Thunder999
 OOC 

The day of the lottery is finally here, registration was easy, just give your names to a priest and the four of you were given a single small wooden token inscribed with your party's registration number, along with instructions to have it on you when the day comes.

The opening ceremony takes place in the Sunburst Market in the center of the living city of Wati, between the Grand Mausoleum and Abadar’s Sanctum of Silver and Gold.
The market square, indeed the whole city, is bustling with activity, adventurers from near and far stand gathered in small groups, the general public hang around to watch the spectacle and the city's street vendros are out in force, selling every form of food and drink Wati has to offer. A few more unusual carts are selling adventuring gear, ropes, torches, pitons and even a few spears, you even spot a few well dressed merchants advertising "The best rates in Wati for recovered treasure." and handing out fliers for their stores.
In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

The nearest groups are a mixed bunch, some standing silently, gripped by quiet anticipation, others talking of what they'll buy with their riches, and finally a few discussing what may lay within, trading tales of cursed mummies, animated dolls, dart traps and man eating scorpions.

After a few moments, Sebti the crocodile rises from her chair, despite her youthful appearance she seems to carry an air of calm authority. She calls for silence, the crowd quickly complying.

After calling out to Pharasma to look upon those venturing forth, she summarises the history of Wati with a focus on the necropolis.
She briefly mentions its founding, dating all the way back to –1608 AR, before moving on to discuss the 2499 AR Plague of Madness, an abomination born of Lamashtu that killed most of the inhabitants and sent the rest fleeing.
Then, with more enthusiasm she describes how a Pharasmin priest named Nefru Shepses marched on Wati in 2953 Ar with a small army of alchemists, masons, and morticians under his banner, intent on consecrating the entire city to the Lady of Graves, founding the Great Mausoleum in Pharasma's honor, then spending 30 years recovering the bodies of those who died in the plague, walling off the abandoned part of the city and turning the buildings within into a whole city of makeshift tombs, each given formal burial rites. Then she talks of how, with the necropolis complete, the city began to flourish once more, now four times the size it was when the plague struck.

Then at last, she reaches the bit you've all been waiting for.
“Let the lottery begin! Although many of you have requested specific sites to explore, we must leave these matters to fate. The Lady of Graves is a far better judge of destiny than we of this mortal
sphere. The gates of the necropolis will open at sunrise tomorrow. Use this evening to prepare yourselves for the task ahead. Let these rules guide you in your endeavors in this holy place: remember
how this came to pass, every slave’s hut is a memorial, and honor the departed. May you go with the Lady’s blessing.”

Then she sits down and the acolytes stand, each drawing a wooden token from one of the urns on the table, the one on the right calls for the group with the matching token to send their representative up. It quickly becomes apparent that one token determines the group and the other the tomb.

At last your number is up, whoever you choose goes up to the table and is shown the location of the tomb you will be looting on a map, is given a sketched map showing its location, and a piece of parchment with the rules on it.

 
 Spoiler: Rules 
Remember How This Came to Pass: The Plague of
Madness was unleashed upon the city of Wati while
religious authorities were engaged in infighting. This rule
is a reminder that the necropolis remains a holy place, and
those who engage in needless conf lict and banditry are not
only criminals, but accursed.
Every Slave’s Hut Is a Memorial: Every structure within
the necropolis is a testament to the people who lived and
died in the city. Explorers must not desecrate or vandalize
standing structures and tombs, but preserve them as the
memorials they were intended to be. Some structures
may be trapped or decrepit, but willful and unnecessary
destruction will not be tolerated.
Honor the Departed: The dead should be treated with
dignity and respect. If the interred need to be disturbed
to recover an antiquity or relic, they should be returned
to their resting places carefully. It is understood that the
ancient dead are often brittle, but there is no need for
the contents of a sarcophagus to be summarily dumped
on the ground. This rule does not apply to the undead or
other abominations.
Failure to comply with these rules can result in, but
is not limited to, expulsion from the necropolis, a ban
on continued exploration, seizure of recovered valuables,
and arrest and prosecution by local authorities.

Those of you familiar with the city are dubious of their ability to actually enforce these rules, the city guard generally try avoid patrolling the necropolis and the church doesn't have nearly enough manpower.
 



Your tomb is called the Tomb of AKHENTEPI and was actually present before the necropolis, part of ancient Wati's original cemetery.

 
 Spoiler: OOC 
You can ask Sebti a few simple questions if you want, but she won't be willing to talk for long, once that's done nothing will happen until tomorrow morning, so let me know when you want me to move things along to then.
 

 
 Spoiler: Your tomb is number 23 on this map 
 https://i.imgur.com/yeHuYdU.png  North is to the left, for the curious.
 
MesiDoomstalker
Khem was a little ball of energy. He ooh'd and aaah'd at totally mundane things that he absolutely had seen in Sothis. A permanent, near-manic grin was plastered on his face. It took some restraint to keep himself still and respectful as Sebti started her speech, laying out the rules. When their token was called, his overbrimming excitement overrode everything else, rushing to grab their assignment, forgoing their initial plan.

Only on returning to the rest did he settle down, his cheeks rosy from embarrassment, having realized what he had done.   I'm sorry. I just got too excited.   He muttered abashedly, holding out the marked map for the others to see.
DeTess
Gloria had been equally excited, rushing back and forth between the sights and stalls, and even disappearing for a moment to buy a spear that caught her fancy from a passing cart. Willow, Gloria's wolf companion (or minder, depending on how charitable you were feeling) was padding along behind her, a look of patient resignation in her golden eyes.

 "Ooh, so we're not going in too deeply this time!"  Gloria had commandeered a nearby crate to stand on so she could see the proceedings and more easily follow what her taller companions were discussing.  "Well, that's perfectly fine for a first expedition!" 
CasualViking
      
      Hapu     
 

Hapu brings the tablet back to the group of new acquaintances.  "All right, Butterflies. We have our map. Are we all ready to proceed? ". He taps his polearm lightly against his loaded backpack for emphasis.  
 
  

 
 Perception +8 *
Thunder999
When the gates open the next morning you have no trouble reaching the tomb, sticking along the inner side of the wall even avoids most of the crowds.

Your tomb is a rectangular stone mausoleum sitting alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.

As you get closer Khem and Tetra can easily read the Osiriani engravings on the doors, "this is the tomb of Akhentepi, born 2416 AR, died 2488 AR" which means this tomb predates the Plague of Madness by just over a decade.
The doors have no handles or other opening mechanisms.

Tetra notices the well concealed hinges, which should open outwards, along with traces of mortar, now weathered away, indicating the doors were meant to be permanently sealed.

There's no opening the doors yet though, the piles of sand won't let anything open outwards.
It is perhaps not what you signed up for, but there's only one option: you'll have to move the sand. None of you own a shovel, but they're being sold nearby for 2gp each, it seems at least one merchant had thought of this. Between the trip to buy them and the hard labour under the Osirian sun, it takes you about 45 miserable minutes to move the sand out of the way.

The doors themselves still have no handles, fortunately Gloria has a crowbar and after about a minute of work finally manages to pry them open.  You notice the interior sides are just as barren of handles. It's as though someone didn't intend these thing to see much use. You prop them open and head into the antechamber.

The antechamber is a rectangular room, empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north, and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling.

The stale air and layers of dust make it clear this place has not been touched in centuries.
The engravings on the interior wall are in Ancient Osiriani, fortunately Khem can understand them.

They describe the life of the tomb’s enshrined occupant, Akhentepi, it seems he was a celebrated military commander who presided over the troops garrisoned in Wati prior to the city’s downfall.
The hieroglyphs also contain warnings, “Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods.” And, “The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber,” and finally “turn back while you can.”

Still, you were directed here by the High Priestess of Pharasma, so perhaps she's changed her mind.

Tetra notices the spiral on the stone wheel is clearly Pharasma's Holy Symbol, and two of the faces in the corners bear her image, however none of you can identify the other faces, though they resemble canines. A closer examination does reveal slots for torchers that would light them up in a rather dramatic manner, wreathing the heads in fire.

As to the wheel, it appears to be inlaid in some sort of track, it's a heavy block of stone, but large enough that all four of you could grab it and roll it to the side.

As you do so you are ambushed by a scorpion, which emerges from behind the door and pounces on Tetra in a flurry of claws an pincers.
Khem recognises is as a Ghost Scorpion, common vermin, probably thought this looked like a nice place to nest in for the day, you just saw it Pounce and its stinger is mildly poisonous (1 str damage)

 
 Spoiler: Initiatives 
Khem (1d20+3)[20]
Tetra (1d20+3)[15]
Scorpion (1d20)[12]
Hapu (1d20+1)[10]
Gloria (1d20+3)[7]
 

 
 Spoiler: OOC 
I think 2 shovels should be enough, split the 4gp cost however you want.
Turns out only Tetra has knowledge religion and none of you know anything about engineering.
The scorpion got a surprise round with its nat 20 and +8 strength, which it used to pounce.
Tetra takes 3 damage, you are flat footed so may not Counter
Khem and Tetra may now act. Then the scorpion if it is not dead.
The four of you (Gloria on her might wolf steed) are at the south of the 20ft wide room by the wheel when it attacks, so it's in melee range of everyone but Khem.
There is no puzzle with the wheel, otherwise I'd have let you think, just a minimum total strength score worth of people to move it out of the way.
 
MesiDoomstalker
Khem had excitedly read the dire warning out loud. His enthusiasm only mildly dimmed by the warning; a perpetual grin plastered on his face. But he whipped around at Tetra's cry of pain. Fumbling, he draws his longbow, knocking an arrow, letting it fly.   Be careful of its stinger!   He cried out in warning.

 
 Spoiler 
 Move Action : Draw Longbow
 Standard Action : Fire longbow at Ghost Scorpion
Longbow vs. AC  (1d20)[ 3 ]  (no bonus due to not having Precise Shot yet, whomp-whomp.
 (1d8+1)[ 5 ]  Piercing Damage
PBS already factored into stastitics
 
ShadowOfAStorm
Tetra doesn't even let he designation of 'Butterfly' get to her, though she clearly dislikes it in the moment.

Come the morning, she's in good spirits and better health, and she happily guides Chopshop, her bison, along the city to the front of the team's designate tomb. There, she instructs it to defend the entrance.

She bites her lip a bit, though, at the Pharasman engravings. "Pharasma," she says with a sour note underlying her up-beat tone, "don't have any affinity for her! Fate and Prophecy are poor imitations over the mastery of Time itself." She taps her tools, upon which minuscule Brigh-devoted inscriptions reside, with practiced motion. "Besides which her extremist anti-undead stance doesn't make any sense: Brigh holds no such opinions."

Before she can go any deeper into religious monologue, though, the vermin attacks, and she exhales quietly in pain. In return, she lashes out with her shield.

 
 Spoiler: OOC 

Okay, trying the dice thing for the first time, please correct
Enduring Crane Strike  (1d20+1)[ 4 ]  to hit
[rollv]1d4+1d6[/rollv] damage
 (1d6+4)[ 7 ]  healing(self)
 
Thunder999
Both Khem's arrow and Tetra's shield go wide of the small creature, then it returns to attacking Tetra, its claws are easily blocked by her shield, but the stinger gets her in the leg, her leather armour offering little protection, despite Khem's warning, she doesn't seem to be poisoned.

Hapu and Gloria(+Willow) to act next, then back to the top of initiative with Khem and Tetra

 
 Spoiler: OOC 
The low rolls miss as you guessed.
Two misses, then a hit for the scorpion, 2 piercing damage to Tetra, but she saved against the poison. She is no longer flat footed so you may choose to use Iron Shell.
 
DeTess
 "Hey, don't let yourselves be intimidated by mr. sharptail here! he should be way more scared of us than we of him!"  Gloria gave her companions some encouragement as she drew her new spear from it's place in her weapon bag and stabbed down at the scorpion, even as willow tore into it with her teeth. She aimed towards the scorpions legs, trying to pin it into place to giver her companions an opening to attack.

 
 Spoiler: OOC 

 swift action Gloria:  encouraging roar, everyone gets +2 to attack and damage for 1 round (Hapu technically won't benefit from it this round but will the next one)
 free action Gloria:  direct willow to attack (DC 10, so auto succeeds as with handle animal bonus + link bonus the bonus is +11)
 standard action Willow:  Attack with bite  (1d20+4)[ 10 ] , damage  (1d6+3)[ 8 ] , if the attack hits Willow gets a free trip attempt (no AoO, no chance to fall prone on failure:)  (1d20+2)[ 8 ] 
 move action:  draw spear, which I can use one-handed thanks to my stance.
 standard action:  hunting party strike: attack roll:  (1d20+7)[ 27 ] , damage  (2d6+5)[ 16 ] , if the attack hits Tetra gets to make an attack of opportunity on the scorpion.
 
Thunder999
Willow's bite  misses, but Gloria herself impales the creature through the head, slaying it with a single blow.

 
 Spoiler: OOC/combat wrap up 
It had 13 hp. It is very, very dead.
You all gain 50xp for your victory.
 


With the intuder valiantly slain, you are able to return to rolling that stone wheel out of the way, revealing a second chamber.

It's a small square room, starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.

At this point the sunlight from outside is only providing dim light, the party casting long shadows into the chamber.

The shaft is a 10ft square, and the rope only extends 5ft down, the end appears to have been cut.
The floor below is 60ft down, just visible with darkvision.
This shaft would be very difficult to climb down.

 
 Spoiler: OOC 
The entire rest of the tomb is unlit by default.
The shaft is a DC25 to climb up or down.
If anyone touches the rope it will crumble to dust.
 


How do you proceed?
DeTess
Glorias rummaged through Willow's saddlebags, and returned after a moment with a length of hempen rope.  "This should cover most of the way down, but I think we'll need a little more. Does anyone have another rope?"  She took a look around the room once more, trying to come up with a better idea than just climbing down. That would be fine for those among them that had opposable thumbs, but it would be a bit of an issue for Willow.  "Oh, Tetra, do you think Chop shop could help out? If we have another rope he could help lower Willow and anyone else not confident in their rope-climbing skills down. The rest of us can climb down if we can tie a rope around here somewhere."  Gloria gave the piton currently stuck in the floor a tug to see if it would hold her weight.
Thunder999
The piton doesn't seem particularly lose, though you're not really sure how to tell, but the rope hanging from it crumbles to dust when your hand brushes against it. This must be very old.
MesiDoomstalker
  Oh I can help!    Khem sling his pack to the floor. Digging around he pulled out another length of rope, a hammer and more pitons. He began diligently hammering a piton through one length of rope, before splicing the two together.

  Okay so Hapu you can go down first to make sure it's safe. Then we'll lower Willow down, then Gloria, Tetra and then myself.    He offered with a wide toothy grin.
Thunder999
As the first of you climbs down it becomes quite apparent what's going on here, the shaft is located in the center of the ceiling, 10ft off the floor with no adjoining walls.
It'll be hard to climb down safely, and more importantly, climbing back out of here will be very difficult. If someone came down with a rope, climbing down the walls, well they'd never get back up.
A death trap with no moving parts.

Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body.

The corpse is almost skeletal, with a thin layer of dessicated tissue. It's hard to say what happened without any medical knowledge, but Hapu thinks his legs look broken, so maybe he fell.
Hapu can see some of his gear, but you'll have to get down and examine him to say more.

Now how do you want to do that last 10ft?

 
 Spoiler: OOC 
DC 15 climb check without the walls to help, DC 15 acrobatics to safely fall 10ft, or you could lower people down, but the last person would still have this issue.
Or you could just take the 1d6 fall damage I suppose.
 
CasualViking
      
      Hapu     
 

Hapu considers the options, then braces against the shaft walls and calls back up, "can you lower me the last 10 feet please?".   
 
  

 
 Perception +8 *
DeTess
 "Willow, can you give me a hand?"  Gloria walked over to the rope, her canine companion padding behind her. Gloria knew she was plenty strong, but when lowering her companion it wouldn't just be her strength, but also her weight that played a role, and she was sorely lacking in that department compared to her large companions. With Willow grabbing the robe with her mouth and bracing to help with lowering Hapu things should be just fine though.
MesiDoomstalker
Once Hapu was lowered, Khem pulled the rope up. He started tying a makeshift basket under Willows torso, to help lower the wolf down.
DeTess
Gloria helped Khem out, soothing Willow with a pet and reassurance or two so she would remain calm while they lowered her.
Thunder999
The group are lowered one by one into the pttch black room, Tetra and Willow are unable to see a thing, it takes a few minutes for Gloria to remove her armour, but she climbs down without incident.

There's not a lot left of the corpse's gear, but you do find two Pitons just like the one above, a metal hammer and two flasks of alchemist's fire. Falling from above when the rope was cut would explain the broken legs.

The door the corpse is grasping towards is heavy stone, it's not as bad as the entrance, but won't move without a directed effort.

Nothing happens while you wait in the dark for Gloria to put her scale mail back on, the tomb fittingly silent.  You have ample time to light any lanterns or torches.

 
 Spoiler: OOC 
2 standard pitons, hammer for said pitons, 2 alchemists fire, distribute as you wish.
Lanterns and torches take up a hand, though if I'm reading Tetra's sheet right she's just using a single shield, so could hold one without penalty.
DC 10 strength check on the door, so you can take 10 to do it easily, but it explains why the crawling dead man never opened it.
 


You manage to force the door open easily enough, revealing a 10ft wide corridor, the walls feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. Engraved stone double doors stand at either end of the hallway.
The engravings on the doors depict the same man as the previous room, presumably Akhentepi, though he's older here.

You enter the new room, but around 25ft into the 35ft long corridor, Khem spots a pressure plate covering the entire last 5ft of the room, alerted you now realise the walls of the room are lined with small hole.

You may now attempt to handle this trap.
CasualViking
      
      Hapu     
 

Hapu gathers up the corpse's belongings. Once  Tetra  comes down the rope, he casts a simple spell on her shield to provide light.

Down the trapped tunnel, he shrugs.  "Seems we won't need luck as bad if we back out of this tunnel first" . With that, he moves back to the chamber.   
 
  

 
 Perception +8 *
ShadowOfAStorm
 
 Originally Posted by DeTess 
   "Oh, Tetra, do you think Chop shop could help out? If we have another rope he could help lower Willow and anyone else not confident in their rope-climbing skills down. The rest of us can climb down if we can tie a rope around here somewhere."  
 

"Oh, um, I'm not sure Chopshop is the best choice for carrying something as fragile as...us." Tetra gives a sympathetic smile as she makes a 'splat' gesture, miming a crushing action against her



Down in the depths, Tetra silently shifts and squirms in the dark, desperately listening for anything, at least until Hapu enspells her shield. She gives him a grin and a warm nod, as thanks.

"I can't carry much," she says, in a conspiratorial and low-toned whisper, to match their deeper penetration of the tomb, and potential dangers within, "on account of needing to stay light on my feet, so I'm always happy to have friends with magic to ease the burden."

Given Khem's spotting, Tetra gets to work, disabling the trap as safely as possible.
Thunder999
Tetra's first try at disabling the trap is unsuccessful, but doesn't trigger it, on the second try she is able to disconnect the pressure plate, after a tense minute, the party can advance.

The doors at the other end are as heavy as the first, but you open it without further issue.
Ahead is a 20ft by 20ft room, a faded tapestry hangs on a wooden frame on the western wall, faded and delicate, the tapestry depicts a middle-aged man, accompanied by a woman and two children, with a small estate in the background. To either side of the tapestry are two small pedestals, upon which sit two preserved dead animals. Stone double doors exit the chamber to the north, south, and east. (You came from the east)

Hapu and Tetra are able to discern the meaning of several symbols and hieroglyphs that suggest that Akhentepi’s family befell some tragedy, possibly murder or sickness, and he was left widowed.

The north and south doors both open easily, connecting to shot staircases with more doors at the bottom.

Do you go North or South?
MesiDoomstalker
Khem ooh's and aah's over the depiction, before becoming somber as his compatriot's explained the fate of Ahkentepi's family.   That's so sad.   He murmured.   At least he didn't leave any kid's behind for the plague...  

Almost on the spin of a coin, Khem wheeled, pointing in a random direction (north).   Let's go this way!  
Thunder999
You descend the staircase to the north and open another double door.

It's another 20ft by 20ft chamber, this time brightly painted chariot sits in the center. Beyond the chariot, a large canvas stretches between two stone columns. The skins of several animals—antelopes, great cats, and crocodiles—now faded and deteriorated with age, are tacked to this canvas. A wooden chest, lacquered white and trimmed with gold inlay, sits in the southeast corner. In each corner of the room a small stone shield is molded into the masonry at shoulder height. An open hallway leads to the east, and a set of stone double doors leads south. (You came through the south ones)

The chariot is not quite in good enough condition to ride, but would still be a valuable antique, though it would have to be taken apart and removed piece by piece and none of you have the skill to do so.

You do not detect any traps on the chest though it is locked, the chest itself is more valuable than the chariot, let alone what fragile contents may lie within.

Tetra easily picks the lock, but a razor sharp envenomed blade strikes her hand as it clicks open.
Inside you find two potions of cure light wounds and one potion of darkvision. Also inside the chest are two books with thin, gold-plated metal sheets for pages. The first is a brief biography of Akhentepi, and the second is a list and description of the various military campaigns conducted by the nation of Osirion between 2350 and 2450 ar.

 
 Spoiler: OOC 
The chest (complete with trap, which can be reset) is an art object worth 200g
Each book weighs 25 pounds and is worth 300 gp.
The chariot would be worth 100gp, more if you could restore it somehow, but you'd need to be trained in craft(carpentry) or profession(driver) to know how to take it apart and move it. Still, perhaps you can come back for it later with some hirelings.

And now the trap, I rolled for everyone (apart from Gloria who would fail on a 20) and noone spotted it.
That's 3 piercing damage and you take 2 con damage from the poison before it wears off.
You are flat footed to the trap so can't get your shield up to block,
 


The open hallway to the east is only 10ft long, four funerary masks hang on one wall, staring down as if in judgment at anyone standing in the corridor.
The first two masks are readily identifiable as Abadar and Pharasma, none of you know the third, but Tetra identifies the final one as Osiris, ancient Osirian god of the afterlife.
They are plated in gold and worth a tidy 75gp each. They serve no purpose beyond ornamentation.

 
 Spoiler: OOC2 
You get 250xp each for surviving the traps. 4x75gp masks as more loot.
 


You cross through the corridor into another 20ft by 20ft room, a dead end but certainly not a waste of time: A table displaying a three-dimensional diorama occupies much of the north side of room. Three shields with different designs are displayed upon a rack against the east wall, while various weapons hang from another rack along the south wall. Arrayed around the room are five small chests and a clay urn.
The diorama depicts an ancient battle between the city of Wati and an unidentified enemy. The rack to the east proudly displays three shields. The shield on the right is a light wooden shield identical to the shields carried by the soldiers in the diorama. It bears Ancient Osiriani hieroglyphs that spell the name “Akhentepi,” marking those soldiers as under the command of Akhentepi. The light wooden shield on the left does not appear to be Osirian in origin but none of you possess the geographical knowledge to say more.
The center shield is unusual in that it is a light steel shield shaped like a scarab; it matches the one borne by Akhentepi in the engravings on the doors you saw earlier. The rack on the south wall holds
a composite shortbow, a khopesh, and a spear—all of which presumably also belonged to Akhentepi.

When the first of you enters the room, three tiny dolls from the diorama spring to life. Khem recognises them as animated objects, here serving as tomb guardians. (Constructs, 5 hardness, Vulnerable to fire, oh and they're tiny so 0ft reach)

You had enough time before entering the room that if anyone has the ability and desire to heal Tetra you could have (You can just roll it and say it already happened to keep the game moving smoothly)

 
 Spoiler: Initiative 
Tetra (1d20+3)[19]
Hapu (1d20+1)[19]
Doll2 (1d20+2)[17]
Khem (1d20+3)[11]
Doll1 (1d20+2)[11]
Doll3 (1d20+2)[10]
Gloria (1d20+2)[7]
 

 
 Spoiler: MAP 
 
 


Tetra and Hapu act before the dolls.
CasualViking
      
      Hapu     
 
After the mishap with the trapped chest, Hapu heals Tetra with a brief prayer to the Lady of Dreams:  8  hp.

As the dolls start moving, Hapu barges to the front and slashes at them.  move southeast, east.   attack doll 1  - (1d20+5)[ 14 ] ,   damage  - (1d10+4)[ 11 ] + (1d6)[ 5 ]  .

He is well-positioned to hit them again when they move.  
 Spoiler: attacks of opportunity (10' reach) 
  AoO1  - (1d20+5)[ 23 ] ,   damage  - (1d10+4)[ 9 ] + (1d6)[ 3 ] .   AoO2  - (1d20+5)[ 22 ] ,   damage  - (1d10+4)[ 6 ] + (1d6)[ 6 ] .
 
 
 
  

 
 Perception +8 *
ShadowOfAStorm
Tetra remarks professionally on the resilience and craftsmanship of the traps and locks she encounters. The books, paper-paged, she has special interest in "Especially stable, those, gold is a good choice if you want information to last a long while."

"My thanks, Dreamer." Tetra says with simple gratitude as Hapu heals her.

Come combat, her first move is to tense, ready to stride up and strike anything which moves within ten feet of her.

 
 Spoiler: OOC 
Tetra uses the Warder class feature Defensive Focus as a full round action. Her threatened zone becomes 10ft. She has 5(Wis+1) AOOs which she will take at every available opportunity.
 
Thunder999
Hapu's first swing is a miss, the creatures harder to land a solid hit on than you might expect.

One of the dolls clambers down to attack, but barely makes it 5ft before getting destroyed by his polearm.


 
 Spoiler: OOC 
A 14 misses even against flat footed, they have pretty good natural armour.
13 damage is enough to destroy a doll even with their hardness.
 


Khem may act before the other two dolls run bravely into a blender.
MesiDoomstalker
  Oh, hey! These dolls are made of  wood  and wood  burns!    Khem exclaimed excitedly. Pulling a vial from his pockets, he jammed a small pellet into the narrow opening. Shaking it vigorously, the whole thing began to emit a dangerous heat, before he tossed it aggressively at the remaining dolls.

 
 Spoiler 
Alchemist Bomb vs. Doll 3's Touch AC. They are not adjacent to any foe, so no additional penalties.
 (1d20+4)[ 11 ]  vs. Doll 3's Touch AC (if miss, scatters  (1d8)[ 5 ] , 1 being north going clockwise)
Damage:  (1d6+4)[ 10 ]    Fire damage  ; splash damage (all adjacent squares, plus the landing square in case of miss) take   5 Fire   with a DC 14 Reflex save for half.
Note: damage values do not account Resistance/Vulnerabilities
 
Thunder999
Khem's attack singes the creatures, but the splash damage isn't enough to bring either down.
The first of the dolls falls to opportunity attacks once more, but the seconds slips under Tetra's shield bash, but Hapu slams the haft of his polearm into its path before it crashes into him, deflecting the attack.

 
 Spoiler: OOC 
Failed saves vs splash, but only took 2 damage each after applying hardness and vulnerability.
Another easy kill on Hapu's AoO (Tetra has been swinging too, but they went down his attacks anyway, so I didn't roll), Hapu is out of AoOs for the last one, and tetra misses despite the lowered AC from charge.
I have assumed you would expend that Oaken Shield, and paired with Tetra's Aegis it puts you at high enough AC that it misses (by a single point).
The final doll is sharing Hapu's space and has taken 2 damage.
 


The entire party gets to act before the doll's next turn.
CasualViking
      
      Hapu     
 
In the thick press of bodies crowding the tiny doll, Hapu manages a shattering blow...against one of the already destroyed dolls.

Enduring crane strike:   attack  - (1d20+5)[ 6 ] ,   damage  - (1d10+4)[ 11 ] + (1d6)[ 1 ] 
 
 
  

 
 Perception +8 *
DeTess
 "Let's get them, Willow!"  Gloria nudged Willow forward, rushing at the last remaining doll. It was too close to get a proper charge going, but between spear and tooth the gnome still felt confident she could take down the artificial creature, or at least distract it enough for someone else to get a finishing blow in.

 
 Spoiler: OOC 

 swift action Gloria:  encouraging roar, everyone gets +2 to attack and damage for 1 round (Hapu technically won't benefit from it this round but will the next one)
 free action Gloria:  direct willow to move in and attack (DC 10, so auto succeeds as with handle animal bonus + link bonus the bonus is +11)
 standard action Willow:  Attack with bite  (1d20+4)[ 5 ] , damage [/roll]1d6+3[/roll], if the attack hits Willow gets a free trip attempt (no AoO, no chance to fall prone on failure:)  (1d20+2)[ 11 ] 
move action: draw spear, which I can use one-handed thanks to my stance.
standard action: hunting party strike: attack roll:  (1d20+7)[ 17 ]  damage  (2d6+5)[ 16 ] , if the attack hits Hapu gets to make an attack of opportunity on the doll.
 
Thunder999
Gloria finishes the fight, using the height advantage, no doubt a novelty for her, to impale the creature with her lance.

With the dolls dead you are free to examine the contents of the room more closely, the khopesh and spear are both masterwork weapons. The composite shortbow is still serviceable, but its string has deteriorated, and must be replaced before the weapon can be used. The scarab shaped steel shield is a magical light steel shield, though you have no idea what the magic is.
The chests are well made, but lack the ornamentation, lock and trap of the previous one, they're sealed with aged wax which easily pops off, each contains a sack of coin and some papyrus scrolls in tubes.
The clay urn is also sealed with wax and contains nard, an expensive, oily perfume.
If you take the time to read the scrolls they seem to contain expense ledgers, speeches, letters and similar paperwork, though one of them mentions an unfinished tomb to Akhentepi's mistress.

 
 Spoiler: OOC 
150xp each for defeating three dolls.
Hapu is the only one with detect magic, but has neither Spellcraft nor Knowledge Arcana, so can tell nothing beyond the fact the shield is magical.
That's 500gp and 210sp total from the chests.
The scrolls would sell for 250gp to a collector or historian.
The urn of perfume is worth 75gp to the same.
That's a Masterwork Shotspear, Masterwork Khopesh, Composite Shortbow with no string (I'm going to say it's 15gp to get one added, or you can just sell it for 30gp)
There's also the two Light Wooden Shields, one with Akhentepi's name, the other of unknown origin, they're still functional, but unlikely to sell for more than the normal value, being merely painted wood.
 


You really only have one option now, heading through the other doors in the south of the earlier foyer.

The doors once more open easily, revealing another 20ft by 20ft room, perhaps that was the official standard at the time?
A massive mirror stretches across the southern wall of this chamber, flanked by two statues. The statue to the east depicts a tall, gaunt woman in a flowing, hooded gown, holding an hourglass. The figure to the west is that of a jackal-headed man carrying a scepter or staff in his hand. Stone double doors, standing slightly ajar, lead to the east and west. A third set of double doors exits the room to the north. Torch holders sculpted in the shape of bird skulls are built in each corner, and a thin layer of dust covers every surface.

The eastern statue is likely meant to depict Pharasma, while Tetra recognises the one to the west as Anubis, ancient Egyptian god of tombs and burial.
There are tracks on the floor with Tetra spots and recognises as some sort of Vermin.

Anyone who looks at the mirror will see both their own reflection, despite the darkness, and a human man with bronzed skin in his forties, wearing white ceremonial robes and a headdress. (This matches other depictions of Akhentepi). Both he and anyone else reflected in the mirror wear stern, disapproving expressions.

You can go east, west or investigate the mirror.
DeTess
Gloria quickly laid claim to the beautifully crafted spear.  "This Akhentepi must have had a gnome or maybe a halfling as an honored retainer. hy else would he have a weapons so perfectly sized for someone of my stature?"  She exclaimed happily, quite oblivious to the fact that the weapon was also perfectly sized as a shortspear for a human. She helped her companions pack away the remaining items that were not claimed for immediate use, before joining them on their way back.

At the crossroads with the mirror Gloria quickly averted her gaze once she saw the change in her own expression.  "That one is probably cursed. best we don't mess too much with it. Anyone have a preference for the eastern or western corridor?" 
MesiDoomstalker
  Lets go.... East!   Khem turned towards the East ( at least he hoped it was east; he was already turned around underground) towards the slightly ajar door.
Thunder999
You push the eastern doors fully open and walk into a slightly larger, 30ft by 20ft, chamber.
Pillars line the walls of this rectangular chamber, interspersed with stone jackal heads extending from the walls. A stone altar, covered in a layer of dust, sits at the eastern end of the room.

Tetra recognises the iconography of Anubis here too, this seems to be the final preperation chamber, where Akhentepi and the various creatures and slaves buried with him were embalmed and the final mummification rites were performed.
More tracks like those in the previous room are on the floor.

As you walk in, the sound of clanking armour disturbs the denizens, strange ten legged spiders that Khem recognises as a type of Vermin called Giant Solifugids, you're not sure how they got in, perhaps somewhere beyond the western door.
Khem knows these creatures well, they're fast on the ground, nearly as fast at climbing, and while they lack the poison of arachnids, they have powerful claws that can rend their victims apart.

 
 Spoiler: Initiative 
Hapu (1d20+1)[21]
Tetra (1d20+3)[19]
Bug 1 (1d20+2)[13]
Bug 2 (1d20+2)[10]
Khem (1d20+3)[7]
Gloria (1d20+3)[6]
Bug 3 (1d20+2)[4]
 

 
 Spoiler: map 
 
 


Hapu and Tetra react before the creatures do.
CasualViking
      
      Hapu     
 
 "Bugs" . That's enough information for Hapu to act. As he moves in and slashes at one of them, he learns just how fast they are.

Move SE-E. Attack bug 3  (1d20+5)[ 7 ] , [roll=damage]1d10+[/roll]+ (1d6)[ 1 ] .
 
