<em>Where is she putting that?</em>Shelna thought to herself as the khopesh disappeared.<br/><br/>Another shiver was suppressed as Tora mentioned the coffin.<br/><br/>"You can check it for traps and open it, and I'll stand at the ready in case the occupant resents our entry.<br/><br/>There were no traps, not even a second trigger for the spikes beyond the ceiling of darkness. The sarcophagus opened, and...<br/><br/>There was nothing. No mummy, no demon, not even a secret invisible corpse or treasure. Just a fine layer of green dust and nothing else.<br/><br/><em>As neither are trained in Craft Alchemy, the green dust cannot be identified as of now. But Tora's +11 Spellcraft theorizes that said dust might be the remnants of a non-humanoid entity.</em><br/><br/>"...let's not linger here for too long," Shelna advised.<br/><br/><hr/><br/><strong>Room 6:</strong>Another room, bereft of inhabitants. Instead of hieroglyphs, swirling floral shapes decorated the walls and floor, with tiny studded gems in the ceiling simulating a night sky. Humans, catfolk, and even a few dwarves danced about, albeit their forms spectral and translucent, their finery of a prior age. Other than the ghosts and the gems, there were no obvious interesting areas in this room.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gem</div><div class="spoiler_body">It's hard to guess their true value without a DC 20 Appraise check (2,000 gp), but the gems require some way of reaching them, via DC 18 Climb, a ladder, or even flight or using ranged attacks to knock them out.<br/><br/>However, doing this causes the specters to turn about swiftly, picking up a deadly dance...<br/><br/>Roll DC 16 Will save or be afflicted with Glitterdust (12 rounds).<br/><br/>This trap only triggers once.</div></div><br/><strong><span class="bbc_size" style="font-size: 18pt;">Second Floor</span></strong><br/><br/>The second level led up to a two-way intersection with a set of double doors. These ones portrayed a pair of doorknobs in the shape of hounds' heads.<br/><br/><strong>Room 7:</strong>The southern rooms houses what appears to be a strange rectangular contraption, containing a series of levers, panels, switches, and glass containers. It is 15 feet tall, welded into the floor, and too large to physically transport.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Know Engineering DC 20</div><div class="spoiler_body">This...is a contraption dedicated to sucking souls out of the air. to transplant into physical objects. And it's still operational.<br/><br/>On second thought, that explains the otherwise complete lack of life around the pyramid's immediate vicinity.<br/><br/>Not to worry, it only works on targets who die! Tora and Shelna's souls are safe...for now.</div></div><br/><strong>Room 8:</strong>A set of steps goes up 10 feet. The "room" is actually a raised platform with a four foot tall black cylinder with sliding panels slid up concealing some interior working. The place seems brimming with traps as every tile causes a slight feeling of uneasiness. But then it's obvious that the floor itself is tilting, much like a scale!<br/><br/><em>Roll a DC 17 Acrobatics check to move about the room without upsetting things too much. If you fail by 1-4, the floor tilts and you must roll a DC 15 Climb check to make your way to the center. Fail by 5 or more and Tora goes barreling to the edge, slamming into the wall for <strong>16 damage.</strong> (https://elliquiy.com/forums/dicebot.php?r=89747)</em><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cylinder</div><div class="spoiler_body">The cylinder's panels are fastened, but can be pried open with thieves' tools.<br/><br/>Inside is a series of what appear to be 5 wands! They are as follows:<br/><br/>Cure Light Wounds (15 charges)<br/>Chord of Shards (8 charges) (http://www.d20pfsrd.com/magic/all-spells/c/chord-of-shards)<br/>Dazzling Blade (20 charges) (http://www.d20pfsrd.com/magic/all-spells/d/dazzling-blade)<br/>Magic Missile (7 charges)<br/>Summon Monster I (11 charges)</div></div><br/><strong>Room 9:</strong>This room is entered via the double doors in front. It bears a great throne of iron at the opposite (eastern) end with chains leaning to the wall akin to an anchor, large enough to house an ogre-sized creature.<br/><br/>And it's the first room which is occupied, too!<br/><br/>(https://i.imgur.com/vBlSUjX.jpg?1)<br/><br/>A tall, red-skinned horned man sits, regarding the newcomers with an all-too-wide smile.<br/><br/>"Welcome, ladies, to my humble abode!" he bellows. "You're the first mortals who dared to set foot in this tomb! Do you care for anything? Here, have a head only capable of screaming!"<br/><br/>A disembodied head appears of a bearded man. His eyes are a dull yellow, and his teeth filed into points. It begins screeching wildly as the demon rolls it forward on the ground with a hearty laugh.<br/><br/>Shelna yelps and takes a reflexive jump back.<br/><br/>"Eh, screaming not your thing? I thought as much; forgive my manners."<br/><br/>With a snap of his fingers the head disappears.