
Black Tom |

The chariot is painted like a war chariot, but undoubtedly could have been used for other purposes like racing, or even hunting. It is relatively well preserved and could even be considered an antiquity (worth something like 100 gp), but you'd have to disassemble it piece for piece to get it out, which is undoubtedly how it was brought here in the first place. However, time has taken its toll and it wouldn't be useable in its current condition.

Fleur |

Fleur goes over to the chest and examines it carefully, as it intrigues her... she wonders what's inside of it.

Fleur |

Fleur will check to see if the chest is trapped before trying to unlock it.
perc: 1d20 + 7 ⇒ (13) + 7 = 20
If she spots a trap, she'll try to disable it. If no trap spotted, she'll try to unlock it... use this roll for whichever is necessary
disable: 1d20 + 6 ⇒ (12) + 6 = 18

Fleur |

is it small enough to easily carry?

Inmir |

It would seem foolish to carry this chest about with us. Should we perhaps leave it here while we explore further? Or perhaps just move it to the room at the bottom of the shaft we came down.
Foolishness. Some of them are experienced adventurers. They hardly need your suggestions on how to deal with these things.
Inmir will move to one of the shields in a corner of the room. He will examine it more closely, Perception: 1d20 + 8 ⇒ (4) + 8 = 12 and assuming it there is not anything odd about it he will touch it and cast light upon it.
There, a little more light in the room that won't be affected by my wandering about
If Fleur looks about to open the chest, he will also cast Guidance and Resistance on her.
Guidance = +1 competence bonus on a single attack roll, saving throw, or skill check.
Resistance = +1 resistance bonus on saves.

Fleur |

"Well, i think we should open it and see what's in it... perhaps teh whole chest doesn't need to be taken out, just the contents... or perhaps the contents might help us explore further in some way." But she doesn't actually open it, waiting for other opinions... either in agreement with her or not.

Fleur |

that would bring Fleur's roll to a 20... does that jam the blade?

Inmir |

Inmir looks across from the corner of the room where he has just placed a light spell on the shield as Fleur makes her comment about the chest and its contents. He pauses for a moment as if considering her idea.
That seems sound - why didn't I think of that? Experience I suppose...
That seems like a sensible idea Fleur. Although the chest itself does seem valuable, we may still want to take it out, but it is probably worth knowing what is in it. What if, for example there's a key in there to a door we need to open further in?

Fleur |

"You're obviously better at this than I am Luuther... why don't you take point and I'll assist if you need it."

Inmir |

Inmir looks back to the pedestals with the stuffed animals on them for a moment Do the animals appear to be beloved pets or more hunting trophies? before moving over to the other exit from the room. Holding out his spear he shines his light into the darkness of the corridor.

Luuther |

"You're obviously better at this than I am Luuther... why don't you take point and I'll assist if you need it."
"If you wish I'll take the chances. I'm used to living life by the whim of Jing, so have no problems with taking chances".
1d20 + 10 ⇒ (5) + 10 = 15 Disable Device to open lock on chest.
Luuther looks through his lock pick set, and seems to be missing the right one to pick the lock. He takes a size smaller, and attempts to open the lock.
"Perhaps in his wisdom, Jing has brought you here to push me to succeed, despite the odds".

Black Tom |

Sorry, postmonster ate my post.
Since the chest is no longer trapped you can take 10 on opening it if you like.
After a certain amount of fiddling and changing of lockpicks, Luuther finally gets the chest open. It contains three potions, of which two look identical. 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. Each book weighs 25 pounds.

Fleur |

Does the chest itself have any monetary or potentially historical value? if not maybe we should take just the objects, but maybe pick up the books on the way out since they're so heavy.

Fleur |

"It seems it's all valuable, but it's so heavy and bulky, it doesn't seem smart to take it with us on our way in, but rather save it for on the way out. The potions however might be handy to have along."
craft alchemy to id potions, odd one out: 1d20 + 13 ⇒ (18) + 13 = 31
craft alchemy to id potions, first identical one: 1d20 + 13 ⇒ (10) + 13 = 23
craft alchemy to id potions, second identical one, just in case: 1d20 + 13 ⇒ (6) + 13 = 19

Luuther |

"Yes. We can come back before we depart for the baubles. Let us see what surprises this hallway holds for us".
Luuther begins to move carefully down the hall, his darkvision penetrating the darkness.
1d20 + 4 ⇒ (9) + 4 = 13 Perception (+2 for unusual stonework, +1 for traps).

Talin Moonscar |

"Since this is our site. And i believe just us here from the groups. It will be safe untill we have to go back. I too suggest we continue and come back later"
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Inmir |

Inmir continues to watch down the corridor while the chest is opened and its contents explored. His eyes light up a bit at the mention of the books.
Wonderful ... imagine what can be learned from histories of such times. I must try and have at least a brief read through them before they are sold off.

Black Tom |

The potions are Cure Light Wounds x2 and Darkvision.
Four funerary masks hang on one wall of this short hallway, staring down as if in judgment at anyone standing in the corridor. The corridor ends in a 20 feet square room.
A table displaying a three-dimensional diorama occupies much of the north side of this 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.
As you enter the room three tiny wooden figures jump down from the diorama and attack. Roll for initiative.
Map coming up.