 Spoiler: Attacks of opportunity 
 (1d20+5)[ 22 ] , damage  12 + (1d6)[ 3 ] 
 (1d20+5)[ 19 ] , damage  12  + (1d6)[ 6 ] 
  granted maneuver  - (1d2)[ 1 ] 
 
 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4)
ShadowOfAStorm
"Now that I think on it, " Tetra says as the team regards the broken constructs, "We should have just hogtied these little pests and sold them whole. "

As the party faces arachnids, she raises her shield like last time, ready to strike out and intercept. 
 Spoiler: ooc 
5ft step forward, full round warder combat patrol
 
Thunder999
Hapu's swing goes wide and Tetra sets up.
Bug1 launches forward in a lightning fast charge towards Gloria, too fast for anyone to react, only to futilely bite her shield.
Bug2 leaps clear of the altar and steps into melee range of Hapu, before lashing out with jaws and claws, though none of them actually penetrate his formiddable defences.

 
 Spoiler: OOC 
No AoOs, these guys have maneuvers to help them get close, none of you have Knowledge(Martial), so you don't know what.
They missed every attack though, so no damage.
 


Khem and Gloria are up next

 
 Spoiler: Map 
 
 
DeTess
One of the bugs was staying back, trying to stay out of the fight. But that created an opportunity for Gloria, one she was only too happy to seize. She grabbed her lance from the bundle of weapons on Gloria's back. Not the spear she had been using for the close-in fighting so far, but instead a far longer and heavier weapon. With a cry she urged Willow forward.  "Have at thee, villain!"  A line she remembered from one of her favorite novels on her lips as she rapidly closed the distance with the bug in the back, lance aimed at the strange spider.

 
 Spoiler: OOC 

swift action Gloria: encouraging roar, everyone gets +2 to attack and damage for 1 round.
free action Gloria: direct willow to charge bug-3 (DC 10, so auto succeeds as with handle animal bonus + link bonus the bonus is +11)
full-round action: bronze lancer charge: as standard charge, but ignores AoO's and deals +1d6 damage (I can draw a weapon as part of a charge). to-hit:  (1d20+10)[ 21 ]  damage:  (4d6+10)[ 22 ]  (1d6+5 doubled by lance, +2d6 from stance and maneuver)
 
MesiDoomstalker
Khem fumbles with his bow, before firing a quick arrow at Bug 3.

 
 Spoiler 
 (1d20+4)[ 8 ]  vs. Bug 3 AC
 (1d8+1)[ 5 ]  Piercing Damage
 
Thunder999
Gloria charges in, impaling the third Solifugid on her lance before it can react.
Khem misses, not ideal conditions for a bow perhaps.

 
 Spoiler: Initiative, unchanged 
Hapu (1d20+1)[21]
Tetra (1d20+3)[19]
Bug 1 (1d20+2)[13]
Bug 2 (1d20+2)[10]
Khem (1d20+3)[7]
Gloria (1d20+3)[6]
 


Which brings us back to Hapu and Tetra.
CasualViking
      
      Hapu     
 
Hapu blinks, surprised, as the bugs swarm forth. He steps closer, and swings at the one approaching Khem.

 Step NW.   attack bug 1  - (1d20+7)[ 23 ] ,   damage  - (1d10+6)[ 14 ] + (1d6)[ 1 ] .
  
 Spoiler: Attacks of opportunity 10' reach 
  attack  - (1d20+7)[ 27 ] ,   damage  - (1d10+6)[ 16 ] + (1d6)[ 6 ]   attack  - (1d20+7)[ 27 ] ,   damage  - (1d10+6)[ 11 ] + (1d6)[ 6 ] 
 
 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4)
ShadowOfAStorm
Tetra pouts as the creatures whiz by her, somehow avoiding her careful vigilance. "I'm not sure," she says as she moves forward and jabs with her shield, "where these creatures are coming from, sealed tomb. "

 
 Spoiler: ooc 
Tetra steps into range for a shield bash on bug 1
 (1d20+2)[ 22 ]  to hit
[roll]1d4+1d6+1[/roll] damage bash +roar+stance
 
Thunder999
Hapu steps into position and brings his polearm down on the northern solifugid, dropping it with a single blow.
Tetra moves in to strike the remaining bug, landing a very solid hit, but not quite finishing it.

The creature retaliates, its bite and first claw miss, but the second slips around her shield, despite her best efforts.

 
 Spoiler: OOC 
So bug1 is very dead, bug2 took 10 damage from the critical shield bash, which isn't enough.
Then it retaliated, two misses followed by a very high roll that hit, I rolled for Iron Shell since there's no reason to save it, but it wasn't enough to stop the  3 damage to Tetra .
 


Khem and Gloria may act, then back to Hapu and Tetra.
DeTess
Gloria left her lance in the corpse of the bug it was still stuck in, then drew her spear to attack the last remaining bug in tandem with Willow.

 
 Spoiler: OOC 

Free action Gloria: direct willow to attack the last bug.
Free action Gloria: drop the lance
move action Gloria: draw spear
standard action willow: attack last bug: Attack with bite  (1d20+2)[ 14 ] , damage  (1d6+1)[ 3 ] , if the attack hits Willow gets a free trip attempt (no AoO, no chance to fall prone on failure:)  (1d20+2)[ 14 ] 
standard action Gloria: attack with spear:  (1d20+6)[ 7 ] , damage  (2d6+3)[ 12 ] 
 
Thunder999
Willow bites the final Solifugid, almost killing it, though the creature staggers around even as blood drips from the wound, while one leg buckles, the other 7 keep it upright.

Gloria's spear thrust misses as she misjudges its staggering gait.

 
 Spoiler: OOC 
It's currently at exactly 0hp, so it'll die when it fights back, but can still act.
 
CasualViking
      
      Hapu     
 

  enduring crane strike  - (1d20+5)[ 17 ] ,   damage  - (1d10+4)[ 11 ]  
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4)
Thunder999
Hapu's strike puts the dieing vermin down, holy light bathes Tetra as he does, healing her wounds.

 
 Spoiler: OOC 
300xp each for the Solifugids
5hp of healing for Tetra
 


There's nothing of value here, leaving only one real option, you head to the west, following the tracks you now know came from Solifugids.

The door is already slightly ajar, through it you find a flight of steps gradually descending to the west. Halfway down the stairs, small holes and burrowed tunnels riddle what remains of the passage’s southern wall. Earth and sand have spilled over the collapsed masonry, covering the stairs with dirt and rubble. Stone doors engraved with a golden scarab, its wings open beneath a golden sun, stand at either end of the stairs.
It seems some burrowing insects found their way in and the Giant Solifugids followed.

You are about to head into the room when you spot something off about that pile of rubble, some of that sand definitely just moved.
None of you know what it is, but at least you spotted it before stepping onto it.

 
 Spoiler: Map 
The shading is difficult terrain thanks to rubble.
 
 

 
 Spoiler: Initiative 
Gloria (1d20+3)[22]
Thing (1d20+1)[13]
Hapu (1d20+1)[9]
Khem (1d20+3)[8]
Tetra (1d20+3)[7]
 

 
 Spoiler: OOC2 
You successfully avoided a surprise round triggered by walking onto it, alas none of you can identify the creature.
 


The thing reacts quickly sand gathering into the form of a large serpent, but Gloria is faster and may act now.
DeTess
 'Ooh, that's a big one...'  the thought passed through Gloria's head, though she did not give voice to it. After all, she was going to be a knight, and knights were never affraid!

 "Uhmm, right, the bigger they are, the harder they fall!"  she gave an encouraging yell as she grabbed her new spear, as much to encourage herself as it was to help the others. Then she and Willow struck out at the giant sand-thing, hoping to take it down before it could harm her friends.

 
 Spoiler: OOC 

swift action Gloria: encouraging roar, everyone gets +2 to attack and damage for 1 round.
free action Gloria: direct willow to attack the sandy snake(DC 10, so auto succeeds as with handle animal bonus + link bonus the bonus is +11)
Standard action willow: bite:  (1d20+4)[ 8 ] , damage:  (1d6+3)[ 6 ] , on hit a free trip attempt:  (1d20+2)[ 16 ] 
Move action Gloria: draw masterwork spear.
Standard action gloria: attack:  (1d20+8)[ 17 ] , damage:  (2d6+5)[ 12 ] 
 
Thunder999
Willow misses, but Gloria jabs her spear into the sandy body.
The creature lashes out in retaliation, but misses, you notice a definite glint of something on its jaws during that failed strike, then 5ft steps backwards.

 
 Spoiler: Map 
 
 


The rest of the party may act, remember that middle shaded area is difficult terrain, so you can't 5ft step in it or charge through it.
MesiDoomstalker
Khem draws upon his bow again, firing it at the sandy snake.

 
 Spoiler 
 (1d20+4)[ 17 ]  vs the thing's AC
 (1d8+1)[ 6 ]  Piercing Damage
 
CasualViking
      
      Hapu     
 
Hapu barges forward, trusting in his shield and armor to let him close the distance.

 Move W, W.   shield bash  - (1d20+6)[ 8 ] ,   damage  - (2d6+6)[ 13 ] 
  
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4)
Thunder999
Khem's arrow is a hit, sinking into the sandy serpent, Hapu's swing is easily dodged despite its size, but you realise it lacks the reach such large creatures are known for.
ShadowOfAStorm
Tetra cheerily thanks Hapu for the Silver Crane healing, notes the burrowing tunnels with the audible satisfaction of curiosity sated, and cheerily remarks, as the creature is revealed, "How kind of it to allow us the high ground, here"

She lashes out, reality distorting in neon-iridescent failure around her shield...

 
 Spoiler: ooc 

Breaking Glass Strike  (1d20+1)[ 15 ] 
[roll]1d4+1d6[/roll] damage.
Dazzle for 4 rounds, dc 15 wil save against daze(1rnd)
 
Thunder999
Thanks to Gloria's encouraging shout, Tetra lands a shield bash, dazing the creature.

 
 Spoiler: OOC 
You need to do different dice seperately, and please remember to include bonuses from buffs, a 15 doesn't hit, but I remembered the +2 morale bonus and a 17 does.
Poor elemental isn't getting a turn.
 
CasualViking
      
      Hapu     
 
Hapu draws back, gives himself space to swing his long weapon, but only glances against the sand monster.

 Step back.   horsechopper  - (1d20+5)[ 14 ] ,   damage  - (1d10+4)[ 14 ] + (1d6)[ 1 ] 
  
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4)
DeTess
Gloria quickly moved forwards into the spot Hapu abandoned, striking at the elemental with her spear while willow tore into it with her teeth.

 
 Spoiler: OOC 

doing two turns worth of actions here.
free action: direct willow
move action willow: move up
standard action willow 1: bite:  (1d20+2)[ 5 ] , damage  (1d6+1)[ 7 ] , free trip  (1d20+2)[ 10 ] 
Stadnard action Gloria 1: attack:  (1d20+6)[ 22 ] , damage  (2d6+3)[ 8 ] 
standard action willow 2: bite:  (1d20+2)[ 12 ] , damage  (1d6+1)[ 7 ] , free trip  (1d20+2)[ 16 ] 
Stadnard action Gloria 2: attack:  (1d20+6)[ 24 ] , damage  (2d6+3)[ 9 ] 
 
Thunder999
Hapu's blow bounces of the creature, but Gloria's spear comes in to finish it off.
The serpent collapses into sand.

 
 Spoiler: OOC 
150xp each for defeating this creature.
 


The doors at the end of the chamber open easily, revealing a large chamber, a tapestry hangs from a frame against the south wall depicting an otherworldly vista where the souls of the dead, shepherded by strange beings, enter an ethereal river ambling through space toward a landscape dominated by an impossibly tall spire. Columns sculpted in the shape of Osirian warriors wielding khopeshes stand in all four corners of the room. The floor is tiled in a white spiral pattern on a black background, and this spiral pattern is repeated on the stone double doors to the north, east, and west.  (you came from the west)

You can go north or west, both ways have locked doors, but Tetra can open them with no trouble.
CasualViking
      
      Hapu     
 
Hapu walks slowly through the chamber, craning his neck to take in the imagery.   untrained knowledge  - (1d20-2)[ 8 ]  
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 10/10
DeTess
Gloria took a moment to look over the statues of ancient Osirian 'knights', trying to imagine the adventures they must have been through.

Soon enough though, her attention shifted to the doors.  "Let's go north first!"  She suggested, though she had no real reason for picking that door over the other one.


 
 Spoiler: OOC 

knowledge  (nobility), just in case these statues are more than just random warriors  (1d20+5)[ 16 ] 
 
Thunder999
The party heads north, the locks yielding to Tetra's first attempt.
There's stairs and a two more pairs of doors, but nothing happens as you walk down and there are no more locks, you come across a large octagonal room with a raised square platform a few inches above the floor, with a stone pillar at each corner. A gold-trimmed sarcophagus sits in the center of the platform, flanked by two statues of humanoid beings with canine heads, each of which holds an ankh in one of its crossed arms. Stone double doors exit the room to the north and south. (You came from the south).

As you enter Hapu notices a subtle tell in the stonework around the raised platform, some sort of trigger.
Similar stonework is located randomly near the western wall, though with reason to look, Tetra realises that there's actually a secret door there, now alert for such things you realise there's also a secret door, this one untrapped on the eastern wall.
Finally, you notice that something is off about once of the torch holders, and Tetra will realise it's a bypass for the trap.

So you have a few options, you can loot the sarcophagus the outside seems to be coated in gold leaf, you could try the northern door, though at a glance it appears stuck, or you could ignore both and head through either of the secret doors.
DeTess
 "Since this door was both hidden and trapped, there has to be something special behind it!"  Gloria headed over to the western wall, completely forgetting about the richly decorated tomb, right in the middle of the current room.
MesiDoomstalker
Khem shared Gloria's enthusiasm, going to the secret door to the right of the door they had entered from.
Thunder999
Tetra manages to finesse the sealed and concealed doors open with a satisfying click, beyond you find a short corridor, just before it turns northwards at the end you see another secret door set into the southern wall, this one is noticeably narrower than the others you've seen.

You reach the end of the passage and head north, these double doors open easily, the 25ft by 25ft room holds several neatly arrayed chests, boxes, and urns. The dust of centuries covers every surface.
A secret door lies on the eastern wall, and you even spot the trap before anyone triggers it.

Behold the gravegoods of Akhentepi, these are the possessions buried with the general in the belief he would have access to copies of them in the Boneyard.

Not one of the containers is locked, trapped or seals, for Akhentepi's soul needed easy access.
Most of the goods in the chests, such as once-fine clothing and sealed jars of food, no longer have any value after the passage of centuries, but among the spoiled and ruined grave goods are several salvageable items of value, including two vials of silversheen, a masterwork longbow, 10 cold iron arrows, a gold scarab clasp worth 50 gp, an onyx and silver holy symbol of Pharasma worth 100 gp, a silver hand mirror worth 35 gp, and a wax-sealed clay urn of nard worth 75 gp.

Tetra tries to disable the trap, her first careful attempt is a failure, but doesn't trigger it, her second try however goes wrong, as her probe touches the mechanism the trap goes off and a swarm of flesh eating bugs appears, covering her.

The trap has summoned a cockcroach swarm, it's surrounding Tetra, though fortunately the rest of you stood far enough away to be safe.
The cockroaches are clearly small enough enough that it's immune to weapon damage and single target abilities.

 
 Spoiler: Initiative 
Swarm (1d20+2)[6]
Tetra (1d20+3)[4]
Khem (1d20+3)[11]
Hapu (1d20+1)[14]
Gloria (1d20+3)[16]
 


Everyone other that Tetra may act before the swarm does

 
 Spoiler: OOC 
300xp each for handling the decoy room without triggering the trap and finding the correct path fowards.
Didn't want to delay again with whether you take the secret passage, suffice to say that while you should explore fully later, this time the obvious path is the right one.
Make sure to note down all your loot.
No map here. Tetra is against the easter wall, with a swarm filling her square and those direcly south, west and southwest, the rest of you are sensibly on the opposite side of the 25ft wide room.
 
MesiDoomstalker
Khem shivers, the swarms of insects unnerving him in ways he didn't realize before this very moment.   SORRY TETRA!   He cries as he lobs a bomb into the swarm of insects.

 
 Spoiler 
 (1d20+5)[ 18 ]  vs. Swarm-on-Tetra's  Touch AC 
Targeted swarm takes    (1d6+5)[ 6 ]  Fire Damage   and Tetra, and the two adjacent swarms take   6 Fire Damage   ( DC 14  Ref for half).
Unfortunately, Bombardier does not get the Friendly Fire discovery till 2nd level.
 
Thunder999
Khem's volatile bomb detonates on contact with the swarm of flying insects, reducing hundreds to ash, though that still leaves thousands of them buzzing around Tetra.

Gloria and Hapu may still act before the swarm.
 
 Spoiler: OOC 
9 damage to the swarm.
6 to Tetra, halved if this hits DC 14  (1d20+3)[ 12 ] 
It's a full round action to light a torch or a full round action to turn a flask of oil into a splash weapon, though you'd have to draw them first, which is an additional move action.
 
CasualViking
      
      Hapu     
 
"Fire! We can burn them!", Hapu yells. He sets his polearm against the wall, and digs out a torch from his pack. He gestures towards Gloaria with the sticky end of the torch and a questioning look on his face. 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 10/10
DeTess
Gloria nudges willow closer, then uses her lantern to light Hapu's torch for him.
Thunder999
Thousands of cockroaches crawl over Tetra, while others fly around her eyes, they bite at every inch of expeosed flesh.

 
 Spoiler: OOC 
1 damage then 6 more damage to Tetra as the swarm focuses entirely on her, she passes both saves vs distraction so may act normallly.
The swarm attacked Tetra twice, it's not interested in Khem for some reason.
Oh and with the splash damage from earlier, Tetra is actually unconcsious.
 
DeTess
Gloria saw Tetra drop, and immediately leapt into action.  "I'll get Tetra, hit it with all you have once she's clear!"  She goaded Willow forward, then dragged her companion onto her mount. As she did so, however, Willow growled in warning and distress, a clear indication the weight was just too much for her. Gloria didn't hesitate, quickly sliding off of her mount even as she dragged Tetra on, then send Willow and Tera back to her companions, while she hurried after thema s fast as her short legs could carry them.

 
 Spoiler: OOC 

swift action Gloria: encouraging roar, everyone gets +2 to attack and damage for 1 round.
Move willow: go up to Tetra.
standard action Gloria: drag tetra onto willow
free action Gloria: quick dismount (roll in OOC)
move action willow: move back to the entrance of the room
move action Gloria: move back 15 feet towards the others, ending about halfway down the room.
 
MesiDoomstalker
Khem's chest was pounding. Tetra went down and it was his fault. He was gripped with terror and guilt till Gloria rushed forward. His eyes widened as the halfling charged into the mass of insects without fear, dragging their companion to momentary safety. His fingers shook as he prepared his next explosive, lobbing it into the swarm while the opportunity presented itself.

 
 Spoiler 
 (1d20+7)[ 25 ]  vs. Swarm's Touch AC
   (1d6+7)[ 8 ]  Fire Damage   (  8 Fire damage   , DC 14 Ref  for half if it misses)
 
Thunder999
The much of the swarm burns away, yet not enough, the insects still fill the air.
CasualViking
      
      Hapu     
 
Hapu drops the torch, pulls a cork out of the tube stuck in his belt, jams his pinkie finger outside, and pulls out a scroll. As he grips it one handed it unfurls, the wooden dowel at the bottom pulling it open, and Hapu reads the familiar words from the parchment as he steps over to Tetra.

 move action to retrieve a scroll from a scroll case, 5' step, Cure light wounds  (1d8+1)[ 5 ]   
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 10/10
Thunder999
The swarm of cockroaches flies after Gloria, now the closest living creature, biting at flesh.

Then they vanish as suddenly as they appeared, the traps summoning magic having run its course.

 
 Spoiler: OOC 
 (2d6)[ 9 ]  total swarm damage.
It disappears because the trap only had a 2 round duration, being based on summon swarm.

 200xp each  for suriving the CR3 trap.
 


The trap does not appear to have reset.
DeTess
 "Ouch ouch ouch, get them off, get them off!"  Gloria danced around, trying to beat the creatures off of her.  "Get them... huh?"  As quick as they had appeared, the bugs had disappeared again.  "Ouch...."  Gloria sat down on the ground. She hurt all over from the many bites she had suffered.  "Did anyone bring some bandages?" 
CasualViking
      
      Hapu     
 
 "I'm entirely tapped out for healing magic. Anyone else?" . Hapu looks around and sees no-one jump in.  "Another surprise like this, and one of us might die. I say we get out, sell these treasures, buy some healing magic, then get back in here". 

After climbing the rope, Hapu lays out his blanket to get an overview of the loot.  "Two healing potions. We're keeping those."  He hands one to Gloria and one to Tetra.  "The weapons you already picked. Here, take the arrows as well. The khopesh and shortbow, we sell. This potion of darkvision... it won't negate the need for light, so off to market it goes. This shield, though. It's enchanted. But it's a bit light. Tetra, do you want this as your full share of the loot so far, or do we sell it?" . He hands a vial to Gloria and keeps one.  "Silversheen. Empowers weapons against...something". 

With that, Hapu leads the butterflies into the Wati markets.

 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 10/10
ShadowOfAStorm
Tetra was, predictably, freaked out when the trap she was disarming triggered, unleashing a torrent of bugs. She foailed widely, though at least had the presence of mind not to open her mouth and scream.

After the battle, she is quieter than normal, some of her previous confidence dispelled. Her smile, still present, is  slightly uneasy as she helps collect things and retreat. She collects even the broken or seemingly ruined goods, packaged to sit with Chopshop for a time.
Thunder999
The party makes a tactical retreat for now, the trek back through the tomb is swift and uneventful, Gloria manages to climb the rope after removing her armour, then lifts the party out with a little help from Chopshop.

Returning to town you have no trouble selling off the various treasures looted today, middlemen and collectors abound. Nor do you have to walk far to find the supplies you seek, trading treasure for gold and gold for the equipment necessary to gather more treasure is the biggest business in Wati.
A few opportunistic priests of Abadar are hanging around the marketplace, selling healing services to those who need it, solving that problem.
Khem also has no trouble finding a wizard willing to rent out his spellbook for an hour to learn Identify, it seems you are not the first group to realise such a spell is needed only after finding items you do not understand.

Khem preapres the extract almost as soon as he's learned it and easily discerns the nature of the shield.
It's a Scarab Shield, an item popular among those in the tomb raiding profession. It might well have come in handy earlier today if you'd known what it was.

 
 Spoiler: Scarab shield 
This +1 light steel shield is fashioned in the shape of a scarab
beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection
they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.

Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw
bonus, but is healed of 1d8+3 points of damage.

In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm
instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day

Worth 2279gp
 

 
 Spoiler: OOC 
You buy and sell what you want,
Only just thought of it, but you can buy a potion of lesser restoration for 50gp (Paladin spell list is valid for items, but you won't find any selling spellcasting services)
 


The process takes only two hours, half of that just Khem learning the formula.

You return to the tomb, descend the rope and things are much the same as when you left.
You open the once trapped door, a 40ft long passage only 5ft wide leads to another doorway, the door is neither locked nor trapped, you open it with ease and at last behold Akhentepi's true final resting place. (The previous sarcophagus with its traps is now clearly a mere decoy for thieves, you don't know what would happen if you opened it, but not doing so was a wise decision).
A sarcophagus covered in gold leaf rests on a raised stone platform in the center of this chamber. The casket’s cover is carved the likeness of an adult man with his arms crossed over his chest, and covered in thick coat of dust. Two ornate chests sit beyond the dais in the northeast and southeast corners, and between them stand two large funerary urns. There are no doors other than the one you came through.

As you enter the room something emerges from behind the sarcophagus.

 
 Spoiler: Initiative 
Khem (1d20+3)[14]
Tetra (1d20+3)[11]
Hapu (1d20+1)[10] (may not act in surprise round)
Gloria (1d20+3)[9] (may not act in surprise round)
Iron Cobra (1d20+2)[5]
 


Hapu and Gloria fail to see it coming, but Khem and Tetra do (Surprise round, so just a standard action)
Not only does Khem spot it, he knows exactly what it is, this is an Iron Cobra, a relatively simple Construct, notable for its ability to magically track creatures and its reservoirs of poison, its tough iron skin is resistant to all physical damage (DR5/-) and its resistant to magic (SR13). it's faster than most of the party (40ft) and would pursue relentlessly over any distance. You're going to have to destroy it.

Khem and Tetra may each take their standard action.

 
 Spoiler: MAP 
 
Hopefully this marching order is OK, I figured Tetra at the front because she handles traps, then Hapu because he's slower, then Khem nice and safely between allies, finally Gloria guardin the rear with her higher movment speed mount.
 
MesiDoomstalker
  Oh! These things are touch little buggers!   Khem responds as he hastily tossed a bomb at the lil construct.

 
 Spoiler 
 (1d20+5)[ 12 ]  vs.  Touch AC 
   (1d6+5)[ 6 ]  Fire Damage   (  6 Fire , DC 14 Ref  for half on a miss)
 
Thunder999
Khem's bomb finds its mark, the creature really did not expect anyone to spot it first, unfortunately Tetra is once more caught in the splash and is unable to avoid it.

 
 Spoiler: OOC 
Good news, you did 6 damage to the construct
Bad news, Tetra also took 6 damage as splash, having failed her reflex save.
 


Tetra may take her standard action, then the construct will.
ShadowOfAStorm
Tetra glares, stifling further exclamation of pain as she's caught by the searing edge of Khem's weapon. Her gaze is fascinated by the construct, even as it attempts to kill the party. Was this also an ancient design? She thought that a better option than someone stealing into the tomb and leaving it there in the small time that elapsed since its opening.

Decisively, she shouts a non-verbal cry of aggression, distorting reality in the name of a stronger shield strike once more,

 
 Spoiler: OOC 
Okay, this time I should have it,damage rolls separate, and no applicable buffs
Breaking Glass Strike  (1d20)[ 16 ] +1 to hit(ff?). dazzled 4 rounds, dc 15 vs daze 1 round
 (1d4)[ 1 ] + (1d6)[ 4 ]  damage
 
Thunder999
Tetra's shield slams into the creature, but has no visible effect.

The creature retaliates in a blur of motion, venomous fangs lashing out repeatedly, the first blow misses, but two follows ups hit, though she seems unaffected by the poison.

 
 Spoiler: Initiative 
Khem (1d20+3)[14]
Tetra (1d20+3)[11]
Hapu (1d20+1)[10]
Gloria (1d20+3)[9]
Iron Cobra (1d20+2)[5]
 

 
 Spoiler: OOC 
Tetra did not get through the DR.
First bite missed, second and third hit, I rolled for Tortoise Shell and it was not successful.
That's 2 then 4 points of damage, 6 total.
2 of the 3 doses of venom in the reservoir have been used up. As have both its maneuvers, though it is in a stance.
 


The party may now all act normally.
DeTess
Gloria couldn't quite see what was going on at the front, but there was a lot of shouting and metallic hissing. She quickly guided Willow to take her to the action, and soon found herself facing a metal snake of some sorts.  "It's not even a real snake! Let's take it down quickly!"  She called out while drawing her spear as she approached the metal facsimile, and promptly struck at the creature.

 
 Spoiler: OOC 

 swift action Gloria:  encouraging roar, everyone gets +2 to attack and damage for 1 round.
 move action willow:  move to the square directly opposite the snake, above Tetra
 standard action willow:  Bit:  (1d20+4)[ 6 ] , damage  (1d6+3)[ 9 ] , on hit free trip:  (1d20+2)[ 14 ] 
 standard action Gloria:  stab it with mw spear  (1d20+8)[ 26 ]  (+1 more if it is small or smaller), damage  (2d6+5)[ 14 ] 
 
Thunder999
Gloria rides into the room and with a thrusts her spear downwards, impaling the construct where it slithers, destroying it.

 
 Spoiler: OOC 
 150xp each  for destroying the Iron Cobra
 


With guardian dead you are free to commence with the officially sanctioned graverobbing.
The gold leaf decorating the sarcophagus is worth twice as much as that on the decoy (100gp), and will take an half an hour of carefuly prying.
Inside the sarcophagus, Akhentepi’s mummified corpse wears an exquisitely crafted gold funerary mask
worth 500 gp.
One of the chests contains Akhentepi’s personal magic suit of padded armor he
wore in life.
The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small, well-preserved darkwood coffer worth 50 gp. Inside the coffer is a potion of darkvision, a potion of lesser restoration, an ornate lapis and carnelian pendant worth 70 gp, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones worth a total of 55 gp.

With this final room handled the party may backtrack to areas they missed.
The other hidden door in the false burial chamber contains a dozen mummified bodies, this is where the slaves who built the tomb were interred after being killed to ensure they never spread its secrets, each corpse bears a wooden holy symbol of Pharasma and great care seems to have been taken to ensure their souls passed on to the boneyard rather than lingering vengefully.

The party then cracks open the remaining secret door, revealing a narrow secret passage, in contrast to the rest of the tomb, this rough earthen passage is not lined with masonry. At various points along the tunnel, sections of the walls have crumbled, as if something had dug small tunnels in the walls that subsequently collapsed.

The source of these tunnels is readilly apparant as a pair of mining beetles attack, though they are trivially dispatched.
Beyond that you reach a short hallway that ends abruptly at a sheer rock wall, this room appears to be unfinishes, it corresponds to the tomb for his mistress you saw mentioned in those documents you found earlier, the tomb was sealed for good with her very much alive (Ancient Osirian tombs began construction before their owners actually died), so construction never completed.

You have thoroughly explored the entire tomb, enjoy an additonal story award of  1000xp each  which should push you to level 2.

 
 Spoiler: OOC2 
The minings beetles had 6hp each and didn't roll well on initiatives, and since you came here last, there's no reason to care about hp attrition, so I've just given you their xp as part of the story award.
 


As you leave the necropolis to sell your now greater than every collection of loot, you hear that many other groups are gathering at the Tooth and Hookah inn tonight, it would be a good opportunity to scope out the compeition and learn what others have faced if nothing else.
ShadowOfAStorm
Tetra finishes her roguish prodding at the stone, turning on her heel and standing to face the rest of the group. Her expression is bright, and though slightly frazzled still, she smiles with well-placed elation.

"That's it, then," she says, "No more tomb left for us to plunder...or traps for me to unwittingly stick my face into!" She grimaces for a moment, despite her cheery tone, as she recalls the swarming bugs. "I'd like to do another round to make sure I've studied the designs sufficiently, since Brigh likes that."

That completed, she's ready to head into town, leaving the financials and mercantile matters to those mor444e suited to the task, with Chopshop to help carry.
DeTess
It had been a bit of a haul to get everything topside and all relevant items sold off. By the time the sun started to set most matters had been deal with however, and it was time for some rest and relaxation.

 "Well, if other adventurers gather there, we should definitely go as well!"  Gloria exclaimed after hearing about that particular inn.  "Maybe they have some advice on dealing with bugs!" 
Thunder999
In the remaining hours of the day you have chance to sell your spoils and purchase any supplies you think of, then evening comes.

The Tooth and Hookah is bustling with activity, word of  the unofficial meetup having spread to many of your fellow explorers.

As you enter you pass an all human party calling themselves the Cryptfinders, bragging loudly to anyone who makes the mistake of getting near that they got the tomb of a wealthy government official, slew a genuine mummy and came out with sacks full of platinum. Hapu and Tetra are both pretty sure their story is bison dung though, they sure don't seem to be drinking anything expensive.
You could try and get the real story out of them, or leave them to their empty boasts.

A group of four halflings catch Gloria's eye, they call themselves the Dog Soldiers and their leader “Mad Dog” Marrn makes a few inquiries about whether she knows someoen willing to sell him fighting dogs, it seems that the whole party fights alongside them, but many of his furry friends died to a gelatinous cube, which he's clearly rather upset about. On a cheerier note he shows off an ornate enchanted longsword with "Hammu" engraved down the blade in hieroglyps, he's hoping to find a buyer interested in paying a little more than average for it.

An ulfen woman by the name of Sigrun Firehair is asking anyone who comes near her all female party, the Daughters of the Desert, about their experiences, claiming she plans to include them in the epic she's writing. The group are rather cagey about their own experience though.

There's a group three, all dressed in black that seem to be keeping to themselves in one corner, they don't look very cheerful.

Finally, a group, all wearing Holy Symbols of Nethys, calling themselves the Scorched Hand are loudly complaining about the random nature of the assignments, insisting they should have been allowed the site they requested, a human woman by the name of Velriana asks you, and everyone else for that matter, whether you have learned of an ancient temple or shrine being assigned, or heard any rumors of something called “the Erudite Eye.”   She seems disappointed when told that you have not (indeed you've never heard of it).

You could press most of these groups for more information about their adventures if you want to, brag about your piles of loot or just quietly hang around a bit before heading home to sleep.
(The Dog Soldiers have already revealed their story)
CasualViking
      
      Hapu     
 
Hapu is happy to buy a round of drinks to hear the Cryptfinders tell of their battle with the mummy one more time. But after that, it's been a long and eventful day.

 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 17/17
DeTess
Gloria spends some time talking to the Dog Soldiers to learn more about the horrible dog-killing monsters. She shares a toast with them in honor of their fallen four-legged comrades, though this also heralds the end of the day for Gloria, as she promptly falls asleep at the bar table, half a mug of light beer being quite enough to do her in for the night.
ShadowOfAStorm
Tetra  speaks to anyone willing about the traps they've encountered, assuming a sort of easy kinship between the trapfinders of various parties(even where none exists)
MesiDoomstalker
Khem briefly entertains the Scorched Hand, commiserating with them on a surface level on their plight; however he hadn't heard anything of the location they were asking about.
Thunder999
As the Cryptfinders drink more their story gets a little more impressive and a little less believable with each retelling.

