
Malatar Kane |

"Cairns.", he whispers,"This whole valley is full of the ancient dead."
“This gets better and better,” mutters Malatar, as he moves slowly and carefully through the dark, his eyes straining in the starlight to see where he is going. His mind swims with thoughts of dark magic and necromancy … as if bugbears and evil gods weren’t bad enough.

William WyrdRune |

"Cairns.", he whispers,"This whole valley is full of the ancient dead."
“This gets better and better,” mutters Malatar,...
Will rubs his sore forehead. "Lovely. I've heard of skeletons in one's closet, but this is ridiculous!" Grumbles Will softly.
Herral pipes up, "do you want me to cast some light? You clumsy oafs are going to give us away with all that noise."
"I resemble that remark." Will says dryly. He struggles to see Mal's face in the darkness. "What do you think? I'd love to shed some light, so to speak, but it sort of makes the whole 'sneaking up on them' thing sort of past-tense."

Adelaine Harthos |

reflex 1d20 + 4 ⇒ (10) + 4 = 14
perception 1d20 + 8 ⇒ (8) + 8 = 16
A soft 'clink' as Addy's foot turns her attention to the ground, as well. "This is riduclous. To Herral's point, we need to be far more careful with all this rusted metal around here." Addy reaches down and fishes the remains of a gauntlet out of the dirt, looks it over, and sets it back down quietly.

Keeper of Doors |

I have to admit, I didn't expect quite so much "tripping" on those rolls. ;-)
Dayle pauses and listens in anticipation whenever someone stumbles; but nothing more comes of it that you can hear or see.
During a break, he picks up what looks an old helm, and adds to the mumbling, "Let's hope they have no cause to rise," before gently placing it back down on the ground. In the starlight, the white glow of a skull inside the helm stares back.
Reflex:1d20 + 5 ⇒ (16) + 5 = 21
Perception:1d20 + 9 ⇒ (2) + 9 = 11
As he brings you close to the valley wall, and over a ridge - you see the outline of the pyramid silhouetted by large camp fires and some open-air tents in front of it, just as Gorzal had described.
The sound of a cricket chirp is clearly heard. Instinctively Dayle responds with a small device from his pocket that also makes a chirp in response. With that, two soldiers rise up slowly from the ground and confirm your presence. You see that it is two of Lady Vestang's guardsmen, dressed in similar armor and weapons as the messenger you found - but the costumed parts have been removed. They lead you back to the camp/lookout point that they have been utilizing. Itaden is there, along with the archer and another soldier in their company.
Itaden's armor remains the same silvery plate-mail you've seen before, but his helm is currently set aside. In the dim light of their camp, his face has tanned, Taldan features, with his short hair showing a mix of black and grey streaks. A sign of his battle experience is visible in a deep, puckered scar (like claw-marks) across the right side of his forehead. Initially, he has a stern demeanor that questions your arrival until he realizes who stands before him.
"Malatar! Once again we manage to meet under the most confusing circumstances. We need to plan a meeting at least once in a tavern for a mug of ale instead of in the middle of a crisis, " he adds with a grin. His tone becomes more level and he adds, "Mr. Thrym seemed to feel we'd be getting help from Lady Albercroft and her 'associates.' I should have guessed he was refering to you and your Pathfinder comrade. Glad to have the extra arms; but frankly I was hoping for a contingent of the Taldan Horse in this case."
He quickly greets the rest of the group - recalling his brief meeting with Will and asking whatever became of that suspicious Calistran priest that was with them. And he gives a perfunctory bow to Addy before anyone can reveal the "open secret" about her identity. He then introduces himself to Zareby and Herral and Dayle in a kind and welcoming manner. Finally, he turns to Simon and thanks him for traveling out to find help, albeit not the one he expected.
Dayle for his part salutes the man, and explains that his job was to deliver a message to him from Zimar. The half-elf pulls a packet from underneath his armor to present to the man. Although puzzled, Itaden accepts the documents and excuses himself to discuss it with Dayle, and Simon - if he chooses to walk with them. To the rest he offers a bit of rest in their small camp and time to refresh themselves. The offerings are water and rations - jerky and hardtack biscuits - as the little fire they have is designed to provide minimal light to keep them concealed.
Blasted post monster ate this two times today - very frustrating. :-(

