
| Arianwyn | 
 
	
 
                
                
              
            
            I liked it a lot and thought you handled it really well. Really nice layered challenge with no outright 'fail' - wish I could do stuff like that.
"The beast powers of this place are mighty," Arianwyn says, looking at his transformed colleagues, "But take care lest they should use you for their own ends."

| Amelia | 
 
	
 
                
                
              
            
            I had to drastically re-write this section, so I've been fretting about it for a while.
Arianwyn and The Rogue Knight both picked the "wrong" totem animals. The Rogue Knight's best stat is Str, Arianwyn's is Cha. Vel picked the right animal but rolled horribly. Reason picked the right animal and just squeaked by. Kia and Whiteclaw sailed through. The balance seemed about right to me, but I've been on tenterhooks for most of the weekend in case you all either shimmied through with no trouble or accidentally got yourselves killed.
I loved this part, was really cool. Didn't read any spoliers until I took Whiteclaw's turn cause I wanted to be suprised, but did read all of them after I did. It was very fun, I thought, and very different.

| Rev DM | 
 
	
 
                
                
              
            
            The door of the testing chamber opens easily leading into a wide corridor. At the end of this are further doors. These are made of beaten copper and fill the entire area.
The reliefs here show not only the burial of the king, but the sacrifice of his courtiers so that they would also be able to rise again with him. The figure of the king matches that of the sculpture in the testing chamber. Scratched deeply into the surface are further marks that Whiteclaw recognises as ritual warnings of sacred places. These are even more emphatic.
There is no lock or bar on this door. Around the edges are the the figures of the totem animals you have just encountered. No doubt they provide their own guardianship.

| Kia Rubarka | 
 
	
 
                
                
              
            
            "Hmmm... must be the mark. I wnoder what it does?"
Arcana check to see what all this touchy-feely stuff means. (1d20+8=25)

| Rev DM | 
 
	
 
                
                
              
            
            Kia
Those of you that were marked by the totem beasts can activate the carvings to give yourself and allies within 2 squares a boost to the following defences:-
Raven and Owl - +1 to Will (cumulative as they are different beasts, so you're all currently +2 to Will)
Bear and Dragon - +1 to Fort (which if Whiteclaw and TRK try it means you will only get a +1 as they were both marked by the Dragon)
Fox and Snake - +1 to Ref - which you won't be getting, but for completeness sake that's what you would get.
The benefit lasts for the duration of your next encounter. You cannot renew the bonus from the sculpture until 24 hours have passed, but if you come across sculptures you may do so.

| Whiteclaw | 
 
	
 
                
                
              
            
            "The Spirits of Nature are not fickle at all, they just rely on you to accept them as they are, and yourself as you are. Not like ghosts who bribe you to fight thier battles." Whiteclaw remarks. And she does fill the others in on the meanings of the markings before she touches the dragon and stays by the door ready.
F6 looks like it's not been claimed, so I'll take it.

| Arianwyn | 
 
	
 
                
                
              
            
            Arianwyn examines the door and remarks, off-hand, "Well, you would say that. And lest you forget (which is likely), the aid the spirit gave us in our final battle on the isle was much valued. In laying him to rest we also prevented great evil from the perversion of the duergar."

| Rev DM | 
 
	
 
                
                
              
            
            The copper doors swing open at a touch.
The chamber before you has been meticulously carved out of the cliff and the walls adorned with yet more relief carvings of extraordinary quality. If you had the knowledge, following the pictures on these walls would surely enable you to prepare someone for a return to life, so precise is the detail. In some panels the detail is a little too precise for comfort.
Centrally placed is a large dais and on it a tomb carved not out of the prevailing stone, but of wood. Encircling the tomb are fresh vines.
Further copper doors lie to the south.

| Vel | 

| Rev DM | 
 
	
 
                
                
              
            
            Vel
I take it you are approaching merely, rather than bounding onto the dais and fiddling with the tomb or the vines?
It seems curious to Vel that wood and vines should have survived the centuries intact. You have seen no other wood objects since entering the tomb complex and these could have been set in place yesterday. The dais itself radiates no arcane power, but the tomb and the vines do. Ridiculous as it may appear, the ritual to bring life back to the savage king of old may have worked.
There are carvings on the wooden tomb in the same runic alphabet that Vel translated in the testing chamber. Archaic script identifies the tomb as belonging to the high priest and makes it clear that his role in the afterlife and beyond is to protect his king from desecration and intruders.
Reason
Your abnormally honed senses pick up the sound of a distant drumbeat from further ahead. Your passive Perception and Insight scores are playing merry hell with my surprises :D

| Rev DM | 
 
	
 
                
                
              
            
            Wisely moving on you approach the doors in the southern wall. They too are marked with the now familiar symbols of totem animals and open to a gentle touch.
You find yourselves in another, larger chamber, clearly the final resting place of the king. More magnificent architecturally than anything you have seen before, four pristine wooden coffins lie on shallow stone platforms, guarding the central coffin.
Where all should have been serenity and calm however, there is only horrible destruction. The royal coffin itself has been robbed and desecrated, the elaborate lid roughly hewn open and grave goods dropped haphazardly around the edge.
Two more imposing sets of copper doors face you in the south wall and it from the left hand one (as you look at them) that you can all now hear the rhythmic beat of a drum.
You are entering the room through the north door.

| Kia Rubarka | 
 
	
 
                
                
              
            
            In case you didn't read the Kia spoiler up above, Kia has told you all about it and we each get a temporary +2 to Will, +1 each to Fort and Ref for the next battle
"They should let these people rest in peace. Let's see if we can't silence those drums."
She looks around at the scattered goods.

| Rev DM | 
 
	
 
                
                
              
            
            In case you didn't read the Kia spoiler up above, Kia has told you all about it and we each get a temporary +2 to Will, +1 each to Fort and Ref for the next battle
"They should let these people rest in peace. Let's see if we can't silence those drums."
She looks around at the scattered goods.
Not quite right. You have +2 to Will and +1 to Fort for the duration of your next encounter. No Ref bonus.
Kia sees a series of small figurines, some gems and the glint of silver, gold and plantinum among the scattered grave goods. Everything has been left in a heap.
Is the whole party moving towards the south doors - and if so, which exit are you planning to take? Also, who is holding the inevitable sunrod?
I realise I failed to tell you what XP you earned for dealing with the riddles and the testing pool. Please take a further 250XP each, bringing you to a total of 3226. Level 4 is closing in on you.

| Whiteclaw | 
 
	
 
                
                
              
            
            Whiteclaw nods to Kia's words and offers a suggestion of her own. "Pick one door to move though. I'd vote for moving to the drummers and dealing with them, but I can see why other choices might be made. We can then use the coffins to barricade the other choice. That way we get a warning if the door we do not use is forced.
 
	
 
     
     
     
	
  
	
 