What secrets lie in the walls of the shrine of Pelor


Shackled City Adventure Path


The PC cleric of Pelor is spending several hundred GP on renovating the shrine of Pelor. Since they are breaking through walls & floors, what cool secret can she and the NPC cleric uncover while doing so?


Frank Steven Gimenez wrote:
The PC cleric of Pelor is spending several hundred GP on renovating the shrine of Pelor. Since they are breaking through walls & floors, what cool secret can she and the NPC cleric uncover while doing so?

The real entrance to Jzadirune.

Crypt of Sundabar Spellmason.
Scrying magics placed by the Church of Wee Jas (or some other dastardly person/group/organization).

Just a few off the top of my head.


How much are you making her spend?

One of my players is doing the same thing, and I was thinking of about 500 gp per level?

Thoughts?


I left it to the player. I said that whatever the PC spends is how much renovation gets done. She spent 500 gp.


Frank Steven Gimenez wrote:
I left it to the player. I said that whatever the PC spends is how much renovation gets done. She spent 500 gp.

Yeah... how would you handle a PC paladin who doesn't donate to his church? Whenever an NPC approaches him about it, he's basically a jerk about it and rationalizes why he shouldn't have to.

I'm considering having him slowly lose his abilities...


Urthblade wrote:

Yeah... how would you handle a PC paladin who doesn't donate to his church? Whenever an NPC approaches him about it, he's basically a jerk about it and rationalizes why he shouldn't have to.

I'm considering having him slowly lose his abilities...

I wouldn't even have it happen slowly. A paladin who doesn't follow the code given to him by his god shouldn't receive abilities from his god and should become fallen. If the player wants to be like that, then he doesn't really want to be a paladin.

I think what I would do with the renovations thing, is have them discover a hidden office or even a hidden cubbyhole or something where one of the previous high priests who was killed had a journal that gives some hints that Embril was the one who did it, without actually giving it away.


Urthblade wrote:
Frank Steven Gimenez wrote:
I left it to the player. I said that whatever the PC spends is how much renovation gets done. She spent 500 gp.

Yeah... how would you handle a PC paladin who doesn't donate to his church? Whenever an NPC approaches him about it, he's basically a jerk about it and rationalizes why he shouldn't have to.

I'm considering having him slowly lose his abilities...

Sounds like a plan.

"A paladin ain't just a fighter with bonuses son. Ya gotta give to get."

Anyone playing a paladin, while in character, should relish the chance to help out where they can. There is a different type of satisfaction derived from rebuilding a church than the tingle one feels when pilfering a jewel encrusted storm giant goblet. Perhaps the player isn't role playing a character class that they can personally get behind.

EDIT: Or, um... exactly what Clive said above. Sorry Clive.


I find that as a DM I can resolve most paladin problems by being specific with the player about what I expect from a paladin before he creates one. So, talk with the player about your expectations outside of the game before dropping abilities. The character would know this stuff, after all.

If you do expect paladins to donate a significant portion of their swag to the church, then I recommend that you also set up some sort of magic item loaning system, where the church offers the paladin to use certain church magic items because they would be of best use in his possesion.

In my case I'm setting it up for the PC to take over the shrine. The NPC cleric will soon bid to work as partners with the PC with her being the face and him managing the place. Later on he will happily allow her to be the high priest.

Any more ideas on what the walls of the shrine of Pelor hold?


What about a mural that grants a +1 bonus on attack rolls against demons/devils? Or a painting that basically acts as a map to a hidden holy relic?


Frank Steven Gimenez wrote:
The PC cleric of Pelor is spending several hundred GP on renovating the shrine of Pelor. Since they are breaking through walls & floors, what cool secret can she and the NPC cleric uncover while doing so?

a PC of mine (also a cleric of pelor) did exactly the same thing. I decided that the shrine of Pelor, while small, sits on an incredibly ancient and powerfull spiritual conduit, where the veil between the material and outer planes is very thin.

The site itself predates cauldron and the shrine. In fact many faiths built temples on that spot before. Characters digging around may stumble across some interesting evidence, such as stone carvings or ancient copru relics, or even older idols.

It is because of this site that the cagewrights chose cauldron. And it is directly under the shrine that the cagewrights placed their tree of shackled souls. Ever since the tree was completed, poor father Kristoff has had terrible nightmares. (I'm also using them to foreshadow some features of Occipitus for my cleric player). The cagewrights plan on ripping the veil apart with their ritual of planar junction.

Embril discovered the power of the shrine even before she fell in with the cagewrights. Needless to say, she wants it for herself. She's been plotting to ruin the church of pelor and it's priests from the first day she became high priestess, recently killing all but one of Pelor's priests. Another 'accident' right now is too conspicuous, so she's hanging back, letting Kristoff make a fool of himself with his nightmare prophecies and mad ramblings. And tormenting him with her cathedral's new spire of course.