Keeper of Doors |

Simon - if you choose to tag along with Dayle & Itaden, read the following. For anyone else, if you choose to eavesdrop, please make a Perception DC25. Success means read the spoiler:
Itaden takes a moment to read the document, which he doesn't say or reveal much about. He seems to nod for a moment or two, and then adds to Dayle, "Well, lad - it seems your under my command for now. You won't be sent home and the Lord-Marshal seems to feel the officer was out of line in the incident. There are other reasons, but I won't discuss that now. In any case, I don't stand much on ceremony, so feel free to speak your mind for now."
For the other letter he confirms that it must belong to Addy, although he suspects her of not being "Lady Albercroft" with a shrug. It's not the first time he's heard of it happening - probably a friend or cousin sent in her stead. He seems more suspicious of Gorzal - admitting they "caught" him snooping around when they arrived at the pyramid. But he's been helpful acting as a scout. Now that Dayle's here - Itaden clearly seems more at ease as to what he'll find out.
Finally, Dayle explains the plans that have been discussed - frontal assault versus diversionary tatics to get into the pyramid. He listens to the details, but doesn't answer. Dayle for the first time volunteers to provide the distraction alone if necessary - possibly asking Simon to loan him his horse to provide a chase. Itaden looks puzzled at this response; Dayle looks towards the rest of the group.
"I'm a soldier for Taldor - it's my job to protect its people - noble or commoner. If doing this saves those captives, then it's what I have to do. These folks didn't come here for that; they are already being asked to do more than is necessary. I hate to see any of them get hurt again by the goblin scum if we can capture their leader and end this."
1d20 + 1 ⇒ (14) + 1 = 15
Simon - if you are present - feel free to add anything to sway him one way or the other. Diplomacy check if you do.

