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  #76  
Old Apr 14th, 2011, 02:21 PM
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"Good. Alphard, what do you make of the book and the art?"

Karsh tosses Alphard, Khandir, and Karsh their shares of the loot in the form of small sacks which are easily slung from shoulder or hip. The book lies in state, covered by a cloth rag. He doesn't know these newcomers, nor does he trust them. "You six, come with me." He directs the newcomers into chapel. "Do you see that hole? That's where the vermin fled." He kicks a ragdoll pugwampi corpse into a pew. "Fill the hole with stones as big and heavy as will fit. Then, take wood from the pews and board up the windows. I want this place locked tighter than a virgin's thighs. When you are finished, report back to Garavel."

----

Khalid helps Karsh search the alcoves for valuables. The artwork garners enough attention to dismiss them as "impractical for resale."

Stories of men long dead have never made an ounce of difference in his life. He doesn't see any reason why they should now.

"How much for the book, do you think?"

Before long, Khalid waits at the north entrance to the West Cloister. "Let us be done with this." he insists. Once the explorers gather, he enters.

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  #77  
Old Apr 16th, 2011, 12:27 AM
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Alphard thanks zastoran profusely for his healing and reports the current state of the monastary to Garavel and Lady Almah. He found the silence of Khandir throughout all of this to be somewhat unnerving, but had no problem speaking on behalf of the party.

Alphard and Khandir return to the monastary accompanied by the others and direct them to speak to Khalid for instructions. Alphard feels where he was healed absentmindedly as he watches the human bark orders at the newcomers. The marks and small scars that are beginning to mass on Alphard's body make the gnome nervous that this is only the start of his troubles. He looks up at the imposing figure of Khandir and sees his future visage (although not quite as tall) flash before his eyes. He shudders at the thought and tries to focus on his surroundings to take his mind off of it.

Alphard can't identify the paintings, but asks to examine each of the more interesting objects in turn. He examines the ring, the box/bracelet and the book each too see if they have any magical properties and what they might be. With only a glance and a gesture the book cleans itself before their very eyes.

 
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  #78  
Old Apr 16th, 2011, 05:00 AM
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Appraisal of Items

Phylactery of Faithfulness
The golden box is appraised to be worth around 45 coin at first sight. It's a peculiar looking object and they finally identify it as phylactery. It's a small cubic box made of thin gold walls containing scrolls of parchment inscribed with verses from the teaching of a god or goddess. The leather straps are tied around the head so that the phylactery box is worn on the forehead by an observant priest during morning prayers. The wearer of a phylactery is more aware of his deity and his place in the mortal world.

Magical Properties: the gnome looks upon the golden box and the embers of his magic glows, showing the reality of the phylactery's properties. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.

Ring of Feather Fall
The silver ring seems to be of much less worth. It's nicely crafted and the symbol of the bird is indeed handsome but it's just not worth that much in it's weight in silver.

Magical Properties: Again the gnome shows his mastery over magic and reveals that one wearing this special ring is pulled down by gravity at a much slower rate if invoked. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet. Would have been nice if the poor gnome had worn this only minutes ago...

The Birth of Light and Truth
The gnome is again master here. He just glances at the altar and the waste evaporates in the air. There is a momentary stench of fresh manure from the magic as it bakes away the disguising mess but it too goes away rather quickly. The altar looks completely clean and purified. The bible remains in tatters but it looks so much less... desanctified.

There is a moment of silence.

Then there is something from the heavens that casts down upon this forgotten monastery that has not been here for decades. For once, for once in a generation, there have been those that fight against the chaos and evil that have ruled over the Brazen Peaks for ages. The Goddess Her Self looks down from the sky above and sees who did this deed. She sees a gnome and nods her head. Instantly a power overcomes Alphard and he feels the grace of the Dawnflower Her Self.




Dashki (Stinky), Hadrod (the cook, camel driver) and four mercenaries are sent to help. Dashki listens to Khalid and smirks but does what he's told. Out of boredom he plays with the dead pugwampi skull hanging from his staff and eyes the altar treasures discarded by the PCs. Hadrod listens the closest to the Agent and fetches a ladder from the caravan so that they can reach the tunnel in the wall. A mercenary, a woman by the name of Yesper, is stopped by Khandir and to pluck up the gnolls skulls for him to put them into his personal chest. She claims to be an expert archer and offer to fix his bow, which she does quickly and efficiently. Like all the other mercenaries she is in all black and her skin is so dark from the desert life that she is nearly a dark bronze, her hair pulled back into a long tail with several clips, reaching all the way down to her lower back. Her veil is also black but it's loose and the slave can just make out parts of her face. Yesper hands back the arrow and leaves with the two gnolls skulls back to the caravan as the others clean up the chapel.