In foundation in flame, you could have the planar rift appear directly over the shrineIn Thirteen cages, you could tie a divination about to the location of the fiery sancum to the shrine of pelor. Before that, I would sugest ancient foundations, many archeological finds and and ancient graves.

I haven't decided on an in-game effect of the conduit, but augmented summoning, a higher caster level and a bonus when communing with beings on other planes seem in order.


This is what the Pelor cleric player found in the walls, inside a secret compartment that was never found before now. It was a nice leatherbound case with velvet interior that contained the badge of office for the leading cleric of the shrine (left by one of the assasinated clerics):

(by the way, I'm making a "microartifact" like this for each PC. These special items are something between a dynamic magic item and a legacy item.)

Rod of Pelor’s Mercy

The rod of Pelor’s mercy is made of glass, but is as hard as steel and functions as a +1 merciful light mace and is treated as good-aligned and silvered for the purpose of overcoming damage reduction. Because it is shaped as a shepherd’s staff, it can be used to make trip attacks and you get a +2 bonus on opposed attack rolls made to disarm an opponent.

While possessing the rod of Pelor’s mercy, you gain the following benefits:
• You can use this rod as a holy symbol of Pelor.[/list]
• You can control the light level generated by this rod; it is a focus for a permanent glowing orb spell.
• A sacred saving throw bonus equal to your Wisdom bonus to resist any blinding or dazzling effect, or any spell with the Darkness descriptor.
• An insight bonus equal to your Wisdom bonus to any knowledge or lore checks about Pelor, his religion, or his church.
• Knowledge of the rod’s purpose, functions, and history.
• Knowledge on how to become a Radiant Servant of Pelor.

If you are a Radiant Servant of Pelor, you gain these additional benefits:
• You can channel an undead turning attempt to cast a searing light. A searing light channeled in this manner is not limited by its damage cap, is treated as a spell with a spell level equal to the half of the caster’s level (maximum of 9th,) and is cast as a spell-like ability.
• You can channel stored spell energy into the following Light spells in the same manner as a cleric spontaneously casting cure spells:
0. light
1. illumination†
2. glitterdust
3. daylight
4. revealing light†
5. blistering radius
[size=1](SC 33)[/size]
6. anger of the noonday sun
[size=1](SC 11)[/size]
7. sunbeam
8. sunburst
9. blinding glory†

• If you are subject to a possessing or mind-influencing effect that would normally be blocked or suppressed by Protection from Evil, you may use a turn undead attempt as a swift action to gain another saving throw to negate it the following round as if you had the rogue’s slippery mind class ability.
• You can control the light level of the rod as if you have cast the glowing orb spell imbued upon it.

This rod can be improved as a weapon with the Craft Arms & Armor feat, or as a rod with the Craft Rod feat.

[size=3]Illumination[/size]
Evocation [Good, Light]
Level: Cleric 1
Components: V, S
Casting Time: V, S
Range: Medium (100 ft. + 10 ft./level)
Target: one creature
Area: 10-ft.-radius emanation centered on a creature.
Duration: 1 minute/level (D); see text
Saving Throw: Will negates
Spell Resistance: Yes

The targeted creature is blinded for one round, then dazzled for the duration of the spell. He also emanates light in a 10 ft. radius and dim light for an additional 10 ft. In addition, he takes 1d8 hit points of heat damage. Heat damage is non-lethal and is negated by any amount of fire resistance or endure elements. Undead or evil outsiders take 2d8 points of normal damage instead.

[size=3]Revealing Light[/size]
Evocation [Light]
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

As the daylight spell except that anything invisible becomes visible while in the area of the bright light.

[size=3]Blinding Glory[/size]
Conjuration (Creation) [Good, Light]
Level: Cleric 9, sorcerer/wizard 9
Components: V, S, M/DF
Casting Time: 1 hour
Range: Close (25 f. +5 ft./2 levels)
Area: 100-ft./level radius spread, centered on you
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

A brilliant radiance spreads from you, brightly illuminating the area. The light is similar to that created by the daylight spell, but no magical darkness counters or dispels it. Furthermore, evil-aligned creatures are blinded within this light.
Blinding glory brought into an area of magical darkness (or vice versa), including an utterdark spell, is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Arcane Material Component: A polished rod of pure silver.


The Rod of Pelor's Mercy is great. I want to use it.

Do you have a gp value for this microartifact?
Have you created any more?


Well done Frank - I love the rod and spells!

Delvesdeep

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