Keeper of Doors |

As you sit a moment to recuperate, you get a chance to view the scene below you better.
Unlike the Osirian pyramids, the dark, worn stone has been formed into a step-style pyramid. It's hard to tell it size, as it is still half buried into the valley's wall, but the exposed side is around 300' wide and extends up almost 100'. Although hard to see clearly from this vantage point, there seems to be a series of smaller steps that cuts up the center towards the pyramid's summit. The top is capped with a small rectangular building - itself only recently revealed from the dirt and scrub. Standing on each side of the entrance, facing away from it, are two 10' statues. The one further from your view looks like a man in a robe - holding a staff and scales aloft. The one closer to you is of a woman - she wears a breastplate with skirt and sandals visible. In her hands she holds a sword - point down - in front of her feet while holding aloft a scepter in the other. From what you can glean, their features are similar to that of the Azlanti.
In front of the pyramid, there are the four tents mentioned. These are open-air affairs - designed to shield from the worst of the sun and be quick to pack and move. The exception is the largest one - which looks like it has been strung with some simple barbed wire around it. Near the largest tent and closer to the trail there stands a crude post - there are four camels tied to it. In the center of the camp; between the two sets of tents at the outside perimeter; and near the trail on the far side are fires of various sizes blazing to provide an area of light. The brightest is the one center, and there looks to be a spit of meat cooking on it.
There's no attempt at silence from the camp. The chittering of goblins as they run around mixes with the grunting of the camels, and the rough barking of a rat-dog somewhere in the mix. Amidst that, the voices of the captives are heard - mumbling, talking, and sometimes yelling from whatever stupor they are in. You occasionally spot a sentry moving around the edges as well.
OK - need a couple of rolls. If you want to know more about the pyramid - Knowledge(History)check. Perception rolls otherwise if you are watching the camp below. As before, more spoiler info revealed depending on how high your roll. Map
Knowledge DC 20:
You know enough about Azlanti lore to suspect that this isn't a temple - it's too simple given what is known about their architectural styles. This looks like a display or monument of some kind. It certainly is old as well, but again doesn't seem old enough to match what you've seen or heard about Azlanti ruins.
Knowledge DC 25:
Something about this pyramid causes you to remember old legends about Taldor's founding. Stories go that Aroden founded Taldor with the help of an Azlanti colony that was somewhere in the country - a city called Cynidicea. A vague writing somewhere (maybe Holan Parrini's) speaks of finding a gate or marker to the city - could this be it?
Perception DC10:
Gorzal's information is on the mark. You make out 9 or so goblins - 3 per tent, with another five moving around the central fire or sometimes poking the captives for fun. They all seem to be keeping busy - lazying about; sharpening their small swords or spears; eating, etc.
There's at least one of the horrific rat-dogs running about - playing fetch with a goblin, who tosses what looks like a large bone about for it to chase.
You also notice, near the fire, one bugbear - dozing with a rock at it's back. It must be nearly seven feet tall from its shape - a dark-furred thing that looks like it's wearing armor of some kind. It's head looks slightly elongated, and a slobbery, toothy maw hangs open as it snores. Right next to it at arms reach is a spiked morningstar and the bloody remains of its meal.
Perception DC15:
You count three separate patrols circling the camp - two goblins in each make their rounds for a total of six. None of them seem to have spotted your position above them, nor do they make their way anywhere close to your location. But they do blend into the darkness periodically, making their exact position uncertain sometimes.
Perception DC20:
Briefly, you spot a man wearing a helm and breastplate. It's hard to see his features, although he looks tall and lean from his bearing. His equipment is a dingy, gold color and you might have confused him for a stray party-goer except he walks with a purpose and is focused on examinng the conditions of the captives.
How long he's been there is hard to tell, but he finishes his work and makes towards the pyramid - stopping briefly to bark orders to the goblins in the closest tent.
Suprisingly, they almost stand at attention and listen intently before returning to their game. The behavior is most unusual for a goblin - no matter how trained.
He disappears in the shadow of the pyramid, so you can't tell if he entered it or not. If he took the steps, he certainly didn't climb all the way to the top for an entrance.
Perception DC25:
On the edge of the camp, near the camels, you spot two more goblins mounted on their rat-dogs riding away from the camp on the trail. Their direction looks to be taking them towards the valley entrance.
There's also the reflection of what looks like water near the camels - it doesn't seem natural, so you'd surmise it's a large tub or trough for the camels to drink from.
OK - back later for Itaden's further remarks. Feel free to add anything on what you see.

William WyrdRune |

PER & K:History:
1d20 ⇒ 21d20 + 9 ⇒ (10) + 9 = 19
WIll ponders the ziggurat below, but the constant noise from the camp below and worry about being seen distracts him and prevents him from remembering anything immediately useful. :P
Well, there goes my chance to contribute this scene! ;)

Simon Gellner |

Conversation with Itaden and Dayle:
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

Herral Hinn |

DM
"So I count 20 goblins and a bugbear. Is that what we were told. Oh and look four camels. They spit you know, and smell awful, like a dwarf's armpit I guess. And that man that just disappeared, he looked like a boss, I mean if I was boss I would wear gold armour and make everyone stand to attention...but I'm not."
"I guess the barbed wire means the party goers are inside?"

Keeper of Doors |

Simon-
"I appreciate your information, gentlemen," Itaden responds - his face remaining neutral as he nods at your suggestions. He then adds:
"The problem has become a little more complicated. While you were gone, their leader remerged with her retinue and selected six of the nobles. They then returned back into the pyramid; this number included the Lady Ashinana Vestang." His jaw tightens at this statement, and he continues forcefully:
"She is my responsibility to protect, and I have allowed her to be placed in grave danger. Whatever the final determination on tatics, someone needs to get into that pyramid and insure she remains alive and well. We must act soon and I am willing to take all suggestions on the matter - despite my reservations."
With that he moves forward to meet with the rest of the group.

