
GM: Dave the Dwarf |

Hamzah is flanking with Leyli and takes down one of the 2 baboons.
Furball rips the remaining baboon to shreds(literally)
Leyli runs over to the leader on the ground and knocks him unconscious
The remaining 2 pugwampi attempt to run away. Anyone that took fire damage can attack them for free if you want.
Combat Over!
Welcome to level 2!

Hajar nar Jundi |

Hajar pulls Hamzah aside after the battle.
What next? Do we level immediately or must we wait a bit for some downtime?

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Previously...
Round 5
The eagle tore through its target, then without pausing grabbed the nearest pugwampi and made a meal out of him.
Eagle attacks with flank with (somebody, all the pugwampis we're making melee attacks so they're next to some one...), and elevation advantage.
Talon1: 1d20 + 6 ⇒ (7) + 6 = 13
Talon1: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d4 ⇒ 3
Talon2: 1d20 + 6 ⇒ (19) + 6 = 25
Talon2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 ⇒ 4
Bite: 1d20 + 6 ⇒ (17) + 6 = 23
Bite: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 ⇒ 2
Seeing the devastation being inflicted on the pugwampi, Raj decides to get in on the fight and swings his Quarterstaff in a manner not dissimilar to the way one would swing a hockey stick, with the pug of course being the puck.
Attack with charge.
Quarterstaff: 1d20 + 2 ⇒ (10) + 2 = 12
Quarterstaff: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 ⇒ 4

Hajar nar Jundi |

I'm leveled and ready to finish cleansing the monastery.

Hamzah Hamas Al Dajannah |


Hajar nar Jundi |

Hajar walks up to the unconscious pugwampi leader and beheads him with a single powerful blow from his falchion. Hajar then begins piling the bodies up outside of A1.
Hajar addresses the party.
May this humble servant get someone's assistance in starting a fire
If the party is staying the night in the monastary Hajar will begin cleaning the chapel area and burning refuse..
If the party continues on, Hajar will follow.

Hajar nar Jundi |

Hajar eyes Gunk curiously Stuff? Destroying life is a difficult task, not one to be taken lightly. These creatures Hajar indicates the fire. Were given the opportunity to repent for their desecration and they answered my entreaty with further blasphemies. Rukk was not given that option, his life weighs on my soul. Yes, this stuff, is difficult.
Hajar returns to cleaning out the chapel.

Gunk |

Gunk sets about brewing a cleaner to use on the statue of Sarenrae to bring back some of its former glory. Once complete he gives a hefty vial of the solution to Hajar and says here, this should help restore the statue.
Craft Alchemy: 1d20 + 12 ⇒ (16) + 12 = 28

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Raj casts detect magic and begins scanning the chapel, and finds the items mentioned above by Dave. Let's see, a magical warhammer, a ring of feather fall, and some bracers of armor, minimum strength. As much as I'd love to claim otherwise, none of these items are of particular use to me. Grim, Gunk? One of you should probably take the bracers, you have flimsiest armor, and I've got magic to protect me. Hajar? You should probably take the ring; your heavy armor makes you the most likely person here to fall through something. And then the warhammer... Gunk, do you want it? You're the only one who's the right size. If not, we can sell it later.
Once the decision is reached to encamp in the chapel, Raj eagerly begins wandering the room, scribbling notes on pieces of paper as he goes and looking for ancient pieces of writing, instruments of worship from the cult that took over, and anything else that might be worth writing about and if the cleric and paladin permit it, taking.
KnowledgeHistory: 1d20 + 8 ⇒ (20) + 8 = 28
KnowledgeLocal: 1d20 + 4 ⇒ (9) + 4 = 13
KnowledgeReligion: 1d20 + 4 ⇒ (15) + 4 = 19
Raj's magic seems a little out of whack this evening though. His prestidigitation spells keep one going wrong, one time even setting some old wood on fire by mistake when he was trying to remove the dust. Side affect of gaining magical power, it'll be gone tomorrow.

Hajar nar Jundi |

Hajar calls Hamzah over while Gunk explains the application of the cleaning agent.
Thank you master Gnome, our lady of light will bless you for your assistance.
With a bow Hajar returns to his ministrations.
To Raj,
I do not require the ring master Raj. Cleansing the temple is my holy duty. Although, I have noticed your investigations of the ancient script. If you could clean the defiled copy of the holy book that would please me immensely and assist us in restoring this holy place

Al-Akim Naziri |

After the combat, Al-Akim finds a quiet corner of the chapel and sits. No amount of attention from his companions seems to bring him from his sullen mood.
You can hear him muttering repeatedly,"Father, I'm sorry."
As the fire is built and the light hits the ranger's face, you can see blurred lines running down his cheeks. It is clear that he has been weeping.

