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"Magical 'insert'? What would that be? a crowbar? a key of some kind? but considering how old these ruins probably are, how would you find a key after so much time? The key could have been taken anywhere after these doors were sealed." he says, musing half aloud, half to himself.
He shrugs and looks to the others, lofting a brow as he notices Ori has a tail. He says nothing, but his shoulders twitch slightly as he considers his own heritage. Ori and he obviously have something in common - an otherworldly ancestor, though of quite disparate origins. Still that didn't mean they had to be like oil and water... he was far more open-minded than others of his own kind in that regard.

Brayden Green |

I decided against the faction missions. I'm not really sure where they would have gotten that instruction from, since they haven't been in contact with their people. I see the faction missions as a "reason for them to be there" and everyone already has a reason for being here as a carryover from the first part. I also heard from a couple reviews that the interactions were stupid and a distraction. What was your feeling?

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Trailing a bit behind the others as she flexes her shoulders trying to work the stiffness caused by unloading the wagon, Shilyn stops near Amnur and asks, "Juliet, have you found any openings within the door itself that may suggest a key such as Ori is thinking about?"
Turning her head slightly to Amnur, she softly whispers, "Like the one we know about.."

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Amnur leans sideways a little to pick up Shi's whispered words, then nods his armored head with a barely perceptible dip. Of course the armor isn't well oiled and creaks as he does so, but visually it's very suave.

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No worries; what you did is similar to what another scenario does (Rats of Round Mountain). In my game, I had the door take a while to open so the players would have a good justifiable time/reason to interact with the others in the camp.

Brayden Green |

Yeah, I imagine that a key would do the trick. It wouldn't be any old key though. It would be necessity be old, and have a magical aura, even after all these years.
We have thought that this opening here would be most likely where the "key" would go, if such a thing existed."

Brayden Green |

Oriandor, interesting.

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With a nonchalant shrug, Shilyn looks over at Oriandor. "Yup, she was. Notice she didn't get it though," she says with a grin.

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Can't remember what was decided about who was grabbing the key, whether it was Shi or Amnur..heh
Walking over to examine the door, Shilyn runs a practiced hand lightly over it as she lets her eyes take in as much detail as possible looking for anything out of the ordinary.
perception: 1d20 + 11 ⇒ (19) + 11 = 30
Satisfied, she turns to Amnur and says, "Well, let's see if that key everyone wanted is the one we need for this door shall we?"

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I don't remember who grabbed it either... but I do recall the conversation! :) Sorry the the absence.
At the reminder from Oriandor the dwarf grins and surreptitiously pulls the golden key out and flashes it towards Shi. He does look over his shoulder to see if Mylvi has returned, but whether she has or hasn't by now he pulls it forth and places it in the apparent key-hole with an excited (and slightly maniacal) grin.

Brayden Green |

Shilyn, has (had) the key.
Yea! We got to putting the key in, and that only took about 3 days! Hoorah, and all that! ;P
Nothing happens as Amnur tries to shove it into different holes, each one with great grandeur and spectacle (on his part). May I try? she says and asks for the key. She descends the terraced excavation to the door and spends several minutes tracing her hands along various pictographs and symbols, constantly looking to the key and then back to door. Without warning, she slaps the key into a space that just moments before wouldn’t have fit it, and the door slowly, silently, opens outward to reveal a set of wide stairs descending into darkness.
She turns back to the the group with a huge grin on her face, but as she’s about to speak, a horn sounds from the tower over the palisade gate and the camp suddenly leaps into action. Dias swears loudly, and tells you “That is the alarm. They are on the attack again. Explore the complex, find out what might be in there, and hope to the gods it’s something that will help us. I have to organize our defense. Go! GO!”
<<Adventure Music Starts Playing>>

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Amnur, caught up in the moment, draws his waraxe and raises it high with a flourish. "ROANOOOCK!!" he shouts, and charges down the stairs into the darkness, his dwarven eyes making things clear as he quickly descends.

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Shaking her head as Amnur runs off into the darkness she mutters, not to quietly, "I've got a bad feeling about this.." as she pulls her bow from her shoulder and sets the string.
Casting a quick glance at the others she asks, "Well, shall we?" then spins around toward the door and takes off after the dwarf.

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Varian looks down into the darkness and sighs, then follows Shi down into the darkness, glad of his ability to see in it. He moves a bit more cautiously than the dwarf did however.

Brayden Green |

Into the "tomb" you go.
**Here is a map of the encampment**
A wide set of stairs descends into an enormous room, measuring
thirty-five feet wide by forty feet long, and more than thirty
feet tall. The entire room smells sickly sweet, but the floors,
wall, and ceiling are all smooth and clean—rather similar to
the sphere in the ground outside. Four enormous monoliths,
fifteen-foot-tall human-shaped metal statues, rest in the four
corners of the room. They’re made of white metal, almost
like a suit of full plate sized quite large, but without anything
discernible as a face.

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Varian stares at the statues in awe. "These are amazing. It does smell odd in here though." He waits for the dwarf in the lead to choose a path.
While waiting, he casts detect magic and scans the room with his enhanced vision.

