
|  Wyldyrn Coramnís | 
 
	
 
                
                
              
            
            Wyldyrn looks at the mirror oddly. "You seem oddly at peace with your fate... Also, how are we to retrieve those items from a mirror? It would seem to follow that if you cannot escape, then neither would those compasses. Although, magic is nothing if not strange and oddly chaotic." He shrugs and attempts to take the items from the mirror.

|  Wyldyrn Coramnís | 
 
	
 
                
                
              
            
            Knowledge: Arcana: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Wyldyrn reaches into the mirror.

|  Wyldyrn Coramnís | 
 
	
 
                
                
              
            
            Wyldyrn reaches in and watches in awe as he is able to interact with the strange reflection. "This is absolutely fascinating! I must study this mirror more thoroughly when I have more time to devote!" He will then remove the compasses from the mirror. "Thank you, milady. Perhaps we will be able to find a way to release your soul from this torment."

|  The Black Crow | 
 
	
 
                
                
              
            
            The Black Crow just scratches his beak, not sure what to make of the whole exchange.
Especially since the forums have been almost impossible to get into these last few days...

|  Qstor | 
 
	
 
                
                
              
            
            I'll move things along if that's ok
Wyldyrn realizes that the compasses need to be immediately placed in the special containers the professor gave you. The compasses fit perfectly. The lady in the mirror thanks you and wishes you well. A full search of the Manor turns up nothing else of interest. You debrief the professor on your findings in the Manor and he thanks you. He urges you to rest then investigate a Kellid ruin not far from here.
End part 3 note for part 4 is up

|  Galdaric Torvalov | 
 
	
 
                
                
              
            
            "It simply means something that is built of a single continuous stone," Galdaric says. "That being said, collections of large monoliths are frequently associated with arcane, divine, and occult energies. Let's go."

|  The Black Crow | 
 
	
 
                
                
              
            
            "Oh, so you mean when they sacrifice someone or something, the lightning flashes red? I guess we'll find out."
Ready to move one...

|  Qstor | 
 
	
 
                
                
              
            
            You guys can make knowledge rolls or Gather Information check to know more about the area
There's a local village Dunhob not far from the area.
Gather Information or Knowledge (local)
ruins, believing them cursed and dangerous. Dunhob
folk wisdom insists that sprinkling iron shavings near
the edge of Kellid ruins protects you, since the creatures
within are forced to stop and count the shavings before
chasing you.
complex beneath it, though the few villagers brave or
foolish enough to venture nearby haven’t seen anything
more dangerous than a few bugs.
monolith, designed to keep a great evil within that would
sweep across the land and lay waste to everything.
Knowledge (history)
was Ustalav, and, depending on the tribe, they both
worshipped and warded against powerful ancient evils.
this part of Ustalav, he killed all the living but left
many of the ancient Kellid sites untouched. After he was
defeated, the Ustalavs reclaimed the land.
deep into the earth through a well below the monolith
to escape the Whispering Tyrant—a well that the ancient
Kellids knew to be a gateway to evil. After the Whispering
Tyrant was defeated in the Shining Crusade, crusaders
sealed the well, trapping any surviving nobles below.
as you get closer to the monolith you see
The great monolith of the ancient Kellids towers over the barren 
hillside. A distant flash of red lightning silently illuminates 
the muggy air, revealing a hole that gapes in the slope like a 
toothless mouth. Several dozen feet away rises a low mound 
of dirt and loose rock.
the tracks of a claw-footed humanoid figure with two legs
and hands that reach the ground, leaving tracks of their
own. The tracks lead to and from the monolith via the
newly dug tunnel
if you check out the monolith closely
Eye, consisting of an eye within an elongated hexagon.
You can also decipher some
of the glyphs around the eye, consisting of “protection,”
“stone,” “grave,” “pit,” and “evil.”

|  The Black Crow | 
 
	
 
                
                
              
            
            Knowledge Local: 1d20 + 1 ⇒ (18) + 1 = 19
Knowledge History: 1d20 + 1 ⇒ (17) + 1 = 18

|  The Black Crow | 
 
	
 
                
                
              
            
            "Did you guys catch what the locals think about the monolith? Apparently they think its cursed and dangerous. But somehow they think a pile of iron shavings is going to save you if you toss it at the edge of the ruins. Right, like that's something everyone has just sitting in their pocket."

|  Flavias Gulianus | 
 
	
 
                
                
              
            
            Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
Flavias asks around...
Before relating to the party [b]"Well there's something dangerous there to be worried about. Glyphs of great power are inscribed on the monolith, something about keeping a great evil entombed. Lets be careful what we mess with.
survival: 1d20 - 1 ⇒ (9) - 1 = 8

|  Etham Falco | 
 
	
 