7West Cloister
The group continues on their way. Entering into this part of the monetary light floods the inner sanctuary and the PCs see a courtyard housed by four separate walls on each side creating a hallway that wraps around the courtyard and then leaves off to other rooms.

The outer wall of the west cloister passage bears a massive carving. The central figure—the heroic man with the pointed beard—preaches to a variety of human clerics from throughout the long history of the monastery. The first image depicts the figure manifesting in a spiritual manner to a small group of pilgrims of Sarenrae. Another shows the figure conversing with a man in religious finery while the monastery itself is being constructed in the background. Thereafter follows a procession of similar poses, each depicting a visit by the bearded man and the leader of each era of the temple. The depictions of these clerics often also bear an identifying inscription, complete with dates that span the last several hundred years. The most recent carving is from thirty years ago, and while ample room remains for additional carvings on the west wall, the last thirty feet or so are completely blank. Two open arches on opposite ends of the west wall lead out into the ruined nave.
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  #79  
Old Apr 18th, 2011, 09:04 AM
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Khandir

Khandir points at the carving of what he assumes is an important figure, and despite his normal ambivalence to such things, asks Alphard "You pray to Sarenrae, eh Gazlump? Why's this one painted everywhere?"
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Old Apr 18th, 2011, 03:52 PM
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Bright light scours the ramshackle chapel. Cringing, Khalid shields his burning eyes from the impossible. All he knows for sure is that Alphard is at the center of it. His displeasure rises.

"Gnome!" he barks harsher than nothing before. "I don't know your little game, but we don't have time for it. Fill your sack and start moving. We have work to do."

----

Khalid enters the Cloister cautiously. He holds a finger to his lip as he creeps along the wall, not particularly quiet but not overtly noisy either. He examines the decor with little interest, alert instead for signs of creatures and potential valuables. At the mouth of each doorway, he peers inside with the lantern in-hand.

 
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  #81  
Old Apr 18th, 2011, 06:17 PM
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Karsh

As they all group up in the west cloister to continue their investigations Karsh speaks. " Kelmarane is only about a mile and a half away to the north I saw it through an opening in the north wall. It will not take us long to get there, once we have ensured the safety of this building ".

There are more wall carvings in the cloister area, Kandir ask Alphard if he knows who the important man is. Again Karsh speaks " The man with the beard is depicted in the pose normally reserved for saints, but he is no saint that I have ever come across, but then again I am not the holiest of half-orcs!.

Khalid moves in support of Khalid as he begins to move around the new area.
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  #82  
Old Apr 19th, 2011, 01:07 AM
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4 North Cloister
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 an open-air courtyard.

5 East Cloister
The eastern cloister walk abuts what must be the outer wall of the monastery itself. The lengthy wall bears a marred sculpture depicting the five figures from the north cloister mural in battle against numerous creatures of evil demeanor. Several of the creatures appear to be composed at least partly of fire, while others are much more difficult to define, being outright monsters of unknown origin or unusual warriors with weapons bonded into their flesh like organic tools. In the background Pale Mountain looms large, and over it two titanic figures lock in a deadly wrestler’s embrace. One has the demoniac visage of a noble efreeti, while the other is a gorgeous woman who could only be a djinni princess. Opposite the sculpted wall, a series of open arches leads out into an open-air courtyard. 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 an open-air courtyard.

6 South Cloister
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. Comparison of the bas-relief with others in the sequence clearly shows that the bearded figure here is the central figure in all of the carvings, including those found in areas 1a and 1b.

8 Courtyard
Huge branches and overgrown weeds clog the central open-air courtyard of the monastery’s cloister walk. 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.

9 Vestibule (More can be learned if entered)
This small antechamber might have been a place for reflection before the
monks gathered in the chapter house at area 10.

10 Chapter House (More can be learned if entered)
This austere octagonal chamber is in the distance and is lit by sunlight from high windows in the distance.

13 Southern Hallway (More can be learned if entered)
This archway swings back to the dark and musty hallways of the monk's living quarters.


All Players Roll Knowledge (Religion) Check (Alphard DC12 / Karsh DC15 / Khandir DC18 / Khalid DC18)
- Success: Reveals hints of the story depicted in the hallways.

All Players Roll Knowledge (Religion) Check (Alphard DC15 / Karsh DC18 / Khandir DC20 / Khalid DC20)
- Success: Reveals hints of the story depicted in the hallways.
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  #83  
Old Apr 19th, 2011, 09:24 AM
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Khandir stares with distrust and consternation at the overgrowth inside the cloister's courtyard. He'd seen gardens, from a distance, and been to a few Oasis, but never such a tangled mess of plant-life. Anything at all could be hiding in there!