Tetra isn't able to get much about traps out of anyone, it sounds like Akhentepi's tomb was unusually heavy on traps, though the all female group mention they faced some nasty poison darts.

The Scorched Hand are, to put it blunty, rather rude, when it's clear you don't know anything none of them are interested in talking further

 
 Spoiler: OOC 
You get  800xp each  as a story reward for turning up, I'm sure there was no foreshadowing here and none of these groups will show up later.
 


The night is otherwise uneventful, and when morning comes you report in to the the priests and the Grand Mausoleum, they ask a few basic questions about who the tomb was for, your general impression of the site, once it's clear you explored the place thoroughly they hand you the map to your next lot.

All the priests know is it's a mansion and grounds that belonged to some sort of minor noble.
Your map easily leads you to the site, sandstone walls ten feet high enclose the estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.
The heiroglyphs translate to "House of Pentheru" and the statues, each depicting men in traditional Osirian garb, you notice small heiroglphs on the base, labelling them Pentheru the Elder and Pentheru the Younger.
The gates offer no resistance, having long since broken.

You head into the outer courtyard, dust and sand cover the ground, to the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways leading to other section of the property. Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of columns. No tracks are visible in the dusty ground.
As you pass inside, you hear the sounds of an angry mob, as though just outside the walls, though none were there, then a woman's voice in Ancient Osirian “Hold the gates! Don’t let them inside the compound!”, finally the gates rattle and shake as though being battered open.  Fear grips you for a moment, but swiftly passes.

 
 Spoiler: OOC2 
That was a haunt, it hit you all with Cause fear, and no saves were failed, so you are all shaken for a single round with no lasting consequences.
No xp yet, you'll need to actually get rid of the thing for that, though you don't actually know how to do so.
Please get all your character sheets updated to level 2. Tetra hasn't changed yet and Hapu seems to be missing his skill increases.
 


You can head inside or head to another part of the grounds via the east or west gates.
DeTess
 "Oh... it's haunted... that doesn't bother me at all...ha... ha... "  Gloria was looking around, trying to catch sight of... well, anything really. Willow's fur stood on end as she, too, look around for a proper source of the strange noises. Gloria was perfectly fine dealing with scary stuff if she could actually stick a spear in it. An invisible ghost lurking around was quite another matter though.

 " Let's...  Let's check out the grounds first.  She suggested. She was in no hurry to actually enter the haunted house, and who knows, maybe they'd find something to deal with the ghost outside.
Thunder999
As the party heads through the eastern gate you find a spacious yard. To the east, several small stone outbuildings have been built right into the compound’s outer wall. A well stands between two of these outbuildings, opposite a stone table and benches that sit in the shadow of the house. To the west, two sets of steps, both flanked by columns, lead up to doors into the main house. To the northwest, an open doorway leads into an extension of the house, next to a small structure with a domed roof.

 
 Spoiler: Map of eastern courtyard as a whole 
 
 


The southernmost of the two buildings are pretty much identical, basic one room structures with nothing but the barely recognisable remains of long since crumbled furniture, there's rusted hinges but the doors themselves have long since rotted away.

As you pass the doorway something within stirs, catching your scent, though most of the party react faster than the beast within

 
 Spoiler: Initiative 
Tetra (1d20+3)[22]
Hapu (1d20+1)[20]
Gloria (1d20+3)[18]
Death Dog (1d20+2)[13]
Khem (1d20+3)[5]
 


The beast within, having risen to its full height is easily the size of a horse, but the jet black fur, writhing with worms and two canine heads make it clear that this is something far more dangerous.
Khem recognises it as a death dog, despite the name it's very much a living creature, not dissimilar to a large wolf, but thoroughly riddled with a sort of symbiotic worm. This one is fortunately alone and looks a tad thin, no doubt why it's attacking in the day. They fight like most canines, with the important note that their saliva carries the eggs of parasitic worms, so any bite wound exposes the victim to Wormpox and their corpses remain unsafe to touch for days.
Gloria recognises the stance it's in as Aura of Misfortune, fitting for such an ominous creature and worrying regarding that disease.
There's something glinting in the dug up dirt floor of the building.

Everyone but Khem beats the beast in initiative.
CasualViking
      
      Hapu     
 
Hapu sees the hostile, mangy predator, and doesn't hesitate to rush up and slash through the fur on its flank.

 move NE-E-E, lock shields with Tetra (+1),   attack  - (1d20+6)[ 15 ] ,   damage  - (1d10+4)[ 13 ] + (1d6)[ 2 ]  
 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 18/18
DeTess
Gloria felt anger welling up in her. Someone had left this puppy al alone when they abandoned the mansion! Sure, it was a big puppy, and really quite ill, and currently trying to eat her friends...

But that didn't mean she could just kill it!  "Don't kill it, it's just hungry!"  Gloria shouted ar her companions, before throwing some jerky from her lunch at the creature.  "There you go, I have some food for you! Just don't attack us, okay?"  She made a soothing motion with her hands, hoping it would understand her.

 
 Spoiler: OOC 

Roll:  (1d20+8)[ 17 ]  (either diplomacy or handle animal, same modifier)
 
Thunder999
Hapu lands a solid strike on the beast, though it's not beaten yet.
The creature doesn't seem too affected by Gloria's attempt at pacification.
MesiDoomstalker
Khem draws his bow back, arm shaking as he tried to avoid his companions.

 
 Spoiler 

 (1d20+2)[ 8 ]  VS AC
[roll] 1d8+1[/roll] piercing damage
Can't wait till I have Precise shot....
 
ShadowOfAStorm
Tetra's is happy to speak with the Daughters of the Desert, even if traps aren't a popular topic of conversation/ The night is uneventful, overall, but Tetra will never forget it. This was the night when Brigh answered her prayers. Directly. Magically.

In the deep darkness just before dawn, Tetra made a strangled scream of elation, hauntingly high-pitched in ways just not possible for a full-blooded human, though she was quick to, wild-eyed, reassure the party that everything was alright. So deep ran her joy that she didn't even seem bothered by the priests questions, whereas normally her smiled would be plastered and tight-lipped in their presence. She was simply too lost in thought, apparently, on her new circumstance.

The walk to the manor is filled with Tetra's seemingly-unending ranting, most of it simplifying into "How great Brigh is!" and "She thinks I'm special!" and the like, with a rather distressingly personal affection strung throughout.

Her smile finally falters, though, when they reach the haunt. Forming a momentary frown, partially in true disdain and partially to reassure Gloria in their collective superiority, Tetra says "Ulgh. One of these. We'll just shrug it off while we go about our business: if the Pharasmans particularly want it cleared, I'm sure they'll be particularly suited to the task"

--

As the east courtyard creature moves to attack, Tetra whips her shield from its formation, attempting to strike the beast.

 
 Spoiler: OOC 
Okay, back from travel, cash spent, Cleric Level Acquired! Spells and Maneuvers prepped/changed
Tetra will use the Shattered Glass Strike,  (1d20+1)[ 7 ]  to hit(I can't see the map for some reason, but I'm thinking I'm next to it from Hapu's turn. Otherwise would go for Throwing Shell)
 (1d4)[ 3 ]  damage. (Would be +2d6 with Throwing Shell)
 
Thunder999
Tetra throws her shield towards the creature, but if flies straight past.
The beast steps closer and its eyes glow red as it lashes out at Hapu with both heads, but both bounce off his shield to no effect. Gloria recognises that glow as a Strength of Hell boost.

 
 Spoiler: Map 
 
 

 
 Spoiler: OOC 
Noone started adjacent to, Hapu just has reach and stood in front of you, 7 misses anyway. Then despite the nice boost, it just misses everything.
 


Khem misses an arrow and now we're back to Gloria, Hapu and Tetra.
CasualViking
      
      Hapu     
 
 "Girl you are crazy. This mangy creature is a man-eater through and through" . He keeps that thought to himself, though, and as he steps back, he flips his halberd a half-turn and awkwardly tries to bonk it on the head.

 step NW,   NL attack  - (1d20+2)[ 9 ] ,   damage  - (1d10+4)[ 14 ] + (1d6)[ 3 ]  
 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 18/18
DeTess
Gloria sighed. There was nothing to it then. She needed to protect her friends first. If she could get her hands on the people that had led this pupper go to seed this badly though...

She guided Willow forward while drawing her spear.   "I'm really sorry about this."   she whispered as she set about her sad duty.

 
 Spoiler: ooc 

Willow five-foot steps into range but doesn't bite to avoid worms.
Gloria stabs with her mw spear:  (1d20+7)[ 27 ] , damage  (2d6+3)[ 8 ] 
 
Thunder999
Hapu's awkward swing misses, but Gloria's spear quickly finishes the beast, that's one less man eater in the world.
With the battle expertly concluded, the party entirely unscathed you notice something in the corner of the room, it seems the large creature had disturbed the earth and revealed a little buried treasure, you may never know what drove someone to bury their valuables in an outbuilding, but you find 7 gp, 3 sp, 12 cp, and hiding below them, a turquoise earring worth 15 gp,

 
 Spoiler: OOC1 
150xp each for the Death Dog.
OOC the treasure was buried by one of the guards when the place came under siege during the plague of madness, but I see no way for anyone to ever learn this in character.
 


You don't make it much further though, as you walk past the stone table, your presence disturbs what Gloria and Khem recognise to be an Asp, the 6ft long cobra flares its hood and bares fangs, ready to bite as you disturb it. There's not much to know beyond it's a venomous snake that didn't like being disturbed by 4 armoured adventurers and a wolf

 
 Spoiler: Initiative 
Gloria (1d20+3)[23]
Hapu (1d20+1)[20]
Tetra (1d20+3)[14]
Asp (1d20+6)[13]
Khem (1d20+3)[11]
 


It seems most of you react faster than it does.

 
 Spoiler: OOC2 
This one is a normal animal, so Gloria can try her Wild Empathy this time.
 

 
 Spoiler: Map 
 
Can yous see this one ShadowOfaStorm? I can't think what wouldn't work.  This is a link to the image  so you could try that if it doesn't.
 
DeTess
 "Easy, easy."  Gloria spoke in a soothing voice as she faced the snake.  "We're not here to harm you or take your territory, we're just passing through."  as she had tried with the pup, she offered the snake a bit of jerky as a peace offering, dropping it near the creature.

 
 Spoiler: wild empathy check 

 (1d20+5)[ 21 ] 
 
Thunder999
The asp, which had been startled as you approached, backs down at Gloria's words, its hood folds back down and it slithers further under the table, practically up against the wall, it seems content to leave you alone.

 
 Spoiler: OOC 
150xp for peacefully resolving the encounter with the asp.
 


Having smoothly navigated that encounter, the party moves forwards, you pass another empty building, same remnants of furniture, same missing doors, but no man eating two headed dogs or buried treasure.

You reach the end of this wing of the grounds, the small granary still has a functional door, obscuring your vision within, next to it is a final outbuilding.

Which do you enter first?
MesiDoomstalker
Khem sighs in relief, first as the death dog was put to rest and then as Gloria soothed the asp's anger. Looking at what remains of the courtyard left unexplored, he pointed to the outbuilding. "  We should go there first!  " He offered no explanation as to his thought process.
DeTess
 "That's fine by me!"  Gloria had been regarding the granary with some suspicion, remembering the swarm of insects that had washed over them while exploring the tombs. If any place was likely to hold a threat like that it would be the old granary, so she was happy to leave it be for now. Or for ever, really. Any insects should just leave them alone as long as they didn't disturb them first anyway.
Thunder999
As the group approaches the final outbuilding there's not much to see at first, time has ravaged this place as much as the others, then you see there's more than detritus here, the bones of two cats and three humanoids lie on the ground here. The cats remain grounded, but as you walk inside, the skeletons rise up, whoever these people were, it seems they were left here, forgotten and unburied, and now the presence of the living stirs them to action.

 
 Spoiler: Map 
 
 

 
 Spoiler: Initiative 
Skeleton1 (1d20+6)[24]
Skeletton3 (1d20+6)[19]
Skeleton2 (1d20+6)[16]
Hapu (1d20+1)[14]
Gloria (1d20+3)[14]
Tetra (1d20+3)[11]
Khem (1d20+3)[5]
 


The skeletons are all up and upon Tetra before any of you can act.
Gloria once more recognises the unholy power of Strength of Hell.
The first steps down from the north to Tetra, and lashes out with both claws, bouncing off her shield.
The second steps in from the east and its claws find purchase in her flesh, as she is unable to dodge, striking with the fury of the foresaken dead.
The final skeleton shambles up, black energy gathers around a claw, but the swipe thankfully clangs off her shield. Which is a relief as that looked like a Hungry Stillness Strike and likely would have finished her off.

 
 Spoiler: OOC 
That's 8+9=17 damage to Tetra, no counters when flat footed, fortunately she's still up.
Also Tetra failed the knowledge Religion check, so no information on skeletons for you.
 


Now it's time for the party to fight back.
DeTess
The door made for a natural chokepoint. Which would be great if they had to defend it, but made fighting their way in a lot trickier.  "We need to clear them away quickly, before they take down Tetra!" 

Gloria grabbed her lance, a weapon long enough that she would be able to strike past Tetra, and struck at the skeleton across from her.

 
 Spoiler: OOC 

 swift action Gloria:  encouraging roar, everyone gets +2 to attack and damage for 1 round.
 move action Gloria:  draw lance
 standard action Gloria:  attack skeleton 3: attack:  (1d20+8)[ 19 ] , damage  (2d6+5)[ 10 ] 
 
MesiDoomstalker
  Oh creepy!   Khem exclaimed, with far too much giddiness for the undead that now harassed them. Swiftly, he shook up one of his vials, sending it into the mix of skeletons, the flames oddly dancing around his allies.

 
 Spoiler 
Now that we're level 2, he has the Discovery that protects allies from his bombs. Technically, it makes Int mod squares safe zones that don't get splash, but since my Int Mod is 4, I will never hit an ally (or myself) again in splash.

 (1d20+2)[ 5 ]  vs. Skeleman 2's  Touch AC 
   (1d6+6)[ 9 ]  Fire damage   and   7 Fire damage   ( DC 15 Ref half ) to Skeleman 1 and 3 (and 2, if I miss).
 
Thunder999
Gloria shatters one of the skeletons with a single fearsome blow from her lance, then Khem throws a bomb, which sails past his intended target, explodes on the ground, and destroys the remaining two with just the splash damage anyway.

 
 Spoiler: OOC 
 100xp each 
As far as I can tell, encouraging roar bonus damage applies to everything, even splash, and these things only had 4hp, so you blow them all up.
 


You have chance to heal Tetra up before moving on, the Granary is the only outbuilding remaining on this side.
CasualViking
      
      Hapu     
 
 "Well, let's see what this wand can do" . Hapu sets his polearm aside, and pokes at Tetra with the healing wand, once, twice, thrice,

 
 Spoiler: rolls 
Looking to heal at least 15 points
 (1d8+1)[ 7 ] 
 (1d8+1)[ 5 ] 
 (1d8+1)[ 7 ] 
 (1d8+1)[ 4 ] 
 (1d8+1)[ 3 ] 
 
 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 18/18
Thunder999
Three taps from the wand see all trace of Tetra's wounds vanish, then the party turns their attention to the final outbuilding on this side.

It seems Gloria's earlier thoughts were prophetic, for no sooner do you open the door than a swarm of iridescent blue-black insects that Gloria and Khem recognise as Scarab Beatles pours out.
Coprophagous, they're uncommon to see in such ravenous swarms, you wouldn't expect them to be drawn here, though perhaps the presence of three humanoid skeletons, all completely stripped of flesh explains what kept them there, of course that brings the question of where they came from.
In terms of combat, it's a flying swarm, slower than the cockroaches, more importantly their standard diet results in them inevitably carrying Filth Fever. They're immune to weapon damage, just like the last bunch.

 
 Spoiler: Initiative 
Hapu (1d20+1)[16]
Scarabs (1d20)[16]
Khem (1d20+3)[15]
Tetra (1d20+3)[13]
Gloria (1d20+3)[7]
 


Only Hapu may act before the swarm, if nothing else, he can back out of its way.

 
 Spoiler: Map 
 
 
CasualViking
Hapu goes SE-e-e-e, drops his polearm and draws the healing wand.
Thunder999
The swarm stops for half a second in the face of Gloria's shield, but seems to overcome it, and in a chorus of clicking jaws, they engulf everyone but Hapu.

The crawling, buzzing and biting is too much for Gloria, Willow and Tetra, but Khem pushes through.

 
 Spoiler: OOC 
1+3=4 damage to everyone but Hapu, that includes Willow
Gloria, Willow and Tetra are Nauseated for 1 round.  Only move actions for you this turn.
Gloria has contracted Filth Fever with an onset time of 3 days, so for now she appears fine. I don't think there's a way for you to find out she has it in advance, but if you're aware of one feel free to bring it up.
 


The party may now all act.
MesiDoomstalker
Khem scrambled, rushing away from the swarm. He cursedunder his own breathe about yet another pesky group of insects. He tossed the bomb into their mix, confident his allies would be spared.

 
 Spoiler 
 (1d20+2)[ 10 ]  VS touch ac.
 (1d6+6)[ 11 ]  fire damage. On a miss DC 15 ref for half against 7 fire damage.
 
DeTess
 "I hate being righblrgh"  Gloria's exasperated comment got cut off as the swarm was upon her and one of the bugs flew straight into her mouth!

What followed was confusion of buzzing and bugs, but at least Willow had enough presence of mind to get out of there, rushing south as fast as the wolf could go. Once they were clear of the swarm and Gloria had beaten the few straggles of her and spit out the one in her mouth she reached for the saddlebags, retrieving a flask of lamp oil.

 
 Spoiler: OOC 

Move willow: 50 foot south
move Gloria: grab oil flask
 
Thunder999
Khem's hastily thrown bomb detonates on the ground, the insects scatter around the impact site, but are largely unharmed.

 
 Spoiler: OOC 
Reflex save passed, so they take only 4 damage.
 


Hapu and Tetra to act.
ShadowOfAStorm
Tetra scatters, trying to maximize distance between her, the swarm, and her individual team members.
 
 Spoiler: OOC 
Map's gone again?
It looks like you can't talk(free action) while nauseated?
 
CasualViking
      
      Hapu     
 
Hapu looks at the fight - frustrating, dangerous, but Khem will probably handle it in short order. He remains in place, light on his toes.  ready action to move if the swarm would overlap me 
 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 18/18
Thunder999
The swarm advances, wings buzzing and mouths clicking, engulfing Khem, the onslaught of painfuly bites is painful, leaving him covered in bites, but he remains unfazed.

 
 Spoiler: OOC 
5+6=11 damage to Khem, but he passes all his saves.
 


The party is back up.
MesiDoomstalker
Khem rushes away from the swarm once more towards his companion wielding the wand. "  Please help!  " He urged frantically, practically lobbing his explosive with only a second glance.

 
 Spoiler 
 (1d20+6)[ 16 ]  vs Touch thank gods its not adjacent to anyone anymore
   (1d6+6)[ 8 ]  Fire damage, 7    DC 15 Ref  for half on a miss.

Khem will likely drop after another round of swarm damage so if this doesn't take care of it, he desperately needs healing.
 
Thunder999
Khem's bomb detonates mid air amidst the swarm, burning many scarabs away, but hundreds still remain.

 
 Spoiler: OOC 
That's a hit so 12 more damage to the swarm, but it's still very much alive.
 
CasualViking
]      
      Hapu     
 
Hapu moves over, putting himself between Khem and the swarm, and uses the healing wand  (1d8+1)[ 9 ]  
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 18/18
DeTess
 "Just a second!"  Gloria called while frantically stuffing an old rag into the oil flask to function as a makeshift fuse. Willow started stalking closer to the swarm, but still remained 30 foot away.

 
 Spoiler: OOC 

Full-round action to rig up a flask of oil for throwing.
 
ShadowOfAStorm
Tetra anxiously bounces between the balls of her feet, the small satisfaction she had at seeing Khem in her previous position now evaporated. Whatever these bugs were made of, it was tougher stuff than she'd expected.

"I'm not really equipped for this!" She shouts with uncertainty as she starts to run past Khem, headed straight for the swarm again. "ⁿᵒⁿᵒⁿᵒⁿᵒᵍʳᵒˢˢᵍʳᵒˢˢ"

 Tetra runs directly toward the swarm to hopefully be a better/more-interesting target....at the risk of suffering more fire damage. 
Thunder999
The mindless swarm takes Tetra's bait, descending on her in a cloud of biting jaws.
She immediately regrets the decision, as their biting gets the best of her.

 
 Spoiler: OOC 
That's 3+4=7 damage to Tetra, who it sounds like got the closest.
Nat 1 the first distraction save, so nauseated for a round, then failed a save vs the disease, she also gets a 3 for incubation so will notice the same time Gloria does.
 


The party is up again.
DeTess
 "Take this, you oversized fruitflies!"  As Gloria finished up her little improvised firebomb, Willow moved her closer to the swarm, putting her in range to throw the flask.

 
 Spoiler: OOC 

Quick action: encouraging roar
move action willow: get to within 10 feet of the swarm
standard action Gloria: throw jury-rigged oil flask: ignition chance:[rolll]1d100[/roll] attack:  (1d20+6)[ 20 ] , damage  (1d6+2)[ 6 ]  fire damage (splash) (on miss, 1+2 fire damage)
 
Thunder999
Gloria hurls the flask of oil, but the wick gets blown out as it flies through the air, and without the explosive force of alchemist's fire meeting air, the flask merely cracks, leaking oil onto the floor.
MesiDoomstalker
Khem, thankful for the healing and the distraction, lobs another bomb, hoping this one will end the fight. Luckily for everyone's sake, he had learned a technique to protect his allies from unfriendly fire!

 
 Spoiler 
 (1d20+8)[ 15 ]  vs. Touch
   (1d6+8)[ 9 ]  Fire Damage, 9  DC 15 Ref half  on a miss
 
Thunder999
Khem's bomb misses the main mass of the swarm, and the scarabs seem to part around the splash, then the oil on the ground ignites.
The few remaining scarabs disperse.

 
 Spoiler: OOC 
 200xp each  for defeating the swarm
 


Amidst the skeletal remains within the granary lies a single object of note, a heavy flail made of an unusual metal, which you quickly realise is Adamantine.

You have chance to heal before heading to the western side of the estate.
DeTess
 "How is everyone holding up?"  Gloria asked her companions after the swarm dispersed. Willow and herself were mostly fine, a few bug bites here and there the worst of the damage, though the disgusting tasted of the one bug that had flown into Gloria's mouth still lingered, even after she'd tried rinsing out her mouth with water.

 
 Spoiler: OOC 

Gloria and willow both took 4 damage, but that's less than 20% health for both, so no real need of healing for now.
 
ShadowOfAStorm
Tetra looks like she wants to either scream or throw-up, standing there as the last of the horrible, burnt bugs slough off her. Hundreds of tiny lacerations criss-cross her exposed flesh, but she steadfastly marches over to Hapu, sighing in audible relief as she channels the magic of the party's wand through Brigh's grace.

 
 Spoiler: OOC 
3 charges, please
 (3d8)[ 13 ] +3
 


"Thanks, Brigh," she says to her side, as if the Whisper in Bronze might return the nicety from just around the corner. With that thought, her smile steals back onto her face, and she hands the wand back "Better, now! Though that's the second swarm of creepy crawlies we've encountered in as many tombs: I might need to invest in some sort of pesticide...."
MesiDoomstalker
Khem exhaled heavily, leaning against the wall of the granary. "  Phew! I think that's wise... I can only do so much!   He laughed, smile somewhat strained. He realized they were relying on him to take care of the swarm. "  Maybe we should head inside?  "
DeTess
 "I think we've seen everything ou here right? So let's go!"  Gloria said, her earlier worry about ghosts chased from her mind by the bugs and other things they had found out here.
CasualViking
      
      Hapu     
 
 "Good work, Khem, everybody" . Hapu moves over to heal Tetra with the wand, then pats Tetra, Gloria and Willow on the back intently, bolstering their fighting spirit.
  CLW Tetra  - (1d8+1)[ 2 ] 
  fervor Tetra  - (1d6)[ 5 ] 
  fervor Gloria  - (1d6)[ 2 ] 
  fervor Willow  - (1d6)[ 6 ]  
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 18/18
Thunder999
The party enters via the northernmost door, the first room sticks out a little into the courtyard and is empty apart from dust and shelves.
Or at least that's what it seems from the doorway, as you enter, Khem looks up and sees a Giant Solifugid hanging onto the ceiling.

It's a surprise round, only Khem and the Solifugid get to act in it.
Knem is first.

The ceiling is only 10ft high, so the creature is very much in reach.

it's a 15ft by 15ft room, the creature is directly above you, it was planning to ambush from above.
MesiDoomstalker
  OH SWEET CAYDEN TANKARD!   Khem explained, drawing back his bow, firing once before his foe could react.

 
 Spoiler 
Thankfully, it hasn't acted and thus can't AoO!

[roll]1d20+6 vs. AC EDIT: 20, from Dice Roll
 (1d8+1)[ 2 ]  piercing
 
Thunder999
Khem's arrow flies true, piercing the creature's carapace, though the damage is minimal.

The beast reaches down from above, clinging to the ceiling with 8 legs while its front limbs slash out at Tetra, the claws both hit, and the creature rips them back out, rending the wounds open.

 
 Spoiler: OOC 
2 damage to the Solifugid.
You've fought these before, rend on claws, they have a climb speed though you hadn't previously seen it used, small sized vermin.
Tetra knows she was just hit with a Swift Claws strike and it is in Stance of Aggression, so has an AC penalty you might take advantage of.
Can't use counters while flat footed.
The first claw hits for 6, the second for 7, then rend adds another 3, that's 16 total damage on Tetra.
The ceiling is very low, only 10ft, so it's effectively only 5ft above the ground, in reach for all of you, though you might need to back off to use a reach weapon.
 

 
 Spoiler: Initiative 
Khem (1d20+3)[23]
Hapu (1d20+1)[17]
Gloria (1d20+3)[15]
Tetra (1d20+3)[8]
Giant Solifugid (1d20+2)[8]
 


Surprise round is now over and you all beat the Solifugid in regular initiative.
It's still on the ceiling.
DeTess
Back home, Gloria had often been told that she could see the cuteness in just about anything. But even she had a limit.  "Aaaah! Kill it, kill it!"  She screamed in surprise as the horrible insectoid thing suddenly struck down at them, and she quickly brought her spear to bear to counter the attack.

 
 Spoiler: OOC 

swift action: encouraging roar
move action: draw spear
standard action: hunting party: standard attack, on hit Tetra gets to make an opportunity attack. to-hit:  (1d20+8)[ 17 ] , damage:  (2d6+5)[ 12 ] 
 
Thunder999
Gloria thrusts upwards with her spear, intending to make an opening for Tetra, but the creature falls dead, and falls is certainly the word as its corpse loses its grip on the ceiling.

 
 Spoiler: OOC 
50xp each for beating the Solifugid
 


The party has chance to heal, then heads further in
Two stone tables sit against the western wall of this room, while a third occupies the southeastern corner. A small, square wooden butcher’s block stands in the northeast corner, now almost collapsing under its own weight. A stone oven sits in the middle of the north wall. A humanoid skeleton lies beneath the
northwestern table, surrounded by smashed crockery. A n open doorway to the south exits the room.
A rusted, pitted dagger is still visible between the skeleton's ribs, and this skeleton, unlike the ones outside, seems to be staying dead.

The doorways south opens to a small corridor, there's another set of doors to the outside on the east, and you can either head west into what looks like a dining room, or south into what's left of a chapel, you don't see anything dangerous through the open doorways to either.
DeTess
 "Shall we check the chapel first?"  Gloria suggested.  "That dining room will probably lead deeper into the house." 
CasualViking
      
      Hapu     
 
Before they open the next door, time to heal Tetra. 
 Spoiler: Healing rolls for Tetra 
  CLW  - (1d8+1)[ 3 ] ,  CLW  - (1d8+1)[ 9 ] ,  CLW  - (1d8+1)[ 3 ] ,  CLW  - (1d8+1)[ 7 ] 
 
 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 2/5 * Wand 42/50
Thunder999
You enter the chapel, the walls are covered in hieroglyphs and images of fantastic beings, A small stone shrine, dusty and thoroughly defaced, stands against the eastern wall.
The hieroglyphs offer praise to Abadar, Pharasma and Sarenrae, with carved prayers to each. The carvings seem to be placing Abadar slightly above the other two, fitting for a merchant perhaps.
The defacement seems deliberate.

A small room to the south holds a stone privy built into one wall, a stone table with a basin stands against the other wall. The frame of a mirror hangs from one wall, the floor is covered in broken shards of glass and dead scarabs.
Disturbingly, a headless corpse sits upright on one of the privies, none of you possess the necessary medical knowledge to date it accurately, but it's a corpse, not a skeleton, so certainly not an original inhabitant.

Even further south is what looks like a bathing chamber, A large tiled pool sits in the center of the chamber, surrounded by sloping tiled floors. A few steps descend into the basin, which has accumulated a deep layer of sand on its bottom. Faded murals on the walls depict scenes of life along a river, with recurring themes of running water and aquatic life running through the artwork. In the northeast corner, a tarnished bronze spigot juts from the wall just above head level.

You can see no further south.

You may head west from the chapel, into a central courtyard, or make your way down through the bathroom and see where that takes you.
DeTess
 "I wonder what was up with that headless corpse."  Gloria tilted her head, thinking the matter over.  "I mean, something killed them, obviously, but why were they on the toilet in the first place? That would be the last thing I'd do if I visited a spooky ruined mansion."  she shivered as all kinds of spooky possibilities played through her mind.

 "Well, we should keep moving. Shall we check the outer rooms past the bathroom first?"  she suggested. It made perfect sense to first deal with anything dangerous in the outer rooms before rushing in, and her suggestion had absolutely nothing to do with not wanting to face the spooky inner mansion yet. No, definitely nothing to do with that.
Thunder999
The party walks through the bathroom without incident, finally reaching what would be most visitors first room, the entrance foyer.
Brightly colored columns stand in the four corners and hieroglyphs cover the walls and tiled floors, obscured in places by piles of dust and sand. Three skeletons, rusty old Khopeshes still clutched in their hands, lean against the pillars, standing guard in death.
The largest hieroglyphs proclaim this the House of Pentheru, but many others adorn the walls, welcoming guests and asking various deities to bless those who enter the house.

As you enter the room the same woman's voice as when you first entered the grounds shouts out once more in ancient Osiriani “They’re inside! Protect the family!” then another voice shouts back, “It’s too late! Save yourselves!” Screams and the clash of arms fill the air.
With the doors sealed, noone is able to act before the power of the haunt washes over you, most of you have the will to power through, but Willow and Hapu seem rather out of it.
The skeletons move from their resting poses against the pillars, two of react swiftly, yet though the echoes of some martial skill yet remains in their mindless bones, their rusty khopeshes fail to scratch Tetra.
You think they may once have been a well trained unit of house guards, the one north of Tetra is using its Khopesh in a textbook Scarlet Einhander, the one to its west is emnating an Obsidian Reflection Stance, and the one yet to act carries the familiar Aura of Unluck. Both strikes were Hungry Stillness though, the corrupting influence of negative energy replacing skill with a burning hatred for the living.

Tetra, perhaps as a result of her newly granted connection to the divine, recognises the haunt for what it is, that assault on your minds will not cease until it's put down by Positive Energy, and it seems to be born of the guards confusion in their final moments as a mob overran the house. You will need to put down the undead and ensure they're buried in a suitable crypt or tomb to if you want it gone for longer than just the time it takes to pull itself back together.

 
 Spoiler: Map 
 
 

 
 Spoiler: Initiative 
Skeleton2 (1d20+6)[24]
Skeleton3 (1d20+6)[22]
Tetra (1d20+3)[21]
Gloria (1d20+3)[20]
Hapu (1d20+1)[14]
Khem (1d20+3)[10]
Haunt 10
Skeleton1 (1d20+6)[7]
 

 
 Spoiler: OOC 
The warning for this haunt is the front doors slamming shut, but they're already shurt because you never opened them, I still gave you perception checks (or at least the two of you who could actually stop it), but they were a little harder and therefore not enough.

Skeleton1's Obsidian Reflection stance is granting +1 to attack and damage, which you will all benefit from.
Everyone will have to make new will saves on the haunt's initiative vs confusion unless you deal enough positive energy damage to it.
Hapu and Willow both failed, in Hapu's case thanks to the save penalty from the Aura of Unluck, and I rolled your confusion results
It's 1d8+strength damage to yourself.
Only 1 round duration though, unless you fail again.
Those skeletons could have hurt, but they rolled terribly.

Oh if you didn't already know, the haunt fails all saves to resist the damage of cure spells, channel energy etc. but you need to hit AC for anything touch attack based.
 


It's over to the party now, as you're all before the haunt.
MesiDoomstalker
Khem scrambles back, separating himself from the others, as he takes a shot at the distant skeletons.   I'm not the only one hearing voices right!?  
 
 Spoiler 
Moving as far to the right on the map as possible. Longbow, so distance won't matter; I'll stop if I hit 30 feet from Skeleton 1.

 (1d20+6)[ 21 ]  vs. Skeleton 1's  AC 
  (1d8+1)[ 9 ]  Piercing Damage 
 
Thunder999
Khem's arrow flies true, landing with just enough force to remove the distant skeleton's head, such creatures are typically resistant to piercing damage, but the last vestiges of the guards own abilities lend it that little bit of extra oomph necessary, almost as though the creature was helping him release it from undeath, that or it's just the fact these things no longer think tactically.

 
 Spoiler: OOC 
That's precisely enough damage to destroy it, 4hp, 5 DR and you did 9.
No more +1s for anyone else.
 
