
| Koldur of the Axe | 
 
	
 
                
                
              
            
            "Do we have such available to us?" Koldur asks.
"Or we toss stones instead."

| Johanna "The Cat" Sinclair | 
 
	
 
                
                
              
            
            "So does the trapped tiles not radiate magic? The tiles not radiating magic should be the correct path right Halseen?"
Asking again as wolf seems to have missed we were trying this.

| GM Wolf | 
 
	
 
                
                
              
            
            As stated above, all of the runes appear showing the evocation school with the same spell power. All of the tiles show magical. Using detect magic will not help you navigate the puzzle, though using a different spell might help. Not all the avenues have been investigated that might help with it either.
All tiles radiate magic.

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Koldur studies the stones.
Perception 1d20 + 9 ⇒ (2) + 9 = 11
Add +2 for stonecunning if applicable
Knowledge (Enginneering) 1d20 + 4 ⇒ (5) + 4 = 9 
wow I just absorbed all the low rolls.
Looking at each stone, he tries to find if there's a pattern that they can use to navigate.

| Koldur of the Axe | 
 
	
 
                
                
              
            
            "Does the lever do the same for the other tiles?" Koldur asks as he notes the position of the Moon tiles.

| Halseen Surtova | 
 
	
 
                
                
              
            
            "I don't thing so it only have a moon on it. If I had to guess they are the dangerous tiles and the lever was a hidden bypass. Sometimes I depend too much on magic and not enough on my brain. I don't expect you to test it so I will."
Hal steps on a star tile. If he does not blow up sun tile.

| GM Wolf | 
 
	
 
                
                
              
            
            Well Hal, you would have trouble getting to the first star tile. So stepping on the sun tile and nothing happens. In order to not accidentally step on a star tile you can take your time or quickly getting over taking five Acrobatic checks DC 5.
I am going to assume Hal goes first and the rest of you wait. Is there anything else you want to look for while you walk on the sun tiles, (perception check), or are you just planning on to get to the other side?

| Halseen Surtova | 
 
	
 
                
                
              
            
            Acro: 1d20 + 2 ⇒ (3) + 2 = 5
Acro: 1d20 + 2 ⇒ (5) + 2 = 7
Acro: 1d20 + 2 ⇒ (7) + 2 = 9
Acro: 1d20 + 2 ⇒ (6) + 2 = 8
As he is going Hal looks for other trap mechanisms, creatures, runes and writing, new magical auras, anything out of place.
Hal is wildly looking for anything that can hurt him. This is a stupid place for a sorcerer.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Koldur looks at the daring mage.
He's insane. Brave but still insane. he thinks.

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Koldur hears the noble call and following in his footsteps is among the first to arrive.
"I give you due respect where it's due laddie. I assume you have found something judging by the urgency of your call?"

| Koldur of the Axe | 
 
	
 
                
                
              
            
            "They can also hold guardians." Koldur agrees.
Calling on the rest, the dwarf will enter the room first once they arrive.

| GM Wolf | 
 
	
 
                
                
              
            
            Koldur goes in first as the rest of the group slowly follows the path. The wall spins with the agile dwarf next to it. The room beyond is filled with treasure on the walls but there is still a path forward. At the end of the 25 foot long treasure room stands a stone door. Bones adorn this archway a bird's skull with a long beak dominates the top of the arch. Other bones are laid out on the arch following drawn black wings. There are three missing bones. There are four ever burning torches that light the room. Piles of gems and coins dominate the floor as different strange yet beautiful artwork and sculptures dominate the walls.

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Koldur glances around the room, seeking potential danger.
Perception 1d20 + 9 ⇒ (5) + 9 = 14
Stepping forward cautiously, he makes his way towards the stone door and examines it.
"Now now, why would treasures be behind a revolving wall?"

| GM Wolf | 
 
	
 
                
                
              
            
            The archway emits a faint residue of magic. The four torches are magical. One of the statues emits magic, a silver voluptuous figure of a naked female with two curved daggers.
Lesser Entice Fey once and the object will crumble.
The faint magic is conjuration. The magic on the torches is merely light.

| Halseen Surtova | 
 
	
 
                
                
              
            
            Spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30
Spellcraft: 1d20 + 12 ⇒ (15) + 12 = 27
Spellcraft: 1d20 + 12 ⇒ (6) + 12 = 18
Just to see if there is anything interesting other than light or any potentially dangerous auras.

