Numair, acting exasperated and bored, decides he should at least be looking for things more along his line of work. He begins casting detect magic, and scanning each area the party goes through, starting with the books found earlier.
Remos moves forward, though the arches huge branches and overgrown weeds clog the central openair courtyard of the monastery’s cloister walk. In better times, the monastic priests would have contemplated the open space while circling the cloister, but today it is barely possible to see a few feet into the tangled mess, let alone all the way to the opposite cloister walk. Here and there the brush thins out enough that a dedicated explorer might be able to create a sort of passage, but mostly it is an impassable mess.
Faysal follows along behind, keeping a wary eye out for pugs, but also trying to glean some of the history of the temple from the decorations on the walls Know: History 1d20 + 6 ⇒ (11) + 6 = 17
The lengthy wall bears a marred sculpture depicting five figures in battle against numerous creatures of evil demeanor. Several of the creatures appear to be composed at least partly of fire, while others are much more difficult to define, being outright monsters of unknown origin or unusual warriors with weapons bonded into their flesh like organic tools. In the background Pale Mountain looms large, and over it two titanic figures lock in a deadly wrestler’s embrace. One has the demonic visage of a noble efreeti, while the other is a gorgeous woman who could only be a djinni princess.
For Faysal:
Spoiler:
this sculpture depicts the great wars of genie vs. genie that cast the Pale Mountain region into chaos hundreds of years ago.
The Small room:
The brightly painted walls of this small chapel, probably meant for personal prayer and reflection, stand out as unusually garish for the otherwise reserved architecture notable elsewhere in the monastery. On the walls, numerous rectangular wooden plates traced in gold filigree depict a strapping warrior battling creatures of fire, riding a chariot on the wind, and engaging in other acts of noble heroism. It is the same figure depicted elsewhere in the monastery, but the sheer number of images here suggest that this shrine was especially important to the clerics who honored him as a saint of Sarenrae. Perhaps a quarter of the gold plates have been pried away or hacked apart by long-absent vandals. Opposite the door, dominating a section of the north wall, stands a man-sized statue of the warrior, its face marred by what look like numerous blows from an axe. The statue holds both hands in front of him, bent at the elbow, palms up, as if expecting an offering. Several deep rents from similar axe blows make it clear that someone tried to hack the arms from the statue decades ago, but was unable to do so.
The North Cloister Hallway:
A sweeping bas-relief sculpture along the north wall depicts five bearded, larger-than-life humans riding the wind with triumph carved upon their faces. Though some of their arms and hands are missing, each is clearly meant to wield a distinctive weapon. One of the five warriors holds a large axe, while another holds a fragment of what must once have been a regal staff. In the distance, an ominous mountain looms over the quintet.
Faysal studies the sculptures in teh courtyard and cloister. Do these scenes depict the same events as the earlier ones?
Know: History 1d20 + 6 ⇒ (10) + 6 = 16
Faysal studies the sculptures in teh courtyard and cloister. Do these scenes depict the same events as the earlier ones?
Know: History 1d20 + 6
for Faysal:
Spoiler:
The five figures are legendary genies known as the Templars of the Five Winds. The stone carving bears a name for each genie, engraved near their feet. They are, from left to right, Kardswann, Pazhvann, Vardishal, Zayifid, and Davashuum. The latter wields the broken staff, while Kardswann wields the strange axe.
From where you stand you can tell the sculptures are on all the walls of the cloister walk but not in the actual courtyard.
Oddly referentially he retreives his Pathfinder notebook and begins to take notes, and quick sketches of the scenes depicted in the room.
'Any idea how old this is Faysal?
"Several hundred years old, back to the Djinn wars. These here are the Templars of the 5 Winds, back there were depictions of the battles. This temple must have been built by the Djinn or their followers."
'Magnificent,' Makin continues to take notes and examine the gilded cloister.
'Djinn, fascinating, and this saint of the church was one of these Templars of the Five Winds? I'll have to investigate them more the next time I get access to a history book.'
I'll take knowledge (history) next level, it was always my intention to have Makin grow into his Pathfinder duties.
Oddly referentially he retreives his Pathfinder notebook and begins to take notes, and quick sketches of the scenes depicted in the room.
