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The dwarf looks annoyed, "Okay then, whatever. Probably one of them puppets or something with a fancy talkin' spell." He leaves the desk and moves over to a nearby door, checking it for dangers and then trying to pull it open.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25 (Traps +1, Stonework +2, Stonetraps +3)

Helikon |

Without any problems Khargrom enters a small room once used for prayers or something like that. Four once beautiful crafted busts of bronze are tastefully displayed. But alas, each one has been defaced. You see a broken off noce in the dirt, another has holes where his eyes should be, and a third is clawed all over.
Anything of value in this room has been smashed, broken, destroyed.

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Khargrom hollers back to the group, "fancy stuff in here, but looks all smashed to me." He turns and sees Kent right there as well, "WOAH! Ack, yeh scared me. Thought that skele was sneaking up on me."
He follows Kent out to check the next area for dangers and things of note, "Hold up a sec, lemme look it over for traps."
Perception: 1d20 + 7 ⇒ (7) + 7 = 14 (Traps +1, Stonework +2, Stonetraps +3)

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No knowledge nobility here. Bet you expected that.
Tusk just wanders about, sticking his nose into things and getting in the way wheil trying to be helpful.
perception: 1d20 ⇒ 5

Helikon |

This room is... somewhat surprising to you. It contains four holds four sarcophagi arranged around a large statue, this one broken off just below the knees so only the feet remain. The rest of the fragments are missing from the room. Along the room’s western wall you can see two small crypts, each adorned with a swinging bronze gate.
But the room is not empty. Far from it. You hear voices in agitation.
"Faites votre jeux! Double six, double six, daddy needs a new pair of shoes. Double fours. Oh my good. Do you buy another cart. Dealer has two dragons."
One of the dwarves comes closer, his teeth are stained and you can see his hands deftly shuffling cards in an absentmind manner and bows."Welcome to the Grave Wager. What game would the gentlemen like to play?"

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Khargrom sighs, "well this makes more sense at least." He looks at the gambling den and nods as Kent makes his plea, "yah, that'll be what we are doing, sure."
Aid Another Diplomacy DC 10: 1d20 - 2 ⇒ (14) - 2 = 12
He then wanders through the room to get a look into the next area.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 (Traps +1, Stonework +2, Stonetraps +3)

Helikon |

Tusk enters the room and finding the sarcophargi have been converted to tables. At one table there is a wheel of fortune, you have to bet for numbers from 1 to 50 or for colours golden and silver. At another table you can play dice, you pick up as many dice as you want and roll. Dice availeable are a d4, a d6, a d8, a d10 and a d20. The more dice you pick up the more coins you have to place as bet. At a third table you see a maze for rodents. The little beasts have been died in four different colours.
Khargrom you see another exit, but apart from that you do not see anything of particular order. You even think the games are fair. But then there is not very heavy betting. And while the dwarven seem unclean you see that they are pretty sharp and their fingernails are well done, indicating that this is maybe just a costume to better fit the theme of the gambling hall.

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Tusk has no interest in betting for money so he dismisses the gambling tables as soon as he sees the other exit, and begins to march over.
"I'll bet he's over here."

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Khargrom leads the way that Tusk points, agreeing that their job is not to come here to gamble.

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Khargrom looks up, "Well huh... I guess they are serious about holy symbols."

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Hekk also marches over along with Kent and opens the door, not interested in gambling or stuff or gold or anything like that. Honor and glory and fame are his coins of choice.

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Khargrom eyes the beady little dwarf, "get outta our way you waste of a dwarf, can't you see we ain't here for the games. Tusk, tell 'em what you'll do if they don't back off."
Intimidate Aid DC 10: 1d20 - 2 ⇒ (19) - 2 = 17

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Tusk turns around, fairly spoiling for a fight.
"We got proper business to do with your boss. Get outta our way or we will do business with you and you won't like it, not at all."
intimidate: 1d20 + 1 ⇒ (2) + 1 = 3

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Is there a person blocking the door? I can't see into the shaded out room. I'll assume from the narrative that Khargrom is at least being blocked by someone somewhere and take his action.
The pissed off dwarf pulls a blackjack (sap) and tries to knock the impeding punk in front of him unconscious, "LISTEN HERE, WE KNOW YOU ALL ARE HIDING THOSE UNDEAD GOLDEN PAINTED BASTARDS SO YOU ALL BETTER JUST SURRENDER NOW!"
Draw Sap, Attack Enemy.
Sap vs. FF: 1d20 + 3 ⇒ (1) + 3 = 4 for Bludgeoning/Non-Lethal + Sneak Attack: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7

