
| Kwin Avassar | 
 
	
 
                
                
              
            
            Examining the grooves in the southern teleporter, Kwin flips a coin twice, before declaring their direction.
1 north, 2 west, 3 south, 4 east. 1d4 ⇒ 3
We'll set it for south and move on, respective weapons at the ready.

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            Once again activating the teleport disk, the party vanishes in a bright flash of light. This time, when you arrive on the other size however you find it much brighter than you expected! It takes a few moments for it to sink in, but you are no longer under ground. You are standing outside, under the open sky!
You are standing in the middle of a tomb complex. In stark contrast to the lush greenery of the hills lies a large sunken graveyard laid out in the shape of a cross. Rather than towering above the ground, the graves have settled into depressions, and the main mausoleum, a building of strange green stone, rests in the deepest depression some 40 ft. below the ground on which you now stand. At the other end of the grave filled hollow stands what appears to be a stone well. There are no gravestones near it. The normal sounds of wildlife are gone, and large carrion birds circle overhead. An ominous silence rests about the place. Each of you knows in your heart that you have found the legendary dungeon of Rappan Athuk. And though none dare speak it, you wonder if you will live to return to the warmth of hearth and home.
In the courtyard is a life-sized statue of a dwarf on a 4 ft. by 4 ft. stone block. He looks to have been a great warrior, and dwarven runes adorn the front of the pedestal. This rather large tombstone, crested with the statue of a dwarf, seems to have been visited frequently. The dwarven runes read “Blessed is he who spares these stones/And cursed be the man who moves my bones.” Examination of the base of the statue reveals a small compartment that is easily opened. It is not trapped. Inside is an iron key, which has a magical aura of conjuration.
Map updated, but it's a bit crude. The scale is s%$$ on the original (1 sq = 20 ft) but we'll do the best we can with it. To be clear, you've teleported into the middle of a graveyard which is actually about 40' below the surrounding ground level. All the little brown rectangles represent clusters of graves. And you are standing next to a stone statue of a dwarf. There is no return teleport disk.

| Parfin Groud | 
 
	
 
                
                
              
            
            Where are we? Did we go far? Any ideas at all? Parfin will take a closer look around to see if there are any threats in the area.
So we are in that little red box I guess?

| Kwin Avassar | 
 
	
 
                
                
              
            
            "Um, I am not completely sure where we are now. If we get out of this depression, perhaps we can see a landmark that may tell where we are. With powerful enough magic behind it, a teleportation can send us thousands of miles. We should stick together as we look around. Remember, it was a tool of Orcus that put us here, and a graveyard is a likely power center for him. Undead or other minions may lurk about."
Can we climb up the side of the depression to get a look around a get our bearings?

| Kwin Avassar | 
 
	
 
                
                
              
            
            Reminded by Parfin of the discovery of the key, Kwin says "I'm sure we'll find a use for it. Probably sooner than later. Let's examine the graveyard some. Perhaps there are clues on or near the gravestones that will show us the entrance. But stay close together, just in case."
Kwin's first priority is to find high ground to see if they can tell where they are. After that, investigating the graveyard for clues.

| Parfin Groud | 
 
	
 
                
                
              
            
            Sure, good idea. I'm just not sure we're ready to delve inside right this moment.
Parfin will investigate some of the grave sites to see if anything can be learned from them (age, condition, etc.)

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            Parfin: yes. You guys are starting in that little red box.
1d5 ⇒ 3
1d100 ⇒ 94
WM1: 1d20 ⇒ 8
WM2: 1d20 ⇒ 19
There are 3 different mausoleums near where you are. The largest and main one directly south of you and smaller ones on either side west and east of you. The main mausoleum is a huge stone building, its outer side carved in a grisly bas-relief of demons, devils and other creatures of the underworld. Hundreds of skulls have been carved into the stone. The building extends fully 60 ft. long and is over 40 ft. wide. There is a set of carved stairs leading down to a set of huge iron doors. Ringing the top of the building are numerous demonic statues made of a strange green stone. They seem to stare at you all.
The smaller mausoleums are made of the same green stone as the main mausoleum. They lack the intricate carvings and the green stone statues of the main building however.
Kwin is certain you'll be able to climb back up to ground level fairly easily to try and get your bearings (a Know (Geo) check should do the trick). You know that Rappan Athuk is supposed to lay roughly 30 miles southeast from Zelkor's Ferry, though there is no direct road or well established path.
Looking around the immediate area Parfin checks out the closest cluster of graves. Nine graves lie filled with fresh earth and makeshift markers. Some of you recognize a few of the famous names, those legends of your own time — a grim foreshadowing of things to come. A tenth grave is present as well, only it is empty and freshly dug. Towering over it, a marble gravestone bears the name of Kwin Avassar.
Near the graves there are two 3 ft. diameter holes leading down into darkness; bits of cloth and bone lie about the entrance to the holes.

