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Thanks, Abel.
And yes, chunks of burning debris are coming down!
OK, you start exploring.... Revised Map
The 'dog-leg to the north' (Area A1a on the map) turns out to be a debris-laden chamber that once held a shrine and wooden altar, but all of that was smashed decades ago by vandals, you can just about make out what was there amidst the mess. The ceiling here has remained intact over the years, helping to preserve a huge bas-relief statue of a muscular humanoid man with a pointy beard gesturing toward a huge mountain in the background, his face a picture of mortal concern.
The mirror-chamber to the south (Area A1b) is much the same, if with less mess. A similar statue adorns the eastern wall of this chamber, in this case with the bearded figure appearing on a hilltop to a group of robed pilgrims. The being holds up his hands, palms out, in a sign of peace. Though many of the faces and limbs on the bas-relief have been worn down or cut away, the expressions of those range from beatific to horrified.
A crude stone stele that looks to have been erected more recently than the abandonment of the monastery stands here as well. Its graven inscription reads: "A ghost of unholy mien was purged from this place by Theodephus Estrovan, servant of Aroden, 4691 ar."
All you can hear is burning from the main worship area. Doesn't seem to be anything alive in these 2 rooms (apart from you lot).

Aurichalcum |

A crude stone stele that looks to have been erected more recently than the abandonment of the monastery stands here as well.
Had to google that word :p
"This is recent, perhaps we should inspect it more closely?"
The small dragon butts it with his head and shoulders, trying to move it, jostle it, and examine it...

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It's probably a bit heavy for a pseudodragon, but it isn't attached to the wall, it is just leaning against it. All that's on it is the inscription already mentioned - "A ghost of unholy mien was purged from this place by Theodephus Estrovan, servant of Aroden, 4691 ar." - which does rather look like it was carved by someone who doesn't normally do stone-carving, but wanted to leave a record.

"Able" Ablenaffener |

Able takes a long hard look at the stele, committing as much of it as he can to memory. "Theodephus," he begins dramatically, "your feat shall not go unknown. I will find what remains of your tale." As reality jostles it's way back into the excitable gnome's brain, he turns back to his companions sheepishly. "But, erm... in a little bit," he adds to the spirit. He peers over his shoulder. "Should we search the last few areas?"

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Following Talahel, you all move through the indicated door and find yourselves in the cloisters.
Huge branches and overgrown weeds clog the central openair courtyard of the monastery's cloisters. 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.
The walkways around the sides of the courtyard have arching vaulted ceilings but are open to the courtyard, veranda-style. All the walls you can see have detailed carvings and bas-reliefs on them.

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Talahel, the weeds are just in the central part, the open courtyard. You are still on solid flagstones. 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 the open-air courtyard (the overgrown bit).
Ablenaffener, you head south, thinking about what it would have been like living a religious life here. 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 heroic looking 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.
What are you up to, Aurichalcum?

"Able" Ablenaffener |

Seeing the party split, Auri follows Able; Talahel is a sensible enough type to stay out of trouble, but Able is always so engrossed on cataloguing the world around him it HAS to lead to trouble!
I really should have made his wisdom lower.
Able scoots in close to the triptych in front of him, fascinated. "This first scene... perhaps a representation of the tales of the Five Templars that we were so fortunate to encounter earlier! I wonder which of the five this valiant soldier is, falling in battle against such a formidable foe..."
What weapon is the templar in this triptych wielding?

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Talahel, you slink along to the first doorway and peer in.
You're looking at a dark hallway. Carvings of religious significance to the cult of Sarenrae line the walls, and the place is oddly restful... if it wasn't for the horrible stench coming from the dark chamber at the end of the hallway. The sort of charnelhouse stink you'd expect from an underground combat on a hot day several weeks of hot days ago.
In the cloisters the others stare at the wall. A sudden gust of wind swirls the vegetation in the open space behind you.
The figures riding off carry a quarterstaff, a greataxe, a flail and a scimitar. The one who remains has a sword... oddly, it is carved in far less detail than the weapons carried by the others, which are shown in great detail as if being illustrations of specific items rather than just a generic 'whatever.'

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The soft glow of the Wayfinder reveals an austere octagonal chamber which has a tall roof and an aerie of leering gargoyles (stone carvings, I mean, not monsters) 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.
Anyone going in?