"It'd take days to hack through that!" He grumbled to no-one in particular, though loud enough for all to hear. "Why don't we just burn it down? Save us some time, eh?!" For some reason he couldn't quite get the many images around the cloister and chapel out of his head. He had a Religion Checks: 8 & 5nagging feeling they were important. Whatever it was though, he shrugged his shoulders and focused back on their task; clearing the Monastery. If it was important, he'd remember eventually.

"So?" he addresses his companions "We burn it or just leave it and move on, for now?"
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Old Apr 19th, 2011, 06:43 PM
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Shadows dance along the wall as Khalid makes his rounds. He stops short at the overgrown patch at the center of the courtyard. He clearly doesn't fancy rooting around in the tangled mess. Khalid concedes favorably to Khandir's suggestion.

"Those are my thoughts exactly. A feyling could be hiding there -- if not now, then sometime in the future. The brush must be eliminated."

Khalid pokes around the bush for a minute. If he finds nothing, he splashes some lamp oil along the inner perimeter of the brush. He watches the flames spring to life with some satisfaction.

----

The northern hallway and vestibule seem deserted enough, but Khalid leads the way inside to secure the premises.

 
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Old Apr 21st, 2011, 01:23 AM
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12 Separate Shrine More Can Be Made Out if Approached
Whoops! Forgot one on you last timeThey peer into this small area. Darkness envelopes this windowless room. Khalid's lantern beams in and a gold plated, windowless room that shines quite easily under his flame. They make out a shrine at the other end of the room.

9 Vestibule
Carvings of religious significance to the cult of Sarenrae line the walls, but none seem to involve the bearded man depicted by the statues or help in any way to lessen the mystery of the abandoned monastery.

10 Chapter House
This austere octagonal chamber has a tall roof and an aerie of leering gargoyles 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.

11 Gargoyles Above
There is buzz from from the gargoyles. They look up to see large bugs crawling from behind monstrous statues, flapping wings. They are dark orange insects like the desert in the late sun, long needles sticking from their head and red, glowing eyes. Six legs tap against the stone gargoyles and four wings like that of a dragonfly, reaching out two feet wide from a foot long body. The six insects take flight, floating up in the high ceiling before descending upon the PCs!



All Players Roll Initiative (DCNil)
The enemy has a critical fail. You can all act before the opponent.


All Players Roll Identify Monster Check (DC15 for All Players, DC10 for Karsh)
Success: You get details on the enemy
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  #86  
Old Apr 21st, 2011, 08:10 AM
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<Khandir>*Falcata & Lt Spiked Stl Shield||Stats: HP 13/13 ; AC 17/15 Flat/12 touch (+4 Armor, +1 Shield, +2 Dex)||For +4; Ref +2;Will +1||Init +4

With disgust and surprise on his face, the half-orc slave looks up at the buzzing insects. "Is this place filled with only vermin?!" he asks rhetorically, anger coloring his words. His falcata is loosed in a smooth motion that seems to occur with lazy, deceptive speed. He brandishes the weapon at the bugs, swiping the air once or twice, before pulling back and awaiting the inevitable attack.

 
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Old Apr 21st, 2011, 09:56 AM
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<Khalid> Morningstar & Spiked Armor || Stats hp 13/13 ; AC 18, 12 touch, 16 flat-footed (+6 armor, +2 Dex ) || Fort 4, Ref 4, Will 0 || Init 12

"Damn."

Khalid swears under his breath as he jerks to a stop in his tracks. He sets the gently-flickering lantern onto the floor. He twists the pommel of his morningstar with both hands in anticipation of a messy onslaught.

 
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Old Apr 21st, 2011, 05:43 PM
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Karsh

The walls of the monastery tower above Karsh he is not really at ease in buildings, he prefers to be able to see the horizon all around and the sky above that way no one can sneak up on you.
The group move further into the ruin.
The next room has a high ceiling with gruesome statues leering down at them, as he moves forward he is almost overwhelmed by the stench of decay and filth, It is much stronger than the room where the nest, still smouldering, was discovered.

It sounds as if there is a buzzing coming from the gargoyles high above them.
" I hope we have disturbed a wasp nest and its not those things about to jump down on us " the attempt at humour falls a bit flat when the creators of the buzzing take flight and hover high above them.

OoCRolls
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Old Apr 22nd, 2011, 12:56 AM
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Old Apr 22nd, 2011, 10:05 AM
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" take care my friends, I know of these creatures " Karsh informs the others.
" They are known as Tear Lifters and they will draw the very water from your body given the chance, its wondrous how survival in the desert comes in so many forms! Prepare yourselves! " the Druid in him taking over for a while.
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