Talin Moonscar |

"what the heck zre those things?!" he says as he readies his crossbow
Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
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Fleur |

before moving on:
"Perhaps one of you should take the potion of darkvision," she says to Inmir and Duriel... since the rest of us can all see in the dark. "Our frontline fighters should maybe take the two healing potions."
after moving on:
Fleur's eyes open wide as she sees the little wooden figures jump off the diorama... "Aww, now it's ruined... "she says regretfully, while trying to identify the creatures and how best to defeat them.
what knowledge roll do I need for these?

Inmir |

The Lady of Graves brings light in the darkness.
Standing looking at the four funerary masks on the wall, Inmir re-casts the light spell on his spear. It doesn't feel like the previous spell was due to expire yet, it almost seems as if the spell was like a little prayer to placate the masks, to let them know that a priest of Pharasma is here and that desecration is not intended.
I agree with the group - if it will make things flow more smoothly Tom, please feel free to roll initiative for the group.
Initiative: 1d20 ⇒ 8 Obviously distracted by the masks, Inmir has ended up towards the back of the group and the Initiative order as the rest of the group passed him by.

Fleur |

didn't see the call for initiatives... feel free to roll mine in future if that will speed things up.
init: 1d20 + 2 ⇒ (10) + 2 = 12

Black Tom |

Thank you, I'll roll for you if it stalls the game not to, but there is no rush so far.
The little wooden figurines move with lightning speed and before you have had time to react, they are all over Luuther, pummeling him mercilessly with their tiny fists. Luuther takes 8 points of damage in all.
You are all up. You can post your actions in any order, and we can adjust the order in which they happen if you need to work together to set up flanks or make room for missile fire or the like.
The colored areas are difficult terrain because of the furniture. The dolls are so small that two of them share a square. Since they are tiny, they have no reach, so you will probably be able to move past them if you need to.
They are animated wooden dolls, so Knowledge (arcana) would be appropriate.

Talin Moonscar |

Talin will try to atleast damage 1 of them. Even though he is still not use to the fact there are friends in the way...
Shot!: 1d20 + 6 + 1 - 4 ⇒ (3) + 6 + 1 - 4 = 6
Thud!: 1d8 + 1 ⇒ (8) + 1 = 9
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Inmir |

Looking startled at both the suddenness of the violence and the oddness of the creatures causing it, Inmir nonetheless entreats his goddess for help as quickly as he is able.
Lady Pharasma! I beseech you, please aid us with your divine might. Wash your healing power over my friends!
There is a wash of pale light in a 30 foot circle surrounding Inmir and everyone within that light hears a faint sound like an echoing but wordless whisper and has a fleeting sensation of the presence of a departed loved one. Those who are wounded are partially healed.
Healing: 1d6 ⇒ 4
Inmir will use his Selective Channeling to exclude any (max of 2) of the Evil Dolls who have been wounded by the time his initiative rolls around from the healing effect of his channel positive energy.

Fleur |

know arcane: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (3) = 20

Fleur |

Since they are wood, she will throw an alchemist fire at one that shares a square with another one.
ranged touch to hit: 1d20 + 2 ⇒ (12) + 2 = 14
dmg if hits: 1d6 ⇒ 6

Luuther |

"Woo Hoo! Bad Things! Ouch! Ahh!"
Luther feels a potential disabling blow, then feels a wash of healing energy.
Luuther attempts to hit the one to his left with his warhammer...
1d20 + 1 ⇒ (17) + 1 = 18 Warhammer
1d8 + 1 ⇒ (4) + 1 = 5 Smashing damage
Then tumble out of the way to N13 so the heavy infantry can arrive.
1d20 + 7 ⇒ (11) + 7 = 18 Acrobatics

Black Tom |

Luuther gives the doll a good smack with his hammer, but it proves surprisingly resilient. He opts for the better part of valor and retreats. Luckily the ancient wood burns well and Fleur's alchemist's fire burns one of the dolls to cinder. Duriel steps into the fray, but the dolls are too small and nimble for his heavy blow. Talin's bolt goes wide off target and Haydar takes up a defensive posture.
The dolls advance on Haydar and Duriel, but their blows fail to connect.
You are all up again. Map is updated above.

Talin Moonscar |

"Scamps!" he growls as he quickly reloads, takes a step back and tries to bolt on of them again
Attack: 1d20 + 6 + 1 - 4 ⇒ (6) + 6 + 1 - 4 = 9
Thud!: 1d8 + 1 ⇒ (4) + 1 = 5
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Inmir |

What are these things? Animated dolls? I thought there would be traps like the thing that wounded Fleur, but this? Concentrate! They need help, what can you do?
Glancing about desperately, Inmir reaches out to Hayday standing before him and touches two fingers to his shoulder as he intones Lady of Graves, place your guiding hand on Haydar and help him in this battle!
Casting Guidance
Haydar hears a faint tone, as of the final chord of a distant song and feels a sudden clarity of focus.
Haydar gets a +1 competence bonus on a single attack roll, saving throw, or skill check. To be taken in the course of the next minute. Punch it's lights out Haydar!

Black Tom |

Duriel and Haydar smash the remaining two figurines.
End of combat. 100 xp to everyone.
There are no visible exits, so you can examine the furnishings at leisure. There are two light wooden shields, one light steel shield, a composite shortbow, The chests are less ornate than the one you found in the other room, and they are not locked, just sealed with wax. So is the clay urn.