
| Drannigan "Doc" Piper | 
 
	
 
                
                
              
            
            "Don't sound like they want a fight." Doc says. "Slow up an' try not t' seem hostile. Maybe they'll let us through t' th' ruin."
How hard would it be to try to convince them that we don't want a fight if we don't have a common language? I can understand what they say, but I can't speak back to them.

| Drannigan "Doc" Piper | 
 
	
 
                
                
              
            
            "Holmburg, give me a flame burst over their heads. Red lever, right side."
The massive head of the pack wagon swung toward the group of strange creatures. It's jaws swung open and a sixty foot cone of flame shot out just above them.
How's that for an Intimidate check? ;)

| DM - Voice of the Voiceless | 
 
	
 
                
                
              
            
            Though the resolve of the creatures had held by a thread as the fire belched forth, it snaps like a brittle twig when Sentis goads the ankheg to continue the approach. Scattering the centaur like creatures flee the clearing and melt into the forest surrounding the clearing that holds the ruins.

| Drannigan "Doc" Piper | 
 
	
 
                
                
              
            
            "Turn her around an' back the hatch up near those doors. We'll put Holmburg on guard duty wit' the bugs burrowed in. If things git ugly back 'ere, he c'n sound th' horn an' keep 'em busy while we run on back."
"We go inside on foot."
Doc looks at Blaze for confirmation.

| Drannigan "Doc" Piper | 
 
	
 
                
                
              
            
            "Less inviting than th' presence of a giant firebreathing armor-plated wolf an' a pair of acid-spitting bugs? A'right. Gimme a few minutes."
Trapsmith: 1d20 + 12 ⇒ (5) + 12 = 17
Rigging up some non-lethal traps designed mostly to scare them. Tossing in Thunderstones and some cloudbursts of the chloro-roofie poison we used to incapacitate the guards during the mansion incursion. It's DC 15/Unconciousness.

| DM - Voice of the Voiceless | 
 
	
 
                
                
              
            
            The gatehouse is secured and Grusk's disappointment at the beast's wealth is proven true - there is nothing beyond mundane items within. The ground is prepared with early warning in case of the centaur creature's return as you regard the rest of the compound.
Thunderstones - yes, cloudburst roofies - no.
Within the rest of the ruins there are three primary structures that draw the eye:
Ruined Fort:
Mostly destroyed, but without a close inspection you'll not ken if there is anything within the ruins.
Palace:
An open courtyard directly in front of the Palace, overgrown with dying jungle creepers and surrounded by ruined buildings. A square stone well, ornately carved, stands in the middle of the Plaza.
The Palace is a huge two-story structure built of massive stone blocks, with a vast, arched doorway. The building is badly damaged from siege engines, and the walls are actually breached in more than one place.
Ruined Temple Complex:
As with the fort, the temple complex across from the gatehouse is razed almost completely to the ground level.
Google docs won't let me share, so no map till a bit later.

| Sentis Spinis | 
 
	
 
                
                
              
            
            Sentis had climbed down from the wagon and whistled sharply to call Baran. Surveying the derlict buildings the druid had a thought.
Should we start at the temple? Its where we've found the most prevalent evidence of the Ghol-gam before. We might need Mr. Holmburg to guide us.

| DM - Voice of the Voiceless | 
 
	
 
                
                
              
            
            The wagon is maneuvered through and between and closer to the fort before you leave it's comforting bosom to explore the ruined structure on foot. After a few minutes spent picking through the remains of the structure you find nothing more than some freestanding stone walls and the remains of roofless, gutted-out houses of mud and brick within the external walls. Though the smoke still swirls around you, the fort looks untouched by anything but the passage of time and the predations of itinerant plant growth that has now withered and died.
You do find one item of note, half-buried in the rubble you find a shield made of heavy wood of swirling reddish grain. Inspecting it closer you find it holds a minor enchantment. +1 heavy wooden shield

| Memluk "Blaze" Seljuk | 
 
	
 
                
                
              
            
            "Then let's move on to the palace. Stay sharp, weapons ready. Grusk, move forward a bit, but do not move out of line of sight from us." Blaze says, drawing forth Sunstrike and moving towards the one building still mostly intact.
1d20 + 6 ⇒ (17) + 6 = 23 Perception

| DM - Voice of the Voiceless | 
 
	
 
                
                
              
            
            Grusk - if I need initiative, I will roll it myself.
An open courtyard lies directly in front of the Palace, overgrown with dying jungle creepers and surrounded by ruined buildings. A square stone well, ornately carved, stands in the middle of the Plaza.
The Palace is a huge two-story structure built of massive stone blocks, with a vast, arched doorway. The building is badly damaged from siege engines, and the walls are actually breached in more than one place.
The sides of the stone well are ornately carved. Each side has a deep impression of a handprint; the rest of the carvings are different on each side, pictures of kings and elephants, mainly. At each corner of the well sits a small, carved stone head, probably about twenty pounds in weight.
Further ahead, the palace has breaches in the left side wall as well as through what appears to be the more conventional entrance at the front.

| DM - Voice of the Voiceless | 
 
	
 
                
                
              
            
            Leaving the confines of the wagon in Holmburg's hands behind you, you pass the chittering mandibles of the ankheg and move towards the main entry hall. Grusk spies no sign of traps, so you make the main entrance and peer within noting the highlights.
Ceiling: The ceiling of this room is open to the upper level of the Palace.
Platforms: Three foot-tall steps run along the entire north and south sides of this large room to form 3 ft. high raised platforms. The north platform is lined with ten 15 ft. tall columns, carved into the alternating likenesses of giant men and women. The south platform is half as wide and has no columns, but there are five archways at the back of the platform leading to other rooms. A sixth archway seems to have collapsed.
Pit and Statue: Towards the rear of this chamber is an open, square pit in the floor and, a short distance behind the pit stands a 10 ft. tall clay statue of a bestial, naked man who appears to be half-monkey.
The chamber itself is 55 x 40 ft, and the only exits look to be along the southern wall through the archways.

| Drannigan "Doc" Piper | 
 
	
 
                
                
              
            
            "Last time I saw 'er she asked me for somethin' that might help her with that. Maybe I c'n make somethin' outta ankheg spit. Might not be strong enough, but I gotta start somewhere."
Doc tromps up the middle of the hallway, looking around.
"Looks like it was supposed t' make a body feel small. Lots o' grandeur. Whoever built this wanted whoever came through that door t' be impressed."
 
	
 
     
     
    