Mak'da |
Mak'da looks rather disappointed at the lack of a disc.
Lets try the far side of the temple, perhaps the area to the right of the doors, beyond the fountain?
Shen Hawaah |
Shen just looks at her clothes and at the mess and all this for nothing. She curses silently and starts to clean her clothing with prestidigitation.
[b]"I am so angry right now! I am an idiot! Why didn't I cast detect magic before we did all this?!? Yes Mak'ds ... let us look at that door!" she says still agitated.
Arisira |
Arisira detected magic before and found the bracers
Spellcraft, ID bracers: 1d20 + 5 ⇒ (17) + 5 = 22
A little mumble and hand motion, and Arisira creates a small plug of air that she places in her nose- hoping to dull the smell of the burning refuse.
"Don't worry guys. This part wont be in the story, I promise! At least we found these!" she says optimistically while holding aloft the bracers for the party.
"There was definitely something in the fountain pool. While I love a good practical joke- those little mephits have had more than enough fun for the day."
GM Eddv |
As Mak'da turns the corner the room has an odd sort of energy to it. There are 8 oddly shaped pillars made of different sorts of earth and stome presented facing the sunrise - something that to Mak'da is an unmistakable place of ritual and power for her people.
Antal Strongheart |
Antal spends the time cleaning off his grappling hook, and follows the others to the room with the pillars. "What is this place Mak'da?"
Mak'da |
Mak'da steps gently into the room and takes a long, slow breath. This is a place of great power, tread carefully.
She carefully examines the room, looking for any sign of the disc.
Perception: 1d20 + 15 ⇒ (18) + 15 = 33
Once we are done here I would like to spend some time studying this place in more detail. But for now we should not linger, the lizardfolk may return in greater numbers.
GM Eddv |
There is no sign of the disk here - but there are of course several rooms branching off including one to the south
Shen Hawaah |
Shen sighs ... "Okay, then let us go and check the room to the south."
She checks the door for any traps and if she finds none then she will open the door and step in to continue her search in there.
Perception to check for traps: 1d20 + 11 ⇒ (20) + 11 = 31
Perception in the southern room: 1d20 + 11 ⇒ (11) + 11 = 22
GM Eddv |
The next room actually has no door and so you wander south.
The room feature 4 long lines of wire with chimes hanging on them. They re tied together with red silk strings.
Beneath this menagerie of chimes you see bleached bone, with 4 human skulls showing.
Shen Hawaah |
”Wow Antal, Thanks for pointing that out!“ Shen says and backs away to be behind Antal.
Vera Darkone |
"We will come back here. I want to pray. As Mak'da said it's a place of great power." she says about the room with the pillars.
Do you want to do something about the skulls or leave them in "peace"?"
GM Eddv |
Now that the situation has been pointed out to Vera she (or anyone else with the skill) may roll a Knowledge Religion Check
Arisira |
GM, did my spellcraft succeed at identifying the magic bracers?
Know Religion: 1d20 + 6 ⇒ (2) + 6 = 8
"Religious things are not my forte, perhaps one of the others has a better idea about these skulls."
Mak'da |
Perception: 1d20 + 15 ⇒ (12) + 15 = 27
Mak'da doesnt have religion
Wha...creepy skulls, what's going on here?
Arisira |
I was waiting on Vera as well. Otherwise, Arisira will do something. As an aside, what were the bracers? Something that we can be using now?
GM Eddv |
I swear I have posted this a couple times but my post history says I did not. They are Bracers of Armor +2. Potentially useful for Shen if her Mage Armor runs out.
Arisira |
Happens to me all the time. Apparently to me, thinking about posting something falls into the same memory catalogue as actually posting something... haha
The halfling turns the bracers over in her hands- feeling the magic energy gently repelling her touch. The energy shimmers across the surface of her hand as she holds them.
"Shen, I believe these might benefit you. I know that you often use your magic to repel attacks- but perhaps these might function as a suitable 'back up' plan... should you need one, of course."
Vera Darkone |
Know Religion: 1d20 + 5 ⇒ (10) + 5 = 15
"Let's see. I'm sorry I have no idea. We can just walk in and take care of whatever attacks us. I'd rather not leave chattering skulls just lying around."
She decides to channel to harm undead on the skulls.
Channel to Harm: 2d6 ⇒ (1, 1) = 2
DC 14 Will Save
Arisira |
Arisira draws her bow, ready for whatever might happen in the room before her.
Mak'da |
Mak'da waits to see what happens with Vera's channel. She draws a wand of cure light wounds just in case.
Shen Hawaah |
Shen walks into the room and looks if she sees anything of note.
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
GM Eddv |
Okay this causes a weird interaction but
As vera enters the room the skulls chatter more and begin to come to life, her channeling turning out to be the right thing to do weakening the spirit.
Mak'da, Shen, and anyone else who can actually make the original perception check get to take a surprise round against the haunt...since you didn't ID the haunt you don't know what to do, but Vera's channel did seem somewhat effective....you will have the enter the room to do anything to the haunt however.
Shen Hawaah |
Thanks GM! I am a little confused. What haunt are we talking about? In the room with the skeletons? So Shen entered the room now. Has it manifested so we understand how to destroy the haunt? Can we roll kn religion again now that we see the effect? ;-)
Mak'da |
If channel energy seems to work Mak'da takes a step into the room and activates her wand of cure light wounds to see if it has a similar effect.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Arisira |
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Arisira is unaware of the rattling bones, so she will not act in a surprise round
GM Eddv |
What has effectively happened is that when you entered the room the haunt started going off, you got a perception to notice it which entitled you to a surprise round against it and now that Mak'da and Arisira have gone who I BELIEVE was the only other ones who could effect the haunt, it will continue going off now except....Mak'da finished it off.