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As you sneak in, Talahel, something swoops down from the ceiling! You cannot see too clearly: insect-like, about a foot long with wide pinkish fleshy wings... and it strikes at you, curving its body round in an attempt to latch onto you with its legs...
1d20 + 3 ⇒ (4) + 3 = 7
... missing miserably, and swinging round for another go.
Aurichalcum, are you airborne or walking?
Initiatives, please, and first round actions now I've got my surprise round in.
Flying critter: Initiative 1d20 + 4 ⇒ (9) + 4 = 13

Aurichalcum |

Aurichalcum is stuck walking behind Talahel, as the creature circles back, Auri waits to launch up and shoot his tail at it...
Initiative1d20 + 3 ⇒ (7) + 3 = 10
Melee - Sting - 1d20 + 7 ⇒ (8) + 7 = 15
Damage 1d3 - 2 ⇒ (3) - 2 = 1 AND
Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Tahlumilali Auvreaanea |

Tahl lashes out with both blades at the creature.
R Attack: 1d20 + 4 ⇒ (17) + 4 = 21
L Attack: 1d20 + 4 ⇒ (17) + 4 = 21
R Damage: 1d20 + 4 ⇒ (3) + 4 = 7
L Damage: 1d20 + 2 ⇒ (1) + 2 = 3

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First Round:
Ablenaffener is the first to react, scuttling forwards incanting and waving his arms.
Critter save: 1d20 + 1 ⇒ (5) + 1 = 6. It spins away in some confusion, hissing angrily.
Of course, that's when a couple more of the flying critters swoop down to join in the fray!
Critter #2 (on Talahel): 1d20 + 3 ⇒ (8) + 3 = 11- its wings brush your face as it scrabbles past.
Critter #3 (on Aurichalcum): 1d2 + 3 ⇒ (2) + 3 = 5 - it's obviously a bit confused by a waddling miniature dragon!
Talahel swings his sword, but fails to connect.
Aurichalcum struggles to get airborne, what with the cramped space and folks swinging swords around, but manages a successful strike with his tail stinger on the flying critter that's flapping around his ears... Critter's save: 1d20 + 2 ⇒ (1) + 2 = 3 and it crashes inelegantly into the ground, wings and legs tangling as it succombs to Auri's poison!
Meanwhile, Tahlumilali swings his paired blades with a will, and literally slices the flying critter that flew past Talahel into shreds!
So we have one evident one, who's dazed, one sliced to bits and one asleep... and perhaps some more in the shadows, given the hissing from the rafters...
Next round, please. Note I have a job interview tomorrow (Wednesday) so may or may not call by here...

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Aurichalcum lashes out with his tail again, connecting successfully with the already-dazed flying critter.
Critter's save: 1d20 + 2 ⇒ (13) + 2 = 15
Meanwhile, Ablenaffener mutters a few words and gestures upwards, casting four bright bobbing lights upwards towards the vaulted ceiling. The illumination reveals two more of the creatures perched amongst the gargoyles, staring down at the party and hissing like a brace of furious tea-kettles!

Talahel Zstelian |

Talahel drops his longsword (free action), draws his longbow and loads an arrow (move action) and fires at one of the remaining creatures (standard action).
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 ⇒ 3
If I am misinterpreting the action rules, than Talahel drops and loads only.
Edit: now this is getting ridiculous - last three attack rolls, 2, 4 and 4. I guess Talahel is more sneak than fighter for now.

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It's those pugwampis, Tal, they've even got into the die roller!
OK. Aurichalcum, seemingly enraged that a flying critter a mere foot long had the temerity to not succumb to his poison (or is it venom?), struck it again with his tail...
Critter's save: 1d20 + 2 ⇒ (19) + 2 = 21.. and the darn thing continues to fly, indeed it has a go at Tahlumilali - 1d203 ⇒ 27 - attempting to clasp onto him with its barbed legs, clamping down hard and raising its proboscis in preparation to drive it into your flesh!
Talahel attempts to fire an arrow, but succeeds only in striking one of the ornamental gargoyles which, being stone, doesn't seem to mind.
Ablenaffener chants and moves hs hands in a dizzying pattern.
Critter #1 in rafters's save: 1d20 + 2 ⇒ (13) + 2 = 15 It hisses even more furiously, whilst the other takes wing and begins to circle above your heads.

Talahel Zstelian |

Talahel pulls out two more arrows in rapid succession and fires at the creatures.
Talahel uses his rapid shot to fire two shots at the flying creatures.
Arrow #1 Attack: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
Damage 1d8 ⇒ 8
Arrow #2 Attack: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Damage 1d8 ⇒ 8
Edit: Attempt to confirm Critical Hit on the second shot: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Additional Damage if confirmed: 2d8 ⇒ (8, 7) = 15

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Aurichalcum, do you want to lash your tail at that critter now it's landed on Tahlumilali?
Talahel seems to have got his eye in, that second arrow skewers the beastie circling above your heads, it's now in an untidy heap on the floor at your feet, very dead.

Aurichalcum |

Miniature dragins are awesome. I remember much wailing and gnashing of teeth when I floated the idea, and many decrying how overpowered they were. Actual play has borne that out as a bit of a fallacy - they are awesome for RP purposes, not so awesome outside that :p