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Kalamar Encounters (from the Servants of the Swift Sword Campaign)
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<blockquote data-quote="Wicht" data-source="post: 298580" data-attributes="member: 221"><p><u><strong>Desecrated Shrine in Foorun</strong></u></p><p>The shrine to Naemae in Foorun has been desecrated. The priest who is supposed to be caring for it (Giovan) has been missing for a couple of weeks. Though the gate is not locked and anyone can enter, the villagers believe it is haunted by an evil spirit and will not venture near it until good aligned clerics tell them it is safe. In point of fact, though it has been desecrated, it is not haunted. But a large venemous snake has been placed there by parties unknown as have evil signs. </p><p> As far as the villagers are concerned the snake is an evil spirit and shows that something evil is attacking Naemae and his holy shrine.</p><p></p><p><strong>1) Outer Wall</strong></p><p>There is an outer wall around the shrine. The wall is plastered and whitewashed stone, topped with jagged pieces of glass. The gate however is not locked. There are two large feathers in the yard (Spot/search DC 14). A wilderness lore check (DC 18) will identify them as vulture feathers</p><p></p><p><strong>2) Hut</strong></p><p>There is a two-room hut on the east-side of the shrine. The windows to the hut are barred and the door is locked (pick locks DC 20). One of the rooms has a stove and a table with two chairs. The other room contains a bed and a chest with spare blankets. There is nothing valuable in the hut. Giovan normally carried the key for the hut and the front gate. He used the hut to sleep in when he was in Foorun.</p><p></p><p><strong>3) Shrine</strong></p><p>This area has been desecrated and is no longer attuned to Naemae as it was. The symbol of Naemae, a golden eye on blue and white, over the front entrance is still there, but inside upon the altar to Naemae is a rotting human head. A knowledge check (Religion DC 12) identifies this as the symbol of the Rotlord, a religion affiliated with disease. Wrapped around the base of the altar is a venemous snake, fully fifteen feet long. A Knowledge check (Religion DC 19) identifies the snake as the holy animal of the Imposter, the god of lies and evil mischief. There are various evil signs scrawled in blood on the wall. A knowledge check (Religion DC 13) identifies them as signs of the Plaguebringer and the Coventicle of Affliction. </p><p> The snake will attack anyone who enters and registers as evil. It is however still only an animal. Killing it will not rid the shrine completely of the taint. A consecrate spell will do the job immediately, though the marks must be scrubbed off by hand and the head disposed of in some way first.</p><p></p><p><strong>Snake, Large Viper, Large Animal (15 feet long):</strong> CR 2; HD 3d8 (15 hp); Init +3; MV 20 ft, Climb 20 ft, swim 20 ft.; AC 15; Atk +4 melee (bite 1d4 + poison); SA poison; SQ scent; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2.</p><p> <strong><em>Skills and Feats:</em></strong> Balance +11, Climb +11, Hide +8, Listen +9, Spot +9; weapon Finesse (bite)</p><p></p><p>When PCs first approach the altar, the snake is wrapped at the base, unmoving (Spot DC 11 to tell that it is a snake). If the PCs do not attack it, it will launch at the first to get within 5 feet. There is no treasure in the shrine.</p></blockquote><p></p>
[QUOTE="Wicht, post: 298580, member: 221"] [u][b]Desecrated Shrine in Foorun[/b][/u] The shrine to Naemae in Foorun has been desecrated. The priest who is supposed to be caring for it (Giovan) has been missing for a couple of weeks. Though the gate is not locked and anyone can enter, the villagers believe it is haunted by an evil spirit and will not venture near it until good aligned clerics tell them it is safe. In point of fact, though it has been desecrated, it is not haunted. But a large venemous snake has been placed there by parties unknown as have evil signs. As far as the villagers are concerned the snake is an evil spirit and shows that something evil is attacking Naemae and his holy shrine. [b]1) Outer Wall[/b] There is an outer wall around the shrine. The wall is plastered and whitewashed stone, topped with jagged pieces of glass. The gate however is not locked. There are two large feathers in the yard (Spot/search DC 14). A wilderness lore check (DC 18) will identify them as vulture feathers [b]2) Hut[/b] There is a two-room hut on the east-side of the shrine. The windows to the hut are barred and the door is locked (pick locks DC 20). One of the rooms has a stove and a table with two chairs. The other room contains a bed and a chest with spare blankets. There is nothing valuable in the hut. Giovan normally carried the key for the hut and the front gate. He used the hut to sleep in when he was in Foorun. [b]3) Shrine[/b] This area has been desecrated and is no longer attuned to Naemae as it was. The symbol of Naemae, a golden eye on blue and white, over the front entrance is still there, but inside upon the altar to Naemae is a rotting human head. A knowledge check (Religion DC 12) identifies this as the symbol of the Rotlord, a religion affiliated with disease. Wrapped around the base of the altar is a venemous snake, fully fifteen feet long. A Knowledge check (Religion DC 19) identifies the snake as the holy animal of the Imposter, the god of lies and evil mischief. There are various evil signs scrawled in blood on the wall. A knowledge check (Religion DC 13) identifies them as signs of the Plaguebringer and the Coventicle of Affliction. The snake will attack anyone who enters and registers as evil. It is however still only an animal. Killing it will not rid the shrine completely of the taint. A consecrate spell will do the job immediately, though the marks must be scrubbed off by hand and the head disposed of in some way first. [b]Snake, Large Viper, Large Animal (15 feet long):[/b] CR 2; HD 3d8 (15 hp); Init +3; MV 20 ft, Climb 20 ft, swim 20 ft.; AC 15; Atk +4 melee (bite 1d4 + poison); SA poison; SQ scent; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2. [b][i]Skills and Feats:[/i][/b][i][/i] Balance +11, Climb +11, Hide +8, Listen +9, Spot +9; weapon Finesse (bite) When PCs first approach the altar, the snake is wrapped at the base, unmoving (Spot DC 11 to tell that it is a snake). If the PCs do not attack it, it will launch at the first to get within 5 feet. There is no treasure in the shrine. [/QUOTE]
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