
Black Tom |

Some days later, while you are still waiting for Elinda to finish crafting the items you ordered, a company of well-dressed and well-armed dwarves arrive to the Citadel. That night you are invited to a grand banquet at the Anguses.
Knowledge (nobility and royalty) 12 and Mahaffy also will know this:
The honors bestowed on the dwarves tell you that this is an important visit. You are introduced to Prince Darnik later. With impeccable manners, he greets each one of you seriously and says that he has heard that you are great friends of the Angus family and of Elinda, and that the citadel is lucky to have friends like you in such troubled times.
Over a bottle of Arb Angus’s finest sherry he tells you that he needs to ask you for a favour and that he will understand fully if you refuse. His brother, Gorsen, was killed many years ago in the battle against the demonic hordes. His body was never recovered. Darnik has never been able to fully recover from the tragedy, but he heard whispers that you were going to brave the infamous dungeon of Rappan Athuk, and he meant to ask you if you could ask the Oracle that supposedly resides there about where his brother’s bones may be found.
He promises to reward you amply, as if anything could compensate for such danger.

Lyria Ghoulbane |

Lyria greets the dwarven prince, then listens to his request. "It sounds like a reasonable thing you're asking, my prince, but will this Oracle part with that kind of knowledge just out of good will?"
She also tries to find out what the prince knows about Rappan Athuk.
Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16

Black Tom |

The prince looks sad as you bring up the subject of Rappan Athuk. It is called the dungeon of graves, he says, and that's what it is. Many a good dwarf and man have met their demise there, and some have come back as something worse even than their foes. It is a place of great danger and great riches, a sore on the landscape.
"But lately I have begun to have dreams about my brother." He strokes his well-groomed beard. "And I fear that I shall not be able to rest before I have some news about him. Of course I'll reimburse you for whatever you need to bribe the Oracle with. It might lie to you but I am told it knows just about everything."
"I am ashamed to say that I can't go with you but there are matters of state to attend to and the giants are a bit unruly at the moment."

Ka'kara Furyheart |

Ka'kara doesn't quite know what to make of this "sherry" and wrinkles her nose a bit at it. Perhaps this prince had a bit of real drink on him, wasn't that what dwarves were known for anyway? Leaning over to Mahaffy she whispers, "Any chance we can get some REAL drinks from the prince?" As the prince finishes his tale she slams her hand down on the table, "By the spirits! We'll not let your kin wander this side of the spirit world. We help you give him final rest."

Tika |

Knowledge nobility
1d20 + 8 ⇒ (20) + 8 = 28
Tika realising who the Dwarf is and listening to the conversation gets more and more enthusiastic as extra details are revealed. One can almost see the mental check list she is crossing off as she furiously scribbles more notes in another Journal.

Black Tom |

Tika remembers the story about Darnik's brother well. He was one of a legendary trio of dwarven paladin who braved the infamous dungeon against impossible odds. Songs have been written about them.
Since much of the lore about the lost paladins is legendary, it is a little hazy, but generally it is agreed that they died inside the dungeon.
The dungeon used to be a stronghold of the worshippers of Orcus, so it is safe to say that there are a lot of demons and undead down there, but also many other kinds of foul things.

Black Tom |

Elinda explains: "It's about a week of travel, I'm afraid, mainly because it's difficult terrain. If you had a wand of Phantasmal Steed, you could get there a lot faster, but those are expensive gadgets I fear."
"Anyway, I suggest that you pay a visit to an old... er, acquaintance of mine, Brazzer Mandragora, who runs a tavern not too far off from the dungeon. And you really don't want to camp anywhere near the dungeon. Actually noone else would dare set up a tavern even that close. And he's not that bad for an Ogre Mage. Just don't mention cows in his presence and you'll be fine."
Slightly embarrassed, Arb Angus interjects: "We don't actually expect you to do anything in the dungeon. Just to survive is a feat enough, and if you could bring back any news of Prince Darnik's brother, that would be excellent."
Brightly Elinda continues: "Brazzer would be happy to buy any stuff you loot from the dungeon too. And he can sell you just about anything you need."
Prince Darnik is suddenly very busy emptying his goblet and oblivious of any talk of Ogres, magical or not.

Black Tom |

Elinda looks pensive. "He does not, I think. At least I never saw any. Goblins I've seen but no undead. The food might not be that good but it's not ghoul fare by any stretch."
Prince Darnik looks increasingly uncomfortable at Elinda's serious consideration of your question and steers the conversation back to the heroic deeds that you have done in the past and are sure to do again in the infamous dungeon.

Black Tom |

Elinda is still trying to be serious: "Oh no, Brazzer would never tolerate that kind of behaviour. He'd prefer to buy your loot at a profit. And he never beats up or robs customers. That is, as long as you don't mention cows..."
Soon after that Darnik announces that he is tired and going to retire. He says that you are welcome to accompany them. That would mean that the first few days of your trip would be safe at least.
If you are feeling up to it, and when your stuff is ready, I guess you could stock up for the journey and get going. Do you want to buy horses and tents or how do you plan to travel?

Black Tom |

The day of parting has arrived and you accompany the dwarven caravan for a couple of days, moving at a comfortable pace. The food is good and the company is actually enjoyable, except of course the dwarven singing. Darnik is charming enough and tends to your every need.
But a couple of days later, your ways part and you are making your way into the wilderness, stocked with your new toys and any equipment you've bought for the expedition.
The first day alone is uneventful as you travel west in hilly territory, but then comes the time to camp. Do you have any sleeping arrangements in mind?

Black Tom |

Sorry all. Crazy week.
The first day of travelling alone is uneventful and so is the first night. The second day you scare off a couple of grizzly bears but on the second night something weird happens on Ka'kara's and Tika's watch.
You can all roll for Perception and Initiative, but those who are sleeping take a -10 Penalty to Perception.

Black Tom |

Ka'kara suddenly notices a sleek tawny dog that seems to be staring at her from the edge of the clearing where you are camping. In the dim light from the campfire it almost looks like it glows.
The dog seems to be saying something.
Sylvan:
Knowledge (nature) 12:

Ka'kara Furyheart |

Knowledge (Nature): 1d20 + 6 ⇒ (12) + 6 = 18
Ka'kara's eyes go wide and she hisses out a whisper "Tika look! It's a blink dog and I think it's trying to tell us something. I've never seen one before but they are supposed to be good luck." She slides off the log where she was sitting. She starts to move slowly in a non-threatening manner toward the dog to see if it wants her to follow it. Knowing her memory was terrible she still does her best to remember what it is trying to say, maybe one of the others can tell me what it means.

Black Tom |

The dog looks over its shoulder with a concerned look. Then it gives a loud bark, enough to wake all of you, and disappears.
Behind where the dog was appears the insubstantial figure of a beautiful elven woman, bathed in green flames.
Knowledge (religion) 19:
How about those initiatives? The spirit goes on 20, so if you beat that you are up.

Black Tom |

Tika:
The spirit raises its hand and envelops Ka'kara in unholy green fire, causing her 30 points of damage and a Will 22 save to avoid being sickened.
You are up, all of you. Will someone be so kind as to run Mahaffy for now?

Roylenna Brenoien |

Hrmph... started without me, didn't even notice I wasn't with the caravan, had to ride with those smelly humans for TWO days, finally found an ogre going my way...
Initiative 1d20 + 4 ⇒ (19) + 4 = 23
Roylenna casts Haste on the party.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.