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A deep chasm separates a large stone platform and whatever might lie beyond. On the platform’s floor, an inch-deep depression offers a recess for an unseen bridge to rest. On the eastern edge of the platform there is a small panel of complex but rusty levers and cranks.
The 80-foot-deep chasm is nearly 50 feet wide and acts like a moat to keep out invaders who might attack from a surface tunnel. The three iron drawbridges are all raised.
To cause the drawbridge to lower, a Knowledge Engineering or Disable Device check may be required. Assuming Daedin takes 10, the drawbridges are coaxed into lowering one last time.
The other passageways to the east and west are not accessible beyond their trenches. The bridges are either too broken apart to be even considered working on, or their chains are too rusted to function. You would feel unsafe trying to cross those chasms.
1 Hour has passed in this area, for the purposes of buffs.
You wander through the passageways beyond the drawbridge, and find a dwarven sign that reads Council Chambers.
While an obvious ruin, much of Koldukar is still in relatively good condition for a city that has endured more than 8,000 years of neglect and long periods of use by the orcs of Urglin.
Expertly crafted statuary, marvels of engineering, and unparalleled stonework appear time and again throughout the Sky Citadel, and in several places bridges cross large caverns at multiple levels overlooking structures on the caverns’ floors. Because of the recent earthquakes, however, much of the stonework shows damage, and debris litters the once-proud avenues and causeways.
Eventually you come to a shattered causeway. A twisted bridge that once must have been an engineering wonder now slants precariously over a vast chasm. Thirty-feet wide and supported by immense stone columns, the bridge extends into darkness.
However, forty feet along its length, a section of the bridge has collapsed onto the chasm’s unseen floor. After a ten-foot gap, another section of the causeway slants dangerously against its stone support; beyond it lies an even longer gap before the bridge resumes, not far from a stone landing.
Map has been updated.

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"Eight thousand years and look at this place. Truly our ancestors were worth their craft. I don't think there are enough dwarves alive to make something like this again. And yet here we are, looking at that which we must measure ourselves against."
When the party reached the bridge, Thorek scratched his head. "Well fook. I don't like the idea of having to jump across this. A sure fire way of getting someone killed."

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Daedîn looks at Thorek and shrugs. "It appears to be the only way over...I'll jump over to the far side, secure a rope, attach the other end to an arrow and fire it back to you all here...tie it off on this end and then that should help those less agile get across..."
Daedîn will jump across to the slanted platform...
Short jump so I'll take 10...if another check is needed for balance (not sliding or tilting the platform over, I take 10 for that as well)...
Acrobatics: 10 + 15 = 25
Assuming he makes it safely to the middle platform, Daedîn will get a running start and attempt to jump up and over to the far side of the bridge...
Won't take 10 here as I'm assuming, with the slant and the angle, this is a far more difficult jump...
Acrobatics: 1d20 + 15 ⇒ (16) + 15 = 31
If he makes it, the rogue will use his grappling hook to secure the rope on his end. He'll then attach the rope to a blunt arrow and fire it back to his companions on the far side...
Longbow: 1d20 + 12 ⇒ (5) + 12 = 17
See arrow for projected path of rope shot

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Daedin shows the professional work of a well trained infiltrator. He easily manages to scale the distance of the first gap, and then with a little practiced skill he manages to cross the second.
As he crosses, however, he realizes that the pillar on the second platform could also be used as some sort of makeshift bridge, if they felt strong enough to push it into place.
Daedin fires his arrow across the gaps, and it reaches the far side where his allies are.

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Flora will leap across the chasm.
If possible, Flora will take 10 for a 21.

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Lorin watched as others made it across the gap before joining them. "Lets see if we can get that Pillar into place to make it easier to get out of here." he suggested
If it can be crossed with a DC 10 check, then take 10 for 12. If I can not, then cast Expeditious Retreat for +12 to the check.