Leyli Wildspeaker |

"This temple is not fully cleansed, I suggest we setup a watch to prevent further ambush. I would be willing to take the last one if needed be."
Leyli will be meditating to refill her spells.

Hamzah Hamas Al Dajannah |

Hamzah responds to Raj,"My daily prayers are still strong. Sarenrae's grace is nearly expended."
Hamzah works with Hajar to clean up the church. "I will pray for Sarenrae to reconsecrate the monastery once we have cleansed it of evil."

GM: Dave the Dwarf |

You also find an uncut garnet worth 150 gp and 47 gp worth of assorted religious objects, loose coins, and random trinkets.
A2b is an altar to Sarenrae that the pugwampi seemed to have designated as there toilet.
I can safely assume that Hajar, Hamzah, and Naziri all work to clean up the altar, I assume Gunk helps out of good will toward Hajar. No one else mentioned anything about cleaning so....
Once the altar is cleaned the four of you feel a warmth inside you as Sarenrae smiles upon you. Each of you have the effects of a personal Bless from Sarenrae that lasts 6 hours. The blessing comes back to the 4 of you anytime you spend 10 min praying at the altar, it lasts 6 hours each time +1 attack and saving throws vs. Fear.

GM: Dave the Dwarf |

A lot of the rest of the rooms are here just for flavor and story. I am going to write them all out so you can read about them and roleplay. In a play by post we could take a month doing each room individually. I also am going to assume you take 20 on history, religion, and Local checks so you gather all of the information.

Hajar nar Jundi |

How much time are we spending in the monastery about? 1 day? 2? I am under the impression that completely restoring the monastery will be a much greater task than we could accomplish in a few days time.
Hajar will make sure the 47gp of "Assorted Religious items' stays with the monastery. Do not include that in party loot.

GM: Dave the Dwarf |

A4. North Cloister
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. East of the wall decoration, two open arches
lead into small rooms off the north wall. The south wall is
little more than a series of open arches that look out into an
open-air courtyard.
You identifie the five figures as 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 toright,Kardswann,Pazhvann,Vardishal, Zayifid,and Davashuum. The latter wields a broken staff, while Kardswann
wields a strange axe. No other weapons can be seen on the other damaged statues. You recognize Vardishal as the same figure depicted in areas A1a and A1b there.

GM: Dave the Dwarf |

A5. East Cloister
The eastern cloister walk abuts what must be the
outer wall of the monastery itself. The lengthy wall bears
a marred sculpture depicting the five figures from the north
cloister mural 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 demoniac visage of a noble efreeti, while the other is a
gorgeous woman who could only be a djinni princess. Opposite
the sculpted wall, a series of open arches leads out into an
open-air courtyard.
This sculpture depicts the great wars of genie vs. genie that
cast the Pale Mountain region into chaos hundreds of
years ago.

GM: Dave the Dwarf |

A6. South Cloister
An open arch along the southern wall at the eastern end of
the corridor leads off into darkness, while a series of archways
lines the north wall, looking in on the monastery’s massively
overgrown courtyard. The southern wall bears a bas-relief
sculpture in the form of a triptych. In the first scene, a heroiclooking bearded figure takes leave of four similarly attired
companions, who rise off into the heavens, leaving him to
stand vigil over the large mountain in the background. The
next scene depicts the bearded figure in battle with a flaming
half man, half snake creature wielding a spear. The fire spirit
transfixes the bearded hero with the spear, seemingly striking
a killing blow. In the final scene, the hero appears twice—once
on the ground with a wound in his back and once standing over
this form, looking down upon it sadly.
Comparison of the bas-relief with others in the sequence
clearly shows that the bearded figure here is the central
figure in all of the carvings, including those found in areas
A1a and A1b, and that the entity’s name is Vardishal.

