
DM Vayelan |

As they draw closer, Kalig and Dorick can plainly see that they are not sickly or malnourished. Although they appear slightly stockier than the centaur hunters you met previously, these new centaurs are solidly muscled. Most of them bear tattoos, primarily along their right arms and shoulders.
They reach voice range, and one of them calls out in a thick, halting voice.

Seraphina Newton |

Seraphina seems worried as the Centaurs approach. Before she can speak to the others it seems the new band of Cebtaurs are upon them. It eases her mind as weapons are not drawn on her or the others though.

Soraya Blacktip |
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Ah, this was always a possibility. Soraya translates for those that don’t understand. ”Hail worthy friends. We apologize for trespassing. We are new to these lands and looking for resources for our families. We mean no insult and would invite your people to meet with us. Perhaps we have goods and services that we can trade.”

DM Vayelan |

Through Soraya's translation, it becomes apparent that these centaurs hail from one of the Hill Tribes that the Sea Cliff Tribe hunters had cautioned you about. They were described as more warlike, following a leader called Vercine who'd been uniting or conquering other tribes. Thankfully, their first instinct is not to draw steel, so you take this as a good sign.
"We value deeds, not goods," their leader says, as conveyed by Soraya. "If you would pass safely through our vassal territory and cut our trees, we would have a favor done in return."
Even before translation, his tone makes it clear that he is not simply 'asking' for a favor on behalf of his tribe. He goes on to describe a set of ancient ruins, half-hidden within the forest you just departed.
"There are giant sets of walking bones that lurk within. We have lost many to these unnatural creatures. If you would have our favor, then destroy these walking bones."

Kalig |

Presuming Soraya translates. "I think we can do that, but ask them if, given the rains are impending, we can at least continue to send the loggers back to our camp, if we go."

Francoix Delacouis |

"Before we send them away we better see if I can find a stout hunk of wood for a club. I doubt my rapier is much use fighting giant bones."
He grumbled with a sigh. For some reason he didnt like these fellows already.

Kalig |

"Shouldn't be a problem, Francoix; we certainly have plenty of wood. As a backup..." she hands him a couple flasks of oil from Matila's pack. "If you can light these and toss them, or pour them out and set the oil on fire, that is better than nothing."
She is ready to follow the warriors, and casts magic stone on some pebbles she picks up from the ground once they get closer to their destination.

Sir Dorick Granstead |

Dorick's face betrays irritation at these centaurs, but he calms when he realises their intentions.
"We will see this deed done and these walking bones smashed down."
He looks between his bardiche and cestus.
"When it comes to close quarters, I can bash them over the head with a steel fist!"

DM Vayelan |

The small logging caravan proceeds south without you, vanishing into the distance behind the growing curtain of rain. The Hill Tribe warriors escort the party back the way you came, returning to the forest's edge before you again plunge into the primeval stands of tall pine trunks and tangled undergrowth.
This time, you don't happen upon any more grazing megafauna. In fact, the further along you go, you notice a lack of small creatures and birdsong. Of course, this could be explained by the strengthening rainstorm. The roar of rain upon the canopy reminds you of the waterfall you passed on the journey to this distant coast. It drowns out much of the ambient sounds, and casts the green and brown colors of your surroundings in greater vibrancy.
Your escorts guide you to a particularly overgrown knoll that has sunk into a small valley, atop which stands an ancient stronghold. The mossy ruins are composed of broad, cyclopean blocks of stone. Stout towers flank the narrow entrance, which yawns open to an impressive sixteen-foot height. The entire scale of this ancient remnant is easily twice that of the forts and cathedrals you’ve seen back in Avistan, suggesting it was not built by mere humanoids.