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Boftil ties the rope around himself and then joins the others in making the jump.
Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7
Climb: 1d20 + 4 ⇒ (15) + 4 = 19

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Most of the team manages to cross safely. Boftil almost had a mishap when he started to fall, but the rope kept him steady and he used it to climb his way up and over.
The party continues forward to see a sixty foot wide door built into the stone walls. Geometric designs cover much of the doors’ surface, and deep grooves that might have once held metal inlays are now empty. A smaller set of doors better suited to everyday use is built into the larger portal.
Approaching the door to observe whether or not it is locked, the door protrudes a voice.
“Ripped from mother Folgrit’s womb, constantly beaten as I’m burning. I become a bloodthirsty killer until my gray hair turns to red with age.”

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The two dwarves in the party are able to translate it as...
“Ripped from mother Folgrit’s womb, constantly beaten as I’m burning. I become a bloodthirsty killer until my gray hair turns to red with age.”

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”That is ominous.”
”Who are you that is so pained? Is there naught we can do to help?”

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It appears to be a riddle.
DC 15 Intelligence
You are able to determine that it must be a type of common metal often used by Dwarves and other smiths. If you could pronounce its name in Dwarven, that should suffice, it could very possibly be Iron.

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Int: 1d20 ⇒ 20
”Bless me for being a fool! It’s not a beastie, it’s a riddle! iIt must be a type of common metal often used by Dwarves and other smiths. If we could pronounce its name in Dwarven, that should suffice, it could very possibly be ᛁᚱᛟᚾ!”
*Iron
With a 20 would Thorek be able to figure out which metal it is?

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The door makes a loud grinding noise as it begins to swing open, as if the mechanisms to move the door have suffered a lot of damage. The door then gets stuck open. A thick metallic smell permeates the air.
Giving the inlays a more thorough inspection, you find that they are all severely damaged, and many parts are gone entirely. You suspect this may be caused by Rust Monsters.
Shining columns, exquisite statuary, and elaborate dioramas of battle scenes adorn this majestic hall. The figures stand in small niches in the walls and range from dwarven infantry to mounted cavalry riding all manner of beasts. Gold filigree, metallic plates, and ornate steel inlays decorate every aspect of the grand hall. Pristine marble floors run the chamber’s length, and halfway down the hall, twin flights of stairs sweep up to an elevated walkway. Orbs of magical light rest in sconces along the walls of the chamber, and at its far end a large stone stele is visible.
Map has been updated.

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Knowledge (Dungeoneering): 1d20 + 4 ⇒ (5) + 4 = 9
Daedîn will quietly and warily scout out the room...
Stealth: 1d20 + 20 ⇒ (2) + 20 = 22
Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Tracking (Perception): 1d20 + 17 ⇒ (15) + 17 = 32

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2d20 ⇒ (8, 13) = 21
Daedin enters the room and sees...
Two ancient guardian statues composed of hardened clay and stone. They are on both sides of the doorway, and have not yet acted.
One question at 25, 2 questions at 30.

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Stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 19 ⇒ (16) + 19 = 35 37 stone
K History: 1d20 + 2 ⇒ (19) + 2 = 21
Unable to help himself, Thorek likewise went in. He took in the sights with bated breath, trying to make sense of the murals. How old were they? Was there anything of significance to them? And what defenses, if any, would such areas usually have?

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Boftil follows his fellow dwarf in, muttering to himself under his breath as he walks. The surly dwarf is apparently quite overwhelmed by the place and seems to be dwelling on thoughts of the past and struggling with his inner demons. "Forgive me...it was mercy that was my undoing and I've spurned it ever since...but mercy is what I need now, to relieve the weight of my sins!"
Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 11 ⇒ (9) + 11 = 20 22 Stone

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Lorian joined the others, trying to stay out of the way of the dwarves as they examine the ancient structure.
Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
[dice=Perception[d20+2[/dice]

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Flora hangs back, letting the others lead.