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Vuldruk moves towards the darf who was tacked by Khargom and hit with his falchion
falchion+non lethal+PA+rage: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
damage: 2d4 + 12 ⇒ (2, 1) + 12 = 15

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"I guess we're done talkin'."
Following Kent's lead, Tusk also draws his bow and fires at the closest one.
To hit bow: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

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Kent turns his attention to the one remaining hostile...
MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17, for 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 damage.
MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14, for 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 damage.

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Khargrom rallies the troops, "yah! That's good, knock em out so we can talk to em!"
I have no clue which one is still fighting on the map so Khargrom just moves up to him and attempts to knock him out with his sap.
Sap: 1d20 + 3 ⇒ (4) + 3 = 7 for Bludgeoning/NL: 1d6 + 2 ⇒ (1) + 2 = 3

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Aren't we trying to find the gold painted undead? The trail led here, including the gold paint residue on the entrance to the gambling den. The only reason Khargrom even attacked was because he thought a dwarf was blocking his way into the back room to continue their investigation.

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Yea, I think Khargrom overreacted a bit murder hobo style. We were at the door and they were behind us basically telling us not to go through. On the bright side, they probably would have attacked had we tried to go through anyway with those lousy intimidate rolls.

Helikon |

You pass through the next room, a once proud burial chamber but is now a mess of desecrated resting places scattered ashes and broken bones.
You pass over a bridge to the other side and continue the treck.
Please all make a Fortitude save
Beyond this room is your final destination...
A grand burial chamber with a large dais in the center appears to have been converted into a ritual chamber.
Two concentric circles of ornate runes have been scrawled in chalk atop the dais. The dais itself is surrounded by four obelisks, each of which is topped with an inverted tetrahedron clasped by a black stone claw. Each of the crystals emits a strange, crimson glow.
You see the auctionator in the middle speaking to a golden idol.
" “Soon my little friend, soon we will ascend, and we will finally have the power to reach beyond this world!”
The idol answers in an eerie childlike voice, mumbling encouragment.

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Okay! That all makes a bit more sense. It doesn't surprise me that we would have had to fight those employees to get into the next area, I'm fine with that. Moving along!
Fort: 1d20 + 3 ⇒ (11) + 3 = 14 +2 vs. poisons/spells/spell-like
Khargrom leads the way forward quickly, making sure they don't fall into obvious traps and seeking out answers to who stole the shard and what the heck is going on here. He whispers to his allies, "Best be quick so we can get outta this town."
Khargrom has trapspotter and is leading the way so he would get a secret Perception +8 (+10 vs. stone traps) check if they run across any traps on the way.
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Assuming they make it to the back room he points his warhammer at the cultist, "HEY YOU AUCTION GUY! YOU WON'T GET AWAY WITH WHATEVER EVIL PLAN YOU HAVE COOKING. JUST SURRENDER NOW AND THIS'LL GO A LOT EASIER."

Helikon |

Hearing Khargroms words Zaashakar turns round and smirks at you and says “Well, found us, have you? It’s too late now. As soon as my employer gets here I shall become something more powerful than you can possibly imagine!” You see pure madness in her eyes
As Zaashakar cackles madly at her own declaration, the poppet Vaultkeeper interjects “Not fair, sweet queen, not fair! A game must be played before you can be declared the victor!”
At this, Zaashakar stops cackling and a strangely serious look comes over her face. “Quite right, quite right. Well, would-be heroes? Shall we play a game for the shard?”

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sense motive 1: 1d20 ⇒ 8
sense motive 2: 1d20 ⇒ 19
"More importantly what happens wen the ritual is successful? I don't know squat about magical rituals except that it almost always ends up poorly for the schmucks that help. At least were I come from."

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Sense Motive 1: 1d20 + 6 ⇒ (20) + 6 = 26
Sense Motive 2: 1d20 + 6 ⇒ (15) + 6 = 21
Khargrom agrees with what Tusk asks, "We do trust that you aren't lying, which is nice for once. But what exactly does the ritual do? We don't want to assist in summoning something horrible or worse... goblins!"

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Khargrom looks at his allies, "Shall we give it a go?"
Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24