'Any idea how old this is Faysal?
"Several hundred years old, back to the Djinn wars. These here are the Templars of the 5 Winds, back there were depictions of the battles. This temple must have been built by the Djinn or their followers."
Numair studies the scenes for the first time, allowing himself to be distracted from keeping an eye out for other inhabitants. "Interesting, Faysal. Let me see, can I recall anything about this myself ..." Numair trails off, as his mind searches to see what, if anything, he can recall about the Templars of the 5 Winds.
Oddly referentially he retreives his Pathfinder notebook and begins to take notes, and quick sketches of the scenes depicted in the room.
'Any idea how old this is Faysal?
"Several hundred years old, back to the Djinn wars. These here are the Templars of the 5 Winds, back there were depictions of the battles. This temple must have been built by the Djinn or their followers."
Numair studies the scenes for the first time, allowing himself to be distracted from keeping an eye out for other inhabitants. "Interesting, Faysal. Let me see, can I recall anything about this myself ..." Numair trails off, as his mind searches to see what, if anything, he can recall about the Templars of the 5 Winds.
Knowledge (history) 1d20+10
EDIT: apparently, not much ...
13 is good enough for some info:
Spoiler:
The Templars of the Five Winds were a group of five powerful genies from antiquity. They have not been heard from in centuries, but travellers in the northern reaches of Katapesh and the southern bounds of Osirion still sometimes attribute miracles or victories to their guidance.
Seeing how every one is interested in the wall art, you glance over and recognise one of the figures was on a wall in the room you were napping in earlier
Remos points to the figure on the wall. "That same man on wall in room I sleep in." He heads over to the statue and begins prodding it with his sword. "What he want? This trap?"
As you look in the room, you see an an austere octagonal chamber with a tall roof and an aerie of leering gargoyles perched atop each point where a wall meets another wall. An unholy stench of rotting meat, dried blood, and animal excrement hangs heavy in the air, no doubt from the fine crust of gore, animal carcasses, matted leaves and, guano covering the floor. As you enter the room you hear an excited buzz and look up to see three flying insects descending for a meal.
initiative. The insects are still 20' above you. MAP
Numair moves into the antechamber to get a look at the insects.
Faysal also moves in to get a look.
Haldo rushes into the room ready for some violence.
Makin steps aside and prepares for a fight.
Remos readies an attack if a bug comes down into range.
The three stirges buzz down.
One attaches itself to Makin but not before Makin is able to stab it injuring it but not killing it.
Two attaches itself to Remos Remos swings but misses.
Three attaches itself to Haldo.
the three insects extend their proboscis into the three adventurers and begin to drain their blood.
Each take 1 CON damage. Makin, Remos, and Haldo gain the grappled condition (-4 to Dex and -2 to attacks and CM checks) as do the insects.
For Numair
Spoiler:
You are unable to get a shot off with your force missile due to your move and knowledge check. You do however identify the creatures as Stirges. mosquito like insects that suck a victim's blood and may cause disease.
init order: Numair, Faysal, Haldo, Makin, Remos. The creature tokens are in your squares due to them being tiny. Map
"Stirges! Get those off of you as soon as you can!" Numair exclaims, firing off a force missile which strikes the stirge attached to Makin.
Faysal casts Sanctuary on himself, and starts running through the room waving his arms to the get critters attention.
Haldo drops to the floor and thrashes about in a desperate but successful bid to free himself from the vampiric creatures.
Makin shouts 'AGHHH!!' and flails wildly at the attached creature knocking it free.
As soon as the bug attaches itself to him, Remos immediately becomes enraged. He drops his falchion and draws his scimitar, then stabs at the insect but misses making contact.
The Stirge that attacked Makin buzzes in and reattaches itself sucking another meal. The Stirge attached to Remos sucks some more blood from it's host. The third stirge seeing a small delicious target run into the room attempts to attach itself to the halfling but can't seem to connect.
both Makin and Remos take another point of CON damage, next round Map
"Most unsavory! Worse than giant mosquitos." Another force missile streaks away from Numair's outstretched hand, once again striking the stirge on Makin.