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The two statues to the sides turn their heads and look at the non-silent dwarf that entered the room.
SPEAK TO US THE RIDDLE OF STONE.
Thorek I am going to use your knowledge history roll
Thorek knows that the riddle of stone is an ancient riddle that pre-dates the oldest known Dwarven text, but he doesn't know what it actually is. It has been lost to time.
Thorek Stonebeard Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Daedîn Initiative: 1d20 + 12 ⇒ (14) + 12 = 26
Boftil Badamber Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Sindelle Lifewater Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Matsu Anfial Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Flora Mossgreen Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Lorian The Peacemaker Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Green Statue Initiative: 1d20 - 1 ⇒ (6) - 1 = 5
Orange Statue Initiative: 1d20 - 1 ⇒ (3) - 1 = 2
Round 1: FIGHT!
Battlefield Conditions: Low Light
Daedin(-0,Fine)
Lorian(-0,Fine)
Flora(-0,Fine)
Thorek(-0,Fine)
Boftil(-0,Fine)
Green Statue(-0,Fine)
Matsu(-0,Fine)
Orange Statue(-0,Fine)
This lumbering figure is sculpted from soft clay. It wears filthyrags and crude jewelry, and its face is only vaguely humanoid.
1 Question at 25, 2 Questions at 30

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Thorek’s heart sank.
”The riddle of stone is an ancient riddle that pre-dates the oldest known Dwarven text, it has been lost to time. Ancestors forgive us we have to fight!”
Standard Action Divine Favor, move action studied target

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Flora gathers power and then fires a blast of ice at the green statue through the open doorway. She then steps back to get out of Matsu's way.
Empowered Cold Blast (touch): 1d20 + 15 ⇒ (14) + 15 = 29 Damage: 4d6 + 7 ⇒ (4, 6, 3, 6) + 7 = 26 *1.5 = 39 cold damage.

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Daedîn fires an adamantine arrow at the green statue...
Longbow: 1d20 + 10 + 1 + 1 + 1 ⇒ (12) + 10 + 1 + 1 + 1 = 25
Magic/Adamantine/Sneak Damage: 1d8 + 1 + 1 + 1 + 3d5 ⇒ (4) + 1 + 1 + 1 + (2, 4, 5) = 18
...and then moves 30' NE...

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Boftil groans loudly, the sound of resigned despair in his voice. "Guess there's no bloody mercy for me, then! Fair enough, I s'pose!"
He then moves in towards the orange tinged statue, swinging 'Regret' powerfully as he does so.
Controlled Rage. +4 STR. Power Attack.
Dwarven Longhammer +1: 1d20 + 11 + 2 - 2 ⇒ (8) + 11 + 2 - 2 = 19 Damage: 2d6 + 10 + 6 ⇒ (3, 1) + 10 + 6 = 20

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Lorian once again started cheering along the group with tales of bravery.
Inspire courage. Not sure where I am on the map as it only loaded the title screen. Please move me where I can inspire everyone without being in the middle of combat.

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Round 1: FIGHT!
Battlefield Conditions: Low Light
Daedin(-0,Fine)
Lorian(-0,Fine)
Flora(-0,Fine)
Thorek(-0,Fine)
Boftil(-0,Fine)
Green Statue(-18,Fine)
Matsu(-0,Fine)
Orange Statue(-0,Fine)
This lumbering figure is sculpted from soft clay. It wears filthyrags and crude jewelry, and its face is only vaguely humanoid.
1 Question at 25, 2 Questions at 30
Flora's blast pounds against the Golem, but it appears unaffected!
Daedin's adamantine arrow manages to pierce the golem's defenses!
Boftil moves forward and swings his weapon, but it glances off the golem's body!
Matsu acts after the first golem does!
The Green golem draws its weapon while moving forward and swings at Thorek!
Slam: 1d20 + 19 - 2 ⇒ (12) + 19 - 2 = 29
Berserk: 1d100 ⇒ 17
Damage: 2d10 + 7 - 2 ⇒ (8, 4) + 7 - 2 = 17+Cursed Wound
The Orange golem draws its weapon and swings at Boftil!
Slam: 1d20 + 19 - 2 ⇒ (6) + 19 - 2 = 23
Berserk: 1d100 ⇒ 14
Damage: 2d10 + 7 - 2 ⇒ (1, 5) + 7 - 2 = 11+Cursed Wound
Boftil and Thorek are dealt heavy blows! 17 Damage Thorek, 11 Damage Boftil The injuries dealt to both dwarves appear to glow with a strange magic.
Cursed wound, The damage the golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by the golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.
Matsu's arrow misses the golem!