William WyrdRune |

Will mutters to himself, and begins paging through his spellbook furiously,...
I never selected my spells for the day. I may stick with the usual, just looking to see if a new combination might be more helpful. I have to have a Divination, so I will probably stick with Comprehend Languages, as understanding what they are saying sounds most useful! :)

Keeper of Doors |

"So, how long until we lead the charge?"
"Not long, Mister Grenache," comes the response from Itaden as he returns to the group.
"I have heard the suggestions from Dayle and Simon on the options to either make a full attack versus having your group sneak into the pyramid while we provide a distraction. I would be willing to know if any of you have more to add and where you all stand. Let me advise you that things changed before your arrival and the information Mr. Thrym gave you."
"Their leader remerged with her retinue and selected six of the nobles, which they lead back into the pyramid - this number included the Lady Ashinana Vestang." His jaw tightens at this statement.
"Whatever your further thoughts, my duty and final decision is that someone needs to get into that pyramid and insure she remains alive!"
"I believe I know where Dayle and Simon stand on this matter, what say the rest of you?" He pauses and looks over the whole lot of you to hear your comments/vote on the matter.
DM Note - At this point it's pretty much going to be a decision by you guys. If you don't have a group consensus and want to actually vote individually, I need each of you to make a Diplomacy or Bluff check to make an impression on Itaden with your vote. Dayle and Gorzal have already decided, so their responses may have some impact.
I'm sure there can be variations, but it seems like the main options you guys are looking at:
1) Everyone in the group attacks the camp, with distractions or stealth attacks based on what you decide, in the hopes you throw the goblins off and route them. This allows you to rescue the captives first, and then face whomever and whatever is going on in the pyramid without enemies outside. The risk is can you take on the whole camp and succeed without it being too bloody for your band?
2) A selected group makes their way secretly into the pyramid to face the leader and stop whatever they are doing to the six other captives first - with the hope being it works to demoralize and rout the forces outside when you emerge. The risks are being able to sneak in withut being caught, and the fact that some people may have to be the "decoys" to make it work.
In both cases, the pyramid and its occcupants remain something of an unknown to you. Sound about right? Let me know if I am in error on my assumptions.
I'd like everyone's response before we proceed - so I'll stand by for that.

Keeper of Doors |

Addy-
Two things of note.
First, now that you've had time to rest for a bit - you notice that a part of your pack has become increasingly cold - pleasant if unusually chilly in the night's waning heat. If you choose to check it again, you'll find that even wrapped, the statue continues to grow colder and the brine smell stronger.
Second, at some point before the group presses on with whatever action is decided, Dayle comes to you and hands you the letter addressed to Lady Albercroft. He apologizes for not having believed you earlier - just wanted "to do right" when it came to the message. He also mentions that Itaden seems little concerned if you're the "real" Lady Albercroft or not.
Just let me know if you choose to read the letter now or sometime after this latest action/combat.

Adelaine Harthos |

"I think you all know where I stand. We need to get into that pyramid and take the leaders, whoever they may be, out of the action first. And now we even have folks to rescue inside."
diplomacy 1d20 + 5 ⇒ (16) + 5 = 21 +1 if Itaden finds her attractive
Keeper

Herral Hinn |

Herral points towards the base of the pyramid, "the man in gold armour went into there, can't exactly see where, must be a secret entrance perhaps, like acave that slowly opens when you say the right things or a wall taht you can just walk through because it isn't really there. But that is a gnomish thing I mean so unless there are gnomes probably not an illusionary wall."
Herral keeps looking. Its nice to be appreciated!

William WyrdRune |

Will is for the sneaky version. Not that he's very good at sneaking, but he still prefers the sound of that to taking on the entire camp in a frontal assault!
"I'm a Diviner, not an Evocationist!" Will mutters as he flips back and forth between two pages of his spellbook, deciding which to select as he listens to their choices.
"I'm with the Lady. Besides, my particular talents lie more towards assisting individuals to see the possibilities of the moment, bnefore they actually happen, or close range effects rather than fireballs and their Ilk." Will interjects.
"Although I wouldn't turn down a good Fireball if I had one right now,..." He adds under his breath to Mal.