                
                
              
            
            Survival: 1d20 + 6 ⇒ (1) + 6 = 7
Etham draws his sword and points it at the cave entrance.
"I guess that's where the great evil is. And where we're going...

|  Galdaric Torvalov | 
 
	
 
                
                
              
            
            Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge (history): 1d20 + 6 ⇒ (12) + 6 = 18
(Take 10 on the second History check for 16.)
Galdaric inspects the monolith closely. "Indeed. It seems that followers of Gorum imprisoned something here. From what I understand, even the Whispering Tyrant left some Kellid sites like this one untouched."

|  The Black Crow | 
 
	
 
                
                
              
            
            perception: 1d20 + 6 ⇒ (1) + 6 = 7

|  Qstor | 
 
	
 
                
                
              
            
            Flavias determines that the door/pile of rubble to the north isn't trapped.
who created the monument, as though they needed its power
to keep whatever lived below from emerging
you can guys place yourselves on map 4 please thanks!

|  The Black Crow | 
 
	
 
                
                
              
            
            knowledge engineering: 1d20 + 1 ⇒ (19) + 1 = 20

|  The Black Crow | 
 
	
 
                
                
              
            
            "Does a place that scares people off usually have tunneling activity under neath it Shaggy?" ponders the Black Crow to the group.

|  Etham Falco | 
 
	
 
                
                
              
            
            "Either something got out or dug its way in. There's only one way to find out."
Etham casts Light on his shield boss and enters the cave.

|  The Black Crow | 
 
	
 
                
                
              
            
            perception: 1d20 + 6 ⇒ (10) + 6 = 16
The Black Crow gives a studious inspection with his avian eyes.

|  Qstor | 
 
	
 
                
                
              
            
            
The walls and ceiling of this eerie chamber are made from 
row after row of stacked bones, layers of skulls, rib cages, and 
arm and leg bones piled from floor to ceiling and cemented in 
place. On the far wall, red dyed skulls have been arranged into 
the symbol of an eye within an elongated hexagon.
you guys see two "large" centipedes lurking in the corner
Combat - you guys are up.

|  Flavias Gulianus | 
 
	
 
                
                
              
            
            Flavias does his best to ignore the creepy surroundings for now and slips forward into the room, firing off a quick shot from his bow at the centipede straight south.
longbow: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d8 ⇒ 3

|  The Black Crow | 
 
	
 
                
                
              
            
            "Time to feel the glory of metal!"
The Black Crow starts testing the acoustics of the chamber by thrashing some chords.
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)

|  Wyldyrn Coramnís | 
 
	
 
                
                
              
            
            Wyldyrn draws out his elven blade and imbues it with some of his resonant focus...
Move Action - Draw weapon. Standard Action - Burn 1 point of mental focus to use Legacy Weapon on my blade (+1 enhancement bonus for 1 minute).

|  Etham Falco | 
 
	
 
                
                
              
            
            Etham mimics Wyldyrn and imbues his weapons with magic before advancing into the room.
Casting Lead Blades and moving.
He then orders Dawneye to attack the vermin furthest from the entrance.
Handle Animal DC 10: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

|  Galdaric Torvalov | 
 
	
 
                
                
              
            
            "Interesting decor," Galdaric comments.
When combat starts, he runs forward to where he'll have a clear shot on what quickly is the one remaining centipede, and fires his crossbow at it.
Crossbow attack, including PBS: 1d20 + 3 ⇒ (6) + 3 = 9
Damage including PBS: 1d8 + 1 ⇒ (1) + 1 = 2

|  Etham Falco | 
 
	
 
                
                
              
            
            Etham charges the surviving centipede.
Attack, IR, charge: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14
Damage, IR, lead blades: 2d6 + 3 + 1 ⇒ (4, 6) + 3 + 1 = 14

|  Dawneye | 
 
	
 
                
                
              
            
            Fortitude: 1d20 + 5 ⇒ (3) + 5 = 8
Dawneye retaliates against the centipede.
Bite, IR: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Talon, IR: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage, IR: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Talon, IR: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage, IR: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

|  The Black Crow | 
 
	
 
                
                
              
            
            The Black Crow moves in with the rest of the party.
Apparently he needed to play catch-up with a double move?"

|  Wyldyrn Coramnís | 
 
	
 
                
                
              
            
            Wyldyrn moves up into combat and prepares to slice the giant insect into pieces.
Double Move.
 
	
 
     
    