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Round 2: FIGHT!
Battlefield Conditions: Low Light
Daedin(-0,Fine)
Lorian(-0,Fine)
Flora(-0,Fine)
Thorek(-17,Cursed Wound)
Boftil(-2,Cursed Wound)
Green Statue(-18,Fine)
Matsu(-0,Fine)
Orange Statue(-0,Fine)
Clay Golem: This lumbering figure is sculpted from soft clay. It wears filthyrags and crude jewelry, and its face is only vaguely humanoid.
1 Question at 25, 2 Questions at 30

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Flora decides she needs to hit these things hard and fast. She begins to gather energy...
Gather energy as a full round action.

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Thorek took his arrows that were covered in adamantine blanch and fired at the golem which had struck him (after 5ft stepping back)
Enfilading, Point Blank, Studied Target, Divine Favor, Bane, Rapid Shot: 1d20 + 16 ⇒ (14) + 16 = 30
Adamantine Damage: 1d8 + 2d6 + 10 ⇒ (1) + (4, 5) + 10 = 20
Enfilading, Point Blank, Studied Target, Divine Favor, Bane, Rapid Shot: 1d20 + 16 ⇒ (8) + 16 = 24
Adamantine Damage: 1d8 + 2d6 + 10 ⇒ (1) + (1, 5) + 10 = 17

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Boftil holds his ground, swinging twice at the huge golem before him.
Controlled Rage, Power Attack: 1d20 + 11 + 2 - 2 ⇒ (16) + 11 + 2 - 2 = 27 Damage: 2d6 + 10 + 6 ⇒ (6, 1) + 10 + 6 = 23
Iterative: 1d20 + 6 + 2 - 2 ⇒ (11) + 6 + 2 - 2 = 17 Damage: 2d6 + 10 + 6 ⇒ (2, 2) + 10 + 6 = 20

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Daedîn moves 10' south and fires another adamantine arrow at green...
Longbow: 1d20 + 10 + 1 + 1 + 1 + 1 ⇒ (18) + 10 + 1 + 1 + 1 + 1 = 32
Magic/Adamantine Damage: 1d8 + 1 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 + 1 = 10

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Boftil's weapon manages a blow against the golem, yet it appears to resist some of the damage.
Daedin and Thorek fire their ranged assault on the green golem, and it appears to be weakening fast!
Did you guys include bardic performance from Lorian?

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No, missed the IC. Please add that to Boftil's rolls.

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Round 2: FIGHT!
Battlefield Conditions: Low Light
Daedin(-0,Fine)
Lorian(-0,Fine)Delays
Flora(-0,Fine)
Thorek(-17,Cursed Wound)
Boftil(-9,Cursed Wound)
Matsu(-0,Fine)
Green Statue(-75,Dented)
Orange Statue(-14,Fine)
The Green statue delays until after Matsu to allow the GM some breathing room. Lorian delays also. If he doesn't post, bot strategy is to have him continue performance.

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Lorina stopped cheering the group on but they could still hear it echoing in their minds. Stepping forward, his rapier started to glow as he stabbed at the closest statue.
Rapier attack on orange: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 5 ⇒ (5) + 5 = 10
Lingering performance so it lasts for two more rounds. Swift action Arcane strike. 5' step and attack orange.