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Hearing the man speak, Koldur replies.
"Still alive. no sign of additional guardians though with quite a bit of treasures."

| GM Wolf | 
 
	
 
                
                
              
            
            Halseen and Koldur what do you do?

| Koldur of the Axe | 
 
	
 
                
                
              
            
            "Anything magical or possible threat here?" Koldur asks the man.

| Johanna "The Cat" Sinclair | 
 
	
 
                
                
              
            
            Sorry I was away the last few days then playing catch up at work.
Johanna would follow along after.
"Easy there kitty."
Handle Animal: 1d20 + 9 ⇒ (11) + 9 = 20
"How is this thing alive? No food, no water. Perhaps it's animated or a zombie kitty."
She frowns.

| Johanna "The Cat" Sinclair | 
 
	
 
                
                
              
            
            Curiously she detects evil toward the kitty trying to determine if it is undead. She holds the necklace out to Halseen.
"Can you identify it? Here kitty." Assuming it doesn't detect she tries to call the cat over. She will tear a tiny bit of jerky to try and lure it.
"So the bones go in the arch way. Perhaps a secondary treasure room or a secondary path out. Let's gather the bones and put them back in place. It could be nothing but we should try I think."

| Johanna "The Cat" Sinclair | 
 
	
 
                
                
              
            
            Is it toxic or hard to breath? I assume we can no longer see.
Johanna takes a deep breath at first but then as the smoke stays around she calls out to the others.
"You alright? This will make things more difficult."

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Koldur crouches low and pulls up his hood tighter around him as he attempts to use his sleeve as a makeshift filter.
"Make your way our and then we'll see if there's any other surprises."
The old weaponmaster does make sure to keep one hand on Moonshine though. Axe in hand he moves slowly but surely.

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Koldur prepares himself as he loosens his muscles and checks his axes.
"I'm guessing those are guardians and they'll come alive once we step in closer."taking in a stance
"It would be nice to be wrong."

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Koldur advances cautiously.
Perception 1d20 + 9 ⇒ (5) + 9 = 14 
"Anyone knows anything about those armor suits?" he asks.

| Johanna "The Cat" Sinclair | 
 
	
 
                
                
              
            
            Johanna extends her hand and detects evil. Worried the body may be cursed to undeath and will stir as well as they approach.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14

| GM Wolf | 
 
	
 
                
                
              
            
            You notice that there are bones within the 'guardians' though they don't move. Or at least have not moved yet.
Koldur enters the room off of the tiles and nothing moves yet. Followed by Halseen's companion, Halseen, Johanna and the rest. Though as Johanna steps off the tiles, the figure lying down on the tomb sits up and states in a hoarse distorted voice, "INTRUDERS!" Map will be updated in a few minutes.
1st Round: Presence of evil.
init: 1d20 + 3 ⇒ (11) + 3 = 14 Johanna
init: 1d20 + 8 ⇒ (19) + 8 = 27 Koldur
init: 1d20 ⇒ 15 Jevar
init: 1d20 + 2 ⇒ (11) + 2 = 13 Halseen
init: 1d20 ⇒ 3 other dwarf... now NPC
init: 1d20 ⇒ 9 skelton guards
init: 1d20 ⇒ 7 boss
init: 1d20 ⇒ 2 other
Init:
27 Koldur
15 Jevar
11 Halseen
11 Johanna
Enemies
other dwarf
Perception DC 17, to jump into action during the surprise round.

| Koldur of the Axe | 
 
	
 
                
                
              
            
            Perception 1d20 + 9 ⇒ (2) + 9 = 11 
I have Uncanny Dodge.
"I guess that answers my question on whether they're guardians or not." mutters Koldur.

| Johanna "The Cat" Sinclair | 
 
	
 
                
                
              
            
            As the creature rises and calls out intruders Johanna calls upon her faith to smite it and moves forward flying into a rage she attacks the abomination.
Smite/Rage Power attack: 1d20 + 14 + 6 - 2 ⇒ (6) + 14 + 6 - 2 = 24
Damage: 1d8 + 7 + 4 + 6 ⇒ (7) + 7 + 4 + 6 = 24
Current AC 21 vs guards, AC 27 vs Boss
 
	
 
     
     
    