GM: Dave the Dwarf |

A7. West Cloister
The outer wall of the west cloister passage bears a massive
carving. The central figure—the heroic man with the pointed
beard—preaches to a variety of human clerics from throughout
the long history of the monastery. The first image depicts the
figure manifesting in a spiritual manner to a small group of
pilgrims of Sarenrae. Another shows the figure conversing with
a man in religious finery while the monastery itself is being
constructed in the background. Thereafter follows a procession
of similar poses, each depicting a visit by the bearded man and
the leader of each era of the temple. The depictions of these
clerics often also bear an identifying inscription, complete with
dates that span the last several hundred years. The most recent
carving is from thirty years ago, and while ample room remains
for additional carvings on the west wall, the last thirty feet or so
are completely blank.
Two open arches on opposite ends of the west wall lead out into
the ruined nave.
The bas-relief here has suffered the most damage of
any along the cloister walk. In particular the clerics of
Sarenrae have been particularly ill-treated, with some of
their names and the dates of their reign completely pried
away or scratched into oblivion. Their physical forms bear
other obvious sings of abuse, with a few gouges in faces
and chests that clearly seem to have been created with
strong intent to vandalize. These defacements are tangible
reminders of the battle with Kelmarane’s twisted cult
of Sarenrae that finally brought the monastery to ruin 2
decades ago. (You are learning about the cult and when this happened through local checks and history checks. Its making more sense with the more information you gather.)

GM: Dave the Dwarf |

A8. Courtyard
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.
This looks like a nest of some sort but currently it is empty.
I gotta stop here for a bit. That should give you plenty to roleplay with.

Hajar nar Jundi |

Are we assuming that the monastery is pretty safe and no other monsters live in it?
If so Hajar will wander around the monastery during daylight hours pondering Vardishal's role in this monastery and why the monastery was abandoned. This is in addition to Hajar's task in cleaning and making the chapel usable again.

GM: Dave the Dwarf |

Its up to you what assumptions you make. I just telling you nothing is in the rooms I have posted so far that will attack you.
Its obvious the most aggressive denizens here have been taken care of. But there are other things in this world that can be equally as deadly. I will let you know if you come across one while you search the rest of the Monastery.

GM: Dave the Dwarf |

Hamzah will join Hajar discussing what the images mean.
Knowledge (Religion)1d20+7
Knowledge (The Planes)1d20+7
Here is what you guys come up with together.
The Templars of the Five Winds were a
group of five powerful genies from antiquity. They
have not been heard from in centuries, but travelers
in the northern reaches of Katapesh and the southern
bounds of Osirion still sometimes attribute miracles
or victories to their guidance.
Legend tells that the Templars of the Five Winds
defeated a great evil hundreds of years ago near Pale
Mountain in the Brazen Peaks, a pinnacle not very far from
the village of Kelmarane. Each Templar was associated
with a specific aspect of the wind, and each wielded a
distinct, highly potent magic weapon.
The Templars of the Five Winds were said
to be particular enemies of the cult of Rovagug, god of
destruction, and many tales of their triumphs recount
battles against the spawn of that vile religion. The templars
themselves are jann, mortal genie-spirits dedicated to no
particular element. For some reason, these jann cannot
die, though none have been seen in centuries.
The Templars of the Five Winds served a
powerful djinni princess named Nefeshti, a great genie
noble whose designs upon Osirion and Katapesh have had
good and bad consequences. The Song of Edrehu suggests
that the Templars’ immortality came from a powerful wish
uttered by Nefeshti in antiquity, stating that so long as the
warriors retained her favor, they would live forever.
Davashuum-He represents the fury of winds from all
directions and wields a powerful quarterstaf
Kardswann’s- His weapon is an elaborate greataxe,
and he represents the south wind, the most well-traveled
and worldly of the winds.
Pazhvann- He represents the east wind, upon which
the whispers of the gods and the advice of elders is carried.
His weapon is a tremendous burning flail.
Vardishal- He represents the north wind, a wind
said to carry the battle cries of all armies. His weapon is a Falchon made of Ice.
Zayifid- He represents the west
wind, upon which secrets thought hidden were carried.
His weapon is a delicate but razor-sharp scimitar.

GM: Dave the Dwarf |

A8. Courtyard
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.
This looks like a nest of some sort but currently it is empty.
You climb through the tangled mess and find. At the center of the nest is a small clutch of three eggs, each large as a watermelon and white with
irregular bright red speckles.

Hajar nar Jundi |

have we explored the areas of A14-18?

Leyli Wildspeaker |

"Brave warriors, facing an opponent they might have no idea about. A great but tragic story. Do you guys have a feeling this figure right here," Leyli pointing at the flaming half-man, half-snake, "still exists? In my opinion, legends exist cause our ancestors saw or felt something they couldn't really figure out why. Do you think this is one of those legends?"
-----------------------------
After seeing with her own eyes how these pugwampis disrespected the temple,
"Normally I would try and preserve life, but after the caravan and these evil deeds, I don't think I would be able to hold myself against these vile creatures. I apologize holy people, if in the future I may do something about these."
In tabletop how long is this part usually?