Keeper of Doors |

Addy-
The envelope Dayle hands you has the feel of fine paper, and comes wrapped in small pouch of linen. It retains an unbroken red seal embossed with a single hawk. Written accross the back in Osiriani is the phrase Cockatrice rampant - a codeword that the message is actually intended for you.
The message is dated 4 days past, so it's arrival would have been a few days after the party, if all had gone normally.
"Lady Albercroft,"
I trust you found your soiree into the Taldan wilds most entertaining! I look forward to our visits at the Lion again. Perhaps seeing new artefacts and hearing new stories from the party will make you the belle of the next season.
I so hate to darken your joyful mood, but you must know that your manservant, Mister Thrym, as been most dreadfully naughty - he has been consorting with Pathfinders in your absence! Those nosy commoners may have been given one of your priceless Osirian vases by him. It's simply dreadful to find good people these days. Perhaps my tea leaves have misread, but I would suggest that you dimiss his services at once and return home now that the masquerade is over.
You need not worry, as my sister - a holy acolyte of Iomedae - is visiting Lady Viviana's manor to ask for aid funds for our soldiers in Mendev. I daresay you may have already met her. She's quite a stuffy thing, what with her hymnals to "Sisters in Darkness" and your expected praise to "Sisters in Light." Nonetheless, I'm sure she'll be happy to accompany you and your artefacts back home. I'm sure she'll find your stories of the party as entertaining as I."
Feel free to send a messenger to annouce your safe return.
- A. G.

Simon Gellner |

"Given that captives have already been brought into the pyramid and the cover of darkness, I'm afraid I must alter my position. A stealthy approach, as Mr. Thrym and Ms. Harthos have championed would be best to end the immediate threat to the captives and ultimately exterminate the followers of Rovagug within the temple. Time is indeed of the essence and I believe that route, however perilous, has the greatest chance of preserving the lives of our charges."

Herral Hinn |

I don't mean to make a mockery of the decision process but Herral isn't really the decisive sort.
Herral nods with each one of Simon's points, nods vigorously at the end. "Good idea, and we get to see the Spawn quicker. Did I tell you I had never seen one before?"
He does the same with everyone' else's opinions, after all, they all have a valid point.

Malatar Kane |

Mal can see the numbers are against him; especially now with Lady Vestang apparently inside the pyramid, Itaden and Simon – who he might have previously counted on as advocates for the ‘military’ approach – voting to go inside.
He still doesn’t think going into that pyramid is going to be any safer for them than taking on the camp; nor does he think it will necessarily be better for the majority of the prisoners (the nobles be damned! Why were they more important than the other prisoners ... but he didn’t expect Itaden or Simon to feel that way), but he couldn’t put his hand on his heart and say that his way would be better, and he doesn’t think he’ll have much luck swaying everyone anyway.
“Well ... it sounds as if the majority favour the pyramid,” Malatar growls after the others have spoken. “I’ll not rock the boat. How do we get in there? With the least loss of life?”

William WyrdRune |

Will mutters a final line from his tome a couple of times, committing it to memory, and snaps his book shut.
spells selected, updated on character sheet
"Easy, even I can answer that!" Will jumps into the conversation with a grin.
"We go in teh way that no one is looking, we take the back door!" HE says, spreading his arms wide.
"What? It's an ancient temple. It's GOT to have a back door. I think it was an ancient law, or something, The trouble is finding it! And that's where I come in!" Will says smugly.
"I have a little divination spell I've been saving for just such an occasion. It will allow me to detect hidden passageways. We find the back door, and come up behind them! Um,.. there is ONE , teensy, little drawback. The spell takes a lot of energy, I won't be able to hold it for long, a minute at most. So I'll only be able to find a hidden door if it's within,... oh, say maybe 200 feet from where I start the spell. What? I never said it foolproof!"
"If you'd rather, I can wait until we're inside in case we need an emergency exit?" He shrugs,...

