Lifting the black sheet reveals the source of the various items that have been placed on the four altars. A gruesome sight meets your eyes: it is a humanoid cadaver, with much of its anatomy missing. Based on its condition, you conclude it has been exhumed from the grave.
"Did you hope for us to get shocked and revolted priestess? I have lost count of the temples of Shar I have rooted out around the Realms and beyond, always finding evidence of your goddess' foul teachings." Luna says with a scoff, loud enough for the priestess to hear. She then moves into the small oval-shaped chamber, searching for any clues to Shar's plans.
Investigation: 17 Truesight and Detect Magic still active
"No more revolted than I am by your self-righteous trumpeting," replies Avaza angrily. "You'll find no grand scheme or nefarious plot in that room. I'll repeat what I said a few minutes ago. How Shar has done this thing is unknown to me."
"Of course." Katar whispers, "How many innocent men were you going to exhume from earth for your unhallowed rituals?" He should have expected as much. Where would the flesh and bones come from? Katar lowers his eyes, eyelashes casting shadows as he carefully examines the cadaver's face. He rests one slender hand on its forehead, sterile silk glove brushing shrivelled skin, and says something softly in celestial.
Casting Speak with Dead, assuming the corpse still has a mouth.
Grimaldus observes the interplay between the clerics of dark and light, an impartial outsider to these arguments of good and evil. To him, the person was already dead - therefore the left-over body was nothing worth fighting over. Whether food for the carrion animals, or fertilizer for the trees, or used for researchers at the hospitals, or for some ritual, it was all the same to him. They were all just using a resource. This was part of the cycle of life and death. Breaking that cycle, however, was where the enforcer of order stepped in. By disrupting the balance of life and death, whether through wanton killing or trying to bring souls back, that was unacceptable.
But the man knew better than to voice any of these thoughts...
Zephyryn observes the cadaver that was under the sheet as it is revealed.
"Cannot a person find peace in death? Must you defile their corpse?", he says turning to the priestess and shaking his head.
"I grow tired of this temple, we should look to leave so the priestess and I may finish our business", he requests of the others as he backs towards the door slightly, but remains close enough that they remain in his aura.
This post has potentially manipulated dice roll results.
Luna ignores the priestess and points out to the others which liquids seem to be magical The white-haired half-elven maiden then floats up to investigate the northern room closer. Investigation: 26 Truesight and Detect Magic still active She is then ready to leave the temple of Shar, suggesting the prisoners shlould be turned over to the temple of Selûne.
Now this Grimaldus understands. "Yes, those who commit crimes against the law and cause chaos must face consequences. It is good for us to turn these two over to the Selunites for judgement." He will grasp the monk and escort him out, counting on one of his companions to escort the priestess.
Katar determines his necromancy will be ineffective; for the humanoid remains are incomplete. The lack of a lower jaw bone would prevent this corpse from communicating. Luna's further investigation of the place reveals nothing of importance.
In the end, no great plot is uncovered, but the four of you can be certain that your efforts have substantially disrupted the normal operations of the Sharran church in Luskan. The shadow monk and the sorcerer priestess offer no resistance as you lead them to the Temple of the Moonmaiden. Your arrival at the temple with two worshippers of Shar in hand, surprises Aranthe, the temple priest, greatly. "The fair light of the moon may not be shining upon us this night, but the followers of Shar shall be held accountable nonetheless!"
With the help of additional temple priests and acolytes, Aranthe ensures the sorcerer and monk are secured in a room where they will remain until Luskan authorities arrive.
Returning to the house of Podimmerus, you settle in for one last bit of rest before undertaking the journey to the Temple of Night. When everything is in order, you, once again, travel the streets of Luskan toward Selune's temple. Aranthe is there to greet you. "Is it time, friends? A great thing you have done, infiltrating the hidden temple of Shar here in Luskan. But now the Temple of Night itself awaits. I am ready to grant you access to the Astral Plane..."
"Thank you Aranthe, I believe we are now prepared to make our journey to the Temple of Night." The white-haired half-elven maiden proclaims calmly and solemnly, turning to her companions to ascertain the three gentlemen too have prepared themselves appropriately for this vayage into the heart of darkness.
"I am ready, but from where do we make this journey? I will need Tempest with me for this quest and remember you saying this will be possible", he asks Aranthe, motioning outside to where his griffon awaits him.
He understood the need the need to bring the Priestess of Shar to justice, but it still irked him that she had struck a blow that was not returned and ignored a challenge. He was eager to get underway and put that incident behind him.
"Atop this temple is a circular, open space. This is where I will cast the spell that sends you to the Astral Plane. Tempest can easily join you there," explains Aranthe.
Dressed in his splendid golden-white half-plate, preferred to rest at his own place, Katar meets the others at the Temple of the Moonmaiden. The elf’s luxuriant burnt red hair falls around his shoulders, in contrast to his white cloak and golden shield, gleaming with Belenus’ radiant sun. A polite smile on his sharp lips. “We’re all ready, Priestess. Please lead the way.”