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Amnur skids to a halt at the bottom of the stairs, impressed and curious. "Wheres the dwarves?" he muses aloud, considering the human-shaped statues. He takes a quick look around, rapping the statues lightly with an armored knuckle.
Perception: 1d20 ⇒ 5

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Finally catching up to Amnur, Shilyn simply shakes her head and mutters before reaching over to semi-playfully rap the dwarf on the hand. "You know.. one day you're going to get me killed running off like that.. and when that happens, I'm so going to be upset.. and DON'T touch! Remember the carvings in the last cave we were in? Fire.. water.. drowned dwarf?"
She takes a moment to look around at the metal statues. "Time to earn my pay I think," she says as she shoulders her bow and begins giving the area a very hard look..
perception: 1d20 + 11 ⇒ (2) + 11 = 13

Brayden Green |

You don't detect any traps or anything wrong here.
I am home today for the first time in 3 days (Kate's family was in town for a big event for her brother, so we spent the weekend being ushered around. Should be able to move the needle a lot more today if you are all ready and willing.

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Keeping the detect magic up, Varian approaches the opening to the next chamber. Without entering the next room, he extends his sight to encompass as much of that room as he can, still detecting for magic. If he sees anything move, however, he will jump back and let others take the lead.

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Onward and upward, or downward. Now, looking at that map...
Not seeing anything noteworthy Amnur turns towards the west with a gesture indicating Ladies first to allow Shi a chance to check for anything nefarious. "Lets keep on." he says gruffly, eager to press ahead. Is there a door there? The map doesn't show any.
EDIT: He keeps a close on for Varian to react to anything, ready to charge ahead if the man spots anything unpleasant.

Brayden Green |

No door, just a chamber.
This 5-foot-wide hallway extends east to west, with six
10-foot-by-10-foot alcoves splitting off to the north and
south, three on each side. The alcoves contain what appear
to be stone sarcophagi made of the same smooth, white
material as the iron golems, but lacking lids. Small piles of
sand, recently disturbed, rest in front of each of them.

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Amnur frowns at the disturbed sand, "Anyone know what's been down here so recently?" he takes a moment to peek into one of the sarcophagi.

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Shilyn looks at the piles of disturbed sand, squatting down next to one to get a better look. "Odd.. sand where there is nothing but dirt and hewn rock. Either something went into those coffins.. or came out of it. It's the later I worry about."
Raising to her feet, she proceeds cautiously as she moves forward.

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Varian follows behind, continuing to concentrate on the detection looking forward into the last visible chamber.

Brayden Green |

I was just waiting to hear from everyone because there may or may not be (but probably is) a combat coming. Which is probably no surprise to you when you look at a map that has a 5 foot hallway and 6 recesses...
Also, I'm sick right now along with the rest of my family (YAY!) so I'll post details on the stuff later tonight, as long as our sicktuation permits..

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I'm temp-GM for the duration of this battle, or until B feels better. Lets just stick to the spoilered format and we'll all make it through I think. :)
Initiative
Flori1d20 + 4 ⇒ (20) + 4 = 24
Mylvwara1d20 + 2 ⇒ (13) + 2 = 15
Varian1d20 + 2 ⇒ (12) + 2 = 14
Shilyn1d20 + 3 ⇒ (19) + 3 = 22
Amnur1d20 + 1 ⇒ (13) + 1 = 14
Skeleton1 1d20 + 6 ⇒ (20) + 6 = 26
Skeleton2 1d20 + 6 ⇒ (6) + 6 = 12
Skeleton3 1d20 + 6 ⇒ (17) + 6 = 23
Skeleton4 1d20 + 6 ⇒ (2) + 6 = 8
Skeleton5 1d20 + 6 ⇒ (11) + 6 = 17
Skeleton6 1d20 + 6 ⇒ (15) + 6 = 21
Suddenly, after Amnur peeks inside and the group starts moving cautiously westward, the six long-dead skeletons inside each alcove animate! Rising up they turn hungry eyes towards the invaders into their long undisturbed tomb.
- Init Round 1
- Skeleton1
- Flori
- Skeleton3
- Shilyn
- Skeleton6
- Skeleton5
- Mylvwara
- Varian
- Amnur
- Skeleton2
- Skeleton4
Go ahead and place your tokens where they ought to be. I put myself by Skeleton1 cause I'd already said Amnur had peeked into a sarcophagus. The top right skeleton is #1, bottom right #2, mid-top #3 and so on.

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color me lame - i can copy my character image, but i can't seem to paste it on the map - can you put me two or three squares behind amnur please?

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thanks

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I'm back! Whew! Just to save you some time Amnur, I'll roll my initiative and declare my action now, if that's not too presumptious.
Ori init: 1d20 + 3 ⇒ (4) + 3 = 7
Bored with the large statues (seeing nothing of immediate value and too large to try and take out), the tiefling slowly walks behind Amnur. Looking for something of value, Oriandor is completely unaware of the skeletons until they start to attack, and draws his weapon in response.

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I actually was even MORE presumptuous Oriandor, and rolled init myself :D. The init order is posted up above. Just needing the actions now. Feel free to modify yours if the preexisting init order would change things for you.
EDIT: As for the map, you should be able to move your pieces now. The 'background' image wasn't 'back' far enough and so it was hiding your pieces. That's been corrected. FYI. I'll place your pieces now since I'm in there.

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Amnur - looks like you missed Ori in the inits though - I don't seem him on your list, so I can see why he rolled.

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Attack&Damage: 1d20 + 5 ⇒ (13) + 5 = 181d10 + 3 ⇒ (10) + 3 = 13