone wall. Draw trashcan and alleyway. Unfortunately, the wooden gate with the symbol of Fharlagn in the center of it is locked, and no one asks when you bang.

Knowledge(religion):
10 God of Information, Secrets, and Letters
15 The church funds itself by lending out its trained disciples for private investigation and research type jobs.
20 The symbol of Fharlagn is the Spider-Legged Eye, and you know Fharlagn temples are guarded by humongous arachnids.

Facade

Fuckin’ trashcan with trash and amulet.

Search 20 down the alleyway finds door. Door has trapped lock. Disable Device 17 or touch with emblem of Fharlagn. DC 14 Fort if try to open door or else arm is paralyzed.

Hedge maze

Door opens to maze entrance. Search 15 finds lever that opens gate door. Two entrances to hedge maze.

roll 1d4 for room.

1. the maze opens out onto a small garden grove, with colorful plants, a birdbath, and a large arbor. there is a pathway leading out across from the way you enter. Spot 13 sees something large moving behind the arbor. If not discovered, attacks anyone who walks through.
Large Spider

The spider clicks its jaws and moves towards you.
SUCCESS 2 Handle Animal 17 checks OR show emblem of Fharlagn

FAILURE Fight!

After 3 rounds, you hear voices coming towards you from deeper in the maze.

2. you turn a corner, and walk into an alcove. A large granite elf statue is half shrouded in thick, white web. Fake spot roll

Search:
1-5 stuck in web strength check 18 to escape
6-10 random potion
11-15 two random potions
16-20 random minor rod, w/markings randoms

After 3 rounds, you hear voices coming towards you from deeper in the maze.

3. You walk out onto a small terrace. There is a chessboard and a stone bench for the players. A fountain burbles kindly. There are two enormous yellow spiders standing in front of you.
Large Spider

The spider clicks its jaws and moves towards you.
SUCCESS 2 Handle Animal 17 checks OR show emblem of Fharlagn

FAILURE Fight!

After 3 rounds, you hear voices coming towards you from deeper in the maze.

50 gold in fountain

4. birdbath, arbor, Pit trap w/ alarm.
2d6 damage, Reflex save 20,search DC 18

Climb check 15 escapes with rope or help of friend. After 1 round, spider shows up. after 3 rounds, ORCS!

5. The hedge maze opens up into a quiet garden alcove, all is still.

Listen check 13:
You listen at the hedge, and you hear low orcish voices, a male and a female, speaking to another voice, possibly human. They seem to be discussing some object that they are being paid to recover. In orcish, you hear them say that this Claude guy must have some good friends, because no one is telling them where to find him.
Suddenly, one of the orc voices hushes the other two.
Move Silently 16
Sucess: They decide it was just the wind, and decide to go inside.
Failure: You are heard! Run!
Dergal Lid
Esme Lash

Run, or Diplomacy 18: if success, they allow tell story. V: Stealing back the eye
If not discovered, V: Return to the tavern (roll Random Urban Things Table

A1 IV: Temple of Fharlagn

City of Basheeth commodorian