CasualViking
      
      Hapu     
 
Hapu sees a nearby enemy standing still, slow to react or unaware, and punishes that inaction with a devastating body slam   damage  - (1d8+4)[ 10 ] . The pillar seems unimpressed. 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 8/18 * Fervor 2/5 * Wand 42/50
ShadowOfAStorm
Tetra regards the haunt with disdain. "I refuse," she says, brandishing her holy symbol, "to do chores just because of some tantrum!"

Hostile, positive energy pulses like the flow of time from her symbol, as if to punctuate her vehemence.

 
 Spoiler: OOC 

Mo
Channel Energy, Hostile, Positive. 1d6 (1d6)[ 5 ]  DC 10 will save.
 
DeTess
 "Willow stop it!"  Gloria called out as Willow lashed out desperately at some unseen foe, but only succeeded in hurting herself.  "Guys, that ghost is hurting willow, put it down!"  She called out, while grabbing her lance. She had little to hurt the ghost with, but at least she could clear out some of the nearby skeletons.

 
 Spoiler: OOC 

swift gloria: Encouraging roar
move gloria: draw lance
standard action gloria: stab skeleton 3 (lance has reach)  (1d20+8)[ 17 ] ,  (2d6+5)[ 11 ]  piercing damage on a hit
willow self-damage:  (1d8+1)[ 5 ] 
will save gloria: (1d20)[ 9 ] 
will save willow: (1d20+2)[ 4 ] 
 
Thunder999
Tetra's burst of Positive Energy has some effects, the skeletons sizzle a little and the haunt was presumably effected, though there's not much to see there, but it's not enough to actually defeat anything.
Gloria's lance destroys the skeleton she aimed for, her ever present strength crumbling it despite the piercing damage.
Shouting fills the air once more as the haunt assails your minds, Hapu pulls through this time, as do Tetra and Khem, but Willow seems to get worse and Gloria loses herself to it, babbling like a madwoman.

The lone remaining skeleton lashes out again at Tetra, but still can't seem to actually hit her.
Willow, gripped by confusion bites out at the hand of the babbling Gloria, though fortunately misses.

 
 Spoiler: OOC 
Gloria and Willow are confused, noone else is.
Willow got attack the nearest creature and it doens't get nearer than in the same space, fortunately I can't roll, skeleton misses again.
Since Willow has attacked Gloria, Gloria has to fight back next turn unless you pass your save/slay the haunt.
Gloria is currently babbling, you can decide what about, and I decided to let her act before Willow this turn, since Willow generally awaits her orders.
5 damage is not enough to destroy the haunt, and the skeletons passed their will saves.
 


And the party is up once more.
ShadowOfAStorm
"Brigh Disjoin Thee!" Tetra shouts with gravitas as she channels the holy power once more.
 
 Spoiler 
 
 Spoiler: OOC 
cpe hostile  (1d6)[ 4 ]  wsave 10
 

 
MesiDoomstalker
Khem knocks yet another arrow at the final skeleton, arm shaking as he tried to avoid his allies in the tangle of bodies.

 
 Spoiler 
 (1d20+2)[ 18 ]  vs AC. I believe the Skeleton is in melee with people, so -4 penalty (factored in)
 (1d8+1)[ 3 ]   Piercing damange 
 
Thunder999
The final skeleton falls apart as the wave of Positive Energy washes over it, and the haunt dissipates, at least for now.

 
 Spoiler: OOC 
That's  100xp each  for the skeletons, you'll have to actually put the haunt to rest for that xp.
 


With the threats dealt with their is nothing of note within this room, the only items here are the rusted swords the skeletons used.

You have chance to heal your self inflicted wounds.
The next room you reach, going around the outside (which seems to be your plan) is a large parlour, a large staircase climbs to the second floor here, while sand and dust cover the floor, and painted columns stand in all but one of the corners. Pieces of broken wood, shattered pottery, and disintegrating fabric litter the room’s perimeter

Tetra and Hapu spy some objects amidst the rubble, a silver anklet set with tiny gems and an ankh charm worth 150 gp, a tarnished silver serving tray worth 35 gp, a small ornate vase worth 75 gp and finally a golden engagement ring.

As Hapu touches the ring a ghostly vision fills the room, superimposed over the ruins, it depics the room as it once was, with clean floors, small tables, potted palm trees, decorative tapestries and richly upholstered divans.
In the center of the room, a ghostly young man clasps the hands of ethereal young woman. They speak in what some of you recognise as Ancient Osiriani, but you all understand their words.

“I’m so sorry,” the young man says. “I can’t find the ring I bought you anywhere. I just had it!”
“It’s all right, my love,” the girl replies quietly. “It’s not the right time to tell my family anyway.”
“Come with me, Ariseti! Come across the river where we’ll be safe!”
“Not just yet, darling. My father says we’ll be safe here. You go, and when all this is over, you can come back for me, and we’ll announce our engagement then.”
She pauses, and reaches out to touch the man’s forehead. “Are you feeling all right? You’re burning up!”

With the final words, the vision fades, first the people, then the furniture. Hapu feels vaguely wrong for a moment, but is able to resist whatever this strange haunt did.

The ring itself is enchanted, Tetra is pretty sure that while the haunt was triggered by the ring, the ring itself isn't truly haunted, the house is, should you take this ring beyond the outer walls it will be safe to wear, though that will not destroy the haunt, indeed it's likely to suffuse the entire room. Actually destroying this haunt would require the ring to be given willingly to another person as a token of love, no easy task, but perhaps the Pharasmin priests would be interested in the ring if you told them.

You can head upstairs, or walk north to the last of the rooms on this floor (not counting the central courtyard or the western yard)
MesiDoomstalker
Once those who needed it had their wounds tended, Khem continued their trend, navigating north around the central area of the home.
Thunder999
It takes 5 charges from the wand to heal Hapu and Willow's self inflicted wounds (please mark them off).

You head north to the last of the rooms in this little ring, you pass through a hallway containing nothing but sand and come upon the remains of the dining room.
An twenty foot long stone table, the marble top polished and smooth, runs parallel to the west wall of the large room. A much smaller stone table stands in the east side of the room. Splintered piles of dust and wood lie in the corners and along the walls—the only remains of chairs after untold years. A strong, fetid stench pervades the room.
As you enter you notice something truly horrific, silver plates and goblets are set out at six different spots on the larger table, and in each tarnished goblet sits a human skull, polished bone cleaner than the ancient dinnerware they rest upon.

As you enter the room the skulls float angrily into the air, Tetra recognises them as Beheaded, a rather weak type of tiny mindless undead, there's nothing notable about them.

 
 Spoiler: Initiative 
Beheaded2 (1d20+2)[22]
Beheaded5 (1d20+2)[21]
Tetra (1d20+3)[20]
Gloria (1d20+3)[19]
Beheaded4 (1d20+2)[19]
Khem (1d20+3)[12]
Beheaded1 (1d20+2)[9]
Beheaded3 (1d20+2)[5]
Beheaded6 (1d20+2)[9]
Hapu (1d20+1)[4]
 


Two beheaded zoom through the air with a lightning fast charge before anyone can react, slamming into Tetra's face one after the other.

 
 Spoiler: Map 
 
 

 
 Spoiler: OOC 
That's 4+4=8 damage to Tetra (I know an 11 misses, but I forgot the +2 for charging.
They didn't provoke thanks to Panthera on the Hunt.
 


Tetra and Gloria may now act.
DeTess
 "We've beaten full skeletons, so these should be a walk in the park!"  Gloria send Willow rushing forwards, trusting Tetra top eb able to handle those two, and instead charging down the skull at the far end of the table.

 
 Spoiler: OOC 

quick action: encouraging roar
full action gloria: bronze lancer charge, using shortspear, not lance, so willow can join in with the attack. attack B1:  (1d20+12)[ 13 ] , damage  (3d6+5)[ 15 ] 
full action willow: charge N-N-N-NE. Attack B1  (1d20+8)[ 10 ] , damage  (1d6+3)[ 8 ] , trip (if hit and not dead)  (1d20+4)[ 7 ] 
 
ShadowOfAStorm
"We'll have to take the ring on our way out." Tetra says as the scene plays, empathetic to the hurt but unwilling to indulge it.

As they enter the room with the beheaded she winces in pain from the attacks. Normally she'd attempt to ward them off physically, but they seemed to be possessed of a technique which bypassed her quick reactions. Instead, she takes a careful step forward, deeper into the room, and presents her holy symbol once more.

"Scatter to ash!" She commands, clearly more hopeful than imperious, as the positive energy washes over the room and through the undead.

 
 Spoiler: ooc 
Here's hoping I luck out on the channel roll(hostile).  (1d6)[ 4 ]  after 5 ft step.
Panthera On The Hunt affects threatened squares, but is a tiny creature entering an occupied square the same?
 
Thunder999
Gloria urges Willow forward in a fierce charge, alas both she and willow fail to hit their tiny target.

As positive energy bursts forth from Tetra's holy symbol, the two beheaded who attacked her fall to the ground, destroyed, while the others shudder as it sears away at them.

One of the beheaded on the table floats towards Gloria, but she slays it with a single jab of her spear before it strikes.

 
 Spoiler: OOC 
The low attack rolls miss.
2 failed saves is 2 destroyed beheaded.
Then another one moves to attack Gloria, but this one isn't doing the charge (it was too close so I was going to use Hungry Stillness Strike instead) so it takes the AoO and Gloria hit so that's dead.
I think entering the square doesn't provoke, and I'd like to not have every encounter with tiny creatures be as futile as the animated dolls.
 

 
 Spoiler: Map 
 
 


Khem's turn.
MesiDoomstalker
Khem steps forward, drawing his bow back, aiming at the lone skull that remained at the end of the table closest to him.

 
 Spoiler 
 (1d20+8)[ 13 ]  vs. AC
 (1d8+3)[ 10 ]  Piercing Damage
 
Thunder999
 
 Spoiler: Initiative 
Tetra (1d20+3)[20]
Gloria (1d20+3)[19]
Khem (1d20+3)[12]
Beheaded1 (1d20+2)[9]
Beheaded3 (1d20+2)[5]
Beheaded6 (1d20+2)[9]
Hapu (1d20+1)[4]
 


Khem's arrow misses the small, agile target.

With their AoOs expended, the northmost Beheaded slips into Gloria and Willow's square, but its negative energy infused slam is easily evaded.
One of the Beheaded shoots off in a fast charge towards Tetra, but bounces ineffectually off her shield.
Finally, the one Khem shot at shoots right back at him, though the attack doesn't even get close.

 
 Spoiler: Map 
 
 


Hapu's Turn, then back to the top of the round with Tetra, Gloria and Khem all acting before these 3 beheaded can move again.
CasualViking
      
      Hapu     
 
Hapu moves his legs to open the range, and his polearm, in a single fluid motion, hooking one of the heads and smashing it to pieces against the wall.
 Step north. Lock shields with Tetra (+1 AC). Attack the beast harassing Khem   attack  - (1d20+6)[ 17 ] ,   damage  - (1d10+4)[ 14 ] + (1d6)[ 6 ] .   granted maneuver  - (1d2)[ 1 ]   
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 8/18 * Fervor 2/5 * Wand 35/50
DeTess
 "Watch out, they're really slippery!"  Gloria was still smarting from the way her glorious charge had ended up missing its target entirely, but at least she had intercepted one of the creatures on the backswing.

But now another one was right up in het face. She shortened the grip on het spear and attempted to swat it out if the air.

 
 Spoiler: OOC 

Standard action Gloria: attack B1:  (1d20+8)[ 24 ] , damage:  (2d6+3)[ 13 ] 
If that kills it, Willow will move and attack B3. Otherwise Willow attacks B1:  (1d20+4)[ 22 ] , damage:  (1d6+1)[ 3 ] 
 
Thunder999
It's over in seconds as Hapu destroys one skull, Gloria easily finishes the one by her, then Willow sinks her teeth into the final undead.

With the undead slain you can look around the room, the goblets and plates are a little tarnished, but silver is silver so they'll still sell for a good sum, probably best not to mention the human skulls to potential buyers. (6 goblets at 45gp each, 6 plates at 30gp each)

To the east you once more see the emptier dining room from earlier, no silverware there.

You have three options: head upstairs, explore the central inner courtyard, or explore the western outer yard.  (You can of course heal yourselves first)

 
 Spoiler: OOC 
 200xp each  for defeating 6 beheaded.
 
DeTess
 "Looks like we're done down here. Let's check up-stairs next!"  Gloria and Willow started to head towards the stairs, the wolf gingerly testing the wood with one paw before trusting her weight to it.
Thunder999
You climb the stairs and emerge on the second floor balcony, which wraps around a twenty-foot-square opening in the floor, overlooking the inner courtyard below and connects the rooms of the second floor. Above, a square skylight in the ceiling provides natural light to the ground floor and ventilation for the entire building. Six different sets of doors lead off of this balcony.
The anchoring points for wooden railings around the balcony, and for shutters over the skylight are visible, but the wood has long since rotted to nothing.

Which of the many doors do you choose to enter?

 
 Spoiler: Map with numbered doors 
 
 
MesiDoomstalker
Khem looks around the upper floor, before pointing at the nearest (2) door. "  Just start here and go clockwise?  " He offered.
DeTess
 "That's as good a plan as any!"  Gloria replied while readying herself for anything jumping out at them.

 
 Spoiler: OOC 

Swap a readied maneuver: bronze lancer charge out and piercing strike in.
 
Thunder999
You enter the nearest door at Khem's suggestion, entering what was once a spacious bedroom. The aged remains of dressers, a large bed, and a divan lie in ruins. The husk of large hornet’s nest, gray, papery,  and devoid of life, occupies one corner of the ceiling. The spaces in the northeast and northwest corners appear to be closets. Their wooden doors have all but fallen off their hinges, and heaps of disintegrated fabric mingle on the floor. Between the closets stands a single lacquered dresser covered in dust.
Willow briefly acts like she smelled something as you entered, but there's no sign of any creatures.

At first it seems there's nothing of value left, but Khem and Tetra realise that something is wrong with the dresser, none of the drawers open, and when they pry it away from the wall it's revealed to be entirely hollow.  Hidden behind the dresser is a somewhat tarnished bronze chest.
Hapu and Tetra both spot the tell tail signs of some sort of trap tied to opening it, and forewarned, Tetra is able to jam the mechanism, preventing the small crossbow within from firing.
You note after opening it that this is a particularly sneaky trap, even had you opened this chest with the correct key, the trap would have gone off, and none of you were able to spot the second, well hidden keyhole that is linked to the trap itself.

Within the chest you find: 1 crossbow bolt coated in preserved poison in the trap (black adder venom, not valuable, but you could shoot something with it), 20 small gold ingots (25gp each), each bearing a seal which Gloria and Khem recongnise as that of the sultan who ruled Osirian at the time of the Plague of Madness.

Finally, Hapu spots something inside the old wasp nest, a black headband with a clasp in the shape of a skull, it's clearly magical but Tetra has no idea what it does.

 
 Spoiler: OOC 
 200xp each  for the trap.
I rolled spellcraft for Tetra now that she can, but it wasn't enough.
 

 
 Spoiler: Updated map 
 
 


Which door next.
DeTess
Gloria and Willow moved along the balcony surrounding the inner courtyard to reach the northermost door at the other end (6).  "Let's check this one next and then move down."  she suggested.
Thunder999
You head to the far door, which is slightly ajar, this room is much smaller and a layer of untouched dust blankets the floor. The walls, once brightly painted to depict life in ancient Wati, are now faded. A smaller  room or alcove takes up the northeast section of the room; it was once closed off by a wooden door that since has rotted away, leaving only its hinges in the doorframe. A strong, cloying odor of decay pervades the room.

The scenes painted on the walls depict the arrival of a Kele****e sultana in Wati by royal barge, a ceremony or possibly a party where a young woman is being anointed and crowned while a gathering of onlookers observe, and another where three young women swim in a river while armed guards with spears watch from beneath the shade of a tree.

It takes a bit a searching, but buried amid the debris in the room is a large darkwood box (worth 100 gp itself).
Inside is a white silk Osirian wedding robe that is extremely fragile with age, you realise before touching it that merely touching it would likely destroy it, but magic such as make whole or mending, could restore it, at which point it would likely be quite valuable (150gp to be precise).
The chest also contains several pieces of inexpensive jewelry worth 35 gp in total, and a strand of freshwater pearls worth 200 gp.
A small sealed tube contains some sort of magical Kohl (a type of eye makeup) though you have no idea what exactly the magical properties are, you think there's probably enough for five people, assuming it is used like the mundane version (which is still popular in modern Osirion).
Finally, a long scroll tube holds a rolled-up papyrus painting, a portrait of the same Osirian woman you saw in the vision downstairs, Ariseti, her signature in Ancient Osiriani implies it's a self-portrait, perhaps she also painted the walls of this room. Unlike the wedding robe, the painting has been protected from air for many years and can be safely handled without damaging it. (It will sell for 80gp to a suitable collector)

As you exit the room you notice the door immediately to the south (5) is now slightly open and the cause is apparent as you return to the landing, flying above the inner courtyard are two blackened, bat-winged heads with tentacles dangling from their chins and scalps and fanged mouths agape.  None of you know what they are, though unlike the beheaded they appear to be very much alive.

 
 Spoiler: Initiative 
Khem (1d20+3)[23]
Gloria (1d20+3)[22]
Tetra (1d20+3)[20]
V2 (1d20+1)[20]
Hapu (1d20+1)[12]
V1 (1d20+1)[10]
 


Fortunately Tetra, Khem and Gloria act before the creatures can, perhaps they thought you'd be a little longer in that room.

 
 Spoiler: Map 
 
 


Both creatures are flying 10ft above the floor you're standing on (and therefore a good 20-25ft above the floor of the courtyard below)
Oh and they're both in Aura of Misfortune stance (so -2 to saves for everyone)
DeTess
 "What are.. never mind, they look dangerous and unnatural. Let's take them out first, we can check what they are later!"  Gloria guided Willow As close to the two creatures as she could get before striking out with her lance, leaning forward with her strike to try and skewer both of the strange flying creatures.

 
 Spoiler: OOC 

 Swift action:  encouraging roar
 move action willow:  Go W-W, at the balcony directly above V2
 move action gloria:  draw lance
 standard action Gloria:  piecing strike maneuver. this adds +5 reach, and allows me to strike at two adjacent creatures within reach (roll to-hit and damage once, and compare to-hit roll against both AC's for hit or miss), to strike at V2 and V1 (If V1 is out of reach for this, I do a normal attack against just V2 instead)
to-hit:  (1d20+8)[ 23 ] , damage:  (2d6+5)[ 9 ] 
 
Thunder999
Gloria manages to stab the nearest of the flying creatures, though unusually for her, it survives the experience, the other one is too far to reach.

 
 Spoiler: OOC 
9 damage on V2
 
MesiDoomstalker
Khem reaches for his bow, far more confident since these flying pests were away from his allies. He lets an arrow fly at the same one that Gloria struck before retreating slightly into the room they were exiting.

 
 Spoiler 
 (1d20+8)[ 15 ]   vs. AC 
 (1d8+3)[ 6 ]   Piercing Damage 
 
ShadowOfAStorm
Tetra's already high energy gets a visible boost as she goes about manipulating the trap. She babbles excitedly about the "retainment of potential energy" over time and "degradation rates" of the poison on the bolt, though it's clear she's more inspired than expert. She off-handedly channels Brigh's power of Mending to prep the dress for transport, commenting only "huh, little fragile".


As the creatures emerge to fight, she's ready with a smile. She throws her shield with force, moving to catch it as it rebounds off the not-to-far ceiling.
 
 Spoiler: ooc 

 (1d20)[ 15 ]  + 3dex +1bab +2roar to hit
 (2d6)[ 11 ] + (1d4)[ 2 ] +2 Throwing Shell damage. 1d6stand 1d6 maneuver, 1d4 bash, +2 roar. Prefer wounded one, if it's still up.
 
Thunder999
Khem and Tetra's combined ranged attacks finish one of the creatures off, sending it plummeting to the ground.

Hapu's turn.
CasualViking
      
      Hapu     
 
Hapu simple moves ahead next to Gloria, waiting for the creature to come to them.

 
 Spoiler: pre-rolled AoO 10' reach 
  attack  - (1d20+6)[ 11 ] ,   damage  - (1d10+4)[ 13 ] + (1d6)[ 5 ] 
  granted maneuver  - (1d2)[ 1 ] 
 

 
 
  

 
 Perception +8 * AC: 20 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 2/5 * Wand 35/50
Thunder999
The remaining creature does not approach, instead its mouth distends as it lets out a horrible shriek, it clearly expected something to happen, but none of you are affected, the creature glances downwards towards its fallen comrade, then flees through the Skylight.

 
 Spoiler: OOC 
That's  150xp each  for slaying one of the creatures, if the other one doesn't show up again you'll get the exp for it when you finish this dungeon, but for now I'll leave it for secret reasons. (Remind me if I don't mention it then)
These guys fight to the death when there's two of them, but you killed one before it could act, then all saved against the Shriek (it would have been very obvious if you failed), so it's fleeing.
No more encounters up here, so I'll go through the remaining rooms.
 


With the combat over you are able to see into the room the creature seems to have come from, it's pretty empty, the contents of this room have fallen apart or otherwise been reduced to dust from the dry desert air, though a foul, cloying smell lingers.
A little searching turns up some small hints as to what this room once was, but nothing so obvious as in Ariseti's room, a rusted dagger, a handful of marbles, and a small lacquered wooden box are the only recognisable obects. The dagger and marbles won't fetch you any money, but the lacquered box seems to contain some sort of ancient boardgame, it's unlikely anyone will ever know the rules, but an Osirionologist would likely buy it (50gp).

The next room you explore was clearly once an office of some form, a large lacquered desk, in poor condition yet still functional, sits in the center of this room. Bookcases stand along the eastern and southwestern walls, sagging as if ready to collapse at any moment. Their shelves have fallen out, and the piles of dust at their bases are all that remains of books and scrolls that failed to survive the long years. The lacquered wooden frames of what might once have been divans stretch along the north and south walls, but their upholstery has disintegrated.
Searching further turns up nothing of monetary value, though you do find a long broken set of scales, a seal bearing the Pentheru family crest (likely once used to mark documents), a few marble chess pieces and a key which fits the bronze chest you found earlier.

The final room you enter also has decorated walls, this time depicting a scenic vista of a river valley running through a desert, resplendent with verdant life and greenery near the shores. Only a few pieces of lacquered furniture remain in the chamber. A faint, musty odor of decomposed wood and fabric lingers in the air.
As you enter the room you notice a small alcove, and lieing within is a grisly sight, the headless body of a human man, rotting flesh still clinging to the bones, you don't know enough to say precisely how long, but Hapu and Tetra both think it's probably about a year old, there's a few clumps of hair stuck to the floor above the shoulders and it looks more like the head was ripped free rather than cleanly decapitated.
On seeing this something clicks for Khem, as he remembers where he's heard of this, that thing you just fought must have been a type of fiend called a Vargouille, and this individual here was the victim of their "Kiss", a gruesome means of reproduction that turns the victim's head into a new Vargouille, no doubt the ones outside intended to paralyse you with a shriek then try to turn you, he also remembers that they possess a most unique poison, causing no additonal harm, yet making magical healing difficult.

There's a single item of value here, a golden ring which seems to have slipped from the corpse's finger as it rotted, the inside is engraved s, “To Akar from Panhet, Love Eternal.”  You might be able to sell it, though with such a personal engraving you'll only get 50gp, or you could try to track this Panhet down and hope she rewards you.

That's the upper floor dealt with.
Do you head to the inner courtyard or to the external western courtyard next?
ShadowOfAStorm
"Oh, there it goes. Did anyone else sort of expect it to be one of those 'die trying' types?" Tetra comments as the creature escapes through the skylight. When the corpse is located, she's a little forlorn, but quickly clears it. "We should load the whole body here on Chopshop. We could take it back into town and maybe link up with the beloved?"

Tetra indicates she'd like to clear the west exterior before venturing to the central courtyard.
DeTess
Gloria nodded solemnly.  "Yes, if we can return the body, or at least the ring to his family, we should." 

Gloria did not have any real preference for where to go next, and was quite happy to follow Tetra's lead to the western courtyard.
Thunder999
As you look over the body, it's readily apparent that it would likely not remain intact if picked up, so probably best to leave that for later, once you've made this place safe the local priests would probably handle moving it for you.

You descend the stairs and head out a set of stone double doors in the western wall.
The western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand. At the north end of the yard stands a squat stone building with columns at every corner.
There's some odd noises from around the corner to the south, like footsteps, then the skittering of insectile legs. Though when you look south there's seemingly nothing there.

 
 Spoiler: Initiative 
Centipede (1d20)[17]
Hapu (1d20+1)[14]
Khem (1d20+3)[10]
Gloria (1d20+3)[8]
Tetra (1d20+3)[4]
 


Suddenly the air before you ripples and what Khem and Gloria recognise as a Giant Whiptail Centipede is revealed before you.
Khem instantly realises what happened, the beast had been concealed by Minor Image, perhaps even lured closer to you by it. There's no signs of the caster, but the spell lingers for a few rounds after the caster stops concentrating, so that tells you little.
As for the very real centipede, it's absolutely huge, easily the largest creature most of you have ever seen, it's a type of mindless vermin (so no need to worry about Gloria's Order here), it has the impressive reach you'd expect for something that big (i.e. 15ft), a venomous bite (dex damage), despite the great size these creatures are impressive climbers and can squeeze through smaller gaps than you would expect (compression, climb speed), their strange split tails don't hit nearly as hard as you'd expect from such a huge creature, but have even greater reach.

The centipede, perhaps because it was already intent on  attacking whatever the back side of that illusion depicted (i.e. because it rolled way better than anyone else) lashes out with a pair of lightning fast blows, the first lunge of its jaws is directed at Tetra, though its aim is off, the second strike however sees its mandibles pierce right through a gap in her armour and inject her with a nasty dose of venom.
The creature seems to be in an aggressive stance.

 
 Spoiler: OOC 
That was a flurry strike (2 attacks as standard action) and it's in Stance of Aggression (+1d6 damage, +2 AC). It moved into reach, then attacked as a standard action, it was half way out of the pool when the illusion dropped.
Gloria is hit for 16 damage and the poison inflicts 2 dex damage.
 

 
 Spoiler: Map 
 
 


Party is up.
DeTess
 "Aaagh!"  Gloria cried out in pain, only barely clinging to consciousness as the creatures whip-quick attack bit deep into her side. With an effort of will she managed to remain in the saddle, and guided Willow forwards carefully to put her into range to strike with her lance.  "Let's take it down quickly!" 
 
 Spoiler: OOC 

willow: 5 foot step directly south
swift action Gloria: encouraging roar
move action Gloria: draw lance
standard action gloria: attack: (1d20+8)[ 10 ] , damage  (2d6+5)[ 15 ] 
 
MesiDoomstalker
Khem looked at the massive, towering insect with disgust. Bugs shouldn't get that big! He took a quick step backwards, before launching a new bomb, one laced with rapidly freezing reagents.

 
 Spoiler 
 (1d20+8)[ 28 ]   vs. Touch AC 
 (1d6+8)[ 13 ]    Cold Damage  , and must make a  DC 15 Fort  save or be  Staggered  for  1 Round  (Same DC for  Reflex  half if missed for   9 Cold damage  ).

EDIT: Preeeeetty sure a second natural 20 confirms, so that's   27 Cold damage  .
 
CasualViking
      
      Hapu     
 
Hapu moves forward... and gets back up.
 
 
  

 
 Perception +8 * AC: 22 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 2/5 * Wand 35/50
  granted maneuver  - (1d2)[ 2 ] 
Thunder999
Khem's bomb lands right in the creature's mouth, a devastating hit which clearly slows the thing down.

Hapu tries to close in, thinking to use Gloria as cover, but forgot about the tail, which comes sweeping in from above and knocks him to the ground.

 
 Spoiler: OOC 
27 is a lot of damage, more than half its health in one go, and it fails the save vs Stagger.
Huge creatures can determine cover from any square they occupy, and this thing is 15ft tall with a 20ft tail, which has Trip, and I just tripped because the tail can't actually do lethal damage anyway.
Hapu is prone in his starting spot, though this is before you make your standard action attack, so you can just stand right back up if you want.
 

 
 Spoiler: Map 
 
 
ShadowOfAStorm
"Woah, it's huge! Where did it come from?" Tetra exclaims as the creature emerges.

"Yeah!" She further shouts as the icy bomb connects with it, what would  most likely  have killed her only injuring the creature.

She proceeds forward, reality distorting as she slams her shield's edge toward the creature.
 
 Spoiler: ooc 

move close to attack, prefer flanking position around if she can reach
standard Breaking Glass Strike
 (1d20+3)[ 14 ]  to-hit with encouraging roar
 (1d4)[ 2 ] + (1d6)[ 6 ] +2 damage and DC 15 will save for breaking glass strike.
 
Thunder999
Tetra's attack looks like it's going to land, then the creature slaps her shield aside with a swipe of its tail.
it retaliates on its own turn, biting viciously at Tetra, despite her efforts to parry right back, though she has at leasts resists the poison.
Gloria also throws the poison in her veins off, though she's still not quite as agile as she used to be.

 
 Spoiler: OOC 
You couldn't flank, too far and the empty pool is in the way, not that you needed it, this thing actually has terrible AC.
That was a Calm the Storm counter, would have used it earlier, but you can't counter a nat 20 and everyone else just keeps missing.
Tetra takes 20 damage as the Iron Shell was not enough to block the attack. Leaving her at 1hp, luckily it is staggered so no full attack.
 


The party is back up and one good hit will probably finish this thing.
DeTess
 "Just die, you overgrown bed-bug!"  Gloria stabbed at the monster with her Lance again, trying to create an opening for Tetra to strike.

 
 Spoiler: OOC 
 standard action gloria:  hunting party: standard attack, if it hits, Tetra gets to make an attack of opportunity against the creature. to-hit:  (1d20+6)[ 16 ] , damage  (2d6+3)[ 9 ] 
 
Thunder999
Gloria's attack lands, but the creature is clinging to life, Tetra swings at the opening, but it twists its body away from her shield.

Still the party's turn, you think a single hit will finish it.
MesiDoomstalker
Khem pumps his fist, the lucky bomb having a remarkable effect! He lines up his bow, taking aim and firing.

 
 Spoiler 
 (1d20+6)[ 25 ]  vs AC
 (1d8+1)[ 4 ]  Piercing
 
Thunder999
Khem's arrow flies true, skewering the beast's head and at last it falls.

 
 Spoiler: OOC 
 200xp each  for defeating the centipede
 


There's really only one thing of interest left in the garden, the stone building to the north, each of its corners decorated with columns carved to resemble men and women with their arms crossed over their chests. A set of stone doors stands in the southern face of the building, carved with bas-relief faces of two men. Hieroglyphs are carved into the doors just beneath the faces.

As you approach closer the Hieroglyphs are easily translated
"This is the crypt of the House of Pentheru"
and a little below that, "May defilers be cursed by the gods until their day of judgment.”

Do you wish to head to the inner courtyard, or commence the tomb raiding?
DeTess
 "Hey Hapu, does the wand still have some charges left?"  After the fight was done, Gloria dismounted from Willow and approached the priest on unsteady legs.  "I could use a bit of patching up..." 
CasualViking
      
      Hapu     
 
Hapu makes a little flourish with the wand.  "As much as you could possibly dream...well, no, not quite *that* much, but still".
 
 
 Spoiler: Rolls 
Target: Healing Gloria at least 12, Tetra at least 16
  clw1  - (1d8+1)[ 9 ] 
  clw2  - (1d8+1)[ 8 ] 
  clw3  - (1d8+1)[ 5 ] 
  clw4  - (1d8+1)[ 9 ] 
  clw5  - (1d8+1)[ 4 ] 
  clw6  - (1d8+1)[ 9 ] 
  clw7  - (1d8+1)[ 3 ] 
  clw8  - (1d8+1)[ 4 ] 
  clw9  - (1d8+1)[ 3 ] 
 


2 applications to heal Gloria for  17 , and 3 to heal Tetra for  18 .
 
 
  

 
 Perception +8 * AC: 22 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 2/5 * Wand 30/50
DeTess
 "Thanks, Hapu!"  Gloria still felt some stiffness in her limbs from the poison, but otherwise she was good to go.  "Shall we check the inner courtyard first? We can go and do the tomb once we're done checking everything up here." 
CasualViking
      
      Hapu     
 
 "Someone broke into this house and killed the inhabitants. The man of the house didn't exactly make a brave showing of himself. I assume that's when poor Ariseti died. Now, they knew the attack was coming. Ariseti's young lover wanted to take her to safety across the river. Perhaps it was this Plague of Madness? And maybe the young man brought it inside the house. Ariseti said he was hot, as if sick".   
 
  

 
 Perception +8 * AC: 22 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 2/5 * Wand 30/50
Thunder999
 
 Spoiler: A note on what you've learned 
So, those visions were in order, the first was a crazed mob attacking the walls, eventually shattering the gate. This fits how those afflicted by the plague behaved.
The second was the guards' final stand, though they seemed confused, and ultimately fell to the mob. The guards were not mad, but the mob was. The guards perished there and noone was left to bury them. They were confused and disorganised, without a clear leader.
And yes, the man in the third vision does sound like he had the early symptoms.
You have not in fact found any sign of the family, just he skeletons of guards and servants.
 


At last you make your way to the central courtyard, a tiled walkway surrounds a square patch of earth and sand in the high atrium. A balcony on the second floor overlooks the courtyard, and a square hole in the ceiling opens to the sky. Four columns in the corners of the atrium support the roof above, and the walls are decorated with symbols and hieroglyphs depicting animals, celestial creatures, and the sun
and moon. You suspect it once would have been a well cared for garden, but now it's as barren as the desert, nothing but sand.