Keeper of Doors |

Itaden looks around as everyone adds their voice to the conversation. As Mal finishes his commments, he goes to speak when Will blurts out his answer of magical detection. Itaden remains quiet as Will talks, although that clench in his jaw returns until Will finishes talking.
"My thanks to all of you for assisting in this matter. You have the appreciation of an old soldier trying to do his duty."
"As for the matter of an approach, it will be two-fold. Mister Thrym will guide you (his hand moves around to include Mal, Addy, Will, Herral, Simon, Zareby, and Gorzal) around to the other side of the pyramid - it is my understanding that you'll find similar cover there to what we have here - out of sight. He assures me has found an entrance on that side to allow you access."
If anyone wants - make a Sense Motive check. If you make DC15, then read:
There's hesitation in his tone as he refers to Gorzal. You're not certain why, but he's somewhat nervous about trusting the halfling in this situation.
He turns towards Will at this point,"Perhaps that's where your magical talents can prove useful in gaining access, Mister Wyrdrune."
"After giving you some time to get into position," he then points towards Dayle,"Corporal Vors has vounteered to generate a distraction. He believes he can keep out of sight enough to make it seem accidental and hopefully prevent them from mobilizing for an attack. If that fails, the rest of my men and I will move to attract their attention. They seem bent on protecting the pyramid, so our attack should pull them in our direction and away from you long enough to get in and find those nobles. If you cut the snake's head in the process, all the better."
"Captain Gellner, given your position, I am entrusting you with aiding the nobles. They'll probably be disoriented, and your presence should be reassuring to them and get them to be compliant if your band has to move quickly."
"Malatar Kane, by virtue of your experiences, I am hoping that you will make the judgement call on what needs to be done if there is a crisis. I trust you to insure there are minimal losses in there," as he says this he points towards the pyramid.
"Unless there's anything further, I suggest we get this business underway." Barring any further questions, he proceeds to place his helm and the other soldiers go about preparing gear and readying themselves.

Dayle Vors |

Dayle turns towards Simon afterwards and nervously asks, "If you'll pardon my request, Captain, I would like to know if I can use your steed for this matter?"
"My hope is that my distraction will work, but barring that I may try to stir up trouble from horseback and keep them off guard."
He grows quiet for a second, and then adds, "And...if things take a turn for the worse, and I manage to survive...I hope I can ride for help..." This last part he utters with an almost palpable taste of disgust and he cannot finish the sentence. There's a sudden blaze of grim determination in his eyes.

Simon Gellner |

Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22
"Of course, Corporal. She is a fine Qadiran steed and though I've had her only a short time, I can say that she shall serve you quite well. Our neighbors to the south at the very least produce some fine horseflesh."
Simon extends a hand to the scout.
"The worst shall not come to pass; we are Taldans, sir. It will take far worse than this rabble to deliver us failure."
He hesitates, unsure of the wisdom of his next words, given the mixed company.
"... And may the Bright Lady guide your way to morning."

Malatar Kane |

Malatar’s gaze is drawn involuntarily towards the black bulk of the pyramid, rising up against the starry sky. He shivers. Honestly, he doesn’t think all of them will be coming back out if they go in … but he turns back to Itaden, a crooked smile splitting his scarred face. “Do my best,” he says, then nods at the man. “Try not to get killed out here.”
The grizzled warrior then looks to Dayle, and claps him on the back. “Good luck,” he says, turns away, hesitates, then turns back. “I’d fight with you by my side again lad,” he says (never mind that the youthful looking half-elf is probably not far younger than him). A sudden feeling of hopelessness injects a note of anger into his voice as he adds, “And Hells yes, if things go south here, go for help. There’s more to this than just goblins taking slaves. Tell the Taldans, and if they don’t listen, go and tell the Qadirans. All else fails, tell the Pathfinders.”
He takes a breath, gives Dayle a nod, then stalks off to find Will.

Malatar Kane |

“A word,” Mal says to Will, pulling him away from the rest of the group. Noticing Herral he says “you too,” to the halfling, then speaks to the pair of them in a low voice.
“Stuff about this Zarga thing … you two think it’s real? Got something to do with what’s happening here?” Assuming either of the pair answer in the affirmative, Mal’s expression grows even graver than before, and he glances quickly over his shoulder at Simon, before turning back to Will and again speaking quietly but urgently. “You said that sacrifice will wake her … a specific sacrifice? Some reason they nabbed Vestang and a bunch of Taldan nobles rather than round up a bunch of peasants who no one would miss?”