Aranthe, priest of Selune, leads the four of you to the top of the Temple of the Moonmaiden where you are able to exit the building and stand upon a circle of stone, 30' in diameter and open to the night sky. As soon as Tempest sees Zephyryn, the griffon makes one last circle over the Luskan skyline and lands deftly next to the party members.
"And now, for the real battle," remarks Aranthe as she ushers each of you to the center of the ritual circle. "May Selune and each of her allies shine upon you with their favor."
The priest commands you to link hands with one another, with Zephryn's right hand holding the tip of Tempest's wing. She then takes a tuning fork in her left hand and begins to speak the words of the plane shift conjuration, specifying the Astral Plane as the party's destination. The scenery around you quickly begins to fade, and moments later you sense you are no longer on the Prime Material Plane.
But you also sense that something is amiss. For the descriptions you've heard of the Astral Plane are far different from what you are currently seeing, hearing, and feeling. Rather than a silvery sea streaked with gray and white and dotted with points of light, you see nothing. Absolutely nothing. Utter darkness is all around you, and eerie sounds fill your ears. Sounds of soft breathing. Sounds of gurgling digestion. It is the darkness that is making these sounds. It is as if the darkness has swallowed you.
Furthermore, each of you is completely alone. You neither see nor hear anyone else.
Lastly, as your mind races to make sense of your surroundings, the profound, piercing cold of this black void seeps into you, chilling your body and your mind...
All characters, including Tempest, must make a DC 21 CON save; those who fail suffer 32 cold damage
All characters, including Tempest, must make a DC 18 INT save: those who fail have their intelligence lowered by one (1) point
Zephyryn spins around as his mind tries to grasp his current circumstance. He instinctively reaches for the hilt of his Sun Blade and ignites the blade to light up the immediate vicinity.
It is as the blade ignites that he becomes overwhelmed by the stark feeling of mental and physical cold.
Zephyryn's blade emits its radiant light, but it doesn't travel far, only a few feet. The telepathic connection to Tempest remains in place; so, Zephyryn knows the griffon isn't too distant.
Katar goes to the table as Luna uncovers the black sheet. "Something worth our trip, I hope."
Zephyryn also stays close, keeping the others in his auras.
He stands ready with his shield up and reaches out with his divine senses looking for either good or evil.
Lifting the black sheet reveals the source of the various items that have been placed on the four altars. A gruesome sight meets your eyes: it is a humanoid cadaver, with much of its anatomy missing. Based on its condition, you conclude it has been exhumed from the grave.
"Did you hope for us to get shocked and revolted priestess? I have lost count of the temples of Shar I have rooted out around the Realms and beyond, always finding evidence of your goddess' foul teachings." Luna says with a scoff, loud enough for the priestess to hear. She then moves into the small oval-shaped chamber, searching for any clues to Shar's plans.
Investigation: 17
Truesight and Detect Magic still active
"No more revolted than I am by your self-righteous trumpeting," replies Avaza angrily. "You'll find no grand scheme or nefarious plot in that room. I'll repeat what I said a few minutes ago. How Shar has done this thing is unknown to me."
"Of course." Katar whispers, "How many innocent men were you going to exhume from earth for your unhallowed rituals?" He should have expected as much. Where would the flesh and bones come from? Katar lowers his eyes, eyelashes casting shadows as he carefully examines the cadaver's face. He rests one slender hand on its forehead, sterile silk glove brushing shrivelled skin, and says something softly in celestial.
Casting Speak with Dead, assuming the corpse still has a mouth.
Grimaldus observes the interplay between the clerics of dark and light, an impartial outsider to these arguments of good and evil. To him, the person was already dead - therefore the left-over body was nothing worth fighting over. Whether food for the carrion animals, or fertilizer for the trees, or used for researchers at the hospitals, or for some ritual, it was all the same to him. They were all just using a resource. This was part of the cycle of life and death. Breaking that cycle, however, was where the enforcer of order stepped in. By disrupting the balance of life and death, whether through wanton killing or trying to bring souls back, that was unacceptable.
But the man knew better than to voice any of these thoughts...
Love God. Love Others. Any Questions?
Zephyryn observes the cadaver that was under the sheet as it is revealed.
"Cannot a person find peace in death? Must you defile their corpse?", he says turning to the priestess and shaking his head.
"I grow tired of this temple, we should look to leave so the priestess and I may finish our business", he requests of the others as he backs towards the door slightly, but remains close enough that they remain in his aura.
Luna ignores the priestess and points out to the others which liquids seem to be magical
The white-haired half-elven maiden then floats up to investigate the northern room closer.
Investigation: 26
Truesight and Detect Magic still active
She is then ready to leave the temple of Shar, suggesting the prisoners shlould be turned over to the temple of Selûne.
