| Khismia, Rose-golden Kismet |
During the trip to the monastery Khismia tries to remember what they told her at the church about this monastery, maybe how it started, what it was used for or any ideas on why it has fallen.
Knowledge Religion: 1d20 + 4 ⇒ (18) + 4 = 22
I don’t know if that would rather be Knowledge History, but it being a religious place she might know something about it.
Khismia looks at the building to see if there is any deliberate defacing of the symbols of Sarenrae. If it is difficult to see from this distance then she will check again once closer.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
| Hale Caress |
Turning her head to Romo, Hale suggests, "Some dessert mice and small vermin maybe?" Hale tosses a coin three times in succession, counting the number of times the coin does not show royalty 1d3 ⇒ 3. Hale pales, "This is bad", she mumbles to herself, then louder, "I think there might be pugwampi nearby!"
Should I mention that Hale is probably taking "superstitious" at level up? :D
Megan Robertson
|
Plan of the Monastery - more will be revealed as you explore.
Khismia: The monastery's greatest defender was a Templar of the Five Winds called Vardishal, who was slain in an ancient battle against an efreeti named Jhavhul and his terrible forces. Although not a devotee of Sarenrae, his memory was revered at the monastery until its downfall about 20 years ago.
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.
OK, how do you want to approach the place?
| Hale Caress |
"Don't worry too much - let the more combative types take the front; both Romo and Gander look like they can make a good effort at being quiet. I'll help protect the softer party members in the rear, and when Romo and Gander indicate that it is safe we'll stay as quiet as possible and join them. If there's trouble... well, we'll just have decide then."
Megan Robertson
|
Scrub brush and a light, patchy carpet of weeds invade the monastery through two huge fallen sections of the western wall. The exposed nave beyond is a huge hallway littered with bits of debris ranging from tiny rocks to enormous sections of collapsed masonry. Most of the roof above the long promenade is gone, but several jagged pillars remain.
Romo and Gander make their way steathily up to the more southerly opening - may I have rolls from you two, please - and peer in - revised plan - seeing what appears to be a derelict nave.
Megan Robertson
|
Several baboons have settled here, it seems. They do not seem particularly concerned at a couple of people peering in.
The nave has a double row of columns down the centre which once supported the roof. At the west end there's a wide set of steps leading up to what appears to be the main chapel, to either side of these there are archways leading through to what may be smaller shrines. There are three openings in the east wall, two have daylight beyond but the most northerly one is dark.
The baboons chatter softly amongst themselves, then one runs purposefully along the nave and up the steps into the main chapel.
Amar Furzen
|
Amar stands little bit behind from Hale, letting more fit melee fighters go first. Slow movement of fingers sends Azh forward towards Gander and Romo, soon passing them and disappearing to shadows.
Stealth(Azh)1d20 + 15 ⇒ (9) + 15 = 24
Perception(Azh)1d20 + 4 ⇒ (14) + 4 = 18
Amar Furzen
|
well, Amar will make a camp outside, while rest of team clean the "dungeon"... kidding :D Most likely we continue exploration and go up the stairs. Not sure about the order, but maybe melee, then caster, melee, caster, melee and ranged. Not wanting to boss so everyone can decide
| Hale Caress |
Hale whispers to the group, "Perhaps we should start with the bottom, covering the eastern side of the building first, before making our way to the chapel proper. Romo, will you take the lead? We'll follow with Khismia and Amar in the middle." Kinda a wedge-shape, with the melee types covering the 3 corners of a triangle
Megan Robertson
|
This debris-laden chamber once held a shrine and wooden altar, but all of that was smashed decades ago by vandals. The ceiling here has remained intact over the years, helping to preserve a huge bas-relief statue of a bearded figure appearing on a hilltop to a group of robed pilgrims on the eastern wall. 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 that remain range from beatific to horrified.
A crude stone stele that seems 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."
Perception checks, please.
| Gander Longstalks |
Perception Check: 1d20 + 7 ⇒ (16) + 7 = 23
Gander studies the room carefully, his eyes marking every detail.
"Who cares who he was? He's surely long dead now. I'm more concerned about whether or not there's any danger lurking here. There'll be time enough for history lessons later." He whispered back, irritation in his tone.
| Khismia, Rose-golden Kismet |
As Khismia walks into the chamber she looks in awe at the remaining statues, imagining what the place must have looked like years ago, gladded that some trace of the pilgrims remained.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Her gaze end on the stele and as she reads the name carved she wonders who was the brave soul that faced an unholy spirit here.
Knowledge Religion: 1d20 + 4 ⇒ (15) + 4 = 19
Megan Robertson
|
Amar - the style of presentation is that commonly used for 'saints' within Sarenrae's traditions but the bearded man is not one of the commonly-depicted ones. You think he's probably a little-known regional saint by the name of Vardishal... memories of dull schoolday afternoons, glorious sun outside and an old nun droning on and on and on...
Khismia doesn't recall mention of any 'Estrovan' although followers of the deity Aroden tend to be enthusiastic about dealing with evil spirits... and bragging about it afterwards!
Gander, being more interested in his surroundings than hagiography, spots a discontinuity in the wall between the carved figures legs - a secret door!
| Gander Longstalks |
Once Gander is confident that the hidden doorway is blocked enough to at least hinder someone that might want to past through it, he begins moving steathily toward the west end of the monastery, keeping his eyes on the raised portion of the room at the end.
Perception Check: 1d20 + 7 ⇒ (8) + 7 = 15
Stealth Check: 1d20 + 8 ⇒ (8) + 8 = 16
Megan Robertson
|
Roll your eyes indeed, Gander - poor Amar was so distracted about his scrolls that he got his feet tangled in some debris and measured his length with a great clattering. Bad luck...
You all head west. A short set of wide ceremonial steps leads down to a cavernous chapel in which the congregants would gather for sermons in happier times. The vibrant orange and red starburst of Sarenrae still stands behind a film of rusted rainwater and dirt along the north wall overlooking the collapsed altar. Between the stairs and the altar stand dozens of old marble benches, many overturned and even more broken into two or more pieces. A wide walkway bisects the pews, leading directly to the raised altar. Here and there a few clumps of the original red carpet along this thoroughfare hang on against rot and neglect.
Above the center of the chapel, dangling about ten feet from the floor, hangs a cluster of gnoll skulls in various stages of decay. Strung together like a ghoulish candelabra of twine and bone, the boulder-sized ornament hangs from the wooden rafters about twenty feet above the ground.