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Round 2: FIGHT!
Battlefield Conditions: Low Light
Daedin(-0,Fine)
Lorian(-0,Fine)
Flora(-0,Fine)
Thorek(-17,Cursed Wound)
Boftil(-9,Cursed Wound)
Matsu(-0,Delay)
Green Statue(-75,Dented)
Orange Statue(-13,Fine)
This lumbering figure is sculpted from soft clay. It wears filthyrags and crude jewelry, and its face is only vaguely humanoid.
1 Question at 25, 2 Questions at 30
The orange appears to shimmer as if it is moving faster! It swings its weapon three times!
Boftil takes hits: 1d3 ⇒ 2
1: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36
2: 1d20 + 19 - 2 ⇒ (15) + 19 - 2 = 32
3: 1d20 + 19 - 2 ⇒ (17) + 19 - 2 = 34
1: 2d10 + 7 - 2 ⇒ (6, 5) + 7 - 2 = 16
2: 2d10 + 7 - 2 ⇒ (4, 10) + 7 - 2 = 19
3: 2d10 + 7 - 2 ⇒ (4, 10) + 7 - 2 = 19
Rage: 1d100 ⇒ 83
Boftil takes two hits, and Lorian takes one!
35 damage to Boftil before DR, 19 damage to Lorian
The green Statue steps closer to Thorek and does much of the same!
1: 1d20 + 19 - 2 ⇒ (2) + 19 - 2 = 19
2: 1d20 + 19 - 2 ⇒ (2) + 19 - 2 = 19
3: 1d20 + 19 - 2 ⇒ (5) + 19 - 2 = 22
1: 2d10 + 7 - 2 ⇒ (5, 9) + 7 - 2 = 19
2: 2d10 + 7 - 2 ⇒ (8, 8) + 7 - 2 = 21
3: 2d10 + 7 - 2 ⇒ (1, 2) + 7 - 2 = 8
Rage: 1d100 ⇒ 61
Luck seems to spare Thorek from the worst of it, as none of the attacks connect!

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Round 3: FIGHT!
Battlefield Conditions: Low Light
Daedin(-0,Fine)
Lorian(-19,Cursed Wound)
Flora(-0,Fine)
Thorek(-17,Cursed Wound)
Boftil(-40,Cursed Wound)
Matsu(-0,Delay)
Green Statue(-75,Dented)
Orange Statue(-13,Fine)
This lumbering figure is sculpted from soft clay. It wears filthyrags and crude jewelry, and its face is only vaguely humanoid.
1 Question at 25, 2 Questions at 30

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Focusing on the golem attacking him, Thorek kept firing.
”Kols! I fight because I must. Guide my arrows!”
Enfilading, Point Blank, Studied Target, Divine Favor, Bane, Rapid Shot: 1d20 + 16 ⇒ (15) + 16 = 31
Adamantine Damage: 1d8 + 2d6 + 10 ⇒ (1) + (2, 4) + 10 = 17
Enfilading, Point Blank, Studied Target, Divine Favor, Bane, Rapid Shot: 1d20 + 16 ⇒ (19) + 16 = 35
Adamantine Damage: 1d8 + 2d6 + 10 ⇒ (1) + (4, 5) + 10 = 20
4 hits in a row! But 4 1s on damage.

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Not looking pleased by the wounds being inflicted upon him, Boftil shows no signs of backing down, however. He swings his big hammer twice before stepping aside just a few few feet to provide more access for his ranged focused companions.
Controlled Rage, Power Attack: 1d20 + 11 + 2 - 2 ⇒ (18) + 11 + 2 - 2 = 29 Damage: 2d6 + 10 + 6 ⇒ (4, 3) + 10 + 6 = 23
Iterative: 1d20 + 6 + 2 - 2 ⇒ (20) + 6 + 2 - 2 = 26 Damage: 2d6 + 10 + 6 ⇒ (2, 5) + 10 + 6 = 23
Iterative Crit Confirm?: 1d20 + 6 + 2 - 2 ⇒ (20) + 6 + 2 - 2 = 26 Damage: 2d6 + 10 + 6 ⇒ (3, 2) + 10 + 6 = 21

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Daedîn moves 5' west...if Thorek's arrows bring green down, he'll fire two adamantine arrows at orange...if green is still up, he'll fire both at green...
Longbow: 1d20 + 10 + 1 + 1 + 1 + 1 ⇒ (15) + 10 + 1 + 1 + 1 + 1 = 29
Magic/Adamantine Damage: 1d8 + 1 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 + 1 = 6
Longbow: 1d20 + 10 + 1 + 1 + 1 + 1 ⇒ (20) + 10 + 1 + 1 + 1 + 1 = 34
Magic/Adamantine Damage: 1d8 + 1 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 + 1 = 10
Confirm: 1d20 + 10 + 1 + 1 + 1 + 1 ⇒ (2) + 10 + 1 + 1 + 1 + 1 = 16