Soraya Blacktip |
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Soraya is astounded by the architecture. "All of this, just hidden in the forest. Does anyone see any tracks or anything? I'd like an idea of what it is we're looking for?"
perception: 1d20 + 3 ⇒ (7) + 3 = 10
She glances around, but doesn't see much herself.
can she try a kn:history on this place? kn:hist: 1d20 + 9 ⇒ (11) + 9 = 20

Kalig |

Kalig's eyes scan the great ruin.
Aid Soraya Knowledge History: 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge Local: 1d20 + 7 ⇒ (4) + 7 = 11
"If they stay within the ruin, there may be no tracks out here." But she looks just in case.
Survival: 1d1 + 11 ⇒ (1) + 11 = 12

Francoix Delacouis |

"Is this a land of giants we've stumbled across? First the huge plant filled ziggurat, now this?"
He began quietly hefting the makeshift club. He wondered how they kept getting themselves into these messes. He quietly found himself slipping amongst the shadows while looking about, an old habit to be sure.
stealth: 1d20 + 7 ⇒ (10) + 7 = 17
perception: 1d20 + 6 ⇒ (15) + 6 = 21

DM Vayelan |

Soraya and Kalig easily identify that these ruins predate even those of the Kaskkari, among which you have settled. This age, coupled with the size and construction of the stronghold, leads the pair to the conclusion that this is a remnant of Koloran, the ancient cyclops empire.
Here's some more details about Koloran that you can share with the party. Don't feel obligated to copy and post everything.
Koloran, also known as "Old Koloran" to modern humans, was the name by which an ancient cyclops empire was known in the records of Iblydos, which itself is one of the oldest human civilizations of Casmaron. The empire was founded by exiled cyclopes escaping from brutal Ghol-Gan but did not last long; today, the area that was Koloran is part of Iobaria. The empire was destroyed by the fall of the Starstone in the event known as Earthfall, which also destroyed the likes of Azlant and Thassilon.
Though based in Casmaron, the cyclopes' realm once influenced areas as far-flung as Garund and Avistan.
.....
The mossy ground in the basin before the entrance shows much travel, although none recent than a fortnight. Kalig identifies both old hoof prints in dried mud as well as very large tracks that, due to their age and strange composition, are much harder to deduce.
Tonight, when I'm home from work, I'll try to get some maps worked up for this ruin.

DM Vayelan |

The front entrance has the seeming of a leering monster, its mouth hanging open. Whether this is an optimal illusion caused by erosion and the light, or the gate was once carved in such a visage is hard to say. Drawing closer, you see that the western tower has largely collapsed upon itself, creating a morass of rubble, moss, and creepers. The walls are incredibly thick, made of massive, irregularly sized stones that would be counted as boulders if found afield.
I've updated the encounter map. Sorry for the delay.

Francoix Delacouis |

"Theres a little side door overhere on the east it looks like, and its rustling but i dont think from the wind."
He whispered as loudly as he could once more hefting the club in his hand trying to keep a feel for it.

Kalig |

Kalig commands Matilda to stay put, in the shelter of the entrance (and Caragus, if he is also staying).
Handle Animal: 1d20 + 5 ⇒ (3) + 5 = 8
If the donkey seems obstinate, she will tie her up, but doesn't want to unless she has to, as she'd rather give Matilda the option to run if something bad comes along.
"Door? Is it locked? Trapped?" She stands at the edge of the lights, as she can see into the dimmer areas better than some of her companions.

DM Vayelan |

The front entrance is broad - sixteen feet tall and nearly as wide. Caragus can easily fit inside. He sniffs the dusty air wafting out and shakes his head, although he seems willing to enter nonetheless.
The sunlight filters in through the entrance, the openings in the old towers, and other minute cracks in the walls. Broad pillars support the heavy roof within the entrance hall.
Along the side of the stronghold, Kalig and Francoix discover that this "door" is a roughly person-sized opening created by a partial collapse of the wall. Within, they can see a square, empty room sized for cyclopean giants, like the rest of the structure.
The thick curtain of vines growing over the narrow side entrance is actually a colony of assassin vines that likely preys upon small animals that seek sanctuary inside.

Seraphina Newton |

Sera is slightly startled as she sees the fearsome and imposing entrance to the ruins. She wonders who or what created the structure. The boulders were huge. It it weren’t for the possible threat of danger, she could see herself drawing the structure.
She looks around, making sure she keeps an eye out for potential danger.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
nature: 1d20 + 6 ⇒ (6) + 6 = 12

Sir Dorick Granstead |

Perception: 1d20 - 2 ⇒ (1) - 2 = -1
Knowledge Nature: 1d20 + 2 ⇒ (10) + 2 = 12
Dorick leads Caragus in, uncertain of the dimensions of the next room at first.
Is there room to ride atop Caragus in here?

