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Raulzig casts his mind back to theology class... Vardishal was an immortal warrior, or at least was thought to be... only he met his end eventually, in a big battle near this very spot. Some 200 years ago, rumours of a goodly spirit, the ghost of a warrior who appeared to make pronouncements and speak omens, spread amongst local devotees of Sarenrae and drew pilgrims and a monastery was built.
Looking at the carvings on the walls of the shrine, it appears that they do depict Vardishal, who seems to be acting in conjunction with five genies known as the Templars of the Five Winds. There also seems to be a white mountain, the source of some great evil, in the images.
As the group wonders if the silver bowl will fit in the statue's mutilated hands, Pashaj suddenly notices some grooves in the floor at the base of the statue.

Jengren Dsustrun |

Looking at the carvings on the walls of the shrine, it appears that they do depict Vardishal, who seems to be acting in conjunction with five genies known as the Templars of the Five Winds. There also seems to be a white mountain, the source of some great evil, in the images.
Jengren would take note of the five genies, does he know or understand anything from what he is looking at, given his genie blood?
No useful knowledge's on my character sheet.

S. W. |

Knowledge (history) 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge (planes) 1d20 + 9 ⇒ (12) + 9 = 21
Both trying to recollect any information on the Templars of the Five Winds
"Raulzig, that's your department. Once you've cleared the statue of traps, I suggest Calain and the other warriors stands ready as someone opens it from the side." Samuel puts the bowl away in his pack, takes up his crossbow once more, and waits quietly to see what the statue is hiding.

Raulzig Turfoodle |

Raulzig checks if the strange marks at the base are part of a trap, and also tries to recall anything about the Templars of the Five Winds.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Disable Device: 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge History: 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge Planes: 1d20 + 3 ⇒ (15) + 3 = 18

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Between you, those attempting to recall information on the Templars of the Five Winds come up with the following:
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.
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.
Meanwhile, those putting some effort into moving the statue find that it can be pivoted to the side. Assuming that you do so, a hidden door in the north wall opens, revealing a flight of stairs that leads down into darkness!
A small cluster of pugwampi watch in amazement.
"We didn't know that could happen," says Digweed. "Shall I fetch a lantern?"

Raulzig Turfoodle |

Raulzig tries to convey the message that of course he knew that would happen all along.
"This is a metaphor, my little friends. If you are persistent in your pursuit of perfection, new venues will be opened for you. And if you don't forget to bring a lantern, they will also be illuminated. Be so kind and fetch one for our less able-sighted comrades."
Bluff: 1d20 + 7 ⇒ (15) + 7 = 22

Zahir Arshad |

They sound like they chose a powerful enemy to have. Would be interested in knowing more about them.
Zahir is fascinated by the story and wants to see more now. He is curious about what great evil they defeated.

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Digweed scampers off and comes back with a lantern that is almost as big as he is.
The monastery’s undercrypt is a series of ten-foot-wide rough-hewn passages. Lit by a combination of Digweed's lantern and Calain's glowing breastplate, the passage stretches ahead due south, with two side passages to either side. An eerie silence pervades this cool subterranean funerary network.
Where would you like to go?

S. W. |

In the middle of the group, Samuel waits patiently. "Perhaps we should have a couple of people go down aways on the side aisles just to insure that there isn't any undead or anything we need to be concerned about."
Can Samuel see the ends of the side halls with his low light vision? or if anyone has darkvision, can they see an end to them?

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As you investigate the first left-side passage, you see that it contains the bodies of scores — if not hundreds — of honoured worshippers of Sarenrae in shallow niches carved into the walls. Many of these skeletal remains have been roughly tossed from their niches, and countless bones and skulls line the floor.
Peering down it, you can make out a corpse of a man in yellowing leather armour — clearly not a member of the monastic community — lying at the end of this passage.

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All remains quiet and still as you advance cautiously on the corpse. But it was not always so. Even a casual look at the remains littering the floor shows signs of a struggle. Some skeletons lie jumbled up against a wall where they fell, their skulls crushed by the blow of a weapon. Many wear the faded orange robes of monastery clerics, often with signs of crippling injuries suffered at the hands of their attackers.
The corpse that has attracted attention, though, is not that of a monk. He's wearing rather nice leather armour which looks as if it would clean up nicely although it's showing the signs of age, and was armed with a dagger. Whilst most of the remains here are mere skeletons, this corpse is an actualy dead body, perhaps more recent, perhaps just better preserved.

Raulzig Turfoodle |

"Or maybe a bandit who assaulted the disciples of this monastery. Anyway, I'm guessing he won't need that nice dagger anymore."
Raulzig reaches for the magical dagger and snatches it, then backs away slightly, making sure that the dead are not angered at his 'loot from the looters' policy.
"And the armor must be of top quality to have survived all these years. Perhaps it could still serve us after we clean it properly."

Zahir Arshad |

Zahir nods.
Perhaps we should do what we can to return the disturbed bodies to their proper resting spots?
He moves to where he would be able to assist with this while waiting on someone more knowledgeable about it to show what needs to be done.

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Digweed, still holding his lantern and watching wide-eyed, chips in
"We didn't know this was down here... but once it's cleaned up a bit, it will make fine quarters for us if you want the upstairs... always was a bit - open - for pugwampi tastes."
There is no untoward reaction as Raulzig helped himself to the dagger.
Which way now?

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The passage to the east presents a similar appearance, scattered bones giving mute evidence of a desperate struggle in the darkness. A pile of skeletons bearing terrible broken bones lies at the terminus of this passage. A mace is still clutched in the bony grip of one of the skeletons here.

Zahir Arshad |

Thank you for the offer but I much prefer the weapons I have at the moment. I would be able to lift the mace but it would not feel balanced for me.
Zahir is looking around and trying to see if any clues as to what this place was used for.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Calain |

The cleric can have it if he wishes. I prefer my Nodachi, but I'll take it for a backup if nobody wants it.
Calain is beginning to look bored. Are we done in here? If so, then let's return and welcome the caravan. The sooner we can Start killing Gnolls the sooner I can find Haleen.