William WyrdRune |

Will shrugs. "I dunno."
The mage raises an eyebrow at the look on Mal's face.
"What?! I told you. It was an old copy of an older journal kept by a man who's considered eccentric. At best. It wasn't exactly a 'to-do' scroll on 'How to Raise a Demon'!" Will mutters in exasperation. Taking a cue from Mal (first time for everything) he does keep his voice low.
He sighs and shakes his head. "This isn't a first-order recitation we're talking about here. This is ancient magic. More ritual, less spell. Think of it as 'primal' magic. It's more about grabbing power from, whatever, and gathering it all together until you have enough to do something with. Almost anybody could do it. Probably. Given enough time and,... raw materials." He says with a nervous glance at the camp below, possibly the prisoners tent.
He digs the heel of his hand into his forehead, as if trying to gouge out an answer. "I just, don't know the answer! I keep hoping I can remember something else, but. Look, I can remember almost everything I've ever read. Almost like it's still in front of me. BUT, It's like it's right in front of me. Which means that I have to go through it page by page! And we haven't exactly had a lot of time for me to do any reading lately!" He hisses softly, gesticulating widely in frustration.
"But, If you want an educated guess. Yes. It's real. Yes, It has 'something' to do with that." He says, gesturing towards the temple below.
"But, what sacrifice will wake her? Chime in anytime Herral. MAybe merely using these rituals will contribute to her awakening. Maybe it's specific. I don't know. As to why a bunch of snotty nobles instead of farmers? That's,... actually a very good question." Will eyes widen in a new appreciation of his 'bodyguards' train of thought.
"I could expound on a variety of theories,... but let's be logical. There has to be a reason. Some connection. Hm, connection. Maybe, if these fish-faces ARE descendants of the Azlanti, maybe the Vestangs and some of the other party guests are too? Maybe that's what they need?"
Sorry DM, Just winging it, but it sounded cool when I thought of it! MAybe I'm even guessing close? :) Just let me know when it's time for another 'history' check! :D

Keeper of Doors |

he turns back to Itaden, a crooked smile splitting his scarred face. “Do my best,” he says, then nods at the man. “Try not to get killed out here.”
Itaden smiles as well, and mutters, "Good man, as always."
"Bring her back, old friend, I owe her father my life...," he addds with a pause and then offers his hand to Mal.
Dayle Vors |

The grizzled warrior then looks to Dayle, and claps him on the back...
"Thank you, Mal," he responds quietly - using the man's name for what seems like the first time without a yes,sir involved. "I won't let you folks down."
He glances around at the rest of the assembled group for a moment, then takes the horse's reins and quietly makes his way out of the small camp.

Keeper of Doors |

Will shrugs. "I dunno."
Some great thoughts, let's see how you do. Knowledge(History)1d20 + 9 ⇒ (2) + 9 = 11 Hmmm....
Taldor's founding is based in old legends that Aroden (the last Azlant) created the nation with the help of refugees of Azlant. Holan Parrini's works speaks of an Azlanti colony that was somewhere in the country - a trading city called Cynidicea. One of his last chapters speak of finding a gate or marker to the city in the Taldoran wilds. Perhaps that pyramid has something to do with it.
(A totally random recollection comes to Will: Parrini supposedly retired to Absalom to write his books. After surviving untold horrors in the wilds, he promptly caught the flu the first winter home and died of pneumonia - which is why he never finished his journals.)
Taldor's nobility prides itself on being the most sophisticated and highest mark of human civilization. Despite that bluster, its people are in part the blood descendants of the first human empire, Azlant. And it's nobles often cite the purity of that lineage (no matter how skeptical it may be) as a hallmark of the right to rule; of the importance of its empire, etc. The blood will tell, as they say. In this case, how deep that link goes may be the reason.
If Zarga was defeated by Aroden and those Azlanti descendants living in Taldor as legends tell, then it stands to reason that it seeks revenge - for Rovagug and it's spawn are nothing else if not vengeful beings. The blood of the children of its jailers seems like a good start to unlocking Zarga's freedom.
Lady Vestang's words at the party suddenly come back to you,"...so too may the children of empire reclaim their place! Behold! The children of the Azlanti!"

Herral Hinn |

Herral pipes up too, "Zarga I dont know but Will looks like he spends a lot of time in libraries, all pasty faced and he has a big forehead, so I guess he is right. All I know is that Desna nevers sends me dreams unless it really matters, I mean this is only the third one and it definitely involved a spawn of Rovagug as the enemy of Sarenrae. I'd stake my next meal on it."