The blasts of positive energy into the room have quieted the desperate whispering spirits begging Gozreh's mercy in this room....for the time being at least.
Vera Darkone |
"Well that was unexpected. All I wanted to do was see what would happen. I know using holy energy on undead works. I thought that's what they were. I guess not. I'm just glad it worked. Shall we look around?"
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Mak'da |
Mak'da also heads in and has a look around.
Perception: 1d20 + 15 ⇒ (5) + 15 = 20
This place becomes more disturbing the more we look around.
GM Eddv |
The search reveals a single page of a diary and that on each of those strings hangs a windchime. Each of which had started to chime with the haunted whispers.
The page itself it written in polyglot and says:
As for the rest of the chimes and bones you find scattered it occurs to Vera that they were likely killes rather than properly buried.
Knowledge Religion Arisira: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge Religion Shen: 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge Religion Vera - bonus for being cleric of related deity: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Vera and Shen recall the burial ritual of the Gozrehan faith - shen even recalling some local traditions specific to the time and area - she thinks the ritual will take around 10 minutes and could lay these spirits to rest.
Shen Hawaah |
"Wow! This is great! Vera, I did not know that you are such a theological genius!" Shen says astounded.
"Then let us start to conduct the ritual to lay these spirits to rest!" Shen says and immediately starts the ritual!
Mak'da |
Mak'da moves to the doorwa to keep watch as the others prepare their strange ritual.
They were Gohzrens, better to leave them to the sky
Arisira |
Instead of participating, Arisira moves out of the way of Shen and Vera- giving them the space to complete the ritual. Through it all, the halfling takes notes on the ceremony and wording- attempting to commit parts of the ritual to her memory.
Tradition. These moments are exceedingly rare- it is important that we not forget them or allow them to slowly disappear like words etched in stone.
Vera Darkone |
Vera takes her time, and does the proper ritual. "You found your way to the right at the end my friends. May you stay at peace for the rest of your afterlife."
She finishes the ritual with a sigh. "They should stay at rest. Where to next. There may be more poor souls to inter."
GM Eddv |
As the ritual prayer led by Vera and when reaches its crescendo a wind preternaturally picks up and soon every wind chime hanging in this shrine begins to sound out in a cacophony - by the end of the prayer Vera is practically having to shout over all of the noise but as she completes the ritual all of the windchimre fall and shatter in succession as she feels the malevolent presence fall away.
When the sound finishes there is but a single chime remaining brass and tied with a red string, which Vera and Shen recognize as being a holy relic of Gozreh.
It is the Chime of Stormcalling.
mist disperses, the user can call down the fury of a storm on a single target within the clouded area, either striking it with a bolt of lightning (3d6 electricity damage, Reflex DC 15 half) or buffeting it with a gust of wind for 1 round, equivalent to the spell gust of wind.
Either use immediately disperses the cloud of mist and renders the chime of storm calling inert for 24 hours. If the chime of storm calling is not struck again, the mist disperses after 5 minutes, after which it may be used again to create new banks of mist.
A chime of storm calling cannot summon lightning or wind while underground, indoors, or in an arid climate.
Shen Hawaah |
Shen is super energized after the mighty ritual shows that devine and elemental forces are called upon to bring rest to these souls.
"This ... this was unbelievable! We permanently destroyed a haunt!" Shen says with a big smile on her face.
Shen casts detect magic and looks at the chime - Spellcraft identify: 1d20 + 12 ⇒ (12) + 12 = 24
Mak'da |
Mak'da also looks over the chime. This is something of a marvel but we need to push on, find this other disc.
Arisira |
Reactivating her magical vision, Arisira continues to search what remains of the temple. She makes her way towards one of the two doors that have thus far been unopened and waits for the others to approach, before opening the door.
updated position on the map
GM Eddv |
Just one room left over there so here we go
A sturdy green obelisk rises from the center of this chamber to a height of 40 feet, and a corroded metal pole extends another 20 feet from its pinnacle, connected by interlinking chains to four smaller rods driven into the ground. A skeleton wearing a wooden mask rests at the base of the monument, one arm clutched around one of the smaller rods, and another holding a circular, green stone disk.
Vera Darkone |
"We've found our disk, but I'm afraid it's not going to be that easy. The metal rods concern me." She casts detect magic into the room.
Shen Hawaah |
Shen looks at the skeleton and thinks a moment.
”Vera, use this channel ability of yours again as you did with the haunt! Would that work?“ she asks.
Mak'da |
Given our experiences in the last chamber Mak'da will also mutter a simple spell to detect magic and check out the room before anyone goes running into it.
Perception: 1d20 + 15 ⇒ (19) + 15 = 34
I think that would depend on if this is another haunt, a lurking undead monster or just a common skeleton Shen.
Arisira |
"Imagine the people that created this gigantic thing! Storm God indeed, this looks to be quite powerful! Simply amazing!"
The halfling appears mesmerized by the sheer size of the obelisk in the center of the room- taking just a few moments to notice the skeleton and disk. Once she does, she focuses on the rod in the skeleton's hand- searching for magical auroras.
Continuing Detect magic
Antal Strongheart |
"Let me know if it looks safe, and I would be happy to step forward," Antal offers. "I admit I've been a little out of my depth in here. You are all worthy adventurers."