Now this Grimaldus understands. "Yes, those who commit crimes against the law and cause chaos must face consequences. It is good for us to turn these two over to the Selunites for judgement." He will grasp the monk and escort him out, counting on one of his companions to escort the priestess.
Love God. Love Others. Any Questions?
Katar determines his necromancy will be ineffective; for the humanoid remains are incomplete. The lack of a lower jaw bone would prevent this corpse from communicating. Luna's further investigation of the place reveals nothing of importance.
In the end, no great plot is uncovered, but the four of you can be certain that your efforts have substantially disrupted the normal operations of the Sharran church in Luskan. The shadow monk and the sorcerer priestess offer no resistance as you lead them to the Temple of the Moonmaiden. Your arrival at the temple with two worshippers of Shar in hand, surprises Aranthe, the temple priest, greatly. "The fair light of the moon may not be shining upon us this night, but the followers of Shar shall be held accountable nonetheless!"
With the help of additional temple priests and acolytes, Aranthe ensures the sorcerer and monk are secured in a room where they will remain until Luskan authorities arrive.
Returning to the house of Podimmerus, you settle in for one last bit of rest before undertaking the journey to the Temple of Night. When everything is in order, you, once again, travel the streets of Luskan toward Selune's temple. Aranthe is there to greet you. "Is it time, friends? A great thing you have done, infiltrating the hidden temple of Shar here in Luskan. But now the Temple of Night itself awaits. I am ready to grant you access to the Astral Plane..."
"Thank you Aranthe, I believe we are now prepared to make our journey to the Temple of Night." The white-haired half-elven maiden proclaims calmly and solemnly, turning to her companions to ascertain the three gentlemen too have prepared themselves appropriately for this vayage into the heart of darkness.
Zephyryn inclines his head to Luna.
"I am ready, but from where do we make this journey? I will need Tempest with me for this quest and remember you saying this will be possible", he asks Aranthe, motioning outside to where his griffon awaits him.
He understood the need the need to bring the Priestess of Shar to justice, but it still irked him that she had struck a blow that was not returned and ignored a challenge. He was eager to get underway and put that incident behind him.
"Atop this temple is a circular, open space. This is where I will cast the spell that sends you to the Astral Plane. Tempest can easily join you there," explains Aranthe.
Dressed in his splendid golden-white half-plate, preferred to rest at his own place, Katar meets the others at the Temple of the Moonmaiden. The elf’s luxuriant burnt red hair falls around his shoulders, in contrast to his white cloak and golden shield, gleaming with Belenus’ radiant sun. A polite smile on his sharp lips. “We’re all ready, Priestess. Please lead the way.”
"My thanks", Zephyryn replies to Aranthe, and telepathically directs Tempest to the roof space mentioned.
Where Katar is dressed in Gold and White, he himself stands ready and resplendent in a mixture of silver and light blue.
Aranthe, priest of Selune, leads the four of you to the top of the Temple of the Moonmaiden where you are able to exit the building and stand upon a circle of stone, 30' in diameter and open to the night sky. As soon as Tempest sees Zephyryn, the griffon makes one last circle over the Luskan skyline and lands deftly next to the party members.
"And now, for the real battle," remarks Aranthe as she ushers each of you to the center of the ritual circle. "May Selune and each of her allies shine upon you with their favor."
The priest commands you to link hands with one another, with Zephryn's right hand holding the tip of Tempest's wing. She then takes a tuning fork in her left hand and begins to speak the words of the plane shift conjuration, specifying the Astral Plane as the party's destination. The scenery around you quickly begins to fade, and moments later you sense you are no longer on the Prime Material Plane.
But you also sense that something is amiss. For the descriptions you've heard of the Astral Plane are far different from what you are currently seeing, hearing, and feeling. Rather than a silvery sea streaked with gray and white and dotted with points of light, you see nothing. Absolutely nothing. Utter darkness is all around you, and eerie sounds fill your ears. Sounds of soft breathing. Sounds of gurgling digestion. It is the darkness that is making these sounds. It is as if the darkness has swallowed you.
Furthermore, each of you is completely alone. You neither see nor hear anyone else.
Lastly, as your mind races to make sense of your surroundings, the profound, piercing cold of this black void seeps into you, chilling your body and your mind...
Zephyryn spins around as his mind tries to grasp his current circumstance. He instinctively reaches for the hilt of his Sun Blade and ignites the blade to light up the immediate vicinity.
It is as the blade ignites that he becomes overwhelmed by the stark feeling of mental and physical cold.
He calls out telepathically for Tempest.
Zephyryn
Con Save: 27
Int Save: 10
Tempest
Con Save: 21
Int Save: 22
Zephyryn's blade emits its radiant light, but it doesn't travel far, only a few feet. The telepathic connection to Tempest remains in place; so, Zephyryn knows the griffon isn't too distant.
(If Grim fails any of these, he will use his Indomitable feature and reroll the save!)
Love God. Love Others. Any Questions?