| Parfin Groud | 
 
	
 
                
                
              
            
            Errr, Kwin... you wanna take a look at this? Parfin will look down the 3' wide holes and see if there is anything to see.

| Kwin Avassar | 
 
	
 
                
                
              
            
            Errr, Kwin... you wanna take a look at this? Parfin will look down the 3' wide holes and see if there is anything to see.
Kwin will look at the holes. "Hmm. Maybe ghouls? That would be consistent with a graveyard... Does anyone have experience tracking that might be able to tell what has been going in and out of these holes?"

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            It looks as though a small sized character could try to enter into one of the holes. Otherwise there is not much else to see.

| Kwin Avassar | 
 
	
 
                
                
              
            
            Looking at the size of the hole, Kwin speculates "Kobolds? Goblins? Giant rats? Or maybe a really, really big snake." He shrugs to confirm that he is just guessing.
When we are done looking at the holes, Kwin will ask one of the fighters to walk up the slope with him to get our bearings.
Knowledge (geography) 1d20 + 9 ⇒ (9) + 9 = 18

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            WM: 1d100 ⇒ 81
WM: 1d100 ⇒ 46
The holes are about 4 feet deep and appear to connect to some kind of small tunnels running both northwestish and south. They are certainly cramped but Rose could climb in if she wanted. Rose and Dobin notice some dried animal droppings in the hole among some of the scraps of cloth and bone.
Kwin and Parfin climb up and look around. Kwin is quite certain that the body of water he can see several miles to the east is Desperation Bay. Heading generally northwest will lead back to a the Coast Road which crosses the Kasai river and you could follow it west back to Zelkor's Ferry.

| Kwin Avassar | 
 
	
 
                
                
              
            
            Kwin's face lights up when he looks around from above the depression. He tells Parfin "Ah! Desperation Bay!". He points it out to the east. He points northwest and adds "If we go that way, we'd cross the Coast Road. Then we follow it to the Kasai River, then west to Zelkor's Ferry. Let's go tell the others."
When they rejoin the others, Kwin tells them "We are roughly west of Zelkor's Ferry. If we get separated and need to regroup there, head that way until you hit the Coast Road, then that way until you get to the Kasai River, then that way until you get to Zelkor's Ferry." Each time he says "that", it is accompanied by a sweeping arm gesture indicating the rough directions.
"I believe Rose is right. This matches the descriptions I have heard and read." Then, his voice somewhat distant as he recalls, Kwin recites "The evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits, slavers and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”
Then his voice going back to normal, he says "So, be on the lookout for bandits, slavers, monsters and 'guardians of green stone'."
That excerpt was taken from the Campaign Info tab. There is more there, but I only had Kwin recite what I thought was relevant for now.

| Parfin Groud | 
 
	
 
                
                
              
            
            Don't go down the well. Hmm, perhaps we'll leave these holes alone then. Did you figure out about the key? Maybe one of these buildings...

| Kwin Avassar | 
 
	
 
                
                
              
            
            Kwin regards the gravestone. He closes his eyes for a moment before smiling and saying "Such overconfidence by Orcus and his thralls is the exact reason we'll lay them low." As he steps away from the gravesite, he does glance back at it, a little more disturbed than he cared for.
"I don't see anything that looks like a transporter back. But let's look around and see what we find."
Before we go to the large mausoleums, we'll look around the rest of the graveyard and make sure there aren't anymore hidden keys, holes or clues. Being concerned about ambushes, Kwin will try to keep the group relatively close together. He'll also make liberal use of detect magic as they move about.