Leyli Wildspeaker |

Oh I'm just wondering how long does this part usually lasts if you run it on tabletop instead of PbP.

GM: Dave the Dwarf |

I know the time is a little disjointed here but its a lot of info to hand out I am just trying to put it all out there so you can reference it later. So here is what I am going to say happens. Trust me it will be ok. Everyone should read all of these posts regardless of what group they are in. You will have this information sooner or later anyway.
The day after the big battle Grim leaves to tell the caravan that the area is safe enough to move in. He refuses company as he likes being alone and has not been alone in weeks now.
In a play by post there is no problem splitting up the party. Grim I will post what you are doing in a few.
The party stays together at first to explore the rest of the monastery then you split up.
The area around the courtyard was explored first. (Areas 4,5,6,7 and courtyard 8)
Leyli Nature check to examine the eggs.
Hajar shows intrest in exploring 13 through 18. Hamzah and Naziri go with him.
Leyli, Gunk, and Raj explore 9 through 12

GM: Dave the Dwarf |

Leyli, Gunk, and Raj. Inform me if you want to search any of the areas more thoroughly or make skill checks. I'm not just gonna hand you all of the secretes.
A9. Vestibule
This small antechamber was a place for reflection before the
monks gathered in the chapter house at area A10. Carvings
of religious significance to the order of Sarenrae line the
walls, but none seem to involve Vardishal or help in any way
to lessen the mystery of the abandoned monastery.
A10. Chapter House
This austere octagonal chamber has 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.
A11. Secret Garden
Looming walls with no apparent doors enclose this small
roofless garden. Monks must once have come here to relax and
contemplate the ways of nature, but any order they might have
brought to the place all those years ago is almost impossible to
notice now, as a wild cacophony of multicolored scrub plants and
desert weeds have almost completely overgrown the space.
A12. Shrine to Vardishal
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.

GM: Dave the Dwarf |

Oh I'm just wondering how long does this part usually lasts if you run it on tabletop instead of PbP.
I have no idea I have never ran this in tabletop. But can you imagine I give you one room description. I wait for you to make one roll. I give you a little more info. You say ok we go to the next room. etc. It would just take a long time in this format. This way you have the info you need but we can advance quickly.

GM: Dave the Dwarf |

A13. Southern Hallway
This large but plain interior hallway leads to the various
chambers of the monastery’s southern wing. A weatherworn
statue of a winged woman stands in the middle of the hall.
A14. Library
A sagging wooden balcony overlooks this large room, which
must once have been the monastery’s library. An overpowering
odor of musty, rotting paper and old leather fills the air here,
and hundreds of books—most too damaged even to open
without destroying them—litter the floors. Empty bookshelves
line the walls of both levels.
A15. Deanery
Five austere beds line the north wall of this humble office and
living quarters. A dented metal chest rests at the foot of each
bed, and a simple mosaic pattern of red and orange glass chips
brings some color to the wall. A layer of grime and filth coats
many of the surfaces in this small room, and the redolent
stench of dirty fur hangs heavy in the air.
(You can tell this is where the baboons lived.)
A16. Kitchen
Beyond a doorless arch appears to be a large kitchen complete
with walls lined in shelves and cupboards, a huge central table,
and an enormous oven against the north wall. Several drawers
and cupboard doors stand askew, and the floor here is a jagged
field of broken glass, smashed pottery, bits of sharp stone,
jagged bones, and discarded cutlery.
A17. Mess Hall
Three long wooden tables and dozens of chairs that once lined
this mess hall are in shambles, mostly rotted away with the
passage of years. Light shines through several large holes in
the ceiling, illuminating a closed door on the east wall.
A18. Dormitory
Ten bunk beds in various stages of disrepair fill this chamber, which
must once have been a dormitory for students. The roof is mostly
intact, and an open arch in the north wall leads to a large hallway.
The east and west walls both bear sturdy wooden doors leading
to other rooms, and an open arch in the southeast corner of the
room leads into a darkened antechamber, perhaps a large closet.
The door in the eastern wall is unlocked, but a profuse
growth of fungus effectively bars all but the most determined openers.

Hajar nar Jundi |

Hajar might know more about Vardishal? Is he the Saint in the pictures?

GM: Dave the Dwarf |