As you enter some of that sand rises up, taking a form resembling that of a human woman, though in truth it looks closer to the various statues you've seen in the necropolis than a real person.
It claims to be "The Spirit of the House" but you're pretty sure it's lieing and Khem knows it to be a Sandman, a particularly cruel and cunning type of Earth Elemental, they possess a highly dangerous aura that induces sleep (20ft radius), with a similar effect on every hit from their sandy limbs, he also remembers that only bludgeoning attacks can truly harm their fluid forms.
It is certainly dangerous, though unlikely to be the source of the illusion you saw earlier.

It realises you've seen through it, but not quite fast enough, most of you are going to get to act before it can drop this guise and activate its aura.

 
 Spoiler: Initiative 
Khem (1d20+3)[23]
??? (1d20+5)[21]
Hapu (1d20+1)[18]
???2 (1d20+1)[14]
Gloria (1d20+3)[13]
Sandman (1d20+5)[6]
Tetra (1d20+3)[4]
 


Khem may act, then something happens you have no way to know about.
The sandman will have to activate his Sleep Aura as a free action on his turn, so you have chance to get out of range if you wish.

 
 Spoiler: Map 
Circle is his aura, or rather where you know it will extend to.
 
 


Edit:He's in Aura of Unluck Stance.
MesiDoomstalker
  Oh geeze!   Khem knocked a blunted arrow, letting it fly, before he circled around the back towards the kitchen, hoping to put enough distance that the elemental's aura wouldn't affect him. Hopefully.

 
 Spoiler 
 (1d20+8)[ 27 ]  vs. AC
 (1d8+1)[ 6 ]  Bludgeoning damage
Khem will move back 6 spaces to the far edge of the current map (and probably onto a giant vermin corpse?)
 
Thunder999
Khem's blunted arrow lands a decent hit against the sandman, the blunted tip impacting with a thud.

Then a tiny flying head, draped in hair and with cruel horns appears as if from nowhere in the air, Khem recognises it on sight, a Doru Div, and by the length of the horns an unusually strong one. Agile little fiends, you need holy or cold iron weapons to properly harm them (DR/Cold Iron or Good), they're resistant to all spells, acid and electricity, immune to fire and poison, they possess a whole host of illusion and enchantment spells, no doubt this is what lured you into a fight with the centipede, it could have been watching you from afar the entire time you were here, the bite is weak, but poisonous and lacks reach.

It casts what Khem recognises as a Suggestion SLA on Gloria, the rest of you hear nothing but within her head she hears what she thinks is a great idea "You should stand and fight with your lance, like a proper knight, you're strong enough to take him."
Tetra notices it shift into Leaping Spirit Dance stance (+2 AC and reflex)

 
 Spoiler: OOC 
6 damage to the sandman, and now the Doru Div who's been watching since your very first fight, carefully flying out of scent range, has decided to join the fight.
Gloria thoroughly fails her save vs suggestion, you still pick your maneuvers and such, but you have to stand and fight.
 

 
 Spoiler: Map 
 
 


Hapu may now act.
CasualViking
      
      Hapu     
 
 free: drop polearm. move W-W-SW-S and draw sling. Standard: Use Good blessing on weapon. Swift: 1 fervor to cast Protection from Evil on self.   maneuver gained  - (1d2)[ 1 ]   
 
  

 
 Perception +8 * AC: 22 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 1/5 * Wand 30/50
Thunder999
After Hapu retreats a familiar creature flies into view from just behind the Div, though it lingers high in the air, perhaps concerned about the sleep aura or just wary of thrown shields.

 
 Spoiler: Map 
 
 

 
 Spoiler: Initiative 
Khem (1d20+3)[23]
Doru (1d20+5)[21]
Hapu (1d20+1)[18]
Vargouille (1d20+1)[14]
Gloria (1d20+3)[13]
Sandman (1d20+5)[6]
Tetra (1d20+3)[4]
 


Gloria's turn.
DeTess
 "Hah, this one should be easy enough to take down!"  Gloria draws her lance with a valiant shout and immediately brings it to bear on the craven sand creature.

 
 Spoiler: OOC 

Swift action: encouraging roar
Move action: draw lance
Standard action: poke sandman. To-hit:  (1d20+8)[ 21 ] , damage:  (2d6+5)[ 14 ] 
 
Thunder999
Gloria's lance readily connects, and while she drives it deep into the creature, only a few grains of sand are knocked away and the hole fills in as she pulls back.

Then the sandman reacts, its statuesque form melts away, the legs becoming nothing more than a mound of sand, a toothy jaw the size of its old head fills its face and sandy tentacles sprout like hair.
A wave of tiredness ripples outwards as its true form is revealed, Gloria, Willow and Tetra all fall unconscious on the spot.
The creature rears up as though to execute Tetra, then stops, looking towards the Div and charges towards Khem, black flames wrapping around its arm as it rears back.
Khem succumbs to the soporific aura, is awoken for a fraction of a second by the pain of the blow, then collapses once more into unconsciousness.
The sandmans laughs as he sees this happen.

Tetra and Khem sleep through their turns.

You have no idea what the Doru Div is up to, but it's not visible.

 
 Spoiler: OOC 
DR10/Bludgeoning, so only 4 of that gets through.
Khem takes 13 damage.
Khem, Gloria, Tetra and Willow are all asleep
You can wake someone by doing damage to them, or as a standard action in melee range (which technically counts as aid another, though grants no bonuses).
 

 
 Spoiler: Map 
Do note that the aura doesn't actually go through walls, so Hapu is safe until he moves north.
 
 

 
 Spoiler: Larger map of whole compound, no creatures 
Just in case you wanted a reminder of other ways into the central room.
 
 


Hapu's turn
CasualViking
      
      Hapu     
 
Hapu moves a little closer, and fires a sling bullet right into the doorframe with a resounding *crack* Step E. Standard: Sling at the sandman (it has cover, though)   attack  - (1d20+2)[ 11 ] ,   damage  - (1d4+4)[ 6 ] +  if evil  - (1d6)[ 5 ] . Move: Drop shield  
 
  

 
 Perception +8 * AC: 22 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 1/5 * Wand 30/50
ShadowOfAStorm
Tetra feels the wave of drowsiness wrap around her like a river, flowing around a rock. She grimaces as her companions fall to the aura. The arrayed forces here were...formidable. With a huff, she slings her shield off like a discus toward the sand elemental, and whistles for Chopshop to aid her.

 
 Spoiler: OOC 
 (1d20+1)[ 19 ]  AOO
Standard action:  (1d20+2)[ 15 ]  Throwing Shell. Can't see the map, but iirc it was in the second range increment(within 40 ft) ?
 (1d4)[ 4 ] + (2d6)[ 8 ]  throwing bash damage.
Move Action:  (1d20+4)[ 5 ]  Handle Animal, defend(Tetra) trick, dc 10.
5ft step if just out of range for toss.
[
 
Thunder999
Tetra's shield smashes into the back of the creature as it slipped around her, having expected her to be unable to react, scattering sand with a weighty impact.
It's ready for her thrown shield though, she doesn't recognise the technique, a shield of magical energy snaps into the path of her attack.
There's no sign of a response from Chopshop.
The sandman slides over the ground, approaching Hapu, who promptly succumbs to the aura, it then scoops up his shield, holding it experimentally.
Next the Vargouille swoops down and exits via the southern door. You can't see it yet, but it will be immediately obvious where it went if Tetra moves.

 
 Spoiler: OOC 
That's another 8 (I rolled the damage on the AoO since you forgot, 1d4+1d6 from the stance right?) damage to the Sandman.
16 total there.
That's a fail on the handle animal sadly.
I was going to have the Sandman switch stances, but no swift action.
The sandman didn't know whether Hapu would succumb to his aura and the angle doesn't look right for a charge, so it moved, but then decided not to risk waking Hapu if he passed the second save, it has no ranged attacks so settled for stealing the discarded shield.
The shield isn't strapped on yet, so no AC bonus or ACP.
Maybe a map image on imgur will work for you. Edit and apparently that just won't even embed, I'll link it and see if that helps.
 

 
 Spoiler: Initiative (unchanged) 
Khem (1d20+3)[23]
Doru (1d20+5)[21]
Hapu (1d20+1)[18]
Vargouille (1d20+1)[14]
Gloria (1d20+3)[13]
Sandman (1d20+5)[6]
Tetra (1d20+3)[4]
 


Back around to Tetra.

 
 Spoiler: Map 
 Link for ShadowOfAStorm 
And then the usual discord one too.
 
 
ShadowOfAStorm
Tetra takes in a deep breath. The sounds of battle having stilled to nothing in mere moments, ended with the quiet clatter of what she could only take to be Hapu's shield falling to the ground.

She was alone.

She was pretty sure the cavalry would  not  be coming; she'd missed some of the sequence of notes to call Chopshop, or he'd be here already. Or he too, had succumbed....

Silently, she pads forward, attempting to weather whatever attacks the sand creature might levy on her as she skids to a halt in front of Hapu, doing her best to shout and kick him awake.

 
 Spoiler: OOC 
Whoops, sorry on the AOO damage there! Just slipped my mind, I'm so used to waiting for confirmation of hit before damage!
Tetra move action: 1 square west of Hapu. Standard action: wake up
...things are looking pretty dire for our heroes here....
 
Thunder999
The sandman swipes at Tetra as she passes, but she ducks under the blow with ease.

You briefly see the Doru appear in Hapu's space wreathed in black flames, but only long enough to miss his prone, unshielded form with its bite before it teleports out, Tetra recognises this as a combination of his invisibilty to get into position, a Strength of Hell boost and a Fading Strike maneuver to escape.
The Vargouille isn't acting yet, but looks disappointed.

Hapu's Turn

 
 Spoiler: Map 
 Link 
 
 

 
 Spoiler: OOC 
AoO missed, then the Doru rolled a nat 1 and managed to miss the prone target.
Hapu is conscious now, but prone, and the sandman stole his shield so you can't pick that back up.
 
CasualViking
      
      Hapu     
 
 Stand up, 5' step NW, Enduring crane strike at the Sandman  unarmed  - (1d20+5)[ 9 ] ,   damage  - (1d3+4)[ 7 ] , possible healing for Khem  (1d6+4)[ 7 ]   
 
  

 
 Perception +8 * AC: 18 Counters:  Oaken shield (+4)  * HP: 18/18 * Fervor 1/5 * Wand 30/50
Thunder999
The Vargouille bites at Hapu as he stands, but misses, Hapu then joins in with the useless flailing, punching nothing but air, the vargouille steps after him, boosting itself with Strength of Hell and misses once more.
Gloria continues sleeping through the battle.
The sandman swings at Hapu, but misses, then shifts his stance, Embracing the Elements as his sandy flesh hardens (+2 AC, +4 to CMD), then steps backwards.  You notice the sleep aura doesn't seem to be there, it must not want to put the Vargouille to sleep.

 
 Spoiler: OOC 
Well that was a rather uneventful round, noone landed even a single hit.
 


Tetra's turn
ShadowOfAStorm
With one ally up and fighting again, Tetra feels the dread retreat to the edges of her consciousness. The situation is winnable, or at least seems so now.

"Gotta get the others" She says to Hapu, desperation replaced by determination.

 
 Spoiler: OOC 

Standard: Breaking Glass Strike vs Sandman
 (1d20+1)[ 6 ]  on hit: dazzle 4 rounds, DC 15 Wil save vs daze 1 round
 (1d4)[ 2 ] + (1d6)[ 2 ]  damage

If dazed, Tetra will move adjacent to Khem
 
Thunder999
Tetra's swing goes wide, joining the others in assaulting the air.
The Doru focused a moment and vanishes from sight once more.

 
 Spoiler: New page, same initiative 
Khem (1d20+3)[23]
Doru (1d20+5)[21]
Hapu (1d20+1)[18]
Vargouille (1d20+1)[14]
Gloria (1d20+3)[13]
Sandman (1d20+5)[6]
Tetra (1d20+3)[4]
 


Hapu's turn.
CasualViking
Head on a swivel, invisible enemies around. Hapu steps next to Gloria and runs the edge of his boot roughly over her ear, the way his older brother used to wake him up. Meanwhile, he uses his free hand to load another bullet into his sling.
  granted maneuver  - (1d2)[ 2 ] 
Thunder999
Hapu's kick wakes Gloria and the sandman refrains from taking advantage of the opening he made reloading his sling, saving the AoO for some reason.
The Vargouille pursues, stepping (with flight) above the Sandman, then lashes out at Gloria's conscious but prone form with what Tetra sees as a Cursed Fate Strike, but misses entirely once more.

Gloria's turn.
DeTess
 "Eh... what is..Oh!"  Gloria got back on her feet after being roughly awakened by Hapu. "Oh, that..."  Before she could say more she took a fistful of sand from the monster, and promptly fell down again, fast asleep.


 
 Spoiler: OOC 

move action: get up
note: could not do any of the below as I got knocked back down again.
free: 5ft step NW
standard action: hunting party: standard attack against sandman, if it hits Tetra gets an AoO. to-hit:  (1d20+6)[ 21 ] , damage  (2d6+3)[ 12 ] 
 
Thunder999
As Gloria tries to stand the sandman lashes out, this is what it was waiting for, and she collapses back into sleep.
It then turns to Hapu, misses that attack. It then glares at the Vargouille, which has yet to contribute, and its aura is once more attacking your minds, Hapu falls to the ground once more, Tetra ignores it thanks to her Elven Blood, and the Vargouille, succeeding at something for the first time today, manages to remain awake.

 
 Spoiler: OOC 
9 damage to Gloria from the AoO, and asleep once more.
Hapu takes no damage, but is asleep thanks to the aura.
The Vargouille passes its save and is now immune.
I decided the Sandman didn't actually care about the Vargouille anymore.
 Map link  The Vargouille is directly above the Sandman, that's just hard to show in 2d.
 


Tetra's turn
ShadowOfAStorm
Tetra steps again, closing ranks with Hapu and moving to shake him back awake, concern and annoyance both fighting for supremacy on her face. Again, she tries to whistle for Chopshop, a hope deep in her heart that somehow her animal buddy will turn things around.

 
 Spoiler: ooc 

Whoops! Sorry, folks, I last track of the past handful of days!
Step north, standard action wake.
move action handle animal again, Defend  (1d20+4)[ 15 ] 

Still pretty high-tension, death seems moments away here.
 
Thunder999
As Tetra calls for her Bison, he comes rushing in, and in an impressive display of willpower, seems to fight off the Sandman's sleep aura.
All is not well for Tetra however, as within her square appears the Doru, its jaws snapping at her throat, she seems too reslient to feel the poison and whatever effect its strike was supposed to carry, but the hit it lands is solid.

 
 Spoiler: Map 
 Map link 
 
 

 
 Spoiler: OOC 
Chopshop had to double move, but he passed his will save so will now be immune.
That's a critical hit for 13 damage to Tetra from the Doru, which now shares her space. It approached invisibly to avoid the AoOs then struck, fortunately strike damage does not multiply on a crit so it's actually still quite low.
 


Hapu's turn, and he's in the now familiar position of being rudely awoken on the ground once more.
CasualViking
      
      Hapu     
 
 "****" . Hapu staggers to his feet once more. He steps up behind Gloria.... then kicks his discard long-halberd into the air, catches it and sweeps through air in a deadly arc.

 move: stand up. 5' step NE. Free (from any Piercing Thunder stance) pick up unattended discipline weapon in reach. Standard: Piercing Strike at the Sandman and Doru, including +2 from flanking:    attack  - (1d20+8)[ 22 ] ,   damage  - (1d10+6)[ 16 ] + (1d6)[ 4 ]   
 
  

 
 Perception +8 * AC: 18 Counters:  Oaken shield (+4)  * HP: 18/18 * Fervor 1/5 * Wand 30/50
Thunder999
Hapu takes a blow from the sandman as he stands, but manages to resist the drowsiness that came with it, he then lands a piercing impact through both the Doru and the Sandman, though neither are quite as hurt as you'd expect, though the Doru looks surprised at how badly you hurt him, or perhaps that you did at all.

Hapu resists the aura at last and easily dodges the sandman's attack as it steps after him, fighting on even as you can see its form diminish with the accumulated damage.
The Vargouille also steps after it, but rather than attacking directly, it reaches down to kiss Gloria, the only effect this has is waking her from her slumber.

 
 Spoiler: Slightly changed initiative 
Khem (1d20+3)[23]
Doru (1d20+5)[21]
Hapu (1d20+1)[18]
Gloria (1d20+3)[13]
Sandman (1d20+5)[6]
Vargouille (Delayed)
Tetra (1d20+3)[4]
 

 
 Spoiler: OOC 
That hits both, but you didn't use your blessing on this weapon and it doesn't do bludgeoning, so they both get their DR, which is all that kept the sandman alive.
I forgot to include the touch attack roll (I changed my mind about what it would do a few times and deleted it), but Gloria passes her save vs the Kiss anyway so it doesn't matter and now she's awake, the the Vargouille delayed until after the sandman (in the hopes they could put Hapu to sleep) so she doesn't act yet (sorry).
 

 
 Spoiler: Map 
Vargouille is once more above the sandman, but we wouldn't be able to read that.  Map link 
 
 


Tetra's turn, and Chopshop's for that matter.
ShadowOfAStorm
"Chopshop!" Tetra exclaims, relief and excitement both cut off from the nasty wound the Doru inflicts as it uses its invisibility to sneak under her guard.

She steps back, away from her desert companion to levy a shield blow against the Sandman.

Chopshop, following the Defend whistle-command, introduces the Doru to its horns.

 
 Spoiler: OOC 

Tetra 5ft step,
normal attack sandman
 (1d20+3)[ 14 ]  including flank Gloria
 (1d6)[ 2 ] + (1d4)[ 2 ] 
Chopshop standard action to attack the Doru
 (1d20+12)[ 21 ] including flank with Tetra
 (2d6+12)[ 24 ] Damage
[
 
Thunder999
The sandman bends away from Tetra's shield, evading the hit.
Chopshop launches into a powerful blow, but the Doru uses its size and agility to slip around his horns.

The Doru attempts to cast his invisibility spell defensively, but loses concentration, wasting the spell.

 
 Spoiler: OOC 
Two misses, just AC, no counters or anything.
And the Doru wanted to run away, having been hit rather hard, but failed the DC 19 concentration check, no AoOs but he basically wastes the whole turn.
 


Hapu and Gloria are up next.
DeTess
 "Eh..ew!"  Gloria attempted to bat the strange flying creature away as it rudely woke her up, but it had long since danced out of her reach.  "Okay, this time for real!"  She growled as she tried to get back on her feet.

 
 Spoiler: OOC 

Move action: stand up
If I don't get knocked back down again, I'll do the following
5-foot step east
standard action: hunting party: standard attack against sandman, if it hits Tetra gets an AoO. to-hit:  (1d20+6)[ 23 ] , damage  (2d6+3)[ 8 ] 
 
Thunder999
Gloria once more barely moves before the sandman knocks her back down into unconsciousness.

 
 Spoiler: OOC 
Gloria takes 8 more damage and is asleep once more thanks to the AoO.
 
CasualViking
      
      Hapu     
 
Finally awake, Hapu deals another blow to the sandman - one that would have felled a flesh-and-blood creature.
 move: W-N. Standard: eNDURING Strike at the Sandman, including +2 from flanking:    ATTACK  - (1d20+8)[ 25 ] ,   damage  - (1d10+6)[ 12 ] + (1d6)[ 2 ]   
 
  

 
 Perception +8 * AC: 18 Counters:  Oaken shield (+4)  * HP: 18/18 * Fervor 1/5 * Wand 30/50
Thunder999
Hapu's polearm slices through the sandman, much of the wound fades, but the creature still staggers beneath the blow, and Gloria's latest wound seals itself back up as silver light washes over her.

The sandman lungest at Tetra, though his tentacle-fist finds nothing but air as she evades, then it collapses into a pile of unmoving sand.

The vargouille closes the gap and bites at Hapu, sinking its teeth into his flesh.

 
 Spoiler: OOC 
I don't think you can flank it from the north west, but you hit anyway.
You dropped the sandman to 0 exactly, then it took 1 damage by attacking while disabled. Hapu could pick his shield up now, if he gets close enough and wants to spend the actions.
The vargouille hits with its bite dealing 2 damage to Hapu.
 

 
 Spoiler: Map 
 Link 
 


Tetra and Chopshop's turn, will the Doru survive anyother round?
ShadowOfAStorm
With ragged breath Tetra lashes out at the Doru, while Chopshop tries the same.

 
 Spoiler: ooc 

Tetra attack  (1d20+3)[ 6 ] 
damage  (1d4)[ 4 ] + (1d6)[ 1 ] 
Chopshop attack  (1d20+12)[ 13 ] 
damage  (2d6+12)[ 17 ] 
sorry, some computer troubles and busy day yesterday!
 
Thunder999
Tetra and Chopshop both swing wildly, coming nowhere near the agile Div.
Having failed his concentration last time, and seen how easily he evades your attacks, the creature doesn't bother becoming invisible before moving this time, Tetra's shield bash doesn't touch him, but Chopshop's horns pierce its cheeks, it's not enough to prevent the Div's movement, mortal keratin struggling to do lasting harm to a creature born of Abaddon.
You lose sight of it as it flies out the door and to the north.

 
 Spoiler: OOC 
Two misses.
Then the Div moves, provoking from Tetra and Chopshop, chopshop hits but his gore is neither Good nor Cold Iron, so the Div lives.
Should anyone chase it outside, it became invisible after getting out of sight, so no location is apparent.
 

 
 Spoiler: Map 
 Link 
Embed  
 


Hapu's turn
CasualViking
      
      Hapu     
 
Hapu's eyes dart to Khem's unmoving form, and the lack of gross blood splatter around him. He moves closer, then casts a spell to douse the (hopefully!) sleeper him with cool water.

 move SW-W, then cast Create water on Khem  
 
  

 
 Perception +8 * AC: 18 Counters:  Oaken shield (+4)  * HP: 18/18 * Fervor 1/5 * Wand 30/50
Thunder999
The vargouille bites at Hapu as he casually walks around it to get in range of his spell, but fails to penetrate his armour, undeterred he waves his hand and a small downpour brings Khem to consciousness.

Gloria is still asleep, and adjacent to the Vargouille, and Hapu is no longer in polearming range, it reaches down and delivers its unholy kiss, and this time she is unable to resist, as she wakes and moves her head, a few strands of hair fall loose.

 
 Spoiler: Initiative 
Khem (1d20+3)[23]
Doru (1d20+5)[21]
Hapu (1d20+1)[18]
Gloria (1d20+3)[13]
 Sandman (1d20+5)[6] 
Vargouille (Delayed)
Tetra (1d20+3)[4]
 

 
 Spoiler: OOC 
Hapu provoked with that move, but it missed. The vargouille is in the way directly southwest, but you can reach where the sand pile that used to be a sandman is and cast from there.
And Gloria fails the save vs the Kiss. She'll lose her hair over the next 4 hours, over a further  (1d6)[ 3 ]  hours he teeth will narrow into fangs, her ears will grow into groteque wings and her chin will sprout tentacles, then over the next  (1d6)[ 1 ]  hours she'll take 1 point of intelligence and charisma drain per hour, finally  (1d6)[ 2 ]  hours later her head will become a vargouille and kill her by ripping free from her body.
Direct sunlight delays the progression, and there's plenty of that left today provided you're outside, as do 3rd level or higher light spells. Only a Remove Disease spell can actually stop this.

Oh and  Map link 
 


Tetra and Khem may now act.
MesiDoomstalker
Khem sputters, sitting up suddenly at the deluge of water. He whips his head around, heart pounding, trying to take in everything. Honestly not much had changed within his view, but he could at least see the Vargouille getting far too familiar with his companion. He scrambled to his feet, drawing his bow taut, knocked with an arrow full of sloshing holy water, before letting it fly at the Vargouille.

 
 Spoiler 
 (1d20+4)[ 21 ]  vs. Vargouille's AC
 (1d8+1)[ 4 ]  Piercing plus   (1d6+4)[ 8 ]    (2d4+4)[11] Holy water damage. Raining Arrows uses the phrasing "as if you had thrown the vial." which I take to means I get the bonuses with alchemical items on the damage (mainly, my +4 int bonus to damage). If not, just remove the +4 to the holy water damage.

My only movement is to stand from prone. I'm sure a Doru has something to say about that.

EDIT: Correct Holy Water damage
 
Thunder999
Khem's arrow hits and the holy water within sizzles angrily on contact with the Vargouille, though it remains alive, having largely been ignored up to this point.

 
 Spoiler: OOC 
Raining arrow still does splash damage to adjacent creatures, so I'd say it's still a splash weapon for Throw Anything.
The Doru does not in fact have anything to say about your movement, it's either not in your square or simply unwilling to break invisibility off-turn.
 


Tetra's turn. The vargouille is very close to death.
ShadowOfAStorm
Tetra moves northeast, breathing hard as she once again swings her shield, this time against the horrible, beheaded abomination.
Chopshop lingers, sniffing the air for the invisible attacker it's meant to defend against, not yet registering the Varghoullie as a threat.
 
 Spoiler: ooc 

 (1d20+3)[ 7 ]  to hit
 (1d4)[ 4 ] + (1d6)[ 5 ]  potential damage
 
Thunder999
Tetra's shield misses the grinning vargouille and Chopshop can't smell the Doru.
The Doru reveals itself in Khem's square, breaking invisibility with a bite that easily slips past his guard though does little damage and Khem doesn't even notice the poison, then as quickly as it appeared it vanishes, teleporting 40ft into the air.

 
 Spoiler: Initiatives 
Khem (1d20+3)[23]
Doru (1d20+5)[21]
Hapu (1d20+1)[18]
Gloria (1d20+3)[13]
Sandman (1d20+5)[6]
Vargouille (Delayed)
Tetra (1d20+3)[4]
 

 
 Spoiler: OOC 
Tetra misses, the Doru was too far away for Scent to detect.
Khem takes 2 points of damage and passes the fort save to ignore the poison.
It moved into range invisibly, then used Fading Strike, which it had recovered during the turns it seemingly just did nothing and ran away.
Oh and Gloria can ignore the Suggestion since the Sandman is dead and she's awake enough to actually tell that.
 


Gloria and Hapu are up
DeTess
 "Seriously, stop doing tha... oh, it's gone."  Gloria woke up  again , only to find the sandman now finally taken care off.  "That just leaves... you."  She glared at the flying head thing as she got back on her feet, then created some distance between her and it so that she could take a proper stab at ti with the lance she happened to have on hand.

 
 Spoiler: OOC 

move: get up
free: 5-foot step South
standard: stab the vargouile:  (1d20+6)[ 17 ] , damage:  (2d6+3)[ 7 ] 
 
Thunder999
Gloria's lance spears into the vargouille and it falls to the ground with a spray of blood.

All that remains is the Doru.

Hapu, Tetra and Khem all get to act since the Vargouille is too dead to split things up.
MesiDoomstalker
Khem gasped in pain as the Div reappeared. He scooted away, cursing under his breathe as he tossed a chilling bomb at the offending Outsider

 
 Spoiler 
 (1d20+6)[ 19 ]  vs. Touch AC
 (1d6+6)[ 11 ]  Cold damage plus DC 15 Fort save or Staggered 1 round.  No self-splash.
 
CasualViking
      
      Hapu     
 

 move as needed, pick up sling, fire at the Doru.   attack  - (1d20+2)[ 9 ] ,   good aligned damage  - (1d4+4)[ 7 ] + (1d6)[ 6 ]   
 
  

 
 Perception +8 * AC: 18 Counters:  Oaken shield (+4)  * HP: 18/18 * Fervor 1/5 * Wand 30/50
Thunder999
Khem's attack fails to hit the creature, the height throwing off his aim, the bomb detonates some distance to the north, not harming anyone.
Hapu's sling is similarly ineffective.

 
 Spoiler: OOC 
It would have hit, but bombs have a 20ft range and it's 40ft in the air, and since it's outside the 1st range increment, it lands too far away for the splash.
Hapu just got had a bad roll.
 


Tetra's turn
ShadowOfAStorm
Tetra steels herself for further combat, calming her breathing and regaining her stance and focus.
 
 Spoiler: ooc 

Full Round Action: Warder Combat Patrol/Maneuver Recovery
 
Thunder999
The Doru once more becomes invisible.
DeTess
 "And don't come back!"  Gloria called up towards where the creature was last spotted, then walked back and woke Willow up. "Come on girl, up and at em!" 
CasualViking
      
      Hapu     
 

 Readied sling attack  (1d20+2)[ 6 ] ,   good blunt damage  - (1d4+4)[ 6 ] + (1d6)[ 6 ]   
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 1/5 * Wand 30/50
MesiDoomstalker
Khem scrambled to regroup with his compatriots, slotting an arrow into his bow, body tensed.

 
 Spoiler 
Readied action to shoot the thing with an arrow as soon as its visible.

 (1d20+6)[ 24 ] 
 (1d8+1)[ 8 ]  Piercing plus  (2d4+6)[ 10 ]  Holy Water damage.
 
Thunder999
The Doru appears in Khem's square once more, and lands one final bite before the Holy Water in Khem's readied arrow splashes over its skin, causing it to dissolve away.

 
 Spoiler: OOC1 
 550xp each  for defeating the unusually strong Div, his last Vargouille minion and the Sandman. If Khem's sheet is right that levels you up to level 3

5 damage to Khem from the bite, no poison.

I'm pretty sure Tetra couldn't have stopped that bite, so I just moved things along. that took ages.
 


Your fight is not without its rewards, Buried in the sand of the courtyard are a few treasures that the sandman had collected from its victims over the years, including a suit of magical scale mail (17 rolled in dice does not ID), a +1 light crossbow, five cold iron crossbow bolts, 10 regular crossbow bolts, a gold holy symbol of Sarenrae (worth 25 gp), 3 pp, and 37 gp.

You could retreat to seek treatment for Gloria's affliction, or head over to that crypt.
DeTess
 "I'm not feeling so good..."  With the adrenaline of the fight wearing off, the various pathogens coursing through Gloria's bloodstream started to take its toll, and she started to feel quite light-headed.  "I think I need some rest, maybe a visit to a church... But maybe we should try and finish this thing first...."  She glanced towards the crypt.  "How big do you think that place is?" 
CasualViking
      
      Hapu     
 
 "Gloria, dear, you look like yesterday's lunch. Let's get out of here".  Hapu turns around and slow-walks back the way they came.
 
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 1/5 * Wand 30/50
Thunder999
The party makes use of their wand to heal the more immediately treatable wounds, 5 charges (1 each for Khem and Gloria, with the remaining 3 going to the rather battered Tetra).  Gloria's condition doesn't seem to be worsening beyond the few strands of hair that first fell out.

When you open the doors to the mausoleum you find a staircase as wide as the building itself (10ft) heading down, it is entirely unsuitable for a Bison.
At the bottom lies a 25x25 room with a stone altar upon a raised stone platform in the
center. Caryatid columns carved in the likenesses of male and female figures with their arms crossed over their chests and khopeshes or ankhs in their hands stand at each corner of the platform. Empty torch holders are built in all four of the room’s corners. The only exits are the staircase you just descended, and one leading ever deeper to the north.

The spiral carved into the altar makes it clear that this is a shrine to Pharasma, likely intended to allow living family members to come and pray for the deceased.

You have little chance to examine the room however, as a shambling creature wrapped in dirty linen emerges from behind the altar.
While it bears a striking resemblence to a Mummy, Khem (and only Khem, though he can just tell you all as a free action) realises it's actually a somewhat less terrifying threat, an Adherer.
Though once humanoid, it has been transformed by processes best left undescribed upon the Ethereal Plane and is now a monstrous humanoid, their skin is covered in adhesive strands, causing weapons that strike them to become stuck and allowing them to easily grapple their prey, they're resistant to magic and all physical damage (DR5/-), the adhesive is flammable.
The creature appears to be in a classic Pugilists Stance (+1d6 damage)

It's faster to react than any of you, likely having heard you opening the doors above.
 
 Spoiler: Initiative 
Adherer (1d20+3)[18]
Gloria (1d20+3)[17]
Khem (1d20+3)[7]
Hapu (1d20+1)[5]
Tetra (1d20+3)[5]
 

 
 Spoiler: Map 
 
 And Link 
 


The creature quickly closes the gap, and slams one of its limbs into Gloria, the ethereal resonance of a Disturbing Blow clear around it, though she is miraculously not stuck to it.

 
 Spoiler: OOC 
Deduct 5 charges from your wand and set all hp to full.
So, if it hits you it gets to grapple with Grab. If you hit it with a weapon you need to make a reflex save (DC14) or the weapon is stuck. If you natural attack/unarmed attack it then it can attempt grapple you as a free action that does not provoke. It doesn't gain the grappled condition while grappling. You can attempt to pry stuck weapons free with a strength check, though this provokes an attack of opportunity. Sufficient fire damage can temporarily suppress all of this.
Gloria takes 10 points of damage, but is not grappled because it rolled a natural 1 on the CMB check.
Her next roll takes a -4 penalty from Disturbing Foe.
I gave it Veiled Moon because it's an ambush predator from the Ethereal Plane.
 


You may now all act and dogpile the thing.
DeTess
 "Oh, you shouldn't have done that!"  Gloria's bravado had returned after a moment's rest, and now she was eager to take on a new challenge.

She drew her spear and attacked together with Willow to bring this odd creature down. Moving quickly enough, unfortunately, to not hear any warnings related to the creature's adhesive properties.