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            An ornately-carved well is located on the other end of the sunken graveyard, opposite the mausoleum. The finely crafted artwork of the well is diminished only by the horrific images of demons, devils, and undead things that form the bas-relief carvings. Runes and scribbling adorn the spaces empty of these carvings. Gazing down inside sees large, grooved scratches along the interior stones, as if something tried to claw its way up the sides. From there it is difficult to determine how deep the well shaft is.
Both of the smaller buildings are made of the same green stone as the main mausoleum. They lack the intricate carvings and the green stone statues of that building. The doors on each of these buildings are iron doors.

| Parfin Groud | 
 
	
 
                
                
              
            
            So, I wonder if the key is for the main mausoleum or for all of them. Do we want to venture inside now or head back to town and make sure we have everything we need first?
I'm drawing a blank, we can level up when we return to town, can't we? I want to be ready before going inside this place.

| Kwin Avassar | 
 
	
 
                
                
              
            
            "Very well. We'll investigate the mausoleums as well and see if we can find the key's purpose. But I am inclined to go with Parfin's suggestion after that. Returning to town, we can ensure that we are well provisioned; that teleportation maze showed how easily we could get trapped for an extended period here, and we'll want to make sure we have plenty of food and water. Also, I think I may have worked out the details on how to improve some of our warriors' equipment..." I am planning to take Craft Magic Arms and Armor when we level up.

| Kwin Avassar | 
 
	
 
                
                
              
            
            "Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level."
I was just re-reading the GM's original description of the graveyard, and it mentions statues. " The main mausoleum is a huge stone building, its outer side carved in a grisly bas-relief of demons, devils and other creatures of the underworld. Hundreds of skulls have been carved into the stone. The building extends fully 60 ft. long and is over 40 ft. wide. There is a set of carved stairs leading down to a set of huge iron doors. Ringing the top of the building are numerous demonic statues made of a strange green stone. They seem to stare at you all."
Um, run?

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            Sorry for the massive delay. It's been a week...
I am still a little unclear on your course of action though, it seems that maybe you are wanting to try and investigate one of the side/small mausoleums but per Kwin's last post probably avoid the main one for the time being? I will move forward on that assumption.
Moving up to the western mausoleum, it does indeed have a large iron door, however the iron key you retrieved from the statue does not appear to unlock the door.
Parfin looks at his earthbreaker a few times and then at the door. Jericho shakes his head and pulls out a crowbar.
Doing a quick look over everyone's character sheet I believe that Jericho + crowbar+Parfin+Dobin assisting, Rose with guidance gives the best chance to open the door, though Rose's bit of luck might also get a play.
Jericho Str Check: 1d20 + 3 + 2 + 1 + 2 + 2 ⇒ (16) + 3 + 2 + 1 + 2 + 2 = 26
Dobin Str Check: 1d20 + 3 ⇒ (9) + 3 = 12 *aid*
Parfin Str Check: 1d20 + 3 ⇒ (3) + 3 = 6 *no aid*
Rose Str Check: 1d20 - 2 ⇒ (5) - 2 = 3 *no aid*
Kwin Str Check: 1d20 ⇒ 19 *aid*
Despite everyone's efforts, the iron door lock does not give way to the party's strength!

| Parfin Groud | 
 
	
 
                
                
              
            
            Hmmm, is something wrong with the crowbar? Parfin seems a bit confused.
I guess we have no choice. If we are gonna take a look at somethin' its gotta be that. Parfin points at the main building.
But what was this about statues? The half-ogre looks to the wizard for answers.

| Kwin Avassar | 
 
	
 
                
                
              
            
            "From the legends and rumors I've heard of this place, many have died from green stone guardians. Not unlike those perched on the main building that seem to be watching us. Perhaps they are gargoyles, or golems, or some other sort of construct. Perhaps an elemental from the plane of earth."
"Is everyone as ready as they can be to face such creatures? I have been working on a spell that might help us. If I pick up the right components for it, it may aid us significantly. It would speed up our actions for a short time, letting us fight more efficiently." Haste.

| Parfin Groud | 
 
	
 
                
                
              
            
            Alright then. Parfin will volunteer to take the key and open the door once the main building has been inspected. Last thing we need is for another weird trap to hit us.

| Kwin Avassar | 
 
	
 
                
                
              
            
            Kwin will cast Mage Armor as they approach the largest mausoleum. We'll set Dobin and Jericho watching the statues while Kwin and Rose check the door for traps/poison/magic. If we can confirm that we don't find anything to give us pause, Kwin and Rose will step aside to let Parfin use the key on the door.