Adelaine Harthos |

"Some nice ideas, Will. Too bad it really doesn't matter all that much, to be honest. Doesn't really change the fact we need to get in there, and whoever or whatever is in there likely won't be friendly. Let's concentrate on cleaning out that pyramid first, then we can ask 'em why they're here and who's basket they toss the coins in on worship day."
It's fairly obvious to all that something has Addy bothered, as her usual sarcasm has been replaced with actual irritation.
Keeper
On another note, I understood most of the letter, but what was the reference to Gorzal working with Pathfinders? I'm guessing it wasn't a true reference to Pathfinders, since Addy herself is one, and it was her friends like A.G. that got her that as a partial cover. Just wasn't real clear on that one.

William WyrdRune |

Thank you Keeper. WIll will tell what you posted above, no need for me to copy & paste! ;P
WIll finishes his almost random thoughts, then looks aghast at Herral, and promptly feels his forehead.
"I spnd time in the libraries, but I do NOT have a big head! Mal, does my forehead look big to you!?!"

Keeper of Doors |

Addy-
DM Note - Yea, I was worried it might be too much cloak and dagger.
The letter is a cover - you'll know what it means but to anyone else it is simply a letter to the real noblewowan - in case it is opened or discovered by someone else. It basically fingers Gorzal, but clears your name in the sense that you can "quit" being the noble and be yourself - a Pathfinder. In this way, your role as Albercroft is at best a disguise and throws you off suspicion as being anything other than Gorzal's contact. In essence, you have been given the opportunity to disavow the halfling if things get messy - and thereby limit Cheliax's losses to their spy network.
As for what Gorzal did, besides the implication of stealing, is hard to say. It could be that he's done something worse; simply given himself away to the authorities; or maybe it's just AG's way of saying it's time to part company again with your comrade. It is a way to insure that you can't reveal what you don't know - by accident or under interogation. With Cheliax, byzantine is not an uncommon character.
Hope that makes sense; or at least helps.

Keeper of Doors |

Barring any further preparations by the party.
As Dayle makes his away from the camp; and Itaden's force prepares itself to respond with a charge; Gorzal leads your group towards the other side of the pyramid.
He takes you farther up the valley's side, the terrain getting steeper but not untenable as you make your way. Eventually, just above the pyramid's summit, you cross parallel to the camp below. There's enough half-light from the fires below to generally make your away across, especially with Addy's vision able to provide a clear path where Gorzal can't. As you move the statues of the Azlanti man and woman loom near, the stone faces impassively staring at you as a play of light. You can't help but look at them and wonder: what have they witnessed?
Reflex check again. Fail a DC 5, read below:
You manage to slip on a loose stone in the hillside. No injury, but a chunk goes skipping down to the pyramid - sounding like a drum beating loudly in your mind. Nothing further happens in any case.
From there, the trip down the other side is a simple walk-run - the terrain carrying your momentum downward. You see movement on this side from the camp - the other tent of goblins more visible now just in front of the captives' tent. The little beasts continue to go about their goblin tasks of laziness and trivial mayhem. Gorzal quickly signals quiet at one point and from the ground you see a pair of goblins walk within a 50 yards of your location - gabbing amongst themselves and paying you no heed.
As if in defiance of these sentries, he then begins to crawl closer to the pyramid - trusting the shadows to conceal everyone. Everyone moves slowly but surely closer until the pyramid's black stone is no longer a singular form - but blocks formed together and the pitting and chipping of age visible detail in the stone. You are at the boundary of shadow and light; and the goblins are now just at the edge of bowhsot. The ground's placement would allow you to almost skip onto the second tier of the pyramid - completely avoiding the first level and the camp below.
The halfling stops, and points at the corner of the pyramid on the second tier. Rounding that corner would give you an overhead perspective of the whole area in front of the building; and place you in full sight of the camp. "That's where we'll find the entrance," he says with some satisfaction. "Now all we have to do is wait for the signal, and we can get in!" The last he utters with a smile of confidence.