 
 Spoiler: OOC 

Swift gloria:encouraging roar (+2 to hit and damage for everyone)
Move gloria: draw mw spear
Standard willow: bite  (1d20+6)[ 22 ] , damage  (1d6+3)[ 7 ] , trip on hit:  (1d20+3)[ 19 ] 
Standard Gloria: stab with spear  (1d20+5)[ 6 ] , damage  (2d6+5)[ 14 ] 
 
MesiDoomstalker
Khem rushed forward, pulling out a vial he had purchased just the day before. He splashed the solvent at the adherer. "  This should help.  "

 
 Spoiler 
 (1d20+6)[ 8 ]  vs. Touch AC
if it fails the save its not-adhesive for  (1d4)[ 2 ]  rounds instead of [Till its dead]
 
Thunder999
Gloria's spear is easily dodged, but Willow manages to bite the creature and drag it to the ground, all while not getting stuck.
Khem's attempt to pour alchemical solvent on the creature fails as it bends away from his bottle.

 
 Spoiler: OOC 
2 damage to the Adherer, it's prone, Willow isn't grabbed because I rolled another nat 1.
Khem misses.
 
ShadowOfAStorm
As the fight against the Div concludes, Tetra pushes her face into Chopshop's flank, letting one loud, muffled sob escape into the softness before turning back to the team and wiping away her tears. By the time the magic of the wand has restored her, she's in much better spirits, but still feels a pang of dread as she once more commands Chopshop to guard their exit, this time at the top of the stairs.

---

"A mummy!" Tetra exclaims, before wondering at the apparently adhesive nature of it from its and Gloria's blows.
Instead of letting the confusion get the best of her, she steps forward and attempts to slam her shield down on the prone figure.
 
 Spoiler: ooc 
Gosh, I've been out of it lately. Right to skip me. That fight took a month, and it was tense!
Tetra 5ft steps,
Standard Action Shattered Glass Strike  (1d20+3)[ 19 ] 
 (1d4)[ 2 ] + (1d6)[ 4 ] +2(yay Gloria!) potential damage, wis save against daze
 
CasualViking
      
      Hapu     
 
In the chaotic melee, Hapu can't get a clean jab in, and only gets a few half-commited thrust in, not connecting.   attack  - (1d20+8)[ 10 ] ,   damage  - (1d10+6)[ 9 ]  +  (1d6)[ 6 ] ,   reflex  - (1d20+1)[ 6 ] ,   granted maneuver  - (1d2)[ 1 ]  
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 1/5 * Wand 25/50
Thunder999
The creature draws on its ethereal origins and resists the aftereffects of Tetra's strike, and her shield remains firmly glued to the beast.
It turns towards the one who tried to get that horrible solvent all over its sticky flesh and slams into him twice, securing a firm grip despite being prone.

 
 Spoiler: OOC 
Inner Sense counter vs the save, so no daze. 3 damage gets through the DR and tetra's shield is now stuck, no shield bonus to AC, can't use it to attack, and you'll have to unstrap it if you wish to move away. DC17 strength check that provokes to pull it off as a standard action.
7+8=15 damage to Khem who is now grappled.
 


Party's turn again.
DeTess
Gloria attempted to reposition for a cleaner shot at the still-prone creature. It seemed resistant to attacks, and worse, capable of stealing weapons, but a solid charge should put it in its place.

 
 Spoiler: OOC 

Full-round action: recover maneuvers.
Recover encouraging roar

Willow can move up to her speed as part of the recovery, attempting to reposition NE-E-E, to the bottom eastern corner of the room.
 
Thunder999
The Adherer lashes out at Gloria as she rides away, but its prone position allows her to evade.
CasualViking
      
      Hapu     
 
attack  13 ,   damage  - (1d10+4)[ 14 ] + (1d6)[ 3 ] .   reflex  - (1d20+2)[ 11 ]  
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 1/5 * Wand 25/50
Thunder999
Hapu manages to hit the prone creature, doing considerable damage despite its resistance, though he loses his weapon in the process.
MesiDoomstalker
Khem curses as he's stuck to the thing's body, pulling out his last solvent, trying desperately to douse the thing.

 
 Spoiler 
 (1d20+3)[ 9 ]  vs. Touch AC
If successful, he's going to book it 30 feet away.
 
Thunder999
Khem is once more unable to douse the creature in solvent, grapsed as he is by its many sticky tendrils.
ShadowOfAStorm
Tetra exclaims wordlessly as her shield sticks fast to the creature. Arm extended, she takes a moment to reevaluate before yanking her arm back and forth, trying to unbalance it for Gloria to get a clean shot.

 
 Spoiler: ooc 

Tetra aids another
 (1d20+1)[ 4 ]  against ac 10 for +2 to hit
 
Thunder999
The Adherer stands up now that there's noone capable of punishing it, then lashes out with a Flurry Strike, the first one hits Hapu and secures a grapple, the second lashes out at the already grappled Khem and ensures he does not escape.

 
 Spoiler: OOC 
5 damage to Hapu, can't use Oaken shield without a weapon so no counter. Hapu is grappled.
10 damage to Khem and he's grappled again (it would have ended due to not being maintained otherwise)
 


The party is back up!
DeTess
Gloria dropped her spear and drew har lance as she directed Willow to charge at the creature.  "Let's see how you like this!" 
 
 Spoiler: OOC 

swift action: encouraging roar.
Full-round action: charge at the creature. To hit  (1d20+13)[ 28 ] , damage  (3d6+10)[ 23 ] , attack gains a +3 bonus to-hit (already included) and ignores DR (bonus for the first attack after recovering maneuvers)
 
Thunder999
Gloria thunders in with a devasting charge, only for the Adherer's to flicker out of sight, shifting partially to the ethereal plane just at the moment her lance would have connected. You recognise this as Half-Gone counter.

 
 Spoiler: OOC 
That's 0 damage since your weapon isn't magical.
 
CasualViking
      
      Hapu     
 
Hapu hammers the protruding shield boss in bewtween the folds of flabby, sticky skin.  "Khem! Fight on!"  he yells, his words supernaturally laden with healing power.
 Enduring crane strike shield bash including -2 for being grappled   shield bash  - (1d20+3)[ 17 ] ,   piercing damage  - (1d6+4)[ 10 ] + (1d6)[ 1 ] . Healing to Khem if hit:  (1d6+4)[ 8 ] . Maneuvers roll over, picking Oaken Shield again.  
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 1/5 * Wand 25/50
Thunder999
Hapu's shield slams into the creature, he even manages to yank it back before the glue sets, and Khem returns to consciousness as silver light seals his wounds.

 
 Spoiler: OOC 
That's 6 more damage and a successful reflex save.
 
ShadowOfAStorm
Tetra once again attempts to off-balance the non-mummy, this time hoping to aid Hapu. She apologetically looks to Gloria's phasevaded charge, which Tetra considered to be quite a technically proficient attack.

 
 Spoiler: ooc 

 (1d20+1)[ 16 ]  aid another gainst dc 10
 
MesiDoomstalker
Khem briefly blacked out before he was dragged back to consciousness. Still stuck, he was low on options. In desperation, he tried jamming another grenade into the adherer.

 
 Spoiler 
 (1d20+2)[ 4 ]  vs. Touch AC
 (1d6+6)[ 12 ]  Fire damage and if miss, DC 15 Reflex save for half vs. 7 Fire damage (no splash for Khem/his allies).
 
Thunder999
Khem's bomb falls short, slipping from his hands and detonating at his feet.  The adherer is unscathed, easily evading the splash, but Hapu and Tetra are singed by the detonation.
It then full attacks Hapu, the first misses, but the second hits and continues to bind him

 
 Spoiler: OOC 
That's 7 damage to Hapu and Tetra because Khem messed up his bombing.
8 damage to Hapu since the dex penalty from grappling and the loss of shield bonus for shield bashing without Improved Shield Bash drop his AC enough for 18 to hit. He's grappled again.
The rest of you are not grappled as it didn't have enough actions to maintain.
 
DeTess
 "Just die already!"  Gloria was frustrated with the slippery...thing... as it kept evading her blows.

 
 Spoiler: OOC 

Standard action: stab it with a lance. To-hit:  (1d20+6)[ 16 ] , damage:  (2d6+3)[ 11 ] 
 
Thunder999
The adherer continues to evade Gloria's blows, dodging around the thrust of her lance.
CasualViking
      
      Hapu     
 
With no other weapons easily available, Hapu continues to smash his spiked shield into the creature.
   attack  - (1d20+5)[ 13 ] ,   piercing damage  - (1d6+4)[ 6 ] + (1d6)[ 2 ] .   reflex  - (1d20-1)[ 19 ] . Swift action fervor healing  (1d6)[ 3 ] .   granted maneuver  - (1d2)[ 1 ] 
  
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 6/18 * Fervor 0/5 * Wand 25/50
MesiDoomstalker
Khem scrambles away, badly injured. He lobs his final bomb, hoping this would finish this fight.

 
 Spoiler 
 (1d20+6)[ 12 ]  vs. Touch
 (1d6+6)[ 8 ]  Fire damage
 
Thunder999
Hapu's shield fails to connect with the beast.
Khem's bomb once more falls short, this time further from his allies at least. The creature is looking rather rough despite avoiding the worst of it, though after a single glance to the passage deeper its resolve sets.

 
 Spoiler: OOC 
That's another 3 damage to the creature from splash, and this time the bomb landed northwest of the Khem, hitting only him and it.
It is very nearly dead, but it would rather fight to the death than head deeper.
3 damage to Khem, combined with the 3 damage last round (which I forgot to mention, sorry) Khem is now 0hp and Staggered.
 
ShadowOfAStorm
Tetra once more jostles the Adherer, looking worriedly toward Khem but committed to attempting to finish the fight before lending aid.
"C'mon! Finish it!" She urges.
 
 Spoiler: ooc 

Hopefully this is helpful!
Tetra aids another  (1d20+1)[ 20 ] vs10 for +2 to hit
 
Thunder999
The Adherer continues to focus on Hapu, striking him and keeping him grappled.

 
 Spoiler: OOC 
5 more damage to Hapu and he is still grappled.
 
DeTess
 "Just...sit...still!"  Gloria yelled as she kept trying to pin the monster down with her lance.

 
 Spoiler: OOC 

Attack: to-hit  (1d20+6)[ 21 ] , damage  (2d6+3)[ 8 ] 
 
Thunder999
Gloria's lance finally manages to hit, but the creature's otherworldy flesh is resilient as it clings to life (and Hapu).

 
 Spoiler: OOC 
3 more damage, not quite enough.
 
CasualViking
      
      Hapu     
 
Finally, Hapu's shield sticks to the false mummy, and he slips his arm free from the straps.  "If this thing runs off with my shield too, I'm going to be pissed" 
 Enduring crane strike   shield bash  - (1d20+3)[ 11 ] ,   piercing dam  - (1d6+4)[ 6 ] + (1d6)[ 2 ] ,   reflex  - (1d20)[ 9 ] ,   healing  - (1d6+4)[ 10 ] 
  
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 1/18 * Fervor 0/5 * Wand 25/50
MesiDoomstalker
Khem panted, this damn thing refused to go down. He lined up his bow, firing an arrow, hoping to end this onerous thing.


 
 Spoiler 
 (1d20+6)[ 22 ]  vs. AC
 (1d8+1)[ 4 ]  Piercing
 
Thunder999
Khem's arrow looks to connect, but the creature is entirely unharmed.

 
 Spoiler: OOC 
4 damage does not get past the DR.
 
ShadowOfAStorm
Tetra blows some air out in frustration as Khem's arrow hits true, and harmlessly. "Whatever they make these things out of" Tetra says grunting, "intrigues me," she pauses to try to wrench her shield free, "on a structural AGH level!"

 
 Spoiler: ooc 
Tetra makes a str check to free her shield, provokes
 (1d20)[ 10 ] 
....I should invest in a sidearm.
 
Thunder999
Tetra is unable to pull her shield free, though the creature misses its swings at Hapu, its limbs deflecting off his armour.

 
 Spoiler: OOC 
A weapon in the other hand might be useful yes.
And it misses both attacks.
 


And back to the start.
DeTess
Gloria was running out of threats and insults to hurl at the monster as the fight continued and she once again attempted to run it through.

 
 Spoiler: OOC 

Attack with lance:  (1d20+6)[ 8 ] , damage:  (2d6+3)[ 10 ] 
 
CasualViking
      
      Hapu     
 
  shield bash  - (1d20+3)[ 16 ] ,   piercing dam  - (1d6+4)[ 8 ] + (1d6)[ 2 ]  
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 1/18 * Fervor 0/5 * Wand 25/50
Thunder999
Hapu's shield fails to connect.
MesiDoomstalker
Khem curses as he fires another arrow.

 
 Spoiler 
 (1d20+6)[ 24 ] 
 (1d8+1)[ 4 ]  Piercing
 
ShadowOfAStorm
Tetra makes another attempt to pull her shield free. "It's close!" She encourages," Just...a little...more!"
 
 Spoiler: ooc 

free shield
 (1d20)[ 6 ] 
 
Thunder999
Khem's arrow strikes the creature to no effect, Tetra's struggling provides the beast with an opening as it slams a limb into her, holding tightly, it then continues to swing at Hapu, still unable to get past his armour.

 
 Spoiler: OOC 
0 damage on the arrow again thanks to DR.
Tetra gets hit for 5 damage and is grappled.
Hapu is unhit.
Also mythweavers is giving me 502 errors today, so I couldn't actually check your sheets. Still pretty sure 18 hits tetra while 16 and 14 miss Hapu, but correct me if not.
 
MesiDoomstalker
  C'mon man...   KHem sighed heavily as he slotted another arrow.

 (1d20+6)[ 12 ] 
 (1d8+1)[ 5 ] 
DeTess
 "Stop dodging already!"  Gloria yelled at the surprisingly tenacious monster as it avoided yet another stab of her lance.

 
 Spoiler: OOC 

Attack with lance:  (1d20+6)[ 24 ] , damage:  (2d6+3)[ 11 ] 
 
Thunder999
As Gloria finally lands a solid blow, the adherer falls, lance sticking through its chest. In a matter of seconds the unnatural glue coating it dries and crumbles to dust, freeing both Tetra and the trapped equipment.

 
 Spoiler: OOC 
200xp each for defeating the Adherer, that was a long one.

Still can't access mythweavers, hopefully that's fixed tomorrow.
 
DeTess
 "F-finally!"  Gloria was breathing heavily as the adrenaline of the fight left her. She quickly retrieved her dropped spear, then checked on her companions.  "Are you all okay?" 
ShadowOfAStorm
Tetra pauses for a moment, finally wrenching her shield free of the now-dead morass. "yyyYYYYESSS!" She exclaims, pumping her shield in triumph. She grins in the gloom as she refocuses herself, "I think we're okay...though this thing certainly isn't!" She mimics kicking it, though refrains from actually giving the corpse the wallop it deserves. She moves almost as if to hug or high-five the nearest team-mate, hesitates, then diverts to her scouting, embarrassed at her outburst, ear to the deeper tunnel for signs of trouble and eyes watching.
Thunder999
It takes a total of twelve wand charges to get everyone healed up ready for what lurks below, though for now all you really know is that the Adherer would rather fight to the death than flee deeper towards it.

As you walk down the staircase Khem spots something out of place, the top step of the staircase seems to be some sort of pressure plate, on closer examination you realise that it's not currently armed, but a different trigger at the bottom of the staircase would have armed it. This trap seems intended to strike people as they leave rather than enter, perhaps hoping to hinder the escape of would be grave robbers.
With the mechanisms pointed out Tetra is able to rig the bottom step such that the trap never arms.

 
 Spoiler: OOC1 
200xp each, because this trap is apparently the same CR as the Adherer.
 


As you slip down the disarmed staircase you enter a rectangular room, 35ft long but only 15ft wide, the air inside is noticeably cool. The walls and ceilings are tiled with stone, but the floor is hard-packed earth, giving the area an unfinished quality. A long stone table rests against the western wall, flanked by two large brass urns. Two passages lead north and east out of the room.
There's nothing in the urns, but they were likely used in the preperation of whoever was entombed here, you found a similar, more finished, room in your first tomb.

If you head north you find a small empty room with signs of unfinished excavation to the west and a passage east.
Whether via that detour or directly through the eastern passage in the preperation chamber you end up in the same place, whatever other branches were intended to connect never finished construction.

An earthy scent fills this large chamber. The ceiling and walls are tiled with stone, but the ground is bare earth. Stone benches are set against the east and west walls, and torch holders are mounted in the corners and on either side of a wide doorway to the west. The beginnings of several shallow, rough passages have been started along the eastern wall and in the southwest corner, but the excavations are incomplete, ending in earth and rubble after only a few feet. At the south end of the room, a short, wide flight of steps descends to a set of stone double doors.
It seems this crypt was intended to be expansive, possibly holding generations of Pentheru family members, though it seems the Plague ended the family before that could happen.

As you head towards the doors at southern end of the room something begins to spill out of one of the side passages, none of you know precisely what you're seeing, but it appears to be a whole swarm of mummified animals.

 
 Spoiler: Initiative 
Gloria (1d20+3)[22]
Tetra (1d20+3)[18]
Khem (1d20+3)[11]
Ubashki Swarm (1d20+3)[6]
Hapu (1d20+1)[2]
 


Gloria, Tetra and Khem may act. You can tell by sight that swarm is made of Tiny creatures (so takes half damage from weapons, rather than being immune).

 
 Spoiler: Map 
 Link 
 
 
DeTess
 "Let's... just put them to rest."  Gloria sounded a lot less enthusiastic than in the previous fights, the gnome clearly hurt by the little animals denied their rightful rest. Willow moved around the swarm's flank, positioning the pair behind the swarm to make for more space to fight them.

 
 Spoiler: OOC 

Swift action Gloria: encouraging roar
Move action Gloria: Draw MW spear
Move action Willow: Move E-S-S (ending up on the tile south of hapu
standard action Gloria: Hunting party strike. To-hit:  (1d20+9)[ 23 ] . damage:  (2d6+5)[ 13 ] , on hit, Hapu gets to make an AoO against the swarm.
standard action Willow: Bite. to-hit:  (1d20+6)[ 23 ] , damage:  (1d6+3)[ 7 ] 
 
MesiDoomstalker
Khem dug into his pack, pulling out his reserve flasks, tossing one into the bunch.

 
 Spoiler 
Targeting the square (of the Swarm, still targeting the Swarm directly) furthest from the party.
 (1d20+6)[ 22 ]  vs. Touch
 (1d6+6)[ 11 ]  Acid damage with splash etc
 
CasualViking
      
      Hapu     
 
Hapu is still too emotionally fatigued after the last fight to properly process what he is seeing, but Gloria's yelling and jostling gets his limbs moving while his mind is still going in circles.   attack  - (1d20+8)[ 11 ] ,   damage  - (1d10+6)[ 12 ] + (1d6)[ 4 ]  
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 0/5 * Wand 13/50
Thunder999
Gloria skewers many of the hairless undead cats on her spear, Willow demolitioning more behind her, then Khem's acid flask impacts and the rest of the swarm sizzles briefly before falling inert.

 
 Spoiler: OOC 
150xp each.
Turns out half damage is still plenty of damage when you're actually hitting.
 


With the swarm demolished nothing stands between you and the double doors.
They open with minimal effort, revealing the tomb of Pentheru the Younger.
A stone sarcophagus rests atop a stone platform occupying the southern end of this room. The lid of the sarcophagus bears the likeness of a man and is inlaid with gemstones and trimmed in gold. Two lacquered benches run parallel to the east and west walls just north of the platform. Hieroglyphs line the walls of the chamber, and stone torch holders are set in all four corners.

Hieroglyphs on the walls tell the story of Pentheru the Younger in Ancient Osiriani, starting with the elevation of his father Pentheru the Elder to nobility, his subsequent death, and Pentheru the Younger’s inheritance of his father’s title and lands. The story boasts of their prosperity and success as land managers, the justness with which the family lived their lives, and the care with which they treated their slaves and servants. The text calls upon the gods to smile upon Pentheru the Younger and bless him with a good and just life in the Great Beyond.

While there's no treasure simply lieing around, the Sarcophagus is covered in semi-precious stones worth a total of 40gp once pried free.
The real reward comes once you crack it open, for a moment a wave of dread washes over you, but it quickly passes as you steel your minds against the magical fear, once final defense on this tomb.
There's only one magical item within, the mummified body of a house cat, Tetra is able to identify it after a few seconds of study, it's a Mummified Guardian, when placed in a coffin it protects the corpse from becoming undead as per Sanctify Corpse, this ability can be reactivated, it also has a single use effect you felt, a fear effect that causes those who are frightened by it to flee in a pre-determined direction, typically right into a trap. Even partially used it's still worth 3,000gp (and therefore sells for 1,500gp)

The sarcophagus also contains some mundane treasure: Pentheru’s gold funerary mask, worth 150 gp, and a gold-and-turquoise scarab pendent worth 50 gp.

What do you wish to do next:
Do you intend to put the bodies of the guards you found above to rest in this tomb?
Do you want to go get Gloria cured.
Do you want to track down the widow Panhet and return her husband's ring.
And of course you will have to report to the Pharasmin priests to give your report on this location and recieve your next site.
DeTess
 "If we put the remains of the guards down here, a lot of the spookiness upstairs should end, right?"  Gloria looked around the tomb, trying to avoid looking at the remains of the mummified animals. She really hoped they'd be able to rest now, without being disturbed again.
ShadowOfAStorm
The next fight is over before Tetra even has a chance to strike. "Now that's how we do it." She says simply, smiling in encouragement.

She waxes poetic about the nature of old traps as she disabled the stair-exit trap, and her rants are renewed as she identifies the now-spent magic of the guardian cat wonder, talking about 'exit liabilities' and 'the clever facets of slopes'.

With the lot seeming explored to the fullest, Tetra's tone turns dismissive once again: the haunts, she claims, are "essentially big messes left from the emotions and negativity of others. Tantrums." She's willing to instruct on proper burial rites, and stand guard, but makes it seem like the work to fix the haunts is equivalent to indulging a child's outburst.

She occasionally frets about Gloria's condition, but seems overall confident the team will find a way to purge it before it takes its course.
CasualViking
      
      Hapu     
 
 "Alright!" . Hapu bangs his weapon against the shield once.  "Let's get out of here. We report our findings, see about getting a cure for Gloria, then we rest. These guards won't get any deader in the meantime. We endured it once, we can do it again easily when we come back well-rested and forewarned. But I don't think Gloria has time for us to mess around with burial rites right now. Pick up everything, and we head for the temple!".   
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 0/5 * Wand 13/50
DeTess
 "Yes sir!"  Gloria saluted, feeling a slight sense of relief. She was worried about having to put down the skeletons again, but Hapu was right about the threat they posed. And she really wasn't feeling that well, though she tried to put up a brave front.
Thunder999
You leave without further incident, the sun is still up, so Gloria's condition is unchanged.
When you reach the Grand Mausoleum you have no trouble finding one of the priests sitting at a desk, you are told, after showing that you actually possess the necessary coin, that High Priestess Sebti will be available 'soon' and while you wait you are asked for your report, the priest at the desk is quite interested in what you've pieced together of the place's history, fortunately between the visions and the many Hieroglyphs you read (helped noticeably by Khem being fluent in Ancient Osirian) you are able to give a satisfactory account. He is somewhat disappointed that you failed to resolve the haunts, particularly the bodies of the guards, which were well within your power.
You are given the now-expected map and what little is already known about your next location, it was a temple, probably to Nethys.

You catch a glimpse of Sebti not long after finishing with the clark, but she leaves before you can approach.
It's almost dusk by the time she approaches, and it seems she is uninterested in small talk, she looks Gloria up and down, casts her spell, and you can tell at once that it succeeds. Whether she was truly so busy, or keeping you waiting is hard to tell, though she did make sure to arrive before sunset, so Gloria's condition never worsened and she still has most of her hair.

Those of you not named Gloria had plenty of time to pursue other tasks (buying and selling, getting tiems identified etc.) though you'll need Gloria's diplomatic abilities to find your widow, so that must wait.

 
 Spoiler: OOC 
1,000xp each as a story award because you learned everything the Pharasmins wanted.
 
ShadowOfAStorm
The Great Mausoleum! Tetra makes commentary at the architecture even as she pointedly avoids the subject of the priests or the religion itself. She's uncharacteristically stone-faced as the clerk expresses disappointment at leaving the bodies unburied.

"I'll wait with you" Tetra says softly to Gloria, apparently slightly reluctant to leave her alone in Pharasma's Place of Power. With some quiet time, she mumbles some blatantly embarrassingly personal praise and prayer to Brigh, and prepares the Ears of the City spell, which she subsequently casts in the next quiet moment.

 
 Spoiler: OOC 

Ears of the City: 2 Gather Information Rolls, subjects: our next adventure site, the Nethys(?) Temple.
 (1d20+10)[ 30 ] Perception Gather Info 1
 (1d20+10)[ 19 ] Perception Gather Info 2
 
MesiDoomstalker
While Gloria waited, Khem prepared some more brews, before setting to work on the yet to be identified magical items.

 
 Spoiler 
Casting Identify; with the bonus gives me +20 to Spellcraft. Pretty sure that's enough to auto-ID but I'll roll for the 3 things still needed now just to be sure.
 (1d20+20)[ 30 ]  Magic headband from hidden chest
 (1d20+20)[ 28 ]  Magical Kohl
 (1d20+20)[ 33 ]  Magical Scale Mail (I'm pretty sure someone is wearing this, but Khem only needs it for literally 18 seconds)

depending on what those ID as and if anyone wants to keep them as is, we'll be able to sell, divvy up and do shopping.
 
Thunder999
Hundreds of voices fill Tetra's mind, she catches only a few mentions of the Necropolis, even fewer relevant, but something does stand out. a small handful of voices constantly asking about a temple to Nethys in the Necropolis, of course you already knew that, the Scorched Hand asked you about it too.

The spell is far from wasted, because you learn they've been looking for muscle brave enough to enter the Necropolis, it seems they're planning to find the place despite not being given it, and want some muscle to keep others out. It seems they've managed to find a few local street thugs and a pair of trappers from the desert.
It seems you may be in for an ambush.

As for the magic items:

The headband at first appears to be a  Dead Man's Headband  and it certainly functions as one, but there's a rather unusual curse upon it, should anyone die while wearing it, their head will fall off and rise as a Beheaded.
It doesn't actually pose any risk to the wearer, though as is typical for cursed items, once donned it will require a Remove Curse to remove.

The scale mail is just +1 Scale Mail

The Khol is  Khol of Uncanny Discernment  with the full 5 uses left.
CasualViking
      
      Hapu     
 
Hapu tests the weight and heft of the flail, nods appreciatively, and finds room for it in his belt. While the loot is being offloaded, he goes out to find an armorer, someone who deals in impractically heavy outlander armor.
 
 
  

 
 Perception +8 * AC: 18 Counters: Oaken shield (+4) * HP: 18/18 * Fervor 0/5 * Wand 13/50
CasualViking
      
      Hapu     
 
Once Gloria has been healed and the sunset approaches, and the rumors have been shared, Hapu tells everyone to get a good night's rest, and meat up for breakfast.  "We may be walking into an ambush of greedy claim jumpers. Consider what you're willing to do in self defense. I will ponder this, until I fall asleep".  

Hapu buys +1 full plate armor, a masterwork horsechopper and a scroll of endure elements.  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 25/25 * Fervor 5/5 * Wand 13/50
CasualViking
      
      Hapu     
 
At breakfast, Hapu looks over the party.  "These rumors about other people trying to steal our claim...concern me. I think we should go find this temple to Nethys first. If it's anything like the other tombs, we will clear it out, and then we will have time for the widow and the restless dead. Do any of you strongly feel otherwise?"  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 5/5 * Blessings 5/5 * Wand 13/50
DeTess
 "No complaints here."  Gloria replies.  "I'd rather avoid fighting other adventurers, but if they go out of their way to attack first..." 
MesiDoomstalker
  That sounds like a good idea to me!  
ShadowOfAStorm
Tetra awakens before dawn, studying the starry sky and praying fervently to Brigh for attention. Receiving some spells for the day, she attends breakfast with a sickeningly sweet mood.

"I think that's a fine plan!" Tetra says, nodding vigorously, "We know they don't know we know they're ambushing us, so we just need to use that to take the initiative! Should we employ some manner of unorthodox scouting or stealth, maybe?"
Thunder999
Preperations complete, the party heads into the Necropolis, with Tetra about 60ft ahead attempting to be stealthy.

The sun beats down on the lonely, silent streets of the necropolis. Dust and sand now cover the once-bustling streets, and buildings that were once homes and shops are gradually disintegrating into rubble after centuries of neglect. Scattered throughout the ruins is the occasional palm tree or shrub, kept alive by the broken remnants of a long-abandoned irrigation system. It's within this patch of ruined cityscape that you spring the trap, you're alert for ambush, checking every shadow, and it pays off, you spot the figures hunched atop rooftops and behind crumbling walls, though not before they spot you.

From a rooftop to the southeast a net is hurled towards Tetra, but the trapper's aim is off and the man curses as he fails to ensnare her.
A thug strides out from where he was hiding within one of the buildings and points at Tetra shouts out an encouraging "Get her!" to his fellows (Encouraging Roar boost) before loosing an arrow, which lodges into Tetra's shoulder, then two of his fellows move into view and add their own arrows to the volley, one of them seems to give his arrow just a little extra force, though both of them clank ineffectively off her shield.

 
 Spoiler: Initiative 

Thug3 (1d20+1)[21] Th3 on map
Thug4 (1d20+1)[19] Th4 on map
Thug2 (1d20+1)[16] Th2 on map
Trapper2 (1d20+2)[14] T2 on map
Tetra (1d20+3)[10] TE on map
Gloria (1d20+3)[9] GL on map
Trapper1 (1d20+2)[9] T1 on map
Khem (1d20+3)[7] KM on map
Thug1 (1d20+1)[5] Th1 on map
Hapu (1d20+1)[3] HA on map
 

 
 Spoiler: OOC 
No surprise rounds, you saw each other.
Tetra takes 4 piercing damage.
The first thug used Encouraging Roar, the second used Horizon Wind Lancet, the third didn't use anything special. Oh and they were hoping net guy would entangle for the penalties but he managed to miss flat footed touch AC.
They targeted Tetra because she's both close, and by far the least armoured.

The rubble on the map is difficult terrain, the roofs are 15ft up and the NPCs up their will have cover if you try to use a reach weapon from the ground.
 


Tetra and Gloria may act, and Chopshop will go on Tetra's initiative if she spends actions to Command him with Handle Animal.

 
 Spoiler: Map 
As said in initiative, I'm using 2 or 3 letter names here, because they need to fit in a single square while being legible on the huge map. Also let me know what you think about the semi-transparent backgrounds, I hoped they'd help legibility.
 Link 
 
 
ShadowOfAStorm
Tetra slings out her shield in response to the nearest roof-bound trapper, letting it rebound back into her grasp as she retreats east around the building. "Yep!" She exclaims through the pain of the arrow in her shoulder, "there's an ambush here alright."

 
 Spoiler: ooc 
throwing shell
 (1d20+5)[ 25 ] to hit
 (1d4)[ 4 ] + (2d6)[ 7 ] +2 potential damage
 
Thunder999
Tetra's shield sails through the air, striking to the Trapper who attempted to ensnare her right in the head, you briefly see blood gush from the wound before he collapses out of sight.

 
 Spoiler: OOC 
I rolled to confirm for and that's a critical hit for 19 damage, which is more than his max hp. Quite the start.
 
DeTess
Gloria send Willow rushing forward to Tetra's aid. The terrain was too treacherous for an all-out charge, but Willow's quick footsteps still closed the distance with one of the thugs that menaced Tetra before he could get another shot off.

 
 Spoiler: OOC 

move and standard action Willow: double move to Thug 3
Move action Gloria: draw spear
standard action Gloria: Stab thug 3 (with power attack): to-hit  (1d20+7)[ 17 ] , damage:  (2d6+6)[ 13 ] 
 
Thunder999
Gloria's spear easily pierces the thug's leather armour and the skewered thug falls to the ground in a bloody heap.

The other trapper on the roof hurls a tanglefoot bag towards Gloria, not having the range on his net, but this also misses.

Khem's Turn.
MesiDoomstalker
Khem rushed forward down the center lane, drawing his longbow back firing on the one exposed ambusher.   Honestly, they aren't that great at it. They sprung it on one person.   He quipped as the arrow flew.

 
 Spoiler 
Move 3 to the left and 5 down (I'm pretty sure that's 30 feet)
Longbow vs. TH2's AC
 (1d20+6)[ 21 ] 
 (1d8)[ 8 ] 
 
Thunder999
Khem's arrow sinks into the exposed thug, though he remains standing, then the last of the thugs fires down at Khem from his vantage point, his arrow whistling through the air and seeming to pick up speed as it travels before driving into Khem's chest.

 
 Spoiler: OOC 
That's 8 damage on Thug2
Then Thug3 uses Distant Gale strike and hits Khem for 10 damage thanks to the long range and the Encouraging Roar from earlier.
 


Hapu's Turn.
CasualViking
      
      Hapu     
 
Hapu briefly gauges the range.... then runs flat-out to keep up with Tetra.  Run action to the square north of Tetra.  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 5/5 * Blessings 5/5 * Wand 13/50
Thunder999
 
 Spoiler: Initiatives of the living 
Thug4 (1d20+1)[19] Th4 on map
Thug2 (1d20+1)[16] Th2 on map
Tetra (1d20+3)[10] TE on map
Gloria (1d20+3)[9] GL on map
Trapper1 (1d20+2)[9] T1 on map
Khem (1d20+3)[7] KM on map
Thug1 (1d20+1)[5] Th1 on map
Hapu (1d20+1)[3] HA on map
 


The wounded thug (Th2) looses another arrow, this time retaliating at Khem and scores a solid, if mundane, hit on his arm, then he retreats within one of the crumbling buildings.
The thug to the west looses an arrow towards Hapu, though misses wildly, then moves backwards to cover.