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            1d20 + 13 ⇒ (13) + 13 = 26
1d20 + 13 ⇒ (16) + 13 = 29
1d20 + 13 ⇒ (14) + 13 = 27
1d20 + 13 ⇒ (13) + 13 = 26
1d20 + 13 ⇒ (15) + 13 = 28
1d20 + 13 ⇒ (14) + 13 = 27
1d20 + 13 ⇒ (1) + 13 = 14
Rose is certain that 8 of the green stone statues on the roof of the main mausoleum are actually alive or animated in some way.

| Parfin Groud | 
 
	
 
                
                
              
            
            Assuming Rose shares this intel with the group,
Animated? Alive? Perhaps we should go on the offensive? Or, retreat...

| Kwin Avassar | 
 
	
 
                
                
              
            
            So, unless someone does something impulsive (Rose?), we'll back away from the main mausoleum and make our way to the lip of the depression. Then we'll head down toward the road, the river and Zelkor's Ferry.

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            Knowledge (nature) would be appropriate.
The party climbs up to ground level, deciding to return to Zelkor's Ferry. The area is largely low foothills. The hills themselves are sparsely forested and rather idyllic in appearance. Berries grow in abundance and cool, clear streams flow to the sea. Many small, natural caves and caverns can be found riddling the foothills.
1d10 ⇒ 9
1d10 ⇒ 1
1d10 ⇒ 8
1d3 ⇒ 3
1d12 ⇒ 4
After traveling some distance through the hills, you hear the howl of wolves. Shortly after hearing the first few howls, you are set upon by a wolf pack! The lead wolves seem to be much larger than the others in the pack.
Init 1 1d20 + 2 ⇒ (19) + 2 = 21
Init 2 1d20 + 2 ⇒ (7) + 2 = 9
Dobin - Init: 1d20 + 1 ⇒ (7) + 1 = 8
Jericho - Init: 1d20 + 1 ⇒ (4) + 1 = 5
Kwin - Init: 1d20 + 2 ⇒ (2) + 2 = 4
Parfin - Init: 1d20 + 2 ⇒ (1) + 2 = 3
Rose - Init: 1d20 + 3 ⇒ (8) + 3 = 11
Round 1
Wolf Group 1
Rose
Wolf Group 2
Dobin
Jericho
Kwin
Parfin
One of the lead wolves closes the distance to Dobin and bites at the warrior!
One of the lead wolves closes the distance to Rose and bites at the cleric! Rose goes down as the wolf bites her and knocks her to the groud!
One of the lead wolves closes the distance to Dobin and bites at the warrior!
Attack (Dobin): 1d20 + 7 ⇒ (17) + 7 = 24 *hit*
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Trip: 1d20 + 7 ⇒ (2) + 7 = 9 VS. 17 *miss*
Attack (Rose): 1d20 + 7 ⇒ (18) + 7 = 25 *hit*
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Trip: 1d20 + 7 ⇒ (19) + 7 = 26 VS. 17 *hit*
Attack (Jericho): 1d20 + 7 ⇒ (19) + 7 = 26 *hit*
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Trip: 1d20 + 7 ⇒ (6) + 7 = 13 VS. 17 *miss*
Rose may act!

| GM - Mark Garringer | 
 
	
 
                
                
              
            
            The large wolf snaps at Rose as she stands up rolling out of the way!
AoO (Rose): 1d20 + 7 ⇒ (5) + 7 = 12 *miss*
The second half of the pack moves in and attacks as well! The wolves seems to swarm on Jericho biting and knocking down the big warrior!
Attack (Rose): 1d20 + 2 ⇒ (16) + 2 = 18 *miss*
Attack (Parfin): 1d20 + 2 ⇒ (5) + 2 = 7 *miss*
Attack (Jericho): 1d20 + 2 ⇒ (16) + 2 = 18 *hit*
Attack (Jericho): 1d20 + 2 ⇒ (13) + 2 = 15 *miss*
Damage (Jericho): 1d6 + 1 ⇒ (6) + 1 = 7
Trip (Jericho): 1d20 + 2 ⇒ (18) + 2 = 20 *hit*
Round 1 
Wolf Group 1 
Rose 
Wolf Group 2 
Dobin 
Jericho 
Kwin 
Parfin
Dobin, Jericho, Kwin, and Parfin may act!
 
	
 
     
     
     
	
 