Soraya Blacktip |
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Kn:nature: 1d20 + 9 ⇒ (8) + 9 = 17close!
Soraya's eyes adjust quickly, but she wants to make sure everyone can see. She waves her dagger and throws up 4 bobbing magical lights (dancing lights). "There, that's a little better. Wow, this place is huge."

DM Vayelan |

Caragus' hooves clatter against the time-worn stone floor, echoing off the walls as they reach up to the dusty, cobweb-choked ceiling. Soraya's magic lights cast dancing shadows across the cavernous entrance hall, but also illuminate the myriad carvings upon the walls.
Countless relief carvings, accompanied by a strange runic script, adorn the walls. They show massive, one-eyed beings hunting equally massive animals, similar in scale to the giant sloth you saw earlier. There are also several scenes of these cyclopes sailing massive ships upon the Castrovin Sea.
Beyond the entrance hall, past another of the broad pillars, awaits a connecting passage that leads further into this ancient stronghold of giants.
Those familiar with either the Cyclops or Giant languages may attempt a Linguistics check to learn clues from the carvings.

Seraphina Newton |

Seraphina will follow towards the middle of everyone. When she sees the runic script she is immediately drawn to them.
Wow, I can only imagine how long they have been here? Hundreds on years...even into the thousands?!, she takes out her sketch pad and jot down the tunes that the dancing lights illuminated.
She studies runic script after jotting as much as she down down.
linguistics with giant language: 1d20 + 7 ⇒ (20) + 7 = 27

DM Vayelan |

This stronghold was once the seat of a Border King of Koloran named Pigsah, also known as the Sea Tyrant. He and his seafaring cohorts seemed to dominate the Castrovin Coast in those long-gone days, earning him his place of power within the ancient cyclopean empire.

Seraphina Newton |

Yeah, as she puts the runes together in her mind. It appears this is a blend of ancient Thassilonian merged with ancient Cyclopes. From what I can understand, this stronghold we are in was actually the possible stronghold of Pigsah. They were also known as the Sea Tyrant, who dominated the Castrovin Coast. There could be ancient times or buried treasure somewhere in here?

Kalig |

"If this is the tribal hunting grounds for the centaurs, I wonder what suddenly got this place on their radar? Someone come in and wake whatever's in here up?"
Kalig proceeds forward cautiously, keeping an eye out for unexpected shadows or oddities in the terrain.
Perception (add +2 for Scavenger where appropriate): 1d20 + 9 ⇒ (1) + 9 = 10

Francoix Delacouis |

"Good chance of it, then again maybe our not as friendly four legged friends here thought an ancient city full of undead giant monsters would be one way to get rid of us."
He grumbled still keeping his eyes peeled. Knowing that it was possible for them to be undead giant searaiding skeletons didnt make him feel any better.

DM Vayelan |

The sound of rain pounding upon leaves and stone grows fainter as you step further into the ancient stronghold. The heavy, wet air smells strongly of mildew. The dust and cobwebs cling thickly to the walls and edges of the rooms, revealing that the middle of the floor has seen somewhat regular traffic. It is hard to distinguish who or what has been walking these halls, though.
Soraya's magic lights bob into the next hallway with you, revealing three more wide-open, giant-sized doors - one ahead and one to either side. Through the door on your right, towards the east, you can see hints of daylight, confirming that the collapsed opening Francoix discovered outside leads into that chamber. The other rooms - the one to the north, and the one to the west - remain largely shrouded in darkness.
Through the door straight ahead looms some kind of great hall, spacious and dominated by a long, broad banquet table hewn from granite.

Kalig |

Kalig squints into the darkened doorways. "This one's a barracks or something like," she points into the room to the left. "And straight ahead is some kind of grand hall with a long stone table. Maybe check the bunks for anything interesting before we head forward?"

DM Vayelan |

Francoix leads the way and avoids stumbling into any hazards or traps, as there are none to be sprung.
Eight stone cots, some of them collapsed under the weight of time, line the barracks. Each of these slabs is large enough that the entire party could huddle together beneath one. Stone coffers that could hold Caragus sit at the foot of each one, although some have collapsed into rubble and you can only guess their original shape from those that have survived better.
You find two of the large stone beds occupied. Complete skeletons, twice the size of a man, are laid out upon the slabs. A dry grinding sound echoes against the high walls and, to your horror, the giant sets of bones begin to stir and rise from their repose. They stand to their full height and glare upon you with singular, empty eye sockets. These are surely the monsters that the centaur warriors have charged you with destroying.
Bits of thickly rusted armor still adorn their shoulders and rattle along their arm bones, but are in such a degraded state that they cannot possibly serve their original purpose. More worryingly, they reach for large weapons stowed beneath their beds: one raising a giant sword capable of cleaving a horse in twain, and the other a morningstar that looks like it could render a man into paste.
Roll for Initiative and post your first actions. I've updated the encounter map.

