Sunday, June 15, 2025

The Great Roaming Temple Of Brass (CJ1 Encounter)

 


Ceaselessly, the Roaming Temple Of Brass rolls on and on, moving ever forward through the majestic desert dunes of Ran Popal. Its momentum is not impeded by geography nor wall or human effort: it goes through city wall and shepherd’s cottage, necropolis and olive field with equal ease. Great is the destruction it leaves as it continues on its journey, and futile the attempts to divert, control, or destroy it.

From its path of devastation has sprung a curious band of followers, sycophants and hangers-on, who follow The Great Roaming Temple of Brass wherever it goes and add to the destruction it brings. The People of the Roaming Brass Temple, as they are called, are ever on the move, pilgrims, seemingly a part of the dust clouds which precede it.



Aspects of The Great Roaming Temple Of Brass

The Great Roaming Temple Of Brass’ behavior is as mysterious as its origins. With respect to the Great Roaming Temple Of Brass itself, it possesses the following characteristics:


With respect to the Great Roaming Temple Of Brass itself, it possesses the following characteristics:


The Great Roaming Temple Of Brass measures 100’ from bottom to top, and 35’ from one side to the other. Along its axis are two polished brass metal protrusions which could be short spindles. It emits an even, low-pitched hum which is more intense along the spindles. Otherwise, it has no discernible operating mechanism and seeks only to find and activate the mythical Brass Army, providing immortal clockwork bodies for its followers. The ancient and fables army of Brass, has been long buried under the desert sands of Ran Popal, its exact whereabouts a mystery to all but a few elder dervish sages who have received visions while in deep meditation.

Anyone caught in the path of The Great Roaming Temple Of Brass must save vs. petrifaction or go under and be crushed. All objects are pulverized or bent, although some may save vs. crushing blow to retain a recognizable form, and certain magic items may be spared altogether.

Those who perish under The Great Roaming Temple Of Brass have a 1x6 probability to rise as restless spirits haunting The Great Roaming Brass Temple Of Brass: shadows (1-2), wraiths (3-4) and specters (5-6). Upon reaching and activating the Brass Army the restless spirits will inhabit the body of non-functioning Brass Men.

The Great Roaming Temple Of Brass is impervious to known weaponry and magic.


Disciples of The Great Roaming Brass Temple
Among the varied groups following the Great Roaming Temple Of Brass are the following: 

  • Outriders of the Great Roaming Temple Of Brass (1d6x10): Warriors in fantastic Brass helms and leather getup, these mounted riders precede The Great Roaming Temple Of Brass on its way, clearing all obstacles. Calling themselves the embodiments of its Will, they slay and pillage as they please, although they never keep their plunder for long. Usually, half of them are away on reconnaissance or hunting. They seek immortality as Brass Men.

Men, Berserker
Armor Class:12
Hit Dice:2
No. of Attacks:1 weapon
Damage:1d8 or weapon + 1
Movement:40’
No. Appearing:1d10, Wild 10d4, Lair 10d4
Save As:Fighter: 2
Morale:7
Treasure Type:C
XP:75
Penitents of The Great Roaming Temple Of Brass (1d6x10): Ascetics and flagellants in simple loincloths and sandals, they wail and howl curses and inarticulate prophecies as they run right before The Great Roaming Temple Of Brass. Those who miss a step go under and are crushed, but they are treated as holy men, and held in great reverence. They are normal men.(See below)


Men, Normal (8)
Armor Class:12
Hit Dice:1
No. of Attacks:1 weapon
Damage:1d8 or weapon + 1
Movement:40’
No. Appearing:1d10
Save As:Fighter: 2
Morale:7
Treasure Type:C
XP:75

Children of The Great Roaming Temple Of Brass (1d6x20): These are the men, women and children whose lands and dwellings have been crushed by the Great Temple, or plundered by the Outriders. Those who are not left for dead or escape with their lives are herded into these ragged groups, where they will follow the Great Temple where it now goes, receiving meager food and protection on their way through the land. Many fall by the wayside or go under, but there are always new people to replace them.