 
 Spoiler: OOC 
That's 8 more damage on Khem and another miss from Thug 4
 

 
 Spoiler: Map 
 
 Link 
 


Tetra and Gloria are up.
DeTess
Gloria and Willow chased the wounded thug into the building, intent on taking him down before he could inflict more harm on their companions.

 
 Spoiler: OOC 

move willow: catch up to thug 2
standard action willow: bite. To-hit: (1d20+5)[ 11 ] , damage: (1d6+2)[ 3 ] . trip:  (1d20+4)[ 20 ] 
standard action Gloria: stab. To-hit: (1d20+7)[ 24 ] , damage: (2d6+6)[ 10 ] 
 
Thunder999
The thug dodges around Willow's bite, but that leaves him in the path of Gloria's spear and he too falls dead.
ShadowOfAStorm
Tetra takes a deep breath, refocusing and realigning her posture for another attack.

 
 Spoiler: ooc 

Full round action: Warder Defensive Focus
 
Thunder999
The trapper on the roof above takes a 5ft step closer to Gloria and tosses his net down, ensnaring her.

 
 Spoiler: OOC 
Gloria is entangled, and since the thrower is above, can't move from her spot (unless she can go up somehow I suppose) unless she wins an opposed strength check to pull the rope away from the trapper.
DC 20 escape artist to escape as a full round action, or a DC 25 strength check to burst out as a full round action, or you can attack it with a slashing weapon as it only has 5hp
 


Khem's arrow filled turn.
MesiDoomstalker
Khem groaned in pain as arrows filled him. He rushed, limping slightly as he rounded a corner, out of sight. The wrist loaded device sprung a small vial into his hands, which he quickly downed.

 
 Spoiler 
Move to the corner of the ruins on the left to get cover/break LOS with the bulk of the fight.
Swift action spring the wrist mount to throw a Cure Light Wounds Extract (already pre loaded) into my hands
Standard, drink Extract
 (1d8+3)[ 4 ] 
 
Thunder999
Hapu's turn, the Thug is readying an action since he can't see you.
CasualViking
Hapu runs another 45' southwest.
Thunder999
 
 Spoiler: Initiatives 
Thug4 (1d20+1)[19] Th4 on map
Tetra (1d20+3)[10] TE on map
Gloria (1d20+3)[9] GL on map
Trapper1 (1d20+2)[9] T1 on map
Khem (1d20+3)[7] KM on map
Thug1 (1d20+1)[5] Th1 on map
Hapu (1d20+1)[3] HA on map
 


The thug takes his readied action, loosing an arrow as soon as he sees movement, but it bounces uselessly off of Hapu's Full Plate as the Oread charges right towards it.

The other thug moves slightly north and when he catches sight of Tetra, he takes a moment to concentrate and looses an arrow that slips around the cover of the buildings in a rushing wind before hitting her.

 
 Spoiler: OOC 
Miss on the readied action against Hapu, even with no dex bonus it would have needed a natural 20.
Slipstream Strike maneuver to ignore the cover bonus to AC lets Th4 hit Tetra for 4 damage.
You've seen 1 maneuver from each and are now pretty sure these people aren't proper initiators, just people with a Martial Training feat and therefore won't be able to use more unless they spend a full round action recovering.
 


Tetra and Gloria are up.
DeTess
 "Agh.. Willow, help me get this off!"  Gloria struggled against the net that had trapped her as her canine companion reached over with it's head to tear it off of her.

 
 Spoiler: OOC 

Willow: attack net:  (1d20+5)[ 25 ] . damage:  (1d6+2)[ 6 ] 

If willow succeed, Gloria will stow her spear (standard action?) and grab the rope he trapper used to climb up and go after him. If Willow fails, Gloria instead makes an opposed strnegth check to get the net rope out of his hands.

climb check:  (1d20+6)[ 17 ] 
strength check: (1d20+3)[ 12 ] 
 
Thunder999
Willow easily bites through the net ruining it and Gloria makes her way up the short rope, ending next to the now disarmed Trapper.
ShadowOfAStorm
Tetra comes around the corner, grimacing slightly from the arrows. She whistles, now, for Chopshop, indicating in tones the targets she wishes the Bison would remove from her path.

 
 Spoiler: ooc 

Move: move west back around, moving up to take cover behind the well-looking-thing
Move: handle animal  (1d20+4)[ 16 ]  Handle Animal "Attack!"
 
Thunder999
 
 Spoiler: Initiative 
Thug4 (1d20+1)[19] Th4 on map
Tetra (1d20+3)[10] TE on map
Gloria (1d20+3)[9] GL on map
Trapper1 (1d20+2)[9] T1 on map
Khem (1d20+3)[7] KM on map
Thug1 (1d20+1)[5] Th1 on map
Hapu (1d20+1)[3] HA on map
 


Chopshop heads towards the thug on the ground, but doesn't get particularly far over the rough terrain.
The Trapper, his net in tatters, draws a well made scimitar and cuts Gloria.

 
 Spoiler: OOC 
Chopshop started a long way away even with 40ft speed, so can't do much, I sent him west towards the only enemy actually on ground level.
Gloria takes 6 slashing damage, no counters because it's a nat 20 though it did not confirm.
 


Khem's Turn.
MesiDoomstalker
Khem sneaks forward, moving carefully through the ruined building before him.

 
 Spoiler 
Double move into the building before him, in stealth.

 (1d20+3)[ 8 ] 
 
Thunder999
Khem slowly creeps through the rubble, knocking much of it around as he does, the thug in the far building looses an arrow at Tetra as she peeks around the corner, but his aim is off.

 
 Spoiler: OOC 
Half speed for stealth+difficult terrain doesn't get you far.

 Map link, not much changed 
 


Hapu's turn.
CasualViking
      
      Hapu     
 
Hapu thrusts the blade of his horsechopper into the ground, pulls out his sling from his belt, whirls and lets fly.  Enduring Crane Strike   attack Th1  - (1d20+2)[ 11 ] ,   damage  - (1d4+4)[ 6 ] ,   heal on hit  - (1d6+4)[ 10 ]   
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 5/5 * Blessings 5/5 * Wand 13/50
Thunder999
Hapu's bullet whizzes past his target.
Thug4 slips further south, not having a clear shot.

Tetra and Gloria are up.
DeTess
 "Aaagh."  Gloria lets out a hiss of pain as the strike by her opponent hits home. She quickly draws the spear from her back again and strikes back at the scimitar wielding ruffian.

 
 Spoiler: OOC 

move action: draw spear
standard action: attack the trapper in front of Gloria. to-hit:  (1d20+7)[ 25 ] , damage:  (2d6+6)[ 10 ] 
 
Thunder999
Gloria skewers the trapper in the chest, and while he remains standing, he drops his spear in surrender.
ShadowOfAStorm
As the man drops his spear in surrender, Tetra continues southwest, shield at the ready.

 
 Spoiler: ooc 

move move sw toward th1
 
Thunder999
The trapper does nothing but hold his hands in the air, so we're moving right on to Khem.
MesiDoomstalker
Khem keeps moving forward, drawing his bow, sending an arrow flying towards the isolated thug.

 
 Spoiler 
move left 3 and down 1 (unless the terrain blocks LoE of Th4). Hoping to get cover.

 (1d20+6)[ 26 ]  vs. Th4 AC
 (1d8)[ 5 ] 
 
Thunder999
It's a difficult shot, the thug barely visible around the corner, but Khem's aim is true and he times it perfectly, his arrow piercing the thug's eye as he peaks out.

The sole remaining enemy, entirely unaware of this, looses an arrow towards Tetra, though it bounces off her shield to no effect.

 
 Spoiler: OOC 
He had cover, but not total cover, so that's a crit and down he goes.
 


And back around to the party because Thug1 up on his roof is the only one left fighting.
DeTess
Gloria kicked away the trapper's weapon, then took a quick glance around at the situation. As far as she could see, the only enemy left fighting was an archer on an opposing rooftop.  "Hey you!"  she called out to them.  "Your allies have all been defeated. Please just throw down your weapons and leave peacefully!" ~

 
 Spoiler: OOC 

diplomacy check:  (1d20+9)[ 23 ] 
 
Thunder999
The thug drops hiw bow in surrender.

A quick interrogation reveals little of use, they were hired by a woman whose description matches Velriana Hypaxes to ambush whoever approaches “some old temple down the way” . None of them brought their pay with them.
You know that the word of petty thugs would not be enough to get the city guard to act, particularly not when acting would involve braving the inside of the Necropolis' tombs.

The surviving thugs offer their equipment in exchange for their lives, it's up to you what you want to do with/to them.  You could try to take them to the guards, though that would allow the Scorched Hand an even greater headstart on your temple.

 
 Spoiler: OOC 
202xp each
Loot from the dead and surrendered: 1 net, 2 masterwork scimitars, 4 longswords, 4 Masterwork Longbows (not composite), 30 arrows and 6 suits of Padded Armour.
 
CasualViking
      
      Hapu     
 
 "Right. Piss off with you. Have a good, long think about what this life actually entails" . Hapu straps the better weapons to his pack, then sees to his wounded comrades before setting out for the tomb-temple.  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 5/5 * Blessings 5/5 * Wand  13 10/50
DeTess
Gloria saw the remaining thugs off, then checked with her companions.  "I wonder what's so special about this temple that people are willing to kill for it." 
ShadowOfAStorm
Tetra shrugs as she breaks the arrows from her body and applies her new wand to the wounds. "Could be they're just claim jumpers? Could be some historian in the city knows something the Pharasmins don't(who doesn't?) and hired some scruple-shortaged thugs to get it before we might?"

With the fight over, and focus regained, Tetra adds, "when we get close to the temple, I think I'll trail ahead just like this time, in case they've got a watch. Hopefully I'll seem them before they see me."
DeTess
 "I'll try to be right there if you run into trouble, so don't go too far ahead, Tetra!"  Gloria had mounted Willow again, and was raring to go.
Thunder999
Nothing else bothers you as you follow your map to the Temple.

it's a fairly impressive, if unsual sight even after years of neglect, the Sanctum’s central nave is symmetrical, but the rest of the structure does not conform to traditional architecture, with wings and extensions on both sides that, except for the uniformity of the stonework, appear to have been haphazard additions. A large dome over the apse tops the roof at the north end of the temple. The Sanctum is windowless, and the temple’s exterior walls are carved with likenesses of Nethys and celestial figures.

No doors block the grand entrance to this building, a wide flight of steps leads directly up into the temple’s interior. Two humanoid statues flank the stairs, wearing black-and-white masks and holding quarterstaves, Tetra recognises them as depicting Nethys himself,. Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west.

Hapu and Tetra's keen eyes notice that this place is in suspiciously good condition for such an old building, the walls lack any sign of wear at all.
Gloria sees tracks in the dusty floor, at least 4 humanoids have passed through here within the last 24 hours, possibly more though it's impossible to tell.

And then we get to the most noticeable feature, the undead Jackal Skeletons that attack you as soon as you enter. You can see the piles of discarded flesh at their feet, they lack of decompositon would imply they died and were reanimated very recently. Three of them act faster than you react.
With your collective knowledge of undead and nature you know they're very weak, but have DR/Bludgeoning, cold immunity and the usual undead traits.

All three approach, Hapu strikes out with his polearm, he misses the first one, but the second one crumbles to a pile of inert bones as his polearm slices through its spine.
The leftmost jackal sinks its teeth into Tetra, as it does the eerie glow of negative energy surrounds its bones., the other jackal misses.

 
 Spoiler: Initiative 
Jackal3 (1d20+7)[27]
Jackal5 (1d20+7)[27]
Jackal6 (1d20+7)[21] Destroyed
Gloria (1d20+3)[20]
Jackal1 (1d20+7)[19]
Khem (1d20+3)[14]
Tetra (1d20+3)[11]
Jackal2 (1d20+7)[10]
Jackal4 (1d20+7)[8]
Hapu (1d20+1)[6]
 

 
 Spoiler: OOC 
All three just walked straight down then with Thirsting Axe Strike (temp hp equal to damage dealt), well the survivors did. They were intiaially standing in a nice 2x3 block.
I rolled Hapu's AoO, because I actually remembered Combat Reflexes, 1 hit, 1 miss, 10 damage destroys Jackal6 even with DR.
The Jackal3 hits Tetra for 4 damage and gains that many temphp, then Jackal5 misses to no effect.
Unless otherwise noted, ceilings within the Sanctum are 15 feet high and all of its rooms are dark.
This particular room has sunlight streaming through the doorway.
 

 
 Spoiler: Map 
 Link 
 
 


Gloria's turn.
DeTess
Gloria was normally quite friendly and relaxed. As long as you didn't try to hurt her friends and companions she was just fine letting you be. That was, unless you were the kind of person to hurt animals and then turn them into undead creatures.  "Put them out of their misery quickly! We need to catch the sick bastard who did this!" 

Willow didn't need any commands, and quickly leapt towards the two closest creatures, putting them in range of Gloria's spear.

 
 Spoiler: OOC 

Willow: 5 foot step directly north
Swift action Gloria: ecnouraging roar
movement action Gloria: draw spear
standard action Gloria: piercing strike on both Jackal 3 and Jackal 5: to-hit:  (1d20+9)[ 12 ] , damage:  (2d6+8)[ 16 ]  (same roll against both)
If either of the jackal's survives:
standard action Willow: bite: to-hit: (1d20+7)[ 15 ] , damage:  (1d6+4)[ 6 ] , trip (only on hit)  (1d20+4)[ 17 ] 
 
Thunder999
Gloria's spear misses both, poking useless through the empty air between their ribs, but Willow has more success, her jaws clamp down on a leg bone and toss the skeleton to the ground, though it's not quite destroyed.
Another jackal moves in, straight towards Hapu, but its jaws can't make it through his armour.

 
 Spoiler: OOC 
A 12 misses both, Willow hits and beats DR but 6 damage isn't enough with the temp HP. Jackal3 is now prone because a 17 is just enough.
Jackal1 moved down and missed Hapu, no AoO because he used both up.
 Map Link 
 

 
 Spoiler: Initiative 
Jackal3 (1d20+7)[27] Prone
Jackal5 (1d20+7)[27]
Jackal6 (1d20+7)[21] Destroyed
Gloria (1d20+3)[20]
Jackal1 (1d20+7)[19]
Khem (1d20+3)[14]
Tetra (1d20+3)[11]
Jackal2 (1d20+7)[10]
Jackal4 (1d20+7)[8]
Hapu (1d20+1)[6]
 


Khem and Tetra are both up.
MesiDoomstalker
Khem lined up a blunted arrow, lined up against one of the poor jackals in the back before letting it fly.

 
 Spoiler 
 (1d20+9)[ 20 ]  vs. Jackal 2 AC
 (1d8+3)[ 6 ]  Bludgeoning Damage
 
Thunder999
Khem's arrow slams into the creature's spine and it clatters to the ground.
ShadowOfAStorm
Tetra moves back, slipping into the space behind Gloria, and the safety it provides. With a silent heave, she tosses her shield at the remaining jackal to the rear, letting her outstretched arm catch the shield back in almost an instant.

"More undead?" She says, more academically questioning than anything, "I suppose that fits with Nethys' purview. Brigh isn't shy about them, either."

 
 Spoiler: OOC 

Tetra 5ft step, throwing maneuver  (1d20+5)[ 18 ]  against Jackal 4(flatfooted?)
damage (2d6)[ 8 ] + (1d4)[ 1 ] +2
 
Thunder999
Tetra's shield smashes the Jackal into another pile of bones.

Which means Jackals 2 and 4 are too dead to fight back and it's Hapu's turn.
CasualViking
      
      Hapu     
 
Hape steps around to start flanking the bony dogs, and then shatters two of them with a mighty swing.  step NE, Piercing Strike:  attack 3 and 5  - (1d20+10)[ 30 ] ,   slashing  - (1d10+6)[ 14 ] + (1d6)[ 4 ]    
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 5/5 * Blessings 5/5 * Wand 10/50
DeTess
Gloria and Willow leapt forward over the remains of the undead jackals that Hapu's strike had destroyed, closing in on the one remaining undead monstrosity, and striking at it with spear and tooth.

 
 Spoiler: OOC 

Move willow: move next to the remaining jackal
standard action Willow: bite: to-hit:  (1d20+5)[ 7 ]  damage:  (1d6+2)[ 6 ]  trip (on hit) (1d20+4)[ 19 ] 
standard action Gloria: hunting party (grants AoO to Hapu on hit): to-hit: (1d20+7)[ 27 ]  damage:  (2d6+6)[ 11 ] 
 
Thunder999
The final skeleton falls to Gloria's attack and the room falls quiet once more.

 
 Spoiler: OOC 
Take 200xp each for this CR3 encounter.
 


Do you go through the large archway to the north, or one of the side passages to the east and west.

Oh and could you all please state what you're doing for lighting as the rest of the building is entirely unlit.
ShadowOfAStorm
Tetra whispers a prayer to Brigh, before incanting the spell of light which she places on her own gauntlet, letting it chase away the shadows of the deeper temple. "A clever form of alarm." She comments simply, foot-nudging one of the half-shattered bones which seconds ago was attempting to end her. "A good ward against random scavengers, too. I have a better one though."

She whistles for Chopshop to come, and sets the beast to guard the entrance. She smiles at the elegant simplicity of it: where a barricade would take hours to construct, this meaty block came pre-made. With a friendly smile, she pats her animal friend before returning to the group.

"So, how should we proceed? It's a complicated dynamic, now, with the claim-jumpers." As she speaks, she withdraws a small, clear container, and lathers the contents over her armor. As it magically dissipates, plates of force array themselves around Tetra's body, almost imperceptible but for the displacement of dust.

 
 Spoiler: OOC 

Tetra will use 1/2 oils of Mage Armor, boosting her AC by +3 for the next hour.
Light on Gauntlet.
Chopshop guarding main entrance.
Wand charge(Tetra's Wand) +2 hp(2 from max)
 
DeTess
 
 Originally Posted by ShadowOfAStorm 
 "A clever form of alarm." She comments simply, foot-nudging one of the half-shattered bones which seconds ago was attempting to end her. "A good ward against random scavengers, too."  
 

 "There's nothing 'good' about such a needlessly cruel act!"  Gloria shouted at Tetra. It took a few breaths before she'd calmed down enough to speak normally.  "Sorry, it's not your fault. I just can't stand such cruel abuse of innocent animals." 

She took a moment to say a prayer for the jackals' spirits, remembering the rites said back home for deceased animals.

Once she was done, she lit her lantern, holding it in her shield hand as she checked the area, trying to determine where the necromancer might have gone.  "Do you smell anything, Willow?"  she asked her companion as they completed their checks.

 
 Spoiler: ooc 

Light shield allows for holding of items in the same hand.
Survival checks for finding the necromancer that raised the jackals
Survival Gloria:  (1d20+5)[ 25 ] 
Survival Willow:  (1d20+5)[ 21 ] 
 
CasualViking
      
      Hapu     
 
"Desna, light our way". A simple cantrip, and Hapu's shield lights up.  "We should check these side rooms first, make sure our backs are free" . With that, he heads for the left arch.  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 5/5 * Blessings 5/5 * Wand 10/50
Thunder999
The eastern passage is short and opens up into a small common area surrounded on all sides by small cubicles, ancient curtains hanging from rods over the doorways offer some privacy.
Many are pulled aside and within each that you can see is a bedframe and footlocker, each bolted to the ground and in excellent repair, the curtains and rods are both in equally good condition, yet all that remains of the bedding is a few scraps of rotted fabric.
Another cubicle sits in the middle of the room, appearing to contain an ancient privy.

Three shambling corpses, well decayed, appear from behind the curtains in the nearest cubicles as you enter. Tetra recognises them as mindless human zombies, permanently staggered and resistant to non-slashing weapons.
These are not recent creations, it's hard to be sure but they're likely former inhabitants who died to the plague, though you have no idea what caused them to rise.  Either noone else took this route, or whoever did was far sneakier than you.

 
 Spoiler: Initiative 
Khem (1d20+3)[21]
Zombie1 (1d20)[19]
Zombie3 (1d20)[16]
Gloria (1d20+3)[13]
Zombie2 (1d20)[12]
Hapu (1d20+1)[11]
Tetra (1d20+3)[6]
 

 
 Spoiler: Map 
 
 And Link 
 


Khem's turn, the zombies are all flat footed so you can move past them/attack in melee range etc. this turn.
MesiDoomstalker
Khem rushes forward, to the short passage opposite they entered. He drew back, shooting an arrow filled with holy water at one of the shambling horrors.

 
 Spoiler 
Move left 1, then diagonally left/up till hit the wall. Then attack Zombie 3
 (1d20+6)[ 18 ]  vs. Zombie 3 AC
 (1d8+1)[ 8 ]  Piercing +  (2d4+4)[ 7 ]  Holy Water damage or 6 splash (DC 16)
 
Thunder999
Khem gets a little distance then looses his arrow, it impacts Zombie3 with a spray of holy water, the actual arrowhead scores only minor damage, but the holy water burns away flesh on contact.

Zombie1 is engulfed in the familiar black of Strength of Hell as it charges down towards Tetra, Hapu, ever ready, gets a swing in with his polearm but doesn't quite destroy it, so it slams painfully into Tetra.
Zombie3 also uses Strength of Hell, but cannot land a hit on Hapu.

 
 Spoiler: OOC 
Zombie3 takes 10 damage, not quite enough to destroy it.
Zombie1 takes 7 from AoO
Tetra takes 10 from Zombie1's partial charge.
I gave them Strength of Hell because it actually works despite being staggered, and as mindless creatures they just used it immediately.
 


Gloria's turn.
DeTess
 "Steady, don't let them overwhelm us, just take them down one by one!"  Gloria turns to stap at the Zombie that had suddenly rushed at Tetra,s tabbing at ti with her spear WHilw willow attacked with her teeth.

 
 Spoiler: OOC 

Swift action Gloria: encouraging roar
standard action Gloria: standard attack against zombie 1: to-hit  (1d20+9)[ 19 ] . damage:  (2d6+8)[ 14 ] 
standard action willow: standard attack against Zombie 1 if it is still alive, otherwise against zombie 2:  (1d20+7)[ 26 ] . damage:  (1d6+4)[ 10 ] . trip:  (1d20+4)[ 14 ] 
 
Thunder999
Gloria scores a hit on the zombie, finishing it off, then Willow takes a chunk out of Zombie2, sending it to the ground.
The grounded zombies attempts to fight despite being prone, but misses widely.

 
 Spoiler: OOC 
Zombie1 is destroyed.
Zombie2 is prone and took 10 damage
Zombies2 and 3 have not moved from their starting positions.
 


Tetra and Hapu's turns.
ShadowOfAStorm
Tetra, looking and feeling suitably guilty for her commentary and Gloria's reaction, is quiet until the zombies appear. She goes as if to say something, but is interrupted, though it's unclear whether the powerful blow of the zombie, or her better judgement, served to move her from her path.

Letting out a quiet groan, Tetra steps back away from the zombie, and whips her shield toward the opening curtain to her left.

 
 Spoiler: ooc 

5 ft step north
throwing shell  (1d20+5)[ 11 ] (+2 encouraging Roar?) at zombie 3
 (2d6)[ 11 ] + (1d4)[ 3 ] +2 (+2 encouraging roar?) potential bludgeoning damage.
move action draw scroll(Moment of Greatness) for use breaching next room/area
 
Thunder999
Tetra's shield flies past the zombie.
CasualViking
      
      Hapu     
 
Enduring Crane Strike vs. Z2   attack  - (1d20+10)[ 20 ] ,   slashing  - (1d10+6)[ 10 ] + (1d6)[ 6 ] + Healing for Tetra on a hit  (1d6+4)[ 10 ]  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 5/5 * Blessings 5/5 * Wand 10/50
Thunder999
Hapu cleaves through the prone zombie and heals Tetra's wounds in a single swing of his axe, only zombie3 remains.

Khem's turn!
MesiDoomstalker
Khem notches another (regular) arrow, firing at the remaining zombie.

 
 Spoiler 
 (1d20+9)[ 13 ]  vs. Zombie 3's AC
 (1d8+3)[ 6 ]  Piercing Damage
 
Thunder999
Khem's arrow hits but barely has any effect at all, the zombie takes a swing at Hapu but still can't hit him.

 
 Spoiler: OOC 
That's 1 more point of damage on zombie3 for a total of 11, which is not enough.
 


Back to the party starting with Gloria
DeTess
The remaining zombie was difficult to reach, but Gloria wouldn't let Hapu face it alone, taking an opportunistic stab at the part of the creature not obscured by the nearby wall.

 
 Spoiler: OOC 

Standard willow: bite: to-hit:  (1d20+5)[ 19 ] , damage:  (1d6+2)[ 5 ] , trip on hit:  (1d20+4)[ 20 ] 
Standard Gloria: stab zombie: to-hit:  (1d20+7)[ 13 ] , damage:  (2d6+6)[ 16 ] 
 
Thunder999
Despite the cover Willow is able to bite the final zombie, bringing it down.

With that the zombies are all destroyed, you are free to search the area, but there is nothing of value, either nothing valuable was ever stored here, or someone managed to loot the place without disturbing the zombies.

There's only one exit, to the north, it leads to a short hallway connecting a shallow, empty pool to the west to two curtained cubicles to the east. A wooden bench is bolted to the floor in a small alcove across from the pool. A set of stone doors marked with hieroglyphs stands to the north.
The cubicles are similar to the ones you've already seen, but a little larger, perhaps sleeping quarters for more important people.

Tucked away in the northmost cubicle you find the remains of two recently destroyed undead, a zombie and a skeleton, the skeleton is visibly scorched. Clearly someone else has been through this room and dealt with the inhabitants.

You can head further north through another door, head east towards the large room you ignored earlier, or backtrack to take the eastern passage from earlier.

EDIT  150xp each 
ShadowOfAStorm
Tactfully, Tetra doesn't comment on the utilitarian implications of a bunch of zombies left behind curtains.

As the team kneels over the scorched remains of some un-undead, Tetra puffs some air out of her mouth in mild annoyance. "Would that I'd thought to prepare some form of fire-retardant." She turns to Khem, raising an eyebrow "can you whip something up? These sorts of clues could really make the difference when it comes to the bigger picture of us confronting them."
MesiDoomstalker
Khem chews on his tongue. "  Not something I can do, unfortunately. A bit above my skill level.   " He says moresly.
Thunder999
If you examine the northern door more closely you can notice two things, the Hieroglyphs read "High Priest Only—All Others Forbidden." and a number of small scratches around the lock indicate it has been picked open then re-locked, probably recently since whatever is keeping the building in such good condition hasn't erased the marks.

 
 Spoiler: OOC 
Good job DeTess asked in OOC and made me look, because that information wasn't actually listed with this room.
 
DeTess
 "Someone passed through here."  Gloria looked over the door carefully.  "Can any of you get this open?"  she asked the others.
ShadowOfAStorm
Tetra, her attention drawn by Gloria's own intuition, examines the door and lock closely. "Good eye," she says, not bothering to turn her head from her work, "I'll see what I can do."

She begins her standard lock-picking procedure: detect magic, detect poison, double check the door is actually locked, and then a quick on the fly attempt before really settling in to try to crack it.
Thunder999
Tetra easily opens the locked door, revealing a sparsely furnished room contains a bed frame bolted to the floor in the southwest corner next to a lacquered end table. On the opposite side of the room, a wooden desk has partially collapsed against the wall. Doors exit the room to the north and east.
The door to the north is also locked, and bears similar signs of having been picked and re-locked. while the small door to the northeast has no lock.

EDIT: You have a choice, locked door or unlocked door, the lock is no harder than the previous one.
DeTess
 "Someone's been through here as well."  Willow had spotted it first and drawn Gloria's attention to the locked door.  "Tetra, can you get this one open as well?" 
Thunder999
Tetra easily picks the locked door open once more, revealing a 15ft long mostly empty corridor, before any of you set foot in it she also spots a pressure plate half way down, it's connected to a rather complicated self-resetting mechanical blade trap, she jams the trap easily. She also spots a key-based bypass for the trap, though that is beyond her ability to mess with.

 
 Spoiler: OOC 
This CR4 trap defeated by two DC20 checks is worth  300xp each 
The trap itself was easy to bypass, but Tetra would need a natural 20 to affect the bypass, it does however explain how other people could get through with the trap still a threat to you.
 


The next room is an octagonal chamber and is empty save for a large metal chest against the eastern wall. A series of hieroglyphs are inscribed on the wall above it.
They read “The righteous and the holy have no need of staff, rod, or ring. Place your faith in the Good Magister and walk without fear.”
Tetra's religious education is enough to know that "Good Magister" refers to the high priest and that good refers to his skill with magic rather than his alignment.
The chest is empty and entirely mundane, once this room is where guests were expected to disarm and entrust their safety to their guide when visiting the lower sanctum.

Searching for tracks turns up a single set of bloody bootprints heading south (i.e. where you came from).

The stone doors to the north reveal a stone staircase to the lower level, it's dusty but you don't find any tracks.

A an octagonal waiting room of sorts lies at the bottom of the staircase, a stone bench sits against the eastern wall of the chamber. Black tiles line the floor, walls, and ceiling. A short passage to the south ends at a gate of bronze bars.

Gloria's searching for tracks once more turns up bloody bootprints, leading from the gate to the stairs.

The gate itself is locked, and while Tetra can easily open it, it looks to be able to relock itself automatically.

The room beyond the gate is empty save for a statue of Nethys standing by the southern wall.

Or at least you thought it was a mere statue, as soon as you get more than 5ft into the room the statue animates, taking on an incredibly lifelike appearance and activates some form of built in magic, speeding up dramatically (Haste spell), its form then blurs (Which Gloria recognises as Formless Dance Stance from Veiled Moon, basically Blur+See Invisibility).
Khem recognises it as a Graven Guardian, a powerful, if mindless, construct, it recognises the faithful of Nethys despite being mindless, no doubt how the Scorched Hand got past, it possesses both DR/Adamantine and Fast Healing, along with spell resistance, construct immunities, the ability to Haste itself (which this one just did), and draws power from the domains of the deity it serves, though you don't yet know precisely what that means for this one.

 
 Spoiler: Initiative 
It's one enemy so honestly not very important.
Graven Guardian (1d20+2)[21]
Gloria (1d20+3)[4]
Hapu (1d20+1)[9]
Khem (1d20+3)[12]
Tetra (1d20+3)[14]
 

 
 Spoiler: OOC2 
DC20 disable device to reopen the gate.
Oh and if you didn't know, Mindless creatures have no skill ranks, so it can't use any of the skill check based counters, pointing it out since that's not usually something that would come up.
 

 
 Spoiler: Map 
 LINK 
 
 


You may each act.
CasualViking
      
      Hapu     
 
"Desna bless my arm..."; Hapu's polearm is already whistling through the dusty air. He swings at the statue's face, but falls short - a trick! He lunges forward by a half-step and hooks the ankle on his recovery.
 swift cast Divine Favor. 5' step S. Trip  (1d20+10)[ 29 ]   
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 4/5 * Blessings 5/5 * Wand 10/50
Thunder999
Hapu's aim looks good, more than the creature can evade, but hits only air, the creature having been a little to the left. (Blur miss chance)
DeTess
 "It's just a statue, let's break it and be done with it!"  Gloria and Willow charged in, intent to drop the golem with claw and spear.

 
 Spoiler: OOC 

swift action Gloria: encouraging roar
full action Gloria and Willow: charge!
attack Gloria (with spear, not lance, as there's not enough space to charge with a lance): to-hit:  (1d20+13)[ 28 ] , damage:  (2d6+6)[ 9 ] 
attack Willow: to-hit:  (1d6+11)[ 17 ] , damage:  (1d6+4)[ 10 ] , trip:  (1d20+4)[ 22 ] 

Gloria's AC is not reduced thanks to cavalier's charge.
 
MesiDoomstalker
Khem chewed on his tongue; this thing was dangerous and he wasn't sure what to do with it. He pulled out a back that was filled with a sticky-tar like substance, tossing it at the statue, hoping to lock it down.

 
 Spoiler 
 (1d20+7)[ 21 ]  vs. Graven Guardian touch AC
On hit, they are Entangled (–2 penalty on attack rolls and a –4 penalty to Dexterity) and must make a DC 15 reflex save or be affixed to the ground with goo. Note the entangled condition is applied on hit, before the reflex save is made.
 
Thunder999
Gloria's attack is foiled by the blurring and Willow simply can't hit it, but Khem's tanglefoot bag tags it in the chest, it's too agile to get stuck to the ground, but is still entangled.
ShadowOfAStorm
"I'm loathe," Tetra says, pausing to step back and hurl her shield at the construct, "to destroy this. Might we simply withdraw and think of a way to circumvent it?"

 
 Spoiler: OOC 

Throwing Shell
 (1d20+5)[ 10 ] 
 (2d6)[ 10 ] + (1d4+2)[ 4 ] 
 
Thunder999
Tetra's shield goes wide, perhaps her lack of conviction hindered her aim.

The creature seemingly ignores the goo currently entangling it in favour of the closest target, the quarterstaff in its hands swings through the air in a blur, four attacks rain down on Gloria, but her armour and shield are up to the task and she weathers them unharmed.

 
 Spoiler: OOC 
That was a Minute Hand boost on top of a hasted full attack with iterative. And I rolled a 1, a 2, a 3 and a 9 so they all miss.
 


Back to the party.
CasualViking
      
      Hapu     
 

 5' step SE. Enduring Crane Strike   attack  - (1d20+12)[ 24 ] ,   damage  - (1d10+8)[ 15 ] + (1d6)[ 4 ] . On a hit, also heal Gloria:  (1d6+4)[ 10 ] .   
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 4/5 * Blessings 5/5 * Wand 10/50
DeTess
Gloria let out a groan as the golem's blows rained down on her shield, yet she managed to fend off its attacks, and after taking a moment to reposition to better protect those behind her, Willow and Gloria launched a counterattack of their own.