Seraphina Newton |

1d20 + 1 ⇒ (1) + 1 = 2
Sara opens her mouth to let out a scream, but nothing comes out as she wanted to scream. She stands there, dumbfounded and in awe at the giant...literally...sights before her.

Soraya Blacktip |
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init: 1d20 + 1 ⇒ (5) + 1 = 6
I was really hoping there would be just a large cow or something hiding in here scaring the centaurs.
kn:religion: 1d20 + 5 ⇒ (2) + 5 = 7
Her mind can't quite wrap itself around the shock of these gigantic creatures.
She pulls out a sling, drops a stone in it, and whirls it around, sending it sailing off towards the creature on the left.
sling: 1d20 + 2 ⇒ (4) + 2 = 6 dam: 1d4 ⇒ 1

Kalig |

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Kalig hears the squeak behind her and looks at Seraphina in her catatonic state, while she pulls out one of the magic stones she enchanted a few minutes ago. "Snap out of it, Newton! You're here to do a job, do it!"
She loads her sling. Sadly I think retrieving and loading is two move actions

Francoix Delacouis |

initiative: 1d20 + 3 ⇒ (2) + 3 = 5
His eyes widened at the size of the skeletons moving and he decided that perhaps he didnt want to be the first thing they took a swing at. He backpedeled back out the door and hugged the wall.
"Use the door as a sort of funnel?"
He called out to Dorrick who clearly had the most combat experiance of them all.
Moving away from the one eyed skeleton monsters this round.

Sir Dorick Granstead |

Dorick takes in the sight before him, and reacts swiftly.
"TO ARMS!", he shouts, spurring Caragus into a full charge with his lance held forward!
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target (blue) within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level.
So +3 damage to blue giant skeleton
–2 penalty to his Armor Class, except against attacks made by the target of his challenge.
Order of the Lion:
Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge.
So +1 to his AC vs blue, and -2 vs red
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
So +4 to charge attack instead of +2, and no AC penalty from charging
Total Dorick AC this round: 19 vs blue, 16 vs red
CHAAAAARGGGGGGE!!!!! with Power Attack: 1d20 + 7 + 4 - 1 ⇒ (16) + 7 + 4 - 1 = 26
Damage, Piercing: 2d8 + 6 + 6 + 6 ⇒ (1, 5) + 6 + 6 + 6 = 24
PA: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
Damage: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7 Another +3 vs blue
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
Ride: 1d20 + 9 ⇒ (12) + 9 = 21

DM Vayelan |

Dorick Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Blue Skeleton: 1d20 + 4 ⇒ (13) + 4 = 17
Red Skeleton: 1d20 + 4 ⇒ (6) + 4 = 10
Blue Greatsword vs Dorick: 1d20 + 11 ⇒ (5) + 11 = 16
Blue Greatsword vs Dorick: 1d20 + 6 ⇒ (10) + 6 = 16
Red Morningstar vs Dorick: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 2d6 + 5 ⇒ (6, 2) + 5 = 13
Dorick spurs Caragus forward, through the wide stone door. His lance strikes his foe dead center, splintering the undead creature's sternum and several ribs. His foe retaliates with two mighty swings of its iron greatsword, but the seasoned knight is able to evade and turn aside both attacks.
Francoix leaps out of the way just as the other bony monster lumbers forth. The second skeleton reels back and wallops Dorick in the side with a morningstar nearly as tall as the cavalier himself. Despite the pain of the heavy impact, Dorick remains in the saddle.
Meanwhile, just outside the stronghold, Mia rides forth upon her pony. Heedless of the centaur warriors patrolling the perimeter, she coaxes her steed, full speed, into the looming gates of the ancient edifice.
Dorick takes 13 damage, but he can act next at the top of the second round.
Mia can also roll her initiative and post her actions for the round.