Children:
Armor Class:13 (11)
Hit Dice:1d4 Hit Points
No. of Attacks:1 weapon
Damage:1d4 or by weapon
Movement:20’ Unarmored 30’
No. Appearing:4d4, Wild 6d10, Lair 6d10
Save As:Normal Man
Morale:6
Treasure Type:P, Q each; C in lair
XP:10

Dervish Magi of The Great Roaming Temple Of Brass Temple (1d6+2): These wise men, not necessarily magical nor necessarily wise, follow from a certain distance, observing and commenting on the Great Temples movements and future direction. They consider themselves well-versed in their trade, and will offer predictions and warding amulets at a certain cost, even if few would actually follow their own advice. Some of the more prominent magi and their prophecies are indeed true.

Dervish, Magi
Armor Class:12 
Hit Dice:6
No. of Attacks:1 fist or 1 whirlwind
Damage:2d8 or 2d6
Movement:30’ Fly 80’
No. Appearing:1
Save As:Fighter: 10
Morale:12 (8)
Treasure Type:None
XP:800
Dervish, Magi  have a number of magical powers, which can be used at will (that is, without needing magic words or gestures): create food and drink, creating tasty and nourishing food for up to 2d6 humans or similar creatures, once per day; become invisible, once per day; assume gaseous form, as the potion, up to one hour per day; and create illusions, as the spell phantasmal force but including sound as well as visual elements, three times per day.

1x per day they have the ability to polymorph to snake form.


Merchants of The Great RoamingTemple Of Brass (1d6 wagons): Even further, but ever on the Great Temples track, follows another curious group on wagons and beasts of burden. These well-fed fellows (all Thieves LV:3), held in low esteem by their own but well protected by 2d6 armed bandits each, are tradesmen of ill repute. They pick through the crushed remains and gore left by The Great Roaming Temple Of Brass Temples passing, extracting and selling the valuables. Flattened gold, bent jewelry, soiled purple and cracked gemstones are their goods, and while their trade is unsavory, there are always buyers. However, when The Great Roaming Temple Of Brass stops and rolls backwards, they and their riches are the first to go under, and they go unlamented. 

The current merchants, and their special wares are:

  • Farzhani al-Farzhuud: sour face, sour disposition, bad leg. Whispering Brass Elophant Queen statuette.

  • Ben Sha'Haal: hacking cough masks extreme tenacity. Graven stones from bygone empire’s last necropolis. The testimony of a fortune-seeker thrown under The Great Roaming Temple Of Brass.

  • Rashad Al-Kadam: hoping to cut and run, looking for a group to take him to safety. The crushed bones of a dervish prophet. Five kidnapped mummies. Knowledge about the buried dowry of The Brass Elophant Queen.

Merchants of The Great Roaming Brass Temple (12)
 AC 13, HD ½ (1d4 HP), #At 1 sling or 1 scimitar, Dam 1d4 sling, 1d6 scimitar, Mv 20’, Sv NM, ML 7 (6), XP 10 ea.


Men, Normal (6) AC 13, HD ½ (1d4 HP), #At 1 sling or 1 punch, Dam 1d4 sling, 1d4 punch, Mv 20’, Sv NM, ML 7 (6), XP 10 ea.


8 Bandits (Human Fighter 1) AC 13, #At 1 scimitar, Dam 1d6, Mv 40', Sv F1, ML 9, XP 25 ea.
INT 4 (-2), CHA 14 (+1) Equipment: leather armor, scimitar


Temple Guards, Men, Bandit (6) (Human Fighter 1) AC 13, #At 1 scimitar, Dam 1d6, Mv 40', Sv F1, ML 9, XP 25 ea. INT 4 (-2), CHA 14 (+1) 
Equipment: leather armor, scimitar. While many are crushed by The Great Roaming Brass Temple, the virtuous need not fear: unlike others, they shall not rise as restless lost souls, for neither jackals nor vultures shall touch their remains which shall never decompose, remaining lifelike in their purity and revered as holy.




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