 
 Spoiler: ooc 

Free action: 5 foot step east
Standard action Willow: bite: to-hit:  (1d20+5)[ 15 ] , damage:   (1d6+2)[ 6 ] , trip:  (1d20+4)[ 17 ] 
Standard action Gloria: attack with spear: to-hit:  (1d20+7)[ 22 ] , damage:  (2d6+6)[ 16 ] 
 
Thunder999
Hapu's attack strikes true this time, a solid blow to the creature's torso sends chips of clay flying.

 
 Spoiler: OOC 
That's 14 damage post DR
Also Gloria somehow has 29/25hp so I don't think she needs healing.
 


Edit: and it seems I posted the same time as Detess so

Willow can't seem to hit the construct, but Gloria follows Hapu's strike up with a solid spear thrust of her own.

 
 Spoiler: OOC 
11 more damage, for 25 total this round.
 
MesiDoomstalker
Khem worked up a bomb, lobbing it over the heads of his allies aiming for the statue's masked face.

 
 Spoiler 
 (1d20+7)[ 21 ]  vs. Graven Guardian's Touch AC (remember the Dex penalty from Entangled)
 (2d6+6)[ 11 ]  Fire Damage (8 splash, DC 16 Ref for half on a miss)

As an OOC note, I'm going to be traveling to a convention on Wed. I will be spotty at best till the following monday.
 
Thunder999
Khem's bomb impacts with a blast of flame, the creature is suitably charred, though this also causes the runes on its body to glow with fiery red light.

 
 Spoiler: OOC 
That's 11 more damage and you have triggered its Rune Carved ability by doing energy damage.
 
ShadowOfAStorm
"No takers, huh?" Tetra says, some disappoint creeping into her voice as the rain of blows batters Gloria's shield.

With a deep breath, she refocuses.

 
 Spoiler: OOC 
Full Round Defensive Focus(Warder Maneuver Recovery/Combat Patrol)
 
Thunder999
The construct continues to focus on its target, Gloria, this time its quarterstaff blazes with flames, the runes on its body harvesting the fire damage it just took, the first one hits hard, augmented by an Eldritch Fang boost, though Gloria shrugs off the aftereffects, the second is a solid followup and the third misses entirely. A few of the chips on its body slowly repair themselves, though it's raindrops in the ocean compared to the damage you've dealt

 
 Spoiler: OOC 
That's 9+7=16 bludgeoning damage, 1+3=4 fire damage and 2 force damage to Gloria for a total of 22 damage.
It fast healing heals 2hp. It is still very battered, down to about 1/3rd.
 
CasualViking
      
      Hapu     
 
Hapu continues slowly circling the statue. This time, his weapon finds only air as he grossly underestimates the speed and agression of the damned thing.
 Enduring Crane Strike   attack  - (1d20+8)[ 13 ] ,   damage  - (1d10+6)[ 7 ] + (1d6)[ 3 ] . On a hit, also heal Gloria:  (1d6+4)[ 5 ] . 5' step S.  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 4/5 * Blessings 5/5 * Wand 10/50
DeTess
 "Aghhhh..."  Gloria hissed as the statue's attacks started slipping past her shield. Still, the statue was looking worse for wear as well, so if she pushed just a little more....

 
 Spoiler: OOC 

free: 5-foot step east:
standard action willow: bite:  (1d20+5)[ 10 ] , damage:  (1d6+2)[ 7 ] , trip:  (1d20+4)[ 8 ] 
standard action Gloria: hunting party strike (grant AoO to Hapu on hit):  (1d20+8)[ 21 ] , damage:  (2d6+4)[ 7 ] 
 
Thunder999
Willow still can't see to hit the construct, but the hardened gunk from Khem's tanglefoot bag slows it just enough for Gloria to catch its side with the tip of her spear, though the damage is mostly superficial.

 
 Spoiler: OOC 
That's a hit thanks to it being entangled, but the DR reduces it to just 2 damage, exactly as much as the fast healing repaired.
 


Tetra and Khem still to go.
ShadowOfAStorm
Tetra tries another shield toss, hopeful that she can end things.

 
 Spoiler: ooc 
throwing shell again
 (1d20+5)[ 17 ] 
 (2d6)[ 8 ] + (1d4+2)[ 6 ] 
Thought about using Artificer's Touch for being a construct cleric, but I don't think it's actually all that much better than just trying to bash this thing down?
 
Thunder999
Hapu exploits Gloria's opening to land glancing blow of his own.
The construct once more evades Tetra's shield.

 
 Spoiler: OOC 
if it didn't have SR then the difference in average damage would be miniscule, as in about 1%, but SR really hurts Artificer's touch here since it's spell like, and you will fail that caster level check more than you pass it, SR is after all one of the few statistics that scales linearly with CR.
AoO via hunting party did 4 more damage.
 
MesiDoomstalker
Khem lobbed another bomb, hoping this will finally end the pesky statue's rampage.

 
 Spoiler 
 (1d20+7)[ 19 ]  vs Touch
 (2d6+7)[ 15 ]  Fire Damage, 9 Splash DC 16 Ref
 
Thunder999
Khem's bomb impacts the construct's chest in fountain of flames and the charred, chipped statue falls to the ground in the pieces.

Unusually for such a creature the quarterstaff continues to radiate magic, and Tetra can identify it as a simple +1 weapon.

 
 Spoiler: OOC 
400xp each for defeating the CR5 Graven Guardian.
And for the first time in this place, some treasure noone else has beaten you to, a +1 Quarterstaff (only one end is enchanted)
 


You of course have time to heal, but after that you can go east or west. The eastern doors have been picked open and not relocked, the western doors are still locked.
DeTess
 "Ouch ouch ouch ouch...."  Gloria felt bruises forming all over her body as the adrenaline of the fight wound down.  "Hapu, is there still some magic left in that wand?"  She asked as she gingerly slipped from Willow's saddle and approached the priest.
CasualViking
      
      Hapu     
 
 "Still locked? Interesting. Let's have a look at that first" . While the others fiddle with the door, Hapu helas Gloria for  18 . 
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 26/26 * Fervor 4/5 * Blessings 5/5 * Wand 5/50
ShadowOfAStorm
Tetra goes to do her door-procedure, speaking between spells.

"...Does anyone have any updated hypotheses on our claim-jumpers?"
Thunder999
Tetra has no issue opening the locked doors to the west.
The double doors swing open to reveal a room more than 60ft long, two columns carved to resemble men with their arms crossed over their chests, holding a khopesh in one hand and an ankh in the other, support the ceiling. Deep alcoves in the walls form burial chambers, some of which are sealed with stone doors. Other sepulchers just have sarcophagi tucked inside, while a few appear empty. To the north and south, wide passages exit the room through the east wall, each leading to stone double doors. (You came via the north set).
Tetra realises that the cult of Nethys knew even back then that no mortal trinkets would help them reach their after life, and that priests of Nethys are expected to pass most of their belongings to their chosen successors.

As you enter an old, though strangely not nearly as old as the temple, corpse rises from the the nearest alcove to the south.
While to most of you it appears to be just another zombie, Tetra recognises it as something a little more obscure, a Coffer Corpse, only magical bludgeoning weapons deal full damage and they attack by grabbing and strangling.

 
 Spoiler: Initiative 
Undead (1d20+5)[23]
Gloria (1d20+3)[20]
Hapu (1d20+1)[21]
Khem (1d20+3)[15]
Tetra (1d20+3)[4]
 


The Coffer Corpse acts fast, walking up to Hapu, but Hapu is always ready and cuts it down with a swing of his polearm and it falls before it acts.

 
 Spoiler: OOC 
14 damage to the Coffer Corpse which everyone other than Tetra thinks kills it.
Not much to see, but  map link 
 


Tetra will realise on her turn that this is actually a ruse and the creature is not yet truly dead, so she may act against it. The rest of you can act but don't see any threat.
ShadowOfAStorm
"Well tha-" Tetra stops mid-stride, narrowing her eyes at the corpse as she pulls a rolled parchment from her belt. With a flick of her wrist it unfurls and she speaks, drawing the magic out with words and setting it loose on Hapu's weapon. "It's still animate." She says in a calm, quick tone.

 
 Spoiler: OOC 
Funerary Weapon on Hapu's glaive. Should AOO this thing when it tries to get up w/ combat reflexes.
 
Thunder999
With a glow of sickly light the corpse rises from the ground like a puppet, reanimating once more (if any of you have seen a casting of Animate Dead then this is strangely familiar), the very sight of it unnerves you all, and drives Willow into a terrified panic.
The creature strikes at Hapu, its grasping arm taking on a translucent, spectral form and briefly passing through his armour, a Raging Spectral Strike fuelled by hatred of the living, it clamps firmly on and begins to squeeze the life out of him.

 
 Spoiler: OOC 
You are all  Shaken  for 1 round, while Willow is  Panicked  for  (2d4)[ 7 ]  rounds.
No AoO as it doesn't actually stand up, it gets reanimated. Raging Spectral Strike hits Hapu's touch AC and crits for 8 damage, it then uses its Grab and Constrict abilities to grapple and inflict a further 5 damage.
That's a total of  13  damage to Hapu, and he is now grappled. In addition the creature's Strangle ability means he cannot speak, so no casting spells with verbal components.
 


It's over to the party.
DeTess
 "Wait Willow, don't...!"  Gloria had a split second to decide as Willow wheeled around to run off. But with the monster currently strangling the life out of her party's leader, it wasn't much choice at all. She quickly slid out of the saddle and advanced on the monster as Willow took off back down the way they had come.

 
 Spoiler: OOC 

move action Gloria: dismount.
All actions Willow: Run away!
free action Gloria: 5-foot step to be adjacent to the monster
standard action: stab the monster:  (1d20+6)[ 23 ] , damage:  (2d6+4)[ 11 ] 
 
CasualViking
      
      Hapu     
 
 "Hrk" . Hapu is to surprised to cry out, and merely grunts as the ice cold hand reaches through his gorget and starts crushing his throat. But a mere act of will, the slightest silent vocalization, is enough to call on Desna's aspect of liberty, and Hapu slides right away from the creature's grasp.
 swift liberation blessing, standard action to break free then auto succeeds, 5' step away   
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 13/26 * Fervor 4/5 * Blessings 4/5 * Wand 5/50
Thunder999
Gloria's spear pierces the creature, and while clearly ineffective, she put enough strength into the blow to leave a noitceable hole, with that he creature once more seems to fall dead, and once more Tetra is the only one to see through the ruse.

 
 Spoiler: OOC 
20 total damage to the Coffer Corpse at this point.
 


Tetra's turn.
ShadowOfAStorm
"Keep at it!" Tetra says, clearly still wary of the now seemingly-inanimate corpse. With a heave she darts around to the back of it, and attempts to slam her shield where she believes it might do the most damage.

 
 Spoiler: ooc 

Move behind
Breaking Glass Strike
 (1d20+2)[ 20 ]  Flanking? Prone?
 (2d6+2)[ 13 ]  damage
DC 15 will save against daze(1 round) and dazzle(4 rounds) on hit
 
Thunder999
Tetra slams her shield into the not-so-dead corpse, but her shield lacks the magic necessary to finish it off.
The creature once more rises from the grave in a wave of necromantic power that fills your minds with fear, only Hapu is able to control himself.
The creature steps into reach of him, and strikes twice with a boosted attack, but cannot get get through his armour.

 
 Spoiler: OOC 
That's 28 total damage on the Coffer Corpse.
Everyone but Hapu is panicked for 5 rounds.
And without that touch attack maneuver it is struggling to hit Hapu
 


Hapu's turn.
CasualViking
      
      Hapu     
 
 "Looks dead, though. But just to be sure, no-one else is around..."  Enduring Crane Strike   attack  - (1d20+8)[ 9 ] ,   slashing  - (1d6+4)[ 8 ] + (1d6)[ 3 ] .   healing  - (1d6+4)[ 10 ] . 
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 13/26 * Fervor 4/5 * Blessings 4/5 * Wand 5/50
Thunder999
The rest of the party flees in terror, though the corpse's opportunistic attack fails to hit, it continues to miss to Hapu.

 
 Spoiler: OOC 
Some terrible rolls mean nothing happens, but everyone other than Hapu and the corpse are now cowering in the previous room.
 


Hapu's turn.
CasualViking
      
      Hapu     
 
Hapu lets the fear wash over him, recognizes it as something other than himself, and lets it wash out like water in a stream. His weapon speks his reply, tearing a chunk of dusty flesh from the stubborn corpse. 5' step to polearm range, swift self-heal with Fervor  (1d6)[ 3 ] ,   Enduring Crane Strike  - (1d20+8)[ 17 ] ,   slashing dam  - (1d10+4)[ 5 ] + (1d6)[ 6 ] .   heal  - (1d6+4)[ 7 ]  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 23/26 * Fervor 3/5 * Blessings 4/5 * Wand 5/50
ShadowOfAStorm
Tetra sprints into the next room before she knows what she's doing, the supernatural panic gripping her heart like ice. Her back pressed to the wall, she tries to communicate but finds the words die in her throat, adrenaline choking them before they see open air.
Thunder999
Hapu's hands shake a little even as he swings his weapon, but the blow lands true and the creature falls, seconds pass and this time it does not rise again.

 
 Spoiler: OOC 
That's 200xp each for slaying the Coffer Corpse.
 


While the others recover from their fear Hapu has chance to look around, three of sepulchers contain easily looted sarcophagi, three more are sealed by stone doors, there's no mechanism to open them, but brute force may smash them (stone doors, hardness 8, you could also try a strength check to force open), one to the northeast appears empty, but as Hapu gets closer he spots a simple false panel.
While likely intended to store the temple's valuables, it's mostly empty, perhaps they never got chance to fill it, a few items of interest did make their way there: A pair of magical gloves, three potions, two of which appear identical, 330 gp, and a pouch containing six rubies worth 25 gp each.
The sarcophagi themselves contain the mummified priests, a few items of purely sentimental value, wooden holy symbols of Nethys and a gold funery mask.  The masks are the only objects worth anything, at 100gp each.
DeTess
 "Sorry about running off like that."  Gloria returns after about a minute or so with Willow in tow.  "In my defence, that thing was really messing with my mind. Did you find anything of note here, Hapu?" 
CasualViking
      
      Hapu     
 
Hapu raises an eyebrow at Gloria and smiles. "I felt it too. Look, treasure! I'm going to try and open these...".

He tries to force open the last 3 sepulchers.   str check  - (1d20+4)[ 22 ] ,   str check  - (1d20+4)[ 6 ] ,   str check  - (1d20+4)[ 16 ] , then sets about smashing the stuborn ones open with the adamantine flail.
 
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 23/26 * Fervor 3/5 * Blessings 4/5 * Wand 5/50
Thunder999
Hapu forces the first one, ripping the door the free, but can't quite get the leverage for the other two, it takes a few swings of his flail each, but three swings of his flail each is enough to sunder the stone.
Though better sealed the contents are the same as before, netting you another 3 gold funery masks (100gp each).

The door to the south east is locked and seemingly undisturbed for centuries, though Tetra would have no issues opening it if you wish to press on.
ShadowOfAStorm
Tetra's hand reaches for another scroll, but as Hapu begins to artfully deconstruct the barriers, she shrugs. "The ancient will need to have put stronger reinforcements to slow us, it would seem."

Tetra readies another scroll of the Moment of Greatness spell, preparing to cast it just before they enter the next room.
Thunder999
After patching themselves up the party moves to the locked stone doors to the south, they yields easily to Tetra's skill and reveals what can only be a Shrine.
A stone altar flanked by two bronze urns sits against the north wall, while to the south, three rows of stone pews face the altar. A lacquered wooden cabinet is bolted to the western wall at head level, and a long stone table runs parallel to the east wall. Stone double doors exit the room leading further East.

But before you can head east you must deal with the room's sole inhabitant.
A humanoid skeleton in light armour (a mithral shirt in fact), wielding a longspear and with a holy symbol of Nethys dangling from his neck stands before the altar, seemingly praying.
As you enter it seems to reach some sort of resolution and shouts in Ancient Osiriani  "No more shall disturb this temple, and those who try shall die." 
Tetra recognises this as a skeleton champion, a type of intelligent undead that keeps the mind and skills of their living self, she doesn't know much about them other than that you still want bludgeoning weapons.

 
 Spoiler: Initiative 
Gloria (1d20+3)[23]
Hapu (1d20+1)[16]
Tetra (1d20+3)[14]
Skeleton (1d20+6)[8]
Khem (1d20+3)[6]
 


You move faster than it (other than Khem, who is too slow).

 
 Spoiler: OOC 
The Skeleton is in Vigilant Keeper’s Stance from Eternal Guardian, therefore all squares within his 10ft reach are difficult terrain, you can charge through but not 5ft step.
 Map link 
 
DeTess
 "Hah, one skeleton shouldn't slow us down much!"  Gloria and Willow charged into the room quickly, intent on ending the fight in a single charge.

 
 Spoiler: OOC 

swift action Gloria: ecnouraging roar (+2 morale to attack and damage)
full-round action Gloria and Willow: charge the skeleton
bite Willow: to-hit: (1d20+9)[ 29 ] , damage:  (1d6+4)[ 10 ] , trip (on hit)  (1d20+4)[ 9 ] 
spear Gloria: to-hit  (1d20+13)[ 17 ] , damage:  (2d6+6)[ 15 ] 

Gloria does not have the AC penalty from charging due to the Cavalier's charge class feature
 
CasualViking
      
      Hapu     
 
Hapu considers his choice of weapons for a brief moment, then follows Gloria in with his trusty horsecutter, deciding that bones can be chopped apart well enough.  move E-E-NE,   enduring crane strike  - (1d20+10)[ 18 ] ,   slashing  - (1d10+6)[ 7 ] + (1d6)[ 5 ] ,   heal gloria  - (1d6+4)[ 8 ] 
  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 23/26 * Fervor 3/5 * Blessings 4/5 * Wand 5/50
Thunder999
The skeleton unexpectedly thrusts at Gloria as she charges, but misses.
Willow manages a solid bite, the force of her jaws producing a distinct crunch, though the skeleton is unmoved.
Gloria misses, her spear piercing the empty air between a pair of ribs.
Hapu has more luck, though his weapon is ill-suited to the task.

 
 Spoiler: OOC 
That's 17 damage to the Skeleton, who is revealed to have Combat Reflexes.
 


Tetra's turn.
ShadowOfAStorm
Tetra follows behind the others. Recognizing the creature as intelligent, she opens her mouth only to realize that, whatever language it just spoke, she knows it not.

"They're intelligent!" She explains hurriedly to the group, before taking a stab in Elven to see if it might know that timeless language "Stop, stop fighting! If you worship Nethys you might yet have purpose!"

Her heart sinks as the two forces clash, and she can't help but think that even if her party  could  communicate, their various tenets and faiths wouldn't allow the opposing force to survive.
Thunder999
The skeletal champion's spear glows with divine power and he swings it around, a careful grip on the haft letting him striking clean through Gloria's armour despite the lack of distance.

 
 Spoiler: OOC 
Armor-Piercing Thrust for 14 piercing damage to Gloria, she succeeded her will save so the 1 negative energy is halved to 0 from the Channel smite. The attack was also boosted by a Destructive Smite domain power.

Oh and this guy would not be up to talk, you'll have no way to find out this context in character, but he was unsure what to do when the Graven Guardian let the Scorched Hand through, and that line you heard was him deciding, after praying to Nethys and meditating, that he really should just be killing anyone who disturbs the place.
 


Khem's turn.
MesiDoomstalker
Khem rushed to opposite of the champion's position, firing a blunted arrow at its old brittle bones.

 
 Spoiler 
 (1d20+7)[ 21 ]  vs. AC
 (1d8+1)[ 5 ] 
 
Thunder999
Khem's arrow finds its mark, doing moderate damage.

 
 Spoiler: OOC 
That's 22 total to the skeleton now.
 


Back to the rest of the party.
DeTess
Tetra's call might have made Gloria stay her hand, if the skeleton hadn't picked that moment to nearly knock her from Willow with the haft of its spear. Instead, she redoubled her attack, trying to bring down the skeleton, and if possible, create an opening for Hapu to land a blow as well.

 
 Spoiler: OOC 

Standard Willow: bite: to-hit:  (1d20+5)[ 20 ] , damage:  (1d6+2)[ 6 ] , trip:  (1d20+4)[ 5 ] 
standard Gloria: Hunting party strike (on-hit, Hapu gets an AoO): to-hit  (1d20+8)[ 27 ] , damage: (2d6+4)[ 9 ] 
 
CasualViking
      
      Hapu     
 
In the crowded space, Hapu only gets off a few ineffective jabs.   opportunity attack  - (1d20+8)[ 11 ] ,   slashing  - (1d10+4)[ 11 ] + (1d6)[ 2 ] .   regular attack  - (1d20+8)[ 9 ] ,   slashing  - (1d10+4)[ 8 ] + (1d6)[ 4 ] 
[/I] 
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 23/26 * Fervor 3/5 * Blessings 4/5 * Wand 5/50
Thunder999
Willow and Gloria inflict some solid wounds, cracks are beginning to show in the creature's bones, a living opponent would likely be feeling nervous, but you can read no emotion in its empty eye sockets.

 
 Spoiler: OOC 
10 more damage for 32 total.
 


Tetra's turn
ShadowOfAStorm
With no further recourse for diplomacy, Tetra internally curses her lack of planning. With the right scroll or item, this intelligent being might be brought to heel, or at least non-hostility.

Instead, she's forced to attack.

 
 Spoiler: ooc 

I am very sick
 (1d20+3)[ 21 ]  +4 moment of greatness encouraign roar, -4 melee target?
 (2d6)[ 8 ] + (1d4+6)[ 7 ] 
 
Thunder999
Tetra brings her shield black to deliver what may well be a finishing blow, but the Skeleton levels its unnatual gaze upon her, and just for a moment the thought of herself as nothing but a skeleton fills her with dread, and her aim falters.

The skeleton swings at Gloria, negative energy once more wreathing his weapon, but she bats his spear aside with her shield.

 
 Spoiler: OOC 
Fear the Reaper counter, Tetra is shaken.
Sorry to hear you're sick.
That was a Terrifying Blow on Gloria, but it missed.
 


Khem's turn!
MesiDoomstalker
Lining up one last shot, Khem let the blunted arrow fly hoping to finish this encounter fast.

 
 Spoiler 
 (1d20+7)[ 9 ]  vs. AC
 (1d8+1)[ 9 ]  Bludgeoning Damage
 
CasualViking
      
      Hapu     
 
Another blow, another parry. That skeleton is fast.

 Enduring Crane strike  16 ,   slashing  - (1d10+4)[ 8 ] + (1d6)[ 2 ] ,   heal  - (1d6+4)[ 6 ] 
  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 23/26 * Fervor 3/5 * Blessings 4/5 * Wand 5/50
Thunder999
Khem's blunted arrow clatters uselessly into the wall, but Hapu's polearm clatters into the skeleton, leaving a noticeable groove in its shoulderblade, though the creature is not destroyed yet.

 
 Spoiler: OOC 
That's actually a hit for 5 more damage, 37 total now. Skeleton took an AC penalty.
 
DeTess
 "Hah, you won't get me twice!"  Gloria batted away the strike, then aimed her spear at the skeleton's head, intend on ending the fight.

 
 Spoiler: OOC 

Standard Willow: bite: to-hit:  (1d20+5)[ 17 ] , damage  (1d6+2)[ 6 ] , trip (on hit):  (1d20+4)[ 22 ] 
Standard Gloria: spear-to-the-face:  (1d20+7)[ 27 ] , damage:  (2d6+6)[ 16 ] 
 
Thunder999
Gloria's spear strikes true, the skeleton shakes with the impact and collapses to the ground, destroyed.

 
 Spoiler: OOC 
300xp each for defeating this Skeleton Champion
 


The skeleton's armour is a nonmagical but still valuable Mithral Shirt, his longspear is clearly magical, but Tetra cannot identify it.
He carried a wooden holy symbol of Nethys (no real value) and far more interestingly a complete set of keys to temple crypts (i.e. this entire lower floor).

A lacquered cabinet on the west wall holds a gold chalice engraved with the visage of Nethys worth 50 gp.

If you exit out the other side of this room it connects to a large hallway, the same one that would have been reached through the already-picked doors had you headed straight east earlier.
You can head either north or south here, with no particular indications where each path leads. (But it does matter)
MesiDoomstalker
Khem dutifully removes the fine chain, examining.   This is a fine piece. If I may?   He started removing his current armor, donning the new chain.   Perhaps its time to find our interlopers down the path of unlocked doors?  
CasualViking
      
      Hapu     
 
Hapu sees Tetra get excited about the skeleton's mail shirt, and gestures to the others to be silent, not wanting to ruin the fun of the moment of realization.

In the corridor, Hapu looks around. The he closes his eyes, does a little pirouette, and ends up facing more or less north. He nods in the direction of the door, and gets into position.

[/I] 
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 23/26 * Fervor 3/5 * Blessings 4/5 * Wand 5/50
Thunder999
As the party walks down the northern route you notice a section of wall that isn't quite flush with the surroundings, a secret door, and one that hasn't been properly closed at that, it's easy enough to pull it the remainder of the way open.

A stone effigy of a humanoid figure stands at the north end of this room, its arms spread in a gesture of supplication, or as if commanding an object to rise in the air. The figure’s face is devoid of detail, with only vague contours where the eyes and nose should be. An extensive series of hieroglyphs covers the western wall, opposite a stone bench that stands against the eastern wall.

Before you even enter you can see droplets of blood, smeared by bare soled footprints on the floor, Khem also recognises faint marks on the door as the remnants of a Glyph of Warding spell which discharged recently.

The effigy itself has indentations around the ears and while the body is coated in dust, the head is clean, clearly something used to rest upon it.

A Detect Magic picks up a dim aura with no clear source, it's beyond Tetra's ability to understand (because it requires knowledge arcana).

Do you wish to enter the room or continue along the corridor?
ShadowOfAStorm
"Sorry" Tetra says in a low voice, "I'm just not sure what's going on here." She indicated with wiggling hand toward the aforementioned magic aura.

"I'll get in my studies when I can. The fabric of magic isn't the focus of my expertise, but it certainly overlaps...."
DeTess
Gloria took a quick glance into the room.  "It seems they've already been through here, and took something from that statue. I doubt they left anything."  She looked down the corridor again.  "Hopefully we can catch up with them soon." 
Thunder999
You continue down the corridor, unwilling to spend more time on the seemingly looted room.

You come upon an open set of double doors, beyond which lies an octagonal room about 30ft across, a large silver summoning circle is inlaid in the floor tiles near the center of this octagonal chamber. In the northeast corner of the room, a set of narrow steps leads up to a raised dais. A concave stone bench, almost a throne, perches atop the dais, flanked by two bronze braziers. Four columns carved in the form of fantastic creatures support the room’s vaulted ceiling.
The column to the northeast depicts a beautiful, hawk-winged, succubuslike woman, while the southeast column is fashioned in the form of a feminine figure of billowing smoke or clouds crackling with electricity. The northwest column portrays a half-skeletal spellcaster of some kind, and the column to the southwest resembles a winged, angelic creature wearing a metallic mask.
The hawk-winged woman and angelic creature are unknown to you, but Tetra knows the feminine figure of smoke and clouds to be the Arcanotheign, Herald of Nethys, and the skeletal figure to be the infamous lich Takaral who is known to have Nethys' favour for his mastery of magic beyond what any mortal lifetime could accumulate.

It's a subtle thing, but Hapu and Tetra's keen eyes spot it before anyone makes the mistake of entering.
Two of the columns, the unknown winged woman and the Arcanaotheign are not statues at all, but some sort of construct. Khem is entirely unable to think of what construct that would be, but they're obviously guarding this room.
You hear the sounds of voices to the south.

And thus you reach one last set of bronze gates, you notice that while closed, they have been rigged not to relock, beyond lies a large chamber, two rows of columns supporting its 20ft high vaulted ceiling. Inscribed hieroglyphs cover most of the room’s walls, but the southern wall is rough and unfinished. Three passages, each closed with a bronze gate, exit the room to the north, east, and west.

Unlike the other rooms this one has illumination in the form of a single everburning torch, held in the hand of a human man wearing scale mail, with a holy symbol of nethys around his neck, gathered around him are the remainder of the Scorched hand.

You may attempt to talk to them from the entrance, or we can jump to initiative if you'd rather rush in.
From what little you know it seems unlikely they'd give up their illegal claim to this place and its treasures, but you have chance to speak before the fighting starts.


EDIT:OOC enjoy 200xp each for bypassing the columns.
CasualViking
      
      Hapu     
 
 "These guys stole from us, and hired thugs to kill us. However righteous they may consider their motives to be, and I'm being generous here, they didn't try trade or persuasion, but went directly to threats and murder. They don't merit discussion" . Hape grasps his weapon tight and prepares to fight.  
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 23/26 * Fervor 3/5 * Blessings 4/5 * Wand 5/50
MesiDoomstalker
Khem shuffled through his travel pack, working as he spoke.   I agree. They've shown who they are already.   His fingers worked, mixing new extracts. As they readied themselves, he downed three in quick succession.

 
 Spoiler 
In order of consumption:
Anticipate Peril, +3 to Init (+6 total)
Shield, +4 Shield bonus to AC (22 and 19 FF)
Targeted Bomb Admixture (no splash, double Int bonus to damage on bombs). It only lasts 3 rounds, so will only take it literally as we're about to rush in
 
Thunder999
As Khem pours a extract down his throat the armoured man acts, his torch falling to the floor as she casts a spell which Tetra recognises as Weapon of Awe, reaching out to touch one of his companion's kukri's. Khem doesn't catch the spell, but he's pretty sure they already have some other spells active, probably cast when they heard you coming.  She's clearly a cleric.

 
 Spoiler: Initiatives 
Khelru (1d20+4)[23]
Hapu (1d20+1)[20]
Velriana (1d20+2)[19]
Gloria (1d20+3)[17]
Idorii (1d20+5)[15]
Tetra (1d20+3)[12]
Khem (1d20+3)[10]
Azaz (1d20+6)[7]
 

 
 Spoiler: OOC 
The enemies, as far as you can tell:
Khelru:Female human Cleric in splint mail. Velriana:Female human wizard in robes has 2 mirror images. Azaz:Male human wizard in robes. Idorii:Female Half-Elf in studded leather, some sort of martial, in a stance but you failed your Knowledge Martial checks.

 Map Link 
 


Hapu's turn
CasualViking
      
      Hapu     
 
Hapu opens the fight in earnest, with a brief prayer and a dramatic wide slash.  Move S-S. Swift: Divine Favor. Piercing Strike at Idorii and Khelru   attack  - (1d20+10)[ 23 ] ,   damage  - (1d10+6)[ 14 ] + (1d6)[ 4 ]  (+ (1d6)[ 3 ]  if evil)   
 
  

 
 Perception +8 * AC: 25 Counters: Oaken shield (+4) * HP: 23/26 * Fervor 2/5 * Blessings 3/5 * Wand 5/50
Thunder999
Hapu starts things off with an impressively strong swing of his polearm, slicing through two of the enemies before him at once, they're standing but hurt a lot.

The wizard at the back steps further away and casts a spell you soon recognise as Glitterdust, Willow and Gloria are blinded while the rest of you are merely very sparkly.

 
 Spoiler: OOC 
18 damage each with that, they are not in fact evil.
Gloria and Willow can make additional will saves at the end of their turn, but are blind until they pass.
That means no charging, DC 10 acrobatics to move more than half speed, and the obvious AC penalty and miss chance.
 


Time for Gloria to blindly join the fray!
DeTess
 "Aaaah! What the!?"  Gloria had been about to charge into the group of claim jumpers when a sudden burst of light blinded her, stopping her in her tracks.

 
 Spoiler: OOC 

I'm not really seeing how Gloria could still press an attack under these circumstances, so sitting this turn out.
Will save Gloria:  (1d20+1)[ 19 ] 
wills ave Willow:  (1d20+2)[ 16 ] 
 
Thunder999
Gloria and Willow manage to force their eyes open despite the sparkling glitter.

Wary of Hapu's polearm the rogue considers for a moment, steps into his reach then leaps towards, Tetra striking once with each weapon, but neither make it past her defences.  Based on the uncomfortable look on her face Tetra is pretty sure Idorii could be convinced to surrender.

 
 Spoiler: OOC 
That was 5ft then Leaping Dragon, then a TWF full attack which missed.
Idorii is open to a deal since you nearly killed her with one hit and she has failed to hit what she thought was the softest target.
 


Tetra's turn.
ShadowOfAStorm
Tetra's smile deepens as the blows fail to connect. Knowing she lacks the persuasiveness to parley mid-brawl, and the skill to out fight a martial artist of equal experience, she steps west out of reach and slings her shield at Khelru, hoping to disable an enemy combatant.

 
 Spoiler: OOC 
5ft step
Throwing Shell  (1d20+5)[ 9 ]  to hit
 (2d6)[ 6 ] + (1d4+2)[ 6 ]  potential damage
 
Thunder999
Tetra's shield is easily dodged.

Khem's turn
MesiDoomstalker
Khem lobs a bomb into the group, the frosty explosion slowing down their response.


 
 Spoiler 
I've lost track of who is where, so target whoever I can to catch someone in splash, avoiding the one whose trying to surrender. If I need to 5-ft to avoid an AoO I will.
 (1d20+7)[ 19 ]  vs. Touch AC
   (2d6+6)[ 13 ]  Cold damage  , those in splash must make  DC 15 Reflex  save for half vs.   8 Cold damage  . Anyone taken damage must make  DC 15 Fortitude  save or be  Staggered for 1 round .
 