Heathy - just checked. A 1 on a save is always a fail - perhaps Rod saw too much of himself of Ozzyosbourmandias. Sorry (though it isn't lethal). As to what your skill check reveals:
Spoiler:
Haunts are not built, but created spontaneously by events of great suffering and horror. (That said, if anyone could manipulate a haunt, it would be the Church of the Keeper.) If a haunt can be detected as it manifests, it can be neutralised for a while (though not destroyed) by a blast of positive energy. It is too late in this instance, but if others are encountered there might be a change to ameliorate their worst effects. Permanently destroying a haunt requires the righting of the wrong which created it, which could be a lengthy exercise in some instances.
m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)
"This is no trap, not one made by cunning rogue anyway. It is a haunt, and is created by great suffering or horror. A memory of terror made manifest. The Church of the Keeper, though, if any could manipulate a haunt it would be those scum.
It's too late for this.....this.....Ozymandias, but if I can tell a haunt is manifesting I can wrack it with my sacred energies."
"Hmmm......I believe the haunt can be destroyed, by righting the wrong that made it become existent. Quite a task though......"
The smell of old death emanates from both exits. Looking down both sides, Rodergo can see that the walls of the corridors beyond are made up of rows of horizontal niches. Each holds a long, cloth-bound bundle - a corpse swaddled in funerary* wrapping laid to rest. A few have canopic jars laid atop or to one side. The passages lead off into darkness.
*(warning - NSFW):
Spoiler:
I was unsure how to spell funerary, so I Googled it. As I misspelt it funuary, Google decided I really meant Fanuary. I've heard of Movember, but honestly...
The tunnel divides, and then divides again. Then the passage leads to a landing where stairs lead both up and down. Janosz follows the tracks of the puckwudgie down to the next level, then takes a left turn at the T-junction. The corridors are roughly carved from the stone, each wall packed with niches like shelves where the remains of the dead moulder in dusty silence. Each passageway looks like the last, making what appears to be an extensive catacomb confusing and maze-like.
Make another Survival check to continue tracking our little friend.
Janosz stays on the trail through the catacombs. Most of the remains seem very old, dry skeletons wrapped in stained, brittle cloth. So far - and perhaps surprisingly for a temple of the Keeper - they all rest quietly.
The footprints in the dust lead to a landing above a chamber with a domed ceiling. The steps lead down the floor, where the dust lies very thickly. In the centre of the room is a low altar upon which perches a skull with a sigil painted on its forehead. Beyond the altar, a passage carries on.
Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
I do. We'll back away as far as I can and then knock the skull off the pedestal using Manyshot. Attack roll 11+21=AC 32, damage 2d8+6+1d6 fire + 1d6 electrical=17 + 4 fire + 1 electrical.
The skull shatters as Janosz's arrow hits it. As the fragment skitter across the floor, the piles of dust and dirt begins to rise up in vaguely humanoid shapes.
Roll initiative.
Map. The room is split-level - the white section is the upper section and stairs down, the light grey is the lower section. There is no space under the upper section - it's all carved straight out of the rock. Nor is there anything like a handrail - Health and Safety inspectors obviously never penetrated this far into the temple. It's about 30' from the upper landing down to the floor of the lower section, and the total height of the room is about 60', the ceiling being domed. You are all standing on the upper landing J13-N17 - please place yourselves.